Thursday, June 17, 2010

How Magic Works in Shirley Hill Pathfinder Group's PFRPG



It has become important, due to various discussions with my PC's, to write a few things down about how magic works, and how the various classes approach said power in our campaign. Much of this is because we have a witch caster, but I thought the explanations might be helpful for future interactions with NPC's or perhaps new PC's or multi-classing.

Before I get into the nitty gritty, know that I am working on making a play-test beta version of various spells mentioned in last post. Thanks to Kayra's many suggestions, I will likely have them ready soon.

Concept of Magic – Magic is a part of existence. Magic is the resulting essence of the three titans colliding, ergo magic is creation. The same magic in a “create water” spell is the same magic that filled the oceans. The same magic that is in a “magic missile” spell is the same magic that holds the titans apart in the heavens. The same magic that is in a “summon monster” spell is the same magic that was used to create creatures to fill the world. Thus, magic is the usage of creation power, though that is not to say all magic is conjuration, only that it utilizes this primordial source.

Manipulating the forces of creation always costs something. The world still follows the rules of “conversation of mass,” ergo a spell cast requires something from the caster.

In this campaign setting, there are a few other distinctions to be made between using this definition. Undead may not be part of creation, but the usage of life energies similar to normal life that come from creation counts as having a creation source. Also because of its mockery of a true life essence, undead are widely reviled as well as many necromantic spells. In this way also, healing magic uses a true form of life essence to bring the original and uninjured form of the creature back to reality.

Summoning a creature or monster does not pull said creature from the ether of another plane. It temporarily makes a true copy of the creature, and when the spell is done, it fades back into the fade of creation. True summoning, like “gate” is not as much a pulling into the world of a creature, as it is a allowing to enter an entity that exists beyond the veil of the world. Planes other than the prime material do exist, and therefor allow creation based magic to effect them. (I will sometime in the future make some extended writings about the planes in my campaign world)

Hopefully this definition of magic helps for future understanding of magic in the campaign world. It isn't a weave (like Faerun), some wild power roaming the land (like Ebberon), nor is it some foreign and forbidden machine, it is just the repetition of creation.

Divine versus Arcane – In many cases arcane and divine casters have spells that are concurrent in their reppetoir, and in some cases spells exclusive to one type. The primary difference between the two is that arcane magic is taken, active, and constructive in its casting, whereas divine magic is given, passive, and destructive in its casting. I mean destructive, because it breaks the spell or spells as they are given. An arcane caster builds up to a spell, an divine caster takes the spell given and breaks it to make it work. This distinction is not vital, but helps support explanation of classes and their using of magic.

Wizard (Arcane)
– Wizards study furiously for their spells, memorizing elaborate movements, and words. The wizard fully understands everything about how a spell happens. Through their incantations they bind together various elements of spells, and through their casting make the desired result. By casting a spell, they exhaust energy, and lose grip on the spell they cast, requiring another memorization. Casting spells in such a way are so exhausting because creation magic accessed through the methodical and scientific methods of wizardry charge a toll of mental energy. This is probably why wizards are cranky.

Sorcerers (Arcane) – Sorcerers are special lifeforms, who through their blood are granted a certain resonance with creation magic. Much like how “midichlorians” simplified “the force” in “Star Wars” sorcerers have something in their blood that allows them to command magic innately. They do not need to fully understand a spell, only a few token words and movements is enough to suffice to cast a spell. Their blood allows them to command the forces of creation magic, to make any spell in their limited repetoir happen. Because their source is in flux and beyond their control, they suffer a limited spell list and no real ability to learn new spells. Only when they grow, does their natural talent develop, and usually matches the needs of the caster.

Bards (Arcane) - Bards may be as smart as a wizard, or as naturally talented as a sorcerer, but their way of accessing creation magic is unique. The greatest power a bard has is that of art. It is this devotion to art that allows a bard access to spells. At its base, art is simply a form of creation, no matter the media. This art begins to resonate with creation magic, because the two are similar in concept. The bard focuses on art, and starts to have some ability to see how the forces of creation magic work. Utilizing this insight a bard can cast a spell, but such insight is fleeting and limited to the bard's artistic ability, ergo bards can only cast so many spells. A bard is also a slave to his or her art, only certain spells respond to the bards conceptualization of art, and therefore bards have a limited spell list, and no real ability to learn new spells. (This also works for Assassins, simply switch the word "art" for, murder, kill, or slaughter. Rather than mimicking creation, murder and destruction act as an antithesis to creation magic, thusly the two resonate, just in a reverse way)

Witches (Arcane) – Witches are the masters of the mystical, but not beholden to any deity. A witch is not born a witch like the sorcerer, nor can one learn to be a witch, like one aspiring to be a wizard. When a witch reaches adult hood, they have an epiphany about the world. For various reasons this incomprehensible mystery is thrust upon them; some ignore it and move on, while the witch chases this enigma. Soon a familiar will find the witch, which an animalistic representation of this mystery. This brings the mystery of the world closer to the witch, and allows handy reference.

The two learn together that the mystery is in part creation magic. The witch then studies this mystery much as a wizard would study a spell book. However a wizard comprehends what parts of creation magic he is accessing, the witch does not. This is both a boon and a bane to the witch. Her inability to comprehend the mystery, allows her to access spells that are normally considered divine, but limits her to the more simple arcane spells. Luckily the witch can learn of more mysteries through scrolls and other witches, which allows a larger spell repertoire. Casting spells comes from the power of the mystery, but when the spell is cast the witch realizes but for a brief second the answer to the mystery. In this way the witch is limited in how many spells she can cast, because the power of the mystery is diminished.

As a side note, this source of power is in large part why many witches are spurned. Divine casters note her command of said magic, and note her lack of faith to a deity, and they feel as though witches are charlatans. Arcane casters, particularly wizards are a bit uneased by witches ignorance to what forces she is playing with. Druids however appreciate witches reverence towards understanding the natural world, though they may not revere it as the druid does.

Cleric (Divine) – Clerics are pious beings of faith. They way they receive and use spells is rather simplistic. They beseech their deity for gifts from creation magic. When and if they receive such boons, the cleric is aware of the blessings bestowed. Casting the spell is as simple as calling into existence the blessing. The cleric is granted the spells because of faith, and piety, which is in fact the source for their power. The cleric does not understand how exactly the spell was crafted as an arcane caster might, but respects it greatly. A cleric understands which spells to ask for because of clerical training, and thus enjoys a great many of spells to pick from. However, all piety aside, a cleric only receives so many spells because to ask for more would overstep his relationship with his deity. The more a cleric grows in faith, the more powerful blessing he recieves. (This also counts for Paladins and Blackguards)

Oracle (Divine) – Oracles are anointed persons, like the sorcerer, their magical ability is an effect of their birth, and not necessarily their efforts. While clerics receive spells from one particular deity, oracles may receive their spells from any number of gods, as long as it aligns with the particular anointing the oracle received at birth. However oracles are still divine casters and as such receive spells as a gift, or more precisely as a blessing of their chosen status. Oracles represent something about the world, be it good, evil, or badgers. This representation can take many forms, and its truest form is many times a mystery. Like the witch, the oracles power is grounded in this spiritual mystery, however when accessing spells, they do not meditate upon the unknown as a whole, but more exactly on the mystery of their gifts. This divine gift, allows them insight enough to bring forth the power of their blessing in the form of spells. Because of the naturally mysterious nature of this gift, orcales have a limited number of spells to chose from, however because of the potency of this gift they can cast more spells per day than a cleric.

Druid (Divine) - Druids are powerful avatars of nature. Through their cleric like devotion to nature, they receive gifts, much as a cleric would, for their piety to the natural world. The main distinction between a cleric and a druid, is that druids commune with nature, whereas clerics pray to their god. A druid literally enters a consciousness of the living breathing world, and as a result, exits the communion with spells. This is perhaps the most holistic, and true form of magic. The druid does not construct magic as an arcane caster would, or have spells handed to him as other divine casters do. Instead they become a part of nature, or more exactly creation, itself that they gain the power of creation magic. A druids capacity for communion with nature changes over time, and this is in large part determines the number of spells a druid has. All spells in a druid's repertoire are natural in the sense that they are not an unnatural tweaking of creation magic, and thus explains why druids have the spell list they have. (This also counts for Rangers)

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