Magic Briefing (Player)
Player briefing: how magic works (what your character can know)
In Qualihut, magic is real, useful, and never free.
Two things matter more than spell lists:
- Magic behaves like a finite resource you can refine, trade, and corrupt.
- Time is not universal: consensus time exists; Fey time does not.
The everyday reality
- Most “magic” people experience is practical: wards on gates, blessings on contracts, rituals that keep a town’s water clean, and small protections that prevent a bad season from becoming a riot.
- Big magic exists, but it concentrates around institutions (guilds, churches, courts) and along dangerous routes (wilds, sea lanes, thresholds).
Refined magic (money that can explode)
- Refined magic is power made portable—used like fuel, like currency, and like ordnance.
- It’s traded through seals, audits, and custody chains. If you touch it, you become interesting.
Divine magic (miracles with bureaucracy)
- People pray because it helps. Priests also perform sanctioned rites that sometimes produce real effects.
- Those rites come with calendars, witnesses, and paperwork. The holy has logistics.
Mind magic (used judiciously) + wards
- In the Empire, “mind magic” (charms, compulsions, emotional manipulation) is treated like a kind of quiet assault: useful, feared, and socially expensive when discovered.
- Wards against mind magic are widely available, and even cheap wards can make manipulation noticeable.
- Player-safe details (what it feels like, how wards work, and what to expect in play): Mind Magic + Wards
Nature and liminal magic (roads, forests, thresholds)
- Druids and old practitioners treat magic like an ecology: listen, align, pay costs later.
- Thresholds and “thin places” can bend time, memory, and causality. Travel is dangerous because the world has teeth.
What to assume as a player
- If a situation feels neat, someone is lying—or someone else already paid the cost.
- Magic solves problems and creates second-order problems immediately.