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
  9. ·Magic
    1. What magic is
    2. Two ways to cast
    3. Complex spells
    4. Mental load
    5. Where costs come from
    6. Sensing and finding things out
    7. Schools
    8. Conjuring
    9. Summoning, teleporting, banishing, sealing
    10. Familiars
    11. Wild magic
    12. Crafting and enchanting
    13. What gives a made thing its power
  10. ·Fate, destiny and karma
  11. ·Godhood and cosmic law

Magic

What magic is

Magic is an event: abstract will expressed as concrete effect. Your will filters into the other two core planes and forces a change. What change depends on what is available — materials, loose magical energy, and even ideas cut loose from where they formed — and on the rhyme of their existence.

Will without intent still does something, wildly unpredictable.

Two ways to cast

Both use rhyme — it is part of the logic of magic. They differ in what they lean on.

  • Spellweaving leans on Reason. You build the effect from your understanding, like writing code from scratch. You must understand the relevant laws in fine detail — thermodynamics and chemistry for a fireball. Without that understanding you cannot do it with magic at all, except by ritual or chant.
  • Esoteric casting leans on Rhyme. Concepts and metaphor carry the logical weight; chants and passed-down forms let reality do the lifting. It throws more of the universe's will behind a spell, where spellweaving has only one small being's mind and will — so big spells come easier and draw more raw power, and in pure theory it is the more efficient of the two. It is reliable if you understand what you are tapping and how it reacts to outside forces, which is why it takes so much education.

Neither always works better across realities.

Any magic can be altered by outside forces. The less of the outcome you leave to the universe to decide, the less room there is — so spellweaving is steadier. But even a spell cast in isolation can react with outside forces once its effect is out in the world. Both take discipline, and nothing stops a mage from using both — many do.

Rituals and chants serve two purposes: the only route for someone who does not understand the effect, and a way for someone who does to bundle several effects into one casting.

Complex spells

A spell with several effects is a complex spell. A casting costs structure plus effects. Bundling effects into one spell pays for the structure once instead of several times — cheaper than casting each separately, dearer than casting one.

A fireball, for example, might break down into form, distance, direction and detonation — and could be broken down further. How much essence you pour in decides the payload.

Changing a prepared spell is easier than building a new one. Altering or adding effects adds difficulty, but you do not start from scratch — even bending a spell's path at the moment you cast it.

Mental load

Spellweaving is hard on the mind. You have to hold what each effect is doing, clearly, at once.

  • The more exact the mental image needed, the more load.
  • The more variables you must hold distinctly, the more load.
  • Hold too much and the spell fizzles: it fails, the energy is spent, and it must be cast again.

A variable spell can switch between effects at cast time, but using it at full capacity is costly in both mind and energy. Alternate forms are exclusive: one form per casting.

Aiming the same effect at a different target does not add load or count as a new form. Only changing the form or the type of force does.

Bigger target, more cost. Larger area, more cost. A single-target spell and an area spell are a valuable pair: an area effect does not discriminate, so it hits everything in the room, including what you wanted to keep.

The load rules are based on humans. A mind that is not human may carry it differently.

Innate powers mostly escape it. An innate power works when you know you can do it, will it, and meet the physical conditions. Esoteric casters need little load too, because the rhyme carries it.

The mage who built a spell carries less load than one working from a form they received.

Where costs come from

Distance and the nature of a place both change a spell's cost. It is easier to store the energy you need somewhere other than on your person. Essence crystals grow in size with the power they hold, and can be bought.

Sensing and finding things out

Trained mages develop an intuitive sense of magic flowing nearby. The soul's senses are muted to the rest of the body, which is a common hurdle.

Reading magic precisely needs a detection spell tuned to magical signatures, plus an identify spell. Sensing is a query system: you must decide what to ask about, and each question is an effect that costs.

The universe does not lie. A fact-finding spell working as intended gets true information — but it can be incomplete or out of context. The fact is true; what you conclude from it may not be.

Schools

Invent your own school, or use the familiar eight: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment and Illusion. The list is not complete.

The rule: give a good enough reason or rhyme, and enough resources, and you can try.

Conjuring

Conjuring can make something from nothing, or draw it from an elemental plane. Drawing from a plane and reshaping what is already present are two different workings.

Summoning, teleporting, banishing, sealing

  • Summoning brings something to you.
  • Teleporting sends something to a chosen place.
  • Banishing removes something and helps keep it out — sending it back where it came from, or somewhere new.
  • Sealing is its own act, not necessarily dimensional. You can seal a place, or seal a power from being used. It usually needs preparation and materials to maintain.

You can banish and then seal, but banishing alone does not seal.

Familiars

A familiar is a creature of any kind bound by a magical bond — including spirits and incorporeal beings. There is no limit on what can be bonded. You choose both the kind of bond and the creature.

A bond is usually either mutual and equal, or master and servant. Depending on the creature and the bond, the holder may be able to summon it — which is what makes a bond with a creature that cannot stay on the Prime Material workable. A familiar can usually find its bond partner.

Wild magic

When aimless will meets an idea cut loose from its context, anything can happen. It can create an entity with cosmic power tied to that idea, born of one desire; it can bind random powers to random things. Its outcomes are open — not a list.

Crafting and enchanting

Crafting, cooking included, can make almost anything with the right reason or rhyme and resources. The roll decides how much of the effect you get.

Spell focuses can be any item. They give finer control and more capacity. The narrower what a focus does, the more powerful it is.

Three ways to enchant:

  1. Inscription — writing your spell into the material, either through the meaning of symbols like runes (rhyme) or by coding it directly, like a magic circle (reason). You need the tools to mark the material.
  2. Components during creation — for a consistent effect.
  3. Binding an artificial will or reservoir to an object, then giving it your intent as you would cast a spell.

Making or changing an inscription costs as much as casting. A standing enchantment saves time, not essence.

Enchantments not founded on an item's own meaning need essence to stay fresh: gathered from the surroundings, stored like a battery and recharged, or drawn from a ley line or a whole city. Crowds of people give off enough essence to matter at scale.

A charm draws on the rhyme of the item itself.

What gives a made thing its power

This is true for anything you make. Magic is the obvious example.

  • A made thing is a statement. Shape, colour and material are the words.
  • Combining adds nuance, not dilution. Several parts make one whole meaning.
  • Arrangement matters. How parts are set together says how they relate. Parts can be split across items, like a ring and a pendant, and what each item stands for counts too.
  • Value is more than price. Sentimental and historical value count.
  • The making counts. How you craft it, and ritual like prayer or tradition, adds power. It's not just about materials.

The GM's way of putting it: "You know the idea of giving a personalized gift to someone could have more value? What makes that meaningful? Not just the item. The effort it took the care in thinking about it and the insight to determine what might move the other person. In this case. The person is the universe."

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