As noted in Treatment this is How I’ve decided to handle the matter of magick in the Dangerous Journeys system in general, and the Mythus RPG specifically
This is part 2 of the Heka series and covers how I’ve chosen to handle magick and heka in the Mythus RPG and the Ærth setting. You don’t have to entirely agree with me, think of what I present here is a bunch of suggestions you can try out of you like, throw out if you prefer, or mangle as you wish.
Ærth is a world where magick works. More specifically; wh ere magick works, can be understood, and can be treated as a science. The hypotheses can be proved, and proved. It produces results that can not be explained otherwise than by attributing it to magick.
What is Magick?
For our purposes magick is the manipulation of the environment or part of the environment without the use of any physical tool. Exactly what is being used can be open to debate, but for Dangerous Journeys I’ve decided that the main tool is the user’s soul, or will.
To be honest with you the Spiritul Trait in DJ can be said to be tied to the Mental Trait, except for the matter of the spiritual having to do more with emotion and feeling than the dry intellectuality of the mind. But for our purposes the matters of understanding and connection really can’t be said to be anything like memory or reasoning. Understanding does help you figure a matter out, but understanding isn’t always necessary.
And I have suddenly realized that the subject of magick on Ærth is going to need more than this single blog post. I know I said I would, but tales like this do have the unfortunate tendency to grow in the telling. So part 3 is coming up and that will deal with the subject of Heka.