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Radix's Magic: Score Magic

 :: Lore :: The Omniverse :: Radix

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Radix's Magic: Score Magic

Post by Cain on Mon Feb 10, 2014 5:55 pm

The peculiar thing about Radix's magic is that its entire essence involves timing-- the pulse of the dimension is in intrinsically entwined with its use, and those who are not fully synchronized may find that they are unable to use magic at all. There are a rare few that can use magic before full synchronization, but usually its pathetic.

There are four types of Score Magic.

  • Beats: Beats are much like traditional spells. They are usually single-cast spells, such as fireballs or ice projectiles. One spell may be cast every Heartbeat of the caster. They are only during the "beat" (thus their name sake) and are impossible to cast between Heartbeats. As such, Beats do not have long casting times and are usually instant spells. They lack power, but make up for it in ease of access. The only skills required to cast Beats successfully are a sense of timing and knowledge of magic.
  • Tempos: Tempos are spells that affect inanimate objects or ideas, synchronizing them with the caster of the Tempo in unforeseen and powerful ways. An item or element affected by a tempo can not be wielded by another person, save for the caster of the Tempo. Tempos can not be stacked atop one another, and attempting to do so will destroy the item (as well as harm the caster of the second Tempo). Temps usually can only be administered via direct contact with the item via palms or fingers. Tempos are better utilized by people with slow heartbeats, allowing them for better control and greater effects.
  • Rhythms: Rhythms are abilities that affect living beings. Whether making them stronger or increasing another trait, only one Rhythm is able to be active on a living being at a time. Rhythms must be administered through direct contact. Administering another Rhythm atop an existing one overrides the first. Doing this too much can result in physical damage. This type is better for higher heart-rates, allowing them to take advantage of that high-pace to increase their powers.
  • Conducts: Either called, conjured, or enslaved conducts are creatures bound to a caster's will. These creatures are variable in size and appearance. They can extend from being other people that the caster has bound to their service in some manner or beasts that a contract has been forged with. The end result is that the caster must restrain themselves from moving too much and direct the creature like a conductor in order to control it efficiently. That said, there are conducts that are intelligent enough to not require control. The caster's heart is stopped for the duration of the conduct, and it not dismissed in due time the caster will die or pass out.
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