A Beginner’s Guide to Drucraft #35: Introduction to Essentia Capacity

As all novices know, a drucrafter can’t control any bit of random essentia floating around in the air.  They can only control their personal essentia;  essentia that has taken on the psychic imprint of their mind and body.

All living creatures have a reserve of personal essentia.  Essentia capacity measures this reserve’s effective size.

Personal Essentia

Personal essentia is crucial for two out of the three drucraft disciplines.  It allows a drucrafter to channel (by directing their personal essentia into their sigls to activate them) and to shape (by forming the kernels of sigls).

The turnover rate for personal essentia is very high.  It is constantly created (as new essentia flows into a creature’s body and assimilates to it) and lost again (as it drifts away and become un-attuned).  Since essentia is everywhere, this constant cycling is not usually an issue – a living creature’s personal essentia reserves will continually rise and fall, but this naturally evens itself out, like water finding its own level.  This ‘evening out’ process happens constantly, from minute to minute, typically without the person in question ever noticing that anything is happening.

However, all this changes once that personal essentia is spent on something.  A normal person can’t possibly deplete their reserves of personal essentia, since they have no way to spend it.  A drucrafter, however, can.  At this point, their essentia capacity suddenly starts to matter.

The Lorenz Scale

Essentia capacity is measured on the Lorenz scale, named after the drucraft researcher who formalised it.  The Lorenz Scale is calibrated to the Lorenz Ceiling, which is the maximum amount of personal essentia input that a sigl can accommodate before its efficiency drops sharply.  The Lorenz Ceiling is defined as a 1 on the Lorenz Scale.

Most sigls have a Lorenz rating of 1.  Thus, a drucrafter’s Lorenz rating measures how many (ordinary) sigls they can sustainably use at once.  Sigls with a Lorenz rating of less than 1 consume proportionately less of a drucrafter’s ‘budget’;  sigls with a higher Lorenz rating consume proportionately more.

Reserves and Rates of Change

Although essentia capacity is commonly viewed as a reserve, or a pool, it can be more accurately viewed as a rate of change.  It’s not a measurement of how much personal essentia you can hold, it’s a measurement of how quickly you can replenish it.  So if you have an essentia capacity of exactly 3, this means that:

  • using 1 standard-rated sigl at once is easy;
  • using 2 standard-rated sigls at once is easy;
  • using 3 standard-rated sigls at once is possible but difficult (you would have to channel very efficiently, and might need to pause to take breaks)
  • using 4 or more standard-rated sigls at once is impossible (you would run out of essentia almost immediately).

What Determines Essentia Capacity

Essentia capacity is primarily physiological.  It’s a physical trait, like height and weight, and can be measured quite precisely with modern instruments.

While many factors seem to affect essentia capacity to some degree, the strongest correlation is with a person’s skeletal mass:  the combined weight of their bones and skeletal muscles.  Note that this correlation, while strong, is not one-to-one;  there are some rare drucrafters with a high skeletal mass and a low essentia capacity, and vice versa.  Total body mass is sometimes used for a quicker estimate, but this produces a less accurate result since fat tissue and parts of the body that are metabolically inactive seem to affect essentia capacity to a much lesser degree.

Average essentia capacity in the United Kingdom is 2.8 for men, and 2.4 for women.  These values vary across the world in rough proportion to average height and body size.

Changing Essentia Capacity

Because of how essentia capacity is viewed (see next section), significant efforts have been spent researching ways to increase it.

These attempts have for the most part shown limited success.  By far the most effective methods to increase essentia capacity have proven to be drucraft training and strength training.  Channelling practice can slightly (but reliably) increase a body’s efficiency in assimilating essentia;  physical training and conditioning to increase muscle mass has a similarly positive effect.

These increases, however, are quite small.  Such training virtually never produces an increase of over 20% (10% is more normal) and in any case brings diminishing returns.  No matter how dedicated, all drucrafters eventually reach the point where they are forced to accept that they have pushed their essentia capacity as high as it’s going to go.

More invasive techniques have been tried, but these tend to come with unwelcome side effects, and as such, their use nowadays is frowned upon;  common consensus is that the benefits of trying to force a higher essentia capacity simply aren’t worth the costs.  However, given how much value is placed on essentia capacity, there’s always someone willing to take the risk.

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Easter Update

Inheritance of Magic #4 is trudging slowly along.  I’ve finished the first 1/3 of the book and I’m now chipping away at the section that’ll take it up to the halfway mark.  It’s going more slowly than I’d like, but it’s going.

The next couple of Beginner’s Guide to Drucraft articles are written and ready to go – they’ll explain what ‘essentia capacity’ is and how it works.  This is stuff that’s mostly been covered by implication in the books and glossary, but it goes into a little more detail that some of you might find interesting.

Book #3, A Judgement of Powers, is still working its way along its slow road to publication.  Proofs are in, and I’ve been looking at cover designs.  Release date is unchanged, at November 4th 2025.

No other news for now.

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A Beginner’s Guide to Drucraft #34: Measurements of Strength

Although strength in drucraft is most commonly measured by skill in the three disciplines, there are two other ways in which drucrafters can be ranked:  essentia capacity and branch affinity.  When combined with discipline skill, these give a fairly comprehensive measurement of a drucrafter’s abilities.

Skill, capacity, and affinity have little correlation.  It’s possible to have great skill while having very poor essentia capacity, and vice versa.  While training or talent in one can affect the others, the three measurements can be plotted on entirely different axes.

The First Axis:  Skill

Drucraft skill is the first and most important measurement of strength, and reflects which of the disciplines a drucrafter has achieved mastery over.  This mastery is reflected in their title:  tyro, novice, channeller, shaper, manifester.

Skill is universally considered the most important axis.  The other two can be a very valuable supplement to a drucrafter’s skill, but they can’t substitute for it.  No matter how great a drucrafter’s essentia capacity, or how good their affinities, none of if will be much use if they can’t sense or channel.

The Second Axis:  Capacity

A drucrafter’s essentia capacity is a measurement of how quickly they can process ambient essentia into personal essentia.  It is a physiological trait that is for the most part determined by a drucrafter’s size.

Essentia capacity effectively functions as a drucrafter’s ‘budget’ for active sigls.  A higher essentia capacity allows them to use more sigls at once.

The Third Axis:  Affinity

Drucrafters are almost never equally skilled with all the branches.  In virtually all cases they will have at least one branch that they find particularly easy to use, and at least one that they find particularly difficult.

Branch affinities become more important the further a drucrafter advances in skill.  When learning to sense, a drucrafter’s affinities are more or less irrelevant.  For shapers and manifesters, however, they can be very important indeed.

The Three Measurements In Practice

A good way to understand these three measurements is to compare them to human ability in physical fields such as athletics and sports.

  • Drucraft skill is equivalent to skill:  training, technique, experience.
  • Essentia capacity is equivalent to physical condition:  strength, fitness, reflexes.
  • Branch affinity is equivalent to body type:  how well matched someone’s build, body shape, and characteristics are to the sport/activity in question.

So to take the example of, say, basketball, drucraft skill equates to skill in dribbling, passing, and shooting.  Essentia capacity is the equivalent of fitness, muscle strength, and reaction speed.  And branch affinity is the equivalent of just being tall.  A skilled player will always beat an unskilled one, but at higher levels, where everyone is skilled, being fitter or taller can make the difference, and the very best players are typically going to excel at all three.

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Inheritance of Magic (Haus Ashford) – German Release

An Inheritance of Magic now has its German language release!

And it’s made Der Spiegel’s Top 10 bestseller list, which is something I’m very happy with!  It’s the first time I’ve ever had this happen at the beginning of a series, as opposed to 8 or 9 books in.

Technically the book actually came out a couple of weeks ago, on March 19th.  But I wanted to include the Top 10 detail in this post, and my German publishers asked me to hold off on that until the Spiegel list was made public.

The German translation of Book 2 will be coming out this autumn, in October.  My German publishers, Blanvalet, have been working through my backlog for 5 years now, and they’re just now finally catching up, so once Book 3 in the Inheritance of Magic series is translated too, my German readers will (at last) be on par with my English ones.  Of course that also means that they’ll have to get used to 12-month wait times for each new book rather than 6-month ones, but at least they get to know they’re up to date?

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Inheritance of Magic in Germany, and Book 4 Delays

With the Sigl Recycling series done and March coming to a close, here’s some general news.

An Inheritance of Magic has had its German language release as of last week.  There’s some good news about its sales numbers which I’m not allowed to share until they’re released officially on Monday, so I’ll save the details on this one for next week!

Unfortunately, Book #4 is going slower than I’d hoped.  I’ve had some family matters to take care of, and they’ve ended up taking up quite a lot of the early parts of this year.  My writing’s largely a one-man operation – the job involves both writing, rewriting, and editing, along with marketing- and business-related tasks, as well as maintaining and doing the posts for this website, and while I do get some help from my publishers and beta readers, the majority of the work is stuff that can’t really be delegated.  In general I’m fine with this, but it does mean that if I get called away, there isn’t anyone I can hand things off to while I’m gone.  So when something urgent happens and I have to spend a few weeks dealing with it (as I had to this March) everything pretty much grinds to a halt.  As a result, Book #4 is currently sitting at around 25,000 words, which, while it isn’t nothing, is quite a way behind where I need it to be if I want to make that end-of-summer deadline I set myself.  I’ll do my best to catch up, but I’m not sure how good my chances are.

Anyway, the good news from the point of view of you guys is that none of this is going to affect the release of book #3, A Judgement of Powers – all the work for that was completed a while ago and it’s lined up for its release on November 4th, 2025.

Next week’s post, as mentioned, is going to be on the German release of Inheritance of Magic.  After that we’re back into worldbuilding articles – the first will be a general one on measurements of strength in drucraft (skill, capacity, affinities) followed by a couple of articles on one of the topics you guys voted on earlier in the year, Essentia Capacity.

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A Beginner’s Guide to Drucraft #33: Sigl Recycling (III)

General summary:

  • A sigl or piece of aurum can be ‘recycled’ into essentia, and from there converted into another sigl.
  • This process always involves a certain efficiency loss.

Factors that affect this efficiency:

Positive

  • High shaping skill:  Although attempts have been made to standardise the process, an experienced shaper will always waste less essentia than an inexperienced one.
  • Using pure aurum instead of a sigl:  Sigls are typically not designed to be reshaped.  A good shaper can turn them back into essentia anyway, but a lump of pure aurum is easier to work with.
  • Using a permanent Well and a sigl created at that same Well (ideal)
  • Using a permanent Well and a sigl of the same branch and of compatible essentia (still good)
  • Using a shaping chamber (not ideal, but often the only option available)

Negative

  • No Well or shaping chamber:  Almost always leads to a failed shaping.
  • Inexperienced shaper:  Commonly leads to a failed shaping.  However, a bad shaper with a Well or shaping chamber can do more than a good shaper with nothing.
  • Old sigl or aurum:  Very old sigls can be difficult to reshape, though sufficient skill/familiarity can compensate for this.
  • Cross-contamination from mixed essentia:  Mixing essentia sources with poor compatibility usually harms the sigl’s attunement, and may cause it to fail entirely.

Note 1:  Efficiency can never reach 100%.  There is always at least some loss.

Note 2:  Negative factors have a greater impact than positive ones.  One strong negative will usually outweigh any number of positives.

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A Beginner’s Guide to Drucraft #32: Sigl Recycling (II)

The previous article in this series discussed how permanent Wells can be used as a way to ‘recycle’ sigls;  by returning the essentia within a sigl to the same or a compatible Well, the Well can eventually be used as a kind of reprocessing tool to turn one sigl into another.  This, however, is a slow and delicate process that requires a permanent Well, not to mention a significant amount of skill and patience.  So what if you don’t have a permanent Well, or the expertise to use it?

This was the position that the drucraft corporations of the UK found themselves in when they tried to move into the sigl recycling business.  Their solution was that if they couldn’t use existing Wells, they’d make their own.

Well Substitution

The idea of creating an artificial Well is not new;  given how valuable sigls are, the idea of producing A- and S-rank Wells on demand is of course one that drucrafters found enormously appealing.  Historical attempts to do this, however, mostly ended in disappointment.  Although drucraft researchers successfully pioneered ways to create artificial Wells with reasonably high success rates, they eventually were forced to realise that, in doing so, they were spending more resources than it would have cost them to use ones that existed already.  While their artificial Wells mimicked the retaining effect of natural ones, it was much harder to get them to fill.

However, once the Golden Age of drucraft research was underway and the demand for sigls continued to rise, some enterprising drucrafters realised that if all you wanted to do was recycle a sigl, an artificial Well that only retained essentia would work just fine.  From these early experiments came what are now referred to as ‘shaping chambers’.

Shaping Chambers

A shaping chamber is to a natural Well what a man-made reservoir is to a lake or a pond.  Since they’re typically built at locations convenient to the corporation in question, rather than in accordance with the flows of essentia across the land, they don’t fill naturally.  However, if you’re only planning to use a shaping chamber for recycling (which is generally all drucraft corporations use them for anyway) this isn’t a problem;  in fact, it’s an advantage, since it creates the equivalent of a ‘sterile environment’ with minimal cross-contamination.

Shaping chambers are, as the name suggests, usually built in the form of rooms.  The size depends on the chamber’s intended capacity.  A shaping chamber only intended to create D-class or D+ sigls might be the size of a living room, while one intended to create A- or S-rank sigls would be the size of a factory floor.  The edges of the chamber incorporate trace amounts of low-grade aurum, and the overall architecture is designed so as to draw essentia inwards to the centre.

Return on Investment

Even more so than in the rest of the drucraft world, shaping chambers are built for entirely economic reasons:  they exist to make their owner money, and nothing more.  Shaping chambers are thus rated on their ‘Three Cs’:  capacity (how large a sigl they can make), CP (conversion percentage, which measures how much of the input aurum is converted into a sigl as opposed to being lost in the recycling process), and cost (how expensive the shaping chamber is to build and maintain).  Higher capacity and higher CP means higher cost.  Shaping chambers are usually viewed as long-term investments expected to lose money over their first few years of operation but make it back thereafter.

Efficiency

Shaping chambers are relatively inefficient.  Even the best ones have a lower conversion percentage than a Well recycling a compatible sigl, and a much lower CP than a Well recycling a sigl made at that same Well.  And in practice, most corporations do not use ‘the best’ – high-grade shaping chambers are expensive, and this expense can only be justified if the corporation in question expects to use the chamber many, many times.  Since the bottleneck in sigl production is (as always) the supply of essentia, this means shaping chambers sit idle much of the time.  As a result, many corporations choose to economise on their shaping chambers, accepting a lower CP in exchange for a lower up-front cost.  Smaller drucraft corporations are likely to just avoid the whole business entirely and sell off their recycled sigls instead.

The main benefit to shaping chambers is how indiscriminate they are.  Someone hoping to use a recycled sigl to refill a permanent Well has to spend a significant amount of time matching the right Well to the right sigl, and even more time monitoring the Well to make sure the essentia is harmonising.  Shaping chambers, on the other hand, will accept basically any sigl or piece or aurum, no matter its origin.  The efficiency on the conversion may not be very good, but you’ll always get something.

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A Beginner’s Guide to Drucraft #31: Sigl Recycling (I)

A common question asked by novice drucrafters is whether it’s possible to ‘recycle’ sigls.  Sigls are made of aurum, and there are well-known and well-tested drucraft effects that turn aurum back into essentia.  So in theory, shouldn’t it be possible to turn a sigl into essentia and then turn that essentia into a new sigl?

The short answer is ‘yes, but’.  In theory, it’s possible to sublimate and then re-shape a sigl, turning it into a new sigl and bypassing the Blood Limit and the Limit of Creation entirely.  In practice, there are some problems.

The First Problem:  Diffusion

The first issue that a would-be sigl recycler has to deal with is that free essentia does not behave like matter.  It behaves much more like a gas, which spreads from areas of high pressure to areas of low pressure.  This means that as soon as a drucrafter begins to sublimate a sigl into free essentia, that free essentia does not wait around to be reshaped;  it immediately starts to spread outwards in all directions.  The drucrafter can try to gather this essentia, but this is rather like trying to gather up a spilt drink.

To turn this essentia back into a sigl, the drucrafter has to continually turn the free essentia into the construct and form of a new sigl, transferring it immediately from one state to the other without allowing it to diffuse.  Effectively this is like shaping a sigl (already a difficult task) while doing two other difficult tasks at the same time.  Even for an expert, this is close to impossible.  Usually the result is that somewhere over 90% of the essentia is wasted, what’s left isn’t enough to exceed the Faraday Point, and the sigl doesn’t work.

The Solution:  Wells

If essentia naturally diffuses, how can drucrafters shape sigls at all?  By doing it at Wells.  Wells are locations which attract essentia;  rather than diffusing, the essentia is pulled in, where it can be gathered and shaped.

(Some readers may note that the behaviour of Wells on Earth is very similar to the behaviour of a gravity well in space;  just as a gravity well draws in matter, a Well draws in essentia.  This resemblance is not surprising, since Wells and gravity wells are named after the exact same thing.)

So in theory, this allows a simple and straightforward method of recycling sigls.  Simply go to a Well, sublimate the sigl into essentia, then use the newly-filled Well to create a new sigl.  This, however, creates a new problem.

The Second Problem:  Admixture

There’s a reason that sigls are created at one Well, and not at multiple Wells.  The more uniform the essentia used to create a sigl, the better it works.  Making a Matter sigl out of a mixture of Matter and Life essentia is like trying to make a machine out of a mixture of metal and oak leaves.  The metal parts will work fine;  the machine as a whole, not so much.

Using matching Wells of course makes things much easier.  A Matter Well that’s been ‘refilled’ with Matter essentia is much more likely to produce a functional sigl.  However, even then, the variation in the essentia can cause difficulties.  Essentia from different Wells has subtle differences and reacts differently to shaping techniques;  the end result may work, but may also not.  As a general rule, the more powerful, delicate, or sophisticated a sigl is, the more likely it is that using mixed essentia inputs will cause it to fail.  Conversely, the weaker and cruder a sigl is, the better the chance that you can build one out of the essentia equivalent of scrap metal.

Of course, the best way to make sure that the essentia is compatible is to use a sigl (or piece of aurum) that came from that Well in the first place.  This can allow a Well’s essentia to be stored safely in aurum or sigl form, then returned to it when it’s time to shape a sigl.  With care, the efficiency loss from such conversion can be reduced to a very small percentage (though it can never be eliminated completely).

Logistics of Refilling Wells

Refilling Wells via sigls or aurum has both advantages, and disadvantages.

One advantage is that it allows a Well to be ‘over-filled’.  If you leave a D-class Well for long enough, it’ll eventually fill to capacity;  no matter how long you leave it thereafter, it won’t get any fuller.  However, if you make a D-class sigl, wait six months or a year, then come back, the Well will have filled again.  You can then turn the first D-class sigl into essentia and use the over-filled Well to make a sigl of D+ rank.  Houses of the UK are fond of using this particular technique in order to create sigls that are stronger than their Wells should theoretically be able to produce.

The drawback to this is that a D-class Well is rated D-class for a reason.  It won’t retain extra essentia forever, and the more you over-fill it, or the longer you leave it over-filled, the more of the essentia will be wasted.

Essentia in a Well naturally harmonises over time.  If a Matter Well is refilled with a reasonably compatible (though not identical) source of Matter essentia, then left to settle, then eventually the essentia will attune to the Well and become uniform.  This requires time and careful tending, but a patient and skilled Well tender can, with sufficient work, use this technique to recycle a sigl with a fairly high success rate.

Alternatives

All of these techniques assume you have access to (and ownership of) an appropriate permanent Well.  For those who don’t, there is an alternative:  they can build their own.

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End of Winter Update

Winter’s ending, spring’s coming.  Now that the poll’s done, here’s a look at how things are going with the Inheritance of Magic series!

Main news is that Inheritance of Magic #4 is rolling along.  I’ve just finished the first section of 15,000-ish words and sent it out to my beta readers – my books usually run to about 90,000 to 100,000 words and are made up of about six of these sections, so we’re about one-sixth of the way there.  Which might not sound like much, but I usually find that starting the book and completing the early segments is by far the hardest part, so this is actually more than it sounds.

I’m also about halfway through the copy-edits on the third book in the Inheritance of Magic series, A Judgement of Powers.  And if you’re feeling like you’ve heard me saying I’m done with the edits an awful lot of times by now . . . don’t worry, it’s not just you.  My books get a lot of editing rounds before they’re done.  Partly this is due to me having two editors (one UK and one US), partly it’s just the standard process for traditional publishing, and partly it’s because I’m unusually fussy about editing my books and tend to go over them multiple times before I’m satisfied enough to put them out.  I could write a fair bit faster if I wasn’t so picky, but if you saw the difference between my first drafts and finished manuscripts, you’d realise why I do it this way.

Speaking of A Judgment of Powers, the provisional release date is 4th November, 2025.  This isn’t anything I heard from my publishers, it’s just what Amazon is saying, but it’s probably just as reliable.

Content on this blog for the next couple of months will be the long-promised Sigl Recycling series and . . . well, probably just the Sigl Recycling series.  There isn’t very much news to share since I’m going to be writing for the next 5-6 months or so straight.  But I’ll let you know if anything changes!

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Worldbuilding Articles: 2025 Reader Poll Results

And we’re done!  Here are the results from last week’s poll.

Scoring Method

1st choice:  10 points
2nd choice:  8 points
3rd choice:  6 points
4th choice:  5 points
5th choice:  4 points
6th choice:  3 points
7th choice:  2 points
8th and thereafter:  1 point

Results

Sigl Recycling:  117
Essentia Capacity:  95
The Board:  88
Branch Affinities:  85
Corporations:  78
Sigl Fashion:  77
Attunement:  64
Country Affinities:  60

Conclusions

Honestly, I was surprised at how close the results all were.  Almost all the topics came in within 1 first-place vote of one another.  I was kind of expecting a few to get significantly lower ratings.

The only real outlier seems to be Sigl Recycling, which is the clear winner as far as popularity goes.  Unfortunately, it’s also one of the more difficult ones to do, since it has some major implications for how the economy of the setting works (which is one of the reasons I’ve held off on fixing numbers for it).  Still, it is important, so I should really get around to it.

After the #1 slot, though, all of the others are clustered fairly close together – the gap between ranks #2 and #8 is really not very big.  So I’ll probably do #2 through #8 in one large group.  Most should be relatively short, although some (like Corporations) will be their own mini-series.

Oh, and as for write-ins, the most popular was Animal Sigls with 14 points, followed by several asking about various secrets and mysteries of the setting, which unfortunately I had to disqualify.  (Come on, guys, ‘Beginner’s Guide’ means ‘general introductory knowledge’, not ‘closely guarded secrets’.)  No breakaway favourites, in any case.

In any case, the 8 topics above should amount to another 10-14 articles or so, which’ll probably provide me with material for a full 6 months-ish of worldbuilding essays, possibly more if I go down some side tangents.  By the time that’s done, we’ll probably be approaching the release date for Book 3!

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