Voice Magic

 Voice Magic is one of the most well-known types of sorcery used in the series. It's the magic type used by human sorcerers, and accounts for almost all spells seen in the series.



Overview

Inheritance

 Many years ago, several species of beasts stole magic from the gods, weaving it into their own unique types of magic, which would later become known as sorcery. One such creature, the humanoid Wyrd Dragons, obtained Silence Magic as a result. A magic type that used written characters as the medium through which their sorcery was executed. However, this species was later cursed by the gods, unable to have children of their own, with their own kind. When they thus began to interbreed with humans, a new species of sorcerer was born. The new human sorcerers possessed a new kind of magic that promised to have frightening potential the future. This was Voice Magic.



Composition and Limitations

 As the name so clearly implies, Voice Magic is executed using the caster's voice. Wherever their voice can reach, the sorcery can be manifested. This both provides incredible potential, no longer needing to preemptively plan out their magic, such as in the case of their predecessors, while also providing its own set of limitations. For example, the sorcery can only reach so far as their voice. This means that their spells can also be disrupted, such as through the use of high-powered wind spells that will overpower the sound of their voice.

 On the other hand, it doesn't necessarily matter what is said when casting a spell. Even if someone is rambling nonsense, as long as they can clearly imagine the effects, and properly compose the spell, it will still be cast. Incantations are more of a focusing mechanism taught through schools to improve the success of the caster. What types of incantations are used, is up to the caster. For example, Orphen prefers incantations that denote the effect of the spell. Comicron often uses a combination of numbers, and some sorcerers even still just use a solitary word to shout.

 A final limitation is that sorcery cannot heal nerve damage. This means if someone's nerves are severed in battle, it is up to their body to reconnect those nerves, even if the wound itself can be healed. If someone loses mobility or sensory due to nerve damage, there is no fixing it. In addition, sorcery doesn't replenish blood. This means if you have a serious bleed that would otherwise affect muscle movement, after healing, you'll still experience weakness in that limb for several hours, because the blood has already been drained from it. If more than a few hours have passed, scars can't be healed, either.



Basic Casting

Sequence of Events

 • When starting magic, one should breath in. Avoid exhaling, as this will cause you to lose your power.
 • Breath in until you've reached your limit. This will be obvious.
 • Scream at the top of your lungs, and imagine the shape for the magic to take.
 • If thoroughly concentrated on the target in front of you, it will fire successfully at that target.
 • Improperly focused magic can damage the caster's body, includin burning their hands.

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