Magicology

Types and Techniques of Magic

Magic is a broad term. In common vernacular, it refers to any use of mystical powers, wonders, miracles, or any other natural abilities not explainable by the physical characteristics of the body or crafted tools. One might say, “Well, she has magical powers.” Magic can also be used to refer to the ambient energy that fuels such powers. You may hear the uninformed say, “There is much magic here.” The informed practitioner will use magic as a term-of-the-art to precisely mean “the wizard’s art of utilizing arcane spells to bend possibility to probability and then probability to actuality.” This, of course, implies that there are mystical practitioners other than wizards that the layman labels “magical.” The broader field of magicology encompasses the study of all such magical traditions, using the term as understood by the non-wizard community.

The Elements

There are forty-nine known physical elements observed in nature, and as history discovers each, we expect there may be more. We know them as iron, copper, helium, oxygen, gold, and so on. There are only four mystical elements that we know of, and, as with the physical elements, it is conceivable there may be more waiting to be discovered. These mystical elements are Dark, Light, Time, and Life. Different communities argue about which came first, but this list reflects the arcane arrangement of wizards.

Dark. Common wisdom would have us believe the Dark is evil. It is not. It is the preexisting unformed potential of nothingness, before space-time exists. It includes the forces of conclusions and negations, but in it, the Light moves and has its being. The Dark allows discernment and the ability to distinguish what is not. Even though it is not evil, however, it is antithetical to normal life, and when it occurs out of its balanced place, evil follows. Creatures of the Dark are incomprehensible to the rational mind.

Light. Time allows the Light to be. The Light is action, power, and heat. The Light ever reaches to fill the Dark, and the Dark expands to swallow the Light.

Time. This element is more than just the movement of time. It refers to space-time, and the relationship between the passage of time and gravity. The fundamental physical forces of the universe emerge from the mystical element of Time. The tension between Light and Dark give rise to Time. It is also true that nothing precedes Time. The action between Light and Dark are only possible within Time.

 Life. From the blending of Light and Dark in Time, action emerged, which is the interplay between Light and Dark, through the movement of Time, towards a purpose. This purpose is Life, and Life is the form that emerges from will.

Deities. Gods and goddesses are sources of power in and of themselves. They are essentially mages, able to channel all elements instantly and blend them to achieve complex effects.

Techniques

 Arcane Spells (Classical Magic)

This was the first magical technique ever used, discovered by dragons and then rediscovered later by the sidhe. Arcane practitioners—mages—use a language based upon pure mathematics to mix varying waveforms of the four mystical elements with specific mixtures of physical elements. Thus, a mage will require not only the words and motions for a particular spell, but also various items or trinkets that contain the physical elements necessary.

The principle element used in all arcane magic is Time, although each spell contains at least one other element in varying degrees. Through the use of the spell’s magical ritual, the mage takes a possibility, moves it through the fields of probability, then brings it into the element of Time to realize manifestation.

Spell rituals usually take time to perform. Most mages cast their spells in advance, charging the effect through to the wizard’s personal aura of probability. It is only through the final actions of the spell that the charged effect is released into actuality, and for this reason the mage carries the tools (oftentimes wands or staves) and the trinkets associated with the spell. Mages usually have many pockets.

Each spell is different. Some require the rituals implements for the closing actions, and some only require a word. Some spells consume their charged components, and some do not. Usually, if the spell requires a particular trinket, then the same trinket that is charged in the preparatory work is needed at the moment of execution. Losing one’s trinkets negates the charge of the spell. It is also common that the trinket, once charged, must remain on the spellcaster’s person.

Spellcasting requires high levels of abilities in two areas. The first is comprehension of the magical mathematical principles of the universe, which includes the interaction of tools, states of mind, and mystical and physical elements. The second is the ability to focus the mind to the proper mental state while performing the spell. In addition to synchronizing words, items, and implements, the wizard must match the right mental patterns with the spell at the right time. This could include the evocation of internal feelings or visualized symbols that trigger the correct mental activity. During all of it, the mage must maintain unwavering focus, allowing no stray thoughts to intrude upon the spell.

Because of the extraordinary abilities required for spellwork, it is rare that anyone is born with the ability to become a mage. Focus can be trained, although it is difficult for some; raw intelligence is more difficult to acquire if there is no natural talent. Thus, in theory, anyone is capable of becoming a mage, but in practice few have the ability or aptitude to succeed. Mages are rare in all races except sidhe and gnomes.

 Channeling (Magical Powers)

Channeling is different than classical magic. Instead of using the complex formulae of spells, a channeler is able to directly tap into the sources of the mystical elements and shape their flow to create certain effects. It is intuitive and often fueled by emotion. There is still a kind of mental focus that must be learned, but not to the same level of intensity that a mage requires. There is usually no spellwork, no associated words or tools. The channeler uses his or her powers as a pure matter of will.

While channeling is inherently easier than classical magic, it is just as rare. One cannot learn to channel without having a spiritual link to a mystical element. Being born with a link is extremely rare, excepting dragons. For most channelers, the link must be conferred by another channeler, usually through an initiation rite or pact. Through such rites, channelers can learn to grant their powers to their disciples.

Very few channelers can touch more than one element, and they must be born with this ability. For most, once a link is established, a second link can never be conferred. The God-King, Aaron, is the only being on Ahmbren known to have the capacity to establish a connection with and channel more than one element.

 Intermediaries vs. Direct Magic

Another avenue to power is through an intermediary. While mages and channelers exist who directly practice their own magic, it is also possible, in either method, to acquire magical power through an intermediary.

For mages, there are those who don’t have the mental capacity to cast spells, or perhaps don’t have access to a suitable instructor or library of arcane knowledge. These mages might make an agreement with a magical entity, such as a faerie or demon, who serves as the mage’s familiar. In these cases, the familiar spirit performs the magical spell on behalf of the mage, charging the mage’s sphere of possibility with the potential effect. The familiar then instructs the mage on the final, simple step.

It is possible for mages to learn how to cast spells from spirits if they have the mental capacity to do so. If the mage casts his or her own spell, then the spirit is not considered to be the mage’s familiar.

Moving away from classical magic, a channeler requires an established link with the element that is their source of power. Most channelers must be granted such a link by an external entity. Demons commonly grant links to the Dark in exchange for favors. Gods are loath to grant such direct links, but instead teach their practitioners runes that serve as links to the elements.

 

Magical Traditions

The above section described the various magical techniques used to exercise magical power. The following describes specific traditions in Ahmbren that practice these techniques.

 Wizards (Mages)

Wizards are classical mages who study, learn, and master the art of spellcasting. They do not use intermediaries, but rely on their own capabilities. Wizards are some of the most powerful adepts in the Realms, but due to the mental capacity required, they are rare outside of the sidhe and gnomish races.

 Witches (Mages)

Witches are mages who use intermediaries to cast spells. The most common familiars are faerie or Ahmbren’s indigenous nature spirits. Elementals are not common as familiars because classical magic requires blending multiple elements, and elemental spirits are usually too narrow in their focus.

 Sorcerers (Channelers)

Sorcery is a specific tradition of channeling that originated with the advent of the darkling race in the first Artalon. Sorcerers both channel directly and indirectly. Through the use of pacts, they are given demons servitors to call upon. Their first servitor, usually an imp, grants them a link to the Dark. Sorcerers learn to channel the Dark in various ways. The first sorcerers were initiated by Klrain’s dreamwalker.

Runewardens (Channelers)

Runewardens are clerics and priests of a god. The god grants them knowledge of runes and consecrates them on behalf of the runewarden. Runes, when activated by the prescribed prayers to the gods, then channel various mixtures of magical energy. From a practical standpoint, it is the runes themselves that act as channelers of the god’s powers, and the gods that act as channels to the elemental powers. From a certain point of view, gods are quintessential wizards who grant their magical powers to the runes in exchange for their devotees’ prayers. Classical paladins and Templars were runewardens that blended their prayers with martial skill.

Druids (Channelers)

Druids are channelers of the element of Life. The elemental link is conferred through initiation, although a few are born with a natural link. The first druid was initiated by Graelyn’s dreamwalker.

Kaldorite Paladins (Channelers)

Kaldorite paladins are channelers of the Light. Their elemental link is conferred through initiation. The first such paladin was initiated through a magical spell by Kaldor.