Wavelengths

## Magic in Vibrations

"Wavelengths of Magic" is the term used by mages of the K3 Universe to refer to the 11 main types (referred to as 'schools" by some mages, including the mages of K2) of magic and the various main uses for that respective type. The term was coined originally by the Illuminati, who devised the Waveform model of Meta-Vibrational Science through their scientific approach to the supernatural, provided by their god, [REDACTED]; the time of this discovery and the widespread use of the Wavelength term to refer to magic is unknown.

### The Wavelengths:

The K3 Universe features 11 Wavelengths of Magic, although other types are believed to exist. Each Wavelength is associated with a particular effect, element, or manner of using it. The science behind the Wavelengths, according to Illuminati records, involves quantum mechanics and the influence of an observer on reality; according to Illuminati scientists, people each have an Internal Frequency (a concept similar to the soul for other mages) that influences the world around them according to their beliefs, although this power is restricted by a person's status as being either Unaware or Aware of magic, in addition to the Tide, which enforces normality and suppresses the Wavelengths of Magic.

Different spells possess different Wavelengths according to the Meta-Vibrational Science model of the supernatural; these different Wavelengths can be detected by special equipment (and other mages), and can be bolstered or suppressed by external factors like constructive or destructive waves, the Tide being a destructive form of Wavelength. The 11 Wavelengths are listed below, alongside a short description of each:

1. Time: The Wavelength associated with the passage of time and its connection to reality/space; time manipulation, manipulations of individual's perceptions of time, etc. are the most common effects associated with Time Magic.
2. Psyche: The Wavelength associated with the manipulation of the minds, emotions, thoughts, and memories of living beings; mind control, sleep and fear effects, memory manipulation, sanity manipulation, etc. are all common effects associated with Psyche magic.
3. Soul: The Wavelength associated with the Internal Frequencies of all living beings; soul magic, blood magic, necromancy and undeath, astral projection and limited Spectral Travel, etc. are all common effects of Soul Magic.
4. Inanimancy: The Wavelength associated with inanimate objects and the quantum mechanics associated with matter at its most basic levels; transmutation, shapeshifting, and minor elemental control are the most common effects of Inanimancy Magic.
5. Animancy: The Wavelength associated with animate/living beings and the Meta-Vibrations associated with their physical forms (as opposed to their Internal Frequencies like Soul Magic); shapeshifting, life creation/control, death magic, construct/golem creation, protection and healing magic, conjuration and summoning, etc. are all common effects of Animancy Magic.
6. Energy: The Wavelength associated with the elemental energies of the Fabstrean (reality), usually applied in a destructive or harmful manner; elemental magics, gravity magic, weather control, etc. are all common effects of Energy Magic.
7. Fabstreanism: The Wavelength associated with the very fabric of reality itself and the various effects that can be induced by manipulating it; teleportation, quantum tunneling, reality manipulation, Spectral Travel, etc. are all common effects of Fabstrean Magic.
8. Association: The Wavelength associated with sympathetic forms of magic, witchcraft, and the connection between two things; clairvoyance/clairaudience, Divination spells, sympathetic magic, witchcraft, etc. are all common effects of Association Magic.
9. Ignorance: The Wavelength associated with the weaponization of the Tide's magic-suppressing effects; illusion manipulation, sensory manipulation, and Anti-Magic are all common effects of Ignorance Magic.
10. Alternate Chemistry: The Wavelength associated with the creation of potions, remedies, and items imbued with Meta-Vibrational powers; Alchemy, potions, healing, poisons, etc. are all common effects of Alternate Chemistry.
11. Tide: The Anti-Magical destructive Wavelength that coats all of the material Spectrum of K3, preventing the use of magic and enforcing normalcy by weaponizing the Unaware individuals of the world to maintain itself.