(not available) Writings, Humor, Art Connect, Join, Communicate, News Where to find RPG stuff Game Reviews by players Know more about AEGIS Learn about RPGs Go to Home Page

 

 

[Return to Articles Index]

An Analysis of Magic
by Dariel Quiogue

I propose dividing all magic into three types, according to where the  power  to  work  magic  comes  from.   The  three  types are Invocative,  Manipulative,  and Evocative.   The three types, and the  specific systems that fall  under them,  are not necessarily mutually exclusive;  there are fantasy milieus where two  or more types work equally well for different people. 

o    Invocative  magic  presupposes  that  the  power  comes from outside   the  spell  caster,   through  the  agency  of  various supernatural beings.  Spellcasters must find a way to supplicate, cajole,  or outrightly coerce these beings into  performing tasks or granting them powers. 

o    Manipulative magic presupposes that  there is  an impersonal energy,  The  Force  if  you  will,  that  can  be  perceived and controlled by spellcasters in order to achieve desired effects. 

o    Evocative magic presupposes that the power comes from within the spellcaster.   There is no need for supernatural agents or an all-encompassing   energy  field   because   the  spellcaster  is independent of these things. 

INVOCATIVE MAGIC:

1.   Devotive:

Power  comes  from  higher-order  beings  (i.e.  gods)  who grant miracles or powers to devout followers.  The main idea is that so long as  the devotee strictly  follows  "the  way"  the  god will provide the devotee with powers that will promote  its own cause. Usually this  means following  a  stringent  discipline,  such as embodied in a Christian cleric's vows.   Only the most perfect in their observances of "the way"  will ever be  favored with grants of power. 

In  Vedic  Indian  tales,  it  involved  a  prolonged  period  of asceticism and  meditation,  so  that  when  a  certain  level of insight has been reached the devotee temporarily becomes one with the god and gains access to some of that god's powers. 

Ex:  AD&D clerical magic,  the Mahabharata, Great Plains Amerinds (think Sun Dance) 

2.   Diabolistic:

The  ability to  perform  feats  of  magic  comes  from  making a personal bargain with  some  supernatural entity.   In return for something very valuable  -  usually one's soul or  humanity – the entity will  grant arcane  knowledge that  allows  the working of magic.   In  other  cases,  supernatural  beings  are  bound with promises that  last  generations,  in token of some  great aid or service rendered to  them -  like the elementals who made  a pact with the kings of Melnibone. 

Ex: Faust, Elric (Moorcock) 

3.   Coercive:

The supernatural  beings who have the ability to  work  magic are generally unwilling to do so for mere mortals, and must be forced to it.   Thus in order to create  a magical effect,  the sorcerer must first summon such a being,  engage it in a contest of wills, and win.   Only then  can he give a command to  the  creature and expect it to be obeyed.   The beings usually have a vulnerability or great fear of something that allows them to be controlled; for example,  the Seal of Solomon to the djinn of the  Arabian Nights tales. 

Ex: Arabian Nights, Master of the Five Magics (Lyndon Hardy), Sorcerer's Son (Phyllis Eisenstein) 

4.   Blood Magic:

Supernatural  beings  have  a  hunger  for  life  energy, usually embodied in blood.   The only way to secure such a  being's favor is to sacrifice a living creature.   The blood of higher-order or more valuable creatures are more desirable to these  beings, so a cow is a better sacrifice than a chicken,  and a human  being the best of all.   Magic is thus almost a commercial transaction; the greater  the quantity  and "nobility"  of the  blood offered, the better the chances of a favorable reaction. 

There is a definite "dark" undertone to such a belief system that may  not  go  down  very  well  with  the   parents   of  younger role-playing  gamers.    However,   it  is   very   universal  in distribution in the real world's primitive cultures,  so  we very well can't leave it out. 

Some subsets of this belief are: 

- Only one's own blood is acceptable.
- Only human blood is acceptable.
- The blood is offered to a specific demon/deity.
- The blood is offered to one's own ancestral spirits.
- The blood is offered to all spirits in general. 

Ex: Chinese black magic ("Maho" in L5R), Mayan & Aztec religion, native animism 

5.   Shamanistic:

Rather than actually grant powers  to a  mortal, the supernatural beings invoked enter into the  bodies of their suppliants  and so do their work.   The shaman who allows his body  to  be used this way will have no memories of what  he did  while "possessed," and will often display features  and abilities  he  normally wouldn't have.  Thus the Amerindian medicine man who could shapeshift into a  totem animal's  form,  or the  voodoo  diviner  who  goes into trance,  utters a prediction,  then wakes up asking  what he just said.   As with Devotive magic,  the shaman must follow  a strict regimen  in  order to  retain the  favor of the  spirits he deals with. 

Shamans usually call on: 

- Totem animals.
- Ancestral spirits.
- Nature deities. 

Ex:  African/West  Indian  voodoo,  animistic  religions  of  the Amerinds, Inuit, Mongols, etc. 

MANIPULATIVE MAGIC:

1.   Unified Field:

Magical   energy  is  integral   to   the   universe,  permeating everything.   Those  with  the talent  for it  can tap  into this energy (let's  call  it  The Force)  and manipulate  it to create magical effects. 

Ex: Star Wars 

2.   Extradimensional Energy:

Magical energy comes from  another dimension,  through "rifts" in the  very  fabric  of reality.   The energy is highly  chaotic in nature and could work spontaneous changes in the  environment and life around high concentrations or sources of it. 

Ex:  Riftwar series (R.E. Feist) 

3.   Primal Energy:

Magical energy is the Primal Energy or Primal Chaos  that existed before matter and energy as we know it were formed.   Both matter and energy  can revert  to  this  Primal  Chaos,  while what free amounts of it remain in the universe can be turned into matter or energy or used to alter existing  matter or energy.   The idea is that  reality is  only  a thin  veneer;  strip it away,  and what you're left with is Primal Chaos. 

Again,  strong  concentrations  of  the  energy  are  capable  of wreaking spontaneous and largely undesirable changes on  both the environment and its denizens. 

Ex:  Well World series (Jack Chalker),  Twilight Age(by yours truly) 

4.   Auspice Magic:

Magical power is generated by supernatural  beings; however, they do  not actively  dictate or  interfere in  its  use.   The power simply  exists  as a field  or emanation that anyone  capable can tap. 

The  magic courses through "ley  lines"  -  aka "the spine of the dragon" - on the ground, and through the stars and constellations in the heavens.   What a spellcaster can do  thus  depends on the time and place;  strong sources of magic on land will become holy sites (Stonehenge?),  while astrology will have  real meaning for practitioners  of  celestial  magic.    Auspice  magic  is  often combined with an Invocative style of magic. 

Ex:  Excalibur (the  movie,  d.  John  Boorman),  AD&D Birthright Campaign, stories of C.A. Smith and H.P. Lovecraft 

5.   Collective Unconscious:

The  dreams  and fantasies  of  mankind  are  REAL  -  they exist "elsewhere,"  but  with  the  application  of  magical  arts  the collective unconscious can be  manipulated to  yield specific and tangible effects.   An interesting corollary to this is  the need for belief;  the number of believers must reach a "critical mass" before magic can be  made  to  happen,  while enough skeptics can foil any spellcaster. 

Ex:  Changeling  magic  system  (White  Wolf),  faerie  magic  in European folktales, Flight of Dragons (the animation) 

6.   Parallel Universe:

Magic effects are created by  "pulling"  them out  of  a parallel universe   or  dimension   where  that   effect  already  exists. Sometimes the effect is taken from some other locale on  the same world, which brings to mind the question of balance.  If a circle of wizards drew  rain  from  above the tropics to  make  a desert bloom, wouldn't the tropics now suffer drought? 

Ex:  The Far Kingdoms (Allan Cole/Chris Bunch),  AD&D (I think; I believe I remember reading something like this in the DMG  waaaay back then ...) 

7.   Reality Police/Reality Programming:

Something  -   an  inanimate  force  or  metaphysical   entity  - stabilizes  reality according to  certain  rules.   However, this force or being can be fooled or persuaded -  or even programmed - to  make  alterations in  reality according to  the manipulator's desires.   Once a new  "code"  for  something  is  in  place, all reality conspires to enforce it. 

For example,  a wizard turns a man into a frog.   As the "Reality Police"  gets to work,  the former human acquires an appetite for flies,  loses the urge to  mate except in  season, and eventually loses  his intelligence  and  personality  -  because  as  far as Reality is concerned, HE IS A FROG. 

Ex:  Well World series (Jack Chalker),  Four Lords of the Diamond (Jack Chalker), In the Net of Dreams (Rick Cook) 

EVOCATIVE MAGIC:

1.   Supernatural Origin:

Ordinary humans  cannot  ever  work  magic;  only those born with divine/ demonic/ faerie blood can do so.  However, they can instill part of their power in enchanted items,  which are usable  by the mortal races. 

Ex:  Lord of the Rings (Tolkien)  - only Gandalf and Saruman ever actually cast spells in all three books! 

2.   Mystic Discipline:

Practice of esoteric disciplines,  such as yoga, Tantric Buddhism or martial arts can "awaken"  the latent powers of the mind.  The discipline   usually   involves    much    meditation,   physical austerities,  breath control, etc. - which promote transcendental understanding and perfect control of both mind and body. 

The magic thus produced tends to be more subtle  than other types -  traditionally,  such mages do not toss fireballs and lightning bolts,   but  instead   work  with   illusions,   mesmerism,  and enhancements of one's own body and its functions.   The  new wave of Japanese anime,  however,  has made popular the concept of the "ki  attack"  -  a burst of raw psychic energy that  takes a form unique to the style or practitioner, and does MONDO DAMAGE :) 

Ex:  The Shadow (comics &  movie),  some Robert E. Howard stories (this was actually a popular theme of 1930's pulp fiction), Ranma 1/2 and other anime 

3.   Psychic Gift:

Only those born with a psychic gift for it  can ever  work magic. Magic use is thus mostly instinctive,  and there is a tendency to have only  a limited repertoire  of  powers.   (In fact,  this is crossing the murky boundary  between psionics  and magic.)   In a campaign  where  this  is  the  principle  behind  all paranormal powers,  the theme of conflict between the psychically gifted and the "normals" will be of great importance. 

A  similar approach  is  that of psychic augmentation.   An item, medical procedure, drug, etc. can boost a person's psychic powers beyond latency and into  full operance.   In the Darkover series, for example, the Comyn use special "matrix stones" to amplify and focus their powers;  many, if not most, Comyn cannot manifest any powers without their stones.   (Neither  could I,  if  I  lost MY stones ... :) 

Ex:  Pliocene Exile  (Julian May),  Galactic Milieu (Julian May), Darkover series (Marion Zimmer Bradley)

 

[Return to Articles Index]