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guide:magic_guide

Setting Magic Guide

Magic is a powerful and important element within the Calliope Star Cluster. This guide gives a basic in-depth look at the settings magic ranging from the known schools of magic, their applications and uses, and what star-faring nations use what magic and how.

This guide is unfinished. Everything is subject to change~

Concept of Magic

Magic exists within each and every living (and even some unliving and living dead) beings in the star cluster even as the tiniest spark. While its origins are beyond debated and are well beyond the understanding of all the star-faring nations of the cluster there is some basic knowledge known to its practitioners and passed on throughout the generations.

Such information eludes that Magic as a term and descriptor is just a surface-level description for a complex and intricate series of interconnected elements and forces that when under the right conditions create much of the effects and elements that we know today as “Magic”.

As such there are many different branches, schools, and styles of magic; Some overlapping, complimenting, or complicating each other in their use. These magics are as varied and different as the many space-faring peoples and are even sometimes unique to them.

Magic and Technology

The concepts of magic and science or technology are widely anathema to one another. While it is possible for these two concepts to co-exist or even merge with one another in the case of steampunk-style civilizations, the New Dusk Conclave, and the like. It is widely found that to lean heavily into one side will often see the loss in aptitude from the other.

This can be constructed as many things ranging from the intervention of cosmic beings or forces to a karmic imbalance, to even just a bias towards knowing one thing such as magic while technology is as foreign a concept to them as magic is for a purely technocratic people. This also adds that races and peoples more inclined to technology are found on worlds where there is very little latent magic, and that all the magic in their history is in tales and legends. While more magically inclined peoples are found on worlds and plains where there is a higher density which allowed the founding and discovery of magical formations and constructs, and that circuitry and batteries and radios and advanced forms of technology are non-existent in those forms but instead subsidized by magical counterparts.

Your nation or people can be technologically inclined and still have magic and vice versa. It's more that you should either have a specialty in magic OR technology and stay in that lane for the main aspects of your nation or character.

Also, despite debate on the subject Magic does not cancel out most any types of technology, and there is no known way to technologically cancel out magic completely. Anti-magic and magic acting as a kind of anti-tech EMP should only exist and be used for reasons of RP, and not as a means of cheesing or meta in RP between nations or player characters. This setting is RP by consent, and you cannot simply decide to impose such a concept onto another roleplaying party

Different Planes of Existance

Due to the inherent power and theory of nature, there are other planes of existence beyond our own. Ranging from abyssal and hellish plains where the average inhabitant is some kind of demon, to angelic cloudscapes with diving beings of incomprehensible forms.

And everything in between.

These plains of existence are extremely complex and hard to detail. But some mages either draw power from them, explore them, make pacts with the beings from them, or even summon from them into our plane of existence.

The most powerful and dangerous of these being are Gods, for lack of a better descriptor. These are often the oldest and most powerful of their kind and have powers and magics capable of altering reality as we know it. These beings can range from human-sized beings with deceptively powerful abilities who are incredibly hard to kill, to almost planet-sized beings who travel the cosmos and feed on the psychic energies of entire planets of living beings.

Despite their title as gods, and their overwhelming powers they can still be killed just like anything else in creation. You just need a big enough stick.

Examples of Magic

Some nations specialize in their own types of magic, here is a section for them.

Hyborea Free States

New Dusk Conclave

Remanant Conglomerate

United Alliance of Neutral Systems

OOC

  • Player char created this on 2021/10/31 13:42.

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guide/magic_guide.txt · Last modified: 2022/01/30 22:04 by charaa