Magic

The fundamental basis of magic in the known world is forsaking one's humanity, whether it is sacrificing organs for telekinetic symbionts, grafting electric skin from fish, or linking onself into a mycelial network. Magic is treated differently among different cultures, some desting users for succumbing to bestial temptations while others laud them for discarding the flawed human form.

Mastery of magic almost always causes or requires extreme morphological changes. Those who have undergone these changes are commonly regarded as having forsaken their humanity - be it good or bad. These sorcerers fit under the larger umbrella term of pleisthomes, one also used to describe those for forsake their humanity through grafting.

Telekinesis
Telekinesis is the movement of objects with just the user's mind. To become telekinetic, a human must enter into a mutualistic relationship with endosymbiotic microfaunal heads which live inside and replace the host's organs. There are only a few different species of heads across the known world with human compatibility. As such, telekinetic sorcerers are rare and their distribution highly regional. Some humans try to enter endosymbiosis with incompatible heads, resulting in temporary telekinesis before the death of either the symbionts or host. Telekinesis is considered an extreme taboo in some cultures, such as that of the Dust Sea Headriders

Telekinetic strength scales exponentially with organs infested with symbionts. Thus, those who have only converted a few non-vital organs can only practice basal creeds of telekinesis quite weakly. The most powerful telekinetic sorcerers graft additional organs to themselves internally, or graft more organ-filled bodies to themselves externally. Though extensive use of telekinesis has few side effects, the grizzly method of acquiring the sorcery makes it unpalatable for many cultures across the known world.

Depending on the method of strengthening telekinesis, a telekinetic sorcerer may voluntarily transform into an orbstorm, a stellar centipede, or a bronzegraft. Because of the difficulty and pain involved in the process, these pleisthomes are among the rarest in the known world.

Classical Telekinesis
Classical telekinesis is involved with moving solid objects. Most typically, this is used to send homing projectiles towards opponents in combat, or to pick up items of interest in daily life. Advanced practitioners of classical telekinesis who have developed a mental knack for multitasking can move multiple objects at once in different ways, allowing them to virtually wield several different weapons.

Classical telekinesis can be used to lift up the user as well. This is the basis for classical flight, also known as hovering. Hovering is usually silent, stable, and sustained, but also quite slow. Hovering is often used when a practitioner of aeromantic flight wants to stay still in mid air.

By applying sufficient surrounding pressure on objects through classical telekinesis, a practitioner can perform classical necaresis by bursting the internal viscera of their target. Because of how tough human flesh is, classical necaresis is very difficult to perform and excruciating to endure.

Fluid Telekinesis
Fluid telekinesis is a creed of telekinesis which focuses on moving fluids, be they liquid, gas, or plasma. The most typical sect of fluid telekinesis is hydromancy, the movement of liquids. Though it is easiest to perform with water, most hydromancers will control the flow of blood or haemolymph when in a combat scenario, killing their target near instantaneously through fluid congestion.

Pluviation is an offshoot of hydromancy that seeks to draw water from the skysea. This is strangely difficult for yet unexplained reasons, so only the most skilled hydromancers can perform pluviation. Pluviation is used to irrigate crops in domestic scenarios but can make immense innundations in combat ones.

Aeromantic flight is the manipulation of air currents to lift the user into the air. This is faster and more efficient than hovering, but is quite difficult to stay still while using, resulting in slightly unpredictable movements.

Molecular Telekinesis
Molecular telekinesis is the most advanced sect of telekinesis, facillitated only by a few symbiont species and practiced exceedingly rarely. Because of the precision needed to control individual molecules, molecular telekinesis is usually only performed by pleisthomes or animals.

Telekinetic pyromancy excites individual molecules, increasing their individual kinetic energy and thus the thermal energy in a given area. This can be used to set things on fire or boil things from afar. In a similar vein is psychromancy, slowing individual molecules and decreasing their kinetic energy. This causes a given area's temperature to decrease.

Teichomancy is a defensive sorcery which prevents telekinesis from occuring in a given region by counteracting the action an opposing sorcerer does. Teichomancy can also be used to set barriers excluding certain substances. An example of this are the teichomantic head domesticates in Fellstar's Seat which create the underwater air bubbles in which the Fellstar's Spawn live.

Phoresis is the separation of different substances in a mixture or compound. Telephoresis does so by separating substances through telekinesis. This sect of telekinesis is too precise for humans, and has only been documented among the eusocial heads of the Stonefloat Sea.

Magnetic Astrapy
Ferrotragy...

Flight...

Phoretic Astrapy
Electrophoresis...

Astrapic pyromancy...

Healing... https://www.sciencealert.com/scientists-use-electricity-to-make-wounds-heal-3x-faster

Sensory Mycopathy
Classical mycopathy...

Dryopathy...

Zoopathy...

Affective Mycopathy
Biomancy...

Necromancy...

Possession...

Transferrential Mycopathy
Transubstantiation...

Imparting...

Seizure...

Conquassion
Conquassion, sometimes referred to as sound magic or resonance magic, is the emission of vibrations at specific controllable frequencies. To acquire conquassion, a user must infect themselves with a nerve-hijacking hotspring protist which can trigger spasms at predictable and controlled frequencies. This protist is found only in the heart of the Ashsparge Volcano, resulting in its use only among the Ashsparge Quarriers.

Overuse of Conquassion leads to the sorcerer no longer able to control their extremities, resulting in eventual total paralysis. This has been described as similar to the consequences of overusing mycelipathy, with the most notable difference being the lack of possession and reanimation afterwards.

Iuxtofracty
Iuxtofracty is the use of conquassion on objects which are touched by the user. The vibrations caused may change the consistency of fine granular substrate, such as sand and silt, or shatter hard substrate, such as rocks and bricks.

Proculfracty
Proculfracty is the use of conquassion on a object which is good at proliferating soundwaves, thereby causing resonance across a far greater range. Proculfracty can be used to shatter armour, ear-drums, and even the viscera of organic targets. The extensive use of proculfracty by the ashsparge military is the principle reason why the volcano remains independant and impregnable.

Radiance
Radiance, sometimes known as light sorcery, is the emission of electromagnetic radiation using photophores. To acquire radiance, a user must graft onto themselves the photophores of specific types of luminescent animals found in the Cackling Sea or drink luminescent plankton to impart their skin with uncontrolled radiance. As such, radiance is only practiced in Ludibria and some starhailer settlements. Some scholars report that the use of star photophores produce the most powerful radiant sorcerers, but this heretical creed is considered taboo by nearly all.

Overuse of radiance results in the user uncontrollably emitting radiation from their photophores. This may result in uncontrolled glowing, overheating, or cancer. Radiant sorcerers are thus usually short-lived.

Lucifery
Classical lucifery is the most common sect of radiance. This sect uses only visible light photophores, and as such can glow at will. Classical lucifery is highly limited in other uses, but the ability to create light on demand is highly prized in the umbral depths of Ludibira.

Infralucifery
Infralucifery uses photophores that emit radiation with longer wavelengths than visible light. Common subsects of infralucifery utilize radio waves, microwaves, and infra-red radiation.

Lucent pyromancy uses infra-red radiation to raise temperature. Weaker forms of lucent pyromancy can be used to keep warm, while stronger forms can ignite flammable materials, thus creating fire.

Infralucent astrapy uses far-field power transmission with radio and microwaves to transmit electricity to conductors. This is because when radio waves impinge upon a conductor, they couple to the conductor, travel along it and induce an electric current on the conductor surface by moving the electrons of the conducting material in correlated bunches of charge. Lucent astrapiserny is more limited than true astrapiserny because it can only target strong conductors to zap individuals wearing metal armour or wading in water, but it has far longer range.

Infralucent necaresis uses radio waves to boil water inside of a biotic target. This kills the target instantaneously. However, infralucent necaresis has high chance of failure, killing the user as well through boiling. This technique is only practiced by extremely advanced radiant sorcerers and suicide attackers.

Ultralucifery
Ultralucifery uses photophores that emit radiation with shorter wavelengths than visible light. Common subsects of ultralucifery utilize ultraviolet radiation, X-rays, and gamma rays. Because of some belligerant applications, ultralucifery is konwn as the 'evil of unseen light' by many Ludibrian cultures.

Ultralucent astrapy uses high end ultraviolet light to photoionize atoms, liberating an electron. This can cause weak electric shocks from a long distance, but is less potent than infralucent astrapiserny and true astrapiserny.

Ultralucent necaresis uses ultraviolet radiation, X-rays, or gamma rays to disrupt biomolecules, such as DNA. Weaker forms of ultralucent necaresis causes skin cancer that kills the target over a long-term, while stronger forms can impart cancer all over the target's viscera. Just like infralucent necaresis, ultralucent necaresis has high likelihood of failure, giving the user cancer as well.

Subconcious
Revulsion... (revealing info or saying things which cause involuntary physical disgust and discomfort)

Somnifery... (putting someone to sleep)

Hypnosis... (subconciously causing someone to do something)

Concious
Cognitohazardry... (revealing info or saying things which are disturbing enough to cause short and long term shock and damage)

Mindflaying... (convincing someone extremely well and making them convicted (includes necaresis by convincing someone to kill themselves) )