Magical Charge
Phrenion Configurations
The three styles of standard magic each access magic in a different way. Blue magic absorbs phrenions from the target of its magic, while red magic expels phrenions to the target. Rather than gaining or losing phrenions, green magic instead acts more similarly to red magic, but without causing any difference in charge. When interacting with an object, green magic atoms will push their phrenions to a lower energy level, causing the opposite to happening within the target of their spell. Phrenions orbit these atoms in a very specific way, due to their strong association with the five main elements. Because each of the three atoms which are associated with standard magic are associated with three main elements each, the shell configuration is affected. Phrenions are spin in various ways to activate a specific element, and due to the associate with three elements, only two phrenions can occupy the first shell. The second shell is the main shell which magic users utilize to cast magic, and can contain five phrenions, each with a different spin. The third shell can contain eight, however, only the green atom can be stable with atoms in this shell. Two main theories exist about the charge of specific elements. The Linear Elemental Charge Theory (LECT) suggests the following charges:Overcharging and Exhausting
A magic user accumulates particles on their soul which allow them to cast. Each of these particles gives them five points toward unlocking new ability tiers within branch they're associated with, and these particles can be used to fuel magic from any branch within the same style. The reason each particle gives five points relates to the five elements, as well as the number of phrenions most easily accessible by the magic user. While these five primary phrenions are easiest to use, the use additional phrenions is possible through extreme measures, which often leaves the caster exhausted or entirely unable to use those particles to cast again. With careful focus, however, one may overcharge or exhaust their magic past its limits. The act of overcharging is done through careful meditation and focus to contain even more potential -- albeit unstable -- magic. Exhausting is done when a caster has reached their natural limits, and allows them to draw additional power from their source. While exhausting is much quicker, it is also more taxing on the body, and more dangerous if done recklessly. Both of these processes can result in the decay of the atom being overcharged or exhausted, resulting in a small, painful magical explosion within the body as the particle fall apart into smaller particles. When this happens, this particle can never be reformed, or allow access to magic, meaning the caster become forever less capable with magic, until they retrain. If this happens in a large enough scale, the results can be disastrous. On Inciparia in 732 AA, The Great Mage War broke out, and all participating states drafted their most capable casters. In a desperate attempt to avoid being overwhelmed, many of the casters exhausted their magic to land one final blow on their enemy, and many of the simultaneously detonated with a powerful magical blast, killing everyone on the field, and subsequently causing all casters in the area to detonate as their own hemitrons violently decayed. Such a blast ripped a hole in the field responsible for the transference of magic, creating a magical dead zone lasting for centuries after the incident. (WORK IN PROGRESS) {overcharge available, base charge, exhaustible charge}Orbit
Blue Atom
Green Atom
Red Atom
10
Decay
Decay
9
Fully exhausted {0,0,0}
Overcharge +2 {2,5,1}
Comments