-Elemental Magic (Casting elemental spells. Such as fire, water, lightning, etc.)
-Soul Magic (Powerful magic that takes soul energy, often corrupts and drives people insane.)
-Divine Magic (Miracles, blessings, and sometimes curses. Magic cast or lent from the gods.)
-Elemental Magic-
Also called: Elementalism, Naturalism, Magic
This type of magic is the most widespread discipline of magic, so I'll will speak the most on this one. When people speak of "magic" this is the type that they are usually referring to. Elementalism is not as limitless as most other magic systems; such as that of normal D&D or Harry Potter. I wanted to make this type of magic more grounded; yet still potentially powerful and versatile. This way it's wide use isn't game breaking but still rewarding at higher levels.
Elementalism is the practice of manipulating and amplifying the energies of the world around us. Almost every existing natural element can be manipulated with enough training. However, Elementalism does not “create” elements, it needs an already existing source to draw power from.
For example, Water is one of the elements. In order for someone to cast a water spell there needs to be some water in order for it to be possible to cast it. But it doesn’t require much to cast water. There is water almost EVERYWHERE; your spells can draw energy from the moisture in the air and the water in the living body. But if the caster is in a completely arid environment, such as a desert, then it becomes much harder to cast water spells.
This means that casting spells cost energy from the caster and from the specific element. The more of that element that is the least costly it will be to cast a spell of that source. The less of that source that there is then the more energy it requires from the user; also the source could also drain the source of the user. Casting water spells in the desert with no other water source could potentially dehydrate the caster and possibly kill him.
Though, while not all of the different elements behave this way. Some elements, Earth, have an almost infinite supply of sources; but it's drawback is that it requires more stamina from the user to cast and is useless in large bodies of water.
So, here is a list of the current elements within this discipline:
- Heat (Fire) -
- Cold (Ice) -
- Water (Liquids) -
- Earth (Stone, Ground, Metal) -
- Wind (Air) -
- Lightning (Electricity, Magnetism) -
- Light (Illumination, Brightness, Illusions) -
- Darkness (Shadows, Anti-Illusions) -
- Life (Healing, Buffs, Charm) -
- Death (Decay, De-buffs, Unnerve) -
Now, I want my game system to be open; so no character is ever limited to learn only one element. Players can learn and combine elements to synergize and create new effects. A player that combines fire and water can create steam; or you can left a rock out of the ground and use wind to propel it even faster at enemies!
Plus, as mentioned in another post; these elements can be used by melee characters to enhance their combat. Earth casters can summon shields to block arrows. Wind casters can boost their speed and make more effective charge attacks or jumps. Think of Bending powers from Avatar: The Last Airbender and Legend of Korra.
So, here are the current list of options at the moment. It's still in progress abilities might be added and changed on the elements. New elements may even be added. But for now this is THE list.
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-Soul Magic-
Also called: Black Magic, Corruptionism, Void Magic
Soul Magic is very different from Elementalism; whereas Elementalism is more grounded and requires an energy source, Soul Magic instead borrows stamina and energy from the life force of the caster. Simply put, it draws power from the caster's soul in order to create powerful magic. The fact that is very powerful attracts many to try and master this magic school. However, it does have some terrible consequences from overuse.
The side effects from prolonged Soul magic usage is that it eats away and corrupts the soul of the caster over time. It causes them to lose sense of their former self; the most common feeling is a sense of power and wanting to use and master soul magic. It's almost like a magical drug. Other effects may include a compulsion to convert others to join their cause to master Soul magic or cause mayhem.
Character's with weaker mental stability may not even get to that state, some can't handle the damage to their souls and this causes mental breakdowns and dementia. In some cases it has left the caster in a vegetable state and they die because their mind stops thinking. They don't eat, drink, or sleep; they just let themselves die.
Soul Magic is generally seen as evil by most of the population in Eirda. Though some would argue that this discipline isn't necessarily evil, it's just the unfortunate side effects that drive casters to madness.
The length and severity in which a person usually becomes affected by the negative effects depends on the willpower of the caster. Some men have a strong will and can resist some of the negative effects. Those with weak wills suffer slight effects like dementia within weeks or months of practicing Soul Magic. Stronger willed casters don't suffer effects for years or decades, but this is for the elite casters with vastly superior wills. They usually still suffer the drug-like addiction of conquering black magic or spreading chaos.
But aside from the known dangers of using Soul Magic, many still try t master it because of it's terrifying power. It is extremely potent and not as restricted like Elementalism. Soul magic can create a near limitless amount of functions. It can create powerful blasts of energy to destroy anything. It can make magical explosions. It can curse and cripple. It can corrupt the minds of others. It can alter the state of matter. It can levitate the caster or others. Some claim that it can even create horrid creatures.
Soul Magic is extremely taboo in most regions of the world and is often labeled as a criminal offense. Those whom try to learn it are usually arrested and bound. In these places they usually refer to it as Black Magic or Corruptionism to emphasize it's dark nature more, and hopefully deter people from using it. Only few places tolerate the study of Soul Magic. In the country of Tilwenar there are some regions that have loose restrictions on Soul Magic to allow it's study and effects. In the continent of Keldavazh, the elven race of the Keldavan believe their god, Aslod, created Soul Magic and revere those who can master it.
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-Divine Magic-
Also called: Creator Magic, God Magic, Holy Magic, Miracles
This is a rare magic type. It is given to those whom are faithful to the gods that they worship. Their devotion grants them favors and powers that few can utilize without constant prayer and devotion to their chosen deity. A casual worshiper would never be able to use these powers.
There are many gods in the setting of Eirda. Gods exist for different laws of nature and races and other things. They have their own responsibilities and exist to keep the balance in this world. Though, when they see a person devoting themselves to further one of their goals, often they are compelled to give that person a helping hand. Usually this happens to someone whom is extremely loyal or when something is happening that could greatly upset the balance of nature on Eirda.
For instance, sometimes when gods bestow powers to their followers it can upset that balance and other gods will respond by giving powers to followers opposing each other. This usually is the result of warring religions. Or sometimes in the face of great evil, like powerful Soul Mages, gods will bless warriors that are trying to stop catastrophic events.
Divine Magic is split into two types of effects: Lesser and Greater Miracles.
- Lesser Miracles-
Generally, Miracles require concentration and prayer to use powers. The actual mechanics of how Miracles will work is still in progress. I want Miracles to be rare to use but rewarding for those whom are faithful to their deities. It doesn't mean that the person has to be a completely good person, such as a holy priest of sorts, it just requires the deep devotion to the appropriate deity. Most gods are neutral and bless those who follow their principles, whether it is to protect the forest or to save humanity. It varies for each god.
- Greater Miracles-
One incident that is widely believed to be the result of a Greater Miracle is the downfall of Dol. Dol used to be an aggressively expanding empire, it had troops all over Canascus. One night the troops disappeared from their stations and the Dol home region was swarming with monsters. Many people saw that it was the loyal Dol citizens that seemed to have been transformed in those monsters and freaks. Many suspected that someone must have prayed for their deity to punish Dol.
So these events are reserved for epic campaigns and only if it is an emergency. The GM has total control on what would be allowed. Maybe save these till after the main villain is actually defeated and the players need to undo the destruction from the battle or something.
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The mechanics and theories in this post are still a work in progress. This is not a final look at magic and is only a look at what I am aiming to incorporate. There is also some technologies that were developed from studying magic. I will divulge that in a future post. Thanks for reading and let me know what you think about these possible Magic systems.
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