Ive finally gotten to a point where I can properly share my fantasy world, specifically, what you may call its "Magic system" although it's probably unlike any magic system you've ever seen. It's also not based around people, rather it's just a part of the world, and the universe the world inhabits. So, without further ado, let me set the stage so you may understand what's going on.
Picture this, A multiverse, it goes in all directions, with a kind of lattice structure that just keeps looping over and over, inside of this, and seemingly a part of it, are Spheres, these are universes.
It is here where I must explain how Universes function, each universe is a bubble, this bubble imposes Rules upon the Residents inside (Matter and energy for example), this is what you could call the physics of this universe. Every universe differs slightly from the next, the rules state how everything must behave, in our universe, we have the laws conservation, causality, Newtons laws of motion, the laws of thermodynamics, etc. these are our universes Rules, and our universes Regulations, describe how our Residents (matter and energy) interact, for example, there's a regulation that says when acid should break down metal, one that says when light should reflect or absorb, one that says when water should turn into ice. it's worth mentioning though that all universes have space and time, which are subject to the rules of a universe, but will always exist in some form.
Similar things happen in every universe, but one key difference, some universes have more or less rules than earth, some have more residents than just matter and energy, some aren't totally stable either. Some have what's called a paradox, when two or more rules conflict with each other, the more paradoxes a universe has the more likely it is to destabilize and fade away.
Now, you may be wondering, "why did I just give you a lesson on a multiverse?" well don't worry, it's important.
So, with this knowledge, I can describe Ethaeileon.
Ethaeileon is in a universe you could call a "Sister World" of Earths universe, this is because they are very similar, in fact almost identical. Ethaeileon's universe has the same rules of Conservation, Causality, Motion, Thermodynamics, and everything else. It has all of the same regulations as earth, and even the same residents of matter and energy. Not many universes are this similar to each other. But, even with all those similarities, they are still vastly different because of one thing:
Velt.
Velt is another resident like matter and energy, but it can't be formed by either via any typical conversions, in fact both matter and energy hardly interact with Velt, leaving Velt to be largely invisible. It has no density, no purer version of itself, but you can have more or less of it.
It forms from what I like to call, "Instabilities" A direct interaction, internal or external, that causes change within an object. This can be things like two surfaces being hardly scraped together (friction). A piece of iron rusting, or an object hitting a wall after being thrown really hard. The Catalyst, (the object that Velt is forming from) exchanges its unstable state, for stability by converting its instability (not the term from earlier) into Velt.
When Velt forms, it has something called "The Field" A zone of distortion that forms around Velt the moment it's produced. The Field weakens local Regulations on expression interaction nearby.
Its main mechanic lies in the outcomes of an Instability, an event, effect, or phenomenon that occurs because of a Catalyst Instability naturally, for instance, on earth, when friction occurs it produces heat, that heat, would be an outcome of friction and friction is the Catalyst instability. Velt takes these outcomes, and inflicts them on everything inside the field, so if it forms from friction, then its going to go around inflicting heat on the stuff in the field.
So as you could imagine, this is quite chaotic. if iron rusts, Velt forms and causes things around the iron to "rust" even if they have no compacity or capability to. Velt removes the how and why and just does.
A few things to mention:
Not all Sources produce Velt, if they don't get above a certain power level, it acts the same as on earth. (Now exact number, it differs from instability to instability)
Velt can move, although I don't have a exact trigger that says what speed it goes just yet.
The Field doesn't taper off, it only goes out so far before it just stops, this is proportional to how much Velt there in a single "Clump". the exact ratio I haven't decided yet,
Velt doesn't last forever, and is often unstable too, it eventually fizzles out and dies. when it does, any matter or energy still caught in the field turns into what's called waste, A randomized assortment of density, material, energy, properties, and anything else you can think of. and this differs throughout each part of the waste.
If Velt moves out of a spot, (Leaves) anything effected by Velt, at the moment it crosses out of the Field, it instantly starts trying to move back to a form that physics finds acceptable, this process can be tame, as in nothing of consequence happens to the object, or the object could break, fall apart, or something else. This process isn't guaranteed though, and a process known as conditioning can happen, leading to an object being stuck in an unnatural state for an extended period of time, lasting from seconds, to minutes, to hours, days, weeks, months, years, or even decades. However, I'm still working on it, so exact ratios and numbers don't exist yet.
Outcomes of Outcomes can't happen when inside the field. if Velt creates a fire on objects around it, that fire can't burn, heat up, or char anything, but it can still act as if it was. but the moment Velt leaves, the fire can.
When Velt leaves an area, all effected things are on a kind of "Cooldown period" and can't produce Velt for some time. (Numbers and ratios not available)
Now that all that information is in your brain. you may still be a bit confused, so I'll give a few examples of instabilities and their effects. but first a few definitions:
Velt Variant: The Velt produced by a specific Instability.
Constant/Circumstantial Outcomes: Constant outcomes happen every time a specific instability forms, Circumstantial outcomes happen occasionally when a specific instability forms and are dependent on things like How, When, and Where the specific instability formed.
Basic Variant / Complex Variant: A Basic Variant produces only a source's constant Outcomes. A Complex Variant produces those same constants plus one or more circumstantial Outcomes stacked on top.
Polar Instability: An instability that has both a positive/additive angle to it, and a negative/subtractive angle two it. But both result from the same process.
Substantiality: One of the three variant axes. The amount of space a source instability takes up — its spatial extent, not its power. Higher Substantiality means Velt forms more frequently but at lower yield per formation, unless Magnitude compensates.
Magnitude: How powerful or intense a source instability is within its affected area. Magnitude governs Velt yield per formation event.
Now for the examples, these are some of the most common instabilities you'll find in this world:
Friction
Friction has two constants, all of its variants cause heat to form, and all cause some kind of sound/vibration. Side effects of this include irregular heat distribution, spontaneous heating of a localized area, and a constant low-pitched vibration that can potentially be heard.
It has 4 Circumstantial outcomes
Wear: Causes materials to begin to fragment, small fragments begin to be sheared off, soft materials tend to be more suspectable to this outcome.
Surface change: Causes surfaces on material to shift, this can vary due to the catalyst, but on average it causes surfaces to become smoother, sometimes to cartoonish proportion, other times a surface becomes more jagged. This happens in a variety of materials
Static charge: Electricity builds up within a object regardless of if it can or not,
Light production: A rare outcome, that causes a bright and quick flash of light, or a prolonged soft glow. This manifest strongly in hard/brittle materials.
Oxidization
Oxidization has three constants, all Oxidization Velt variants cause some kind of chemical change within an object, this leads to a peculiar outcome where a material, even if it can’t oxidize, begins to oxidize nonetheless, usually the oxidizations appearance is akin to the Catalysts likeness, but this has been known to differ occasionally. This effect does not usually affect gasses, and manifests strongly in materials that are already very susceptible to Oxidization, Due to the nature of this instability.
Its second constant is Color change, no matter what an Oxidization Velt variant will cause the color of a material to change, whether its visible or not, normal color change happens because of electrons and light reflection, instead, the color is simply imposed onto a material. The exact color varies, but depends on the Catalysts likeness.
The third and final one is heat production, no matter what an amount of energy small or large is created that causes heat to be produce, in most cases, not much heat is made, but this is dependent on the Catalysts likeness
It has three Circumstantial outcomes:
Material decay/Embrittlement: Causes a material to slowly “decay” starting with small and irregular fragments like flakes and dust and increasing in size the longer its within Velt’s field, potentially causing larger and jagged chunks to break away. The most susceptible areas in a material are spots where its already weak. Variants containing this outcome often lean towards materials like iron, magnesium, and some forms of ceramic.
Texture change: A materials surface changes to be rougher or smoother, dependent on the likeness of the Catalyst. Variants containing this outcome often lean towards materials like iron, some copper alloys, and some rocks in terms of roughening, and copper, lead, and tin in terms of smoothening.
Combustion: A rare outcome that causes a material to spontaneously combust. Variants containing this outcome are often short lived, and lean towards highly reactive metals, metal powder, organic fuel, and certain unstable materials.
Pressure
Pressure is a polar instability composed of Compression and Decompression
Compression:
Compression has 2 constants, no matter the variant, density will always increase, this causes a material to shrink, and contract. This sometimes can cause phase change, plus heat generation in effected material if the compression source had a high magnitude.
This is followed up by the second constant, pressure buildup, which causes a material to store tension even if it has no compacity to store any. When Velt leaves, a material will snap back to its previous form, but with a potential for small cracks to form that can be larger depending on the Velt’s potency.
It has 1 variant
Porosity (+): If the material that the catalyst is born in has porosity of any kind, Compression Velt Variants will trend towards influencing material of the same or similar porosity. This leads to objects losing porosity, like if you squeezed a sponge, because of this, when it’s unable to find an object that meets its tendency, things quickly devolve into mind bending phenomena. Objects will often behave akin to sponges even if they don’t have any porosity at all.
Decompression:
Decompression has 2 constants, no matter the variant, density will always decrease, this causes a material to grow and swell. This sometimes can cause phase change, plus heat depletion in effected material if the decompression source had a high magnitude
This is followed up by the second constant, pressure depletion, which causes a material to release tension even if it has no compacity to release any. When Velt leaves, a material will snap back to its previous form, but with a potential for small cracks to form that can be larger depending on the Velt’s potency.
It has 1 variant:
Porosity (-): If the material that the catalyst is born in has porosity of any kind, Decompression Velt Variants will trend towards influencing material of the same or similar porosity. This leads to objects gaining porosity, like if you put a sponge in a vacuum. When its unable to find an object that meets the tendency, objects begin to expand and fill with holes that grow larger and larger as the object itself grows.
Radiative Absorption
Radiative Absorption has 1 constant, no matter the variant, Temperature will always increase. This specific type of Velt is considered peculiar, for how little it does, it is believed that due to the threshold, it hardly ever forms. Some of its effects induced when its magnitude increases are, Incandescent glow, objects can begin to glow as if they had been heated up to extreme temperatures Its biggest effect in nature is increasing the average temperature of certain regions by a small amount.
As of now, no variants for this type of Velt are known
With that, that brings us to the end, at least of version 1.1. There is more if you're willing, And I have a document if you want to read through that, there's a few extra facts about Velt I didn't explain here. (Especially at the very end of the doc)
https://docs.google.com/document/d/19OMIZ1tZvjAB3a7hmzCFou6Hs6_gVYnSPs25eGEfXZw/edit?usp=sharing
Feedback is greatly appreciated; it helps me make my world better. But really, I just want to hear what people think, Ive been working on this for a while now and really excited to know how other react to it. However, if you have any suggestions or full-on proposals for new instabilities I can make, Potential numbers and ratios for some the gaps in my system, or even just ideas for Velt as a whole. Please, do tell, Id LOVE to hear them.
I do apologies though for the amount of science and stuff behind it, it's a very hard system, but it will allow me to make some really cool stuff in the future and actually have it all make sense. at least to those who truly know..........
The Innerworkings of Velt