Overview of the Power System: Laws and Authorities
At the foundation of this system are Laws, universal principles that govern reality. Each Law encapsulates specific aspects of existence, and mastery over a Law allows the wielder to command Authorities—manifestations of supernatural abilities tied to that Law.
Key Concepts:Laws: Eleven overarching principles of reality (e.g., the First Law governs Light, the Second governs Darkness, etc.). Each Law is vast, containing many potential Authorities.
Authorities: Specific powers derived from a Law. A person with access to a Law may gain one or multiple Authorities tied to it, depending on their mastery and affinity.
Mana as a Common Authority: The ability to manipulate mana is the baseline for most individuals, allowing rudimentary interaction with a Law. However, true mastery of a Law requires far more than mana manipulation.
Hierarchy of Mastery:
Novice: Partial understanding, limited access to weaker Authorities.
Adept: Intermediate mastery, broader command over a Law.
Master: Full understanding and control, unlocking rare or forbidden Authorities.
The Eleven Laws
The First Law: Light (Illumination, Purity, Energy)
Core Concept: Represents truth, clarity, and destruction of the impure.
Authorities: Radiance (creating blinding light), Purification (burning away corruption), Solar Wrath (summoning sunlight as a weapon).
Rare Authorities: Divine Sight (perceiving lies and illusions), Photonic Constructs (creating objects from light).
The Second Law: Darkness (Shadows, Fear, Oblivion)
Core Concept: Concealment, entropy, and the destruction of existence itself.
Authorities: Shadowcraft (manipulating shadows), Fear Dominion (inducing terror), Voidstep (teleportation through shadows).
Rare Authorities: Oblivion Touch (erasing matter), Realm of Shadows (creating a shadow dimension).
The Third Law: Flame (Heat, Passion, Destruction)
Core Concept: Destructive power, vitality, and the will to burn brighter.
Authorities: Inferno Creation (summoning flames), Emberling Summons (calling fire spirits), Scorching Will (igniting surroundings by sheer intent).
Rare Authorities: Wildfire Genesis (unstoppable spreading flames), Phoenix Rebirth (resurrection through fire).
The Fourth Law: Frost (Cold, Stillness, Preservation)
Core Concept: Stasis, the slowing of time, and unyielding endurance.
Authorities: Freezing Touch (turning objects to ice), Temporal Freeze (slowing time), Glacier Armor (ice defenses).
Rare Authorities: Cryostasis (freezing life indefinitely), Frostspire (summoning massive ice constructs).
The Fifth Law: Storms (Wind, Tempest, Chaos)
Core Concept: Weather, unpredictability, and raw elemental force.
Authorities: Thunderclap (lightning strikes), Cyclone Summon (wind vortexes), Stormcall (weather control).
Rare Authorities: Tempest Form (transforming into a living storm), Chain Lightning (lightning spreads across targets).
The Sixth Law: Earth (Strength, Growth, Stability)
Core Concept: Matter, fortitude, and the endurance of stone.
Authorities: Tremorstrike (earthquakes), Geomancy (shaping terrain), Petrification Touch (turning others to stone).
Rare Authorities: Mountain's Resolve (immovable defenses), Crystal Genesis (growing rare minerals).
The Seventh Law: Life (Creation, Healing, Growth)Core Concept: Vitality, regeneration, and the cycle of life.
Authorities: Regeneration (healing wounds), Bloomcraft (creating plant life), Vital Spark (restoring life force).
Rare Authorities: Genesis Sphere (creating new life forms), World Tree Invocation (summoning a living tree deity).
The Eighth Law: Death (Decay, Endings, Silence)
Core Concept: Finality, the inevitability of endings, and decay.
Authorities: Necrosis (causing living things to rot), Spirit Banishment (removing souls), Soul Harvest (extracting life force).
Rare Authorities: Death's Scythe (an unstoppable killing blow), Final Curse (placing irreversible death curses).
The Ninth Law: Time (Eternity, Decay, Progression)
Core Concept: The flow and manipulation of time itself.
Authorities: Time Dilation (slowing time for others), Chrono Rewind (reversing short periods of time), Acceleration (speeding oneself up).
Rare Authorities: Temporal Lock (freezing time in a localized area), Time Loop Creation (trapping someone in a repeating loop).
The Tenth Law: Space (Distance, Dimensions, Compression)
Core Concept: Movement, expansion, and control of spatial boundaries.
Authorities: Warp (short-distance teleportation), Pocket Dimension (creating small personal spaces), Compression (compacting large objects).
Rare Authorities: Dimensional Rift (creating tears in space), Cosmic Distortion (warping reality).
The Eleventh Law: Chaos (Anarchy, Mutation, Infinite Possibilities)
Core Concept: Unpredictability, infinite potential, and change.
Authorities: Mutation (altering objects or living things), Chaos Surge (unleashing destructive energy), Anomaly Creation (spontaneous reality shifts).
Rare Authorities: Reality Collapse (breaking laws of physics), Chaotic Rebirth (self-resurrection with altered traits).
How Authorities Work: Layered Supernatural Abilities
Each Authority represents a specific facet of its corresponding Law. While some Authorities are basic and common (e.g., simple mana usage), others are exceedingly rare and demand immense mastery.
Examples of Authorities Across Mastery Levels:
Novice (Low Tier): Limited understanding, basic abilities tied to mana, such as weak fireballs or minor healing.
Adept (Mid Tier): Broader abilities like creating constructs, teleporting short distances, or summoning storms.
Master (High Tier): Access to rare or unique powers like stopping time, summoning massive infernos, or creating pocket dimensions.