ARCANA.

Arcana (or "Magic") is the main power system used in MagiMercs, known as the physical connection between a living being and the universe they reside in. Magic is similar to reality manipulation, being able to alter the physical state of the world depending on how you think.


How to cast magic.

Magic is, essencially, the energy that controls reality. It works through chanelling all your creative energy into a concept you'd like to alter inside reality, and modifying them into your mind, making them absurd. Then, you use your vital energy to cast that absurd interpretation into reality.
Casting magic uses your vital energy, so it is considered tiring, but the average mercenary can cast at least 6 spells in the span of an hour.

A practical example can be made with attempting to summon a fire:

  • First, remember what magic needs to exist. Most specifically, heat and fuel.
  • Gather fuel. This can be anything that can possibly be ignited.
  • Concentrate your vital energy into your thoughts, for example: "What if this object was hotter? Something like an open flame?"
  • With enough energy and effort, the fire starts.

  • Magic style.

    A mercenary's magic style is what they mainly use their power to do. Every mercenary has a style, because it is considered easier to concentrate your study and practice into altering a single concept than trying to alter multiple concepts at once.
    Mercenaries with a well-known style tend to gravitate towards doing basic combat tasks with it, such as:

  • Creating a shield, or some sort of defending yourself.
  • Having a main source of direct damage.
  • Having an alternative source of movement.
  • These three tasks are considered the fundamentals of defining your magic style. Mercenaries who can do that with their known style are more likely to be successful in a battle.


    List of known styles.

    This is a list of all canonically known styles used in MagiMercs, as well as their main user(s).

    ACT TOWARDS PERFECTION.

    The ability to transform props (such as cardboard or papers) into their real counterpart. Currently used by Athoris, the Director.

    BRING THE SUN.

    The ability to control sources of heat, their strenght and their direction. This includes fire and lava. While it is not used by anyone, it can be controlled using a strange artifact.

    CARTOON LOGIC.

    An anomalous ability, considered to be the ability to alter the world around the user based on the media that user consumes. Currently used by Harry 'Wonder' Hare.

    COSMOS

    The ability to alter the concept of reality itself, especially related towards outer space and the molecular level. Considered immensely powerful, too powerful for any normal mercenary to use properly. Currently used by Lilith.

    HOUSE OF LEAVES.

    The ability to create spaces separate from tangible reality, almost like pocket dimensions. These may have anomalous elements inside them if the user desires, but these elements can be altered by outside sources. Currently used by Jack 'Pumpkin' Hallow.

    HYPERSPEED.

    The ability to distort the speed of an object or being without affecting mass. Currently used by The Batter of Rocket Falls.

    MAGICIAN'S LIMB.

    The ability to alter the size and mass of the user's individual limbs, including whole body. Also the ability to create simple, holographic limbs that can shatter easily. Currently used by Pulyo Lanoda.

    OVERCLOCK.

    The ability to inbue objects with magical potency, increasing their total power, but decreasing their resistance. Currently used by Thea Hartwell.

    SCATTERED WINDS.

    The ability to control the speed, mass and direction of air, without eliminating it's existance. Currently used by Satoshi 'Eddie' Hayato.

    THE SEER.

    The ability to control dust and sand, mostly for locomotion and camouflage. Currently used by the Wandering Cultist.



    Spells.

    A spell is an already memorized way to use magic, saved in muscle memory. The spells you know and how you execute them are what define your style, and most mercenaries have a well-memorized list of spells in their belt.

    Spells are typically repeated, so one spell may have the same utility as the other, but be used by another style. Some common spells include:

  • Overdrive - Increases potency and destructiveness of an attack.
  • Projectile - Launches a small, typically explosive projectile at a desired target. May vary depending on style.
  • Barrier - Creates a small, defensive barrier, that will break after a while of handling attacks. May vary depending on style.
  • Awakening - The full potential of someone's magic style, surpassing any limit the mercenary may already have. Every mercenary has an awakening, but many of them don't know what theirs look like. Knocks out the mercenary after activation.