Chapter 117 of 139

World's Encyclopedia III: Arcanum

Overview:

The World is filled with Magic. It has several states, or Elements, and a minimum amount of Magic is needed for life (or unlife) to exist. Those with the Affinity for it can use Magic to cast Spells, which cause wondrous phenomena to manifest.

Each of the Eight Divine represent one of the Eight Base States, or Prime Elements, and the general consensus is that Magic comes from the Divine. It is the source of life in this World, though it can also be the cause of great ruin if mishandled.

This volume of the World's Encyclopedia seeks to give an overview of the fourteen (two of which are only theoretical) Elements found in this World, the Divine, a brief explanation on Statuses, particularly those closely linked to Magic and finally the dangers of Magic and a few theories around the true nature of the enigmatic Malice.

Spells

What is a Spell?

A Spell is a wondrous effect caused upon the World via the act of Casting. They are important for many things, but most often one meet Spells at the receiving end, particularly fighting Monsters.

Three things are required in order to harness Magic. First, the correct Affinity. Secondly, one needs to know a Spell of an Element one has Affinity with, and lastly, enough Magic Power (or MP) to manifest the Spell. Once all three conditions are met, one can cast a Spell. The effects of Spells are varied, and rise in power and efficiency as one practices them, featuring a similar Tier System to Skills.

Affinity:

A collection of Skills that grant the ability to learn and cast Spells of an Element. With enough practice, ones Elemental Affinity might become Elemental Expertise. There is also the Rank of Elemental Mastery, though it is almost entirely exclusive to the Elder Dragons. Humanoids simply do not live long enough to reach high enough Skill Expertise with the Skills, and most Monsters do not practice their Magic in order to improve, merely using it as they need.

In order to learn the Elemental Affinity for the Secondary Elements, the Affinity for their component Elements are required. For example, in order to learn Plant Element Spells, one needs to have the Affinity for both Life and Earth. In the case of Lighting, the lone Tertiary Element, one needs Affinity in Light, Fire, Heat and Air, making it a particularly challenging Element to acquire.

Spells:

Upon first acquiring an Affinity, one automatically gains the knowledge of how to cast the two most basic Spells associated with that Element. More Spells can be learned through study and practice, and particularly talented Mages might create variations on the established Spells. A true savant might even create entirely new Spells altogether.

There are four Spell-casting Techniques. These special Spells combine two Elements to create effects that harmonize with the nature of the component Elements, though they do not create a new Element altogether. Bolster, Weaken, Illusion and Curse are the names of these Spell-casting Techniques.

There are also Spells that combine multiple Elements without the use of a Technique. Most all of the known Spells of this kind are considered taboo to learn and use, though many monsters employ them without concerns of what us humanoids might think of them for doing so. Because of the forbidden nature of these Spells, the author will not further elaborate on their names or effects.

Casting a Spell:

As discussed previously, one needs the Affinity to learn the Spell, but then how does one cast it? By drawing on one's storage of internal Magic, MP, one can attune the neutral MP into the required Element(s) before emitting it as a Spell. Trying to draw MP without casting a Spell is highly dangerous, as it might harm the Arcanovascular system, a secondary set of veins within the body that carries MP.

Some theorize it might be possible to draw on ambient Magic in order to preserve one's own MP, though none who have ever attempted this have succeeded. Indeed, many have perished to the ill effects exacted upon the body when trying such a foolish endeavor.

Do also beware of draining ones MP completely. If the number is zero, it means that one has depleted all excess MP within the body, and what is left is the bare minimum required to live. Attempting to cast Spells in this state will harm the body, draining SP at double the rate MP would have been.

In the worst case scenario, one might permanently damage the Arcanovascular Vents, miniscule pores situated upon the palms of the hands of all seven species of humanoid, which facilitate the release of MP into the surroundings to create the Spell effect. Damage or clogging of these cause a number of issues, mainly the inability to cast Spells, but also the severe Status of Mana Burn.

Mana Burn:

A result of a humanoids Arcanovascular Vents being permanently blocked by damage, either from burns to the hands or excess Spellcasting when out of MP. Although the primary use of this organ is to facilitate the casting of Spells, its secondary use is the one that causes issues when blocked.

The body absorbs small amounts of ambient Magic, converting it into MP. This is why ones MP slowly refills over time even without the Regeneration: MP Skill. However, this slow trickle cannot be stopped, and any excess Magic would be vented through the Arcanovascular Vents in order to prevent dangerous buildups. (Pyreans do this at a much faster rate through their hair, and as such are much less predisposed to this condition.)

The result of this buildup is at first a fever-like increase in body-temperature. This first stage lasts between two weeks and several months, depending on ambient Magic levels. The second stage is by far the most lethal. As the excess MP builds to dangerous levels, the Arcanovascular system will burst, letting MP into the bloodstream.

The victim's blood turns a bright azure color due to the Magic within it, not unlike some Magic specialized monsters whose blood is naturally that color due to the high MP they possess. If the sufferer survives the bursting, the quick onset of Magic Overdrive causes their soft tissues to crystallize into a strange kind of living gemstone.

At this point, the only cure is death, as the sufferer will be driven mad with pain, their body crackling with pent up energy. If death isn't delivered soon enough, the vacuum-like effect of the living crystal upon the ambient Magic will soon drain most Magic from the area, storing it within the victim.

Once a certain threshold of Magic is reached, the crystal is unable to contain it anymore, and a enormous magical explosion is triggered. One Hero who witnessed the devastation of one such Mana Burnout allegedly likened it to something called 'Hiroshima'.

Areas affected by a Mana Burnout are uninhabitable for several generations, as the Magic is somehow changed by the explosion, becoming highly potent, nearly corrosive, and the area is filled with crystals not unlike the one that originated the devastation.

Let this be a warning to all mages: Do not let yourself fall victim to Mana Burn!

The Elements

Life

The First Prime Element, Life is the domain of the All-Mother, the great unifier and creator of all life in the World. Spells of the Life Element are unable to harm, except in the case of Undead, where Life Spells often reverse the intended effect, such as a Heal Spell causing damage to the targeted Undead.

As wondrous as Life Magic is, excess exposure to it has many negative effects, most notably it can cause the body's natural healing ability to run amok, resulting in tumors of wildly growing flesh to form in the afflicted body. Monsters with the 'Regeneration: HP' Skill seem to be somewhat immune to this, being able to withstand large amounts of Life Element.

Life Magic is mostly used to cure Statuses, particularly Disease Type Statuses, though the second-tier Spell 'Recover' is needed for a complete removal of diseases. The lesser 'Cure' only weakens the disease, making it easier for the body's natural defenses to fight off the Status.

The ultimate Life Spell, Miracure, is a potent Spell that fully revitalizes the target. Any old injuries, missing limbs, etc. are fully restored. In addition, the target ages notably slower for several years after having the Spell cast on them, and some even find themselves having gained the Skill: Regeneration: HP (Lesser) from the experience.

This Spell is the result of gaining enough Expertise with the Great Heal and Recover that both reach beyond Great Tier. This means only a few monsters carry it, and as such, it is a blessed few humanoids that have ever been treated with this Spell.

It is theorized that Souls are concentrated Life Element, though the author personally believes that is too simple an explanation for something as enigmatic and complex as the Soul.

Death

The Second Prime Element, Death is the Domain of Abyss, the great undoer and turner of the Cycle. Spells of the Death Element are lethal to life, the Spells and Skills associated with it easily the most powerful compared to the others. As such, there are few creatures able to safely wield it, though they are all the more dangerous for it.

Undead are created from Death, meaning they are nearly, if not completely, immune to its ill effects. In normal living things, high exposure to Death usually brings about a swift, if painful, end.

Death Magic can cause a few Statuses, mainly ones involving impending death. 'Marked for Death' is a Status used to mark monsters (and very rarely humanoids) for death, and having this Status greatly increases the potency of other Death related Statuses, such as Doom activating instantly, giving no time to Cure it before it is too late.

Humanoids able to wield Death Spells are few and far between, and most are reviled for their uncanny abilities.

The ultimate Death Spell: True Raise, returns the dead to life through the use of Other Wills. Little is known about these enigmatic entities, other than that they are the source of all Undead in this World. Undead created from True Raise are sturdier and more intelligent than the ones created from the lesser Raise Spell, and make for formidable soldiers to the monsters that know True Raise.

Light

The Third Prime Element, Light is the Domain of the Divine of Light, the righteous lawmaker and bringer of good. Light Magic can harm or protect, deceive or illuminate, depending on the user's intentions.

Light is relatively hard to encounter in harmful quantities, but should one be unfortunate enough to do so, ones eyesight will be the first to go. After long enough exposure, one's skin would begin to redden and blister, and even years later some might find their skin afflicted with similar tumors as those gained by excessive Life exposure.

Statuses commonly associated with Light would be the ones caused by Bolster, though negative Statuses would be Blinded and Burned, owing to the intense heat produced by some offensive Light Spells.

The ultimate Light Spell: Ray of Heaven causes an intense column of pure Light to descend upon the chosen target, the intensity of the Light Element permanently stripping them of their sight should they even survive the attack. The intensity is such that if used upon water, it would instantly create a massive steam blast as the water flash-vaporizes from the heat.

Luckily, only a few rare monsters carry this Spell, though one should heed all cautions when going up against those few that do.

Dark

The Fourth Prime Element, Dark is the Domain of the Divine of Dark, the vile schemer and deliverer of evil. Dark Magic blends Spells useful for subterfuge and outright murder owing to its corrosive properties.

Dark in its ambient form is quite lethal to all that do not possess some form of protection against Poison, be it through armor or the Status Resist: Poison Skill. Even though armor might stall the effect, the pervasive corrosion caused upon metal makes it a poor match against Dark wielding foes.

Indeed, metal armor hit by Dark Spells often give out and dent or bend despite the relatively light force exerted upon it by the impact of most offensive Dark Spells.

Statuses inflicted by Dark are varied. From Blind through the Blind Spell to Weaken and Crumple Defenses from experienced users of the Weaken Spell-casting Technique. Withering is probably the most potent Status of those associated with Dark. It lowers Core Statistics for a set amount of time, preferring to lower the highest Stat first.

The ultimate Dark Spell, Soul Chaser, loosens a bolt of pure Dark Element that seeks out the very Soul of the target. Building in strength and speed the longer it stays active, in return for an increasing MP cost, it is said this Spell chases its target even into the Abyss should they die before it hits them.

Earth

The Fifth Prime Element, Earth is the Domain of the Divine of Earth, the stoic foundation upon which all life rests. Earth Magic mixes offense and defense, though most Spells of the Earth Element require solid ground in order to be cast.

Earth in its ambient form is all around us, as it indeed makes up most of the physical World. As such, only if travelling at sufficient speeds does this ambient Earth pose a risk in the form of landslides and earthquakes.

Earth inflicts few Statuses directly, as the nature of it causes physical trauma more so than magical.

The Ultimate Earth Spell, Earthquake, causes widespread damage as the very World squirms under its effect. A single cast can level cities, and as such, any Monster with the ability to learn this Spell is kept under close watch on the off chance it makes its way towards civilization.

Water

The Sixth Prime Element, Water is the Domain of the Divine of Water, the ever-changing artist that adores life in all its forms. Water Magic focuses mostly on utility, with a few offensive Spells thrown into the mix as well.

Water in its ambient form is a requirement for most life, save for a select number of Monster species. As such, going without drinking for even a day can cause damage to the body. On the flip side, too much Water can be harmful as well, and excess drinking of it can even lead to death. Of course, one can also drown in it, but that should be a given.

Water has few Statuses directly associated with it, save for Suffocating and Water-Toxicity in addition to Dehydration in the case of its absence.

The Ultimate Water Spell, Tidal Wave, harnesses the potential of Water to its fullest, summoning a giant wall of Water to crush and smother the target. Due to the size of effect of the Spell, it is hard to avoid, though going airborne should allow one to dodge the entire thing provided one is able to stay in the air until the Spell subsides.

Of course, this tactic is nearly useless to us flightless humanoids, and most would face certain death if faced with this Spell.

Fire

The Seventh Prime Element, Fire is the Domain of the Divine of Fire, the spirited crafter that taught humanoids the art of making. Fire Magic is almost entirely offensive, but has a few utility Spells as well as one or two defensive ones.

Fire in its ambient form is hazardous to even get near, singing hair and charring flesh, the utmost care should always be taken when handling Fire of any kind. Just the mere presence of Fire can cause danger, particularly in an enclosed space, as it displaces Air, replacing it with choking fumes that are just as lethal as the Fire itself.

Fire has one main Status associated with it, Burning. The sufferer is lit on fire, rapidly draining their HP.

The Ultimate Fire Spell, Hellfire, summons an inferno that seems to suck in those close to it, instantly reducing them to ash. The Spell itself lasts perhaps a few seconds, but the sudden shift in temperature can cause several anomalous effects upon the ambient Magic around it, sometimes causing death to those near it without them even being hit by the Spell itself.

Air

The Eight and last Prime Element, Air is the Domain of the Divine of Air, the free thinker that taught humanoids to be curious and learn about the World. Air Magic blends utility, offense and defense.

Air in its ambient form is needed for nearly all life to exist, even those that live in Water. Lack of Air can cause death via asphyxiation, and some Hunters that have traveled to the highest places in the World have reported that being too high up can cause issues as well, although they were still able to breathe.

Air has one main Status associated with it, Suffocating, much like Water, though in the case of Air, it is not because of it the Status is inflicted.

The Ultimate Air Spell, Tornado, summons the full force of Air, whipping up a massive cone of violently circulating Air that carries enough force to pick up objects larger and heavier than a humanoid and launch them in random directions with devastating speed. Unlike most Spells, that have a set duration, Tornado keeps going as long as the circulation is kept going, which is most often achieved by using another Air Spell: Microburst.

As such, facing anything able to use both of these Spells is more or less suicide.

Plant

The First Secondary Element. Plant is the union of Life and Earth, but not directly associated with any Divine entity as far as we know. Some scholars speculate, based on observing the preserved 'Divinity Maps' housed in the Hall of Remembrance, that at one point there was a Divine entity associated with each of the Secondary and the Tertiary Elements, but something has wiped their presence from the annals of history, leaving only these strange marks upon the skin of a long dead Grand Acolyte.

Plant is a strange Element, as its primary expression is in the form of Soul-less life. Plants are needed for all life, much like Water and Air, and it forms the most important of basis for all the different ecosystems that make up the web of life in this World. Excess Plant is almost never a problem, only becoming one if it occurs in a lake or pond. A lack of Plant is a disaster, heralding famine as the basis for sustaining a healthy ecosystem falls away.

Plant has one Status associated with it, Parasitism, though it is almost entirely beholden to the Spriggan Monster.

The Ultimate Plant Spell, Control: Plant, might seem underwhelming compared to the raw power of most of the other Elements, but if used cleverly, it could be quite lethal. Allowing the caster to force a normally quite sedate plant to move and grow rapidly into the casters desired form, the very environment might be altered to the casters tastes.

Although Plant has the fewest Spells of any Element, each of them have great potential if used correctly.

Heat

The Second Secondary Element. Heat is the union of Fire and Light, but not directly associated with a Divine entity as far as we know.

Although Fire also produces Heat in deadly amounts, Heat on its own, although it can cause Fire, is less instantly lethal. Proper levels are needed for comfortable living for humanoids, though too much can cause issues.

Heat has one main Status, Overheat, in which the body is unable to cool down properly. It increases SP usage as well as inflicting small amounts of HP damage whenever an action that costs SP is performed. If sustained for a long time, death can occur.

The Ultimate Heat Spell, Pyrocumulus, creates a self-sustaining cloud of Heat at the target location. The intense Heat causes flammable material to combust, causing a great fire that further feeds the Pyrocumulus. As it is so highly destructive and difficult to control once cast, even hyper-aggressive monsters that know this Spell hesitate to cast it of fear of catching themselves on fire in a blaze of their own making.

Cold

The Third Secondary Element. Cold is the union of Dark and Water, but not directly associated with a Divine entity as far as we know.

Cold is a patient killer, its effects accumulating and adding onto each other, affecting mind and body alike. Its victim might even undress in their addled state of mind, completely sealing their fate. However, Cold is an excellent cure for Heat, and vice versa, though care should be taken not to change temperatures too quickly, lest anomalous effects in the ambient Magic cause further harm.

Cold has two main Statuses, Hypothermia and Frostbite. SP and MP usage is increased, and as the status progresses, HP begins to lower. Prolonged suffering of Hypothermia can cause the onset of the second Status, in which the extremities, usually fingers and toes, start to die as the Cold damages the circulatory systems.

Extreme care should be taken when treating Frostbite to the hands, due to the presence of the Arcanovascular Vents.

The Ultimate Cold Spell, Flash Freeze, is as much a danger to the caster as to its targets unless the proper resistances are available. The targeted areas' temperature is almost instantly reduced to well below freezing, creating anomalous effects upon the ambient Magic as well as more or less instantly killing anything caught directly in the area unless they have high Cold Resistance.

Lightning

The only Tertiary Element, Lightning is the union of Heat and Air, thus combining three Elements total. There is no associated Divine entity with this Element, although there is evidence to suggest there was at one point in time.

Due to its volatile nature, ambient Lightning is almost never encountered, and only when a thunderstorm decides to unleash itself upon the World. The effects of exposure to it is dramatic, often resulting in instant death even in otherwise healthy individuals.

Lightning has one Status associated with it, Paralysis. Although Paralysis can also be brought on by certain substances, the Paralysis experienced from being subjected to Lightning is almost always at max strength. The body becomes unable to move as muscles either spasm or lock up, sometimes contracting with enough force to break bones.

The Ultimate Lightning Spell, Lightningbolt, summons a spear of Lightning to strike the target. If the target should somehow survive the Spell, they're left with Paralysis. The Spell also has a chance to strike twice, though the reasons for this is unknown.

Time

A theoretical Element, Time would be the union of Death, Life, Light and Dark. Little is known about this Element, as it only exists in theory, and no Spell or Skill makes use of it. The only clue we have is the presence of Celestial Marble, an anomalous kind of rock that seems immune to the passage of time.

Space

A theoretical Element, Space would be the union of Earth, Water, Fire and Air. Little is known about this Element, though not as little as Time. The Skills 'Named's Call' and 'Namers Call' seem to somehow make use of it, as when either Skill is activated, the Named monster or the Namer is brought to the other no matter where in the World the other is.

In addition, the presence of Oasis Water, an anomalous liquid that is able to exist where normal Water would evaporate in minutes further confirms the presence of this elusive Element.

The Malice

The name given to a strange and dangerous phenomenon. An oily, oozing substance found in shades of deep purple to near complete black, but often with some iridescence to it. It is produced by monsters undergoing prolonged emotional trauma, most often brought about by abuse- be it mental or physical.

This process is called 'Hatefulness' as the afflicted monster goes berserk, relentlessly attacking and destroying anything that moves in an apparent hate for the World. The Malice also endows the Hateful monster with incredible regenerative abilities, quickly replacing damaged parts of the monster with a random assortment of limbs, scales, eyes and teeth in a chaotic re-arrangement of its form.

A Hateful monster can only be vanquished through the complete destruction of both its body, and the Malice that it produces. Fire is particularly efficient, though there is a need for intense temperatures and prolonged application.

What's even worse is that healthy monsters exposed to the Malice produced by a Hateful monster can become Hateful themselves, meaning Companion monsters cannot safely be deployed to fight a Hateful monster.

It is for this reason that the unkind treatment of monsters is punished even harsher than the taking of another humanoids life.

Chimera:

First created by the Photians during the eve of the All-War, Chimera are artificial monsters made by using highly concentrated Malice to fuse two or more monsters together. The specifics of the process of refining the Malice to the necessary purity or the method of fusing monsters together is Taboo, and even putting this explanation to paper puts the author at risk of a criminal investigation.

Frighteningly, there were rumors, however unsubstantiated, that this pure Malice could induce a sort of Hatefulness in humanoids as well...

Malice Cores:

Strange crystalline orbs sometimes found embedded in the flesh of particularly old monsters, or sometimes found deep in abandoned nests, seemingly hidden away from the World. These orbs react violently to the close proximity of monsters, beginning to vibrate and shake as if whatever is inside wants out. If allowed to continue, the Malice Core shatters, coating everything nearby in a thick layer of Malice.

It is because of this, that the author theorizes that the Malice Cores are a sort of 'cyst', created by the body of the monster to isolate the Malice and prevent its ill effects. Once outside the influence of the monsters' body, the Malice somehow senses the presence of monsters as a potential 'host', and breaks free of its containment.

Malice Cores are sought by the Church in order to Purify them, destroying the Malice within and keeping the World just a little bit safer for each Core that is destroyed. However, only an Oracle or a Divine Spring possess the necessary power to Purify the Malice.

A Lost Divine?

If one traces history to before the All-War, however difficult a task that is, one will find no mentions of Malice until after the death of the first Grand Acolyte, who founded the Church as a whole.

There is also the presence of strange monsters in the Suchwallow Marsh, the Noxious Pudding and their Evolved forms, Gu. Being a kind of Slime, they take on the Element that is most prevalent in their environment, yet there is no such thing as a 'Poison' element.

Perhaps, not anymore.

For the Noxious Pudding and the Gu to come into existence, there must at one point have been an Element related to 'Poison'. What happened to it? And its potentially associated Divine? That is the aim for this author to figure out.

Editor's Note: This is where the manuscript recovered from the abode of the author of the first edition of World's Encyclopedia ends. At the time of writing, they are still missing, presumed dead. The last sighting of them was in the settlement closest to Vasyugan's Sorrow. It is believed that the purpose for the visit to that place was to research the Noxious Pudding mentioned in their last paragraph.

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