Wednesday, August 23, 2023

A Magic System: Arcana (Secrets With Power)

I don't even know how you'd define this magic system. Its not quite freeform but its not quite limited either. Maybe "Diegetic Magic"? It definitely is a magic system that works with FKR games thats for sure.

The origins of this magic system lie in my enjoyment of the game "Noita" and its magic system. Its spells have properties that you can learn and exploit to ridiculous effect. The game is kinda about that.

However, while generic spells and modifiers work for Noita, Tabletop games require a bit more work. And so, after some time, this "Arcana" system was born.

The idea is to incentivize exploration and experimentation, and to make magic feel like something truly embedded in how the world works, rather than a game abstraction.

Making a potion can be easy, but it can also be like if chemistry really wanted to eat your soul. (Source)




Arcana

Arcana is anything that knowing about can grant some form of supernatural advantage. That isn't to say that knowledge of it is inherently powerful (conversely, thats not to say that knowledge of it isn't inherently powerful either), rather knowing about it opens up the capacity to interact with it or make use of it in some way.

Arcana can be anything, but as a list of examples they can be supernatural skills, languages, esoteric energies, otherworldly forces, groups of entities, anomalous mathematical principles, systems of logic, beliefs, states of consciousness, other realities, subtle aspects of this reality, gods, concepts, substances, processes, properties of otherwise natural things, psychological complexes, a series of specific actions, anomalies in how the world works, natural laws taken in bizarre directions and basically anything else you can imagine.

Arcana aren't spells. They're not rituals. They're not magic items. They're not (strictly) powers and they're definitely not a "class feature." They're meant to be the building blocks of these things, however (except for class features, maybe). Think about how during a ritual the magician calls upon various entities, draws magical circles, and more. Arcana are like these things rather than the ritual itself.

Whats important is that Arcana have properties and that these properties can potentially interact under the right circumstances. This doesn't mean you need to have a huge list of how different arcana interact, just that there needs to be at least consistency. If one arcana is an altered state that involves extreme self-awareness, and another is a psychic parasite, these can probably be used together in some fashion (perhaps as a way to control the parasite? It depends on how the two work exactly).

There's no hard categories of Arcana. Some are more broadly applicable, some are more useful in specific contexts, some are quite dangerous, some are relatively benign. The point is they can be theoretically anything that has supernatural properties that can be learned and made use of.

Some actual examples of Arcana might be

  • A species of psychic parasite, existing on a "Psychic" or perhaps "astral" layer of reality. They have specific things they feed on, byproducts, favorable environments and behaviors, all of which might be useful in some contexts.
  • The Astral Plane (And Astral Projection in general) and how it interacts with the world. Things probably can't physically step into the astral plane, it probably requires specific mental states.
  • An "otherworldly sense" that doesn't correspond to any of the major or minor senses known by science, but might be interpreted as "feeling" at a distance. It can probably be honed and trained to provide more information, and training synesthesia into it might have some interesting effects.
  • Clearly unnatural mathematics.
  • Any of these things really.
  • A set of beliefs that, when reinforced through ritual repetition of important aspects of the beliefs, can be treated as true by participants and temporarily enforced via certain methods.
  • Languages that let you speak to things that normally cannot understand or act.
  • A method of lucid dreaming that allows one to escape the confines of their dream and access others. Perhaps it can let you access a collective experience shaped by all dreamers, or perhaps things stranger even than this.

This could continue forever, but you get the idea. A true list would have more details and useful information, though some Arcana might be deceptively simple in their presentation.

Ideally as well this allows for competing or otherwise paradoxical magic systems to exist without rendering a setting completely incoherent. Entire perpendicular or parallel cosmologies could exist, separated only by the relative ignorance of those who have yet to discover a way the relevant Arcana bridge the gap.

Generally speaking the user of an Arcana should not know everything about it, and if a new one is discovered they should know just about nothing about it. The idea is to incentivize experimentation and discovery, after all.

 

God damn it I forgot to account for microcosmic-macrocosmic correspondence. (Source)

Applying Arcana

By this system, "Magic" isn't just one thing. Its not a single "energy" or "force" but rather the application of (typically multiple) Arcana to achieve an effect.

Lets run through a few examples of how this might go.

Taevalis, a practitioner of the Arts, prepares a silver pentacle engraved with specific sigils. They then place the pentacle in the center of a ritual chamber and begin to chant prayers and exaltation to the great one Vo-te-na-shu, a deific consciousness native to a realm of pure mind and logic (of which it itself is the primary component, akin to "space-time" for our own reality). Taevalis expertly enters an altered state of consciousness that allows their mind to cross the boundaries of realities, allowing the great one to use their mind as a channel of influence to our reality.

The sigils on the pentacle serve to communicate to the channeled aspect of Vo-te-na-shu that it is to reinforce the pentacle with its own psychic might, allowing it to serve as a protective object for the duration of the ritual. This works because Taevalis knows that the great one can understand the meaning of the sigils by way of its access to Taevalis' own mind and that Vo-te-na-shu is a perpetually curious being, which Taevalis is exploiting to orchestrate its willing participation in the ritual.

Taevalis then shifts their mental state slightly, and directs a degree of channeled entropic energy against the boundaries between their reality and one they have been studying for some time. The pentacle, due to geometric properties, the double-meaning of several of the sigils engraved on it and how silver interacts with the forces of the accessed reality, serves as a magnetic "net" for a being composed of illusion, flame and roaring sound from this reality. The ritual is successful, though there is a moment of uncertainty as the being strains against its bindings. Taevalis concludes the ritual by "imprinting" Vo-te-na-shu's power into the pentacle, exploiting how psychometry works to allow an "echo" of the power to remain without constantly channeling the great one.

At the conclusion of the ritual, Taevalis has successfully bound an otherworldly being to the object. Now they just have to figure out how to get it to do what they want, when they want it.

In the above example, the Arcana involved are Vo-te-na-shu, the state of consciousness that allows Taevalis to access other realties, the entropic energies utilized to break down the barriers between other realities (this might count as two, the entropic energies themselves and the barriers themselves), the other reality with its various inhabitants and the properties of Psychometric imprints left on objects.

The pentacle itself is a mundane tool. Its only by how this mundane tool interacts with the distinctly not-mundane elements that it gains its mystical importance. Without any of the Arcana involved, it would be a pretty trinket perhaps, but little more than that.

Modern doctor strange stuff has some cool (weird) stuff in it. Can't remember the exact issue this is from.

A second example, set somewhere (and when) very different.

Thalia and Zoe are two magicians who have been wanting to cooperate on a project for some time, but utilize very different sets of Arcana to accomplish things. However they have discovered a way to work together to further both of their knowledge of Arcana.

Thalia knows a specific method of lucid dreaming that allows her to wander metaphorical realms, and even into other realities via their more dream-aligned aspects, such as by entering the dreams of its inhabitants. Unfortunately she's not particularly capable of determining how dangerous it might be to access a given realm.

Zoe has a variety of psychic powers, developed through specific practices and disciplines geared towards developing such things. Most important to their goals are Telepathic and Extrasensory capabilities.

Thalia falls asleep while Zoe remains awake, using Telepathy to scan for when Thalia begins lucid dreaming. When she does so, Zoe telepathically weaves herself into the dream, effectively linking their minds and falling asleep as she does so, while remaining lucid.

Together they explore a variety of metaphorical landscapes over the night, using Zoes extrasensory abilities to determine if they should steer clear of a given location, experience, realm, mental construct and so forth. This is aided by Zoes moderate specialization into specifically "danger sense" ESP.

When they awake they quickly write down what they remember that they consider worthy of further investigation and experimentation. These include realms, locations, mindstates, entities, experiences and far more abstract things.

In this example, there's only two main arcana that are being used. The lucid dreaming method, and the psychic powers, but together they allow the two magicians to accomplish far more than they could individually.

 

Not every magical working is capable of succeeding, however. Which the next examples should demonstrate.

Nathan has downloaded a number of PDFs that, unfortunately for him, do contain genuine occult and Arcane information. He wants to perform a ritual to summon one of the Eye-Theives of Ovolomithia, a relatively small faction of otherworldly humanoids composed of layers upon layers of leathery tissue. They are known for stealing eyes, but also giving strange other eyes if they feel generous.

Unfortunately, Nathan has no knowledge of the Arcana that the writer of the PDF assumes the reader is familiar with, and is unable to truly perform the more abstract mental exercises involved in the ritual as a result, as well as having no ability to truly gather or shape the necessary energies involved. Nathan attempts to perform the ritual, and gets only a fascinatingly bizarre experience with psychoactive substances as a result.

The exact ritual isn't important in this context, just that the lack of understanding of the Arcana involved means that the ritual is, mystically speaking, not really doing anything. Granted such rituals might have a more mundane but profound effect on the participants, and there's always the vague chance that despite lacking knowledge one might accidentally tap into something real, but these are very distant possibilities. Akin to a one-in-billion chance.


However, knowledge of Arcana but an incomplete understanding of them can be far, far more disastrous than simply a ritual not working. Lets revisit Nathan at a later date...

Nathan now has a more genuine understanding of the Arcana involved in mystical practices, though he's not really done much to experiment with their limitations and interactions yet. This is unfortunate as he attempts to perform a ritual granting him passage through the All-Hallways, a bizarre realm consisting of hallways, backrooms, linked rooms and various other building interiors, all seemingly growing off of each other. The realm technically can lead anywhere, and this is an enticing possibility to Nathan.

The All-Halls is, unfortunately, fairly easy to access. Nathan prepares a closet door appropriately, by engraving the statement "To All Places" or its equivalent in several dozen languages, setting a resin that has been ritually prepared with energies associated with movement, otherworldly passage, space and time, and exploits an associative property of these energies to easily open a doorway to the All-Halls. Nathan has underestimated the All-Hallways, however, and does not realize just how confusing and disorienting of a realm it is.

Nathan enters the now-open passage to the realm and attempts to find his way to a door that leads into a hotel, somewhere, but the shifting halls and rooms over the next half-hour unsettle him. He attempts to find his way back to his entrance, but the pathways have closed off. Panicking, he tries to find a doorway that might lead somewhere familiar and accidentally falls down a flight of stairs, spraining his ankle.

He decides to leave through the closest doorway he can find, and emerges from an closet in an abandoned home, on the other side of the city he calls home. Thankfully, the All-Halls have some small measure of co-spatiality with reality, meaning that you're not likely to find yourself across the planet or in completely alien worlds with just a short stroll through it. Nathan, thankfully, did not encounter any other visitors of the All-Hallways, nor any of the deeper anomalies of the place.

In the above example, Nathan clearly understands the useful mechanisms of the various energies he treats the resin with, and demonstrates a creative use of their properties and associations between the phrase he engraved and the result he desired and how to exploit that to achieve it, but he did not have sufficient knowledge of the All-Hallways to usefully exploit them as a travel medium. He didn't know how to use what he got.

This is still an optimistic failure. If Nathan were to learn magical ways of finding directions to a goal, or found some way to influence or predict the nature of the shifting paths in the All-Halls, he could very easily render them into a useful medium.

Of course, not every failure is this much of a teaching moment. Some simply reach too far too soon, and find themselves at the mercy of forces they wished they understood better.

Some Arcana interact in clearly detrimental ways. If two classes of spirits hate each other, would you really want to invoke them in the same ritual? Probably only if you have some way to keep them from knowing about each other. What about mutually destructive energies? Forces which prohibit certain effects? Entities which you overestimated your capacity to bind and command?

Next post should be a list of more in-depth Arcana, and some more examples! Everyone loves examples, right?

3 comments:

  1. The principle reminds me how Chaos magic is supposed to work IRL, i.e. pretty much anything might work in a right frame, time and circumstances. But in the game, how would you define what is a success and what is a failure? In the example of two dreamers above they might have just as likely have a big dissonance between fluid dreamtravel and sharp and precise telepathy, and unable to cooperate. Is this left on DM's/players' discretion?

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    1. I would say that in a case like that it would depend on how these things function and what exactly the actions are. Specifically linking their minds so they both experience dreams probably fuzzes the issues away a little bit, though there might be some complications arising from ESP struggling to predict the fluid nature of dreams.
      Depending on the context I'd say its either GMs or Players disgression. The given example might not work if the two dreamers aren't very trusting for example, since even the low level antipathy might interfere with the link over the time of an entire night. It depends on how a given arcana works, its properties and how they might interact with both mundane and mystical components of a given work.
      Chaos magic is definitely an inspiration for how I treat magic in games, though I admit this one is a bit less "anything goes" and more "there's weird stuff you can attempt to understand."
      Hopefully the next post will put a lot of the confusing elements into sharper clarity, but if you have more questions I can always answer!

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  2. Fantastic stuff. This is helping me put together my "Rediscovering British Magic by way of a Big Magic Knowledge Map" game idea

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