Magic and Mysticism
Mysticism comes from the unknown. It is a force that cannot be measured or understood by modern science. When mystics change Resonance, strange and unsettling things occur. Fires break out, minds warp, reality bends, and the laws of physics change. Magic can create wonders and horrors in equal measure.
In The Last Night, magic is frightening, twisted, and dark. Players should think about tales of witchcraft, vampires, warlocks, and demons. The power at the fingertips of mystics is feared by those who have never experienced an Impression. When magic manifests, it is confusing and terrifying. Fires erupt from words and gestures, people disappear and reappear in other places, the mind becomes charmed and confused.
Players and the DM are encouraged to describe the use of magic as weird, creepy, and dark. It should be subtle, not flashy. Spells are wicked things given to mortals by alien forces. They twist what should be so into something unreal. When casting spells, conjure images of hags and witches, warlocks and evil wizards, or creatures of darkness. Even beneficial spells come from scary places. Healing burns and cajoles. Blessings taunt and prod, threatening to disappear if the bearer isn't worthy.
Somatic components are aggressive gestures while verbal components are garbled alien speech from the depths of the soul. Magic in all forms should feel unnatural and unsettling.
Resonance
Resonance is an invisible and fundamental force that shapes reality. It is described as a constant vibration or energy wave that governs the laws of time and matter. Resonance acts as a corrective force, ensuring that reality stays on its intended course. Those who are attuned to it—through Impressions or deep mystical study—can temporarily manipulate it to alter reality, though these changes are not permanent, as Resonance works to reassert its natural order. The Origin, a mysterious and powerful ancient race, were the first to master Resonance. They used it to wield what modern people refer to as "Mysticism," a form of reality-altering power that could bend the laws of nature, time, and space.
Despite their mastery, even the Origin could not fully control Resonance, as its corrective nature would always revert reality back to its original state after Mysticism was used. Resonance is still poorly understood in the modern era of The Last Night, with only fragments of the Origin's knowledge remaining. While some individuals and factions attempt to manipulate it—especially those who seek to harness mystical powers—there is always a risk involved, as Resonance is not easily controlled and can lead to unpredictable consequences. It governs the balance of the world, ensuring that any disturbances, whether magical or otherwise, eventually settle back into the flow of time and space.
Impressions
An Impression is a point in space-time where otherworldly entities or forces have made contact with reality, leaving behind a mystical scar or mark. These points can manifest as physical locations, objects, or moments where the fabric of reality is altered. Impressions are believed to be remnants of contact from entities like the Origin, gods, or even more mysterious forces, and they often contain powerful mystical knowledge or energy.
When mortals encounter an Impression, they may become attuned to it, gaining access to mystical abilities or knowledge. However, this attunement can be both a blessing and a curse, as it can expose individuals to visions of the future, strange powers, or unsettling experiences. Some Impressions may even distort time, offering glimpses of what is to come or showing echoes of the past.
In many cases, Impressions are tied to Resonance, an invisible force that governs the laws of reality. Attunement to an Impression allows one to manipulate Resonance, granting temporary power to reshape the world around them. However, this power is fleeting, as Resonance constantly works to reassert itself and restore balance.
A man becomes lost in the dense jungles of Celenostre, hunting for his dinner too late at night. He wanders into the darkness, his torch faltering, and he realizes that he should have returned home hours ago. Yet, he is now lost. The trees are dark guardians, too similar to tell apart. The sun has gone, leaving him with his dwindling sight and over-active imagination. He comes to a clearing after hours of desperate stumbling. Something catches his attention, a noise unlike animal or person. A whisper drifts toward him on the winds, calling him to press on. He does so, moving to the center of the flat field. The breathe is sucked from his lungs, his eyes harden, his teeth clench. Noise. Buzzing fills his mind. After a few agonizing minutes, the buzzing becomes words, yet he cannot understand them. They overwrite his thoughts, his breath, his being. He is no longer himself, he is the whispers.
He finds himself in the dawn, at the edge of the forest, closer to his home. Over the next few days, the words return to him, making more sense now. He can hear a vibration, a tone, that he's never heard before. He looks to the cold venison stretched across a slab, he wishes it were cooked, and suddenly flames erupt under the dead flesh. His thoughts burned the meat, searing it to perfection. He jumps to his feet. His family rush into the room, wondering what is the matter. He looks to them, wishing he could hear their thoughts, and suddenly, he can.
Has he gone mad? No. He has encountered an Impression, and he is one of the naturally attuned.