Magic Use in Malpos in Malpos | World Anvil

Magic Use in Malpos

The interaction between magic and mortals in a fantasy setting heavily impacts the worldbuilding of that setting. Who can use magic, how it looks when used, and how much is known about it can provide intense lensing to any situation magic is involved in. The time and place of a story (through ages, continents, and even towns) have change more nuanced aspects of magic use but there are certain fundamental aspects that should be understood to make the best use of magic in Malpos.
 

Magic is Obvious

If an individual is weaving magic, very rarely is it done without being noticed. The specifics of this idea are drawn from the game being played with D&D 5e using Somatic, Verbal, and Material components. The most troublesome of the components is usually Verbal with words of power needing to be announced like Gandalf in Rivendell or at the Bridge of Khazad-dûm. Unless a creature is highly distracted or unaware, any spell casting within 60 feet of them is guaranteed to be noticed with more perceptive creatures noticing it from even further away (120ft in a quiet environment is noticeable even). The flares and interactions of magic through Somatic and Verbal components can also be distinguished at a distance as well. If you prefer more subtle magic, I encourage you to look into things like psionics or the sorcerous Subtle Spell options. They will let you get away with a lot more. Their trade off is that when more significant NPCs learn of your subtle capabilities, they are likely to be more suspicious or ruthless. Malpos is a "loud magic" world and the use of stealthy magic is considerable.
 

Not Everyone Can Do Magic

The ability to weave magic (either arcane, divine, or in between) is a rare thing in the general public. Even in the later Age of Heroism where there are many magical academies spread across the world, many students don't get beyond being a sage. Those that learn magic may only have cantrips or 1st tier spells. Individuals capable of 2nd and even 3rd tier spells are rarer still and likely find use in greater organizations or become adventurers to make the most of it.
  It is assumed that every Player Character has the latent potential for magic that most of the populous lacks. Whether the player ever chooses magical options, they still have the choice in the world space.
  Magical Races
There are some races with different game systems that innately learn a tiny bit of magic. Whether it is a bloodline connection of primal power or a culture of taught magic, the fact that every member of the race is capable of magic is a significant thing. Of the common demi-humans, high elves have a history of racial magic use. The entire race's potential for magic plays into outside races' reverence and stereotyping of the elves.

Using Magic on or Near Someone is Seen as Aggressive

This is not to say that magic use is evil or illegal. Different cultures view different types of magic in different ways and have differing laws. The one thing that is shared through the bulk of Malpos' history is that the use of magic is a show of power. Magic can do incredible things. While Players and savvy NPCs know what spells do and understand the limitations of the magic, the common folk don't necessarily know much beyond what they see. It is an immense amount of power not shared by all that is filled with unknowns. Even non-harmful pranks are usually seen as flaunting the ability to kill. A thrown firebolt near someone is the equivalent of pulling out a gun in a store. A Hold Person on someone being rambunctious is the equivalent of having five sniper reticules on someone letting them know if they do anything you don't like, you can kill them with no ability to fight back. While more powerful NPCs may understand the context of such spells, the flaunting of power and your willingness to use it can change opinions suddenly.     Tiers of Magic in the World Understanding the levels of power known in the world can help PCs understand their place in it. It is important to remember that Player Characters break these norms for one reason or another and are likely to gain the attention of other powerful individuals because of it. Ancient enemies or those that serve as an aggressive vessel for a god may also reach higher tiers than normal similar to PCs.
Cantrips & Tier I spells: Learned by those of latent capability with proper training.
Tier II & III spells: Those that have latent potential that pursue their craft for a handful of years.
Tier IV & V spells: Individuals that have dedicated decades to a craft or have made sacrifices and taken risks to get to where they are.
Tier VI & VII spells: The peak of what any magic wield would ever expect life. To reach this level takes Fate, Luck, and a single-minded pursuit through dangerous barriers.
Tier VIII & IX spells: Few ever reach this level of mastery in myth or presence. Archmages gain such a level through the sacrifice of much. High priests of powerful gods in their temples may be blessed with such miracles as these.

  NPCs and Tier IX Spells
Within the worldspace, all significant NPCs that gain 9th level spells are the pinnacle of their field or are the near-avatar of their god when performing such a miracle. They have cracked the code to or been granted the blessing of a single 9th level spell appropriate to their specialty/domain. With the sacrifice of the other 9th tier spells comes a freedom of other abilities related to that spell.
  The Wish spell is usually reserved for genies and other creatures notable for that capability. This does not prevent players from taking it but rather makes it notable that they can.   Tier X Spells
The absolute pinnacle of a school of magic or divine domain, the weaving of Tier X effect is reality breaking. Individuals that master an aspect of reality of this degree tap into a power of the gods with the binding deific laws to keep it in check. Tier X effects take a Year and a Day to prepare but come with such power as to not be resisted. They cannot be countered, overcome anti-magic auras, and automatically hit. The first player-witnessed use of a Tier X effect was when the lich The Restless Anointed performed Vivicrosis on the paladin leading the assault on his lair. While the whole specifics are still unknown, it is known that the paladin was instantly transformed into a death knight under the Restless Anointed's control.
  Tier X Spells typically serve a narrative role and are unlikely to be implemented by Player Characters. It is rare to reach 9th level spells in a given campaign let alone breach them. However, if a player wishes to cement their character in Malpos' magical history, there are steps they can take to lay the groundwork for their Tier X spell. First, when selecting 9th tier spells they should avoid Wish. This is not to discourage its use but to develop a barrier between the generalist and the specialist. By narratively placing Wish outside the realm of most casters, this provides PCs who take it their own special option more accessible to use in-game. Next, players should roughly define what kind of specific effect they want for their Tier X spell that also lines up with their characters specialty. This specialty is likely to be determined by mechanical choices such as subclass. Finally, they should learn every lesser spell they can that even comes close to it's idea. Using Vivicrosis as an example, this would mean learning ever spell that creates undead either directly or if the spell slays the target (such as Finger of Death), every spell that does necrotic damage for the putrification, and domination spells for the unending control. This step should be easily since most of those spells will have already been gained in building towards a specialty and theme.

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