Magical Theory and Background: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "â€" to """)
m (Text replacement - " " to " ")
Line 4: Line 4:
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Epic Path]] page.''
* ''Go back to [[The Windward Marches]] page.''
* ''Go back to [[The Windward Marches]] page.''


==Magical Theory and Background==
==Magical Theory and Background==
Line 14: Line 13:


That question is one of the greatest unsolved riddles of the universe, and is the subject of vigorous debates and rigorous investigations. There are three main schools of thought on the subject, which we will briefly attend.
That question is one of the greatest unsolved riddles of the universe, and is the subject of vigorous debates and rigorous investigations. There are three main schools of thought on the subject, which we will briefly attend.


====The Fundamental School====
====The Fundamental School====
The first main school of thought is the Fundamental school. It holds that magic is one of the Fundaments of the universe, and is the opposite of Force. The main argument against this is that, of course, this breaks the symmetry of the universe, as there are now ten Fundaments. Another argument is the fact that humans are made up of all of the Fundaments, in various amounts, and rigorous tests performed on newborn infants have proven that people are not born with any magic in them, and could in theory live in a world completely bereft of magic quite well.
The first main school of thought is the Fundamental school. It holds that magic is one of the Fundaments of the universe, and is the opposite of Force. The main argument against this is that, of course, this breaks the symmetry of the universe, as there are now ten Fundaments. Another argument is the fact that humans are made up of all of the Fundaments, in various amounts, and rigorous tests performed on newborn infants have proven that people are not born with any magic in them, and could in theory live in a world completely bereft of magic quite well.


====The Divinities====
====The Divinities====
The second main school of thought is the Divinities, who feel that magic is a boon of the Powers, and that all magic, not just the clerical sort, is granted by the Gods. This view is heartily supported by the major organized religions, but if this is the case, why is the individual mage able to create his own new magical effects without ever consulting a Power in any way? Indeed, there are records of an odd (very old) society conquered by the Empire in its very early history which did not worship any Gods at all, and nevertheless were fearsomely accomplished mages. Of course, the counter argument is that the Powers need not tell the mages they are aiding them, and may have compelling reasons not to. Proving either side of this debate will be next to impossible.
The second main school of thought is the Divinities, who feel that magic is a boon of the Powers, and that all magic, not just the clerical sort, is granted by the Gods. This view is heartily supported by the major organized religions, but if this is the case, why is the individual mage able to create his own new magical effects without ever consulting a Power in any way? Indeed, there are records of an odd (very old) society conquered by the Empire in its very early history which did not worship any Gods at all, and nevertheless were fearsomely accomplished mages. Of course, the counter argument is that the Powers need not tell the mages they are aiding them, and may have compelling reasons not to. Proving either side of this debate will be next to impossible.


====The Dweomerists====
====The Dweomerists====
The third main school of thought is the Dweomerists. They feel that magic is that thing which is able to affect other things and is indefinable otherwise. The most serious mages and sages tend to favor this theory, but the complaint is that it doesn't explain anything. The counter argument here is that the more you try to figure out what magic is and how it works, the more chose effects change. It is as if the magic knows you are looking at it, and so it changes what it does to keep you from figuring it out. The Divinities take this as proof of their theory, saying that the Powers resist mankind meddling in their business too far. This debate is still going vigorously and there appears to be no end in sight, so perhaps the wisest course is to simply use magic and not worry about how it works.
The third main school of thought is the Dweomerists. They feel that magic is that thing which is able to affect other things and is indefinable otherwise. The most serious mages and sages tend to favor this theory, but the complaint is that it doesn't explain anything. The counter argument here is that the more you try to figure out what magic is and how it works, the more chose effects change. It is as if the magic knows you are looking at it, and so it changes what it does to keep you from figuring it out. The Divinities take this as proof of their theory, saying that the Powers resist mankind meddling in their business too far. This debate is still going vigorously and there appears to be no end in sight, so perhaps the wisest course is to simply use magic and not worry about how it works.


===The Hallowed Halls of Learning, and Who Lives There===
===The Hallowed Halls of Learning, and Who Lives There===
Line 34: Line 29:






====Rings and Ranks====
====Rings and Ranks====
Line 48: Line 42:
* Third Degree Master
* Third Degree Master
* Grand Master
* Grand Master


There are ranks even greater, the so-called true Dweomers, but such ranks are un-named. if you are able to use such powers, everybody who needs to know knows all about you.
There are ranks even greater, the so-called true Dweomers, but such ranks are un-named. if you are able to use such powers, everybody who needs to know knows all about you.
Line 61: Line 54:


It is possible to have offensive spells, but the permits for those spells must be kept permanently attached to the page of the book which holds the spell. All Imperial spellbooks have serial numbers, and the Empire keeps lists of who is using each book and which spells they have in the book. Any Imperial official may at any time and for any reason demand to see your books, and if there are any problems will seize them. The penalties for having unauthorized spells are harsh and inflexible, so few care to risk it. Even so, there is a thriving trade in unregistered spellbooks, and a blank, unnumbered spellbook can be sold for as much as a million dagits, or even more.
It is possible to have offensive spells, but the permits for those spells must be kept permanently attached to the page of the book which holds the spell. All Imperial spellbooks have serial numbers, and the Empire keeps lists of who is using each book and which spells they have in the book. Any Imperial official may at any time and for any reason demand to see your books, and if there are any problems will seize them. The penalties for having unauthorized spells are harsh and inflexible, so few care to risk it. Even so, there is a thriving trade in unregistered spellbooks, and a blank, unnumbered spellbook can be sold for as much as a million dagits, or even more.




Line 70: Line 61:


<strike>What is Magic?
<strike>What is Magic?


One of the most common and pervasive aspects of life in Celegia is the overwhelming presence of magic. Nearly any character with an Intelligence score of eight or higher is able to use magic. In game terms, this translates to the ability to use cantrips and orisons at will each day, with a total duration of one minute per point of intelligence. Since most instant-use effects take the equivalent of only one second each, this adds up to hundreds of magical effects per day. Tailors use this ability to repair skipped stitches, cooks perfectly season food or fix ruined dishes by removing some spice, carpenters measure perfectly merely by looking, scribes erase a blot, mothers entertain children at bedtime, and a myriad other uses. Most of the hordes who possess this small talent train it minimally and use it to make their lives easier in a thousand small ways, never pausing to think what it is they are using. As a note, any effect which deals actual damage to anything larger than vermin is not allowed, and each point of damage healed counts as using up nine minutes of a person's affect. Thus, an intelligence of nine or higher is required to heal a point of damage, which is seen in Celegia as the equivalent of First Aid.
One of the most common and pervasive aspects of life in Celegia is the overwhelming presence of magic. Nearly any character with an Intelligence score of eight or higher is able to use magic. In game terms, this translates to the ability to use cantrips and orisons at will each day, with a total duration of one minute per point of intelligence. Since most instant-use effects take the equivalent of only one second each, this adds up to hundreds of magical effects per day. Tailors use this ability to repair skipped stitches, cooks perfectly season food or fix ruined dishes by removing some spice, carpenters measure perfectly merely by looking, scribes erase a blot, mothers entertain children at bedtime, and a myriad other uses. Most of the hordes who possess this small talent train it minimally and use it to make their lives easier in a thousand small ways, never pausing to think what it is they are using. As a note, any effect which deals actual damage to anything larger than vermin is not allowed, and each point of damage healed counts as using up nine minutes of a person's affect. Thus, an intelligence of nine or higher is required to heal a point of damage, which is seen in Celegia as the equivalent of First Aid.
Line 77: Line 67:


That question is one of the greatest unsolved riddles of the universe, and is the subject of vigorous debates and rigorous investigations. There are three main schools of thought on the subject, which we will briefly attend.
That question is one of the greatest unsolved riddles of the universe, and is the subject of vigorous debates and rigorous investigations. There are three main schools of thought on the subject, which we will briefly attend.


The first main school of thought is the Fundamental school. It holds that magic is one of the Fundaments of the universe, and is the opposite of Force. The main argument against this is that, of course, this breaks the symmetry of the universe, as there are now ten Fundaments. Another argument is the fact that humans are made up of all of the Fundaments, in various amounts, and rigorous tests performed on newborn infants have proven that people are not born with any magic in them, and could in theory live in a world completely bereft of magic quite well.
The first main school of thought is the Fundamental school. It holds that magic is one of the Fundaments of the universe, and is the opposite of Force. The main argument against this is that, of course, this breaks the symmetry of the universe, as there are now ten Fundaments. Another argument is the fact that humans are made up of all of the Fundaments, in various amounts, and rigorous tests performed on newborn infants have proven that people are not born with any magic in them, and could in theory live in a world completely bereft of magic quite well.
Line 90: Line 79:






There are nine Rings of magical spells, and the Imperial Factorium recognizes nine ranks of skill in each of those nine rings. The ranks are as follows: Untalented, Novice, Initiate, Journeyman, Ovate, Master, Second Degree Master, Third Degree Master, and Grand Master. There are rumors of ranks even greater, but it is unknown who if anyone qualifies for those ranks. As has been mentioned, there is a definite progression through these Rings and Ranks which can be tested and proved so that the Factorium knows precisely how to rank each of its members. Most wizards begin as a Novice of the First ring. As they exercise and strengthen their auras, they progress to become Initiates of the First Ring, then they become Novices of the second ring and Journeymen of the First ring simultaneously. They next become Novices of the Third Ring and simultaneously advance to Ovate of the First Ring. This definite progression continues ad infinitum, and one of the long running debates is if there is an end to it, a maximum amount of mana a human can hold. The researchers into this puzzle are mighty indeed, as the theoretical maximum which is most often bandied about is the mythical "Nine Nines," or nine spells of all nine Rings. In all of history no person has ever reached this rank of prowess, which would equate to a rank of Ultimate Grandmaster of the Nine Rings. (In game turns this equates to epic levels and incredibly high Intelligence scores. No wonder no one known has ever made it. }
There are nine Rings of magical spells, and the Imperial Factorium recognizes nine ranks of skill in each of those nine rings. The ranks are as follows: Untalented, Novice, Initiate, Journeyman, Ovate, Master, Second Degree Master, Third Degree Master, and Grand Master. There are rumors of ranks even greater, but it is unknown who if anyone qualifies for those ranks. As has been mentioned, there is a definite progression through these Rings and Ranks which can be tested and proved so that the Factorium knows precisely how to rank each of its members. Most wizards begin as a Novice of the First ring. As they exercise and strengthen their auras, they progress to become Initiates of the First Ring, then they become Novices of the second ring and Journeymen of the First ring simultaneously. They next become Novices of the Third Ring and simultaneously advance to Ovate of the First Ring. This definite progression continues ad infinitum, and one of the long running debates is if there is an end to it, a maximum amount of mana a human can hold. The researchers into this puzzle are mighty indeed, as the theoretical maximum which is most often bandied about is the mythical "Nine Nines," or nine spells of all nine Rings. In all of history no person has ever reached this rank of prowess, which would equate to a rank of Ultimate Grandmaster of the Nine Rings. (In game turns this equates to epic levels and incredibly high Intelligence scores. No wonder no one known has ever made it. }
Line 103: Line 91:
It is possible to have offensive spells, but the permits for those spells must be kept permanently attached to the page of the book which holds the spell. All Imperial spellbooks have serial numbers, and the Empire keeps lists of who is using each book and which spells they have in the book. Any Imperial official may at any time and for any reason demand to see your books, and if there are any problems will seize them. The penalties for having unauthorized spells are harsh and inflexible, so few care to risk it. Even so, there is a thriving trade in unregistered spellbooks, and a blank, unnumbered spellbook can be sold for as much as a million dagits, or even more.
It is possible to have offensive spells, but the permits for those spells must be kept permanently attached to the page of the book which holds the spell. All Imperial spellbooks have serial numbers, and the Empire keeps lists of who is using each book and which spells they have in the book. Any Imperial official may at any time and for any reason demand to see your books, and if there are any problems will seize them. The penalties for having unauthorized spells are harsh and inflexible, so few care to risk it. Even so, there is a thriving trade in unregistered spellbooks, and a blank, unnumbered spellbook can be sold for as much as a million dagits, or even more.
Common Dweomers in Celegia, and the Role of Magical Auras
Common Dweomers in Celegia, and the Role of Magical Auras


Magic is widely available in the Empire, and mages are highly respected professionals. The large majority of practicing local mages are women, who learned their trade during their service to the Imperial Bureaucracy. These mages provide all manner of professional services in the Empire, and fulfill many of the tasks we commonly associate with lawyers, accountants, physicians, librarians, and many other professions. One of the most common and highly profitable trades to take up is that of Wizardsmith. There is a series of common spells in the Empire known as the Dweomercraft Series. These are common fabrication spells, used to generate stable, long term magical effects.
Magic is widely available in the Empire, and mages are highly respected professionals. The large majority of practicing local mages are women, who learned their trade during their service to the Imperial Bureaucracy. These mages provide all manner of professional services in the Empire, and fulfill many of the tasks we commonly associate with lawyers, accountants, physicians, librarians, and many other professions. One of the most common and highly profitable trades to take up is that of Wizardsmith. There is a series of common spells in the Empire known as the Dweomercraft Series. These are common fabrication spells, used to generate stable, long term magical effects.

Revision as of 13:28, 11 March 2016