Home / HomePage / Magic / Juathuur Magic System
Page options

Juathuur Magic System


Paths vs Gates

Juathuur magic is based on three “paths”. The paths are like guides that reveal the structure of nature. The more adept a Juathuur becomes at following a path, the more he/she can manipulate nature. The paths are not limitless, however. Each path is bound by a “gate” that places certain restriction on what Juathuur can do with their magic. If the gates didn’t exist, Juathuur could become all-powerful and bend nature in a way that would actually harm the universe. So basically, the gates ensure that the most crucial laws of nature aren’t broken.

The Three Paths

The three paths are called WAVE, WIND, and WORD, or if you’re speaking Juathuuvei, GE, TEI, and TO. Each path approaches magic in a different way, and often a Juathuur is born with an inclination toward a certain path.

The Wave Path (GE)

The wave paths employ a magic strategy that basically consists of creating energy within the body, and then releasing that energy in various forms. It’s the most ’straight-forward’ method of magic, and can be very powerful, but taxes the body quite heavily. The radiance attacks that Mijuu does in Chapter 1 are wave path attacks.

The Wind Path (TEI)

The wind path is all about speed. Instead of creating energy directly, wind path users manipulate the velocity of particles in the world around them. The “water” attacks used by Mijuu and Hienro in Chapter 1 are wind path attacks.

The Word Path (TO)

The word path is the hardest path to understand and master, because it usually involves a lot of study. The word path is based on the power of names. It treats names as the key to a thing’s identity. Remember that in the Juathuur language, names are not arbitrary, there is meaning to every syllable. The word path uses the Juathuur language as a catalyst to alter a thing’s identity. Basically, a word path adept can convince a rock that it’s not a rock, but a spoon.

Binds

Binds are a useful application of the word path. They are a way to “lock” an object into a certain state. They can range from very simple to extremely complex. The more complex a bind, the harder it is to break.

Shadow-magic

Shadow-magic is a particular incarnation of the word path that deals with the manipulation of space itself. Only a few Juathuur of certain bloodlines (like Faevv) are able to use shadow-magic intuitively.

Shift-magic

Shift-magic is a special incarnation of the wind path that manipulates time. Juar and Juinn are examples of shift-users. They can manipulate time in a short-range, relativistic fashion, meaning they can’t step into a room and “freeze” everybody - usually the effects are limited to themselves or something they have direct physical contact with. A shift-user can speed up or slow down their passage through time relative to others around them, but they can’t actually reverse the flow of time. (So, no annoying Star Trek/Superman scenarios where time can be reversed just long enough to save a character from death).

Shard-magic

Shard-magic is a special incarnation of the wave path. It’s similar to the regular wave path, but involves much higher and more dangerous energies, often explosively destructive. Because of the dangers involved, it is used only rarely. However besides its destructive capabilities, it can also be harnessed as a power source to feed specialized applications of other paths that require large energy sources. The only problem is that it is the most difficult kind of magic to control.

 

    Post a comment

    Your Name or E-mail ID (mandatory)

     

    Note: Your comment will be published after approval of the owner.




     RSS of this page

    Author: gammyun   Version: 1.1   Last Edited By: Guest   Modified: 29 Dec 2010