The Registers of Magic

"The Auric Heptacode are the seven golden threads of creation. Spellweaving is the art of re-weaving those threads into new patterns."

Also known as the Modes of Spellweaving, the Schools of Magic Arts, or by its formal designation, the "Tessitura of Spellweaving," are the principal categories of magical practice within The Principles of Magic.

They are divided according to the interaction of the seven bindings, the expression of hybrid elemental structures, and the practices that share a common goal or intent. Each register is also defined by a set of similar, teachable tenets that shape the fields through which Spellweaving is studied, understood, and applied to societal development.

How to Read a Register

Every entry on this page is written in the same four parts, and reading them in order is how a student is taught to hold the whole system in their head.

  • Tessitura — the seven top-level territories, one per binding of The Principles of Magic. A tessitura answers which binding governs the root of the chord.
  • Register — the main discipline inside a tessitura, such as Wind Magic or Field Magic. A register answers what problem this family of spells exists to solve.
  • Subset — a Magic Arts specialization inside a register, such as Vortex Arts inside Wind Magic. A subset answers which characteristic of the register is being mastered.
  • Niche — the narrowest teachable practice, such as Dust Cleaning Arts inside Zephyr Arts. A niche answers what exactly the Spellweaver does with their hands.

The Magic Arts of the Seven Bindings

Every register belongs to one of the seven bindings in The Principles of Magic. That does not make the register exclusive to that element. It means the element governs the chord: it decides which binding is the Major Note Root and which are the Minor Notes that color it.

Divination is the classic example. Scholars argue it endlessly between Crystal and Luminance, because the binding that actually touches the future is Crystal. But every divinatory spell is cast in order to see clearly, and intent decides the root, so divination sits under Luminance.

Where a spell belongs starts as many theological and scholarly fights in Arcanoria as it would anywhere else, because the argument is never really about the root. It is about which part of a spell counts as its purpose. The largest of these debates concerns Dimensional Arts, created by Miss Nyctilia, a Strand prodigy who found the intersection of Time Bubbles and a Resonance Field. Building one takes Resonance, Void, Crystal, Flux and Strand all at once. Its creator carried Resonance as first Ornament and Strand as Soul Leitmotif. And yet, because the finished working behaves as a field, Dimensional Arts are filed under Resonance and Field Magic.

There are two standing exceptions to the whole scheme:

  • Miracle Magic belongs to no tessitura and to all of them. It can be of any type, so long as it fulfils perfect Resonance alignment at the moment it is cast, under the best available condition of Essence Sacrifice.
  • Hemomancy and Chimera Grafting are not spell types at all. They are properties of Essence Sacrifice, so they attach to any tessitura without belonging to one. All Spellweaving gets stronger on blood rather than physical exhaustion, purely because blood is a higher tier of fuel. "Even the most mundane cooking spell for baking bread can become devastatingly potent if fueled with blood."

A register usually follows one main discipline, the way Wind Magic follows the handling of wind through Resonance. The subsets beneath it are named Magic Arts, and each takes one trait of the register as its specialty, the way Vortex Arts takes only gales and tornadoes. Some registers are enormous: Field Magic alone covers Time Bubble pocket dimensions, cymatics, sensing, and even the fields behind Mind Control Arts, because everything it does runs through a Resonance Field laid over the Great Harmonic Loom.

Analogous Creative Manipulation of Bindings

The real flexibility of Spellweaving is convergence: two Spellweavers can reach the same result from completely different Major Notes. Being able to transcribe an idea from one binding into another is what makes Imaginative characters so valuable, because a new route to a known effect is worth more than the effect.

Revelation is the cleanest case. Both Luminance and Void can reveal, and both reach the future through Crystal. But Clarity Magic gets there by bending light until a thing shows its own structure, and Dream Magic gets there by following the tether past the Stellar Veil. Same destination, opposite instruments.

Force works the same way. Field Magic can dig a gravity-like well through Psychic Arts or Topological Arts; so can Gravity Magic, by a completely different route. The dampening of Static Dampening Arts is a close cousin to the cymatics of Coherence Arts in Resonance. Levitation Arts in Resonance and Propulsion Arts in Cindergale solve the same problem of getting a body off the ground. There are dozens more.

The genius of the Spellweavers who founded these Magic Arts, then, was solving their problem through the particular strengths of their own bindings, and arriving at the same place by different roads. Culturally, it is also why Spellweavers never stop arguing about which spell belongs to which Magic Arts.

Thus:

Spellweaving is not:

  • Fire mage casts Fireball; water mage casts Waterball.

It is much closer to:

  • Here is a physical/metaphysical problem. Which laws of reality does your character understand well enough to solve it and how they can execute it based on their personal history, knowledge, relationships, abilities, and will?

Tessitura of Resonance Magic Arts

Anything modifying Resonance, mostly by projecting and shaping Resonance Fields. The signature question of this tessitura is where does the field reach, and what does it do to everything inside it.

— This article is abridged. The full record runs longer in the archive.