Magic, also referred to as "Magiq" in this universe, are various types of powers that are often mysterious or supernatural in nature.

Overview Edit

Magiq is a skill that has been hidden from the world for unknown reasons, leaving few with the knowledge to actually perform magiqal acts. Some people are aware that the world has been altered, sensing the fundamental wrongness of a world without magiq. These individuals are known as sensitives [1]. Occasionally, some people are born with inherent magiqal skill, and those people are known as adepts[2]. Examples of adept individuals include Brandon Lachmann, Aether, and Portencia.

Three Manners of Magiq Edit

According to information found by Sullivan Green in Neithernor, there are three schools or "manners" of magiq[3]. The first is mundane or Material Magiq, which is the simplest of magiq used in the mundane world and the “time before.” It consists of mostly charms and rituals that affect the world in small ways, such as finding lost objects, remembering forgotten things, subtle changes in the weather. It borrows power from the surrounding world, and then gives it back when the charm or ritual is finished.

The second type is primal or Wrought Magiq. Magiq that draws energy from other things and places, nature, magical objects, people, and then repurposes it. But by doing so, also destroys it. It’s dangerous, unpredictable, and powerful, but not necessarily “bad,” though it’s often used by those who don’t care about the destruction of magiq. Monarch’s Mountain also thought that Wrought Magic is what makes adepts, people born with a specific, innate power. Without realizing, they instinctively draw from the world around them to perform their magiq. magiq is finite in the mundane world, so wrought magic is a fading talent that is also diminishing all other magic.

The third manner of magiq that falls in between the other two, which was colloquially known as "Figuration." It can be taught but is most powerful in those with the innate gift of creativity; it is essentially storyteller magic. Monarch's Mountain never had a name for it (there was mention that either it shouldn’t be named or its actual name shouldn’t be spoken). Figuration is the only way, Monarch's Mountain believed, that new magiq could be created. There is power when new things, new worlds are “thoroughly thought up,” when rich stories are told. And the characters, the settings, the themes and meanings can all be creatively repurposed to perform magiq. But “storytelling” can be used in all sorts of creativity, not just writing. Anything that joins disparate elements into a new creation (which includes all sorts of crafts) can be used to create minor magiq. But stories are the focus of figuration. It is the rarest magiq in our world and near impossible to perform in the modern mundane world.

The Roads of Wool and Silver Edit

The Monarch Papers, Volume One discusses the way that individuals have gained magiqal awareness over the centuries, despite the information being hidden from the general public. At one point in time, there were two groups of people who knew what happened to the world, or knew something worth knowing. The Artisans and the Crafters[4]. Centuries ago they set two trails of clues, designed to be found by anybody with a strong enough desire to find them. These two paths were the roads of silk and the roads of wool[5].

Sullivan Green followed both the roads to their ends and found nothing but ruin. The people who had created them had been gone for many years, leaving only silence in their wake. To find the truth, Sullivan created his own path to the truth, which he bequeathed to his daughter, Deirdre Green, after she learned the truth of magiq at the end of Fragment Eight.

Violence and Combat Edit

During Phase Three, Theodore Fallon revealed that, without exception, taking a life would bar an individual from using magiq for the rest of their natural life [6]. For this reason, Kemetic Solutions sought to circumvent this rule, exercising extreme cruelty without directly killing. The extent of this rule can be assumed to be about intention, where cruelly taking a life of any living being would bar an individual from magiq, but hunting animals for sustenance could be an exception.

In PRSFNE violence was strongly discouraged, particularly in regards to the wild beasts of Neithernor who were endangered. It was emphasized that non-violent means of interaction should be chosen at all cost. Violence has a strongly negative connotation in the MAGIQverse, being used only in the most dire of circumstances.

The Six Elements Edit

The Six Elements are forces invoked in the practice of Magiq, often in order to ground powerful, dangerous spells. Each of the elements also corresponds to one of the six Guilds. The Elements are:

The Mountaineers first invoked the six elements as part of the Calling the Corners spell to create a grounding hex around Deirdre in order to lift her father's concealment spell in Fragment Eight. They performed the spell again during Fragment Fifteen prior to the Day of Change.

Usage Edit

Over the course of The Monarch Papers, the Mountaineers encountered many different types of magiq.

Traveling Edit

The first major act of magiq that Mountaineers witnessed was Brandon Lachmann's traveling. By honing his latent powers, Brandon was able to create a door in his mind which allowed him to escape the lie of the forest and travel to the magiqal world. He was one of the only ones to do this after the world changed, leading to his nickname The Traveler[7].

Bending Blood Edit

After Lauren Ellsworth's magiqal potential was unlocked by The Cagliostro, she performed many acts of magiq, culminating in her bending her own blood to conjure wings. Creating black dragon's wings, she flew across the city. The Cagliostro later scolded her for this, stating that "bending blood is not for the inexperienced" and that she could have died if it had been performed incorrectly[8].

Calling The Corners Edit

At the end of Fragment Eight, Mountaineers performed the Calling the Corners spell to free Deirdre Green from her magiqal shield. The spell was performed by six recruits who used mementos related to the six elements to ground Deirdre, who then created her own poem to release herself.

Joradian Safeguard Spell Edit

In Fragment Ten, recruits performed the Joradian Non-Material Safeguard in order to protect the Basecamp 33 Forum from malicious intent. The spell required a glyph to be posted near the Basecamp's homepage, six boxes filled with the different elements to be created, and six pledges to the elements be said in person or over hangouts.

Consolatory Teatime for Misplaced Memory Edit

In Fragment Eleven, the Consolatory Teatime for Misplaced Memory spell was performed to retrieve missing memories from Augernon. The spell was successfully performed by recruits and Martin Rank, who visited Augernon in person. Martin was able to successfully question Augernon about the coming storm and the history of the '94 Mountaineers. However, the spell resulted in Augernon having a seizure after the magiqal effects were up.

Spell Sickness Edit

Spell sickness is broadly defined as any negative after-effects of casting magiq. As the Mountaineers began to cast more magiq, it was revealed that such actions were not without consequence. Beginning with the Joradian Non-Material Safeguard, Mountaineers who had been involved in the spell experienced flu-like symptoms or were otherwise unwell[9]. In respeonse to this, Endri created the joke of #spellsickness[10]. In later spells, Mountaineers would often report feeling dizzy or tired. In "The Tunnel" Deirdre experienced spell sickness after performing magiq at Grey's apartment in "The Storm - Part Three." Deirdre likewise experienced lingering spell sickness after utilizing figuration magiq to unlock The Little Red House.

Although not directly related to the casting of magiq, it was also noted that traveling to Neithernor caused illness, a whiplash effect. According to Mr. Wideawake, this was due to the variation of time in Neithernor versus the mundane world.

Guild Magiq Edit

Balimoran Magiq Edit

  • Weathermancy
  • Uproot
  • Faulton Fray’s Decay
  • Charm and Deception
  • Mend
  • Bestiary Arts

Ebenguardian Magiq Edit

  • Grim’s Convergance
  • Makepeace
  • Truth and Calling
  • Combat Magic
  • Sand and Stone Scrying
  • Evolutionary Magimystics

Flintforged Magiq Edit

  • Artificer’s Whim
  • Alchemical Tranfigurations
  • Undo, Multimystics
  • Assembling Runes
  • Many Hands
  • Breath of Creation

Gossmere Magiq Edit

  • Communion Magics
  • Shapeshifting Arts
  • Therapeutics
  • Trusted Confidant
  • Call To Hearth
  • Choreomancy

Thornmouth Magiq Edit

  • Time Shifting
  • Philosomancy
  • Second Mind
  • Astral Thinking
  • Tome Kindling
  • Peering Arts

Weatherwatcher Magiq Edit

  • Navimancy
  • The Swift Tongues of Kalivar
  • Unanchored
  • Fall Watch
  • Languidimensional Touch
  • Torchminder

Other types of known Magiq Edit

  • Telemancy
  • Bending Blood
  • Inkhemist
  • Illiomancy

Trivia Edit

  • The name magiq is actually an acronym for "Magimystical Assessment & Guild Identity Quantification," however the term eventually grew to describe all acts of the Ackerly-Green style of magic.

References Edit

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