Fo r c e o f Wi l l - S o r c e r y
True and proper magic that is far divorced from the more mathematical and scientific discipline of sigil crafting, and of such complexity that it's wholly above the myriad of spells the Doctor has reduced to cantrips- despite the fact that many of them would be considered sorcery in their own right. The kind of magic that requires even the most practiced and disciplined of magi to invoke elaborate gestures and incantations, with uninterrupted focus. As such they require the Doctor to pay mind to their specific methods of execution and mind their rules to the letter, lest they be miscast to disastrous effects.
Due to their advanced and dangerous nature in comparison to lesser spellwork and the time it takes to master compared to its benefits to his line of work the Doctor has limited his pursuit of high sorcery to extreme specialization where it most suits his needs rather than embracing its many different facets like his other disciplines.
What spells he deems worthy of his attention are therefore quite limited but also undeniably powerful, the sorts of absolutely incredible spell work that alter space, time, and reality themselves, albeit generally on a very limited scale. Beyond these undeniably powerful forces of magic though, and the logical stepping stones leading to them, spells from other more common disciplines are difficult for the Doctor to utilize. This is not a lack of aptitude or know how, for he is in the theoretical sense an expert on magic as a whole, but rather a severe lack of practice in their specific methods.
Due to their advanced and dangerous nature in comparison to lesser spellwork and the time it takes to master compared to its benefits to his line of work the Doctor has limited his pursuit of high sorcery to extreme specialization where it most suits his needs rather than embracing its many different facets like his other disciplines.
What spells he deems worthy of his attention are therefore quite limited but also undeniably powerful, the sorts of absolutely incredible spell work that alter space, time, and reality themselves, albeit generally on a very limited scale. Beyond these undeniably powerful forces of magic though, and the logical stepping stones leading to them, spells from other more common disciplines are difficult for the Doctor to utilize. This is not a lack of aptitude or know how, for he is in the theoretical sense an expert on magic as a whole, but rather a severe lack of practice in their specific methods.
Aetherial WoundA raw and powerful show of magical force that would be sorcery in its own right by the merit of its enormous destructive potential, and is further complicated by incredible feats of high dimensional geometry to affect not only the physical world and that which dwells within but instead the barrier between it and the immaterial.
The spell conjures a blast of pure all effacing force that detonates between the fabric of reality and what lies beyond, making a hole in space-time that leads to the Atherium whilst outright obliterating anything in this dimension that occupied that former space. The fabric of reality itself of course has built in fail-safes against such damages, but while it is slowly knit shut the pure and primordial energy of creation itself is free to leak into our world. The pure unrestrained power of the Aetherflow corrupts reality around it, leaving twisted and changing wounds upon the face of the world as it breathes new and unholy life into things not meant to live and twists those that draw breath. For those who are less than a master of the arcane even attempting to work magic in the vicinity of the tear results in an untimely end of their career as a mage, if not their life itself, by way of permanently damaging their connection to the arcane in a very painful way. Both their body and mind are overwhelmed or even consumed in explosive backlash due to the Aether's primordial influence upon the very nature of magic. However for those with that mastery and enough daring, such as perhaps the one who pioneered the spell, the raw power of the immaterium itself is an asset, supplying a bottomless fount of energy and supercharging spells to levels most mages could never dream. |
TransposeA very simple spell in effect but an enormous magical headache upon examination, it switches the physical locations of two things. The difficulty, and what makes this a feat worthy of not mere sorcery but high magic, is in the fine details The complicated and reality warping nature of this spell bypasses other forces at play by doing more than merely changing the physical positions of the objects.
Transpose is a magic of the highest order because it does not simply move the objects, it changes the nature of the space they occupied so that the universe and that within it recognizes that space and the objects in it as if they had never changed places at all. This is not to say that it rewrites history to accommodate things as if the objects were always there, rather that it merely that it 'tricks' the forces of physics and magic into believing nothing has changed. That said the above proposed rewriting of history and its effects on the timeline as a whole can be made to pass should the proper conditions and preparations be made, and indeed for large-scale relocation this is preferable, but this is a matter which requires some years of time and a massive amount of resources. It's all a matter of details. Invoke ParadoxAn incredibly complicated sorcery derived by the Doctor himself from a number of more straightforward time-warping magics. The spell temporarily manifests the targets presence and actions throughout multiple timelines as silhouettes within the timeline of the caster.
In effect the target begins to divide into multiple independent instances, with each instance taking a different possible course of action. All present except the target are aware of these instances and they can interact with everything except each other, and in turn be interacted with. Upon the ending of the spells effect, predetermined or cut short, the caster chooses one of the manifestations, or the original, and the rest are made null. At this time the chosen instance is made real and any effects the others had on their environment and any objects or persons in it are instantaneously undone. Once resolved its as if the spell never happened, leaving merely unfounded memories of those who witnessed its effects, if even that, and nothing more. |
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