Crystal Magic

Crystal Magic is a form of elemental magic that serves as the primary system of magic within the Idylis world. Idylisians first discovered Crystal Magic through the large subterrainian geodes, upon which they constructed their first cities. It has since influenced most of Idylisian history, art, culture, religion, amongst many other areas of life.

Usage
The magic system is elemental, consisting of the typical four elements of Earth, Water, Fire and Air. Magic users possess a 'prime affinity' - which describes the elemental magic type they possess innate potential in. Utilisation of the magic requires the use of a crystal, either taken directly from one of the crystal geodes or from the surrounding geological area. This makes crystal magic a non-renewable resource. The affinity of a crystal will be depicted by its coloration (e.g. Air crystals are clear/white; Earth crystals are green; Water crystals are blue; Fire crystals are red/pink/orange). Other forms of crystal coloration exist, such as yellow, purple and black, which are considered to be 'arcane' affinity types.

The extent to which an individual is able to harness the power of the crystals is dependent on both innate ability and training. Whilst innate ability is commonly inherited from bloodline, it is unclear how specific bloodlines came to possess this power. Different religious doctrines posit different views on this. For example, the Drathari and Crysora religions teaches that innately powerful bloodlines are chosen by their respective geodes, whilst more traditional doctrines such Aether Wisdom and Naturemancy teach that power is determined by how close an individual was born to a geode (with the geode determining the prime affinity of the individual). When an individual possesses a magic crystal they will be able to utilise its ability by transfering its 'magical current' to themselves. Magic crystals have a limited supply of magical current which is directly proportional to their weight. When magical crystals are completely depleted they will become light (similar to coal) and turn into a non-reflective grey gemstone called a 'null crystal'. The size of magical crystals will not change during use, but the glowing light emitted from crystals during utilisation will become dimmer as the current is depleted.

Limitations
The effectiveness of crystal magic is heavily influenced by environment. The optimal environmental temperates for most forms of crystal magic lie between 10-40°C. Fire magic possesses a slightly different temperature range of -10°C-30°C. Using magic above or below this range is not impossible, but faces greater difficulty the more the temperature moves away from this optimal range. Areas such as The Northern Blanket and Scarlet Desolation are such regions where temperatures exceed these ranges regularly, making magic usage extremely limited and sometimes impossible in these areas. Air magic is influenced by weather patterns and Earth magic by geological factors.

Effects
Fire and water magic are influenced directly by climate temperature. In temperatures greater than 30°C, fire magic become increasingly difficult to control, as does water magic above 40°C. Below -10°, fire magic becomes increasingly weaker and will be rendered completely unusuable below -20°C. Water magic on the other hand converts into Ice magic below 0°C, though the use of this magic is fundamentally different to water magic and so water mages are unable to actually utilise it. Some groups who have experience with Earth magic, such as the Mobella, are capable of utilising Ice magic in climates below 0°C.

Air magic is influenced primarily by weather and has an optimal usage in environments with low-moderate wind speeds (from 0-25mph). Above moderate wind speeds (from 25-40mph) decrease the controlability of air magic, though Aether Masters are more than capable of maintaing control at these levels. Strong-very strong winds (from 40-65mph) render air magic extremely weak, the effect of which can be imagined as being drowned out by the background wind currents. Above 65mph, air magic is effectively unusuable.

Earth magic is influenced by a range of environmental factors, primarily geothermal and tectonic activity, soil nutrient level, abundance of wildlife in surrounding environment, and level of precipitation. This causes Earth magic to be potentially the most stable of the magical affinities as its controlability and consistency relies on factors that are not prone to rapid or frequent change. Earth magic will maintain a usable level of power in environments which lack up to four of these factors, provided at least one of them is present. If none of these factors are present however, Earth magic becomes unusable, or otherwise extremely weak. One such place is the Scarlet Desolation where there is no wildlife, soil nutrients or precipitation, and highly neglible geological and tectonic activity.

Crystal Alchemistry
Crystal alchemistry refers to a reaction processs which involves the merging of crystals into different 'arcane' types. This includes affinities such as metal, spatial and temporal magic. It is a fairly new and therefore limtied practice within Idylisian society, and knowledge about it is not widespread.

Crystal alchemistry can be done by combining magic crystals of roughly equal weight (constituents) and channeling their magical current into a previously depleted null crystal (template). Only highly skilled mages are capable of crystal alchemistry as the process requires the magic current of each crystal to be transfered into a null crystal without the user utilising the magic themselves. If the constituent crystals are not of equal weight then the reaction will not succeed and the dominant (heaviest) constituent will impose its magical affinity on the template crystal.

Reaction types and their products are as follows:


 * Water OR Fire + Earth     = Metal Crystal -
 * Water + Fire                     = Healing Crystal
 * Air + Fire                          = Plasma Crystal
 * Water + Earth + Fire        = Shadow Crystal
 * Earth + Fire                      = Light Crystal
 * Air + Water + Light           = Spatial Crystal
 * Spatial + Light                  = Temporal Crystal
 * Plasma + Shadow            = Reflection Crystal

Appearances
Water - Blue crystal

Fire - Red crystal/gemstone

Earth - Green crystal

Air - White or Clear crystal/gemstone

Metal - Grey gemstone

Healing - Turquoise crystal/gemstone

Plasma - Pink crystal

Shadow - Black crystal/gemstone

Light - Orange crystal

Spatial - Purple crystal/gemstone

Temporal - Yellow crystal

Water
Water crystals give the ability to manipulate and create liquid water. This means all liquid water in the surrounding area, influencing decreasing with distance according to the inverse cubed law. Individuals are able to manipulate the shape, flow, speed, density and temperature of water. If the water seizes to be in a liquid state they will no longer be able to exercise control over it. In order to create liquid water, mages must be of an advanced skill level.

Fire
Fire crystals give the ability to manipulate heat energy, though Idylisian understanding limits them only to fire. Users are capable of creating and manipulating the speed and direction of fire, as well as the size of fire spread. Influence decreases with distance according to the inverse cubed law.

Earth
Earth crystals give the ability to manipulate any and all materials directly associated with the planetary crust. This includes flora, fauna, microrganisms, soil, rocks and lava. The only requirement is that users be in the presence of the objects they are attempting to manipulate. Unlike fire and water mages, they cannot produce them themselves. Ability to influence surrounding decreases proportional to distance according to the inverse cubed law. The larger the object attempting to manipulate, the more magical current it will deplete.

Air
Air crystals give the ability to manipulate gaseous substances, primarily the surrounding atmosphere. Users can manipulate air speed, direction and density in localized environments. Ability to influence surroundings decreases proportional to distance according to the inverse cubed law.

Metal
Metal crystals give the ability to manipulate metal only when in a liquid state. Users can manipulate the density and purity of liquid metals, but cannot control metal when in a gaseous or solid state, or control the shape or flow of the metal. Ability to influence is highly localized and cannot be used beyond the immediate vicinity of the practitioner.

Healing
Healing crystals give the ability to induce cellular regeneration. This includes the sanitisation of wounds, the healing of wounds, the purification of toxins from the blood, and the ability to stop internal and external bleeding. Healing crystals are not capable of killing viruses or other diseases, nor are they capable of directly influencing life and death. Ability to influence is highly localized and cannot be used beyond the immediate vicinity of the practitioner.

Plasma
Plasma crystals give the ability to manipulate superheated gaseous matter, however the actual usage of these crystals is practically nonexistent due to their volatility. Users theoretically have the ability to manipulate plasma energy, but the proximity to the phenomenon causes the incineration of anything within the immediate vicinity, including the practitioner. For this reason, Plasma crystals are used exclusively for further alchemical reactions, rather than direct magic utlisation.

Shadow
Shadow crystals do not grant any innate abilities to the user, but do absorb magical current. Theoretically, they could be used to nullify magical attacks and phenomena. The range of this effect depends on the crystals weight. Shadow crystals cannot absorb magical current directly from other crystals. If alchemically merged with a plasma crystal, a different type of black crystal called a reflective crystal will be formed. This will possess the ability to reflect absorbed magical current back into the environment. These crystals are often used to capture any escaping magical current during alchemical reactions.

Light
Light crystals give the ability to manipulate light. Theoretically, light crystals grant users the ability to manipulate the direction and density of light, though due to the extreme speed it is almost impossible to control. For this reason, light crystals are commonly used for further alchemical reactions.

Spatial & Temporal
Spatial crystals give the ability to manipulate space. Users possess the ability to control the curvature and expansion rate of space in a highly localized region. However, the amount of magical current required to produce curvature and expansion scales in comparison to the amount of curvature and expansion produced.

Temporal crystals give the ability to manipulate the passage of time for highly localized objects. For example, users may be able to extend their own life-spans for considerable amounts of time (not indefinitely).

Due to the extremely large feets that are possible with these crystals, the amount of magical current required also scales, producing large limitations on utlisation. For example, creating a black hole using a spatial crystal is possible with the correct amount of magical current, but the amount required exceeds the total of magical current of all the known crystals in the world. This is also true for large-scale temporal abilities such as the manipulation of the timeline.

Object Binding
Object binding refers to the process of binding crystals with objects to grant said object magical abilities which correspond with that crystal. There are no inherent abilities which are transfered to objects, rather objects that undergo binding act as conduits for abilities. Their advantage is that it can make otherwise depleting or difficult abilities easier to produce with an increased range. The major drawback is that the number of abilities the binded object is capable of harnessing it significantly reduced.

For example, Dawnbringer swords are katana-like weapon binded to spatial magic crystals. Standard spatial magic crystals would be capable of numerous feats, including opening short-range portals, producing instistial shockwaves and gravity manipulation. When binded to the sword, only instistial shockwaves are producable, however their effectiveness and range are greatly increased (particularly effectiveness as the shockwaves can be launched as a horizontal blade-like shape, rather than a pin point projectile-like attack). The weapon also takes on an ability which would not be possible with the crystal alone - the altering the structure of the blade so it is capable of cutting through any object with no resistance, though the weight of the blade does not change.

Drathari
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Crysora
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Aether Wisdom
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Naturemancy
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Other Religions
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Crystal Geodes
Crystal geodes are large caverns composed entirely of magical crystals of one of the four primary elemental affinities.