There are two types of magic in this universe, Northern and Southern magic.

The types of magic don't work in each other's regions, so a spell from Ceannis will backfire within the walls of the embassy, as it is part of Sønheim.

Spelltech

Crystals programmed with magic spells. They can be specific to one region, or can have two sets of programs so they work in both. Even if you don't pay for complete dual functionality, it's standard for every smartcrystal to be double-programmed so it can make emergency calls anywhere.

Types:

Healing crystals can have generalized or specific medical spells. Diamonds are the most popular, although Thorn has a military-grade healing sapphire.

Medical microchips are a type of miniature healing crystal implanted under the skin. They can also be programmed with not-strictly-medical spells, such as compulsions.

Data crystals hold information.

Telecrystals send information along long-distance connections via the Network. People are contacted via callsigns, standardized as a six-digit ID (combining numbers and the 26-letter Sønska alphabet) and a two-digit country code. One crystal can have multiple callsigns.

Megacrystals are the boat-sized publicly-accessible data crystals that enable “the social Network” (aka the Cloud), including mass searchability, general viewing, and multi-user update feeds. People can sign up for a facet on a social Network crystal and then interact using the megacrystal's callsign, without having to share personal information.

Smartcrystals do anything you can install an application spell to do. Post to the Cloud, set a timer, transfer money, get directions, light up, and more. Handheld smartcrystals are a relatively recent innovation.

Single-purpose crystals make up the majority of spelltech crystals. They'll be installed in an appliance/structure/setting for some specific function – heating, levitation, air-filtering, whatever.

Wacky Bracelets™ are a kind of toy that was popular in the North about 200 years ago. They beep! They glitter! They beep more! The king of toys.

Northern Magic

Also called polar magic, found in the area over the pole.

Northern magic can be drawn out of the environment artificially, by anyone. Once channelled into a gem, it can be programmed to be self-charging, which will work forever if the quality of the crystalline structure is high enough.

Magical toolmakers in various roles are called engineers, programmers, and coders. Anyone can learn these skills.

The origins of spelltech are lost to prehistory. Most Northern cultures have myths about it, the biggest being that Gørsimi, the patron of treasure, taught it to humans.

Southern Magic

Found on the rest of the Continent and the southern islands. Southern magic needs to be channelled by mages and/or spirits, and is classified into domains. Gems here need to be recharged periodically, usually every few years, no matter the quality.

Spirits

A mix of water, fire, and nature spirits Appearances: nature spirit, water spirit, fire spirit, star spirit

Can come in a variety of sizes. The three major types are Fire, Water, and Nature, which are each weak against one of the others in a rock-paper-scissors fashion. Less common domains include Stars, Holly Cerise's domain.

Spirits come in a range of benevolent to malicious. For example, malicious spirits can cause The Whispers, while benevolent Fire spirits are useful for Prophecy.

Fire and water spirits appear to grow right out of their respective elements, for example a fire lizard or a water fish, while nature spirits tend to have stuff growing on them, like a bear covered in moss.

Star spirits are only found in the upper atmosphere, and look like tardigrades patterned like the night sky. Scientific names include “thermospherical spirits,” “cislunar spirits,” “void spirits,” and the admirably simple “dark spirits.”

Mages

Holly casting "Fireball to the face!" Characters: Mages

Mages (magical girls, boys, etc) are people who can channel southern magic, using a transformation item to switch into their powered-up form. Anyone born south of the mountains and The Desert has a chance of becoming a magical girl.

In Ceannis, children are screened for magical aptitude, and if they meet the minimum they can opt into a different schooling system. They start off being taught in small groups by domain (Water, Nature, or Fire). Eventually, when they've managed to transform and are at least 13, they can graduate to an independent work-study program.

Some people, like Thorn, have an aptitude but choose not to develop it. Others, like Laceleaf's stalker, pursue their magic alone outside of the system.

Potential

There's no theoretical limit to what a mage can learn, but it takes dedication to get good at it. It takes a while just to reach the point where you're doing things your basic household spelltech can't handle already.

You can't get better in a domain you don't have the natural affinity for, but you can get basically as good. Magical girls who focus on developing powers in all three basic affinities, such as Holly Cerise, can get recategorized as Star mages.

For a magical girl who develops a unique or category-defying power set, new terms will be coined on a case-by-case basis, as needed.

As mages advance, their outfits get more fancy - more frills, jewels - with a staff being seen only with very advanced mages. Holly and Ivy Muscade are both unusually high-level; very few mages their age have capes. (Kudzu's shoulder-ribbon is also in the “cape” category.)

A long-runner mage doesn't start off with the same power level they reached in their past life; they have to reawaken their powers from the start, like a long-runner athlete rebuilding muscle.

When Magicals Go Bad

A mage who abuses their power can be fitted with power-restraining bracelets to block them from using it, typically for the length of any prison sentence/probationary period they're assigned.

They will also have their transformation item confiscated, and the bracelets block their ability to manifest a new one.

Soulbonding

Thorn and Tiernan Characters: Thorn and Tiernan (cat), Kale and Niamh (dog)

In the south, people can undergo a ritual to be soulbonded to an animal. Afterwards, the animal is almost literally the soulmate of the person, strengthening and enhancing the intelligence of the soulbonded animal.

It can work with any species that's domesticatable and smart. (Not unicorns, since they're too close to sapient.) In practice it's usually done with small animals, so you can take them places. Cats and dogs are most popular, followed by some types of birds.

The human and animal share emotions, both gain satisfaction from one's physical sensations, such as eating or brushing. The soulbond can also affect the human's tastes (Thorn likes fish more now, same with Kale and liver). A soulbonded therapy animal can be used to get an accurate read on the person's emotions, or it can act in ways to calm down the human partner. Niamh helps Kale identify visual hallucinations.

If the animal dies, it will reincarnate into a newly-born animal of the same species, and the bond remains intact. Soulbonded people can follow their heart to find the next incarnation. The new animal's owner will usually gift the animal when they see how happy they are to be reunited with the soulbonded person (but if not, health insurance will cover the cost).

When an animal is soulbonded to a mage, they're termed a “Familiar” instead, and have access to some of the mage's magical power. Magnus Cornouiller has a cat familiar, bigger and darker than Tiernan. Laurel Cerise has a bird named Fallon.



 
magic.txt · Last modified: 2018/08/10 12:51 by admin · [Old revisions]
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