MRPG Magic
The available types of magic are:
- Earth
- Fire
- Wind
- Water
- Light
- Dark
- Mind
- Life
- Death
- Conjuration
- Holy
These magics are subdivided in two ways: path and charge.
Contents
Path
Every type of magic is considered part of either the Lesser Path or the Greater Path. The exact nature of the division has never been fully understood, though it is widely regarded that 'Greater Path' magics are more grandious, more complicated, etc, while the Lesser Path is not highly regarded.
Unlike charge, the concept of Paths is artificial, the significance given to each type of magic exists according to its consideration during the early days of the Mage Wars, most likely the First Chaotic Period.
Lesser Path
The Lesser Path magics are:
- Earth
- Fire
- Wind
- Water
Greater Path
The rest, or so-called Greater Path:
- Light
- Dark
- Mind
- Life
- Death
- Conjuration
- Holy
All Greater Path magic is also considered Endo-Magic, or magic from within.
Charge
Charge has more to do with the actual mechanics of magic, hence why it does not follow traditional divisional lines. The four cardinal elemental magics(earth, fire, wind, and water) have no charge and are considered neutral. The other 7 are considered either positive or negative. The use of the term 'charge' to describe this was invented sometime during the Dynastic Period, earlier books of lore refer to positive as 'Additive', and negative as 'Subtractive'.
Positive
- Life
- Mind
- Light
- Holy
Negative
- Dark
- Death
- Conjuration
Spell Resistance
Spell resistance(not to be confused with combat resistance) factors in damage reduction from any magical source(not just enemy casters). And, with the proper gear and facets, a player could become entirely immune to magical damage.