Dynamism

Dynamism is a **conceptual** mystical skill. It is one of the more versatile forms of magic, but accordingly, also one of the more complex.

Dynamism relies on the user manipulating the various forces at play in the world for their own benefit, or the detriment of their foes. While most common uses of Dynamism are often simple physics tricks, some are larger manipulations which can cause major damage to obstacles.

All dynamism effects are created through the use of a personal dynamo. Not to be mistaken with the modern version of a dynamo, the personal dynamo is a far more advanced and tailored device which is not just acted upon by the forces, but can in turn, act on them and even control them to some extent. The personal dynamo, rather than just creating electricity, can form positive and negative particles, sometimes even mimicking small stars or black holes.

To command to perform dynamisms is Dynamise [Dynamism Effect] (Target[s]). Using the command Dynamise alone will provide a brief readout giving information about the user's current state.

One of the things that distances Dynamism from typical magic systems is that the powers the user can call on, and their own health and power, is dependant on how their personal dynamo is charged. Altering the charge of a dynamo is a gradual process, and cannot be done easily in combat. Reversing the polarity of the dynamo is extremely draining and cannot be done too often.

The second thing that gives Dynamism a unique feel is what the abilities can achieve, and their flavour-meets-mechanics design philosophy. While dynamism is intended to be a very bread-and-butter type of magic which will fill in the role of the common wizard, it is also a highly flavourful skill which tries to remain within the boundaries of the fiction.

### Sample Dynamisms

Reel - Energises the wielded dynamo, draining focus, and some health at higher levels of charge. An energised dynamo grants benefits to the wielder and can be used as a weapon.

Unravel - Rapidly unravels the dynamo, restoring focus, and some health at higher levels of charge. A negatively charged dynamo can be used as a weapon, and applies harmful effects to those struck. A dynamo can hold both positive and negative charge at the same time.

Ground - Release the charge of the dynamo, having a variety of effects based on the polarity of the dynamo. Positively charged dynamos deal fire damage to those in the room, negatively charged dynamos deal cold damage to those in the room. Dynamos that have a split charge have split damage. Grounding a dynamo restores focus to the user, positively charged dynamos restore some health.

Graviton - The basic manipulation of Gravitons can be used to pull targets into danger or out of danger, drawing them from another room and into yours after a brief delay.
Advanced use of graviton powers allow the creation of gravity wells to propel enemies out of the room or create graviton beacons.

Photon - The basic manipulation of Photons can be used to create light which remains in place or follows the target.
Advanced use of photon powers allow for blinding foes, casting the room into darkness or weaving illusions of the light.

Energetic - The basic manipulation of energetic particles allows the user to cause small bursts of energy, manifesting as plumes of flame and explosions.

Ionic - The basic manipulation of ionic particles allows the user to create powerful electrical effects such as arcs of electricity.