Monday, November 28, 2016

Magic Types

My first approach to magic was to keep things familiar with arcane and divine magic but add special subcategories for magic like witch magic and Havren mental powers. Then I added a psionic-type system for demon magic but after weeks and weeks of work I realized, crap I don't like the vancian system. At the time I thought, oh no, should I change this and I decided, keep it. I want to release this thing, so I won't. Oh so much regret. 

There's so much about the original game now that I regret not making unique, so when it comes to magic in the second version it was important to get it right. I really want the magic aspect of the game to have a grounded (sometimes scifi) base, so how'd I do?

There are four basic magic types, demon or eldritch magic, primeval, sorcery, and theurgy. Each is derived from a distinct energy and interacts with the physical world in different ways. Spellcasters of each kind are generally familiar with each of the distinct energies, but few are able to manipulate more than one, and indeed few can even perceive the subtle strings of power required to manipulate its energy. 
Demon Magic
Demon magic or eldritch magic is derived from the Shadow Realm. It is named for the beings that wander its twisted province. These things of shadow manipulate reality with sheer force of will. With it, demon magic can corrupt reality and control essence. Demon magic has a strong affinity for primeval magic and the stuff of the material world. Likewise, if the two magics, primeval and eldritch, occupy the same space, they tend to coalesce with time, affecting each other equally, and eventually becoming one.  

There are few living creatures that use demon magic, as it is difficult without a direct connection to the Shadow Realm. Living creatures are, however, especially susceptible to it, particularly in their dreams. Because of this strong connection between demon magic and the Material Plane, wizard scholars have long postulated that before death, particularly if the creature dies slowly, it enters a dreaming state and becomes susceptible to the spirits of the underworld. Some even theorize that in this dreaming state the spirit begins slipping into shadow, creating a risk that a piece of its spirit remains in its material body and thus becomes undead. 

Primeval Magic 
Primeval energy radiates from the Material Plane. All living things have a strong connection to it. It is said that the fae are the manifestation of primeval energies and that is why they cast no shadows (and yet shadows seem to be drawn to them). Primeval magic was first of the magics to be mastered. Human beings and their witch covens understood it long before any others. Then came the Ancients and their tools, and then the aelfs formed great druid enclaves and their experiments later led to the study of sorcery. And then the Thegn developed new ways of mastering primeval magic, but now they are gone. Primeval magic is the best understood, but also the most feared especially amongst those that view the natural world as a threat. 

Sorcery requires tremendous inner strength, rigorous study, and experimentation. It is derived from both shadow and primeval energies. Taken as a whole, these two energies seem to make up all life in materiality, body and spirit. Sorcery masters the sum of these two powers. It is shaped with the mental strength of the user and through innumerable contrivances and constructs made for it. Sorcery’s greatest strength is in the written word. 


Theurgy is derived from the chaotic energies of the Aether. Practicing theurgy on the Material Plane usually requires a focus such as an object or place. Its energy is drawn from the Aether, then channeled through these things and shaped with incredible force of will and years of practice. 


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