Thaumadynamics
Thaumadynamics is the magic of energy and magic transfer, in all its variations.
Unlike the primary magic classifications, Asterarcana, Endoarcana, and Exoarcana, Thaumadynamics does not require access to magic fields or other sources of power outside the caster's Imperium. Most spells instead pull their requirements from the energy transferred, powering their efforts through a reduction in transfer efficiency.
Utility
Thaumaturgy contains seven sub-classifications, each centered around the transfer or manipulation of some form of energy.
Thaumadynamics contains a diverse collection of classifications. Their spells allow mages to alter the transfer of energy in some way or another, although the nature of that energy varies dependent upon classification.
Some forms of Thaumaturgy are very old, or very rare, and yet others form the backbones of present-day Vazdimet society.
Apotheturgy
One of the first magic classifications that come to mind at the mention of Thaumadynamimcs, Apotheturgy allows for the literal sharing of magic and even joint casting of spells among two or more people.Electromancy
Electromancy allows for the conjuration of lightning and electricity. Once considered an Elemental Magic and limited in use to combat situations, Electromancy has since been recognized as an alternate form of power generation.Shielding Magic
Shielding Magic is a classification of channeled spells crafted to protect a target through the diffusion, dissipation, or absorption of energy. The class boasts a vast variety of spells, custom-tailored to protect against any form of danger.Antimagic
Antimagic is an expensive brute force method of spell cancelation, feeding off the casting mage's Imperium to absorb all active Magic within its area of effect. Antimagic spells require a similar level of power as the Magic it is canceling, but promises guaranteed results if its energy needs are met.Cosmokinesis
The newest of all recognized magic classifications, Cosmokinesis provides a limited level of control over radiation and nuclear reactions. It's most commonly combined with Shielding Magic via shipwide Runework to defend against interstellar radiation, or in conjunction with Curative Magic to heal radiation poisoning.Transmutation
Transmutation allows the caster to alter reality, physically shifting an object or creature into another of equal mass. Once a common magic, at least according to historical texts, it has since fallen out of favor due to the potential risks involved.Amphikinetics
An archaic and largely abandoned classification of magic, Amphikinetics is the literal transfer of luck. Because luck seeks its own equilibrium, any advantages provided by Amphikinetics are short lived and carry potentially dire consequences.
Copyright © 2000-2023 Vazdimet Studios LLC. All Rights Reserved.
Theme by Damion Otter. Vazdimet and Magic Logos by Grace Gittel Lewis. Faction and Family Logos by tjtrewin. Subscriber boxes by Stormbril. Meet the Vazdimet team.
Please check our Fan Content Policy and Discussion Board Rules for details on interacting with the Vazdimet universe.
Theme by Damion Otter. Vazdimet and Magic Logos by Grace Gittel Lewis. Faction and Family Logos by tjtrewin. Subscriber boxes by Stormbril. Meet the Vazdimet team.
Please check our Fan Content Policy and Discussion Board Rules for details on interacting with the Vazdimet universe.
Cover image:
Planet Moon Solar
by
LoganArt
I'm quite interested in a lot of the sub-fields of this one. I feel like I remember reading about the luck one in Fillimet. Cosmokinesis sounds really fascinating and useful. And Apotheturgy will always have a spot in my (and Lira's) heart.
Explore Etrea | WorldEmber
Always thank your cosmokinesiologist. I love Apotheturgy. And yes, I had fun with prose for Amphikinetics, which I think ended up way too long to include in the article itself.
Necromancy is a Wholesome Science.