magic

The Magic axiom limits the extent to which the living beings of a reality may use and affect the “supernatural” element of their world. It determines the types of magic that are available and the types of spell effects that are possible.
0—No magic is possible in this world.
Living Land
2— Magic is extremely difficult and of limited usefulness. Effects are available only through complex and lengthy rituals, the creation of which requires decades of effort. Divination magic is the only type available and the effects are unpredictable and unreliable, as well as limited in scope. Divinatory magic may only perceive the present, it cannot see into the past or the future.
Nippon Tech
3—Years of effort are required to create divinatory spells, but magic may now perceive the past and the future as well as the present. It is still highly unreliable though.
5—Apportation magic becomes possible, though even minor effects require complicated and lengthy spell rituals. The “wild” nature of magic is generally limited to type, divination magic will always product a divination result, it won’t create an apportation result by accident.
7—Alteration magic is available as complicated and lengthy spells with highly erratic effects, divination and apportation are slightly more reliable. Spell creation becomes easier, generally only requiring a year or two instead of several years.
Core Earth, Space Gods, Tz’Ravok
8—Magical laws are stable enough to produce predictable effects, “wild” magic is no longer a problem. The stability also allows magicians to formalize their spell patterns into shapes understandable by other magicians. These spells may be taught from one magician to another, although personal interpretation of the spell is still important.
9—Enough magical energy is available to sustain the existence of creatures whose essences requires a small amount of magical energy to live such as fairies, elves, giants, and creatures which are impossible physical amalgams of otherwise possible living beings, such as centaurs and harpies.
Alteration magic may be used to transmute elements from one form to another (lead to gold, water to earth, etc.).
10—Magical processes and spells may be “focused” into objects, creating enchanted items with a limited duration. Such devices include lucky charms, magically sharpened weapons, and protective talismans.
Sufficient magical energy now exists to sustain highly magical creatures; non-corporeal creatures (spirits, ghosts), elementals, demons and embodiments of moral virtues (including “gods”) may physically exist in a world as entities.
Alteration magic may be used to transform living beings into another type of living entity. Transforming the being back into its original form may entail some risk though.
Conjuration magic becomes possible, though it may only create ephemeral effects such as insubstantial (“fully illusionary”) objects or emotions within a living being.
Cyberpapacy
12—Conjuration magic may produce effects from “nothing”. Real, solid objects may be conjured but are more difficult than creating partially real (“illusionary”) effects.
Alteration of living being into inanimate matter is now possible.
The reverse is dangerous and often fails.
Land Below, Nile Empire, Tharkold
13—Items can be enchanted to hold “charges” of spells instead of a single limited-duration focused effect. Magicians can master an on/off process that lets them activate an item’s charges one at a time.
Conjuration of permanent substance or object is now possible.
Communication with other dimensions (fringe realities) becomes possible.
15—Magic can be used to create connections between dimensions, allowing for travel or the summoning of objects or creatures from one dimension to the other.
Magicians may now create ward spells that do not release their effects until triggered by a condition they have been programmed to detect.
Orrorsh (when using normal magic)
17—Spells may be “pre-cast” – impressed into the magician’s mind for later use. Such spells are transient; a magician can erase a spell and replace it with another rather than permanently burn it into her mind. Spells may be impressed into objects or other people but must be specifically designed for the purpose.
18—Magic is common enough that most beings in the cosm use some magic to at least a limited degree, although training confers huge advantages.
Aysle
20—”Wish spells” (spells of a generic nature that interpret the desires of the caster) are possible but highly unreliable. Wish magic is not one of the four basic kinds of magic; its use requires a separate, fifth magic skill.
Orrorsh (when using the occult skill)
22—Magical energies are plentiful enough in the cosm that the four basic kinds of magic become easier, more effect for less effort.
Beings in the cosm may cast spells with only a minimal amount of training.
24—Using magic is easier than operating technology and its effects are greatly superior.
Magic is the basis of the economy and the prime source of labour.
28—“Wish spells” become reliable, though casters must still have a specific rather than general intent in mind when they perform the spell.
33—Magical energy can be tapped by all thinking beings, or any creature capable of formulating a desired condition. Understanding of the magical nature of the cosm is intuitive in all people. Minimal training can produce spectacular effects.

magic

The Storm Has a Name princeearwig princeearwig