Sunday, January 24, 2016

Other Worldly Magic Systems

AUTHORS NOTE: This is an older document that I believe was part of a shared universe project that never really even got started. I found it buried in one of my back-up folders, and looking it over, I'm a little surprised at how familiar some of this stuff is. The Other World is clearly a prototype for later similar concepts of mine like the Fae Realm and the Roil. This isn't really a setting, but a power system that could be applied to different projects.

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THE OTHER WORLD

Everything we know of as “magic” is derived from the Other World. The Other World is another reality, closely touching the Physical World, but still operating on different laws. Those who are able to use magic simply draw upon the essence of the Other World and allow its laws to override those of the local area of the Physical World. Essentially, so long as the essence (call it a force or energy if you will) of the Other World is sustained, a person is able to essentially warp the Physical World’s reality by directing the effects of the Other World upon the Physical World. In a way, think of the Other World as a sort of fifth fundamental force or an often unseen state of quantum reality which some can directly utilize through their will.
 
Only those who have a connection to the Physical World, usually by means of possessing a “dual nature” through hybridization, Other mutation, or proper exposure to Other World forces and energies can properly wield magic.
 
OTHER WORLD “POCKET REALMS”
The Other World is a mutable reality, an infinite realm that exists in a perpetual state of “potential.” The stabilized pocket worlds of the Other World are simply that potential realized into a form. It takes tremendous will and dedicated direction (individually or collectively) to create such a stable area, but once made it can generally be set in place. Then, so long as the structural support of the pocket reality is maintained (usually in the form of an important “pillar” which supports the pocket world, such as a World Tree), then the world can remain in place without the need for a constant effort to be maintained. However, protection and maintenance of the pillar is necessary.
 
WORKING MAGIC IN THE OTHER WORLD
Assuming a being is able to survive in the Other World and they are able to directly utilize the forces of the Other World, then the magic user can basically do anything they put their mind to. The Other World is similar to existing in a Dream State, and those practiced enough with lucid dreaming can easily bend the world to their will. However this takes a lot of mental stamina, and the wild, unformed areas of the Other World can quickly eat away at an individuals body and mind. Even those who can survive in the Other World due to possessing a dual-nature will eventually find themselves eaten away by the Other World if they are forced to exist too long in the void of potential. They may live on in a spirit form, but doing so will cause them to lose their Physical connections.
 
When a person is inside one of the stable Pocket Realms of the Other World, then things are different. One still must have the ability to control Other World forces to begin with, but now they are prone to following the laws of magic set by those who created the Pocket Realm. A realm that functions due to four elemental crystals may be set so that magic must be channeled through elemental forces, or the crystals themselves must bestow some power upon the user. The laws of magic in these pocket worlds are many and varied, and are often a big part of what defines the nature of the world in question.
 
WORKING MAGIC IN THE PHYSICAL WORLD
As mentioned, working magic requires drawing upon the forces, energies, or essence of the Other World, and bending them to one’s will. Only a dual-natured entity, one with a connection to both the Physical and Other Worlds can truly manipulate magic, although the state of being a dual-natured entity can be achieved through various ways.
 
Despite its seemingly limitless capacity for effects, magic requires three things in order to work: fuel to run, materials to manipulate, and a system capable of directing the effects. In most cases, the system in question is the mind of the spell caster, whose will and imagination are used to direct the Other World essence, channeled through their body. However, for enchanted objects, simple systems can be installed to draw and direct magical effects (such as a gun enchanted to be able to shoot lightning bolts).
 
Other World Essence is necessary to power all spells, acting as the “fuel.” While all dual-natured entities can draw upon the Essence, and some are naturally able to draw upon more than others, being able to properly direct it takes practice.
 
Finally, “materials” must be provided, or the spell will have no medium through which to work. The materials in question can be matter or energy (such as earth, water, heat, or flesh) or they can be more ethereal in nature (such as the soul or thoughts). So long as there is something to manipulate, physical or metaphysical, then magic can alter it. If there is nothing there to alter, then nothing will happen.
 
 
AURA MAGIC
All things in the world have an “aura” a subtle essence of being. Living beings have the strongest auras due to the complexity of their form and the energies they constantly expend, but non-living things have auras of their own. This is not the same as the soul, but is akin to a mystic fingerprint or signature.
 
The Aura Mage is able to see those auras and manipulate them. In this way, the Aura Mage can alter the properties of a being or object by altering their aura.
 
Aura Magic can be used to strength and support life (Biomancy) or damage and end life (Necromancy), as well as manipulate living beings (Voodoo). An Aura Mage can also manipulate non-living things, able to alter the structure of the environment (Geomancy).
 
 
ELEMENTAL MAGIC
Classically, there were only four or five “elements” in most cultures. Today there are over a hundred known elements and thousands of compounds. Those who are able to utilize Elemental Magic can manipulate the atomic structure of the elements themselves, as well as direct their movement. Elemental Magic using the classic four/five element system was actually more often than not a form of Faith Magic or Geomancy via Aura Magic. The first mages who created and later perfected true Elemental Magic were ancient alchemists, those who works would eventually evolve into accepted sciences used today, such as chemistry, physics, and medicine. Elemental Magic refers to the manipulation of both matter, energy, and natural forces such as gravity and strong/weak force.
 
A working understanding of chemistry is required for the Elemental Mage to truly understand what they are doing, but even rudimentary knowledge of common elements and thermodynamics is enough to let a person sling fireballs and freeze water into ice. Greater practice with Elemental Magic can even help a person innately understand the science behind the elements as they work “hands on” with the mechanisms of the atomic structure. Those with enough practice are able to perform complex feats of transmutation or turn matter into energy and back again.
 
Elemental Magic’s primary weakness is that it is still subject to Physical Laws. Elemental Magic can not create or destroy matter or energy, only change its state of being. Water must be frozen by pulling the heat from it, but that heat must then be transferred somewhere else. Elemental Magic cannot alter the fundamental properties of atoms or create new, magical elements. An Elemental Mage can nullify gravity in an area to cause a chunk of iron to float, but he cannot fundamentally change the property of iron such that iron nullifies gravity as a natural occurrence.
 
 
DREAM MAGIC
Though the mind is not truly independent of the body, the consciousness operates on a level partially separate from the physical world. The minds of humans can imagine things the Physical World isn’t capable of creating or providing. Some believe that perhaps the mind is partially touched by the Other World, and this may be why some of the stable Pocket Realities of the Other World so resemble many human concepts. Moreover, the mind does not possess an aura, as Physical things do. Instead, it creates what is called a Resonance.
 
Like radio waves broadcasting into the atmosphere, the mind radiates a psychic signature, and is capable of receiving them in turn. If a person has ever felt like they were being watched, or thought of a friend for no particular reason just before that friend happened to give them a call, then this is the effect of Resonance.
 
However, Resonance in normal humans is usually very weak. The above mentioned examples may be the closest any person ever gets to actually “using” their Resonance. Animals and plants have a slightly stronger resonance, but it’s still usually not very strong. However, strong Resonance can lead to the appearance of psychic powers.
 
The Dream Mages are able to see and bend the effects of Resonance. More than just telepathy, they can fully manipulate the mind of a person, as well read psychic impressions left on object (psychometry), observe a person psychically from a distance (clairvoyance), and even receive psychic impressions from past or future events (post-cognition/precognition). Unlike true psychics, however, Dream Magic does not account for effects of telekinesis or mind-over-body enhancement.
 
Dream Mages are so called because they are at their most powerful in dreams, when the mind shifts into a subconscious state which is in tune with its Resonance. As such, Dream Mages can enter and fully manipulate the minds of a sleeping person. Unless the sleeper is themselves is capable of using Dream Magic, they are utterly helpless against an invading mage.
 
It is important to note that unlike with true psychics, Dream Mages cannot be blocked out by mere willpower, since Dream Magic manipulates the fundamental mechanism by which the mind works. As such a person cannot will away the effects of Dream Magic when the Dream Mage can simply shut off their “will” by screwing up their Resonance frequency. Nor can these effects be combated directly by psychic powers. On the other hand, Dream Magic has no innate defense against psychic powers, so if a psychic or a Dream Mage were to engage in mental combat, it would always come down to a quick draw: either the psychic shuts off the Dream Mages’ mind or the Dream Mage shuts off his Resonance.
 
 
CHAOS MAGIC
The Physical World is held together by a series of immutable laws: laws of physics, laws of chemistry, laws of thermodynamics, laws of gravity, etc. All of these systems can be represented by mathematical equations and scientific formulas which can, with enough research and thorough calculation, predict the probable outcomes of any given event within the Physical World. The Chaos Mage takes those figures and rearranges them, manipulating probability itself to alter the outcome of events.
 
If the Physical World were a computer, and the laws of reality the computer’s operating system, consider the Chaos Mage to be the hacker that breaks “the Code” and alters the functions of the system. The Chaos Mage can perform simple tricks such as cause a coin to land on its edge or dice to always come up as a pair of 1s, or can cause a lake to spontaneously turn into bread.
 
The way of the Chaos Mage opens the road to immense power, but also immense danger. The Physical World is vast and eons of existential “momentum” mean that it will not easily abide the alteration of its laws. The laws will assert themselves as soon as the Chaos Mage lets up, and take the path of least resistance when doing so. If a Chaos Mage simply wishes to create any random effect, then this poses little problem. All they have to do is tug on the Code a bit, let go, and see what happens. But if a Chaos Mage wishes to create an exact effect, than his control and precision, as well as his reflexive ability to compensate for the sudden wild convulsions of the Code in flux, must be perfect. And the greater the desired effect, the stronger and more stable he must be. If the effect is too great or wild a violation and the Chaos Mage loses their control, the Chaos Mage may find that not only may the effect they desire fail or backfire, but the backlash of the Code asserting its control could destroy them outright.
 
 
FAITH MAGIC
Belief is power. One need only point to tests of the Placebo Effect to know how much power the mind has over one’s being. To believe, truly believe, is to make things real, at least for the believer. And when the believer is capable of drawing upon the Essence of the Other World, what’s real for them can become real for everyone else, too.
 
Faith Magic by its very nature requires little to no understanding of its mechanism. No Faith Mage will call themselves a “Faith Mage.” All of them have their own explanation for their powers which they believe in. To suggest that their magic is literally fueled purely by their belief is usually taken as an insult by the Faith Mage, as this is usually a direct antagonism against what they perceive is the “reality” of the belief. However, that is exactly how Faith Magic works: “the Belief” is substance enough for the Other World to make thoughts into reality. In fact, the Faith Mage need not necessarily themselves be the Believer. If a Faith Mage of particular iconic or social status has enough followers who believe in a certain ideal of that person, then the Belief of those people can actually empower the Faith Mage (who themselves is the one subconsciously drawing upon the Other World Essence).
 
Faith Magic is often used by those who are deeply religious or superstitious, and who believe their powers are a blessing or curse given them by their figures in their religion. As such, rituals and ceremonies are often popular among Faith Mages, as the act of performing a ritual helps them focus their magic, even though technically its not really necessary to create the effect. But for many Faith Mages, they may not actually demonstrate their powers until they have a tangible mechanism for doing so (praying, making offerings, etc.). Again, the Faith Mage will not usually understand that it’s not actually the ritual that creates the effect, but rather their belief in it, though it is the Belief that makes it work.
 
Faith Magic can also crop up in children or “immature” individuals who have not yet “learned to disbelieve.” Unfortunately, it is also found in those who are insane.
 
Though Faith Magic can cause many powerful effects, and often with very little practice compared to other traditions, the glaring weakness of Faith Magic is that if the user loses faith in their Belief, then that can render them powerless. More than a few Faith Mages have lost their powers when they were finally convinced that their beliefs were false, were made to doubt their abilities, or even when their main goal in using the magic began to deviate from the ideals of the Belief which fueled it.
 
 
SUMMONING MAGIC
Summoners are a whole other breed of magician. Often steeped in shamanic traditions, the Summoner does not directly utilize magic, but rather pulls forth spirits and monsters directly from the Other World to serve them. While Summoners can forcibly pull minor spirits and monsters into the world and dominate them through force of will, in order to bring forth any beings of real merit (that is to say, beings sentient and powerful enough to actually do more than stand around looking interesting), the Summoner must form pacts with the monsters and spirits he wishes to call. The pact will bind the Other World entity to the Summoner, and thus allow the Summoner to directly commune with them across the barrier between worlds. The pact will usually call for the Summoner to perform a service or present an offering to the spirit. Others will make the Summoner undergo a challenge or may require the Summoner to pay for every summoning through some form of sustenance, currency, or trade. For example, a noble dragon may have the Summoner fight them to prove the Summoner is worthy, while a mercenary swordsman may require the Summoner to pay them a coin every time they are called into battle.
 
To perform the summoning, the Summoner must call across the barrier between the Physical and Other Worlds to the being he wishes to summon. As part of the pact, an action may be needed to initiate the summoning. Usually this means the Summoner must verbally call the spirit, either through spoken word, song, or some kind of instrument. Sometimes, this may mean some kind of physical action, like splashing water onto the battlefield or rolling a pair of dice. Rarely, a Summoner may be able to just mentally call a spirit. Once the Other World entity (usually a spirit, but can also be a monster or denizen from one of the Pocket Worlds) is summoned, the Summoner must then continue to imbue the summoned entity with Other World essence to sustain their existence in the Physical World. A Summoner can have a spirit directly possess them, but this is usually not done as this puts the Summoner’s body at risk.
 
 
RUNE MAGIC
Some ancient cultures unlocked the secrets to drawing upon the Other World. Just as a Summoner may call across the barrier with spoke words or song, so a Rune Mage can use symbols and writings to draw in Other World essence to create magical effects. Something like a halfway point between Summoning and Enchantment, the Runes carved or drawn onto something literally act like grooves which Other World essence begins to run along, channeling the essence into the Physical World.
 
The effects created depend on the symbols. Rune Magic is a pretty exact science, and that is why the symbols must be created perfectly, or the effect may just not work, or could work incorrectly. Because of this, Rune Magic is not preferred by dual-natured beings. Rather, Rune Magic is a form of magic created and honed for the use of non-magical people. Magic circles, runic texts, religious symbols, all of these, when created properly, are capable of creating and even sustaining magical effects. The person who creates them need not have any sort of Other World connection themselves, or any amount of magical potential. They just need to get the Runes right. Due to the time-consuming and strict nature of Rune Magic, it is used almost exclusively in magical rituals or sometimes in the construction of magical equipment (different from Enchantment).
 
There have, on rare occasion, been humans and animals who have had Runes tattooed/branded/cut into their bodies in order to imbue them with mystical powers. Because this can be even more difficult to do correctly, the art is all but lost, and Rune-decked beings are virtually impossible to find. On the other hand, Rune Magic can be very effective in creating Golems.
 
 
BEAST MAGIC
Through mechanisms unknown to science and human mage craft, animals are sometimes capable of utilizing magic. These powers seem to be utilized instinctively, as if on some primitive level, the animal understands that it is now connected to the forces of the Other World, and uses this ability as it would its own natural weapons. Fortunately, the vast majority of beasts lack the intellect to perform anything more than rudimentary spell-like effects, such as growing bigger, turning invisible, or spitting fire. Occasionally, however, Other World power may cause a mutation which grants animals higher intellect and even sapience. The exact extent of Beast Magic is unknown, but the potential effects on the ecosystem is catastrophic.
 
 
PLANT MAGIC
Very rarely does it occur, but sometimes even plants (or fungus) can obtain magical powers. Plants and fungus, of course, have no minds to speak of, and being able to actually use the magic comes down to whether or not they are mystically made sentient and sapient enough to utilize the magic. Otherwise, a magic plant or fungus is essentially the same as an Enchanted Object.
 
 
ENCHANTMENT MAGIC
Mystical properties can be imbued into objects, such that they use Other World essence to produce specific effects. The Other World essence can either be stored as charges or the object may have some way of drawing upon Other World essence continuously or during “recharge” periods.
 
Enchanted objects can have a variety of effects, but most are pretty simple. A gun can be enchanted to never run out of bullets. A tee-shirt can be enchanted to allow someone to breathe underwater for an hour. A car can be made to fly. Golems are perhaps the greatest examples of enchanted objects, as they are beings made of basic materials that have been mystically animated to serve a master. The more enchantments laid onto an object, however, the more chances there are that some of the effects may interfere with one another, which is why things like giant Magitech mecha are not a feasible reality.
 
Nevertheless, outside of Rune Magic, Enchanted Objects are really the only other way ordinary people can use magic.

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