Magick
Magick and technology do not mix, at the most basic level.
Magic works by bending physical law, allowing an effect to
occur that would otherwise be impossible. For example, when a
spellcaster produces a lightning bolt, he is causing (through
an act of will) electrons to flow from one spot to another,
despite the fact that the electric potential of the
destination may be equal or higher than the source. This is in
clear violation of physical law, but the caster has
temporarily suppressed that law in their local environment.
Thus, magic is a way to tell the universe "Do what I
want!" It is very powerful but very personal.
Technology
is the exact opposite. Technology relies on physical law to
operate, and the use of a technological item or skill serves
to reinforce the physical law on which it operates. When a
technologist shoots a gun, he is relying on the chemical
properties of the gunpowder to create a controlled explosion
in the gun's chamber and propel the bullet forward. By using
this gun repeatedly, he is actually strengthening those
chemical properties, making them harder to subvert through
magic.
Therefore,
magic and technology oppose each other. Magic is constantly
bending or suppressing physical law, while technology is
reinforcing those same laws. Obviously, both cannot succeed
when directed at the same physical law. Hence, there is
conflict.
Magic
is broken down into 16 colleges, with each college defining
the type of subject matter that its spells can effect. So the
Mental college contains spells that affect the mind, the
Divination spells bring information to the caster, and Meta
spells affect other spells. Within each college, there are
five spells of varying difficulty to master, for a total of 80
spells within the game. The full list of colleges described as
follows:
|
Conveyance -
Deals with motion and transportation. |
|
Divination -
Concerns itself with the gathering of knowledge through
magical means. |
|
Air -
Holds the spells that manipulate the first elemental
material, that of air and wind. |
|
Earth -
Holds the spells that manipulate the second elemental
material, that of earth and stone. |
|
Fire -
Holds the spells that manipulate the third elemental
material, that of fire and heat. |
|
Water -
Holds the spells that manipulate the fourth elemental
material, that of water and ice. |
|
Force -
Contains spells that manipulate and direct pure energy. |
|
Mental -
Contains spells that influence and control the minds of
their targets. |
|
Meta -
Contains spells that affect other spells. |
|
Morph -
Contains spells that change the substance of the target. |
|
Nature -
Contains spells that control plants, animals, and natural
forces. |
|
Black
Necromantic -
Contains spells that negatively affect the life force of a
creature. |
|
White
Necromantic -
Contains spells that positively affect the life force of a
creature. |
|
Summoning -
Contains spells that concern the summoning of creatures of
progressive power. |
|
Temporal -
Concerns spells that control the flow of time. |