Magical Charge

## General Description / Behavior:

All MPs have charge to them, and the strength of the charge is basically the determiner for the power of the magic. Similar to how normal and dark matter / energy interact, if positive and negative MPs make contact, they will annihilate each other. In an opposite way to magnetism, MPs with the same charge are attracted to each other while those with opposite charges are repelled from each other. In addition to those two behaviors, MPs exist on both the physical and spiritual plains, and are also effected by gravity.

## Light & Color:

Positive MPs all release some degree of light while negative MPs all absorb it. The Origin Particles of each are white for positive and black for negative. That is because the Origin particles absorb / release all wavelengths of light in total absolution. There are also two other types of ways in which an MP can interact with light. The first is the release / absorption of only a single color spectra, while the second is the release / absorption of every color spectra with the exclusion of a single one.

There are three ways in which positive and negative magic is referred to for both types.

* Gleam vs Gloom - for referring to magic currently being stored within the soul
* Shine vs Shade - for referring to magic being stored within mana, which can be stored independently from a magic user.
* Light vs Dark - used as a descriptor for things modified by magic

The release and absorption of light is the main factor that caused the naming of positively and negatively charged pools of MPs to be called light and dark zones. Light zones are naturally slightly brighter than what would otherwise be and any area with a accumulation of positive particles will have at least a dim ambient light to it even when there is no other light sources besides the MPs. The higher the density of positive MPs, the brighter the ambient light will become and in situations of high enough density enough light will be being released by the MPs for the surrounding area to appear washed out & faded or even cause anyone in the area to become temporarily blind from the overwhelming light.

Similarly dark zones are naturally slightly darker than normal and any area with negative particles will seem to have the light being drained out of it. High enough density areas of negative MPs can cause complete pitch blackness to occur even if a person has a light source on them. In this type of situation the light source will only be able to light up the immediate area with the surrounding area having the appearance of an impermeable black mist. Anyone approaching will also have difficulty seeing your light and may only start to see it if they come within a couple feet of the light source. The higher the density of negative MPs, the more futile any light source will be.

The way in which MPs are able to release and absorb light is that each MP has a connection to the MP of opposite charge that it originally came into existence along side. This connection is just barely strong enough in each individual MP to let it act as a portal for light to travel through.

Note: Magic cast using negative MPs is referred to as dark magic while magic cast using positive MPs is referred to as light magic.

## Pressure:

If enough MPs are present within a given space & border a pool of opposite charge, the pressure from trying to make more room will eventually overcome the repelling nature of the opposing charges and the borders between the two oppositely charged pools will start to physically touch, annihilating the MPs at the border. This will create an equilibrium where the rate of MPs being created and destroyed is equal.

Even in areas where a single charge of MPs are already pooled together, the spontaneous creation of oppositely charged pairings is still constantly occurring with no regard for the preexisting MPs. If the pressure is low enough, the minority charged particle will not be immediately annihilated and will either be stuck in the sea of opposing charge, or be slowly squeezed out towards the border of the pool of particles. If the pressure is high enough, any spontaneously created pairing will be immediately annihilated. This means that low pressure areas have many impurities, medium pressure areas are more pure, and high pressure areas are most pure but also slightly unstable due to simultaneous creation and annihilation of charged pairings. High pressure areas will give off a sort of white noise, fuzzy / static like feel to anyone who can detect magic. It can also make magical detection appear blurry and more difficult.

## Value, Fusion & Stability:

All magical particles start with a certain amount of power within themselves which is equal to a charge value of 1, but have the potential to get more powerful and acquire higher value. Over long periods of time, along with pressure and luck, magical particles of the same charge have the ability to spontaneously fuse together. The result is a more developed magical particle which higher charge value as well as power of the two previous particles.

During the fusion process, the mass of one of the particles is reduced back into non-existence with the only thing remaining of it being the charge it gives to the other particle. When a pair of particles are fusing together of one charge, another pair of the opposite charge always fuses together at the exact same time, conserving equal mass of each charge within Oroi-Ullon. in regards to MPs, conservations pertains to mass, but not the charge. When charge of one MP is used up, a corresponding MP of the opposite charge will not be effected and will keep its charge. Due to the conservation of mass, MPs which still only have a charge of one cannot be drained of their single charge.

Usually magical particles can only fuse with other particles of the same developmental state. So a 1 + 1, as well as 2 + 2, etc., will commonly fuse together, a fusion of a 2 + 1 is rare but possible. Magical particles with an odd charge value are more unstable in comparison to those with a even value. Generally those which have a value only divisible by 2, 1 or a multiple of two are most stable, while those which can be divided by 2 less are more unstable. For example: 8 > 6 = 2 > 3 = 1.

## Soul Coding :

Souls are constructed from MPs, and can be of either a negative or positive charge. What body a soul goes into when it is conceived is random, any biological sex can have either a positive or negatively charged souls inhabiting

## Shadows & Charge Homeostasis:

Shadows are the lowest rank of gods and represent each individual with a soul. This means that they are bound to a soul. When a newly formed Shadow is going to its new host to bind to its soul, it will instinctively go for a soul of the opposite charge to itself. This is so that a magical balance can be had between the Shadow and its owner. While all the MPs of one charge get sucked into the owner's soul, all the oppositely charged MPs which would otherwise get left unused & / or cause trouble for the owner instead go into the Shadow's soul. This homeostasis both protects the owner while giving the Shadow the ability to perform magic.

## Magically Hostile Environment:

Those with an opposing magical charge to the charge of the magic of the environment they are in will feel pressure, almost like they are underwater, and can get exhausted more easily. In addition to this, simply trying to enter an area with an opposing magical charge can be varying levels of difficult depending on how dense the MPs are. Individuals born into an environment with an opposing magical charge to the one of their soul will naturally develop a resistance to the hostile environment. This resistance combined with light/dark shrines will allow those born into an area of opposing MP charge to live relatively normally, only experiencing a small handicap in comparison

Those who are born into a zone with a matching magical charge to them will not develop the resistance that those are born into opposingly charged zones do. If one who does not have the resistance enters an opposingly charged zone, or if one who was born does not attend the respective light/dark shrine, they are likely to experience stunted growth, cognitive development, experience frequent or constant lethargy & headaches, or in the worst case scenario, die. If someone does both of the above (no resistance + no shrine) for a prolonged period of time within a high enough pressure zone they will almost certainly die.

Note: If the magical pressure is high enough within an area, it will be impossible for someone with an opposing charge to be within that area and passively maintain their own body's stockpile of magic. This is because the pressure will overcome the repelling force and start annihilating the magic particles within the user's body, depleting it.

Note: There is always equal amounts of positive and negative magic within the universe Oroi-Ullon is set in.