Contents
- 1Biodata
- 2Overview
- 3Power Progression
- 4Properties
- 5Sources and Deposition
- 5.1Curios and ritual objects
- 5.2Environmental Aether
- 6Interaction with Practitioners
- 6.1Internal Aether circulation
- 6.2Spirit Capacity
- 6.3Spellcraft
- 6.4Combat applications
- 6.5Perception
- 7Relationship to The Veil
- 7.1The Veil's depths
- 7.2Traditions
- 8Limitations and Risks
Biodata
| Feature | Value |
|---|---|
| Name | Aether (以太) |
| Type | Neutral Character (ai) |
| Novel | I Loaded the Occult System |
| First Appearance | 17 |
Overview
Aether is an occult force associated with perception beyond the physical realm and with phenomena leaking from The Veil, the hidden realm behind the material world. Also termed pneuma or Spirit Breath, it is colorless, odorless, and cannot be detected by ordinary instruments. 12 17 52
It can be present in the air, concentrated at particular nodes or locations, deposited within objects, stored in specialized vessels, and circulated internally by practitioners. 25 31 64 98
Power Progression
| Rank | Aetheric state | Documented capabilities |
|---|---|---|
| Novice | Has established a complete Aether Micro-circulation within the body. 29 | Can passively accumulate Aether through Breathing Techniques, circulate it internally, and concentrate it to enhance parts of the body. 12 31 |
| Practitioner | Possesses a stable, self-consistent Aether circulation and can actively invoke Aether. 29 | After Signing, can temporarily intercept environmental Aether, use true Spellcraft, accept occult commissions, and access the occult-side credit system. 69 |
| Adeptus Minor | Aether begins to function as an extension of the body rather than a tool consciously invoked. 72 | Must develop deeply within a selected supernatural path; use of Aether becomes instinctive rather than laborious. 29 72 |
| Adeptus Major | Aether deeply fuses with the physical body while remaining controllable. 73 | Can radiate outward to influence the surrounding Aether field and alter the environment itself. 73 |
| Virtuoso | Exists beyond the ordinary Adeptus Major threshold, with the boundary between body and Aether increasingly diminished. 73 | Develops an individualized core ability known as a Mysterium. 178 |
| Magister | A higher rank whose exact nature remains largely undocumented. 42 73 | Specific Aetheric capabilities are unknown. 42 73 |
| Archon | The highest documented rank in the known sequence. 42 | Specific Aetheric capabilities are unknown. 42 |
Properties
- Imperceptible to ordinary instruments — Aether cannot be assigned an exact measurable value through scanning equipment; even human perception is usually imprecise unless its accumulation is exceptionally large. 52
- Carried through breathing — Every breath naturally carries a minute amount of Aether into the body; untrained people ordinarily allow it to enter and leave without retaining it. Trained practitioners can intercept, guide, and accumulate it. 12
- Can form fields and interference — High concentrations can cause chest tightness and other physical discomfort, while Aetheric interference can disorient people without internal circulation. 48 52
- Naturally decays from unsealed Curios — Once a Curio leaves a protected environment, its residual Aether gradually dissipates. 52
- May be contaminated or layered — Repeated ritual use by different groups can produce overlapping Aether deposits that interfere with one another. 50
- Can possess structure — Aether within a bound object may contain a structured core rather than mere residue. The Sphinx Oil Lamp contained a seed-like core with the feature tags Riddle, Gate, and Judgment. 98
- Can be stored and released — Cultivated Aether may be retained in a Spirit Capacity reservoir and released incrementally or all at once; the result depends on the quantity and release method. 98
- Responds to ascension — Demanding greater power from The Veil causes its “gaze” to deepen, making an ascending practitioner more visible to entities behind it. 69
- May evade ordinary Perception — Abyssal Path practitioners do not retain Aether within their bodies in the conventional manner; it continuously flows through the channel between them and The Veil, leaving no ordinary Aether fluctuations to detect. 71
Sources and Deposition
Curios and ritual objects
Aether may remain in aged objects that have been immersed in supernatural activity or used in occult rituals. Richard's system can convert this residual Aether into available points only through direct contact with such objects. 24 27
| Source | Documented Aether characteristics |
|---|---|
| Copper pendant | A millennium-old artifact containing sealed supernatural residue; yielded 1 available point. 28 |
| God-Descending Disk | An ancient Eastern Continent ritual tool; yielded 1 available point. 24 28 |
| Sphinx Oil Lamp | A priestly implement whose Aether could be absorbed slowly while sealed; its full contents may exceed 1 point if unsealed. It also contained a structured Aether seed linked to the Sphinx's attributes of Riddle, Gate, and Judgment. 21 28 98 |
| Silver coin | A three-to-four-century-old seal filtering medium with relatively pure deposited Aether; yielded about 0.4 points. 27 28 |
| Gargoyle | A Curio with Aether leaking through an opened half-circle seal; yielded about 0.82 points. 52 |
| Copper coin | A commercially sealed Curio with Aether forced in through repeated grinding rather than natural deposition. 50 52 |
| Incense burner | A ritual vessel with interference from multiple historical users and later alterations. 50 52 |
| Fire Temple pillar fragment | A fragment with enough Aether deposition to create an independent field around itself; estimated at two points. 49 52 |
| Eagle badge | A roughly 150-year-old “clean” antique with uniformly distributed, naturally accumulated Aether and no sealing structure; yielded approximately 0.41 points. 123 |
| Silver ring | A Celtic-associated ring whose high-purity silver gave it greater Aether density and more efficient accumulation than the eagle badge. 123 |
| Saint Michael seal coins | Medieval coins that spent centuries in a sealing field but accumulated only trace Aether because of their small size and peripheral placement; they are not standard Curios. 168 |
| Deep Aether condensate | Bottled, highly concentrated Aether described as heavier, colder, and more ancient in character than ordinary Aether; deep-layer variants can be refined to higher concentrations. 90 134 |
Environmental Aether
Aether can diffuse through the air, seep from sealed areas, and gather at nodes, but loose ambient Aether does not produce available points for Richard's system. 25 27
- Aether is dispersed throughout the air and enters the body naturally during breathing. 12
- Greenwood’s basement has constant low-concentration seepage, allowing Grey-Stamen Grass to grow near the seal. 27
- Flower Moon Street contains concentrated Aether sites, including a hidden entrance protected by a Mist Wall Spell. 48
- Imperial University contains at least seventeen Aether nodes between its archway and Clock Tower Square, with a density exceeding that of Flower Moon Street. 64
- The Nearshore contains several times the Aether concentration of the material world. There, practitioners replenish their reserves approximately thirty to fifty percent faster, while Spellcraft forms faster and becomes more powerful. 149
- Nationwide increases in spontaneous Aether concentration incidents indicate localized thinning of The Veil and make seepage from beyond it easier. 91
Interaction with Practitioners
Internal Aether circulation
After establishing an Aether Micro-circulation, a practitioner can direct Aether through their body to strengthen specific areas. 31
- Internal circulation helps resist Aetheric interference and supports techniques such as Quadruple Breathing. 48
- Practitioners ordinarily replenish themselves gradually by meditating with Curios and practicing Breathing Techniques. 52
- Aether circulation can optimize nerve conduction and be redirected for localized physical enhancement, though sustained concentration causes fatigue because total reserves are limited. 31
- Excessive absorption can overwhelm a practitioner's Physique and cause headaches, nausea, or a chaotic Internal Circulation. 51
- Aether cycles possessed by Evil Beings can resist ordinary metal and weaken the effects of Spellcraft directed against them. 131
Spirit Capacity
Richard's system unlocks the Spirit category once all four Physique attributes are activated. Its first available function is Spirit Capacity, an internal Aether storage slot. 1 98
- Spirit Capacity stores excess Aether automatically during Breathing Technique cultivation and initially holds up to 10 units. 98
- The capacity can be expanded through available points, beginning with 10 to 20 units for 1 point, then 20 to 50 for 2 points and 50 to 100 for 3 points. 98
- A full Spirit Capacity cannot accumulate further Aether; excess cultivated Aether overflows into the environment and dissipates. 121
- Stored pure Aether can be used to nurture a compatible Curio, as demonstrated when the Sphinx Oil Lamp absorbed one unit and showed signs of activation. 121
Spellcraft
Aether is required for true Spellcraft and can be channeled through a suitable medium. 27 69
- A Practitioner who has completed Signing can perform true Spellcraft, while Novice-stage techniques primarily use small quantities of Aether to ignite external mediums. 69
- Grey-Stamen Grass retains trace Aether and can serve as a casting medium. 27
- Mist Wall Spell can create defensive interference, confuse bystanders, and incapacitate an attacker. 27 76
- Stone Armor uses the caster's Aether to form a dense, hardened shell over the skin; its duration depends on rank and Aether reserves. 107
- Shadow Armor reverses Stone Armor’s Aetheric logic, using a target's shadow as a medium to impose additional burden upon their body. It requires a light source and prevents the caster from using Stone Armor concurrently. 130
- Moon Nail is a general-purpose Spellcraft usable against both humans and Evil Beings. 134
- Enchanted Bullets combine physical damage with Aetheric damage against Evil Beings. 84
- Three-ring Enchanted Bullets can burn an Aether body, reinforce the burning effect, and anchor a struck target's Aetheric form to prevent movement, dispersal, or retreat behind The Veil. 90
Combat applications
Aether may be used to augment a practitioner's body and equipment in direct combat. 31 152
- Aether Burst is a Practitioner-level Hunter technique that temporarily spreads Aether across the body, multiplying explosive physical power for up to approximately ten minutes. 152
- Veteran Practitioners can temporarily infuse weapons with Aether, allowing otherwise ordinary weaponry to harm and disperse Evil Beings. 152
- Aether-related advantages are amplified in the Nearshore, while non-Aetheric weapons such as ordinary lead ammunition are severely suppressed there. 149
Perception
Practitioners with sufficient sensitivity can detect Aether concentrations, nodes, and contaminated Curios. 47 49 64
- Richard uses Perception to identify fraudulent occult businesses and locate genuine Aether concentrations on Flower Moon Street. 47 48
- Strong deposits may be recognized by direct bodily pressure rather than exact measurement. 52
- Basic Spirit Sight consists of projecting Aether outward and receiving rough feedback from an object, sufficient to distinguish Aether-bearing objects from clean ones. 114 116
- Fixed Sight maintains Aetheric contact with a target, allowing a practitioner to distinguish details such as its material, texture, shape, and Aether distribution. 116
- Concealed Spirit Sight avoids conspicuous outward Aether projection by following Aether already in motion through environmental currents such as wind, sunlight, dust, and air movement. 192
Relationship to The Veil
Aether is tied to The Veil, from which supernatural phenomena leak into the known material world. 12
Breathing is the natural channel connecting the physical body to the space behind The Veil, allowing the diffuse Aether of the other side to enter the material world and living bodies. 12
The Veil's depths
The world behind The Veil contains progressively less stable layers with differing Aetheric conditions. 130
- Nearshore is the layer nearest the material world. Its physical rules are relatively stable and it contains most wandering spirits and lesser Evil Beings. 130
- The Deep Realm includes locations such as the Spirit Realm and Astral Realm, where the rules governing gravity, light, and time begin to depart from common sense. 130
- Resources beyond The Veil include Aether-conductive materials such as Wick Copper, as well as supernatural minerals, plants, and remains from Evil Beings. 130
Traditions
Traditions are human-discovered facets through which practitioners observe, understand, and use the otherwise seamless whole of The Veil. 73
- The Solaris Tradition is associated with order, light, and healing; its practitioners can use Aether to supplement vital bodily functions. 73
- The Ignis Tradition treats Aether as raw material for crafting, transformation, and Alchemy. 73
- The Abyssi Tradition seeks knowledge and power in the depths of The Veil, but is widely regarded as exceptionally dangerous because of its association with non-human logic and corruption. 73 166
Advancement through the occult ranks increasingly changes a practitioner's relationship with Aether:
- A Novice may establish an Aether Micro-circulation. 31
- A Practitioner who completes Signing can temporarily intercept environmental Aether and perform true Spellcraft. 69
- An Adeptus Minor begins to treat Aether as a bodily extension rather than an external tool. 72
- An Adeptus Major can project their Aether outward to influence the surrounding environment. 73
- Higher-ranked practitioners gradually become part of Aether themselves, reducing the significance of their physical bodies and blurring the boundary between the individual and the force they wield. 73
Limitations and Risks
- Aether dispersed in the environment cannot be directly converted into Richard's available points. 25
- For Richard's system, an object must possess both age and supernatural immersion to be a viable point source; age alone or newly made Aether-bearing objects are insufficient. 27
- A Curio's apparent age, size, price, and ritual association do not reliably indicate its Aether value; continuity and depth of contamination matter more. 52
- Completely draining a Curio may expose abnormal handling, so Richard deliberately leaves a small residue in objects he siphons. 52
- Breaking a seal without understanding its contents may release more than residual Aether, including bound entities, Ritual remnants, or other dangerous contamination. 97
- A person with Aether affinity is more conspicuous to certain Evil Beings than an ordinary person; to entities such as Vox Mortis, an Aether-bearing individual resembles a candle in darkness. 25
- Aether-rich environments accelerate internal circulation and Spellcraft but may also expose practitioners to stronger entities and more severe interference. 149
- Greater occult power carries an escalating cost: higher ascension brings increased attention from The Veil and may erode a practitioner's remaining “wax,” or lifespan and humanity. 69 73