《STEM: The Topical Dungeon》#011 - Breakdown of a Breakdown

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Starting with mana, I think I have grasped some basics of how things work in Brogdar. Mana itself is always different in all the fictional tales I've seen but the traits here lead to a few basic assumptions.

Firstly: mana and life. I've never felt tired after casting spells but that might be partly due to my current body being a plant. Both of my summoned helpers cost mana to exist, yet they can offset this by eating grass.

So logically, all creatures have mana inside them and need it to exist. Not just creatures, but specifically anything that could be considered alive. Therefore anytime I summon a creature, I spend mana. Anytime I create an attack from mana, I use what I have naturally in me.

That leads to the second point: mana naturally generates within living creatures. It might be possible that mana is airborne around me but at the very least it's possible to assume some creatures generate it while others are mana efficient. Plants most likely are the best at generating it probably through absorbing sunlight. When ranbi eat those plants, they gain mana. Natural bodies might not require upkeep and instead store mana naturally; that'd explain why my first body's upkeep was free, as my true form probably generates mana somehow.

Basically, mana not only is in all creatures but all of the natural creatures have the means to generate or sustain theirs through consuming others. Mana within us can then be expended as MP to cast magic.

It's a simple foundational understanding that I think feels pretty solid for a basis of magic theory.

Not that it unlocked the ability, so... obviously there's more.

And that would be about the conversion of mana or MP into physical form. Understanding that mana makes up all creatures and magic doesn't tell us why there's a difference between one's hunger and one's mana source.

Instead, it tells me that mana may not be a simple fundamental part of all creatures. This would conflict with the basic idea of it being involved in all life, blowing the foundation wide. That's why it needs an exception related to the creation of magic.

Because magic can be created, life can be created from magic. A being devoid of natural mana would be like my summons; they likely gain their mana through a proportional trade that lets them sustain mana long-term. Ivy and Bomber draw from the dungeon's income of mana which must be so potent that it can manifest them and supply their own pools of MP.

Therefore, magic can never foundationally create mana but magic could create a life with mana. This would establish the order that all mana is still part of life, even if a creature is devoid of it naturally.

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I think.

This theory isn't incredibly sound but it makes it easy to explain things I've seen so far. Magic can also be viewed as weaponizing mana to take life from mana so that you can absorb it. At that level, the basic act of killing another creature and eating them would allow you to acquire mana.

This is probably why composting provides nourishment for my physical body; mana converted by plants can sustain them. Plants interact with mana as food or an alternative source of energy. Or perhaps it would directly be their source of energy, depending on how you look at it.

The fields of Kave, therefore, would be an extremely magically potent place.

That means me being a mage is actually pretty handy; I can nourish my body in multiple ways but my mana potential should theoretically be very potent due to being a plant.

Druids in this world are probably bad-asses since they're in-tune with magic, too. Normal creatures without an affinity for nature are probably more dependent on SP as it's a form of stamina that is directly connected to one's physicality. Exhausting SP doesn't tire you out rapidly based on what I've seen but it's a physically demanding draw.

Comparing my Ranbi at 0 SP and when I have 0 MP, I'm much more refreshed and able to continue physical activity.

In Brogdar, creatures are born with mana. Those who do not naturally have mana are the byproduct of magic, created by mana to either acquire or sustain mana given to them. Some creatures can naturally draw on mana from the environment or bodily processes such as photosynthesis, while others acquire it through the consumption of mana-rich foods or mana-storing creatures. Despite this, mana is not an energy that directly affects physicality but instead is independent of one's physical nature and instead relies on their body's potential to store magic. The use of mana or tools to slay another creature is just one of many applications of using mana to acquire more mana. And finally, plants and similar species are likely the best at using mana while more physical races instead rely more on SP.

At a basic level, mana is best applied naturally. This means that the most basic form of magic would be Nature magic.

That's my magic.

[Notification] Qualifications met. Granting Ability Magic Theorist.

... Phew.

That was a lot of reaching out and hoping I understood things. Truthfully, I feel that it's the first time I've actually... tried to be a mage. Going forward, I'll need to figure out a lot more, though. Magic itself is based on the understanding of mana and its origins... but that's probably why it's an Ability and only called theorist.

Magic Theorist Learned Personal-type Every magic-user starts somewhere. The analysis of magic can't begin without understanding the foundational basis of mana.

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The user can now begin learning and crafting spells at a Basic level.

Magic has levels here? Thorntwist didn't mention that... so it's either a Basic level spell or there are certain forms that don't have a specific level. But learning this spell is good: learning more spells will be useful for preparing for the future.

Saying that is easy, though; actually designing or crafting spells probably isn't that easy. Imagining Thorntwist... it might be possible to apply that mental image of all the thorns and condense it.

But first: the quest notification should be popping any-

[Notification]: Quest Update Resources and options are the beginning of many new adventures! But they also provide opportunity for new dungeons! To do that, you must extend not just your reach but your control over your territory!

Acquire Dungeon Edge Constructor

[Build 5 structures within your dungeon's claimed zone. 5/5]

Spend 50 Favor on improving the Dungeon.

Acquire a Dungeon Landmark.

Bonus Condition: Learn/Acquire Ability Magic Theorist. Completed!

For now, time to head above ground. I'm going to need a target. Or more. Probably lots of meaty targets.

...

Thorntwist is pretty cool magic when you ignore it pulping bodies.

There's not a ton of moonlight left tonight but after exhausting my mana pool a single time now casting it I've seen exactly how it works. The Creeper's thorns aren't really even a comparison to the ones on the traps or the living Creeper Thorn but the magic itself doesn't look different from what I see on them. Each thorn I project is shaped roughly to the same look, yet the stabilized mana in it dissipates and loses its condensed state as it flies.

As a spell goes, Thorntwist probably doesn't qualify as a basic level spell because it relies on thickly-condensed mana. Basic level magic probably relies on a different flow of mana with a similar principle.

I feel like a nerd but the best way to summarize? Basic magic, most likely, is close-range combat magic whilst Thorntwist is magic that could change based on how much mana the attack is given. It's like comparing a dagger to a spear; Basic magic is a short and dependable dagger whilst Thorntwist is a spear that's reach and power depends on how you hold, swing, and stab with it.

So... rather than saying it's weak, Basic Magic is probably developed first due to how life goes and grows. Humans evolved from beating each other with rocks and fists to eventually use slingshots and swords. The Basic-level is effectively slingshots and swords: straightforward, simple, but just as deadly.

Using that as a basis... why not imagine Thorntwist as a protective element instead of an offensive one?

I focus that image of all the thorns but instead of throwing them away... they retreat and protect me.

[Notification] Spell crafting completed.

Granting spell Thornguard. Thornguard Created Nature-type A Basic Spell; derived from the flexible Thorntwist, the user creates thorns that encircle the body. Remains active for thirty seconds and each thorn only hits once.

Costs 10 MP.

There we GO! Hell yes! My first new spell!

I don't like that it requires letting an enemy basically hit me... but that's good! It's another weapon in my isekai arsenal!

So... I should also go with a more contained version of Thorntwist, right? Rather than a flurry that's indiscriminate, I should direct it. Exploding my mana outward is useful for fighting alone but I have allies; I need to at least aim it. Condense that image... and project it in one direction.

Direct all those needles right at that corpse and not at my precious defenses or allies.

[Notification] Spell crafting completed.

Granting spell Thornburst.

Please tell me I got this right, too.

Thornburst Created Nature-type A Basic Spell; derived from the flexible Thorntwist, the user releases a line-shaped swarm of thorns that flies up to ten feet.

Costs 3 MP.

Ten feet? That... huh. So I was able to gain range and lower the cost simply by trading away its full-area burst and reducing the number released. So using that logic... then Basic Spells might be simple and intended to be close-range, but something as simple as one thorn...

[Notification] Spell crafting completed.

Granting spell Thornshot. Thornshot Created Nature-type A Basic Spell; derived from the flexible Thorntwist, the user fires a single mana-formed thorn that flies up to twenty feet.

Costs 1 MP.

Creating spells might become my new hobby for a few days if it's all this easy. Not that I think it is, given each of these spells is drawn from my understanding of Thorntwist.

Right now, my Basic-level spells seem to rely on branching off and specializing in a single, natural spell developed by Creeper Thorns. Making more of them will probably be challenging or require me to get really creative on theory. While similar, all of these abilities only share a name and the basic object of the spell.

Still, now I have four Nature-type spells! I not only completed the Quest's bonus condition but went an extra step further tonight to gather much better and much more efficient methods for dealing with my ranbi harassers. The only thing left to do is figure out what or how I do that whole Landmark acquiring thing.

The sun is almost up, though, so first thing I need to do is check on the Creeper Thorn before my critter-killing job starts up again.

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