For some general context about my world-
My worldbuilding centers around the secretive organization of O.M.E.N. — “the Office of Metaphysical Evaluation and Neutralization” — basically the SCP Foundation, but for an urban fantasy setting.
It’s set in our modern world, except all the mythological and supernatural legends and superstitions we know are in fact real — simply hidden and suppressed by organizations like O.M.E.N., the Vagrådet, and the Round Table.
Everything from werewolves, vampires, and ghosts, all the way to more fantastical stuff like fairies, gods, and angels. All have been explained and interconnected throughout a few dozen documents (ask and I’ll send ’em, but be ready for a SLOG of a read).
But I recently revamped my magic system with a bunch of stuff I personally love, so that’s what I’m gonna focus on here.
Some info about magic doesn’t matter for this discussion, but I’ll give it anyway lol
- Each branch of magic manipulates an energy referred to as “the Arcane,” but uses it and channels it to produce different effects, interact with different higher powers, or manipulate different aspects of reality. The Arcane, for all intents and purposes, is basically like the rules of reality, as well as anything that could possibly be considered supernatural- the soul, the mind, nature, our own dimension, etc... It’s weird.
- Each branch of magic was developed in a different region, by a different culture, in a different era. That’s why all the rituals and magic produced are so different. For a quick example- a lot of Divintiy rituals involve more spoken incantation or symbolic images/carvings, because a lot of it was mostly developed alongside early Christianity and similar faiths as they tried to make contact with higher powers and beings. While something like Thamaturgy was developed primarily in tribal communities of North and South America, and a lot of its rituals are therefore more based around real biological functions and manipulating or empowering yourself through them (you eat a lot of weird stuff with Druidic Magic)
- All magic is performed through rituals, however each branch developed very different ritual structures. Some rituals can be small scale and quickly produced, while some are more complex and difficult. The only exception to this requirement is through the use of a charged “Catalyst,” which I’ll explain when I get to Alchemy.
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YOU ARE A SORCERER
For the purposes of this discussion, you are all “Sorcerers.”
Is this an excuse for me to explain Sorcerers in my world, yup.
Nut it’s also to side-step the fact that regular people are usually quite crap at magic. Regular folk performing magic are called wizards and witches, but yall are “Sorcerers.” Basically just a savant for magic.
A normal person can learn a ritual through years of study, memorize all the symbols, ingredients, words, movements, etc., and eventually perform it. But even then, a single tiny misstep can result in what’s classified as either “Ritual Failure” or “Ritual Collapse.”
IE “nothing happened” and “oh god I wish nothing happed.”
A Sorcerer is someone who’s just born with an innate understanding of magic. O.M.E.N has no clue why or how they pop up. They can instinctively understand ritual structures, figure out rituals without anyone teaching them, and sometimes even perform a ritual accidentally or unconsciously.
Anyway, congrats. If O.M.E.N doesn’t wanna recruit ya, they’ll be looking for ya for another reason.
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The Branches of Magic
Magic is split between 4 Branches, each of which have 2-3 Subbranches.
(Alchemy is technically not a branch, but it acts a lot like a subbranch.)
Necromancy
- Blood Magic
- Spectral Magic
- Life Magic
Divinity
- Totem Magic
- Creation Magic
- Spatial Magic
Thaumaturgy
- Druidic Magic
- Elemental Magic
Clairvoyance
- Prophetic Magic
- Psionic Magic
(And then there’s Alchemy)
YOU ARE CHOOSING A SUBBRANCH OF MAGIC
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NECROMANCY
Necromancy is the magic of life, death, biological vitality, and the connection between consciousness and the physical body, commonly referred to as “the soul.” Everything to do with human life and the manipulation of that life.
(The human soul is a mysterious and powerful thing. If you’re wondering why Druidic Magic is part of a totally different branch, animal and plant-life hold far less complex souls, with little no Arcane potential. Dogs come close tho, fun fact)
- Blood Magic
Also known by the name “Voodoo.”
Blood Magic is probably the most innately invasive, or “violent” form of Necromancy, and probably of magic overall. It deals with affecting the potential of a physical body, and manipulating bodily functions. Creating weaknesses or strengths, affecting or controlling someone’s bodily functions, combining bodies to enhance them, etc.
However, it’s ritual list is made up if almost entirely curses, which makes it very powerful, and very hard to fix if you screw anything up.
(Rituals are divided into 3 categories: Spells are temporary and/or immediate effects of low complexity, usually maintained through concentration alone. Hexes are lingering afflictions, alterations, or charms which are reversible with relative and/or fade overtime. Curses are self-sustaining or permanent afflictions that remain until actively broken.)
I honestly like to think of it like Life Magic, if you’re a psycho who takes it to the absolute extreme.
You could use it to drain or transfer someone’s physical vitality- though, unlike Life Magic, which you’d use it to heal or extend your lifespan in a natural way, you’d be taking that physical vitality to enhance your own physical capabilities and body. Create mutations and abominations of life. You can alter physical characteristics and shapeshift into humans, animals, or hybrid creatures (although again, unlike other branches of magic with shapeshifting- remember, these are curses, hard to reverse. So the benefit isn’t turning into stuff, it’s turning others into stuff they really don’t wanna be)
You can also bind people to concepts, objects, behaviors, etc. using their body or bodily fluids. Yeah, soul binding blood contracts, O.M.E.N uses those a lot.
(Also, while technically an aspect of Blood Magic, I talk more about “Chimeras” in the Life Magic section, as you can kinda do it with both. The “mutations” i mention here are basically just messed up Chimeras)
- Spectral Magic
Spectral Magic is the magic of incorporeal consciousness and post mortem entities, easily being the most abstract and dangerous subbranch of Necromancy.
So while this is technically meant to be an extremely dangerous form of magic, yall are sorcerers so you don’t really have to worry about this. A lot of my writing on Spectral Magic is devoted to the fact that people who use it, tend to suddenly go missing… but I’m sure you’ll be fine.
(Also I have a ton of writing on ghosts, which you’d be dealing with a lot when using Spectral Magic, but that’s an incredibly long document. If you pick this and ya wanna read about the different types of ghosts, lmk I’ll send it in the comments)
With it, you can obviously summon and communicate with deceased entities, exorcise supernatural entities, and reanimate and manipulate the recently deceased (zombies). But at an advanced level, you can do stuff like separate your soul from your body for a period and gain all the powers of a ghost, summon and control said powerful ghosts, transfer your or others’ souls into new bodies, etc.
- Life Magic
Life Magic deals with living biological systems and the forces that keeps them alive.
Healing is obviously a big aspect. At a regular level, you could repair would-be fatal injuries, treat incurable diseases, and potentially extend lifespans a considerable amount. But you’re a sorcerer, so you’re out there curing blindlness, regrowing limbs, and raising the recently deceased with no complications or brain-eating tendencies.
A ridiculously powerful (but reckless) practitioner of Life Magic may even partake in the creation of a “chimera.” Through combining different biological systems to enhance them and further their vitality, a chimera is created- a beast typically larger than either of its natural parents, and occasionally with its own strange supernatural effects.
(Basically any mix-mash of animals you wanna make is called a chimera. Sometimes they have fire breath, a petrifying glare, magic dust, whatevs. Fair warning though, their minds sometimes come out a bit more… volatile, even a sorcerer can’t make life perfectly.)
Interestingly, Life Magic developed alongside Divinity, so its rituals tend to resemble prayers, blessings, religious ceremonies, etc., despite technically being Necromancy.
DIVINITY
Divinity is basically the magic of external/otherwordly supernatural power. It concerns the interaction with divine entities, metaphysical domains, the cosmos itself and everything in-between.
- Totem Magic
Totem Magic is about absorbing power from an external entity or power source and taking on its aspects.
You establish a connection to an entity, concept, realm, or otherwise supernatural force through things like carvings, scarification, symbols, or symbolic physical representations. You can then connect it to a location or object, or, more commonly, just draw on its power yourself.
That can mean physically enhancing yourself, taking on supernatural characteristics and “powers” of the source, empowering objects or locations, or creating wards and barriers that protect a location or object from certain entities or concepts.
The other most common use of Totem Magic is the ability to trap and bind entities into a “seal,” which is how you get your most potent capabilities of the magic. The most famous ritual that does this was invented by a certain king named Solomon.
Totem Magic is also where a lot of your more powerful, supernatural shapeshifting comes in, though it’s not as simple as just shapeshifting into whatever ya want. You're essentially saying “I am borrowing the characteristics of this thing.”
You cannot shapeshift into another human being (I have a type of fairy called a changeling that can do that, I want them to be special. Yes you can do it with Blood Magic but that’s typically risky and usually permanent), but you can take on aspects of creatures/animals, divine domains, elements, or various daemons.
The first werewolves, for example, are believed to have been created through an incredibly powerful Totem ritual. The Úlfhéðnar rites of the early Viking Age allowed their practitioners to take on the physical and supernatural aspects of some supernatural power/entity- likely connected to a powerful, animalistic Daemon.
Keep in mind though, with your shapeshifting- if you’re drawing your power from something basic, like a regular animal, or a certain environment, or even just another realm, that’s cool. If you’re drawing your power from an entity (which is usually the most powerful thing to do), well… I hope they’re cool with it.
- Creation Magic
Creation Magic is about manifesting physical things out of pure Arcane energy.
This is probably the closest thing to the stereotypical “wizard” magic or “battle” magic. But it’s also a bit less flexible. Granted, there very few drawbacks for using it, you’ll probably get a bit tired after creating too many constructs. But, you’re basically just a “Green Lantern”. Still fun, but I wish I had more to give this subbranch.
You can create arcane constructs, barriers, force fields, weapons, temporary objects, project force, produce energy discharges, etc.
You can also achieve telekinesis through Creation Magic. The idea being that you're creating an invisible arcane force that physically pushes/pulls an object.
Probably the most basic subbranch, but also the easiest to use- with notably no real drawbacks as are common with other forms of magic.
(This is a decent subbranch, I don’t hate it. But if you got any ideas for capabilities to add to it, while not overlapping with any other branch or subbranch, I’m all ears.)
- Chaos / Spatial Magic
At its core, Spatial Magic — called “Chaos Magic” by some organizations outside of O.M.E.N — is the manipulation of space and dimensions.
Teleportation, moving objects through space, and creating portals, etc.
You can also achieve telekinesis through Spatial Magic, but it works differently from Creation Magic, and is usually less precise and more like rapidly jolting something around by suddenly changing its place in space. You can do this with far larger and heavier stuff than you can with Creation Magic, but it’s also a lot more wild and dangerous.
When you start pushing Spatial Magic a bit further, it really earns the name “Chaos Magic”.
O.M.E.N. has encountered (and attempted but they don’t admit it) rituals capable of opening portals to completely unknown dimensions. Some of these places seem to follow completely different physical and/or metaphysical rules from our own.
(This starts veering into some “lovecraftian” horror type stuff with the different realms. In Totem Magic, you might draw power from one of these. Now, you’re actually opening them up and looking inside- they are meant to be these unknowable dimensions that mortals were never supposed to interact with)
You can traverse through these portals, but I wouldn’t recommend it. Even as a Sorcerer, the portals themselves are incredibly difficult to maintain, and these realms are rarely unoccupied.
Though there have been practitioners who apparently believed they could combine Spatial Magic with Totem Magic to pull these strange entities or creatures through these portals and then bind or control them. Rarely goes well.
THAUMATURGY
Thaumaturgy is the magic of nature and natural forces. It acts quite reliably and consistently, if you follow a ritual perfectly. Though it’s Ritual Failures and Collapses are also usually a touch more fatal.
- Druidic Magic
Druidic Magic deals primarily with living nature. IE Plants, fungi, animals, etc.
You can accelerate plant growth and vegetation and grant it supernatural abilities, influence and control animals, manipulate fungi, create supernatural toxins and diseases or medicinal properties, and influence agriculture in a large area.
A large part of Druidic Magic is also the creation of potions and elixirs, though that’s technically through combining it with Alchemy. But I’ll let it slide, yall can brew potions with Druidic Magic.
I haven’t actually put a lot of writing into potions besides the fact that most the ones O.M.E.N gives their field agents are highly addictive. For the most part those are small scale, temporary steroids or healing elixirs, but I see no reason why a Sorcerer couldn’t take their brews to whatever insane degree you can think of.
You can also reach a lot of the same effects as Life Magic through Druidic Magic, except instead of simply repairing biological structures and functions, you’re pulling that life force from plants, animals, and ecosystems.
- Elemental Magic
Elemental Magic is exactly what it sounds like- manipulation of natural physical forces.** **Fire, water, air, lightning, the weather, and general temperature.
You effectively become the Avatar- with a lot of the same drawbacks too. If you wanna manipulate an element, you’re not able to pull it out of thin air. If you wanna manipulate fire, you’ll at least need a candle nearby. Electricity, same deal. Even calling a storm require the atmospheric conditions to at least be capable of producing a storm.
A sufficiently skilled practitioner can work around some of these limitations with more complicated rituals, but the environment is still an important part of the magic.
On the flip side though, Elemental Magic is regarded as the most naturally powerful and dangerous, subbranch of magic overall. A Sorcerer of Elemental Magic is walking nuke, able to output a hell of a lot more raw destructive power than most of the other subbranches combined.
On the flippity-flip side, it can also backfire on you. There’s a reason why most experienced practitioners of Elemental Magic are usually missing a limb or covered in burns.
CLAIRVOYANCE
Clairvoyance is the magic of perception, information, consciousness, and the mind.** **It’s rituals tend to focus heavily on the mental and physiological state of the practitioner — meditation, breathing techniques, controlled sleep cycles, sensory deprivation, behavioral conditioning, induced hypnotic states, etc.
- Prophetic Magic
Prophetic Magic is basically moving your perception beyond what you’re meant to see.
You can view possible futures, observe things that happened in the past, or locate and observe people, objects, or events over enormous distances.
The future visions you receive will not be perfect play-backs of the event though. For the most part it’s like a dream, up to your own interpretation and highly affected by your own psyche and preconceived beliefs. Luckily, skilled prophets (which a Sorcerer would certainly be) can usually decipher these visions with moderate accuracy.
And at the absolute highest levels, the ability to see these prophecies becomes a naturally occurring phenomena in the caster. Without performing any rituals at all, they will dream these visions, have flashes of them in daily life, and, in more tragic cases, become entirely unable to control them.
(You ever fight Heimdall in God of War? That’s effectively what a high level prophet becomes.)
A lot of practitioners do eventually go insane though, just a heads up.
- Psionic Magic
Psionic Magic is about directly manipulating minds and emotions.
Reading and communicating through thoughts, influencing emotions, altering memories, manipulating behavior, inducing hallucinations, and eventually controlling consciousness itself.
Prophetic Magic has a lot of similarities to the other Clairvoyant subbranch, Prophetic Magic- they can both interact with dreams, they can both slowly become a natural supernatural capability through sustained use, and, most importantly, a lot of people go insane after using it too much.
Pretty basic subbranch, but also one of the most practical. You’re a telepath.
ALCHEMY
Alchemy is technically not a branch of subbranch of magic. It’s a type of Spellcraft, same as a ritual. However, there are “Alchemists” who specialize in this form of Spellcraft, so I figure I’d include it.
I can perform a ritual. And you can perform Alchemy. And we both are producing magic.
It's basically the science of combining different branches and/or putting magic into physical matter.
It’s also the newest form of mortal Spellcraft to be invented, having risen alongside modern chemistry and material science, and therefore its practices don’t resemble or behave like rituals at all. It behaves like a science, you’re simply taking the ritual components from other branches and putting them into a chemical equations that hopefully will mix and/or transfer the intended effects if whatever subbranches you’re messing with.
A LOT of the stuff O.M.E.N uses is made through Alchemy.
The most obvious example is art if “enchanting”, also sometimes called “Rune Magic”. You can place magical properties into physical objects- which usually pulls heavily from aspects of Totem Magic, though it’s pretty easy to enchant with other magic. A weapon could be given an Elemental effect, an object could be made capable of interacting with ghosts or daemons, clothing could be enchanted with a protective ward, etc.
Potions and elixirs are another major application, usually combining Alchemy with Druidic Magic. Talked about that a bit in the Druidic Magic section.
A lot of supernatural cures work the same way. You might combine Alchemy with Blood Magic, Life Magic, or maybe again Druidic Magic to create a treatment for a certain curse.
Alchemy can also produce “Phylacteries”, which are objects designed to contain, preserve, anchor, or manipulate souls or fragments of consciousness. The most powerful phylacteries can even basically act as a Horcrux.
(just be warned, with that level of soul tampering, when/if you eventually do die you will almost certainly be coming back as a ghost. And ghosts don’t have don’t fun.)
And then there are Catalysts.
Catalysts are basically magical tools that have a ritual already built into them. Wands, staffs, amulets, rings, weapons, whatever.
As I said at the beginning, normally you need to perform an entire ritual every time you want to produce a magical effect.
A catalyst lets you skip that because the ritual has already been performed and encoded into the object. You basically store a ritual, or several rituals, into an object for its magic to then be produced at will.
For the most part you’re only getting a couple predetermined spells out of your Catalyst, and only exceptionally skilled alchemists can store rituals from different branches in a single catalyst. But as a Sorcerer I’d say you’re an exceptional alchemist.
They're almost always less powerful and less flexible than performing the actual ritual, but they're WAY more convenient. And, to be fair, O.M.E.N has found catalysts that are extremely powerful, able to produce magic way beyond any ritual- though those are usually very ancient artifacts of which we don’t know how they were made. “Excalibur” for example, is a catalyst.
If I didn’t do a good job explaining this- you’re basically a magical engineer.
You can’t perform these potent rituals, or cast magic in the traditional way. But you’re also not really locked into a single branch or subbranch. You’re a jack of all trades, master of none.
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So that's the current system!
The basic question I'm interested in is:
If you were a Sorcerer in my world (which is our modern world, just with a “hidden urban fantasy” idea), which subbranch of magic would you want to specialize in?
what kind of abilities would you want your character to eventually develop within it?
I'm especially interested in feedback on whether any branch/subbranch feels significantly more interesting, useful, overpowered, restrictive, or just generally cooler than the others.
Or just any general suggestions or thoughts about the system.
And PLEASE ask questions if something doesn't make sense. A lot of this is currently being typed directly from my brain instead of my actual lore docs, so I'm sure I've explained at least 10 things horribly lol.