universe

Magic Principles

Foundational rules governing attunement, concords, and ritual frameworks. For complementary technological doctrine, see Tech Principles.

Overview

Magic is a resonant interaction between living beings, elements, and the world's temporal state. It is shaped, not commanded.

Core laws

  • Magic is contextual: behavior depends on place, time phase, and elemental balance.
  • Magic has cost: physical, mental, or environmental.
  • Magic cannot violate temporal stability; attempts create anomalies.

Sources

  • Elemental concords
  • Living ecosystems
  • Artifacts and ancient constructs

Applications & interplay

  • Regional effects: dead time zones, reverse flows, phoenix loops, frozen presents, neural echoes, chrono-imprints, dream-states, dimensional drifts.
  • Stabilizers: Infinitree bark shards, ritual sites, and relic chambers pre-dating the Eclipse.
  • Costs/risks: overuse can seed anomalies or rifts; balance with local ecology and temporal phase.

Open questions

Open: hierarchy between time rifts and anomalies not locked; naming conventions (full vs given names) not fully locked. Time travel remains non-player-controlled; chat canon overrides docs.

Sources

  • docbase/kb/magic_principles.md
  • docbase/kb/cosmology_and_epochs.md
  • docbase/kb/world_overview.md
Show page info
idmagic_principles
titleMagic Principles
statusstub
domainuniverse
typeLore
aliasesMagic & Tech (legacy)
sourcesUniverse Document.txt, Densetsu Design Document.txt
last_reviewed2025-12-24
generatedTrue