Thursday, November 21, 2019

Paragons: Magic System


One thing I've noticed in various works of fiction is that magic has one style. In Harry Potter Wand Based Magic is the only practice. But in Paragons, Magic has many different styles. Like how there are several different styles of Martial Arts.

* Courtesy of TV Tropes


Inherent Gift: Along the lines of Piers Anthony's Xanth books, in which characters are born with abilities that are quite specifically defined, in addition to their superhuman ability to survive puns. This also can happen in Magic Realism. Often the Inherent Gift is simply the ability to use magic; usually elemental powers. The Gift may be inherited or it may appear seemingly at random. In some settings, Training the Gift of Magic is required to do anything useful with this innate magic — or even to keep the Gifted from burning out or going insane.


Rule Magic: An underlying magical rule system lets users alter reality; for example, the use of "True Names", Sympathetic Magic, or Ritual Magic. Most "study spells and say words of power" magic systems seen in fantasy literature, films, and TV shows are Rule Magic. Real world examples include Wicca, Hermeticism, Kabbalah, and Onmyōdō. Vancian Magic is a completely fictional example. This variety is where you find things like the "Law of Contagion" — that is, if you have a piece of the target, you can affect it from afar since it's still part of a "whole", even if it's miles or kilometers distant. This is, however, usually just one rule in a larger system. This form is heavily dependent on The Laws of Magic or the author's own custom-made limitations.



Rule magic can sometimes be Sufficiently Analyzed to the point that a standardized system of Formulaic Magic is developed to allow precision construction of complex spells akin to computer programs. One example of this variety of rule magic takes the form of Geometric Magic based on systems of complex figures, or matrices of Glowing Runes, connected by Tron Lines implied to function somewhat like a circuit board. (This type is a common feature of the Advanced Ancient Acropolis.) Another flavor uses complex arcane equations as a superior replacement for the antiquated Language of Magic to focus and channel the mystical energies . (This form tends to be favored by Fantastic Scientists and other scholarly mages.)


Magic Music: Music has magical effects. Used in settings where bards have magical abilities. As one might guess, it is rarely used outright offensively, tending instead to focus on healing friends and befuddling or beguiling enemies. Particularly modern and more offense-oriented versions may use literal Power Of Rock.

Alchemy: Magical chemistry. Effectively a variety of Rule Magic, but it is limited to creating magical substances rather than the direct application of power/energy by force of will. Differs from other Rule Magics in that it often employs only the magic inherent in the materials used, rather than magic from the "caster"; depending on the setting, practitioners of alchemy may or may not have (or be required to have) magical ability of their own.

Force Magic: Practitioners of magic tap into and control or weave together one or more magical forces. Often invokes a Background Magic Field. Magic which waxes and wanes according to how close the manipulator is to a "Ley Line" falls into this category. See also Minovsky Physics, Mana, Magic A Is Magic A.


Device Magic: Magic performed with some form of mystical device or relic. The device may be inherently magical (usable by the average Joe to cast spells) or a conduit for magic within the caster (usable by inherently magical people but a regular device to everyone else). Making new devices is sometimes a trade in magic-heavy worlds. Some settings reveal pre-existing artifacts to be Imported Alien Phlebotinum or Lost Technology. See also Magic Wand, Magitek, Green Rocks, Green Lantern Ring, Magic from Technology.


Theurgy(Divine Magic): Magic is cast by spirits, gods and cosmic entities with whom the "caster" makes deals; the "caster" in this case knows nothing more than a glorified phone number — and preferably how to negotiate really well. The fictionalized version of "Wiccan" magic seen in Buffy the Vampire Slayer and, to a lesser extent, Charmed is mostly Theurgy. The clerics of Dungeons & Dragons and the Priests of World of Warcraft both practice Theurgy (as does any real-world religion whose deity or deities are said to answer prayers of the faithful with miracles and/or intercessions). When Magic itself is a kind of entity with which casters make bargains and cut deals, this becomes a variety of Wild Magic (below). Modern conceptions of necromancy are generally portrayed as this, or Rule Magic with this in varying amounts. Usually, the highest level of this type of magic is Summon Magic, in which the caster summons the entity itself and bosses it around. As one might imagine, this can easily lead to a Deal with the Devil scenario where the entity turns on its would-be temporary master if done wrong, especially if the entity is a demon or some other form of Always Chaotic Evil. Remember, kids — Evil Is Not a Toy!


Essence Magic(Or The Force to Some Nerds :P ): No one has any control over what happens or when it happens, although sometimes these can be influenced. The magic is basically alive. It has its own will and its own agenda or, more often, its own set of rapidly changing whims no sane person could hope to predict and it will only help you if it feels like it. Finagle's Law often applies. Usually Magic Realism permits only this and Inherent Gift.

In many settings, whatever sort of magic is present, not everyone can work it, or some people can work it much better than others — so any of the other types can overlap with Inherent Gift magic. If such a gift only works, or works much better, if the gifted individual is properly trained, that's Training the Gift of Magic.



While some magical systems allow it to do practically anything, restricted only by the user's power and imagination, in other systems the magic user is restricted to only one capability, one that fits a specific theme. Some classic themes are:



Will Magic: Based on a couple of things: The stronger the mind and the stronger the imagination. Take the magic system of Mystic Force for example.

Elemental Magic: The magic users typically work with only one element, which reflects their personality. They might be able to create fire with a snap of their fingers but not levitate a single pebble, or vice versa.


Necromancy: Power over the dead and The Undead. Mediums, who can only talk to the dead, get classed with diviners, but those who raise the dead are almost always villains. Still, even then, this is not always Black Magic.


Transmutation: Transforming something into something else. Likely to involve Equivalent Exchange, as noted below (you can't turn nothing into something). Most forms of alchemy involve transmutation, as seen in the classical 'turning lead into gold' trick. At its most extreme, this form of magic may also involve Shapeshifting (either of the caster or of someone else), when it's not an innate ability of the caster's race.


Equivalent Exchange: This is when a spell or magical effect requires a sacrifice of equal value to work. This is often a feature of alchemical, theurgic or wild magic systems, where the 'books' must be balanced for every magical effect performed.


Psionic: Power over the minds and emotions of others. Quite often involves Mind Control and abilities that mimic Psychic Powers in a magical context.

Nature magic: Power over all things living. Quite often includes turning themselves into animals or a Green Thumb.


Summon Magic: Summoning spirits, or at least animals, to provide assistance. May overlap with nature magic, but not always.


White Magic: "Holiness." Blessing, healing, protecting, all of the most benevolent of effects. Half of the time includes ways to inflict major pain on deserving targets because Revive Kills Zombie, or at least supposedly deserving targets. Often the power used by a White Mage, Paladin or High Priest(ess) of a benevolent god. Speaking of gods, their powers are often drawn upon especially for healing, because Healing Magic Is the Hardest in many settings.


Black Magic: "Unholiness." Cursing, killing, tormenting, all of the nastiest sorts of stuff. Often includes Necromancy as a matter of course.


Blood Magic: Usually stereotyped as the blackest of Black Magic, this is magic fueled directly by the shedding or spilling of blood, usually in the form of human or animal sacrifices. The blood mage draws on the energies of death and dying, or gains access to whatever magical energies the sacrifice possessed, or both, and uses them either to cast spells (which are almost always themselves rather unpleasant) or increase his personal power level. Blood Magic can also have a White side, though, where voluntary or personal sacrifice produces powerful effects out of proportion to the apparent magical cost involved, or which are impossible to overcome with darker magics.

No comments:

Post a Comment