Mysticism

Mysticism is a form of Caster Magic, Lost Magic, and an Outer White Art. This particular White Art deals with using pure Inner Azoth to mimic and control the structure, functions, and abilities of objects from both the physical plane like a sword and metaphysical plane like a ghost. It is a magic rooted in the spiritual and physical intuition of certain truths that are beyond the understanding of most individuals. These truths are used to unionize one's Inner Azoth with the primordial and fundamental forces of creation. In simpler terms, Mysticism is a highly advanced Molding Magic.

Weaknesses
Using this White Art to its fullest requires the white mage to be diverse in what they know. This is because unlike normal forms of Molding Magic, Mysticism doesn’t use one’s imagination. It uses knowledge. Therefore, users can only use their Inner Azoth to mimic objects if they know how the desired object they are mimicking works. They must know every detail about the object down its history. Therefore, many users of this magic spend a lot of time studying instead of using the actual magic. In fact, they need to study so much that most don’t even have the time to use it. This gave it the alias Confliction Magic because the time users spend learning to improve their efficiency with the magic takes away their chances of actually using it. This weakness is also the reason behind why mystics must always have to keep a cool and rational mind to implement their knowledge into Mysticism. If they let their emotions or other irrational thoughts control them they could mess up, which can be very dangerous for the user.

Mystic Arts
By altering the metaphysical structure of the magic itself, users of Mysticism are able to turn Mysticism into any basic Molding Magic like Fire-Make or Water-Make to allow them to use that instead. These sub-forms have a unique naming pattern instead of being adopting the name of the Molding Magic they turned into. That naming pattern being "[Element] Mystic" and in terms of the naming patterns of the attacks it is “[Element] Mystic: [Attack Name].” While in that state, users able to wield that particular Molding Magic with a very high-level of expertise, allowing them to use both the Dynamic and Static forms of that particular Molding Magic. This also means the mystic would have any ability a user of that skill level would have, such as an immunity to the element and the psychic ability to create and control the element, until the transformation wears off. However, there are drawbacks. Once transformed, users are unable to revert their Mysticism back to its original form until a certain length of time has passed. The longer it is the more skilled the user must be. In addition, after Mysticism has reverted to its original form it cannot be used until 40 seconds has passed. Lastly, once reverted back they cannot change the form of their Mysticism for the rest of the day.

Common Spells

 * Mysticism: Area Control:

Trivia

 * Mysticism was inspired by the common interpretations of magic in fiction while trying to avoid making it seem overpowered.