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Magic

There are 3 types of magic that mortals can access, defined by their source: Alluvial, Divine, and Profane/Covenant.  

Alluvial Magic

Magic that comes from the self.

Alluvial magic users can cast spells based on intrinsic magical reservoirs, connection to the elements, or the study of magical texts. These methods are based on one commonality: in order to execute alluvial magic, the spellcaster must have an innate disposition toward the arcane arts.

Mastering alluvial magic is like learning to draw: some will learn it through formal schooling (wizards, artificers) or apprenticeship (druids, arcane trickster rogues some teach themselves (sorcerers, arcane trickster rogues). Others will never be able to produce more than a stick figure (non-magic users).

All species have members that exhibit alluvial magical aptitude, but those who try to use alluvial arts will never actually cast spells unless they're naturally predisposed to magic (so you can study at bard college all you want, but if you don’t have innate magic, you will only ever become a really good musician).

  Example D&D Classes: Sorcerer, Wizard, Druid, Eldritch Knight Fighter, Bard, Wild Magic Barbarian, Four Elements Monk  

Divine Magic

Magic granted by a god.

Anyone can be a priest. Anyone can be a worshiper. Not every priest and worshiper receives divine magic. A person born without alluvial magic aptitude can still gain divine magic, as it is a gift from the gods. Divine and alluvial magic can generally accomplish similar effects; however, divine magic is better renowned for its capacity to heal the sick or injured.

Devoted worship of a patron deity is a common avenue to divine magic. It is impossible to receive divine magic from more than one god, even if an individual is a dedicated polytheist (i.e., even if your religion is Adhara, either Adar or Thara or Lagahashra is granting your power, not all 3). Losing a god’s favor will result in losing the divine magic from them. “Divine” doesn't necessarily mean “good” - Alere and Lagahashra grant divine magic, too. Though all gods have the ability to grant magic, not all gods use it. For example, Sadoc favors no one and offers no magic to any mortals. Divine magic is distinct from miracles or other godly interventions in mortal life. A miracle is magic that a deity performs themselves, whereas divine magic is performed by a mortal with power bestowed by a god.   Example D&D Classes: Cleric, Paladin, Druid, Zealot Barbarian, Divine Soul Sorcerer  

Profane/Covenant Magic

Magic that comes from a source other than the (recognized pantheon of) gods or the self.

 

The broad definition of covenant magic means it can be obtained by multiple means. For example, by entering a contract with an aberration, angel, demi-god (yes, entering into magical contracts with anything other than a god is frowned upon, so a Celestial Warlock whose pact is with an angel is still considered profane), fiend, etc.

The souls and bodies (blood, bones, hair, organs, etc.) of magical beings can also power covenant magic.

Contract magic users are not necessarily “evil,” but because their magic arises from creatures other than gods, they are also widely feared. Contract magic can accomplish many of the same effects as alluvial magic, but is best known for its ability to cause destruction.

The name you give to this type of magic depends on your perspective. Practitioners of this art call it “covenant,” “contract,” “earned,” or “blood” magic. However, most gods and societies do not tolerate it, so covenant magic users take steps to avoid detection or make absolutely certain that the people around them will tolerate it. Covenant magic can be obtained by anyone willing to pursue it, regardless of natural talent or religious devotion. Because of this, practitioners of covenant magic argue that it is the most egalitarian form of magic. However, even covenant practitioners acknowledge that exposure to such power is not without its costs. Apart from the personal costs of upholding deals with extraplanar entities, long-term exposure to covenant magic created the race of witches (hexbloods results in tiefling offspring, etc.

  Example D&D Classes: Blood Hunter, Warlock, Oathbreaker Paladin, Blood Cleric, Ancestral Guardian Barbarian  

The limits of mortal magic

Mortal magics (alluvial, divine, and covenant) cannot:

  • Reverse death. The only way to bring back the dead as anything other than an undead is by a divine (or covenant) miracle.
  • Create love (though it can create lust or infatuation).
  • Change time or rewrite history.
 

In mechanical terms:

Raise Dead, Revivify, Reincarnate, Resurrection, and True Resurrection do not work as written. These spells allow the caster to intercede directly with a god or other supernatural entity for a chance to bring someone back from death.

Reversing death is a miracle. Interceding with a god for this type of miracle is not guaranteed to work, nor will it always have the effect written in the text of the spell. For example, if you cast Raise Dead and your god is Alere, he might raise your friend as a dhampir or reborn. If you cast Revivify on someone whose legs got cut off and your god is Rydia, she may revive your friend and replace their missing limbs with water condensed into leg-shape. Maybe your goddess is Erela and she refuses your request.

If your god/religion is not part of the Evaran pantheon and you attempt to cast a resurrection-type spell, other beings may hear your plea and grant you the miracle of life. For a price of their choosing.

Type
Metaphysical, Arcane