Aereth and Magic

Overview

Aereth is a magical world and we do not want to prohibit people from having magic-users.

Please read the OOC Rules of Magic!

The Three-Fold Law

This is the one part of the Rede that almost all cultures are aware of and abide by. Even the Shadowborn must keep it in mind when working their magic.

“Mind the Three-fold Laws you should, three times bad and three times good.”

This law, in its simplest form, says that whatever one does will return to them threefold. If they cast a harmful spell, they stand a good chance that it will come back on them three times as bad. Likewise, a spell for good, will positively impact the spellcaster.

Terminology

There are as many terms for a magic-user as there are RPGs in the fantasy genre. See the below excerpt from Wikipedia.

A magician also known as a mage, warlock, witch, wizard, enchanter/enchantress, or sorcerer/sorceress, is someone who uses or practices magic derived from supernatural, occult, or arcane sources. Magicians are common figures in works of fantasy, such as fantasy literature and role-playing games, and enjoy a rich history in mythology, legends, fiction, and folklore.

Added to that, you will see some characters (usually those approved as NPC nemesis characters) that are termed adepts or archadepts.

Why do the terms matter? Because a mage, warlock, witch, wizard, enchanter/enchantress or sorcerer/sorceress can wipe the floor with a novice. The novice cannot get lucky and beat them in a Duel Arcane. Yes, we’re asking everyone to combine logic with a world where dragons talk and help protect the world from the Shadow.

  • Lightborn: Of the Arcane Light, formed of the Light, etc.
  • Shadowborn: Of the Shadow, born of the Shadow.
    • Shadow-Touched: Those that voluntarily ally with or are forcibly conscripted by the Shadows.
  • Grayborn: Born of an union between Shadowborn or Shadow-Touched and Lightborn. These characters will be dealing with a major internal struggle between the Light and the Darkness.

The Scales

Characters, both magic-users and mundanes, will often speak of Balancing the Scales. On Earth, it would be equated with every action has an equal and opposite reaction. On Aereth, for every divine or arcane use of magic, there is a reaction based in the Threefold Law. This rule is to help balance us as we write. Try to balance a character’s ability to get themselves into and out of trouble. Do not always have them fall back on magic when they find themselves in a tight spot.

Who Can Use Magic?

We are not restricting magic to specific races or species. However, except in stated instances, all magic-users must be trained. There are some species that evolved on Aereth with natural abilities that we would call magic, but is not considered magic by their race. A good example would be the Wyr who are born with the ability to shapeshift to a specific animal form. To a Wyr, they are born this way and it is part of their nature. To a Templar of Aquitaine, it is magic and not to be tolerated.

Magical Training

If there is an interest in creating and playing in an actual magical academy setting, we can add it. We strongly urge people to create magical characters that are, at least, in the apprentice or journeyman level of training. Training can also be acquired privately. Perhaps the character’s family has connections with a Master of Magic? Whichever path you choose for your character, the levels are the same, listed in the character’s profile sheet, and updated as needed.

Magical Skill Levels

Please note that the skill levels are a range of years. Characters should have different learning rates for different things.

Important! These are generic guidelines for the site to be used with a species or race that have not included magical guidelines in their documents. A race’s or species’ specific magical abilities, training, limitations or weaknesses take precedence to this document.

Novice (1-2 yrs.)

Character has just tested for or has been discovered to have magical abilities. They can do very minor feats of magic, usually accidentally. Aereth does not have a set age limit on when a person’s magical abilities manifest for the first time.

A novice is at the very beginning of their magical journey and knowledge. They may spend time trying to manage their abilities on their own before they find someone willing to train them or sponsor them to one of the theurgies.

Apprentice (2-6 yrs.)

Character has been accepted for training, either privately or in one of the Theurgy Mysticas (similar to a guild). These theurgies contain and maintain vast libraries and collections of magical relics and hallows (i.e. artifacts and grimoires).

Journeyman (6+ yrs.)

The Journeyman has been been studying and honing their skills for at least six years. They are proficient, but can still use guidance.

Master (10+ yrs.)

A Master has had ten years or more of intense training and study. They are now adept enough to teach others. At this point, they can be termed as one of the following: mage, warlock, witch, wizard, enchanter/enchantress, or sorcerer/sorceress.

Adept, Archadept (20+ yrs.)

To be termed either an Adept or Archadept, the character must have studied intensely for more than twenty years and have been on their own practicing their magical forms for much longer than that. They can defeat most other magic users in a Duel Arcane (ritualized magical duel). They can be defeated but the one that takes on the task will have to find the Adept’s weakness (perhaps a hallow or relic that provides the source of their powers). They cannot be defeated by anyone that is not at least a Master level magic-user. The majority of Adepts and Archadepts will not tangle with a dragon.

It will also be harder to get a non-dragon Adept or Archadept approved.

Schools of Magic

There are two primary forms or schools of magic, elemental and arcane. Both require some form of ritual and the bending of nature to the will of the magic-user. Elements from the same school can be combined although it gets harder to do with opposing elements such as fire and water. It is also possible to use elements from both schools of magic. Usually, this only happens when the elements occur naturally within a race of magic-users.

Arcane

Some magic belonging to the Arcane is generally not considered elemental magic although the disciplines can overlap and converge. It is believed to be related more to the supernatural realm of deities and spirits than to the elements of nature.

Alchemy

Alchemy is a philosophical and proto-scientific tradition all over Aereth by various races and species. Its aim is to purify, mature, and perfect certain objects. Common aims were chrysopoeia, the transmutation of “base metals” into “noble metals”; the creation of an elixir of immortality; the creation of panaceas able to cure any disease; and the development of an alkahest, a universal solvent.

Animating

The ability to impart life to inanimate objects. This is rarely used for good as it often involves binding a living spirit to an inanimate thing.

Binding

Ability to fuse or bind something found in the arcane realm to a human host with the purpose of

giving the host new magic powers.

Conjuration

The ability to summon or create something from thin air. This form of magic is often used in conjunction with one of the elemental magics.

Truthseeing

Ability to distinguish lies from truth, also known as truthseeking. Extremely rare.

Necromancy

Necromancy is involves communicating with the dead – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events, discover hidden knowledge, to bring someone back from the dead, or to use the dead as a weapon. This practice is generally frowned upon by all lightborn.

Projection (aka Mindspeech)

This is the ability to transmit images and feelings to the minds of another and is specific to the Wyr and Ddraig. This is how the Ddraig (dragons) communicate when in their natural form and how Wyr communicate when in their animal form. It is what they call mindspeech. The images and emotions combine in a form of communication that certain individuals, races or species can hear and understand.

Note: This would be considered telepathy in our world. However, while Ddraig and Wyr can project speech into a recipient’s mind, they cannot use it for mind control or reading information beyond purposeful replies to their communications.

Telekinesis

The ability to magically move inanimate objects. This is actually harder than it sounds. The individual using this ability has to be able to rapidly fine-tune their control. It is one of the easiest magical abilities to lose control of.

Transfiguration

These spells are temporary in nature as all objects will ultimately revert to their natural state. Transfiguration is the ability to change the form or appearance of an inanimate object or a living being by altering its molecular structure. This is a form of high magic that is limited to those with many years of training and practice.

Sanguimancy (Blood Magic)

While this form of magic can be ritual blood sacrifices, it is not limited to that and is not always Shadowborn. Whether used for the Light or the Shadow, it is a very potent form of magic.

Spirit Binding

Spirit Binding is considered one of the darkest forms of magic and is one that if its use is proved, the practitioner is immediately condemned to a horrendous death. It can only be done by archadepts. The soul or spirit of a person is bound to their dead and decaying body. The body will renew periodically so the spirit is forever bound.

Spirit Walking

This a relatively benign ability although it does have severe consequences if misused. Spirit Walking is similar to astral projection where one’s astral self is freed from the physical body and allowed to roam the world briefly. In one of its higher forms, some mages can exchange their spirit or the spirit of another with the spirit of an animal. The downside is that if one or the other body is killed, the spirits are trapped and insanity is inevitable.

Summoning

This ability usually involves the calling forth of creatures, beings, or spirits.

Elemental

Elemental magic users command forces of nature. Some can bend water to their will, some are able to cause plants to mold, and others can conjure fire or create a static-electric current. Elemental mages can cause a great deal of damage or do great good. To conjure any element, some vestiges of it must be present in the environment. A high enough static charge can be conjured into fire or, if there is high enough humidity, water or rain can be conjured.

Animal Magic

Ability to command animals. Practitioners are usually known as animal mages. Rare.

Divination

This is listed under Elemental Magic because it most often requires a natural element as an object of focus. These items can be a bowl of pure water, mirrors, pool of still water, fire, gemstones, crystals, etc.

Harmonizing

Ability to arrange one’s environment to invoke a specific feeling or mood.

Healing

Some individuals have the ability to heal illnesses and injuries of living beings, including plants and trees. Not everyone can heal everything. Each healer usually has a focus or affinity. Healing will be covered in more detail in the various Race and Species documents.

Natural Elements

The ability to conjure, manipulate, and use the natural elements is fairly self-explanatory. Just remember that to summon a storm, all of the elements for a storm must be present in some form.

  • Fire Magic
  • Water Magic
  • Earth Magic
  • Air Magic
  • Storm Magic

Shapeshifting

Shapeshifting is not a magical ability. It is endemic to specific races or species. No mage or archadept, no matter how old and how highly trained, can shift into another form. There are only two species of beings on Aereth that can shapeshift.

  • Wyr
  • Ddraig (dragons)

Limits and Weaknesses

Here we come back to the concept of for every action, there is an equal and opposite reaction. For our purposes, this means that using magic comes with inherent drawbacks. Working complex spells can be exhausting, the ritual can demand a price or sacrifice from the practitioner, or it can even shorten their life. For our “magical” races, read the built-in limitations carefully! Those are non-negotiable.

When you are creating your character’s abilities, remember to build in logical limitations so we don’t have to tell you to revise your character’s magical profile.

The Magical Rede

(better known as the Wiccan Rede)

Bide within the Law you must, in perfect Love and perfect Trust.

Live you must and let to live, fairly take and fairly give.

For tread the Circle thrice about to keep unwelcome spirits out.

To bind the spell well every time, let the spell be said in rhyme.

Light of eye and soft of touch, speak you little, listen much.

Honor the Old Ones in deed and name, let love and light be our guides again.

Deosil go by the waxing moon, chanting out the joyful tune.

Widdershins go when the moon doth wane, and the werewolf howls by the dread wolfsbane.

When the Lady’s moon is new, kiss the hand to Her times two.

When the moon rides at Her peak then your heart’s desire seek.

Heed the North winds mighty gale, lock the door and trim the sail.

When the Wind blows from the East, expect the new and set the feast.

When the wind comes from the South, love will kiss you on the mouth.

When the wind whispers from the West, all hearts will find peace and rest.

Nine woods in the Cauldron go, burn them fast and burn them slow.

Birch in the fire goes to represent what the Lady knows.

Oak in the forest towers with might, in the fire it brings the God’s

insight. Rowan is a tree of power causing life and magick to flower.

Willows at the waterside stand ready to help us to the Summerland.

Hawthorn is burned to purify and to draw faerie to your eye.

Hazel-the tree of wisdom and learning adds its strength to the bright fire burning.

White are the flowers of Apple tree that brings us fruits of fertility.

Grapes grow upon the vine giving us both joy and wine.

Fir does mark the evergreen to represent immortality seen.

Elder is the Lady’s tree burn it not or cursed you’ll be.

Four times the Major Sabbats mark in the light and in the dark.

As the old year starts to wane the new begins, it’s now Samhain.

When the time for Imbolc shows watch for flowers through the snows.

When the wheel begins to turn soon the Beltane fires will burn.

As the wheel turns to Lamas night power is brought to magick rite.

Four times the Minor Sabbats fall use the Sun to mark them all.

When the wheel has turned to Yule light the log the Horned One rules.

In the spring, when night equals day time for Ostara to come our way.

When the Sun has reached its height time for Oak and Holly to fight.

Harvesting comes to one and all when the Autumn Equinox does fall.

Heed the flower, bush, and tree by the Lady blessed you’ll be.

Where the rippling waters go cast a stone, the truth you’ll know.

When you have and hold a need, harken not to others greed.

With a fool no season spend or be counted as his friend.

Merry Meet and Merry Part bright the cheeks and warm the heart.

Mind the Three-fold Laws you should, three times bad and three times good.

When misfortune is enow wear the star upon your brow.

Be true in love this you must do unless your love is false to you.

These Eight words the Rede fulfill: “An Ye Harm None, Do What Ye Will”