Telaka held up her talisman and started to chant the true name of the huge serpent just as it was was curling up to strike. Over and over she spoke its name, loud and clear as if revealing to the beast that she knew its innermost thoughts and its closest kept secrets. She felt vibrations through the chain around the back of her neck and the tingling of the artefact between her fingers. An onlooker might have noticed a feint glow from the red gemstone placed at the centre of the bronze cast charm. But then, it could have been a mere reflection of the light from the oil candles in the room. It seemed that the fangs would strike now, but the serpent halted, then slowly closed its mouth, seemingly hypnotised by the swaying of the amulet from its chain. It bowed its head, turned around and slinked off into the darkness.
I want the magic in Sundaland to be truly magical and not just a form of technology. If casting a magic fire ball spell is consistent and reliable then what is the actual difference between that and a shotgun or laser-pistol? In my opinion magic must have an air of mystery and unpredictability.
Below I've collected some ideas for different kinds of magic that fit the feel of my "Bronze Age to Classical Antiquity meets Sword & Sorcery" setting. If you want to use magic in your games set in Sundaland I suggest you look towards rules systems tailored to the Sword & Sorcery genre. Systems that lean towards free-form magic and have a chance of failure or unindented consequences will fit the mood. Doing a search for "magic in Sword & Sorcery" will also give you many articles and discussions about this topic.
Advanced technology: Technological contraptions made from gears, springs, lenses and crystals. Powered by steam, electricity or perhaps magical forces. Were they created by an advanced civilisation or the Star Gods or Elder Beings?
Alchemy: By mixing various ingredients the alchemist can create useful potions. Is it based on real chemistry or can super-natural results be achieved?
Curses: Are curses real or just self-fulfilling prophecies by causing paranoia in their targets?
Divination: One can supposedly gain knowledge and understanding by such things as reading the motions of the stars and planets, investigating the intestines of an animal, by casting stones, bones or shells, watching the movement of the waves or listening to the sounds of birds. Projection and a figment of the imagination or real insight?
Dream Questing: Travel to other realms, dimensions or realities in order to to encounter spirits, gods and demons. Interact with them in order to gain insight, knowledge or power.
How do you go on a dream quest, through meditation, trance-states, hallucinogens, a spell, incantation or ritual?
Does dream questing affect the material world? Are there consequences for the quester's physical, mental or spiritual health?
Elements: Fire, air, water, earth, spirit. Is the sorcerer in control of the elements or does it just seem as if they are? Why did the fire suddenly increase in intensity? Why did this torrential rain suddenly start? What caused those boulders to suddenly come crashing down the mountainside?
Interacting with nature spirits: Trees, caves, rivers, seas, oceans, hills, mountains, swamps, grasslands and animals all have spirits. Can they communicate with humans? Can they be influences or controlled?
Magic infused items: Amulets, talismans, magical weapons, armour, tools and artefacts. Magic has been put into otherwise mundane objects. Can anyone access these powers or do they require specific knowledge, skill or circumstances?
Potions and Medicines: Potions and medicines made from all kings of ingredients can heal, change behaviour and alter physical, spiritual or psychological states.
Praying: Can the gods hear our prayers? Can they respond and if so how will they do that? Through obvious explicit intervention or more subtle ways?
Sigils and Glyphs: By inscribing or carving symbols into objects one can infuse them with special powers. This can be done on weapons, doors, walls, boats, statues or any other physical object. Even humans with the practice of tattooing and piercing.
Summoning: With the aid of rituals it may be possible to summon demons, spirits, gods, deceased ancestors or other super-natural beings. The might be able to provide the summoner with knowledge, insight or powers, usually in exchange for something. In some cases the summoner can bring these beings into our world through a portal.
True Names: Knowing the True Name of a thing, being or person allows you to exert some form of control over it.
What does this do to the controller? Do they take on some of the nature of what they are attempting to control? What happens do the controlled? Do they have any free nature or will left at all? Are they altered in some temporary of permanent way by this process? Are True Names known to their bearers? How can you discover True Names?
Ultra sensory perception of other times and places: Some people claim they have the ability to sense, see or hear other places and times. They either have this ability innately or can access them by taking particular substances or using particular tools and technology.
Risks of engaging with magic
Attempting to harness supernatural powers may not be without risk. Nothing in this world, or other worlds, comes for free.
1. Corruption of body
The signs: Showing a sickly or ill appearance. Taking on animal characteristics such as a forked tongue, yellow or red eyes, scaled skin, webbed fingers and toes, slimy skin, unusual amounts of hair, developing claws, growing sharper teeth.
2. Corruption of mind
The signs: Seeing figures and creatures in shadows and fires. Hearing strange voices from unknown sources. Paranoia or experiencing a constant feeling of unsettlement.
3. Corruption of spirit
The signs: Body fading out of the physical world and entering the another realm. Lack of empathy and detachment from mortal concerns.