The Sequence in the weave
The full break down of Mana and Magic in this Realm
The Magic system:
Mana: Although similar to magic, Mana has the unusual quality of manifesting through organic materials; especially living organic materials. Its direct contact with living tissue produces a byproduct, a plasma-like discharge called Ichor. Ichor is the contamination byproduct of a chemical/metaphysical reaction between the mana radiation and the cells primary functions.
Mana-morphosis: Mana-Morphosis is the process in which the human body is changed through contact with mana. The ichor itself is a mutagen, and through mana the body changes to its specific influence. The type of mana, or spell directly influences the type of change. This is often a long process, and the more time in contact with mana the more severe the changes.
Mana-phages: These are people who have undergone the process of mana-morphosis, however their adaptation was developing a special organ, the girdle or circuit, to filter the ichor from their blood and body. Mana-phages, or phages, have developed this organ naturally from many generations of adaptations. There are exceptions to this, 1 being that some develop their girdle outside of blood lines and receive it as a random mutation.
Girdles/circuits grow with the power of the phage, being that the more ichor it can filter the more man they can flow through their body. This is determined by how many chambers the girdle has. It is akin to the spell level and spell slot level. The spell level is determined by how many extra rings/chambers the girdle has. And the spell slots are determined by the efficiency of the filtration system. Sorcerers are individuals who have bio/mech implants of these organs, and have not developed them naturally.
Muti-phages: beings that have been deeply corrupted by mana-morphosis without a specialized organ. The process of mana-morphosis has changed the person so much that their body’s no longer resemble that of humans. These creatures are called muti-phages, or Muti’s, and are the monsters of this world in classic rpg terms.
Domini’s: called Dooms, they are phages who use the form of text, hymn, song, and scripture to perform/manifest mana. The long lineage of faith and practice gives their words power.
Core Concepts and Science
Frangere: *Fran-jer-ee*, or known by the general populace as Visii (the radiation), is the 5th atomic force of this world. It is more closely related to the electromagnetic field. However, its role is the facilitation of complex change and the energy associated with the Metaphysics of this world. This is the energy of magic.
Sequences/Manifestations: The mechanic that facilitates the flow of magic is bound by large, long, complex sequences. These sequences can be a number of things like fractals, biology, DNA. When a system of sequences are created, changed, or broken this enacts a force on the atomic and subatomic level switching the flux state. The switching or flipping of the flux state creates the energy of the mana.
Sequences that appear in this world are complex math equations, random number generators, biological fractals in the shape of the golden ratio, chemical reactions, and so on. Devices that facilitate these sequences are called Sequencers, are the equivalent to a magical implement/catalyst. Think of wands, holy symbols, and staves.
Origins: The vast collection and generation of Visii (the mana energy) is formed in the great aether. The Aether is the nexus of all realities, greater than the sum of the astral. It is the manifestation of the ever changing infinite multiverse . That change powers the Frangere, pouring radiation, Visii, into the mortal realm.
Manifestation: Due to the origin of Visii, the phage still needs to manifest the mana into their desired effect. The mind must be used as interpretation, and the components must be used as a reference structure for the chaos/random/infinite realities to draw from.
Psionics: They work similarly to their older counterparts, however, the physical contact is different. Psionics are unlocked via an additional organ, implant or neurodivergence like Aspergers where one part of the brain is hyperactive. These are important for creating sequences in the complicated neural network.
Relations of Mechanics
To cast, wield, or channel magic a person can use a litany of materials, rituals, or elements. The way in which they employ, mix, or handle such things can change or alter the symptoms (effects) of magic. Using symbolic, or scientific methods works equally in using spells. Players will be encouraged to experiment and create new spells or effects during gameplay. This does not limit the class that the player uses to conjure magics, from barbarian to Mage. Magic is an innate part of the world that all peoples use whether known or unknown, or powerful or weak.
Magic is employed by themes of repetition, complexity, and symbology. A person of martial background may unknowingly use magic by performing practiced techniques learned from repetition and intention. A sorcerer or cleric, not seen as necessarily complex, may employ words of power, phrases, that have been practiced by generations.
To better separate the line of thinking between inherently scientific methods of mages, and rituals of clerics it can be best described as arithmetic and calculus. A mage may use a complex equation to calculate a series of changes; where the power comes from the complexity of change. A cleric would use a large sequence of addition, subtraction, or multiplication to achieve larger numbers. An example would be: a mage uses an integral function, whereas the cleric multiples a number 10 fold.
E.G. ∫ ax dx = (ax/ln a) + C ; a > 0, a≠1
V.S.
bn=(b x b x b…. x b)n, or 999x999x
*The power of multiplicatives is just as valid as charting a continuous function.
Any person can use a combination of all methods mentioned above to achieve a magical effect. A mage may use a ritual or dance, and a fighter may use a damascus patterned metal or firework. The power of magic is the sequence and/or repetition of change in this realm.
For better disambiguation of the use of magic: just because there is universal access to magic doesn’t mean there is a universal wielding of magic. As described in the magic system portion; there is an inherent risk/change/manipulation of mana, which can and will limit who can successively wield/survive magic.
Alchemical infusion
Elements play a large role in Thalorim. There is a deep symbolic, spiritual, and scientific connection with the periodic table and natural materials. a form of alchemy, a blending of faith and Science, is commonly used in the creation of magic spells. It is also the back bone of industry and progress. as well, it is the foundation of many faiths.
Magic elements:
(These elements and materials are not a complete list and will be added too)
Key Schools:
Quicksilver: Mind (solid to liquid)(life/death)
Salt: Body (general physical matter, crystallization, solidification, Purification)
Sulfur: Soul (evaporation, expansion, dissolution, un binding, heat, catalyst)
Sub Schools:
Lead: (spleen), null, absorption, stubborn.
Tin: (liver) un-reacting, resilience, abundance.
Iron: (gallbladder) strength, attraction, resilience.
Gold: (heart). Order, influence, symmetry.
Copper: (kidneys) connectivity, allure, flexibility.
Mercury: (lungs) birth, change, security.
Silver: (Brain) Intuition, transition, reflection.
Phosphorus: (veins) catalytic, light.
Tungsten: (bone) unyielding, weight.
Platinum: (ligaments) Bonding, balance.
Magnesium: (arteries) Unquenchable, ignition.
Aluminum: (gut) repulsion, subtraction.
Uranium: (blood) destabilization, ripple.
Carbon: (skin) versatility, structure.
Silicon: (muscle) pressure, sequence.
Magic Materials: Sparse examples. Players are encouraged to add to this list.
Hyssop: sacrifice, cleansing.
Wool: insulation, cooperation.
Water: flow, focus.
Bone: legacy, hearth.
Stone: vessel, pressure..
Glass: transparent, inert.