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Magic

There are three types of magic.

Arcane magic of Sorcerers, Magisters, and Wizards.

[[TODO, update this text]] Arcane magic consists of exerting ones will on the primes of sulphur, murcury, and salt through the praxes of vibration, pressure, charge, spin, heat, and radiance that underly all of the temporal world. It risks permenant, troublesome, and grotesque mutations.

Sorcerer: Raw, dangerous, direct control over the source of reality

Magister: Artificing, amulets, charms, etc. Learns and teaches the recipes that produce effects

Wizard: Ignores the laws of reality

Divine magic of Paladins, Clerics, and Prophets.

Divine magic is granted by the gods to their worshipers who put themselves in positions to do holy work. It is granted to those who have earned a gods trust. It requires the difficult and faithful task of submitting to a god who speaks through omens and portents if at all. It risks punishment for misuse and zealotry from overuse.

Paladin: Empowered action in support of justice. [[TODO]] questions about the gods morality system like sorcerer questions about how magic works

Cleric: Prayer, offerings, sacrafices, etc. For miracles

Prophet: Curses and prophecies.

Natural Magic of Rangers, Wardens, and Druids.

Natural magic is the art of mutuality and cooperation with nature. It risks loss of civilized humanity, becoming feral, predatory, drowing in the depth and immediacy of the wild.

Ranger: A personal and mutual connection to animals

Warden: Rituals and rites. Learn and teach the procedures and cycles that keep the natural world and civilization in balance.

Druid: Forces of nature

Other potentially narrow magics? Maybe not magic, but feels so.

The Fool: Can read your stakes questions (through a roll)

Nothing: Shadow, darkness, void magic? “That’s been done”