Magic
From Mizahar Lore
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==Divine magic== | ==Divine magic== | ||
- | Divine magic falls into the category of magic granted by the Gods themselves and is generally called Gnosis. | + | Divine magic falls into the category of magic granted by the Gods themselves and is generally called Gnosis. Recipients are specifically chosen by a God or Goddess for a wide variety of reasons. Some of these reasons include rewards for worship, linking the person more closely to the deity so the deity can keep tabs on them, or for the potential use of those gnosi as 'tools of the gods'. A God or Goddess will 'brand' an individual with a 'gnosis mark' that gives them access to the divine powers of the marker. These marks vary in location and appearance depending upon which god or goddess does the marking. Gnosis marks can be forcefully branded upon the individuals, unwillingly, and grant them powers the users themselves find horrific. Depending upon the nature of these marks, the divine magic granted may work voluntarily, involuntarily, and may in fact harm the wielder. See [[Gnosis]] for further information. |
==World magic== | ==World magic== |
Revision as of 23:43, 28 March 2009
Magic is a broad term for describing any supernatural effect, regardless of its cause. Mizahar is best described as a medium-magic world, in that magic is common enough to be witnessed by most people at some point, but only actually wielded by a minority of the population. These magic users can accomplish the impossible and are feared by most and hated by some; they tend to be secretive and will generally not share their secrets with the uninitiated. Magic is very serious business in Mizahar, and not an activity for hobbyists to dabble in. It grants power, but that power always comes at a price; the greater the power, the steeper the price.
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Overview
"There are two sides to magic. The dark side, and the darker side" - Zarik Mashaen, Syliran archwizard
Most normal people do not distinguish between different kinds of magic, and will label someone a 'wizard', 'mage' or 'witch' by reputation and appearance alone. The truth is that what people call 'magic' is actually a collection of innumerable disciplines, and any practicing one or more can be considered a magic user. It is postulated that each discipline may be a facet of the legendary True Way, the lost magic form responsible for the creation of the world.
All magic is fueled by a principle called Djed (meaning "backbone" in the ancient tongue). Djed is inside everything, but occurs with the highest degree of purity in the souls of mortals and immortals alike. Djed is what gives things identity, substance, sentience and free will. It cannot be created or destroyed, but only transmuted from one form to another: the nature of Djed implies that something gained is also something lost. Magic disciplines are divided into three categories depending on the source of the Djed that fuels them.
- Personal magic is fueled by the magic user's own Djed; this includes a creature's innate powers, if any. The wizard gives a part of their own essence in return for a supernatural effect. Personal magic disciplines tend to be rather narrow in their scope, but depend on no external force, leaving the wizard as the maker of their own fate. They can always give more and more, at the risk of depleting themselves if they push their ability too far (overgiving), which may lead to losing the things granted by their Djed: life, form, identity, sentience and free will.
- Divine magic is fueled by the Djed of a willing god. This is often the magic of clerics and zealots (Gnosis) but is not limited to this. Any powers granted, for example, by drinking from the waters of a divinely blessed pool would qualify as divine magic. The magic user is a conduit for the god's power, and while they can learn to channel it more efficiently, they are entirely dependent on the god's whim. Divine magic has a scope that is as broad as the domain of the patron god, but the user enjoys only limited control over its effects. Still, losing the favor of the patron deity is the single biggest risk to be faced.
- World magic is fueled by the Djed in the universe around the user. Also called 'craft magic' by some, it is the magic of tools and rituals, and includes such things as Alchemy, various forms of Shamanism, runic Glyphing and more. The magic user has no superpowers of their own, but can use arcane lore, ingredients and rites to do the incredible. World magic is based on experimentation and carries all the opportunities and risks of a proto-science. The main drawback of this magic is that the user is dependent on tools or time-consuming ceremonies, and is powerless without those.
Unless a specific discipline requires otherwise, magic disciplines can be mixed and matched at will. Some wizards are purists and limit themselves to one discipline; these usually make the best teachers. Most, however, pursue several magic skills which they often use in combination. Magic disciplines almost seem designed to complement each other, and become much more effective when joined; of course, the risks are also multiplied by the same factor. The temptation to go further, to break one's limits, to learn more, is often called "the Sweet Whisper" by wizards, who have to live with it day after day.
Personal magic
Main article: Personal magic
The disciplines that fall under the umbrella term of personal magic are very diverse and some involve special rules and conditions, but in general the following traits apply to all disciplines.
Initiation
The user undergoes a rite that allows them to practice the discipline. Typically, mid-to-high level wizards can perform this rite. Sometimes, a personal sacrifice may be necessary. The rite often includes the wizard's first use of the discipline, and may fail or result in death or permanent damage.
Execution
The user needs some level of concentration to activate the ability. The more experienced the user, the less concentration is required. In many cases, the beginner will need to use incantations, gestures or physical manipulation to use the discipline in most contexts. More experienced users can do away with such components and execute their ability by force of will alone. Body modifications can make execution easier; for example, runic carvings and tattoos on relevant body parts. They immediately give the user away as a wizard, though.
Strain
The following factors are important in an act of personal magic: execution time, desired power, desired control, fatigue, ability to concentrate. The more of these factors are under stress, the more difficult the task, leading to sloppy, poorly formed spells that may backfire. The power-control dychotomy is one of the pivots of magic: one comes at the expense of the other.
Overgiving
Main article: Overgiving
Overgiving is what happens when strain becomes excessive for the body and mind to bear. It manifests differently for each discipline: for example, a Hypnotist's eyes may start to bleed when he is pushing his skill too far. Symptoms of overgiving escalate if the user keeps abusing the discipline without getting proper rest and treatment, to the point where they become permanent or irreversible. The higher the wizard's skill, the more they can exert themselves before entering Overgiving. It is to be noted that, since personal magic is about total freedom, there is nothing preventing a wizard from continuing even under heavy Overgiving. It is their choice, and theirs alone.
Progress
After initiation and the basics, personal magic can often be learned in a number of ways, from fellow users, scrolls or books. The most effective way to improve is through actual experience, as close to the limit as possible without breaking it.
Divine magic
Divine magic falls into the category of magic granted by the Gods themselves and is generally called Gnosis. Recipients are specifically chosen by a God or Goddess for a wide variety of reasons. Some of these reasons include rewards for worship, linking the person more closely to the deity so the deity can keep tabs on them, or for the potential use of those gnosi as 'tools of the gods'. A God or Goddess will 'brand' an individual with a 'gnosis mark' that gives them access to the divine powers of the marker. These marks vary in location and appearance depending upon which god or goddess does the marking. Gnosis marks can be forcefully branded upon the individuals, unwillingly, and grant them powers the users themselves find horrific. Depending upon the nature of these marks, the divine magic granted may work voluntarily, involuntarily, and may in fact harm the wielder. See Gnosis for further information.