This FAQ is an attempt to summarize the available information about magic in Celandra in one place. It is not an exhaustive list and may be updated from time to time.
Q1. What is Magic?
A1. Magic is the manipulation of Spirit, Substance, or both through Non-Inherent Authority.
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Q2. What is Spirit?
A2. Spirit is the energies and essences of the Dreaming, the spiritual world.
Spirit is an abstract, ethereal reality, almost a virtual world, the realm of will, thought, and awareness. It has no true aspect, but its representation changes with the perceptions of the viewer, and the nature of the thing being viewed. Thus, if you were to look upon a demon in the dream-world, you would see a representation of its true nature. Everything in the spirit realm is symbolic; Wisdom and Intuition are the keys to seeing truly. Perception and Logic can lead one to false understanding, grounded as they are in the tangible world of Substance.
While the spirit realm may be perceived in a physical way, it has no true physical reality, and a given spiritual reality may have multiple, equally valid physical manifestations. The underlying Truth does not change, but different aspects may be considered.
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Q3. What is Substance?
A3. Substance is the energies and materials of Celandra, the material world.
Substance is the physical reality. It derives its nature from the world of spirit, and is the stage upon which eternal drama is played out. The key aspect of Substance is its physical manifestation; it does not change arbitrarily, as does perception in the spirit world. Because of this, it is a limited and finite medium which is predictable and understandable. Spirit has these same qualities, but they apply to the higher abstract truths rather than their representation.
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Q4. What is Authority?
A4. Authority is the power to manipulate Spirit and Substance. It is the right to exercise your will. It may be inherent or non-inherent. It can also be understood as being the natural laws which control the
interaction of Spirit and Substance. All Authority ultimately comes from the Creator.
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Q5. What's the difference between Inherent and Non-Inherent Authority?
A5. Objects and beings possess Inherent Authority as part of their nature: the Authority of a rock to exist, the Authority of a fish to breathe water, etc. Non-Inherent Authority is either granted by a being, or earned through study, and as mentioned in A1, is often called magic.
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Q6. How can I acquire magic?
A6. The first way is to be granted Authority over what you wish to manipulate by a Dreaming Being who has Authority over it. Celandrans call these Beings "gods", "angels", "demons", "elementals", or "spirits". Often, to be granted Authority by a Being, you must perform special rituals, or adhere to a specific codeof behavior or morality. However, the grantor may revoke the grant at any time. This kind of Magic is often called Authority Magic, even though that's an inaccurate term.
You can also earn Authority over Spirit and Substance by in-depth study of some aspect of one or the other: Knowledge is Power and Power is Authority. The more you learn, the greater your power. This kind of
Magic is often called Material Essence Magic, although at its core it is based on Authority.
Both styles have their strengths and weaknesses.
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Q7. Can you tell me more about Authority Magic?
A7. In the realm of spirit, Authority is the right to exercise one's will. It can do anything, but you must obtain it somewhere. The Creator has an unlimited Authority, and can revoke everybody else's right to use it. Godlike beings have a certain (very large) Authority from the Creator. The amount of Authority decreases as one moves down the authority chain to less powerful beings. Men have only enough authority to control their physical bodies and manipulate substance.
As the creator has delegated Authority to his creatures, so may his
creatures in turn delegate Authority to others by an act of Will. A
creature may only delegate such Authority as it may possess; if a
creature has no Authority over fire, for example, it cannot delegate
that Authority. Authority assumes a relationship between the grantor and the grantee, and there is an implicit consent. Certain beings may
specify ways in which one can access their authority, such as invoking a name or performing some ritual. It is entirely up to a given being
whether he allows this, but it is certain he will notice if someone
makes use of his personal authority. Once authority is granted, no
further consent or communication is required; the grantee may freely use the grantor's authority and act in his name, even without his knowledge. Of course, it is not good to tarnish the name of one more powerful than yourself! The grantor may at any time terminate the agreement, unless there is a binding "contract." Such things are beyond the scope of this essay...
The Authorities thus granted can be arbitrarily complex, so long as they fall within the power of the grantor. For example, a shaman has traded with a Spirit of Fire a temporary Authority over Fire, with the
restriction that it expires when the original fire is gone. The shaman
then lights his warrior's arrows with the fire and orders the fire
destroy and kill everything outlandish, but leave everything else safe, in the village they are about to attack. The warriors shoot the arrows, and the fire starts to consume all buildings, tools, etc. which are "outlandish" (subjective meaning given by the shaman). The fire leaves everything else in place. Soon, the original fire burns out, the compact is at end, and then the fire starts to spread to everything else, too, according to its own nature.
You can gain authority over something, but you have to get it from
someone. Usually that "someone" wants something in return, and puts all sorts of restrictions on how you can use it. Furthermore, that someone will always keep an eye on you, since you are now its representative and throwing around its power. And it can revoke authority at the drop of a hat. So while authority can be a short road to immense power, it is a road fraught with peril and intrigue. Authority is all about politics, and nothing about knowledge.
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Q8. Can you tell me more about Material Essence Magic?
A8. Essence is an almost scientific study of the workings of the
material world. It is very predictable, and you don't have to ask
anybody's permission to use it. It takes a long time to gain mastery,
and is more limited in scope than direct authority, but offers autonomy and reliability.
To an extent essence magic doesn't require much true understanding, but being able to go through the motions won't do you much good in calculus, as most problems are not simple "plug in the numbers" type things. And it is MUCH easier to pledge one's soul to the Lord of Darkness in return for limitless power, than to study for ten years to learn how to create and control fire. A good analogy might be:
- Plugging in the numbers in an equation is equivalent to hitting
someone over the head with a rock.
- Understanding calculus is equivalent to inventing a spell to
adjust body chemistry in such a way as as to induce Sleep (though they
may resist it anyway).
- Authority is more like going to the professor and convicing him
to do the problem for you... smile
Essence has no meaning in the spirit realm, since that place has no
physical reality, and is outside the realm of Substance. Essence cannot affect the spirit aspect, though in the spirit realm one could
conceivably create new types of Origins (or even whole "worlds") as an
act of will, assuming that one's will is sufficient for the task. The
only governing law in spirit is Will (and the Authority to exercise it).
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Q9. Can I use Authority Magic and Material Essence Magic at the same time? Can I have multiple sources of Authority Magic?
A9. Yes and yes. Since Authority may be derived down multiple branches
of the tree, it is possible for a wizard to invoke authority from two or more sources. Similarly, different wizards are likely to obtain their authority through different masters. Each master (and each wizard) has a unique will, and these may often conflict. What this means is that each sentient being is in effect an Origin with its own unique sphere of influence; a wizard may himself be an Origin for a lesser wizard or pupil. Even a lowly peasant may be an Origin for whatever authority he possesses.
All physical things have a measure of authority in the physical realm
(even if only to exist). Sentient beings have authority in the spiritual realm (to freely act). Supernatural beings may or may not have authority in the physical realm; those that do have varying Dominions (ie. some can control energy, others can control organics).
Many wizards do practice both authority and essence. Most folks are
religious, and invoking the name of a god is usually good for at least a minor favor; a truly devout servant may even be able to heal or
pronounce a curse. But far different is the infernal sorcerer who
studies forbidden writings and makes pacts with demonic beings, in a
quest for great power. Such persons often rise to frightening heights or power before they are destroyed by their own folly.
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Q10. Are there any limits on the kinds of Authority I can earn or be granted?
A10. Yes, there are four areas where there are restrictions on granting Authority:
Time,
the Mind,
the creation of Magical Items, and
dragons.
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Q11. What are the restrictions on Time?
A11. Only the Creator may grant Authority over Time, and the only known entity which has been granted such Authority is the Oracle of Talishara in Yora'Tirmar, which can, within limits, predict the Future. The Oracle can also see past and present events. However, there is no way to control the Oracle, so consulting it is a bit of a crap-shoot.
For every other Being, the true seeing of future and past is impossible, as is time travel. Limited forms of precognition and past-reading are possible, however. Precognition works by taking consciously and subconsciously perceived data and rapidly calculating the most probable outcome of the circumstances. Past-reading works by detecting and interpreting the magical resonances important events impose on their surroundings and the items involved.
While there are magics which haste or slow their targets, or put their
targets into stasis, these magics do not affect Time; rather, they
affect their target's perception or biological response to the passage
of Time.
It is important to rememeber that Time does not flow at the same rate in the Dreaming as in Celandra. In fact, time does not flow at the same rate at different locations within the Dreaming. The one constant, however, is that the direction of the flow of Time is always forwards, never backwards.
So, a person can enter the Dreaming through the Gate in Mir, spend two
hours subjective time in the Dreaming, and return to find that several
days of objective time have passed in Celandra. The reverse is more
common: someone enters the Gate in Mir, spends subjective weeks or even years in the Dreaming, and returns to find that only hours have elapsed.
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Q12. What are the restrictions on the Mind?
A12. No one may have Authority over another's Mind without that other
person's express, uncoerced consent. Each new attempt to affect the Mind of another person requires a renewed grant of Authority. Some persons or beings cannot give such consent, and in those cases, their minds may only be observed, not altered. To put it another way, you can use magic to try to charm or persuade an unwilling target, but you cannot compel them.
It is not clear whether this was always a law of nature, or whether it
came into existence after the Sinari War and the Freeing of the Eerith. As a practical matter, it makes long-range telepathy, magical mind control, and unwilling demonic possession impossible.
Short-range telepathy, where both parties are in the same room and can
see each other, is allowed, because in that situation, both parties can grant express consent to the other, and both are in a position to revoke that consent at will.
Willing demonic possession, as in the case of the Shadowspawn, is
permitted because the demon's continuous presence in the Mind of the
possessee is considered a single, continuous attempt at mind alteration.
Illusions are permitted, because they do not affect the Mind directly;
rather, they alter the sense-perceptions being sent to the Mind.
Note that the restrictions on the use of magic to bind and compel do not necessarily apply to creatures which are pure Spirit.
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Q13. What are the restrictions on creating Magical Items?
A13. Because Celandra is so Substantive, enchantments, especially those that rely on Authority granted from Beings in the Dreaming, slowly fade over time, with enchantments of greater complexity fading faster than simpler enchantments. 'Permanent' magical lighting requires renewal every five or six centuries, while magical security systems--depending on complexity--require renewal anywhere from once a year to as often as every three to four weeks.
There are a few exceptions, but these are all Artifacts tied to an
active god or goddess.
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Q14. What are the restrictions on Dragons?
A14. The dragons are creatures of Pure Substance. The only being who has Authority over a dragon, other than the Creator, is the dragon itself. This makes them impossible to affect with Authority Magic without their freely-granted consent, and nearly impossible to affect with Material Essence Magic.
Interestingly, the Eerith, who are creatures of Pure Spirit (although,
like a hermit crab, they may borrow a "shell" of Substance), cannot see, hear, or otherwise perceive dragons at all, although they can see the effects of a dragon's presence and deduce its existence. It may be safely assumed that dragons in turn cannot see, hear, or otherwise
perceive the Eerith.
Dragon's blood has the peculiar property of granting some of the dragon's resistance to magic to whatever it comes in contact with. Objects and persons contaminated with dragon's blood also become invisible to magical means of perception.
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Q15. Are magic-users in Celandra like magic-users in D&D?
A15. No. Clerics in Celandra are similar to D&D Clerics, but in
Celandra, clerics are tightly limited in their magic by their god's
portfolio. Also, while they may be restricted in the complexity & power of their effects by their "level", there is no set limit on spells cast per day; the cleric's physical endurance and wisdom determine how often he or she can channel the power of his or her deity. In Celandra, Druids and Clerics are essentially interchangeable in their spell-casting powers.
In Celandra, the terms wizard and sorceror are largely interchangable,
with sorceror or mage being the prefered terms in most of Qaiyore.
Spellcasting ability is based on intelligence, knowledge and physical
endurance: Material Essence Spellcasting is fatiguing, although the loss is small enough to normally be recovered in minutes, provided the
sorceror has time to catch his or her breath. Generally, a Celandran
wizard or sorceror is more physically capable in combat than his D&D
counterpart, and some, such as the Mirrish Warmage Coteries, are as
powerful in physical combat as they are in magecraft.
Spell books do exist in Celandra. The way they are used depends on the style of magic. Sorcery uses spell books to learn and train from, but unlike D&D, sorcerers are not required to memorize their spells each morning from a spell book. If they plan on performing a hard or rare feat of magic, they usually must study the topic right before they begin to refresh their memories.
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Q16. Does every society approve of Magic?
A16. No. Mir, Burcancy, and Torphan are all societies where mages are
common and accepted. Sedonia controls its magic-users through the
Sedonian Church, and its people are largely only comfortable with magic as practiced by the priests and priestesses, though this may be slowly changing. Kaeir and the other societies where Millat Shanari is the dominant religion generally see magic, particularly Authority Magic, as a violation of the Creator's ordering of the Universe, although the question of what sort of magic might be allowed has split the Millat into the major
Arlhanist and Marlupinist factions, and a handful of minor factions.
Bards are mostly non-magical, although a few have powers in their song. Rangers are non-magical, and paladins do not really exist, although one might argue that the Rohain of the Exquaestio might qualify as such.
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Q17. You mentioned Arlhanists and Marlupinists. What do they think about magic?
A17. Arlhanists view magic as a necessary evil, with Essence magic the preferred form. Authority magic, in the form of a contract between believers and a spirit (such as the contract between the Brotherhood of the Night and the Green Lady that saw the Grandmaster become a reincarnating agent of the Green Lady), is legitimate. Arlhanists view the "gods" as spiritually the equals as mortal humans, even though they are not equals in terms of power/age etc, and view them as mortal beings also (only the Creator being truely immortal). Indeed, the "gods" are not perfect as well, as only the Creator is. The difference, for Arlhanists, between mortal humans and the "gods" is different definitions of time, birth and death (time being very relative in the Dreaming). Because of the emphasis placed on Essence magic by Arlhanists, the most skilled Millati sorcerers are generally Arlhanist.
Use of Essence magic amongst Arlhanists isn't confined to the Brotherhood of the Night. This has also been shaped by the secular politics of the Kaeirean Republic, where Arlhanism and Marlupinism were first born. Even though Kaeir is strongly Millati, freedom of religion and of choice has been made core values of the Kaeirean republican ideology. These ideas have influenced other Millati as the two sects spread throughout the broader Millati church.
Devout Arlhanist Essence magic users will join the Brotherhood of the Night as a matter of faith. Others might have joined the Brotherhood just to protect their reputation - as many Millati will be suspicious of a sorcerer who uses magic solely for their own benefit or own purposes. Remember that in the Millati religion, magic is a necessary evil undertaken for the benefit of the community and for the upholding of all that is good and right, something that the few will do to fulfill the obligation of the many to do. And because religion and magic are intertwined in the Millati church, the Millati sorcerer who does not join the Brotherhood is sometimes seen as rejecting the religion (a Millati sorcerer though could escape this accusation by using his powers to do acts of charity and good in the community - thus using it for the benefit of community).
Some Marlupinists also join the Brotherhood of the Night out of a religious calling to fight evil, though the Brotherhood is mostly Arlhanist.
Marlupinists don't require a specific contract, and the form and method of invoking the Authority magic of an angel/god is really the only difference between a Marlupinist and a priest of one of the Midsea cults. In many ways the Marlupinists are similiar to the Catholic Christian hierarchy of saints, with the idea of intercession by a saint on behalf of God. Marlupinists are only slightly more pragmatic towards magic than the Arlhanists. The majority of advanced Authority magic users amongst the Marlupinists are Essence magic users, though there are probably more Marlupinist magic users overall than Arlhanist magic users.
The following illustrates the differences: Amongst Shanari and Kelshiri Marlupinists (and even Marlupinists elsewhere), the old Kelshiri deity of Sabilar (Demerhaze) the Lion-Huntress and Patroness of Women, is honoured as Sabilayyah the Angel of Women. So for example, a devout Marlupinist Millati midwife would ask Sabilayyah to grant her some of the power that the Creator has granted Sabilayyah so that the midwife could help save a mother and her child during a very difficult birth. The wording of the prayer might be something like:
"O Sabilayyah the servant of He Who Is One, grant me a measure of the power of He Who Is One that has been granted to you, so that this poor servant of He Who Is One and her child might be saved."
Whereas an Arlhanist Millati in Kaeir might ask the Green Lady, in a similiar situation:
"Noble Lady of the Green Land of Kaeir, this servant of He Who Is One who lies here before me needs help, I ask you to honour the agreement between the Believers and you, allow me to use some of the power you have been allowed to use, so that this servant of He Who Is One and her child will not die, and so that they may honour He Who Is One and do good in your Land."
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Q18. Can anybody use magic?
A18. No. In theory, anybody can use Authority Magic by performing the
necessary rituals or adhering to the required moral code of the grantor, but in practice not everyone has the strength of mind and will needed to channel divine Authority or make deals with demons. As an example, the Truthsayers of Lucia, to maintain their abilities to the fullest, must be absolutely honest with everyone they interact with, as well as with themselves. Most people find it very hard to give up self-deception.
Material Essence Magic requires the ability to learn large amounts of
information and recall it at need; strength of mind and body; and a
talent for manipulating the underlying forces of existence. Most people have this talent to some degree (although a minority are without it), but without intensive training and study it is useless. To use a musical analogy, most people can, at least, sing on key, but some can perform in grand opera, while others are tone-deaf, and a few are deaf, mute, or both.
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Q19. Are there adverse consequences to magic use?
A19. Absolutely. A Material Essence mage can be burnt out or killed if
he tries to manipulate too much magic. Authority Mages who rely on
demons for their powers risk losing their souls to demonic possession. If the Authority mage has been using summoned and bound elemental spirits, he risks having them turn on him.
Proximity to magic can also change a person, animal or object. Extremely close or prolonged exposure to an Eerith's Spiritual emanations or to a dragon's bodily fluids (particularly blood) and flesh may produce permanent alterations in the Spirit or Substance or both of the person or object so exposed. There is a forest in Elyria (Celandra's northern continent), the Candlewood, which glows in the dark, thanks to the effects of the magical energies unleashed there. Rumor has it that pockets of similar forests can be found in the jungles of Northern Qaiyore where the Mystic Realm of Mir and Rian a'Avaerrand contested for dominance.
The Dragon Forest, outside of Mirabalpur, is a documented magical forest. It is rumored that this is both because of the high levels of magic coming from Mirabalpur, and also because of its rumored role as the mating grounds of the dragons in Mir's service.
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Q20. Are there different approaches to Authority Magic?
A20. Yes. The first approach might be called contractual. The mage
performs a specific ritual to invoke the power of a Dreaming Being, with whom the mage then bargains with for a share of the Being's authority. This may be for a one-shot use of the Being's power, or it may be to establish a contract-type or long-term relationship. This approach is often use by demonologists and dark cultists, but it is also used by tribal shamen. Over time, it may evolve into the second approach.
The second approach might be called religious. The priest-mages of the
Sedonian Church and similar organizations gain their powers by obeying
the moral & behavioral codes required by their "gods". In this case,
instead of each magic user having to make a separate bargain with the
god, the god has established its terms and leaves it up to the priests & worshippers to meet them or not.
There is a third approach, where rather than exercise authority granted or borrowed directly from a Dreaming Being, the mage summons and binds one or more spirits to his service. The mage commands the spirit, but how to execute the command is left to the spirit.
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Q21. Are there different approaches to Material Essence Magic?
A21. Yes. The traditional form practiced in Mir and most of the
civilized MidSea is called Sorcery. The practitioner uses his magical
skill and talent to impose his will on the universe--he commands reality to change, as it were.
The other form, largely restricted to tribal societies, especially the
Ona'gir of the far south, is called Obeah, or, sometimes, the Song.
Where sorcery demands, Obeah cajoles and seduces. Where sorcery is
forcible command, Obeah is gentle persuasion.
Obeah and sorcery largely overlap in capability and potential. Successful use of either requires many years of study of the Material World. There are certain tasks, however, for which one approach is superior to the other.
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Q22. Can magic be stored?
A22. Yes and no. Magic is a process, not something that can be stored, although Material Essence Magic users do use staves, wands, and rings as tools to improve their control or enhance their ability. It is possible, however, for a magic user of either type to cast a spell into an object such that the spell is not activated until a later date.
Q23. Can magic be blocked or enhanced?
A23. Yes. Lead, rowan-wood, and pure silk can all shield objects from
magical detection, preventing any magical influence from passing through them. Lodestone, or magnetized iron, disrupts spells in proximity to it, but in an unpredictable (and often violent) fashion.
Copper, silver, and gold can all help to channel magic more efficiently, as can quartz and most other semiprecious and precious stones.
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--
Andrew Janssen - 16 Jan 2006