A Treatise on Magick
by Darthon SongWeaver
This will be a bit of a departure from what you are used to here...while some of the following suggestions may be useful in an RPG campaign setting (and the wizards that exist therein), most of the following would find more practical use in a live action scenario. The basic premise is to better understand the magician...as a historical being, the basic means of miscellaneous mages then how this knowledge might apply to the more fantastic sort.
Understanding The Magi
Not asking for much, huh? Well, the simple fact is those of powers beyond ‘mere mortals’ have existed and found places (however accepted by their societies) for nearly as long as there have been humans up to the present day. Here is a brief overview of their evolution with mankind.
In most primitive nations you will find ‘witch doctors’, ‘medicine men’, ‘wise ones’ and a myriad other masters of the mundane arts even today. These people normally have a special place in their tribes, often commanding a higher rank than even their leaders. They are called upon to heal the sick, foretell the future and cast various spells. These mages normally dress quite differently than their fellows and make use of materials from the local environment for their clothing, items and components.
As cultures became more diverse so did the magic-user. Astrology (for instance) is known to have existed as early as 2000 BCE. Add to this list alchemists, soothsayers and diverse types of fortune tellers. Their places in the scheme of things were dependent upon the community in which they existed. From the king’s closest advisor to the solitary practitioner shunned by his fellows, they thrived from the earliest civilizations into the middle ages and are no doubt responsible for many of the enigmas of antiquity found the world over. The tools of the trade diversified as well...it would take several volumes to begin to describe the equipment used by these wizards!
Then, what most describe as the Renaissance started what could only be called by the mages ‘the dark ages’. Astronomy replaced astrology, chemistry supplanted alchemy and all that couldn’t be empirically proven was forgotten...by most. Many up to the 17th century were ostracized, imprisoned or killed for practicing ‘sorcery’ or by the most ridiculous evidence they were doing so. Thanks to those who saw historical significance (and not a few who still believed), we have a wealth of ancient texts on magic.
The Victorian Era saw a resurgence of the acceptance and use of the arts. All types of mediums and fortune tellers were again allowed (and often sought out) members of society. Mesmer astonished thousands with his discovery (?) of hypnotism. Scientific study of the paranormal began in earnest.
Today, as always, very unclear lines exist between what you would consider in gaming as ‘psioniscists’, ‘priests’ and true ‘wizards’. Let it suffice to say we walk in the midst of all types of psychics, ‘illusionists’ and ‘enchanters’. Add to this list scientists, engineers and inventors for truly the many wonders of our age (from a lightbulb to, say, the Empire State Building) would be seen as acts of high sorcery 500 years ago.
The moral of the story? Magic has existed in one form or another for nearly as long as we have as a race. The second moral? Magic is in the eyes of the beholder. The third moral? Don’t push your luck with a mage!
The Making of the Mage (or “A Mage in the Making”)
Let us now take a look at how you might create a conceivable mage with believable magic. Beyond just good (if not better!) role-playing, you have easily at your disposal several wonderful means of making your magic-user magnificent!
PLEASE NOTE: Some of these suggestions are not for all. If you are not an adult, ask your parents if they will allow you to use the more esoteric of these ideas. If you are legal, ask yourself if these are things you wish to truly try and, if so, are you willing to practice them safely and away from prying eyes until you have perfected them. As always, consult your GM before making any additions to the game. The disclaimer being stated, let us continue...
Dress: A magician might sport anything but a robe is often standard gear. Be this one from your bath or that worn by some graduate of a school, here is the basic garb of most magi. With other kits, professions and backgrounds (or with extra disposable income!) you might be more creative. Most towns have costume shops (toy stores, bargain basements...) where you might find the wear of your wizard! The clothes make the mage...do your best to look the part!
Just like other classes, magic-users are hardly relegated to one look...that is dependent upon the culture and personality of the individual. Besides, if they were all dressed alike, how could we tell them apart?
Equipment: Beyond the standard stuff carried by most other adventurers, the wizard will find use of wands, rods and staves. While these can be purchased (usually at no little expense) most will find it easier to go to a local woods (park, rest area or whatever you call them these days!) to find these items of such import to your profession. If you have a knack for carving you might also include into these runes and maybe attach a magical symbol or embed it with gems (see toy stores!).
Many mages carry a dagger. Whatever you choose be certain it will bring no harm to other players. It is all to easy to find collapsible blades (again, see toy stores!) but your steel might be as near as your kitchen...just be sure it is no sharper than a butter knife if it will be used for LARPG...sandpaper run over the sharp edge of most blades will make for a fine knife that looks real and might very well save your (PC’s) life! Another possibility is to purchase one from your favorite gaming store. Several very nice ones and many in fantasy designs are relatively inexpensive.
The player may want to personalize his possessions even further. Let your imagination run free but keep in mind the nature of your character. Crystals, pendants, cards (was toy stores mentioned?) and mundane symbols sewn into your garb are just a few suggestions here.
Components: Cut cloth, paper or any other useful material into 3-4’ squares. In the center of each place your constituents, sand or any other needed substance. Twist and tie at the top with string, pipe cleaners or any other means of binding. Carefully mark (or remember) each pouch for what spell it is meant for. When cast, throw the ‘bag’ at the recipient(s) of the spell, toss to the area of affect or, if it is intended to alter the caster, drop before you as you include any of the verbal and somatic additions that are needed.
Following is further examples of spells you might carry...
The Making of Magick (or “Tricks for the Taking”)
Here we will discuss some modern ways of making your magic. Keep in mind cantrips could be subtle (and simple) variations of many of the spells presented below. Again, don’t do anything your mother (or GM) wouldn’t want you to do...
The Basics: When you are called upon to cast any of several ‘light’ spells indoors turn the dimmer switch up a notch, turn on another light or flick off then on the room light and say ‘there!’. Outside carry your trusty penlight to do the job (also good for ‘lightning’ and the like!). As is the calling of the game, use your imagination for the needs of your spells! Darkness? Well, that’s too easy now!
Pyrotechnics: ‘Magic missile’ and several other incantations (particularly involving fire) might best be done with the use of real gunpowder (created by Chinese alchemists). If you have access to fireworks such as ‘sparklers’, ‘pop bottles’ or several other fused wonders they will serve for many needed spells. An excellent example here would be the use of smoke bombs to cast any of the many ‘cloud’ conjurations.
Illusions: ‘Flash paper’ is good to set the stage for anything you wish others to see that isn’t really there. If you have any artistic ability you might draw what you want others to perceive (with standard rolls for ‘disbelieve’). If you are also a conjurer or necromancer this can make for some interesting situations!
Confusions: “So what time was it now a day ago?” The verbal part of many a fell spell might be stated as such. Hopefully friendly warriors will be at the ready as your enemies ponder these words. If not, be prepared for a hasty retreat!
Sleight of Hand: Do you know how to make a quarter (egg, whatever) appear from someone’s ear? Have you studied tricks with cups and balls or unusual uses of mirrors? If not, there are many methods to learn such sorceries. Check your local library, hobby shop and (need it be said again?!?) toy store for the means to make this magic...try a ‘handshake buzzer’ for ‘shocking grasp’! (Maybe not!)
Spells on Demand: Particularly in the areas of prophesy it will be best to consult your GM. You might need to create a star chart, stack a deck or guide the words on your Ouija board to better prepare the outcome predestined by the master of the game. In any ‘summoning’ it would be great to have a non-player (possibly the GM) dress as the character so conjured. Your imagination rules here...use it well!
Sound the Alarm: There are several neat noisemakers out there for spells such as ‘audible glamer’. A small cassette deck or memo machine could be used if you want more specific sounds. Here also is a great place to practice your skills of ventriloquism or voice effects if you so possess them.
Casting your Charm: Anyone who has dabbled in hypnotism or psychology can tell you much power exists (in the real world) through subtle uses of voice inflection (verbal) and body language (somatic). Keep this in mind with each spell you cast...your approach should be much different from, say, ‘fireball’ to ‘forget’. Don’t be afraid to experiment with your gestures in front of a mirror or create mundane ‘words’ (from the secret language of mages) by which to cast your magic.
The Mage so Made (or “The Mage is a Maid?”)
Next you will find Union’s own Scribe Tamera (in her first role that has yet to become or never really happened) in her search for the killers of her family. She has found a possible witness (if not accomplice) in the keep of Sir Dangrel, a dwarven warrior (now Lord) granted land for his service to the King. Her target is Adrien (EF8), a captain to Dangrel and one she has heard was there at her parents’ butchering.
The standard PPRPG story will progress as always (with LARPG comments in parenthesis). She waited long in Dangrel’s Keep until she heard Adrien was throwing a party...
To paraphrase a well known saying, “Battle on, Tam’ra!”
Tamera Southwinds: (Wood Elf Enchantress) Ht:4’9” Wt:91 lbs Age:119 Skin:Tan Eyes:Hazel Hair:Chest-length Chestnut.
Life Skills: Trapper, Animal Handling, Animal Training, Cooking, Direction Sense, Reading/Writing (Common), Spellcraft
Weapon Skills:Dagger, Staff
Languages:Common, Wood Elf, Hill Elf, Gnome, Hill Dwarf, Halfling.
Equipment: Dagger +2, Staff of the Woods, Green Robe of Protection +1 w/8 pockets containing (5) spell components, (1) ink, quill, 3 sheaves of parchment, (1) tinderbox, (1) trapper’s leg snare, Deerskin breeches, blouse and kneeboots, all with removable fur linings. Backpack w/5 rations (prepared from her trappings), 5 metal traps, spellbook, extra writing materials, blue gown (w/hidden pockets for 5 spells and her dagger), matching stockings and slippers.
Tamera was an orphan raised by a human trapper and his wife. She learned the art of enchanting from her "mother" and was taught hunting and trapping by her "father". One day, after her parents had passed away, she was out checking traps with her “brother” and came upon a wolf dead in one. Snuggled up to its dead mother was a tiny cub ... it was so small that it was of no use to her brother so he let her keep it. She fed and trained her and named her Mariah. She became Tamera’s loyal companion and fierce protector. When Tamera was old enough to notice she was different from her foster family they told her that her people came from the further, colder south, killed by some unknown foe. When she felt she was well prepared she set out with Mariah to seek her fate...and hopefully the murderers of her true kin.
She walked the world of men, seeking adventure for pay wherever she might and spending her winnings at whatever taverns were her willing. She continued as such until she heard tales of the hill elf Adrien, residing in Dangrel’s Keep, boasting of the several he had destroyed in the south for many years past. Seeing him as a possible accomplice to her people’s demise, she found boarding at the keep until her time came...a night when Adrien held a ball...
Tamera, in her beautiful blue gown, danced with many as the evening progressed. She quickly made out Adrien, a pompous hill elf in a captain’s guise replete with ceremonial armour and robe. No longer able to contain herself, she casts ‘magic missile’ (says “Strike!”) on Adrien.
No sooner had she done this than did four of his guards run into the room only to be caught in metal traps (string taped in doorways). They each laid howling as Tamera continued toward her foe.
As other guards approached she cast ‘web’ (tossing a small piece of cloth) on the first. The others she attacked with a ‘stinking cloud’ (component bag or smoke bomb). She continued toward her fray who laid in pain from her first attack.
“What do you know of the southern wood elves killed some 100 years ago?” asked Tamera as she lifted the wounded elf’s head and placed her dagger on his throat.
Her captive gasped for air, trying to speak through his pain. “I...don’t know....I am...only...97...”
“Oh,” Tamera thought for a long moment. “Then would you mind if I get my traps back?”
Either played as an RPG or LARPG, none can deny this would be a fun scenario. Needless to say Tamera took initiative but what else is there for a wizard to do? With but a little planning and creativity your mage might do as well as Tamera!
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Famous PC Last Words:
"I STILL disbelieve the illusion!"
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