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Thaumcraft - Just some world building

Discussion in 'Fanfic Discussion' started by Andrela, Oct 20, 2013.

  1. Andrela

    Andrela Plot Bunny DLP Supporter

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    Introduction​


    If you couldn't tell by now, I like world building. So much so that in my spare time I create things like this text. This world is a mixture of the real world, Minecraft, Thaumcraft, some other mods, as well as elements from other works of fiction (some more obvious than others). Things are not blocky, the planet is round, gravity exists and building things is more complicated than putting some sticks together. But make no mistake; the laws of physics in this universe are very, very different. If you are confused by some words in earlier chapters, rest assured that they are explained in later ones.​

    The World of Thaumcraft​


    [​IMG]

    Chapter 1 - Beings and Creatures

    Humans

    Humanity has spread far and wide since its dawn. Humans are credited with spearheading the Redstone Revolution.

    Pigmen

    The Pigmen are pig-like humanoid beings who live alongside humans on Earth. They once had a giant and rich civilization which was later completely destroyed by an invasion of the Ender Army from The End dimension.

    While the Ender Army later stopped their attacks when the Ender dragon was killed, the Pigmen were essentially thrown back into a stone age. Pigmen were the first beings on Earth to discover the Nether dimension.

    Endermen

    Endermen are natives of The End dimension and populate it densely. However, they can be also found commonly on Earth.

    They have long limbs, thin bodies, black skin, glowing purple eyes, and emit signature purple sparks around them. They are known for their unique ability to teleport and their vulnerability to water (it burns them like acid).

    Endermen have a neutral stance towards others and will try to avoid fighting, but will become violent if attacked or if someone looks them directly in the eyes (many Endermen wear sunglasses to avoid incidents). They are usually silent but if agitated they will tremble and emit a long, loud, unsettling noise.

    Endermen are the only source for Ender Pearls; they often sell them to other races. Many generations before, Endermen were mentally enslaved by a mysterious creature known as the Ender Dragon. The dragon forced the Endermen to invade Earth and destroy the ancient Pigmen civilization. However, after the Ender Dragon was killed, the mental enslavement disappeared and Endermen became free.

    Blazes

    Blazes are beings with a yellow skin and black eyes native to the Nether dimension. Their bodies are made up of a head atop a central column of smoke, and three rotating sections. Each rotating section contains four floating yellow rods.

    Blazes can fly and shoot fire from their mouths. They make a metallic breathing sound, however they were proven to be living beings instead of artificial creations. Some Blazes have been seen swimming in lava, while others were seen eating Nether Wart.

    Not much is known about them, as they are very secretive and will attack anyone who attempts to learn their secrets. The do however sell Blaze Rods in exchange for gold, however what they later do with this gold is unknown. As they are ignored by the Undead, Blazes are neutral towards them.

    The Undead

    Even today, nobody knows where the ancient Undeath Plague came from. Curiously, it seems to affect only humans and Pigmen, while Endermen and Blazes are completely immune to it. There are theories which suggest that this must mean that the Plague originates on Earth.

    Whatever its source, the Plague has for untold generations been a constant problem among humans and Pigmen alike. The Plague appears in those who have died and did not have their head removed from the rest of their body.

    There are three stages of Undeath.

    First stage creates Zombies, which are the bodies of the dead humans or Pigmen moving as if they were alive. Zombies will feed on human and Pigmen flesh and will not be satisfied by animal meat. A single bite from a Zombie is poisonous and creates a threat of death and later Undeath in the victim. The only true way to kill a zombie is to destroy its brain or remove the head completely. However, zombies are slow, clumsy and burn in sunlight (other light does nothing); they are also quite stupid, often falling from ledges.

    The second stage of Undeath begins when a zombie is old enough to have most of its flesh rotted away; it then turns into a Skeleton. Skeletons are surprisingly faster than zombies and are also much smarter. They no longer desire to eat anything and will instead attack the living due to pure malice. They prefer projectile weapons, like bows or crossbows. Their bodies are weaker than when they were zombies, but are still shockingly durable and not so easy to dismantle. Skeletons like Zombies burn in sunlight. The best way to destroy them is to shatter their skulls.

    The third and final stage of Undeath is the Wither stage. Skeleton bones over time become black and emit small amounts of poisonous smoke (which of course is quite deadly). Wither Skeletons are incredibly smart, with intelligence equal to human. They no longer burn in sunlight, are very fast and their bodies become incredibly hard. Wither Skeletons are also known to practice Thaumaturgy themselves, so they are not enemies to be dismissed as weak.

    Creepers

    Creepers are handless humanoid creatures with four short legs hanging off the bottom edges of their bodies. They have large, empty eye sockets, a mouth twisted into a signature sad expression, and a greenish, grass-like camouflage skin. Survivors of Creeper-encounters have described the skin as "crunchy, like dried leaves". The insides of Creeper bodies were discovered to consist almost entirely of a gray, explosive powder.

    Initially thought to be magical creatures, Creepers were discovered to be artificial creations engineered by the ancient Pigmen civilization. Since that civilization has been gone for generations, the initial lack of information is unsurprising.

    Creepers use self-explosions as a suicide attack to defeat their enemies. Curiously, they seem to consider every sapient race as their enemy. Their near-silent movement greatly assists their goals of intended mass-murder; as they have an infuriating tendency to appear in places you least expect them to be.

    When a Creeper explodes, the gray powder from inside its body is spread around the blast radius. After several hours, a new Creeper will emerge from that area, making this artificial race almost impossible to eradicate.

    Wisps

    Their origin is clearly magical. Wisps are created when an Aura expels Flux in an attempt to balance itself (see Chapter 3 for more information). Wisps look like an orb of colorful light and will fly around the area where they were created. Behavior of Wisps varies among their types, as it depends what aspect was used to create them. Some will ignore everything; others will attempt to guide lost travelers, while some will attack with small lightning bolts.

    Ghasts

    Ghasts are native to the Nether dimension. They are white, jellyfish-like creatures that float through the air and shoot fireballs from their mouths. Like Blazes, Ghasts are resistant to fire and lava. They are also reported to be able to breathe underwater.

    Their round bodies are 4 meters tall and 4 meters wide with 9 tentacle-like limbs hanging from the bottom and eerie-looking eyes. Even though Ghasts are dangerous and aggressive, they appear to be crying and have patches under their eyes which are actually tear stains.

    A popular theory states that Ghasts are result of a fusion of several souls released from the Soulsand. This theory is supported by the fact that Ghasts seem to prefer being in areas with Soulsand rather than without it.

    Slime

    Slimes look just like their name implies, like big blobs of green slime with two eyes and a mouth. Slimes are hostile creatures; they travel by jumping like frogs. Slimes can sense other creatures through solid walls and will always try to move directly toward their target without regard for obstacles or hazards.

    When killed, slime will split into smaller slimes, some even becoming smaller than human fingers. In time, those small slimes will grow into bigger ones, expanding their numbers. Slimes can absorb water to become bigger, however this makes them significantly weaker and as such they rarely do it.

    The only true way to destroy slime is to burn it, preventing it from multiplying by splitting. It has been theorized that Slimes have magical origins and that at the very beginning there was only a single Slime, which has been splitting ever since. While no proof has been found to support this theory, the fact remains that Slimes now number in billions.

    Magma

    Living magma is very similar in appearance to Slime, being a big blob of molten lava with eyes and a mouth. Their behavior is however slightly different. While Slime can sense others through solid walls, Magma cannot. Magma is also much faster than slime and is always moving to keep itself warmer. Magma is more cautious than Slime and will avoid obvious dangers like pitfalls or water. Like Slime, magma will multiply by splitting.

    The only way to truly kill it, is to use water on it (its inner fire will be put out). These facts are perhaps the reason why living magma is only found in the Nether which has no water at all and has very high temperatures.

    Giant Spiders

    Among the more dangerous animals inhabiting the Earth, is the giant spider. Studying the corpses of these creatures has revealed a faint trace of magic in their blood and venom. It should be noted that while giant spiders look like regular spiders even if bigger, they are not actually real arachnids.

    They have bones, red blood and do not build spider webs like their little cousins. Instead, giant spiders use their web as a projectile weapon, often shooting some at the enemy’s legs, slowing them down when they escape.

    Giant spiders have an almost split personality, acting calm, reserved and almost shy in daylight, while being violent, brutal and bloodthirsty during the night.

    Mooshrooms

    Mooshroom is a mutated form of a regular cow. However, they do not have fur. Instead, they have a red skin with white patches and red mushrooms growing from it. These mushrooms are edible and mooshrooms are often bred in farms by humans and Pigmen alike.

    They are found on Earth, but their origins are a complete mystery. Some suggest that like creepers, mooshrooms were engineered by the ancient Pigmen civilization, but there is no proof to support this theory.


    Chapter 2 - Plants and Minerals

    Greatwood Trees

    These large and majestic trees can be found dotted all over the countryside. Their wood is able to absorb impressive amounts of Vis making it a popular component in the crafting of magical constructs and devices.

    Silverwood Trees

    These rare and magical trees are a wondrous sight. Their blue leaves shimmer with magical energy and their pale, soft wood is valued for its purifying properties. The trees magical nature is such that aura nodes often form within their hearts - this feature alone makes a Silverwood sapling a prize beyond measure.

    Shimmerleaf

    The strange, glowing flowers only grow in the shadow of Silverwood Trees. Instead of nectar, these flowers produce quicksilver.

    Cinderpearl

    Found only in the hottest of climates, these plants burn with elemental fire. They can be harvested and ground to produce a fine powder akin to Blaze powder.

    Nether Wart

    Nether wart is a red plant found in the Nether, where it can be seen growing on Soulsand. Nether wart is a critical ingredient in potion brewing as it is the base for most potions.

    Soulsand

    Soulsand is sand which has been naturally infused with souls of dead beings. Soulsand is found only in the Nether.

    Netherrack

    Not much is known about this red mineral, it resembles mix of fossilized body parts. One theory states that whenever someone dies on Earth, the amount of Netherrack grows in the Nether. Netherrack is very useful, because if set on fire, it will burn forever unless put out manually.

    Glowstone

    This mineral is exclusive to the Nether. It resembles a dark-yellow crystal which emanates dim, yellow light indefinitely. It can be crushed to form Glowstone Dust which is used heavily in potion brewing.

    Nether Quartz

    This white mineral from the Nether has little use except in construction and as a source of Visum aspect.

    Ender Pearls

    These are dark-blue glass orbs are sold by the Endermen and allow one-time, short-range teleportation when thrown. Humans and Pigmen alike seek to reverse-engineer these as Ender Pearls pale in the trans-continental teleportation Endermen have, but have had little success, especially since Endermen don’t need them to teleport in the first place (it might or might not be a Blood Limit). The research into Ender Pearls had led to the invention of Mirror Magic.

    Blaze Rods/Powder

    These are sold by the Blazes of the Nether. Blaze Rods are made from an unknown orange metal and are constantly hot. When ground into a powder, the powder retains the heat.

    Gold

    Gold is the most magic-sensitive metal. It is used heavily in Thaumaturgy, especially in Alchemy and Potion Brewing. However, gold isn't very durable and this is the reason why it isn't used to forge weapons or machines.

    Iron

    It is clearly the most reliable of known metals. Iron is heavily co-used with Redstone in advanced machines. Many use iron to transmutate it into Thaumium.

    Diamond

    This isn't the small, white-transparent rock known to make the rich even richer. This is a fist-sized, light-blue crystal that is ridiculously hard and durable. Diamonds react like metals to heat and can be forged into weapons like swords, tools like pickaxes and armor. They are also used in Redstone Machinery.

    Emerald

    This is the money of the world. While normally gold would have been used as currency, the fact that it is so abundant and used in magic changed its role. Emeralds however, have no such uses, they are used mainly as a currency which is aided by their amount: low enough to have worth and yet high enough to be used as money. Their source of Permutatio aspect is only icing on the cake.

    Lapis Lazuli

    Lapis was initially thought to be worthless, as it was very abundant and yet had no real use. This changed when it was revealed that it is a strong source of Carus aspect. This meant that using Lapis and Iron together could result in gold (basic alchemy). As such, lapis is mined heavily and mass-converted to gold.

    Redstone

    Arguably it is the most marvelous of minerals in the world. In modern day, the words Redstone and Energy are interchangeable and for a good reason.

    To put it simply, Redstone emits infinite energy of self-correcting voltage. And it never becomes depleted.

    Say you wanted to power both a small light bulb and a giant building at the same time. A single shard of Redstone will power both, giving two different voltages at the same time. Redstone is the main cause why Earth has never had and will never have an energy crisis.

    The most mysterious aspect of Redstone is that it simply cannot be turned into a bomb. Redstone gives constant self-correcting energy; therefore it cannot be used as a source of explosions.

    Obsidian

    If diamonds are very hard and durable, obsidian is nearly indestructible. It will not only resist the strongest of explosions even ones made from Alumentum, but will also resist the highest of temperatures.

    Its resistance to heat makes it a good building material in the hottest of places, as it will absorb the heat, making the inside of the building colder. It cannot be melted, making it rarely used in weapons or machinery, but it is one the very few sources of the Tenebris aspect.

    Endstone

    This mineral can only be acquired in a trade with the Endermen. They claim it comes from their native world, but as no human or Pigman has ever gone there, it cannot be proved. Endstone is very durable, only slightly less than obsidian but a little more than diamond.

    Chapter 3 - Thaumaturgy


    Thaumaturgy

    Thaumaturgy is the capability of a magician to work miracles by manipulating the Aura. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker. Thaumaturgy allows one to transmutate objects, manipulate the elements, enchant items to have unusual properties, brew magical potions, create food from nothing and do many other useful things.

    There are some things Thaumaturgy cannot do normally, for example it cannot exactly replicate Blood Limits. One also cannot travel in time, resurrect dead people or predict the future.

    Thaumaturgy operates using many tools and magical devices, such as wands, crucibles and various altars. It also makes use of the Arcane Runes and Aspect Symbols.

    The Aura

    The Aura is a field of magical energy prevalent throughout the world. Its origins are unclear. Some believe it is the accumulated life force of living beings, while others believe it to merely be another type of energy seeping in from some other place. The last theory seems to be most likely, as the aura is often found surrounding a node of concentrated mystical energy known as an Aura Node.

    Each aura node has a base amount of magical energy it can contain and this energy is aligned to one or more aspects. It is usually aligned to Primal Aspects, but rarely a node may contain Compound Aspects. Whenever a node is above or below this base number it generates Flux as it struggles to return to its base level.

    The aura can be drained by a Thaumaturge to power his magical devices and spells. The simplest way to do so is with the use of a wand. Energy that has been harvested in this manner is known as Vis. It should be noted that any aspects inside the drained aura carry over to the Vis harvested.

    Aura nodes are hard to see with the naked eye, but faint glimmers of light or distortions in the air often betray their presence. The Thaumometer makes nodes slightly easier to find, as looking through its lens makes them clearly visible.

    Caution must be taken when draining a node. Not only does this draining create Flux as a by-product which can lead to the birth of Taint, there is also a small chance that when a specific type of aspect within a node is completely drained, it may disappear or harm the integrity of the node. It is possible for the node to disappear completely if all the aspects disappear. Fortunately most nodes replenish their aspects over time and if properly maintained can provide a clever thaumaturge with all the Vis he could want.

    Flux

    Using magic is never without risks and nothing proves this as much as Flux. If the magical aura can be described as a still pool, Flux is the ripples caused by taking or adding some water with a bucket. It is not a corruption of magic, but a disturbance - order turning to chaos and the natural laws being turned on their head. Flux is generated whenever something disturbs the local aura, for example a thaumaturge draining an aura node with his wand.

    Luckily auras almost always strive for order and balance, and this usually means that Flux is purged from them in some way. The exact form this takes can vary vastly and depends on the type of Flux present in the aura. The simplest and most common is the spontaneous generation of magical creatures known as Wisps.

    Lighting strikes during a clear day, storms appearing without warning, random transmutations of local flora and fauna, sudden conjurations of objects, mysterious illnesses and Blood Limits not working properly can all be held as examples of Flux being purged from an aura.

    Only the brave or foolish practices magic without keeping an eye on how much Flux they are letting loose into the environment. If Flux becomes too powerful, it can overwhelm the Aura and turn it into Taint, which can be considered a terrible disaster.

    The Taint

    Taint is born whenever the amount of Flux in an area becomes higher than the Aura itself. Taint can be considered a polluting form of magical energy, making it the negative equivalent of Aura or Vis. Unlike regular Flux, which is just chaotic disturbance, Taint is actively hostile and destructive.

    While Aura has a set amount of energy in a given area, Taint will always attempt to spread itself and gain more power by stealing it from other sources.

    Vis cannot be harvested from Taint, but instead Taint itself steals Vis from Auras, magical objects, items, creatures and plants. When dealing with Tainted land, one should not actually enter it, as one's magical wand can suddenly become a worthless stick.

    Unlike Aura which can have a variety of many aspects, Taint has no aspects and will in fact erase them from the Auras it finds.

    The corrupting effect of Taint includes horrible mutations of creatures and plants which cause them to become hostile to all. Commonly seen are also the overwhelming amount of Flux generation, unbearable diseases, inanimate objects becoming weaker and less durable, Vis disappearing from all sources and many other terrible events.

    A common mistake rookie Thaumaturgists do is that they mistake Tainted objects and creatures for the Taint itself. This is wrong, as killing or even burning a Tainted creature will not remove the Taint associated with that creature.

    With that understood, one will therefore understand that Taint cannot be defeated by simply demolishing everything in a Tainted area. Taint is like a magical disease, it makes the area itself sick. You can cut out the infected land, but as long as the disease remains, the corruption caused by it will, sooner or later, return.

    The only true and unfortunately hard way to remove Taint is to isolate the area completely and avoid using any magic near it. Eventually, with no way to spread, the Taint will very slowly diminish until it disappears.

    Sadly, even when the Taint is gone, the area it affected will be rendered beyond hope and will be reduced to a barren wasteland.

    Aspects of Magic

    Every item, object or creature is bound by varying mystical elements known as aspects. Aspects describe the objects makeup and bent towards the magical elements. A simple stone may possess the aspect of Saxum while more complex items like trees or even creatures can be made up of various different aspects in varying amounts. There are close to 50 known aspects with more being discovered all the time.

    There are two main types of aspects: Primal and Compound.

    Primal Aspects are the most basic types of aspects and there are only 6 of them: Aer (air, mist, climate), Terra (earth, soil, ground, foundation), Ignis (fire, heat, burn), Aqua (water, fluid), Ordo (order, balance) and Perditio (entropy, flux, chaos). These form the basic building blocks of all other aspects.

    Compound Aspects are built from two other aspects. The simplest compound aspects are made from two primal aspects, but it is possible to have incredibly complex compound aspects made from successive layers of simpler aspects. The simplest example of such a compound aspect is the aspect of Victus (life) that is a combination of Terra and Aqua.

    To learn what aspects an object possesses, you must either research it closely, or attempt to view it through the Thaumometer.

    Aspects that have somehow been separated from their object turn into Essentia which is basically aspects in physical form. Essentia is neither liquid nor gas, it is something in between. Essentia is very valuable: both as an ingredient in the construction of magical devices and as a subject for magical research.

    Blood Limits also operate on Aspects, for example the Green Blood Limit of the Vorin clan uses Herba (plant, grass) and Lignum (wood, tree) aspects which allows them to spontaneously conjure and manipulate flora.

    Infused Stone

    On occasion there is so much primal energy in an aura that it would settle into solid stone to form Infused Ore. The magic forms crystals within the rock that can be harvested. There are six types of infused stone, one for each of the Primal Aspects.

    These crystals have various elemental properties and have many uses in Thaumaturgy, especially since Elemental Shards are one of the three materials required to construct a wand.

    Thaumonomicon

    To summon forth the legendary Thaumonomicon, you must simply use a wand on a fully stocked bookshelf (the types of books don’t matter). The magic will react and sacrifice the books to transmutate them into the Thaumonomicon.

    The Thaumonomicon is a reference book of all things Thaumaturgical. However, it looks differently to all people. The reason for this is simple; as this tome lists all the discoveries you have made so far and will give you a general impression of how many are still to be made.

    Whenever you successfully research something and put it to test, it will be automatically added to this book. You can then browse through the discoveries to consult them.

    The Thaumonomicon also contains a list of the Arcane Runes and Aspect Symbols known to you.

    The Arcane Runes

    [​IMG]

    Thaumic Research and the Thaumometer

    Before you can create most Thaumaturgical items and devices, you first need to discover how to do so. There are several steps in this process:

    - Exploring the world and examining objects, items and creatures with a Thaumometer.

    - Taking the research you gathered and expanding your aspect knowledge within the Thaumonomicon.

    - Using the aspects you know and discovering practical knowledge and recipes.

    You cannot perform research without basic facts and information, to acquire them, explore the world and examine everything that seems new to you.

    The first thing you will need to do is construct a Thaumometer. By pointing the Thaumometer at objects or creatures, you will then look through the glass and check what information is available. The Thaumometer will show you what aspects the object contains. These aspects will appear through the Thaumometer as floating, glowing symbols.

    To construct the Thaumometer, you need to combine all six types of elemental shards with gold and glass. Once properly built, the Thaumometer needs to be charged with Vis using a wand.

    You will not be able to examine all objects fully if you have not discovered their component aspects. For example, an object containing the Lux aspect can only be examined properly if you know the two aspects that combine to create it (for Lux it is Ignis and Aer).

    Once you have gathered some information on aspects, you can attempt to combine then into compound aspects using a device called the Arcane Altar.

    To create the arcane altar, you have to manually build it with stone and then inscribe the symbols of all six Primal Aspects into it. At the center carve an empty slot for the Thaumometer to be inserted. Once built, the arcane altar needs to be charged with a wand for each use.

    First, put the Thaumometer in the empty slot and the symbols on the altar should react by glowing faintly. Put some objects (already examined previously with the Thaumometer) with known aspects on the altar, and the symbols of their aspects should appear before you above the altar.

    You can then move the symbols around with your wand, even combining them to form more complex compound aspects. Keep in mind that you are not actually combining the aspects in the physical sense, but rather making simulations of combining them. When you discover something new, the information will be immediately added into your copy of the Thaumonomicon, which you can read later and see just what exactly you have discovered.

    Enchanting

    As the name would imply, enchanting is the action of giving an object unusual properties using Thaumaturgy. You can enchant arrows to fly through walls but still hit people. You can enchant your shoes to walk on water, or your coat to keep a stable temperature even in desert heat or arctic cold.

    Enchanting is done through the Infusion Altar. This altar is build similarly to the Arcane Altar, but instead of using the Aspect Symbols, you must inscribe all the Arcane Runes in a circle on the stone platform you have prepared earlier. At the center of this circle, carve a slot for the Thaumometer to be inserted and charge the Altar with a wand to begin.

    Once the Altar is charged, take the object you wish to enchant and write a word or several words using the Arcane Runes on it. For example, write ‘FIRE’ on the blade of a sword.

    Put then such a prepared object inside the runic circle and charge it with your wand. If you did everything correctly, the object should be enchanted at the cost of Vis. In our example, the sword now has a blade that will burn. Of course this object will automatically drain Vis from an aura to power its enchantment and in the process this will generate Flux, but what is life without sacrifices?

    Alchemy

    You wish to turn iron into gold or create mystical materials that were previously thought to be impossible? Do you wish to laugh in the face of nature? Then try alchemy, as it can provide all those possibilities in abundance.

    But first, acquire the Thaumic Crucible. Take a simple cauldron and inscribe the six symbols of Primal Aspects on its metal surface and create a slot for the Thaumometer to be inserted. Finally, charge the entire thing with your wand to give it some Vis to work with.

    Fill the activated crucible with clear water and put it over a source of constant heat.

    Throw some objects with known aspects inside the water and as with the Arcane Altar, you will see the aspects float as symbols above the crucible. Charging the crucible once more with a wand, will forcibly rip out the aspects from their object and turn them into Essentia, destroying the previous object in the process.

    You can then combine the Essentia into various combinations to experiment. If you think you got the types of aspects and their amount right in your combination, charge it with your wand and it will be transmutated into a physical object (taking Metallum from iron and combining it with Carus from lapis lazuli will create gold). Any leftover Essentia that was not used in your combination will be spilled into the local aura as Flux. To avoid such a turn of events (nobody likes too much Flux), research Warded Jars to store Essentia.

    Potion Brewing

    A single drink can change a lot and none know it better than potion brewers. The right concoction can heal the most severe wounds, increase strength, grant breathing underwater or cause a variety of other boons.

    Potions always use Water as base and Nether Wart as the first ingredient. After adding the right ingredients in correct amount and order, the potion should be activated by Vis with the correct aspect.

    All potions must be made in a clean glass container as glass has no magical properties that could contaminate the mixture. Since potions are to be made over a source of constant heat, the glass should be durable enough to withstand the temperature. Potions are rarely stirred during their creation, but if it must be done, then only with a glass spoon.

    A wise potion brewer always knows what ingredients should be used, what should be their amount and what should be the aspect of the Vis charge. Mixtures made at random can explode, turn into living mutated abominations or simply melt your cauldron and ruin your work.

    Using too much potions too frequently has been proven to cause negative side effects and therefore one should make reasonable breaks between each drink. Mixing potions or drinking several at once is highly discouraged as it can have unpredictable side effects.

    Golemancy

    It is the art of creating golem workers. While in the past it was possible to create crude enchanted servants, or magically enslave animals, they weren’t efficient workers and tended to become uncontrollable.

    Thaumaturgy has finally bridged both those gaps. Thaumic Golem workers have just enough will and self-awareness to make them useful tools, but not enough to render them uncontrollable.

    Golems can be made from various types of materials like clay, wood, steel, stone, sand, glass, mud and others. Obviously, more durable materials make more durable golems. However, it is a good idea to have several different types of golems for different tasks. For example a golem made from heavy iron will not be a good worker underwater.

    To create a golem, one first needs a Golem Animation Core. This core is made in a Thaumic crucible using several types of essentia. Once the core is made it needs to be implanted inside the head of a prepared golem body. Such a creation is then activated with a Vis charge carrying the Victus aspect. The activated golem will only obey its creator.

    Golems will do everything they are told to, regardless if it kills them or not. In warfare, golems make excellent foot soldiers.

    Blood Limits

    Blood Limits are inborn, hereditary abilities present in a number of various families (or clans). Blood Limits usually activate themselves at the age of 5 and their power grows with age. There are nearly 30 clans with Blood Limits, all of them with different abilities.

    Blood Limits emerged in the world around the same time Thaumaturgy was first discovered. It is theorized therefore that the emergence of two is connected in some way and that they come from the same source, especially since Blood Limits require Aura to work.

    Blood Limits cannot be stolen or copied, if someone with a Blood Limit was cloned, then the clone would not have the Blood Limit. To put it simply: you’re either born with one or not.

    Blood Limits also cannot be combined. If a member of the Xawen clan with the Cold Blood Limit had a child with a member of the Diren clan with the Spider Blood Limit, then this child would not have both Limits, but only one of them.

    While only Humans and Pigmen have been recognized to have families with Blood Limits, the teleportation ability of Endermen and the fire generation of Blazes have been theorized to be some different forms of Blood Limits. If someone with a Blood Limit has a child with someone who does not, then there is 50% chance of the child having the Limit or not.

    Nitor

    Nitor is a magical flame created using Alchemy in the Thaumic Crucible. Combining the aspect of Ignis and Lux created a flame which seems to be fuelled by magic itself. The number of uses for an ever burning flame seems endless, but unfortunately Nitor doesn't seem to produce heat, though it proves to be a steady source of light.

    Alumentum

    Combining Ignis, Potentia and Fractus created a black burning substance. Alumentum throbs with fiery energy and it is more than eager to release that energy at the slightest bump. It may be unstable, but it makes a good source of fuel. It is used in battles as an explosive.

    Thaumium

    Thaumium is the result of infusing base metals with raw Vis. The result is a metal harder than iron with the ability to accept enchantments beyond that which iron is normally capable of. A metal such as this has many applications in the creation of more advanced Thaumaturgical devices. It can also be used to make tools, weapons and armor.

    Warded Jars and Orbs

    It is possible to create mystical containers reinforced with magic. These warded jars can keep almost anything contained within them - even things that cannot be contained (imagine a fully grown tree hidden inside a small jar).

    Warded jars are also capable of storing Essentia, preventing it from turning into Flux and allowing you to use said Essentia in later experiments.

    Warded Orbs are glass orbs which function similar to Warded Jars, but can only store living creatures (except those with sentient-level intelligence). Warded Orbs are used to capture animals without harming them.

    Once inside, the animal will be put in stasis, so it does not die from starvation. Another useful property is that once an animal has been caught by a Warded Orb, it can be recalled back inside if the orb is charged with a wand.

    Portable Holes

    Simply placing this strange sheet of fabric against a solid surface will reveal an extra-dimensional passage leading to the other side. This 'hole' only remains open for a few seconds and drains charge from the Portable Hole equal to the amount of matter shifted. The hole does recharge itself by drawing Vis from the aura. Holes cannot be created through certain kinds of matter or particularly complex objects.

    Arcane Levitators

    While not true flight, the Arcane Levitator is the next best thing. When placed on the ground and activated with Redstone Energy, the levitator lifts any item or creature above it several meters into the air.

    Counter-Gravity

    After one Thaumaturge cleverly placed an Arcane Levitator at the back of a train at a certain angle, he discovered that the train started to very slowly move. After more levitators were added, the train gained speed and began moving as it would normally if powered by steam. Further experiments saw the Arcane Levitators put upside-down under the train, making it fly.

    Mirror Magic

    Thaumaturgical experimentations with Ender Pearls have finally shown some results. While true teleportation isn't possible yet and might never be, considering the theories about it being a Blood Limit, there are now especially enchanted mirrors that act as gateways between two points in space.

    If an object is thrown into one mirror, it will come out from the other mirror connected to the first one. Unfortunately, whatever happens between seems to kill living creatures and as such only non-living matter can be transported in such a way.

    Thaumic Singularity

    A Thaumic Singularity is a device that was invented accidentally during the research on Mirror Magic. It is a small, glass orb filled with the same type of energies used in transportation mirrors. The singularity, when shattered, releases these energies around itself, creating a temporary portal which sucks inside most of nearby matter before collapsing on itself.

    However, unlike transportation mirrors, this portal does not have a set destination, which causes all absorbed matter to be violently released back when the portal collapses. Naturally, due to the nature of the absorbing, this released matter is randomly rearranged and in most times irreversibly damaged.


    List of Aspects

    Aer (Air, Mist, Climate)
    Alienis (Eldritch, the End, Strange, Alien)
    Animus (Soul, Spirit)
    Aqua (Water, Fluid)
    Bestia (Animal, Beast)
    Bestiola (Spider, Web, Insects)
    Carus (Expensive, Precious, Valuable)
    Cognitio (Learning, Knowledge, Inquiry)
    Corpus (Body, Flesh, Physique)
    Fabrico (Create, Construct, Work)
    Flos (Flower, Bloom, Blossom)
    Fractus (Destruction, Fragmented, Shattered)
    Fungus (Mushroom, Toadstool, Fungi)
    Gelum (Cold, Ice, Frost)
    Herba (Herb, Plant, Grass)
    Ignis (Fire, Heat, Burn)
    Imperito (Control, Command, Dominate)
    Instrumentum (Instrument, Tool, Implement)
    Lignum (Wood, Forest, Tree)
    Lux (Light, Brightness, Day)
    Machina (Mechanism, Machine, Device)
    Malum (Evil, the Nether, Malice)
    Messis (Crops, Harvest)
    Metallum (Metal, Mine, Ore)
    Mortuus (Death, Decay, Undead)
    Motus (Motion, Movement, Speed)
    Ordo (Order, Balance)
    Pannus (Cloth, Fabric, Garment, Thread)
    Perditio (Entropy, Flux, Chaos)
    Permutatio (Exchanging, Change, Barter)
    Potentia (Power, Energy, Strength)
    Praecantatio (Magic, Sorcery)
    Purus (Pure, Clean, Stainless)
    Sano (Healing, Repair, Make Sound)
    Saxum (Stone, Rock)
    Sonus (Sound, Noise, Din)
    Telum (Arrow, Sword, Weapon)
    Tempus (Time, Moment, Season)
    Tenebris (Dark, Night, Blindness)
    Terra (Earth, Soil, Ground, Foundation)
    Tutamen (Defense, Protection, Security)
    Vacuos (Empty, Void, Insubstantial)
    Venenum (Poison, Drug, Impure)
    Victus (Life Force, Food, Sustenance)
    Vinculum (Bind, Imprison, Trap)
    Visum (Sight, Vision, Appearance)
    Vitium (Taint)
    Vitreus (Glass, Crystal, Gem, Transparent)
    Volito (Flight, Leap)

    List of Blood Limits

    Nethel Clan - Dry Blood Limit – Earth creation/manipulation.
    Los Clan - Burning Blood Limit – Fire creation/manipulation.
    Bregrod Clan - Wet Blood Limit – Water creation/manipulation.
    Kraesda Clan - Breathing Blood Limit – Air creation/manipulation.
    Amarphor Clan - Electric Blood Limit – Lightning creation/manipulation.
    Ma Clan - Melting Blood Limit – Lava creation/manipulation.
    Xawen Clan - Cold Blood Limit – Ice creation/manipulation.
    Tyvius Clan - Steaming Blood Limit - Steam creation/manipulation.
    Rion Clan - Crystal Blood Limit – Crystal creation/manipulation.
    Vorin Clan - Green Blood Limit – Plant creation/manipulation.
    Raran Clan - Magnetic Blood Limit – Magnetism creation/manipulation.
    Leth Clan - Red Eye Blood Limit – Microscopic vision and perfect photographic memory.
    Veir Clan - White Eye Blood Limit – Seeing through matter and 360 degree vision.
    Imgohir Clan - Snake Tongue Blood Limit – Speaking with snakes and having power over them.
    Valoran Clan - Skin Change Blood Limit – Shape shifting.
    Bo Clan - Fake Blood Limit – Illusion creation/manipulation.
    Helthran Clan - Fast Blood Limit – Faster than sound speed.
    Loralta Clan - Strong Blood Limit – Advanced Strength to even crush diamonds or damage obsidian.
    Diren Clan - Spider Blood Limit – Creation of spider webs.
    Feulavius Clan - Skeletal Blood Limit – Bone creation/manipulation.
    Adanuil Clan - Shadow Blood Limit – Controlling bodies of others through their shadows.
    Nerhel Clan - Dominant Blood Limit – Controlling bodies of others by splashing them with blood.
    Mielion Clan - Cloning Blood Limit – Creating temporary duplicates.
    Din Clan - Hidden Blood Limit – Invisibility.
    Malra Clan - Dark Blood Limit – Night Vision.
    Lorror Clan - Silver Blood Limit – Telekinesis.
    Kaelbara Clan - Hard Blood Limit – Durability.
    Ranxa Clan - Thaumic Blood Limit - Aura Sense.
    Toel Clan - Chaotic Blood Limit - Flux Generation.


    Chapter 4 – Technology (in progress)


    Redstone Mechanics

    While initially Redstone energy was distributed using primitive iron or copper cables, this was eventually replaced with a wireless version. The Redstone Ether functions as an artificial field of wireless Redstone energy. The Redstone ether was modeled after the magical Aura though uses no magic at all.

    The Redstone ether is maintained by transmitters connected to huge blocks of Redstone. These transmitters send Redstone energy as a wireless field in a certain radius to be picked up by Wireless Receivers.

    Wireless Receivers are devices which convert wireless energy back into regular Redstone energy, directly powering devices. All machines which require Redstone energy have built-in wireless receivers.


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    Comments, constructive criticism and other suggestions would be very well received.
     
    Last edited: Oct 20, 2013
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