Friday, December 27, 2024

Beyond Vancian Magic: Applied Arcana

 I was already planning to make a post about the "Arcana" of Kith and Kin, as a demonstration of how Arcana can be used to color the magic of a world and shape its structure. Then the blog carnival started and what do you know, its about non-vancian magic! Neat!

If you're unfamiliar with my "Arcana" design philosophy of magic, here's a whole post explaining it. In short, "Diegetic Magic" is a good enough summary.

Idk what I'm supposed to do to get this to count for the carnival. Guess I'll just post it where most of those are.

General warning for some stuff that is typical to magic. Animal (and human) sacrifice, mental effects (mostly under the "possession" section) and discussions of sympathetic and similar magical connections that can agitate some elements of psychosis and OCD. Take care of yourself.



Kinds of Arcana

For the purposes of Kith and Kin I am going to split Arcana into three major classifications. This is not how arcana in general, that is "across games", work. This also isn't strictly a recognized in-universe split.

Also in-universe these will probably be called something along the lines of "Wisdoms" or "Magical Secrets". "Arcana" feels too "modern" a term.

Regardless, its a useful way to approach them from a design standpoint.

Root Arcana are some basic facts about the world. Core assumptions that build the rest of the magic system in this case. They are like the "laws of physics" or the "fundamental forces" of magic, or possibly more like "Themes."

Branch Arcana are any arcana that result from the former. They are learned or developed individually, and suggest at at least one Root Arcanum. These are examples of actual magical activity.

Leaf Arcana are specific, distinct magical things, rather than broader skills or consequences like Branch Arcana. Listed examples are more akin to game spells, though some powers are listed in the examples.


A Note on Consistency and Fairness, I generally will require 3d6 rolls for magical actions, with the ranges of 3, 4-5, 6-8, 9-12, 13-15, 16-17 and 18 corresponding to different levels of success. Context and skill with increase and decrease the number of d6s added, though only the top or bottom 3 will be counted. What is possible is thus a bit context-sensitive. Its more important that this system feels consistent and fair than it actually being those.



Root Arcana

There are five, listed and described in no particular order. Magical workings can be subtle or flashy. Subtler magic is easier and more common (and is more "real" in that it feels possibly coincidental or circumstantial) but flashier magic does exist.


Altered States: The cosmology of Kith and Kin is psycho-spiritual, and in order to tap into the intrinsic power held in the cosmos it is sometimes necessary to uproot oneself (even if temporarily) from some basic perceptions and assumptions. Thus, altered states of mind are (generally) necessary. These can naturally peel back the perceptions of the world to reveal the spiritual realms entwined with it, and that is one of the core benefits of these, but it is often necessary to dip into them in order to access truly flashy magic.

There are five rough levels of these for game purposes. Minimal (Minor, Tone-altering), Weak (Minor, Minuscule game effects, slight hallucinations), Powerful (moderate bonuses/maluses, flashes of other realms, can see spirits), Heroic (Entering other realms entirely) and Extreme (cutting straight to the heart of another realm).

The levels are a combination of Pariahs measurements, with the first two instead becoming three akin to this Altered States system.

Importantly, this means there is a certain level of subjectivity in the cosmology and metaphysics of Kith and Kin. Its not entirely "post-modern", but individual experiential phenomena are Important in a cosmological and metaphysical sense.


Spirits: Kith and Kin is animistic, but its also weird. Spirits have no true universals, other than that everything is technically a spirit (or multiple spirits) and that they are more beings of their own nature than anything else, obeying their own structure over any "physics." A spirit of the land can do "spirit of this land" things quite easily, especially within the space it occupies, but beyond that it might struggle. A free spirit on the other hand, may be capable of acting just about anywhere, but might be limited to some phenomena. Spirits (much like spiritual realms) are not limited in what they can be. They can be ghosts, elementals, animal souls, your own souls, dream characters, shadows, people from other realities, alien consciousnesses, animate concepts, stories that have taken on a life of their own, elements of personal subjective experiences and many more things.

Spirits can be called upon for magic (invoking them in a ritual), or targeted by it (as with summoning and binding). Generally they are limited by their nature and whatever cycles (if any) they follow. They are not omnipotent but they are potent. Magic users who mostly rely on spirits are something like paleolithic diplomat-priests, negotiating with spirits on behalf of their community (or just themself, as the case may be).

A detail that also applies to the next arcana, is spirits explain a sort of "inertia" the world(s) have. Subtler magic is easier because spirits (including ones own souls) resist changes from outside.

What they do can be subtle, flashy or anything in between. Depends on the character of the spirit really.


Souls: Your own spirits. At least five are widely recognized, those being the physical shell (body), the vital breath/blood/movement (life force), Free-Spirit (subtle body) and Waking-Spirit (the mind). These might have further subdivisions, or be classifiable, but as with other realms and spirits there is a certain subjectivity to this.

Your souls are part of you, so you have a certain level of assumed power over them. Your souls also generally explain any magical talents you might have. Prophetic visions, Ghost-Walking, natural tendency to slip into altered states/other realms... These can also often be described by naturally existing in a semi-altered-state at all times (or falling into them easily).

These can be a path to power. There might be a part of your soul that relates to simply "Magical power". It would be extremely weak at first if you have no talent for it (i.e. no Trait relating to it), and even then it wont be anywhere near extremely impressive. Twists to ones soul can also encode mystical powers, "spells" of a kind. These are less like "wizard spells" and more like "Things you can now do and train up in power."

These can also be affected by magic, of course. Most "curses" or "talents" are some twist or distortion to ones soul(s).


Esoteric And Exoteric Connections: Binding everything together are connections both obvious (Exoteric) and subtle (Esoteric). An Exoteric connection is simple. If A causes B then A and B are connected, much the same if B causes C. An obvious causal connection.

Similarly, physical contact is about the most obvious physical connection possible.

Esoteric connections consist of those less obvious connections via some subtle aspect of reality. Some basic examples are sympathetic (like affects like), correspondent (things look like what they are), contagious (once together always together), symbolic (the image is the thing, representation grants power), composition (the part can affect the whole) and so on.

These connections exist by default but can be protected against (often by using other connections). They weave into spirits and souls, thus summoning spirits requires objects, times, activities, locations and so on that are "linked" to them in some abstract way.

This is the principle that also allows you to call upon spirits to help with magic, and is why you cant just use any damn thing to do anything.

 

Sacrifice: The balancing principle. Put simply, "You get what you put in." This is the element that suggests the more time, blood, sweat, tears, lives and so on put into a work the stronger, broader, deeper and so on it will be. This doesn't mean you need sacrifice to do magic. A circle scratched in the earth with a prayer of protection (or a promise of protection) will hold some power, albeit only enough to protect against the most impotent spirits and/or animals. This is similar to altered states not strictly being "required", but helping a lot.

Some costs can be easier. Some souls beings have might have natural power or energy to expend, but this is not strictly default (except for some spirits perhaps).

This is less conservation of mass/energy and more conservation of "fairness". A "curse" or pain or a "trial" can be a cost. Sometimes the "Cost" is paid to some specific thing directly, such as a spirit, and sometimes it is simply fuel for the magic itself. This isn't thermodynamics we're talking about. Its magic.



Branch Arcana

Branch Arcana are constructed from the assumptions of the Root Arcana. There are infinitely many, but some examples in no particular order might be...

  • Spiritual Sensitivity: Some individuals have a natural tendency to slip into altered states of mind, as a consequence of some spiritual sensitivity in their souls. This allows for ease of entering magical mindsets and seeing spirits. This will combine with other "talents".
    • Soul Flight: Often when the natural altered state enters a "heroic" dose, it often allows for soul-flight rather than simply entering another realm, though that can still be a consequence.
  • Divination: A skill. Using some mild spiritual sensitivity and possibly lower altered states to read subtle connections across space and time.
    • Prophetic Visions: Altered states up to Heroic, with Heroic slipping fully into the vision. Can be drug-induced, or a consequence of spiritual sensitivity. Rely on subtle connections and altered states more severely.
  • Bestial Communion: Subsisting off the entire body of an animal of moderate size (or a sufficient number of smaller, or portions of a larger that have the preserved ratios of tissue varieties) ritually, often in an altered state, one can take on the aspects of various beasts, birds and even crawling things like insects and worms.
    • Therianthropy: Physical transformation into a beast or beast-hybrid. A curse, so "sticky" magic tied to the self and thus soul. Often done as punishment, but due to the dynamic nature of the soul it can twist and warp from a curse to simply a thing you can do. May be possession by an external spirit instead. 
  • Summoning Spirits: Conjuring spirits requires reagents and actions, contexts really, related to the spirit. A bloody spirit of the moon for example might require the reflection of the moon and blood dissipating in water. Often an altered state of mind is required, to more properly tune oneself to alternate realms, and sacrifices to lure or draw their attention. Rarely, simply calling their name can be enough, if the relationship is deep enough.
    • Realmwalking: The ability to bring ones physical body into spiritual realms is a rare capability indeed. One possibility is allowing some spirit to summon you, as you might summon them. This is rare, as few spirits want to summon something that combines impotence and capaciousness as well as a mortal does, and most mortals loathe to grant that kind of power over oneself, but it is done sometimes. Other methods involve altered states and similar kinds of magic to summoning. Im sure you can develop your own ideas at this point.
  • Binding Spirits: Bindings require using some sorcerous method to restrict the available actions of a spirit. A basic example is a circle scratched in the dirt charged with some sacrifice, which restricts the movement of a spirit. The circle demarcates an interior and exterior and the sacrifice charges it with some power beyond simply time, effort and hope. Other forms of binding are possible.
    • Living-Dead: Binding spirits to a corpse-vessel, granting the spirit control over the dead body. If bound properly, a loyal and possibly powerful servant can be gained. Weaker ones are easier to bind, obviously. Sometimes spirits will let themselves be bound to vessels to gain bodies.
  • Possession: Often times spirits (and magic in general) cannot simply overwhelm the will and mind of a host, due to the spiritual inertia of ones own souls. The exceptions are particularly powerful spirits and magic, and contexts in which the will of the host is compromised, such as sleep or some altered states. Instead, warping emotions, sensations and memories are often required to shape the behavior of the host, but the host still has inertia and can often resist these.
    • Hauntings: Possession often requires either extreme power or extreme subtlety, which most spirits cannot provide in the required amounts to actively impose themselves. Even the subtler manipulations require one to possess enough power to redirect the inertia of the hosts soul in some way. Thus, hauntings are often the preferred dominion of spirits and most will want to simply possess a dead or "vacant" body if possession is required. These cause effects to the host, but are more akin to things happening around them, such as poltergeist activity. Still, small changes to the host (such as bouts of pain, twitching or brief hallucinations) often occur.
  • Curse-Dolls: A representation of someone, built from cloth and stick and charged with locks of hair, blood or even small bones taken from the target. If the link is extreme enough, it can act as a stand-in for the person themself. Subtle connections such as these are incredibly useful, and despite the name curse-dolls can be used in a way beneficial to the target.
  • Magical Languages: Languages spoken not with the physical tongue, but with the subtle elements of ones soul. Often allow for communication with inhuman spirits (or folk who do not share a language) without an altered state. This consequentially allows one to communicate, and thus attempt to change their behavior. This is done very similarly to how one does with other people. Threats, bribes, offers and so on. Some examples are:
    • Fur-Tongue: Mystic language of beasts with fur and fang.
    • Scale-Tongue: Mystic language of the scaled creatures of the land. Includes landbound feathery things.
    • Wing-Tongue: Mystic language of the things that fly and the winds they ride.
    • Shell-Tongue: Mystic Language of things with hard exoskeletons.
    • Water-Tongues: Mystic languages of the aquatic spirits and beasts that occupy them. Split into Rivertongue, Laketongue (Includes ponds), Seatongue (Includes near the surface of the oceans) and Oceantongue (primarily the vast lightless depths).
    • Root-Whispers: The whispering language of the forests and all that compose them, including the fungal threads. If understood can be "heard" (smelled?) as a faint murmur if one head is close to the ground.
    • Celestial-Thundering: Thundering language of celestial spirits, quite literally thunder. Dangerous to speak. Storms may provide some information, but are often just involving warcries.

 

 

Leaf Arcana

The provided examples are more akin to "spells" from other games. Think of them like dnd "cantrips" that can be trained to be stronger, more complex, and so on. They can also be enhanced by increasing whatever cost is built in to them. Other "Leaf Arcana" exist, but most of the ideas I had are more akin to these. Summoning and binding rituals for specific spirits would also be examples. The names are just for flavor. Most of these involve twists to ones souls allowing one to cast them naturally, but leaf arcana are not restricted to just "spells". Its just a name for any very specific magical thing one does.

  • Fires of the Heavens: A gift given by (or stolen from) celestial spirits of the upper air. Heavenly fire is infused into the flesh. When called upon, one may unleash the pure power of lightning, and the thunderous after effects. The sorcerer is only mostly protected from the effects. The cost is that calling upon it may cause seizing, electrifying pain and burns, depending on the power.
  • Dead Flesh Obeys Me: Casting off small parts of ones own souls to animate dead flesh with the mere motes of spiritual power one has birthed. Painful and exhausting, often involving sweating blood or layers of skin stripping away to fuel it. Crudely animates dead flesh for as long as one can withstand the pain and remain focused. More like disparate body parts clawing and flinging themselves around than anything sapient.
  • My Own Breath, Commanded: Using ones own spirit to sieze control over ones breath, something which is already "under your power" and thus easier to control. Allows very mild control over the winds to begin with, honestly like a large number of people blowing fairly hard, but greater exhaustion and training can improve this. Requires one breath out if it blows away from you, and breathing in if it blows towards.
  • My Pain Wounds You: Forcing a causal sympathetic connection to a target, and magically altering what actually carries between the two. Pain transformed into actual wounds. Can be made easier by suffering actual wounds in the casting.
  • The Cold Touch of Death: Ritually allowing ones hand to become frostbitten, and binding deathly power to the dead flesh of the hand, magically preventing it from causing horrible infections and necrosis. The hands still functions as a hand, but is crude, numb and slow, unable to precisely move. Its touch carries the horrible chill of death and frost with it, to any who touch it, regardless of intent.
  • My Dreams Laid Bare: Using ones power over their own dreams to project glamours of sensation, emotion and memory into the world. Flimsy and easy to "wake up from" at first. Effectively no cost, except for the focus required, but very very weak at first, requiring training to bring forth greater effects than prickles of sensation, bursts of intrusive emotion and subtle deja-vu.
  • The Glory of Daylight: Minor celestial spirits of the daylight sky are bound to ones own souls, carrying a mere fragment of the suns brilliance. A bright aura of light springs forth from the sorcerer, carrying the mystical effects of daylight for a small area. Unfortunately, the temperature of the sorcerer will increase with each moment, faster the brighter the light. This will only stop and begin to reduce when it ends.

 

 

 Questions?

I welcome questions about this since they'll help me define this better and better, while keeping the magic system abstract enough to still "work" as magic rather than science.

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