The World Of Khoras - Magic

The Science of Magic

What follows is nothing more than a proposal for a hypothetical explanation for the inner workings of magic within the context of the game. It is intended only to stimulate thought on the subject. Nothing more. Take from it what you will.

If we assume that magic is a scientific quantifiable phenomenon, it can be discussed in scientific terms. Not everyone is comfortable viewing magic as a real phenomenon. They prefer to keep magic mysterious, elusive and arbitrarily adjudicated. Within the context of the game, such players tend to make up the rules as they go... rules which often contradict themselves. For those people, the explanation of "It's magic" is enough. That explanation has never worked for me. I like things to make sense. I want there to be at least some kind of solid explanation for the way magic works. I want some sort of system for my mind to grasp. If such a ground work is laid, then future decisions regarding magic are more likely to be internally consistent. If you are like me and would like to glimpse a hypothetical "explanation" for the science behind the workings of magic, then I invite you to read on.


Magic is the common name for the fabulous effects that wizards and sorcerers are able to create by shaping the flow of essence. Essence is the common term applied by wizards to raw magical energy before it is shaped into spells. Wizards know that essence is everywhere. In people and in animals, in trees and plants. It floats through the forest and soars over the highest peaks of mountains. It bubbles in brooks and hides deep underground in gloomy caverns. Wizards know the true nature of essence, it is a field of energy that spans the Universe. It surrounds and penetrates all things. It is this elusive field of energy, this essence, that is the basis of magic.

The Nadion Particle Field

The field of energy which wizards call "essence" is actually a scientifically explainable and quantifiable phenomenon. This energy field is made up of nadion "particles" - subatomic, high energy, fluctuations in the quantum state of the space-time continuum. Nadion particles exist throughout the Universe as "background" radiation. Even in the deepest void of space, one can find nadion particles. Due to the unique nature of nadion particles (fluctuations in the quantum state), they affect both matter and energy. Nadion particles are not true particles, but do possess mass. Nadions also exhibit the wave motion properties of electromagnetic radiation. Hence, they travel through most matter at light speed, while still interacting with matter an atomic level.

Bioneural Energy

All living creatures generate bioneural energy within their nervous systems. This energy is concentrated in nerve fibers throughout the body and the spinal column, but is especially strong in the synaptic neurons of the brain. The more highly developed the brain, the stronger the bioneural energy generated. Some simple life forms do not have true brains, only nerve clusters. These creatures generate very little bioneural energy. Humanoids, however, have very complex and highly evolved brains. They are capable of abstraction, imagination and language. Hence, they have the strongest bioneural energy.

The Interaction Between Bioneural Energy & The Unified Field

Mass distorts the space-time continuum, bending the fabric of reality. This phenomena is known as gravity. In a similar fashion, the bioneural energy of living organisms distorts the universal nadion field. The presence of bioneural energy, that which is generated in the nervous system of a biological entity, causes a increase in density in the nadion field. The exact correlation is not clearly understood.

Intelligent beings, especially those capable of language, are usually able to exert a certain amount of control over nadion particles. Not only do they have stronger bioneural energy, but living creatures that use language, imagination and structured thought patterns are able to affect the unified field. The process is not clearly understood, but occurs during the interaction between bioneural energy and nadion particles. In such interactions, the bioneural energy can alter the wavelength and frequency of nadion wave properties. Bioneural energy can also alter the density, quantum oscillation, phase and other properties of nadion particles. By influencing nadion particles, they can be directed, used to generate energy, matter, spatial anomalies and other phenomena. It is difficult for a humanoid to do and it must be learned. But, with the proper training, an intelligent mind can learn to shape and direct the flow of essence. Those that master control of the nadion field do so by calling upon segments of the brain that normally lie dormant in other humanoids. This allows them to generate a greater amount of bioneural energy. These are the fundamental building blocks of what is called magic.

Drellisian Output

Drellis emits a wide range of electromagnetic radiation and charged particles in its solar wind. Among these emissions is a stream of high-energy particles known as tetrions. Tetrions interact with nadions in violent subatomic collisions. Tetrions can alter nadion properties. Since nadions are the carrier particles that make up the universal energy field, drellisian radiation disrupts the flow of magical energy. In the nomenclature of mages, the drellisian "static" is often called incoherent magical energy and the universal energy field is called coherent magical energy, although this is somewhat of a misnomer.

Wild Mages

Some mages, known as Wild Mages or Chaos Sorcerers, actually use the energy from Drellis to form their spells rather than from the universal energy field. They experience a similar pattern of fluctuation due to the eclipsing of the two stars, but their pattern is exactly reversed from normal mages. When Drellis is dominant, wild mages wield great power and they suffer when Karrym rules the sky. Wild mages are rare, but the world is aware of them. Wild magic tends to be more powerful, but less controllable than "standard" magic. Wild mages also tend to suffer unusual side effects from their art.

Aberration (Tetrion Interactions With DNA)

The Sundering and the resulting ecological changes that resulted were many. One of the most significant effects is what scholars call aberration. That is, the effect that the Sundering and subsequent Drellis Effect had and still does have on all living creatures. Starting in the Great War and continuing through the Age of Sorrow, the magical energies from the sun and in the world caused drastic evolutionary spurts and mutations. Many species began to change, evolve and diverge at a substantially accelerated pace. This would later be the reason why so many new races had suddenly appeared in the short span of less than 2000 years. Aberration began during the Great War, but was most pronounced during the Age of Sorrow and slowly dwindled during the Age of Rebirth.

Aberration occurs because tetrion particles adversely affect cellular division. This has caused evolution to run rampant and, over the centuries, has resulted in a staggering variety of life. Species evolve much more rapidly than they would normally, branch off into subspecies regularly and often produce aberrants, creatures which are unique genetic anomalies and don’t really belong to any race. About 1 in 100 organisms will turn out to be an aberrant. Conversely, about 25% of every species is unaffected by the radiation and develops normally and without mutations. This explains why many core species of gone unaffected for thousands of years (humans, horses, frogs, wasps, etc.).

How Mind-Affecting Magic Works

Mind affecting magic works because the brain is nothing more than an organic, biochemical computer. Its functions and operations change with chemical imbalance. It can be affected by outside influences and the environment. Mind affecting magic often targets specific sections of the brain and uses thermal variations, pressure variations, magnetic fields, electromagnetic radiation, electric impulses, sound waves, gravity manipulation and the introduction of foreign biomolecules. A spell can use one or a combination of these phenomena to alter the perceptions of the mind. Examples include various charm spells, illusions and fear.

This website was last updated April 1, 2017 . Copyright 1990-2017 David M. Roomes.

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