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View Full Version : History of magic, thoughts.



PhoenixPhyre
2021-05-19, 04:27 PM
So one of the things that's become part of my world (see sig) is that magic has significantly changed over the ages of the world. Both in power (generally getting less and less powerful while more available) and in how it's accessed and used. These have happened kind of ad hoc from a design perspective--they've fallen out of other changes I've made, not been an intentional pattern.

So here are some of my thoughts in trying to formalize it. Note: the cosmology is a hybrid of 4e and 5e D&D, with changes.
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Pre-Dawn War (ie before the planes were settled):
* Everyone with power uses the Words of Creation (truespeech, basically, but including written and sung methods). Effectively stating a fact and the universe complies. Only limits are the roles assigned to each individual. Only the Primordial Princes and their top-level agents can use this at all. But the total number of "entities" is very limited.

Post-Dawn War
* Divinities and planar rulers still use the Words of Creation, although access controls and limits are in place by the Great Mechanism that oversees everything. Now it's less "direct manipulations of shared reality" and more "authenticated API requests with high-level privileges."
* Everyone else...see below.

Mortals
Age of Tyrants (1st Age): all mortals can only handle fragments of the Words. Titans[1] use written Runic Magic, the wyrm[2] use spoken True Sorcery, and Leviathan uses sung Songs of Power.

Runic magic is limited to manipulations of existing matter and energy. You can change matter or energy into different matter or energy, but you can't create or destroy matter or energy[3]. These have to be written down (often inscribed into the bodies of the titans) and empowered via the user's life force. Limited primarily by the energy available to empower the runes. More complex effects require larger runic complexes and more energy. Almost entirely what we'd now call Transmutation or Conjuration magic, although little bits of Enchantment and Evocation are possible.

True Sorcery is similar to Skyrim's Thuum--spoken words that enforce change onto reality. The other half of coin, being the raw creation and destruction of energy and matter. Much worse at complex effects, but only limited by the personal strength of the user in resisting backlash. A wyrm with no concern for personal safety or side effects could do major effects. Basically all Evocation, with some conjuration and abjuration.

Songs of Power is intertwining rhythm and words into the world and "tricking" the world into conforming. Mainly had an effect on living creatures. Very limited in its direct effects on "non-living" matter and energy, but can work with the nature spirits to indirectly cause the effects. Mostly enchantment and illusion magics, with some divination.

Non-tyrant mortals (goblins and primitive elves at this point) only have fragmentary access via being taught pieces of runes or fragments of Words or Songs. Wild magic (effectively sorcery) exists, but is highly unpredictable and risky. High chance of blowing yourself up and everything around you.

Age of Wizardry. Titans, in contest with wyrm, do something utterly stupid and it backfires, changing the nature of the Words of Power. True Sorcery and Runic Magic are no longer accessible. Proto-elves use an artifact to enact the First Wish, creating wizardry out of the shattered fragments of both of them. Wizardry (which is the basis of non-bardic arcane magic, including wizardry, sorcery, and the warlock's power) combines words, gestures, and matter into coherent patterns. At the cost of disallowing "free-form" magic. 2nd-age wizardry is still way more free than modern arcane magic, capable of all sorts of effects and researching new spells is pretty easy. Necromancy and demon magic (blood sacrifices) are "invented" here. Both involve manipulating jotnar, basically anti-nature spirits.

Leviathan, whose power wasn't broken but was changed by the First Wish, teaches mortals of various races harmonic magic, which is basically toned-down Songs of Power suitable for mortal throats and ears and with more access to material changes. This is the foundation of bardic magic. It still has to obey the strictures set by the First Wish, so components are still a thing for bards.

Age of druidic power. As a reaction to the excesses of the aelvar (arcane elves), the outcasts known as the ihmisi use the same artifact to enact the Second Wish. This allows mortals to draw on the power of the nature spirits (kami) and channel their power through themselves to create spells. They use this power to call down the kami of the third moon, crashing it into the aelvar empire's capital.

Druidic magic (or Primal magic) involves using the patterns encoded in nature spirits, letting them occupy the caster temporarily and channel their power through the mortal. Still restricted by the strictures of the First Wish. Generally has difficulty with things that aren't easily expressed in natural terms; kami don't think the same way people do.

The other forms still exist mostly unchanged. Druidic practitioners and wizards create orcs and humans (among other races) out of goblinoids.

Age of Gods and Man: In reaction to a war waged by a demon-possessed orc, a group of mortals including humans make the Third Wish. This brings into being gods, ascended mortals, powerful planar residents, etc, now given API access to the Great Mechanism and given the ability to grant limited access based on faith of mortals. This is similar to primal magic in the sense that you're channeling someone else's power. Only the mechanism (and thus the scope of the requests) is different. Gods proliferate and claim "portfolios" to moderate inter-divinity conflict. They gain power and access to mortal resources based on faith, so you get holy wars. But this lets humans (especially), who aren't the most suited for arcana or primal magic by nature, have a broad source of power.

Gods of magic start manipulating what can be done via various forms of spells, imposing secondary strictures. This makes some of the research of new spells harder and spells become even more ossified and formalized. Making magic items is still pretty easy.

The Cataclysm: The losing side of the Dawn War gets loose due to mortal meddling. Other mortals misuse a major artifact, causing massive problems, basically removing all arcane magic (because there's not enough ambient energy to interact with) and causing elemental planes to become misaligned. To fix those problems, the Great Mechanism "eats" the existing gods. The kami are so traumatized that they stop responding very much. So basically no magic for a while (ranging from a few months for places far away to 50+ years for nearer places).

New gods are called and that structure overhauled by the Great Mechanism; now there are 16 gods who get direct, fixed subsidies in return for handling all prayers. They're the only ones who can create clerics. There are other ascendants who can teach tricks (ie warlock patrons), but those are firmly arcane tricks, not channeled magic. The new God of Magic has the strict charge to make sure that the Cataclysm can't happen again. He locks down the scope of arcane magic tremendously. Making magic items is now very difficult (impossible in some cases). On the flip side, lower-power magic is now available to almost everyone. Especially in the forms of chants and minor songs of power, which only have limited, temporary effects (no lasting effects beyond the song's duration, and only minor effects such as making weeds more visible or keeping flies off of cattle).

The Fourth Wish: Very recently. Parameters not set, but seeing "technological" magic (akin to mad science). "Mechanical" things that shouldn't work, but work only because the wielder believes they should.

Wild card: psionics. I'm sure it fits in here somewhere, but I'm not sure where. It probably pre-exists the First Wish, but is limited to specific things ("classic" psionics, mind reading, communications, telekinesis basically).

[1] ancestors of modern goliaths/giants, and dwarves
[2] ancestors of modern dragons
[3] note: mass/energy conservation is not a thing in this setting.

MoiMagnus
2021-05-20, 07:56 AM
Interesting read! There is two things that come to my mind:

Psionics, I have two different suggestions:
+ It could be an unforeseen consequence of the Second Wish. As the ihmisi weakened the mental barriers of mortals to allow them to channel kami, they made it possible for peoples to project their own mind out of themselves.
+ It also comes from the Leviathan, but wasn't shared to other mortals before the Cataclysm where it became the only magic that actually worked.
+ It comes from outside the universe (the far realm or whatever).

About the 4th wish and "mechanical" magic:
Do you intend it to be related to the Great Mechanism? Like some sort of imitation of how the universe enforces its own rules? Maybe the Great Mechanism is also getting weaker and weaker, and is less and less able to enforces the rules of the worlds (especially with the added complexity of omnipresent low level magic) on some small details while also focussing on preventing magic from becoming wild and making another Cataclysm?

PhoenixPhyre
2021-05-20, 02:43 PM
Interesting read! There is two things that come to my mind:

Psionics, I have two different suggestions:
+ It could be an unforeseen consequence of the Second Wish. As the ihmisi weakened the mental barriers of mortals to allow them to channel kami, they made it possible for peoples to project their own mind out of themselves.
+ It also comes from the Leviathan, but wasn't shared to other mortals before the Cataclysm where it became the only magic that actually worked.
+ It comes from outside the universe (the far realm or whatever).

About the 4th wish and "mechanical" magic:
Do you intend it to be related to the Great Mechanism? Like some sort of imitation of how the universe enforces its own rules? Maybe the Great Mechanism is also getting weaker and weaker, and is less and less able to enforces the rules of the worlds (especially with the added complexity of omnipresent low level magic) on some small details while also focussing on preventing magic from becoming wild and making another Cataclysm?

Psionics:

From the little I've figured out, psionics is actually among the oldest "mortal" magics, and the only one that didn't get touched by the First Wish. To figure out why, I need to describe a bit more of the underpinnings of "spells" in-setting.
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There's an ambient field of anima, basically "diffuse energy", the same stuff of which all matter and energy is made. All matter and energy is anima, aspected with one or more "aspects" (elements and other "tags"). Casting a spell (post 1st Wish) involves three parts:
* A source of energy. That's a spell slot, a discrete packet of personal anima stored in the soul.
* A pattern. That's the spell itself--a pattern of thought/motion/etc into which you feed the energy.
* Something to resonate against. This is the ambient anima field, generally. Feeding the energy into the pattern causes it to resonate with a particular patch of the ambient field, imposing aspects onto that field. For example, imposing a "fire" aspect in an area creates a fireball (or burning hands, or...) effect, with the details depending on the exact pattern.

Concentration spells require feeding the energy slowly at the right pace to maintain the resonant effect. Counterspell, dispel magic, and antimagic field all act at the ambient field level--they prevent/disturb/erase resonances from forming or being maintained. Effectively "jamming" the spell.

The First Wish imposed the pattern/resonance structure--before that, you'd just grab a piece of your soul and blast it out in the form of one of the Words that directly caused effects, with the complexity bounded mostly by your imagination and personal strength. Now they're keyed to specific effects--this pattern creates that effect, nothing else. Going from having direct database access to having to use a fixed-form API.
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Psionics (the only manifestation of which I really have in game being the monk's ki) doesn't resonate with the ambient field at all. Nor, really, does it use patterns. It is the interface of one person's soul directly with the "soul" of another entity (including the kami of a rock). It mostly involves learning to push one's own soul out beyond the body and use it to "push" or "pull" against another entity's soul. Or to manipulate your own soul (which is most of what a monk does). Either way, it bypasses the whole pattern/field/resonance thing.

Places where I know "psionics" in some fashion exists:
* Goblins have a hive-mind/collective tribal memory. Likely psionic.
* Some of the losing side (of the Dawn War)'s weapons include ultra-psionic, almost zerg-like mutated goblins and proto-elves. But they're trapped inside a barrier on an unexplored continent (as of yet).
* Monks.

I'm thinking that that the Fourth Wish was really about psionics--more specifically, something like "inanimate objects have souls as well". So the "tech magic" would be literally making contact with the "Machine Spirit" and convincing it to do <thing>, to shape itself in new ways. This fits with another consequence of the Fourth Wish--the awakening of (some) constructs as Soulforged (basically warforged with different origins). They were construct bodies, animated "robots" used as worker puppets. And now some of them have developed life and sentience of their own. No one's quite sure why or how or why some awaken and others don't.

So the Fourth Wish would have brought what were just lumps of metal, stone, and wood to have Sparks (the core of a soul) like animals. So "tech" magic is more like druidism, except connecting with the "soul" of the machine via psionic-like methods.

Cluedrew
2021-05-20, 08:01 PM
OK maybe this isn't the direction you were expecting, but that wish granting magical artifact that has repeatedly altered how reality works: What is it?

PhoenixPhyre
2021-05-20, 08:10 PM
OK maybe this isn't the direction you were expecting, but that wish granting magical artifact that has repeatedly altered how reality works: What is it?

It's called the Cosmic Forge (yes, I ripped off the Wizardry games). It's a pen, supposedly made from a feather of the One who dreamed the universe into existence in the beginning and whose CNS/circulatory system now makes up the Great Mechanism. It lies dormant for millennia, gathering power. When it awakens, it can be used by someone with enough personal strength of soul to write a new core directive into the Great Mechanism, altering reality.

Of course, all things have a price. In this case, it's the existence of the wielder. They write the wish in their own essence. Succeed or fail, they cease to ever have existed. Whatever they did (other than the Wish) was done by someone else. Everyone forgets that they existed. Reality rewrites itself without them ever having been there.

Note: of the Four Wishes so far, only the last wasn't made as a result of and didn't cause a cataclysmic war/event. No one's sure why.

Second Note: The universe has some basic checksum/consistency checks on Wishes. If the result of the wish would leave the universe in an inconsistent state, the wish fails. Still destroys the wisher. The gatekeeper/Librarian[1] has access to quite a bit of simulation capability, so anyone who comes to make a wish can do dry runs to figure out exactly what to wish for. The main cause of failure is just not having enough strength, enough self to finish the Wish.

Third Note: in making a wish, the total amount of ambient anima is decreased significantly. It's theorized that this is one of the universe's self-protection mechanisms, because matter and energy are not conserved. So you get these build-ups, and then it flares off into something new, resetting the scales.

Fourth Note: only mortals (those capable of dying of natural causes) can use it. Because only they have the true potential to create new things. Immortals (whether liches, gods, demons, or whatever) give up that ability, that "true soul" as part of becoming immortal. The First Law is "All That Lives Must Die/To Die is to Create." So either you stop living (stop having a mortal soul, being able to create new things) or you die (sometime in the future).

Cluedrew
2021-05-21, 07:44 PM
That makes a lot of sense, it also explains why it's use is always attributed to a group. Other than that the only improvement I could really think of is figuring out what parts actually matter in the present day of your setting or something like that, which isn't actually about the history itself, just applying it.