Wednesday, April 23, 2014

The Magic of Eirda

    My overall thinking process for working on Eirda is to make things fresh and interesting. So, with that in mind I wanted to change up how magic will work; in Eirda there are 3 known sources of magic. In this post I will discuss the magic types and their use. Currently, the sources are:



-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) -
     This is the manipulation of fire and heat. It can burn things and set fires. It can slowly raise temperatures. It can also generate warmth and energize party members. Can shield oneself from high temperatures as well. Needs a heat source to cast spells. Can cause the caster to suffer from losing body heat and possibly freeze to death trying to cast in cold temperatures.

  • Cold (Ice) - 
    This is the practice of lower temperatures to extremely cold temperatures. It can produce icicles in most environments unless there is an absence of moisture in the air. It can also be used to slow targets down or freeze the ground to make opponents trip. It can even secure together buy encasing them in ice. Overusing Cold in hot environments can cause the body to overheat and suffer heat strokes.

  • Water (Liquids) - 
    Manipulates bodies of water. At beginner levels can manipulates a couple gallons of water. As mastery of water increases they can move larger quantities of water. It can create powerful blasts to knock down enemies or objects and can create mist and fog. True masters can move giant waves and large bodies of water. It can even create highly pressurized streams of water that can potentially cut through solid materials. Too much water exertion in dry areas can dehydrate the caster.

  • Earth (Stone, Ground, Metal) - 
    Earth can be a very powerful element, but it is very costly to the caster. Only the most sturdy can cast Earth spells easily. It can lift stones into the air and manipulate the ground to rise or fall. You can make holes to trap enemies or make sturdy wall for cover against incoming attacks. Master Earth casters can even bend metals to their liking. They can bend swords and crush armor. But this is only done so by the highest level masters of earth. Some have been rumored to effect gravity as well. Earth takes no resource from the caster other than stamina/energy, but they can cast so long as there is a ground or rock to manipulate.

  • Wind (Air) - 
    Can create gusts of wind and move objects around as if it were telekinesis. Can conjure tornados at higher levels. Wind can be used to knock enemies around the battlefield. Moderate casters can even mimic sounds with Wind. This a fun skill for stealthy characters that want to distract guards or lookouts. At master levels Wind can also be concentrated to cut through objects. Wind is fairly easy to use but can be resisted at lower levels. It takes more proficient study to do damage with Wind magic. I am debating if I should have Wind spells to potentially cause the caster to run out of breath/oxygen if used in environments with little air. But that is still under consideration.

  • Lightning (Electricity, Magnetism) -
     Lightning is the use of electric powers. It can shock and electrocute targets. It can paralyze enemies by making their muscles spasm. You can magnetize metals to stick metallic items together; making a foe's sword stick to his armor or shield can be very useful. Advanced users can also leave static charges in the open that can act like electricity mines! Lightning magic is also useful for powering advanced technologies. The over usage of electricity effects are still under debate. Maybe it makes the area unstable with static electricity?

  • Light (Illumination, Brightness, Illusions) -
     Light magic is the manipulation of the visible spectrum of light. It can brighten up the environment and cause flashes of light. It can make light bright enough to blind and disorient enemies. Advanced users can create illusions and fool targets' vision. Though creating illusions is tough and usually requires some concentration to get the exact image the caster wants. Only masters can create illusions with ease at will; some can even shoot a concentrated beam of light that can cut and burn like a laser. But since lower level Light spells don't really damage opponents, Light magic requires little energy but has trouble functioning darkness. This is a favorite element for tricksters.

  • Darkness (Shadows, Anti-Illusions) -
Dark Magic is a favorite among stealth characters and assassins. This excels at shrouding targets in darkness. It can extend the length of shadows and create artificial clouds of darkness. It is also efficient at dispelling illusions made by light magic; such as removing an illusory wall that is protecting a secret passage or treasure. It can also be used to block light. Such as drowning out the light from a torch to block vision in the area to disorient guards. I am looking to expand the functions of Dark magic, I feel like it is pretty narrow in its scope and would like some more variety for it.

  • Life (Healing, Buffs, Charm) -
     This is the magic of healers and protectors. This is used for healing wounds and cuts. This effects the body on a biological level, it accelerates the body's functions and ability to heal itself. But this magic doesn't need a damaged target in order to be useful. Life magic can invigorate targets and boost their body's abilities and buffing them. Higher levels can heal and buff large areas and effect many targets. With some special training you can learn to change the chemical balances of a target. This can lead to casters altering the moods of people. The caster can soothe their mind and calm their mood; this can help the target feel more cooperative towards the caster. The level of healing corresponds with how much energy is required. Healing bigger wounds requires more energy and time.

  • Death (Decay, De-buffs, Unnerve) -
     This is a favorite element of killers and rogues. This element deteriorates the cells of the body; it is essentially the exact opposite of Life magic. It wilts a target's body; resulting in possibly sluggish movements, weaker muscles and strength. It can even cause nausea and sickness. Some even use Death Magic to create and apply poisons and toxins. Like its counter-part, Dark magic requires concentration and time to be more effective at lower levels. Most Dark magic assassins apply magical poisons to their weapons ahead of time rather than on the spot. Death can also be used to affect the mind. It can deteriorate the brain and cause fear or hysteria. Master casters can kill instantly; or at least severely cripple someone.


     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- 
    Lesser Miracles are the powers given to worshipers on a small and personal scale. These are often in the form of buffs or great supernatural powers. These abilities can be almost an sort of powers on a small scale. Maybe the god gave his disciple the ability to withstand large amounts of damage, bring someone to life or instantly heal someone's wounds. Maybe they are bestowed the power to instantly defeat the enemies of the deity. The level of strength of each miracles varies greatly and usually need to be regulated by the game master (GM).

     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-
     These Miracles are on a much grander scale than Lesser Miracles. These are extremely rare. Only a few have ever been claimed to have happened. These are phenomenon that can affect whole eras and countless of lives! This is the equivalent to a great flood like in the Noah's Ark tale. Or Moses calling the plagues and parting the Red Sea. It's some serious life changing events.

    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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