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Best magic system to represent numerous and diverse cultural occult traditions?
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<blockquote data-quote="Gothmog" data-source="post: 875771" data-attributes="member: 317"><p>Don't know if this is quite what you are looking for, but I completely modified the arcane spellcasting classes for my game. There are no wizards, instead I made up a number of traditions of magic, each of them more or less associated with a certain culture in my world. Each has different abilities, spell lists, strengths, and weaknesses. Here's a brief overview (excised from my magical theory document):</p><p></p><p>Probably the oldest and most structured form of magic, Ritualism, or Cabalism as it is sometimes called, deals with the manipulation of magical forces by ritual and words of power. Cabalism has its origins in the Thrassan culture, although it is rumored that an even older race taught this form of magic to the Thrassans. Cabalism is a very symbolic type of magic, requiring lengthy rituals in order to cast a spell. Most cabalistic magic is concerned with affecting others with sympathetic magic, or affecting the caster by sympathetic or antipathic magics. Due to the rituals Cabalists conduct, Cabalistic magic is the most potent form of magic and least likely to fail. However, the rituals required in Cabalism limit its usefulness in situations where time is a factor.</p><p></p><p>The Classical tradition originally has its roots in Cabalism. While the Thrassans occupied the Thulaer lands, Thrassan Cabalists often took on Thulaer apprentices. After the Thulaer defeated the Thrassans and founded the Daerlunish Empire, Cabalism was the dominant form of magic in the Daerlunish Empire until CY 257, when Helena, a great Daerlunish sorceress, proposed a new type of magic that was not limited by lengthy rituals and was far more flexible in its applications. Members of the Classical tradition, known as magi, are able to employ spontaneous magic to great effect, and are masters of magical theory. Of all the traditions of magic, the magi have the best understanding of the way magic works, and their spells reflect this enhanced knowledge.</p><p></p><p>Another ancient form of magic, practiced mostly in the Adunic and Dunal lands, is Witchcraft. Witchcraft deals with the control and utilization of natural forces, life, and to some degree, death. Witches have the best understanding of all spellcasters of spirits, entities which are native to this world and often inhabit various natural sites. In fact, it is the spirits that give witches their power, by means of bargains and pacts. Witches are able to call upon the elements to do their bidding, and can control the weather, plants, and animals. Nearly ninety percent of all witches are female, with only a handful of warlocks. Witches often live secluded, lonely lives, away from other people to avoid persecution. During the time when the Daerlunish Empire was expanding into Dunal and Adunic lands, witches were hunted down by Imperial magi, and forced to convert peacefully or die. Many were not willing to give up their way of life or their ties to the spirit world, and were subsequently slain. Today, Witchcraft still exists, although it is usually practiced in secret.</p><p></p><p>Sorcery is a from of magic that emphasizes domination of people, destruction of the physical world, and necromancy. Some scholars note that many Cabalistic and Sorcery rituals are very similar, speculating that Sorcery may have its roots in the ancient Thrassan magic. Practiced almost exclusively by the Vosyar, Sorcery is a dark and violent tradition used to keep Vosyar subjects under control and to conquer new lands. Due to the fact that Vosyar society is patriarchal, only men are permitted to learn Sorcery. Sorcerers have a vast knowledge of human and animal bodies, which they use in their necromantic rituals. Sorcerers also often have contact with the undead, and are able to control or create fell enchantments. As a rule, people who dominate and control others, practice necromancy, and destroy those who oppose them tend to be rather unpleasant people, and sorcerers are no exception. The practice of Sorcery is forbidden in most non-Vosyar lands, the penalty being death.</p><p></p><p>The Romari form of magic has no clear distinctions or boundaries, and hence is difficult to classify. The Romari have lived under the dominion of the Vosyar for hundreds of years, and their magical traditions reflects this. The Romari seem to have an innate understanding of the supernatural, and are reluctant to teach their secrets to any non-Romari. Romari magic is largely defensive in nature, with numerous protections, wards, and curses. This tradition also has many spells that charm or enchant an object or person, with the purpose of avoiding punishment or detection. Finally, this tradition has many divinatory magics, in order to predict what is to come. In summary, Romari magic tends to be subtle and diversionary, in order to distract their Vosyar lords from learning the truth.</p><p></p><p>Finally, the last tradition of magic is the Runic tradition. Unlike all other magics, Runic magic seems to follow very different rules that are peculiar to it. Practitioners of Runic magic are known as runecasters, drawing their power from the sacred runes said to have been given to them by Odjurik. Very few people of the southern lands have learned the secrets of the runes from the Norhaid, but those who have learned of the runes gain considerable magical power. The runes themselves are not innately magical, but become symbols of power when scribed by a knowledgeable caster. Each rune is symbolic of a given object or force, and when combined in the proper sequence, can produce potent enchantments. Runes are often carved on objects in order to bestow an enchantment, but they can be made in less permanent media in order to produce a more timely effect.</p><p></p><p>At this point, it is prudent to advise you that a seventh, quasi-magical tradition does exist, Diabolism. Diabolism is not actually type of magic pursued by learned men, but rather an ability granted by a demonic patron in return for the practitioner's soul or some other sacrifice. Diabolists are often desperate, depraved people who are concerned only with furthering their own desires at other people's expense. Diabolists also take enjoyment in corrupting basically good, honest folk, turning them into pitiful, deranged versions of who they used to be. Diabolist magics tend to be subtle, manipulative, and possibly attractive, but ultimately all diabolical magics are destructive and evil.</p><p></p><p>If anybody is interested in these, I can post more details.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 875771, member: 317"] Don't know if this is quite what you are looking for, but I completely modified the arcane spellcasting classes for my game. There are no wizards, instead I made up a number of traditions of magic, each of them more or less associated with a certain culture in my world. Each has different abilities, spell lists, strengths, and weaknesses. Here's a brief overview (excised from my magical theory document): Probably the oldest and most structured form of magic, Ritualism, or Cabalism as it is sometimes called, deals with the manipulation of magical forces by ritual and words of power. Cabalism has its origins in the Thrassan culture, although it is rumored that an even older race taught this form of magic to the Thrassans. Cabalism is a very symbolic type of magic, requiring lengthy rituals in order to cast a spell. Most cabalistic magic is concerned with affecting others with sympathetic magic, or affecting the caster by sympathetic or antipathic magics. Due to the rituals Cabalists conduct, Cabalistic magic is the most potent form of magic and least likely to fail. However, the rituals required in Cabalism limit its usefulness in situations where time is a factor. The Classical tradition originally has its roots in Cabalism. While the Thrassans occupied the Thulaer lands, Thrassan Cabalists often took on Thulaer apprentices. After the Thulaer defeated the Thrassans and founded the Daerlunish Empire, Cabalism was the dominant form of magic in the Daerlunish Empire until CY 257, when Helena, a great Daerlunish sorceress, proposed a new type of magic that was not limited by lengthy rituals and was far more flexible in its applications. Members of the Classical tradition, known as magi, are able to employ spontaneous magic to great effect, and are masters of magical theory. Of all the traditions of magic, the magi have the best understanding of the way magic works, and their spells reflect this enhanced knowledge. Another ancient form of magic, practiced mostly in the Adunic and Dunal lands, is Witchcraft. Witchcraft deals with the control and utilization of natural forces, life, and to some degree, death. Witches have the best understanding of all spellcasters of spirits, entities which are native to this world and often inhabit various natural sites. In fact, it is the spirits that give witches their power, by means of bargains and pacts. Witches are able to call upon the elements to do their bidding, and can control the weather, plants, and animals. Nearly ninety percent of all witches are female, with only a handful of warlocks. Witches often live secluded, lonely lives, away from other people to avoid persecution. During the time when the Daerlunish Empire was expanding into Dunal and Adunic lands, witches were hunted down by Imperial magi, and forced to convert peacefully or die. Many were not willing to give up their way of life or their ties to the spirit world, and were subsequently slain. Today, Witchcraft still exists, although it is usually practiced in secret. Sorcery is a from of magic that emphasizes domination of people, destruction of the physical world, and necromancy. Some scholars note that many Cabalistic and Sorcery rituals are very similar, speculating that Sorcery may have its roots in the ancient Thrassan magic. Practiced almost exclusively by the Vosyar, Sorcery is a dark and violent tradition used to keep Vosyar subjects under control and to conquer new lands. Due to the fact that Vosyar society is patriarchal, only men are permitted to learn Sorcery. Sorcerers have a vast knowledge of human and animal bodies, which they use in their necromantic rituals. Sorcerers also often have contact with the undead, and are able to control or create fell enchantments. As a rule, people who dominate and control others, practice necromancy, and destroy those who oppose them tend to be rather unpleasant people, and sorcerers are no exception. The practice of Sorcery is forbidden in most non-Vosyar lands, the penalty being death. The Romari form of magic has no clear distinctions or boundaries, and hence is difficult to classify. The Romari have lived under the dominion of the Vosyar for hundreds of years, and their magical traditions reflects this. The Romari seem to have an innate understanding of the supernatural, and are reluctant to teach their secrets to any non-Romari. Romari magic is largely defensive in nature, with numerous protections, wards, and curses. This tradition also has many spells that charm or enchant an object or person, with the purpose of avoiding punishment or detection. Finally, this tradition has many divinatory magics, in order to predict what is to come. In summary, Romari magic tends to be subtle and diversionary, in order to distract their Vosyar lords from learning the truth. Finally, the last tradition of magic is the Runic tradition. Unlike all other magics, Runic magic seems to follow very different rules that are peculiar to it. Practitioners of Runic magic are known as runecasters, drawing their power from the sacred runes said to have been given to them by Odjurik. Very few people of the southern lands have learned the secrets of the runes from the Norhaid, but those who have learned of the runes gain considerable magical power. The runes themselves are not innately magical, but become symbols of power when scribed by a knowledgeable caster. Each rune is symbolic of a given object or force, and when combined in the proper sequence, can produce potent enchantments. Runes are often carved on objects in order to bestow an enchantment, but they can be made in less permanent media in order to produce a more timely effect. At this point, it is prudent to advise you that a seventh, quasi-magical tradition does exist, Diabolism. Diabolism is not actually type of magic pursued by learned men, but rather an ability granted by a demonic patron in return for the practitioner's soul or some other sacrifice. Diabolists are often desperate, depraved people who are concerned only with furthering their own desires at other people's expense. Diabolists also take enjoyment in corrupting basically good, honest folk, turning them into pitiful, deranged versions of who they used to be. Diabolist magics tend to be subtle, manipulative, and possibly attractive, but ultimately all diabolical magics are destructive and evil. If anybody is interested in these, I can post more details. [/QUOTE]
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