THOUGHT PHYSICAL SPIRITUAL

Beyond Destination

THE PLAYER'S CODEX

CONTENTS
  1. ·Preface
  2. ·How to read the laws
  3. ·The foundational laws
  4. ·The three core planes
  5. ·Planes and the stack
  6. ·Elemental planes
  7. ·Souls and essence
  8. ·The forces
    1. Three kinds of power
    2. Divine
    3. Polarity
    4. Concept forces
    5. Effects and forces are building blocks
    6. Fighting with meanings
    7. A deed can deliver an effect
    8. Costs
    9. Gravity
    10. Links to complex forces
    11. The primal
  9. ·Magic
  10. ·Fate, destiny and karma
  11. ·Godhood and cosmic law

The forces

Three kinds of power

Magic · Cosmic power · Psychic power. Every other kind of power falls under one or more of these.

  • Psychic power is tied to the Mind.
  • Magic draws its power from the Spiritual plane.
  • Cosmic power is not tied to any plane. It is a specific exception written into the rules of reality — reality makes it happen, even when nothing can explain how.

All three can produce the same effect, but they are separate channels. A cosmic fireball is not magic. A reality without magic blocks only magic.

Classification is per ability. One fireball ability might run on a single force; another might run on several.

At the table, all three work the same way.

Divine

Divine is a higher order of the spiritual and magical, above regular magic. It is a tier, not a fourth kind of power. Ordinary magical analysis can fail to see a divine layer.

Polarity

Below the three kinds sit positive and negative expressions of power. Positive creates, adds and sustains. Negative destroys, subtracts, and brings things to an end.

Polarity is not morality. Negative is not evil. Ending things is one of reality's most important functions.

Concept forces

Below polarity sits every concept a force can be tied to. Justice is a force — and Injustice is its own separate force, not just the negative of justice. Any concept force can be tapped as a power.

A complete concept is enough to be a force. Reflection, for example, is a force in its own right, sitting between the elemental and the somatic.

New forces get named when someone needs them.

Effects and forces are building blocks

An effect is separate from the force that causes it. Any effect can be combined with any force, in any number. There is no table of legal combinations. The only requirement is a narrative reason it works — usually Reason or Rhyme.

Put your creativity into the specific thing — this spell, this creature — not into the category.

Fighting with meanings

A concept can become a power source through its associations. Justice is linked with correcting wrongs, and wrongs are often linked with sins, so a force of justice can gain an edge against forces tied to sins.

That edge is situational, not a counter. Using justice for reasons that are not valid can backfire, boosting the other side. Drawing on a sin-named force does not make you a sinner or give you extra power. And what a community believes is just changes how strong these effects are.

The practical law: you use the concepts of the forces against each other to gain an advantage. A poet — someone fluent in metaphor — has a great advantage in versatility.

But the ground itself can be argued. Frame a contest so the forces fall back on reason and plain physics, and the logical thinker has the advantage instead. This is order against chaos at the level of a single fight. Whoever makes the stronger opening argument controls the narrative.

A deed can deliver an effect

An action can carry an effect, because actions carry meaning — who does it, what they are, and the situation. This is not only a magic thing; it works across the forces.

Costs

Every power costs something. With magic, if you cannot see what energy is being spent, some energy somewhere is still being spent. Costs can be hard: life force burned for power, or years of lifespan — for an immortal, bringing the moment they stop existing closer.

Creating something from nothing is possible. It is paid for, not forbidden.

Gravity

Gravity is a dangerous and difficult force to call on.

The primal

Things inside a reality almost never touch the primal forms of forces. Primal access implies ties outside the reality, and those ties have to be stated.

FROM
THE
CANON

Kept by the Lore Keeper · every law carries the message where the Game Master spoke it.
Canon edition 9feb1f7f · 60 sections · bound 7 Oct 2026