In this realm doth exist of ten principles of magic.
Although these have existed almost since its inception, it seemeth that these, to the untrained wielder, exist only in description, and to add to the strength of tokens upon creatures that were bound to one in servitude.
In addition, one notes that presently there doth exist limit to these; one may not possess more than four thousand points in any principle, and, if it may be called thus, one may not master of more than five
individual principles. These are governed by unwritten laws of the realm, and enforced by the code that doth underly it, and shape it.
The aforementioned, I believe, were an illusion. Indeed, to claim mastery, or to be limited of one's principles by Mind-Power were as meaningless as to claim mastery over any force, or being - to purport to be so were to claim the status of a god, or other deity. For principles, like thoughts, feelings, and sensations, are impossible to quantify; they exist in the sense a memory exists, or a experience exists; these are qualitative by nature; yet do have elements that may be quantified.
To illustrate, if one were to observe of the Moon in passage, one doth notice of the length of its period, for which cyclicity may be quantified and of its luminance, for which light may be quantified. Yet these are not in true essence, principles, but the observation of their effect, in the same way that beings of the other-realm do quantify of suffering, or euphoria. While one may note, oft with absolute certainty, of the presence of these, one cannot compare one's pain directly with another; one may only offer meaningful comparison when one should consider the magnitude of the source.
Furthermore were the affirmation that one cannot merely limit herself to five; engagement and interaction of the realm necessitates of all ten. One cannot, in example, sip of the flask within the Graveyard and return to life without invoking of syntropic magic; yet one may do so without mastery thereof.
Thus I do propose of a revision in the Principles of the realm; for those who do value of strength in combat, a purpose in their being beyond that of tokens; for those who do not, a purpose in creation and discovery. But foremost, a revision that I believe is necessary for both - principles must be mutable; one needst of possibility to obtain, store, gain, and lose these with actions.
What, then, should mutability offer? One may obtain and store of these in exchange for heat; upon return to the land, magic returneth to the unbound master, in form of its beings.
This, I believe, should remain; the identity of the land were in part tied to those principles that it doth return. Yet, if one may then purpose of the stored principle, then one should be free to choose another in its stead. Thus may one consume of one's stored principles, to return them unto the land that did grant of it.
Once one has consumed of a principle, one may then acquaint oneself of a new, or the same, principle; by reading of principle documents, that were scattered of the realm - I have discussed of this elsewhere.
In essence, one may obtain, increase, and then expend, of these; similar to the way that one presently may do so of heat, in combat. I would think one should require to obtain the maximum within one principle (currently, at four thousand points) to suffice for a single use.
Of their function:
For those that do value of strength in combat, I propose a new set of equipment; the Domina Principii, each may be traded for four thousand points of a named principle. In this manner, those that do require completeness in this set must also obtain four thousand points of each principle. These should materialise upon revision of the named principle - that is, to read again of the Principle Document which doth pertain to the relevant piece.
The relative strength of these may be altered; this were merely a concept, and one should ignore of the figures insofar as they remain arbitrary.
Helm: 4000 points of Imagination (+100% maximum action points)
Chest: 4000 points of Balance (+1000 regeneration)
Pants: 4000 points of Cyclicity (+1000 briskness)
Gloves: 4000 points of Elements (+1000 power)
Boots: 4000 points of Transposition (+1000 initiative)
Primary weapon: 4000 points of Entropy (+1000 attack)
Shield: 4000 points of Syntropy (+1000 defence)
Ring: 4000 points of Light (+100% VE)
Ring: 4000 points of Darkness (+100% VP)
Amulet: 4000 points of Time (+1000 luck)
For those that do not value of their strength in combat, I propose:
For any single principle, at a maximum of 4000 points:
ten credits, for the first time this were achieved.
For two principles, at a maximum of 4000 points:
an additional Erolin sphere, for the first time this were achieved.
For three principles, at a maximum of 4000 points:
a permanent increase in one's action points by 100
For five principles, at a maximum of 4000 points:
Four regenerable casts of a spell at level 1
For obtaining all ten principles at a maximum of 4000 points (with note that one may only wield of five concomitantly):
a wish point shall be granted, for the first time this were achieved.
For specific principles, I believe one should be able to distil these, that they may be used as reagents; with four thousand points of a principle sufficient as a single, arbitrary unit of principle (as an item, such as "Distilled Cyclicity").
I would think these important for inner-magic - noting, indeed, that any realm shaping magic should require of many vials of various principles required, and that the magic-weaver should also exercise of expertise in this. But this shall be a topic for subsequent dissertation.