(Note: after some consideration, I'm re-ordering how common some of the magic types are. From this Tirade forward, I'll be writing about [[chosen:magic:|magic]] types in the new order from most to least common. The previous two aren't affected. ...also, ohmygodit's3AMwhatamIevendoingup) [[chosen:magic:semblance|Semblance]] magic is the third most common type among the [[chosen:|Chosen]], with around sixteen or seventeen percent of the population being either solely or primarily of this type. The essence of Semblance magic is the ability to cause the emission, absorption, and redirection of [[https://en.wikipedia.org/wiki/Electromagnetic_radiation|electromagnetic radiation]]; while this includes visible light, it extends to other parts of the [[https://en.wikipedia.org/wiki/Electromagnetic_spectrum|spectrum]] as well. Therefore, while the generation of lights and images is an illusionist's most well-known ability - and the one for which they are named - it isn't the only one. ===== Wavelength Generation and Detection ===== The electromagnetic spectrum varies from high-energy, short wavelengths to low-energy, long wavelengths. (In that order, these are gamma rays, x-rays, ultraviolet, the visible spectrum from violet to red, infrared, microwaves, and radio waves.) The shorter the wavelength, and the higher the [[https://en.wikipedia.org/wiki/Radiant_flux|energy emitted]], the more effort the illusionist must put into it to achieve the effect. In practice, this (fortunately) means that an individual illusionist is not able to produce gamma rays of any sort, and x-rays only at low intensities and for brief periods. Illusionists cannot see outside the normal takma visual spectrum, but they can detect other wavelengths in a non-visual fashion. They therefore know that x-rays can penetrate the body, and those in the [[geopolitical:Citadel:]] are vaguely aware that this might be of use in examining someone's innards, if only there were a more precise way of detecting the x-rays once they had passed through. It isn't until the middle ultraviolet that illusionists are able to generate amounts of EM radiation that are both significant and sustained. This is, in fact, one of only two methods through which their magic can be wielded to directly damage enemies; as in humans, excessive exposure to ultraviolet rays will cause [[https://en.wikipedia.org/wiki/Sunburn|epidermal damage]] to [[takma:|takmar]] and damage their DNA. While causing the equivalent of acute sunburn is rarely fatal (at least on a timescale useful for battle), it can be painful and debilitating enough to give the illusionist a chance to finish off an enemy or to successfully flee. (Just flash-blinding them with visible light is generally easier and faster, if less harmful.) The [[takma:senses#vision|takma visual spectrum]] extends into the near-infrared, and wavelengths here are perceived simply as another color. The further infrared is rarely generated by illusionists, but their ability to sense emissions of warm bodies in those wavelengths, by contrast, can allow them to detect enemies even in very dark environments. Microwaves, and especially radio waves, are relatively easy for illusionists to produce at high power. Aside from the occasional use of microwaves for heating (a task more quickly and easily done by an energist, but there's not always one around; this tactic can also be used offensively, though it is quite slow), much of this set of wavelengths is suitable for long-distance communication - at least with other illusionists, who are the only other ones able to detect them. Illusionists lack the capacity to efficiently translate a modulated signal into sound or images in the manner of Earthly wireless communications, but can use simpler "[[https://en.wikipedia.org/wiki/Signal_lamp|flashing]]" or other [[https://en.wikipedia.org/wiki/Frequency-shift_keying|binary signals]] to [[https://en.wikipedia.org/wiki/Morse_code|encode written characters]]. ===== Absorption and Redirection ===== Illusionists, as mentioned, can also cause the absorption and redirection of EM radiation. Absorption, in and of itself, requires little effort to maintain, though this may increase with the range of frequencies in which absorption is being made to occur. An illusionist can selectively filter colors, or create areas that are entirely visually dark. It is even possible, with some exertion, to create what effectively amounts to a non-solid [[https://en.wikipedia.org/wiki/Black_body|black body]] that absorbs all frequencies, though this poses certain problems after very long; in particular, a region so efficient at absorbing EM radiation will, one way or another, eventually emit enough heat to cook anyone within or near it. Redirecting EM radiation is also relatively easy, though it depends on exactly how it's being done (and, as with absorption, also to the range of frequencies being affected). Simply sending it abruptly in a different direction - reflecting it - is easiest; more difficult is the feat of bending its path actively, especially if any degree of accuracy is required. Combined with the effects of air or other movement (see below), this means that while "blurring out" visual details is often possible, completely cloaking something's presence is usually not, except for a very skilled illusionist in ideal conditions. ===== Medium ===== While redirecting EM radiation can be done anywhere, neither emission nor absorption can occur in a vaccuum - [[https://en.wikipedia.org/wiki/Vacuum|literally]]. All of the effects an illusionist can produce with these methods must have some kind of physical matter to be produced on or in. But for any Chosen not currently floating adrift in space, that's not really an issue. There's always something around, even if it's just yourself; lighting up one's own scales is often one of the first tricks a young illusionist will perform, and shining a beam from one's paw or forehead as a flashlight is a useful ability at any age. Any solid surface can be turned into a kind of screen to display what the illusionist chooses; the caveat is that the surface's properties, especially its shape and texture, may affect an image's ultimate appearance. If one has a reasonably transparent fluid - such as clear water, or especially air - one can even create three-dimensional images. This is a considerably more difficult task, partly because of the image's more complicated shape, but partly because, in a fluid, the medium is always moving; the molecules emitting the light are not staying still, and the illusionist's attention requires constant refocusing to keep the image stable. Even then, the image may waver in a breeze or current; something analogous happens if a solid medium is moving too quickly. Even of the medium is still, causing the image to move also requires more effort. ---- Illusionists' talents lend themselves well to expression and communication. Illusionists are well-represented in the Citadel's art and theater, and are a large and important part of its internal communications; the swift sending of messages between Oldstone and outlying settlements and watchposts is reliant mostly on illusionists. Likewise, the "salvation missions" sponsored by the oracle [[person:dlyss|Dlyss]], which seek to locate and repatriate Chosen from the lands of ordinary [[takma:|takmar]], are supported by chains of hidden rest stops linked by illusionists, shouting messages to each other in radio waves. Those who opt not to pursue these kinds of careers can still leverage their powers in situations where steady, low-power heating is needed and energists would be too expensive; many illusionists find employment in bakeries and kilns. That said, illusionists collectively have one of the greatest mismatches between supply and demand out of the eight magic types; there is no shortage of them, and their work is, by magical standards, often menial. It doesn't help that illusionists born outside the Citadel are, in terms of their magic, among the least able to defend themselves from normal takmar. Illusionists can confuse and distract, but find it difficult to directly disguise themselves, and their offensive capabilities are poor. Those that make it to the safety of the Citadel are therefore often in a poor state, mentally or physically, which does not help their prospects. ---- ...I don't think I've really gone into this before, but since we're on the subject: In a society, like the Citadel, where literally everyone has magical ability, and where not //all// jobs can be done through magic - especially when certain people only have certain powers - there are bound to be people who work in occupations that have nothing in particular to do with their powers. To be perfectly honest, this may ultimately even be most of them. Magical or not, the Citadel is still a pre-modern society, and a lot of the population is going to be involved in agriculture; they'd be farmers, or herders. And while magic of various types may be able to help increase yield or speed up certain things, and especially about turning raw foodstuffs into more complicated products (lifegivers and alchemists are probably heavily involved in making alcohol), there's not a whole lot they, or most other magic types, can do about the need for the actual legwork of agriculture - or else the things that //could// be done aren't feasible. A shifter might be able to adopt a body plan that makes digging up potatoes easier, but they still have to do the digging. That said, the proportion of the population involved in agriculture is still significantly lower than most other societies of the time. Partly that's because of the aforementioned increased food yield, which means that feeding everyone is easier; but partly it's because a whole lot of other jobs use up more labor than they would elsewhere. As previously mentioned, the activity of Avishraan civilizations isn't really tied to a day-night cycle, so people are awake and needing things at all hours, and there need to be employees awake and industries active to provide them; they operate constantly and in shifts, as people need to sleep or eat. On top of that, //magical// tasks, on any large scale, are especially labor-intensive. The kind of magic the Chosen have is powered by mind and will; there's no spells that you cast and leave to work or repeat themselves until they wear off. If you want your magic to keep working, you have to sit there and stare at it to make it keep working. When you can't do it any more, you have to stop and rest, and someone else has to take over until you can start again. It's one thing if you're an artisan doing something unique and taking your time, but if you are (say) an illusionist hired to stand outside a shop and [[https://en.wikipedia.org/wiki/Advertising|project a flashy, impressive sign]] on the wall, after a few hours concentrating on the same damn thing you'll be struggling to neither fall asleep nor let your mind drift to something else and end up plastering your daydreams about the hottie next door onto your employer's wall.