Myriad's Rules - Fields of Magic
Taken verbatim from Dust. Thank you so much, Nat.
Most magic is based on ritual - that is, in most cases it takes many hours and needs certain components and tools to work. This is simply the way it is. True, instantaneous power comes with the divine abilities each God receives, though a Fire magician might throw a fireball or two. The fact is that most instant magic is incredibly strenuous upon the body and causes a great amount of fatigue. It doesn't come anywhere near as easily as Divine abilities come, and the God must sacrifice convenience and mobility for versatility of affect. In a second, a Grand Magus might conjure a huge wall of fire, but give him a few hours and the right tools and he could raise a volcano.
All the magical fields have an associated magical tool which helps with rituals and allows them more freedom and power in the spells they cast. Nevertheless, while any God could use a wand, it is considerably harder to craft one's own fire wand; special instruments attuned to a field allow a God to cast magic as if he were one Sorcerous Power Degree higher than he actually is as long as he is holding the tool (for instantaneous magic) or has it in his possession (for ritual) - those already at Grand Magus Degrees would cast magic in the same league as the most powerful magicians Yggdrasil has ever seen. The act of crafting a magical tool is often a difficult and dangerous one, however, and is typically only attempted by wisened, ready Grand Magus or up-and-coming Conjurers wishing to make a splash in the magical world.
Now the four current circles are listed. Each circle has four parts, known as fields, and mastery of all four parts is known as mastery of a circle for reasonably obvious reasons.
The Circle of Elements
The Circle of Elements involves the direct manipulation of the standard building blocks of matter. It is a powerful and popular circle unrivaled in versatility.
THE FIELD OF FIRE:
The Field of Fire involves the art of creating and manipulating flames and heat. It is a deeply destructive art and it's philosophy tends towards annihilation and assimilation. It is, however, considered one of the most energetic fields of all the circles. Fire mages see the world as dry and unmoving; only with the guiding hand of fire can it be destroyed and once again reborn into something greater. The Fire mage uses the wand in his rituals, and might even think of creating a sacred, sanctified fire wand for just that purpose.
Dabbler Gods might create a tiny, warm flame, or speak to fire, learning it's crazed secrets. Conjurer Gods could create bursts of flame and throw them, or they might simply conjure heat. Magician Gods could create fountains of flame and ash. Thaumaturgist Gods could create a sphere of flame about them, protecting them from harm. Grand Magus Gods could create a literal firestorm of flame, annihilating all in it's path.
THE FIELD OF WATER:
The Field of Water involves the art of creating and manipulating liquid. Even though it is considered a soothing, defensive art it can be just as destructive as it's sister, Fire. It is a rapid and flowing art that can adapt to almost any situation. Water mages see the world as a dry landscape that needs to be rejuvinated with the life-giving currents of water. The Water mage uses a chalice as the tool of his magic, and might consider creating a sacred, sanctified cup just for that purpose.
Dabbler Gods might create water from their hands, or purify poisoned or brackish water. Conjurer Gods could create huge amounts of liquid, or shape it in unnatural ways. Magician Gods could create beautiful fountains and cure the body of poisons. Thaumaturgist Gods could summon walls of liquid, protecting them from harm, or strike at an enemy with lances of deadly water. Grand Magus Gods could conjure a tsunami, provided they had enough water to begin with, or summon a lake.
THE FIELD OF AIR:
The Field of Air involves manipulating the invisible currents of gas that lie across the world; making wind and gust your plaything. It is a vicious, piercing art that forces the sorcerer to examine himself and to introspect upon his abilities. It is quick and subtle and very, very deadly. Air mages consider the world to be below that of the skies, and endeavour to bring the two together in harmony. The Air mage uses a sword as a tool for his magic, and might consider creating a sacred, sanctified blade just for that purpose.
Dabbler Gods might render themselves immune to gaseous poisons. Conjurer Gods could strike another with the force of the wind. Magician Gods deflect blows with the wind and speak to it in it's strangest tongue. Thaumaturgist Gods could create invisible walls or fly, if they wished. Grand Magus Gods could conjure a tornado or a hurricane.
THE FIELD OF EARTH:
The Field of Earth involves controlling the very fabric of the land, the dirt and the soil that everything rests upon. It is a solid, slow art, with a heavy focus on defense and patience. It is the art that values wisdom above all things, including the wisdom not to act. Earth mages see the world as a single whole to be moved and shaped when the time is right. The Earth mage uses a pentagram amulet in his magic, representing the mountains above and the caverns below, and might consider creating a sacred, sanctified amulet for that purpose.
Dabbler Gods might speak to the earth, or move it in minor ways. Conjurer Gods could create large mounds of earth or hide within it's womb. Magician Gods could create tunnels and caves as they please, and find rare gems and stones. Thaumaturgist Gods could create walls of earth or, with enough effort, build an entire castle with will alone. Grand Magus Gods could create an earthquake or something just as terrifying.
The Circle of Spirits
The Circle of Spirits involves the summoning, control and banishing of 'spirits'; beings made (mostly) of energy or information that exist on a plane above our own. Banishing in this case is different to Abjuration; it involves banishing through the right channels, often in indirect ways or using the right evocations, and is usually less blunt and more effective.
THE FIELD OF SHAMANISM:
Shamanism is an ancient art that involves communion with the natural spirits of the world. Everything has a spirit, the shamans tell us, and every spirit can be conjured. The shamanistic relationship to spirits is one of friendship and even camaraderie, and involves calls, chants, and pleadings rather than threats and curses. The shaman sees the world as the physical manifestation of an intangible, invisible pantheon of millions of spirits. The shaman uses a drum in his magic, and might go about creating a sacred, consecrated drum for just that purpose.
Dabbler Gods might speak to the spirits, or beg them to him. Conjurer Gods could summon the minor spirits, and ask them to perform simple tasks. Magician Gods beg for a spirit to give them access and guide them in the spirit world. Thaumaturgist Gods could summon much greater spirits and walk unguided in the spirit world. Grand Magus Gods could summon and bind the greatest spirits and access the spirit world whenever they care to.
THE FIELD OF DEMONOLOGY:
Demonology has long been considered a dark practice, but in reality the demons themselves are often amoral and rather neutral in their temperaments. The demonologists use long invocations, threats and curses in order to get the demons to manifest, as well as circles of power and words of summoning. Demons are often tricky, deceitful things, but unlike most spirits are deeply intelligent and incredibly able spies and information gatherers. It is said that the lowliest demon knows more about the Realm Supernatural than even the most learned Divine scholar. Demonologists see the world as a magnet for unknown forces, a magnet that can be manipulated; by manipulating this magnet, they might draw powerful spirits towards them and break them into submission. The demonologist uses a grimoire, a powerful book of incantations, in his magic, and might go about scribing his own sacred book for just that purpose.
Dabbler Gods might summon a minor demon and command it to accomplish a simple task. Conjurer Gods could summon and bind a demon, asking it to attack an enemy. Magician Gods could summon and beg important information from a demon. Thaumaturgist Gods could learn the most precious of information from the demons. Grand Magus Gods could summon the most terrible demons and break them to his will, forcing them to kill an enemy or reveal the most enigmatic secrets.
THE FIELD OF NECROMANCY:
Necromancy is the art of raising the spirits of the dead, either to communicate with them or to tie them to the realm of the living. It is a twisted art that takes quite a toll on the psyche of the necromancer, and most profess never to stop hearing the screams of the dead as they dredge them from their resting place. The necromancer sees the world as the bridge between the realm of the dead and higher places, locked from him; with advanced necromancy they hope to break that seal and find eternal life. The necromancer uses a wickedly curved blade in his magic, and might go about crafting his own knife for just that purpose.
Dabbler Gods might summon a ghost to the mortal realm. Conjurer Gods could reanimate the dead or understand the babbling of a ghost. Magician Gods could create a legion of the walking dead or allow a ghost to find peace. Thaumaturgist Gods could enter the mysterious and shadowy Realm Lower, the lowest world there is and abode of dead things. Grand Magus Gods could resurrect the dead, in a certain manner.
THE FIELD OF STORMS:
Stormseering is the most peculiar and vaguest of all the mystical arts, and many consider it even deadlier than necromancy or demonology. It has nothing to do with the physical weather. It involves calling and talking with - never really anything more - either the Primordials that rule the World-Tree or strange beings caught between the Trees. This is no exact science, and most magicians believe that the mystical methods of Storm magic simply attract the attention of these vast beings instead of forcing them to appear. More times than not the magic itself fails, but advanced Storm mages find themselves more attune to the nature flow of Yggdrasil by practicing this form. The Storm magician sees the world as a pit of combating forces, most beyond the ken of even the Gods, and realize truly how magnificent the universe is. The Storm magician uses a wand made of shamanistic metal - sentient metal naturally attune to unseen forces - in his magic, and the especially eager magician might contemplate going about creating such a wand for just that purpose.
Dabbler Gods might ask for help in a desperate situation to greater forces. Conjurer Gods might attempt to call the Master Divine or another living Primordial. Magician Gods could summon a strange alien-spirit from another Tree and attempt to converse with it. Thaumaturgist Gods might attempt to enter either the Sphere of Force and Fire or the Sphere of Strength and Silence to seize it's secrets. Grand Magus Gods are almost never denied in their calls to the greater powers.
The Circle of Forces
The Field of Forces deal with the four powerful currents that shape and nurture life in the Realm Supernatural. It is a powerful, if little-understood circle that is as mysterious as it is potent.
THE FIELD OF LIFE:
The Field of Life involves manipulating the current of Life - stoking the fire within every living being that makes it want to survive. It's often a simpler, tribalistic form of magic that places more emphasis on emotions and confidence than tools and ceremonies, and for this reason it is very appealing to certain Gods who despise the more complicated fields. The Life mage sees the world as a vibrant place filled with the buzzing of eternal life. The Life magician uses a purified white glove in his magic, and an especially keen Life magician might wish to create one just for that purpose.
Dabbler Gods might attempt to heal a minor sickness. Conjurer Gods could physically heal their own wounds. Magician Gods could heal another's wounds. Thaumaturgist Gods could speak to anything that was living, or heal a potently supernatural sickness. Grand Magus Gods could resurrect the dead, in a manner.
THE FIELD OF DEATH:
The Field of Death involves manipulating the current of Death - that unseen force that breeds plague and famine and allows the cycle of life to keep turning. It's a powerful, if dangerous, form of magic that involves heavy ceremonialism and a morbid streak of curiousity. It doesn't deal so much with actually communicating and commanding the dead - that sort of spirit-work falls under the field of necromancy - but instead controlling the very force that is death and blasting one's enemies. The Death magician sees the world as a constant cycle, alternating between life and death, and hopes to control that cycle to his own ends. The Death magician uses a scythe in his magic, and an especially eager Death magician might wish to craft his own.
Dabbler Gods might see how close a mortal is to death. Conjurer Gods might weakly blast another, destroying their life-force. Magician Gods could kill a mortal outright with their blast, or severely damage a God. Thaumaturgist Gods might create a two-way death blast that allows them to recover the life-force that they'd stolen from another. Grand Magus Gods might render themselves immune to physical death for a short time, remaining conscious and alive no matter how much damage they take.
THE FIELD OF ORDER:
The field of Order involves the manipulation of logic, rationality, and the patterns that lay atop the universe. It's a powerful tradition that has been used by seers and sorcerers for as long as the mind learned how to sense patterns and overrule instincts, and categorise reality so that it is meaningful and coherent instead of being composed of a random flash of events. It typically involve either sensing omens and reading their meaning or manipulating an event so that it becomes 'fated' and certain actions become impossible not to happen. The Patternist sees the world as wild chaos that must be tamed by will and pattern - this is the true civilisation desired by men and Gods. The Patternist uses a set of scales in his magic, and might go about crafting one just for that purpose.
Dabbler Gods sense an omen, or be alerted of a fated event that must occur. Conjurer Gods might read the omens in a typically divinatory fashion, using cards or stones. Magician Gods might make a likely event fated to happen. Thaumaturgist Gods might read the omens - even if there are none to be had - in mundane situations. Grand Magus Gods might create a fated event, such as the death of an enemy.
THE FIELD OF CHAOS:
The field of Chaos involves breaking those patterns that lie across the universe. Even though growth and creation can be made out of Chaos, it is ultimately a destructive art in that it revolves around unlocking those chains called 'fate' and replacing them with the most absurd option. A powerful Chaote is a force to be reckoned with - he destroys habits and creates false coincidences, negative patterns that serve to undermine instead of to illuminate. The Chaote sees the world as rigid, unchanging forces enslaving and ruining the potential of those who would live under their laws. The Chaote uses a pair of dice carved of shamanic metal in his operations, and might consider crafting a pair for that express purpose.
Dabbler Gods might read an omen. Conjurer Gods could create a false omen for others to read. Magician Gods might break a minor fated event. Thaumaturgist Gods might infuse an event with chaotic energy, insuring that everything will go insane when it occurs. Grand Magus Gods could destroy the greatest fated events, or create their own false fated events, or even turn a seemingly fated prophecy into a horrorshow of madness and entropy.
The Circle of Subtlety
The Circle of Subtlety involve forces that most Gods find it very difficult to even think about. The strange lines that run through the world, affecting it as if it were a play thing, are primarily the strings of Subtlety. If the Circle of Forces runs an exoteric, completely brash operation in running the universe than the Circle of Subtlety runs a secretive, occult, esoteric operation in commanding it from within the shadows. For this reason it's magic can be highly unpredictable, and it is the least popular Circle of the four. It arguably holds more potential for power than the other three, however, and one who truly masters the Subtle strings can be said to master life itself.
THE FIELD OF CHANCE:
The Field of Chance involves the nudging luck slightly in the favour of the caster or the disfavor of his enemies. It is distinct from the nature of Order and Chaos in that it manipulates, not forces - it works with the flow instead of against. It is a strange craft in that it's chief discipline involves summoning coincidences in general to assist the God - a God who wishes to succeed in business might call coincidences in to make his business rival's crops die or something similar, but he could never dictate just what would happen. These coincidences tend to affect the world in amazing ways and achieve things that no other magical art can match, but at a price: randomness. Using Chance magic is itself a game of chance. Chance magicians see the world as a great game composed of many little games that must individually be beaten, and strive towards completing what they consider to be the final challenge. Chance magicians use a set of unique cards in their magic, and the eager sorcerer might go about crafting his own set for just that purpose.
Dabbler Gods might understand the true statistics behind something happening. Conjurer Gods could cheat at a simple game, such as cards or dice. Magician Gods could summon synchronicity and call coincidences as if they were spirits in their own right. Thaumaturgist Gods might cheat at an elaborate game, such as dueling or a sport. Grand Magus Gods could turn their lives into a scene of coincidence, expecting nothing except everything will come conveniently and with the utmost weirdness.
THE FIELD OF ILLUSION:
The Field of Illusion finally answers the age-old philosophical question: does a tree falling in the woods really fall if no one is there to witness it? The answer, according to Illusionists, is yes. Illusion is a separate field to mind and affects even those who do not rightfully exist, such as the Dhelvanians from Realm Void. Illusions act independently to their masters, and this revelation rocked the field and turned it into a separate school in it's own right. Illusionists manipulate illusions, casting glamours upon themselves and deceiving those around them with fantastic visions. Over time, if illusions aren't maintained by the illusionist but are not banished, they might gain sentience and become living things in their own right. The story of how Mara, God of Illusions, hid her royal palace by enchanting it to look like a useless wasteland while she traveled Yggdrasil for a year still amuses the Conclave illusionists; Mara returned to find her palace gone entirely, replaced in turn by a useless wasteland. Illusionists see the world as a blank slate that must be scribbled on; in essence, illusions are the thing that makes life living. An Illusionist uses a small wand in his magic, and might go about creating one for just that purpose.
Dabbler Gods can create an illusion with only the sense of Sight - it can be only be seen. Conjurer Gods can create an illusion with the senses of Sight and Sound - it can be seen and heard. Magician Gods can create an illusion with the senses of Sight, Sound and Smell - it can be seen, heard, and smelled. Thaumaturgist Gods can create an illusion with the senses of Sight, Sound, Smell and Taste - it can be seen, heard, smelled, and tasted. Grand Magus Gods can create illusions which exist entirely in their own right; Smell, Sight, Sound, Taste and Touch are present - it can be seen, heard, smelled and tasted.
THE FIELD OF TIME:
The Field of Time is perhaps the subtlest field of all. Time-travel as it is fully understood is impossible except by the Dhelvanians of the Realm Void, and even they cannot describe it in terms that the other inhabitants of the Conclave could understand. No, the Field of Time offers travel through time.. but only in the maddeningly vaguest of ways. The Grand Magus might travel forward or back in what we perceive to be 'time', but who is to say that it is OUR future or OUR past? Effects from actions in the past often don't even reach the future, and experiences in the future often vary to what actually happens... time-travel is a craft that most Chronomancers fear will never be perfected. The Chronomancer sees the past and the present as an ever-shifting hurricane, and the present the eye of the storm. The Chronomancer uses an elaborate watch in his magic, and the especially keen magician might go about constructing one for just that purpose.
Dabbler Gods divine the future or divine the past, gaining vague answers to their questions. Conjurer Gods could attempt to get a vague vision of the past or future. Magician Gods can age an object or make it appear younger. Thaumaturgist Gods can communicate and summon beings from a time that is not their own. Grand Magus Gods can literally wander to the past or the future on a whim, though this is often dangerous and unpredictable.
THE FIELD OF MIND:
The Field of Mind is one that has puzzled sorcerers for many, many centuries. What is the mind? How separate is it from the brain? Is it separate from the body? Is it tied to the soul? Magicians working in Mind haven't found the answers to these questions.. but the puzzle itself can be just as powerful. The Field of Mind tends to work holistically - a Mind magician might attempt to mentally dominate his opponent and find later that his enemy had mysteriously become paralysed or something similar. Mind affects the body, body affects the soul, and the soul affects the mind. It is a cycle that the Mind sorcerer cannot escape, but instead chooses to manipulate to his own ends. The Mind sorcerer sees the world as a projection of a person's subjective thought processes, and those thought processes can be controlled; thus, reality can be controlled. The Mind sorcerer uses a silver sword in his magic, and might go about constructing his own for just that purpose.
Dabbler Gods can manipulate their own emotions, ordering them and containing them as they will. Conjurer Gods can read the thoughts of others. Magician Gods could attack another individual's mind, or read the mind of a non-God. Thaumaturgist Gods can make themselves invisible simply by radiating an aura that makes others not notice them. Grand Magus Gods can destroy a person's personality and will utterly through force of their own.
This message was last edited by the GM at 07:22, Wed 13 Mar 2019.