WELCOME TO THE SIMPLIFIED SYSTEM LAYER
A quick primer for nerds, theorists, worldbuilders, and curious readers.
This is the "just enough to understand what's going on" version of Aurelia-7's metaphysical rules. The complete system is covered in Auxiliary Chapter 2, but this gives you the foundation to make sense of spell types, races, and field logic—no tensors or equations required.
WHAT POWERS THIS WORLD?
Aurelia-7 runs on a metaphysical energy grid called the Aurion Field.
It's a six-dimensional scalar-tensor field that permeates space and matter.
Every race interacts with it differently, based on biology and environment.
All spells (called "Psi functions" or Ψ-functions) are computable—no paradoxes, no divine hacks, and no infinite loops.
CORE SYSTEM CONCEPTS
Aurion Bioenergetic Conduits (ABCs): Biological organs that let living beings "tune into" the Aurion Field.
Resonance Vector (Rᵢ): A 6-part metaphysical fingerprint unique to each race (or person). Determines spell class, effectiveness, and stability.
Environmental Flux (D(x)): Field intensity varies across regions. Spells work better in high-flux zones.
Entropy (σᴀ): The metaphysical "cost" or complexity of a spell. You can't eliminate entropy—only redistribute it.
SPELL TYPE SUMMARY
Every spell belongs to a Psi Class (Ψ) based on its function:
Ψᴷ – Kinesis: Force, motion. Used by humans and dragonoids.
Ψᴱ – Evocation: Energy projection. Used by elves, merfolk, and dragonoids.
Ψᴬ – Alteration: Biological or structural change. Beastmen, vampires.
Ψᴰ – Divination: Passive field sensing. Elves, kitsune.
Ψᴴ – Enhancement: Boosts biological traits. Humans, vampires.
Ψᶜ – Conjuration: Constructs metaphysical matter. Demonkin, vampires.
Ψᴮ – Binding: Locks energy or targets. Dragonoids, demonkin.
Ψˣ – Entropy Exchange: Transfers memory, pain, or info. Demonkin, phoenixes.
Ψᵀ – Transference: Short-range teleport. Rare, usually only the protagonist.
RACE OVERVIEW AND POWERS
Humans
Psi Power: Adaptive Mimicry
Can copy other Ψ-spells with ~60% efficiency
Generalists, thrive in mid-field environments
Elves
Psi Power: Precognitive Reflex
Can react before hostile field changes complete
High memory and sensory range
Merfolk
Psi Power: Hydro Evocation
Amplifies water-phase aetheric energy
Only works in aquatic zones with high field density
Dragonoids
Psi Power: Thermal Evocation
Converts internal heat into plasma bursts
High energy users with hardened physiology
Vampires
Psi Power: Regenerative Transduction
Converts blood into energy and healing
Specialize in entropy control and pseudo-immortality
Beastmen (Clans)
Kitsune: Illusions via mirror-resonance
Phoenix: One-time entropy explosion and resurrection
Fenrir: Lunar-powered berserker trance with time limits
Demonkin (Sin Clans)Each clan wields one unique metaphysical ability:
Lust: Forces emotional sync on targets
Pride: Generates a personal anti-spell field (ego shield)
Greed: Copies exposed Ψ spells temporarily
Envy: Temporarily nullifies another's strongest magic
Gluttony: Absorbs ambient field energy for boosts
Wrath: Boosts power with physical self-harm as fuel
Sloth: Delays incoming attacks by slowing local field time
SPELLCASTING RULES (SIMPLIFIED)
Spells cost energy. Use more than your species limit → feedback injury.
All spells must finish in finite time. No paradoxes or infinite loops.
Field stability matters. Chaotic zones make spellcasting risky or unstable.
Magic obeys physical law. No divine overrides. Everything is computable.
WANT MORE?
This is the Quickstart Guide. If you want:
Detailed field equations
Energy & entropy benchmarks
Political systems built on field logic
Advanced spell examples and species tuning
Then check out:
Auxiliary Chapter 2: Metaphysical Systems Index – For Nerds Only
You've been warned.
END OF QUICKSTART