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Old December 7th, 2008, 04:58 PM
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Default Re: Why magic paths are like mod Nations.

If blood magic is appropriate, so is sex magic. The others are all potential sources of magic:

Metal-as in the "Asian" element.

Crystal-not Earth magic, but the historic belief in the power of crystals, used for healing, divination, psychic energy, to power Atlantis, what have you. Nothing particularly "earthy".

Numerology-the power of the underlying mathematical basis and language of the Universe, itself. It's good enough for physics, and it pops up in various forms of real-world occultism/magic, such as Qaballah.

Mentalism-psychic energy, and the power of the mind and will, over matter, over fate, and over the wills of others. Not Astral magic, which comes from the stars, but power derived internally, from pure imagination and perception.

Shadow magic we already sort of have in the game. Shadow beasts, strength in darkness, banefire, etc, but this would be power derived from light and darkness, and their interplay.

Animism, what I had in mind, would be power derived from *all* the beings, competing for Godhood at the same time, and all the other powers who aren't necessarily after godhood, but are caught up in that. Sort of the magical "waste energy" from all that. Holy magic, of a sort, in a sense, but not pure or direct.

Chaos/Wild Magic, in this case, wouldn't just be random effects, it would also be the power of unrestrained Creation, itself. This would include such things as "faerie magic".
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