Magick Physical / Metaphysical Law in Wreth | World Anvil

Magick

Power of the Gods
Arcane energy is a real, tangible law in the world of Wreth that has a significant impact on the lives of men. In the hands of the steadfast, it provides a powerful tool to resist the armies of darkness amassed against the congregations of civilization. In the hands of the wicked, it represents a terrifying force of evil.
Be wary, though, for all magick is fueled by the energy of souls. The gods may wield this power with impunity; but for the sons and daughters of men, bending magickal power to your will always comes at a cost.
To quicken any dweomer, no matter the discipline, you must hold in your mind a memory that resonates with strong emotion, positive or negative. When cast, the magick steals the memory from your spirit. Some magi who cast intensely powerful dweomers have empty souls--their mind is intact, but they are devoid of all feeling and personality.
Such is the price of wielding magick.

Rules


Whenever your character works a dweomer, whether from a scroll, book or from hir own knowledge, you must relate a vignette from the character's life. It may be any story, but it must have some emotion attached to it: nostalgia, love, fear, hatred. Broadly speaking, the importance of the memory must be proportionate to the power of the effect, but that is a minor detail. It's the story that's important.
You cannot use the same vignette more than once--the tale is stolen from the character, so you must make a new one each time you cast any dweomer. A vignette should convey the general emotion intended, but it should not take long to tell. If you need a guideline, think 1-2 minutes. After the dweomer is cast, the character is fatigued by the energy demand of spellcasting; ze can still exert hirself, but it takes a lot of effort.
This is not Vancian magic; there are no fireball spells in this world. A magus would not think of casting more than a single dweomer in an encounter, and most would not cast more than one in a week or month. If a magus were to cast two dweomers within the space of a few hours, ze would most likely fall unconscious from the strain, and ze might die from it.
In Wreth, Magick. Is. A Serious. Business.
Type
Metaphysical, Arcane

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