etherwind posted
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Etherwind posted:
The Fundamentals of Magic
The Arcana (singular: Arcanum) are the ten different spheres of magic that together make up the
world. Any mage may learn any Arcanum, although each will-worker has an affinity for aparticular pair of Arcana and difficulties with a specific Arcanum.
Arcana are divided into two general categories: Gross and Subtle. Gross Arcana are those that,
when used to change the world, almost always cause reality to notice and resist the change with a
Paradox (explained later). Subtle Arcana are those that, even when used to change the world,
almost always go unnoticed by reality and do not immediately invoke its resistance. These
definitions are not absolute: it is possible to use Gross Arcana in a Subtle way, just as repeatedly
violating the laws of the world with Subtle Arcana can make it behave as though it is Gross.
Death is the Arcanum that covers the division between what lives and what dies, as well as those
things which cross freely between. Manipulating ghosts, speaking with the dead, severing soulsand stealing vital essences are the purview of Death. Death is a Subtle Arcanum.
Fate is the Arcanum that covers the principles of chance, destiny and luck. Weighting odds,
changing fortunes, cursing enemies and forging heroic destinies are the purview of Fate. Fate is a
Subtle Arcanum.
Forces is the Arcanum that covers the concepts of energy, momentum and impact. Moving
objects from afar, calling lightning, hurling fire and altering sounds are the purview of Forces.
Forces is a Gross Arcanum.
Life is the Arcanum that covers the domain of living things. Changing a living form, enhancing
physical abilities, healing torn tissues and even creating life are the purview of Life. Life is a
Gross Arcanum, save when it is used to heal, a fact with implications that mages continually
argue over.
Matter is the Arcanum that covers the expanse of non-living things. Transmuting one substance
into another, dissolving or weakening a material, hardening or strengthening a material and even
creating matter from thin air are the purview of Matter. Matter is a Gross Arcanum.
Mind is the Arcanum that covers thought and mental action. Enhancing faculties, reading
thoughts, changing memories and delving into astral realms are the purview of Mind. Mind is a
Subtle Arcanum.
Prime is the Arcanum that covers the raw stuff of magic. Dispelling magic, drawing down
supernal power, countering spells and creating phantasms of pure magical potential are the
purview of Prime. Prime is a Subtle Arcanum.
Space is the Arcanum that covers distance. Teleporting objects or people, observing from afar,
casting spells at extreme distance and changing the movement of others are the purview of
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Space. Space is a Gross Arcanum.
Spirit is the Arcanum that covers the domain of spirits. Conjuring spirits, manipulating their
desires, compelling their obedience, altering their natures and stepping into their world are the
purview of Spirit. Spirit is a Subtle Arcanum.
Time is the Arcanum that covers the passage of one moment into the next. Slowing or speeding
the passage of time, reading the future, viewing the past and discerning outcomes are the
purview of Time. Time is a Gross Arcanum.
Magic is performed by channelling power from the Supernal Realms and focusing it through
the lens of the mage's soul. Each mage awakens to one of the five Supernal Realms, forming an
indelible bond that allows them to pour magic into the world:
The Aether is the realm of Prime and Forces, where power rages in torrents that move in ways
as subtle as they are absolute, abode of angels and beings of flame. Those mages who awaken to
the Aether are called Obrimos.
Arcadia is the realm of Fate and Time, where destiny and dream subsume logic and reason,
abode of fairies and prophets. Those mages who awaken to Arcadia are called Acanthus.
Pandemonium is the realm of Mind and Space, where distance is a figment of the mind, abode
of inner demons and outer anomalies. Those mages who awaken to Pandemonium are called
Mastigos.
The Primal Wilds are the realm of Spirit and Life, where sensation is action and all is alive,
abode of spirits and animal totems. Those mages who awaken to the Primal Wilds are called
Thyrsus.
Stygia is the realm of Death and Matter, where forms change and functions alter, abode of ghosts
and constructs. Those mages who awaken to Stygia are called Moros.
To effectively channel this tremendous power from the Supernal Realms, mages seek to gain an
understanding of their souls, thereby shaping their spells. This self-knowledge, called Gnosis, is
the enlightenment for which mages strive.
Etherwind posted:
The Myth of the Exarchs
In ages past the Supernal Realms were close to the world, and magic flowed easily, ready to be
wielded by any will-worker who had the courage to quest for its power. The first mages made a
great city that towered into the heavens, and they ruled the world with supreme power that
reshaped reality to conform to the dictates of the human soul. Then, in their hubris, they built a
Celestial Ladder into the Supernal Realms and ascended to battle the very gods, overthrowing
them and installing themselves upon the throne.
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Ascended to godhood, these Exarchs saw clearly the decadence and perversions of their former
existence, and knew that if all were allowed to ascend, the very firmament of reality would be
undone. In their wisdom they broke the Celestial Ladder and destroyed the great city, wiping
even its name from reality, so that none could follow and threaten the world.
The destruction of the Celestial Ladder opened an Abyss between the Supernal Realms and the
newly Fallen World (some say that one of the Exarchs created the Abyss to contain the Fallen
World). The Abyss is the realm of nothing; it is the absence of everything; it is the negation of
the real and the death of magic. The Abyss hungers to exist, and it seeks to consume what it
cannot have with a madness that defies reason.
The Fallen World is surrounded by the Abyss, cut off from the source of magic, and thus remains
cloaked in the Lie. The Lie denies that magic is real, and seeks to make the world conform to
simple rules that hold no higher truths. When mages cast Gross Magic the Lie notices and seeks
to extinguish it, invoking Paradox and unleashing the horrors of the Abyss on those who would
dare defy the Lie. Fortunately, Subtle Magic (and Gross Magic used in Subtle ways) escapes theLie's notice, so long as it does not stretch probability.
So insidious is the Lie that most of humanity has fallen asleep under its sway, and the masses
cannot even see magic, rejecting its truths and forgetting whatever fragments of the higher
powers they witness. The vast majority of humanity are therefore called Sleepers, and when they
witness magic they call out to the Lie for answers, drawing its attention and increasing the
chance of Paradox. Not all humans are like this: some stumble through life with a dim awareness
of what they are missing. Not mages, but not asleep, these Sleepwalkers can witness magic
without calling out to the Lie, and they are valued by mages as servants and confidants.
Some paragons of humanity continue to awaken, however, whether by the direct command of the
Exarchs or through sheer strength of will. Some claim they experience Mystery Plays of
mundane events taking on supernatural symbolism; others say they spiritually travel to a distant
realm with a shining Watchtower (some fewer say they are forcibly dragged there against their
will). All sign their names and awaken. To these favoured and deserving few the Exarchs bestow
the highest of honours and the greatest of duties: their task is to guard the prison of the Fallen
World and to ensure humanity's continued survival in the face of cosmic threats. The mages who
adhere to this command are called the Seers of the Throne, and they rule the world with a
benevolent fist, seeking to please the Exarchs on the promise that one day, they, too, will be
given opportunity to ascend.
Yet not all mages behave with the wisdom and temperance that they should, and many who
awaken reject the Exarchs' commands, instead seeking to rebuild the Celestial Ladder and rule
over a new city. Taking symbolism from Plato, they have named the first city Atlantis, and they
call themselves the Pentacle, five different orders supposedly styled after those of the first city.
Not content with mere lunacy, the Pentacle blasphemes, claiming that some of those who
climbed the Celestial Ladder did not fall under the Exarchs' sway and still resist their just rule.
These they call the Oracles, and they credit them with the creation of the Watchtowers that
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continue to awaken humanity, celestial beacons that shine across the Abyss. For their
transgressions and their hubris the Pentacle has earned the eternal enmity of the Seers of the
Throne, but fortunately they pose no great danger: the Fallen World belongs to the Exarchs.
The Pentacle will convert or die. The Seers of the Throne will triumph. The Exarchs will reward
their servants. This is the truth.
Etherwind posted:
The Mysteries of Magic
Magic is divided into thirteen Practices, each representing a particular application of the Arcana.
These areas of knowledge are learned as understanding of the Arcana grows, becoming
incrementally more powerful or more easily applied as one ascends through each degree of
knowledge in the Arcana. Spells drawn from the higher Practices are more likely to be vulgar
than those from the lower Practices.
Practices of the InitiateFirst Degree ()
The Practice ofCompelling allows a mage to exert minor control over objects and forces within
the Arcanums purview. This level of knowledge is sufficient to activate or alter the direction of
these objects and energies, but not to change their nature in any way, nor conjure them from
nothing.
The Practice ofKnowing allows a mage to gain mystical understanding and knowledge related
to the Arcanum used or to any phenomena within its purview.
The Practice ofUnveiling allows a mage to mystically perceive, with regular senses, phenomena
related to the Arcanum.
Practices of the ApprenticeSecond Degree ()
The Practice ofRuling allows a mage to exert more powerful influence over phenomena related
to the Arcanum, allowing limited forms of control over their nature and strength.
The Practice ofShielding allows a mage to protect a target against harm, usually specific forms
of harm based on the Arcanum from which the shield is drawn.
The Practice ofVeiling allows a mage to conceal, disguise, or hide events and things within the
scope of the Arcanum from mundane observation.
Practices of the DiscipleThird Degree ()
The Practice ofFraying allows a mage to inflict harm or perform minor negative alterations
upon a target.
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The Practice ofPerfecting It allows a mage to strengthen, reinforce, or make other positive
changes to phenomena related to the Arcanum.
The Practice ofWeaving allows a mage to alter the functionalities or capabilities of events or
things within the Arcanums sphere of influence.
Practices of the AdeptFourth Degree ()
The Practice ofPatterningallows a mage to change phenomena within the Arcanums purview
into related things, events, or forms, or alter the functionality of these instances into entirely
different capabilities.
The Practice ofUnravelling allows a mage to inflict heavy damage upon a target, degrade its
functionality, or negatively alter it.
Practices of the MasterFifth Degree ()
The Practice ofMakingallows a mage to conjure phenomena within the Arcanums sphere of
influence from nothing.
The Practice ofUnmaking allows a mage to destroy, or inflict massive harm upon, a target.
There are rumours of further Practices, known only to those few who have achieved archmastery
in the Arcana, but these individuals are so secretive and rare that little concrete can be said about
them.
However incisive and useful the Practices are, they do little to mitigate the problems of Paradox.
Imbuing spells with Manathe raw power of magic, drawn from the Supernal Realmscanstrengthen them against the Lie, but this is costly and often prohibitively expensive.
To counter Paradox effectively, mages create dedicated Magical Tools, implements that help
focus the will and channel the higher powers of magic. These can take many forms, from wands
to scarves to cell phones and more (each Seer of the Throne creates a unique spoken word that
serves as a Magical Tool whenever it is invoked as part of spellcasting), usually of a material
appropriate to the mage's path or particular Arcana.
Mages also study Rotes, sequences of ritualised gestures made up of a series ofMudras, or
individual actions that represent a particular concept. Each Rote teaches a series of Mudras that,
when invoked, help will-workers focus a particular spell into being, lowering the chance that a
Paradox will occur. It is said that each Mudra corresponds to a word or idea in High Speech
the mostly-forgotten language of magicand thus many mages also inscribe sigils of High
Speech when preparing to cast extended spells, thereby creating foci for their mystical efforts.
Yet some mages seek the ability to cast their spells freely, without any regard for the Lie, and to
this end they create Soul Stones, physical manifestations of the potential of their souls. Creating
a Soul Stone lowers a mage's potential Gnosis and is an act of supreme hubris, as well as being
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dangerous, for if a Soul Stone is destroyed before it can be reabsorbed then the will-worker loses
a part of their very soul. Despite these dangers, some mages still create Soul Stones, ensorcelling
them and feeding them with Mana: doing so causes the immediate area around the Soul Stone to
become an extension of the mage's very being, and thus repulse the Lie, allowing magic to be
cast freely and without danger of Paradox.
Mages who achieve increasing levels of Gnosis can learn to reshape their very souls, changing
themselves from mere humans into something truly supernal. By remaking their souls in this
fashion they gain magical abilities that are immune to the Lie, Attainments that are expressions
of their very being and therefore as natural as breathing. Generations of will-workers have
passed down the secrets of these processes in a series ofLegacies, each with its unique
philosophy and abilities, some expressing the highest virtues and others showing the lowest
depravities. The former are called Legacies of the Right-Hand Path, while the latter are
Legacies of the Left-Hand Path.
Most will-workers eventually seek and are adopted into a Right-Handed Legacy, thereby finding
a means to remake themselves for the better, as like they remake the world. Others choose tofound their own Legacies, acquiring unique control over their souls and gaining prestige in the
wider community of will-workers. Some dangerous few seek out Left-Handed Legacies, lured by
the promise of power over the Abyss or eternal life: these are regarded contemptuously by other
mages, and often killed on sight when they are discovered.
The Seers of the Throne whisper that the Exarchs themselves practised Legacies when they
walked the earth as mortals, and that upon ascending they remade their Attainments into eternal
laws that could be learned and employed by their chosen few. These Prelacies are available to
those Seers of the Throne with the faith and courage to quest for them, proving their worth to
their masters and being rewarded with secret knowledge of the world. Acquiring a Prelacy
becoming a Prelateis a sign of favour from on high, but many Seers of the Throne fear thosewho have learned them, and wonder just how much of the mortal remains after communing with
the Exarchs.