** When I was writing the last post I made, it pretty much transformed into a brainstorming session. As such, it's not an argument for or against anything per se, the way that I was arguing for certain kinds of magic systems and against others earlier in this thread, but more of a "throw stuff at the wall, and see what sticks" post. I cut this part off from the previous post because it started really going someplace different the more I thought things out. I'm pretty much just trying to explore a concept to its logical end, and writing it down as I go. **
Let me make reference to another game's "magic" system, since I think it highlights some different ways of thinking about "magic versus technology". Sakura Taisen is a series of console games, only the last one of which got released in the US, which is ostensibly "Steampunk": It has an alternate version of the early 20th century built around "steam power", but if you scratch the veneer of steampunk, you find it's actually all just magitek. Even though they TALK a lot about steam powering everything, it isn't actually a steam engine that powers the machines, it's something called "Pnuema", which is basically magic steam generated by people (especially relationships, which is an important part of the game mechanics), and as such, all the games take place fighting over large, populous cities because, since the holy grail of energy in this game world is generated by people, the more people you crowd into a closer space, the more energy you get from them. (And again, it's especially generated by relationships, so you have to spend most of your time boosting "Friendship Levels" because it gives you more pnuema, which gives your pnuema-powered-mechs all sorts of stat bonuses for all the extra frienship power you get from your teammates.)
This gets back to the sorts of things I was talking about regarding the difference between "technology" and "magic" - as long as magic has comprehensible rules that it follows, "magic" is just physics when you change one of the fundemental laws of nature. One of the things that came up when talking about Improved Farming when we were talking about photosynthesis underground, and a guy
proposed cosmic rays as a source of underground photosynthesis. This is functional magic (and I pretty much said so in response), as it's just rewriting physics to suit the needs of the narrative.
Scientists theorize that 3/4ths of the universe's mass is "Dark Energy" (not even dark matter, that's something else, which also outweighs the known universe, but not by as much). We have no idea what it is, or how it works, but apparently there's a whole lot of SOMETHING out there, and we can tell because it has a strong influence on gravity. The world is flooded with neutrinos, a harmless particle that bombards us billions of times every second, but which are virtually undetectable because they have virtually no impact upon any of the fundamental forces of physics. In the game already, we have "souls", which have attributes, can occupy bodies, and can possibly leave bodies or have multiple souls in one body. So, just re-write a few things, and suddenly, dark energy or neutrinos become some sort of water in which souls can be considered fish - a medium for souls, which certain kinds of souls can influence to bring about actual physical changes in the world. Just like a fish needs scales to protect itself from the outside world, and keep its insides all in order, a soul generally needs a body to protect it from the currents of dark energy/magical energy around it from tugging its inner workings away. But like a fish, a soul could push some of the dark energy/magical energy around it in ways that it has adapted to survive, so as to breathe or swim.
(Going forward, because I'm talking about a metaphysical soul in quasi-physical terms, I'm dubbing this a "Souls As Organisms" concept. Souls, in this case, are functionally like living organisms, and may be "immaterial" by the way that we reckon physical things, which mostly means reacting to gravity and electromagnetism, but are "material" to other soul-like things, possibly because of a new force of nature that is unlike our current forces of nature, which only sometimes interacts with "physical" objects.)
We could, in fact, have magic be a matter of souls. A temporary magic effect is a flexing of spiritual muscle. Most creatures could simply do this as a matter of course - dragons breathe flames because they are developed to have a "soul muscle" that can turn magical energy into either direct heat, or some sort of unstable, easily combustable matter. Certain types of magic, then, would be like a bird flying: You're either born with wings and the muscular structure that lets you fly, or you aren't. If you are born to a race with magical powers, the powers are probably pre-defined, but repeatable for as long as your spiritual stamina holds out. A "rare sorcerer" would be something of a mutation where they have the ability to move a "muscle" in a way that others of their species do. (Not altogether unlike an X-Men mutation, where having "mutant genes" somehow gives Storm the power to call lightning bolts from nowhere.)
A wizard, if any exist, would then have to have the ability to reshape their own souls upon command. If we are talking Vancian Magic, maybe they know a trick to alter their own souls, or place some kind of artificially constructed spiritual implant to their soul-organism-body, which is designed to be triggered by flexing or unclenching some rarely-used muscle, a sort of spiritual equivalent of putting a gadget on your body where chomping your teeth down or clapping your hand on a button would trigger the gadget. This would require some sort of amorphous nature to one's soul to do... I guess going insane from using magic is a matter of carelessly molding one's own soul in ways that alter their ability to percieve the world. A fun thing to think about...
If magic is a matter of practicing a certain spell over and over again, until you learn how to reliably cast a particular spell, then it may be more of an ability to teach your soul-organism to either flex its muscles in a new way, or to restructure itself to develop a new muscle it can flex. This would mean that every individual spell would almost be its own skill to learn - you need to make a new muscle for every individual type of flexing (spellcasting) you need to perform, and every muscle needs to be "exercised" to be kept "fit" individually, or they may atrophe back into non-existence, and you lose the spell. The ability to actually develop these muscles, the self-awareness it takes to reshape one's own soul-organism-internal-structure without dealing damage to yourself, however, may be a set of skills that are common between spells, even if each individual spell would otherwise be its own individually trained and developed "muscle".
If this is the case, then magical items or other "permanent" effects that happen outside the body would need to have a "soul" in them, as well. Dwarves forging artifacts or magical items may, for example, have to tear off a chunk of their own soul to put it into the magical item to give it the "structure" (a "simple organism") through which magic can pass, and power the magical effects of the item. This means that a dwarf who was creating a magic sword that created fire continuously would have to shape a piece of his soul into a small, self-sustaining soul-organism that could inhabit a sword as a "body", and has the "muscle" developed to transform ambient magical energy into heat or unstable combustable materials, like a dragon's breath does.
If a certain effect could take up a portion of soul, which is measured as a set of attributes, we need to have some kind of overall "soul size" function, but we could say that a certain spell might consume 50 points of spacial sense, and 100 points of musicality to "construct" the spirit organism that you will put into the magical item. This would be "Cast from Hitpoints", in a manner of speaking, and you would be unable to get them back, except by gaining attribute experience. (There might need to be some kind of task for wizards that could train all their soul attributes back up to work back off some of this price.)
This also means that magical effects could be
Powered By a Forsaken Child. Want a magic wand that shoots dragonfire? Harvest the soul of a dragon, tear off the part you want, enslave it, and force it into a wand! (May require some small part of your own soul as a "controlling mechanism" to enforce the slavery of another creature's soul, which would likely not be willing. This would be like an additional parasitic organism living within another creature's soul. Fun bits.)
Regeneratable/mutable souls could solve and create some interesting problems, here, too... The more mutable a person's soul becomes, the easier it is to add on new parts that could potentially control more magic. This also means that working over the soul continuously may introduce some measure of "corruption" - the more you work the soul over, the less it resembles the "human(oid) soul" that it originally was, and the more it becomes a scarrified, multi-limbed eldritch-horror-in-the-making. You might even wind up having wizards turn from mortals to "Physical Gods" if they reshape themselves thoroughly enough to make their soul-organism form capable of surviving without bodies, or transferring between bodies, or controlling multiple bodies, or inhabiting entire landmasses as an alternate body, becoming "the god of the mountain".
So yeah, this is the kind of crap I think up when I'm procrastinating on my schoolwork.