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Old 05-16-2022, 10:48 AM   #23
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: [Thaumatology] Alternate Spell/Ritual Categories: Colours of Magic

Sorry for bringing another game here, but Im a player of "Mage Ascension" from D10 system (which I only play adapted to Gurps with Realm Magic from Thaumatology), because it's my favourite scenario (and Gurps my favourite RPG), and it it there are 9 Spheres (or "Realms"):

- Life
- Matter
- Forces ("Energy")

- Prime (sort of "meta magic", deals with the manipulation of "Quintessence" or "fifith essence", the "essence" beyound Earth, Air, Fire and Water, you can understand that as "Mana")
- Spirit
- Mind

- Time
- Correspondence (Space)
- Entropy (Destiny, Probability, Fortune, Chaos, Order, Decay)

In the game, each one of those "Spheres" of magic have a specific "color", which you can see (if you use Prime 1), and thus identify the type of magic used from the "residual ressonance" left, even after the effects are over (depending on your sucess with your Prime 1 effect and the potency of the magic used), I just dont remember what were those colors, I think that Prime was White, Entropy Black, Life was green, Forces Red, Time Blue but I dont know the others (that was an optional rule by the way).

Also, since you could mix Spheres depending on the effects (for example, Life 3 and Matter 3 in order to grow silver fangs to fight a werewolf), EXACTLY like Realm Magic, I imagine you would have different hues of colors for such effects, perhaps with a bigger prevalence depending on which "Sphere" had a bigger rank - for example, an effect with Prime 5, Entropy 1 would be a light grey, while an effect with Entropy 5 and Prime 1 would be a Dark Grey. Or using Life 5 Forces 3 to turn your body into full living electricity would be a heavy green with some degrees of red, etc
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