Orange – Color of Matter

Orange is the Color of Matter, which makes it one of the most ubiquitous colors. Orange governs chemical interactions and transformation of materials, from the distillation of liquid to the refining of metal; all inorganic matter falls under its purview. Orange is the color of civilization itself, the eternal furnace that fuels industries and armies alike.

Orange Flux is commonly found in cities, especially factories and, much to researchers confusion, shopping areas. It also gathers in areas where natural reactions occur by themselves, such underground petroleum reserves. Orange Flux powers most interstellar industry, being used to refine materials or enhance foundries. Almost every item in circulation has been touched by Orange Flux at one point or another.

Its allied colors are Red, Yellow and White; while it is opposed by Blue.

Applications of Orange sorcery:

— Telekinesis

While often confused for a Blue subschool, telekinesis, the magical manipulation of the matter, is an Orange discipline. Users mostly focus on a specific substance, such as water or stone, with their proficiency depending on their understanding of the material. Creative Orange Sorcerers can turn the very environment into an extension of their will.

Fire itself occupies a gray area; while understood as a chemical reaction, fire manipulation has traditionally been a matter of Red sorcery (by manipulating heat and light). While most Orange Sorcerers find ways to create chemical combustions, they rarely manage to control the flames they create.

— Transmutation

Transmutation is the art of altering matter to transform it into something new. By understanding the composition of matter, Transmuters deconstruct and reconstruct matter as they wish on a molecular level. Transmuters often stop at deconstruction, turning matter back into its basic components to inflict lethal damage.

— Weightening

Weightening is the art of manipulating mass, both to decrease or increase it. Weighters can do things such as fly, grow bigger or smaller, or even reinforce matter by tightening the bonds between molecules. By turning Orange Flux into artificial molecules, Orange Sorcerers can temporarily violate the law of conservation of mass; with the most experienced of them having managed to materialize imaginary objects through sheer force of will.

Orange Sorcerers

The second most common type behind Green, Orange Sorcerers are worldly people. More concerned with the physical world than abstract concepts, they frequently trade their services for cash or material benefits. This makes them the sorcerers less likely to try to avoid registration, and the most likely to live in luxury. They are mercenaries at heart, with their spells always in high demand.

Due to their ability to generate cash, either through their powers or commerce, Orange Sorcerers tend to live a luxurious life and enjoy the finer things in life. While their attention to details make them excellent administrators, they are rarely found in command positions. Orange Sorcerers are usually content to let more strategic people give them tasks while they don’t have to think much.

Orange Sorcerers are adept at both creation and large-scale destruction. Incredibly versatile, it is said that they never quite fight the same way twice, and that the place where they are fought either make or break them. The best of them focus on improving their own power rather than rely on outside resources, which enemies can deprive them of.

Escalation: Gula: Orange Sorcerers escalate less often than other sorcerers, but when they fall to madness, it is with feverish zeal. Such Orange Sorcerers become obsessed with overindulgence and material gain, to the point of neglecting any other consideration. Anything they desire, they try to steal, steamrolling anything in their way. Entire worlds are drained of the very last drop of gold, and wars declared over a cup of wine. These madmen continuously dig themselves deeper into depravity, as any excess must top the previous one. The very worst of the Orange Sorcerers eventually turn people into wealth in a very literal way, transforming their victims into statues of gold, or worse, into food.

Magik Spell Store

Dot 1

Seamancer

Affinity: Orange
Dot: 1
Price: 3-5
Activation: Passive, Thought.

The user gains the ability to psychically direct existing liquid water within sight, moving the water in any direction he wishes. The user cannot turn the water either solid or gaseous; the purer the liquid’s composition, the finer the control.

Dirt Call

Affinity: Orange
Dot: 1
Price: 3-5
Activation: Passive, Thought.

The user gains the ability to psychically direct earth within sight, moving dirt in the direction he wishes. The purer the earth, the finer the control.

Reinforce

Affinity: Orange
Dot: 1
Price: 3-5
Activation: Active, Direct Touch Vector.

The user permanently reinforces inanimate matter upon touch, increasing its density and resistance to damage.

Diceweight

Affinity: Orange
Dot: 1
Price: 3-5
Activation: Active, Direct Touch Vector.

Temporarily increase or decrease the weight of inorganic matter on touch. The more prolonged the contact, the stronger the effect and the longer it lasts.

Alchemic Grasp

Affinity: Orange
Dot: 1
Price: 3-5
Activation: Passive, App Switch.

The user gains intuitive understanding of the chemical composition of matter within sight (organic or inorganic), down to its most basic components.

Dot 2

Multibreath

Affinity: Orange
Dot: 2
Price: 6-10
Activation: Active, Thought.

The user can turn his breath into any inorganic gas, from a fiery breath to toxic fumes. The user suffers no ill effect from the breath but cannot produce organic material.

Homunculus

Affinity: Orange
Dot: 2
Price: 6-10
Activation: Active, Direct Touch Vector.

The user can craft a cat-sized automaton from any raw, inorganic material. The homunculus takes a shape similar to its maker, and shares a telepathic link with the caster. The homunculus must feed on its maker’s Flux to remain functional and will collapse if not regularly recharged. The user can create as many homunculi as they can sustain.

Fuse

Affinity: Orange
Dot: 2
Price: 6-10
Activation: Active, Direct Touch Vector.

By touching two inorganic items, the caster can permanently fuse them into a harmonious, functional whole (such as a gun-blade). If two intelligent objects are fused, such as soul-anchored golems, their personalities will control various parts of the gestalt.

Formless

Affinity: Orange
Dot: 2
Price: 6-10
Activation: Passive, App Switch.

The caster’s body becomes supernaturally elastic and flexible, allowing them to stretch their limbs and body in unnatural ways. As a side-effect, resistance to impact or force damage is greatly enhanced, as the body absorbs shocks better.

Integrator

Affinity: Orange
Dot: 2
Price: 6-10
Activation: Active, Direct Touch Vector.

By touching one or more inorganic item, the caster can permanently fuse with it, integrating it into their body with no damage. The item must be of smaller mass than the caster; if the inorganic components outweigh the organic one, the caster will suffer damage such as organ failures as the body can no longer support the fusion.

Dot 3- Restricted

Dot 4- Restricted

Dot 5- Restricted

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