Meta-Vibrational Science

## The Universe on a Spectrum

Meta-Vibrational Science is the alternate term used by the Illuminati and similar science-minded organizations to refer to Magic within the K3 Universe. The term refers to the ways in which magic manifests most commonly, and is believed to be a translation of an ancient dialect provided to the Illuminati by [REDACTED]. Meta-Vibrational Science allows practitioners to alter and influence the Fabstrean, the term used by the Illuminati and mages to describe the entirety of the K3 Universe, in a wide variety of ways, usually derived from either the user's will, or the Will of whatever higher power the user derives their abilities from.

### Lengths of Magic:

Meta-Vibrational Science operates according to the various vibrations that make up reality in its entirety, with certain Wavelengths (often shortened to Lengths) corresponding to a particular set of effects. There are 11 recognized Lengths of magic at the time of writing, although rumors persist of additional types that have yet to be discovered or officially codified. The list of each is provided below, alongside their conventional/K2 counterparts:

1. Time: Chronomancy.
2. Psyche: Enchantment.
3. Soul: Soul magic, blood magic, spirit magic, Necromancy.
4. Inanimancy: Transmutation.
5. Animancy: Life magic, Abjuration, Conjuration.
6. Energy: Evocation, gravity magic, elemental magic.
7. Fabstreanism: Meta-magic, reality warping.
8. Association: Divination, sympathetic magic, Conjuration (Teleportation and movement specifically).
9. Ignorance: Illusion, Anti-Magic.
10. Alternate Chemistry: Alchemy.
11. Tide: N/A

### Types of Magic:

While the Wavelengths of Meta-Vibrational Science organize the effects of magic according to the most common wavelengths associated with their spells, the Types of magic are intended to organize the acts and methods of spellcasting, the causes of the Wavelengths. There are currently 4 Types of magic, listed below, although additional forms are believed to exist (or have existed):

1. Faucet Magic: A lesser form of magic that can be used by even the Unaware that, due to its relative weakness, is unlikely to cause Ripples.
2. Waterfall Magic: The primary form of magic found in K3 only accessible to the Aware that allows for a greater degree of freedom in one' applications, but at the risk of creating Ripples; allows for the unlocking of further potential at the risk of one's sanity.
3. Wave Magic: A peripheral form of highly unstable magic designed to use highly Obscene Spells to weaponize Ripples; often considered just as dangerous to the user as it is to one's enemies.
4. Ritual Magic: A specialized form of magic bestowed upon an Aware individual by a higher power or "divine" entity; users of Ritual Magic are at much higher risk of worsening their own insanity, but are frequently granted spells from across the Wavelengths where other mages are limited to 1.

### Spell Obscenity:

The term "spell obscenity" is used by both the Illuminati and unaffiliated mages around the world to refer to the nature of a spell's effects, and the consequences a spell has on the Tide, the Meta-Vibrational destructive frequency that dampens or outright prevents the creation of Meta-Vibrations (magic effects). There are 2 levels of Spell Obscenity, provided below:

1. Coincidental Spells: Spells that are cast outside the periphery of the Unaware (and therefore the Tide), or spells whose effects can be rationalized by the Unaware (and Tide) of the local area; e.g. a pipe bursting and unleashing a gout of flame can be rationalized as a freak accident or sabotage as opposed to magic. If a spell's effects can be considered theoretically plausible or "coincidental," they do not risk inducing Ripples unless the user critically fails their attempt at spellcasting.
2. Obscene Spells: Spells that are obviously magic that cannot be rationalized by an Unaware observer (or the Tide, by extension); e.g. the throwing of a fireball from a person's hand at a target. Obscene Spells risk inducing Ripples whether they are cast successfully or not, with stronger Obscene Spells having a higher risk of inducing Ripples and a higher risk of worse effects.

### Awareness:

The terms Aware and Unaware refer to the state of a person's Internal Frequency, otherwise known as a person's "soul" by those outside of the Illuminati. The Unaware comprise an overwhelming majority of the world's population, and are entirely unaware of the existence of Meta-Vibrational Science and its effects/applications; the Unaware enforce the Tide upon themselves and even the Aware, preventing the use of magic in areas where the Tide is particularly strong and inducing Ripples where Obscene magic is attempted. The Unaware possess a dormant Internal Frequency that prevents them from attuning to Meta-Vibrations around them, preventing the detection of Meta-Vibrations and preventing their creation and use in a majority of their possible forms. Despite their Unawareness (frequently called Ignorance, although this can cause confusion with the Length of Meta-Vibrational Science referred to as "Ignorance"), the Unaware can still use Faucet Magic if their willpower and intelligence is capable of withstanding it.

The Aware, by contrast, are individuals with active, awakened Internal Frequencies that grant them awareness of and control over Meta-Vibrations, allowing an individual to access Waterfall Magic, Wave Magic, and Ritual Magic (the act of developing Ritual Magic with a higher power often leads to Awareness, even in Unaware individuals). The Aware must fight against the Tide, however, and constantly struggle with the allure of the Tide and the dangers of Ripples created by their Obscene spells; an Aware individual may find themselves stripped of their powers or Awareness if they succumb to the Tide's temptations, go too long without practicing magic (and therefore reinforcing their Awareness), or suffer the consequences of a Ripple.

### Effects on Sanity:

The practice of magic and its associated arts have an expectedly negative impact on the sanity of its practitioners and witnesses. The Tide imposes [REDACTED]'s will upon reality through the Unaware population of the world, which induces the loss of sanity (temporary and permanent) when an Unaware individual is exposed to forces or effects that go against the Tide.

Not all Aware individuals are insane, however, and there are ways to ensure one's mental health despite the use of magic. The safest way to retain one's mental faculties is to learn and expose oneself to magic very slowly, over a period of months or years, to give the user's Internal Frequency time to become properly Aware and therefore resistant to the Tide's insanity-inducing backlash on practitioners of Meta-Vibrational Science. Additionally, the application of certain rituals, charms, or spells can undo, temporarily relieve, or prevent insanity and its effects. The use of Faucet Magic is also unlikely to drive the user insane, so long as they genuinely believe in the power of the mystical effects they cause.

The use of Ritual Magic requires that the user be insane, as contact with a power-granting entity requires a psyche more open to infiltration, manipulation, and hallucination. Users of Ritual Magic often lose all of their sanity, and therefore their lives, before they reach the highest levels of their cult or organization. Cults and other groups of insane Ritualists tend to be incredibly unpredictable, dangerous, and zealous.

The use of Wave Magic, while not possessing as a prerequisite like Ritual Magic, is also likely to drive its users insane by nature of their spells and the many random effects that Ripples can cause, including loss of memory, insanity (both temporary and permanent), explosions and other destructive or anomalous effects, holes through Spectrums of reality, etc.

## Magical Organizations

While there are many groups across the world that practice magic, many groups specialize into a particular Length (or ~3 Lengths maximum) to maximize their knowledge and skill in that particular Length. The list below describes the groups that practice all Lengths of magic in many of their forms:

1. Illuminati
2. The Privileged Few
3. TISA
4. Wavebreakers