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MagicEffect

AuraPose

AuraPose is a utility MagicEffect where the user channels their inner uniqueness to stand or move in a way that is unique, intense and focused.

AuraPose I

- The user stands in place, and magical visual effects will eminate from the user and they will look intense and play to their uniqueness. - Doesn't have to necessarily be cool; could be cute, could be sad, so long as the emotion is intense and uniquely relatable to them. - Being self conscious about it being "cringe" will cause the user to flinch and interrupt the pose. - Standing in this pose powers up the user and when released after enough time, they will get a burst of mental power, mental energy, and reserve mental energy for a few minutes. - While standing, spells can also be cast at a greatly reduced cost. - If already low on total mental energy reserve (such as a fight that has gone on for an exhaustingly long time), AuraPose can be used as a "last stand" since it will materialize extra total mental energy reserve, allowing the user to push themselves past their natural limits for some time, but when it fades they will collapse if their total mental energy reserve goes into the negatives.

AuraPose II

- The user can walk around slowly, intense in the emotion they are feeling, their movement gate unique to their personality. - Same power boost of AuraPose I, the only difference being they are able to move around in a slow walk. - Trying to move too fast or jumping will break the concentration.

AuraPose III

- The user can move around freely without any movement speed penalty, feeling a burning intensity in the emotion they are feeling. - Allows the user to be "in the zone", and look really fucking cool.

AuraPose IV

- The user locks the fuck in so much that the laws of physics begin to bend to make the user farm aura. They're so focused that not even they know what's going on anymore, they just flow perfectly. Reaction times are instant, every spell has barely any cost, random strokes of luck happen that are simply amazing. - This burns through an immense amount of mental energy. The counterplay to this is to simply stall and play the long game until they burn themselves out. - Currently, no one is known to be able to cast this, but it is claimed that Binary is able to pull this off in dire situations.

BlinkDash

BlinkDash is a movement MagicEffect that turns the user incorporeal, allows them to rapidly move to a location and then re-appear.

BlinkDash I

- The user estimates on a maximum range for the spell; the further the range, the more the cost. Then, they teleport to the longest distance that doesn't exceed the decided fixed range but doesn't result in an overlapping with solid matter. Any liquids and gases are instantaneously displaced such that no overlap occurs. - Allows dodging "through" launched projectiles by instantly passing through them. - Can only dash towards places within line of sight.

BlinkDash II

- The spell can now be "held" and the range varied. This requires holding a pose to prepare the dash and then releasing it to perform the teleport. - Has much more verstality, but is more mentally costly; this allows varying the range of the blink dash more precisely. - Can only dash towards places within line of sight.

BlinkDash III

- While "holding" charge of the BlinkDash, the user is now incorporeal and appears as an afterimage with 50% transparency.

BlinkDash IV

- Extremely slow to charge, and after releasing the charge, a preimage of 50% of the caster's intended location and pose will appear before the caster actually teleports to that area. - Seems like a downgrade, but this power tier of BlinkDash allows the user exactly to the distance and pose that they desire, even if it results in overlap with solid material. - The ability to overlap into solid matter can result in telefragging or teleporting stuck into a wall. - Teleporting into a wall is survivable so long as they have enough MentalEnergy to attempt to BlinkDash IV out of there, or if their head is exposed and they can see, to use a lower level BlinkDash or #Teleport to get themselves unstuck. If they free themselves, the wall will have a carveout the shape of their body occupied by vacuum, which if the material of the wall is not strong enough, can result in the wall collapsing. The space the user was occupying is not simply replaced by air. - Releasing the spell is significantly slower the more solid atoms are going to be replaced by the impending BlinkDash. This makes it easier to CancelCast the BlinkDash IV if the caster realizes that they are about to accidentally teleport themselves inside a solid object. - Countered by BlinkDash I. A target who is about to get telefragged will either see their vision flicker rapidly or feel that their insides warping, giving them ample time to use their own BlinkDash to get out of the way of an attempted telefrag. - Can not be used to #Conjoin. Trying to BlinkDash IV halfway into another person will result in a nonviable conjoinment where both parties will die because their blood vessels will all be misaligned and they will simply internally bleed into each other to death. - Countered by #MortalStruggle, which will rematerialize replaced atoms by sheer willpower. - Countered by #Reflex, which will cause the defender to instinctively move out of the way of an attempted BlinkDash IV telefrag. - Because of the fixed distance, this allows teleporting past walls to dash to an area even outside line of sight. - Obviously #ForbiddenMagic just because of how easy it is to die or kill using a BlinkDash IV.

Dispel

Dispel is a countermagic MagicEffect that removes one instance of an active effect from a target that is not self. Simply stopping to cast one's own spell is called a CancelCast

Dispel I

- Summon and lob a harmless magic projectile, or detonate it in a radius around self - On contact, removes an instance of a Power 1 spell intended for removal. If no spell is selected for erasing, a random spell is picked instead. - The projectile gets erased by a Dispel II or higher projectile.

Dispel II

- Summon and lob a harmless magic projectile, or detonate it in a radius around self - On contact, removes an instance of a Power 2 spell intended for removal. If no spell is selected for erasing, a random spell is picked instead. - Erased by a Dispel III or higher.

Dispel III

- Summon and lob a harmless magic projectile, or detonate it in a radius around self - Removes one instance of a Power 3 spell intended for removal. - Erased by Dispel IV.

Dispel IV

- Summon and lob a briefly stunning magic projectile, or detonate it in a radius around self. - Takes long to charge. - A telegraph circle is created around the intended blast radius. - Completely wipes all magical effects for anything caught in the blast radius.

HomingShot

HomingShot is a MagicEffect that causes a projectile to travel towards an intended target until it reaches it or the effect is dispelled. The greater the total force of the projectile, the more mental energy is consumed to turn a projectile into a homing shot. In general, it's usually only viable to use this on small objects. While it's possible cast HomingShot on people or even oneself, the cost would be astronomical and the effect would be weird, unpredictable and usually not very useful in a combat scenario. As a general combat strategy, using slow moving homing projectiles is useful for pressuring opponents into taking hits from attacks that are slow and telegraphed. On the other hand, using fast moving homing projectiles are useful for pressuring opponents into taking cover, taking pressure off from the caster and punishing opponents that are on the offense. - Faster projectile: More mental energy cost - Heavier projectile: More mental energy cost - Complexity of target's mind: More mental energy cost Most Freak know how to cast HomingShot, but very few know how to use it in a way that makes it truly dangerous. Binary, Whimpers and Katie are particularly known for how their spell rotation in combat involves using HomingShot in a way that is frustrating to defend against because they seem to know how to pair it effectively with other attacks.

HomingShot I

- Causes the selected projectile to attempt to guide itself towards the intended target. - Once the intended target is selected, the global position no longer can be updated. If the target moves away from their original location, the projectile is still going to attempt to home onto the original location of when it was given HomingShot I. - Once the projectile comes to a stop, the effect ends. - The current momentum of the projectile becomes the momentum the projectile maintains until the HomingShot effect ends. - The vertical homing is strong, but the horizontal homing is weak. This keeps the homing projectile from hitting the ground, but it can easily miss the target if the required homing requires too much left/right movement. - Overwrites any existing instance of HomingShot I. - Example usage: The caster throws a bowling ball, then casts HomingShot I on it and sets the aimed location to the center pin in a bowling alley, using this to cheat at bowling using magic. - Example combat usage: The caster throws a bowling ball and aims it towards where they think their opponent is going to move, in attempt to hit them with a bowling ball from a really long distance that would otherwise be impossible to throw that far.

HomingShot II

- The caster can now give the targeted object an initial force impulse, and no longer has to rely on objects that already have been launched. - The vertical homing is strong, but the horizontal homing is weak. This keeps the homing projectile from hitting the ground, but it can easily miss the target if the required homing requires too much left/right movement. - Example: The caster points at a nearby fridge and then turns it into a homing projectile launching it to block a nearby doorway.

HomingShot III

- The caster can not only give the targeted object an initial impulse, but also update the target global position in real time by keeping line of sight on the intended target. - This makes it far more difficult to dodge. - The horizontal and vertical homing is strong and so long as the caster is looking at the target's general direction, it's nearly impossible to dodge short by normal movements. - Countered by breaking line of sight, or making the caster flinch, disoriented or unable to see, or using #Timescale to narrowly dodge the object. - The HomingShot ends once the projectile overtakes the target.

HomingShot IV

- The caster causes an object to visibly glow with magic while they then begin to decide where the lockon target is. - When "holding" the spell, the caster's line of sight launches an invisible hitscan signal. The caster can decide to home onto a specific body part (example: the head), the whole body, a single atom at a target, or a general area. - Once the spell is released, whatever the caster decides is targeted gets "locked onto", and the lockon can only be forcefully removed by making the caster flinch, using Dispel or detaching the body part that was locked onto. - The HomingShot does not end until the caster does a CancelCast, making it very dangerous in combat to keep the pressure on an opponent by giving them a projectile to worry about dodging while attacking them with other spells. Or worse, if the projectile is fast, it makes it completely unsafe to stay within line of sight without getting hit by projectiles that are almost impossible to dodge unless using a BlinkDash, #Timescale or PositionSwap.

Hyperthink

Hyperthink is a MagicEffect that slows time down and gives the user a long amount of time to think through something. Unlike #Hypertime, the user cannot use this to move their body quickly.

Hyperthink I

- Time is slowed significantly. - The user can still move their body, but they are limited to the slowed time and it will feel like their body is stuck in a low gravity environment. Trying to walk while in a Hyperthink I can easily result in tripping because the brain isn't used to moving the body at such a slow timescale. - The user's mind can still think at a normal rate.

Hyperthink II

- Time is stopped completely. The user can't move their body at all, however they can launch a SpiritCamera to look around them. - The user's mind can still think at a normal rate.

Hyperthink III

- Time is stopped completely. The user can't move their body at all, however they can launch a SpiritCamera to look around them. - The user's mind can think at an impossible rate. Tasks that would normally be boring to think about for hours in stopped time become things that can be figured out in seconds.

Hyperthink IV

- Time is stopped completely. However, the user can now "move", but they are trapped in a timeloop simulating different scenarios and calculating the exact probability of any scenario happening. At first, this is distressing, but this is escapable by either running out of mental energy (MentalFatigue) or by remembering what the current actual real life situation is, and wanting to return back to reality. - The user's mind can think at instant speeds and can organize thoughts into a mental database. - The only person ever known to cast Hyperthink IV is Foxy, who lives with it as a curse and a blessing.

NeuralChecksum

NeuralChecksum is a defensive MagicEffect that prevents changes to the mind via spells like #SensoryDeactivation or #Hallucination. Each power tier has a mechanism that works differently, having their own advantages that come with drawbacks. This can only be casted as an "on self" effect, not on others.

NeuralChecksum I

- Whenever an unauthorized change is made, an event is fired that something in their mind was modified by magic because the checksum doesn't add up. - This simply alerts the user that something was changed, but not what was changed. - Extremely cheap to keep casting 24/7 even to the most novice users.

NeuralChecksum II

- Whenever the checksum fails, the brain will revert modifications made to it every 1 second. - This will not defend well against a barrage of magical psychic changes, or effects that are harmful to experience for even a few seconds. - Very cheap to cast, and completely shuts down combat opponents that try to use powerful single use mind modifying spells.

NeuralChecksum III

- As soon as the checksum fails, the change is reverted immediately. - Makes the user immune even to barrages of mind-altering magic attacks.

NeuralChecksum IV

- The user can set the intended internal wiring of their entire nervous system to their exact desire, and nothing can change it. - This can kill themselves almost immediately if they're not careful. For example, if a user decides to upregulate their dopamine receptors by 5000%, they might end up dying to dopamine overload. - Mental energy is used whenever #TheUniverse needs to make any changes to make the body back in line to what the user wants with their nervous system. - This can be used to immediately fix being blind, being paralyzed, remove one's own memories, forge one's own memories, rewrite one's own personality from the ground up. Needless to say, this is #ForbiddenMagic.

PositionSwap

PositionSwap is a MagicEffect that allows the user to swap their global position with the position of a targeted entity.

PositionSwap I

- Gain lockon to a visible target and instantly swap positions with them. - If they are moving too fast or the user is disoriented, it may be difficult to get a lock on, and if the target is moving fast enough, it might be possible to miss the position swap when activated, resulting in nothing happening but wasted mental energy. It essentially acts like an invisible pointer that chases the target at a fast speed. So technically, if the target is very fast, they can outrun your lockon and avoid being position swapped with you. - If a position swap will result in overlapping atoms, the entity is moved to the closest available space that doesn't result in any overlap. This can result in unintended behaviors if trying to swap a big object with a small object that's in a cramped space. - After the swap, momentum is reset for the user and the swapped entity. - In combat with someone this can be used offensively, such as jumping off a building and swapping positions. - If a sentient person is locked onto, a visible beam of magic energy connects them. - Breaking line of sight cuts the lockon, regardless of the power tier of the PositionSwap cast.

PositionSwap II

- Momentum of the user and target are preserved after the swap. - More disorienting to use when moving; high chance of tripping if each side isn't braced for the swap.

PositionSwap III

- Momentum and facing direction of the user and target are swapped as well. The user gains the momentum of the target, and the target gets the momentum/directional speed of the user. - Even more disorienting and difficult to use than PositionSwap II, especially when moving. - Katie is known to be particularly dangerous in combat due to particular mastery of spell combinations; she pairs PositionSwap III with Hyperthink I, making combat with her extremely confusing due to tactics such as throwing a rock, queuing a dangerous close range attack from a distance, using HyperThink I to position her body perfectly and wait until the rock is close enough to the opponent, and then swapping with the object exactly in time to launch the attack at point blank. In the few times Katie was challenged to combat, most people don't even understand what happened before it was over in seconds - not by virtue of overwhelming strength, but an understanding of spells that most Freak don't even know about or never thought to put together.

PositionSwap IV

- Doesn't seem to have any difference with PositionSwap III other than a significantly slower cast time, and on face value it seems like a massive downgrade. - However the real strength is that it makes it possible to "telefrag" targets by swapping places with an ethereal object that is superimposed in the space that something physical is. Paired with SpiritCamera III, this is extremely dangerous and no-one has thought of using this to this date. However it is noted by the #AstroSurveillanceTeam that this is possible.

SpiritCamera

SpiritCamera is a MagicEffect that allows a user to launch a floating entity that can relay information from a distance, without the user having to move.

SpiritCamera I

- A floating being of light of a custom color and custom shape, defaulting to a pure white sphere. It is noted that it somehow the shape must always be possible to easily see. - When the user thinks about what the camera is seeing, their vision gets replaced by the camera's sight. - The user can move the entity around in all 3 directions, but it collides with walls. - As this is an entity, this can be paired with other spells for unintended effects, such as using PositionSwap to swap places with the camera's position. - Each camera that goes out puts a constant drain on the user's mental energy. Cameras that are being actively viewed will drain mental energy faster. - Upon going to sleep or losing consciousness, all active SpiritCamera become dispelled and disappear.

SpiritCamera II

- The feed from the camera can now exist side by side with the user's own vision, or can be placed with a lower opacity on the peripheral vision of the user's sight, or toggled off at will. - The user can now "impersonate" the camera object, which makes their own body either go limp or lock up in their current posture, and allows the user to control the camera as if they were the camera, giving them much easier control. They can still decide to stay in their body and just guide the camera using their sight like in SpiritCamera I. - The SpiritCamera now holds recordings which can be viewed by touching the camera and willing the playback of a specific time. The recordings vanish when the SpiritCamera is dispelled, but the output can be made permanent by recording the projected output with a real camera.

SpiritCamera III

- The camera is ethereal and can now go through walls and be superimposed inside other items. - Is #ForbiddenMagic because of how it can be paired with PositionSwap to teleport inside someone and replace their atoms. It is also forbidden because of the potential it has to be used for stalking, as it is much easier to hide the SpiritCamera in walls and stalk someone without being discovered.

SpiritCamera IV

- The camera is no longer a spawned and controlled entity, but any object in the user's sight. Once it is cast, the target no longer has to be in sight and the caster can just see from the target's sight until they have to go to sleep or stop casting it. - If someone casts SpiritCamera IV and chooses through your target, they will be able to see exactly what you're seeing and you would have no idea that they're seeing what you're seeing. - Is #ForbiddenMagic because of its extreme potential for stalking and the sheer paranoia it causes. Even if use #DetectMagicSignature to scan every single person you see to try to see if they're casting SpiritCamera IV on you, it only takes someone peeking at your eyes from around the corner or at a distance in order to lock you in as their target, or any item you may own. While the potential for this is extremely powerful, it is considered one of those spells that no one should ever cast for any reason.

Telepathy

Telepathy is a MagicEffect that allows a user to communicate concepts to a target directly without needing to speak, write or touch.

Telepathy I

- The target can hear the user's voice speaking. - The voice the target hears is the equivalent of what the user thinks of their own voice sounds like if they were to try to actually speak. - The communication is one way. - The telepathy target must be sentient and reasonably capable of understanding the voice in the language they understand.

Telepathy II

- The communication is two way and the telepathy target can decide whether to think thoughts privately or send their thoughts to their telepathy target. - The telepathic link makes the target aware of the caster's location.

Telepathy III

- The telepathy user instantly sends an understanding of what they are trying to communicate to the target with or without using sentences. The target can also do the same, if the target chooses to telepathically talk back, the "words" are instant and understood immediately. - The telepathy target doesn't need to understand the user's language. This allows communication with non-sentient animals. - The telepathic link makes the target aware of the caster's location.

Telepathy IV

- The telepathy user can forge any voice that they have sufficiently memorized, or beam languageless concepts directly. The sentient target will still be able to tell which thoughts are not theirs, but will feel an unseen presence speaking to them from a location they can't figure out. - The telepathy target no longer knows who is speaking telepathically to them. - #ForbiddenMagic due to its potential for abuse and trickery. - Countered by Dispel IV which will break the link. - Countered by #DetectMagicSignature IV which will reveal the caster's location.

TrueTransformation

TrueTransformation is a MagicEffect that reshapes any target with a permanent change. It is #ForbiddenMagic because of how easily things can go wrong if not done carefully. It is also very expensive and mentally taxing, and feels a lot like performing a surgery. TrueTransformation requires a lot of setup, planning and ideally exact measurements such as reference sheets or a 3D model. The Freak who are most known for their mastery of TrueTransformation are Squiggles and Eva - although it's not without their occasional accidents such as Squiggles with Dianna and Foxy. (link) When using #DetectMagicSignature, it's only possible to detect the spell by targeting the one who is doing the transformation. If someone has been recently permanently changed by a TrueTransformation, using DetectMagicSignature on them will reveal nothing, because it's not a spell that's temporarily changing their form, but rather their body has been changed. It is possible to resist a TrueTransformation which requires a struggle of willpower. If the changes are fully complete, it stops becoming possible to revert the changes being made by the active TrueTransformation spell.

TrueTransformation I

- Making small cosmetic changes - Is not necessarily done by MindMagic; can also be done via ProtoMagic, such as programming a ring that grows someone's head by 10% permanently on first time equip. - The changes are gradual, and if the target has the will to resist it, they can revert the changes.

TrueTransformation II

- Functional changes that don't require changes to the nervous system. - Examples: Significantly growing muscles, losing fat instantly, removing ears, replacing fur with scales.

TrueTransformation III

- Changes that require connecting to or updating the nervous system and brain. - Examples: Extra limbs, Completely changing the body from a quadruped to a biped, Gaining prehensile tentacles on back, Gaining wings, removing legs, curing a chemical addiction - The more changes that need to be made, the longer the transformation takes, but with a particularly powerful user or proto item, this can be shorted to a span of 10 seconds.

TrueTransformation IV

- Changes that modify the soul, adding or destroying a part of someone's identity. - Requires overpowering someone in an active confrontation; cannot be done stealithly like the previous power tiers of TrueTransformation. - Examples: Deleting memories, Rewriting someone's mind to feel euphoric when pat on the head, Rewriting someone's mind to feel genuinely terrified of rubber duckies. - Not even Squiggles or Eva dare go into TrueTransformation IV territory. - Its existence is only known due to dark research recovered in TheUnderground, aided by theorycrafting from the #AstroSurveillanceTeam that noted that there almost always are either no power tiers to a spell, or exactly 4 power tiers. And since for the longest time TrueTransformation was only known to go up to power level III, they theorized that there must be a TrueTransformation IV. And unfortunately, they were right.