Magic in the Ceasefire Universe

# Laws of Magic in the Ceasefire Universe

Magic is most notable when Kurt Schmidt uses this physical superpowers during the fight in Battle of Berlin. This page dissects and explains the magic that appears in the novel.

There are 3 phases to unlocking, triggering, enabling, or beginning the process of magic.

## Phases

### Phase I

#### Entering Phase I

There are different ways of unlocking, triggering, enabling or beginning your magic. Most commonly magicians have explained that head injuries happen the most. A safer option to trigger the first phase is being placed under a special anesthesia administered by a magic doctor, however the latter is much more uncommon and harder to undergo.

#### Effects of Phase I

Once in Phase I, users will experience different mental and psychological difficulties. This can range from time lapses to claiming they can speak with ghosts, claiming to see memories that are not theirs, visualizing or dreaming of otherworldly locations, and others. These psychological experiences are paranormal and are only understood by long-time users of magic. Whether or not these experiences challenge the mind or pose an issue to the wellbeing of Phase I members, are determined by the individual.

#### Mental abilities (not limited to)

* Memory reading
* Future telling
* Time travelling
* Hallucinations
* Seeing non-existent colours and shapes

Most users will only experience one of the listed. They cannot choose or change this.

### Phase II

#### Physical Sensations and Instinctual Feelings

Users’ experiences will always vary and will change based upon the individual. Users say an average of two months they will experience a newfound physical sensation. The sensation can be felt in the arms, hands, legs, feet, chest, and/or head. There will be a reported instinctual feeling to seek out the reason for these sensations and often leads to members spending time alone in a room to figure it out. Other instinctual feelings may include the following but are not limited to: Punching, kicking, throwing, shooting, swimming or running.

#### Physical Appearance

An important note is that the Phase II user will notice a soft light glow from either one or both arms and hands. The glow can vary in colour but is described as a very noticeable blue, red, orange, yellow, purple (etc.) glow. In Phase II, physical superpowers are unlocked and can be used to the full extent. A physical weapon of choice is also “chosen” by the user.

When magic is at its strongest point, it will cause the user's limb to brightly glow in colour. This is a visual sign that a large amount of magic can be expended at once. This can also cause the user's eye to glow intensely, their signature colour. It causes a ring of lines that appear around the eye and the light can be seen through thick fog. The glowing eye effect is not common but can be triggered through enraged anger, intensity, or adrenaline.

#### Abilities of physical superpowers (not limited to)

* Strength
* Agility
* Speed
* Heat resistance
* Time travelling

It is extremely rare that any magic user is a host of more than one ability. Most users cannot choose their ability. Users cannot change their ability.

### Phase III

#### Professions/careers as a third-phase member

Phase III members are extremely talented, skilled, and educated in the matter of magic. Most users don’t reach this phase unless they’re serious about learning more. Phase III members have been using magic and learning the craft for years on end. These users can be compared to university professors, doctors, lawyers, scientists or military generals. Phase III members have the career choice to become a teacher, a doctor, or continue studying the craft.

#### Leaving a normal life

Once a career is chosen, many members have no choice but to abandon their normal life which includes parting from regular family members, friends, co-workers, and community. (If a member refuses to part ways with family and loved ones, they are permitted to remain as a third phase member but are not given the same perks, privileges, responsibilities compared to other members. However, this is uncommon.) Phase III members are the most respected out of all phases.

## Physical objects as your complementary weapon

As shown in Battle of Berlin, it is assumed that Kurt’s choice of weapon is a Luger P08.

Most users will not get the chance to choose a physical weapon until reaching Phase II. Sometimes, choosing a weapon can be accidental, and the user may not enjoy using it all the time. It is difficult to change your weapon of choice as users can only use one. Changing will be difficult to adapt to.

Some users prefer to use magic without a weapon of choice. However it is not recommended by many others as it poses a significant disadvantage when fighting, especially if a user is not experienced enough.

When a weapon is being held, a user can channel their physical power into their weapon as a strengthening boost. This is demonstrated when Kurt pulls the trigger on a Luger he held in his hand. This boosted the loaded bullet in the gun, and when fired, the bullet caused much more damage than it normally would.

Sometimes, the weapon being held will emit light or glow in similar ways to the user's arm/hand. This can be taken as a signature that this object is owned by the user.

## Exhaust system

The exhaust system is where the limitations and weaknesses of magic can be noticed.

### Exhausting your magic

All magic in the host has a limit that prevents the host (the user) from exploiting their powers. The magic, after use, will need to recharge. The time to recharge depends on how much was expended. The more magic that is expended, the more powerful the expended magic is, but will need a longer time to recharge. If a little magic was expended, it may be weaker in damage and force, but will not take long to recharge. The easiest way to understand is to think about how magic behaves like a gas tank. If a car drives very fast, it uses more fuel and therefore needs to refuel for longer.

This not only applies to physical manpower, but also to your weapon's power and ability to cause damage.

### Weaknesses

Knowing your enemy is the best way to spot out weak points in their magic. Weak spots will not be the same across all users, and it is up to each user to understand their own weaknesses and how to overcome them all.

A commonly reported weakness within magic is the vulnerability when the magic has been exhausted. The user is defenseless. This requires the user to think before acting and preserve their energy.

## Trivia

* Charles Montgomery's weapon of choice is a wooden staff. His signature colour is orange-yellow.
* Kurt Schmidt's weapon of choice is a Luger. His signature colour is blue.