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Magic

 

Summary

Magic or "Truths" are words used to describe phenomon not normal for the world or its denizens. Things such as "Fae Sparks", a Giantblood's "Bloodrage" or a Lotusfolk's "Dreamwalker’s Trance" while not normal to us, they are considered normal in universe and mechanically to everything on the World Tree and thus are not considered magic or truths.   Magic in this world can come from many different sources but the 3 most common are Essence, Enigma, and Mortal Art. Essence Magics intake essence into the soul to later cast as spells. This style of magic is slightly more dangerous than Mortal Magic but far more safe than Enigma Magic. Many essence magics have side effects for keeping and passing essence through them for spells or magical abilities. Enigma Magics require one to bind themselves to one of the Pillars of Creation to cast spells. This is the most dangerous style of magic, primarily do to the result of casting too many spells, incurring too much Tear and then having the soul ripped apart into nothing. Mortal Arts involve worshiping one of the Mortal Gods and meeting certain requirements to be gifted their magic. This is the safest form of magic but arguably difficult to receive do to needing to worship and prove oneself to a God.   Each magic in each form requires practice and study (some even alter the soul). A Gaian may only have 1 Magic that affects the soul at a time. For example, an Elementalist is one who binds their soul to the Pillar of Forces, (a magic that affects the soul) this Elementalist can then not practice Druidism, as it requires a ritual that affects the soul to utilize. The term "Feat" is an out of character term for a kind of smaller magic/truth that can be learned while having a magic or not and ignores the law of only having 1 Magic that affects the soul at a time. One can only ever learn 1 Magic but the amount of Feats is as many as they can learn.  

Essence Magics

Essence is a core feature of the World of Gaia; across the Planescape are lines of incredible magical importance that invigorate the planes with Essence. These lines are commonly known as Ley-lines. Essence travels across and between the planes through these lines, taking small portions of each plane with them as they ebb and flow. This Essence therefore is a distilled, pure magical energy that can lean in any of fourteen directions. Each type of Essence has its own unique function within the world of Gaia.   While essence is used in both Essence Magics and Enigma Magics, Essene Magics take in essence at leylines to later use. 2 Tear from a Pillar of Creation is equivalent to 1 of the same Essence. For example, 2 Tear from the Pillar of Spirit is equivalent to 1 Wonderland Essence.  

Enigma Magics

The Pillars of Creation are the true function that allows an Enigma Mage to cast their magic. These ‘Pillars’ exist around Etes H’evelm, The World Tree, granting it shape and function past the Primordial Dream. They are locations where certain types of energy condense themselves, forming beacons of magical essence where an Enigma Mage may forge their connection and draw strength from.   While essence is used in both Essence Magics and Enigma Magics, Enigma Magics bind their soul to a Pillar of Creation to draw essence from it directly and then manipulate it. Both steps are accomplished by entering the "Waking Dream". 2 Tear from a Pillar of Creation is equivalent to 1 of the same Essence. For example, 2 Tear from the Pillar of Spirit is equivalent to 1 Wonderland Essence.  

Mortal Arts

Mortal Arts are bestowed upon mortals by fulfilling the conditions of a Greater Being, normally a Mortal God. These conditions could be as simple as worship and/or fulfilling a trial. Mortal Arts do not use essence as those who become a practioner of one become conduits for their deity's power, utilizing 'Favor'. A user of a Mortal Art always knows if they have Favor and whether they have enough to cast certain spells or magical abilities.  

Magical Foci

Their Purpose

The word "mage" refers to a person who captures essence within their soul or one who binds themselves to a Pillar of Creation in order to cast spells. Casting usually requires the expenditure of a resource whether it be essence or Tear, and more advanced spells use tremendous amounts of their needed resource. Over the years, mages have learn and devised of Magical Foci, specifically staves and wands. These foci cut the half of casting almost any spell in half and depending on the foci they bring additional effects.   Staves and Wands are commonly crafted from natural materials, usually wood or other essence conductive materials. Each Mage is different and thus the kinds of woods they can use (especially when they are first starting out). It is common for a Basic Mage to try out multiple wands or staves until they find one made of a material that suits them. Master Mage’s may find some woods uncomfortable but can use them just as well as others.   Redlines:
  • When using a Wand or Staff, spells cast by the Essence or Enigma Mage cost half the Essence or Tear (rounded up to the nearest whole number).
  • Gnomes have a stacked effect with their Magical Affinity.
  • Mortal Art users cannot use Magical Foci to cut the cost of their spells or affect the aspects of their spells.
  • Chronomancers's Bonded Timepiece acts as a Magical Foci and is needed to use any of their abilities.
  • Since Wands count as Light Weapons and Staffs as Medium Weapons, using them incurs similar exhaustion as if they were swinging a dagger or longsword when used to cast.

Wands

Wands are made of wood or some other essence conductive material. The average sized mage is most comfortable with a wand between 8 and 15 inches long (but this entirely based on the size of the mage and thus is not concrete). They are considered Light Weapons and need only one hand to be used effectively, adding another does nothing. Wands allow for more finer control of magic, causing large spells that affect areas of land to carefully dance around allies if they so choose. The number of allies exempt from a large area of effect spell is dependent on the Quality.
Failure Cheap Adept Moderate Fine Artisan Mastercraft Perfect
0 1 2 3 4 5 6 7

Staffs

Staffs are made of wood or some other essence conductive material. The average sized mage is most comfortable with a staff between 4 and 7 feet long (but this entirely based on the size of the mage and thus is not concrete). They are considered Medium Weapons and while they can be held in one hand it is harder or sometimes impossible (depending on the weapons type) to wield another weapon. The difficulty of using another weapon increases a foes ability to evade and block attacks. Staffs allow for a further range of magic, causing area of effect spells to grow in their effected area. The increase is dependent on the Quality.
Failure Cheap Adept Moderate Fine Artisan Mastercraft Perfect
-1x-1 0 +1x+1 +2x+2 +3x+3 +4x+4 +5x+5 +6x+6
The A.O.E addition works as follows: If there is a spell casted with a Moderate staff with the range of 3x3 its range is increased by +2x+2 and therefore becomes 5x5.

Cores

Beyond the main material are cores, commonly gems but other supernatural materials can be infused or placed on a staff/wand for increased effects. These could be increased chance to hit on projectiles or empowering certain kinds of magics. A wand or staff can only have 1 core, as adding more may destroy the object or foci permanently. Cores are usually fused via Transfiguration.  

Personalized Magic & Spell Creation

Magic is a force ripe for experimentation and thought. In mage communities across the world masters and their apprentices work to uncover the depths of its power, how it works and what kind of effects can be pulled from it. Over the ages many spellcasters have experimented and developed unique alterations to the magic in their grasp. Elemental monks are simply Elementalist with a unique view of utilizing the Pillar of Forces, a result of monk one day delving into Elementalism and trying to understand it. Alternatively, a Paladin of Aed may develop a spell that grows moss on the surface that their blade strikes.  

Mechanics

Personalized Magic

All mages are different, interpret the world differently and practice their magic differently. Some may have learned from a teacher or a book but ultimately they have made their magic their own so they may practice it efficiently. This combined with experimentation has led some mages to discover secret magic arts known only to them and the select apprentices they pass it on to. An example is a Pyromancer learning to conjure blue hot flame that is neither Fel Flame, True Flame or Primordial Flame. The art is only known to those who learned it from the first or those who stumbled upon it through experimentation. Alternatively, it could be a single spell or enchantment learned that is not found in normal tomes or amongst the usual mage circles.   Mechanics :
  • This is intended to allow practitioners of magic Essence, Enigma or Mortal to create special changes that flesh out their characters. These are usually greater in effect than normal spells of the magic and of course, come at some sort of additional cost.
  • A spellcaster may only have 2 "Personalized Magics" at a time, created or taught. A personalized magic is defined as a single variation on a magic within reason, a manipulation of the magic in a specific way within reason or a grand ability that is neither a Forbidden Spell nor a Sacred Sacrament. The term "within reason" effectively means that it makes sense given the kind of magic.
  • This Personalized Magic may differ from the general magic redlines outlined. This comes with a possible cost of material, Tear, Essence, Favor etc. While Personalized Magic is supposed to be unique to the character that created it, it can still be taught.
  • All specifications, including enchantment, tells, tier-requirement, essence exhaustion, and so on, are unique to each Personalized Magic.
  • Personalized Magics are submitted via an application.
  • A Personalized Magic creation roleplay must take place after the application is accepted.
  • Redlines :
  • Spell creation is and can be practiced and utilized by all Spellcasters. However, the effects of these spells may impact other magics.
  • Spellcasters must submit an application to develop or learn a Personalized Magic. It should explain how it is being learned/developed, how long the characters have been practicing the magic, and what the Personalized Magic will entail, from interactions to Essence/Tear/Favor usage. The spellcaster should also be able to explain the roleplay significance and/or discovery of the spell and how it relates to their persona.
  • All Personalized Magic be mechanically balanced.
  • Personalized Magic should fall under the Spellcaster's magic. This means that a Geomancer cannot conjure an iron sword.
  • New kinds of enchantments can be born from a Personalized Magic but these must be mechanically balanced and make sense.
  • A Personalized Magic can only be developed by a Master Spellcaster but can be learned at any stage.
  • One Personalized Magic may ever be created by a Spellcaster, though they may seek out cooperation from other Spellcasters.
  • Known Personalized Magics are marked on the magic application of the persona. This includes when they are unlearned.
  • Personalized Magic does not require a TA to teach and spread to others.
  • Depending on the complexity a Personalized Magic may be self-taught or not.
  • Character cannot cast or create Personalized Magic for magic they do not possess an active MA in.
  • A Personalized Magic can be dropped for another given proper reasoning.
  • Spell Creation

    Depending on the magic, through basic manipulation of essence or Transfiguration spells a Spellcaster may create new spells that fit within their magic. Using different techniques, forms, or uses entirely - a Spellcaster is at their limits when creating spells. thus it is highly impractical to do in battle. In most cases spell crafting leaves the Spellcaster drained mentally and physically for days after.   Redlines :
  • Spell creation can be practiced by all three forms of magic.
  • Spell creation cannot be done in combat.
  • Once a spell is created a page item must be created and given to the creator. This item gives the spell a name and a brief description of its mechanics and redlines. The spell is also added to the persona's magic application.
  • Artwork by quihnn
    A young Pyromancer experimenting with fire.
    Related System(s)
    Primordial Dream
    Essence
    Related Articles:
    Essence Magics
    Enigma Magics

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