So i am obsessed with science and fantasy so i had this idea to mix them to best of my knowledge

A_the_king_of_all

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Energy type: Mana:- measured in the unit Maho, denoted by 'MA'. Mana is an energy type that works as a conjur force. Eg turning into fire, ice etc. Thus Mana is called is the energy that is most flexible. It also has the effects of working a catalyst on in many chemical reactions.
Mana also possess some unexplained effects such as buffing magic. How a living person of same species is born with different amount of maho in them. Some even speculate it's concious.

Energy type: QI/Chi:- Measured in the Unit Nae, Denoted by 'NE'. Chi is an energy type of that enhances ones or objects properties. Eg Using Chi to enhance the the leg muscles to increase speed, using chi to enhance the sharpness of the blade etc. it works as an external force in physics by changing properties well enough.
Chi is often referred to as the Energy of Life due its mysterious effect of increasing ones lifespan once refined.

So this covers the basics of the two most basic energy types in my novel, and no i am not finished working on equations of these. Also when I said basics of the most basic energy types i meant there are a ton of energy types linked to different races but most races posses these 2 energy types.

(If you can, mind sharing your formals for Energies you made, as science is a collective human effort)
 

Zagaroth

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I have not tried detailing the specific rules, especially not in a mathematical sense, but I do have some general outlines about how magic and science/technology interact.

1) The rules we know as science are the stable rules, with values that generally change slowly (as in tiny value drifts over trillions and trillions of years, at most, if they drift at all) and are the same throughout a given universe. 'Magic' (as a category) has a less stable value, with that value reflecting primarily the strength of the magic field, but that strength also defines what the magical energies can do. It can also have different values in different locations, though at least it's always on a gradient rather than having sudden shifts.

2) The different mystic energies (mana, chi, life force/vitality, etc.) are different manifestations of the same energy/force, and can be converted into each other. This is similar to how electricity and magnetism are in truth electromagnetism, and as we later discovered, are in truth part of the electroweak force.

3) Although there is a 'field' much like a quantum field, it is not quantum. There are no stable magic particles, no distinct steps of energy, etc.

4) Scientific methodologies can be applied to magic, within limits. The biggest problem lies in the manipulation of magic; you can not isolate controlled magic from the mind that initiated the first step of control. Even if you create a mindless automaton that can cast a specific spell repeatedly, including applying variables of power, range, etc., the automaton itself was created by a mind, and this chain will always continue back to a mind, if you have an automaton that can create an automaton, etc.

This is a problem because everything from emotional states to subconscious thoughts can subtly affect how a given spell manifests. Which means that if you measure a spell to super precise values, and get consistent values when *this* automaton casts a spell, an automaton with a different origin will have at least slightly different values for the same spell.

Fortunately, rote spells are rather stable, and it takes extreme circumstances to cause such a spell to have notably unintended effects. This is usually just an issue when trying to involve scientific levels of precision.

Rituals, however, are much more prone to disruption, as they are much longer and more involved, and are often crafted for one-off circumstances rather than being repeatedly tested and tweaked.

Note: while the mana version of mystic energies is being used as the default for this description, this also applies to all other versions, such as chi-based martial abilities and formations.

5) Mystic energies also resist being used as if a proper technology.

If a mage creates an automaton that can imbue items with a specific magic rune, those magic runes will be notably weaker than if the mage had created them directly. If the same mage were to create an automaton that created other automatons, and those automatons were to create the same magical rune, they would be two steps weaker than a rune created by the originating mage.

This means that 'artisanal' magic items will always be inherently more valuable, because they will be more powerful.

That said, magitech is possible, within limitations. If the process of creating an automaton that creates other automatons to perform crafting duties is more efficient time wise, *and* those weaker runes properly fulfill a needed role, then you can use this as the start of building wide spread magic systems. But to do this to the same level of universal application as technological advancements (such as semiconductors) can reach requires generations of very powerful mages creating such automatons, and you will need to continue training such powerful individuals every generations, to repair and create new automatons. Most of the time, such mages will not be ready to work on the originating tier of automatons until they are in their 40s or 50s, at best.

A society with highly advanced knowledge of both magic and technology will generally use normal technology for the vast majority of wide spread uses. Magitech will generally be reserved for either applications where magic performs significantly better, or for where you need critical backup systems.

Example: A hospital will have mystic healers of some sort on hand for issues that routine medical care is insufficient for. Much like in our world, they will also have back up power generators. Unlike in our world, they will *also* have a mystical source of electricity to power the hospital if the technological power generator fails.
 

xedale

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Humans have a thing called consciousness and the ability to discuss it using their physical bodies.
Their ability to discuss predicts the existence of a phenomenon capable of interacting with both their consciousness and the physical world.
This something, certain cultures named it Qi; other cultures named it mana. Energy.

Some ancient thinkers, whether after carefully examining such phenomena as veridical reincarnation and veridical OBE during NDE, as well as rare cases of ghosts sharing something that we can test. Or through some other means. Concluded that all matter is made of this stuff. Of energy.
Because all these phenomena, when you examine how they work, require consciousness to have the ability, upon losing its biological body, to form a new body capable of interacting with the physical world.
Then, we can separate all matter and energy into 2 uneven groups: matter and energy that care about one's wishes and matter and energy that don't. Which group it belongs to is decided based on whose consciousness created it.

For humans to constantly experience their body, their energy must be constantly flowing through it.
Which is why their consciousness can be influenced by messing with their brain... Until a relatively common phenomenon called terminal lucidity triggers and grants them the ability to ignore the state of their brain, of course. Does it happen by supplanting their bio brain with a ghost brain? Or by their consciousness becoming less passive and micromanaging everything? Who knows.
But since when people blind from birth experience an OBE during an NDE, they receive a pair of perfectly functional eyes, it would make sense for a phenomenon that grants people a perfectly functional brain to utilize a similar mechanic.



So, the question I want you to ask is, how does consciousness, in your world, interact with its body and the energies you're inventing?

Also, my personal preference is for Qi to retain its original meaning and for mana to become a new type of particle that fills the world and that human consciousness perceives as a part of their body for some reason. It makes everything feel more compatible somehow…
 
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Tyranomaster

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My entire story is literally just me having done extensive work on magic is a physical law then writing a story around it. From biology to physics, I've got an internal fundamental level explanation for it. Will the story see all of it, probably not. Do I have it, yup.

Mana particles have a large tensor associated with their field, which leads to various effects, and also allows for some amount of bit storage within the particles themselves. That lets biology utilize it as an internal system for information while also allowing it to manifest in various magical manners. Some tensors are less stable than others and decay in different manners, resulting in magical effects (why does a fireball have a cast range?). Biological systems evolved proteins to essentially program mana particle tensors as a way of "casting" magic. I've personally set the energy equivalency at E=(mana)c=mc^2. Manifesting mass takes a lot more mana than using it to heat something. It can be a fun excersize to do this, but it isn't for the faint at heart to endeavor to do so. I graduated with a double major in chemical engineer and mathematics, and I get overwhelmed by the complexity of my own system a lot of the time. I don't actually have the "tensor" values all asigned or anything to that depth level, just that it acts as a guiding principle for me when considering what magic would or would not be possible.
 
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TheEldritchGod

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WHAT IS "PHYSICS" IN FICTION?"



In fiction, we write stories based on reality, to some extent or another. It can follow reality very closely, like in a normal, slice-of-life romance, or it can have magic, super science, or spirits. It can even be really out there, like Flatland, a book about 2-dimensional life, and have very little do to with the laws of reality, as we know it.



However, by definition, every fictional story has FICTIONAL physics, because the book is... duh... fiction. You, the author, have to decide what rules you are keeping, and what rules you are throwing out. This is simple for most since most authors don't change physics much. Less is more, so most stories have a few changes, stated up front, and then the story tries to be "as normal" as possible from there. But maybe YOU are the exception.





I have developed a series of categories that I use for keeping my fictional setting's altered physics properly segregated so it is easier to keep track, thus avoiding emersion-breaking plot holes.





TERMS

Pataphysics - Imaginary Science (What we cannot conceive)

Metaphysics - Memetic Science (What we conceive)

Isophysics - Normal physics, but in the literary sense. (Objective reality)

Hypophysics - Quantum mechanics, but literary. (Subjective Reality)

Infraphysics - Null science (The science of nothing)

Paraphysics - An altered version of Meta, Iso, or Hypo.







EXAMPLES:

Pataphysics - Something completely alien to the human way of thought. This would be your neverborns or eldritch horrors of Lovecraftian origins. By definition, you cannot conceive Pataphysical concepts.



Metaphysics - This is thought. Pure concepts such as emotions, honor, philosophy, etc.

Para-metaphysics - It's where you take normal human thought and give it new rules that couldn't exist. The physical manifestation of thought would be a para-meta concept.



Isophysics - "Normal" physics, but the thing is, does "normal" physics really exist in writing? For example, 20 bad guys shoot SMGs at MC and nobody hits. This is Isophysics. Yes, it is POSSIBLE, but really, did that make sense? So, it isn't "physics", it's isophysics.



Para-Isophysics - You take physics and add new rules. This is most magic systems.



Hypophysics - Quantum mechanics, but again, literary. This gets a little fuzzy because TECHNICALLY, it should only be what is possible, but we don't know what is or isn't possible. On some level of reality, when you get small enough, perception changes reality. The act of observation alters what you observe. So this would be quantum mechanics as we understand it.



Para-Hypophysics - Quantum physics applied to macro objects. Again, this gets fuzzy. I put the line at "How hard is the Magic System/Super Science?" Para-Hypo is more sci-fi than Para-Iso, IMHO. It's more about how much justification you put into your altered physics. How closely do you "observe" your magic system? if you do a lot of hand waving, it's Para-iso. If you are very specific and detailed, chances are it should fall under para-hypo.



Infraphysics - The Science of NULL. This is a difficult concept to handle. It is the literary science of NOTHING. The absolute lowest end of concepts. Where we are dealing with the absence of everything. There might be a complete absence of matter/energy/thought, but even empty space has rules and permanence. So, if you are dealing with REALLY alien concepts about NOTHING, then you are dealing with Infraphysics.



You will note, that there are no Para versions of Pata or Infra physics. Why? Because it already IS as Para as we can get. There are no ALTERNATE versions of Pata or Infra physics because humans cannot even begin to conceptualize what is NORMAL for these versions of physics, much less what an alternate version of them would be.





IN PRACTICE:



Let's start with Isophysics:



You might say, why make up a new term? Just call it physics and be done with it. Why call it isophysics? Well, all isophysics falls under normal physics, but not all normal physics, falls under isophysics. What I mean is that isophysics are the rules of reality you, the author are KEEPING.



There was a new manga I read called Colorless. In this setting, it has most of the normal laws of physics. Buildings have foundations. People need to eat. Electricity works. That sort of this. All that would fall under isophysics. However, in this setting, there is no color, except for color that has been collected and harvested. This collected color has magical properties. So, under normal physics, there is a spectrum of color, but in this universe, there is not. The new and altered properties of color would fall under Para-Isophysics. Para-iso would be any normal laws of physics that you have changed or new laws that you have added. Typically, you would put most "normal" magic under para-iso.





However, if you are sticking with normal physics, but just pushing the boundary, it stays in Isophysics. Whenever you do something possible, but highly improbable, you should stick it under isophysics and keep an eye on it. Yes, luck exists, but if you use luck too much, it starts to move from isophysics to para-isophysics, and readers do not like it when you start making up powers on the fly to save your MC. It's a useful tool to keep track of "Possible, but improbable" events in your story. if you use them too much, you might want to consider going back to the start of the story and establishing that your MC is very lucky, or has a blessing from a leprechaun, or something, so it becomes easier for your reader to suspend disbelief.







Metaphysics:



Metaphysics is anything that deals with concepts. This is the realm of memes. If you can imagine it, it falls under metaphysics. We all know what thought is, so I hope I don't have to clarify that. However, you might want to get whacky with your memetics, so that becomes Para-metaphysics. Typically, that would be your ghosts, your spirits, gods, that sort of thing. If you want magic that is based off summoning spirits and then the spirits do the magic, that's Para-metaphysics. If your magic has personalities, it's Para-meta. So if you are just dealing with "hard" magic, you'd stick with para-iso, but if you are dealing with praying for spells, summoning spirits, that sort of thing, then you are moving into para-meta.



Now the two do bleed from one into the other. This isn't a hard and fast set of rules. Remember, this is to help YOU, the author, keep track of how you are altering your fictional setting and the changes you are making to reality. So, while a summoned spirit would be Para-meta, the magic it casts could fall under para-iso. It's useful to think of it this way, so that when you are considering "What can my MC do?" you don't make the mistake of making a given power a Swiss army knife. LIMITATIONS ARE GOOD.





People like to see MCs challenged and then overcome those challenges. They also don't like "new" powers that just 'happen' when the situation needs it. If you need the MC to get out of trouble, see if he has an already established ability you can twist and use in a devious manner to save his ass, rather than make something new, or if you must, make sure it's at least adjacent to an established exception.





Pataphysics:



I didn't make up the name. Some French guy did. This is the physics of what we cannot think of. If you can imagine it, it's metaphysics. If you can't, it's pataphysics. A good example of pataphysics is a 4-dimensional hypercube. We are three-dimensional. We cannot see in four dimensions, so we cannot truly "conceive" of a hypercube. We can make a 3-dimensional shadow of one, but in the end, we are just seeing its shadow and trying to imagine what it might look like





(Actually, because the back of our eyes is effectively "flat", we are seeing a 2-dimensional image of a three-dimensional shadow, of a four-dimensional object. Funny that.)



This is pataphysics in a nutshell. It is where you cannot conceive of something, but you can observe how such a thing might interact with what you CAN conceive. So if you are trying to write about truly alien concepts, then it falls under pataphysics. Oddly enough, a good chunk of horror stories use pataphysics. Most physics we can understand, but the utterly alien tends to send chills up one's spine. We can understand some guy chanting and casting fireballs. It's hard to understand why someone, with tears of bubbling pitch streaming down their face, would open three of their seven mouths to chant the song that destroys the world.





Both involve chanting, one is a bit more disturbing.



Pataphysics doesn't have to be terrifying, however. Look at Terry Pratchett's The Colour of Magic. Magic has a colour that we cannot see unless you are a magic user yourself. it is the 8th color. This would be Pataphysical. It's just a nice, yet alien touch to the story. I also like the part where he describes an object as being so cold it is ANTI-BOILING the water around it. So if you want to add just a pinch of the alien to your story, consider googling prefixes and suffixes and then take some concepts from your story and just mix and match. See what you can come up with.





Hypophysics:



Hypophysics is another word for quantum physics. Again, it is the physics you are keeping, hence why we use this term instead of quantum physics. Hypophysics is about the rules that govern very small things as well as minute details. When you try to observe very small objects, it gets increasingly difficult the smaller it is. For example, you need a microscope to see single-cell organisms. To go smaller, you might use an electron microscope. However, an electron microscope works by shooting a stream of electrons at an object. There is a limit to how small you can go with this.



Let's say you are trying to look at a single proton. If you used an electron microscope, this would be like trying to find out what color a beach ball is in a totally dark room by firing a stream of billard balls at it, then observing where the eight-ball bounced off to. This is what they mean when they say that the act of observing an object changes the object.





On a quantum level, perception changes the object you are looking at. If you took a stream of photons, trying to detect packets of energy, you will find packets of energy. if you switch to detecting for waves instead of particles, you will CHANGE the particles into waves. So if you have a stream of light that you split into two, and you start detecting for particles on one, and waves on the other, you will get 50% and 50% each. However, if you put a detector that detects only waves before the splitter, it will change the beam into 100% waves and you will stop detecting particles.



What's strange, is that this can work in reverse, changing the photons retroactively one way or the other.



All sorts of strangeness occurs with quantum mechanics. Teleportation, tunneling, entanglement, and some REALLY strange stuff that seems to break the speed of light and conservation of matter and energy. However, it has limits. You can't walk through walls. You can't teleport a person.



But what if you COULD?



That's where Para-hypophysics comes in. If you are dealing with super-science instead of straight-up magic, then chances are you are dealing with para-hypophysics. When you want to break the speed of light, you might turn your MC into a macro-tachyon. You know what a sonic boom is, right? What if you want to break the light barrier? Would that be a "Luminal Boom"? What the hell would that even look like?



Para-hypophysics is like a scalpel, whereas Para-iso is more of a sledgehammer. The "science" of Star Trek is mostly straight-up magic when you think about it, but the writers (used to) put in a lot of effort to TRY and connect it to real-world physics. There is no reason you cannot mix and match. You see, while I'm mostly splitting it up by Fantasy being para-iso and Super Science being para-hypo, it's not quite that simple.



Para-hypo is more about how perception alters reality, and Para-iso is more about altered objective reality. A wizard just says, "By my will be done" and casts his spell. The scientist needs to justify what he is doing. He has to perceive how the magic works. He needs a full framework in his mind of all the steps. So a "hard" magic system would fall under Para-hypo, because you are getting down into the nitty gritty. Most very complex magic systems in a LitRPG would technically fall under para-hypo.



If you do a lot of hand-waving, or magic isn't that central to your story, you can keep most of it in Para-iso. However, if you plan on getting down into the details of how the system works, you are "Observing" it in great detail, then it's Para-hypo. Note, that this isn't a hard limit here. Again, these are just ways of keeping concepts subdivided so it is easier to keep track of how your setting works.





Infraphysics:



Finally, we get to the strangest of the categories. The physics of nothing. What is nothing? And I mean, Null, Not Zero, because zero is a number and therefore exists. I'm talking about Nul, where you don't even have a ZERO. What is empty space? Is the void actually something? If you had a box with a true vacuum in it, and no light or any form of radiation or bosons of any sort passed through, and you brought it down to absolute zero inside the box, is anything there?



Oddly enough, yes. If you could take something down to true absolute zero, the universe would force the temperature back up via virtual particles, thus creating energy. If you could keep harvesting it, you could achieve what is called, zero-point energy. Which is basically taking reality and dividing by zero and somehow getting a result.





Alas, since the conservation of matter and energy exists, you don't get it for free. What you are doing is converting reality into energy. Imagine that the world was on a grid, like most video games. You have to place things on the grid, or objects snap to the grid for placement. Zero Point energy would be like burning the grid ITSELF for fuel. In other words, using the very fabric of the universe for kindling. On paper, it sounds nice. I bet there would be some problems if we actually pulled it off.



If you are dealing with concepts like this, you are dealing with infraphysics. But it would also cover the use of "null" in general. Another example would be how you view magic working. In Forgotten Realms, magic works because of "The Weave", but the goddess Shar noticed that the weave left gaps. The weave casts a "shadow" between the threads of the weave. So the goddess of night used this "shadow weave" to set up an alternate power source for magic that allowed her to get around the goddess of magic's stranglehold on magic.



Perhaps you view magic as gathering mana and then releasing it. An alternate method might be to "dig a hole" in reality. To create a "mana vacuum" that then, due to thermodynamics, causes mana to flow into the "negative space", and thus a way of using the mana around you without "gathering" it. So if normal magic users gather magic into themselves and then use that to cast magic, this "vacuum magic" would be more about clawing a hole in reality, than stealing mana from sources around you to "fill up" the hole.



Infraphysics is a hard concept to tackle. It's the exact opposite of Pataphysics. At least pataphysics allows you to infer what you cannot conceive by observing how the inconceivable interacts with the conceivable. With infraphysics, you literally have NOTHING TO WORK WITH. It is more of "the edge of the map" than a concept that you would use for organizing the laws of your fictional setting, but if you are the sort who likes to play around with "Things Man Was Never Ment To Know", then this category is definately somewhere on your "To Do" list for things to play with.









CONCLUSION:



Think of these categories as just the way to order things so that when you are considering adding in a new power, or exception to the laws of physics, you can properly compare it to the other exceptions you have already added and say to yourself, "Does this add anything to the story, or is there a better way to do this? Have I changed too much, or does this fit in with what I'm doing?



For example, if your story is a romance where the magic system revolves around summoning sexy nymphs and fluttering faeries to cast spells and do magic, it wouldn't make much sense to have the Villain use laser blasters and robots. Now summoning spirits to shoot lightning bolts, or binding them into corpses to create an undead army, that fits much better.



Now that the basics are out of the way.



Magic Is Memes is Life



On a fundamental level, life itself is just self-replicating order in a universe where entropy is constantly increasing. However, in localized pockets of the universe, entropy can be defeated and pushed back by order. That order is life. Everything that is living carries with it information. That information is, at a root level, the instructions on how to self-replicate.



So we must break down types of Information as far as life is concerned.





Genetic Memes - This is the memory that a lifeform gets from its DNA when it is created. This set of information can range from how to eat to how to stand for foals. All the basic things your body does without you having to think about are Genetic memes



Programmed Memes - These are things that happen from explicit experiences where the life form develops a reaction to stimuli. For example, if you touch fire, it burns you, and you yank your hand away. That is a genetic meme. However, the fear you get from seeing fire from this experience is learned. Walking is a programmed meme. You do not think about every toe when you take a step. You don't think about how to adjust your walk when climbing stairs. These are a sequence of memes programmed into a subroutine that is usually triggered by stimuli.



Self-Determination Memes - Then we come to self-awareness. With the advent of the frontal lobe, humans abandoned genetic memory, for the most part, and decided that it is far better to be modular. Sure, we are far weaker as babies than most animals, but after the training period is over, we adapt quite nicely to most environments. This happens by learning how to self-program. While most creatures learn by experiencing the real world, people with self-determination can program themselves with fake memories.



Dreams, or just using your imagination, can "feel" real and can become a "real" experience, thus allowing a person to basically "teach" themselves things from fake experiences. We know TV shows aren't real, but watching a scary movie can give you an irrational fear of monsters that don't exist. This is the fundamental difference between Animals and Self-aware creatures. The ability to modify your own "programs" without outside input.



Memes can be broken down by the layers of complexity



1. Monads - There are 6 types of this fundamental memetic particle: Up, Down, Angelic, Demonic, Weird, and Top. FYI, Top is the particle that is required for a human soul.



2. Metatron - Typically you have 3 monads come together. A Typical Metatron is Two up and one down, or two down and one up. This is 'basic' memetic material. However, 'complex' Metatrons have one up, one down, and then one of the other 4 types to form an individual Metatron or the smallest 'free form' memetic particle. These 'complex' metatrons are found normally in 'intelligent memetic matter' and are required for self-awareness.



3. Neological- A bit more broad which could be an individual letter of the alphabet, a word, or a phrase, but whatever it is, it is a singular concept that could be boiled down to 'one thing'. It's more complex than that, but I'm just going over the basics. You need a cluster of Metatrons to make a Neological.



4. Eidolon - A cluster of neologisms makes up an eidolon. This is a memetic concept that cannot be expressed in a single 'thing'. It would best to think of it as an experience. An individual 'memory', if you will. It comes in two flavors 'Explicit', which is a 'real' memory, usually something you personally experienced. The second is 'implicit', which is something you 'created'. One cannot experience 'capitalism', but one can 'conceptualize' capitalism. You infer the concept of capitalism from your 'explicit' experiences to create the 'implied/implicit' memory of what capitalism is. Furthermore, it isn't 'just' the words that make up the concept, but how you FEEL about the concept. Each Eidolon for each person would be different for each person. My Eidolon for capitalism would be different from a Socialist's Eidolon for capitalism.



Yes, Capitalism is a single word. So the word Capitalism is a neological, but my life 'experience' with capitalism in total would be my Eidolon of Capitalism



5. Memeplex - This is a collection of Eidolons that forms up a mutually supporting and self-sustaining memetic 'life form'. However, it's a bit more complex than that, since this this the top layer of the chain. For example, an individual is a memeplex. You could say that it is their 'soul'. However, An individual does not exist in a vacuum. They are part of other memeplexes.



Your Church would be a memeplex, and the religion your church practices would be a memeplex. The line where YOU end and something else begins, from a conceptual/memetic point of view is difficult to understand, because, well, we're down here in the muck. It's sort of like an individual bacteria trying to understand the petri dish.



To understand magic, we must understand Monads, which are the building blocks of memes. There are six. Note, there are processes where monads can change from one form to another.



Down - This Monad is the "smallest" of the monads, but it also has the most potential energy absorption. When an up monad is "used up" it will change to a "down" monad.



Up - This monad is heavier than the down monad, giving magic its weight.





I should pause to explain mana. The fundamental energy unit of magic is a Mana. It is comprised of two up and one down Monads. When mana is "used up" one of the up monads becomes a down monad and becomes 'depleted' mana. Most forms of Depleted Mana are undetectable. Depleted mana 'sinks' below normal mana and slowly flows 'downhill'. However, the topography of an area in a memetic sense is not the same as the physical world. Depleted Mana then collects in areas depending on the local memetics. This is often why you get dungeons and demons spawning in swamps.



Note, mana depletion isn't just from using magic, but from living. Life is Memes is Magic. So, pain, suffering, and generally harsh living that causes death results in living creatures burning Normal Mana at accelerated rates. Human misery thus produces depleted Mana.





Demonic - This is the first 'evolved' Monad. They are the monads necessary for the creation of demons. They appear when depleted mana pools in areas. The Up monads seek other up monads and if enough depleted mana arrives in an area, An Up monad will steal an up monad from depleted mana and this results in a three-down mana unit that is unstable. It collapses into a Demon Monad.



When enough demonic monads accumulate in an area, they often crystalize into a 'demon heart' and form the core of a demonic creature. This article is one Demon Monad, one Up Monad, and one Down Monad. Demonic creatures are adapt at using Depleted Mana as a power source. Ironically, this process has a by-product of creating Normal Mana as a byproduct. In a way, it is part of the ecological life cycle of mana. Normal life processes rarely produce enough depleted mana to cause this phenomenon. But excessive magic use does.



The more magic a civilization uses, the more demonic monads will result as a 'waste product'.



Angelic - The next level of monad is the Angelic monad. This much heavier monad is produced when too much base mana is concentrated in an area. The primary cause of this is faith. Up Monads naturally are attracted to one another, but this is overwritten by the tendency for them to bond with a down monad. This creates a 'low energy' state where it exists as free-form mana. The concentration of too much mana in one location eventually is enough to overcome this and the down monad is kicked out, resulting in a three up monad configuration which is unstable. It immediately collapses into an angelic monad.



The normal configuration is one Angelic, one Up, and one Down. These do not have physical manifestations, like demonic monads, but instead 'rise' to the metaphysical plane. Through this process, Angelic Monads become metaphysical creatures that exist as pure memetic beings.



Weird - In terms of density, Weird Monads contain more energy than either Angelic or Demonic energy. They are the fundamental unit of time itself. There is no time, in a typical sense. The universe has a baseline 'rate of change', but there is no 'universal' time. There is only the universal, omnipresent, now. However, local 'time' can be altered with 'weird monads'. Time itself is a fungible resource.



While there are ways to speed up or slow down 'time', these do not require access to weird monads. Traveling through time, or reversing time, does. However, it can only be done in a localized area. The changes only affect the 'bubble' in which the change happens. Traveling into the future past the point of 'now' is possible, but anything that happens there often is pointless, because it hasn't happened yet and is easily changed. Going into the past is more difficult because it changes things going forward, but only so far. The more you try to change, or the further back you go, the more energy you need for each alteration or trip.



Furthermore, a change in one universe/bubble cannot affect anything that has already left the area of influence. So If I go back in time and kill my great-grandmother, I'm 'outside' the influence, and thus, while there is a world where I was never born, I still exist. This results in what is called, 'Meanwhiles' and 'Neverborns'. These 'artifacts' and leftovers are created by the use of Weird Monads. Without enough weird monads, attempts at changing the past or other such nonsense can cause a localized collapse. When this happens, anything being supported outside its normal 'now' vanishes and returns to 'the universal now'.



This can have horrifying consequences as this means you are no longer 'outside' the changes you caused. A man who kills his great-grandmother, but doesn't return to 'now' in time, will return to a present where he is dead.



While Weird monads cover 'time' as a localized phenomenon, they can combine with both an up and down monad to become the meme particle that is the foundation of the Fae. Alas, in this setting, we are in the twilight of the cosmos, and 'time' is running out. The fae have, for the most part, vanished. The few left behind, or that chose to stay behind were often hunted down and harvested for their Weird monads to be used for the creation of such horrific weapons as unfurcators and Chronobombards.



Where did the fae go?



Spoilers.



Few understand Weird Monads enough to attempt to create more, much less succeed. While the number of weird monads was not fixed at the creation of the cosmos, it is important to know that it is far easier to 'use up' a weird monad than it is to make one.



Top - The Top Monad is the monad of souls. It takes one Top, one Up, and one Down monad to make the meme that is a human soul. This monad has the most energy of any monad. It is, in a way, infectious. A top monad absorbs other monads and concentrates them, turning other monads into more Top monads. The physical manifestation of this is known as DNA.



There are eight types of DNA The standard A-T and G-C pairs that we all know about. Sometimes it's T-A and C-G because the order matters. But in this setting, this is just the 'base code' of life. Everything has these. Top monads manifest as the other four nucleotides. S-B and P-Z. In total, this is called the Hachimjo, or the eight letters of life.



If the pairs begin with S more than B, you gain those nucleotides through violence. Pairs that start with B more than S means you gained that pair by more peaceful means. P-Z pairs that start with P are gained by causing increased order, and Z-P pairs indicate you gained them by causing increased entropy.



Basically, this is the genetic manifestation of gaining experience points.



For this reason, Top Monads are the most easily created, high-energy concentrated form of memetic energy that is available. The process by which Top Monads 'reproduce' also creates an excess of mana in the process. Depending on the human's circumstances, this can lean towards more base mana or depleted mana. This is why angelic monad beings (gods) encourage human worship because it is a constant source of energy. Conversely, this is why demonic creatures tend to torture humans, as their suffering creates depleted mana that they can harvest for their own needs.



In short, Angelic are for Gods and Angels. Demonic for Demons and Things-That-Should-Not-Be, Weird are your Fae, and Top are "mortal" soul monads.



Now, this results in some interesting outcomes.



Normal animals don't have Top monads or much. There is a 'threshold' where you get an actual full 'soul'. This is the point where a soul gives off more mana than it consumes to survive. Most animals are below this threshold, SIGNIFICANTLY. Life on most planets is a net drain on the mana produced. This can be overcome by having increasing amounts of 'baseline DNA'.



If you think of DNA as the 'instructions on how to build this thing', in most universes you don't need much. There is often so much free-floating mana, that life doesn't need to get that complex. So in a high magic world, you can have a bunny rabbit with only a few hundred genes. However, there is a problem. Magic is a subjective thing. Magic does not do well in areas with high levels of clarity.



What I mean is, imagine you projected an image of a person from a projector onto a wall. The further away from the wall, the more fuzzy the image, and the larger it gets. To the person, everything feels the same. There is no change. However, there is less clarity. If you put a piece of paper in front of the lens, you would get a very small, but very crisp picture.



The universe is a projection onto a backdrop. However, there are materials that can pass between the projector and the backdrop. This material is called Dark Matter. The more dark matter, the more clarity, the less wiggle room in the universe, and the less magic you have. Get too much dark matter, magic dies and life isn't possible.



These areas are called the Dark Matter Reefs.



In a normal, base-level magical world, the average human would have about two thousand genes and a hundred and fifty million pairs of base DNA pairs. In this setting, the 'real' world slowly drifted into the Dark Matter Reefs, but because it was at an angle, life had time to adapt. In comparison, a human of this world has twenty thousand genes and three billion pairs. To those who study this sort of thing, It's like someone wrote a description of what a human was and included a dictionary to define every single word they used.



This also means that humans in the 'real' world are under a tremendous amount of 'pressure' to stay alive. They may not be able to use magic, but they have, over time, built up a massive amount of resistance and thus have very compressed and concentrated 'souls'. Humans don't gain more 'experience' DNA on earth, because of the pressure. People don't level up. However, take a human out of this environment and put him in a typical magic-rich environment. His DNA 'expands' rapidly and he becomes a magic sponge.



Think of taking your average Kryptonian and dropping him into a yellow sun.



I have broken down Magic into four categories for purposes of definition



Aura - Aura magic is anything that just affects the user. This is the simplest and most basic form of magic because it is the hardest to perceive. If you think about it, if someone trains their body enough, they can do things reflexively, 'Without thinking about it', and thus not even observe the magic they are doing to themselves. Since magic works best when not observed, this is the first form of magic to manifest, or if you are sliding into a dark matter reef, the last form of magic to go.



Elemental - Elemental magic is magic based around a single element. Why typically this is based on the classics, Air, fire, earth water, there is no reason you couldn't have elemental magic based on plastic, time, or feet. While such forms of magic would be weird, they could exist. However, it usually forms around what people 'think' of as an 'element'. This form of magic is the first form of Overt magic and usually centers around a single concept. Then the user can expand out from that point, with the further and further you get from the central concept, the more difficult it gets and the more mana you need to burn. However, this can be overcome with skill and/or brute force.



For example, I could be a water elementalist, but 'blood' is beyond me. However, making Steam or ice could be possible, but a lot harder than just water.



Framework - A framework is typically much looser than an elemental form of magic. It might be 'Divine Spellcaster' or 'Batman's Belt of Gadgets'. Typically classic spell casters like mages and clerics fall under this banner, but you can also get 'weird science' guys like Iron Man who do the same thing with 'nanites'. However, every single thing needs to be worked out ahead of time. There is a 'science' to the magic, which needs to be worked out. You need to build the gadget, learn the spell, grow the crystals to power the nanites, or whatever the framework is built around. A Weird science boy cannot learn spells, but he could make a raygun that does the same thing as a spell. So, while the powers are the same, we're talking about different special effects



Cosmic - This is basically, do anything, sort of. You typically have some sort of theme, like, Green Lantern has his ring and will construct. Or Doctor Who can build just about anything he needs at any point in time on the fly. Cosmic is like a framework, but the training wheels have come off. No longer do you need to 'learn a spell' before you can cast it, you can just work out the 'formula' in your head and cast away. Needless to say, this sort of magic requires the most magically permissive of worlds, or someone VERY SKILLED, or with a METRIC TON of mana to brute force the effect.



That last example is often what happens when you have a 'Wish'. It's often a one-time-use Cosmic Pool.




One of the problems I was having was, 'How do I take a fundamental particle such as a unit of mana and allow it to do so many different things?' Originally, I thought about the periodic table, and how the number of protons determines the properties of an element, but that seemed... too mundane.



Then I came across some old pseudo-science about an attempt to explain atoms with knots.



Did you know there is a 'periodic table' of knots?



Periodic Table Of Knots.jpg


No. Really. There is a lot of science in knotted loops. If you take a springy material and loop it, it makes a circle. If you tie it into a knot, it'll spring into a certain shape, based on how many times it crosses itself, but you can always compress it back down to a circle, it just isn't stable like that.



Then I remembered Borromean rings.

A borromea ring is when three rings are interlinked, but if any one of them is removed, the other two are free.
And suddenly, I had a way to express my mana.

So, if all monads are 'loops' of some sort. Unlike normal protons and neutrons which are a combination of quarks that merge, monads instead become linked, like Borromean rings. That's where it starts. Now, there is no reason, each and every monad cannot be a 'knot' in and of itself. After all, a Borromean ring only needs to be linked at a single section of the loop. Each loop could be a rather complex knot, in and of itself.


So, if we assume that certain 'knots' are only stable in certain configurations, but any knot can be compressed back down to a simple loop, then what you have is the capacity for High magic worlds having very complex knots in the loops of magic, whereas the more dark matter you have in the background, the more 'compressed' reality is, the higher clarity is, and thus highly complex magic 'collapses' down to simple rings, and thus becomes impossible to perform.



Thus this becomes my 'Periodic Table of Mana, where to manifest say, 'Elemental magic' is possible with very simple knots, and Cosmic-level magic requires the most complex of knots to pull off. So where someone might be able to brute force something with enough mana, if someone was rather skilled at magic, and the universe was permissive enough, one could make very complex 'knotted' monads in the mana particles to pull off complex magic, but with less energy.

So, lets get into the equation section

We all know that old chestnut: E=mc2
But did you know E=hv For converting energy into frequency/force?

So mc2=hv

But we need to add in Mana? so what if we put in E=(mana)c3?

That would explain why so little mana could be converted into energy, then into a type of force (frequency) or matter.

However, there would also have to be a factor for memetic "friction" because entropy applies to all things. So when casting a spell, there would be an adjustment for the skill of the user, or a memetic friction coefficient (mfc) so when calculating For matter (mc2) or force (hv) from mana ((Ma)c3) matter or force would be reduced by the (mfc).

I leave the exact displays of your mana to matter to energy to force/frequency to the apt pupil.

Hope this helps you
Make a manapunk novel.
Actually, I made that as a D&D setting.
Nobody wanted to play it. Said it was a bit too grim.

Here...
AUGMENTATION: The Death of Magic.



Mongo walked into the bar. Everyone else cleared out. Everyone knew who Mongo was and wanted no part of it. Bounty hunter for hire. Specialized in thauma-positives and Delta-actives. Mongo had augmented the every living crap out of his body. In a literal sense because he had replaced his entire digestive tract. He loved walking around with his Dimensional Normalizer/Delta Wave Nullifier. Magic and psionics failed around this guy, but his augments more then made up for that. Mongo’s servos made a whirring sound as he clumped his way across the bar to the only occupant who had not fled. The dark robed figure in the corner sat still, making no indication he even noticed the approaching mass of flesh and mental instability.



Mongo’s voice crackled, a side effect of having it enhanced to project a sonic blast, “Smart move. Not much point in running, and you are only worth slightly more alive then d-d-d-d-d-d-d-d-d-d-“



He never got a chance to finish.



As his head rolled to a stop, his construct eyes began furiously focusing and searching, trying to gather some tiny bit of information that would explain his sudden change in perspective and why he was looking up at everything. They settled on the long boneblade that stuck out from beneath black robes. A slithering voice said calmly, “Call me Speed.” A soft ‘snickt’ sound echoed in the empty room as the weapon retracted, “Because Speed kills.” A rubbery tentacle lashed forward and snatched the head while powerful arms grabbed Mongo’s still twitching corpse, “And Speed has expensive tastes.” The sound of metal and flesh being dragged along the stone floor filled the bar, dwindling as he made his way out the back, “I wonder what we can get for your parts down in The Shade.”




Dungeons and dragons is a curious game.



If you look at it closely and follow it to it’s logical conclusions, the world should accelerate out of control. Take the humble wall of salt spell. It should revolutionize food preservation. The Teleport circle spell makes it possible for entire armies to invade just about anywhere is a matter of minutes. The transportation costs are nothing compared to the cost of a permanent teleport circle. If one allows beneficial spell traps, an entire city can have it’s medical needs and food desires taken care of for effectively no upkeep. Garments woven out of illusion and fabric created from nothing become the norm. Yes, magic taken to its logical conclusion can only make the world a paradise without scarcity or want.



If only it was that simple.



This supplement is about what happens after that point. This entire book is based on two simple questions, “How much magic is too much magic?” and “What happens afterwards?” First we will answer how much is too much, then we will get to the results.



How much magic is too much?

To answer the question, first we must answer how magic works. D&D leaves the details up in the air so individual DMs can make their own choices. Once you select a given viewpoint, it limits your options. However, Augmentation: the Death of Magic requires that we define how magic works before we can understand what happens if we have too much. To that end, we posit the following paradigm.



The multiverse exists as a huge wheel. Individual prime material planes may have unusual configurations, but the over all cosmology seems to follow a regular pattern. What’s consistent is the existence of the positive and negative material planes. The ebb and flow of energy through out the cosmos seems to begin at one pole and flow to the other. Either directly, or indirectly, the flow of magic is tied to these two poles.



They are attracted to each other. One flows to the other and they interact. This interaction is manipulated by those who use magic and it’s flow it altered. A spell cast, a magic item created, a magical creature that takes flight, these all require the flow of magical energy through the plane they occupy. This flow can be interrupted. Anti-magic fields and dead magic zones are examples of this magical flow being redirected and a zone of null-magic being created. It doesn’t completely destroy all magic. Extraordinary abilities still function, mind you. But the concept is sound.



Two principals govern this paradigm of magic, Opposites attract and like repels. The flow of positive to negative energy happens because they are attracted to one another. They flow towards one another and it this interaction that allows magic to manifest to various degrees. Of course there are alternative sources of power. The elemental planes, the outer planes, divine power, and so on and so on. However, they all come back to the ebb and flow of positive to negative.



So what happens when you start to build a post-scarcity society? Where 9th level spells are common place and people don’t walk from city to city, but teleport at a whim? Where food is created out of magic itself and there simply is no longer an economy of a typical sort. When flying cities are easy to make, magic tends to build up. This accumulation of magical energy, be it negative or positive, starts to exert a repulsive force. The same happens if you have too much negative energy. Let us look at the three scenarios.



Too Much Positive Energy

When you have too many good aligned gods or too many wizards building too many impressive magical artifacts, you start to get a build up of positive energy. Now the scale of a normal campaign world is usually well below the limit. Even one 17th level wizard casting every spell he knows every day is not enough to cause an imbalance. (Although, in some very delicate prime material planes, this could be the case.) No, it’s about the point where flying cities and gates/teleport circles become the normal way of life for everyday citizens to commute to work that it gets out of hand.



When this happens, it takes more and more effort for positive energy to work it’s way into the plane. The flow becomes repelled and you get less and less people born with the ability to work magic. Naturally occurring magical animals start to become scarce in the wild. You don’t get large scale dead magic zones at this point, but they so start to appear here or there on a small scale.



Of course, the high concentration of positive energy attracts negative material energy. This usually starts to manifest with a higher number of spontaneous undead creation. People who die without proper burial have a tendency to get back up. As the imbalance gets worse, even a proper burial will not stop it and spells must be cast to keep the dead from reanimating. Necromantic creatures start to manifest in the wilds and areas with large number of dead animal bodies have a tendency to spontaneously generate undead that wander off with murderous intent. Note, the manifesting undead are not controlled, nor are they driven by a need to destroy positive energy. They are a symptom of a greater problem. Sometimes the rise of undead is enough to destroy a magical empire and the situation rights itself, but this is not by design.



Too Much Negative Energy

Sometimes evil wins. Negative energy is just as useful as positive energy and can do many of the same tasks. Who needs food when everyone is undead? Who needs a flying city when you make your city out of bones and the whole thing walks around? A negative energy imbalance often results from large numbers of undead, The most common sign is when empires start to employ a large scale skeletal work force.



This is often the sign of an out of balance society. When every bone is seen as something to animate and put to work, negative energy is being used far too much. Doors made of skeletons that open when you approach. Carts that have bone horses, or have bone axles that don’t need to be pulled. Furniture made from bones that walk around to where you want it, or conform to your body shape for maximum comfort. On a small scale, this isn’t a problem. On a large scale, bone fed into animate dead spell traps becoming the backbone of society’s work force is a problem. Cheap, eternal labor at no cost other then the resetting animate dead spell trap is a trap of another sort all together.



Of course this leads to the problem of too much negative energy. Like positive energy, negative energy starts to avoid the plane in question. Undead no longer spontaneously form. Undead start to de-animate without warning, suddenly crumbling to dust. It starts on the lower forms of undead first. Mindless undead are those most prone to de-animation. But higher forms of undead, the intelligent ones, they start to suffer as well. An increased hunger for life force by whatever means they consume it. Ignore the hunger for too long, you start to disintegrate.



Of course this attracts more positive energy. The sun may burn a little bit brighter. Some days, the undead might find that indirect sunlight is enough to harm them. Undead normally immune to sunlight might find themselves smoldering should they find themselves in direct sunlight. Furthermore, more and more spontaneous spell casters will appear. Sorcerers and favored souls will be the most common form of this "outbreak".



Wildlife will become more fierce. The wilds that remain that have not been ravaged by the undead will become savage and fierce. Creatures may develop the ability to channel cure light wounds and other spontaneous spell-like abilities. Note, they won’t have a built in hatred of undead or negative energy, but they could provide a destabilizing force.



The Gods Respond

Often at this stage, the gods will step in and take action. If the do not, then usually Gods from nearby prime material planes will take note of the growing imbalance and “drop a dime”, warning them about the problem. The steps gods will take at this point vary, but can range from “tree-hugging eco-babble” to “destroy the offending empire.” However, occasionally, either the gods are unable, unwilling, or not present to correct the imbalance. When this happens, it can advance to the next stage.



Too Much Magic

The exact point is left up to the DM, but it will happen sooner or later in any plane under the above conditions, if things are allowed to stay out of balance for too long. How the imbalance happens varies.

  • Perhaps a holy god of good creates a world of peace and harmony by completely destroying all things “evil” and anything undead. All negative energy is driven from the plane. With all the negative energy gone, there is nothing to attract more positive energy
  • Perhaps the undead completely swarm the planet, murdering all life except for the holding pens where they keep human slaves. The sun itself has been destroyed or a giant shield is in place preventing the light from reaching the planet. With all the positive energy gone, there is nothing to attract more negative energy.
  • Perhaps the inhabitants have struck some sort of bargain, where positive energy and negative energy users have a form of stalemate. Kindly wizards floating above the clouds in cities of gold without want or need. Below the rolling black clouds, a hellscape of eternal darkness where necromancers dwell and research eldritch lore in cyclopean tombs. With the plane swollen with both positive and negative energy, both forms of energy are diverted away, flowing around the offending plane and no longer through it.
This is the point where a universe reaches a tipping point. The plane has reached the upward boundaries of what magic can tolerate. Abused to the breaking point, magic starts to fail. The first sign of the approaching magical drought is the appearance of dead magic zones. Every plane has them, but now they start appearing spontaneously, usually in out of the way areas.



Magic has a tendency to accumulate in areas such as cities, simply because these are where the spellcasters live. These act as “knots” in the flow of magic. The “tears” in the fabric of the world usually occur at the mid-point between large concentrations of magic. Think of it like the tide going out. Cities tend to be at the “lowest” point. Locations that lack large concentrations of magic will be a “high” point, and the first to be exposed as the "water" runs out. Of course, this makes it harder to detect the problem. A few out of the way dead magic zones are hardly worth noticing, but it’s only the beginning.



If drastic actions are taken at this point, the damage can be reversed. Basically you need to start chucking every bit of magic you can find into a sphere of annihilation. Better still, you need to contact the god of magic and sacrifice every bit of magic on the planet to him/her/it in hopes he has enough energy to fix the fabric of reality before it’s too late. Chances are that if it’s gotten this bad, nobody is suddenly going to have a change of heart. The gods have either caused the problem, or failed in their duty.



Usually at this point the neighbors take notice. Left unattended, the problem will get BAD. Then like rats fleeing a sinking ship, anyone with any levels will leave the dying plane and seek shelter elsewhere, bringing with them the very attitudes that caused the problem in the first place. If you can’t keep your own plane sanitary, let me assure you, nobody else wants you.



A number of pantheons through out the multiverse keep an eye on these sorts of things. Usually they will give a friendly heads up to whatever gods rule in a plane heading down hill, then a stern warning, then perhaps some rather dire threats. At some point, the gods take a more drastic approach leaving them two options:

  • They can disrupt the harmonics of the entire plane.
  • They can kill all magic in the target plane.


Changing the plane’s harmonics.

Usually this is done with planes that still have active gods. The pantheon alliance is made up a wide number of gods or all faiths and alignments. Needless to say, they don’t agree on anything. Getting them to work together is next to impossible, and invading a plane with entrenched gods ruling there is an iffy proposition. Furthermore, agreeing who gets control of the plane afterwards never works. So the solution of choice of the pantheon alliance is simple containment, rather than overt force.

The offending plane is given a solid divine “whack”, sort of like using a putter on a golf ball. This has two effects. One, it starts the plane moving through the astral plane and “out of the way”. This helps to clear up any issues with the flow of magical energy to any of its neighbors. Two, it causes the universe to start “vibrating”. This has the immediate effect of severing every gate and extra-dimensional connection. It also makes plane shift impossible, because every known “vibration” is now scrambled. Anyone trying to gate out from inside is going to fail, for a while at any rate. A while being anywhere from a decade to a millennia. A few centuries is usually par for the course.



It is believed that usually when a plane has passed the tipping point it’s doomed. So all the gods need to do it move it out of the way of the normal flow of magic and let it implode. While this process does not harm anyone directly inside the target plane, those who rely on extra-dimensional movement for resources, transport, summoning slaves, that sort of thing, pretty much notice right away. While the “whack” doesn’t directly accelerate the continuing loss of magic, it certainly causes the inhabitants to panic. How do most inhabitants of a magic rich universe normally solve a problem? You guessed it, with MAGIC. Using magic to fix the problem is like trying to put out a house fire with lighter fluid. Typically, within a matter of years dead magic zones will cover 99% of the planet.



Kill all magic

If there are no gods left alive in the offending plane, the pantheon alliance usually uses a more direct approach. Dimensional compression. This usually involves getting something with a bit of weight to it, a demi-plane will do, and smacking it into the offending plane. The alliance usually keeps a few demi-planes drifting about the astral plane just for this purpose. Said plane is given a shove on a cosmic level to get the ball rolling. The goal is to give is a good amount of momentum. A few more adjustments to make sure it safely makes it through the astral plane without hitting anything else by accident, and usually it's lined up to ram the offending plane in a time frame from weeks to years, depending on how "crowded" the neighborhood is, and if there is a suitable plane nearby. In a pinch, any plane will do, but the effects of impact apply to both planes equally, so usually the gods avoid "punishing" innocent planes, except in dire circumstances.



The impact has no direct effect on the inhabitants of the plane itself. Lined up correctly, it will hit at a perfect ninety degrees to the axis of magic and both planes will compress, losing a dimension in the process. There is no massive explosion or release of energy. The universe just loses a dimension for a while. Imagine that you could take a cube and turn it into a flat piece of paper. That’s what happens to both universes, except the goal is to compress the target universe's dimension of magic.



The result is the entire target plane becomes a dead magic zone. Extraordinary abilities still function, but spells, spell-like, and supernatural abilities all fail. Artifacts continue to function, since they contain their own “internal” dimension of magic, but any mundane magic created by mortals fails. Even epic magic fails, unless it is powered by an artifact.



The result is a “cooling off” period of a few centuries. The thought is that the plane in question will “settle down” and when the plane naturally returns to it’s natural shape, it won’t have as big of a snarl and magic will flow naturally again. This is much more sudden and immediate then the first method.



Ignore the problem

There is a third option of course, which is ignore the problem. The multiverse is huge and the gods can’t watch everything. Sometimes a plane is fragile and it doesn’t take nearly as much magic to break it as other planes. Some planes can take a whole lot of abuse, but when it snaps, it goes down hill FAST. For whatever reason, the pantheon alliance either can't come to an agreement, or they just plain miss the problem. When this happens, the problem goes unchecked. Usually this results in the inhabitants becoming much more aggressive about finding magic. Once they begin to notice the huge rents in the fabric of reality and the resulting dead magic zones, they might decide to do something about it.



Run Away

This is a common response. Simply get up and go. Take whatever it is you really like about your home plane and leave. You got a flying city? Fly it to another universe where there isn’t as much hassle. The problem is that you aren’t fixing the problem. Furthermore, you are likely to just repeat the process all over again, especially if you didn’t learn why the dead magic problem was occurring in the first place.



Also, Gods of other planes don’t like interlopers. Flying your city into some other plane, especially when you are arrogant enough to tool around the cosmos in a flying city, usually offends the locals. This can end violently if you are too prideful. Humbling yourself before the local gods might work, but typically they’ll want you to dismantle your city. This doesn’t go over very well. No, the best way to run away from the problem is to just slip away as a lone spell caster. Set up a small magical base somewhere in the multiverse and just get back to whatever it is that you do to keep yourself amused. This is by far the most common outcome.



Fight It

Pride cometh before the fall, and sometimes people just don’t know when to quit. This is usually the point where the REALLY BIG magical devices come out. For example, that giant glowing thing in the sky. I think people call it “the Sun”. That thing seems to be just chock full of energy. I bet THAT could keep my unseen servant running for a while.



Such methods of “cannibalizing” energy sources of your home plane rarely work in the long run. They often wind up accelerating the process. The setting of Dark Sun is a perfect example of what happens when the process of cannibalizing magic goes too far. Far worse is what happens when someone figures out the real problem. If they decide they like where they live and they aren’t going anywhere, then it comes down to getting magic from SOMEWHERE. That usually involves raiding other dimensions.



Imagine your world is a typical D&D setting. Then a giant flying city appears overhead. Next thing you know, every living thing for a thousand miles is dead and their life force converted into magical energy, stored in the flying city's batteries. Flying constructs go out to collect all the bones. The bones make excellent raw materials, don’t you know. All useful raw materials simply teleport into holding tanks for processing before it plane shifts away. That is the sort of thing that could happen when a high magic plane starts to get desperate. This is exactly the sort of reason the pantheon alliance exists and can put aside their personal problems to work together. Nobody wants flying energy raping cities bobbing around the multiverse. That sort of thing needs to get nipped in the bud.



AUGMENTATION

So what does all this have to do with augmentation? Augmentation is the enhancement of the physical body in a fashion that typically is an extraordinary ability. In other words, if you were trapped in a world of dying magic, yet you wanted magic, you’re going to need to figure out a way to get magic to work in dead magic zones. Augmentation is a form of self-cannibalism. In a world of dwindling magic, you need to get magic how you can, where you can.



Making magic items

In D&D making a magic item is rather simple, you get the right spells, you get some gold, you get some experience points, you spend some time, bam. Magic item. In order for the Augmentation genre to work, you need to change that perception a little bit. In the augmentation genre, resources are a bit harder to come by. You can’t just spend gold and get the raw materials you need. Raw materials are hard to come by. Either due to the lack of magical energy, or because the world has already been strip-mined of all available resources, suitable materials for crafting is uncommon in a plane with dwindling magical energy.



Why Magic Items Cost What They Do:

At some point in the augmentation genre, a single question was asked, “I wonder what a single unit of magic is?”



This researcher looked into it and started to try and divide magic into smaller and smaller chunks until you couldn’t divide it anymore. So after some research he came up with what turned out to be, The Gold Piece. A single unit of magic. Turns out you can directly melt down gold for magic or do the same thing with most "valuable" materials. He did a bit more work and figured out what an experience point was. He hired some people to "adventure" and measured them over the years, took samples, then used XP transferring spells, Eventually the XP was discovered.



Well, gosh darn it if the guy didn't want to publish his life's work.



Suddenly wizards, clerics, everyone really, was figuring out EXACTLY how much it took to make a given potion, or a +2 sword. Shortly afterwards, some other wizards worked off of those calculations and discovered what a +1 actually was. Defining magic as to it’s limits and increments made things a whole easier to figure out. After a few short years this info trickled down to the merchants who learned how much they were being ripped off.



I paid HOW MUCH for a plus +1 dagger and it only cost WHAT???



Well, being a free market people started taking business elsewhere. Low level apprentices started under cutting higher level wizards. Suddenly there was a rebound. For a short few years there, you could actually buy some magic items for less then the cost to create them. Well, that didn't last long. I might be a holy crusader and you might be an evil necromancer, but we each got bills to pay. And so an informal "agreement" was made. It was never written down, it was never made into a treaty or anything so formal. There was no single date that this took place that you point to on a calendar. It just sort of... happened.



Magic items are made for X GP and X/25 XP and sold for 2X GP. Originally it was a compromise that just was "common" sense. Then it became tradition. After a while, it just became THE WAY THINGS ARE DONE. Occasionally you got someone who gouged the prices or someone who flooded the market with cheap magic items, but that didn’t happen very often, because gold itself is magic. In a magical world, the value of gold is not based on rarity, but on the actual usefulness of the material itself.



If you flood the market with a million gold pieces in the real world, inflation goes crazy. If you flood the market in the fantasy world, a great deal of the gold becomes stock piled in a wizard's tower, a cleric's church, or a dragon's hoard. What isn't stockpiled is used to make or trade for materials to make magic. Occasionally the gold is used to make something magical and it actually leaves the supply forever.



Now, there's only so much gold, and gold's heavy and gold isn't that effective for making magic. Wizards usually use something else when actually making items. A healing potion made from gold is hard to carry around on an adventure. Still, gold is useful as a means of trade and works just fine when its used as the lubrication of the gears of commerce. In a standard D&D universe, you CAN make a house out of a gem. You CAN make food out of gold. It always takes the same amount of gold or other raw materials. Because they know what a unit of magical energy is.



That’s in a standard world where magic hasn’t gotten out of control. Once you reach the tipping point and begin that slide into a world of dying magic, then things begin to change.



Experience points

In the augmentation genre, experience points for crafting are actually not that hard to come by. People are often rather desperate and spells and magic items that transfer xps are not that difficult to use. So if you need the xps to make something, chances are you can find someone to sell them. That’s part of the problem.



You see, low level people can make quite a bit of extra cash if they sell off their extra xps. If we go by the standard 5 to 1 ratio, that generates quite a bit of cash very fast. If I’m third level, and I go out and get 1,000 xps, I can sell that for 5,000 gold. If I keep it and advance in level, it gets harder to get more xps. I get less xps when I do get them, thus I get less money. Selling xps is better than working.



In the augmentation genre, it’s assumed that that ratio isn’t set in stone. In a world where food is hard to come by, there might be a whole lot of people willing to sell xps. That will drive the price down. Instead of five gold per XP, maybe it’s one gold. Maybe it’s one copper. So in an augmentation genre, most people are low level because the system keeps them that way. They can’t get ahead because what you need to get power is to keep your XPs, except that you can’t afford it.



Maybe the state charges taxes in the form of XPs. Maybe instead of paying in gold, you have to ante up in life force that the state uses to power its' eldritch devices. Maybe they charge a sliding scale. The higher your level, the more they pay. There are many options in the augmentation setting, none of them are pleasant. But one thing is clear, most people are low level because they can’t afford to keep their xps long enough to advance and become powerful. This is how those in charge keep the little guy down.



Gold pieces

The other thing you need to craft a magic item is gold. Well, actually, you don’t, you need the equivalent amount of materials “worth” that much gold. In the augmentation genre, its assumed that there isn’t an unlimited supply of raw magical materials just waiting to be scooped up. You might search an entire acre of verdant forest and only find five gold pieces worth of raw material. Since this is a world where the magical empires of old have already looted the planet of all the valuable materials that could be mined, we have to depend on renewable resources. But what has the most gold pieces worth of raw materials? Hint, you’re using it to read this book.



That’s right, intelligent creatures. Magical creatures are rare, but we can make up for that with raw materials found in most dead bodies. The more hit dice or levels someone or something has when it dies, the more “gold pieces” in raw material can be harvested. In a world where magic is dying, you are literally worth more to a crafter dead then alive.



The Theme

And so we come to the theme behind Augmentation: the Death of Magic. We take the concept inherent to every D&D game and take it to it’s logical conclusion. Not only do you go out there and kill monsters to take their treasure, but you also butcher the monster for the raw materials you might need to craft magic items. Augmentation is about cannibalism. It is about body horror. It is about inhumanity and the view that everyone and everything is parts to be consumed for strength or power.



Your players may revel in the destruction, murdering or killing for power. That is certainly an option. The path to power is to destroy your enemies and take their strength. However, if your players are heroes, they may find themselves having to make difficult choices. Chopping up a lizard man for parts isn’t that hard a choice to make, but are they willing to chop up a dead elf? It’s easy to strip someone for magic items when they are wearing them, but are they willing to surgically remove someone’s construct heart? Will they sell it, or will they do the unthinkable and use it themselves? What price is power worth? Would you cut off your arms and replace them with wood if it included access to druidic powers?



This is the theme of augmentation, but you don’t have to use it. The rules work just fine without the horror-punk. You can use these rules as is in a normal setting. They are balanced for play in a normal game, we just suggest these setting alterations so as to push the characters towards a particular focus. Also, the augmentation genre is excellent for a high level campaign when the PCs have gotten too powerful. What better way to dial thing back then to suddenly cut the campaign world off from extradimensional movement and then strangle magic itself?
 
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A_the_king_of_all

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Make a manapunk novel.
What's mana punk??
Humans have a thing called consciousness and the ability to discuss it using their physical bodies.
Their ability to discuss predicts the existence of a phenomenon capable of interacting with both their consciousness and the physical world.
This something, certain cultures named it Qi; other cultures named it mana. Energy.

Some ancient thinkers, whether after carefully examining such phenomena as veridical reincarnation and veridical OBE during NDE, as well as rare cases of ghosts sharing something that we can test. Or through some other means. Concluded that all matter is made of this stuff. Of energy.
Because all these phenomena, when you examine how they work, require consciousness to have the ability, upon losing its biological body, to form a new body capable of interacting with the physical world.
Then, we can separate all matter and energy into 2 uneven groups: matter and energy that care about one's wishes and matter and energy that don't. Which group it belongs to is decided based on whose consciousness created it.

For humans to constantly experience their body, their energy must be constantly flowing through it.
Which is why their consciousness can be influenced by messing with their brain... Until a relatively common phenomenon called terminal lucidity triggers and grants them the ability to ignore the state of their brain, of course. Does it happen by supplanting their bio brain with a ghost brain? Or by their consciousness becoming less passive and micromanaging everything? Who knows.
But since when people blind from birth experience an OBE during an NDE, they receive a pair of perfectly functional eyes, it would make sense for a phenomenon that grants people a perfectly functional brain to utilize a similar mechanic.



So, the question I want you to ask is, how does consciousness, in your world, interact with its body and the energies you're inventing?

Also, my personal preference is for Qi to retain its original meaning and for mana to become a new type of particle that fills the world and that human consciousness perceives as a part of their body for some reason. It makes everything feel more compatible somehow…
My story isn't entirely based on humans but it's a good idea regardless so i can make it like the higher the aptitude of mana you have the more connected you feel to the particals
 
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CharlesEBrown

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Jul 23, 2024
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Imagine steampunk but instead of steam they use crystalized or gaseous mana. It is also a fantasy.
Sounds a little like Ghost Rock of the Deadlands setting (Western/Horror/Fantasy mashup) ...
Instead of mana, Ghost Rock was the souls of the damned being used for fuel, both mundane and magical
 

RepresentingWrath

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Sounds a little like Ghost Rock of the Deadlands setting (Western/Horror/Fantasy mashup) ...
Instead of mana, Ghost Rock was the souls of the damned being used for fuel, both mundane and magical
Sounds a lot like many punk with the core idea of using some kind of fuel. Steampunk, dieselpunk, clockpunk, atompunk, and I'm sure there are more of that.
 

LuciferVermillion

The sadist & madman
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Nov 29, 2020
Messages
111
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83
In my story, I had:
1. Magic - or magic spells, a supernatural power to bend the laws of nature. Through consuming a form of energy called mana. There are three methods to activate.
i. Chants. (Creation. Had a specific language that brings out the most mana conversion rate to output)
ii. Writing and drawing. (Process. Specifically, magic circles. Like a circuit.)
iii. Feeling and Imagination. (Control. Drawing out mana to draw a magic circle.)
- Possible to combine them. 7 methods to cast magic in total.

2. Vitality energy/气/Ki - A power that draws the excess life force from the surrounding to yourself. Possible to store in body. Method to activate is through specific martial arts that harness this energy, providing explosive force.

3. Spirit energy - Existence like ghosts/youkai/angels/demons harbours this energy. It ignores the body and harms the spirit directly. Learning this energy is possible to form a bond with spirits, allowing to draw power, such as spirit bonding.

4. Hunting ground - A special sub-trait of spirit energy. It creates a hemisphere to trap it's prey.

5. Mystic energy - A refined version of vitality energy. Had the ability to even create life.

6. Bloodline magic - Specific magic only available for specific races.

7. <Stargazers> - A specific race that gains an elemental power from the <Stargazers of Origin>.

8. Force of Will - A power that draws out the six senses.

And others. Might've put too much stuff in one book, but who cares.
 
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