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