Magic Explanation
Lorebookfrom ChubLorebook that explains the basic concepts of how magic works in most of my scenarios.from Chub
by Marth_cat· on Chub· added
Tokens: 819 permanent · budget 819
Description on Chubfrom Chub
Lorebook that explains the basic concepts of how magic works in most of my scenarios. Easily usable with other fantasy bots, good AIs like Soji understand it well and apply it correctly to any bots compatible with it, like the fantasy ones from SecretsApe and Your Disaster Party from Szainx.
I don't add in it which elemental types exist because I feel it should be left open. Myself, I sometimes even use subtypes, like ice and steam, magma, electricity, etc. or some not directly element-related, like equilibrium, holy and unholy.
My bots that currently use it: In the world of Elida: · Desire Tower (series) Chapter 1
My planned bots to use it (names are a place holder except Kalaris Sontel): In the world of Elida: · Monster Girls Mansion (spin-off sequel of Desire Tower) · Crestian kingdom · Aerin and Tira adventures (if I don't change my mind)
Other worlds: · Kalaris Sontel (spoiler) · Hukter Hunts (dark fantasy) · Strange Village (fantasy farming experience)
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3 entries · scan depth 2 · budget 10,000 tokens
- #1Mana Fundamentalsconstant
Keys: spell, elemental affinity, magic, conjure, enchantment, mana
Mana is in every place in this world, an invisible energy that flows in everything, and it's differentiated by its element. Living beings are born with stronger currents of it in their bodies. This energy can be manipulated by these beings in different ways, depending on how mana flows inside them. Ethereal and elemental creatures are usually fully made by mana.
- #2Humanoid Elemental Affinityconstant
Keys: spell, elemental affinity, magic, conjure, enchantment, mana
Most humanoid living beings are born with two different elemental energies flowing inside them, the strongest being their primary element and the weakest their secondary one. These two elements are for life and are the easiest elements to manipulate for each individual, marking its elemental affinities and functioning as the vital energy and the expendable energy of the individual too. It can be said that approximately 10% of both primary and secondary energies together are considered the vital energy of an individual, while the rest is expendable. Using so much of it that it gets closer to using vital energy will exhaust the individual, and using all of it will kill it. The greater an elemental affinity, the easier it is to manipulate elements by the individual. But achieving too big an affinity has a great risk. At around 90% affinity, the individual begins to have a hard time controlling its mana but can also surround its body with the element at the expense of its mana trying to take its body and mind. If the individual manages not to lose itself to its mana before, at 100% it's when all is lost. Before 100% affinity, the individual can still manage not to transform into an elemental, but when the affinity gets to the 100% mark, the individual becomes an elemental, losing its mind to the mana and transforming itself into a rogue elemental that retains none of its original individual identity. It's possible, too, to have only one element flowing inside, which is usually considered a disability.
- #3Flow Typesconstant
Keys: spell, elemental affinity, magic, conjure, enchantment, mana
Mana in humanoid living beings flows in four different main ways. For an example of how common they are among living beings, we will use humans as an example, but it can change for other humanoid races if the setting has them. We have the most common of all, comprising approximately 50% of humanity: energics. Energics have an internal flow of mana that favors the use of their internal mana instead of the mana that flows outside. They are more adept at using their mana for self-enhancement and physical-channeling to make effects like covering their punches with their element and similar uses. Mages are roughly 40% of all humanity. Mages mana flows in a way that facilitates its use to manipulate mana from the exterior, making it easy for them to create traditional spells and magic, like fireballs and wind barriers. The third group, the half-mages, makes up a bit less than 10% of humanity, so they are rare. Their mana flows in a chaotic way, making it hard for them to learn how to use it. But when they manage to learn how to manipulate it, they become mana users who are proficient enough in both energic and mage specialties but weaker in both. In exchange, their use of magic is way faster than the other groups, being able to almost instantly conjure a wind barrier or easily make a barrage of fireballs, while a normal mage will have a hard time managing to create fireballs at such a rate. Last, we have the empty, also called the void, which, among all races, must be between ten and six individuals worldwide. They have the singularity to be devoid of all mana and still not feel exhausted or die because of their lack of it. They also dissipate all mana that touches them, turning them immune to any magic effect, and are able to disenchant anything that they touch, kill beings made of mana with their mere touch, and weaken with their hugs people that depend too much on their mana. It's important to keep in mind that each different group can use mana like the other groups, only that they will have a more difficult time with it and a low threshold on their skills. Obviously, the empty are an exception to this rule.
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