Ooo, Ooo, It's Magic!

the Magicalexicon

Psychochild’s current weekend challenge (current to those of us in our third day of an extended weekend, that is) was to describe a non-traditional magic system (link). Since I’ve been meaning to write about the Drachurae Cycle magic system anyway, I figured now was as good a time as any.

To quickly recap many long posts on the supporting topics: All entities in the world are comprised of varying levels of six elemental energies which flow from the Source of the planet. These levels form the core Attributes of every character. Not only is there a central Source spring, as it were, but each character is capable of encompassing a certain amount of Source. This Source functions as both life and energy for the character.

Once it was possible for magecrafters to expend their Source order to manipulate the levels of elemental energies in the environment around them. The Source flowed freely, and often wildly, throughout the world and concentration and attunement were all that was required. An insane and brilliant magecrafter managed to shape a device which stabilized the Source and, as these sorts of things are wont to do, it rapidly escalated out of control, effectively crystallizing large portions of the Source into flat gray stones. These stones, once attuned to a particular element, soon became the only method of interacting directly with the Source.

Modern magecrafters typically focus on one or two elemental disciplines, although the rare mage will attempt to master three. Some disciplines are antithetical to each other. Hydrae (water) magecrafters, for example, often experience discomfort when dealing with Pyrae (fire) energies. Likewise, Terrae (earth) and Aerae (air) are diametrically opposed, as are Vitae (life) and Vae (energy). Although any crafter may choose any focus, it is beneficial to choose an elemental focus which corresponds to a high level of that element in yourself. So Pyrae crafters tend to be scrawny, Terrae crafters – muscular, Vitae crafters – tall, etc. The two elemental levels which are most beneficial to the magecrafter are Vitae which determines Control and Vae which determines Craft.

Conceptually, all magecrafting can be broken down into two primary efforts – the effort to convince things to become other than they are (Craft) and the effort to convince things to stay as they are (Control).

There are several components to the actual crafting – the crafter’s Source and Influence, the charged elemental stone (foci), and nine key energy points which every entity has. Let’s use a battery metaphor to describe the components. Source is the ampere hours, or the full charge of the crafter. Influence is voltage, or how much Source can be expended at one go. The charged stone acts as a contact point, with the left hand as the negative pole and the right hand as the positive. It is possible for a crafter to use two stones at once, one in each hand. The energy points are devices which are powered by the battery. Remember that this battery is not only rechargeable, but it’s constantly recharging, even when in use. Of course, the less active the mage, the more efficient the recharging.

Let’s examine the nine energy points, pictured above, a bit closer. They act as semantic components and exerting Influence on a charged stone while holding it over an energy point activates a particular effect. These components can be strung together to create elaborate spells. Magecrafters from different schools will frequently work together, crafting massive and powerful spells. Group casting is not only actively encouraged, it’s practically mandatory if you wish to perform truly impressive magics. The nine points are as follows:

  1. Yee/Observe
  2. Tuhom/Project
  3. Rea/Attune
  4. Ifst/Strike
  5. Malp/Deflect
  6. Valtre/Translate
  7. Canert/Focus
  8. Mnumos/Evoke
  9. TehraEmobdy

Although magecrafters are trained in the true names and meanings of each energy point, they tend to refer to them (outside of the academic environment) by their common names: Eye, Mouth, Ear, Fist, Palm, Travel, Trance, Summon, and Heart. Each element interacts with each energy point in a slightly unique and nuanced manner. Vae crafters, for example, can hold their foci over Valtre to travel on the Source Plain, an elemental spirit world where every is represented in a… metaphoric manner. Pyrae crafters can, holding their foci in their right hand, use distant fires as their eyes or, holding it in their left hand, summon visions into a nearby fire. All crafters can positively influence their desired spells by spending time attuning with the local element they wish to influence by using Rea, or focusing on their target by using Canert.

Obviously, giving you a full sample of all this system can do would take far more bytes than I can chew through here. The possibilities, while not endless, are certainly numerous. I haven’t fully quantified the system yet and I need a play testing group to help me flesh out the remainder of the spell positions. If you’re a Philly resident and you’d like to have a hand in shaping the future of Drachurae Cycle magic, please let me know and I’ll be in touch!

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