Eodea has several different "schools" of
magic.
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- 1. Basis
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- 2. Kinds of magic workers
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- 3. Kinds of Magic
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- 3.1. Elementarism
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- 3.2. Psionics
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- 3.3. Spiritism
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- 3.4. Conjuration
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- 3.5. Dwarven Runes
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4. Prevalence
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- 5. Trivia
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1. Basis
"Magic" refers to a process, not to an energy/substance/force.
Processes are usually fueled by the spiritual energy/life force of the magic worker, called spirit. Every living being possesses this energy, and thus can potentially work magic. However, most people aware of using magic are individuals who have an "oversized" reservoir.
Under normal circumstances there are safeguards against spending too much spirit, but if a magic worker is in panic, or very determined, they can kill themselves by pouring too much into a working.
2. Kinds of magic workers
- Mages have the most scientiffic/scholary approach. They stress knowledge and awareness of how the processes work. They typically display good control of things they are familiar with, but do not improvise easily.
- Intuitive workers may have some awareness of what they actually do, but are more concerned with the results. They are generally more willing to "go with the flow" and trust their instincts than mages are, which can lead to better and, particularly, faster results. Most magical healers and nearly all psions fall into this category.
- Ritual workers mainly use strictly taught forms, most of which involve symbolical acts and paraphernalia. Variations and improvisations are usually only possible by recombining elements from different workings. Orcish shamans and dwarven runesmiths fit here.
- Wild talents are people with a gift that was never discovered and schooled; usually the person is not aware of working magic themselves. These may include empaths and weak telepaths, people with a "green thumb" etc.
3. Kinds of Magic
3.1. Elementarism
Elementarism deals with the perception and manipulation of matter.
The term "elementarist" usually refers to mages who can control several different elements at least to some extent, but in a wider sense it also includes magical healers, waterseekers, illusionists and other workers specialised in one or two elements.
For more details see Elementarism (Eodea).
3.2. Psionics
Psionics deal with emotions and thoughts.
The passive forms are empathy, mind-reading and psychometry; active forms are communication, suggestion and creating hallucinations.
Psionics being studied systematically is a rather new movement; most psions are either self-taught or belong to more "primitive" traditions, even though in recent years the field has caught the interest of some mages.
For more details see Psionics (Eodea).
3.3. Spiritism
Spiritism deals with summoning, influencing and banishing spirits and ghosts.
There is some overlap between psionics and spiritism, since a psion may be able to sense spirits and/or communicate with them mind to mind.
As far as most mages are concerned, summoning beings with their own will is too unreliable a way to work magic.
For more details see Spiritism (Eodea).
3.4. Conjuration
Conjuration refers to the summoning of beings from other worlds, planes, dimensions, whatever you call them.
Among mages this practise has been discredited and outlawed on pain of death, since it bears too great risks. The last public debate concerned the question if the folk magic practise of "prancing around a place where fairies are known to visit to get their attention and ask for a favour" should be included in the ban. (The final ruling was "no", since the problematic part was creating the link to the other place.)
3.5. Dwarven Runes
Dwarves will insist that they do not use magic, but indeed they do.
They have no "instant effects" (spells), but long lasting ones tied to a physical matrix. That is, their "runesmiths" apply sigils to walls or things in a ceremony, and the effect is stored in those.
Most effects are long-term and rather subtle (keeping a gallery more stable than it should be, keeping dampness from penetrating into a room, keeping up a slight airflow etc.), but triggered one-time effects that leave a greater impression are possible.
4. Prevalence
- All elves are psions; other magic is very rare.
- About two percent of humans? have some talent for magic, about half of those predisposed for psionics. However, the vast majority of people with enough talent are never schooled and end up "wild talents".
- Psions are rare among goblins (one, maybe two in a thousand), but they are sought after and schooled from an early age on, and therefore of high proficiency. In total, magic talent is more common than in humans; in what tradition they were taught depends on where they live.
- Orcs' main tradition is a brand of spiritism. Predisposition for psionics is even rarer than in goblins, and most with that talent are pushed into spiritism instead. In total magic talent is rarer than in humans.
5. Trivia
- Spells have no side-effects like glowing or sparkles unless something is going wrong or they are caused by the desired effect (either because creating light is the desired effect, or eg "shimmering" air due to heat).
- While the term "spell" is used for well-practised workings, there are no spells like in Shaded magic.
- Magic workers have different perceptions while working. Most "see", others "feel" structures or "hear" melodies or rhythms, etc.
- Magic workers channel spirit differently through their bodies. For example most with tactile magic perception channel through palms and/or fingers; other possibilities are in the chest area, eyes, or forehead ("third eye", true for most psions).
- Iron "in the way" hampers magic; if covering the "channeling point(s)" it may make casting nearly impossible (it needs to be a sufficient mass, though, a few splinters won't do). There is a rare metal sometimes referred to as black iron with far stronger effect.