Magic (The Steampunk Adventure of Sorcerer's Apprentices)



Magic (also known as Sorcery) is the power to effect change by of events by supernatural means. Magic can often be split into light (good) and darkness (evil), depending on the situation, can also be neutral. Almost everyone is capable of practicing magic, however it involves the harnessing of both natural and paranormal powers.

History and Scientific Explanation
In The Steampunk Adventures of Sorcerer's Apprentices, it's clarified that sorcerers and maguses' brain has a different cell pattern compared to normal human' brains, which resulting them capable to manipulate matter through their mind powers alone by using 100% of their brains, a feat that normal humans not capable to do the same. Their enhanced brainpowers also allowed them to tap on mana, supernatural energy on environment which also allowed them to shape and manipulate reality at will. The art to shape and manipulate reality, which also known as sorcery, is the ability to use one's brainpowers both to channeled mana around the user and to manipulate matter simultaneously.

In medieval times, sorcery is viewed as powers of mysterious and ambiguous origin. Some believes that magic is an unholy powers gained from Pact With Demons(fact which only true to Demonic Magic) while others claimed it was miracle by God. That was until Merlin, whom studied Mana, limitless supernatural energy in nature, and research on ancient ruins (later revealed to be part of Atlantis civilazation) proposed that Sorcery is a power originated from past civilazations' experiments, which at that time, supported by accidents caused by mystical potion experiments that went wrong which resulted victims of the said accident somehow able to bend reality at will. From there, the practice of art to bend reality via mana channeling aka. sorcery became and undergo various developement, which includes inventions of formulas to manipulate Mana for causing certain change from runes to Merlin Circle used for focusing Mana on environment for training purposes, mystical prison called Grimdisk that serves as prototypes of more advanced prisons such as Grimlock and Grimhold, and catalysts; mystical item required to focus one's sorcerous skills to ease strain that put on a conjuror when casting spells with his/her brainpowers.

As modern science developed further over time, sorcery and knowledge about Mana also undergo some improvements: With recent discovery of how sorcerers and maguses' unique cell pattern on their brains allowed them to tap on Mana and shape reality at will with the said energy, the practice of sorcery undergo several improvements that modern conjurors now become less dependant with catalysts and even capable to cast magic without one. Even so, catalysts still used as much as Merlin Circle where sorcerer-in training would hone their sorcerous skills until they become so skillful with it that they no longer dependant with it.

Connection with One's Physiology
One's sorcery, upon the mastery of certain degree, would affect the very physiology of the user because of their brain has worked in full capacity: For example, their speed, durability, strength, and intelligence are enhanced to peak level. In some instance, some sorcerers also have their eyes glow in yellow whilst performing certain kind of sorcery. The extreme one, like in Morgana Le Fay's case, was able able to turned into humanoid magma-like abomination called The Beast where her body consisted of glowing magma and burning rocks that dissipates and reformed at will where it was stated as result of her given to hatred. This revealed that sorcery's effect on oneself also depends on their heart and mentality.

Types of Magic
There are 2 common types of major magic, which are: On the other hand, there are other types of magic that not categorized, but related with above:
 * Elemental Magic
 * Non-Element Spells
 * Melee/Armed Magic
 * Technomagic
 * Eldritch Magic
 * Vampire Magic
 * Whitelight Magic

Elemental Magic
Elemental magic is one of the three types of magic, the other being Adept magic and melee magic. As it's name implies, this disciple involves the manipulation of fire, earth, water, lightning, and air for both offensive and defensive purposes. This allows the user to create/manipulate elements as they please, like walls/shield, blast, beam, even for transportation means. For example, one can create elemental thrusters, in which they had element that they control engulf their body part, in which the said element controlled in the same manner with jet propulsion.

However, it is advised to master all elements at least in basic level of controlling, because each elements possesses both their strengths and weaknesses:
 * Fire mostly advantageous against wind (except with vacuum sphere/fields out of winds) and weak against water. Fire also need oxygen to keep burning when controlled, and not very advantageous in closed spaces.
 * Wind ineffective deflect/against electricity and in higher level, can, create vacuum sphere/field. But weak against fire(though wind can deflect fire, this method of manipulation is ill-advised in exception with vacuum sphere/field).
 * Earth can deflect other elemental attacks, especially in solid form, but if against lightning, is in it's very least extent.
 * Electricity is quite powerful against earth, but less effective against wind. Electricity also less advantageous if used in place with large bodies of water, in which can causes the user short circuit.
 * Water advantageous against fire, but less effective against earth.

Lightning
See: Lightning Spells

Fire Spell
See: Fire Spells

Earth Spell
See: Earth Spells

Water Spell
See: Water Spells

Wind
See: Air Spells

Non-Elemen Spells
Non-Element spells ase spells that not involving elements above. Some of these also includes utility magics, necromancy, etc. This branch of sorcery divided into following class:

Transfiguration/Enchantment Spells
Spells to enchant/change the shape of an object/person.
 * Animation Spell: Spell to brought any object to life as animal-like golem depends on what the said object previously are.
 * Cleaning Spell: Spell that makes mops, brooms, sponges, and have everything else to clean things by themselves in a military manner.
 * Invisibility Spell: Spell to magically turn either oneself or things completely invisible until the spell broken.
 * Quest-Bound Immortality Spell: Spell to
 * Transubstantial Transfiguration: Spell to reshape object into mollecular level as means to change its shape and properties.
 * Car Spell: Spell to transmogrified a car into better or worse ones.
 * Disguise Spell/Transformation Spell: Spell to disguise oneself or other person nearby into someone else.

Traps
Spells that are used as booby traps on enemies.
 * Ectoplasm Trap : Supernatural ability that can decelerate anything it hits via mass of ectoplasm energy. If utilized as booby traps, it mainly conjures as mines in form of a pool of transparent slime that had it stepped/triggered, would explodes into a wave of ectoplasm energy that spread in all direction which slowed everything that engulf around 1/20 times of the actual speed.
 * Hungarian Mirror Trap: Spell to trap someone or sealed away something into the reverse world, a pocket dimension behind the mirrors.
 * Persian Quickrug: Spell to create a magical trap that is designed to turn any floor or carpet into a substance similar to quick sand.

Necromancy
Spells that related with methods to control forces of death or darkness.
 * The Rising: A powerful and deadly spell that resurrects and even commands a legion of long dead wicked sorcerers. It is said to be sorcery's most dangerous spell that has ever existed. In The Steampunk Adventures of Sorcerer's Apprentices, any undead beings that revived by this spell identified as Terrorcorpse.
 * Shadow Spells: Spell to control and manipulates darkness and shadow as conduit of one's sorcery. At first, it was believed that user of the spell can literally bend his/her silhouette and darkness around him/her to various shape and even able to turned it into dark-colored constructs from it. This however, proved to be misconception: The user of Shadow Spells actually incapable to literally bend his/her shadow as well as darkness around them. Instead, Shadow Spell users merely use their silhouette as conduit to conjure mystical energy constructs in similar fashion of that of catalysts. Although, because the energy was channeled through either the user's silhouette or darkness around the user, the conjured energy constructs were as black as shadow/darkness they materialized from. While still legal if only used to manipulated shadow-based constructs, this spell still roots with necromancy due to it's attune with darkness. Various techniques in Darkness Manipulation spell are:
 * Shadow Eagles: Conjuring eagles out of shadows.
 * Shadow Javeniles/Spears: Forms spears/spears out of shadow that would launched to the desired target.
 * Shadow Spiky-Fist Missile: Projecting a bolt of darkness that resembles spiky iron fist.
 * Shadow Tendrils: Conjuring tendrils out of shadows.
 * Shadow Barrier: Forming a shield or pavises out of darkness.
 * Shadow Sword: Conjuring swords out of pure darkness
 * Shadow-Channeled Hand to Hand Combat skills: Conjuring shadows to empowering one's hand to han combat skills.
 * Undead Puppet Curse Spell: Forbidden spell to curse corpses into caster's undead thralls. Corpses that reanimated in this way would become the shell of their former self and would obey the caster's instructions. This spell uses shadows as medium to reanimated the said corpses, and when the curse inside reanimated corpse/s still active, their bodies consantly twitching.
 * Dark Crystal Prison: Conjure dark crystals that can imprisoned foes with a number of crystal pylon that generates force field.
 * Dark Crystal Trail: Conjure a trail of dark crystal that can ram through anything.

Mental Power Spells
Spells that relate with mental powers.
 * Hypnotism: Magical spell that enable it’s user to make suggestions on someone’s subconscious to make them do whatever the user wants without him/herself aware with what they did.
 * Levitation Spell/Telekinesis: Spell to to levitate one or more items or person/people in the air with the power of the user's mind and magical energy. In The Steampunk Adventures of Sorcerer's Apprentices, anything that under this spell are glow in yellow aura. Maguses can also used this spell to enhanced their already possessed telekinetic powers. The most complex applications of the spell is merging several objects at once into various constructs and even enable some constructs to animated by combining it with Animation Spell.
 * Worm Tendrils: Spell to create mind-reading tendrils from magic.
 * Psychic Vision: Mental ability perceives the residual information of an object and/or person by using senses.
 * Sympathetic Magic:
 * Precognitive Dreaming: Ability to see a glimpse of future through dreams.

Sensor Spells
Spells to sense and track someone/something like radar.
 * Biometric Pressure Spell: Spell to tracking any magical objects via special dark clouds.

Nullifying Spells
Spells to nullify sorcery/sorcerous activity.
 * Disperse Spell: Spell to stops all nearby spells and other magical activities from continuing. In The Steampunk Adventures of Sorcerer's Apprentices, this spell works in form of near-invisible pulse.

Energy Throwing
Spell that allows users to fire various types of non-elemental energy blasts from their hands.
 * Ricochet Bolt: Bolt of energy that ricochets upon hit.
 * Energy Bo Staff: Conjure a bo staff out of solidified pure energy.
 * Energy Blade: Formed an energy blade around his hands.
 * Powerbolt: Bolt of energy which the penetrating power depends of the focus of the used magical energy, ranging from equivalent with gunshots to as penetrative as tanks's bullets.
 * Repulsor: Magical technique to control the surge of magical energy to generate enough repulsion to simulate flight and fly at high speeds. If used for offensive purpose, the energy surge are fired in form of a focused beam that pushed the targets backwards while leaving the slight burns due to the beam's heat.
 * Seeker Bolt: Bolt of energy that can follow any moving target and would never miss unless if it struck an object that stood between it and the intended target.

Symbol Magic
Technique to carving/utilizing symbols that can cause special events to occur depend on the shape of the symbol themselves. The magical symbols can be created in form of scar, tattoo, etc. User can formulate symbols that can cause special events to occur, depending on the symbol that empowers the user, they can achieve a variety of abilities. With a great number of symbols that can be turned to magic, the user can do almost anything. Though everyone can carving magical symbols no matter whether they have magical talents or not, they had to channel the said symbols with magical energy so the desired effect can be achieved.

Chloromancy
Ability to control plants includes mutate them into combative forms. This magical technique is in it's greatest advantage in the area full of plants in one's vicinity, but is in the grave disadvantage if used in area that lack of plant-life(i.e. lack of presence of seeds).


 * Plant Sword and Shield: Evanna's enchanted seeds can formed a sword and shield for combat purposes.
 * Snare-Trap: Evanna's enchanted seed grows into into vines that would grab any foes in their vicinity. The vines also have mystical sigils all over on their surfaces to nullify the captives' magic.
 * Poison Snare-Trap: Venomous variant of Snare-Trap. The conjured vines now have spikes that injects neurotoxin that sedate the snared victim.

Miscellaneous and Other Combat and Defense Spells

 * Parasite Spell: Forbidden spell from Haiti to steal life energy from other spell-casters to replenish their sorcery or to increase their powers several times.
 * Shield Spell: Magical spell that enable the user to evade any attacks as a means of defense by creating an ethereal barrier in front of themselves. This spell may a variation of Energy-Throwing.
 * Human Fusion Spell: Forbidden magical spell that said to enable a sorcerer to merges two souls into one in which one of the merged soul was his/hers. In reality, instead merging two soul into one, the spell instead reaping the victim's soul and uses both the caster's body and soul to cage the reaped soul, left the victim's body dissipated into mass of glowing dust.
 * Replication Spell: Spell to conjure clones which sares with both the caster and the clone shares a link with each other.
 * Deflecting Mirror: Ability to conjure special mirror that can deflect anything.
 * Implosion Bolt: Magical technique that enable the caster to fire a bluish white sphere that when upon contact with target, would collapse into itself and into a singularity until it reaches critical mass and releases an explosion, incinerates everything in the vicinity.
 * Teleportation/Blink Spell: Spell to teleport from one place to another through certain distance. Sometimes referred as Blink Spell.
 * Flash-Bang Sphere: Spell to conjure a sphere of mystical energy that explodes and produce a blinding flash of light.
 * Haste: By coating oneself with extoplasm energy, the user amplifies his/her movements 20 times of his normal speed.
 * Summoning:  Calling forth object/creature/servants.
 * And many more, yet to be defined.

Melee/Armed Magic
It was recently discovered that magic, if combined with melee skills, can become powerful weapons against multiple enemies.
 * Elemental/Spell Infusion: This technique mainly involving using weapons(ranging from simply daggers/thrown weapons to various guns/cannons) that infused with one's spell to manipulate their qualities and efficiency. Depending on what the object is infused with, it can possess a variety of abilities and be very effective in both offensive and defensive combat. This spell mainly used by sorcerers that excels in melee combat aside magic.
 * Magical Weapon Constructs: Methods of sorcery/magic that mainly construct weapons via magical means. This includes elemental constructs like Gigawatt Blade spell or shadow constructs via Darkness Manipulation spell.

Technomagic
A recently invented mystical art that enable the user to combine magic and technology in various ways and to various extends. Beginners can create, control and mimic technology via magic. Advanced users can infuse technology with magic, granting it considerable edge and versatility. True masters can fuse magic and technology entirely, retaining all of their strengths and none of their weaknesses.

Eldritch Magic
Eldritch Magic is mystic art in form of drawing mana residue generated by creatures of Eldritch origin into the user's body in controlled environments as means to gain new form of sorcery and mastered it. So far it is the most powerful and ancient form of sorcery ever known by mankind.

Since ancient times, it was discovered that mana generated by Eldritch beings(also known as Creatures of Darkness) can bestow sorcerers a specific Eldritch powers aside enable them to perform sorcery. The Ancients, inhabitants of both Atlantis and Lemurian civilazation has left behind this knowledge for future conjurors as means to aid them should Great One and Creatures of Darkness ever returned. Some tribes of conjurors in Great Britain have preserve the practice of Eldritch Magic to present day, which includes those from Sinclair tribe. Although, those tribes have repurposed it as the rite of passage to adulthood instead of actual weapon, perhaps because Eldritch Magic was so powerful that only those whom have responsibility to use it for good and not abuse it.

Eldritch Magic can be gained by channeling mana residue from Eldritch beings into the user's body in controlled environments. Sorcerers whom wished to use Eldritch Magic first have to choose which Eldritch creature that their Eldritch Magic derived from. After choosing the desired Eldritch creature, the conjuror would provoke the said beast to exhausted its powers. Once the deed is done, the conjuror would channeled Mana residue within ashes from fire that the beast caused into their own body in the same way they channeled mana generated by Merlin Circle or Morgana Star Circle, and thus gained powers from the said creature.

Aside channeling Eldritch Beasts' Mana residue, Eldritch Magic can be gained through magically bonding one's body with the desired Eldritch beast. However, the said practice is strictly forbidden as the said beast may not only able to possessed the conjuror, but should the conjuror released Eldritch Beast they bonded to, it would always fatal for the said conjuror.

The last, but not least, Eldritch Magic is so potent that there are chances its user would passed his/her Eldritch powers to their children. So users of Eldritch Magic must ensure that their children whom inherited their powers(if any) can control it.

The following Eldritch Beasts which mana residue used for Eldritch Magic are:
 * Shogflowers: A mystical ancient plant of Eldritch origin and is said to be new breed of flowers Great One created on Earth. Shogflowers take appearance of 5 petal flower with long, fleshy looking prehensile black vines, numerous leaves that hang from it's 'neck', and a purple sac on it's base which glows brightly. Should it threatened, Shogflowers' tendrils would either lash out on its attackers or sprouting fleshy orange and/or vermillion orbs on the tendrils's surface that can fire proton blasts. The plant seemed to have shapeshifting ability, where it can bend, twist, and mold its tendrils to combat the threat better.
 * Black Hydra: Enormous plesiosaur-like Eldritch Beast whom essence allowed a conjuror to use Eldritch Magic in form of conjuring serpent heads and other powerful abilities.

Vampire Magic
Aside enhanced superhuman attributes, humans whom infected by Vampire pathogen had their brains' cell pattern altered that resulting them capable to manipulate matter through their mind powers in the same way with sorcerers and maguses. But their capability to grasp mana to shape reality was very limited, as they can only transformed into humanoid bat-like creature or swarm of triangle-winged bats and manipulate their own blood.
 * Haemokinesis: Vampires can manipulate blood within them into weapons such as crystallized blood whip. floating triangle-shaped solid blood shards, etc.
 * Transformation: Perhaps due to vampire pathogen proposed to be originated from extinct sorcery-empowered vampire bats, anyone that transformed into vampire can either turned into a swarm of triangle-winged bats or humanoid bat-like creature. In their humanoid bat-like creature, they still retained their human form, but their arms turned into bat-like wings with their fangs become longer.

Whitelight Magic
Main Article: Whitelight Magic

Whitelight Magic is mystical ability that exclusively possessed by Magus race.