White – Color of Sorcery

The natural color of Flux, White represents magic, creation and existence in its purest form. Mastery of White means mastery of all other forms of magic, since White is allied with all other colors: in effect, White Flux easily turns into Flux of another color if presented with specific (albeit difficult to grasp) environmental circumstances.

White sorcery mostly deals in impacting spells from other colors, enhancing them, diminishing them, or any other alteration. White also deals with effects manipulating Flux itself, such as by calling upon echoes, Flux imprints left by dead people, or analyzing auras.

White is found in small quantity everywhere in the observable universe, almost to the point of pervasiveness; in fact, colored Flux is considered the exception, and White the rule. In spite of this, White Sorcerers are the rarest of their kind, perhaps because White is rarely found as condensed as its colored offshots.

White is allied with all other colors, and thus has no opposite.

There is no place for Black.

Some applications of White sorcery:

— Countermagic

A branch of White, Counterspell involves countering another Spell by deconstructing it back into pure, formless, harmless Flux. Experienced countermagic users can even shut down the spellcasting of a rival sorcerer, for a time — although none has managed to yet disable a Lock.

— Metamagic

Metamagic is the science of altering spells, either increasing or decreasing their power, or giving them specific qualities the original spell doesn’t have, such as making it contagious. A specific subdiscipline, encoding, deals with imbuing inanimate objects with a spell, to be activating according to a set of triggers.

— Leylining

Leylining is the manipulation of Flux in its rawest natural, pervasive form, such as altering ambient Flux to create an area-of-effect, analyzing energy signatures left by others, or even mimicking the spells of other colors by reverse-engineering them.

White Sorcerers

In theory, due to White being allied with all colors of the spectrum, Sorcerers aligned with it can learn all spells in existence. In practice, due to White’s extreme generality, its users have difficulties crafting focused, specialized spells, trading skill and firepower for versatility. As such, most White Sorcerers are open-minded and eager to learn more, being the second most social kind of sorcerers behind Blue users.

The cliche of the White Sorcerer is a generalist, interested in all the various disciplines yet unable to fully master any. Some may envy other magic-users, trying to reverse-engineer their techniques, while others take pride in White’s unique abilities. White Sorcerers generally either play support to other specialists, or lead by bolstering latent group synergies.

Due to lacking the specialized depth of other colors, White Sorcerers are often considered the easiest to apprehend by non-magical opposition… while being considered the worst foe another Sorcerer can face. Due to their ability to manipulate the essence of sorcery, White users are very adept at countering other spellcasters, turning them from magical weapons into harmless people. White Sorcerers are usually the vanguard of magic-user capture operations.

Escalation: Invidia: White Sorcerers usually become engrossed in the superiority of their color over others, since it allows them to draw into all schools of magic; a belief that eventually turns into an obsession with mastering sorcery itself. White Sorcerers become determined to expand their magical repertoire at all costs, relentlessly pursuing new knowledge and using violence if met with resistance of any kind. They also start picking fights with other Sorcerers for the sole purpose of challenging themselves or proving their superiority over other color specialists, resulting in collateral damage and loss of life. The worst of the White Sorcerers may even decide to destroy every source of magic that does not come from themself, which they view as competition.  

Magik Spell Store

Dot 1

Accel

Affinity: White
Dot: 1
Price: 3-5
Activation: Active, Thought.

Double the power and duration of the next spell cast.

Encode

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

Imbue a person or item with a spell for future activation; the user sets the activation conditions upon activation.

Flux Sight

Affinity: White
Dot: 1
Price: 3-5
Activation: Active, App Switch.

The user can perceive Flux variations in the ambient environment, including the unique energy signatures produced by people. The spell mostly works with sight, although it adapts to the user’s other dominant senses.

Spell Syphon

Affinity: White
Dot: 1
Price: 3-5
Activation: Active, Voice.

The user consumes the ambient Flux around them at an accelerated rate, slightly diminishing the effects of spells in the immediate area. Direct contact with a fellow sorcerer may result in shutting down their ability to cast spells by depleting the Flux they need to power their magic.

Impulse

Affinity: White
Dot: 1
Price: 3-5
Activation: Active, Voice.

Unleash a flashy Flux energy spike. While the spell does not inflict damage of any kind, all magic users and scanners in an area up to a mile can sense it and pinpoint the user’s location.

Dot 2

Arcane Blade

Affinity: White
Dot: 2
Price: 6-10
Activation: Active, Thought, Limb Vector.

Creates a sharp blade of Flux around one limb of the user’s choice, which also inflicts a temporary, secondary effect on those it cuts based on the caster’s color affinity: weakening spells (White), sensory overload (Blue), fatigue (Green),  irrationality (Yellow), paralysis (Orange), ignition (Red), or loss of balance (Violet).

Eldritch Blast

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

You can expel your own Flux from your body in the shape of a long-range blast, which both inflicts damage and a secondary effect depending on your affinity: weakening spells (White), sensory overload (Blue), fatigue (Green),  irrationality (Yellow), paralysis (Orange), ignition (Red), or loss of balance (Violet).

Echocall

Affinity: White
Dot: 2
Price: 6-10
Activation: Active, Voice Vector.

You radiate an aura of White Flux which summons echoes, a Flux leftover of a deceased person. The Echo repeats the person’s latest actions; the stronger Echocall, the farther back in time.

Sharespell

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

By touching someone, the caster can transfer them a spell affecting the caster (such as Peak); the user thus loses the spell, while its effects and durations are transferred to the target.

Focus

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

The caster compresses a spell that would usually affect multiple targets or an area, drastically reducing its range and duration but boosting its power.

Dot 3

Pierce

Affinity: White
Dot: 3
Price: 9-15
Activation: Active, Thought.

Modifies a spell to allow it to bypass all magical wards and protections of equal or lower dot level, such as Mindshield, Ward, or Barrier.

Rain

Affinity: White
Dot: 3
Price: 9-15
Activation: Active, Thought.

Modifies a spell to make it target a wide area, usually a ten meters radius around the caster; the core essence of the spell is preserved, but its practical application may change and its power is slightly diminished.

Barrier

Affinity: White
Dot: 3
Price: 9-15
Activation: Passive, Thought.

Create a powerful flux armor around the user’s body, resisting both impacts and lower Dot spells targetting the user. The Barrier has a finite reservoir of power and will vanish after sufficient damage is applied. Pierce effect will always bypass the barrier.

Counterspell

Affinity: White
Dot: 3
Price: 9-15
Activation: Active, Voice or Limb Vector.

The spellcaster unleashes a wave of White Flux reducing all spells of equal or lower Dot within vicinity to pure Flux, except those cast by the user.

Redirect

Affinity: White
Dot: 3
Price: 9-15
Activation: Active, Thought.

Redirect another spellcaster’s spell to another target within a ten meters radius range; this can affect even area of effect spells. The redirected spell must be of Dot Three or lower. Higher level spells resist redirection.

Dot 4- Restricted

Dot 5- Restricted

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