User blog:Yakumo Koi/Magic of the Inversion

=Inversion Magic [WIP]= Magic, in essence, is the ability to use specific paths of thought known as "Ignitions" to shape and form different concepts known as "Types" into different shapes known as "Forms". There are many kinds of Ignitions, Types, and Forms which can be combined in many different ways to create a nearly limitless amount of unique magics. Ignitions, Types, and Forms are all discussed further in the Inversionverse Intro. Below, a list of different Forms, Ignitions, and Types will be listed and updated. Somewhat like a personal brain dump.

Form
Projectile - One of the most simple Forms out there and perhaps the easiest to learn but the hardest to master. The Form of Projectile allows the user to create a Projectile of varying shapes to attack, though the Form of Projectile is limited to the creation of four projectiles in one cast. Rain - An enhanced form of the Projectile Form; instead of merely creating one to four projectiles that fly outwards from the caster’s Ignition, Rain will form several sets of projectiles in the air and rain them down in waves. Furthermore, if the Ignition is able to channel then this Form can be channeled to last longer. Fusillade - Another enhanced form of the basic Form Projectile; When activated Fusilade will open up either a singular or multiple portals [The amount of portals depends on the strength of the user] that will then release projectiles at high-speeds that loosely follow their target.

Wheels -

Shield -

Field -

Barrier -

Arc -

Aura -

Blast -

Shockwave -

Summoning -

Calling -

Phantom -

Enchantment -

Imbue -

Control -

Ignition
Draw - The “Draw” Ignition is a rare ignition that is mostly seen throughout the Floating Isles and Singing Deserts. It is a rather simple ignition that is characterized by the unsheathing of a weapon, typically a blade sheathed at the hip. An exception to this is a nomadic people in the Singing Deserts that utilize the Draw Ignition by “drawing” arrows back on their bows. Paper Charm - Paper Charms are one of the most common ignition types out there, it is characterized by the use of a small rectangular piece of paper to cast. Usually the paper is read from, though many styles have been made utilizing Paper Charms that focus on tearing them, burning them, or even placing them on objects to begin the ignition. Power Word - Power Word is another common ignition. As the name suggests, you simply use a word or string of words to cast an ability, different variations of words are usually used to activate different Types and Forms. Thought - Perhaps the most difficult to learn and master along with being the most volatile of Ignitions. Thought is just as it sounds, it is used to cast magic by using your thoughts, there are no verbal or physical cues. This of course means you must be very precise with your thoughts or the magic that is being casted could run rampant. Sign - Signs are a more complex form of Ignition that take a long time to master. This is mostly due to them requiring the memorization of different hand motions for different Forms and Types, though once practiced enough it can be one of the quickest forms of Ignitions.

Trinket -

Rune -

Sacrifice -

Circle -

Tome -

Dance -

Song -

Breath -

Flick -

Type
Inferno - Inferno magic is simply the magic of Heat, its opposite is the magic type of Cryo. With Inferno magic a mage can cast spells that make use of something as simple as heat to something more complex like magma or flames.

Martial -

Cryo -

Chrono -

Spirit -

Tera -

Wind -

Empathy -

Apathy -

Calm Mind -

Broken Mind -

Mana -

Negamana -