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==Magic Axis== This represents the abundance of magic in a Shadow. The more widespread the magical energy in a reality, the more probable it’s that its manipulation is known and employed. This correlation, though common, isn’t necessarily true. Two Shadows, one with an open war between mystical factions and another where magic is secret and practiced by covert groups, can both have a Normal Magic level. On the other hand, there can exist a No Magic Shadow in which the inhabitants believe magic and its effects are real, and so perform spells and rituals (ineffectually). Magic tends to be Shadow-specific: traditions from one reality don’t work in another, unless it’s a reflection or a very similar Shadow. For example, Harry Potter magic doesn’t work in Middle- Earth, and Arda’s magic has no power in Shadowrun’s Sixth World. There can be versions of these Shadows that allow extraplanar traditions to work normally, but these will have a higher Weird than the original. Magical energy is, usually, inexhaustible, but in some Shadows it is a finite resource. Casting spells, enchanting artifacts and any other uses will deplete magic. Such realities will have a higher Weird rating too. Mechanical effects of the magic level in a Shadow are left to the GM, but can be plundered from her favorite RPG systems. The ones listed below, like special traits for magic-users and recharging rates, are just examples and may be absent, higher or lower, as desired. • '''No:''' this Shadow lacks magical energy. Magic items don’t work (a +2 sword is just a sword) and creatures made of mystical energy or dependent on magic to survive die. • '''Trace:''' there’s a minuscule amount of magic and accessing it may require a special trait. It takes years, maybe decades, to harness enough energy for even a minor effect. Magic item abilities may not work or do so almost imperceptibly, and recharging may be impossible or take a very long time (x1,000). Creatures made of mystical energy or dependent on magic to survive will wither and, eventually, die. Some may be able to survive in a very weakened and painful state. • '''Very Low:''' magical energy is extremely low, but usable. Accessing it may require a special trait. Casting spells and enchanting are strenuous activities that take time. Magic items function at a very reduced efficiency and recharging takes a long time (x100). Creatures made of mystical energy or dependent on magic to survive can live, but are weakened. • '''Low:''' magic level is not optimum, but allows regular practice, so that sorcery becomes a “profession”. Wielding magical energy may still require a special trait. Casting spells and enchanting are difficult activities that take time. Magic items function at reduced efficiency and recharging may take longer (x10). Creatures made of mystical energy or dependent on magic to survive live, but are not at full power. • '''Normal:''' the “regular” level of most magical Shadows. Magic is abundant enough that sorcery is another common activity in society, though its practice may require some special trait. Casting spells and enchanting function at the appropriate level of difficulty and exertion of the tradition. Magic items, as well as recharging, operate normally. Creatures made of mystical energy or dependent on magic to survive exist without any problem. • '''High:''' magical energy is so abundant that most everyone can perform it, even if they lack any special trait. Casting spells and enchanting are easier. Magic items may perform better and recharging is faster (x10). Creatures made of mystical energy or dependent on magic to survive may be strengthened and/or feel inebriated. • '''Very High:''' magic is so prevalent, anyone can use it. At this level, technological development may be impaired, since most everyone relies on magical solutions. Casting spells and enchanting are very easy. Magic items operate at higher levels of ability and recharging is incredibly fast (x100). Creatures made of mystical energy or dependent on magic to survive have their powers enhanced and may be in an almost permanent high. • '''Ubiquitous:''' magic is everywhere. If magical energy were water, this Shadow would be the abyssal depths of the ocean. Not only everyone can use magic, but most fauna and flora may also be magically active. Casting spells and enchanting are almost effortless and can have flashier results, be they successful or not. Magic items operate at far higher levels of ability and recharging is almost instantaneous (x1,000). Creatures made of mystical energy or dependent on magic to survive become extremely powerful and may feel overconfident or even megalomaniacal. • '''Wild:''' like a Ubiquitous Shadow on steroids. The roaring maelstrom of magical energy makes magic easy, simple and unpredictable. Casting spells may be as easy as speaking and can have far-reaching consequences; using a common object in an emotionally significant manner may create powerful artifacts. Creatures made of mystical energy or dependent on magic to survive become godlike and may change completely in psychological terms. Some may not survive, unable to handle the powerful energies present. • '''Omni:''' this Shadow not only has Wild magic, but is also permissible to all magical traditions in the multiverse. Any sorcerer or witch from any Shadow can perform magic here. Some Shadows at this level are nothing more than vast reservoirs of magical energy that can be tapped from other realities.
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