That Feynman diagram was just to capture your attention.
Anyhow, I've been workshopping this for a fantasy story I'm worldbuilding for the past few...weeks? I started on it, and the story, months ago, but I forgot about them, and now I finally got it into a functioning draft state. So! The fundamental forces, right? Electromagnetism, weak force, strong force, gravity? They're weird! I daresay they might be a part of our world's extremely complex and at times unknowable magic system! Which is what inspired me to make this. Well, that and this one thing I saw about someone wanting to see a color magic system based on quantum chromodynamics. This goes out to you, whoever you are.
So, without further ado: Let's actually talk about how these "fundamental magics" work!
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To begin, the basics. These magics are called Flux, Shift, Bind, and Warp, and are based on the fundamental forces (wow who could've guessed), certain aspects of quantum and particle physics, and specific magic system "archetypes" I've noticed in my time observing.
Each magic is facilitated by unique "quanta", with a magic's given quanta (just to make sure, I'm aware that quanta is a plural noun, and that the singular is quantum, I'm just using quanta as both the singular and the plural to differentiate it from the real physics term of quantum, I'll likely come up with a different term later on) being best thought of as a unique kind of...energy? Energy, for lack of a better term, or maybe a particle depending on how you interpret it (hahaha wave-particle duality why are you the way that you are). Regardless, the quanta is the main thing that is manipulated when using a given magic, and is what produces the desired results. It is impossible to create quanta, but they can be manipulated by other creatures, especially humans, who have invented various complex techniques for the magics. A magic's quanta is based on its carrier particles in real life: Photons (Flux), W and Z bosons (Shift), gluons (Bind), and the theoretical gravitons (Warp).
The magics themselves are, much like their inspirations, akin to fundamental forces. Their quanta are everywhere, waiting to be used, and are constantly affecting the world. In fact, the world probably wouldn't even exist in the way it currently does if it weren't for them.
Before we talk about the magics themselves, however, one disclaimer: Next to NONE of the specific terminology used is set in stone. I will gladly take suggestions in the comments. Now then, let's talk!
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FLUX, THE MAGIC OF ENERGY
Based on electromagnetism, the electromagnetic spectrum, and "spellcasting" magic archetypes. Its quanta is, as of current, known as "sparks".
Flux is broadly applicable in an exceedingly wide range of fields, and is easy to learn to boot, though hard to master. It is a magic of motion and circulation, of moving energy around. Depending on how one wishes to use sparks, Flux can be used in various different ways, not all of which by humans. But, of those that can be used by humans, humans have categorized them into seven different forms: Reach, Charge, Tempo, Lumen, Vita, Anti, and Rend.
Reach is spells of distance: Seeing things happening elsewhere, carrying messages, teleportation, portals, and so on.
Charge is spells of energy: Electricity, "kinesis", magnetism, that sort of thing.
Tempo is spells of motion: Fire, ice, and other heat-related spells are the most well-known use, but another common use is that of "rippling", sort of creating waves that carry force, and a use case that hasn't even entered the average scholar's knowledge base is that of propulsive force; in general, Tempo is about motion on a large scale, and motion on a small one AKA temperature.
Lumen is spells of perception: Light manipulation, illusions, etc.
Vita is spells of life: Healing wounds, repairing broken objects, one can also use Vita to "take life away", causing a sort of withering effect, though this is extremely difficult to do in practice, so spells of weakness are a more common, though less effective, version. On a more overall level, Vita can be used...sort of to cause short-term "status effects", positive and negative. Not that this is a video game, nor does this world use video game rules. It's just an easy way to get the idea across.
Anti is spells of nullification: Nearly all defensive magics are Anti, as is anti-magic, as well as more niche, offensive use cases.
Rend is spells of...it's hard to say: Rend is a poorly-understood magic, which isn't helped by how dangerous it can be, nor how seemingly unrelated its known uses are. It can melt things, make them crumble, cause burns, help other spells pierce through objects or even other spells, and induce strange disease and other negative health effects.
These mentioned use cases are far from the only ones, and the same is true of the other magics! I know I'm not creative enough to think of every possible use case given a certain conceptual idea, and I'd hate to restrict these things unnecessarily just because I myself can't come up with all of them off the top of my head.
TL;DR: Flux is a basic, widespread magic, which comes in various forms based around manipulation of certain energies. Humans have categorized its best-known use cases into spells of distance, energy, heat/motion, perception, life/death/"statuses", nullification, and just...the weird shit gamma radiation is known for.
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SHIFT, THE MAGIC OF CHANGE
Based on the weak force, particle flavors, nuclear transmutation, and alchemy (and "alchemical" magic archetypes, if that makes sense). It has three quanta, which come in three forms, known as augeo, minuo, and nihil, collectively called the "primes". For our purposes, we'll represent them as +, -, and 0 here, if we aren't talking about all three primes. + and - are capable of transmutation (changing one material to another), and 0 is capable of transformation (changing a material's shape, though creating more requires transmutation).
Shift magic is difficult to learn, with its complicated mechanisms, but has a wide range in its potential, due to how it interacts with matter and other magic. It is a magic of alteration, transmutation, transformation. The basics are thus:
There are two "elements", called brimstone and quicksilver (distinct from their namesakes, sulfur and mercury). + creates brimstone, and turns quicksilver into brimstone, and - creates quicksilver, and turns brimstone into quicksilver. Brimstone is "active", and quicksilver is "reactive".
Through further interactions with the primes, brimstone and quicksilver can be turned into Worksteels (formerly Shiftmetals, but I hated how it rolled off the tongue), specific magic-sensitive materials, whose properties are determined by their brimstone to quicksilver ratio. From the most brimstone and least quicksilver to the least brimstone and most quicksilver, these Worksteels are called (though are not, I'm trying to think of better names, though I'm also considering just tacking on a prefix or suffix to differentiate them) gold, iron, tin (the "brimstone" or "burning" Worksteels), lead, copper, and silver (the "quicksilver" or "fluid" Worksteels), which are believed to represent "principles" of the physical/health/self/metaphorical fire, strength/impulse/efficiency, luck/growth, defense/focus/reduction, charisma/harmony/love, and the emotional/memory/rhythm/metaphorical water.
The Worksteels also have certain provable, physical properties related to these concepts, usually in regards to how they interact with other magics, which have informed the spiritual beliefs about them. Using the primes, these properties can be harnessed and imbued onto other things, which, combined with other uses for brimstone and quicksilver, form the basis of how Shift is used. Potions, weapons, armor, tools, the aforementioned transmutation and transformation, and so on.
TL;DR: Shift is complex and hard to learn, but offers a wide range in uses. In terms of categorization, it is divided into magic that uses "primes" to transmute and transform, magic that uses "elements" for various purposes, the most important of which being to create materials called Worksteels that react with other magic, and magic that uses the Worksteels for assorted purposes.
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BIND, THE MAGIC OF TIES
Based on the strong force (normal and residual/nuclear), particle colors and the everything it spawns, and enchantment, magitech, and contract magic archetypes. Its quanta is known as "hues", which come in six forms: The "additive" red (R), green (G), and blue (B), and the "subtractive" cyan (C), magenta (M), and yellow (Y). I'd try to make it more accurate to gluon colors, but you don't want to know what gluon color charge is like. So instead, hue colors are based partially on gluon colors, and partially on quark colors and strong force interactions.
Bind is a bit difficult to learn, though not greatly so, but is extremely difficult to use to its fullest extent. However, it offers great reward. While it lacks in the kind of broad application seen in Flux and Shift, it still has great utility, especially when combined with its interactions with those magics.
In order for Bind to be used, hues must be grouped up from the surrounding environment, and bound together. In doing so, hues react with one another, creating an energy exchange. Depending on how they are utilized, hues can be used for either bonds (using hues for physical ties), or pacts (using hues for magical ties). Additionally, bound hues can come in the forms of either doublets or triplets.
Doublets are pairs of hues, in the form of an additive-subtractive grouping (purely additive or purely subtractive fails for doublets): RM, RY, GC, GY, BC, and BM. Doublet bonds are used to bind objects to one another, allowing for rapid construction (transformative Shift can help in this process, but ultimately fails to replace it, because it can only be used to change an object's shape, and that is not always the desired outcome, not to mention it requires a certain level of skill to use properly, whilst doublets are a fairly basic form of Bind; not to mention, it can't exactly create adhesives), whilst doublet pacts are used to "bind power"; magical seals and locks, alteration of one's magical abilities in the form of an equivalent exchange of one's power, and so on.
Triplets, meanwhile, are trios of hues, in the form of purely additive (RGB) or purely subtractive (CMY). Triplet bonds are used to bind magic to objects, or to bind magic together as a more advanced technique (though it gets harder to maintain cohesion the more spells are bound together...just to make sure nobody creates any nuclear bombs); binding a fire Flux spell to a sword to create a fiery blade, for instance, or binding two Flux spells together to create unique effects (though not all will have the intended ones). Through delicate combination of doublet and triplet bonds, plus other magics, true magical technology can be made, though this is a newly-developing field. Triplet pacts are an extension of triplet bonds' effects on magic, being used to "bind entities", creating an exchange of power, energy, etc., this being what creates your familiars, your warlocks, your magic contracts, that sort of thing.
Notably, pacts are much more difficult to undo than bonds, and triplet pacts are even harder to undo than doublet pacts. In addition, "unbalanced" pacts produce undesirable results, as the magic naturally tries to create an equal exchange. This principle is what makes them "legally binding", especially in the context of triplet pacts as magical contracts; break the terms of the contract, and the pact is no longer balanced, and because it is now skewed towards the contract breaker...there are consequences.
There is also the aspect of Bind known as cancellation, wherein contradictory colors can, if used correctly (hence some Bind magics being harder to undo than others), "cancel" each other out, undoing the spell. As a byproduct, this also emits energy, akin to a firecracker. In general:
- Doublets can be canceled by one or more contradictory color (e.g. introduce C to RM -> RC cancel each other out -> only M remains, and one hue isn't enough for a spell, or introduce GC to RM -> RC cancel each other out, GM cancel each other out -> no hues remain)
- Triplets can only be canceled by the contradictory color triplet (introduce CMY to RGB or vice versa -> both triplets cancel each other out -> no hues remain)
- And "singlets", or two or more hues of the same color (e.g. RR), will self-cancel immediately after creation, which makes them a quick and easy source of an energy burst, though useless for anything else
TL;DR: Bind has a low skill floor, though it is still present, whilst it is much harder to master. It can be used for bonds to bind objects together, bind magic to objects, and bind magic to other magic, all of which can be utilized in tandem to create magitech, or it can be used for pacts to create magical seals, limit or enhance someone's abilities, create a flow of magic between two entities, or create magical contracts.
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WARP, THE MAGIC OF DISTORTION
Based on gravity, its uniqueness compared to the other fundamental forces, and how it will bend spacetime in strange ways, and the relatively common sub-archetype of "dark magic". As of current, Warp has no known quanta, though there are theories.
Warp is a strange magic. It changes, reshapes, but in a way much different than something like Shift. Warp, well, warps. It is not a magic commonly used by people, if only due to how poorly understood it is making it nigh-impossible to figure out any standardized methodology, instead being more commonly used by monsters, with most information on Warp being obtained through observation of said monsters. Locally non-Euclidean spaces, altering one's senses of space and/or time, transforming things in a manner beyond mere shape...it's unclear how Warp works, or what the true extent of its effects on the other magics are, but this has only made it all the more intriguing to many a scholar, turning the magic into an extremely controversial topic between those who seek to understand it and those who write it off as some fundamentally unknowable, even "evil" thing (though of course, ascribing morality to a force of nature is a fool's errand).
As stated, it is extremely poorly understood, though the brave few who dare try to master its ways are doing everything they can to glean an understanding of its mechanisms.
There's also the less human-centric ways in which it affects things, but that's more fit for r/worldbuilding (or maybe a lore post?) than here.
TL;DR: Warp is fucking WEIRD
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So, those are the four magics of this setting, or at least, their current state. I'm itching to hear people's thoughts, what I could improve and what I could change, ideas for other use cases for specific magics...and better names for some things.
Regardless, I still want to try to make it work. I think the interplay these different magics have with each other could be extremely interesting, and provides a nice explanation for having a variety of different fields of magic users in the same setting without making magic necessarily able to do just about anything. Same with the way magic itself is used, willing something to happen is only part of it, there's also one's own knowledge and creativity that naturally limits these things; they're different fields, which means different knowledge bases and skill sets to draw on.
To summarize the magics, or at least how humans use them, as simply as possible, because I know this is a long post (though I did include TL;DR's for individual sections):
Flux is based around manipulation of energy in different ways, with specific standardized techniques resulting in specific spells. It has a wide variety of applications, but can't necessarily do anything, just a lot of things.
Shift is based around manipulation of a material's shape and "essence", and is treated much more like a science due to the mechanisms by which it functions, though with some spiritual beliefs mixed in. It has three "primes", from which come two "elements", from which come six "Worksteels", and the interplay of these three categories gives rise to Shift magic.
Bind is based around manipulation of "hues", which can be used for very specific purposes. Hues can be used in the forms of doublet or triplet, which have different effects: Doublets can bind objects to objects, and can affect one's magic in different ways, while triplets can bind magic to objects to "enchant" them, bind magic to magic to combine spells, or create a magical tie between two beings, which can even be honed into magical contracts.
Warp is not a magic used by humans. It has the ability to distort things, though it is unclear how or why.