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| Index | New Thread | Reply | Close | Stick | Delete | | Magic in the World. |
The GM 4:35pm, March 20, 2017 [Edit] [Delete] | The term Magic has two related meanings. First, it refers to a supernatural force or energy described as "the essence of life and creation." Second it refers to the practice of harnessing this force to produce changes in reality. An act of magic is called a spell, and the act of performing such an an act is called casting.
According to Wizards, magic is life's essence. It is generated by living things, and may be thought of as akin to the concepts of Odic force and prana. However, the human heart and soul is also powerful source of magical energy. There's more magic in a baby's first giggle than any fire that a wizard can call up. Emotions are a kind of channel for magic, a path to carry energy to a practitioner. Practitioners can draw on their own emotions for power. Black Magic comes from negative emotions like lust, fear and anger, which are easy to harness and to make grow.
The seven laws are more or less, the basic foundation of magic in the world. Whether you're a member of the Mages Association, the White Council or a Ministry, the laws hold power and are as follows.
The First Law of Magic: "Thou Shalt Not Kill"
It forbids the killing, specifically of humans, with magic.
Second Law of Magic: "Thou Shalt Not Transform Others".
The Second Law of Magic forbids the shapeshifting of other humans permanently.
Third Law of Magic: "Thou Shalt Not Invade the Mind of Another"
The Third Law of Magic forbids the use of psychomancy. Forcible magical violation of someone's mind by extracting knowledge against their will is inherently destructive – Mind magic is so dangerous that the Council has not even dared trying to explore how to build better defenses, which gives an advantage to black wizards less bound by such scruples as well as certain magus in which the magical laws are less restrictive in their society.
Fourth Law of Magic "Thou Shalt Not Enthrall Another".
The Fourth Law of Magic forbids the binding of any being against its will.
Fifth Law of Magic: "Thou Shalt Not Reach Beyond the Borders of Life".
The Fifth Law of Magic forbids the use of necromancy.
Sixth Law of Magic: "Thou Shalt Not Swim Against the Currents of Time".
The Sixth Law of Magic forbids time travel, with the purpose of avoiding the paradoxes due to any attempt to change the past through temporal manipulation. Even divination of the future is frowned upon in all but the vaguest, most general instances.
Seventh Law of Magic: "Thou Shalt Not Open the Outer Gates".
The Seventh Law of Magic forbids the summoning or contacting of Outsiders; Creatures related to the Lovecraftian Pantheon which the hapless author wrote extensively on. |
| Magical Societies |
The GM 4:36pm, March 20, 2017 [Edit] [Delete] | There are three types of Wizards in the world, who have managed to create three distinctive societies and each with their own set of laws. There is the White Council, arguably one of the most powerful but unabashedly draconic in their safeguards regarding the Laws. Their magic is drawn from their will and crafted into their essence to the point that electronics short out whenever they walk around. Somanic in nature and highly elemental and shamanic, they trace their roots all the way back to Merlin himself and indeed, the head of the council is nicknamed 'The Merlin' in remembrance.
The second society of magus are known by the moniker of Clocktower, due to their headquarters entrance located in Big Ben. Their real title is simply 'The Mages Association.' The Mage's Association is an international, self-preservative and self-defense organization formed by practitioners of magecraft for the purpose of controlling, concealing, and developing Magecraft.The Association has set up research institutions and established and enforces laws that forbid the criminal use of magecraft in order to promote the development, or perhaps regression, of magecraft. The Association is mainly concerned with the preservation and concealment of Magecraft in criminal aspects. They do not care about hideous crimes committed by magi so long as they are not a threat that might reveal the existence of Thaumaturgy to the common public. Like the White Council, they too have their own version of Wardens to police their laws, the beings known as the Enforcers. They revere Nimue: The student of Merlin who surpassed her teacher.
The final major society of magecraft are known by the derisive nickname 'sticks' to both Mages Association and White Council, due to their over-reliance on their wands as all-purpose tools. Despite that, due to the almost laughable ease a magically gifted youngster can learn in comparison to a White Council or Mages Association as well as the plethora of spells that both prior societies would never dream of, they are the most numerous of all three. They rule via national councils titled 'Ministries' and enforce their laws with the wizards they refer to as 'Aurors'. They revere Merlin as well, but their patron wizard is actually Cathbad of Druidic lore, who first conceived of the idea of wands as a viable method to produce a more streamlined form of wizardry.
It is utterly impossible for a mage of one society, to use the magical methods of the other. For the Mages Association, this lies in the heavily ritualistic manner of their magic as well as the specific Mage Crests passed down in families, incompatible with wands and unable to muster the power required for the White Council style of magic. For the White Council, the Laws they follow and the sheer power in comparison prevent them from using theirs effectively. The Ministry on the other hand, lacks the power to perform White Council spells properly(with exceptions) to say nothing of the lack of fine-tuning they're used to their wands automatically doing, unlike White Council who learn this for themselves. And the spells of the Mages Association are simply too alien for them to perform.
Wizards when they go rogue can become some of the most dangerous of enemies. Their magic has no restraints, they can blend into the populace more easily and are capable of binding and drawing monsters to their own will. But they are not invincible. A wizard caught unprepared by its enemies, is a dead wizard. But even then they are dangerous, as they have the power to inflict their Death Curse. All wizards have the ability to Soul Gaze; To look into another eyes and see the soul of that person, though this reveals them to the person they Soul Gaze with as well. All wizards also possess the Sight.
The Sight goes by many names. It is the ability to see representations of magic on the physical world. For example, if a wizard sees a man whose wife has just died, he might see the man with sword wounds all over his body. It is able to pierce through various illusions. It has a major flaw that prevents it from being commonly used. What is seen is never forgotten. While there is a chance of seeing something positive, the chances are that the wizard would see enough negative sights to drive him into complete insanity. |
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