Logos&Eidos
Sage
I am in need of help.
I built a magic-system and it seems mechanically sound; at least it gives me less conceptual headaches than its prior iterations. However the system is in dire need of flavor, a sense of tradition, mysticism and otherworldliness , to makes the abilities that it grants more than just magic derived super powers.
The Jedi,The Aes Sadi and The Techno Mages of Babylon 5.
Are possible sources but that would still require a whole lot of remixing.
The Thaumaturgy system.
Thaumaturgy the Art of the wonders, is a vocation practiced by a rare few, between 1.5 and .05% of the population.
All Thaumaturgists attained their power by mastering “the surge”, a consequence of opening themselves to the aether and attempting to grasp its power. Those that succeed either through natural ability or a combination of dedicated training, preparation and of course luck, awaken as Thaumaturgist. Gaining the ability weave threads of aether into patterns (thaumaturgical workings) that effect the world.
The unfortunate potential Thaumaturgist who fail to control the surge’s power have one of three fates.
1. They experience some pain and mild metaphysical damage which will heal in time.
2. The ability to control aether is burned out of them.
3. The surge kills the neophyte perhaps spectacularly with them being consumed from within by pale flame.
The risk involved with developing thaumaturgical abilities is part of the reason for the scarcity of Thaumaturgists. Few people are willing to gamble with their own lives or the lives of their children in an attempt to gain metaphysical power. All of the preparatory training, magitechnology, psychoactive drugs, the assistance of specially trained Thaumaturgist. Can make the awakening less dangerous and more likely to succeed, but there are no guaranties. Thus most Thaumaturgist are drawn from the ranks of the Naturals, those gifted few who instinctively know how to ride out the surge.
Thaumaturgy has two disciplines.
Native (needs a better name) which are Arts accessible to all Thaumaturgist, Portalogy, Vitalism, Plasmics, Weaving and Fraying.
Elemental Arts which require that a Thaumaturgist possess the a corresponding affinity to an art in order to use it.
1. Fire(Heat).
2. Light.
3. Electricity.
4. Force. It starts as mostly being kinetic energy which can be tuned to effect different phase of matter. More sophisticated effects can mimic the gravitation, and inertia. Force Arts also contain alchemy, transmuting matter through a fine usage force.
5. Entropy. I honestly have little idea how to implement this element.
Thaumaturgist can potentially develop powerful passive abilities as a result of the higher levels of aether flowing through their systems. With training they can tune their bodies to draw sustenance from the aether reducing the need for food and rest, speeding healing and extending the life span, enhancing physical ability.
I built a magic-system and it seems mechanically sound; at least it gives me less conceptual headaches than its prior iterations. However the system is in dire need of flavor, a sense of tradition, mysticism and otherworldliness , to makes the abilities that it grants more than just magic derived super powers.
The Jedi,The Aes Sadi and The Techno Mages of Babylon 5.
Are possible sources but that would still require a whole lot of remixing.
The Thaumaturgy system.
Thaumaturgy the Art of the wonders, is a vocation practiced by a rare few, between 1.5 and .05% of the population.
All Thaumaturgists attained their power by mastering “the surge”, a consequence of opening themselves to the aether and attempting to grasp its power. Those that succeed either through natural ability or a combination of dedicated training, preparation and of course luck, awaken as Thaumaturgist. Gaining the ability weave threads of aether into patterns (thaumaturgical workings) that effect the world.
The unfortunate potential Thaumaturgist who fail to control the surge’s power have one of three fates.
1. They experience some pain and mild metaphysical damage which will heal in time.
2. The ability to control aether is burned out of them.
3. The surge kills the neophyte perhaps spectacularly with them being consumed from within by pale flame.
The risk involved with developing thaumaturgical abilities is part of the reason for the scarcity of Thaumaturgists. Few people are willing to gamble with their own lives or the lives of their children in an attempt to gain metaphysical power. All of the preparatory training, magitechnology, psychoactive drugs, the assistance of specially trained Thaumaturgist. Can make the awakening less dangerous and more likely to succeed, but there are no guaranties. Thus most Thaumaturgist are drawn from the ranks of the Naturals, those gifted few who instinctively know how to ride out the surge.
Thaumaturgy has two disciplines.
Native (needs a better name) which are Arts accessible to all Thaumaturgist, Portalogy, Vitalism, Plasmics, Weaving and Fraying.
Elemental Arts which require that a Thaumaturgist possess the a corresponding affinity to an art in order to use it.
1. Fire(Heat).
2. Light.
3. Electricity.
4. Force. It starts as mostly being kinetic energy which can be tuned to effect different phase of matter. More sophisticated effects can mimic the gravitation, and inertia. Force Arts also contain alchemy, transmuting matter through a fine usage force.
5. Entropy. I honestly have little idea how to implement this element.
Thaumaturgist can potentially develop powerful passive abilities as a result of the higher levels of aether flowing through their systems. With training they can tune their bodies to draw sustenance from the aether reducing the need for food and rest, speeding healing and extending the life span, enhancing physical ability.