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Limits and costs of magic

From Faeloria

Limits and costs of magic

Limits and costs of magic in Faeloria define the practical, legal, and cosmological constraints on magical power. Magic is not unlimited. See Magic in Faeloria for the broader system.

Personal limits

Casters can tire or overdraw. Where magic is stored in objects such as Runic Power Stones carved from Maginite, overuse risks mana venting, sympathetic resonance, or lattice stress. Rune quality is essential to prevent dangerous surges. See Maginite and Runic Power Stones for handling and safety.

Knowledge and access

Learned magic requires teaching or texts (e.g. the Arcanum Lyceum in Lumenara). Item magic requires obtaining or crafting objects; bestowed magic requires maintaining the bond with the granting entity.

Taboos and law

Some magic is forbidden or restricted by religion or state. The Order of the Purple Rose combats demonic and dark forces. The Umbral Veil and the Law of Resonant Passage (see The Realms of Faeloria) govern crossing between realms; forcing passage through ritual can cause fragmented identities, echo-warped landscapes, and reality thinning. The Shadow Conflict involved a Shadowfell Rift; the Arcane Academy was established in part to prevent such fractures. Excess Veil influence can lead to dissolution of reality.

Cost of pacts and divine obligation

Pact magic often demands service, sacrifice, or behavioural restrictions; infernal pacts bind mortals to entities of the Infernal Plane. Divine magic typically requires adherence to faith and the Pantheon's principles.

Cosmological balance

The Great Cycle (Sunworld, Moonworld, Umbral Veil, Underworld) depends on balance. Magic that disrupts this balance or ignores the Law of Crossing threatens the stability of Faeloria itself.

See also