Magic in the Weird West is varied and novel. Asherati are naturally psionic, lizardfolk are naturally incarnate, dusklings are naturally shadow-infused, dwarves are skilled alchemists and artificers. Warforged also make good artificers as well, and drakes have natural energy-based attacks. Halflings rely more on luck and grit. Raptorans, darfellan, and goliaths are skilled with elemental magic. Humans have no special propensity, but are flexible enough to adopt any magical style they please. In addition, the basic arcane and divine magical sources are still available.

Alchemy: The study of alchemy and chemistry is a complex and intermingled one, and in this setting there is no perceptible difference between the two. Alchemy involves the study of substances and how they interact as reactions, transfusions, transmutations, and so on. As a special rule, any character can take ranks in Craft (Alchemy) to create alchemical items, not only spellcasters.

Arcane Magic: Arcane magic manipulates an energy that is present everywhere. In a physical sense, arcane energy is similar to chemical or kinetic potential energy.

Divine Magic: Divine magic draws its power from the faith and belief of the user. These people normally believe that the magic is granted to them by the gods or spirits, but it is in fact their own conviction influencing the world. As such, divine magic is closely linked to incarnum, but whereas incarnum harnesses the extraneous soul energy of others, divine magic harnesses the individual’s own.

Elemental Magic: Darfellan, goliaths, and raptorans have a special leaning toward water, earth, and air magics respectively. This grants them +1 caster level when casting spells with those descriptors.

Energy Attacks: Only drakes have a natural energy attack in the form of their energy affinities. This doesn’t grant them any special abilities with magics of these descriptors, but they often do select feats that complement their affinities.

Grit and Luck: Grit is not a magic as much as a determined mindset, a courageous spirit, and a generous helping of luck. Halflings, who are naturally lucky, are predisposed to this type of “magic.” Grit and Luck are represented by the colour yellow.

Incarnum: Incarnum is a physical manifestation of the excess “soul energy” that is given off by all living things, whether humanoid, monstrous, plant, or animal. In the Panathea belief system, even rocks, rivers, and other inanimate things give off this energy. Such energy is a link to the etherworld, and can be harnessed for use in a variety of ways. Lizardfolk have a particular affinity for this type of magic. Incarnum, when manifested, exists in shades of blue, leading some to dub it “blue magic.”

Infusions: Infusions are used by artificers to magically enhance objects and items. Infusions have no direct effect on creatures, but creatures can use infused items to their advantage. Infusions are neither arcane nor divine, but a special category all its own – artificers manipulate the potential energy within objects to change or enhance their function.

Psionics: Psionic energy is drawn from within the mind of the user. The sentient mind contains potential that typically goes untapped, but can be accessed with the right training or talent. Much of what can be accomplished through the manipulation of arcane or divine forces also can be achieved through the use of the mind. Psionic energy, when manifested, is green.

Shadowcasting: Shadowcasting requires a connection between the user and the Shadowlands. Through this connection, shadows and negative energy can be manipulated. Shadowcasting always manifests as black or grey. While shadowcasting requires a link to negative energy, it is not necessarily evil, though the practitioners must take care not to allow the shadows to influence them.

Soul Binding: Soul binding falls in a category of its own; it somewhat resembles incarnum or shadowcasting, but is much more specialized than either of these. Binders must make contact with the vestiges of departed souls, which can reside on either of the two planes. When they do, they form a pact with this vestige in return for the use of special abilities that they can provide. Normally, the pact is as simple as granting the vestige a semblance of life through the binding, by which they can experience a taste of the life they once had. Soul binding is dangerous; it is possible for the vestige to influence the personality and appearance of the binder.

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