Magic

Magic is the term used to describe the abilities living beings acquire when tapping into the fundamental flow.

History
Magic is the blanket term used to refer to historic esoteric practices, arcane or forbidden knowledge from certain time periods, scientific studies considered mystical at certain historic points, actual bending or breaking of the laws of physics and everything related to the connection to the Fundamental Flow. As such, there's at least two main parallel concepts along history used to refer to magic.

Science as magic
Alchemy, esoterism, astrology but also physics and chemistry are all practices at some point related by the unitiated as magic. For the history of this practices it's advised to read their respective history pages.

Connection as magic.
It is considered that at some point in history, humans had the innate ability to tap into the flow, records of this are present in ancient cultures such as Ptolomean, egiptian, ancient Japanese, ancient Chinese, precolumbine Americas, Celtic Sandawe, Berber, Maasai and Hadza cultures among others.

Awakening and Baptism
Although the Fundament flows through every living being, humans have atrophied their magic senses and their ability to harness it, they are considerer "asleep". An awakening is done by directing a strong Fundamental Flow into the asleep user's key nodes until they wake to it.

This process is usually conducted by an already awakened individual who provides a magic shock to the neophite's nodes, this is done in small quantities and in a controlled environment. In the modern Eras, it is a rite similar to baptism and most children go though it as babies.

Shock baptisms or shock awakings have been recorded of happening, consisting of an asleep user self awakening in moments of great stress, also special cases exist of higly attuned people having been born awakened and with no need of baptism, neither normal nor shock one.

Aura
Once the basic awakening has been completed and the Flow is present in a user's body, it will emanate an aura. Aura is a manifestation of the Flow around the user, it's subtle and hard to perceive, specially for the naked eye, although with concentration, some people might see it in color, feel it and even smell it.

Auras have a neutral shape, form, and color depending on the user, but they will be affected by the user's emotional state, people capable of perceiving auras can read them with ease.

Auras can be detected by Grimoires too, and it's the base of the radar system most of them use.

Biology
The human body presents a magic flow system alongside others, most organs have a function for this energy circulation system besides the more commonly know physical function.

Organs and their magic functions:
 * Pinneal Gland: third eye
 * Heart: Energy centre related to fire spells and emotions. powerfull but hard to control
 * Stomach: Energy centre related to strengh
 * Lungs: Energy centre related to air and breathing tecniques.
 * Spine: Crowns are attached to it, they link the nervous system to the crown and grimoire.
 * Eyes: Sockets of power that reflect some states the user maybe in, can be altered to perceive more than they normally can.
 * Mouth and Throat: Bridges between most energy centres and the outside, they amplify the energy built up inside and project it on the outside.

Basic Magic
Magic comes from beings tapping into the primordial energy that flows through the entire existence, this energy has been refereed to in the past as Chi; ki; Prana; Mana; Force and many others. When tapping into this energy in a direct manner, the user is capable of enhancing normal attributes like strength, speed, stamina, dexterity, cognitive processes, perception, and also paranormal abilities like telepathy, telekinesis, elemental manipulation, etc.

Although this powers lack finesse and can only be done in instinctive manner. They can, nonetheless, be practiced on for better control as they depend on the focus and connection the user has to the Flow. For a more precise use of magic, a grimoire and a crown are required.

Crowns
For users to connect to Grimoires, Crowns are implanted. They are cybernetic implants along the spine and the head that link neural activity from the user to their Grimoire. Crowns also share connections to the neural and chakra system of the human body, so the frequency the users brain is operating on, affects the outcome of the spells.

Crowns are mostly subcutaneous except from small metal disks protruding from the back of the head. As the crown level gets higher, the bigger and more elaborate the crown becomes.

Crown Types

 * Civilian: Mass produced Crowns alongside their corresponding Grimoire. This crowns correspond to the type of job it's user has. It is optimized for such job and is severely limited for anything else that doesn't belong to said job or basic Level 1: Standby functions.
 * Military: Mass produced Crowns focused military use. better equipped for Level 2: Operative use and in some cases access to Level 3: Critical
 * Custom: Special Crowns, can be either made from scratch or Standard ones modified enough. Tailored specifically for it's user. They are harder to acquire and maintain, as there's no mass production of them and they are harder to repair if damaged or broken.

Grimoires
Based on the magic books used by witches and wizards, this Grimoires, or Grims for short, are intermediaries attuned to the flow in ways Humans have lost long ago. They act as the bridge between humans and the Flow provided by Admins. They receive the orders emited by the users and sent by the crowns into spell functions.

Spell functions
A grim has to process what the user requests, and produce it if possible, many things have to be taken into account such as energy source, type of spell, size of spell and any other variables needed. How they process this varies with each grim type, and most have a limited amount of spells per build.

Grimoire Types

 * Fairy type: Floating robotic familiars the size of a tennis ball
 * Totem: Familiar animals with a symbiotic relationship with the user. They have a natural connection with the Flow
 * Silent: Grims with no personality and no manifestation, they only enable the user to use magic and give no other benefit nor disadvantage
 * Book: A classic kind of Grim and the one from witch the term Grimoire comes from. This books have spells written on them, their advantage is that the users have a large spell list but they must read it every time
 * Spirits: entities from concepts or objects, such a Fire or a river
 * Ghost: Spirits from the deceased
 * Deuter: Automaton Grims that fight alongside the user, can also be Ghost or Spirit Grims that take physical form too.

Grimoire Hacking
Grimoires have the ability to connect with other beings, specially each other. Done forcefully, a Grim may Hack another Grim. Depending on how successful the Hack is, the affected Grim is handicapped, ranging from longer cast times to shutdowns.

Grims not only play a supportive role when users duel, but they have their own digital battle.

Catalysts
Some objects can be used to enhance magic abilities
 * Wands
 * Charms
 * Meelearms
 * Firearms
 * Tools
 * scrolls
 * rosaries
 * Books
 * Plants
 * jewelry
 * photographs
 * clothing and armor

Shielding
A basic ability most Grims have is shielding. Grimoires project a series of defenses through the User's aura, this defenses vary from level to level and range from basic protection to solar radiation, to deflecting high speed vectors like bullets or some spells.

Vector
Designed to deflect High velocity vectors like bullets and some types of spells, this kind of shield will act on any projectile within the velocity threshold. Note that some slower projectiles might not be recognized by the shield, such as a arm thrown stone, unless the user specifically calibrates it for such speeds, risking less effectiveness on higher ones. The amount of force the shield can withstand depends on many factors such as Grimoire, User, and particularly crown level, as levels affect the available kind of shield. For example, a level 2 shield can give partial resistance to handgun bullets, but won't work at all on high-caliber rounds like sniper rifle bullets.

Subsistencial
This type of shield protects the user from Solar radiation, some amount of adverse temperatures, as well as a mix

Metaphysical
Derived from Hermes own coding, this kind of shield protects the user from paracausal and reality bending effects, like being erased from existence by The Dragon's Whim.

Astral
This shield protects the user from Spacial displacement large enough to distance it from it's regular star chart, as unknown astrals could affect in ways the human mind is not prepared.

Spheres
For a spell to be cast, energy must build up within a set threshold, once that minimum of energy has been achieved, the energy output can be stable. During the energy buildup phase, the magic usually takes the form of a sphere, it's round shape and consistent form makes it an easy object to create and keep stable.

Because of the utility and ease of the sphere, almost every spell begins as such and sometimes it keeps that shape when deployed. For example, an energy spear can be made from a spinning sphere, once the threshold of energy and revolutions is achieved, the axis poles are pulled telekineticaly to make it adopt the thin, spike like spear form.

Spheres dictate the function and the aesthetic of magic usage. they've become the signature reference for magic in Hic Svnt Dracones.

Levels
Levels refer to the stage in which a Crown and Grimoire are operating, each giving access to certain types functions.

Level 0: Shutdown
This level offers no magic benefit for the user. The Crown is dormant as is the Grimoire. The user will not appear in other Grimoire's radar and wont have radar itself, no shield of any kind is present in this state unless the Grimoire is customized for this. This level is rarely used and it's suspicious to find someone using it without reason.

Level 1: Standby
This is the basic level most people live their lives in, it offers the base benefits in magic, like simple utility spells, such as lighter and flashlight, shielding applied is subsistencial, astral and in small degree, metaphysical, vector shielding won't be available in this level unless customized for it. This level doesn't appear on radars unless the radar actively searches for active level 1's. People can sleep and rest in this level.

Level 2: Operative
This level is used for specific tasks, most jobs and duels are performed in this level as the magic benefits for the user are advanced and gain access to wider arrange of spells

This level is easily visible in radars, and have shields available.

In this level crowns deploy to their second form, depending on their type, some, like construction worker's, turn into a helmet.

Level 3: Critic
This level is reserved for critical occasions, it's activation in populated areas is considered an act of terrorism and the user will be prosecuted by any authorities present. Activating this level gives access to the most advanced and complex spells the respective user has and gives a bonus in each required aspect for a spell. Some spells are reserved solely for this level such as advanced Meteoromancy.

Most standard class Grimoires lack access to the Critic level.

This level places great stress in the Crown and Grimoire, so it can't be held for extended periods of time and after being used, it will tax the user. The tax can be altered with limiters.

Shielding is at it's peak in this level, and the user will appear in and aggressively alert any radar close by.

The Crown is completely unleashed in this state, usually taking more imposing forms.

Advanced Magic and Spells
For magic to be used in more specific and controlled ways, a user must connect to a Crown and a Grimoire. This devices allow for more elegant use of magic.

For example: with Base magic, a user might be able to levitate a kettle and a cup, But with advanced magic, the user is able to control the objects in midair so the kettle pours water unto the cup with tea, then move a spoon so it puts sugar in the cup then stirs the tea. This is called a Spell.

Aspects
Magic is divided in aspects that compose a spell.
 * Generation: The capacity to generate a sphere.
 * Transmutation: The capacity for the sphere to copy attributes from something else.
 * Projection/emanation: The capacity for the sphere to be projected.
 * Enhancing: The capacity to empower and strengthen the sphere's properties.
 * Absorption: The capacity to reabsorb the sphere and it's power.
 * Sustain: The capacity to maintain a sphere over time.
 * Control: The capacity to manipulate the sphere.
 * Summoning: The capacity to create objects or summon them using a sphere.
 * Metaphysical/conceptual: The capacity for a sphere to circumvent laws of physics.

Requirements
A spell usually requires one or more magic aspect. A spell chart shows the basic requirements for the spell en how difficult it is to cast in in each aspect. A regular fireball requires Generation, transmutation, enhancing and sustain. If the minimum of each is achieved, the normal version of the spell can be cast.

If every minimum is met and exceeded, a stronger version of the spell can be cast. Some spells with particularly low requirements are easier to modify in many ways. A user can choose which aspect to exceed and customize the spell that way.

If the minimum is not met, in some cases a defective version can be cast, this can have big drawbacks like a fireball that could explode at any given moment or has a short lifespan.

This is taken into account alongside Modifiers.

Elements

 * Fire: Related to fire, heat, solar radiation, high speed vibrations and anything that emanates thermal energy.
 * Lightning: Related to electricity, electric currents, lightning and voltage.
 * Kinetic: Related to concentrated air, hardened materials, blunt impacts, object manipulation. Similar to Air element in other stories
 * Cold: Related to freezing, ice, cold, the lack of heat and constructs derived from it.
 * Photons: Materialized light
 * Liquid: Similar to hidromancy, may include special kinds of water or other specific liquids a user may have affinity with.


 * Psychic: Related to illusions, perception, inlfuence over people's minds.

Spells and Builds
Builds are a set of spells a user has, usually with a specific purpose in mind. Standard issue Grimoires with premade Builds focus on the tasks they're supposed to realize and aim to optimize the skills needed for that, while limiting others in favor of the ones needed.

Build examples

 * Construction worker: This job requires brute force, so the build is optimized for strength and endurance, also features reinforced bone structure and advanced shielding

Rules for making a build
A build must have a purpose in mind. Spells of a build seek synergy. A build cannot be overpowered unless a very high price is paid.

Selecting and changing builds
A user can have more than one build in it's arsenal, although only one can be active at any given moment. Usually a build has a specific purpose, so a user can have different builds for different occasions. Changing builds usually puts the former build in use in cool down and depending on the build, it'll take a couple or more days to be usable again.

Crafting spells
Spellcrafters are users who can create new spells, it is a very selective profession, and most tend to be hermit scholars. Although some simple spells have been developed instinctively in stressful situations, this kind of spells blur the line between basic and advanced magic.

Simple spells and techniques can be created by one person, other spells known as Legacy spells have to be crafted slowly though many years and usually have a legendary and mythological factor. This kind of spells are hard to alter and give much less freedom to the user to modify, but they tend to be very strong.

An example of a legacy spell is Excalibur. a spell that consists of summoning an energy sword that can be used for a single powerful strike. This spell demands highly it's user but it can be critical. sometimes other conditions may apply for legacy spells.

Regular spell list
Spell List/Regular

Regular day to day use spells

Legacy spell list
Spell List/Legacy

Legacy spells are ancient spells withgreat power. Hard to alter, adquire and cast.

Modifiers
Mods for short, are ways in which a user can expand or focus on some spells relative to it's chosen build.

Limiters
This mods are a way of accentuating a desired skill or build by minimizing other abilities or imposing requirements to activate desired skills.

This can be done by establishing a set of rules the user must follow to enhance it's entire build like a code of honor for a knight-like user, or increasing the skills if a criteria is met. Another example is a User specialized in Fire magic, choosing to empower it by sacrificing any skill it might have over Ice magic.

The Main Focus of Limiters is to establish what is a user willing to give up and compromise in exchange for power.

Some examples include:
 * Praying or working for a specific admin and acquiring it's blessing.
 * Sacrificing a range of spells in favor of empowering other kind of spells
 * focusing on a specific aspect of a spell, such as power, or adding an effect like explosive properties, in exchange of making it slower, or needing it to be charged before using.
 * Sticking to a code of any kind or auto imposing unbreakable rules
 * Sacrificing something for a specific spell, like a limb, time of life, memories, a bond with someone, a sense, or a living sacrifice.

Syndicates and Jobs
Users can adhere to a Syndicate based on their job, and the kind of Grimoire/Crown they require. Syndicate Grimoires come pre-loaded with a specific build made for the needed job.This Build is enhanced and it's spells are stronger than a normal grim who might happen to have the same spells but no belonging to the specific Syndicate.

Some syndicate examples include: Keep in mind this are just some examples of the paths chosen in each job, everyone can pick and choose different attributes for their builds.
 * Construction workers: Their crown is shaped like a construction Helmet and their build is based on strength and endurance, with advanced shielding is the work with hazardous materials
 * Firefighters: Their crown also resembles a helm, their build is focused on advanced shielding to heat, tracking abilities, enhanced strength, wind and water spells.
 * Medics: Their Crown resembles a chinstrap and a hat, their Build focuses on enhanced resistance to infections, and metabolism acceleration and deceleration for their patients, some, more surgery oriented, have pulse stabilization, enhanced visual zoom, clinical flame projection for cauterizing wounds, and sealing gel projection for open wounds.
 * Assassins: this secret, less known syndicate has hoods and masks like crowns, their builds are centered on stealth and infiltration.
 * Suyanahatis and explorers: They focus on tracking, charting and survival abilities, some choose to enhance accuracy or speed, others stamina and endurance.

Admins
Elevated beings, either digital or spiritual who hold control over the flow in a area. They manage and upkeep the flow so it is usable and at the same time, establish laws in their domains.

Establishing an admin
Under special circumstances an individual can assume the role of admin momentarily, this can be very dangerous for the individual, but if properly capable, the individual can become a long term admin and must remain within the domain to upkeep the influx of energy and provide the blessings.

Blessings
When a user complies with all the rules of an admin, this admin will gratify with extra permits of magic like Spell requirement bonuses in certain spells within the admins domain.

Destitution of an admin
An admin may step down of it's post, if no successor is available, it would doom the domain to be unadministrated. And admin can also be killed, but it would be a task of mythical proportions.

Unadministrated Domains
Without a proper admin to run the domain, the Flow won't work as properly with grims as other domains. This kind of domain has fewer rules but no blessings. They are declared no mans land and highly dangerous.

Risks of Magic
The implied use of energy fluctuations in spells can be a hazard, such as explosions if mishandled.

The continuous use of demanding spells can have exhausting effects on humans and can lead to exhaustion or death in extreme cases.

Some Limiters and modifiers can have adverse effect on the user's health.

Grimoires in day to day life
Being a fundamental part of the modern lifestyle, grims have many functions, ranging from uses from real world smartphones like calculator, flashlight, phone, music player, etc. Also, if the user wishes it, the Grim will be silent, if not, it will usually have a personality and develop a bond with it's user, making comments an suggestions on day to day events. As user and Grim grow familiar with each other, they will adapt to each others needs.

Duels and skirmishes
When a group of two or more users engage in a duel or a skirmish, rules can be optionally set by two or more agreeing users/grims. A battle area is designated with winning and loosing conditions, as such, not only martial battles may be used, but also games can be used to resolve conflicts.

Some of the rules that can be applied for example: if all parties agree, any rule may apply if physically possible.
 * Don't harm bystanders
 * Draw first blood
 * Only certain types of skills enables
 * Max level enabled: 2

Once the Duel begins, Grimoires, unless specifically established in the rules of the duel, will try to hack and disable one another. The effectiveness of the hack determinate the kind of handicap the hacked grim receives.

User's will seek to overpower one another, depending on the battlefield and builds at disposal.

Grimoire interactions
More than one grim can cooperate to make a spell. i.e. on proficient in creation and sustain can create a sphere to be shot by another grim with projection proficiency.

Common alternatives for martial games

 * capture the flag
 * tag
 * Football
 * Frisbee
 * Hide and seek
 * Target practice

Grimoires in War
Open War is regulated by HSD's version of the Geneva conventions, discussed between the Admins of the warring domains in behalf of the involved parties.