Post by PHAROS on Oct 14, 2018 0:23:48 GMT -6
Magic, as it applies to all, has been combined with the Arcanist species as they are directly related. There are a lot of details to take in, most are intuitive, but just like a character that wishes to pursue the practice of magic, so too must the writer take the time to educate themselves in it's use.
All preternatural creatures and practitioners of magic on the most minute scale are able to neutralize the properties of combustion and conductivity. A person possessed of the most rudimentary knowledge of magic can still by unconscious will alone prevent a gun from working, an engine from starting, or an electrical device from working.
COMBUSTION
Producing a flame is one of the most rudimentary forms of magic. All creatures who do not shun the use of magic can develop the ability to ignite a small combustible object, such as a candle wick. It is not so much the production of heat to ignite, but making the combustible object do what it's meant to do. This is an important part of magic. It's not just about replicating the power of nature or forcing it to one's will, it rarely is. Magic is about to fooling nature into behaving as one would like it to.
In a time of need anyone who DOES NOT DENY MAGIC can snuff out fire and the property of combustion. Many unfortunately will not practice magic in any form. Every time someone manipulates fire with magic it leaves a residue. These lingering after effects are slowly transforming the world. If the power of magic is not stopped or controlled the machines of human-kind that are reliant on combustion and conductivity may eventually cease to work all together.
CONDUCTIVITY
Just as a practitioner of magic can eliminate the property of combustion they can also inhibit the property of conduction. This means that they can nullify any electrical or electronic items they are aware of. Technology has no defence against this. As one of the rudimentary forms of magic there are no wards, no counter spells to prevent this spell from temporarily eliminating electrical conduction.
Fortunately, magic still lacks permanence. It dissipates, or becomes less saturated, allowing electrical conduction to behave normally.
WHY ALL THE CANDLES?
While magic is able to function in a technological world, electronics, radio waves, wi-fi, can all lead to magic malfunctions or spell failures all together. When practitioners are performing a ritual they aim to minimize as much interference as possible and that means finding a location with as little electronic and electrical devices as possible. Also, the presence of natural (non-magical) fire acts as stabilizer for ritualized spells and summonings.
DENIAL OF MAGIC — "Human Will"
Humans both consciously and unconsciously 'close the door' to magic every day. Often this is a choice reserved for the adult mind, but children who are influenced by their parents / guardians to deny magic can have their abilities rendered stagnant. Usually a strong belief in something that counters magic in some way is all that is needed to repel it's power. These individuals will NOT be able to tap into magic of any kind.
MAGICAL BALANCE
One of the greatest dangers of magic lies in erroneously casting spells. People who constantly perform sloppy magic destabilize the environment which can lead to a variety problems, commonly 'dimensional distortions' and 'alterations in reality'. Preternatural beings and Arcanists are often bound to eliminate these kinds of practitioners in order to protect their world.
MAGICAL ENERGY?
One might imagine that perhaps magic or mana could harnessed as raw energy but anyone considering this has no idea of the true nature of magic. It's power cannot stored or utilized in a general fashion. It is not energy, but a force that conjures it in various forms to be utilized in a very specific ways. One cannot summon lightening bolts to charge up a battery because the conjuration of electricity is not natural. It's own magical nature counters it's use as an generic energy source.
MUNDANE PRACTITIONERS
Can regular old Humans cast spells? Absolutely, but when Humans use magic they need to be cautious. As they do not possess the ability to produce mana they are solely reliant on the power of components. If ever the spell, for whatever reason, needs more power, it will take it from the caster's life force. A Human can be significantly aged by a single spell, thus not many tamper with powerful spells for fear of prematurely aging or dying. Spell casting is also a very precise art, one small error and there will be no effect whatsoever. Many practitioners simply tire of waving their hands about and rambling incoherent words for nothing, which is why only vigilant believers become magical practitioners, and may in time, grant them the abilities of a true Arcanist. It is a transition that can take years, and many throw their lives away trying.
*A MUNDANE PRACTITIONER OF MAGIC MAY TRANSFORM INTO AN ARCANIST IF THEY DEVOTE THE ENTIRE LIFE TO THE STUDY OF MAGIC. EVEN THEN THE ODDS ARE AGAINST THEM, AND MANY HAVE DIED ATTEMPTING TO REACH THIS PINNACLE THAT SOME ARE BORN TO. This is another way of which an Arcanist can come to be. These characters are people that have reached advanced age and 'ascended' to the role of an Arcanist. Their bodies will rejuvenate and their magical abilities become heightened.
THE TOLL
Lastly, magic ALWAYS HAS A PRICE. Yes, the loss of mana can significantly weaken a person, but it comes back. With magic, there is always the risk of permanent damage. Not that we expect every use of magic to leave a person blind in one eye or crippled, that would be ludicrous. We simply expect that a healthy fear of the risk to be portrayed. That's all. One again, this is not a table top rpg, this is writing. Another toll, that users of magic face is overcoming the power of 'human denial' and the basic forces of reality impacting on their manipulation of it. The more witnesses, the more strain, and this strain is what can have significant and lasting affects. Commonly as well, just like the abilities of preternatural beings are prone to be weakened, even nullified, so too will magic be countered by the influence of not just the human psyche, but that of all animals as well. While the Gloaming allowed the use of magic, it in no way, has made the world a more accepting place for it.
ENOCHIAN MAGIC
True Enochian magic only be performed by ANGELS. There is, however, a human version of Enochian. While pronouncing the symbols in the human tongue yields no effect, knowing the language allows Archaists to read and translate many ancient tomes written in the symbols. Some incantations may require the Enochian tongue, but this is not actual Angelic magic.
THE ARCANIST (Species)
An Arcanist (Ar-kayn-ist), is a "HUMAN" that can produce their own mana, thus they are more of the preternatural realm, perceiving the world very differently from actual Humans. They are able to both utilize components and create their own mana with which they can empower their spells beyond anything a standard mundane practitioner is able. They also develop magical abilities.
Arcanists are youthful (through appearances can vary) and have very long lifespans with the potential of living for several centuries. Bear in mind that as previously mentioned some humans can become an Arcanist after a life-time of study and devotion to the arcane arts. The reward is rare, but some are blessed with the transformation, which ALWAYS comes with cost. Aside from a life devoid of all but the pursuit of magic a Human Practitioner will always be forced to give-up something that otherwise never part with. Such is the cost of magic.
MAGICAL KNOWLEDGE — "THE INFERNAL CANT"
An Arcanist comes into being with the basics of magical lore that can take a regular 'mundane' practitioner decades to master. This knowledge base provides them with cantrips and magical abilities. Intense study and understanding magical tomes, arcane writings and ancient grimoires imparts a unique magic-tongue upon the reader. "The Infernal Cant" as it is known to some, but the tongue goes by many names. Mundane Human practitioners can develop it to a lesser extent, but it is only the Preternatural that can truly develop the language which is unique to every creature. Once learned, it allows the manipulation of reality, which is the casting of magic. Of course a Preternatural being cannot cast spells without study. It is only they that have the potential to develop the full use of the "Infernal Cant" and become true practitioners of magic.
POWERING A SPELL
MANA & COMPONENTS
Incantations and magical abilities are reliant on mana. Also known as prana, it is that which allows consciousness to produce a desire effect otherwise impossible in the physical world. Preternatural and Empowered Beings are able to produce their own mana, to perform specific abilities. This mana can also assist them in casting low to mid-range spells, but higher forms of magic and rituals will always be reliant on components.
Components are ingredients that when combined in a very specific manner, perhaps at certain time, with the right words and actions, will produce the mana to cast a spell. Humans are reliant on components to cast spells but lacking their own mana prevents them from ever being able to master certain forms of magic. Limiting them to more complex incantations and rituals.
The ingredients to cast magical spells range from common materials to one-of-a-kind items. Typically they are obtained and prepared under very specific circumstances, empowering them and imbuing them with untapped mana. Once used, the ingredients are almost always consumed by the spell, but there are catalysts such as a wand or pentacle that will remain.
LIFE FORCE OR ESSENCE. Very often this is used in the practice of magic, and leads to the premature aging of the mundane practitioners, but Arcanists remain youthful and have lifespans that extend into centuries. When they expend their essence, the physical toll is not noticed, nor does it have a profound effect on their physiology.
CHARMS
Practitioners of magic can also learn the art of imbuing items with mana to cast a specific spell, thus by-passing the complexity of a ritual. Your character can have several spells prepared in this fashion, stored in a variety of items, such as amulets, rings, talisman, wands, to name a few. These items themselves are very special. Not just anything can hold the power of mana. These objects need to have 'weight'. This has nothing to do with how physically heavy they are but rather how much of "life" the item has experienced and recorded. Often the best items are from those who have experience horrifying deaths or by contrast, extremely heroic acts. A charm will always have a story. The older the better.
TALISMAN
Some charms are imbued with a ward which is an active spell designed to force away certain elements, such as 'evil'. The strength of the ward depends on the strength of the item in combination with that of the caster. These charms are perpetually regenerating, thus always active, only circumvented by something more powerful. Typically talisman do not cast spells but can take the place of a component, thus assisting in the casting.
MAGICAL ABILITIES
Preternatural Beings and Arcanist Humans can have abilities. These are essentially spells infused with their life's essence. They are a part of them. Commonly, these are heightened strength, durability and longevity. The Gloaming, however, produced many anomalous entities with varying abilities, thus offering writers a wide range of choices.
As all supernatural abilities are magical, wards will naturally have an effect on them, though not to the same degree, as there is also a biological component to 'ABILITIES'.
Magical Abilities are also DEVELOPED. Becoming heavily reliant on a specific spell, or training a certain attribute to exceptional levels may trigger an 'ABILITY', forcing a magical archival of the power and enhancing the person's body, eventually becoming a reflex that becomes a part of the person.
CASTING SPELLS and MAGICAL TONGUES
Utilizing magic can be as simple as speaking a word. Every practitioner of magic develops there own unique magical tongue. It is their essence's translation of the desired magical effect into words that produce that effect. Not all spells require spoken word, some may be thought, but these unique words are required nonetheless. When a practitioner of magic learns or crafts a spell they are in a sense translating written or oral knowledge into their own unique magical language. This is why only a few spells can be cast by anyone speaking a generic language. True magic requires a magical tongue and not everyone possesses this. Only the Preternatural and the Empowered develop the abilities to wield magic.
How many spells can by character wield? Good question. The simple answer is as many as you feel will not make them ridiculously over powered. We are not going to develop a lot of rules around spell casting. There are so many different forms and depictions that we simply don't see need to create our own specific style. This is writing not table-top role-playing. It's all about the story so let your imagination go to where ever you feel most comfortable. The bottom line here, however, is that wielding magic isn't easy and as already stated, the most powerful the spell, the more of a ritual or preparation it will require. Also keep in mind that encourage development. Remember, you can alter your character profile at any time, so you can start off small and create more spells as you go along.
CANTRIPS
All beings that practice magic have cantrips. These are very minor forms of magic that those who are not aware of existence would be amazed by. The lighting of candle with a wave of hand. Making a coin in hand disappear (by making it temporarily invisible). Directing an animal to perform a simple and single task. Lowering and raising the temperature of a room by a few degrees. Knowing what a card is by touching it. These are all very simple spells that practitioners can cast without aid of components, through the use of their own magical stores. They are also easily thwarted by common wards and often seen through by other practitioners of magic. Basically the stronger the will and the more experience a practitioner of magic possesses the greater the odds that their cantrip would even work on other spell casters. This type of effect is seen when Faerie use their glamour, since they are very skilled in this area their illusions are difficult to nullify by even the most experienced wielders of magic.
The one CANTRIP that all practitioners of magic (and magical creatures) can cast and never be thwarted by wards or negation, is the ability to nullify combustion and conduction. With a thought, the natural physical process of ignition or electrical conduction can be rendered inoperable. This means that all practitioners of magic can stop all forms of firearms from working. The limit of the range for an average practitioner is a one hundred foot radius, but they can also target any specific area that they can perceive. If they know roughly where a sniper is, they can nullify the weapon.
WARDS
Wards are essentially permanent defence systems. There are those that are meant to be carried, offering protection to a person or small localized area, then there are those designed to protect larger areas usually in the form of a structure. As a rule of thumb, natural areas are more difficult to ward. Those areas that are frequented by the 'kind' of those placing the ward will have a greater effect.
NATURAL RUNNING WATER
A constant across the world, perhaps throughout all worlds, is the fact that preternatural creatures are powerless to cross moving water. Now, there are buried streams everywhere but they don't count. Only water running across the surface of the land bears a property that nullifies magic, but not all entities are affected the same way. To some it is like a wall, thus a bridge crossing it is like a gateway through which they are powerless. Others can cross of their own will but are still powerless during the transition. Magic itself is hampered by flowing water. Rivers provide a refuge for the non-magical, but this is not to say that certain types of magic do not exist in the waters. Nixies, Selkie and the like thrive in this environment and thus utilize a particular form of magic that is not hindered by the flow of water, rather it thrives in the environment while weaker in others. This is, however, a form of magic NOT easily mastered. While magic is still able to be wielded while over or traveling upon a body of water it's power which is reliant on land, or rather dampened by the barrier of water between them, is weakened. Only 'water-based' magic or those spells specifically designed to manipulate the sea retain their strength but as such these are also spells able to countered by protective wards ensuring the save travel of ships.
HOLY GROUND
The older the sacred ground, the more potent it's power to ward dark magics. NO grounds consecrated AFTER 'The Gloaming' possess the same power as those created before. A priest cannot simply make a place holy anymore with a few words and the sprinkling of holy water, only an intricate and lengthy ritual that involves the placement of religious symbols turns an area holy, and even then the consecration may not be permanent. This is because the permeation of magic acts on religious power as it in turn acts upon magic. Areas heavy with magic cannot be made holy, and such places are becoming more and more plentiful.
The effects of sacred ground upon magic varies in accordance with the type of religion that instilled it. Christianity is by far the most aggressive against magic. Churches tied to the oldest forms of religious beliefs possess the most power. New age religions and fanatical fundamentalism have little effect on magic. In New York for example, some the older temples through which the older religions, such as Catholicism flow, can even ward the nullification of combustion and conductivity. This creates a paradox, however. If one seeks to murder within church because magic cannot nullify a firearm then the essence of that protective aura itself is cancelled out. Therefor, the power of sacred ground can only prevent the workings of magic to protect, NOT inflict harm. This said, the power of holy ground, regardless of morality still hinders magic therefor there are always those who seek to exploit it's power for their own selfish ends.
SACRED SYMBOLS
Consecrated ground is a powerful ward, capable of weakening various forms of magic. This fact makes temples some the safest places, but not all areas can be made sacred for the sake of protection. Sacred symbols have power but ONLY if empowered by belief and devout faith. The constant prayer of sacred temples and sites empower their symbology.
MAGIC CIRCLES
These are either permanent or temporary structures designed to protect it's occupants from certain preternatural beings or magical effects. Often a permanent circle needs to be empowered by some means.
TALISMANS
Talisman range from medicine bags to, body parts, to amulets, rings or other forms of jewelry. They are physical objects that can be carried offering some kind of protection, producing an effect, or assisting in the empowerment of one's magic.
SIGILS & SYMBOLS
Certain magical symbols, such as a pentacle, triskelion, or holy symbol, hold power. By infusing them with more magic through powerful rituals they can strengthen walls, make the impassible by the non-corporeal, ward off curses, demons, angels and the undead.
ENCHANTMENTS & ENCHANTING
Talisman are often enchanted items, falling under the same category as magic weapons and armour and the like. These are items imbued with magical properties by their longevity, purposeful crafting and sometimes completely random events. We are basically leaving the field open, but due to the relatively young age of this magical world very few of these items will be created because the process can take months if not years, and even fewer people possess the skill to enchant.
Any practitioner of magic can enchant, but to create a permanent enchantment is an arduous task that often only the most proficient of spell-casters can accomplish. Producing a powerful and useful enchantment that augments a weapon, armour or item requires very rare elements and often ancient items in which to imbue with the magic. Time is a powerful catalyst, the older the item the more powerful it will be.
RANDOM MAGICAL ITEMS
After THE GLOAMING magical items were randomly created by ancient relics becoming empowered. Many of these items are so potent that their presence threatens to create a GLOAM, thus ICOR and other affiliated factions are constantly racing relic hunters to ensure that these items are controlled. If you want your character to have a magical item, develop it's story and be aware that it will be a magnet for trouble.
MAGIC & RELIGION
Can priests cast spells? Absolutely. The magic flows from one's faith and strength of belief. Magical abilities stemming from Christian and Muslim faiths are based on healing and protection, others like, Buddhism and Hinduism cross into the realm of mysticism and the use of mana/prana to strengthen the body and enhance martial skills. This isn't to say that someone of the Christian/Muslim faith can't cast offensive spells or enhance their combat skills through magic but warrior-priests of these religions are uncommon and discouraged.
NECROMANCY & THE DARK ARTS (Automatons)
The practice of reanimating the dead is always a shunned practice. Necromancers and practitioners of 'Dark Magic' are considered the like of terrorists and a threat to the natural order of the world. One of the primary functions of ICOR is to police the darkest forms of magic, of course, there exists a grey area in which certain elements of dark magic cross into enchantments employed by ICOR. Necromancy is, however, always considered among the most heinous of arts. Any manipulation of the dead is strictly forbidden. The summoning of malevolent spirits, even to communicate with those who have passed-on is frowned upon. Of course, the avenues of magic inevitably cause practitioners to once in a while, haphazardly slip down these forbidden paths. Considering this, ICOR is often forgiving in these matters.
The creation of GOLEMS is considered a dark art. The production of automatons is frowned upon as it involves the same kind of magic used to animate the dead. ICOR does not allow the GOLEMS to exist outside of very specific and highly secure locations. It's study is, however, tolerated due to the many areas of magic the practice overlaps. Clock-work creatures and animated beings are extremely rare and very difficult to create and maintain.
ICOR PRISONS
ICOR has secret prisons used to incarcerate magical kind. They are heavily warded and designed to suppress magic. They are, in effect, the most 'un-magical' places in the world and the most potent of these are those that just happened to have been built the furthest from any 'LEY LINES' that assist in the, and heighten the flow of magic. When people with abilities are incarcerated they are placed in cells that are specifically designed to magically limit their abilities, render them powerless with magical circles and a series of wards that constantly suppress their powers. Once imprisoned, an empowered or preternatural being has only their wits and even those might suffer under the constant strain of the wards.
While the basic magic that prevents combustion and conductivity cannot be altered, guards are armed with air-compressed spear guns and melee weaponry. They are also, typically non-magical so that there is no risk at all of their own residual magic tainting the wards over time. Unfortunately, this necessity tends to open the door to 'Human Supremacists' in these institutions. ICOR tries to ensure that all penitentiaries follow strict codes of humane treatment but it is very difficult to monitor all these places, all of the time, when your jurisdiction is world wide.