Magic

While 'Magic' is the generic term used by people throughout the world, many have their own names which have caught on depending on their perception of Magic. Those who see benefit and good often refer to it as Weaving, while those who see it in a destructive way may call it Trickery, and those who see both sides of the coin either use the generic name of Magic or Sorcery. The incantations of magic being weaved into the world always is the same across cultures and language, see the dictionary here

Spell Focuses act like a expendable heat sinks. Maintaining conservation of energy still takes a toll but not as harsh as breaking the conservation of energy. Different materials have different effects, many create wands/staffs out of multiple materials to get the best of both or all materials.

For example a wealthy wizard could have a metal staff with wooden grip or ornaments, with various gems inlaid into the staff. This would allow the user to maintain conservation with little consequences and when breaking conservation be able to hold the heat within the metal, all while saving the gems for emergencies or for large castings. While another may have a collection of 5 wooden wands, a metallic wand, and a small pouch of gems

The majority of spell casters also use vocal elements, while not needed casting without is difficult and taxing on the mind, as with with vocals a caster is able to 'instruct' magic to their will rather than 'willing' magic to happen. The difference being like telling a dog to fetch a stick and physically moving the dog to the stick, the dog being magic and the stick being the effect.

  • Wooden wands/staffs are very effective at stopping consequences of maintaining conservation but are often one time use if breaking conservation and even then around half of the consequences still bleed over to the user.
  • Metal wands/staffs can store more magical 'heat' but it is estimated 20-30% of the consequences bleed over to the user but is far more lasting than wood.
  • Gems are unique in that they can absorb the full consequences of breaking conservation but like wood are often a one time use.

Dictum or Maledictum, depending on context and usage is a complex and time consuming process in which one can weave or write a set of simple conditions which if triggered set off another effect that would be achievable without the prior condition, the conditions must be very specific, as a common or broad condition can cause ill effect or simply never trigger. A dictum or maledictum can only ever trigger and take effect once, however multiple can be set, if a new condition conflicts with a previous the new one will fail, if there is no conflict they can occur in any order, but if triggered at the same time the older effect will take place first and if still possible newer effect will follow.

For example, “When a mouse dies, it will explode.” would never trigger as 'a mouse' is to broad, however “Next time Fred Jones of Brightstone sneezes, he will see the sky turn red for five minutes.” Would be possible as it has a specific target and conditions, given that the person creating the dictum would be able to make Fred Jones see the sky turn red for five minutes if they were there in person.

Consequences for breaking the conservation of energy are similar to that of radiation sickness but can also be augmented depending on how conservation was broken. For example if one without any mitigation created a small campfire from nothing the user could develop first degree burns on parts of their hands and a slight headache or fever. If someone created a blaze to engulf a home without mitigation they may get second degree burns along their arm and some third degree on their hands alongside moderate to severe nausea and vomiting.

Consequences can vary greatly depending on the user's abilities, health, and methods of mitigation. The more prepared and in good health one is the less consequences will afflict them or make recovery faster and smoother.

Limitations of magic can be split between two levels of knowledge, pre and post enlightenment. Enlightenment is traditionally achieved through scientific research and discovery, along similar lines of electricity, it has and will always be there just the understanding of harvesting and manipulating the force changes.

Enlightenment is still limited in the fact that just knowing isn't enough, Enlightenment allows you have to channel or imbue the ability into an object, whether that be a ring, sword, wand, rock, etc. This also allows abilities that the spontaneity of Pre-Enlightenment doesn't.

Restrictions are as follows:
Pre-Enlightenment

  • Creating/Restoring Life
    • Can create new life, often much shorter lived and can have complications
    • Once a soul has left physical form it cannot return to a physical form
  • Invisibility
    • Eyes still need to absorb light, eg. below
      • If eyes are 100% invisible, you will not be able to see as light passes through your eyes and failed to be absorbed/processed by the eye(s) and thus cannot see
      • If eyes are 100% visible, you have full vision but there will be a floating eye(s) visible by everyone around1)
  • Telepathy & Mind manipulation
    • Telepathy in the sense of one mind to another is not possible, one could for example use illusion to create a disembodied voice, however no matter how skilled they maybe planting the voice into someone's mind is impossible, but with enough skill and information one could whisper in someone else's ear over vast distance.
    • Directly manipulating a mind is not possible. eg. tricking a foe into thinking you're a friend isn't possible, however using illusion to make yourself to look like a known friend is ok and a slip up in the disguise, voice, mannerisms, etc. could potentially give you away.
  • Time Travel
    • Impossible.
  • Divination
    • Seeing the future is impossible.
    • Seeing the past requires a soul or object present at the time and location of the event.
  • Consequences
    • The consequences of using magic cannot be delayed or redirected

Post-Enlightenment

  • Creating/Restoring Life
    • Same as above
  • Invisibility
    • Same as above, but
  • Telepathy & Mind manipulation
    • Telepathy becomes possible, being able to converse with another if both had rings that allow telepathy, if only one has a ring they can 'speak' into another's mind.
    • Direct manipulation of the mind is still impossible.
  • Time Travel
    • Possible but any who attempt such have never been seen again
  • Divination
    • Seeing the future is possible, however as it hasn't happened and not set in stone, the mere act of trying to see it can change the outcome.
    • Seeing the past is same as pre-enlightenment.
  • Consequences
    • Delaying consequences of magic can be achieved but is a tremendous risk
    • Redirect magic can be achieved with two linked objects that are being worn or held.
      • eg. Both peoples wear a linked sash, person A breaks conservation but consequences afflict person B

The six schools of magic are split into two classifications, those that maintain the conservation of energy such as Elemental, Illusion, and Transmutation. And those that break to the conservation of energy such as Conjuration, Abjuration, and Evocation. While more taxing on one's body and will, breaking the conservation of energy doesn't mean that it is more powerful.

Elemental

Elementalists can move and manipulate nature and it's elements, for example taking nearby rock to form a wall, a lake to flood a region, or move existing fire to spread or limit it. An almost limitless effects can be achieved but all require the material to be in the area. A low skill caster would be able to manipulate a campfire, puddle, rubble, etc. While a high skill caster would be able to hold back wildfires, flooding, landslides.

Illusion

Illusionists are like Conjurers, a caster can create whatever they wish for example a wall or spike pit, fireworks, animals, etc. The caveat being that they are all an illusion and cannot interact with any physical objects. A low skill caster can make small objects, clothing, or quiet noises. While a high skill caster can make buildings, people, or loud noises.

Transmutation

Transmuters can change on object to another as long as the object is of the same material. For example one could turn a batch of nails into a mug or crude dagger, but would not be able to turn steel nails into gold ones. A low skill caster can transmute low mass objects such as weapons/armour, household objects, small statues/carvings. While a high skill caster can transmute high mass objects such as ore mines, forests large statues/carvings.

Conjuration

Conjurers like Illusionists can create objects and even life that can interact with physical things, however on the subject of life, a conjurer can give life to a dead body but it will not be the original life or soul that was once in the body. A low skill caster can create objects, and small or simple life.2) While a high skill caster can create buildings, and large or complex life.3)

Abjuration

Abjurists are able to create magical shields or nullifying effects against the physical and magical, for example they could create a short magical shield to deflect or stop a falling tree or create a nullifying field that destroys illusions. Abjurists are also able to teleport or make themselves, others, and objects invisible. however they are only able to teleport to locations they have been before. A low skill caster can create brief wards, teleport within visual distance, and maintain invisibility for a few minutes. While a high skill caster can create sustained shields or fields, teleport beyond visual range, and remain invisible for hours.

Evocation

Evokers are similar to Elementalists but are able to create the materials as needed, for example if an Elementalist would want to create a fire bolt they would need to draw the fire from a campfire or lit torch, meanwhile an evoker can create the fire needed from nothing. A low skill caster can create a barrel or crate worth of light material or a handful of heavy material. While a high skill caster can make a large buildings worth of light material or a cartful of heavy material.

Combining types of magic is not uncommon, for example a skilled caster could combine an illusion of a dragon but then elemental magic to use a nearby bonfire as the dragon's flame breath or a large gust of wind as the illusion beats its wings all without conjuring a real dragon or breaking conservation of energy.

Typically those who can cast magic focus on one of the below combinations depending on their abilities and limitations. Most are only able to achieve an adept or skilled level, master is rarely achieved.

  • Adept
    • 2 Conserve
    • 1 Break
  • Skilled
    • 3 Conserve
    • 1 Conserve & 1 Break
  • Master
    • 3 Conserve & 1 Break
    • 2 Break

OLD CONTENT

Sanderson's laws of magic

  1. First Law: An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.
  2. Second Law: Weaknesses, limits and costs are more important than powers.
  3. Third Law: The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic systems fits into the fictional world.

Magic System Checklist

What Is Your Magic Called?
It does not have a set name. The name varies depending on language and perception

Generic Good Neutral Evil
Magic Weaving Sorcery Trickery
Outsider Gift Craft Trap

Level of Magic System?
Kingdoms are born and die around magic.

Learned, Inherent, or Inherent-Learned?
You have to both inherent and learn magic.

If Inherent, How Common To Be Born With It?
Depends on speices/race and parents

RaceNoneOneBoth
Humans10,00010010
Kuahn1,2006030
Oradun3002010

eg. If your parents are human, one of them has magical abilities, you have a 1 in 100 chance of inheriting magical abilities.
note. Just because one may have magical abilities doesn't mean they know, it may go undiscovered for decades or their entire lifetime.

What Actuates the Effect?
Mana
Elemental, Illusion, Transmutation, Conjuration, Aburation, Evocation
Magic comes from mana and split into 6 schools, without practice and learning a person can only manipluate small elements of nature,4) must maintain conservation of energy and cannot break laws of physics/nature. However if it practiced and/or tought a user can over extend themselves5) and break laws of physics/nature but comes at a greater cost in the form of a “magic hangover” and in extreme cases overdose and subsequent death of the user.
Magic cannot restore the dead back to life or directly manipulate minds. While unable to restore the original life, new life can be created or imbued into an old body. Time travel is impossible.

Science
Any sufficiently advanced technology is indistinguishable from magic. Commonly refered to as Outsider objects, they are pieces of technology from a far more advanced civilization but culture and history is very difficult to come across, a majority of these objects are non-functioning or very limited in number of uses, if it is to be used it will need to be reverse engineered or repaired.

Limited or Universal?
Universal, you can produce an unlimited number of unique effects

What is the Source?
The will of the wielder, magic comes from within and becoming intune with everything around them, like how we can move our hand through air or water to move it, magic users are able to do the same with their mind on an atomic level, and focusing enough energy can tap into quantum mechanics enabling creation and destruction of matter.

Does it Require a Reagent?
No, but ingredients and foci make spells easier to cast than without. This is because a focus, well focuses or channels energy through the tool, while it doesn't negate the effects of hangover it does reduce it.

Spontaneous, or Prepared?
Spontaneous, there isn't any rituals or practices to prepare for.

How Common Is This Magic in Society?
Very rare, and looked down upon by commoners as they hear the myths and legends around magic causing vast destruction and misery, while those who know the facts know it can be a great aid in the right hands, the discovery of a new magic user often puts a nation in a state of unrest until they have them on their side.

Users Tend to Be …

Are There Limiting Factors?
Magical Hangover, causes migraines and delirium to the user depending on how heavy the usage and experience of the user. Symptoms by increasing severity as the user over extends themselves:\
Sweating, headaches, vomiting, weakness, migraines, delerium, sores, bleeding, death.

What are the Social Implications of Your Magic?

Magic Schools

Conservation of Energy

Maintaining the conservation of energy is far less taxing when using magic, as while you maybe bending and repurposing the world around you, you are also maintaining the balance, not creating or destroying energy from nothing.

Limitations

  • Creating/Restoring Life
    • Can create new life, often much shorter lived and can have complications
    • Once a soul has left physical form it cannot return to a physical form
  • Invisibility
    • Eyes still need to absorb light, eg. below
      • If eyes are 100% invisible, you will not be able to see as light passes through your eyes and failed to be absorbed/processed by the eye(s) and thus cannot see
      • If eyes are 100% visible, you have full vision but there will be a floating eye(s) visible by everyone around6)
  • Telepathy & Mind manipulation
    • Telepathy in the sense of one mind to another is not possible, one could for example use illusion to create a disembodied voice, however no matter how skilled they maybe planting the voice into someone's mind is impossible, but with enough skill and information one could whisper in someone else's ear over vast distance.
    • Directly manipulating a mind is not possible. eg. tricking a foe into thinking you're a friend isn't possible, however using illusion to make yourself to look like a known friend is ok and a slip up in the disguise, voice, mannerisms, etc. could potentially give you away.
  • Time Travel
    • Impossible.
  • Divination
    • Seeing the future is impossible as it hasn't happened and can change just by the mere act of trying to see it.
    • Seeing the past requires a soul or object present at the time and location of the event.

Elemental

Elementalists can move and manipulate nature and it's elements, for example taking nearby rock to form a wall, a lake to flood a region, or move existing fire to spread or limit it. An almost limitless effects can be achieved but all require the material to be in the area. A low skill caster would be able to manipulate a campfire, puddle, rubble, etc. While a high skill caster would be able to hold back wildfires, flooding, landslides.

Illusion

Illusionists are like Conjurers, a caster can create whatever they wish for example a wall or spike pit, fireworks, animals, etc. The caveat being that they are all an illusion and cannot interact with any physical objects. A low skill caster can make small objects, clothing, or quiet noises. While a high skill caster can make buildings, people, or loud noises.

Transmutation

Transmuters can change on object to another as long as the object is of the same material. For example one could turn a batch of nails into a mug or crude dagger, but would not be able to turn steel nails into gold ones. A low skill caster can transmute low mass objects such as weapons/armour, household objects, small statues/carvings. While a high skill caster can transmute high mass objects such as ore mines, forests large statues/carvings.

Conjuration

Conjurers like Illusionists can create objects and even life that can interact with physical things, however on the subject of life, a conjurer can give life to a dead body but it will not be the original life or soul that was once in the body. A low skill caster can create objects, and small or simple life.7) While a high skill caster can create buildings, and large or complex life.8)

Abjuration

Abjurists are able to create magical shields or nullifying effects against the physical and magical, for example they could create a short magical shield to deflect or stop a falling tree or create a nullifying field that destroys illusions. Abjurists are also able to teleport or make themselves, others, and objects invisible. however they are only able to teleport to locations they have been before. A low skill caster can create brief wards, teleport within visual distance, and maintain invisibility for a few minutes. While a high skill caster can create sustained shields or fields, teleport beyond visual range, and remain invisible for hours.

Evocation

Evokers are similar to Elementalists but are able to create the materials as needed, for example if an elementalist would want to create a fire bolt they would need to draw the fire from a camp or torch, meanwhile an evoker can create the fire needed. A low skill caster can create a barrel or crate worth of material. While a high skill caster can make a large buildings worth of material.

Combining types of magic is not uncommon, for example a skilled caster could combine an illusion of a dragon but then elemental magic to use a nearby bonfire as the dragon's flame breath or a large gust of wind as the illusion beats its wings all without conjuring a real dragon or breaking conservation of energy.


1) , 6)
“AH! Floating eyes! Stab them!”
2) , 7)
Insects, Birds, Fish, etc.
3) , 8)
Beasts of Burden, People
4)
Elemental, Illusion, Transmutation
5)
Conjuration, Aburation, Evocation
  • magic.txt
  • Last modified: 3 days ago
  • by kyledot