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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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AndrewJanssen
Andrew Janssen

Sat

Jan 14
2006

07:48Z

[Cel] Questions and Answers on Magic

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

--------------------------------------------------------------------------

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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AndrewJanssen
Andrew Janssen

Sat

Jan 14
2006

09:14Z

[Cel] Questions and Answers on Magic

Andrew Janssen wrote:

> 
> 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.
> 

Add the word "impossible" after "demonic possession".

Andrew
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KalevTait
Kalev Tait

Sat

Jan 14
2006

16:49Z

[Cel] Questions and Answers on Magic

On 1/14/06, Andrew Janssen  wrote:
>
> 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.


Also, remove the 'see' before 'generally' in:
'Kaeir and the other societies where Millat Shanari is the dominant religion
see generally
see magic'

-Kalev
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AndrewJanssen
Andrew Janssen

Sat

Jan 14
2006

22:09Z

[Cel] Questions and Answers on Magic

Spelling & syntactical errors aside, any comments on what's there so far?

To Ibrahim: I'm thinking of adding a bit about the difference between 
the Marlupinist Millati and the Arlhanist Millati, but I want to be sure 
of my understanding first.

The Marlupinists feel that it's okay to invoke the powers of the gods, 
or angels, as they call them, because that's why the Creator created 
them, but they don't allow Authority magic that draws on the goblin gods 
or demons. They are also generally permissive of Material Essence Magic, 
but are concerned about the caster's intent. They feel that anyone can 
pray to the angels for aid, although the angels may not always answer.

The Arlhanists feel that magic in all its forms should be restricted to 
the Night Brothers, who use magic to protect the greater, non-magic 
using population from demons and non-Millati magic users.

Referring back to current events, both groups would see the Prince of 
Zelkor's curse as an evil or sinful act for violating the normal 
boundary between Dreaming & Celandra.

Is that a fair assessment?

Andrew

Kalev Tait wrote:
> On 1/14/06, Andrew Janssen  wrote:
> 
>>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.
> 
> 
> 
> Also, remove the 'see' before 'generally' in:
> 'Kaeir and the other societies where Millat Shanari is the dominant religion
> see generally
> see magic'
> 
> -Kalev
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 

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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Sun

Jan 15
2006

02:52Z

[Cel] Questions and Answers on Magic

Arlhanism views 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 though 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).
  
  It might be possible that in the Commonwealth (I'm not sure what Kalev  would think), social attitudes amongst Arlhanists there are so strong  that Essence magic users _must_ join the Brotherhood of the Night,  though perhaps there are now no laws stating this.
  
  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.
  
  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, a 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."
  
  Lastly, both Arlhanists and Marlupinists see the Prince of Zelkor  guilty of unnatural crimes - disturbing the natural order of things and  breaching the separation between Celandra and the Dreaming in an  illegitimate manner (there now being several legitimate manners - see  above).  It is irrelevant that the Prince is not Millati, what is  relevant and central to his guilt is that he abused the Authority  granted to him by the Creator (likewise, the "gods" could also abuse  their granted Authority).  It is quite likely that he will become  a target for assassination.
  
  The Mirrish Gate Project is also seen in a similiar light by Millati  magic users, though because of the power of Mir, pragmatism helps them  turn a blind eye to it.
  
  Ibrahim

Andrew Janssen  wrote:  Spelling & syntactical errors aside, any comments on what's there so far?

To Ibrahim: I'm thinking of adding a bit about the difference between 
the Marlupinist Millati and the Arlhanist Millati, but I want to be sure 
of my understanding first.

The Marlupinists feel that it's okay to invoke the powers of the gods, 
or angels, as they call them, because that's why the Creator created 
them, but they don't allow Authority magic that draws on the goblin gods 
or demons. They are also generally permissive of Material Essence Magic, 
but are concerned about the caster's intent. They feel that anyone can 
pray to the angels for aid, although the angels may not always answer.

The Arlhanists feel that magic in all its forms should be restricted to 
the Night Brothers, who use magic to protect the greater, non-magic 
using population from demons and non-Millati magic users.

Referring back to current events, both groups would see the Prince of 
Zelkor's curse as an evil or sinful act for violating the normal 
boundary between Dreaming & Celandra.

Is that a fair assessment?

Andrew

Kalev Tait wrote:
> On 1/14/06, Andrew Janssen  wrote:
> 
>>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.
> 
> 
> 
> Also, remove the 'see' before 'generally' in:
> 'Kaeir and the other societies where Millat Shanari is the dominant religion
> see generally
> see magic'
> 
> -Kalev
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 

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AndrewJanssen
Andrew Janssen

Sun

Jan 15
2006

04:46Z

[Cel] Questions and Answers on Magic



Thanks, that's very helpful.

It also casts new light on the conflict between the human "gods" and the 
goblin "gods": a dispute over the use or abuse of Authority, perhaps?

I'm also thinking of adding this somewhere:

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.

Andrew
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AndrewJanssen
Andrew Janssen

Sun

Jan 15
2006

05:59Z

[Cel] Questions and Answers on Magic

Another proposed addition, this one to the section about Time:

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.

Andrew
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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Sun

Jan 15
2006

07:34Z

[Cel] Questions and Answers on Magic

Well, yes, apologies for the length, as some of you may have realised by now, I tend to be long winded. :)
  
  And on the change of Spirit and Substance, it sounds similiar in a way  to what happened to Grandmaster Avan Nightwalker.  He certainly  does not look normal anymore, with his tattoes, and his spirit would no  longer look human, though probably mostly human.
  
  Ibrahim

Andrew Janssen  wrote:  

Thanks, that's very helpful.

It also casts new light on the conflict between the human "gods" and the 
goblin "gods": a dispute over the use or abuse of Authority, perhaps?

I'm also thinking of adding this somewhere:

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.

Andrew
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AndrewJanssen
Andrew Janssen

Sun

Jan 15
2006

09:28Z

[Cel] Questions and Answers on Magic

A few more questions & answers:

Q17. Can anybody use magic?

A17. 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.

Q18. Are there adverse consequences to magic use?

A18. 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.

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.

Q19. Are there different approaches to Authority Magic?

A19. 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.


Q20. Are there different approaches to Material Essence Magic?

A20. 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 commands, Obeah cajoles and seduces. Where sorcery is 
forcible command, Obeah is gentle persuasion.

Obeah and sorcery largely overlap in capability and potential. There are 
certain tasks, however, for which one approach is superior to the other.

Andrew


i wrote:

> Well, yes, apologies for the length, as some of you may have realised by now, I tend to be long winded. :)
>   
>   And on the change of Spirit and Substance, it sounds similiar in a way  to what happened to Grandmaster Avan Nightwalker.  He certainly  does not look normal anymore, with his tattoes, and his spirit would no  longer look human, though probably mostly human.
>   
>   Ibrahim
> 
> Andrew Janssen  wrote:  
> 
> Thanks, that's very helpful.
> 
> It also casts new light on the conflict between the human "gods" and the 
> goblin "gods": a dispute over the use or abuse of Authority, perhaps?
> 
> I'm also thinking of adding this somewhere:
> 
> 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.
> 
> Andrew
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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Sun

Jan 15
2006

09:48Z

[Cel] Questions and Answers on Magic

Obeah sounds very similiar to the style of magic  used by the Green Lady and her shamans, possibly combined with a  moderate amount of Authority based magic.
  
  A key component of the magic used by the shamans of the Green Cult is  that they be in harmony with the Green Lady and her Land, which allows  the shaman to convince the land to do as he wants, using a slight  measure of the Green Lady's power to achieve this.
  
  A Kaeirean shaman that does not "keep green" loses his magical ability  (unless he also can use Essence magic), or finds it gradually less and  less effective.
  
  Ibrahim

Andrew Janssen  wrote: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 commands, Obeah cajoles and seduces. Where sorcery is 
forcible command, Obeah is gentle persuasion.

Obeah and sorcery largely overlap in capability and potential. There are 
certain tasks, however, for which one approach is superior to the other.

Andrew




		
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AndrewJanssen
Andrew Janssen

Sun

Jan 15
2006

18:28Z

[Cel] Questions and Answers on Magic

And somemore Q's & A's:

Q21. Can magic be stored?

A21. Yes and no. Raw magic can't be stored, although Material Essence 
Magic users do use staves, wands, and rings as tools to improve their 
control or enhance their ability to channel. 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.

Q22. Can magic be blocked or enhanced?

A22. Yes. Lead, rowanwood, 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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AndrewJanssen
Andrew Janssen

Mon

Jan 16
2006

05:56Z

[Cel] Questions and Answers on Magic

I've put the FAQ up on Phoenyx:

http://www.phoenyx.net/twiki/bin/view/Celandra/TheMagicFAQ

I've put links to it from both the Qaiyore page and the Celandra page, 
so that it's easy to find.

Andrew
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JasonHeaps
Jason Heaps

Wed

Jan 25
2006

21:17Z

[Cel] Questions and Answers on Magic

I have finally been able to look at these things and think about it.  I do have a couple things to point out.
   
  In the section are magic users in celandra like magic users in D&D.
   
  Regarding the uses of Spell books.  Spell books do excist in Celandra.  Depending on the magic style depends on the way they are used.  Sorcery uses spell books to learn and train from, but unlike D&D, Sorcerers are not required to memorise their spells each morning from a spell book.  Now if they plan on performing a hard or rare feat of magic, they usally must study the topic right before the begin.
   
  Are there adverse consequences to magic uses.
   
  In the section on magically affected areas.  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 rumors of it being the dragons breeding grounds
   
  About time.
  The Oracle can also see past and current events.  The proble is trying that the oracle does can not subjagated, it can choose to answear questions put before it.
   
  Jason Heaps

Andrew Janssen  wrote:
  I've put the FAQ up on Phoenyx:

http://www.phoenyx.net/twiki/bin/view/Celandra/TheMagicFAQ

I've put links to it from both the Qaiyore page and the Celandra page, 
so that it's easy to find.

Andrew
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AndrewJanssen
Andrew Janssen

Wed

Jan 25
2006

22:14Z

[Cel] Questions and Answers on Magic

I'll update the FAQ when I get home tonight.

--- Jason Heaps  wrote:

> I have finally been able to look at these things and think about it. 
> I do have a couple things to point out.
>    
>   In the section are magic users in celandra like magic users in D&D.
>    
>   Regarding the uses of Spell books.  Spell books do excist in
> Celandra.  Depending on the magic style depends on the way they are
> used.  Sorcery uses spell books to learn and train from, but unlike
> D&D, Sorcerers are not required to memorise their spells each morning
> from a spell book.  Now if they plan on performing a hard or rare
> feat of magic, they usally must study the topic right before the
> begin.
>    
>   Are there adverse consequences to magic uses.
>    
>   In the section on magically affected areas.  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 rumors of it being the dragons breeding grounds
>    
>   About time.
>   The Oracle can also see past and current events.  The proble is
> trying that the oracle does can not subjagated, it can choose to
> answear questions put before it.
>    
>   Jason Heaps
> 
> Andrew Janssen  wrote:
>   I've put the FAQ up on Phoenyx:
> 
> http://www.phoenyx.net/twiki/bin/view/Celandra/TheMagicFAQ
> 
> I've put links to it from both the Qaiyore page and the Celandra
> page, 
> so that it's easy to find.
> 
> Andrew
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
>   
> 
> 
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KalevTait
Kalev Tait

Sun

Jan 15
2006

15:03Z

[Cel] Questions and Answers on Magic

On 1/15/06, i  wrote:
>
> It might be possible that in the Commonwealth (I'm not sure what
> Kalev  would think), social attitudes amongst Arlhanists there are so
> strong  that Essence magic users _must_ join the Brotherhood of the
> Night,  though perhaps there are now no laws stating this.


There aren't any laws stating this. The legal system in the Commonwealth is
only codified as far as trade is concerd. Also, Witch-Smellers are accepted
low level Esscence users who, though not trusted by most, are accepted as
legal magic users by even the most devout Arlhanist.

However, I would also say that some of the more Fundamentalist Arlhanists
would see that the contract between the Grandmaster and the Green Lady as
pushing things to far.
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