mechanical changes

Races

(mechanics to be linked at a later date)
https://liesandliability.wordpress.com/2014/09/23/the-people-of-ledea/

Runing

The process of giving a mundane object (such as a sword or boots) a name and imbuing it with magical properties.
Once named, the object can then be further runed to add more substantial properties
the cost increases with each step as it requires a notably higher skill level to perform.
the higher skill level also means that there are fewer people who are capable of performing each enhancement. this means that one might need to do a little hunting in order to find a capable enough smithy

‘Magic’

In our game we have separated ‘magic’ into 3 categories based on the source of the power

Divine: Spells which have power drawn from ethereal beings, such as gods and spirits of those gods. most often (but not exclusively) used by said spirits, gods, clerics and paladins. Mortals use this type of magic as a reward for their devotion and alignment to a deity, and can potentially be lost if said mortal loses favour or abandons their faith.

Primal: Magic which draws power from primal spirits or the primals themselves. Wielded by nature spirits and shamans, these spells are almost exclusively in the form of natural elements and aspects of the physical world. ex. taking the form of a bear, throwing a fireball, calling down a meteor and creating water. In these cases, the spell caster is either an elemental spirit themselves or is drawing on the power of the natural world and its inhabitants, similar to how a cleric draws on the power of their deity.

Arcane; This type of magic is only possessed by mortals, as it is the wielding of ones mortal soul. it the the type of acts most commonly referred to as just magic as it is the most common in the mortal world. Any ‘magical’ work of man would be under the classification of arcane. ex Runing, enchantment.

One note worthy of mention is the presence of ‘divine’ and ‘primal’ spells taught in arcane schools. These were, for lack of a better word, stolen works of primal and divine magic which was then translated into arcane formula. This is how ‘mages’ now have a number of schools (ex. evocation, illusion) instead of just those involving the wielding of pure arcane power. Some still consider the use of these spells to essentially be flaunting stolen property, and it is not uncommon for a mage who attempts to take on a primal or divine spell without proper preparation, or too arrogant, to have the spell backfire. these are sometimes seen as divine acts, punishment for theft.

Some spells are considered uncouth regardless of their source; primarily, necromancy.

Detecting ‘Magic’

in the D&D 5e there is a spell ‘Detect magic’, in our world, this is referring to arcane, and would not work on the work of clerics, shamans or celestial beings.
those would fall under ‘detect good and evil’ (now referred to as detect divine)

mechanical changes

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