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Alt Names: Weaving

TODO:
● Convert “nature” concept into the six elements of nature (Flesh (Living creatures), Wood
(Plant life), Fire, Water, Earth, Air)
○ Relabel “living things” as “active” elements of nature, and the other elements as
“passive” elements. Living implies that the other elements are not alive, which I
think many Wylder would disagree with.
● Make the magic more “sewing” themed. Mostly in names.
○ Change “Crux” to “Needle”?
● Fix problem with Cruxs: If a crux is just something that does not have the human knot,
then what is stopping virtually anything the Wylder touches from acting as a crux?
○ Solution?: The crux must, essentially, be a Wylder. If wylder magic is taught, then
animals must be trained to become cruxs. In this system, it is possible for other
elements of nature to become cruxs, such as a tree or a rock, though this would
be rare enough that it would be fine.
● The passive elements could be considered a sort of “splintered intelligence” or “hive
mind” in that individual parts may not be very impressive, but taken as a whole, a more
complex being emerges. So, talking to a pebble may be limited in scope, but talking to a
boulder may be a bit more engaging. Speaking to a mountain, or even the entire earth
would be like speaking to a being with complete intelligence and cognizance, perhaps
more so than humans.

Vision:
● Magical practitioners who, through their magic, are in a unique position to be more
environmentally cautious and also promote understanding and peace among all beings.

Overview:
● A group of people whom have a connection with the elements of nature including: Flesh
(Living creatures), Wood (Plant life), Fire, Water, Earth, Air. Wylder have the ability to
kindle a relationship with these elements. These people act as a bridge between nature
and civilization, and try to find a balance. They are very often seen helping an
ecosystem thrive.

ROOTS:
● Bio
● viv/i
● Vit
● Anim - life, spirit
● Spir - breath
● Iso - equal
● Equ
● -iqu-
● Is - equal
● Con-,co-col-,com-,cor- - with, together
● Nect-,nex- - join, tie

Terminology:
● Living beings: Anything that one would traditionally think as being alive. This includes
animals, plants, and fungi.
● Elements: Anything that is connected to the Wyld that is not a Living being. This usually
means water, fire, earth and water.
● Nature: Both living beings and the elements
● The Wyld: A sort of “network” that connects all of nature
● Crux: Any being that allows a Human Wylder to connect to the Wyld
● Lyfe: The magical energy that allows Wylder to manipulate The Wyld
● Earth: Dirt, rock, metal, etc.
● Water: H2O
● Air: Any gas
● Fire: Heat, and Combustion

Possible Origin:
● Some humans, a long time ago, were given a gift by the Fae for some deed that they
did. The descendents of these humans can enter the Wyld.
● A human and a fae fell in love. Their children were the original Wylder.

Genetics: SLATED FOR REMOVAL, MAGIC WILL BE LEARNED


● Being a Wylder is hereditary
● The Wylder gene is a recessive one. If both parents are Wylder, than their children will
be Wylder too. If only one is a Wylder, then their children will be carriers. If two carriers
have children, some of their children may be Wylder or carriers. The same is true or a
Wylder and a carrier, only the children have a higher chance of being a Wylder, and all
the children will at least be carriers.
● Statistical chance of baby being born Wylder is 1 in 100,000. With a global population of
1,000,000,000, that equates to 10,000 living Wylder. A population of 100,000,000 would
have 1000 Wylder.
● Due to the founder effect (The loss of genetic variation because of a small founding
population), very often other genes accompany the Wylder gene. These genes come
from the same place as the Wylder gene: the original Wylder. A Wylder may not have all
or even any of these other traits but it is very common to have at least some of them.
These traits also often denote carriers.
○ These other genes include: TRAITS CAN BE KEPT AS SIDE EFFECTS OF
LEARNING WYLDER MAGIC
■ Red hair
■ Curly/Wavy hair
■ Brown, or sometimes Amber colored eyes.
■ Left-Handed

Nature of The Wyld:


● The Wyld is a network that connects all of nature. Everything connects to the Wyld
through pathways referred to as “strings”. Each string is made of 3 “threads” known as:
the soul, the body, and the mind. The thread of the soul connects to the emotions of the
thing, the thread of the body connects to the body perceived in the physical plane, and
the mind connects to the logical thinking part of the thing. Wylder magic is achieved by
manipulating these strings and their threads; However, Wylder cannot interact with the
Wyld directly because of a block between their string and the rest of the Wyld known as
“The Human Knot”. This knot can be overcome with the help of a crux, with which the
Wylder must be in direct contact. A Wylder can always access their own threads for
Wylder magic, but must either make physical contact or use a crux to affect others. Due
to the human knot, the only way humans can be directly affected by Wylder magic is
through physical contact.

Abilities:

Definition Mind Body Soul


Strengthen/Enhance To make Increase focus.
ment something Recognize
more robust. To danger easier.
improve upon. Paranoia.

Connection/Splicing/ Making two


Become one things become
one, working in
tandem.

Analyze/Examine To learn about


something from
itself.

● Abilities in order by the rate at which they consume Lyfe (From slowest rate to fastest
rate.) A Wylder may do one of these things at a time, or all of them at the same time.
Using more abilities makes their rate of consumption stack, so Lyfe is lost faster.
○ Connecting to the Wyld
○ Personal channeling
○ Melding with crux
● Thread Enhancement: By channeling Lyfe through the threads, a Wylder can enhance
natural aspects related to that thread. These enhancements tend to make the Wylder
more animal-like or primal. (Enhancing your own threads do not require a Crux, as you
do not have to pass the human knot to manipulate your own threads.)
○ While channeling Lyfe into the thread of the body, a Wylder enhances their
body in the following ways (Fight or flight response plus magic so it’s better).
● Increase in dexterity
● Increased blood flow/heart rate. Increase sugar in blood.
○ Muscles can work harder and faster
● Increased blood clotting
○ Wounds clot faster
● Decreased pain
■ Once Lyfe stops being channeled into the Wylder’s body, these effects go
away which can be detrimental. Extended use of this ability can put a lot
of strain on the body, especially if it’s damaged.
○ Channeling into the thread of the mind enhances the being in the following
ways.
■ Focus increases
■ Recognize danger easier
■ Paranoia
○ Channeling into the thread of the soul enhances the being in the following
ways.
■ High-Emotional intelligence
● Body language easy to decipher, can pick up on others emotions
well and become more aware of social surroundings
■ Emotions become more powerful, especially primal ones:
● Lust, Fear, Anger
● Thread Manipulation: When channeling Lyfe, a Wylder can exert their will onto a being
through that beings threads.
○ By manipulating a beings thread of the mind a Wylder can control that beings
thoughts
○ By manipulating a beings thread of the soul a Wylder can control that beings
emotions
○ By manipulating a beings thread of the body a Wylder can control that beings
body
● Thread Splicing: When channeling Lyfe, a Wylder can connect threads from different
beings which has a wide range of uses, including:
○ Melding: By splicing the thread of the body, two beings can occupy the same
body. During a melding one body disappears while one stays in the material
plane to host both beings.
■ Meld Travel: An advanced technique, it requires the Wylder to rapidly
perform meldings. By doing this, a Wylder can leave their original location
far behind, and can keep going like this until they run out of things to meld
with or Lyfe.
○ Thread Talking: By splicing the thread of the mind the connected being can
communicate. Any emotion behind their words is lost however. This can be fixed
by splicing the thread of the soul at the same time, however, many people are
not willing to be that vulnerable with someone.
● Wyld-Sense: While connected to the Wyld via a crux, the Wylder effectively can “see”
anything that is connected to the Wyld. This Wyld-Sense is better than sight in the wild,
but becomes harder to use in urbanized areas, as the worked materials of buildings are
harder to see. Wyld-Sense is also what allows Wylder to detect and affect other strings
that they are not touching. The area in which Wyld-Sense encompases increases with
Lyfe used and skill of the Wylder.

Ritual Magic
● There's only so much Lyfe a single Wylder can channel. Multiple Wylder can come
together and pool their Lyfe together, creating much stronger effects.
● All the Wylder have to do is channel their Lyfe into the same action through the Wyld (So
a crux is needed).
○ Every Wylder channels their Lyfe into a single person (The recipient must be
connected to a crux, the crux’s gate is used to channel the Lyfe into the
recipient's body). The effects of a channeling Lyfe into one's body will be
multiplied by every Wylder who participates in the ritual.
○ Every Wylder channels their Lyfe into a single person’s connection to the Wyld,
allowing them to “see” much further into the Wyld than would normally be
possible.
○ Every Wylder channels their Lyfe into a nearby river, causing it to flood
massively.
○ Every Wylder channels their Lyfe into the sky, causing a massive storm to form
(Or dissipate)

Controlling the Elements:


● Earth
○ Nothing is ever created, only existing earth is controlled
○ The more earth that is controlled, the more Lyfe that is needed
○ Amounted of Lyfe needed from least to most
■ Control earth in a slightly unnatural fashion (soft earth won’t hold
footprints)
■ Control earth in a very unnatural fashion (Lifting rocks into the air against
gravity)
○ Most extreme forms are not achievable by a single Wylder (Creating
earthquakes)
● Water
○ Nothing is ever created, only existing water is controlled
○ The more water that is controlled, the more Lyfe that is needed
○ Amount of Lyfe needed from least to most
■ Control water in an extremely gentle way (Make water run off of a
person/object)
■ Control water in a forceful but calm way (Making a small wave form)
■ Control water in a violent way (Cause water to churn violently. Could
cause small water craft to overturn and make swimming very difficult)
■ Control water in a very violent way (Creating large waves, parting bodies
of water)
○ Most extreme forms are not achievable by a single Wylder (Tsunami’s)
● Air
○ Nothing is ever created, only existing air is controlled
○ The more air that is controlled, the more Lyfe that is needed.
○ Most extreme forms are not achievable by a single Wylder (Directing storms)
● Fire: Heat
○ Matter is not created, energy is controlled and transferred.
○ The more heat created, the more Lyfe is needed
○ Amount of Lyfe needed from least to most
■ Make something warm
■ Ignite something extremely flammable (Oil, or a wick)
■ Heat something to be hot to the touch
■ Reduce size of fire without destroying it
■ Ignite something very flammable (parchment)
■ Control a fire in a natural fashion (Control direction of spread, speed of
burning) 3
■ Ignite something flammable (Dry wood, charcoal) 4
■ Extinguish a flame 4
■ Heat an object enough to boil water
■ Control flame in a slightly unnatural fashion (stop fire from burning
someone/something) 4
■ Heat an object enough to make it red-hot
■ Control flame in a very unnatural fashion (Forming the fire into the shape
of a humanoid) 10
■ Heat an object enough to melt lead

Limitations:
● Crux: Humans cannot access the Wyld by themselves due to the human knot. As such,
they require something connected to the Wyld that does not have a knot to access the
Wyld. The thing used to access the Wyld is called a Crux.
○ A crux is almost always a living being. Trying to use the elements as a crux is
very hard and uses a lot of Lyfe.
● Wylder Magic requires the Wylder to channel Lyfe. Lyfe is the
energy that fuels Wylder Magic and permeates the Wyld. In order
for Lyfe to be in a usable form, it has to be concentrated. Lyfe
naturally concentrates in luminstones. To channel the Lyfe in
luminstones, a Wylder must make physical, bare skinned contact
with the stone.

○ Luminstones change color based on how much Lyfe is stored inside of them. At
max capacity the stone is green, like a very healthy leaf. When a luminstone is
empty its color is a light brown, like a wilted plant.

○ Luminstones can be recharged by being near places where the Wyld has many
strong connections, ie. in a deep forest or other areas of nature. Hedges from
Gorism always have strong connections to the Wyld, and can reliably charge
luminstones.
○ Luminstones gradually lose Lyfe in places where the connections to the Wyld are
weak or few, ie. in a desert or in a city.
○ Luminstones can hold more Lyfe when they are raw, uncut, and not worked by
human hands.
○ Larger luminstones can hold more Lyfe than smaller luminstones.
● A Wylder can’t make a living thing do anything that would be physically impossible for it
to do. A tree can only move on long timescales, making quick movements impossible. A
flower may be convinced to bloom out of season however.
● Wylder Magic has no direct effect on humans because of the Human knot. Physical
contact must be established to directly affect a human.
● Wylder magic cannot create matter. It can transfer energy however. This is why heat and
combustion can be generated. Lyfe is being converted into heat.
● It is harder to effect things that have been worked by human hands with Wylder magic.
Jewelry for example, although it is made of earth (metal, gems), it has been worked
heavily so it’s connection to the Wyld has been severed.
● Wylder can not meld with an element without dying. The elements were never meant to
hold a mind, so the Wylder’s mind will simply scatter into the Wyld without a way to
return.

Applications:
● A Wylder cannot convince a plant to grow faster, that would be physically impossible, but
they can ask the plant what they need to grow to their fullest potential, which the plant
will instinctively know. Plants grown with the help of a Wylder always grow very well.
● A Wylder can be the bridge between civilization and the wilds. Rat infestation in the
granary? If the Wylder can find a different food source, they could easily convince the
rats to move elsewhere. Rats get fed, and humans too.
● Need to know if that plant is edible, poisonous, or has healing properties? Ask it!
● Melding with a crux has many applications. Need to breath underwater? Meld with a fish
or other water breathing animal. Need to fly? Meld with a bird. The uses are too
numerous to count here, and are only limited by the natural world and the Wylder’s
persistence.
● Need to find water? Entering the Wyld will let you sense when water is near, even if it’s
obscured from sight.
● Are you cold? Warm your body!

GURPS Ritual Path Magic Conversion


New Paths:
● Body/Animals
○ A combination of the Path of the Body and the Path of the Mind, except it only
affects animals
○ Includes products of animals: leather, milk, cheese, wool
■ Sense
● Sense Body: Lesser Sense Body can identify what species or race
an animalis, detect all living animals, detect all members of one
particular species nearby, locate the physical presence of one
particular animal you know, or diagnose any medical problem that
a doctor could potentially identify. Greater Sense Body can reveal
a person’s full genealogy, diagnose an issue that medical science
could not
● Sense Mind: Lesser Sense Mind can locate the nearest animal,
track down a specific person known to the caster, enter
into telepathic communication with an animal, or sense
whether the subject is hostile. Greater Sense Mind can read
someone’s mind against his will, search through someone’s
memories, or locate someone based on someone else’s
description of him (through tapping into his impression of
the person).
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Plants
○ A combination of the Path of the Body and Path of the Mind, except it only affects
animals
○ Includes products of plants: sap
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Fire
○ Light, Heat, and Fire
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Air
○ Lightning, Wind, and Gaseous Substances.
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Water
○ Any liquid not covered by another path (blood would fall under animal, as would
milk)
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Earth
○ Earth and minerals
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create
● Magic
○ Deals with manipulating the Wyld itself
■ Sense
■ Strengthen
■ Restore
■ Control
■ Destroy
■ Create

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