I'm thinking about creating mysteries based more on high fantasy concepts than European historical/fantasy ones. I kind of did this for my Scions of Nathas game but I'm particularly interested now in thinking about the kinds of magic that you see in more high fantasy settings. Obviously these ideas don't fit into the Mythic European flavour so I'm seeing them as more resources for SGs to use in their own settings or players to use as research goals.
In particular the following kinds of magic
Extraplanar travel. i.e. travel to other planes of existence. Obviously these planes have to exist in the setting, but assuming they do. You'd need some kind of magic that could either move a person from one plane to another or open a tunnel between the planes that a character could walk through. Essentially, we are looking at expanding the rules for Rego Corpus and Rego Terram to make teleportation and Hermes Portals/Mercere Portals work across different planes of existence.
Spell Effect fields. Bit complex to explain, but basically a field that affects anyone that enters it. Very hard to do in Hermetic magic. For those familiar with the Forgotten Realms, I'm thinking something like Mythals, where a entering the area immediately casts several different effects on you, so one area might have a mythal that lets you fly within its borders. Another has an effect that make you unable to lie, etc, etc. In Hermetic magic, the closest you can get with this is a room or structure effect case from an item that auto-casts every round, anyone walking in would be caught in the next cast. Having this work with Boundary targets might be sufficient. But you can't do it with spells alone.
- Extra-dimensional spaces. Or for the Looney Tunes fans out there, Hammer space. Essentially this is creating small pockets of reality from scratch that do not occupy room on the outside, but have space on the inside. The classic bag of holding, the Doctors Tardis and all manner of pocket realms fall here. The closest you can get to this in setting is with regios, but these can't be created by magic (not deliberately anyway). I'm not sure how one would go about this. I guess you'd need creo to create a new area, but there isn't really a form that equates to space or distance. My gut says to go with Terram as thats the closest analogue in the mind of your average medieval mage, but maybe Vim would work better to create an unformed and empty space. Then use other creo spells to make stuff in it.
Anyone done any of these? Anyone think of other high fantasy magics that could be rules-ed up?