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<title>On the Workings of Magic</title>

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<p>A Treatise by Vishus Wee-Zul, Sage King of Khalar</p>

<h2>Table of Contents</h2>

<ul>
    <li><a href="#Introduction">Introduction </a></li>
    <li><a href="#Qualifications">Qualifications of the Author </a></li>
    <li><a href="#Basics">Basic Thaumaturgy </a></li>
    <li><a href="#Mana">Mana </a></li>
    <li><a href="#Taxonomies">Taxonomies of Threads </a></li>
    <ul>
        <li><a href="#Taxonomies-Yendor">Yendor's Scheme </a></li>
        <li><a href="#Taxonomies-AlRassan">Al-Rassan's Perfect Color
          Classification </a></li>
    </ul>
    <li><a href="#Threads">A Thread Reference </a></li>
    <ul>
        <li><a href="#Threads-Air">Elnido vultus (The Species of
          Air)</a></li>
        <li><a href="#Threads-Earth">Arros tellus (The Earth
          Thread)</a></li>
        <li><a href="#Threads-GreaterEarth">Arros tallus (The Greater
          Earth Thread)</a></li>
        <li><a href="#Threads-Fire">Arros Ignis (The Fire
          Thread)</a></li>
        <li><a href="#Threads-Water">Elnido umidus (The Species of
          Water)</a></li>
        <li><a href="#Threads-Man">Elrido mundus (Man's Beautiful
          Species)</a></li>
        <li><a href="#Threads-Torch">Elrido fax (The Beautiful
          Species of the Torch) </a></li>
        <li><a href="#Threads-Embrace">Elrido amplexus (The
          Beautiful Species of the Embrace)</a></li>
        <li><a href="#Threads-Location">Elnido ibidem (The Species
          of Location)</a></li>
        <li><a href="#Threads-Shape">Elnido sexangulus: (The Species
          of Shape)</a></li>
        <li><a href="#Threads-War">Arros evagor: (The War
          Thread)</a></li>
        <li><a href="#Threads-Consumption">Elnido cena: (The Species
          of Consumption)</a></li>
    </ul>
    <li><a href="#Reference">References </a></li>
    <ul>
        <li><a href="#Reference-History">Historical/Interest </a></li>
        <li><a href="#Reference-Practical">Practical Spellcasting. </a></li>
        <li><a href="#Reference-Theory">Theory </a></li>
    </ul>
</ul>


<h2><a name="Introduction">Introduction</a></h2>

<blockquote>
   Magic is a Mighty Thing, not to be taken lightly
</blockquote>
<caption>The High Elf SetinLeaf - 102 U.T. </caption>

<p>What is magic? How do mages harness the power of the universe, and
bend it to their will? What does all that handwaving that old coot you
were apprenticed to as a lad do, anyway? </p>

<p>Throughout the ages, apprentices and archmages alike have pondered
these very questions. Much research has been done on the subject, and
many scholarly tomes are enshrined in their library tombs, describing
accurately how forces are wielded, and energy obtained. But never
before has a book been written that was meant (sorry Yendor) to
actually be read. </p>

<p>That is what <em>On the Workings of Magic</em> is. It's a book
meant to be understood and read by the common spellcaster, to teach
him what he needs to know. Too long have we mages been harnessed by
unknown dangers, and questioned unknowable facts. Too long have we
been told by our teachers that such questions are unaskable, when
really our teachers do not know the answer. Too long has the world
waited for a book like <em>On the Workings of Magic</em>. </p>

<p>This treatise is meant to be a guide to beginning magi, as well as
a reference work of reference works on magic. It is divided into seven
rough sections: </p>

<ol>
    <li><strong>Introduction</strong> - this introduction</li>

    <li><strong>Qualifications of the Author</strong> - an attempt to
    convince the reader of my own qualifications to write a book on
    magic.</li>

    <li><strong>Basic Thaumaturgy</strong> - an attempt to give a
    high-level description of how magic actually works. This is, to my
    knowledge, the first such account ever made on Phade. This
    knowledge has been traditionally doled out from master to
    apprentice by word of mouth.</li>

    <li><strong>Mana</strong> - a high-level description of Mana, with
    a noted attempt to leave out the heavy theoretical terminology
    usually found in magical tomes.</li>

    <li><strong>Taxonomies of Threads</strong> - an overview of some
    of the more common taxonomies of thread species found in the
    literature.</li>

    <li><strong>A Thread Reference</strong> - a description of the
    properties of some common thread species.</li>

    <li><strong>References</strong> - an overview of the literature
    available on magic, to provide a useful reference to the beginning
    mage when confronting the seeming bewildering array of reference
    books available.</li>

</ol>

<h2><a name="Qualifications">Qualifications of the Author</a></h2>

<p>Wee-Zul is the sage king of Khalar, and for the past three hundred
years has written a wide variety of books on assorted topics,
concentrating primarily on history (natural and political) and
thaumaturgy.</p>

<p>For fifty years, Wee-Zul was a researcher and instructor at the
Khalar Society of Arch-magi, and contributed significantly to the
understanding of Thread Special Interaction. He still dabbles in the
field in his spare time, but professes sadly that the current
researchers in the field have left him behind centuries ago.</p>



<h2><a name="Basics">Basic Thaumaturgy</a></h2>

<blockquote>First, we kill the Mages. Then, assassinate all those who
stand in our way!</blockquote>

<caption>Drak - leader of the dwarven rebellion, quashed in 50
U.T.</caption>

<p>Any apprentice who has learned his histories properly could tell
you of dozens of times that powerful magic has prevailed where sheer
force could not. With magic one can cause people to flee in terror,
bring friends back to life, and feed thousands of people, with
comparatively little effort.</p>

<p>But what is magic? What natural force could possibly do these
things?</p>

<p>Unfortunately, the full, correct, answer to that is neither simple
nor even explainable in a book of this scope. It involves a new way of
looking at the world, and a significant background in natural
history. However, some grasp of these basics is necessary to even
begin practicing magic. Thus, a greatly simplified theory will
suffice.</p>

<p>The world is made up of space, time, matter and energy. These four
elements (along with a few other, more-rare elements rarely spoken of)
comprise most of what exists in the world, and interact with one
another in intricate ways. In particular, any one of the four elements
can be induced to change form into one of the others.</p>

<p>For example, in creating a pocket dimension, one might convert
energy into space. To attain this energy, one might suck away the
matter (or time!) from some object. Other conversions can be imagined.
You've probably performed some basic conversions in your schooling
already.</p>

<p>Of particular interest to magi is energy. Energy itself comes in
many forms, such as heat, motion (which is movement of matter through
space and time!), and others. Any form of energy can be converted into
any other form, as well as matter, space, or time, with more or less
difficulty, depending on the particular forms desired. The various
forms of energy have various properties, and the discussion of the
various forms each can be found in would take a treatise of its
own.</p>

<p>One of the most malleable and interesting forms of energy is called
Mana. It will be described more fully in the next section, but the
reason that it is of particular interest to magi is that it responds
in predictable ways to human will. By thinking certain combinations of
thoughts, one can control the Mana, causing it to move about and
change forms. The exact workings of this are unclear, but it seems
that emotion creates threads of Mana which can manipulate other
threads of Mana. Without this property, magic as we know of it could
not exist. Thank Primus for getting at least this one thing right.</p>



<h2><a name="Mana">Mana</a></h2>

<p>Mana, as previously stated, is a form of energy. Most people today
visualize Mana as consisting of infinitely long threads, and
interactions as threads repelling, attracting, and knotting each
other. Threads can, under some rare circumstances, fuse into one
another, or split into two threads, but one cannot retrieve either of
the ends of a thread, since threads have no ends. Nor can one cut a
thread to create ends.</p>

<p>Each thread is of a particular type or species of Mana. Different
types have differing properties, and several taxonomies have been
proposed for describing them. Most common threads have properties
which can be visualized as color, thickness, charge, and potential,
although some threads don't have any of these properties, and some
only have a few.</p>

<p>Different types of Mana are associated with various things in
life. When you start a fire, this draws some forms of Mana towards the
fire, repels others, and creates still more. When you drop a rock to
the ground, similar things happen. When more significant events occur,
more Mana is affected. For example, there is more movement and
creation of Mana for a burning city than a candle's flame.</p>

<p>Mana can effect things other than Mana. Individual threads
typically cannot, but when threads are combined in certain ways, other
forms of energy, matter, space, and time are affected. For example, it
is possible, using only three threads of Mana of specific types, to
create a glowing sphere. Using several hundred, it is possible to
create a huge ball of flame. The techniques for creating particular
effects with Mana are called spells, and must be carefully
researched. If the threads of Mana are not precisely controlled, and
the various matter conduits and source objects (typically referred to
as material components) are not in place, the spell can fail,
sometimes with disastrous effects!</p>



<h2><a name="Taxonomies">Taxonomies of Threads</a></h2>

<p>Over the years, a large number of researchers into the field of
Thread Special Interactions have proposed an equally large number of
thread taxonomies, in an attempt to simplify understanding of an
inherently complex topic.</p>

<h3><a name="Taxonomies-Yendor">Yendor's Scheme</a></h3>

<p>The great mage Yendor (of <em>Yendor's Sunny Sundeck</em> fame)
devised the following scheme. It must be noted that in Yendor's time,
the number of known threads was severely limited, so Yendor's scheme
has primarily historical interest.</p>

<p>In Yendor's scheme, there are four primary categories of
threads:</p>

<ol>
    <li><strong>The Elemental Speci</strong> - These are the threads
    associated with the four elemental forces: fire, air, wind, and
    water.</li>

    <li><strong>The Controller Speci</strong> - These are the threads
    associated with human emotion and reason.</li>

    <li><strong>The Space-Time Speci</strong> - These are threads
    associated with the shape of reality. It should be noted that this
    has been considered a serious flaw in Yendor's classification,
    since those speci associated with time tend to behave quite
    differently than those associated with space.</li>

    <li><strong>The Concept Speci</strong> - Those threads associated
    with abstract concepts. This was Yendor's attempt at a catch-all,
    implying that he didn't do a very good job with his other
    classifications.</li>
</ol>

<p>Yendor's scheme has been mostly discredited by modern
research. However, Yendor was the first to attempt to classify thread
speci into any form of taxonomy at all, and much of Yendor's writings
on taxonomies are the basis for many of the taxonomies in wide use
today.</p>


<h3><a name="Taxonomies-AlRassan">Al-Rassan's Perfect Color
Classification</a></h3>

<p>Al-Rassan actually built an engine to classify threads into
categories, and didn't understand extremely well what the machine was
doing. Nevertheless, Al-Rassan's classification scheme has fairly deep
meaning, most of which is too technical for the scope of this
book. Essentially, speci close to one another in Al-Rassan's rating
system tend to have very similar behavioral properties.</p>

<p>The Classification proposed by Al-Rassan is a number from zero to
one thousand assigned to the thread. The value of this number has the
following rough assignments:</p>

<ul>
    <li>0 - Those Speci with No Color.</li>

    <li>1 to 87 - Solid colors, Browns and Greens</li>

    <li>88 to 532 - Colors that move</li>

    <li>533 to 698 - Solid colors, other than Browns and Greens</li>

    <li>699 to 905 - Mottled colors, light on dark.</li>

    <li>906 to 1000 - Mottled colors, dark on light.</li>
</ul>

<p>This is one of the reasons why the color of threads is
significant.</p>


<h2><a name="Threads">A Thread Reference</a></h2>


<h3><a name="Threads-Air">Elnido vultus (The Species of Air)</a></h3>

<p>Elnido vultus is a thread species found through air and
space. Iron, as well as most strong materials, draw Elnido vultus near
to themselves, and under very extreme conditions (heat, cold, etc),
can create vultus threads.</p>

<p>Motion through space create its sister-species of thread, Elnido
valior, which is tightly linked to Elnido vultus in many ways.</p>

<p><strong>Color:</strong> Black, with veins of red.</p>

<p><strong>Thickness:</strong> As thick as a solid oaken staff
(similar variance).</p>

<p><strong>Potential:</strong> Raise an apple from the earth.</p>

<p><strong>Charge:</strong> 3mil</p>


<h3><a name="Threads-Earth">Arros tellus (The Earth Thread)</a></h3>

<p>Arros tellus is a thread species found primarily around stone and
earth, although they are also created, and are common about, creatures
covered with much fur, especially equine beasts.</p>

<p>Vast quantities of earth create a stronger version of this thread
as well: Arros tallus (q.v.).</p>

<p><strong>Color:</strong> Black, with veins of Green, Yellow, and
Blue</p>

<p><strong>Thickness:</strong> Spider-webby.</p>

<p><strong>Potential:</strong> None.</p>

<p><strong>Charge:</strong> 0mil</p>



<h3><a name="Threads-GreaterEarth">Arros Tallus (The Greater Earth
Thread)</a></h3>

<p>Arros tallus is a thread found amidst vast quantities of earth and
extremely dense stone.  Visitors to the elemental plane of earth have
reported record numbers of Arros tallus.</p>

<p>Arros tallus is an intractible thread: most spells using this
thread are difficult to learn, master, and control.</p>

<p><strong>Color:</strong> Black, with veins of Green, Brown, and
Violet</p>

<p><strong>Thickness:</strong> Highly variable: from the thickness of
a spider web to about as big around as a man's wrist.</p>

<p><strong>Potential:</strong> Variable.  If coaxed appropriately, can
level mountains.  But as often, it will have no effect whatsoever.</p>

<p><strong>Charge:</strong> 40mil</p>



<h3><a name="Threads-Fire">Arros Ignis (The Fire Thread)</a></h3>

<p>Arros Ignius is a thread species found nearly exclusively near air
and heat. There are no other known sources for it.</p>

<p><strong>Color:</strong> None.</p>

<p><strong>Thickness:</strong> As thick as a man's arm.</p>

<p><strong>Potential:</strong> Raise a sword from the earth.</p>

<p><strong>Charge:</strong> 1mil</p>


<h3><a name="Threads-Water">Elnido umidus (The Species of
Water)</a></h3>

<p>Elnido umidus is a thread species found near quantities of
(especially moving) water. Fish seem to create new threads as well, as
do fruit trees and diamond.</p>

<p><strong>Color:</strong> Red, with veins of black.</p>

<p><strong>Thickness:</strong> As thick as high-quality silk rope.</p>

<p><strong>Potential:</strong> Raise a house from the earth.</p>

<p><strong>Charge:</strong> 1mil</p>


<h3><a name="Threads-Man">Elrido mundus (Man's Beautiful
Species)</a></h3>


<p>Elrido mundus is a thread species associated with logic and
determinism. It is one of the three threads which are the primary
controller-types, and is controlled through logical, plodding, and
controlled thoughts.</p>

<p><strong>Color:</strong> Translucent Purple.</p>

<p><strong>Thickness:</strong> Big around as your wrist.</p>

<p><strong>Potential:</strong> Cannot positively influence the world, but negative
influences: is capable of destroying a small pebble.</p>

<p><strong>Charge:</strong> 3mil</p>


<h3><a name="Threads-Torch">Elrido fax (The Beautiful Species of the
Torch)</a></h3>

<p>Elrido fax is a thread species associated with strong, primitive
emotions, such as fear, hatred, and lust. Very powerful effects can be
created by combining threads of this sort with Elrido mundus, but it
is very difficult to control both emotions at once without going
insane.</p>

<p>Elrido fax is one of the three threads which are the primary
controller-types, and is controlled by the same sort of emotions as it
is associated with.</p>

<p><strong>Color:</strong> Vivid Pink, with Translucent Yellow
discolorations.</p>

<p><strong>Thickness:</strong> none.</p>

<p><strong>Potential:</strong> Can raise a tun of ale from the earth.</p>

<p><strong>Charge:</strong> 2mil</p>


<h3><a name="Threads-Embrace">Elrido amplexus (The Beautiful Species
of the Embrace)</a></h3>

<p>Elrido amplexus is a thread species associated with the calm,
tide-like emotions, such as greed, love, loss, sorrow, frustration,
and joy.</p>

<p>Elrido amplexus is one of the three threads which are the primary
controller-types, and is controlled by the same sort of emotions as it
is associated with.</p>

<p><strong>Color:</strong> The energy potential of this species of
thread varies in ebbs and flows: the color does as well. The stronger
the potential, the more garishly purple the color becomes.</p>

<p><strong>Thickness:</strong> Think: harp strings</p>

<p><strong>Potential:</strong> Varies, in ebbs and flows. At its weakest, it is nearly
powerless. At its most powerful, it might lift a small hill.</p>

<p><strong>Charge:</strong> 12mil</p>


<h3><a name="Threads-Location">Elnido ibidem (The Species of
Location)</a></h3>

<p>Elnido ibidem is associated with things having 'location'. This is
difficult to think about, but things that are in some place, and are
going to be there a long time, immobile, cause the creation of many
threads of Elnido ibidem. Very transient things absorb these
threads. If an object's location is undecided, Elnido ibidem threads
form at some percentage reality less than one. (Most threads have a
reality percentage of exactly 1, unless otherwise noted).</p>

<p><strong>Color:</strong> Strobing Yellow/Black.</p>

<p><strong>Thickness:</strong> As big around as a good beer tankard.</p>

<p><strong>Potential:</strong> Could perhaps move a harp string about on the floor.</p>

<p><strong>Charge:</strong> 2mil</p>


<h3><a name="Threads-Shape">Elnido sexangulus: (The Species of
Shape)</a></h3>

<p>Elnido sexangulus is assocated with things which have shape, as
well as things which have vertical velocity, where vertical is with
respect to some other surface. Things which have more shape create and
attract more sexangulus than those things with less.</p>

<p>Actions may have shape as well, as can energy, space and time, but
these are more difficult to describe without becoming too technical,
and the author refers the reader to one of the fine reference tomes of
thread species listed in the reference.</p>

<p><strong>Color:</strong> Spiral twists of Mauve, with Teal
Flecks.</p>

<p><strong>Thickness:</strong> As thick as a knife blade is thin.</p>

<p><strong>Potential:</strong> Enough potential to shift large statues.</p>

<p><strong>Charge:</strong> -1.5mil</p>


<h3><a name="Threads-War">Arros evagor: (The War Thread)</a></h3>


<p>Arros evagor is associated with conflict and strife, a battling of
energies against one another. A stone in a river creates some evagor,
while powerful magic stopping an avalanche creates much of the War
Thread. Actual war creates a fair bit of Arros evagor as well, but
mostly from the battling of the psychic wills of the commanders of the
two armies. The effect is so that the actual battle causes the
threads, though, if it helps to think of it that way.</p>

<p>There are creatures, objects, actions, energies, spaces, and times
which are in conflict by their very existence. Governments, economies
(including money, oddly enough), support beams and similar structures,
and downspouts are examples of some of these. These
objects/etc. provide focal points for the Species of War, almost
lenses. Some can amplify the potential, and some can decrease it. All
affect it, though.</p>

<p><strong>Color:</strong> Almost a Chaselight Effect, Technicolor
Rainbows Spinning across the Surface of the Thread.</p>

<p><strong>Thickness:</strong> Big around as a stick.</p>

<p><strong>Potential:</strong> Can vary from tiny, non-existent, to powerful, like Big
Bull.</p>

<p><strong>Charge:</strong> 2mil</p>


<h3><a name="Threads-Consumption">Elnido cena: (The Species of
Consumption)</a></h3>

<p>Elnido cena is associated with consumption of one thing by
another. The ocean lapping at a shore or the wind whipping at the
mountains create some, while a burning fire creates more, and a sphere
of annihilation creates even more. (In fact, a sphere of annihilation
is created using Elnido cena, and its very nature is tightly coupled
with the thread).</p>

<p>Very stupid creatures, such as sharks, which live only to eat are
constant companions with Consumption threads, while more intelligent
creatures have less of a tie.</p>

<p><strong>Color:</strong> Brown</p>

<p><strong>Thickness:</strong> none - it is merely Brown.</p>

<p><strong>Potential:</strong> none - it is merely Brown.</p>

<p><strong>Charge:</strong> none - it is merely Brown.</p>


<h2><a name="Reference">References</a></h2>

<p>The following is a list of tomes that it would behoove any
beginning mage to read, at least once.</p>

<h3><a name="Reference-History">Historical/Interest</a></h3>

<p><em>A Treatise on Magic</em>, by Yendor - dated, but still a useful
text for those interested in the history of the subject.</p>


<h3><a name="Reference-Practical">Practical Spellcasting</a></h3>

<p><em>Magic in Practice</em>, by Vishus Wee-Zul - one of the better
books on practical spellcasting.</p>

<p><em>The Ancient Art of Magic</em>, by El-Riccan - another book on
practical spellcasting. Slightly more technical than Magic in
Practice.</p>


<h3><a name="Reference-Theory">Theory</a></h3>

<p><em>Basic Magickal Theory</em>, by Vishus Wee-Zul - a good
beginning book on the interactions of threads. After reading this
book, the student should be able to predict the effects of simple
interactions (enough knowledge to invoke most cantrips).</p>

<p><em>Taxonomies and Thread Special Interaction</em>, by Vishus
Wee-Zul - a treatise upon which most of modern Thread Special
Interaction is based.</p>

<p><em>The Crafting of Spells</em>, by Diamonda Del - Diamonda is
always a wonderful writer. This book describes the basics of spell
research, and is the only book of its kind. The book is written by
example, and throughout the text, Diamonda describes the research of a
new spell: Diamonda's Frilly Flier, which is a useful spell in its own
right.</p>

<p><em>Modern Special Interactions</em>, by Cyclops - probably the
definitive text on Thread Special Interaction in existence. Very
technical, but an excellent read, nonetheless.</p>

TODO:

</contents>

</page>


