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Auxiliary Chapter 1: [Quickstart Nerd Guide – Magic, Races, Rules]

WELCOME TO THE SIMPLIFIED SYSTEM LAYER

A quick primer for nerds, theorists, worldbuilders, and curious readers.

This is the "just enough to understand what's going on" version of Aurelia-7's metaphysical rules. The complete system is covered in Auxiliary Chapter 2, but this gives you the foundation to make sense of spell types, races, and field logic—no tensors or equations required.

WHAT POWERS THIS WORLD?

Aurelia-7 runs on a metaphysical energy grid called the Aurion Field.

It's a six-dimensional scalar-tensor field that permeates space and matter.

Every race interacts with it differently, based on biology and environment.

All spells (called "Psi functions" or Ψ-functions) are computable—no paradoxes, no divine hacks, and no infinite loops.

CORE SYSTEM CONCEPTS

Aurion Bioenergetic Conduits (ABCs): Biological organs that let living beings "tune into" the Aurion Field.

Resonance Vector (Rᵢ): A 6-part metaphysical fingerprint unique to each race (or person). Determines spell class, effectiveness, and stability.

Environmental Flux (D(x)): Field intensity varies across regions. Spells work better in high-flux zones.

Entropy (σᴀ): The metaphysical "cost" or complexity of a spell. You can't eliminate entropy—only redistribute it.

SPELL TYPE SUMMARY

Every spell belongs to a Psi Class (Ψ) based on its function:

Ψᴷ – Kinesis: Force, motion. Used by humans and dragonoids.

Ψᴱ – Evocation: Energy projection. Used by elves, merfolk, and dragonoids.

Ψᴬ – Alteration: Biological or structural change. Beastmen, vampires.

Ψᴰ – Divination: Passive field sensing. Elves, kitsune.

Ψᴴ – Enhancement: Boosts biological traits. Humans, vampires.

Ψᶜ – Conjuration: Constructs metaphysical matter. Demonkin, vampires.

Ψᴮ – Binding: Locks energy or targets. Dragonoids, demonkin.

Ψˣ – Entropy Exchange: Transfers memory, pain, or info. Demonkin, phoenixes.

Ψᵀ – Transference: Short-range teleport. Rare, usually only the protagonist.

RACE OVERVIEW AND POWERS

Humans

Psi Power: Adaptive Mimicry

Can copy other Ψ-spells with ~60% efficiency

Generalists, thrive in mid-field environments

Elves

Psi Power: Precognitive Reflex

Can react before hostile field changes complete

High memory and sensory range

Merfolk

Psi Power: Hydro Evocation

Amplifies water-phase aetheric energy

Only works in aquatic zones with high field density

Dragonoids

Psi Power: Thermal Evocation

Converts internal heat into plasma bursts

High energy users with hardened physiology

Vampires

Psi Power: Regenerative Transduction

Converts blood into energy and healing

Specialize in entropy control and pseudo-immortality

Beastmen (Clans)

Kitsune: Illusions via mirror-resonance

Phoenix: One-time entropy explosion and resurrection

Fenrir: Lunar-powered berserker trance with time limits

Demonkin (Sin Clans)Each clan wields one unique metaphysical ability:

Lust: Forces emotional sync on targets

Pride: Generates a personal anti-spell field (ego shield)

Greed: Copies exposed Ψ spells temporarily

Envy: Temporarily nullifies another's strongest magic

Gluttony: Absorbs ambient field energy for boosts

Wrath: Boosts power with physical self-harm as fuel

Sloth: Delays incoming attacks by slowing local field time

SPELLCASTING RULES (SIMPLIFIED)

Spells cost energy. Use more than your species limit → feedback injury.

All spells must finish in finite time. No paradoxes or infinite loops.

Field stability matters. Chaotic zones make spellcasting risky or unstable.

Magic obeys physical law. No divine overrides. Everything is computable.

WANT MORE?

This is the Quickstart Guide. If you want:

Detailed field equations

Energy & entropy benchmarks

Political systems built on field logic

Advanced spell examples and species tuning

Then check out:

Auxiliary Chapter 2: Metaphysical Systems Index – For Nerds Only

You've been warned.

END OF QUICKSTART

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