Flux System
Arcanotechnology in this universe relies on the manipulation of a fundamental energy: the Flux. Every spell, every arcanotechnological effect, and every alteration depends on a character’s ability to mobilize, convert, and then stabilize this energy.
This document describes the complete workings of this resource.
1. Flux Reserve
The Flux Reserve is the maximum amount of arcanotechnological energy a character can contain at any given moment.
- It represents the body’s and nervous system’s capacity to withstand energetic pressure.
- When it drops to 0, a character can no longer cast spells until they have recovered.
Notation:
Flux Reserve = character's maximum arcanotechnological energy
Each spell has a Flux cost.
2. Flux Influx per Turn
The Flux Influx per Turn is the amount of Flux a character can mobilize or convert into usable energy during a 6-second turn.
This is the most important measure for a spellcaster: it determines how quickly they can prepare a spell.
Notation:
Flux Influx per Turn = amount of Flux that can be mobilized each turn
Example of a spell requiring concentration:
- A spell costs 12 Flux points.
- The character has a Flux Influx per Turn of 5.
Concentration:
Instant Spells
If Flux Influx per Turn >= Spell Cost, the spell is cast immediately on the same turn.
Example:
- A spell costs 4 Flux points.
- The character has a Flux Influx per Turn of 6.
- Result: The spell triggers instantly without concentration.
3. Natural Recovery
Each turn, a character automatically regains a small amount of Flux.
Notation:
Natural Recovery = Flux automatically regained at the end of the turn
It represents:
- arcanotechnological breathing,
- natural balancing of internal Flux,
- resynchronization with the environment.
Recovery can never exceed the maximum Flux Reserve.
4. Casting a Spell
To cast a spell, a character must:
- Mobilize enough Flux (over several turns if necessary)
- Reach the spell’s cost
- Trigger the effect
Triggering rules:
- If Flux Influx per Turn >= Spell Cost -> Instant spell (same turn)
- If Flux Influx per Turn < Spell Cost -> Concentration required (multiple turns)
Formula:
Accumulated Flux >= Spell Cost -> Successful casting
4.1. Interrupted Concentration
Concentration breaks if a character:
- takes damage,
- is controlled,
- performs a major action,
- or must move under pressure.
If interrupted, the character loses half of the accumulated Flux, rounded down.
5. Flux Instability (Overload)
When the manipulated Flux exceeds an Arcanotechnician’s natural capacities, Flux Instability occurs. This happens when:
- the character exceeds their Flux Influx per Turn,
- or chains multiple heavy spells without stabilization time.
Possible effects:
- -1 to Intelligence for 1 turn
- Loss of 1d4 Flux Reserve points
- Spell cancelled
- Internal damage (1d6)
- Minor arcanotechnological pulse (roleplay effect decided by the GM)
Overload is never lethal, but it limits the abuse of heavy spells.
6. Flux Conversion and Schools / Types
6.1. Schools and Types
Each spell belongs to:
- a School (Fire, Frost, Light, Shadow, etc.)
- and a Type (Destruction, Annihilation, Cataclysm, Alteration, Enhancement, Weapon, Displacement, Protection, Affliction)
These elements do not modify the Flux cost, but they influence:
- stabilization difficulty,
- overload risks,
- and the affinities required to unlock the spell.
6.2. Flux Cost vs. Recharge
Techniques fall into two cost categories based on their physical nature:
- Flux cost: Techniques that convert Flux into energy (arcanotechnic effects) consume Flux from the caster’s reserve. Most Schools use this model.
- Recharge (cooldown): Techniques that rely on physical prowess rather than Flux conversion (Martial, Ballistic) use a cooldown measured in turns. These represent the body’s recovery time, not energy expenditure.
This distinction reflects the setting’s core mechanic: Martial and Ballistic techniques are physical actions enhanced by training, not Flux manipulation. They do not deplete energy reserves but require time between uses.
Flux-infused techniques: Advanced Martial and Ballistic techniques may combine both a recharge cooldown and a Flux cost. These represent high-level maneuvers where physical skill is augmented by Flux energy — the warrior channels Flux through their body or weapon to achieve effects beyond pure physicality. Such techniques are rare and demand both physical mastery and arcanotechnic aptitude.
6.3. Access Conditions
A spell is accessible if:
- the School affinity is sufficient,
- or the Type affinity,
- or a combination of both.
See the file: 03_systeme_affinites_et_types.md.
6.4. Spell Availability
Codex access: A character can use any spell from the codex if they meet the required affinity conditions. There is no learning cost or availability restriction beyond affinities.
Spell slots: Each character has 2 base spell slots. These slots determine how many spells can be “prepared” and available for immediate use.
Intelligence bonus: Intelligence improves the ability to memorize and prepare spells. Every 5 Intelligence points, the character gains 1 spell slot:
- Base: 2 slots + (Intelligence / 5)
- Minimum: 4 slots (can never drop below)
Examples:
- Intelligence 0-9: 4 slots (guaranteed minimum)
- Intelligence 10-14: 4 slots (2 base + 2 = 4)
- Intelligence 15-19: 5 slots (2 base + 3 = 5)
- Intelligence 20-24: 6 slots (2 base + 4 = 6)
Changing spells: In a secure rest zone, a character can freely swap their prepared spells for other codex spells, as long as they possess the required affinities.
Additional slots (GM Bonus): The Game Master can grant additional spell slots as rewards:
- Major quest rewards
- Arcanotechnological objects or artifacts
- Divine blessings or pacts
- Specialized training
- Exceptional narrative events
These bonuses are added to the base calculation (2 + Intelligence/5, minimum 4) and are permanent unless otherwise specified by the GM.
7. Interaction with Combat
Triggering Timing:
- Instant spells (Cost <= Flux Influx per Turn) -> Trigger immediately during the turn
- Spells requiring concentration -> Trigger at the start of the turn when the cost is reached
Vulnerabilities:
- Enemies can interrupt concentration (damage, control, forced movement)
- Long spells create tactical tension: the Arcanotechnician must be protected
- Only spells requiring concentration are vulnerable to interruption
The system makes arcanotechnology powerful but vulnerable to timing and positioning.
8. Out-of-Combat Recovery
Out of combat, a character recovers their entire Flux Reserve via:
- 10 minutes of meditation,
- or 1 minute with a Flux Crystal.
9. Quick Summary
| Element | Name | Role |
|---|---|---|
| Flux Reserve | Maximum capacity | Determines the total available arcanotechnology |
| Flux Influx per Turn | Mobilization speed | Determines the speed of spell preparation |
| Natural Recovery | Automatic regeneration | Maintains the arcanotechnological rhythm |
| Flux Instability | Overload | Limits the abuse of heavy spells |
| Spell Cost | — | Flux required to cast a spell |
10. System Philosophy
Flux is not a simple number, but an energetic dynamic. This system emphasizes:
- preparation,
- risk management,
- physical or elemental conversion,
- overload,
- and tactical timing.
A powerful Arcanotechnician is not the one with the most Flux, but the one who knows how to convert it at the right moment.