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Chapter 5 - What is magic?

The world's magic system, though seemingly simple on the surface, harbors profound complexities beneath its shimmering veil. Basic spells are accessible to nearly anyone with talent and discipline, but true mastery demands years—sometimes lifetimes—of rigorous practice. Advanced spells are not merely harder to cast; they require extended rituals, rare materials, and immense personal energy.

Every mage can access six elemental and energetic forms: light, dark, earth, fire, water, and air. While every practitioner learns foundational spells from each, true mastery of even one element is a lifelong endeavor. Most mages, therefore, dedicate themselves wholly to a single genre, honing their craft until their spellwork becomes second nature—instinctive, effortless, and devastating.

Yet not all mages walk this singular path. Many choose a diversified approach, studying basic spells across all six genres. Though they forgo the chance at ultimate mastery in one domain, they gain crucial adaptability. In a world of shifting battlefields and unpredictable threats, versatility is often more valuable than raw power.

Increasingly, mages have begun combining complementary elements to form synergistic disciplines. This method embraces the interplay of magical forces, allowing for hybridized spells that are both potent and unpredictable. One mage might specialize in light, earth, and fire, blending healing and illumination with defensive and destructive might. Another might wield water, air, and darkness, cultivating a style rooted in evasion, deception, and subtle control.

Some of the most effective pairings include:

Earth + Fire: Raw destruction and molten control

Water + Air: Mobility, crowd control, and terrain manipulation

Air + Earth: Defense and battlefield stabilization

Fire + Water: A volatile balance of aggression and regeneration

These combinations allow for endless tactical permutations. In a party, a mage who commands such diversity significantly enhances the group's offensive, defensive, and utility capabilities—often turning the tide in situations where rigid specializations would falter.

But spellwork isn't just about incantations or gestures. The magical arts involve ancient tools, precise techniques, and deeper structures. Casting circles, for example, are among the oldest and most revered of these.

Far more than ornate glyphs, casting circles are arcane diagrams etched with mathematical precision. They form intricate channels for magical energy and vary in size, geometry, depth, and directional flow. The most legendary circles—long lost to time—were said to possess the power to breach dimensions, creating portals between worlds.

"Even when I wrote this book," the old scholar muttered, his voice gravelly with age, "the idea of interdimensional travel through casting circles was already a rumor. Just whispers of an age gone by. These days, no mage has the clarity or genius to craft something so complex."

He sighed, rubbing ink-stained fingers over tired eyes. "Maybe they never existed. Or maybe magic was once simply... stronger."

Despite his cynicism, something in his words struck a chord. If the mysterious force that brought me to this strange world couldn't send me back, perhaps some forgotten spell—buried deep in those legends—still could. The idea kindled a fragile, flickering hope I hadn't even known I was clinging to.

"To acquire a tame," the old man continued, "you need a special artifact—almost as important as the beast itself."

He described the taming arts, a highly specialized branch of magic practiced by only a select few. The artifacts used were as varied as the creatures they bound: a radiant lantern passed down through generations, a precisely carved casting circle etched into sacred ground, or even a ritual requiring sacrifice—sometimes of blood, sometimes of life.

Taming Lanterns were rare heirlooms, their light spiritual as well as physical. They could lure wild spirits from hiding and tether them to the caster's will. Casting circles, by contrast, acted as traps, binding creatures long enough for a mage to form a pact. These were reserved for beings of immense power—colossal dragons, perhaps, or creatures born from nightmare and myth.

The word hit me like a thunderclap:

Dragons.

"Wait... There are dragons here?"

The thought echoed in my skull like a shout in a canyon. Real dragons. My chest tightened, pulled between awe and a primal, marrow-deep fear. This world wasn't just magical—it was myth made real.

"A sacrifice is usually for the extreme beasts," the old man said solemnly. "It could be part of yourself... or someone else entirely."

He didn't flinch as he said it. These were not noble acts. They were desperate measures. The last, shivering gambit of a doomed party. When someone offers a sacrifice, it's because they're staring annihilation in the eye and gambling everything on one last card.

Imagine the tension—an entire group knowing one misstep could mean obliteration. These beasts don't always obey. Often, they kill the summoner, then turn on the party. It's not a pact—it's a storm wearing a leash made of frayed rope.

Win, and you might live. Lose, and your name is carved into a forgotten ruin.

Unlike sacrifices, runes are precise and stable. They are magical inscriptions carved into weapons, armor, or even the flesh of living beings. When placed correctly, they augment form and function:

A blade might burn with fire or strike with lightning

Armor could deflect spells or harden like stone

A summoned beast might gain new instincts—or evolve entirely

Runes can also be etched into the caster's own body, granting temporary enhancements to strength, intelligence, or magical control. Each rune taps into specific currents of arcane energy through its unique shape, language, and accompanying incantation. But this power comes at a cost: personal energy, often draining the caster for days.

Blessings, by contrast, are swift and ephemeral. Simple enchantments that last moments rather than hours. A warrior's aim, sharpened. A caster's focus, refined. They are the firelight to the rune's forge—brief, useful, but fleeting.

The old man continued to ramble, flipping through the pages of the worn tome. His voice was more gravel than clarity—more reflection than instruction. He spoke of how to control magic, how to shape it, how to survive it. But curiously, he said almost nothing about how to access it.

That struck me.

For all the talk of incantations and rituals, of runes and beasts and cataclysmic power, the sobering truth remained: this world's magic was born for war. Grand systems capable of transforming the world were shackled to the battlefield. Spells that could revive barren lands or heal the dying were shaped instead into firestorms and plagues.

Even the runes—ancient, beautiful—were etched not into temples, but into blades and siege engines.

But this old man… he wasn't a soldier. He wasn't even interested in war. To him, magic wasn't domination. It was a discipline, a philosophy, an art. And the final section he read—his voice softening into reverence—was not about conflict.

It was about awakening.

"To wield magic," he said, "you must first learn if it dwells within you at all."

That single sentence hooked into me, sharp and deep.

At the heart of the magic system lie three internal components, each dwelling in a different part of the body. Together, they form what mages call the Triadic Core of spellcasting.

Quarks, in the chest — the raw energy, the wellspring of magical potential

Protons, in the legs — the stabilizers, grounding energy to the physical world

Neutrons, in the mind — the architects of thought, shaping the spell's form and direction

To cast even a basic spell, all three must harmonize. The spell must be conceived by the mind, stabilized by the body, and powered by the heart. Even a slight misalignment can collapse the equation—or worse, unleash catastrophe.

I tried to still my body, mimicking the old man's composure.

Mind, body, heart.

The words echoed in my head, alien yet familiar.

I sat quietly, drawing slow, deliberate breaths.

Inhale.

Exhale.

Feel.

The old man's voice continued in the background, fading into white noise.

"Aww... young man, did you fall asleep?" he chuckled.

But I didn't answer.

Something had shifted.

A warmth pulsed in my chest—not memory, not comfort, but something deeper. A heat I hadn't known until now. Something alive. Something mine.

Was this the beginning?

The book hadn't explained what would come next. No diagrams. No chants. Just riddles and theory. But this feeling—it wasn't imagination. It was real.

How do I bring it out?

How do I shape it?

How do I turn it into a spell—not someday, but now?

Maybe the key was in the names—the components. Like a science equation, combining parts in the right order: quarks, protons, neutrons. Maybe it was mechanical.

Or maybe… it wasn't.

Maybe it was imagination.

Not fantasy—but memory. Emotion. Instinct.

I remembered warmth. Candlelight flickering on stormy nights. The glow of breath on a cold morning. My mother's warmth, remembered in shadows.

Fire.

What if I just understood it?

What if that was enough?

I opened my eyes.

My hand was outstretched, fingers curled slightly as if holding the thought itself.

And from my palm, fire erupted.

Not imagined.

Real. Burning. Fire.

It twisted upward like a startled beast, curled in the air, then vanished in a puff of scorched dust. My palm tingled—not from pain, but from power.

I gasped.

The old man looked up sharply. The book fell from his hands with a dull thud.

"What in the—?!" he sputtered. "You… you cast?! You cast without a circle, without a focus, without even a word?!"

I looked at my hand.

It was still trembling—not from fear.

From recognition.

Something deep inside me had just clicked into place.

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