General Principles |
Magic is based on the the manipulation of fundamental structural weaknesses in the fabric of the multiverse known as the Helix. manipulation of these weaknesses allows the spellcaster to bypass the normal laws and limitations inherent in the structure of the universe creating folds of chaos known as magic. The fundamental principles of the universe and magic were discovered by the Mystics of Tyrell , a race of toad-like beings ancestral to the Slaadi. Thus the Helix is sometimes referred to as the Tyrellian helix. Magic stems from the energies or fluxes created by the structural flaws of the universe. These fluxes have a pitch or frequency, a cosmic fluting of sound and fury. This is known as Resonance . All objects have a resonance inherent in their structure as well as some of these can be attuned more readily to the cosmic resonances of the fluxes. Metals particularly iron, crystals and living brain tissue are some of the most powerful magical resonators . Magical fluxes can be charted in part by by movements of the stars, sun and moon. Entrails of certain birds and other animals also reveal patterns and thus can have a predictive element. Even the occurrence and pattern of natural and unnatural events and dreams reveal the patterning of fluxes (including chronomantic fluxes) this is the principle behind the reading of omens, portents and dreams. Such is the basis of magic in the Helix. |
Mana Shells
Each order (level) of magic uses a different shell of Mana. Thus for most spellcasters, the mana of a higher level spell cannot be used to cast a lower level spell or vice versa. As Theurgy works slightly differently than other magics, some clerics have found ways to use higher order mana shells to cast lower level spells (i.e. a true spellpoint system)
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Wishes and other Dream Magics involving the alteration of the Fabric of Reality require a special note. These are the most potent forms of Naalite magic (see below), for they involve the use of Thought to manipulate the very fabric of the Helix. The tendrils of Elemental Dreamstuff is called forth from the Plane of Dreams and interwoven with the Prime Material. It is potentially the most dangerous of magics, and thus the Higher Powers have established parameters to confine the limits of such magics. One principle of wishes is the Law of Elegance , wishes tend to be implemented in a fashion most literal with respect to their phraseology. A second principle is the Law of Whimsy, whereby the cosmic powers like to inject some humor into all things, and thirdly is the Law of Portent, where webs of destiny often serve to direct the final form of the wish. The fourth law, the Law of Infinite Perversity is only invoked when the wish is cast with malice. It comes into play when a wisher requests something evil, such as the death or disfigurement of an enemy, or when the granter of the wish is a creature such as an Efreet casting the spell under duress. |
Dimensional Travel: such as Time Travel, Portals, Dimensional Rifts and Gates all involve the manipulation of the Fabric of Reality although unlike Wishes, they involve manipulations done through the dimension of Space-Time. This is the domain of the mysterious Fates (Jil-al and Yaal-Jhak),Ptah-Baal-Osire (Lord of Time and Space) and the terrible Azathoth (the Horror of the Void ). The Fates and Ptah-Baal-Osire set the parameters for the manipulation Time and Space and punish those who transgress these Laws. Their agents in this are elementals of Space and Time. The greatest of these are the Lithainai(Time Lords) and the Ptah-Jani (Lords of the Gates). Other Space=Time elementals include Chronoi (Lesser Time Elementals), Taayre (Lesser elementals of Space). Other entities lurk in the in-between places of the void, including the terrible Yog-Sothoth. Such horrors are drawn to dimensional manipulations of Space-Time like spiders draw to disturbances of their web. Temporal gates cause the creation of temporal bubbles that control paradoxes and allow the blending of alternate realities with the least disturbance possible to the fabric of the Helix. Note that all portals, teleportation, dimensional rifts and gates involve certain hazards due to their disturbance of Space-Time. The greater the disturbance, the greater the risks. |
Spellcasters manipulate magic through a framework known as a Magical Template. These are systems by which chaos of magical fluxes may be conveniently viewed as possessing orderings which in reality they do not possess. However some order is necessary in the manipulation of magic if madness is to be avoided. The frequency in which spellcasters do go mad suggests there are imperfections in the template system. There are five main templates of magic. |
The Magical Templates |
Theurgy: The manipulation of magic through the invocation of spirits. Sha'ir, Black Sha'ir, Priests and Shamans use this magical template. Primary Attributes are PRESENCE (charisma) and WILL (wisdom). One of the important aspects of this is the spirits, see section on Religion.
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High Wizardry: The manipulation of magic through a cosmic filter known as the Lesser Arcane. The Lesser Arcane is positioned to the correct harmonic convergence necessary for a given spell by the utilization of the power of word, gesture, sigil and symbol. No one really knows why this works, it is simply an art cultivated by years of research and trial and error. Certain items known as material components add efficacy to these spellweavings through the principle of Sympathetic magic. Wizardry divides the magical chaos into nine spheres or "hues". These are: Metamagic, Abjuration, Alteration, Conjuration-Summoning, Divination, Enchantment-Charm, Illusion-Phantasm, Invocation-Evocation,and Necromancy. Wizards include Generalist Wizards, Transmuters, Abjurers,Conjurers, Diviners, Enchanters, Illusionists, Invokers,and Healer Mages. The primary attribute of Wizards is INTELLECT. Abjurers, Diviners and Healer Mages tend to be limited to mage practitioners of the Grand Bazaar |
Ur-Wizardry: This is 3rd edition wizardry. It uses a different cosmic filter than High Wizardry, but is more stable. This type of wizardry requires the memorization of spells. While more limited in some ways, it does have the advantage of often being faster in casting than High Wizardry. |
Ur-Sorcery: This is 3rd edition sorcery, an innate form of magical casting that is related to Thaumaturgy (see below) |
High Sorcery : The manipulation of magic through a cosmic filter known as the Greater Arcane. The Greater Arcane is positioned to the correct harmonic convergence necessary for a given spell by the utilization of the power of sacrifice, word, gesture, sigil and symbol. No one really knows why this works, it is simply an art cultivated by years of research and trial and error. Certain items known as material components add efficacy to these spellweavings through the principle of Sympathetic magic. Ritual sacrifice is a key feature of sorcery as well. The spheres of Sorcery include:Paramagic, Force, Mind, Shadow, Soul, Life and Dreams. It is a magic that tests the limit of spirit, will and sanity and its practioners risk madness, enslavement to dark powers and/or transformation into grotesqueries that prowl the dark places between the stars. Many types of sorceries have been developed in the long ages since the world began, most thankfully lost to mists of times. Others linger in secrecy and obscurity known only to a handful of practitioners. Sorcery is an uncommon art, and full of dangers. Sorcerers mix their arts with that of wizardry because of the terrible dangers and strains of pure sorcery. The sorceries of which the most is known are:
- Naalite :the Magic of Mind, Force, Shadow, Illusion and Dreams-This magic is practiced by the Pelai. Ildjik Naal is the term for Sorcerors involved in both Naalite magic and the Dark Summoning Arts of Shadow-Conjuring.
- Greater Necromantic Arts: The magic of Mind, Soul and Life and Dreams. The Qaar Necroz are its practioners. There are three Noble orders of
Qaar Necroz:
- Qaar Kaala (Blood Mages): They are a combination of Necromancer, Conjurer and Evoker, they use the life force of animal sacrifices and even their own blood to work their magics.
- Qaar Twaro (Green Necromancers or Preservers) They are a blending of Druids, Geomage and Necromancer. They use the energies of life and death for the purposes of healing the damaged world of H'kartha.
- Qaar Alrun (White Necromancers or Bone Mages. They specialize in Divinatory magic related to the Dead, Abjuration against Undead,Psychopomp and Putting undead spirits to rest.
There are also evil Necromancers known as the Qaar Ajael (Black Necromancers). They are necromancers who follow the ancient Nyrridian magics dowen darker paths or those who drifted down that path from the more noble necromantic arts. Ghul Lords are the evil counterpart of Blood mages. Mages of the Evil Eye are the dark counterpart too White Necromancers, and Defilers are the evil coutnerpart of Green Necromancers. The latter are the most dreaded as they feed on the lifeforce of plants and animals to work their magics, leaving wastage in their wake. They combine Necromancy, Conjuration and Evocation/Invocation. A variant of the Qaar Ajaeal known as the Khakwazuli (Spirit Hunters) are tolerated by the noble orders because of their work hunting down rogue necromancers. There is also a group of Blood Mages known as the Purifiers of the Blood, who work to eliminate Ghul Lords and other rogue necromancers.
- Art of the Golden Web (Path Sorcery): The magic of Force, Shadow, Paramagic and Dreams-This magic is said to have been the a specialty of the Prometheans
- Witchery: Magic of Paramagic, Mind, Shadow,Force and Dreams,
This magic is said to be invoked through the instrument of various bindings such as alchemical brews, talismans, charms, familiar spirits, figurines, and Signs and Sigils of Sealing and Binding, the greatest of these being the Elder Sign.
White Witches adopt the patronage of relict essences of the Elder Gods, while Dark or Black Witches are tied to the Great Old Ones.
- Tujileria: The Greater Summoning Arts. These include some of the most powerful magics including some that can bind and compel even the Gods. Examples of this magic are the spells that can install or evict a God or Greater Spirit from a Ziggurat or other place of power. The rituals of Divine Ascension utilize these magics. Tujil Summoners generally because of the potency of such magics utilize a Technomantic interface when invoking these powers (See Below). They trade fuller access to the energies of Sorcery for Control.
The Great Old Ones are said to have been masters of such magics, accesing the primal energies of sorcery directly.
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Thaumaturgy : The magic of Elements and the Dimensions. It takes an organic approach to the manipulation of magic. It does not employ filters like Sorcery and Wizardry so it is potentially the most powerful and dangerous magical template. Elemental Magicians (Geomancers, Chronomancers, Aeromancers, Hydromancers, Pyromancers, Elektromancers) and the practitioners of the Wierding (Wild Mages) are the the main types of Thaumaturges. It is known as "riding the wave" or the "wild ride" and it is said those who practice those most dangerous of magics do not live to be venerable old sages. Elementalists often filter their magics in part by using the templates of High Wizardry, Ur-Wizardry and Fey Sorcery above and thus seem to resemble other spellbinders of that kind. Thaumaturges generally dabble with wizardry to provide balance to their repertoire because of the dangers of Thaumaturgy. Shadow Mages are another type of Thaumaturge, Bardic and other song and music based magics represent a type of lesser Thaumturgy. |
Technomancy: This magic uses a template of numerology It is a template that views magic as a science rather than an art and is bound up in the magic of numbers. Magical Geometry, Algebra and Calculus are at the root of this magical template. The three most well known technomatic arts are Artifice, Alchemy and Bio-Magic. Two orders of Technomancy exist. That of the Interstellar races such as the Pelai and that of the planetaries often called The Magic of Natural Philosophy by its adherents. On H'kartha, the Magic of Natural Philosophy is of Elvish origins, although the Elves will tell you that all their arts were learned from the Prometheans. Much of this art has been lost by the Sand-elves but although diminished from ancient times, it is still a rich lore among the Eloi Sidhe and the Ishandeshee. Among humans the art (acquired from the Elves) is very much debased these days,even within the Magical Academies, and the magical devices found in the Bazaars while abundant are typically dangerously unstable.
- Artifice is involved in the construction of magical devices, automatons and golems, magical engines, spelljamming helms,and the infamous bombards of the Pelai.
- Alchemy is involved in the production of potions, elixirs, powders and other such magics.
- Twaro-Tsal (Bio-Magic) is the most despised form of technomancy. It's practioners use a strange form of alchemy to distill the primal essences and essential saltes of animals and plants for the purposes of creating hybrid life forms. Their experiments use powerful mutagenic plants such as the Illithe, as well as other compounds. Their strange and hideous experimentation has placed the art in poor repute.
The Mage-Practitioners of the Grand Bazaars are frequently practitioners of lesser technomantic aspects of Alchemy and Artifice. Tujil Summoners, also known as Imagers, use mirrors based on Technomancy to construct their magic summoning mirrors. |