Polemos: 8th Age - Magic Guide

Magic Guide

With enough magic, you can make the world a perfect place, but in the same instant you will destroy it. -Orthophysi maxim

Magic is the catch-all term for the power to change the world through supernatural means. Given that it deals with forces beyond natural experience, magic is not a science and does not always follow the expectations of human reason. Depending on the source of the power it can be extremely effective and provides a tempting shortcut to achieve many of the desires of mortals, both good and ill. Because of its power and transcendent nature magic is also extremely dangerous, and without proper respect can cause untold destruction.

The guide below lays out the workings and basic lore behind magic in Polemos, which is intended to give a "grounded fantasy" flavor. It should be noted, however, that these rules are closer to guidelines and can certainly be adjusted to reflect the preferences of your gaming group. For a more traditional fantasy flavor, simply ignore the concept of "magic backlash", and optionally remove the concept and abilities of the orthophysi. Alternatively, you can disallow all [magic] tagged skills, abilities, talents, etc. for a straight "low fantasy" flavor.

Magic Backlash

When magic is manifested in Polemos it causes a "backlash." Breaking the complex and interconnected laws of the natural world causes a reaction, but it is not always equal or opposite. The only reliable exception to this is the use of divine magic - i.e. miracles done through the explicit permission of nature's Creator.

Magic Invocation

Magi have diverse methods to invoke their powers, often dependent on their magical school or tradition. The most common is through the speaking ancient and powerful words; while others may use special hand signs, cast lots, trace out magic circles, or some other ritualistic or mystical action. Characters may choose what form their individual invocations take, but for gameplay purposes invocation methods are always, unless specified by an ability, obvious to witnesses through both sight and sound. People may not understand what is occurring or may not even believe magic is possible, but they will understand the magus is trying to cast a spell.

8th Age Magic: Occult in an Era of Materialism

Magic in the 8th age is not common, due both to the event known as the cessation at the start of the age and the subsequent rise of materialism as the generations passed. Most people have never seen magic and either doubt it can be performed at all or that the cessation made it impossible. Stories of magic in the past are still known, but a majority believe they are exaggerated or made up. All major modern religions, including universal orthodoxy, forbid magical practice, though their few remaining organized orthophysi are often the target of mocking and accusations of paranoia. That said, active magi do still exist, though they prefer to do their work in private and only pass on their knowledge to well-trusted individuals like family. Due to the ever-increasing restriction and disinterest of magical knowledge, modern magi usually conform to strictly defined magical traditions, and do not commonly experiment with new magic spells as in previous eras. When magic is performed in public, it is often disbelieved and attributed to video manipulation or other technologies, and is a common subject of network-driven conspiracy theories.

Playing a Magus in the 8th Age

While there are more advanced methods, the recommended way to play as a Magus (i.e. a magic user) in Polemos is for a player to:

Using Magic in the 8th Age

To use magic, a character needs:

Orthophysi in the 8th Age

In the 8th Age magic is most commonly seen as a fantasy or impossible to perform in modern times. Some religions, including orthodoxy, consider the source of magic to be demonic. They, along with those with a keen interest in history, see magic as a dangerous activity that is not worth the benefits.

An Orthophysis (plural: orthophysi) is a broad label for the individuals and groups that seek to limit the use of magic in the natural world. In modern times they are not influential, but many people are orthophysi-by-default without even considering the issue or knowing the term. Many of the few orthophysi remaining doubt magi are able to do more than parlor tricks, but a handful of classical orthophysi exist. These sometimes come in the form of trained anti-magi - magic users that use their powers to dampen or nullify magical effects, while most others are priests with no magical ability but strong opinions on the matter.

Classical orthophysi can certainly be zealous and cruel, but that is by no means universal. Many see their role akin to law enforcement; magi should be punished as criminals but there's nothing personal at stake. With the (known) magical cataclysms seemingly in the past, magi do not appear to present an imminent threat they might have been pre-cessation.

Playing as an Orthophysis provides a good opportunity for players to "have their cake and eat it too" with regard to magic use. Characters can be interested and studied in magic, but limit the social and material backlash they produce.