Wielders of Magic: Difference between revisions
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The vast majority of spells are ancient, having being formulated, tested, and perfected by mages long-gone. To master the strange lore of spells requires keen intelligence and long years of study. Mages strive by experimentation, guesswork, and sometimes arrogant and dangerous invention, to further their personal goals. | The vast majority of spells are ancient, having being formulated, tested, and perfected by mages long-gone. To master the strange lore of spells requires keen intelligence and long years of study. Mages strive by experimentation, guesswork, and sometimes arrogant and dangerous invention, to further their personal goals. | ||
Eight schools of magic have been discovered. Each school is associated with a symbol and a specific colour, as shown in the adjacent table. When a Detect Magic is used, the colour(s) of magic being observed is revealed. Note that a ''Detect Magic'' on an item or effect of divine origin may also reveal the colour of the deity to which the item is attuned. | Eight schools of magic have been discovered. Each school is associated with a symbol and a specific colour, as shown in the adjacent table. When a ''Detect Magic'' is used, the colour(s) of magic being observed is revealed. Note that a ''Detect Magic'' on an item or effect of divine origin may also reveal the colour of the deity to which the item is attuned. | ||
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"In closing, I like to pass on what my mentor, Lenceus the Grey, always stressed: “'''When you write down the theory, the theory becomes your teacher.'''” | "In closing, I like to pass on what my mentor, Lenceus the Grey, always stressed: “'''When you write down the theory, the theory becomes your teacher.'''” | ||
=Independent magic practitioners= | |||
Magic users in Kalderesh are almost always affiliated with a [[Guilds|Guild]], mainly for practical reasons. The use of magic is not regulated in [[Kalderesh]], unlike in [[Malanthea]] and [[Nubanon]], where magic users have to be registered with a guild or similar regulatory body. However, the irresponsible use of magic is a crime. | |||
There are several legitimate reasons for magic users to act independently. A '''retired adventurer''', for example, may have settled down and have no interest in the cut-and-thrust of formal Guild business. Some spell casters have extremely modest needs, using magic to '''supplement''' some other, primary, function. They will typically employ cantrips and perhaps even first-level spells in their work. | |||
'''Alchemists''' make and gather magical substances for potions and salves. '''Fortune-tellers''' and '''oracularists''' provide advice and guidance. '''Geourgists''' advise on a range of topics related to the elements, such as prospecting and gem cutting. '''Thaumaturgists''' create marvels of light and sound as entertainment. '''Mentalists''' provide counselling and guidance to the perplexed. | |||
=See also= | |||
* [[Spells and Spell Books]] | |||
Latest revision as of 05:06, 4 May 2022
Magic is one of the fundamental powers in the Universe, the essence of which is Sahir, the God of Magic. With magic, lightning can be conjured, time can be stopped, barriers of fire erected, and long-forgotten secrets learned.
The vast majority of spells are ancient, having being formulated, tested, and perfected by mages long-gone. To master the strange lore of spells requires keen intelligence and long years of study. Mages strive by experimentation, guesswork, and sometimes arrogant and dangerous invention, to further their personal goals.
Eight schools of magic have been discovered. Each school is associated with a symbol and a specific colour, as shown in the adjacent table. When a Detect Magic is used, the colour(s) of magic being observed is revealed. Note that a Detect Magic on an item or effect of divine origin may also reveal the colour of the deity to which the item is attuned.
Magic in Kalderesh
Magic is well-respected and widely employed in Kalderesh, and it is highly developed. Magic is employed to greatly assist various areas of technology: communication, information storage, warfare, and transportation, and to a lesser extent manufacturing and the living environment. Clerical magic greatly enhances the efficacy of medical technology.
Even a farmhand from some remote region will be familiar with some of the effects of magic, having seen some lesser spell performed at a market or festival. In larger settlements, inhabitants would be familiar with a spell caster fixings tools or clothes with magic, or creating wonderful fireworks and illusions during a town festival. They regard magic as special but no long extraordinary.
These laymen, however, have no understanding of how magic works or what its limitations are. They may even have unrealistic expectations of what magic can do. They certainly understand magic is a source of power, and may revere or even fear spellcasters.
Interview: Dr. H. R. Vatza, Arcane Lecturer
"Hello there. I have a few minutes before the students arrive, so let’s see what we can get through. "There are two kinds of magic: arcane and divine. Divine magic comes from the Seven, as an answer to a prayer request from a devout follower. When casting a Detect Magic, the caster will readily see the tell-tale signature of divine magic. With practice, the caster may even be able to discern what category of magic it is, which God granted the effect, and so on. "Arcane magic is the study of the law, and magical influence is exerted by employing specific laws. Exerting an influence causes change, in a predictable manner. Professor Okul of the Red College was the first to set out what he called “fundamental enablers” of change: gravitational, atomic, magnetical, electrical, and magical. "The first four are employed by the engineers and artificers, and indeed by you and me when we make and enjoy a cup of tea. The fifth enabler, the magical, is far more complex. Just like the gravitational, the magical is everywhere. Yet most people are unable to make use of it. "With ability and diligent study, the magic user is able to understand the laws which describe how the magical enabler works. And by funnelling this ubiquitous energy, the mage can perform deeds the engineer and artificer can only dream of. "The optimal manner to funnel this energy safely and effectively is through ritual. The performing of a ritual may be condensed by using short-cuts (called somatic components) and concentrators (called material components) together with word phrases (called verbal components), collectively known as a “spell”. "In most cases (almost all) the word phrases carry the most power and are the most complex, requiring practice and great skill to perform. "Once a mage is skilled in practice of all components of a ritual, the word phrase component of the ritual may be performed ahead of time but not to completion, leaving only a short final segment unperformed. This is called “memorizing spells”, or “learning spells” – although technically it should be “memorizing rituals”. "Once a ritual has been memorized and partially performed, the mage may at some later time perform the somatic and material components, and say the final short verbal segment, to complete the effect. This is known as “casting the spell”. "Interestingly, divine magic, too, follows laws, but these are the laws of custom and theology. Each God in their wisdom requires different things from their supplicant, so that the same effect would be very different, depending on which God is being petitioned. "Unlike clerics and priests, the magic user truly understands the meaning of their rituals and spells, and can certainly be regarded as the superior approach to harnassing the energy all around us. "In closing, I like to pass on what my mentor, Lenceus the Grey, always stressed: “When you write down the theory, the theory becomes your teacher.”
Independent magic practitioners
Magic users in Kalderesh are almost always affiliated with a Guild, mainly for practical reasons. The use of magic is not regulated in Kalderesh, unlike in Malanthea and Nubanon, where magic users have to be registered with a guild or similar regulatory body. However, the irresponsible use of magic is a crime.
There are several legitimate reasons for magic users to act independently. A retired adventurer, for example, may have settled down and have no interest in the cut-and-thrust of formal Guild business. Some spell casters have extremely modest needs, using magic to supplement some other, primary, function. They will typically employ cantrips and perhaps even first-level spells in their work.
Alchemists make and gather magical substances for potions and salves. Fortune-tellers and oracularists provide advice and guidance. Geourgists advise on a range of topics related to the elements, such as prospecting and gem cutting. Thaumaturgists create marvels of light and sound as entertainment. Mentalists provide counselling and guidance to the perplexed.