Magic/Manipulation

## Part 1: How mana works

Mana is a particle and follows the laws of physics; however the difference between normal particles and mana, is that mana can only interact with things under certain circumstances, manga is attracted using a weird state of gravity, this gravity is created in certain shapes and patterns as well as sound waves, as such mana would collect in those areas more than anywhere else.

    As mana is a particle, it can run out, however as living things naturally carry some mana, as such, living things naturally spread mana; this doesn’t mean that places cannot run out of mana.

Mana has many different forms, but it, again, only becomes a certain type of mana under certain circumstances. Mana interacts uniquely with electric pulses of neurons firing in animals' brains that can directly influence how mana behaves after being outputted. Mana also interacts with itself, which in of itself is not a bad thing, however, this causes side effects to anything that uses mana; in creatures, it leads to higher risk of defects such as blindness and insanity to form, as well as sores and scars forming on the body, necrotizing parts of the body, lastly abstract mutations that differ on the type of mana used (EX: Permanently charred hands after using fire magic for a long period of time)  In objects it causes wearing / rust of the material, as well the aforementioned abstract mutations, only in this case it applies to objects. After a long period of using mana, creatures adapt their body around mana, causing a mana dependency; if a creature with mana dependency loses 90%-100% of all their mana they start having what's known as 'mana sickness'. Mana sickness ranges in affects based on what mana you used, and the severity of your mana dependency, in lighter cases it can cause nausea and slight Insanity, in heavier cases, it can cause the deformation of the body and death. Please note that mana sickness can occur before 90%-100% of the wizards mana has been depleted.

Mana has the special property of being able to transform into any known phenomena, this is how spells are done, by transforming refined mana into a specific event. Mana can do this in the same way that we learn, it collects knowledge of certain action, this could be from the environment, or from your thought, and the collapses into being tangible, which makes the mana into whatever event it had gained knowledge on before it became tangible

## Part 2: Physical magic

98% of all living (Non magical) things  are not able to naturally use magic, this is because they lack the necessary I/O Devices, and the correct channeling abilities to naturally use magic

To use magic you need:

* A “Magical heart”: an implant that sits next to the heart, it connects to the veins to allow mana to go through the body, the magical heart also serves to regulate mana, so you don’t intake more mana then your body can handle.
* I/O Devices: Input devices are devices that not only intake mana, but convert into a mana that does whatever magic you wish to do. Output devices are devices that refine the mana into spells, these devices can connect to each other, but at least one must be connected to your veins to output mana; depending on what type of Output/Input device you have will make your magic options limited.
* Knowledge: Most important of all, you must know proper techniques to channel mana into the types of spells you wish to cast

Physical magic is casted by your own body, where you channel mana from your magical heart to your output device to cast spells. Physical magic is the most common type of magic for full mages as you don't need to carry a large amount of equipment to cast various spells. Physical magic is also the easiest way to cast magic because you have full control over your body, Allowing the most control over your spells as well as the most complex spells.

For more options on equipment, look in the equipment part of the guide.

## Part 3: Chanting

Chanting is the most common type of magic used as it doesn’t require any special equipment to use; however a downside to this is that it takes a long period of time to activate spells as well as drawing from natural mana around the chanter. Meaning some of the natural mana inside the chanter will be used as well. If large enough spells are used, they will cause a “Null Point” to form, a Null Point is an area that is completely devoid of mana, this complete lack of mana will disturb any life that contains mana and will cause them various effects depending on how dependent on mana the creature is.

Chanting works by speaking out magical runes in an order after the spell has been successfully chanted, using the finishing rune “End” to cast the spell. Most magical runes take a long period of time to chant, as such most people only use chanting for basic spells. Chanting is the only form of magic with no side effects to the user.

## Part 4: Enchanting

Enchanting is the process of scribing a material that can contain mana with magical runes to make an object that can cast spells as long as there is enough mana concentrated near it, similar to chanting, if a large enough enchantment is casted, it will cause a Null Zone to form. Enchanting is the main cause of Null Zones as it is a large amount easier to cast spells with enchantments than with chanting. Enchanted items wear down remarkably faster because of the constant magic flow through them, making enchanted items rare because of their shelf life.

To enchant an item, you must use special patterns to bind runes into a coherent spell, ending in the magical rune “End”. Casting the enchanted item depends on the conditions that are set on the Enchanted item. The most common beginning conditions are “On input mana” and a specialized pattern rune that only activates when the user swings the object.

## Part 5: How runes work

Runes are special symbols that resonate with mana to cause events to occur. Runes work similarly to programming, where you have a list of instructions that get executed in a list. These runes can be connected to different runes called “Condition runes” that will only execute if certain conditions are true. Conditions are put onto spells via a semi circle around the rune that branches off into a sub spell list of conditions; this list can also execute a different set of runes if the conditions are false.

## Part 6: Pure magic

Pure magic is a type of magic that can generate its own mana rather than using mana around it, pure magic is created when mana compresses so much information without being released that it collapses into itself, this can only occur inside of physical objects, animate or inanimate. Inanimate objects that have Pure magic are called “Relics” and animate objects with Pure magic are called “Vessels”. Because Pure magic has an absurd amount of information packed into it, they often follow their own rules for activating their spell.