Magicology

The Study of Magic

Magic is the use of sounds, symbols, gestures, and materials to manipulate the dimensional fabric of reality. The study of magic is divided into two domains: the Arcane and the Divine. The Arcane Magisteria are accessed through Intelligence. The Divine Magisteria are accessed through Wisdom.

Spell components must be precisely calculated by each spellcaster, conditional upon their individual vocal sounds and somatic movements. Intonation and gestures will invariably be subtly different for different casters, while the spell itself manipulates the same dimensions of the weave. Verbal and somatic components ‘tune’ and ‘pluck’ the strings required to produce the effects of the spell.


Curses

There are ten types of curses: Bollixes, Coaxes, Flummoxes, Hexes, Hoaxes, Jinxes, Nixes, Paradoxes, Poxes, and Vexes.

A Bollix ruins. The Magical Cursed Debilitation (lower one ability to 3) of a Bestow Curse (Wiz 4: Abjuration) is a bollix.

A Coax persuades. Irrational Addiction, Abolethic Enslavement are both coaxes.

A Flummox confuses. The spell “Daze” is a low level flummox.

A Hex bewitches. Many of the most well known curses are hexes, which is why the terms (along with jinx) are sometimes used synonymously. Shadow Death (Wiz 6: Necromantic) Touch; victim’s eyes darken, but no other effect until death, when they arise as a Shadow under the mage’s control. Therianthropy (lycanthropy, etc.). Demilich Curses (Enemy Attack Magnet, Epic Save Failure, Experience Stasis). Zaltec’s Hex (Tabaxi Lords’ Jinx). Winze of the Minotaur (Wiz 6: Alteration: Victim grows an inch a day, and gains 5 pounds a day, for 2d10 +12 days, gaining +1STR at 1/3 the duration, and +1 DEX at the 2/3 mark. Skin toughens to +1 AC and WIS drops -1 at the end of this period. Alignment shifts towards Chaos throughout this period. Remove Curse, or Wish, will restore the victim to their natural state. Over the course of the next week, they become ever hairier, their feet turn to hooves, and their head becomes bovine, with intelligence moving to the INT 5-7 range. Alignment shifts towards Evil. At the end of the final week, they have transformed into a minotaur. Remove Curse or Wish at this point will restore the victim to their original form, with a permanent -1 lost to either STR or DEX or WIS.

A Hoax fools. Glossolalia (Wiz 4: Illusion/Phantasm), wherein the victim hears and speaks gibberish, is an example of a hoax.

A Jinx stymies. Magical Cursed Butterfingers (50% chance of dropping shit) (Wiz 4: Abjuration) is a jinx.

A Nix obliterates. Nymphamnesia is a nix.

A Paradox contradicts. Undeath is a paradox.

A Pox sickens. Mummy Rot, Wizard’s Sickening Eyebite (Wiz 6: Illusion/Phantasm, Enchantment/Charm) are two kinds of pox.

A Vex distresses. Magical Cursed Affliction (attack and save -4) (Wiz 4: Abjuration) and hauntings of Phantoms are vexes.


Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a DM assign a damage type to a new effect.

Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.

Slashing. Swords, axes, and monsters’ claws deal slashing damage.

Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.

Cryogenic. The infer⁠nal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cryogenic damage.

Pyrogenic. Red dragons breathe fire, and many spells conjure flames to deal pyrogenic damage.

Alchemic. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal alchemic damage.

Toxic. Venomous stings and the toxic gas of a green dragon’s breath deal toxic damage.

Gravimetric. Pure magical energy focused into a impactful force is gravimetric damage. Most effects that deal gravimetric damage are spells, including magic missile and spiritual weapon.

Electric. A lightning bolt spell and a blue dragon’s breath deal electric damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Psychic. Mental abilit⁠ies such as a mind flayer’s psionic blast deal psychic damage.

Genetic. Genetic damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

Sonic. A concussive burst of sound, such as the effect of the thunderwave spell, deals sonic damage.