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  2. Pneuma Magic

  • Name: Pneuma Magic
  • Type: Magical discipline

The Breath of Life, a phrase used in creation stories from small tribes to larger religions, is said to be a kind of magic in it's own right. Those who practice this for of magic attempt to replicate the greatest feat in a weaker forms, to take in the power of life and creation of the world by inhaling it, then exhaling the same power for different effects. Those who follow the discipline often believe that they to have the potential to become a god in their own right, as a god is just as much a part of the universe as they are of it.

History

While no one person or group can claim to be the progenitor of the magic, the first group believed to make it into what it is today started with those in the general area of the Taagi Baara Steppe. What is known is that it was localized to more 'barbaric' groups in the region until it was spread out out of necessity for fear the discipline would be destroyed.

Use

While Pneuma can cover many forms of magic, without the assistance of other disciplines the magic is limited to 4 Aspects,: Body, Mind, Spirit, and Spire.
  • Body covers a caster's physical being. From enhancing their muscles and bones to their mind as well, this allows the caster to reach superhuman levels if given enough time and practice. A key aspect is that it does not alter the user's body, only amplifies what is already there.
  • Mind focuses not the caster's mind, but the minds of others. By using one's breath to trick the minds of others, one can create illusions of various types. It is often combined with spire to increase the range.
  • Spirit is the least studied but is known for granting life to and taking life from others though breath. It is the hardest of the four to properly master as one could break the 1st and 4th laws of magic if they are not careful.
  • Spire is the most well known of the aspects due to it's effects on the surrounding environment, allowing one to alter the air around them by breathing in and out, as well as alter what they breathe out, the most common forms being a dangerous breath attack reminiscent of dragons; or air constructs of various sizes and shapes like walls or weapons.
As for casting, it's almost as simple as breathing. Take in the world's energy by inhaling, think of the intended effect as the air is stored in the caster's core, then exhale. There are some exceptions, generally that in the Spirit aspect such as taking the breath of others will require intent before inhaling, but the majority of spellcasting works in this way.

Price & Limitations

The largest limitation for one's ability to cast is the user's capacity to take in, store, and then release the air inside them, whether they have lungs or gills as long as they are able to breathe or mimic the act of breathing they can use pneuma. As such many casters attempt to stay in shape or meditate to try and keep their body, and by extension their lungs, in a healthy state of being.

Another limitation is time. Most pneuma spells do not cost much to be cast, but in return the length of a pneuma spell's effects are considerably reduced to about the same length as an average breath cycle. One can extend this time by using the energy, lifeforce or soul of either the caster or others, though using the lives of others is frowned upon by traditionalists. A related risk to this is spiraling. If a caster does not properly control their breathing they can potentially draw upon their own life as payment, causing a spiral cost where the user is drained of energy, further destabilizing their breathing and paying more of their lifeforce. It is why the 4th aspect, Respiration, was shortened to Spire as most who spiral do so from overuse of the 4th aspect.

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