(WIP)
Anger- Rage: Anger is to be put simply, the want to hurt someone is some way shape or form. Rage is, to be put simply, the most common kind. It happens when any person is ticked off and feels a need to get back. It comes with a wide variety of magical powers, all of which have to do with fire.
Anger- Antipathetisism: Antipathetic anger is a greater anger. It is only aquireable at a tragedy of some sort, and activates when the mage has a desire for revenge the blinds them to other beliefs. Because of this, those feeling antipathetisism are often some of the most ruthless and violent magicians of the Heliphlein. They begin to loose connection to their values the more they feel antipathetic anger. When they do have this emotion, they gain powers similar to liquid nitrogen.
Fear: Fear is, to be put simply, the desire to be out of a dangerous or potentially dangerous situation. To some it comes easier than others, and for Heliphlein it grants the power to disappear: to make one's self seem as though they weren't there. To hide themselves or other physical presences from the senses. The magic that comes with said ability, naturally, accommodates that. It allows the mage to hide one's self and others from the senses.
Excitement: Excitement is the simple happiness of anticipation. In other races, it fills a being with energy and optimism. In Heliphlein, it has a magical bonus that multiplies the power of other emotions being felt simultaneously.
Focus- Callous: Focus is the feeling you get when it is easy to concentrate. Luckily for the Heliphlein, ADD and ADHD are not an issue, so these emotions are not hindered. Focus is also a secondary emotion, meaning that if it exists in a Helphlein at a current time, it is not the main one to take over or be seen. It often augments what is on the mind, but unless it is being sought, it rarely actually is on the mind. The difference between callous and uncallous is callous is the ability to focus incredibly well on one thing, whereas uncallous is on many things (environmental focus if you will). All focus makes it easier to cast a spell, however callous focus allows for another ability: fixed existence. If you can imagine every atom in the universe, and now every area of existence where an atom could possibly be. Those slots of existence where an atom can be are what is fixed. Most begin with one dimensional fixation: fixing a atom thick line of existence. This line mist be straight. Beyond that comes creating a plane, but most mages cannot do more complex feats then that. Truly great magicians can create a cube, then a hollow cube, and beyond that comes curvature. Now, I bet your wondering what fixing these bits of existence actually does, yes? Well, it makes it so that that area of existence, and anything inhabiting it cannot move or change in any way. It is literally fixed. No running away from it, no teleporting out of it. To do that would require leaving a bit behind, but just a small bit. For instance, if you had a plane through a person's waist, and the person teleported away, they'd come back with an atom thick plane missing from their waist and now be in two pieces. Not a good idea. Not only that, but guess what happens if you attack fixed existence? Nothing, it's fixed and cannot move. Not changing means no destroying it. No altering it in any way. If a wall is put up you cannot break through it by any conventional means. However, for something to be fixed, it must have a hand keeping it fixed. If you fix something, you cannot just leave it alone, or it will unfix. This means that a Heliphlein must maintain focus the entire time a field or beam will cease. Simply break the focus, and you break the fix.
Focus- Uncallous:
Lust:
Love- Phileo:
Love- Erros:
Love- Torment:
Love- Anguish: