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Magic

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Magic is not simply 'magic'. It is the lifeforce of all beings, the reason for sentience, and the most important element in the known Universe. It is found in every cell and in bloodstreams. It is an integral part of every living being. Should someone's magic be taken away, they would quite literally die.

"Magic" is created by the element Magninium, atomic number 419 on the Periodic Table. Like all superheavy elements, Magninium is incredibly radioactive. However, unlike the heavy elements, its half life is indefinite due to its unique ability to consume other elements to convert them into Magninium. Some elements can resist this, and group 11 transition metals can actually absorb Magninium and convert it into more of their element (the reason why group 11 metals can do this is unknown). Magninium also eats at spacetime itself, transcending timelines to find more material to consume.

However, Magninium has another unique ability: changing its atomic number. It can perform nuclear transmutation quickly and effortlessly, and in vast quantities. This is what allows ponies to come up with spells and for those on the god spectrum to create things - Magninium can be manipulated to form the elements that make up the desired object. The god does not need to know the actual compounds - the Magninium will do everything for them. They simply have to focus/picture the desired object in their mind's eye.

Magninium is found in any and all living things, from animals to plants. In large quantities, it can mimic a central nervous system and gain the ability to understand reason and emotions. Because of this, inanimate objects with enough Magninium contained within then can gain sentience, and in areas with high amounts of Magninium in the atmosphere, things may spontaneously lose and gain high intelligence (this typically does not affect beings like animals or plants, or objects that were sentient prior to being in the magic-saturated atmosphere).

It typically takes on the form of gas, but can be found as a solid (cores) or liquid. Solid Magninium is very dense and incredibly dangerous/radioactive, but gaseous and liquefied Magninium are safe for bare hands to hold. However, it is not recommended to ingest or linger around liquid Magninium for extended periods of time. Magninium comes in the entire rainbow of colors, and a being's eye color will always be the color of their Magninium. 

Magninium can take one of three forms: a pure form, called arcane magic; a form diluted with blood cells, black magic; and an unstable isotope called fell magic that reacts violently with the world around it. All living beings have every type in them, but black and fell magic are harder to access and use than arcane. Only unicorns and alicorns can naturally use arcane magic, although any being can utilize the Magninium in their bloodstream (black magic). 


Types

  • Arcane
  • Black
  • Fell
  • Pure
  • Environmental
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While it originally was called 'arcane' due to being difficult to learn and understand, arcane eventually came to mean 'tangible' and 'able to be touched' in Common vernacular. 

Unicorns, alicorns, Kirins, and Intima Giraffes are the only races able to use arcane magic, as they have the raw chemical contained in their horns (in liquid form). It replenishes, albeit slower than Magninium typically does. If a they use up their entire supply, however, it will not regenerate. Therefore, it is integral to take breaks during intense spells or combine forces with many mages to perform a difficult, extended task.

Higher beings have arcane magic running in their veins rather than black magic, and innately know how to warp the stream of Magninium in the air to do their bidding.
Black magic refers to both a type and a method. Black magic is Magninium mixed with blood cells, and is found in the bloodstreams of all animals. It naturally guards against illnesses and can act much like white blood cells. While it does replenish, a person's life is dependent on the level of black magic in their blood, and they may die if it drops too low. Higher beings have arcane magic in their blood instead.

It can be used to perform black magic, which draws on this lifeforce to use a spell. Any person can use black magic, as all beings have it in them, but it is incredibly dangerous to do so, due to the threat of losing one's life. Those who use black magic may cast any spell any way an arcane user may, but are often short of breath, exhausted, and irritable after casting even the simplest of spells. However, this does not stop many people from still attempting to use black magic.

Necromancy will pull on the necromancer's black magic to keep the zombie alive (as Magninium will be the only thing running through the zombie's bloodstream and bringing nutrients to their organs instead of black magic and blood).

Unlike arcane magic, black magic is not nearly as radioactive or dangerous due to the blood diulating it.
Fell magic is the most volatile of all magic types. It is technically an isotope of Magninium, which makes the chemical incredibly radioactive. Fell magic will consume arcane or black magic if given the chance, and can even attempt to consume itself at times. 

All beings have a tiny spark of fell magic within them, at their core. This 'spark' is the basis of a person's personality (it may change later due to outside factors, however). This spark is nearly impossible to separate from its core, as it is stored within the heart. The spark is also what generates black magic for the bloodstream and arcane magic for the horn of a uni/alicorn initially. 

With that being said, attempts to utilize this spark are often ill-fated, or impossible. In addition, if a being's magic is 'taken away' (a slight misnomer), the fell spark typically remains, which allows them to stay alive.

There are only five living beings made of fell - five Gladar. There are a handful of Gladar who have changed themselves partially into fell magic, but never a complete transformation.
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Fell magic is entirely gray, and does not allow for a variety of colors in life like arcane and black magic do.
"Pure" magic is not a true type of magic. Instead, "pure" magic refers to how a higher being uses magic - rather than following a spell and creating a magic circle or incantation, higher beings can directly see the flow of Magninium and can manipulate its flow to do their bidding.

​Pure magic also occurs naturally, in areas with high amounts of Magninium in the atmosphere ("magic-saturated areas"). One such place is the Dream Realm, where the atmosphere is so saturated that the land itself breaks apart at random and drifts apart. In these areas, the flow of Magninium is disturbed by the flow of an opposing stream of Magninium, causing distortions and damage to the environment.

Magic saturation can occur as a result of high god interference (such as two gods fighting) or due to overuse of core technology. It also naturally occurs over time if more generator gods (those who expel Magninium i.e. Obsidian) are created than decay gods (those who absorb Magninium i.e. Orpheus).

Fluctuation spheres can be created by pure magic, in which an area or person is encased in a powerful flow of Magninium.
Environmental magic does not refer to a true type, but deals with origins of Magninium. Once exposed to certain climates, Magninium can change in subtle forms and mimic the area in order to camouflage itself (and consume other elements this way). Magic can be any "type" of environmental magic, in that case - in a tundra, it may become snow magic or ice magic, while in desert areas, it may be sand magic. 

Normal spells do not fall under this umbrella. If a spell calls for environmental magic, it is incredibly complex. Rather, it is on the basis of environmental magic that individual cores and core technology can be utilized. Rather than spending money to install an AC system, a hotel may be cooled instead by an ice core.

While it is not "environmental", magic such as love magic are included under this umbrella due to the origin of magic being from emotions rather than the intent to create or a spell.

Casting

​Magic can be casted in a variety of ways, including incantations, potions, drawings, incense, enchanting, runes, and moving. Some spells are simple enough that they do not even have to be truly thought to be casted (such as levitating a glass of water to one's hands), while complex spells such as necromancy may require multiple ways of casting. 

In general, magic is used primarily by intuition. Doctors well-versed in fixing broken legs, for example, need only to focus on the idea or concept of a healed leg, and the magic will do the rest - they don't need to think through the ways the magic needs to stitch together the bone and muscle and whatnot. 

A solid 80% of magic can be done this way, by merely thinking it through, rather than needing to apply any difficult or varied knowledge. Complex or especially large spells, however, will most likely have to use one of the methods detailed below. 


Incantations are less about speaking a series of words or phrases and more or less just "thinking" through what one wants the magic to do. It is more like second nature and easy to do for most magic-using individuals, although complex spells require more and more concentration and adeptness at moving and editing magic.

Potionmaking is simple enough that non-magic users may create them. Potionmaking involves taking plants or objects especially imbued with Magninium, mixing them together, and then ingesting (or burning to smell, in some cases) the resulting drink. An individual's own magic can be added further to clarify or specify the intention of the drink. Generally potionmaking is easy to learn, but has a steep curve for doing any sorts of complex magicwork with it. Their most common use is for body-changing potions and aphrodisiacs. 

Magic circles must be drawn in chalk (a catalyst for Magninium) exactly as the original creator of the circle drew it. Magninium is transferred into the circle, decodes what is stated in the circle, and then performs the needed task. Circles are used for especially complex and intricate spells or to mimic the powers of a higher being. They are often used for groups of mages, as they will all transfer their magic to the circle at once to perform the spell. Their most common use is setting up anti-teleportation wards, large shields, and reconstructing the location someone teleported to (a highly difficult matter).

Incense is the least common type, involving burning either potions or plants to induce an effect in anyone who smells it. It is useful in distributing magic over a wide area or a large amount of people (an infamous case was a politician once using incense to lull voters into electing her). 

Enchanting involves imbuing objects with Magninium, typically by a higher being or a uni/alicorn. These objects can then be used by non-magic users, and allow for a variety of spells (unlike potions and incense), making enchanting incredibly common. Objects can be enchanted to create a shield, attack an enemy, or even (if in jewelry) put the wearer under a mind-altering spell. Once an object is drained of its Magninium, its spells can no longer be used (it may be recharged or multiply its Magninium over time, although it will be slower than a recharging uni/alicorn).

Runes work the same way, but instead of imbuing objects with Magninium, other people are instead filled with other's magic temporarily. Runes are sealed in the chest (they are mostly intangible) and can be "pulled out" and used by the person imbued with magic. Once a rune is used, it disappears and the person will need a fresh rune applied to use the spell again. Runes can be placed into non-magic users, making it very useful. However, it is more difficult to create a rune than enchant an object (although runes are easier to hide).

Movement is also difficult, but it can be used during wartime to great effect. It requires a  uni/alicorn or higher being to channel their magic via their body and then out of an extremity (like the fingers). It can be further focused or intensified by use of an enchanted weapon (especially lances and swords), which can propel the spell further and emphasize its power. More benign forms of movement include dances and more intimate relations, such as kissing.

Magic makes a buzzing noise when it's being used, and most higher beings can either smell or taste it in the air during its use. It has an acrid taste, and while most individuals in Numbers would say magic tastes like blood, that is merely because their blood is full of magic and becomes the first association to it. To humans, magic would taste highly acidic and most likely repulsive.


Dangers & Limits

PictureHandling a core.
As with any powerful chemical, Magninium is not without its dangers. As a raw chemical not contained within the body, it is incredibly corrosive and radioactive, and can cause mutations if beings are exposed to it for too long. (Magninium is safe in a gaseous form, though.)

Core technology, the cleanest source of power for the known Universe, is also incredibly difficult to handle and potentially deadly. Solid Magninium in any form can cause death if beings are exposed to it without proper protective suits, and tampering with a core will most likely kill the unfortunate victim.

Black and white Magninium are also incredibly dangerous and rare. In sentient races, those with black or white Magninium are plagued by hallucinations (sometimes prophetic, oftentimes not). Black Magninium causes 'spectrum curses' which are almost always extremely detrimental to the pony, while white Magninium can cause 'colorless gifts' which are typically just as detrimental.

Black magic can kill if overused, and is taxing on the individual to perform in the first place. Fell magic is volatile enough that it may turn on its caster and consume them. 

Magninium also has its limits. Mind altering magic cannot permanently affect the victim (although it may cause brain damage if overused), and spells will fail if the caster's supply of Magninium is depleted. Lifting objects with telekinesis can make the caster as exhausted as lifting them normally can be, and teleportation can go wrong if the caster overshoots their objective.

Most of the time, the branch of magicworked referred to as "mind altering magic" is often illegal or highly regulated. Since there are usually no "spells" that can be banned, the explicit use of or intention to use magic to influence or force someone else to act a certain way is often categorized as mind-altering. Less savory circles refer to it as mind-control, although it isn't always explicitly piloting someone like a puppet.

With that being said, however, Magninium is still a boon to society. Without it, life itself would never have started and would never exist in the first place, and it is integral to culture and the known Universe.

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