To start with, magic is not something your character has, or something
your character does. It's something the character is, as much a part of
him as the color of his eyes or hair. The magic takes its form, the way
in manifests, from the person, from their beliefs and ways of thinking.
A good way to decide could be to ask yourself, "If attacked, what
is the character's immediate reaction?" A person who stops the attack
will have a very different mindset from someone who retaliates.
Remember also that the magic isn't something the character
can simply decide not to use. Attempting to do this is similar to willing
yourself not to see; unless you actually put out your eyes, you won't
have much luck. It is part of the character, an integral piece of his
makeup. It is a part of them from the day they are born until the day
they die. This is not to say a character's affinity is always decided
from birth, although this does happen in some cases; however, certain
tendencies can be observed early if the character has an inborn affinity
for a certain kind of magic. Note that this will also shape their psychology
-- those who might be offended at being born tied to a certain type
of magic most likely will not be -- the magic is born from their desires
and dreams. Also, it's important to note that a character's magic can
and sometimes does change as he grows; very few people end up the same
person they started as, and sometimes, the changes are drastic enough
to change the magic as well.
Another point to make is that whatever magic forms the
core concept, the character is not exactly LIMITED to that. They can
still cast other forms of magic (an ice queen casting fireballs, for
example), but they will be more difficult, and will make the casting
of the magics that they are aligned with more difficult as well, lessening
that character's affinity. If the differences are extreme enough, and
the affinities stretched too far, injury, shock, or death can occur
-- often accompanied by some sort of magical backlash.
The changes the magic wreaks upon a character aren't
always negative, nor are the always beneficial. The changes bring a
character closer to the central idea of the magic they wield. There
are three basic types of changes: physical alterations, innate abilities,
and mental changes. Those I list here for example purposes are only
that -- examples. Use your creativity. The ST's have a right to enforce
alterations if they deem it necessary -- all changes, ST or otherwise,
will be reviewed by me if there are any disagreements.
- Physical Alterations: Change the wielder's body,
anything from a shift in eye or hair color to a loss of mass to rotting
of the flesh to idealized perfection of same. I point to Lasander
Shadowlove, a Windlord, as an example: he was born blond haired and
blue eyed; over the years, both his hair and eyes have become a stormy
gray. This is also a reflection of how he tends to focus on the storm
aspect of Wind in his magic. Lasander also weighs much less than an
ordinary person of his build; about half as much. Lasander is surrounded
at all times by a swirling, mild breeze, which can be troublesome
in dusty or sandy areas (though he himself is immune to such effects).
Physical changes are usually swift to instantaneous, and are usually
in response to overuse.
- Innate Abilities: All characters, if their magic
is something that could normally harm them, are immune to manifestations
of their magic's nature. A Firelord will be immune to fire, including
the effects of smoke or heat; the Windlord Lasander is naturally acrobatic
and cannot be hurt by falling or similar problems, as well as being
immune to sand or dust storms. A WaterLord can breathe under water;
a PoisonQueen would be immune to poison -- you get the idea, I am
certain.
While immunities are present from birth, other abilities may develop
as the character's magic does. Lasander may speak any language, for
example.
- Mental Changes: Slowly being turned into an elemental
force or concept includes being brought slowly to accept the mindsets
of these concepts or ideas. In a way, it's the mind that shapes the
magic, as well as the magic shaping the mind. IceQueens may become
more and more removed, distant, and aloof; Firelords will become increasingly
reckless and impatient; Windlords, diffident and easygoing; and Earthlords
stubborn and thoughtful (maybe even a little slow). Again, don't be
limited to the Elementals -- between you, the ST, and even myself
if I'm available, I am certain things can be hashed out to mutual
accord. Mental changes occur slowly and don't always have a trigger,
per se. They're more or less constant if the character doesn't guard
against it, like a drift.
Below is a listing of a few different magical abilities
and skills that you as the player require knowledge of to play your
magically adept character.
Resonance
Power calls to power. When a mage is close to someone
whose magic is of the same general type or similar focus as theirs,
both mages will experience an increase in power and a decrease in
resistance to the magic's effects. They will also feel a pull toward
each other, an attraction that is more spiritual than physical. Mages
of any type seem to draw others; thus they tend to meet each other
more frequently than you might guess.
When mages of opposite types or opposed magics meet,
the resonance is slightly different. They do not immediately dislike
each other; indeed, there are stories of opposed elementals becoming
great friends. However, they will not recieve the boost effect, although
each can aid the other in resisting the synergy effect. That is, when
both are using the magic, they can use each other to stabilize themselves,
letting them push harder than they ordinarily could.
Push
I've mentioned a lot about minor and major effects,
but haven't really given you any kind of scale to work with. A good
rule of thumb is this: if it's an effect that directly affects a person
(not their belongings, but they themselves), it's a major effect.
Generally, anything that would require a major effort
to do physically requires the same effort magically. Thus, it's a
minor effect to snuff a candle, or even a roomfull of them; calling
a storm, on the other hand, is a major effort, no matter how localized
it is.
Exceptions to the rule of thumb mentioned above are
certain magics involving mental or emotional control. Influences and
subtle effects are almost always minor; however, if you overcomplicate
things, you may find yourself pushing before you know it. Domination
is always a major effect; the more people you affect, the harder it
is. If dominating one person involves a push, it's probably a bad
idea to try and dominate a whole crowd. ST's and players, some common
sense here: if it sounds difficult or complicated, then it probably
involves a push.
Backlash
Pushing incurs backlash. The degree of the backlash,
and the nature of the effect, depends on the character's magic and
on how hard they pushed. This is where things get complicated, because
affinity has to be taken into account. Remember that as a person grows
closer to his magic, things get easier; effects that once were major
may now be minor. I will trust my players and ST's to handle this
responsibly in my absence. Backlash effect will be one of those things
discussed when characters are discussed with the ST's. Again, I'll
give elemental examples in the form of the Shadowloves: Cinder is
a fire mage, and burns when he backlashes (that is, burns spontaneously
appear on his body); Ciera is ice, and slowly freezes, experiencing
hypothermia and stiffness; Lasander's mind breaks down, causing problems
concentration and difficulty remaining conscious.
Resistance
Normal, nonmagical humans have an innate resistance
to magic, for whatever reason. This is why anything that directly
affects them physically requires a push.
If a need to express that resistance comes up, the
players can use whatever method they choose to resolve it. If you
can't decide, you can always roll a die and the win goes to the higher
number.
There is no system for this room, and I'd like it
to stay that way. I've found a single die roll to be a very effective
and fair method for adjudicating disputes.
More on The Syngery Effect
The closer someone becomes to the nature of his magic,
the harder it becomes for him to change further, and the more they
must push in order to be further changed. Most mages find a happy
medium in this regard. However, the closer you get to that point,
the more you WANT to use the magic. It's an addiction.
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