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Pentrinsic code, as explained in the Glossary, is
a programming language similar to binary and unbound trinary (UTC).
Unlike them, however, pentrinsic coding uses a three dimensional interface. In
other words, reality. It is this use of reality as an interface that has most
people calling pentrinsic coding magic.
Although pentrinsic code is universal (Except on Earth and other inner
planets of the Sol system.), it is approached in two different ways, each
according to race.
Homo Sapiens programmers (called musers) use
spectral-anchored pentrinsic. The potency of any given program is relative to
the amount of physical mass the code can be attached to. A
Haven spell, for instance, has greater effect
and scope when used on a planet as opposed to an asteroid.
Homo Magicus musers use ireality-anchored pentrinsic. To a normal
human, they appear to have limitless access to unending sources of invisible
mass to attach their codes. To an extent, this is true. Effort must still be
used by the homo Magicus muser, however, because the code must be
exported from ireality into spectral reality.
The difference in the resulting power of program, variety of program and even
result of program is vast. This difference is further magnified by the fact that
while any human person can learn pentrinsic coding with enough years study in
higher mathematics, all homo Magicus people know pentrinsic coding
inherently. A four year old Marks child, for instance, would be comparable to
the most powerful homo Sapiens muser.
New: Apr 23, 2004: There is a third
hybrid "race". It has no species designation, but rather is the result of a
union between both homo Sapiens and homo Magicus. (The mother is
invariably human, the father Marks.) Although the child inherits traits from
both parents, the self-imposed trait of servitude is never present.
Additionally, although the evidence is at this point merely anecdotal, these
offspring appear to retain the vast majority of their Marks' traits of inherent
mathematics and pentrinsic coding.
Sadly, the majority of these people find themselves excluded from both
societies. Humans to not trust them and Marks fear they will not be able to
control their inherent abilities as they grow more aware of them. It is
speculated, though not proven, that the period of galactic unrest that occurred
during the 150 years between 3190 and 3340 - known as Centaur's Gambit -
are a result of the Marks race's efforts to contain what they perceived as the
growing threat to peace brought on by the existence of these hybrids.
End of addition.
There is one major "weakness" that is common to both races; pentrinsic code
can only be used for altering reality (and ireality) in a non-aggressive way.
Aggressive spells do exist, but the price paid to code and run an aggressive
pentrinsic program is steep. Very steep. Most of the known aggressive spells
were used only during the Six Planets War and only by human musers who had been
trained by General Kerri Marks, the first homo Magicus person. A table of
aggressive spells is located here:
Aggressive Pentrinsic Programs
New: Apr 23, 2004: There is mounting
evidence that while the hybrids are also adversely affected by the use of
aggressive spells. There is, however, also mounting evidence that hybrids can
use some aggressive spells in creative ways so as to avoid negative impact on
themselves. End of addition.
It should be noted that although the table below list only common pentrinsic
programs. There are infinitely more programs and variations that can and are
used. Indeed, the only real restriction on coding and running any pentrinsic
program is the absence of a stable long range chronological interface (addressed
by Septuagint Mercy) and the
imagination and skill of the muser.
|
Program |
Effect |
homo
Sapiens |
homo
Magicus |
|
Alter |
A useful spell that can alter the appearance, and even the
makeup of simple inorganic materials. |
Usable by advanced
musers, but limited to fibrous material, such as cloth. |
Standard program used starting in early
childhood. Although there is opportunity to abuse the spell - such as
altering plentiful material into valuable objects - it is never used as
such. |
|
BeThere |
Instantly teleports muser to
location within sight. |
Only advanced muser
are capable of using this programming. |
Standard program used starting in early
childhood. |
|
Clean |
A quick, effective program that removes toxins from the body.
Can also be used as a type of Restore spell.
Because of this, Marks people are rarely sick. |
Usable by many musers. |
Usable from childhood. |
|
Convert |
Shifts a homo Sapiens pentrinsic program into a Tier One
homo Magicus spell |
Not Usable |
Any |
|
Cordbot |
Creates a minature image of the muser and records events as specified for
playback at any time in the future. Popular among university students. |
In common use by
university students. |
In common use by preschool children during first year
of "Application of Ireality and Spectral Phased Mathematics"
instruction |
|
Dream Shield |
Protects an area from unwanted entrance of others through a dream state. |
Only trained and
talented psychologists are capable of using this spell. |
Standard in most homes, but little used except during
times of unrest or uncertainty. |
|
Free Spirit |
A mood altering spell that gives the muser heightened erotic senses
and increased reproductive capabilities |
Only advanced musers
are capable of using this program. A notable exception is the Nojuran race,
which teaches to their children upon reaching puberty. |
Although well within the capabilities of virtually
every Marks, the spell is not used by them. |
|
Haven |
Haven is a core spell that is used prior to running other, more
stressful programs. Provides a sense of comfort and
calm.
Provides a sense of comfort, calm, and superior
awareness |
Area of effect
is dependent upon skill and desire of muser, but generally is localized to a
fifty meter radius. |
. Area of effect is dependent upon the desire of muser
and has an area of effect that extends over a 100 kilometer radius.
Haven is the only spell that still uses a vocal
component, though whether required or because of tradition is unknown. |
|
Held Back |
Alters the focal point
of gravity. |
Not Usable |
A potentially aggressive spell, Marks casters
are very careful about using this spell, and will resort to it only in the
strictest defensive scenarios. |
|
Improve |
Upgrades a running
program to a higher, more effective level. |
Not Usable |
Used mostly following the conversion of a homo
Sapiens program into a homo Magicus program. |
|
Little G (Same G) |
Quickly and
efficiently adjusts gravity to allow for safe landing from a great height.
(Same G is a related spell that fixes gravity at a certain point.) |
Usable by most musers
upon their own persons. |
Used by all from early childhood. Usable on any object
up to the size of medium space craft and modestly sized buildings |
|
Organize |
Spell used to organize
spectral objects such as room cleaning, packing/unpacking luggage, and the
like |
Usable by most musers. |
Used from childhood. |
|
Over Again |
Regenerates all
aspects of the recipient's existence, including all physical attributes,
most memory, and virtually all life experience. |
Not Usable |
Usable by many, but usage is extremely rare and
generally undesirable, as the recipient effectively ceases to be the person
they were. |
|
Rebound |
Reverses the velocity
of an object. |
A popular spell used
mostly in the game by the same name. Mass restrictions of less than 10 kilos
limit the spell's use. |
With a mass restriction of several hundred
thousand metric tons, this spell is taught early on in age and remains
useful throughout life. |
|
Recluse |
Similar to the Haven
spell, the Recluse program also isolates the caster from other
humans, creating a sense of solitude. |
Used mostly by the
Nojuran race, who prize solitude and individuality. |
Usable to any Marks caster but only rarely used. |
|
Restore |
Essentially a healing
spell, Restore accelerates the body's healing process. |
Capable of healing
anything up to serious wounds or extreme physical depletion. Generally works
on fellow Homo sapiens only. The greater the need, the greater the
impact on the muser's own endurance and general health. |
Capable of restoring full health to any life form,
regardless of type or extent of distress. Cannot be used to restore life to
dead or nonliving artifacts. Little or no impact on muser. |
|
Shifting |
Used to alter primary
awareness of muser from a different state. |
Not Usable |
Used mainly by students entering or returning from
extended forays into Ireality. Also used by
parents to enter their children's dreams to wake them. |
|
Sink |
Blends a specific
spectral artifact into another, giving the appearance of one object
"sinking" into the other. |
Not Usable |
Well within the capability of any Marks beyond
childhood, but used hesitantly because of potential aggressive
characteristics. |
|
Soothe |
One of a large segment
of healing programs, the Soothe spell focuses more on sleep and deep
relaxation. |
Limited to musers and
any person in the immediate vicinity. Knowledge of the individual's life
style greatly increases effectiveness. |
Used by Marks' people to quickly render unconscious
aggressive humans who threaten bodily harm to themselves or others. |
|
Talk |
Simple communications
spell. |
Usable to
approximately 50AUs |
Range limited only by skill of caster (not receiver).
Typical distance is measured in hundreds of light years. |
|
Teleport |
Similar to Be There.
Range is greatly increased. |
Few capable. |
Standard program starting from adolescence. |
|
With You |
A communications
program that allows a high level of intimacy between callers. A
relationship between the two is required for With You to work. |
Not Usable Talk
closest spell |
Range is determined by skill of caster &
receiver and level of relationship. Typical distance between close
relatives, married couples and committed couples is measured in thousands of
light years. |
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