On Banecasting
- Pronouns
- He/Him
The practice of using the Bane to manipulate the physical world to the will of a particular mind, or "banecasting," is an exceptionally versatile and powerful ability when used properly, prized throughout the human realms of the Infinite Sea. Banecasters have been able to heal otherwise fatal wounds, turn the tide of battles, and create armour and weapons of impossible durability and strength. However, this immense power is limited by four main constraints: natural ability, resources, casting medium, and the laws of physics.
The first, and often considered most important constraint is that of the natural ability of the human component. Banecasters are only born from the exalted ranks of the banebloods, and even a child of the blood has only a one in one hundred chance of being gifted with the mental traits that allow him or her to bend the Bane to his or her will. In addition, all banecasters might be trained, but their ability to implement their training varies from individual to individual. Human banecasters are divided into ten calibres: banecasters of the first calibre have very little ability, while banecasters of the tenth calibre are capable of such awe-inspiring feats as pulling entire bulldings down with their power, or summoning gouts of blue or green banefire hot enough to incinerate human bodies instantly.
The second constraint is that of the material components needed for any sort of banecast: baneseals. These are discs of wax, approximately ten centimetres in width and five centimetres thick, attached to a strip of parchment paper upon which banerunes are written in fresh blood (be it human or otherwise). These seals serve as the anchor points which focus the caster's mental powers and allow them to be amplified and channelled properly into the casting medium. Baneseals must be arranged in the proper pattern to achieve the desired effect of the cast. While simple procedures like the creation of heat or the minor acceleration of entropy might be achieved with a few dozen baneseals, more complex casts, including the much-studied and extremely difficult process of healing injuries and wounds, can take hundreds of seals and multilayered patterns that might take hours to prepare. In addition, banecasting is a physically and mentally exhausting activity, partially due to the fact that the process of casting also syphons off a small amount of the caster's own Bane. Those casters who use their powers regularly often live considerably shorter lives, withering away by the age of sixty-five from a combination of mental and physical fatigue.
The third constraint stems from the nature of the Bane itself, as it is an entity which only exists within objects which are or were recently alive. As a result, banecasting can only directly affect those sorts of materials. This is why baneseals must be marked with fresh blood, why armour and weapons must have runes etched into them and anointed with oils to be bane-hardened or otherwise enchanted, and why weapons such as the longbow have long been made obsolete as weapons of war.
The last constraint should be self explanatory: even banecasters must respect the laws of inertia, thermodynamics and conservation of matter. For example, their ability to "create" heat is merely the temporary conversion of bane into heat. If there is no source of Bane nearby to be used, there is no way to cast.
The first, and often considered most important constraint is that of the natural ability of the human component. Banecasters are only born from the exalted ranks of the banebloods, and even a child of the blood has only a one in one hundred chance of being gifted with the mental traits that allow him or her to bend the Bane to his or her will. In addition, all banecasters might be trained, but their ability to implement their training varies from individual to individual. Human banecasters are divided into ten calibres: banecasters of the first calibre have very little ability, while banecasters of the tenth calibre are capable of such awe-inspiring feats as pulling entire bulldings down with their power, or summoning gouts of blue or green banefire hot enough to incinerate human bodies instantly.
The second constraint is that of the material components needed for any sort of banecast: baneseals. These are discs of wax, approximately ten centimetres in width and five centimetres thick, attached to a strip of parchment paper upon which banerunes are written in fresh blood (be it human or otherwise). These seals serve as the anchor points which focus the caster's mental powers and allow them to be amplified and channelled properly into the casting medium. Baneseals must be arranged in the proper pattern to achieve the desired effect of the cast. While simple procedures like the creation of heat or the minor acceleration of entropy might be achieved with a few dozen baneseals, more complex casts, including the much-studied and extremely difficult process of healing injuries and wounds, can take hundreds of seals and multilayered patterns that might take hours to prepare. In addition, banecasting is a physically and mentally exhausting activity, partially due to the fact that the process of casting also syphons off a small amount of the caster's own Bane. Those casters who use their powers regularly often live considerably shorter lives, withering away by the age of sixty-five from a combination of mental and physical fatigue.
The third constraint stems from the nature of the Bane itself, as it is an entity which only exists within objects which are or were recently alive. As a result, banecasting can only directly affect those sorts of materials. This is why baneseals must be marked with fresh blood, why armour and weapons must have runes etched into them and anointed with oils to be bane-hardened or otherwise enchanted, and why weapons such as the longbow have long been made obsolete as weapons of war.
The last constraint should be self explanatory: even banecasters must respect the laws of inertia, thermodynamics and conservation of matter. For example, their ability to "create" heat is merely the temporary conversion of bane into heat. If there is no source of Bane nearby to be used, there is no way to cast.