Guide to Ars Mundus

Field Marshall

Eight Thousand Club
Ars Mundus


Principles Ars Mundus is based on/ Helpful Links for Understanding


Bioelectromagnetism


Electromagnetism Manipulation


Bio Electricity


Electrophysiology


Links helpful to understanding Ars Mundus through similar concepts

  • Ars Mundus was inspired by and has some similarities to Alchemy especially when it comes to Ars Mundus Runes
  • The role of Magic Circuits in magecraft, is similar to the role of one's Electrophysiology in Ars Mundus



Ars Mundus Entries: It's still a building concept so I basically update this database with new entries that I think of. These entries contain special information relating to Ars Mundus.


Other people are allowed to submit entries to this section, which will be looked over and denied or approved.


Entry #1: Inner and Outer


Ars Mundus became the new age form of Magic, also called Human Magic by nonhuman supernaturals. This allows people to interact with their inner "energy" and the outer "energy" that flows and surrounds everything.


The Inner energy that Ars Mundus refers to is actually ones bioelectromagnetism or bioelectricity. In order to use magic one would have to connect with that. The old forms of Magic saw this as connecting with your inner power and that's pretty much what it is. Some forms of Ars Mundus can be used solely with the use of one's "inner energy" such as physical augmentations, AM Tech/Weaponry, sensing, or even a form of telepathy.


The outer energy of force that is all around are basically electromagnetic fields, energy, radiation, and force. The use of the outer energy is done by interacting one's inner energy with the outer energy. This is what the true users of Ars Mundus who are most like actual mages are able to do. This is also harder than simply using one's inner energy.


What makes Ars Mundus unique is that it can approached in a variety of ways. For example, one can approach it from a scientific point of view or from a more mystical point of view and the result would be pretty much the same.


That doesn't mean everyone is throwing lightning bolts or manipulating metal like Magneto. Electromagnetism is the energy behind everything, according to the electromagnetism link one can pretty much manipulate anything through electromagnetism which is the basis of Ars Mundus.


Entry #2: Ars Mundus Weapons and Tech


New technology and weaponry came into existence because of Ars Mundus that one doesn't need to know Ars Mundus to use these are known as AM Tech or AM Weaponry. Pretty much anything one can imagine within reason such as elemental swords, firearms that manufacture their own ammunition and can fire special ammunition, all the way to special gloves that allow for telekinetic surgery. There are in fact many warriors who use Ars Mundus based weapons who don't actually know Ars Mundus themselves, or learn in through their weapon. There are also weapons that require one to know Ars Mundus to utilize their full potentinal. There's also some artificially sentient weaponry made sentient through one way or another that also exist.


This is another reason Ars Mundus is something most humans can use because standard AM Tech and Weaponry is something most human can figure out how to use just like using normal weaponry. There are those who won't know actual Ars Mundus but use an AM Weapon that does most of the work such as maybe a wand like object that can cast Earth based Ars Mundus.


Entry #3: Neuro Vampires


Because one of the core elements of Ars Mundus is one's bio electricity there would inevitably be the development of a skill to drain bioelectric currents. People who specialize in those kind of spells are called Neuro Vampires. By draining the bio electricity of their opponents they gain more power to use at their disposal while weakening their enemy. They normally do this through physical contact or through contact with a short range weapon or even a familiar.  This form of Ars Mundus also have its consequences appearance and mental wise to even possible dependecy on the bio electricity of others. 


Entry #4: A Bound Circle


Users of Ars Mundus can perform what's called a binding of a circle which is similar to how witches bind their circles. It is done with a set of spells designs to attune their bio electricity with each other, these spells are casted by the leader of the circle. By binding a circle they share their collective power amongst each other individually, while acting as amplifiers to each other when two or more of them are together. The leader however is gains an extra portion of power and the leader can remove someone from the circle, dissolve the circle, or add to the circle. But the leader's power can be stolen if they are killed by someone in the circle or if they will it to another, even to someone outside of the circle.
 
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