Magic sources in your homebrew

Aaron L

Hero
Going together with the thread I started a while ago asking about peoples home settings, I wanted to see what people have as the "source" of magic in thier settings. I'll start with my own. Post anything you've got, the longer the read the better.


Arcane magic is the manipulation of the natural laws of the universe, and is the highest form of science. There is no one "force" that is magic. Mathematical equations can alter the fabric of space with their results, other planar beings my grant boons to those who know how to ask, energy funnels from the elemental planes can make fireballs and lightning bolts, the proper methods may bring out the latent powers of the mind, the secret words of arcane psychology can grant mastery over the minds of sentient creatures, the laws of Nature itself can be bent with the proper knowledge. The schools of magic are each a separate thing, one having little to nothing to do with another, some involving equations, some making use of sympathetic object association, and still others involving nothing but the names of Powers to be called upon. Sorcerers are savants, born with the insight to see the loopholes in universal law and a strong enough soul to take advantage of them.

Divine magic is the magic of Alignment and Ideals, of Platonic Forms and Truth, the energies that result from the grinding of the outer planes and the birthing of the gods. It is as much a learned thing as arcane magic, from secrets hidden in the scriptures of the gods and Mysteries unveiled by the contemplation of the nature of Good and Evil. The gods reveal and channel divine magic, but is not the granting of their personal power, it is an existing pool that they may latch onto and dispense as they need. Indeed, it is possible to harness these energies without the intervention of a deity.

Psionics are the result of intense self-discipline and self-understanding, a mastery of ones mental and physical self. From mastery of ones own body to the point being able to control each muscle of the body individually (prana-bindu), to the ability to alter the minds natural connection to the Astral plane and seek out the minds of others, to the power to project ones will outside of the body and exert real change on the world without the need of physical action. It is the manipulation of Ki and the inherent lifeforce that all living things possess, control and awareness of ones body beyond what is commonly possible.

Some magic spells temporarily awaken latent psionic abilities, many telepathy-like spells (for example, detect thoughts) harness natural connections that Telepaths themselves use, and quite a few effects are accomplished in the same way, (an effect is an effect is an effect; teleportation is travel through the astral plane, regardless of whether it is initiated through magical or psionic means)

I try to have as many different disparate methods and traditions of magic as I can, as I don't like the concept of "this is magic, it all works this way." As an example, I am fine with "The Force", but I wouldn't want EVERYTHING supernatural in the universe to be the result of just one energy. If I could make sure it was balanced properly, I would want Force users and Channelers side by side in my game with Wizards and Sorcerers. I try to make allowances for as many different casting classes as I can in my game.
 

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Much as I like ENWorld, I have noticed that threads discussing mechanics seem to garner much more response than metaphysical/world-design type questions. As for my world (and this applies even when I run a published setting), magic spells represent elder secrets from the formation of the universe. When one casts a spell, one is remaking the universe on a very small scale. Such knowledge is not natural for mundane creatures such a men. The human mind has great trouble holding such knowledge, and loses it when the spell is cast. To prepare/memorize spells, the magi uses the formula in his spellbook to send his mind across the planes and contact elder gods, who implant the spell in his mind. Only a high level mage has the skill to hold many spells at once, or the most powerful spells. Divine casters' spells are the same as far as the casting goes, but they are given to the caster and held by the will of his deity, rather than held in his mind, this it is his faith that is important rather than his skill or knowledge. This "theory" or magic is primarily bases on Vincent Darlage's interpretation (he has the Inzeladun ENWorld-hosted site) of how magic works in Howard's and Lovecraft's writings, with elements of the Kalevala, Runequest, and Time Bandits thrown in. Basicly this comes from a desire to have a magic system that was reproducable, but weird and otherworldly enough to not be entirely logical.
 

Short answer, Derleth's version of Yog-Sothoth

Creator type deity was betrayed by lesser deities and minions wanting more power than the cabals of mortal worshippers offered them.

The lesser gods stole as much power as they could, dividing up among thier number the creator's goodness, mercy, wrath, maliciousness, etc. This left the creator entity in a state mortals might liken to insanity. It tried to bring about The End, but the lesser deities stopped enough so that a few souls could be preserved from The End and the worlds could be remade.

The lesser deities bound a 'small' portion [star sized] at the center of prime material to keep the multiverse intact, and then reshaped & reworked the cosmos to suit themselves.

The remaining infinity was forced outside the multiverse along with the minions that stayed loyal* to the creator [*except for the angel of death, who would still be needed]. This remaining infinity's power is bleeding into the world. This Power, that can break the rules the deities reshaped the world with, is what mortals think of as magic.
 
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