Reference: Models of Magic.   Posted by GM.Group: 0
GM
 GM, 4 posts
 The Narrator
Thu 11 Jun 2020
at 02:20
Reference: Models of Magic
The Fundamentals

   Reality is pliable. Every reality is pliable, in fact. It responds to consciousness like water rippling under the wind. However, reality is also very, very big with many, many moving parts. So, for the vast majority of living things, the effect of consciousness upon reality is virtually undetectable.

   Magic is the study of reality and the effect of consciousness upon it. Because shaping reality seems absurd and impossible, magi are very rare; few people want to dedicate their lives to something that appears at best preposterous, at worst, damning.

   (Stealing this idea from Mage) Also, because reality responds to consciousness, in many ways, the conditions of reality are based upon the consensus of the people. Though their influence is weak, thousands of weak wills can overwhelm a single great one. Magi face an uphill battle to develop their magical power in cultures where the majority doubt the existence of magic.

   Then there's the Church. Historically, the Christian Church has stood vehemently against witches and sorcerers. This hostility has over the centuries expanded to include all users of magic, including their own. With each generation, fewer clergy study the ancient art of theurgy, or miracle-working.


GURPS Rules
   Thaumatology p9

   Conception of Magic: Magic as Reality-Shaping
      - Reality has an extra dimension: fluidity. When reality is soft, it's easy to manipulate, even random thoughts can manifest. Conversely, when reality is hard, it resists change, the physical laws dominate.
      - GURPS already has a system for this: Mana (B235) and Sanctity (Th68)
      - Spirits interpret this as existential fluidity
      - Wizards interpret this as metaphysical energy (mana, chi, ley)
      - Clergy recognize where gods or demons have shaped reality in their favour (sanctity)

   Sources of Magic
      - Magical power runs the spectrum from personal power to cosmic power
      - At one end of the spectrum, a magician acts as a proxy, using the power of a greater being or potent object on his behalf.
      - On the other end, the majority of a magician's efforts are aimed at building her inner power.

   Varieties of Magery
      - Thaumatology pg65
      - This rule basically sets a mandatory subtype for Magery if there are multiple systems in play.
      - The system subtype is often displayed as a prefix. For instance, Magery that applies to Ritual Magic is called Ritual Magery. Magery that applies to Symbol Magic is called Symbol Magery, and so forth.
      - Magi can have have multiple subtypes of Magery if they wish to learn different magical styles

   The Sight
      - Magic is naturally undetectable, an act of imagination
      - The four Gateway advantages:
         - Eldritch Power - immortals, sorcery + syntactic magic
         - Magery - arcane magic, spells, ritual magic, symbol magic
         - Power Investiture - divine magic, prayers, ritual magic, symbol magic
         - Sorcery Talent - sorcery
      - Those with one of these gateway advantages have developed basic magical awareness, as per the rules for Magery 0 (B66)
      - Another reason why magi are rare - with no visible evidence of magical energy, a mage casting a spell looks to others like a madman

   The Cost of Magic
      - The vast majority of magicians have only 1 level of a magical talent. Going beyond that means confronting the opposing force of gods who denounce magic and millions of people who belief magic is a myth.
      - At every level of the Gateway advantages (Magery, Power Investiture, Sorcery Talent, and Eldritch Power) above 1, the mage must take a magical disadvantage. No points are gained from the disadvantage.
      - If the disadvantage is ever lost or removed, the associated level of magical advantage may fade as well unless a new disadvantage is chosen to replace it.
      - The development of these disciplines can take the form of an ordeal. Taking on a magical disadvantage is giving it 110% like Odin plucking his eye out. Raising Magery to 2 is a "Big Cojones" moment for a mage and many chicken out.

   Capped?
      - B66 says The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for “classic fantasy.”
      - Dungeon Fantasy 1 p20 says Wizards use the magic system as written. They require Magery, and should be allowed to buy up to at least Magery 6 in play.

This message was last edited by the GM at 20:39, Wed 12 Aug.

GM
 GM, 35 posts
 The Narrator
Sun 2 Aug 2020
at 06:21
Reference: Models of Magic
Arcane Magic
    Everything is connected

   Arcane Magic is a hodge-podge of magical theories and techniques. It invokes and entreats spiritual entities like Theurgy. It trains and develops the mage’s inner power like Mysticism. It embraces everything and so enjoys a breadth as great as Supernaturalism.

   It is the youngest of the four roads of power. It began long after civilization began when men had the resources to plumb the depths of ruins left behind by the Xysh. What they found were the secrets of the ancient Ancalome hoarded and hidden away. Men and Dwarves have always dreamt of power, power without cost, the power of the spirits. Emulating those strange powers, as the Xysh did, was a dream for those early adventurers and in time, that dream came true.

A Taste of the Arcane
   Experienced through the Sight, arcane magic produces very rich mirages. As intellectual constructs, its effects appear as complex diagrams of alien words and sigils encased within geometric shapes, along with a sensation of dryness or hidden intelligence. A mage who hears magic might experience orchestral music, with each instrument representing a symbolic connection to thing or essence, combining in complexity to play out the drama of power.

GURPS Rules

   Source of Magic
   Laws of Nature: arcane magic harnesses subtle energies to shift and direct the fundamental forces of the universe.
   Mana: follows rules for Mana [B235]
   Education: this form of magic is passed from master to apprentice. Often by means of oral teachings, especially in cultures that hold writing as sacred. Many literate cultures put their secrets on paper so book hunting is a significant part of a wizard's career.

   Bardic Magick
   Given music's ability to move people mentally, emotionally, and physically, it's not surprising that many cultures have traditions that blend music with magic
       - Fantasy p156
       - the default system as described in B234 and Magic pg5
       - individual spells are purchased as skills
       - Attributes: IQ + Song Magery (Song limitation)

   Diabolism
   The enemies of Religion
       - Spirit Trapping, Fantasy 130
       - Attributes: IQ + Black Magery (Pact [Duty to underworld entity])
       - Familiars: Modular Ability (any mental or physical ability +100%), 12pt base + 8pt/point of abilities
       - each slot is a minor demon that provides a boon (advantage), spell, or knowledge (skill)

   Folk Magick
   In the west, many wise folk, pagans, and dabblers use various systems of formulaic spell-casting. Spells may seem like strange, irrational blends of recipe and choreography to the uneducated.
       - the default system as described in B234 and Magic pg5
       - individual spells are purchased as skills
       - Attributes: IQ + Folk Magery

   Hermeticism
   Wizards, by contrast, were literate with access to patrons and libraries. They have a broader grasp of the supernatural.
       - Ritual Magic (B242, Magic 200, Thaumatology 72)
       - Attributes: IQ + Ritual Magery
       - Core Skill: Thaumatology IQ/VH (B225)
       - Secondary Skills: Latin, Hebrew, Greek, Savoir Faire
       - Colleges are purchased as Very Hard skills that default to Thaumatology -6 and may never exceed the core skill
       - Wizards may cast any spell in the colleges they've studied at default with a penalty equal to the number of prerequisites
       - Spells may be improved as Hard techniques following those rules (B230)

   Tribal Magick
   Greece and Egypt developed intricate and robust magical systems that, like so many other cultural relics, were adopted by Rome and spread across Europe through Imperial influence. However, cultures distant from the empire built their own systems of magic, which many still use well beyond into the future.
       - Symbol Magic (Magic 205, Thaumatology 168)
       - Vikings: Runic magick using Futhark
       - Celts: Tree magick using Ogham
       - Attributes: IQ + Symbol Magery
       - Core Skill: Symbol Drawing IQ/H (B224) - symbols focus caster's power; add half margin of success to spell roll
       - Instead of spells, linguistics elements, nouns and verbs, are purchased as skills

   Home Rule Limitations
   - Magery has a soft cap of 1; there are ways beyond it.
   - Pact (B113): levels of Magery can be bought with the Pact limitation to indicate supernatural aid

   Arcane Disadvantages
   - Disadvantages taken to increase Magery must follow a magical theme. One cannot channel magic without being changed by it.
   - Arcane magic tends to cause physical and psychological disadvantages. Examples include Odin's missing eye, Raistlin's nosebleeds, and Stephen Strange's mangled hands.
   - Supernatural Features or Unnatural Features are less common - meaningful scars and birthmarks, strange eye colours, etc.

This message was last edited by the GM at 21:49, Sun 09 Aug.

GM
 GM, 36 posts
 The Narrator
Sun 2 Aug 2020
at 08:21
Reference: Models of Magic
Theurgy
   Faith in a higher power.

   Since the beginning of the world, mortals have looked at the earth, the seas and the skies hoping for some explanation to their lives or even existence in general. Some of the most persistent of these seekers were granted visions of those who live beyond the veils of common life, beings who set the order in the world and who guide the souls of the dead. This is when the art of Theurgy began, the first call of mortal to deity seeking answers and aid.

   Theurgy itself is a highly ritualistic practice though this is not to be confused with mindless repetition. This is a common misconception. Theurgists know that symbols and gestures are empty vessels that need to be filled with emotional power such as the love that forms the theurgic bond. Rituals are a powerful tool for the theurgist to stir the emotions and the power that comes from it. Some are formal declarations of the priest's love and devotion while others are anecdotes of the spirit's greatness. Combat, however, is the exception to the rule. The intensity and danger of combat already gives a priest the emotional charge she needs to open a channel for the divine power to flow.

   There is an obvious element of intoxication in the practice of Theurgy and some priests become quite mad with power. To counter this, many sects encourage the virtue of humility or a life of service. This often means that paradoxically, the wisest priests are found not in the deepest corners of the greatest churches but in the quiet villages, mending wounds and marrying young couples. The life of service erodes even the most self-centred personality allowing a purity of connection with divinity.

A Taste of the Divine
   Theurgy is, by far, the most obvious art. The theurgist makes a request of her patron and backs it up with a powerful burst of emotion, whether that be hatred of an enemy or compassion for a patient. The response, coming as it does from a powerful spirit, is big and undeniable. Theurgic effects are bold. To even the uninitiated, divine spells produce a powerful presence, the essence of which is a sense of the sacred or profane with an undertone of the deity's purview.

   Impressive as they are, these displays of power pale in comparison to how they manifest to those with the Sight. Along with the obvious displays, theurgic spells echo with the emotional state of the priest as well as an overwhelming sense of the presence of an impossibly powerful being. The overall effect is quite like standing near ground zero of an explosion of supernatural power.

GURPS Rules

   Catholicism
   The primary religion of Europe. Christianity openly and violently opposes magic and those who use it.
       - Available Divine Advantages
         - Blessed (B40)
         - True Faith (B94)
         - Divine Favour (see supplement)

   Judaism
   The hidden religion of Europe
       - Symbol Magic (Magic 205, Thaumatology 168)
       - Attributes: IQ + Power Investiture (Judaic)
       - Core Skill: Symbol Drawing IQ/H (B224) - symbols are the source of power, roll the lowest of Symbol Drawing, verb, and noun skills
       - Using Hebrew, Gematria, Notiquarion
       - Instead of spells, linguistics elements, nouns and verbs, are purchased as skills

   Witchcraft
   The secret religion of Europe.
       - Ritual Magic
       - Attributes: (Will + Perception)/2 + Power Investiture (Pagan)
       - Core Skill: Ritual Magic, Very Hard (B217)
       - Colleges are purchased as Very Hard skills that default to Ritual Magic-6 and may never exceed the core skill
       - Witches may cast any spell in the colleges they've studied at default with a penalty equal to the number of prerequisites
       - Spells may be improved as Hard techniques following those rules (B230)
       - Witches may choose either an Arcane or Divine disadvantage when increasing their Power Investiture

   Home Rule Limitations
   - Power Investiture has a soft cap of 1. In fact, many priests turn in favour of financial and political influence, never going beyond level 0.
   - This cap is exceeded by going beyond popular dogma.

   Divine Disadvantages
   - Disadvantages taken to increase Power Investiture must follow a theme of a holy person growing closer to their deity, beyond that of their peers. This is the path of the saint.
   - Disciplines of Faith, Fanaticism, Vow (taboo) are good examples

This message was last edited by the GM at 04:58, Wed 12 Aug.

GM
 GM, 37 posts
 The Narrator
Sun 2 Aug 2020
at 08:48
Reference: Models of Magic
Sorcery
   For most, magic is a complex topic of study that after much practice can provide fantastic effects. For a rare few, magic is effortless and intuitive.

   Sorcery differs from arcane magic in that it does not manifest as a construct of magical energy. Eldritch effects are the result of direct manipulation of reality, which can be disconcerting to other magi.

   A Taste of the Eldritch
   Sorcery sits snugly in between the boldness of divine magic and the subtlety of the arcane. Since they are the result of direct reality manipulation, eldritch effects are noticeable by non-magi. However, they're backed not by gods or demons but by beings on the mortal scale so these effects are weak, dreamlike, as much hallucination as actual phenomenon.

   To those with the Sight, eldritch effects are less complex or artificial than arcane effects. Since these are more innate than the structured, learned nature of arcane magic, eldritch effects may seem more artistic or irrational.

GURPS Rules

   Source of Magic
   Subjective Reality: sorcerers interact with reality directly without any intermediary such as spirits, divine grace, or arcane energies.

   - Thaumatology: Sorcery rules
   - Sorcery Empowerment {20 points + 10 points/level) : Power Level
   - Attributes: Sorcery Talent or Eldritch Power
   - spells are bought as powers at 1/5th cost
   - a spell's true cost may not be higher than the cost of Sorcery Empowerment
   - if a spell is to be cast simultaneously with other spells, it should be bought at full cost
   - a sorcerer can improvise any spell whose full cost does not exceed his level in Sorcery Empowerment.
      - eg. Sorcery Empowerment 5 costs 60 points. Known spells cannot have a full cost higher than 60 points. Improvised spells cannot have a full cost higher than 5 points.

   Sorcery is unique and individual so there are no magical styles and systems to hand out to various cultures and groups. However, sorcerers do come from somewhere.
   Natural born
      - a unique species: Homo Magi aka Zatanna - yes, Immortals (elves, gnomes, etc.) fit this niche
      - a unique birth: the offspring of a mage and an incarnate spirit, 7th son of a 7th son
   Magical exposure
      - In DnD, iirc, Aramil became a sorcerer by being exposed to/doused in dragon blood
      - The Azure Flame - a ley intersection like an open metaphysical wound. Guided by immortal masters, mortals expose themselves to the flame to become sorcerers
   Supernatural Inspiration
      - why would a being transform a mortal into a sorcerer instead of using Power Investiture or Magery with Pact?

   Draconic
   Adoshai and humans are different species so they can't interbreed without magical assistance. However, corruption amongst the Adoshai can allow non-Adoshai to immerse themselves in an Ancalome upshift tank. Maybe the secret to the success of Genghis Khan was that he was a red sorcerer.

   Storm / Natural Born
   The result of an unusual conception - a witch and a satyr, a wizard and a succubus, a holy devotee and an angel. Perhaps a quirk of humanity but many magi deal with spirits and once those spirits start taking mortal forms, humans get curious.
   Or an unusual birth - superstitious (7th child of the 7th child), miraculous attendee (faerie or demonic midwife)

   Wild / Exposed
   Surviving a massive magical event can traumatically damage the ability to not believe in magic. Maybe either a critical failure or a critical success on a Will/Sanity check can make sorcery available for purchase after character creation.
   Shift the intensity:time ratio - instead of massive singular event, perhaps long-term exposure like Thomas the Rhymer spending years living with the fae.

Eldritch Disadvantages
   - Supernatural Features (B157) and Unnatural Features (B22) are common disadvantages for sorcerers as evidence of their powers manifests as draconic features, perpetual elemental effects, and other oddities. See also Visible Magical Gifts (Thaumatology 25)

This message was last edited by the GM at 21:51, Tue 11 Aug.

GM
 GM, 38 posts
 The Narrator
Sun 2 Aug 2020
at 20:55
Reference: Models of Magic
Hold space for Mysticism

Probably using GURPS Psionics rules

This message was last edited by the GM at 20:24, Mon 03 Aug.

GM
 GM, 39 posts
 The Narrator
Sun 2 Aug 2020
at 21:17
Reference: Models of Magic
Rhagan Magic

   Rhagans are a materialistic people. Not in the negative, ravenous consumer sense but in the purer sense that Rhagans see the world as sacred. They care for possessions and seek to maintain them for maximum lifespan.
   They are also a spiritual people. Rhaga was herself a prodigy of spirit magic and conversed with the great spirits of the mountains and ocean. The power of the bargains she sealed still flows through their veins.
   So, Rhagan magical styles almost always involve this dichotomy of matter and spirit.

GURPS Rules

   Abazûn
   - Spirit Trapping, Fantasy 130
   - Requires Spirit Magery (Injurious Magic, -30%, first point of energy cost must be paid with HP, the rest can be paid with FP, Th25)
   - Fetishes: Modular Ability (any mental or physical ability +100%), 10pt base + 6pt/point of abilities
   - each slot represents a spirit who offers a singular boon. Creating an object with the spirit's sigil scribed, painted, inked onto it fills a slot. A slot can be emptied by destroying the sigil and releasing the spirit from service
   - spirits are not contained or trapped within the fetish. Spirits are nonlocal - they don't exist anywhere. A fetish serves as a beacon in the world that the spirit can sense and act through.
   - Attributes: (HT+Will)/2 + Spirit Magery

   Urazûn
   - Alchemy, Magic 210
   - Requires Craft Magery (Enchantment Only -30%, Th24)
   - Core Skill: Alchemy IQ/Very Hard

   Uzuragganal "High Craft"
   - Requires Craft Magery (Enchantment Only -30%, Th24)
   - default spellcasting system - any spell can be learned but only spells of Enchantment college can be cast; other spells are for use during enchantment process
   - Attributes: IQ + Craft Magery
   - Language (Minaerrus, Accented or better) [4+] and Symbol Drawing (Minaerrus) IQ/Hard open access to symbol magic techniques
   - Magery required to activate Minaerrus runes and adds to activation roll

Spiritual Disadvantages
   - Visible Magical Gifts (Thaumatology 25)
   - At Craft or Spirit Magery 2, a Rhagan manifests a Supernatural Feature related to their dominant bloodline
   - At rank 3, a second Feature is developed related to their other bloodline
   - At 4+, Element-themed Supernatural Features develop. For instance, a Shiruma may express flaming hair or bronze skin

This message was last edited by the GM at 07:14, Wed 12 Aug.

GM
 GM, 40 posts
 The Narrator
Mon 3 Aug 2020
at 20:23
Reference: Models of Magic
Esoteric Languages

   Two of the main categories that these languages fall into are Astral and Ethereal. The Astral languages are those used to communicate with divine spirits, such as angels, demons and devils. The Ethereal languages, on the other hand, are the forms of communication with elemental and natural spirits.

   Gods and other greater spirits can be addressed in any of the languages. However, just as mortals can have multifaceted personalities, great spirits can be even more so. For example, a theurgist may pray to the Lady of the Dawn for wisdom regarding a forthcoming debate; which language he uses will determine which of her aspects responds. If he uses Q'zhaeraq, he may receive a vision of his rival's darker secrets while using Eloscian may convince his goddess to offer him wisdom of how best to find a harmonious compromise.

Astral
   The languages of Heaven and Hell are spoken by beings who come from the very heart of what it is to be mortal. The words from these languages are very powerful both in spoken and written form.

   Eloscian
   The Hallowed Tongue of Heaven is the tongue of the angels, the servants of the gods; it’s a language rarely seen or heard by mortals. Though the written form of Eloscian is even more rare than the spoken, items with Eloscian written upon them are made holy.

   Q’zhaeraq
   The Tongue of Serpents is rumoured to be older than the gods themselves. It is the language of the devils, connivers of the Abyss, and to hear it is to risk corruption. Speaking it ensures damnation although those of innocent spirit cannot even mouth its words, words that can worm into a mortal soul.

   Xyzoruj
   This is the tongue of murderers and blasphemers, spoken by demons and the damned souls of the Abyss. It is believed that only a mortal with a black heart could even conceive of attempting to speak it. Like Q’zhaeraq, Xyzoruji words cannot be formed on the tongues of innocent speakers. For those who can speak it, it’s a powerful ally.

   Minærrûs
   Minærrûs is a runic language of power. The story of its creation tells of an angel, Orušaišal, who sought to aid the Rhagan people during the second age. It commanded its subordinate spirits to forge themselves into runic spirits then revealed them to an Einrhagan mystic named Gural-Siran. The angel informed the mystic that this sacred language was just for the Rhagan people and since that day, it has remained a treasured secret of the Rhagans.

Ethereal
   Khaa’rahkaung
   Khaa’rahkaung is another tongue from the planes beyond. This language is used in the Courts of Fire of the Elemental Kings. Taught only by the Azer, a race native to that realm, it has both a written and spoken form. When spoken, it sounds much like the hissing and cracking of a white-hot fire and its words produce the side effect of wisps of flame exiting the mouth. These flames are natural and may harm the speaker if he is not immune to fire. The written form cannot be used on a flammable surface for its words will ignite.

   Aauaska
   The Courts of Air speak the language of breezes and gales. This language is called Aauaska and it’s spoken by elementals and djinn. It consists of long inhalations and exhalations, broken by rumblings reminiscent of thunder. When spoken, the words invoke a light breeze to wrap around the speaker causing her hair and clothes to flutter as if caught in a wind. Items carrying Aauaskan text float gently above any surface they’re laid upon.

   Ska’shaaul
   The secret tongue of Water is named Ska’shaaul. Like the other elemental languages, it consists of sounds, intentions and shifts in the speaker’s aura. It also produces odd side effects when used. The spoken word fills the surrounding area with mist while written letters are always wet though they, surprisingly, never harm the object they’re written on.

   Mrog
   The true language of Earth is Mrog. To mortals, it sounds like rocks grinding together with long periods of silence. When spoken, slight tremors radiate from the speaker. Adept speakers can influence the tremors to add an undertone to his communication. Letters in Mrog carry the weight of stone and items carrying them can be almost double their own weight.

   Finally, many clerics and necromancers allude to a language of the dead, spoken by corpses and spirits alike. Almost imperceptible to the mortal ear, it’s made up of quiet whispers and silences like sand pouring through an hourglass or rolling across a dusty floor.


GURPS Rules

   Esoteric Language 10pts/level
   - Built as: Language (fluency) [5], Magery 0 (Syntactic) [5]
   - With this advantage, a magician may purchase Verb and Noun skills for use with syntactic magic. They must specify which language the skills are associated with and the mage must use that language when using syntactic magic.
   - Since I bought Eldritch Power as a Cosmic Talent, immortals are exempt from this. They can use any language they are fluent in for syntactic magic

   - Attribute: (HT+IQ)/2 + Syntactic Magery

This message was last edited by the GM at 07:10, Wed 12 Aug.

GM
 GM, 46 posts
 The Narrator
Sun 9 Aug 2020
at 02:45
Reference: Models of Magic
Supernaturalism
   Basically, immortals are not magical humans. They are spirits akin to angels and demons who possess human bodies. So, they approach magic not as a human learning to cast spells but as a spirit developing the will to shape reality. Elves and gnomes seem magical because they literally are an arcane consciousness wearing a fleshsuit, more or less.

   The idea is to show the magical superiority of immortals without making it so overwhelming that human wizards can't compete. Breadth over depth is the answer, I think. While wizards entreat archangels and try to convert lead into gold, immortals use magic for things that mortals would use tools for - heating their homes, conjuring food, etc.

GURPS Rules

   - All immortals have 1 rank of Eldritch Power, which is purchased as Sorcery Talent (Cosmic +50% [ignore Varieties of Magery limitation, Th65])
   - As spirits, immortals generally don't want to be absorbed into a greater spirit so they avoid Power Investiture and other divine traits

   Supernatural Power
   - the majority of immortals are sorcerers. They have a few very potent spells along with a smattering of useful spells (telekinesis, night vision, etc)
   - use the rules for sorcery in the supplement GURPS Thaumatology: Sorcery, except using Eldritch Power in place of Sorcery Talent

   The Art of Command
   - Syntactic Magic: Verbs and Nouns, Thaumatology 184
   - Attributes: HT + Eldritch Power
   - Each word (10 verbs and 14 nouns) is purchased as a Very Hard skill
   - This is a harsh, rough twisting of the fabric of reality. Health is used as the core stat because the immortal is blasting its power out, which may harm or mutate the host body.

   The High Art
   - Syntactic Magic: Realm-based, Thaumatology 188
   - Attributes: (Will + Perception)/2 + Eldritch Power
   - Six realms: Creation, Darkness, Life, Light, Space, Time
   - Think of them like infinity stones, godly spheres of influence, or spheres from Mage the Awakening - broad facets of reality
   - Two elements:
      - Realm Lore as advantage (see below) represents passive understanding or attunement
      - Realm Control as Very Hard skill represents active control and manipulation
   - As spirits, immortals are all bound to (and born from) a sphere, or a hybrid of two spheres
   - No realm rank or skill can exceed those of the immortal's essence. For instance, a dark elf, an immortal of Darkness, cannot have a rank in a subtype of Realm Lore that is higher than his rank in Darkness Lore, nor can he have a higher skill in any Realm skill than his Darkness Control skill. Likewise, a high elf is compelled to favour Creation above the others by nature of her being, and so on.

Eldritch Disadvantages
   - Every level of Eldritch Power comes with a disadvantage, usually Supernatural Features or Unnatural Features - leaves or horns growing from the head, pointed ears and cat's eyes, strange auras, functioning eyes in their hands, etc. Immortals become progressively less human as they grow in power.

Advantage: Realm Lore
 (6 realms, 6 levels/realm [as per Thaumatology pg189]; cost varies)

  Level 1: Detection and Measurement.; Cost: 10pt.
   The magician can determine the presence or absence of anything the Realm encompasses, with considerable precision, and can analyze it. For example, level 1 ability with the Realm of Stone – usually recorded as “Stone/1” – would let the magician detect gold, and identify types of gemstones or rocks. Many Realms can effectively be manipulated, a little, by anyone who’s sensitive to them. For instance, Luck/1 might enable the magician to tell what actions would be lucky or unlucky – and by choosing the former and avoiding the latter, he’ll usually enjoy good luck. In fact, the magician can probably “nudge” the Realm in various ways.

  Level 2: Control and Diversion.; Cost: 10pt.
   The magician has limited control over anything that falls within the Realm. This includes the ability to encourage its natural growth and to calm it, but not to create it or suppress it much below its natural level. Weather/2 might allow a ship’s wizard to save the vessel from being blown onto rocks by turning the winds around a few points, and maybe stopping them from growing much worse, but the ship would still have to run before the wind until it blows itself out. Objects can only be reshaped within their natural limits, although perhaps a little faster than usual; wood warps naturally, so Plants/2 could make a door twist loose from its frame in a few minutes.
   Likewise, ghosts are always bound by rules and restrictions, so it’s not hard for a wizard with Necromancy/2 to create a barrier that prevents them from entering a room. If a force or a power permeates the entire universe, then level 2 in the associated Realm permits its exploitation in straightforward ways. The magician’s person and identity may be easier to manipulate than something external; Health/2 might, with GM permission, let the user heal his own minor wounds, but not regenerate lost limbs or help others.

Level 3: Command and Simple Creation.; Cost: 20pt.
   With substantial control over the Realm on a local level, the magician can call up things that might exist, make them go away, repair them, or change their appearance or capabilities. This also permits the creation of simple manifestations of the Realm.
   The GM decides what’s “simple,” but while a lightning bolt or a rock should qualify, and a tree or an insect might, a living person certainly won’t. Humanity/3 might, however, grant the ability to heal (or inflict) wounds, influence someone else’s emotions and thoughts, and cause the nearest human beings to approach. Likewise, Motion/3 could grant the power of flight, or Magic/3 could enable the user to dispel most other magics by suppressing their magical nature.

Level 4: Authority.; Cost: 20pt.
   Anything that lies within the Realm is open to command, and the magician can create all but the most complex manifestations of this aspect of reality. He can also negate use of lesser levels of the same Realm by commanding that working’s subject not to be affected. Decay/4 might let him not only cause the destruction of anything that’s subject to decline (living or not), but also make something that has already decayed work “as new” by suppressing all consequences of the decay. Biology/4 might enable him to change the sex of living things, make them physically older or younger, or grant them special abilities borrowed from other, similar species.

Level 5: Complete Power.; Cost: 30pt.
   At this level, the magician’s control of the Realm appears more-or-less complete. He can turn it off or on, perform the most radical transformations (although he may need access to another Realm for this; e.g., turning a tree into a horse might require not only Plant/5 but also Animal/4), or create the most complex forms from nothing (albeit still subject to any fundamental rules of magic concerning permanent creations).
   He can also remove or change individual features of the target, often in complex ways. For example, Image/5 might permit him to make someone appear to be a man to one observer, a horse to another, and invisible to a third – simultaneously.

Level 6: Transcend Limitations.; Cost: 30pt.
   This is a legendary level of power over the Realm, achieved by few mortals. It could be nothing more than a wild rumor, or achieving it may be the lifetime ambition of every wizard. The GM is free to require large Unusual Backgrounds for PCs who wish to attain it.
   Essentially, an expert can adjust the nature of the Realm itself, at least locally. Energy/6 might permit a magician to turn electricity into a purple liquid, while Love/6 might make indifference into the highest expression of love. Primarily, though, level 6 in a Realm is the point at which anything is possible – temporarily, and if the GM approves. The potential dangers of such power are as great as the benefits.

This message was last edited by the GM at 22:25, Tue 11 Aug.