Magic: Difference between revisions
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== Mages == | == Mages == | ||
Through intensive study, some talented individuals can learn to do more powerful things, like control the elements, or hurling balls of flame or ice. These [[Mages]] can create illusions to mislead people or even conjure evil creatures from other planes of existance. | Through intensive study, some talented individuals can learn to do more powerful things, like control the elements, or hurling balls of flame or ice. These [[Mages]] can create illusions to mislead people or even conjure evil creatures from other planes of existance. | ||
=== Mapper Tip === | |||
Every time a mage casts a spell there is a chance, however small, that the mage can lose control of the magic, causing unforseen and potentially disasterous effects. One of those effects is aging unnaturally. Other effects depend on what they were trying to do. A miscast fireball might cause them to set fire to the hair of all bystanders, or to spontaneously combust. The more powerful the spell, the more dangerous an accident is. That keeps mages from using magic frivolously. It also provides all kinds of interesting story ideas, as a miscast spell could result in a demon running wild through the city, or a powerful magic text being teleported deep underground. | |||
== Pagan Magic == | == Pagan Magic == |
Revision as of 17:02, 12 June 2007
Magic is a tangible force in The Dark Mod setting. Most people encounter it in some form or another on a regular basis. As it was in our own history, the line between "magic" and "science" is not well defined--most people see alchemy and mathematics as just another form of magic (or magic as just another form of science, if you prefer).
Most people with the ability to use magic only develop the skill to do fairly easy things, like using tea leaves to tell fortunes, healing minor aches and pains, or creating small wards against rats or disease. With a little knowledge of alchemy or herbalism, these people can create successful potions or amulets.
Mages
Through intensive study, some talented individuals can learn to do more powerful things, like control the elements, or hurling balls of flame or ice. These Mages can create illusions to mislead people or even conjure evil creatures from other planes of existance.
Mapper Tip
Every time a mage casts a spell there is a chance, however small, that the mage can lose control of the magic, causing unforseen and potentially disasterous effects. One of those effects is aging unnaturally. Other effects depend on what they were trying to do. A miscast fireball might cause them to set fire to the hair of all bystanders, or to spontaneously combust. The more powerful the spell, the more dangerous an accident is. That keeps mages from using magic frivolously. It also provides all kinds of interesting story ideas, as a miscast spell could result in a demon running wild through the city, or a powerful magic text being teleported deep underground.
Pagan Magic
Pagans are very comfortable with natural magic. It is common for pagans to practice simple rituals and use talismens to attract good fortune. Their tribes frequently have shamans or druids who can conduct rituals to create more powerful magical effects. They don't study books or more academic magic like Mages, however.
Divine Magic
The Builders have priests who can create magic-like effects, such as throwing flame or summoning light. These effects are said to come directly from God, however, and are therefore considered holy miracles, not magic. Likewise, common people believe in the 'magical' effects of prayer and the use of holy talismens, like the bones of saints.
Necromancy
Necromancers study a more macabre form of magic. They are interested in learning about the forces of life and death. They learn by studying anatomy, both living and dead, and how bodies decay after death. As they gain power, they learn to control life forces, becoming able to animate the dead and extend their own life. Necromancy is highly illegal in the city, and its study tends to corrupt the necromancer, twisting their limbs and rotting their skin. Eventually necromancers start to resemble the corpses they dissect.
Necromancers often put animal heads on pikes in their territory. Using their magic they can animate the heads, making gruesome sentries.