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Old 02-11-2021, 01:09 PM   #1
Phantasm
 
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Default Poking at Four "Flavors" of Magic (Variations of Realm, RPM, or Incantation)

Egocentric Magic - the magic of the Mind and Self. This is for magical effects that are often considered psychic in nature: telepathy, astral projection, clairsentience, etc. In GURPS terms, this magic would be powered by FP and/or an Energy Reserve (Magic).

Ecocentric Magic - the magic of the Environment, drawing on the ambient magical energies surrounding us or from places of power such as ley lines and nexuses. Commonly used to perform the most common effects such as wards, shields, fireballs, growth and shrinking of the self and others, eldritch blasts, etc.

Exocentric Magic - the magic of the Beyond, drawing on mystic energies from farther out in the multiverse, often by contacting or invoking powerful entities. Spiritual contacts granting energy are common; generally the entities are entreated/invoked for powerful effects (you don't contact Cytorrak or Watoomb for a basic magic missile spell after all; you call upon them for the Crimson Bands of Cytorrak or the Winds of Watoomb, their "signature" spells).

Necromantic Magic - the magic of Death. Here, the energy is drawn from creatures by killing them, using the murdered creature's FP instead.


The Egocentric, Exocentric, and Necromantic flavors of magic are easy to work out for Realm, Path/Book, Ritual Path Magic, and Incantation. But the Ecocentric is bugging me. How do I make it mechanically distinct?
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Last edited by Phantasm; 05-13-2021 at 07:23 AM.
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