Principles of Magic
You can’t make something out of nothing, or nothing out of something (mass is conserved)
Magic comes from below and returns to below.
There’s always a downward pull when using magic.
Using magic to fly would require a tremendous amount of power, to balance out that downward force.
Strong or bound magic is impractical without light.
The downward pull is countered by sunlight from above, or by things that absorb sunlight.
Wood must be in all made items, or they become extremely heavy.
Wood that has stored a lot of light for a long time (e.g. a tree trunk) is more powerful than newer wood.
There might be other sources of light that can be expended.
Magic is unpredictable.
Threats and despairs can be bad.
Types of Magic
Each of these is a Genesys skill. They're flexible – you can do whatever you can justify as being part of that skill, if you roll well enough. You can specialize in one magic skill. The others always have a black die.
Being (pre)
The ability to be another living or non-living thing. Examples:
Reading, manipulating or controlling minds.
Seeing something from the perspective of a nearby inanimate object.
Knowing (int)
The ability to know things that you have no justifiable reason for knowing.
Examples:
Limitations:
Changing (cun)
The ability to make changes to living or non-living things. This is often a slow process. Doing anything quickly could require a higher roll.
Examples:
Limitations:
Burning (br)
The ability to control energy, and draw energy from matter.
Examples:
Limitations:
Moving (agi)
The ability to move earth and objects, and knowing what materials and objects are around you.
Examples:
Limitations:
Cannot be used to fly, or project an object any significant distance upward.
Motion is linear in three (or four?) dimensions. Teleportation is not possible.
Making (will)
The ability to bind magic or other power into objects, in a temporary or permanent way.
Limitations: