Components of Magic
While the fundamental parts of magic are still mysterious, we do know that magic comes in a few different elements. These different elements are, generally, in balance with one another in nature. To cast spells and enchantments, one must break these elements away from one another and shape them to a new purpose. It's in these new shapes that spells occur.
Simply separating elements aren't enough however, the spell has to have a pattern to follow, and there are a limited set of patterns that magic can shape too. Patterns are the shape of the spell, the elements are building blocks and force of it.
Elements
Prior to our modern understanding of magic, elements were believed to represent aspects of nature. Old kingdoms would split magic into various groups such as "Fire" and "Water". There have been, in most cultures, anywhere from four to thirteen different elements. In truth, these elements never existed in the way old cultures believed, but some were closer than others to the individual forces. These old elements, were actually more of a description of some of the basic Patterns that exist. As far as real elements, there four main groups, but can be divided into eight elements (twenty when counting the different Makav flavors), with the last element being the foundation for all patterns: Crandis: - This element is the powerhouse of spells. It is easiest to think of it as the "electricity" of magic. When a spell is shaped, or an enchantment activated, Crandis is flowed through the pattern, moving the spell in the appropriate way to manipulate any given object. In addition to being a power, it comes in 3 distinct flavors generically referred to as "Positive" (Inidu), "Neutral", (Duna), and "Negative" (Vel) that can change the nature of the of the spell based on the patterns. In truth, all but the most basic spells will use a mix of all the Crandis Energy. Arkolv: - A blending force that naturally breaks down and mixes the other elements and patterns into fundamental parts. It's corrosive to arcane enchantments, but is slow acting and can be countered easily enough by implementing a stabilizing component to the spell. It can also be channeled, much like Crandis energy, to erase enchantments. Interestingly, Arkolv can be polarized as well. In its neutral state, it will break apart, but when polarized to "High" or "Low", it reverses, and will forcefully condense the energy and patterns. This too, has many uses when it comes to arcane batteries, enchantment miniaturization, and other niche purposes. This polarization, however, is highly dangerous and can easily result in injury if used personally. As a further warning; never mix High and Low Arkolv, the results are unpredictable, devastating, and will often temporarily deplete an area of ambient energy. Makav: - Also known as the Force of Will, Makav is often blended with Crandis, without necessarily thinking about it, and interprets intention. Makav breaks down easily, but it's important to note that it carries an impression on an individual as a side effect of using it. Intercepting a spell and inspecting it, or examining an enchantment after someone has used it leaves this impression, which can sometimes reveal unsettling personal facts. Makav can be pre-imprinted and stored for later use. Makav has it's own "flavors", thirteen of them, but our understanding of these flavors is basic, with no no difference having yet been observed. This is the least understood of the elements. Patterns: - In order to cast a spell, the most basic part of their infrastructure is the Arcane Pattern. They are all fundamentally composed of the same element and modified by other patterns or the type and polarity of the other elemental energies sent through.Patterns
An arsenal of patterns can be shaped to create all the known spells. In many cases, these patterns arise as a natural extension of ones magic crafting. Once trained, you can form these patterns by reflex alone. This generally will only work with simplistic patterns however. Patterns are the magical Element manifested for purpose. They do not naturally occur outside of biological systems, but are still, in themselves, a natural representation of magic. When you wish to cast a spell, you are creating a series of patterns and channeling Crandis energy through it. The patterns will, in effect, shape how the spell is made. As artificial constructs, patterns are inherently fragile. While any spell crafted could technically be a permanent fixture, patterns naturally draw out Arkolv from the ambient energy, dissolving it within seconds. In addition, some patterns are highly sensitive to the elements channeled through them. Problems with feedback, overcharging, and leaks can all result in failed spells or worse. Beyond simple applications, spells require either reinforcement, padding, or a flow of energy to continually rebuild dissolving patterns. Despite being called patterns, these structures have no visible component. Much like how you cannot see magnetic lines with your eye, these patterns cannot be directly observed without augmentation or instruments. Professional enchanters will use specialized goggles or intricate spells to be able to see patterns. There are hundreds of naturally occurring patterns, and many of them can link together to perform incredibly complex spells. In a very real sense, this is much like creating electronics. At its core, most electronics are made from a few dozen different components, but in the correct set-up and with enough of these components, incredible devices can be made. While a comprehensive list of Arcane Patterns can be found easily anywhere, a simple list is provided below:- F+T1Forceweak - Direct, limited forward motion of physical, solid matter
- Tiliad1 - Interfacing with Shells of Will, such as animals, necessary for other patterns,
- Arcelectrothermal-Series - A series of patterns that manipulates thermal, electromagnetic, and arcane energy,
- Eprada-Series - A series of patterns that manipulates Space-Time and dimensional stability, and
- Mayut-Group - Broad category of stabilizing, shifting, and filtering patterns; the bulk of enchantments relies on this.
Manifestation
Magic itself, cannot be physically seen. It does not emit on the electomagnetic spectrum and cannot be picked up with cameras in this way.
Despite not having a visual aspect, magic can be measured and interpreted. Much like how UV light can be recolored to allow individuals to see a representation of UV patterns, magic can be filtered through an instrument or enchantment to provide a visualization. Usually, there are three different ways of interpreting magic.
Raw energy is the most generalized approach, where a simple reading of overall ambient arcane energy in the area is measured. This is useful for enchantments or finding wells of energy. It is possible for too many enchantments in a small area, to pull so much ambient energy from an area that it becomes a "Dry Spot".
Elemental views are popular for those who actively perform spellcraft for their jobs, or in educational settings. Through these filters, the elements can be witnessed, and often seen as colored air or fire moving through the world. Watching elements separate, channel through an area, and dissipate or blend back into the ambient world can often be exciting to see. Some theatrical arts even utilize this style of filtering for elaborate performances.
Pattern filters come in a wide variety of views and are often described as a way of highlighting particular threads in a web. In a world where more and more enchantments are linked together and interwoven, it can be difficult to tell one enchantment apart from the next, and so various methods of viewing patterns have been created and taught, allowing individuals to see the patterns they are working with.
Localization
Magic is a universal and ambient force, found everywhere. This energy, however, is not completely uniform. It's best described as "clumpy", with areas thin with energy, and areas thick with it. The source of this energy is still mysterious, with the force seeming to appear from nothing at varying rates.
Areas that are particularly dense in energy are referred to as "Magic Wells". These areas can be minute, with small areas measured in nanometers, or massive areas spanning lightyears, as the Cordial-Vriker Well in the Ten-Legged Nebula. Most practical wells tend to be tens to hundreds of feet in size. Wells, in addition, tend to be amorphic and change shapes frequently within their general area.
Wells also come in tiers of power, with a 10-point scale being the most common. Various governments regulate well uses for their own purposes. As an example, Alban has legally mandated that all Class-8 Magic Wells and higher are subject for rezoning by the government. High Tier wells are useful for energy production, research, and any other activity that requires a large amount of arcane energy. Being within a well cuts down on the need of costly batteries.
Between wells are Dry Zones. These areas have less ambient energy than the average ambient area. While no zone is completely energy free, vacuums of magic do exist, some dry zones can be low enough as to be unable to rejuvenate personal energy. When multiple Dry Zones begin to merge due to infrastructure, these areas become known as Void Zones. Void zones are drained so rapidly of any ambient energy, that even batteries begin leaking their stored energy into the area and enchantments begin being absorbed by each other. Void zones are problematic in many city undergrounds where the leylines of enchantments attempt to pull power up from the ground. This overlap of need results in areas where enchantments fail or begin feeding from other areas. In the most severe cases, people can suffer from MAR as the energy is pulled from their bodies to feed the area.
Type
Metaphysical, Arcane

Comments