The term magic itself within this world, refers to fundamental concepts and observations that humans can see yet don't understand. Effectively it's unknowns. Those, especially within a fantasy world, that don't make sense on the surface without deep investigation, such as how the human body works or how a system of events operates within the conjuration of an otherworldly creature, as two wildly different examples.
Magic- the fantasy vibe kind- is known as Sorcererycraft or just 'Craft' in most cases. Naturally, those that do use this magic are known as Sorcerers.
It runs the gambit of usual types; there are common wizards, magicians, necromancers, elementalists, but within this system there's a particular rule.
The more one knows about something, the less effective it becomes.
This often encourages Sorcerers to find a specific Craft that speaks to them, and little is also known about, resulting in magical communities that still branch in the same way, but instead of every wizard having access to the same type of spells, each one prefers to focus on mastering one specific, or one small set of those very spells. Each Sorcerer has one that calls to them and them alone, giving them a 'signature move' of sorts that acts as their strongest ability. Because of the knowledge caveat, these spells are often kept as trumpcards; top secret special abilities that they only pull out in desperation because those who know about it means it loses its potency. These abilities are naturally referred to as one's 'Unknown'.
While preferring to keep them completely hidden from one another, there's a range of power potency that can be lost. Someone catching a glimpse of the ability wouldn't cause it to wane by any significant amount, while someone who looks into the ability, committing it to memory as well as learning about its various aspects, and coming to master and understand it to the same extent effectively halves its power between two Sorcerers. This lends itself better to abilities that have high complexity, as it makes them more difficult to learn. That being said, half the power of a giant laser beam is still a giant laser beam, and not knowing an ability's drawbacks can make the difference in power when it matters most.
There are a few families of Craft- considered the Fundamentals- that never fade in power, within each school. Those who would manipulate the elements often master a single specific element, while the 'common' wizard often manipulates pure energy to maim his foes, though since these are basic spells, they're often just as suitable to someone picking up a different skill; for instance a Sorcerer might hide the fact that he has a magical power by learning to fight like a soldier instead, while another might invest his entire life into understanding the system and come to learn multiple powerful Unknowns as opposed to ever mastering a Fundamental.
It should be noted that not all Crafts are wholly unique- as two might be extremely similar with slightly tweaked properties to suit their user- but the fact that it remains unknown often brings its power to the same high level. Unknowns can be anything from a massive laser blast to a move that has long setups and many different rules, to a transformation such as altering the body's composition to be rubberlike or being able to disconnect limbs and make them float around.
Unknowns that are particularly strong often come tweaked with drawbacks as a form of power augmentation. Sorcerers learn that imposing drawbacks seem to increase the potency of their spells, even their Fundamentals, and have embraced that as a sort of tradition. To purposefully shackle yourself to the whims of fate and embrace risk, one bears the chance to obtain even greater rewards. As a result, the most powerful Unknowns are often as fatal to the person on the receiving end as the Sorcerer who flung the spell in the first place, while those who imposed specified drawbacks onto their Fundamentals often adapt whole fighting styles, often to the degree of understanding that it puts them on par with some of the more average Unknowns.
Seemingly magic exists purely for the sake of destruction in this world. Very rare is there Craft that creates or mends, and even those which due are often for the purpose of creating an item for destructive intent. Unlike most concepts which are balanced, this force is a chaotic energy which breaks down, not builds up. There are no 'pure healing' abilities, and the very single-digit few that exist are formed from warped interpretations of the meaning.
As for actual, in character rules, you can keep them secret from other players, but you have to DM them to me for approval.
Magic- the fantasy vibe kind- is known as Sorcererycraft or just 'Craft' in most cases. Naturally, those that do use this magic are known as Sorcerers.
It runs the gambit of usual types; there are common wizards, magicians, necromancers, elementalists, but within this system there's a particular rule.
The more one knows about something, the less effective it becomes.
This often encourages Sorcerers to find a specific Craft that speaks to them, and little is also known about, resulting in magical communities that still branch in the same way, but instead of every wizard having access to the same type of spells, each one prefers to focus on mastering one specific, or one small set of those very spells. Each Sorcerer has one that calls to them and them alone, giving them a 'signature move' of sorts that acts as their strongest ability. Because of the knowledge caveat, these spells are often kept as trumpcards; top secret special abilities that they only pull out in desperation because those who know about it means it loses its potency. These abilities are naturally referred to as one's 'Unknown'.
While preferring to keep them completely hidden from one another, there's a range of power potency that can be lost. Someone catching a glimpse of the ability wouldn't cause it to wane by any significant amount, while someone who looks into the ability, committing it to memory as well as learning about its various aspects, and coming to master and understand it to the same extent effectively halves its power between two Sorcerers. This lends itself better to abilities that have high complexity, as it makes them more difficult to learn. That being said, half the power of a giant laser beam is still a giant laser beam, and not knowing an ability's drawbacks can make the difference in power when it matters most.
There are a few families of Craft- considered the Fundamentals- that never fade in power, within each school. Those who would manipulate the elements often master a single specific element, while the 'common' wizard often manipulates pure energy to maim his foes, though since these are basic spells, they're often just as suitable to someone picking up a different skill; for instance a Sorcerer might hide the fact that he has a magical power by learning to fight like a soldier instead, while another might invest his entire life into understanding the system and come to learn multiple powerful Unknowns as opposed to ever mastering a Fundamental.
It should be noted that not all Crafts are wholly unique- as two might be extremely similar with slightly tweaked properties to suit their user- but the fact that it remains unknown often brings its power to the same high level. Unknowns can be anything from a massive laser blast to a move that has long setups and many different rules, to a transformation such as altering the body's composition to be rubberlike or being able to disconnect limbs and make them float around.
Unknowns that are particularly strong often come tweaked with drawbacks as a form of power augmentation. Sorcerers learn that imposing drawbacks seem to increase the potency of their spells, even their Fundamentals, and have embraced that as a sort of tradition. To purposefully shackle yourself to the whims of fate and embrace risk, one bears the chance to obtain even greater rewards. As a result, the most powerful Unknowns are often as fatal to the person on the receiving end as the Sorcerer who flung the spell in the first place, while those who imposed specified drawbacks onto their Fundamentals often adapt whole fighting styles, often to the degree of understanding that it puts them on par with some of the more average Unknowns.
Seemingly magic exists purely for the sake of destruction in this world. Very rare is there Craft that creates or mends, and even those which due are often for the purpose of creating an item for destructive intent. Unlike most concepts which are balanced, this force is a chaotic energy which breaks down, not builds up. There are no 'pure healing' abilities, and the very single-digit few that exist are formed from warped interpretations of the meaning.
As for actual, in character rules, you can keep them secret from other players, but you have to DM them to me for approval.
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