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.