This is part 5 of a 6 part series on Magic in Redshift. If you want to read the other ones, or just catch up, you can find them here:
Part 1: https://itch.io/blog/512851/magic-part-1-fundaments
Part 2: https://itch.io/blog/515946/magic-part-2-order
Part 3: https://itch.io/blog/519514/magic-part-3-life
Part 4: https://itch.io/blog/522356/magic-part-4-knowledge
This time, we're talking about Change. Either through time, entropy, or use; everything is changing all the time. This Force is primordial, seeping through everyone and everything. It takes effort to deny it. Because of the very fluidity within it, it's varied in its use, though modern mages tend to use it to channel elements.
However, it does so much more. It can be a very high risk, high reward Force, using the very chaos in the universe to achieve results that were unexpected. It can channel lightning, and fire, create explosions, cause the ground to shift under your very feet. It can be used to change the target of Order spells to random people, either them to be countered because they can't effect the target, or just simply change the target to someone unexpected. It can alter your emotions to make you incredibly angry and fly into a berserk rage, rust machinery, or do something completely random. Like summon a bowl of petunias into existence. That can inexplicably convey the thought, "Oh, no. Not again." before hitting the ground and shattering the jar.
One thing that Change is, is vibrant and flashy. Everything it does almost appears to be a show.
Change, as mentioned earlier, is in everything, but it is often seen most in storms, carnivals, parties, and volcanoes and suns.
When paired with Order, it creates Chaos as the two Forces try to destroy one another.
When paired with Knowledge, it creates invention, the desire to create new things to make everything easier.
When paired with Life, it creates Evolution, as anything that doesn't evolve will die.
And lastly, when paired with Death, it creates Entropy; the force that all things will eventually succumb to.
A master of change can use Wild Magic to occasionally cast spells for free or much more powerful than they normally could. They can send bolts of lightning at their enemies, coat the ground in napalm, sink their foes in a foot of mud where there once was rock or scorch an area with the flames they shoot out of their hands. A master of Change is extraordinarily deadly; beaten in that only by the Masters of Death as a Force. Beware of a master of Change; for there are few that are deadlier.
Did you like this post? Tell us
Leave a comment
Log in with your itch.io account to leave a comment.