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[Archive] [Sevarn] Tyrant 3 - Engineer: a Tech Magic Tutorial

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Yazata

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Welcome boys, girls, and people of all ages to the third installment of my unorthodox, creative, and utterly chaotic series that aims to set up those that follow it as rulers of the astral. Welcome to the third installment of Tyrant, in which we will discuss the futuristic system of magic I discovered and have been using termed "Tech Magic" by its creators. It is energy manipulation, in its purest form, as we create astral technology to skyrocket our path to dominance. Welcome to the basis of the Tyrant System- welcome to Engineer.

ENGINEER

Tech magic. It's something that I've been talking about for a while now, singing praises of the creations and methods. It's more than a type of magic created by Mages, I've discovered it in the astral. It is the sword and the shield of the gods, and has been kept out of sight for centuries due to Humans not being able to comprehend it. But with the dawn of technology, we as Mages can see this magic for what it truly is and use the weapons of the gods as we please. In this tutorial, we'll look at a few things:

1. Why Tech Magic?
2. Types of "pieces" or the smaller constructs that build to bigger spells.
3. How to build a piece of a spell.
4. Development of astral connections- telepathy with spirits.
5. Tethers and power sources
6. Materials and Mixtures
7. Spells and Devices
8. Astral Machines
9. Biology of the Spirit
10. Construction of the Amp

WHY TECH MAGIC?

The answer is actually extremely simple, though it is a multi-pronged response. For one, tech magic can and will improve you in all fields- astral projection, visions, divination, spellcraft, evocation, etc. Rather than evolving for specifically one field, tech magic boosts you in all of them to create a more well rounded Mage and thus more powerful. Tech Magic stands for "technique" and "technology". Plus, the pieces do not need to be constructed by energy manipulation- I've seen them constructed by rituals.

TYPES OF PIECES

A spell requires quite a few things to run. Here are some pieces I've created:

Tethers- These act as both ropes and hoses, where the energy from the attached end will flow into the spell through the tether. These also attach pieces to other pieces.

Sensors- These are used for the spell to determine its surrounding area. I've made spells with architecture, energy, emotion, and flow of life sensors. These usually feed directly into the info bank.

Info Bank- Where data gathered from the sensors is stored and can be accessed by the caster.

AI- A basic "brain" of the spell, it knows what it has to do, where to go, who to target, etc.

Shielding- The section of the spell that deploys a shield around itself when under attack.

Mobility- A spell needs to move through the astral. This can be anything from spell jets to wheels to wings. Something to transport it.

Energy Storage- If needed to divert power to mobility or shielding.

BUILDING A SPELL

You can do this in ritual, but it's very hard because you'd have to call up and evoke the energies you needed instead of direct energy manipulation. Astral magic such as this can be done "on the fly", and saved into the Logris. What is the Logris? It is a wheel of energy that "memorizes" spells and allows you to call upon copies of them at will, with energy costs put into the power source. You can put a spell into the Logris before casting it through visualization, and then "pay the energy cost" so to speak to bring it back, tweaks and all.

Anyway, onto construction.

So let's lay out a basic spell. How about an astral bomb? That's good. So let's lay down what we'll need: a charge, some tethers, a timer, sensors to determine the correct place, an info dump for us to access, a low-power source (on the level of spark to star, it's about the strength of a computer) and an AI to determine when it should blow up.

The charge. I prefer to make it of a hardened wide-impact concussive fear/death essence/martial energy blend. More information will come on what I mean in the "Materials and Mixtures" section.

Now for a covering. I craft this as lighter-than-the-charge Earth energy, which covers the charge completely. Then, inside the covering, I attach sensors, the info dump and AI. I hook them up with tethers so that they all connect. Then I hook a tether from the AI to the charge. Outside the shell, I place a digital clock so that I know how long it will take for the spell to activate. Have an idea how long you want this clock to tick (how long until the bomb blows). Then I attach the tether from the timer to the bomb.

But what about our power source? Well, you'll have to wait for that section.
But anyway, firing one of these spells is just a matter of will. I don't know how to better describe it.

SPIRIT TELEPATHY

Now this will probably sound crazy, but the best way to go about this is a pendulum and thinking to yourself. Try to "think" at a spirit of some kind, I did this with Nidhogg. Imagine a response to what you are saying from the spirit. It sounds completely retarded, but after your mind fills in the gaps- you get immediate replies, and it starts to sound like not even your own thoughts- take out a pendulum or other means of divination. Connect with the spirit, and ask it if you are truly in contact with one another. After this is developed with one spirit, it will, each time (in my experience) carry over with other spirits. It opens telepathic channels with the ethereal realm. I have not experimented with this in the physical (human to human).

TETHERS AND POWER SOURCES

You can cut off tethers to yourself to remove "upkeep costs" with visualization- see your tether to the spell, gather energy and cut it.
Well we've covered tethers to other spell objects already, but what about to power sources? Why, that's easy to answer. Let's begin with the types of sources that can be drained by a tether:

Computers: Electromagnetic energy is actually pretty versatile. This is also rather easy to test- unplug your laptop's charger, and connect a few tethers to the spell and the laptop. Look to see if the battery goes down any faster than usual.

Elementals: They don't mind, I've noticed. They have huge batteries of elemental energy, and our bomb example would do well if hooked up to a fire elemental or earth elemental.

Gods: For a little generalized power, you don't even need to ask a god. For a lot they might get pissy if you don't ask, but I've never received a "no" from one of them.

Demons and Angels: See "Gods" but add for Demons that if they're friends with you, they probably won't care regardless (unless it's Paimon).

But you want the good stuff, yeah? The built power sources that don't make you rely on anything or anybody. Well those range in power, based on how you created it and your power (which can be augmented by amps).

Here are the categories:

Spark- Generates a little power. Most humans can create a spark of energy. There is nothing special here.

Circuit- Generates a less-than-average amount of power. Most Wiccans can do this. Of course, based on the power of the Mage, a circuit for one could be a supercomputer for another. Everything is based on power.

Program- Generates a moderate amount of power. A program is the greatest cost to effect ratio in favor of effect of the categories, and is used by more corporate-like groups of spirits.

Small Computer- Bigger than a program, a small computer generates enough energy to make a change in a room, such as temperature or something falling due to the power present.

Computer- Standard for most powerful entities' units. Generates enough energy to create or destroy something on the astral. Temperature fluctuations are also common.

Supercomputer- Enough power is generated by a supercomputer-level source that it may change the weather. It's powerful enough to write programs on its own. It also, unlike the other source levels mentioned, has an almost infinite "battery life".

Star- Enough power to mold realms and create chaos in the physical when it is present. Standard for a high ranking spirit's guards.

Nova- A nova level source is the highest I've ever discovered. It is the standard power model for most gods, especially prevalent in the Ancient Greek gods. It often generates enough energy to fluctuate the climate of an area, and start wars by its presence. As far as I know, no "nova batteries" exist, as they are sources the gods have only just learned to integrate into their systems.

When you try to create a power source, it will naturally give off power based on your output, which can be changed. Each source level should be a good way for you to track your progress of power, by the way-the more power your source gives off, the more powerful you are. I am operating my forces at "supercomputer" source level, while I am powered by a Star-level source.

MATERIALS AND MIXTURES

This might sound completely strange, but what qualities you envision the parts of the spell having actually have an impact on the spell itself. An example of materials would be megametal, which is a type of "hard magic". Megametal is exceptionally good at conducting power, which makes it my personal favorite to construct tethers out of. A mixture would be our death essence/martial energy charge for our bomb example. The materials I've discovered so far:

Gas- The most common type of energy, which is why it can be "collected". Gas magic tends to fade away, which is why "the spell fades" etc.

Megametal- Good conductor of energy, hard to destroy and can be used to hold more chaotic energies.

Arcanium- A type of astral stone infused with sorcery. I build Harvesters of these. Can hold gas magic very easily and I've used them on the astral as collectors of energy.

Obritium- I encountered this while traveling with Azi Dahaka. It was used to construct a type of servitor astral ship that guarded an area. As it turns out, the area was actually a big source of Obritium (which explains the fact that everything in the area, including the factory for it, was made of Obritium). This material possesses an interesting life of its own. As in, the ships that I had seen animated themselves- they were supposed to be merely technology. The intelligences wrought by Obritium tend to be more defensive in nature.

Astrix- The material the citadel I described in Warlord was made of this. Astrix has a glassy quality that isn't too sturdy, but is resistant to forms of "black magic" (it has inherited anti-Demonic nature spirits written into it, for some reason. Looking into the construction of it.) and often is used to create wards against "evil" in the astral.

Polyrndis- Polyrndis is a naturally occurring type of stonelike material found in the astral. It is incredibly tough and hard to break down, and has an affinity for moon energy. Note this does not have to be Earth's moon, but any lunar energy fits well with Polyrndis. When it has reached its energy quota, blueish fissures appear and start leaking energy. This also happens to be pretty bright astrally.

Kenstrou- I encountered Kenstrou thanks to Belial. When I discovered it, I was conversing astrally with Belial in an area made of pyramids of red sand. Normally I would have paid this no mind, but Belial turned my attention to it recently. Kenstrou is morphic, meaning it changes density and actual amount chaotically. I haven't developed a way to predict Kenstrou's changes, but as a chaotic sand, I prefer mixing it with volcanic energy to create charges of something straight from hell.

Now let's talk about mixtures. Mixtures are solely energy, based on different properties and what might fit best with the spell. Let's list some examples of mixtures:

Arcane Warhead (nuclear bomb in the astral)- 33.3/33.3/33.3- Death Essence/Martial Energy/Nuclear Energy mixed and imbued into the warhead.

Healing Cocktail- 25/35/35/5- Love Energy/Light Energy/Relief (or Blue) Energy/Raphaelic Energy

But you're probably wondering about Hard Magic. Where it comes in, how to make it, etc. That's normal. Hard Magic is not making the energies dense, it's actually creating them as dense materials. This is done with a great enough will and skill. Hard Magic cannot come from gas to my knowledge, you actually must make the spell's default state solid, rather than gaseous.

SPELLS AND DEVICES

We've covered what a spell is. Look at our bomb example. That is a spell. Tech magic uses spells as individual deployment of tech, saved in a means I have not discovered (I use the Logris personally, though Omnimancy's inner workings are a mystery to me) and able to cast again with all tweaks in tact. The Logris is a good stand-by until one actually discovers that means of "spell saving".

But the difference between spells and devices? Well, spells only have one use and then need to be cast again. Think a "fire and forget" method.

Devices are usually oriented towards more utility magics, like biological spells or divination machines. Devices also must be built by way of Hard Magic- gas does not last, and while it would be a weaker trade for a spell, in a device it will simply not work. Devices are built to last, gas isn't.

Devices are also constructed in a way different to spells. Devices aren't built to gather information about the surroundings unless activated. What constitutes a device? Rather simple.
So let's hook up our bomb again, but replace the charge with a liquid-y magichemical fluid that will do something like dispense acid, and instead of a timer, place an ejection mechanism, and a pathway for the acid to travel. Then expand the shell, rid it of sensors, AI, but not of info dumps (they can be used to check the status of the device) and attach it to an astral arm. Tada! You just made an acidic arm cannon.

The difference between devices and spells, in earnest, is that devices act more like equipment, and spells act... well, more like "fire and forget" spells.

ASTRAL MACHINES

So we've talked about spells and we've talked about devices, but those are used in war. What about in actual area/resource control? The astral is a warzone, this is true, what is also true is that materials are not always going to be at your beck and call. Even if you know how to make them, you're not going to be able to produce enough for an army on your own, now are you?

No? Thought so. I don't know of gods that can, so don't feel bad.

I've observed a variety of astral machines in my time, from living ships to factories to astral time machines. But each of these require a different set of skills and ideas in mind order to construct- a factory isn't exactly a WOMD.

Let's talk about factories. They can be created to extract materials that your entire army may use. I'm not going to explain how factories work here, but wiki it. It's basically a quarry in the astral, if you're hunting for materials, and an assembly line if you're trying to mass produce something. These are autonomous, they do not require your attention and benefit your forces.

Now what about transports? For building a troop transport, I studied aircraft carriers and other ships of the like, but added my own touches and of course made them fly.

A lot of tech magic is studying in order to replicate effects. Think the scientific method on the astral plane. And you don't need manpower- you can build a literal empire with your bare hands.

BIOLOGY OF THE SPIRIT

This might be my favorite section of them all. It also took the most studying. Spirit biology is not easy to uncover- it's gnosis gained from great spirits in addition to actually dissecting a spirit to figure out how it works. Let's take the humanoid spirit apart limb by limb:

HEAD- Consists of the Core, optical outputs, and sensory systems. There is a spine going from the Core down to the genitals termed the "Sphrod" by the spirits I've been working with.

CHEST- Consists of the Lesser Cores (Chakras), Magichemical Blood Center (Think spirit heart, but not a chakra), Arcanum organs (energy clusters that allow the spirit to cast magic), and general body regulation things.

ARMS- Consists of "pores" for things to be attached to the spirit, and site of actual spirit growth in direct relation with age. The more powerful the spirit, the bigger the arms, which makes me think age=power in the majority of minor spirits' case.

LEGS- These vary way too much, but they have pores as well and their strength and speed capabilities are directly related to age of the spirit.

Spirit bones, termed "Huyj" by those that taught me, are delicate but strong as they act as energy conductors. I've never tried using Huyj in a spell, but if you want to test it alongside megametal, please inform me of the results.

CONSTRUCTION OF THE AMP

So there are a few things we need to talk about in order to make an amp.

1. Connections.
2. Types.
3. Construction.
4. How to Measure.

1.
So amps need to be connected to something, a power source, a link that allows them to tap into the types of energy they will need to amplify your work. An amp is basically a genetic grid over the body, and the grid has a core that is connected to the sources. So going to my Thoth example, you could connect the amp to Thoth, the brain, the moon, etc. and those connections would be stored in the center of the amp.

2.
An amp can power you magically or physiologically, but functionally- not aesthetically. You can make amps to improve mental function, heart function, cure and guard against diseases, etc. My favorite is of course the combat amp.

3.
The grid of the amp should have no spaces in between, so that it appears that you are made of wires. Each of these connect internally to a core, which holds the connections and powers the amp. I prefer to coat my amp (which I always place inside my body, external amps can be removed by enemies) in reflective coating so that an enemy does not sense it.

4.
Take tests. Record how much you remember, or what you can move, before and after and figure out the difference. If your amp is strong, so are you. Amps are the mainstays of the gods, because while they have their own natural power, amps only increase it- there are no negatives to more power for gods. If the gods use it, why can't you?

LAST WORDS

Look up Omnimancy for more information. It is what I based the Tyrant System off of. If you can apply for a student position, well then I hope you get it. An aspiring Tyrant is a man or woman who will, like me, not stop- under any circumstances- to achieve power, and the roads I lay out will point you the way I have taken.

It is a successful way.​
 

Mannimarco

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Good old Sevarn. Absolutely no fear, and no limitations. I hope he's doing alright, and that his fearlessness didn't end up getting him into trouble. At least more than the usual amount.
 

jkeller293

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Just finished reading all of Sevarn's method. I could not help but imagine he got inspired by a strategic war video game for this framework of his. Although i do not exactly agree with what hes doing, it was very interesting to read.

My disagreement comes from how im imagining how someone would actually practice this daily. We have this reality we live in which clearily has laws that i cannot violate, and this method seems like it completely in the mind of the person using it. Currently i see it as something that has the ability to change the character and/or energy frequency of the person using it, but i do not see anything substantial for manipulating the physical world we live in.
 
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