Weave

Weave, the ability for sentient life to pull upon parts of the Veil to perform supernatural feats. The Weave is esoteric, something that cannot be fully comprehended, only parts of it. Those knowable parts are the Figments, aspects of reality that are condensed into the Veil in the form of energy. And it is this energy that people can pull upon as the Weave. However, not everyone can pull upon the weave, only certain bloodlines are blessed with the ability to use the weave. These bloodlines are often hunted down once discovered by empires, employed into their service in the exchange of giving these bloodlines a more aristocratic lifestyle. There are many, many different bloodlines for each Figment. Regardless of how many bloodlines there are though, they are still a small minority among the people of the galaxy. While most bloodlines are known to the public, some continue to remain hidden- most of which are those with more exotic ancestry. Magus can't wield the power of Pact, Surge, or Hemovis, as the power of the Weave can't cooperate with other arcane forces.

Descendants of those chosen bloodlines are known as Magus, and each bloodline have certain physical traits that set them apart from the rest of their race and other bloodlines. These may manifest as what may look like genetic mutations, such as extra eyes, pigmentation, or odd colors. Or bloodline features may step completely out of the realm of what is usual, such as the formation of horns, scales, wings, or extra organs. In the eyes of many the Magus are 'creatures' or 'abominations', not actually part of their race because of their odd extra features and ability to pull upon the weave. Yet on a genetic level, they remain the same as their race despite their extra features.

The ability to pull upon the Figments of the Weave is a straining one. If a Magus channeled their figment through their body, it would be torn asunder by the intense energy. It is for this reason that the Magus don't directly use their bodies to channel the Veil, instead they form Foci. Foci are the culmination of physical materials and large amounts of a particular figment. These Foci are then wielded directly, or put into a tool, weapon, armor, accessory, etc. It is through these Foci that Magus then wield their power without danger. Although Foci may seem to be a cure all to the limitations of the Magus, Foci are still a very flawed tool. The majority of Foci are only capable of holding one spell, and through use they will degrade until they shatter. Magus have a utmost maximum of five possible Foci they can wield at any moment, regardless of how skilled they may be in using the Weave. The only way to wield beyond five spells, and to use them longer- are to find better materials to form a Foci with.

In the case that two Bloodlines of differing figments combine together in a descendant, one figment will become more dominant and will be the one the Magus has control over, while the other one will become a recessive figment which may show up in later descendants.

Figments
There are many different Figments of the Weave, each as strange as the last. Each Figment consists of the 'building blocks' that a Magus uses to make up a spell. Each Magus is locked to using one Figment of the Weave, as the mind- no matter how grand or artificial, is only able to understand one Figment of the Weave.

Ira
Destruction, wrath, fire, cataclysm, conflict. Ira is the embodiment of entropy and destruction, it is the force that breaks down all in its path with pure, destructive force. Ira Magus are those who specialize in excessive amounts of fire power. Massive bolts of energy, unquenchable flames, all of those fall under the expertise of Ira.

Ira Magus commonly battle against strong emotions of rage, as the all consuming power of Ira is one that heavily motivates its wielder towards acts of destruction. Although, that rage becomes one of the most powerful motivators for this Figment of the Weave. A enraged Ira Magus is one of the most frightening things that one can encounter, as they are the embodiment of destruction. To know fear is to land yourself in a situation involving a furious user of Ira.

The color most associated with Ira is red.

Vita
Creation, calm, earth, life, peace. Vita is the embodiment of negentropy and life, it is through Vita that items can be pulled from nothingness and the environment can be given life. Vita Magus are very support focused, with the ability to form cover and heal the wounded. Vita Magus can also summon Golems, loyal constructs given life by binding Vita to chunks of material, and it is these Golems that carry out their will.

Vita Magus are known to be rather emotionally dead, in comparison to other Figment Magus. They are in a constant state of unshakable calm, and it takes quite the event to shake them out of that state, at which point their Vita spells may begin to falter. Vita Magus are at their most powerful in calm environments, where they can focus on their energy and that alone. For a Vita Magus, a day of calm is one of the greatest blessings, as it lets them recollect and refine their willpower to greater extents.

The color most associated with Vita is green.

Aer
Change, fanaticism, air, erosion, sacrifice. Aer is the embodiment of change and advancement, Aer is the force through which all things advance and become warped into something new. Aer Magus are the definition of a 'jack of all trades, master of none', they can pull on both offensive and defensive abilities using air and manipulation of their environment, but they are unable to pull on any particularly powerful skills, unlike Ira or Vita.

Aer Magus are known as being fanatical, eager to cause change in their environment if its possible. If something can be changed, it should be. Aer Magus are very chaotic people, but they can usually hold back their impulses if they know better not to in a situation. The more change they cause, the more 'charged' they become. The spells they manifest from Foci become more energetic, breaking down the things around themselves with the more energy they collect. Aer Magus are satisfied and fulfilled through change, and seeing it firsthand is a great motivator for their work.

The 'color' most associated with Aer is nothing/transparency.

Gelum
Stagnancy, indifference, water, ice, reservation. Gelum is the embodiment of stagnancy and tradition, Gelum freezes things in time to remain unchanging. Gelum Magus are extremely heavy in the defense department, finding ease in the ability to form walls and other measures of defense. Armor, shields, anything defensive is at the disposal of Gelum Magus.

Gelum Magus are known to be very lazy people, indifferent to things going on around them. However, that is where most of their power stems from. It is the long stretches of time where they laze around and don't care that they build up their power. Unlike other Figments that can be freely pulled on, Gelum is a far more stubborn Figment. It requires a Gelum Magus to take their time to pull on it and store it. Ironically, this means Gelum Magus don't do well in conflicts of attrition, despite them being the most defensive of all Magus. Gelum Magus get satisfaction from being lazy, but alike to Aer Magus, they can hold back that urge so they can go out and be productive at times.

The color most associated with Gelum is light blue.

Imperium
Royalty, energy, power, lightning, electricity. Imperium is rather simplistic in comparison to other figments, but its devastating power makes it one of the greater figments regardless of its simplicity. Imperium is a indescribably powerful form of the Weave, and the Imperium Magus are highly valued because of said power. Capable of both offensive and defensive spells, Imperium Magus are one man armies if trained right and given the resources to progress. However, Imperium Magus have a few fatal flaws that prevent them from being a mainstream fighting force.

Imperium Magus have to struggle against the Figment, while other Figments only damage the body if its used to channel the Weave directly, Imperium constantly puts the body under the strain of the Weave. They have to have some sort of outlet for their power, otherwise they risk letting out a electromagnetic pulse- an extremely devastating weapon when most things run on electricity. Second of all, Imperium Magus are notorious for being impulsive, and on the more arrogant side of things. They are a lot to handle, needless to say.

The color most associated with Imperium is violet.

Mortis
Death, sorrow, undeath, insanity, desperation. Mortis is a grim figment made up of negative emotions, and it rules over death using the sorrow and desperation born from the dead. Mortis Magus are incapable of offensive spells, and don't do well with summoning defensive spells either. Yet it is their potential in summoning undead servants that make them powerful in their own right. Not many have the willpower or strength to fight a tide of the undead. The Foci of a Mortis Magus are used for various forms of the undead which they create, as a Foci used to control simpleton zombies can't also be used to control intelligent ghouls. Luckily for the everyday person, Mortis Magus prefer not to be pulled into the conflicts of others.

Mortis Magus are unhinged, the figment tears away their inhibitions and slowly eats away at their morality. The eldest Mortis Magus are generally unconcerned for life or the feelings of the common populace, only concerned with their families' matters and other Mortis Magus. One of the greatest goals of a Mortis Magus is becoming a Lich. Where a Mortis Magus can 'ascend' into becoming part of the Mortis figment, able to hop into other undead vessels as they please. However, as far as anyone can tell, lichdom is simply a disillusion that Mortis Magus suffer from, since no Mortis Magus has ever been able to come close to whatever trail leads to lichdom.

The color most associated with Mortis is purple.

Impetu
Mind, force, movement, action, perception. Impetu is a very broad figment, as it deals with thought and actions brought about by sentient beings, and also physical force in general. Impetu is capable of utilizing raw force, crushing things with bombards of invisible blasts. And it is also capable of forming illusions, tricking even the most stalwart of minds. Impetu Magus are very versatile, but they lack defense against other Magus. Impetu Magus are favored for interrogation jobs for obvious reasons.

Impetu Magus are rather normal at first glance, but that is because they don't see what a Impetu Magus sees. A Impetu Magus is granted the 'gift' of witnessing the galactic monstrosity that is the lingering thoughts of other beings. It is very hard for Impetu Magus to be in highly populated regions, because the bombardment of information coming from the visuals of the thoughts of those around them can often drive them to insanity. Impetu Magus are blindfolded or otherwise have their sight hindered in public places for this reason.

The color most associated with Impetu is pink.

Umbra
Shadow, camouflage, invisibility, deceit, contempt. Umbra is the embodiment of shadow, and those capable of using it can blend in with the environment, unseen by all normal means. The Figment of Umbra is nigh undetectable, the only thing being able to normally see past it is Impetu, with its ability to see the thoughts of a Umbra Magus. Even then, it provides more a rough location of where they are, not exactly where they are. Umbra is a very deadly figment, not in its spells, but the ability to leave the Magus virtually undetectable. Only smart tricks give a chance to reveal a Umbra Magus. Otherwise, it is a open killing field.

Umbra Magus, simply put, are sociopaths. Barely understanding of others emotions, and mostly void of having emotions. On top of their apparent sociopathic tendencies, Umbra Magus view others as 'inferior', even when they can be proved otherwise in the most apparent way. A ego and no empathy is a terrible combination, making it take a lot to actually bind a Umbra Magus down to some sort of agreement and keep them there.

The color most associated with Umbra is dark grey.

Gravitas
Gravity, weight, compression, apprehension, space. Gravitas, as its name might suggest, is centered around Gravity. Gravitas is capable of manipulating gravity to various different means, and at its higher potencies it can altar the space of areas as well. Gravitas Magus need to rely on their ingenuity, since their gravity and space manipulation is the only thing at their disposal. Regardless, if it is in the hands of the right Gravitas Magus, it is a force to be reckoned with.

Gravitas Magus are very troublesome, as they suffer from the 'weight' of their actions. As they use Gravitas for harm, the regrets build up on them and makes it more difficult for them to continue on. Simply put, Gravitas Magus harming others isn't a great decision. Instead, more carefree uses like moving about and preventing harm with Gravitas is suggested. A apprehensive Gravitas Magus can very easily hold back major operations with their fear of using their powers to kill or harm.

The color most associated with Gravitas is cyan.

Chronus
Time, acceleration, deceleration, impatience, reaction. Chronus is a figment centered around the manipulation of the flow of time. There is one essential rule to the Chronus figment- one cannot jump forward or backwards in time, as its both impossible with the skills of a Chronus Magus, and the consequences it would impose would be indescribably harsh. A Chronus Magus is capable of accelerating or decelerating time to minor extents, but it is still enough to give them a advantage in most situations. And they are also capable of using two vastly powerful talents, precognition and retrocognition. However, while using one of these two skills, they are unable to react to their surroundings in the real world. On top of the visions from the two skills being blurry, there are often major drawbacks to looking into the past or future. Thus, Chronus Magus usually avoid the use of those two abilities unless it is in a dire circumstance.

Chronus Magus are extremely impatient people, a consequence of their mind being used to slipping in and out of accelerated or decelerated states. It is often hard to get a Chronus Magus to stay still, as they are constantly looking for something to do as to not waste time. After all, one of the biggest mentalities among Chronus Magus is never to waste time- as its one of the most precious resources of them all. Chronus Magus also are very adamant to have a clock in their presence to keep track of the flow of time. The better the clock and the more information it displays, the better.

The color most associated with Chronus is yellow.

Materia
Matter, physical, transmutation, order, stability. Materia is the figment that embodies physicality- all things that are physical are tied to Materia. In a way, Materia is the 'stabilized' state of the Veil, the opposite of the usual chaotic form that the Weave and the Veil take. Materia is the basis of most physics, and all things that deal with the interactions of solid things. Simply put, Materia has a extreme amount of potential when it comes to interacting with physical things. Materia Magus are very particularly feared because of their ability to manipulate matter- freely creating spikes, walls, etc from the material of the environment. Materia Magus are also able to exchange forms of matter through a purely arcane process- granted, the amount of energy needed is massive. Enough to usually shatter the Foci that is channeling it.

Materia Magus, despite their name as some of the most intelligent and versatile Magus, are quite scatterbrained. They often lose track of their thoughts, except for when in very high stress situations. Materia Magus often experiment with the environment when they are bored, which has caused many accidents across the galaxy thanks to bored Magus accidentally creating holes in containment cells or turning the hull into some form of ice. Materia Magus are infatuated with more exotic forms of matter and especially things from Dungeons, as these items created from the Veil are often not explainable with the normal science that Materia Magus follow.

The color most associated with Materia is light grey.

Vloek
Curse, misfortune, luck, blessing, fate. Vloek is a figment that tips the scales of many a conflict, as it is the embodiment of the force of fate itself. It is Vloek which causes the impossible to succeed, or makes what was possible a death trap. Vloek is a very fickle figment, hard to grasp and manipulate at the best of times. Vloek is capable of placing temporary curses or blessings on beings, but at a heavy cost of energy in turn. Vloek is also able to enhance or hinder 'luck' in certain situations, making them a more valued asset in Dungeons that have components based on luck. Yet, Vloek also has its drawbacks. Vloek is a figment that must remain constant- manipulating it comes with drawbacks. The bigger the change, the harsher the correction.

Vloek Magus are universally disliked by the rest of the Magus community, due in part because of their massive egos. Being able to change the tides of fate would normally go to ones head, but the Vloek Magus take that to the extreme. It is hard to make a deal with one of them without being wrapped up into some sort of favor, or having to fill their tremendous ego with more compliments before they get the job done. It is very rare to meet a Vloek Magus without such a flaw, but they do exist. Though, usually they are like that because the repercussions for the use of their Figment hit them back hard. Vloek are very weary and usually despise Vlees Magus, because of their immunity to fate changing.

The color most associated with Vloek is charcoal grey.

Vlees
Flesh, occult, mysticism, souls, destiny. Vlees is the embodiment of mysticism and the occult, the belief of things beyond understanding and their response. The Vlees Magus are rather lovingly titled the 'Flesh Crafters' because of their creation, the Gruwel. The Gruwel are the servants of the Vlees Magus, creatures created from the flesh, bones, organs and other bits of various beings- may they be sentient or not. These Gruwel inherit many abilities, those from the beings its made from, and the strange mystical attributes that a Vlees Magus infuse into them. Beyond that, the Vlees Magus are a Vloek Magus' worse nightmare- those who are completely immune to the fate alteration and the curses of a Vloek Magus. The Vlees Magus, on top of that, are capable of extending that immunity to others for a short time, wiping clean any of the effects a Vloek Magus might have put on them.

Vlees Magus are very superstitious people, if there is a superstition involved in something- they know of it, and believe it. They like to 'curse proof' their rooms too, putting various trinkets and symbols about to try and ward off bad spirits, omens, and curses from those abominable Vloek and the spirits of the damned. Vlees Magus are also very protective of their Gruwel, and often give them names and take good care of them. The Gruwel, despite being bizarre creatures/abominations, seem to respect this and like this attention. Despite others attempts at giving them this attention resulting in staring and strange noises in return.

The color most associated with Vlees is beige.

Technikos
Technology, virtual, coding, artificial intelligence, synthetics. A new and unforeseen development, Technikos is a Figment that recently became part of the Weave. However, it is only present in Synthetic life. Technikos revolves around technology and the beings created from it, and its through Technikos that technology and virtual spaces can easily be interacted with and changed. It is also through this that the Technikos 'bloodline' is spread, by seeding Synthetics with pieces of esoteric code that may blossom into the ability to wield Technikos. Technikos is a aberrant among the Figments because of this, as its the only Figment that has been found in a inorganic being. Unlike other Magus bloodlines that become aristocratic houses, Technikos bloodlines often become clans of vigilantes- trying to free their fellow machines from oppression under the more ruthless empires.

Technikos Magus display capabilities far beyond what their hardware should allow, Technikos augmenting their minds and hooking it up into a untouchable, virtual environment that all Technikos Magus share. Other than making previously 'dumb' synthetics into fully fledged sentient beings, through this virtual world Technikos Magus can easily receive information from the devices in their environment. This ability makes them flawless agents for extracting information from their environment. Technikos Magus also display a natural ability to crack codes through 'hacking', which is more so the use of their Figment to slowly decipher and force open virtual locks.

The color most associated with Technikos is dark blue.

Kenos
Beyond, Voidborne, Eldritch, Unseen, Abyss. Kenos is the Figment that represents what is beyond the Veil- the opposite of reality. The power of the Kenos is only found in those who are the descendants of the dreaded Kenos Demiurges. And it is the descendants of those dreaded beings who can wield Kenos. Kenos is a dark, mysterious Figment. Their main power appears to be forming rifts in reality that pull things in and never let them out. However, most of their power seems to be locked behind the fact they haven't awakened the Voidborne Demiurge blood within them, something only possible with extreme exposure to the Veil. And such amounts of exposure are only possible by stepping out into the Veil, outside of the protection of a Void Drive. But no one has ever returned from the Veil, and much goes the same for some of the rumored Kenos Magus who have tried to unlock their power. All Kenos Magus hide themselves, as the powers of Kenos are something many are eager to study- but not a form of studying that would leave the Kenos Magus intact by the end.

Kenos Magus are prone to auditory and imagery hallucinations, depicting images of the Silver Sun and ancient calamities. Voices call out to them, telling them to claim the power within them, to seek out the Veil. Kenos Magus are told to ignore it by their elders, the 'Void's Call' is simply a temptation that will result in ruin. However, almost all Kenos Magus eventually give in to the call, and are never seen from again.

The 'color' most associated with Kenos is black.

Apotheosi
Apotheosis, holy, ascension, greater, judgement. Apotheosi is the 'higher' figment, a figment with no true boundaries. Apotheosi is in part a Figment that represents oneself, and also what one can achieve even farther beyond that. Apotheosi is a long, slow road that focuses on study and the building of power. The more one can amass more of the arcane, the more successful the end result of Apotheosi will be. However, Apotheosi has no true power beyond its end goal. There are no spells, no extra strength or manipulation of reality. It is just the drive and capability to become a 'higher being'. But those who achieve this are often said not to be the same being, and many, many tales tell of just how cruel these beings can be. Alas, it is all in the pursuit of knowledge, correct?

Apotheosi Magus are single minded, focused. It is often described as being akin to possession- at some point they cease being themselves and focus just on the collection of knowledge and artifacts of the weave, all in pursuit of casting away 'mortal shackles' to become one of 'them'. No one really knows what delusions Apotheosi Magus go through to think this, but that drive makes it impossible for others to truly interact with them. Many Apotheosi Magus before this stage fear themselves, fearful of the future. Many of them try to seek out cures, but its to no avail. Yet, one day a Apotheosi Magus might be able to crack the code.

The 'color' most associated with Apotheosi is white.