Magic

A complex magic glyph (or "Filter") used to conjure magic spells.

**Magic** is an incredibly broad category of Abilities. It has many different subcategories, which are referred to as "**Magic Trees**" or "**Trees of Magic**". Unlike most other abilities, Magic (typically) does not rely on power drawn from the Void (unless it is a "twisted" form of magic used by Void Walkers and other Voidkin), and instead relies on stamina drawn from the caster, in a fashion similar to the use of Aura Manipulation, though the natures of Aura and magic are too different from each other to be considered in the same category.

However, what differentiates magic most of all is the fact that the same tree of magic can be used by multiple different individuals, and that individuals themselves can specialize in numerous magic trees.

Magic is drawn from certain "filters", such as ancient runes etched onto an item wielded by the practitioner, or even the practitioner's own flesh. Because of its non-reliance of Voidic energies, these runes can be used by any individual with the S-Gene mutation, allowing multiple people to wield the same type of magic, and for one individual to wield multiple different types of magic, whereas most abilities are innate and unique, and cannot be used by multiple people. However, one must be well-versed in the art of magic filters in order to properly utilize it, so most regular Supers do not possess the knowledge to wield magic. It is possibly the oldest form of Non-Voidic Abilities.

Users of magic are officially designated as **Mages**, though the term "Super" and "Mage" are often used interchangeably for them.

## Magic Trees

**Magic Trees** are the separate subcategories or types of magic. Throughout Dominance, countless different types of magic have been introduced, though some are certainly more prominently featured than others. Here is a list of the most prominently featured Magic Trees in Dominance, and some spells commonly associated with them.

### Elemental Trees

The most common of the magic trees are the Elemental Trees - Fire, Water, Earth and Wind. There are also some slightly more advanced elemental trees that come about as a combination of the basic four trees - Magma, Ice, Sand and Lightning. Some of the greatest elemental mages use a combination of all of these magics, making them powerful and versatile.

#### **Fire Tree**

   Fire Tree spells allow the caster to wield and control fire. A very common and versatile form of magic due to how easy to master it is, basic Fire Tree spells are often the first spells taught to initiate mages. Though many fire techniques are simple, by no means does this entail that there are no complex fire-based spells. Fire magic works very well in tandem with Wind magic, as wind fans the flames and makes the fire stronger. Some well-known fire spells include:

* **Fireball:** A very basic form of fire magic, Fireball allows the caster to form spheres of fire to either lob or launch, creating an eruption of flames upon contact with a surface or target.
* **Fire Barrage:** The caster creates multiple fireballs and launches them in a swarm towards their targets. This allows for a far wider range of attack than the regular Fireball spell, however, the caster is unable to put as much stamina into multiple fireballs than they are with a single Fireball, meaning that a regular Fireball spell could potentially be much more destructive.
* **Flame Pillar:** The caster chooses a specific point of focus within their eyesight, before causing the ground beneath that point to erupt in a large column of fire. Depending on the amount of stamina the Mage puts into this attack, it can be a simple but incredibly devastating spell.
* **Agni:** The caster produces a large spray of flames from a designated magical rune on their body or weapon. This spell has a wide range and is capable of setting fire to vast swathes of land.

#### **Water Tree**

   The Water Tree allows casters to conjure up vast quantities of water and use them as a means of overwhelming one or many foes. Water is also highly versatile, as it can be combined with a number of other trees to make unique spells. Water is a very destructive tree of magic as masters of it can summon seas of water capable of overwhelming entire armies. It can be used for other purposes, however - for example, if a water spell is hit by a sufficiently hot fire spell, it can create a field of steam that will cloud the enemy's vision.

* **Water Blast:** The caster concentrates water particles within their vicinity at their palms, creating a swirling mass of water, before projecting this water forwards in a high-pressure blast capable of dealing a large amount of concussive damage to foes.
* **Deluge:** The caster summons a wave of water, either by drawing from a large amount of water particles in the air or by drawing from a nearby source (i.e., lake or ocean), and sends it crashing down upon their foes. This spell is able to damage lines of enemies and overwhelm them with sheer brute force.
* **Maelstrom:** The caster coalesces water from any nearby source into a massive swirling mass of water, before sending it forwards as a slow-moving but destructive projectile. It spins with such force that it is capable of shredding other magic projectile attacks upon contact and can easily cut through entire lines of enemies.
* **Poseidon Cage:** The caster envelops a target in a sphere of water that is suspended in the air. This immobilizes targets and can drown them if they are trapped long enough due to the sphere being filled with water. This, of course, is a more advanced application of the Water Tree and requires an advanced understanding in spell shaping.

#### **Earth Tree**

   Earth Tree spells allow the caster to control and manipulate the ground beneath them - this includes naturally occurring rocks, minerals and metals. Earth mages specialize in simultaneous defense and offense, able to cause massive walls to rise from the ground and cause the ground to tremor and split apart beneath their opponent's feet.

* **Earth Mould:** The caster puts their hands on the ground, before causing constructs made out of earth to violently rise from the ground. These constructs mostly come in the form of pillar, spikes or walls for defense, but skilled Mages can summon complex structures such as hands and control them freely, making it quite a versatile spell in the right hands.
* **Quake:** The caster causes the ground in a localized position (within their field of vision) to violently shift and shake, throwing off enemy footing and potentially causing enemies to fall.
* **Sunder:** The caster causes the ground in front of them to split apart, causing enemies to fall, potentially to their deaths should the ravine be deep enough. This can be a very destructive spell, however it has a very limited range of direction (directly in front of the caster) and can be taxing on a Mage's stamina.
* **Mudslide:** The caster turns the ground in a localized area within their field of vision to a liquid substance, usually similar to thick mud or quicksand. This can hamper enemy movement and even cause those unable to pull themselves out to sink into the ground. It can also be used on hillsides or steep inclines, sending vast swathes of liquefied earth rolling down upon groups of enemies, burying them.

#### **Wind Tree**

    The Wind Tree focuses on spells that allow the practitioner to bend and control wind. This tree is mainly used in ranged attacks, and can be utilized in numerous different ways, from making massive gale winds to blow opponents away to creating sharp, slicing winds to slash apart groups. The greatest wind mages can even summon massive tornadoes capable of lifting buildings from their foundations. However, despite its great destructive potential, wind magic offers very little as far as close-range combat goes, meaning its practitioners are more often than not ranged fighters.

* **Gale:** The caster thrusts a palm forwards, sending a massive gust of wind forwards capable of knocking foes off their feet and even causing internal damage from the sheer force of the gust alone.
* **Wind Slash:** The caster performs a slashing motion with either their hand or their weapon, sending a sharp crescent of wind forwards capable of slicing through enemies.
* **Wind Vacuum:** The caster creates powerful winds that suction in on one point, pulling enemies into that point. This is useful for drawing enemies closer to the caster, or drawing them into a position wherein they can be struck by allies.
* **Tornado:** The caster summons a violently spinning vortex of wind, sending it forwards. This spell is incredibly taxing on stamina, but the payoff is well worth it as it is an extremely destructive spell capable of lifting up entire groups of enemies, shredding apart structures or even lifting them from their foundations if the spell is powerful enough.

#### **Magma Tree**

    The Magma Tree is a combination of both the Fire and Earth trees. Magma spells are incredibly destructive, at the cost of being very hard to control for a novice practitioner. The two main ways of utilizing magma spells is either by using hot fire to melt earth before bending the magma created from that, or by summoning magma directly from the ground. It is said that those who have mastered the Magma Tree can cause massive eruptions of magma on the same scale of a volcanic eruption.

* **Magma Boulder:** The caster converges white-hot flames and pieces of earth to form a ball of searing rock. This attack can be lobbed or launched much like the Fireball spell, however instead of combusting into flames upon impact, it will instead explode violently, splashing lava in all directions and causing the rock to violently fragment, sending it out as deadly shrapnel.
* **Volcanic Pit:** The caster places both hands on the ground and focuses on a specific location within their field of vision, rapidly heating the ground beneath that position and turning quickly turning it into a pool of lava. This can be an incredibly dangerous ability, as it is able to sink large groups of enemies and send them to a scorching death.
* **Eruption:** The caster remains stationary, selecting an area within their field of view, before drawing up lava from the Earth's mantle and causing it to erupt violently from the ground, flinging enemies into air and quickly reducing them to ashes. This is widely hailed as one of the most destructive magic techniques, however it feeds off a massive chunk of the caster's stamina and requires very direct placement.

#### **Ice Tree**

    Ice tree is a combination of the Water and Wind trees, using chilling winds to solidify the water vapor in the air into ice. Ice spells are often used as a means of slowing or restraining foes, or generally hampering enemy performance. It also has some very good defensive properties, with some practitioners able to summon vast walls of ice to block off enemy paths and attacks. The best practitioners are able to flash-freeze entire battlefields.

* **Flash Freeze:** The caster places their hands upon an object and rapidly freezes it over. This is capable of completely incapacitating enemies or even killing them outright.
* **Ice Stalagmite/Stalactite:** The caster summons a multitude of sharpened ice spikes from the ground, capable of impaling enemies. If the caster is in a roofed area, they can cause these sharpened ice constructs to protrude from the ceiling, in which case this spell is known as *Ice Stalactite*.
* **Glacier:** The caster creates massive walls of ice that travel forwards, freezing over anything in their path.

#### **Sand Tree**

    The Sand Tree is a combination of Earth and Wind. By using earth magic to attract sand and dust particles and wind to control them, sand tree magic allows the caster to manipulate sand in a multitude of different ways. Sand is a very well-balanced tree that allows for a variety of offensive, defensive and utility options. Sand can be used it blasts to tear enemies apart, or massive sand storms can be whipped up to cloud enemy vision.

* **Sand Blast:** The caster gathers sand and dust particles at the palm of their hand or end of their weapon, before firing the gathered particles forwards in a blast of sand, capable of tearing apart foes due to the pressure of the attack.
* **Sand Dune:** The caster sends a wave of sand forwards, burying the designated target(s) and potentially suffocating them. The resulting mound of sand resembles naturally occurring dunes, hence the spell's name.
* **Sandstorm:** The caster conjures winds that cause any loose particle in the area to rise into the air, creating a vast sandstorm capable of blocking out enemy sight, providing a massive advantage for the caster's team.

#### **Lightning Tree**

    Lightning magic isn't a combination of any of the former magic trees, however it is likely the most advanced and difficult to learn of the elemental trees. Lightning magic allows for the caster to either create or attract storm clouds wherein they can utilize the lightning created by those, or produce lightning from their body directly (though this method generally consumes a much greater amount of stamina). Lightning spells are capable of tearing apart massive swaths of foes due to the speed, precision and power they strike with.

* **Lightning Strike:** The caster draws in or creates a storm cloud above a designated enemy, and summons a lightning bolt that can cause grievous injuries to opponents.
* **Raikiri:** A technique developed in the east, the caster produces a cloak of lightning around their arm and hand, before charging forwards and thrusting the arm forwards. The cloak of lighting greatly enhances the power of the strike, allowing the caster to pierce through enemies with ease.
* **Cumulonimbus:** The caster coalesces small storm clouds around themselves, before sending out an omnidirectional blast of lightning in a massive area of effect, blowing apart anything within the caster's vicinity. Due to the danger this spell poses to the caster's own allies, they often must warn nearby allies that they are going to cast this spell beforehand so that they have time to evacuate, though it is not often used in proximity to allies regardless.

### Illusion Tree

    The Illusion Tree is unique from other trees in that it doesn't deal with opponents by directly damaging, but rather through messing with the opponent's mind and senses. Illusion tree spells allow the caster to induce visual, auditory and even tactile hallucinations. It can also be used for hypnosis and mind control, among many other applications. This is a very versatile and, in the right hands, deadly tree of magic practiced by a very niche group of mages.

* **Illusory Clones:** The caster makes the targeted individual perceive multiple iterationsof the caster. These clones aren't physical, however a skilled Illusion mage can make the target perceive actions taken by these illusory clones as real - i.e., should one of these clones hit the target with a weapon, the caster can make the target perceive the pain of being hit by the weapon even though no physical damage was actually dealt.
* **Warp Perception:** The caster causes the target to perceive the caster as a different person or entity - this can be used to disguise, intimidate, distract, confuse etc.
* **Grove:** The caster traps the target's mind in a dimension of illusions. Here, the caster can make their ensnared target feel any emotion and feeling they desire, such as happiness, pain, fear etc. This technique is exclusive to those possessing the Himmel Eye.

### Projection Tree

    The Projection Tree allows for casters to create constructs out of arcane energy, similar to the use of Aura Manipulation to create constructs from Aura. It is distinguished from Aura by the fact that instead of drawing from the caster's Aura pool, it instead uses the practitioner's natural stamina to gather lingering arcane floating through the air and form it into a weapon. Also unlike Aura, conjured objects from the Projection Tree can take on different textures and properties (i.e., they can become rubbery and elastic), whereas Aura objects form as solid substances that shatter like glass when broken. A disadvantage of this compared to Aura is that projection magic can't be transferred into other objects to enhance their sharpness and durability.

### Time Tree

The Time Tree is an ancient tree of magic, developed by early Visarian voyagers as early as the 8th century BCE according to the writings of Grigori Ivanov, that shifts the very laws of time itself. This magic is considered either sacred or forbidden by many, and is extremely complex and secretive in nature. In fact, it can take a lifetime to even properly master. Additionally, it is extremely taxing on a caster's body, and can even cause them to fall unconscious or die from overuse. However, those who have properly mastered this tree are considered to be some of the most adept, and deadliest, mages in history. Very few time mages exist today, and a large portion of them are Void Walkers.

* **Kein:** The Visarian equivalent to "Time Curse" in English, this spell allows the caster to freeze animate objects or people in place for a certain amount of time. The duration on this spell completely depends on the caster's stamina.
* **Mons Kein:** The Visarian equivalent to "World Time Curse" in English, Mons Kein allows the caster to freeze the flow of time completely in a certain radius. Only the caster themselves are able to move within the frozen time, however if they left the radius of the spell it would deactivate immediately. They are able to interact with any object caught within the spell's radius, and as such it allows the caster to halt multiple opponents and freely attack them, the damage accumulating within the frozen time. Once the spell ends, any damage accumulated during the spell will suddenly hit those attacked. This is incredibly taxing on stamina, and will often leave the caster exhausted and vulnerable afterwards.
* **Time Alter: Accel:** This spell allows the caster to accelerate the time around them, allowing them to move at superhuman speeds. This spell comes in two variations: Double and Triple Accel. Double Accel causes time around the caster to travel twice as fast, allowing them to move at double their regular speed, whilst Triple Accel speeds time up by three times its normal rate, boosting the caster's speed even further to three times their original pace.
* **Time Alter: Delay:** Allows the caster to cause the time around a targeted individual to move slower, slowing the target down and making their next moves easier to predict. Like Time Alter: Accel, this spell has two variations, Double and Triple Delay, causing the flow of time around the target to flow twice as slow or three times as slow respectively.