Magic in this Plane:
This plain uses various types of soul magic. With a hint of planar magic.
Soul: Quintessence bound to itself + void and Aether 2QVÆ.
Bind: Allows for the binding of magic energies both to each other and to itself.
Perceive: Souls can perceive their surroundings.
Move: Souls can move & fold in on itself by consuming magic energies.
Transfer: Souls can transfer magic energies through itself.
Store: Souls can store magic energies in themselves.
Transform: Souls can transform magic energies into other magic energies.
Purification: Souls can purify magic energies.
Ghosts and spirits
A ghost is malicious to the living, to some extent, while a spirit is not. Due to this, it is more likely for a ghost to survive, since they are willing to harm the living.
Ghosts and spirits are formed when people & animals die. Unlike normal souls that are dissipated by planar radiation, these creatures find a way to avoid it. There are two typical ways ghosts and spirits do this.
- They attach to an object/land and use it as a substitute for a body.
- The person's soul was strong enough to resist planar radiation until they could find an area shielded from it.
Objects possessed by a ghost and/or spirit will each have their own unique properties. These properties are decided by the environment, the strength of the soul(s), the amount of souls, how the object relates to the dead, the properties of the object, how the object was formed, any potential magic rituals or ceremonies performed with and/or on the object, and the regrets/wishes of the possessing soul(s). In example an average person’s soul may possess a knife that killed them. Since their soul is trapped in the weapon that killed them, it now tries to kill the holder of the item.
Even as a ghost or spirit, their soul will naturally decay so they must consume souls/emotions to continue. If a soul possessing an object decays, the object may retain its properties. Likewise you can seal/exorcize a ghost/spirit and have the object their possessing keep its characteristics.
Demons/Astral entities:
Beings from outside the world/plane each with power over a certain thing each with a certain unique weakness. The more they control the more powerful they are, but the more weaknesses they have. Each weakness is sympathetically tied to their strength/power. Demons are hostile to humanity, while Astral entities are ambivalent.
The Divine: Known by alchemists as entities with control of powers that control/guide the operations of the plane in question, or that embody an inherent contradiction/paradox. Multiple entities can have power over the same power/contradiction. Although people may call powerful entities divine.
Magic:
The sympathetic principle: Like effects like. The closer something is to something else the more likely it is to influence the other.
Soul binding: Using the properties of the soul to influence the body and mind. Allowing one to bind objects, souls, and concepts together and/or with one’s self.
High Cursing/Blessing: Cutting a part of someone’s soul and using it to affect the lives of someone else.
Vulgar Cursing/Blessing: Calling on an entity to perform a curse/blessing, most likely with a cost for the caller.
Alchemy(in this plane): Using the soul to transmute magic energies. Typically using planar and soul as the basis.
Theurgy: Studying the divine and the works of the gods. Asking the gods for power, etc.
Necromancy: Using souls to open astral gates to call on entities outside of the world to perform and/or bestow magic, and perhaps immortality.
Vulgar Necromancy: Reanimating the dead and using the dead to create ‘life’ and to bestow immortality.
Arcane: Binding your soul and magic to a power source, and using that source to cast magic. People who study the arcane are differentiated by the amount of sources they have. Studying the arcane = studying that power source. Trying to bind a source more powerful than the binders soul will damage, corrupt, and/or destroy the soul.
Power Source: A name for something bound to a Soulbinder’s soul and acts as their source of power. This could be something as simple as a handful of dirt, to as abstract as the true name of an entity. If the power source is destroyed the binder will lose their power. The binder will be able to gain a power(s) from their source using the sympathetic principle. The more the binder understands the power the stronger they will be. Typical power sources include the self, a magic object, a location, and a supernatural entity.
Ritual: Using/asking something else to cast magic.
Spell: Using your soul to cast magic.
Formation: Using personal symbols infused with the soul to manipulate magic energies.
Runes: Symbols, each connected to a powerful entity and/or concept, sometimes used in formations and to cast magic.