Magic

The Power of Karyndae

The power is a cosmic force, one that flows through all matter in the galaxy, and pools inside the bodies of living organisms. Individuals who are especially attuned to the flow of the Galaxy can tap into their pool of power, called a mana pool.
This pool doesn't need to be particularly large compared to other organisms, but it does help.

Basic Abilities

The basic abilities are available to all mages, and some of these might be used instinctively by people who are unaware of their magical capacity. Looking for people with these abilities is how different magical factions find and recruit people.

These abilities are developed over time, and don't all come equally to everyone. Not everyone obtains the gift of foresignt, and not everyone can sense other peoples emotions.
These abilities also scale with skill and experience, increasing their range and accuracy.

Perception

Perception is the ability to feel, it is a sixth sense that allows the mage to detect objects that are outside of their usual senses, as well as feel ambient magic, and the magic in other people.
Advanced perception allows mages to move their limbs before the rest of their mind and body can process perceived information.

Enhancement

Enhancement very simply allows the mage to use magic to enhance their own body, as well as their senses. This can be done on purpose, but also instinctively. This can enhance stamina, skin strength, speed, and reaction time.

Telekinesis

Telekinesis allows mages to move things without touching them. This skill requires much practice and refinement for most mages, but the most powerful mages are seen first learning this as children, even if they cannot yet control it very well.
This ability not only allows for the manipulation of matter but also its destruction.

Foresight

The ability to anticipate things without the need for sensory information this can develop into seeing the future, or parts of it. This ability is closely related to Perception and uses the same basic instincts.

Telepathy

This is the most advanced of the perception abilities, it allows mages to sense the emotions of others, as well as the ability to protect their mind against others with this ability. This technique is only available to those who have an advanced understanding of magic. It isn't able to read thoughts fully, it focuses on emotions, but the most skilled can divine the general gist of what someone is thinking, even if not the exact words.
They can also influence the emotions of the weak-minded, at least temporarily, making them more or less happy, angry, or anything else, which can be useful in many circumstances.

Cyber Magic

Over time, mages have found ways of creating new abilities by combining magic and technology. This is called cyber magic and works with cybernetic implants.
This works by implanting a cybernetic implant in certain parts of the body. Some of these are quite large, and others are smaller.
Implants use a magicronic element called Karsynide (Ka), which is combined with gold, and in order to form an alloy called Kardyne, which is a powerful conductor of magical energy, and it is used to conduct magical energy to different parts of the body through Kardynewires.
They also use a variety of other materials and compounds, each related to Magicronic elements.
Magical implants all draw power from the powercore, which interfaces with a mages internal mana supply.

Powercore Interface

Location: This implant is located in the middle abdomen.

This is the main piece of technology that interacts with a mage's internal power supply, without this piece of tech, none of the other implants would work.
It is implanted into the gut, just under the liver, and from there, Kardyne lines lead power to all the other implants.

Power Surge

Location: This implant is always on the outside of the body, usually on the chest, but some put it on their forehead.

Cast a powerful beam of energy, it is heavily influenced by the emotional state of the caster, which decides how broad and focused the beam is. For most mages, this skill takes a long time to master.

Neural Interface

Location: These implants have their main operating structure implanted into the lens of the eye, and they have connections all the way into the brain.

This implant allows mages to interface with most electrical devices. The implant also gives them a heads-up display in their field of view, which they can move around, shrink, and grow in size, as well as turn off entirely. This can also read Ambient energy, adding information about the local state of magical energy to the display.

Processing

Location: This is a large implant that envelops the whole spine and up into the brain stem. Some individuals opt for a minimalistic one, while others use a more complex design, which also reinforces the whole structure.

This implant allows mages to vastly speed up their processing speed, as well as muscle control. It also dulls pain and greatly enhances the accuracy and detail of information provided by the body's nervous system.

Advanced Cybernetics

For advanced implants, an additional ingredient is required, another material containing Karsynide, only this one is a naturally occurring salt, called Karlyte, it forms in strong crystals, aptly named: Karlyte Crystals, as well as a material called black Kralium (Read more in: Kralium 64 ), which is used to create compact magical machinery.

Life

Location: These implants are generally put in the fingers.

Allow the mage to manipulate the lives of themselves and others. They can use this to speed up and improve the healing capacities of living organisms, as well as slow them down or reverse them entirely.
This can also be used to steal life energy from others.

Hard Light

Location: These implants are generally large, and can be placed anywhere, often the fingers or the hands, but some mages also have them on the elbows, wrists, feet, and other places.

Hard Light is a hard, translucent material, generally weightless, it is created by channeling the power through Karlyte Crystals. Its shape is decided by the design of the cybernetic.
There are also Karlyte Blades, which must make contact with, or be close to, a cybernetic interface to work.
Hardlight is hot and heats up more and more as it comes in contact with matter, including atmospheric gases. If it is allowed to get too hot, it will become unstable. In the vacuum of outer space, hard light makes no contact with matter and is therefore able to remain stable for much longer.
The color is decided by the color of the crystal.
Some use hardlight to create shields, dangerous shields, but effective ones.

Additional Enhancements

Besides regular magical implants, there are also other cybernetic enhancements such as replacement arms and legs that can run off of magical power. These cybernetics are better than any other kinds that can be found on the market, and are made up of mostly Kardyne and carbon fibre, although they can be enhanced with hardlight, using Kalyte crystals.

Most factions of mages use these types of cybernetic limb replacements as a last resort option, but some radical branches see them as improvements and have limbs amputated to replace them with cybernetic counterparts.

Besides replacement limbs, many opt to go for a cybernetic skeleton only, keeping their original flesh, muscles, and skin. This allows them to hide technology inside their body. For obvious reasons, this is a much more popular method.

In both of these cases, the danger is in the over-reliance on the powercore, if it were to get damaged, their limbs might become useless, not to mention if you enter a magical null-zone, which can be created with silver Kralium, which would be very dangerous for someone who relies on magical energy to fuel their limbs. This is why these kinds of mages often also have extra mana storage implanted into their bodies, or they have some other kind of power supply, as well as redundant powercore systems, to avoid being crippled by lack of mana or a damaged circuit.

Experimental Implants

People are always trying to get ahead by developing newer and greater technologies, many of which are poorly understood and not regulated. Some nations have banned such implants, while others have not.
All nations have ongoing research into these implants, all of them involving experimentation with Non-Protonic Elements, which are always the core of Cybermagic implants.

Soulfire Engine

This most radical implant, one of the largest ones, requires at least a largely cybernetic skeleton. It allows the user to consume their own life energy to fuel a burst of speed and power unrivaled. The unfortunate side effects are that you significantly shorten your lifespan, perhaps even killing yourself, if you use it too much. However, mages can then steal the life force of others to recuperate. Still, it has a lasting effect on a mage's body and mind.

The soulfire engine is banned by most magical factions, except for the imperial one, but there are rogues and renegades in all parts of the galaxy who manage to get their hands on one of these anyway.

Table of Contents
The Power of Karyndae
Basic Abilities
Perception
Enhancement
Telekinesis
Foresight
Telepathy
Cyber Magic
Powercore Interface
Power Surge
Neural Interface
Processing
Advanced Cybernetics
Life
Hard Light
Additional Enhancements
Experimental Implants
Soulfire Engine

The Power

The power, otherwise called magic, is an energy field that flows through the galaxy. In each person, it pools, creating what is called a mana pool. It is this pool of magical energy that mages use for magic.
When they use up their internal energy supply, they can draw more from the environment's ambient energy, or it will refill on its own over time.

When a certain region is depleted of ambient mana, the flow quickly catches up, and no place remains drained for more than a few hours.
It is also through this energy field that mages use their perception ability, because as ambient energy travels across space, it collects information about what it sees, and mages can sense this.

The power is created by Karyndae, the galaxy's god and central black hole. He sprays magical energy across the galaxy in the form of ambient energy, which then makes its way to people.

Mana Pool

The pool of magical power inside people is called a mana pool, all people have one, but most people's mana pool isn't large enough to do anything with, still for beginning mages, the size of their mana pool isn't much larger than that of a non-mage, hinting that there is more to becoming a mage than available magical energy.

The mana pool is like a muscle, it becomes bigger and stronger the more you use it, although it degrades much less quickly. It is also possible to develop something like muscle memory with magic, and mages can often do basic magic instinctively, like walking, or cutting onions.
Infact, many of the more basic magical abilities are often used instinctively, without the users conscious knowledge, and this is the most common way people find out they are mages, one day they just realize what they are doing, or another mage senses them tapping into magic, and points it out to them.

Paths

Magic can be used following different paths, each of which require a different state approach. The paths are atopic of depate and philosophical conflict, and have been for as long as time remembers.

Primary Ingredients

The primary materials used in cybermagical chips and implants are:
Kardyne: For magically conductive wiring.
Black Kralium: for complex and compact chips.
Karlyte Crystal: for hardlight magic.
Stainless steel/Carbon Fiber/ Kolydite: for outer casing and structure.

Other: There are trace materials such as those used for regular electrical wiring, when needed, most regular implants don't require these.
There are also mana storage implants, which will contain mana storage devices such as Kyskediu Crystals.

Power Salt

Karyndium Salt, or mage salt, is more often called power salt. It is a white crystalline material that grants mages a boost of power. It can be consumed diluted in water or ground into a powder and insufflated. It grants a rush of mana and lasts for a few minutes, longer if taken in water.
It is a very well-regulated substance in most nations because of its addictive properties. It is addictive only because it grants power and a rush of adrenaline.
Its use is hard on the kidneys, and if abused, it will cause damage and even kidney failure. Insufflation will cause nose bleeds over time.

There are three types of mage salt, each with its own specific functions and drawbacks. Read more in the article about: Karyndium 4

Using power salt will turn your pee purple, with yellow or red discolorations depending on the type of salt.

Karlyte

The color of karlyte crystals is influenced by the mage who uses them, they can meditate on them to sync them better with their magical signature, which changes the color. The colors themselves don't change much, but the color the crystal has become is very telling of the mage's personality and priorities, as well as their emotional alignment. Read more in the article about: Hard Light

Talent

There is a discourse in the magical communities about what is more important, advanced tech, or skillful magic?
While it is useful to have good implants and be able to use them, there is no match for raw talent.


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