User Tools

Site Tools


tirades:2019-07-07

(Considering all the pseudoscience that went into the previous two Tirades, Spark is probably going to sound a bit thin by comparison.)

Spark magic is the fourth most common type among the Chosen, with around fourteen percent of the population being either solely or primarily of this type.

Energists have the ability to store, emit, manipulate, and absorb energy, and to turn it from one form into another within themselves. While other magic types may perform magic that involves energy - such as the aforementioned ability of illusionists to generate heat via microwaves, or of alchemists to generate flames or electric charge - energists, when performing the equivalent task, tend to be able to perform it more quickly and efficiently, because while the other magic types are manipulating matter to get energy, an energist is dealing with energy more directly.

Like elementalists, energists acquire an affinity for a particular type of energy at about one cycle of age; unlike elementalists, however, they are not restricted to one type or another, merely finding one more natural than the others. Which one this is may change over the course of an energist's life. It is known, however, that some energy types are inherently more difficult, or at least less intuitive, than others, and that this, along with certain aspects of personality, may play a role in changing affinities.

Heat and fire

The manipulation of heat is generally one of the easiest types of energist magic, and the one that almost every energist begins with; in any environment above absolute zero, there is energy to be gathered and used this way. Even those who have moved on to other types will, in preparing to emit energy, absorb what they need from their surroundings as heat, and a sudden chill in the air near an energist is often a sign that they're about to do something significant.

Energists using this ability are potentially useful anywhere that control of temperature is needed. In the Citadel, where the use of heat-transferral enchantments is not yet known, energists are a brute-force method of refrigerating foods and other substances by absorbing the heat from enclosed environments.

A major subgroup of this affinity are the pyromancers, who create flame in the air while working. Flame is one of the few manifestations of energy subject to detailed shaping, and pyromancy is associated with energists of an artistic bent; the most skilled of them can make flame-puppets that would impress an illusionist.

Electricity and lightning

Electrical charge is slightly less intuitive than heat to energists, but only just. Those using it can generate sparks and even lightning.

In the absence of the use of electricity to power devices, the main use for it is against other people, since zapping others is entirely feasible. Aside from that, absorbing charge does allow for a defensive side to this affinity: from protecting against lightning strikes, to dispelling another energist's attack, to removing static electricity.

Related to this in the scientific sense, but less intuitive and generally less useful, is the manipulation of magnetic fields; an energist can attract or repel magnetized substances, or demagnetize (or remagnetize) them.

Light

Unlike illusionists, energists cannot directly emit or absorb light, though they can heat substances until light is produced. They can also alter the energy, and therefore the frequency and the color, of light.

Kinetic energy

One of the factors that makes a type of energy less intuitive to work with is how bound it is to physical matter. Kinetic energy - the energy of motion - is one of these.

Elementalists move and shape their elements through a bond with the materials themselves, bending them to their will. Mentalists can pick up, move, and throw objects through sheer willpower. In both cases, there is some measure of continuing control of an object's movements, and a lack of need for touch; neither is the case for an energist. One touches an object, “pushes motion” into it, and it moves, according to the force and direction applied; but once no longer in contact with the energist, its motion from then on is determined by ordinary physics.

The most common use of this energy type is to “shoot” or “throw” objects, or else to slow or stop objects that are moving in that fashion. While it is also possible for an energist, moving along with a slower-moving object, to “push” or “pull” it with magic instead of muscles, for the kinds of heavy loads for which this might be desirable, doing so for extended periods of time is often fatiguing, and it's often cheaper and less trouble for the appropriate elementalist to move the load instead.

Applying large amounts of kinetic energy to an object that is fixed in place may cause enough material stress to fracture it. Applying it to air can cause sounds - even blast waves, if done suddenly enough. The equivalent aborption can dampen sound or shield against explosions.

"Forbidden energies"

There is energy woven into the very fabric of matter itself, but the only way to get at it is to unweave the matter. This is extremely unintuitive and involves considerable effort, but it can be done. The problem, however, is that the energist is not equipped to do this with any kind of precision, either in volume or in rate, and the result, unless the energist is lucky, can be uncontrolled and extremely dangerous. For this reason, the Citadel Council makes it well-known that attempting to release this kind of energy means death, one way or another; either self-annihilation from a successful attempt, or a death sentence after an unsuccessful one.

It is possible that alchemist-energists might be able to harness the forbidden energies successfully and safely, though no attempts have been recorded.


As mentioned before, Spark magic is the type that lends itself most straightforwardly to damage and destruction. Energists are often called in when something needs to be demolished or burned, or for jobs which might call for an ability to attack people - guards, police, soldiers, and so on.

Most constructive applications of Spark magic involve moving heat around, and while this can be very useful it's also, if it's needed to be done constantly, often boring. The abilities of elementalists and alchemists in metalworking mean that energists are not generally required in smithing, but wealthy Citadelites will hire them to take charge of heating and cooling in their dwellings, or to preserve food through refrigeration. Many energists, however, prefer to pursue occupations unrelated to their abilities.

Any magic type may subconsciously, or unconsciously, use their magic in an uncontrolled way, especially under stress or when feeling threatened. Energists, however, are particularly noticeable when this happens, since they are capable of damaging people or property entirely by accident. One of the more stimulating, and frustrating, occupations for adult energists in the Citadel is as a babysitter and teacher for energist children - or as a minder for an emotionally unstable adult.

tirades/2019-07-07.txt · Last modified: by shyriath