(DYOO-theo-man-see) The official blanket term for magic / magic users (dütheomancer). See also: [[Mancer]] --- ## History The exact origins of magic are unknown. The [[Falinjorin]] used magic based on [[Lebenflus]] like humans do. However, unlike humans, they could also wield [[Voldeflus]] magic (which is otherwise known only to the [[Divines]]). The Disciplines and strains used by the Falinjorin are the same ones that are in use today. The magic taught to [[Hessa Ideras]] by [[Ezkel]], is the same [[Theomancy]] that the [[Isylorian Order]] uses in the modern age. Thus, it is likely that magic is a stagnant phenomenon, as no human has invoked new spells or alter their strains. ~~[[Conflation]] allows for some alterations to the base configurations, but this does not create new spells, only combines existing ones.~~ Philosophers have argued that the divines created magic, and as such, beyond our ability to alter, evolve, or create. This does not preclude the possibility of discovering previously unknown strains and/or spells. --- ![[Magic Colors.jpeg]] ## [[Path|Paths]] And [[Symmetry]] | **Life**<br>[[Natus]] | **Mind**<br>[[Mentis]] | **Body**<br>[[Botahn]] | **Empowerment**<br>[[Encantus]] | **Spirit**<br>[[Enspria]] | **Elemental**<br>[[Elementalis]] | **Death**<br>[[Dheumal]] | | --------------------- | ---------------------- | ---------------------- | ------------------------------- | ------------------------- | -------------------------------- | ------------------------ | | [[Halijan]] | [[Telemechanics]] | [[Cambri]] | [[Technomancy]] | [[Sawolurgy]] | [[Elemancy]] | [[Pseudomartyr]] | | [[Assorbir]] | [[Providence]] | [[Estakari]] | [[Demics]] | [[Paradivinus]] | [[Deruvos]] | [[Bhreggal]] | --- >[!tip] The void aspect path **Dheumal** is *not* related to voldeflus #### Circle Of Paths (Enspria) <-> Natus <-> Mentis <-> Botahn <-> Encantus <-> Enspria <-> (Natus) #### Disparate Paths: Elementalis and Dheumal #### Asymmetric Disciplines: Technomancy and Vyldar #### Circle image ![[Magic Wheel Adjusted 1_1.png]] %% I need to make a graphic for this. %% --- %% ## [[Discipline|Disciplines]], [[Path|Paths]], and [[Strain|Strains]] | **Discipline** - Aspect (Symmetry) | **Paths** | **Strains** | | ------------------------------------------ | ------------------------------------------------ | -------------------------------------------------------- | | [[Theomancy]] - Life | [[Natus]], [[Mentis]], [[Enspria]], [[Encantus]] | [[Halijan]], [[Providence]], [[Demics]], [[Paradivinus]] | | [[Mistheomancy]] - Death | [[Natus]], [[Dheumal]] | [[Bhreggal]], [[Assorbir]], [[Pseudomartyr]] | | [[Psychomancy]] - Mind, Body | [[Mentis]], [[Botahn]] | [[Telemechanics]], [[Estakari]] | | [[Disquimancy]] - Enspria | [[Botahn]], [[Encantus]], [[Enspria]] | [[Cambri]], [[Demics]], [[Sawolurgy]] | | [[Technomancy (discipline)]] - Empowerment | [[Encantus]] | [[Technomancy]] | | [[Primancy]] - Elemental | [[Elementalis]] | [[Elemancy]], [[Deruvos]] | --- ## Rules And Difficulty (Copied from the TTRPG - work in progress) %%I think I want to scrap the cross use of spells. Cross training is fine, but I don’t want everyone using whatever spell they want. That should be a unique trait to Vyldar, maybe.%% #### Update (work in progress) #### Wheel of magic (Circle Of Paths) 1. Once you’re set upon a discipline, you’re locked into that unless you abandon that discipline. 2. You can choose to learn magic from _any_ strain, but it is subject to the difficulty increases on the magic wheel. 3. If you abandon your discipline, you lose your previous symmetry and gain the symmetry of the new discipline. This causes your previously learned spells to be subject to magic wheel difficulties. #### Discipline So… you pick a discipline. If you’re a church job, that will affect what you’re allowed to learn. Cleri are restricted to Theomancy only. Inquisitors (and their Leducian equivalents) can pick other disciplines. Mancers can choose any discipline. Amerdus begin with Disquimancy by default. Vyldar can choose any base discipline they want (more on tat later). Your discipline is important. It sets your base symmetry. Your symmetry determines how difficult spells are to cast. Let’s use Theomancy as an example. Theomancy is symmetric with Natus, so any Halijan spell gets a +3 bonus. Providence and Paradivinus are at -1, Demics is at -2. Strains within your discipline have reduced difficulty. Normally each hop on the wheel is -3, or -6 for the disparate strains. If they are within your discipline, they are at -1 per hop, or -2 for disparate strains. Example: Mistheomancy uses Assorbir at -2 instead of -6. Since that would normally be disparate, but since they specialize in that strain, the difficulty is reduced. #### Paths Each path has two strains. This is only particular relevant to the Vyldar, who pick a path instead of a discipline. **Vyldar** are unique in that they are capable of using all strains as if they were part of their discipline. So they would be at -1 and -2 regardless. However, they have no symmetry. They do not get any bonuses towards any strain. You can learn strains within the same path, but outside of your discipline at -2 and -4. #### Strains These are the individual groupings of spells. You do not learn individual spells, but rather you learn 1 entire tier for each block of study. You can learn any strain, regardless of your discipline, but you must start at tier 1 and work your way up to tier 4, you cannot learn tier 2 spells without learning tier 1 first. Example: An Amerdus wants to learn Geomancy. They would be at -6 to any spells. Halijan spells would be at -3. #### Symmetry Strains with symmetry to your discipline can also be learned, but do not get the symmetry bonus. Note: Yes, this is all a bit convoluted and the numbers may need to be adjusted, but it’s a simple matter of writing down the difficulties on the character sheet. Unless you decided to switch disciplines, you will never need to change those difficulty numbers. #### Table of modifiers ![[Magic Modifier Table.png]] --- Old Version (obsolete) You can use your own strain. You can also use others on the same path, but with minor difficulty (-1). If your discipline aligns with your strain’s path, known as Symmetry, you get deduced difficulty (+1). Vyldar and Technomancers do not get this reduced difficulty. Base talents within a discipline are innate and exclusive (+0), each tier is (-1, -2, -3, -4). Base talents are not available to cross-trained paths. You can use an adjacent path with greater difficulty (-2). Two paths distant is very difficult (+3). The primary paths wrap around, so life and spirit are adjacent. Vyldar may use any other path at (-1) difficulty, including Elementalis and Dheumal. Elemental and Void are their own paths outside of the circle. They have greater difficulty (-2) from any of the circle paths and vice versa. **Example**: A Demic seeking to use Mind or Life spells would be at (-3) difficulty. With a tier 4 spell being (-7) difficulty. Secondary strains are usable at no additional difficulty, but any adjacent strains still have (-1) or (-2) Elemental/Void. If you’re trained in both Geomancy and Bhreggal, all other strains are still (-2). **Example**: If you were a Theomantic master, with Life, Mind, Spirit and Empowerment. You could use Body at (-1) and Elemental at (-2). --- ## Learning Disciplines And Strains (Copied from the TTRPG - work in progress) Update (work in progress) #### Disciplines These are like jobs. You will study under one during character creation. During your first interaction, you will gain the tier 1 spells, the second, you will gain tier 2, etc. The iterations are 2/2/2/4 years, for a total of 10 years. You can then learn a second strain within your discipline in iterations of 1/1/ 2/2, for a total of 6 years. UNLIKE skills, mastery will continue to increase perpetually. If you go off and choose another job, so long as you keep up your magical abilities, you will gain mastery over time. This would make the Vyldar and regular Mancers work too. #### Mastery Mastery equals (age - start of training) / 2. If you began training to become an Inquisitor at age 10 and you mastered two strains (16 years), then spent 4 years in inquisitor training, you would be at 20 years. So 32 - 12 = 20, / 2 = 10, or 21 mastery. Mastery should be 2-4 points above normal skills for upkeep and innate difficulties. HOWEVER, Mastery does cap at 25 just like regular skills. **During Gameplay**: Mastery improves like any other skill with successes of 4 or below per point. The initial training of spells must be done full time. Maintaining and increasing mastery is automatic once you have learned spells. If you want to learn more spells, you need to drop everything and focus on learning the new spells. You cannot hold a full time job while learning new spells. It IS possible to work part time, but I need to write rules for that. That said, this is a life path thing, not really a current character thing. This is one thing stopping people from simply learning all the spells, especially Amerdus (or Methuselans). While some are absolute beasts and know many or even all the spells, most have chosen to master a few different strains, optimized for their discipline and called it a day. --- Old version (obsolete) **Spell tiers and mastery.** When you dedicate yourself to a discipline, you will gain access to the base talents and tier 1 spells of your selected strain. This Apprentice level takes approximately 1 year of training to complete. Journeyman level opens tier 2 spells and takes 2 years of training. Adept level allows access to tier 3 spells and takes 4 years of training. Master level reaches tier 4 spells and takes 8 years of training. These are summed, not cumulative. So reaching master in a discipline takes a total of 8 years. You can master a secondary strain within your discipline in half (1/2) the normal training time for each, or reaching Luminary level, whichever comes first. After 20 years of training, you will be known as a Luminary. You are able to teach up to tier 4 spells, have a reduced difficulty for all tiers (-2), experience no increased difficulty for secondary strains within your discipline, and experience reduced feedback (1/2). Learning additional disciplines is possible, but not common. You must find a higher tier practitioner of that discipline to teach you. If the strain you are learning has symmetry with your original discipline, it takes three-quarters (3/4) of the time to learn it. If it does not have symmetry, it takes the normal time plus 1 year for each step away from strains you have trained in. **For example**: You are a Theomancer / Paradivinus and want to learn Mistheomancy / Assorbir. It would take you 4 years to master it. If you wanted to learn Mistheomancy / Bhreggal, it would take you 10 years. Learning multiple disciplines and strains will innately lower the overall difficulty of casting spells across all the Paths / Strains, but may not be worth the time investment. In the case of the Amerdus, some of them have become masters of all disciplines and strains over time. This makes them a truly dangerous opponent. | **Mastery Level** | **Spell Tier** | **Spell Difficulty** | **First Strain Training Time** | **Second Strain Training Time** | **Additional Discipline Training Time (Symmetry)** | **Additional Discipline Training Time (Asymmetric)** | | ----------------- | -------------- | -------------------- | ------------------------------ | ------------------------------- | -------------------------------------------------- | ---------------------------------------------------- | | **Apprentice** | **1** | **1** | **1** | **0.5** | **0.75** | **2-3** | | **Journeyman** | **2** | **2** | **2** | **1** | **1.5** | **3-4** | | **Adept** | **3** | **3** | **4** | **2** | **3** | **5-6** | | **Master** | **4** | **4** | **8** | **4** | **6** | **9-10** | | **Luminary** | **4** | **-2** | **20** | | | | %%