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Thaumaturgy

Scope: Cosmoria
From Amaranth Legacy, available at amaranth-legacy.community

Dance, O Freest Aeon
This content is a part of Cosmoria.

Thaumaturgy is a highly versatile martial art, science, artform, and religion practiced amongst every civilization in Cosmoria. Thaumaturgists, more commonly called Magi, convert mental energy into a usable form. Some forms are highly individualistic, allowing individuals to best armies. Others require the cooperation of thousands to accomplish comparatively meager outcomes. The preferred form varies across time and space, but the incentive to master Thaumaturgy is constant.

Magi exploit Thaumic Energy, the intersection between the ousic and sarkic'. Ousic, meaning "Of the Mind" and sarkic, meaning "Of the Body," are words to describe Cosmoria's halves. Both energies converge is in the brain, granting consciousness in the form of a non-physical mind, or soul. Manipulation of the mind is integral to all forms of Thaumaturgy, allowing for ousic energy, of which there is an endless supply, to enter the limited sarkic universe.

Thaumaturgy has become an integral part of the politics, technology, and culture of Cosmoria. Spacecraft powered by Thaumaturgy are common. The practice is most readily used in wartime, however; Magi are a potent weapon. No bomb can store as much energy as a single skilled Magi.

A chart of the Thaumic and how it interacts with the physical universe.
A chart of the Thaumic and how it interacts with the physical universe.

Overview

Thaumic Force

The Thaumic Force is the force governing the conversion of mental energy into physical energy. In the early universe, it shaped its formation as though the entire cosmos were conscious. After several seconds, however, its influenced waned for billions of years. Only as intelligent life evolved did the Thaumic Force once again emerge. Their neurons mediated certain quantum reactions that anchor the mind to their brain via the Thaumic Force. In this way, every intelligent organism is a magus of sorts. What separates the common folk from the practitioners of magic, however, is the potency of their practice.

Clades

There are four ways to practice thaumaturgy, called Clades. Classical relies on the most easily accessible thaumic energy from the Lux Aeterna. Esoteric Thaumaturgy is similar but it draws thaumic energy from Cosmoria's Planes. Harmonic Thaumaturgy relies fully on mind-to-mind exchange of energy. Lastly, there is Invocative Thaumaturgy, storing energy within the mind.

Classical

Classical Thaumaturgy is by far the most widespread form of Thaumaturgy. Minds exist within a space called the Raqia or Firmament. Like bubbles in a tumultuous atmosphere, they are pushed about by its currents. The conditions inside the mind are calm compared to its surroundings. The art of Classical Thaumatugy involves letting the ambient energy of the Raqia into their minds, then, channeling it into the physical universe.

The gateway into the mind is called the pylon, and an individual can have any number of pylons above zero. Through intense training, a magus can open their pylon. Anyone can undergo the training but there is a limit to how much energy can be safely allowed through. The specialty of a magus is dependent on their number and type of pylons. Every intelligent being has at least one that can produce photinos, the means by which minds communicate with the nervous system.

Classical Thaumaturgy is somewhat of an extension of living; it relies on the same processes that the brain uses to communicate with the mind. This makes failure particularly dangerous, not only with the potential to destroy the user's very soul, but for any excess energy to make for a gruesome end to their body as well.

Ancient magi spent years gaining an intuition for their respective fields. Each variant has a traditional name the first classical magi following Zaphenim called them. In the modern age of mathematics, most magi spend years studying quantum to hone their skills to heights unimaginable in the past.

Common Abilities

Most schools of thaumaturgy have a traditional name, such as the practice of producing light called "The School of Candles." Since thaumaturgy was developed long before modern physics, the quantum particles of each school only come later. In colloquial use, both the particle and its traditional name is common. Forms of thaumaturgy unknown to the ancients do not have a traditional name.

Photinos
Every pylon has a tempo as does every quantum particle. The most common is the photino—the particle with the lowest tempo and thus most prevalence. Produced during nearly every quantum interaction, the photino is a tiny fractionally charged particle. This particle is the means by which the brain interfaces with the soul. With such a low tempo and mass, even a single pylon can create more than enough to sustain life, but not much else. Aspiring magi need more than simple photino-bearing pylons for classical thaumaturgy.


Photons (Candle)
The second most common pylon creates photons. By far the majority of classical magi have pylons which create photons. Even without training, releasing low-energy electromagnetic radiation is simple. With practice, the entirety of the spectrum opens up. LASERs of all frequencies, even ultra-high energy ones, are common weapons for magi. Certain frequencies, especially in ultra-high and ultra-low ranges are only available to magi, thus creating a non-military niche often in the manufacturing sector. Some groups train in the usage of "virtual photons" to manipulate the electromagnetic force in general, crossing over into the realm of magnetism and electricity at the highest levels.


Neutrinos (Wind)
The humble neutrino is quite common, but even with exceptionally many neutrino pylons, they are difficult to use. Planets are nearly entirely transparent to neutrinos, let alone any potential foe. Although this only applies to those produced in stars; not all neutrinos have the same cross section. The more energy contained within a neutrino, the greater its chances of interaction. By concentrating enough energy into them, neutrino radiation can start registering on radiation detectors. At the highest levels, the neutrinos can transfer enough momentum to damage targets. This is a case of maximizing the energy of a small handful of particles rather than pelting targets in sheer number. At the absolute pinnacle of neutrino-based thaumaturgy, however, magi can use both high energy and very many neutrinos to devastating effect.


Electrinos (Lightning)
The electrino is only a small bit heavier than the neutrino. A lepton just like the neutrino and electron, electrinos represent magnetic monopoles, each one having a magnetic charge of south (or north for anti-electrinos). When passing through conductors, which every material is to a certain extent, they produce powerful electric currents. Much like neutrinos, these particles need very high speeds to be useful, but are far more so than their smaller neutral cousins.


Electrons (Fire)
Moving up the scale, the electron is far rarer. Each flavor, that is to say, each variant (electron, muon, tauon), has the same tempo and are equally common. The only difference is their range. Electron magi, despite mastery of the very stuff of electricity, have little control over electric or magnetic fields. Their ability is like a scaled-up arc-welder, useful in both the battlefield and industrial applications.


Quark Series
The so-called quark series violates the rules of tempo by convention. Each one is roughly as common as the other, leading many to lump them together into a single group. Even so, their usage is far different and devoted quark-based magi insist on keeping them separate.


Up and Down (Rain)
With identical tempo, magi produce up and down quarks in equal numbers. Nature refuses to allow quarks to exist by themselves, forcing them into groups. While most of the groups are unstable and result in heat and light, some form into protons and neutrons. Practiced in atmospheres with oxygen, this school creates large amounts of protons (H+), quickly burning to become water vapor, hence Rain. Its traditional name does not reveal its effects, however. This kind of magus produces large explosions.


Charm and Strange (Snow)
Charm and Strange quarks decay within a fraction of a second, but violently attack normal matter in an attempt to find a more stable state. The resulting sparks, something reminiscent of snow to the ancients, produces explosive results. This kind of magus produces directional blasts of radiation, most effective in atmosphere.


Top and Bottom (Hail)
With the Top and bottom quarks decaying far too quickly to be of use, magi with the gift of manipulating "hail" need to invest in quality over quantity. At high enough speeds, relativity means particles experience time much slower. Magi create a small handful of high-velocity top and bottom quarks to give them enough time to reach the target. With such large masses—the bottom quark is as massive as a helium atom and the top quark is as massive as a tungsten atom—beams of these quarks are the oldest particle weapons in existence.


Axions (Comet)
Axions are free-floating particles orbiting Cosmoria's core. While being very massive, larger than even the greatest atoms at the bottom of the periodic table, axions rarely interact with other matter. They ignore all forces save for gravity, which they only hesitantly heed. A magus using axions had limited options until recently. In the past, the unknown magic of "comets" was a legendary ability attested only to legendary heroes. Modern magi using axions have found that axions are their own anti-particle, meaning that if any interact at all they annihilate. By creating two beams of axions and slamming them into one another some distance away, the users of axions can create intense gamma radiation, light, and energy wherever they wish.


Gravitons (Glass)
The manipulation of gravitons is both the rarest and most highly sought-after form of classical thaumaturgy. For most of history, graviton-manipulating magi were the only ones capable of leaving their home worlds. Magi who can manipulate gravitons can manipulate spacetime, or, really, manipulate the gravitons every object constantly emits (quite like how a magnet "emits" virtual photons). Abilities like flight are trivial for a graviton magus.


Higher Tempo Particles (Disease, Sunlight, Lantern, and Air)
There are four particles whose tempos are unknown, but, with so few magi of their school, are likely very high. A handful of examples exist of magi capable of using "disease," which to the ancients was likely their way of describing weak force interactions. The W and Z bosons have the lowest tempos presumably. A magus capable of manipulating W or Z bosons could potentially accelerate atomic decay. The W boson is charged which means it could potentially be sunlight which only some texts distinguish from the others.
Lantern is the traditional name for the ability to control the strong force, but what that would look like is unknown. There has not been a single confirmed manipulator of gluons, the particles associated with the strong force.

There are two known magi who could manipulate the gravitinos responsible for mass. Since they had lived recently, study of gravitinos had greatly advanced.

Esoteric

Esoteric Thaumaturgy is the practice of using one's mind to interface with a plane. These planes, called the Esoteria, are regions of the Noosphere that represent certain odd concepts. For instance, memory, opposition, and tetraflouroethane have planes but mathematics, trees, and benzene do not. It is poorly understood which planes represent which concepts or if there is a pattern to which concepts get planes. For instance, one plane originally seemed to represent Tritiated water, but, in reality, represented an obscure fusion reactor design that required this substance. It just so happened that most of the mass of the reactor was this water, making the discovery of titanium and graphene within it very surprising.

To use this form of thaumaturgy, one needs to sync their mind with the plane in question. Esoteric Thaumaturgy relies not on a pylon but on the Nous, the mind's eye. Each mind has a path through the Noosphere, quite like an orbit. Their orbit may correspond to a plane, but most are quite far. Minds in the correct state can stop relative to the Esoteria and slowly enter it. From there, they can manifest the represented concept within Cosmoria by partially "becoming" it.

Abilities

Esoteric Thaumaturgy is as varied as the planes, which are currently numbered somewhere in the lower ten thousands. Each Esoteric magus can specialize in any number of planes, and even quickly switch between them, but this is a long process. The main hurdle to mastering every plane and becoming effectively omnipotent is the amount of time it takes to master one. It is not like learning a new language, but abandoning the paradigm of language for another new way of communication every time. Esoteric Magi can bring a portion of their plane into the physical universe, usually manifesting a random part of it. Those who are more skilled can hone into specific regions.

Esoteric Magi often have focuses they associate with the planes. For some, it helps to associate a plane with a particular object. Consequently, switching can be as easy as fishing a small item out of one's pocket. This method has significant disadvantages, but comes with the benefit of quick transitions for people whose mental fortitude would normally prevent it. Often, weapons are used since these planes are typically used offensively. Firing the weapon, or otherwise using it, often helps users more intuitively understand the discharge of power from their preferred plane.

Plane Synergy

Most esoteric magi can do one thing really well, so well that they spend their lives in pursuit of the concept. The real power of esoteric thaumaturgy comes with multiple magi. Being able to speed up, using Ualvakhass is quite useless without someone else who can use Ravenfogg to slow down (unless one is trying to make a gun perhaps). At higher levels, esoteric thaumaturgy begins to resemble an assembly line. Transmuting stone to heavier metals and then inducing fission in its atoms can result in a surplus of the original silicon and oxygen in the rock. In other words, this is a viable, although messy, way to create matter.

Using Zosimos for transmutation and using Yam Suf for fission violates thermodynamics, yes, but adheres to thaumodynamics, the laws governing thaumic interactions. By these conceptual interactions, it is perfectly within bounds to create matter in this way. Esoteric thaumaturgy does not usually spawn matter from nothing, but, rather, transmutes existing matter or energy. One such process, the construction of Eos, is hypothesized to have taken over ten steps and billions of well-trained magi.

Harmonic

Of course, the Lux Aeterna and planes are not the only energy source for Magi. Suitable surrogates exist across reality, allowing even those with no innate ability to tap into Thaumaturgy. Such is the nature of Harmonic Thaumaturgy, a practice which utilizes Spirits to manipulate energy.

To connect a spirit to one's self, they must first find and "link" their own conscience to it. Such is possible by bonding with said spirit or giving it reason to grant you its abilities. Spirits fit in with the pylons, although they are less like extensions of oneself and more like partners. Siphoning energy from the host, Spirits can consciously or subconsciously aid people in countless ways. All one must do is maintain a positive relationship with their spirit, usually by fulfilling some contract. Spirits can often be the vengeful dead, ancient weapons, or naturally-occurring phenomena. Regardless, spirits are often very powerful entities with impressive access to energy.

Core Spirits

Core Spirits are spontaneously-manifesting spirits that exist within the Lux Aeterna, the blurry boundary between the physical and spiritual universe. They are made up of fragments of pylons called cores. Zaphenim is the most notable of a core spirit. Most, however, do not have much willpower and only engage with magi who visit them in the Aeterna. Since it is difficult to motivate most to do much of anything; thus harmonic thaumaturgy with most of them is impossible.

Pylon Spirits

Pylon spirits are free pylons that, rarely, form upon the death of an intelligent being. Most of them possess little intelligence and will fade away over time. Some of them, especially those who formed with a great deal of willpower, are more than willing to help out the magi that come across them. Magi can even lead them to the pylons of non-magi to then grant them exceptional abilities.

Noospheric Disturbances

A Noospheric Disturbance is a mind located entirely within the Noosphere with no physical brain anchoring it to Cosmoria. Most fade away as soon as they form, but those that remain are often very alien entities for any number of reasons. They often approach individuals in Cosmoria, via an avatar, in pursuit of their goals. Since they are often difficult to predict, the power they grant often has unexpected ramifications.

Invocative

Throughout the history of Cosmoria, many religions emphasized faith in a deity, ideal, or philosophy. There is a hypothesis that many of the great prophets in history used Invocative Thaumaturgy throughout their ministries. Ancient Naidarans on Eos were the first to cultivate this ability. These invocative magi of old became the first Paladins. Orders of paladins are common, such as the Alkanists and priests in Martial Civil Religion. Paladins are capable of feats of great strength, braving the vacuum of space, and even limited abilities that mimic classical thaumaturgy.

This practice is centered on the creation of a sub-Pylon, known as the Invocative Pylon. This pylon results from years of discipline and devotion to a single ideal. When done correctly, the Invocative pylon is capable of absorbing energy from the physical universe to be stored within the mind. The reason it takes so much devotion to do this is because even storing a small amount of energy in the mind is exceedingly taxing. Paladins usually form orders to better focus their will and support one another in their practice.

Abilities

The reservoir of energy stored in the mind drives all invocative abilities. This energy pool can be used to neutralize forces affecting the body, cancelling them out by either absorbing them into the mind or releasing a force in the opposite direction. This is the main source of the superb durability of master paladins. The danger of overheating as too much energy is absorbed is ever present, meaning that discharging any excess is essential. This can be done in a number of ways, from releasing electric current to radiation, and is the main way paladins can imitate Classical Thaumaturgists.

Healing is another ability of invocative thaumaturgists, but usually only applies to the nervous system and nearby tissue. Since the seat of the mind lies within neurons, practicing Thaumaturgy far from them is exceedingly difficult. For species with a decentralized nervous system, however, this allows for precise control over their entire bodies. Cells can work faster as the increased heat they generate is siphoned away, ramping up metabolism. Major wounds can heal in real-time, especially near to the brain.

At one point in history, the ultimate goal of a paladin was weathering space travel. Once leaving a planet's gravity, the ample radiation is a large energy supply. Paladins can absorb or redirect oncoming cosmic rays to change their velocity as well. They usually spend their months traveling in deep meditation. As space travel became more refined, groups of paladins would supplement the speed of vessels they traveled on. In the modern era, this form of travel is rare.

Side-effects

As with every major variant of Thaumaturgy, Invocative Thaumaturgy carries its own set of risks. It can be easy to rapidly reduce one's temperature in preparation for a major attack. Paladins often die from freezing solid. Because Invocative pylons are energy-hungry, paladin's breath usually condenses in front of them, even without fighting. The most powerful have no choice but to carry portable heat sources. In large cities, where wireless power transmission is abundant, paladins can easily warm themselves, however.

Arcane Clades

When Esoteric Thaumaturgy was first developed, Magi from across the universe referred to it as such due to its strangeness and rarity. However, as Thaumaturgy became more advanced, it became clear that grouping all unique forms of Thaumaturgy under the "Esoteric" label was misleading. A relatively recent, and somewhat controversial, partition has been the inclusion of the Arcane Clades in the study of Thaumaturgy. Since these clades are not widely accepted, are incredibly rare, or are only present in one area, less than a percent of Magi specialize in them.

Congruent Thaumaturgy

Congruent Thaumaturgy is similar to Harmonic and Esoteric Thaumaturgy. By using a plane as a medium, minds can be connected to one another. Neuromancy, or the usage of the plane Synapse, is the most popular form of Congruent Thaumaturgy. In fact, over 95% of all users of Arcane Thaumaturgy use Neuromancy. There are a dedicated corp of users of Congruent Thaumaturgy within Leviathan who have sacrificed their individuality in the pursuit of this clade.

Gestalt Thaumaturgy

Gestalt Thaumaturgy is the practice of aligning one's mind with the Lux Aeterna as though it were a plane, in effect a combination of Classical and Esoteric Thaumaturgy. Most users of Gestalt Thaumaturgy reside within Azurullya, far from the Lux Aeterna. Zaphenim is considered the most powerful user of Gestalt Thaumaturgy in history and used it constantly in place of an actual pylon to keep himself alive.

Meridian Thaumaturgy

Users of Meridian Thaumaturgy devote themselves to an intelligent being instead of a particular concept. In this way, it is similar to both Harmonic and Invocative Thaumaturgy. A famous example of Meridian Thaumaturgy practiced at scale was the priest-class of Ibaradism. Devoted fully to their religion, they derived power from a currently unknown source which they claimed was their deity. Titania is the most notorious user of Meridian Thaumaturgy.

Shamanic Thaumaturgy

Shamanic Thaumaturgy is a rare and highly dangerous art form based on trance states. Similar to users of Harmonic Thaumaturgy, shamans summon spirits to the physical universe instead of venturing into the Lux Aeterna. By entering a trance wstate, Shamanic Magi trap spirits and give them partial control over their body, risky if the spirit has a will stronger than the shaman doing this. While usually fruitless, groups of shamanic magi can ensnare powerful spirits. Shamanic Thaumaturgy is a game of chance and a battle of willpower. Most spirits have no will, but those that do can often overpower the shaman. Losing that internal battle results in surrendering their body, which the spirit hopefully abandons.