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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)
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