top of page

Subscriber Exclusives

Thank you so much for joining the mailing list. 

In addition to early access to new stories, this page hosts a few extra nuggets, not found anywhere else!

Project KK:
Magic Breakdown

In the world of Project KK, magic is still a budding entity, something that the world has yet to fully understand. Jrendavar, the nation where our story takes place, is one of the leading nations in magical discover and education. While it's still at a rudimentary understanding, fatality rates have seen a great decline, though the elite still keep many of the secrets to themselves. The wealthy few who can afford tutors and schooling learn about the three types of magic as listed below, though there are still edge cases that the world has yet to quantify. 

At the most fundamental level, scholars understand that there are levels to magic. Some spells are inherently riskier than others, though the abilities of the user can have an effect on this "cost" as well. Most mages can be split into Alternators or Illusionists. However, recent years have seen a rise in people capable of accessing both styles of magic -- commonly known as "Variants."​

Modern scholarship is currently investing its time into understanding what role relics, runes, and glyphs play into this ecosystem, but there are even more instances of magic that are far less understood. 

Alternations:
Energy Spells
  • Identification - visualizing individual energies or connections.  ($)

    • Ex. Caster gains a second sight to see which leafs fell from the same tree. Related objects share a similar signature and thin connective lines.

  • Manipulation - temporarily alter an object or being’s physical or energetic nature. ($$)

    • Ex. Caster touches an object, causing it to increase or decrease in weight for a set time. Anyone lifting the object would feel the effect.

  • Sympathetic - using the two above tenants together to transfer an effect from one object to another. ($$$)

    • Ex. One leaf is on fire. Using the energetic connection, the caster may then share that energy to burn a branch, if that branch is from the same tree.

Illusions:
Perception Spells
  • Hallucination - imprint a sound, sensation, or image into select mind. ($)

    • Ex. One target sees and hears a horse prance through their house. There is no horse, and no one else can see or hear outside of specified targets.

  • Illusion - project a sound, sensation, or image into a set space.  ($$)

    • Ex. Everyone in the room can see a projection of a horse prances in the house. There is no horse, it cannot touch anything, but anyone can see and hear it.

  • Manifestation - temporarily form a frail physical object into existence. ($$$)

    • Ex. There is now a horse in your house. It can interact with physical objects. Anyone nearby can see it, but if it is struck too hard by physical object, it will puff into a blue-ish purple dust.

Glyphs & 
Runes
  • Carved, written, stitched, etc. focuses using phonetic symbols. Best for single syllable words, as the single prominent vowel sound acts as the glyph base. ​

    • Ex. A glyph for "money" may be written as "pay." A glyph for "wellness" is better as "health."
    • Glyphs for inflection-heavy languages are almost completely different from those without.

​​

Fjarfest

  • powerful objects with lasting, invested magic. Even weak fjarfest are uncommon. It's hard to make magic remain behind indefinitely.​

Vel

  • Objects that aid in magic. Often grounding elements that distribute the energy in use, best implemented through three-point structures.

    • Ex. School rings, hand formations, knots in ropes.

rgswrites

Hang out with me on Socials!

  • X
  • Threads
  • Instagram
  • Amazon

©2024 by rgswrites

bottom of page