Prologue
Ten thousand schools of magic reign over the face of Earth. But of ten thousand rivals, there is only one victor, one Great School. Stonelight Academy, the Mile Spire, the Axis Needle that rides the winds and rules distant and unopposed, its admission process obfuscated, its graduates undefeatable. Within its infinite halls are taught every spell, every dwoemer, incantation and evocation, ward and way, every art and artifice known to mankind. But the promise of Stonelight is not merely power to eclipse heaven and firmament, but the promise of purpose, the wish fulfilled, the light of imagination made solid and stone-true.
Great magics will be taught. But greater still is the magic... of love.
Do you dare to discover its secrets?
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Congratulations! You have received the scarlet invitation to enter Stonelight Academy, the premier educational institute on Earth, where you will spend eight years learning whatever you desire, and perhaps finding your true self along the way! No grimdark here, friends, only comfy; such are the efforts of your predecessors that walked the continents of antiquity, that you would never fear the altar of sacrifice, knives in the dark, midnight suns and the thunder of battle.
But before that letter appeared, you were undergoing study in one or more of Earth's magical systems available to the common man. You have achieved four Magical Potential Points; it is difficult to generate more.
Please select your field of study. Each Magical System has a Person of Interest attached; events will conspire that you will meet them at Stonelight or on missions.
Public Arts
These magical systems have spread worldwide, and receive some coverage in government-subsidised education. Each costs one point unless otherwise noted. Selecting a choice multiple times renders additional benefits.
[ ] Manacraft - The European Art, this magical system concerns the manipulation of Mana, an infinitesimal particle present in every continent that interacts only with itself. When the particles are arranged in certain spatial configurations, a corresponding effect is generated. Capable of producing calamitous multitudes of automated spellcraft within seconds. A curious property of Mana is that it abhors a vacuum: a volume bounded totally by a certain density will fill to match.
*You are trained in the Tokamak Star, the mental magic capable of corralling and generating Mana.
*You are also educated in the idiosyncratic rules that govern Mana interactions, as well as the common spellcasting forms and effects.
*Experimentally verifying a certain configuration is trivial. Programming its respective autocast array is not.
*Political opinion of Manacraft is at an all time low; the Mana Saturation Theory posits that reckless overuse of Manacraft during the 1700s has caused an irreversible cascade effect which will result in runaway Mana density with comcomitant spontaneous weather events.
*Career opportunities are drying up: outside of research into Mana Annihilation, the dwindling field is mostly occupied by maintaining obsolete Mana-based infrastructure.
Person of Interest: Elizabeth Lovelace Monterey, an aristocratic lady of peerage from the States. She has no patience for fools, but worries about her future prospects. D-don't look down on her!
*A southern belle of Dutch ancestry, she is a skilled Manacrafter.
*Especially talented at programming of Mana internally and externally.
*Has expensive tastes.
*Dislikes storms, despite her family making its fortune in lightning farms.
*Worried about the transition to novel magic systems.
*Favoured Club: Computer Science
[ ] Pranacraft - This mixed-martial art system concerns the manipulation of Prana, a particle that emits a variable-effect field defined by its relative vector and reduces in size proportionate to its velocity. By capturing and accelerating Prana within the body, one is able to augment physical motion with supernatural effect. Prana is generated naturally by certain photosynthetic reactions in the upper stratosphere.
*You are trained in the Winding Way, the optimised martial art that maximises relative velocity and proximity to opponents, and are proficient with the use of Prana in combat.
*You have memorised the codex of Prana effects.
*Political opinion of Pranacraft is middling; it looks cool, but it's outdated, kept only for cultural memory.
*Career opportunities are available: there's been promising research into Prana hyperacceleration, but even in civilised society you could, like, do demolition work.
Person of Interest: Priya Khan, a Tibetan pugilist. She loves to punch things and get sweaty. Do you even lift, nerd?
*Tomboyish and physically active. Wears tight clothing to prevent snags and Prana disintegration.
*Has a nuanced and sophisticated perspective on personal space that explains her every faux-pas.
*Inescapable hugger.
*Cannot be hugged.
*Doesn't think about the future.
*doesn't think at all, really
*what's a vocation lol
*Favoured Club: Cooking
[ ] Internalism/內國法 - (3 points) The Art of the Gentleman-Scholar. Originating in pre-Chun Dynasty times and responsible for its enduring, if tumultuous, rule, Internalism is the practice of forming and cultivating an Inner Realm. By curating and sculpting the continents within according to geomantic principles, the Internalist invokes the formation of auspicious leylines to empower themself physically and mentally.
*You were taken under the wing of a master due to your innate potential, and studied their doctrine.
*You have an Inner Realm of about ten hectares.
*You are, as an Internalist, also capable of the spatial and dimensional magics needed to transport things from within to without.
-[ ] Orthodox Internalist - You follow one of the doctrines pioneered before the advent of manacomputers, such as Wind and Storm, Fruit and Flower, or Volcanic Internalism. You are optimised to solve the problems of a pre-industrial state, especially if that problem is solved by farming or punching.
-[ ] Scientific Internalist - A much more economically viable option, if reliant on predictive supercomputing to replace ancient wisdom. Seize the reliable income streams promised in the modern day by TeraFLOPS, Server Farm, or Warehouse Internalism. Refunds one Magical Potential point due to modern efficiency.
Person of Interest: Song Lili, a fellow disciple trained in Five Elements Five Seasons Internalism. Quiet, demure, and prone to daydreaming.
*Her Inner Realm is a small province.
*Dresses in conservative outerwear consistent with high nobility of the Empire, but favours Western hairstyles.
*Spooks easily.
*Has the durability and might of the megatonnes of thaumaturgical substances inside.
*Enjoys eating food almost as much as she enjoys sleeping in.
*Her family are agrarian Internalists on retainer to the Empire.
*Favoured Club: Entertainment
[ ] Enigmatism - The system of the Labyrinth is simple: you are presented with a problem, you solve the problem, you receive magical knowledge. The greatest and most mysterious magic known to mankind, the gamut of spellcraft rewarded range from trivial to supernal.
*Your magical repertoire is as cosmopolitan as it is nonsensical.
*You are really good at sudoku, riddles, crosswords and lateral thinking.
*The rewards of Enigmatism are always relevant in some manner to your present self; it is the leading source of magical discovery.
*Rewards are scaled to rigour and insight of your efforts; cheating disqualifies your attempt and replaces your current question with another.
*Not a viable career until you've solved upward of a hundred thousand problems, then you're a spectacle.
Person of Interest: nobody, because every Enigmatist ultimately works alone.
[ ] Theoretical Magic - (0 points, exclusive with all other magics save Enigmatism) Not the sword, but the pen. Not the citadel, but the hammer. Not magic, but the making of magic. Theoretical Magic is a pure research position dedicated to discovering or crafting new magical systems for the use of mankind.
*The Modern Schools owe their existence to Theoretical Magicians, and civilisation owes itself to those selfsame arts.
*The academic workload and prerequisites of a quadruple degree to even start. Self-study only.
*The qualities of mind needed to discover magic aren't those needed to employ it.
*Learning magic for use isn't any easier. You're not locked out, but the knowledge needed to pursue Theoretical Magic consumes much of your time.
*High career prospects: every university wants to be the next originator of Chirurga or Materialism™.
Person of Interest: nobody, because Theoretical Magicians are inclined to kill each other.
Esoteric Arts
These magics are known, but admission is limited or monitored. Unless otherwise noted, each costs two Magical Potential points.
[ ] The Intercept - (1 point) The fastest magical system known to man. Where other magics amble along, the spells of the Intercept sear across vision and welkin sphere like angel's thunderbolts. The hare to the tortoise, the rocket to the bird, the darkness to the light.
*You are quickened in body and soul. Seconds become hours become days unspooled.
*The Intercept is famed for its metamagical compatibility with other Magical Schools, improving their ease and speed of casting in near all respects.
*The Intercept always strikes first, unless serious bullshit is afoot.
*The Intercept isn't strong; modest physical protection or magical apotropaics defend handily against all but its highest ranks.
*Career prospects: very few for pure Interceptors. Excellent in supplementation to a different art.
Person of Interest: Kae Suzumu, who introduced you to the school.
*Punk rock, rides a motorcycle.
*Fairly even in temperament.
*Enjoys dark chocolate truffles.
*Once fought and defeated a vulgar dragon in melee combat.
*Gets drunk and fights things.
*Loses sometimes.
[ ] Correspondence - The Relational Art. Bedrock of modern infrastructural functionality. By assembling several identical objects in a spatial configuration, an effect is generated and persists for as long as the configuration is undisturbed. Margin of acceptable error logarithmically diminishes past the personal scale; the largest Correspondence spell reasonably achievable by a modern nation is approximately forty kilometres in diameter.
*You are trained in the spatial/teleportation spellcraft needed to properly place and evaluate Correspondent Nodes.
*You are mostly up-to-date on modern Correspondence advancements and configurations.
*Career prospects are profligate. It's good money! After all, everybody needs to poop.
Person of Interest: Zhang Mingying, a top researcher of Correspondence, working in British Columbia.
*A skilled Internalist, allowing her to verify experimental Correspondence arrays with subatomic precision.
*Brilliant, even for polymagicians.
*Stunningly beautiful, yet cold of heart.
*Resents the Empire of Chun.
*Believes sincerely in true love.
*Allergic to cheese.
[ ] Mentalism - The Mind Art. Of all mind magics, Mentalism's supremacy in this era hinges on this aphorism: work hard, not smart. Mentalism allows the user to streamline their mind; the resulting excess mental cognition is accumulated into a stockpile for later use or refinement.
*You are pretty smart!
*Accrue any sort of intelligence: mathematical computing, empathy, intuition, productive introspection, poetic synthesis, even bodily coordination.
*Refinement lets you distill and combine mental resources to form qualitatively superior thoughts.
*Your mind runs faster than your brain technically allows.
*Mentalism performs with horrendous inefficiency in the analysis of magic, but is still leagues ahead of its nearest rival in cognition enhancement.
*Career prospects: pure Mentalists are always needed, though interpersonal relationships nosedive when one party has both preptime and bullet-time. Is an excellent supplemental art on your resume!
Person of Interest: nobody, because nobody can stand being around Mentalists without punching them.
Rare Arts
Admission into these Schools is unlikely. Due to the weakness of their presence in the world, each costs three points.
[ ] Reversionism - A mysterious stranger hit you on the head with a stick, and when you woke up you had the power to try again. By "Re-Versioning" events, you alter local history for a randomised outcome.
*Punishing to cast. Very unsubtle. Nobody can do anything because you can just Reversion their knowledge away.
*You have perfect memory of all histories.
*You are psychologically unstable.
*Very few career prospects that don't involve chance of death. However, there's something to be said for the gambler who always wins.
Person of Interest: Irene of York, a lady-thief. Wanted in nearly every country, commissioned for acquisitions.
*A Reversionist of skill, which isn't hard considering the system in question.
*She enjoys wearing lavish dresses and eating grapes.
*Hates laundry.
*Speaks forty languages poorly.
[ ] Dragonscale - Mankind was not the first species to achieve magic on the Earth. Long ago, a civilisation rose to its apex, inscribing their primacy into the fabric of reality itself. By careful self-mutilation, Dragonscale practitioners erroneously register to those artificial magics as heavily injured examples of that species, undergoing transformative "healing" to restore them.
*Dragonscale users are grossly superhuman in all aspects, in exchange for minor cosmetic changes from human baseline.
*You're a weirdo who chose to have a fun year with a knife and fork on the 12% chance you didn't die.
*Career prospects are nil. What are you, crazy? Who goes around turning themselves into lasersauri? Your choices are limited to the frontier work of clearing territory.
*Grants one Magical Potential point every ten years.
Person of Interest: Sophia de Lorenz, who introduced you to the school.
*Her mutations have advanced significantly; both forearms and legs have transformed. Some cosmetic scarring mars her skin. Her eyes are black and gold.
*She is unerringly focused on further transformation.
*Brash and loud. Her displays of physical affection have become rarer since she became capable of pulverising stone.
[ ] The Tribune - Magic to distort the world, sunder the paltry veil of earth and heaven to reveal the teeming madness beneath. The void of the uncaring cosmos, the hatred of the stars, the language of galaxies. All these and more, just for you.
*You are a walker of the Tribune, the top source of all transcendent magics plaguing the Earth. Cognitohazards, killwords, basilisk arrays and more are just the tip of the bloodberg.
*Spells of the Tribune are fundamentally capable of altering reality as a collateral effect.
*Information concerning the Tribune and its principles of action, mechanism, and effect, are hazardous to the mind.
*You are an [UNTRANSLATABLE] level practitioner of the Tribune. In layman terms, you are a Dot Mage.
*Poor career opportunities. Not only are you unfit for company, you can't even offload your research onto computers because they explode.
Person of Interest: Charlotte Beatrizie Dumaren, who introduced you to the school.
*A Tesseract Mage of the Tribune, her mind is filled with maddening notions and eldritch secrets.
*Socially awkward, slovenly, messy, with poor eyesight from reading books all day.
*Somewhat older than you.
*Wears a long white coat because she believes it lends her gravitas.
*It does not.
*Used Tribunal Magic to give herself ample bodily assets, succeeded beyond her wildest dreams. A beauty to drive men to insanity.
*Leaves the toilet seat up.