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Magic Addendum II - The Mechanisms of Magic

  MAGIC ADDENDUM II

  The Mechanisms of Magic

  TOP CONFIDENTIAL – TWILIGHT WARDENS ONLY

  This extensive document was authored by [REDACTED], a fourth-year researcher at the Warden's Academy; it was submitted for review at 622AA. It's unclear how [REDACTED] collected all the information presented here. We suspect she was having an affair with Merchant [REDACTED] and that he smuggled certain illicit manuscripts from the Outside per her request. Unfortunately, [REDACTED] perished early on during interrogation and we were unable to confirm this theory.

  We submit this file to request a warrant for the arrest of Merchant [REDACTED] and the seizure of his gemfarm along with all his property. We also request tighter inspection and control over all shipments entering Troqua.

  Twilight Warden [REDACTED]

  Exo-Troquean Magic Theory

  by Assistant Professor [REDACTED] of the Warden’s Academy

  Introduction

  Troqua's understanding of magic, its processes, forms, and applications differs wildly from that of the Outside World. Lack of access to information, inability to experiment in varying environments, difficulty in communicating with different cultures, and other factors have created many falsehoods and misconceptions that Troquean scholars accept at face value. It's vital to note that many schools of thought exist on the Outside, with various levels of insight, experience, and history to their claims.

  This paper seeks to clarify the concept of magic as it is understood outside of Troqua. We'll start with basic, universally accepted definitions of general concepts related to magic in Chapter 1, then expand on them in Chapters 2-7. Chapters 8-12 focus on [REDACTED].

  CHAPTER ONE

  


      
  • FANTASIA


  •   


  Fantasia is the mysterious magical energy that permeates our universe and powers all forms of magic. Its origin, true form, and purpose are unknown and deeply contested. Usually it emanates from certain charged sources, like Geo fantasia from the Void, or [REDACTED], but others report it can exist in nature, dispersed into the environment and local wildlife.

  Fantasia exists in many forms, but it's mostly colorless, odorless, inaudible, tasteless, and ethereal. Though depending on its concentration, quality, and strain, it might [REDACTED].

  What happens to fantasia after being channeled is still unconfirmed. Various theories exist, but the most common ones believe it either never changes and simply returns to the world, or it gets consumed, dispersing into nothingness. This last hypothesis might explain why certain areas are completely devoid of fantasia, though other possible reasons exist, like fantasia being tied to geographical areas.

  Fantasia Strains:

  Fantasia exists in distinct strains, each associated with different elements, sources, and phenomena. Examples include Pyro (fire/heat), Sono (sound waves), Psycho (powers related to the mind), and even Sapo (soap/cleansing). Each strain behaves differently, requires different channeling and charging techniques, and causes unique contamination effects.

  Measuring Fantasia:

  One unit of fantasia equals one aurora, named for [REDACTED]. Expenditure of auroras during channeling varies based on strain, and while the term is the same, one aurora of a strain might not equal the same magnitude or intensity as an aurora from another strain. For example, an aurora of Pyro lights a single spark, of Aqua controls a drop of water, of Geo moves a speck of dust, and of Aero unleashes a one-knot breeze.

  


      
  • CHANNELING


  •   


  Channeling is magic. It's the casting of spells, the placement of wards and traps, and the affliction of curses. To channel, one must funnel their charged fantasia from their body through their astrum to affect the outside world.

  The Channeling Process:

  To channel, a channeler must:

  


      
  1. Hold their Astrum: Assert physical contact with their astrum.


  2.   
  3. Charge Verification: Ensure sufficient fantasia is stored in their body by charging.


  4.   
  5. Target Selection: Identify their target and envision how they want it affected (a stone to lift, flames to create, water to freeze, etc.).


  6.   
  7. Physical Movement: Execute the channeling movements specific to their desired effect.


  8.   
  9. Fantasia Direction: Will the fantasia through the astrum toward the target.


  10.   


  Once the fantasia interacts with the target, the magical effect will manifest.

  Factors Affecting Channeling Efficiency:

  Thirteen primary factors determine the strength and precision of channeling:

  


      
  1. Fantasia Strain: Each strain affects a singular element or phenomenon. Some strains may seem to affect multiple elements at once, but that's only because they share a concept, like Thyello for storms, or [REDACTED].


  2.   
  3. Target Structure: Depending on the purity and composition of an object, a channeler might exert better control over their target. Tidebreakers can control clean, distilled liquid easier than swamp water, and certain metals are notoriously difficult to shape by metalsmiths.


  4.   
  5. Astrum Characteristics: The quality of the core and supporting materials of an astrum and their synergy greatly alters the effects of channeling. Its craftsmanship, age, and maintenance also matter.


  6.   
  7. Innate Talent: The natural ability of a channeler provided by their genetic disposition may limit the output of certain channelers. Though that could also be explained by [REDACTED].


  8.   
  9. Experience and Knowledge: A learned channeler exhibits superior mastery to an amateur. This is not only related to strength gained through repetition, but is dependent on one's understanding of the various concepts of magic and themselves.


  10.   
  11. Physical Movement: Each effect can only be applied through certain move sets. Though experienced channelers might compensate for lack of proper action with intent. It's unclear why specific movements correspond to specific effects, though Outside sources suggest [REDACTED].


  12.   
  13. Intent and Understanding: A strong will and visualization of the intended effects greatly alters the result of channeling. It's unclear how or why fantasia responds to a channeler's intent, though this phenomenon is well-documented across all strains.


  14.   
  15. Physical Prowess: Strength, dexterity, flexibility, and other physical properties impact channeling results greatly for most strains. A muscular stonemason is always stronger than a slender one when all other conditions are the same.


  16.   
  17. Auroras Expenditure: The greater the charge one spends during channeling, the greater the outcome. Though experienced channelers learn to modulate their auroras expenditure, using only what's necessary for the task.


  18.   
  19. Contamination Levels: In the channeler, the surrounding medium, and the target. Contaminated objects are harder to control, and channeling in contaminated areas will produce diminished results.


  20.   
  21. Location and Environment: It's unconfirmed why certain areas could enhance one's ability to channel. One theory is that [REDACTED].


  22.   
  23. [REDACTED]


  24.   
  25. [REDACTED]


  26.   


  


      
  • CHANNELERS


  •   


  One's ability to channel is determined by their lineage and genes, and is therefore immutable. Nonetheless, some methods are rumored to [REDACTED].

  Channeler Population:

  While Troqua has a high percentage of channelers, only 20% have effective control over their powers. Primary elementalists (firedancers, tidebreakers, windriders, and stonemasons) are the most represented in Troqua at 10%. Secondary elements (icesculptors, lightningeaters, metalsmiths, thunderstrikers, etc.) appear in 3% of the population. Mentalists and naturalist powers manifest in 2% of the population each. Specialists make up 2% of the population, while etherealists are only 1%.

  It's worth noting that various civilizations boast different compositions of classes and denominations. For example, [REDACTED].

  Voidborn:

  Approximately 40% of Troqua's population cannot channel any strain whatsoever. These individuals are colloquially called "duds" (as the term voidborn is considered deeply offensive).

  Duds can still be affected by fantasia contamination and can use moonlings and certain asterisms, but they can never wield astra or celestians themselves.

  Outside sources note that [REDACTED].

  Aptitude Testing:

  Channeling potential manifests in childhood, typically between ages 5-12. The Warden's Academy offers free testing to all Troquean children at age 14, held twice a year. The process is simple:

  


      
  1. The child touches various astra designed specially to magnify latent powers.


  2.   
  3. An instructor guides them through basic channeling techniques to expel their naturally charged fantasia.


  4.   
  5. If the child successfully manifests powers (like enhancing flames placed next to the pyrpphire gem or moving dust near the geodoise crystal), their strain is identified and they pass.


  6.   


  Two-thirds of the children who pass the test prove to be too weak for practical channeling, and others simply refuse to learn because of the latent dangers, personal preferences, and associated costs.

  Note that the Outside uses [REDACTED].

  Magical Inheritance:

  Channeling ability is hereditary but unpredictable:

  


      
  • Two channeler parents usually produce channeler children, but not always.


  •   
  • The child's strain may match either parent, neither parent, an ancestor, or in some rare cases, manifest something entirely different.


  •   
  • Two dud parents rarely produce channeler children.


  •   
  • The stronger the parents' talents, the more likely the child inherits an ability.


  •   


  It is common practice inside and outside of Troqua for families to seek powerful channeler partners for their children to enhance their bloodline. Some families even resort to [REDACTED].

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  Multi-Channeling:

  Most channelers can only control one strain of magic. However, rare individuals called duals can channel two strains (e.g., a stonemason who is also a firedancer). Even rarer are multis who command three or more strains. These individuals are exceptionally valuable and almost always conscripted into the wardens' service.

  In Troqua, the most likely compositions for dual channelers are tidebreaker-icesculptor, stonemason-mudslinger, and mindmanipulator-animator, which boasts the highest percentage of multi-channelers at 0.05% of the population.

  


      
  • CHARGING


  •   


  During charging, a channeler pulls fantasia from the surrounding environment into their body using their astrum as a funnel.

  Charging causes contamination, though to a much weaker extent than channeling. Charged fantasia is stored in different body parts depending on the strain.

  The Charging Process:

  To charge, a channeler must:

  


      
  1. Hold their Astrum: Assert physical contact with their astrum.


  2.   
  3. Perform the charging kata: Execute the specific sequence of movements, stances, and rhythms associated with their strain. Each strain has its own unique kata. It's unclear why these specific movements enable fantasia absorption. Outside sources mention that one can also charge through [REDACTED].


  4.   
  5. Draw fantasia: Focus on pulling the fantasia into their body through the astrum. If done improperly, the fantasia will dissipate randomly throughout their body, contaminating them without being converted into usable charge. When done correctly, they’ll feel it accumulating—a tingling in the chest, a buzzing in the bones, a warmth in the heart, etc. The sensation varies by strain


  6.   
  7. Reach capacity: The body can only hold a limited amount of auroras at once. When the channeler reaches their charge capacity, they must stop or risk dangerous over-saturation and severe contamination.


  8.   


  Charging Efficiency:

  Not all charging sessions are equal. Several factors affect how much fantasia a channeler can draw:

  


      
  • Environmental Concentration: Charging Geo in the Deeps is far easier than charging it on the surface. Charging Aqua near water is faster than charging it in a dry cave.


  •   
  • Astrum Quality: A masterwork astrum pulls fantasia more efficiently than a crude one.


  •   
  • Kata Execution: Performing the movements incorrectly, sloppily, or half-heartedly reduces charging efficiency.


  •   
  • Channeler Experience: Veteran channelers have better understanding of themselves, fantasia, and their shared relationship over years of practice. They waste less motion and draw more auroras per movement.


  •   
  • Physical Condition: A tired, injured, or contaminated channeler charges more slowly and holds less capacity.


  •   


  Once charged, fantasia remains in a channeler's body until they channel it outward. However, it slowly leaks away over time. Certain environmental factors may accelerate dissipation, while physical exertion and stress drain auroras faster. During intense battles and work shifts, channelers must prioritize [REDACTED]

  


      
  • CONTAMINATION


  •   


  Contamination is the accumulation of fantasia in an organism, an object, or the environment. It is the price of magic—a harmful process that is inevitable, cumulative, and potentially fatal.

  Luckily, the magical effects of contamination disappear on their own as the fantasia dissipates, leaving little to no traces. Long, intense, and repeated exposure to the same strain, however, incurs permanent scarring and changes, both physical and mental.

  Contamination in Troqua:

  Because Troqua is an underground city built within the Deeps, ambient Geo contamination is unavoidable. But this is not without its benefits. Troqueans generally have developed high tolerance to Geo, even those who don't visit the Deeps often. And all Troquean channelers have increased charge capacity, but especially stonemasons.

  Contamination Effects:

  


      
  • On Living Organisms: The effects vary wildly depending on the strain, exposure period, and natural resistance. Petrification, immolation, freezing and psychosis are some of the possible effects. They usually impact the extremities (skin, hair, nails) before affecting internal organs.


  •   
  • On Inanimate Objects: Items in high-fantasia environments gradually take on properties of the contaminating strain. Geo and Ferro fantasia make things harder, while Pyro and Magma make them hot. Contaminated objects are increasingly harder to control using magic, and if charged enough, their fantasia might leak to affect their surroundings too.


  •   
  • On The Environment: It's unclear what makes a space contaminated, but the Outside claims that [REDACTED].


  •   


  Causes of Contamination:

  


      
  1. Active charging.


  2.   
  3. Active channeling.


  4.   
  5. Exposure to contaminated environments.


  6.   
  7. Proximity to charged objects.


  8.   
  9. [REDACTED]


  10.   
  11. [REDACTED]


  12.   


  While charging and channeling cannot occur simultaneously ([REDACTED]), any combination of the previous factors will accelerate the progress of contamination greatly. For example, channeling any strain in the Deeps will greatly quicken the petrification process.

  Contamination Symptoms:

  Each fantasia strain causes different contamination symptoms and transformations. Exposure to multiple strains will cause effects from all strains to manifest at once. Though, depending on the target's charge capacity, it'll become harder for the contamination to progress unless the density of fantasia is too extreme, altering the very essence of its target.

  General patterns include:

  


      
  • Physical transformation: Skin hardens (Geo), increased temperature (Pyro), numbness (Aero), prickling sensation (Umbra), etc.


  •   
  • Mental changes: Intense or repeated exposure to extreme amounts of fantasia causes varying personality shifts. Stonemasons become stubborn. Firedancers grow aggressive. Mentalists turn paranoid.


  •   
  • Sensory distortion: Vision, hearing, touch, balance, chronoception, etc. warp depending on the contaminating strain.


  •   
  • Organ damage: Internal contamination causes hemorrhaging, necrosis, poisoning, and system failure among other symptoms.


  •   


  Decontamination Methods:

  Certain techniques helps speed up the decontamination process:

  


      
  1. Passive Decontamination: Through avoiding charging and channeling, exiting the contaminated area, and staying away from charged objects, a body naturally purges fantasia over time.


  2.   
  3. Active Decontamination: Certain meditation techniques help a channeler expel fantasia from their bodies. It's also mentioned that the Outside has special medicine made of [REDACTED].


  4.   
  5. Emergency Decontamination: The Outside has immediate treatment for critical contamination using [REDACTED]. Success rates for emergency decontamination are poor but better than certain death.


  6.   


  


      
  • ASTRA


  •   


  An astrum (pl. astra) is the magical tool through which a channeler funnels fantasia into and out of their body. Without an astrum, most channelers cannot charge or channel.

  Components of an Astrum:

  Every astrum consists of multiple parts:

  


      
  • The Core: The heart of the astrum. The object that conforms with the channeler's strain (e.g., pyrpphires for firedancers, geodoises for stonemasons) and enables channeling.


  •   
  • The Housing: The physical structure holding the gemstone—typically a wooden staff, a metal weapon, crystalline jewelry, a stone tool, an organic extension, or a composite item. The housing isolates the wielder from the core's contaminating effects while maintaining their connection to it.


  •   
  • Supporting Materials: Some cores require additional isolation or connection beyond the housing, like specifically curated leather, oils, metals, or parts from fantastical flora and fauna. This also prevents greenfingers, stonemasons, and metalsmiths from forcibly yanking astra out of their wielders' hands.


  •   


  Factors Affecting Astrum Quality:

  


      
  1. The Core: Its material, cut, shape, size, and purity all affect an astrum's capabilities. Outside sources create organic-based astra from fantastical flora and fauna, like the [REDACTED].


  2.   
  3. The Housing: Like the core, the housing's material, shape, weight, and composition greatly impact the efficiency and behavior of an astrum. An aerober scythe may produce sharper winds than a bo staff using the same gem size and cut, but at the cost of losing the ability to fly.


  4.   
  5. Synergy Between Core and Housing: Not only must the core and housing be of good quality and shaped correctly, their compatibility plays a huge factor as certain cores simply don't mesh well with many materials.


  6.   
  7. Craftsmanship: Master starforgers spend decades perfecting their techniques. The same geodoise set by a senior craftsman in a crude stone hammer will vastly outperform an astrum made from ironwood timber by an amateur.


  8.   
  9. Maintenance and Age: Few astra improve with age and use; most markedly deteriorate. The core's powers might become frail or depleted, while the housing might suffer damage or contamination. This can be mitigated through constant repairs, care, and general attentiveness to the state of one's astrum.


  10.   
  11. [REDACTED]


  12.   
  13. [REDACTED]


  14.   


  Creating an Astrum:

  Due to the Law of Liability, many starforgers refuse to mass-create weapons, fearing Necro-backlash. As such, prestigious educational institutions like the Warden's Academy teach their channeler students how to create their own astra and maintain them.

  The process requires selecting a quality gemstone core, shaping it to match intended usage, choosing compatible housing materials, fitting the components together, and adding any necessary supporting materials. Note that while a channeler might hire craftspeople—a gemwright to cut the gem or a metalsmith to forge the housing—they must assemble the final astrum themselves to avoid harming others with Necro contamination.

  Starforgers who do create astra for others take extensive precautions and charge accordingly for the risk.

  


      
  • CELESTIANS


  •   


  Celestians are magical tools that can be used by a channeler but do not enable channeling. This means they must be used alongside an astrum, demanding extreme focus and mastery. For this reason, many channelers avoid using them altogether, but those who do—especially in combat—are usually a force to be reckoned with.

  Operating a Celestian:

  A celestian is an object that has been prepared or enchanted to respond to channeling. The wielder must possess channeling ability in a relevant strain and channel fantasia into (not through) the object.

  Examples:

  


      
  • A gun with no trigger whose ignition chamber can be lit directly by a weak firedancer.


  •   
  • A set of magnetically connected daggers that can be controlled from a distance by an assassin animator.


  •   
  • A rock enchanted to resist fantasia absorption, and enhanced with an amegravo undercarriage allowing a stonemason to hover relatively quickly.


  •   


  Strengths and Weaknesses of Celestians:

  Celestians aid channelers with weak abilities or non-combat-related skills by granting them powers beyond their natural strain or cover for aspects their main astrum isn't suited for.

  However, celestians are expensive to prepare and maintain as by definition, the user cannot create them. They’re also limited in power and function, and can’t adapt like normal channeling. Worst of all is that since celestians are made to be channeled into, they cannot be isolated. If one encounters an enemy channeler who can control the materials the celestian is made from, they can commandeer or disable the weapon, ending the fight prematurely.

  


      
  • MOONLINGS


  •   


  Moonlings are magical tools that can be used by anyone and don't require charging or channeling. They usually have a magical core installed into them, but not always. They have countless applications in domestic, industrial, and military fields.

  Creating a Moonling:

  A skilled channeler enchants an object by infusing it with fantasia and channeling a specific effect into it. Once prepared, the moonling activates under specific conditions.

  Examples:

  


      
  • An aerober fan that can be activated by giving it a spin.


  •   
  • Pyrpphire ovens and forges that need striking and stoking of their embedded gems to generate heat.


  •   
  • Cryoby-nades, geodoise-snares, and umberzuli-wards that can be deployed by anyone.


  •   


  Moonlings in Troqua:

  The Artisan's Guild employs thousands of channeler crafters who mass-produce all manner of moonlings. Most are exported out of Troqua, but local warden forces employ some during their supply runs.

  It's noteworthy that most moonlings are expensive, inflexible beyond their designed abilities, and—worst of all—extremely fragile. Mishandling them can have catastrophic effects, especially those containing volatile gems like pyrpphires or radethysts.

  


      
  • ASTERISMS


  •   


  Asterisms are magical artifacts of incomprehensible power and wondrous abilities. They defy conventional magical theory, providing effects across multiple strains.

  Most asterisms can be used by all classes of channelers, and even duds. They are exceptionally rare and subject to being hoarded and hidden by noble families, ensuring very few ever see one. They must be charged before each use with specific conditions to activate, but they produce effects no astrum is capable of.

  Outside sources mention [REDACTED] and [REDACTED]. Meanwhile, in Troqua, there are rumors of [REDACTED].

  


      
  • COSMIC CREATURES


  •   


  Cosmic Creatures are beings that do not need astra to channel.

  Many magical flora and fauna are recorded in the Deeps and the Smaragdine Forest, all relying on their own innate powers to channel. However, the Outside mentions [REDACTED].

  Conversely, while most humans need astra to channel, a rare few can do without. These individuals usually belong to naturalist, mentalist, and specialist classes. Still, most such channelers have weak or ineffective powers.

  It is unknown how such creatures exist or why this trait rarely surfaces in humans, but the Outside believes that [REDACTED].

  Astraless Channeling Requirements:

  Like channeling itself, the innate ability to collect and infuse fantasia without an astrum is a genetic trait that can't be modified. Cosmic creatures still require charging, training, and channeling movements like other channelers.

  Examples Known in Troqua:

  


      
  • Sandadillos: These Deeps vermin are known to be weak sandsurfers, capable of creating sand traps for unsuspecting miners and prospectors.


  •   
  • Oakhorn Deer: Graceful creatures that command the wrath of the forest. Wardens report how their massive green horns glow when threatened, forcing nearby trees to swing their branches violently at attackers.


  •   
  • [REDACTED]


  •   


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