Author's Notes
Magic and How it Works
I wanted a world where magic is never the easy solution, but sometimes is the only solution. There are always consequences, and if you are lucky, they are lesser than the problem you tried to solve. Magic has a value, but it also has a price. It destroys the user, bit by bit, in one way or another.
I had different plans for magic from the start, but they just didn't feel right. As I went on, I realized that magic is probably not even for player characters. I can see some exceptions:
- Healers. They could work as player characters, but be prepared to play a person who is hurting, mentally and physically.
- Shamans. Possible if the campaign is planned to be set in one place, their home.
- Seers. Possibly a prophet who is the center for a campaign, being tortured by unwanted visions.
- Witches. Might be playable in the context of a witch looking for a way to break the pact, to be free again.
I choose to cut out some kinds of magic, simply because they are boring and feels too much like "magic gun". Most importantly, all elemental magic was cut. I also removed the traditional "cleric" role and their magic, instead having prophets with uncontrollable visions.
I also wanted a society where magic is seen as a loose cannon, as something occasionally useful, but very dangerous. The exceptions are when it crosses into religion, such as shamans, or into society like the wood shapers of the sea elves, or is too practical and safe enough, such as healers.