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the_nature_of_magic

The Nature of Magic

Magic is an energy source that seems to flow through all planes of existence, including the Prime Plane. With proper implements or abilities, this energy can be focused and used to manipulate other matter or energy to the user’s will. It can also be temporarily (or permanently, with the proper Ritual Magic) transmuted into other forms like stone, acid, ice, fire, etc.

Those that can manipulate these energies are called Mages. Mages cast spells (i.e. control magic to achieve an effect) to further their ends. One curious aspect of magic is that Spell Casting can be neither slowed nor hastened–Casting a particular effect requires the same amount of time whether cast by an apprentice or a god.

There are six generally recognized spheres of magic, linked to a seventh. Each sphere has an associated color signature. As a Mage increases in power, their magic signature’s color grows stronger. A powerful enough Mage (including some Creatures and most gods) that has mastered all six spheres will have either a white or black power signature. Mages who achieve this are often called “Masters of the Circle.”

The Spheres of Magic

  • General: control of the fundamental mechanics of magic energy. All other spheres link into the general sphere. This kind of magic usually manifests as a grey energy stream to those who understand it.
  • Elemental: control of the elements air, earth, fire, and water. The Mage usually converts elemental magic into a physical form and uses that form. Avoiding elemental Spell effects usually involves avoiding the physical Attack or the effects (often a DEX Save). This magic’s energy appears orange and a specialist in this area is often called a wizard. One who specializes further in only one element may be called by that descriptor; e.g., a fire wizard.
  • Illusion: deceiving the senses to cause individuals to experience fictitious sights, sounds, sensations, etc. Recognizing these Spells for what they are usually involves an INT Save, but this Save is not automatic. A Save only occurs when the illusion behaves unnaturally, or otherwise gives grounds for suspicion; for instance, an arrow going right through an illusionary orc. A Creature making a successful Save can recognize the illusion for what it is. A Mage Casting an illusion establishes the initial actions/orders, and then must focus on the illusion if they want it to change actions or react to events. Illusion specialists are sometimes known as magicians or illusionists and their magic appears blue.
  • Mental: direct effect on others' minds, to include influence and even control. The target usually resists with a WPR Save. The magic appears purple and mental specialists are sometimes called sorcerers or mentalists.
  • Nature: affects living nature, including both the Plant and Animal kingdoms. Targets attempting to resist nature magic generally Save against CHA. This magic appears green and nature specialists are sometimes called druids or shamans.
  • Necrotic: the control of Negative Energy. This allows a Mage to animate the dead, summon Creatures from negative Planes (mostly the Abyss and Hell), and create mindless negative copies of actual Creatures (the Spell Create Creature, for example). Saves are generally made against CON. Users of this sphere are often called necromancers or witches/warlocks, and their magic appears red.
  • Physical: the control of Positive Energy, which is the basic life force of most Creatures on the Prime Plane. Those resisting will usually Save against CON. This magic appears yellow and specialists are sometimes called curates or thaumaturgists.
the_nature_of_magic.txt · Last modified: 2020/10/12 22:03 by randyhayesadmin

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