This is my proposed FAQ for Celandran Magic. It incorporates text from
the original webpages, with additions based on concepts developed within
the list. In final form, I'm thinking the questions should all be at the
top of the page with internal links down to the answers.
The current organization & numbering of the questions should not be
considered final, nor do I consider the list to be complete at this time.
Andrew
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Q1. What is Magic?
A1. Magic is the manipulation of Spirit, Substance, or both through
Non-Inherent Authority.
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.
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.
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.
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.
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. We call these
Beings "gods", "angels", or "demons". Often, to be granted Authority by
a Being, you must perform special rituals, or adhere to a specific code
of 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.
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.
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:
1. Plugging in the numbers in an equation is equivalent to hitting
someone over the head with a rock.
2. 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).
3. 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 it 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).
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.
Q10. Are there any limits on the 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.
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.
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.
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.
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.
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.
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.
Q15. Are magic-users in Celandra like magic-users in D&D?
Q15. 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.
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. Kaeir and the other
societies where Millat Shanari is the dominant religion see 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 two major and several 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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