Optional: magical methods for flavour
This is an optional addendum to add flavour to the magic used by any particular character. Any magic-user has a specific method for casting magic, worked out between the GM and player. The VSM system is so vague that we never pay attention to it; this is intended to work out what a specific character needs to do to cast their spells. Methods differ from the source or type of magic:
Types/schools of magic: Abjuration, conjuration, etc.
Methods of magic: runecasting, ritual chanting, expressive dancing, soup-witchery
What a magical method consists of
Any magical method involves a combination of:
Natural magic: the power inherent in the materials used
Symbolic magic: the power of the shapes/forms/gestures made
The requirements to cast a spell consist of:
The material: what the spell is made out of. This could be a single requirement, or multiple requirements
- Examples:
- Magically forged wire for weaving runes
- Parchment made from the hide of an aurochs; ink made out of the blood of the caster mixed with water that’s never seen the sun
- A particular type of reed, for knotwork
- Movement, in the case of danced spells (or swordcraft, maybe)
The sign: the symbol that carries the meaning of the spell.
- Examples:
- Runes
- Weird sigils
- Gestures
- Chants
- A combination of some or all of the above
The intent: the caster's focus and willpower; accessing whatever their source of magic is. Pretty straightforward.
To fit into game play, the process should involve some preparation, and some action in the moment to complete the spell.
Possible magical methods in The Sealands
Hewellen spellcasters use runes, which are woven out of metal wire and then either sewn into cloth, or hammered into metal. While weaving the rune, the caster also chants the runes, so that their voice and the metal are woven together. In casting, the caster finishes chanting the rune, like picking up a loose thread and tying it off. Other spellcasters in southern Chadun use knotwork spellcasting. Along The Tenneril River, this is done using a particular type of reed that grows on the riverbanks and in the wetlands at the base of the Malfa peninsula. Like Hewellen runecraft, knotwork involves voice as part of the weaving. It’s generally assumed that Tenneril knotwork is a holdover from ancient wood-elf practices, but also, Tenneril knotwork and Hewellen runecraft probably influenced each other in some way. Maveren wizardry descends from sea-elf magic, which is mostly gestural, like underwater dancing. Maveren bladesingers' spell preparation is practicing their forms. Sorcery could usually involve body or blood magic in some way; the material component is part of yourself. Blood is the most dramatic ingredient, but sorcerers might also carefully keep their own nail clippings and grind them to powder.