August 14, 2026Worldbuilding Deep-Dive

The Magic System In Investigating The Wicked, Light, Shadow, And The Forbidden Mind Walking

How the magic in Investigating the Wicked actually works. Bloodline silver light that responds to emotion, shadow magic that mirrors it, and a forbidden technique called Mind Walking that breaks the order's own rules.
Fantasy Magic Systems Explained
Hard Magic Vs Soft Magic Fantasy
Bloodline Magic Fantasy Books
Investigating The Wicked
Fantasy Magic With Rules
Dark Fantasy Magic System
The Magic System In Investigating The Wicked, Light, Shadow, And The Forbidden Mind Walking
The magic system in a fantasy series is the place a writer's hand shows most clearly. Hard magic systems read like engineering specs. Soft magic systems read like dream logic. Most fantasy series sit on one side of the line and stay there. Investigating the Wicked sits on the boundary, and the boundary is the point. The silver light has rules. The rules are also moods. The system is hard enough that the reader can predict what Kavel can and cannot do in a fight. The system is soft enough that the same fight scene reads as character development, because the magic is responding to whether Kavel is open or closed in that moment. This post is the deep dive on how the system works. Three layers. The bloodline silver light, the rarer shadow magic, and the forbidden Mind Walking technique. Each one is a different point on the hard-to-soft axis, and the way they fit together is the worldbuilding choice that makes the saga land where it lands. If you want the book context, Investigating the Wicked Book 1 is the place to see the magic in operation across ten arcs. A short detour before the systems, because the choice the saga makes here is the one most fantasy series do not make. Hard magic, the school Brandon Sanderson is most associated with, treats magic like physics. The reader knows the rules. The reader can predict the outcomes. The satisfaction of the magic comes from watching characters apply the rules creatively under pressure. Allomancy in Mistborn is the cleanest contemporary example. Eight metals, each with one effect, combinations that compound predictably. Soft magic, the school Tolkien and Le Guin are most associated with, treats magic as mood. The reader does not know the rules. The reader does not need to. The satisfaction of the magic comes from the way it shapes the world, the way it carries weight without being explained. Gandalf's actual capabilities are deliberately undefined. Most contemporary fantasy picks a side and writes within it. The boundary is rare because it is hard to hold. The reader needs enough rules to understand stakes. The reader needs enough mood to feel the world is alive. Too much rule and the book reads as a video game manual. Too much mood and the book reads as a writer who did not do the work. Investigating the Wicked sits on the boundary deliberately. The system has rules the reader can map. The system also has mood, the way the magic changes register depending on the practitioner's emotional state. The character mechanic is the bridge between the two halves. The magic does not just describe what Kavel can do. It describes who Kavel is, in the moment the moment becomes the moment. The Investigators inherit a magic that the order calls the bloodline. The visible form of the magic is silver light. Almost every Investigator can summon some version of it. A few can shape it into solid forms. Kavel is one of the few. What the light does. It can be shaped into solid weapons that interact with the physical world. The forms Kavel uses across Book 1 include blades, shields, chains, darts, and reactive wisps. The blades are sharper than any normal steel and can cut things normal steel cannot, including supernatural creatures whose flesh does not register physical wounds the way ordinary flesh does. The shields are protective and can block supernatural attacks the way mundane armor cannot. The chains are restraints that can bind creatures and demons whose physiology does not respond to ordinary rope. The darts orbit the user in a small constellation and strike on command. The reactive wisps are the most interesting form, autonomous defensive constructs that intercept threats without requiring the user to think about them. What the rules are. The light responds to intent, not instruction. The user does not say "make a blade." The user wants a blade and the light becomes a blade. This is the soft layer. The user can also fail to want a blade clearly enough and the blade fails to manifest. This is the hard consequence. The system has a second hard rule that is also a soft mechanic. The light gets stronger the more the user opens up emotionally. The light gets weaker the more the user closes down. This is the engine of Kavel's character arc. He starts the saga as a stoic veteran whose default position is closed, which means his light, while functional, is operating at a fraction of its real capacity. The arcs that force him to open up, to grieve, to trust, to feel something he cannot name, are also the arcs in which the light grows. The light is not separate from his interior life. The light is the interior life made visible. This is why I keep saying the system is on the boundary. The rule is hard. The rule is also a character mechanic that runs on what the character is willing to feel. Shadow is the rarer counterpart to light. Where almost every Investigator can summon some version of the bloodline silver light, shadow is restricted to a small number of practitioners across the order's history. Theron is the only living Investigator known to use it. What shadow does. It lets the practitioner manipulate darkness directly. Shadow can be used as armor, wrapping the practitioner in a protective layer that absorbs physical and supernatural impact. Shadow can be used as weapon, with the practitioner shaping it into ribbons or blades or constricting bonds. The most distinctive ability shadow grants is the capacity to step through darkness, a teleportation-like movement that lets the practitioner cross distances by entering one shadow and exiting another. The range is finite. The cost is concentration. The result, in combat, is that Theron can be on one side of a fight and then on the other side without occupying the space between. What the rules are. Shadow requires darkness to operate. A practitioner who is fully illuminated cannot use the magic. A practitioner with even partial shadow available can use it within constraints. This is the system's hardest rule, and it functions as a balancing mechanic. Theron is at his most powerful at night, in caves, in storms, in the unlit corners of cities. He is at his most vulnerable in the open at noon, which is one of the reasons he tends to time his work for evenings when the choice is his. The character mechanic at this layer is different from the light's character mechanic. Where the light responds to emotional openness, the shadow responds to discipline. The user does not get more shadow by feeling more. The user gets more shadow by training, by practice, by the kind of patient repetition that has been Theron's career for decades. This is why the shadow system reads as cooler in feel than the light system. The shadow is craft. The light is heart. The two systems complement each other in combat. Shadow conceals and translocates. Light strikes and binds. When Kavel and Theron fight together, they are operating two halves of a system that the order's founders deliberately designed to interlock. The forbidden technique. The system's hard limit. The mechanic the saga uses sparingly because the cost of using it is the cost of crossing a line the order itself drew three hundred years ago. What Mind Walking does. It lets the practitioner enter another person's mind and walk through their memories, knowledge, and thoughts directly. It is not telepathy. Telepathy is voice-to-voice across a distance. Mind Walking is presence-to-presence inside the target's interior architecture, with the practitioner moving through rooms the target did not know were visible to anyone. What the rules are. The practitioner needs to be physically near the target. The target's resistance can slow the technique but cannot stop it. The technique extracts memories, language, knowledge, and the structural shape of the target's interior life. The practitioner emerges from the walk knowing what the target knows, plus what the target has forgotten that the target's mind still holds. The cost. Mind Walking damages the target. A short walk leaves the target disoriented and emotionally fragile for days. A longer walk leaves the target hollow, alive but emptied, with the personality eroded in ways that may partially recover or may not. A truly extended walk can break the target's mind permanently, leaving a body that breathes and eats but does not have a person inside it any longer. Why the founders forbade it. Three reasons documented in the order's archives. The first is consent. Mind Walking is an absolute violation. The target cannot meaningfully refuse, and the practitioner sees everything, with no filter for what the target would have wanted to keep private. The second is reversibility. The damage is rarely fully reversible. A practitioner who walks too deep cannot put the target back together. The third is power. Any authority figure with this technique would have unlimited capacity to extract information from anyone, which is the kind of power the order's founders specifically built the order to oppose, not to wield. The order banned the technique. The order recorded the technique anyway, in a sealed archive at the founding place, because the founders were realistic about the possibility that a future practitioner would need to know what to do if a Mind Walker appeared on the wrong side of a war. The records have been read by perhaps two dozen Investigators across three centuries. Theron learned Mind Walking from his mentor Elara Cross. Cross learned it from her own mentor. The chain goes back further but the links are not always documented. Theron has used the technique three times in his life, and the third time, on a Conclave operative named Coren Ashe in the back room of a building in the Lower City of Valdris, is the moment Book 1 ends on. Ashe survives. Ashe is also hollow afterward in a way that may partially recover or may not. The Mind Walking scene in Book 1 is the most morally complicated scene in the saga. Kavel did not know the technique existed. He learns about it in the moment Theron prepares to use it. The two of them have a conversation about whether to do this thing that the order forbade and that nobody alive should have the power to do. Theron does it. Kavel watches. The trust between them is scarred by the scene and not broken, because the two of them agree that the alternative was worse, but the scar is real. The three layers form a vertical stack. Light is the most common, shadow is rarer, Mind Walking is forbidden. Each layer requires a different relationship between practitioner and rule. The light works through emotional openness. The practitioner who feels more, who lets more in, has more light. The practitioner who closes down has less. The shadow works through discipline. The practitioner who has trained more, who has put in the patient hours of repetition, has more shadow. The practitioner who has neglected the work has less. Mind Walking works through transgression. The practitioner who is willing to cross the line the order drew, who is willing to violate consent, who is willing to do the irreversible thing because the alternative is worse, can use the technique. The practitioner who is not willing cannot. The three relationships are different. The three systems map onto three different parts of what it means to be an Investigator. The light is the heart. The shadow is the craft. Mind Walking is the cost. A complete Investigator, in the order's original conception, would not learn Mind Walking. The complete Investigator has heart and craft. The complete Investigator does not pay the third cost because the third cost is the cost of becoming the kind of authority the order was built to oppose. Theron is not the complete Investigator. Theron is the realist. Theron knows that the war the order is currently losing requires tools the order's founders built specifically to keep from being used. Theron has used Mind Walking three times. Theron will probably use it again before the saga ends. This is the choice the saga keeps asking the reader to sit with. The order's rules were correct. The order's rules are also losing the war. The honest fantasy version of the question that every dark series eventually has to face is whether the rules survive the war, or whether the war reshapes the rules into something the founders would not recognize. I have been holding a piece of context until now because it lands harder once the systems are clear. Theron is not a born Investigator. He is one of about eleven Investigators in the order's three-hundred-year history who were made rather than born. Theron was a street orphan in a city that no longer exists. He could see shadows that moved wrong, darkness with weight, things that other children did not notice. At fourteen he was found by Elara Cross, the renowned Investigator who would become his mentor, his first love, and the person he held while she died of poisoned wine across three days. Cross gave Theron her blood. The bloodline transfer is a dangerous procedure that the order's archives document and the order's leadership has historically discouraged. Most candidates die. The few who survive emerge with the bloodline magic, the silver light or the shadow or, in rare cases, both. Theron emerged with shadow. He has been a shadow Investigator for forty-six years. The reason this matters for the magic system. The bloodline is supposed to be inherited. The first hard rule of the system is that you cannot become an Investigator if you were not born one. Theron is the proof that the rule has an exception. The exception is rare, dangerous, and morally complicated, because the procedure that created Theron is also the procedure that an enemy with bad intentions could use to manufacture loyal practitioners. Cross was researching the bloodline transfer when she was killed. Her research may still exist somewhere. The Conclave of the Dying Light is interested in this question. Book 2 and Book 3 will deepen the question, and the answer will probably not be the answer the order's founders would have chosen. For more on Theron specifically, the Theron character profile covers the elder Investigator and the made-not-born origin in full. The magic systems unfold across the saga in roughly the following order. The free prequel novella The First Hunt shows a sixteen-year-old Kavel before he can reliably manifest the light. The novella is the right place to see the system before it is fully developed. Book 1 is where the systems are introduced and developed. The light is seeded across the early arcs and revealed in Arc 6. Shadow magic enters in Arc 6. The training arc at the founding place expands the light into all five forms. Mind Walking is revealed in Arc 10. Book 2 expands the use cases for all three systems and introduces additional Investigators with their own variants of the bloodline magic. Book 3, in progress, will continue the development. For the broader entry point to the saga, the Investigating the Wicked series hub is the right read for any newcomer. The Reading Order Guide covers which order to read the books in. The Velden Campaign post covers the historical event that hangs over the entire saga as ambient cost. If you want to see the magic in operation for free, The First Hunt is on the author site. No email signup. About fifteen thousand words across five chapters. Roughly two hours of total reading time. If you want the full system across the saga, Book 1 is on Amazon Kindle and Kindle Unlimited. The light, the shadow, the founding place, and Mind Walking all unfold across the ten arcs. Book 2 is the next read after that, and Books 3 through 5 continue the saga, all live on Kindle. The magic system in Investigating the Wicked is the worldbuilding choice I am proudest of. The boundary between hard and soft is hard to hold. The choice to make the magic respond to character was the choice that gave the saga its emotional engine, and the choice to make Mind Walking forbidden but available is the choice that gives the saga its moral weight. I hope it lands for you the way it landed for me when I first wrote the moment Theron places his hand on Coren Ashe's temple in the back room of a building in the Lower City of Valdris and asks Kavel whether he wants to leave the room. The full Kevin Gabeci catalog lives at books.kevingabeci.com.
I'm Kevin Gabeci. Software engineer by day, writer the rest of the time. Seventeen books on Amazon Kindle across dark fantasy, thriller, and literary fiction. Long-time writer on Medium. I spend a strange amount of time thinking about monster hunters, hidden conspiracies, and the slow ways ordinary people make the world worse. The full catalog lives at books.kevingabeci.com.

Frequently asked questions

How does the magic system in Investigating the Wicked work?

Three connected systems. The bloodline silver light that Investigators inherit and shape into solid forms (blades, shields, chains, darts, reactive wisps). Shadow magic, the rarer counterpart practiced by a small number of Investigators including Theron, that lets the user step through darkness and use shadow as armor and weapon. Mind Walking, a forbidden technique known to almost no one, that allows the user to enter another person's mind and walk through their memories like rooms in a house.

Is the magic in Investigating the Wicked hard magic or soft magic?

It sits on the boundary. The system has rules. Light responds to intent, shadow requires darkness to operate, Mind Walking has costs the practitioner cannot avoid paying. The system also has mood. The light gets stronger when the user opens up emotionally and weaker when the user closes down, which is closer to soft magic in feel even when the rule is hard. The book uses the rules as character mechanic, which is the engine the system is built around.

What is Mind Walking and why is it forbidden?

Mind Walking is an ancient Investigator technique that lets the practitioner enter another person's mind and read their memories, knowledge, and thoughts directly. It is not telepathy. It is walking through someone's mind like rooms in a house. Forbidden by the order's founders because it is an absolute violation, can leave the target alive but mentally hollow, and gives any authority figure with the technique unlimited power to abuse it. Theron is one of the only Investigators in current memory who knows how, taught by his mentor Elara Cross. He has used it three times.

Where can I read about this magic system in the books?

Investigating the Wicked Book 1 is on Amazon Kindle and Kindle Unlimited and contains the full unfolding of all three magic systems across the ten arcs. The silver light is introduced in Arc 6, expanded in Arc 7. Shadow magic appears in Arc 6 and recurs across the rest of the saga. Mind Walking is revealed in Arc 10. Book 2 expands the use cases further. The free prequel novella The First Hunt shows a sixteen-year-old Kavel before he can reliably manifest the light.

Is the magic inherited or learned?

Both, in a structurally rare combination. The bloodline silver light is inherited. You are born into it. There is no choice. The order's name for this is the bloodline, and the magic is one of the things that makes the Investigators a target. Shadow magic is learned, and only by Investigators who already have the bloodline. Mind Walking is also learned, and only by Investigators who have been taught directly by another Mind Walker. The exception that breaks both rules is Theron's origin, which the post covers in detail.

Are there other forms of magic in the world of Strohr?

Yes. Low-level mages exist across Strohr and handle hedge work like simple wards and containment magic. Skilled mages craft Biils, the magical messenger constructs the order uses for communication. Dark mages use magic the order considers forbidden, including summoning rituals and curses. The Conclave of the Dying Light commands a mage of extraordinary power called the Summoner, whose location is unknown and who has provided the rituals, tracking spells, and poisons that have been killing Investigators for generations.
Investigating The Wicked Magic System Explained