Functional Magic: Difference between revisions

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** [[Geist: The Sin Eaters|Sin-Eaters]] appear to use Force Magic; they draw upon forces present in the Underworld and filter them through certain Manifestations to produce effects. They also practice Necromantic rituals that allow them to interact with, bind, and repel ghosts.
* Magic in ''[[Shadowrun]]'' blends Wild Magic with several of the other systems, most notably Force Magic; magic is an unstable, quasi-living force that can sometimes simply cause things to happen (as with The Awakening), but it can be controlled either through complex formulas (as practiced by mages, the setting's Rule Magic users) or by interacting with one of the aspects of magic (as shamans do; they practice Theurgy). As well, there's a certain level of Inherent Gift involved, as only certain people are able to become mages or shamans, those with a particular affinity for the astral plane. Later supplements imply that the only reason any of this works is because the magic user believes it works, and that people who are particularly attuned to magic are capable of creating entire magic systems of their own (which makes it more [[Clap Your Hands If You Believe]] mixed with Inherent Gift).
* ''[[Warhammer Fantasy Battle]]'' has an interesting combination of these. The [[Negative Space Wedgie]] at the north pole causes the entire Arctic to essentially be overrun with Wild Magic. This is spread through the world by the "winds of magic" which can be tapped into by wizards as a power source (Force Magic), to power learned spells (Rule Magic) or enchant items (Device Magic).
* The equivalent to magic in ''[[Warhammer 40000]]'' can loosely be described as a combination of Wild Magic and Theurgy. Only replace "Wild" with "[[Cosmic Horror]]".
* ''[[Mage: The Awakening]]'' TRPG combines most of these in the form of the ten Arcana. Basically, given enough mana and enough skill in the necessary Arcanum or Arcana, you can do pretty much whatever you want. That is, unless there's a human around, in which case you have to worry about Paradox...
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** Elemental Magic -- Although different from the classic ones. The element of a magus is determined by their Origin. Whatever that Origin is, the magus is more likely to specialize in it.
** Force Magic -- Powered by [[Ley Line|Ley Lines]] or similar mana pools, which are natural places to manipulate [[Mana]].
** (limited) Inherent Gift -- Humans need at least the Magic Circuit to use magecraft, and individuals born with a higher number of (or better) Circuits will have an inherent advantage. There are also Mystic Eyes, a form of Magic Circuits inherent to the eyes, the most powerful of which are the [[KaranoKara no Kyoukai:|Mystic Eyes of]] [[Tsukihime|Death Perception]], which allow the user to "see" death as a concept and be able to fully realize it.
** Mentalism -- Includes psychic powers (under Mystic Eyes) and [[Mental World|Reality Marbles]] (close to Sorcery).
** Rule Magic -- The "theory engraved onto the World". The magecraft also applies [[Equivalent Exchange]], although it's not as obvious. [[Mana]] is a requirement to perform magecraft. Although, some techniques can be used to reduce the cost of mana in performing magecraft {{spoiler|like Shirou's case; his mana cost for Gradation Air is practically zero within Unlimited Blade Works.}}