Call it Magic, call it the Meta, call it the Breath of the Wheel, it is a force which turns
Metaphysics is the study and use of the properties of the Meta energy which suffuses the universe. Humanity was without it for a long time, but in modern era it is as much a staple of their existence as it is for the Sazashi and Verin.
The origin of the meta is a controversial topic. Some claim it is an exotic particle which Sophont evolved to manipulate. Others claim it was bestowed upon the universe by The Wheel as a gift for achieving Sophonce. There are many more opinions on the matter than that, and some that even mix those theistic and atheistic threads.
In the tens of thousands of years since the discovery of the meta, casters have increased its efficiency and flow through the body by creating mass enchantments and anchoring them to Divinorium, great spheres if gemstone and mineral. It’s said that the first casters could hardly summon flame without burning themselves, yet modern masters can call down tornadoes of flame, tremble the earth with great quakes, and drive to madness the minds of all who oppose them.
It is well and good to wax poetic about the metasciences and the enigmatic vagaries of its nature, but this academia is just hot air if we don't put what we know to use. You want to know how to cast a spell, how to warp the meta to your whim and command, don't you?
A long road lies ahead of you, Caster. Long, but rewarding.
Let's begin.
The Source of the Meta
Metaphysics marks the end of the known and the beginning of the unknown.
Where is it from?
The origin of the meta is a source of controversy.
Some claim it is an exotic particle which Sophont evolved to manipulate. Others claim it was bestowed upon the universe by The Wheel as a gift for achieving Sophonce. There are many more opinions on the matter than that, and some that even mix those theistic and atheistic threads.
In the tens of thousands of years since the discovery of the meta, casters have increased its efficiency and flow through the body by creating mass enchantments and anchoring them to Divinorium. It’s said that the first casters could hardly summon flame without burning themselves, yet modern masters can call down tornadoes of flame, tremble the earth with great quakes, and drive to madness the minds of all who oppose them.
As an easier question: where it it physically?
The meta flows from the Monoliths and the Sovereign. Where they are, meta congregates and spreads outwards. On hub worlds, the presence of the Monoliths is such that meta is in an almost dangerous abundance—fuelling errant thoughts to become wild echoes which pose a threat to society.
In space, and on new worlds—regions known as Null Voids—it is nonexistent. It must be brought, stored within people and batteries (with little differentiation between the two) and carried to new worlds. Even then, that store is only temporary without a Monolith to provide meta.
How is it used?
The fundamental act of the Psiolic is of breathing.
We inhale raw meta and exhale change.
The Sovereign and the Monoliths are the only source of meta.
All other Sophont act as a sponge for Meta, storing it up to a Meta Capacity which they may expand to cast spells.
Casting is a process done willfully. It is the conscious casting of a spark of one's soul configured into an Element and a School. It is often accompanied by somatics such as: gestures, words, song, diagrams, or whatever else helps the Caster to focus on the act. Which Somatics best fit the Cast depends on the element related to it. For example, Gas Psiolic will often sweep and flex their arms, while Auric casters will often sing or talk as they Cast. Casting meta expends it.
Can it be used up?
Meta is seemingly infinite, to a degree. Monoliths and Sovereign are a constant source of it, but they only produce it at a certain rate, a rate slower than the entire population could it if they tried.
It can be used up within a region, turning it into a Null Void or a Meta Sink. In the case of a Null Void, extant souls will eventually wear out and disperse over the course of a few days, leaving those within it without souls and without meta, in a state of Null Sickness
Once these sophont meet someone with a soul, theirs will once more re-develop.
Elements and Schools
The meta is so woven into the universe that even today Casters find new and fascinating applications for it. The core application is that of the Elements. Meta tends to work closely with physics, but doesn’t do so strictly.
Elements
The Elements are the material aspects which Meta may affect. There are seven core which all casters can use, but certain races or casters may have access to more.
When the Old Pantheon of the Verin discovered the Elements they anchored each to different parts of the body, this was as much a necessity as it was to reinforce that psiolics must master themselves to master their power. The more skilled and developed the body is, the more powerful the psiolic is in that element.
There are seven primary Elements, each with their own spells. These Elements align with your Attributes, encouraging you to strengthen those Attributes to excel in the related Element, and to use that Element if your character is already built that way.
You can cast any Spell within your related Spell Level. The difficulty is affected by environmental factors, the range of the Cast, and the strength of the Cast.
Element |
Description |
|
---|---|---|
Gas | Affects volumes of gaseous matter. | |
Liquid | Affects volumes of liquid matter. | |
Solid | Affects volumes of solid matter. | |
Energy | Generates and controls energy. | |
Kinesis | Moves objects around and creates barriers. | |
Meta | Affect the Meta directly. | |
Auric | Affect echoes, souls, and other such things. |
Phenomena
Historic Milestones
- Kyzan
- Creation of the Pantheon
- First Demons
- Invention of Divinoriums
- The Harrowing: Fall of the Verin
- Psiolic College
- Meta Text
Spellcasting
Target and Active Area
Whenever you Cast you must define an area which is continuous and connected to your Cell. This is your Target Area. Within that area, then choose which spaces your Spell is Active in. The area must be continuous and within the Target Area. These are the squares the Spell will actually affect. Your Check Target is the number of squares in your Target/Active Area plus the Spell Level. For byrules and specifics of spellcasting see the Spellcasting Entry.
Byrules
You cannot charge while Restrained.
Charging slightly disrupts energy sources and dims sounds in a way that may give you away.
Casts can move diagonally, adding +1.5 to the check instead of 1. Check Targets round up.
A Cast cannot cast through non-permeable materials unless it has Penetrating. Permeable materials are those which water instantly pierces.
Charging is the Action of drawing Meta from the environment and imprinting it with a spark of your soul so that you may use it in casting.
You cannot charge higher than your max. If you reach 0 Ψ, you lose your Soul.
Casting is the Action of expelling Meta as a Spell. It plays out and is Resolved like any other Action.
- Declare an Element, School and Level
- Play your Check from your hand
- Declare Target Area and Active Area
- Spend Charge
- Resolve Reactions
- Resolve Damage
- Resolve secondary Effects
If a Spell involves Concentration, you lose concentration on a Spell if you gain a Status Effect or Damage.
I like your take on magic! Elemental magic is not exactly uncommon, but dividing it in eight elements and not having any of them be the traditional "avatar elements" is great! ^^ Why is the Astral element empty? Is it subscriber-only, or still WIP? I also found interesting that the four schools are not directly related to the elements. So, there's no "Liquid School" or "Kinetic School". I can see how each school would use the elements for their purposes except the Divination one. Would this be the Auric element?