Ars Magna

## **User(s)**

Awakeners (After the Heian Period)
Maledicti

**Ars Magna** (術式 *Jutsushiki, "Magic Formula,"*} is a safer medium for channeling eir and seithr through the use of magic fields. While it provides a person with the ability to create things and manipulate the laws of nature, it never encourages powers that lie outside of the laws of physics and as such has it's own limitations in that regard. Anything paradoxical or contradictory in nature is simply not possible.

## Overview

People who can utilize eir or seithr are publicly recognized as **Ascendants** or **Awakeners** (覚醒人 *Kakuseijin, "Awakened Person,"*) the shapers and molders of the material world, much like the Nine Sages themselves. These people possess superhuman strength, speed, response time and a variety of other abilities as a result of this psionic power.

Awakeners/Ascendants receive a form of divine protection from Mithra and Horma that prevents people who do not have eir from acting upon those who do. An example: If a person who did not know how to control the eir in their body got struck by a spell or an attack that was comprised of eir, they would immediately be brought into a fatal condition or disintegrate and be assimilated by the environment, returning to the planet or area they died in. A very potent but deadly force, Ars Magna combines the rules of science with the capabilities of magic to create various phenomena that can be used to turn the tide of any situation.

Another type of Ascendant who had their power forcefully awakened is called a **Maledictus** (禁断人 *Kindanjin, "Forbidden Person."*)

### Main Abilities

**Divination**: The act of calling upon elements or learning the nature of a person's affinity. It is tantamount that all ascendants know how to perform this in order to produce any of the other abilities listed below.

**Abjuration**: The ability to heal ones self or others and provide a decent form of defense against attacks. Ascendants all know how to do this, but some specialize in it and are better than others. Hydromancers, Pyromancers and Photomancers traditionally are the best in this category.

**Enchantment**: This revolves around the use of Teritary Magick, which is centered on the principles of enchantments and debuffing. Not all ascendants learn this one but it is important and useful in battle for bringing out more power in times of need. Photomancers and Geomancers are the best in this category.

**Necromancy**: This type of Magick is frowned upon and forbidden in most cases, but that has never stopped people from learning how to use this power. Umbramancers are the only ones capable of utilizing this form of Ars Magna.

**Illusion**: The act of deception, these illusions can span from ordinary ones to psychosomatic illusions that cause real pain and bring about actual effects such as being burned, stabbed or shot. The best elements for this one are Photomancy and Aeromancy as they are the best at creating mirages and distortions of the senses.

**Conjuration**: The ability to summon weapons or objects. These constructs cannot be more powerful than the summoner and cannot defy the laws of physics. Geomancers are the best for this as they have a strong connection to nature and have complete control over all solid materials in existence.

**Evocation**: The ability to summon spirits, demons or divine entities. Photomancers and Umbramancers undoubtedly have the most powerful summons by nature and the best control of them.

**Transmutation**: The ability to transform eir/seithr into other constructs outside of the standard uses of elements. All ascendants know how to perform this. It allows them to erect barriers, create seals or curses. These curses and seals usually are set with a condition, where if they are properly met it will grant the caster tremendous power or bring about the death of their respective target.

### Sub Abilities

**Mechanoreception**: The ability to feel and detect vibrations within a set space. Ascendants can physically perceive the flow of these disturbances such as gravity, sound, vibrations and other forms of mechanical energy.

**Electroreception**: The ability to feel and detect electromagnetic wave disturbances. They can sense all forms of electromagnetic energy, such as light or lightning waves, allowing them to evade and respond accordingly to avoid being harmed by abnormality.

**Telekinesis**: The ability to move or manipulate matter with the mind. All ascendants are capable of this and it is probably the most common usage of eir in general.

**Telepathy**: Most ascendants have the ability to speak to other people from far away and even see the world through their own eyes. They can read the minds of others, allowing them to react to their actions expeditiously and avoid taking any unnecessary damage.

**Mana Lobe Activation**: This activates the nodes in the brain to increase the amount of power that is produced by the special cells. Doing this causes the body to become gradually damaged over time as this breaks all mental and physical limitations that the person has. Using this for too long will end up killing the Ascendant. It is often used as a last resort when nothing else works, the elemental affinities will be overwritten, doubling their original power.

## Elemental Affinity

### Determining Eir Type

Eir Types are divided between three categories: **Lucifero** (Fire, Wind, Light), **Noctifero** (Water, Earth, Dark) and **Neutral** (All Elements.) When reading the palm to determine what elemental affinity a person has, shortened lines are used to represent the stronger affinity, whereas longer lines mean that they are lacking in that field. The length of the line represents how much energy is required to manifest the specific element. While searching for their main affinity, look for the shortest line for that is their main element. Those who are born under elements categorized as Lucifero do not have a Fate Line and people born under the Dark element have no Sun Line.

### Magic Types

Primary Magick is magic centered around the usage of the main six elements: Pyromancy, Hydromancy, Geomancy, Aeromancy, Photomancy and Umbramancy. The mastery with each element is determined by a person's affinity and no single person can fully master all six equally. Too much can cause an imbalance in eir flow and ultimately kill someone. In times of danger, ascendants can push their own power even further by activating the lobes in their brain to increase their own affinity at the cost of their life. A practice frowned upon by multiple institutions. To find an individual's element that they were born with, a person must observe the formation of their palm lines.

#### The Head Line: Geomancy

**Chireishi** (地霊使, *"Geomancers"*) are able to create and manipulate all solid elements on the periodic table. They can even reinforce the materials to make them way stronger than they normally would be. These people are usually hard-hitting offensive or defensive type Ascendants. They are unmatched in terms of physical augmentation and have countless options for dealing with enemies. Naturally capable of manipulating all physical forces, from g-force to inertia, they are the powerhouses of the group. The highest the percentile in Geomancy, the more accessible it's greater applications are. Hydromancers and Aeromancers are their weakness because they cause erosion, but they are strong against Pyromancy and Umbramancy.

100% Geomancy: Full Mastery

80% Geomancy: Can use all of the Geomancy capabilities except for full manipulation of physical forces.

60% Geomancy: Can use half of the Geomancy capabilities but struggles with creation/enhancement of objects or materials.

40% Geomancy: Can use very little of Geomancy's applications, can only use things limited to their own person.

#### The Heart Line: Hydromancy

**Mizureishi** (水霊使, *"Hydromancers,"*) are capable of manipulating all forms of liquids. Being able to control liquids at a normal level and a chemical one, they can increase the amount of a chemical or decrease the amount of another which can be useful for creating different solutions. For example, with water manipulation an Ascendant has the capacity to fully control the molecules of oxygen and hydrogen. To expand further on that, Hydrogen by itself has explosive properties and if the oxygen were completely removed, it could develop the qualities of a bomb and so on. Hydromancers are beaten by Aeromancers but are strong against Geomancers.

100% Hydromancy: Full Mastery.

80% Hydromancy: Can use all of Hydromancy's applications except for manipulation of a liquid's personal gravity.

60% Hydromancy: Can use at least half of Hydromancy's applications, but will struggle with manipulating the chemical compounds in liquids thus hindering the idea of chemical property manipulation.

40% Hydromancy: Can only create standard water, cannot manipulate it's various states or shapes.

#### The Sun Line: Photomancy

**Tōreishi** (灯霊使, *"Photomancers,"*) - One of the most powerful affinities, it is well-rounded and doesn't have a single area that goes below the 60% percentile, which implies that the Ascendant has more eir cells than the standard person. They can fully manipulate the EM spectrum and all of it's many assets. The energy can be used to accelerate healing, disintegrate enemies and allow greater weapon enhancements than Geomancy could provide. Some people who are Photomancers learn a teritary magick that allows their body to temporarily mimic light while dashing. Without it, light speed movement would lead to death or worse. Photomancy has an advantage over all elements except for Dark, where it stands on somewhat even footing.

100% Photomancy: Full Mastery

80% Photomancy: Can use all applications of Photomancy with the exception of supported light speed dashing.

60% Photomancy: Can use at least half of the applications but will struggle when it comes to precise usage of electromagnetism, may end up creating unstable fields that are difficult to control.

#### The Fate Line: Umbramancy

**Anreishi** (暗霊使, *"Umbramancers,"*) - The rival of Photomancy, a very powerful affinity that allows a person to manipulate all forms of darkness. These Ascendants have the power to amplify curses done with Transmutation, steal magick power that has been released through divination and can absorb eir that has been set free into the atmosphere or environment. House Sanguìneo, a family known for housing strong vampires had used Umbramancy to turn themselves into Vampires, which means that a person could use exuviation to change their race, effectively shedding their old skin. But they cannot become angels or the like, only demons. This practice is also a forbidden art and cannot just be executed by anyone. Hydromancers and Geomancers have a 1% chance of attaining access to umbramancy later in life. When they do, they will be able to use it at 80% capacity. Umbramancy is weak to Fire and Light, but strong against everything else.

100% Umbramancy: Full Mastery.

80% Umbramancy: Can use all applications of Umbramancy with the exception of life draining or mimicry.

50% Umbramancy: Can use at least half of the applications but will be unable to absorb large amounts of eir at one time. When overloaded, the attack will explode in the Ascendant's immediate vicinity.

#### The Health Line: Aeromancy

**Fūreishi** (風霊使, *"Aeromancers,"*) - One of the most versatile affinities, it allows a person to have complete control over gases. From standard air manipulation alone, the Ascendant has access to nitrogen, oxygen, argon, carbon dioxide, neon, helium, krypton, hydrogen, and xenon. All of which have billions upon billions of ways to be applied. By manipulating hot and cold air, through a combination of pyromancy and aeromancy, electromancy can be created as a secondary magick. Lightning and Air have the most uses out of every single element. Aeromancy is weak against Pyromancy but strong against Geomancy

100% Aeromancy: Full Mastery

80% Aeromancy: Can use all of the applications except for gas particle ionization.

60% Aeromancy: Can use at least half of the applications but will not be able to manipulate the weather or cause implosions.

40% Aeromancy: Can only manipulate air flow and can't manipulate the properties of the creation.

#### The Life Line: Pyromancy

**Kareishi** (火霊使, *"Pyromancers,"*) - Fire happens to be the best element in terms of long distance offensive power. They can manipulate all forms of plasma, but not to the same extent as a Photomancer. From ordinary fire manipulation, an ascendant has complete control over carbon dioxide, water vapor, oxygen and nitrogen. In addition to the control of plasma, they have some control over the smoke that follows the flame, albeit with the help of aeromancy. They can create spaces where people within will suffocate by burning up the eir in their system.

100% Pyromancy: Full Mastery.

80% Pyromancy: Can use all of the applications except for elemental mimicry and entropy.

60% Pyromancy: Can use at least half of the applications but may sustain damage while performing them.

40% Pyromancy: Can only use natural flames and will be damaged upon creating them.

#### All Even Lines: Neutral

**Chūseijin** (中性人, *"Neutrals,"*) can manipulate all six of the elements but at a lower proficiency than others. They have greater control when it comes to natural applications of eir such as Transmutation, Abjuration, Conjuration, Evocation and many more. The only area that they lack in is Divination and as such, they have a harder time competing against people who are skilled at making use of their elements. Naturally, they have the lowest cell count when it comes eir but they can easily make up for this by utilizing their versatility of Ars Magna.

## Secondary Magick

Secondary Magick are combinations of primary magick in order to create unique and special abilities that wouldn't be achievable with a single element. An example would be the combination of Hydrogen found in Hydromancy and the Nitrogen found in Pyromancy which can be used to make Explosive Magic of the highest caliber. By mixing and matching elements, an Ascendant can create the most deadly arsenal of eir applications that is suited to their specific affinity. As Akasha stated, while there is no limit to secondary magick that can be learned, it is wise to only select secondary magick that compliment your main affinity.

## Teritary Magick

Teritary Magick is centered around abjuration, enhancements and debilitations. An example would be using the heat from pyromancy to accelerate one's own metabolism while simultaneously using the water from hydromancy to keep one hydrated during the process of healing. Another example would be applying a water seal that can be used to increase the conductivity of Electro Magic. Unlike a standard splash of water, the water can be augmented to further improve the potency of a shock. All Teritary Magick directly affects one's self or the enemy. Hardening the skin with geomancy or increasing the toughness of weapons is also Teritary.

## Power Levels

The Power Ranking system is used to determine the potential that an individual has. It is not an absolute measure of their worth or capabilities as a fighter and should only be treated as a safe zone for Ascendants to know the limitations that eir possesses. Rank 1-5 have the same cellular count but there are key differences between each of them. As such, they will not have a differential when it comes to eir total.

**Rank 0**: Referred to as the **Null** or Zeroth Class. These are people who cannot use eir or control it. It doesn't mean that they do not have eir, but that they simply lack the means of harnessing it. In some cases, there are nulls who have no eir at all but this is very uncommon.

**Rank 1**: Referred to as the **Primus** or First Class. The person has issues with manifesting eir and can only do so through one of the five senses.

**Rank 2**: Referred to as the **Secundus** or Second Class. This individual can manifest eir in two of the five senses, but no more than that.

**Rank 3**: Referred to as the **Tertius** or Third Class. Three senses instead of two can be utilized with eir.

**Rank 4**: Referred to as the **Quartus** or Fourth Class. For people among this rank, only four senses can channel eir and the one that cannot is most vulnerable.

**Rank 5**: Referred to as the **Quintus** or Fifth Class. This is the norm for Ascendants. As a person who can control eir with all five senses, they are able to use Ars Magna to it's fullest capabilities and have a great deal of power at their disposal. At their strongest, they can easily bring a country down to ruin.

* Photo/Umbra: 380
* Normal: 340
* Neutral: 300

**Rank 6**: Referred to as the **Sextus** or Sixth Class. Humans are never born at this level, but they can reach it through an incredibly rare phenomena called API (Akashic Point Intervention.) In order to have a breakthrough, the soul has to be forced into an encounter with death and be swept up by the Ayn Sof. It is an infrequent occurrence, however, and because of that, an individual could die without receiving an Anathema. These people have greater cellular concentration than normal Ascendants, who are already capable of leveling multiple countries with their physical and magical augmentations. At their strongest, they could destroy moon-scaled objects.

* Photo/Umbra: 760
* Normal: 680
* Neutral: 600

**Rank 7**: Referred to as the **Septimus** or Seventh Class. Most of the Bishops in Orpheus are at this level. These people usually possess otherworldly abilities and have a supernatural air about them. Vastly superior in thought processing, physical capabilities and magical ones, they can easily do away with lesser foes with minimal effort, withstanding or creating attacks that are on the level of a solar system.

* Photo/Umbra: 1,140
* Normal: 1,020
* Neutral: 900

**Rank 8**: Referred to as the **Octavus** or Eighth Class. One of the rarest classifications. A long time ago, the world used to be full of people that were on this level back when seithr was abundant and now, most people who gained that innate power have faded into obscurity or perished during the Zohar War. They are incredibly fearsome fighters who have powers that are galactic or even universe threatening. Without being suppressed by the Ayn Sof, they could easily dominate all things present in the physical world.

* Photo/Umbra: 1,520
* Normal: 1,360
* Neutral: 1,200

**Rank 9**: Referred to as the **Nonus** or Ninth Class. The second most powerful classification listed. These beings have a seemingly endless arsenal of abilities well beyond the scope of Ars Magna. The Cardinal Gods are the best example of this rank, being able to bestow gifts upon all things in every timeline, dimension or plane. They stand above all others and battles between two people of this class is bound to be cataclysmic or even world-ending. With the sheer amount of concentration they have, simply exposing their aura is enough to kill someone in close proximity. They could easily do away with multiple universes as if they had been swatting flies.

* Photo/Umbra: 1,900
* Normal: 1,700
* Neutral: 1,500

**Rank 10**: Referred to as the **Decimus** or Tenth Class. When the Ayn Sof is complete and the True God returns, they will be in a world of their own, towering over all of the lower classifications. This all-powerful being, free from conflict or paradoxical abnormalities, has complete control over all of the worlds. Limited by nothing more than the laws of nature which are not to be overturned or contradicted, they could end all of the universes with a single thought and punish people who would oppose them without the slightest bit of challenge. Only one person can be this classification at a time and currently, it is Mithra's place.

* Photo/Umbra: 2,280
* Normal: 2,040
* Neutral: 1,800