Talk:Magic

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original article--Gaera: Magic

The original "Magic" article from the rpgww.org site, for logging and interest purposes.

History

Magic, in many forms, has existed in the world of Gaera for longer than Gaera itself has existed. Paradoxical, perhaps, but creation is often a paradoxical event within its own devices, forcing the great scholars of each era to debate the existence of the previous eras, which of the eras came first, which organisms gave rise to which and from where, from whence they all came, and how to disprove each other without looking very silly.

The first records of any magical usage by mortal beings came about with the dragons, one of the oldest still existing races. When even the elves were still tinkering with bits of birchbark fluff and shiny rocks, attempting to make fire, the dragons were toying with the wonders of the Astral plane, conjuring, creating, and manipulating as they saw fit through the arcane powers.

Of course, as one might expect, the elves stumbled across magic some time later, some time before the fall of the first high elven king and queen, and it was discovered that certain people tended to lean one way or another in terms of general preference and magical affinities, not just in the sense of elemental orientation, but in terms of preference by schools. Some magicians had natural talents for creating matter out of thin air, summoning it and shaping it to their will. Others were more adept at the projection of energy and elementally based arts. Others preferred the skills of enchanting and updating existing items. Furthermore others made use of their talents most effectively when predicting events, or identifying magical or item specific properties. Regardless of their choices, all beings tended to be aligned one way or another, and many more affinities exist beyond those previously mentioned.

Magic, however, evolved like a living thing, splitting off into different sections. The elves were divided amongst themselves, some relying on their gods and goddesses, while others choosing to delve into their own powers, being able to manipulate the Astral by their own will. The Clerics and the Mages separated, not becoming enemies, but merely indicating their separations. The Guilds formed, accomodating those who followed one art or the other, and further divisions split things further as necessary. The Mage arts divided up into various schools, and the Clerics divided themselves up as the Druids split off to pursue their own interests. Shamanistic and Runic magic was born, a triumph of the tribal races such as the orcs, with more sophisticated races such as the bastet making use of them in their own forms. Of course, the Demons and Faeries of the world had established their own forms of magic, long, long ago...

Eventually, even the young humans fumbled their way into magic, far after the developments of the elvish scholars made their ripples in the pond of life. While not as innately adept as the older races, the humans found their way through the world of magic, learning quickly and adapting, much as humans do. Plunging into a brave new world, many human spellcasters, with work, devotion, training, and the right tools, became masters of the arcane arts.

Explanation and theory

Magic is defined as the power to defy physics through any number of means. However, this does not mean that magic is lawless--magic is in itself governed by its own laws.

For example, an average spellcaster is, through sheer force of will, capable of manipulating the energy and mana flows around him to, say, heat the air directly in front of his palms to the point which causes a fireball (of which the magician can then project through further manipulation).

On the other hand, the average spellcaster is NOT capable of, for example, erecting a tower made out of fluffy bunny plushies three hundred feet tall in the middle of a lake on a mere whim. The amount of energy, and the amount of bending logical physics required, is far, far beyond most mortal's capacity.

Where, then, does all this power come from? The answer turns out to be simplistic, but only if one is merely scratching the surface. If you couldn't make an INT check on a +12 modifier because the subject happens to be Trivia about Swords, then it boils down to the most simplistic level. Magic is a product of the mana flow.

Mana, in some form or another, "flows" all around the planet. A constant, nearly neverending stream of mysterious energy which can be tapped in order to provide a variety of results, from the earlier fireball to the creation of planets and stars. The limitations, then, to spellcasting, involve mana. In order to cast a spell or achieve an effect, a certain amount of mana must be channeled and/or displaced. To light a stick on fire to generate a makeshift torch requires relatively small mana displacement, whereas summoning an object the size of a city bus requires much more effort. This is the reason that most people, and for that matter, most mortal creatures, are incapable of simply waving a hand and conjuring up their own private island resorts. The amount of energy required to channel and displace that quantity of mana is far beyond most spellcasters, not that it isn't possible. However, most of the time, attempting to channel or displace mana requires a draining effort, and trying to achieve too much, or more than one's capacity, is a sure recipe for an early death as a result of either mana poisoning or Astral drain.

The first step is to recognize all creature's aura. Any and all living beings project a representation of themselves onto non-physical planes. Usually, this representation is Astral, though other forms exist. Mortal beings, 99% of the time, project themselves Astrally as well as any other projections. Auras are unique imprints which vary from being to being -- no two creatures have identical Astral projections.

Channeling usually works by drawing mana into the body, and, within the body itself, shaping the mana to produce a desired effect, be it a spear of ice or a glass of water. This process is draining, requiring tremendous manipulation of one's aura in order to pull the outer mana into the body. Mana obeys, in many ways, the principles of diffusion and osmosis. Where mana is most concentrated, it spreads out to fill lesser concentrated areas in order to balance and evenly distribute itself over an area. Since a person's aura naturally displaces mana, it becomes possible to manipulate the aura such that this displacement is reduced or negated, and mana rushes in to fill the empty spaces. The filling is not difficult, but rather, the manipulation of the aura. Attempting to channel too much mana within too short a period of time overloads the body both physically and Astrally, resulting in mana poisoning. Mana poisoning causes the effected persons to become weak, light headed, feel physically ill, and throws off their auras. Other side effects include vomiting, tremors, chills, fevers, and death, all resulting from shock.

Displacement is an easier, but generally less effective, method of achieving a spell effect. Displacement spells usually tend to be area effect, or less directed, as a result of their nature, though directly targeted displacement spells exist. Displacing mana to cause an effect is caused by expanding one's aura to push aside existing mana, shaping it OUTSIDE the body, using only the aura to achieve manipulation. By adjusting the size, shape, and projection of one's aura, it becomes possible to "corral" mana pockets into various spaces, and then shape them. Displacing too much mana at once results in Astral drain, which causes many of the same symptoms as mana poisoning, with a few minor differences. Mysterious bleeding and bruising, sharp, unexplained physical wounds appearing on the skin, loss of hair or skin pigmentation, fatigue, unconsciousness, and even death can result.

Now, how does this explain natural magical aptitude? Some beings have auras which displace larger quantities of mana without effort. Highly apt and naturally proficient magic users either displace large amounts of mana or have auras which are extremely easy to manipulate and shape. Creatures with such innate magical talents may cast spells by accident, unconsciously, and without knowing of their skills. Of course, extremely magically powerful creatures, such as dragons, often project immense auras on multiple planes. A common example of this would be shadow dragons, of which project auras onto both the Astral and Shadow planes, thusly displacing extra mana. Theory states that innate magical affinities are a result of projections which lean slightly one way or another. For example, a magician highly skilled in fire magic might have an aura which forays, at least somewhat, into the Fire plane.

Other types of Magic

Summoning is another common form of magic, of which consists of the physical action of creating any sort of dimensional or planar portal to an alternate existence, or even the same plane of existence, and coaxing through said portal any sort of living or otherwise animated creature. Common summons include lesser gods and goddesses, powerful monsters, or even simple, but sometimes dangerous, pets. Some examples include Ifrit (a beast of flame), Chocobo (as the many which inhabit Gaera itself), and Prismat (a powerful iridescent dragon).

On the aura

An aura is far different from the percieved "soul," a concept in which many religions believe. As prior discussed, the aura serves to determine magical potential, and allows for spellcasting through manipulation. However, there are practical reasons for the existence of one's aura, namely the fact that the aura serves as a defensive mechanism. Without the aura, living things are immediately flooded by the mana stream as a result of osmosis, and rapidly die as a result of mana poisoning.

As a side note, removal of the aura is a very painful process, as the magical anchors to the physical form are not easily broken. However, aura removal is considered a perfectly acceptible method of execution in many locations, and is a common way for some mages to finish off opponents. Removing an aura leaves a permanent signature buried within the remains of the person killed, a kind of trophy marker, thusly making it an unsuitable method of killing in cases which the perpetraitor does not wish to be discovered. However, for show-offs and powerful, vengeful mages, this equates to the physical equivalent of spitting on a corpse.

Page last updated 08/08/2004

--Dia 21:31, 3 April 2007 (PDT)