Nice Scrolls

The group is a few days past E’armos and where Ethelred got his new set of scrolls. Ethelred has gotten a good night sleep, and Alexis is talking with him on the road before he’s quite started studying his new scrolls.

“Morning, Red. Collegium petitioner, if we’re being proper about it” Alexis takes on a brief mocking air of formality.

“Hey. Before you crack into those new scrolls, I’d like to hear what you pulled from the first set—and maybe what you think this next batch will reveal.

So tell me—what tools have you found for us? Perhaps a compass to Ezrin? Something to burn out cursed relics? A way to sniff out immortal energies using your lack-of-knowing as a tool?” Alexis leans in, clearly eager to hear what Ethelred is excited about.

Training in the Swamp

When Red delivered the killing blow to the crocodile something in him stirred. He felt for a moment some kinship with the true fighters of the group. As if a small flame that had been growing within him caught a gust of wind.

Each morning he would rise, eschew his studies and join Rask and Ca’armine for morning training. The work was hard, and Red gained many bruises. Each day seeing small gains in how he held himself, how the weapons felt more like an extension of him.

After the fight training Red would then lead his own lesson in swimming. The cold water felt good, washing away the sweat, calming the wounds. Swimming made Red miss his home and the pools he helped build, and swam in, in Aigier. Aigier seems like such a distant memory now. Home but yet not as familiar as it once was.

As the days wore on Red finally was able to learn some new skills from the fighters. The path of a hero was visible about before him. But that changed…

An off hand comment from Alexis about Ezrin struck Red to the core. The memory of the last time he saw Ezrin laying on the ground, a lump. Could Red have picked up Ezrin and carried him out? Maybe. What would be different now if he had rescued the best magic teacher he has known.

When Red returned to his bed that night he takes up the scrolls, that all seem to echo with Ezrin’s voice in his ears. That night be does not sleep, does not rise to train. He turns his focus from the physical, to the material.

Test Plan: Wooden Rings

After Alexis has examined the wooden rings and found out

  • They are abjuration-hued
  • Clear connection between them
  • They seem identical
    • but in two different places
    • AND they seem more like one thing than two things
    • OR like their connection is so strong they seem like one thing
  • They appear like pieces of a working, but not the full working
    • They seem like they are a blank canvas which other magics have yet to be put on

He addresses his companions “I would like to test the nature of these rings. The one time we experimented with them, my nausea was amplified because of what Red was feeling? Or I got his feeling of nausea?”

“Over the next while I’d like us to run some tests, and I want us to come up with a plan for these tests. Red and I will be ‘conducting’ the tests. Ezrin, you’ll be studying the effects from the outside, and possibly working on trying to save us if things go very badly. Gus, you will do your best to protect us. I leave it to you to decide how best to do that.”

“Some of my thoughts on the rings:

“I would like to figure out what makes these rings ‘abjuration’ in nature. What sort of protection was the intent?”

“The ‘blank canvas’ nature of the rings made me think that perhaps we could put magics within the rings and they could be released at a later time. And this might be the case, but perhaps only protections can be ‘painted on the blank canvas’?”

“I didn’t notice any particular warren flavor while studying the rings, which is interesting of itself. Especially interesting given the material of the rings.”

Alexis looks at the group “everyone understand the plan? Any questions, or other feedback?”

So Flexible, So Elusive

During the two weeks in the fort after Earyka has the Sword Chaotic, on several occasions in the dark (early morning, late at night) Alexis has gone outside the tent to conduct some soft chanting.

During one of these sessions Ethelred has come out of the tent and watched Alexis’ chanting. There’s clearly some sort of magic, but not any kind he can get a grasp of.

When Alexis finishes Ethelred asks him what he was trying to do.

Alexis responds “Ezrins lessons have gotten me thinking about my magical studies more. Some in the Collegium talk about magics that are more flexible, although always less powerful. The spell sometimes-called ‘Prestidigitation’ is a good example of this sort of flexibility, but there are precious few spells like this within the framework of the Collegium. Some say it’s the nature of the Collegium that the magic is so strict. Some say it is the nature of ‘true-magic’ itself to be rigid. Others say that after the betrayal of the 2nd age, Shasharak had something to do with limiting the nature of Collegium magic.” Alexis gives a nonchalant shrug.

“I’ve decided to spend some time seeing if I can tap into this more flexible magic. The darkness helps a little, but the old fort helps more. There are secrets kept in those walls” Alexis gestures towards the mostly dark Copper Hills Fort, with the torches visible at the gates and on the parapets. “Those centuries of secrets are my focus as I try to open myself to a little bit of raw energy that can be shaped to find the secrets and bring them to our aid. The aid of humanity.”

Alexis continues to look towards the fort in the darkness. His eyes a little squinted as if he’s trying to peer through the walls.

Post-Lectures Thoughts

At some point after Ezrin has given Ethelred lecture 13, Alexis asks Ethelred about the lessons when the two of them are alone.

“Listening to Ezrin’s lessons takes me back to my time learning the arts. And sleeping through lectures. I don’t think I’ve ever slept so well, as when I was hearing those lectures.” Alexis smiles remembering the time fondly.

“But I wanted to see how you’re faring with your teacher. You’ve gotten a lot of lectures, and I hope he’s given you concrete tasks; I know you do well with those. Perhaps he has given you a gem and asked you to probe it for flaws? Or perhaps he’s given you a few materials and had to rank them by hardness? Had to list a primary purpose for each material? In a ‘spell-component’ sort of way. Perhaps he’s brought you a stick from a nearby tree and asked you to discern which tree he got it from? I never did very well with that exercise, but I think you would be better suited to it.”

Alexis stops talking to allow his friend a chance to talk about his journey into magical learning.

Collegia Arcana 101: Lecture 13 – A Material World

Ezrin shifts, while still excercising caution and limiting his audience to Ethelred, at last, to material components.

“First, let us review a few definitions:

Magic is the art of changing consciousness according to Will.

Magic can be divided into thaumaturgy and theurgy, or as some say, arcane and divine respectively. 

A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process.

Artificery – imbuing magic into objects, including but not limited to weapons, armor, staves, wands, tools, and more. Generally the items must be of the most excellent quality, and often made of exotic materials, and various rituals and materials are needed to permanently infuse magic into the items.

Alchemy – imbuing magic into potions, draughts, oils, etc, often requires a variety of special base liquids and other materials in addition to any of the typical components of the original incantation.

Hidden sympathies between objects that allow one to influence the other. Theurgy and Thaumaturgy share the need for material engagement. Ceremonial or ritual thaumaturgy is more complex, involving lengthy and detailed rituals as well as sophisticated, sometimes expensive, paraphernalia.

Our topics today will be:

The Principle of Similarity 

Common/Powerful Components:

Silver, Linked to Ishar by some

Gold, Linked to Anashar by some

Copper, Linked to Avv by some.

Gems are used often. Linked to Traan-Vilu and Algin, and in some cases, more specific deities. 

The Principle of Similarity 

If we analyze the principles of thought on which magic is based, they will probably be found to resolve themselves into two: first, that like produces like, or that an effect resembles its cause; and, second, that things which have once been in contact with each other continue to act on each other at a distance after the physical contact has been severed. The former principle may be called the The Principle of Similarity, the latter the Principle of Contact or Contagion. From the first of these laws, namely the Principle of Similarity, the magician infers that he can produce any effect he desires merely by imitating it: from the second he infers that whatever he does to a material object will affect equally the person with whom the object was once in contact, whether it formed part of his body or not.

Imitation involves using effigies, fetishes or poppets to affect the environment of people, or people themselves. Witches’ curse dolls are an example of fetishes used in this way: the practitioner uses a lock of hair or group of finger and toe nails, on the doll to create a link (also known as a “witchlock”) between the doll and the donor of this lock of hair. In this way, that which happens to the doll will also happen to the person.

Correspondence is based on the idea that one can influence something based on its relationship or resemblance to another thing. Many popular beliefs regarding properties of various plants, fruits and vegetables have evolved in the folk-medicine of the Westlands for example. 

Many traditional societies believed that an effect on one object can cause an analogous effect on another object, without an apparent causal link between the two objects. For instance, many folktales feature a villain whose “life” exists in another object, and who can only be killed if that other object is destroyed.

Some examples from my own grimoire:

Fireflies or Glow Moss and Luminofeal 

The brass key and Sesame-emases

The crystal used to read magical writing

The sample of metal consumed in detect metals

Silver powder used for the Circle of Protection, and to enchant weapons

Silver

Linked to Ishtar by some, silver has the highest arcane conductivity of any metal. 

Silver has long been considered a purifying element and has been used to treat any number of illnesses, particularly contagions and wounds.

Traditionally, water that had been stored in a silver container or into which silver coins had been placed would be given to a patient or used to wash his wounds.

Silver is a great conductor of energy, including magic. Any stone set in silver will be amplified and its energy more easily directed.

Holy water used for purification purposes is best stored in or distributed from a silver container. The silver will infuse the water with its purifying energy. It will also enhance moon water.

Silver objects, such as pendulums or scrying mirrors, aid in divination and receiving messages.

Some believe that Silver harnesses the energy of Ishtar and Her Moon for spells, rituals, and lunar-based magick

Silver is the favored metal of many polytheurgists, Anasharites and Ishtari for its associations with Ishtar, the Goddess and the moon, Magic, the female principle and Winter. 

Silver possesses protective powers against negative influences and evil spirits and has been used since ancient times for Amulets. The metal also is said to enhance psychic faculties. Some mages prefer to wear all silver jewelry; many who wear gold also wear at least one piece of silver at the same time.

Silver, which appears in nature in a pure state and is an excellent conductor of arcane energies, has always been valued in various societies and has long been used for magical and sacred purposes. 

The ancient Sutheroni are said to have revered silver more than gold, and some claim that gold is not found in Mount Sutheron. Some say the god Anshar has bones of silver. Ancient Sutheroni used the metal to make scarabs, rings and other objects used in magical spells.

Silver has a long association with the moon. The old tribes of Suthe considered silver to be a divine quality rather than a metal substance. They associated silver with the luster of moonlight and called it the tears of the moon. In alchemy, the symbol of silver is a crescent moon; alchemists called the metal Luna or Ishtar, after the goddess of the moon. In some pre-Second Age scrolls, the moon is of written of as ‘the silver candle’ and the Great Road is called the Silver River.

Amulets made of silver can be enchanted to repel evil spirits from persons, houses and buildings. Some have written that in the folklore of parts of Aegir, couples who are going to be married encircle themselves in a silver chain in order to avoid being bewitched en route to the church.

Gold

Gold can adopt many different meanings. In economic contexts it can acquire material value, in social contexts it can gain significance for status and position within a hierarchical structure, in religious contexts it can be used to express veneration of the divine or a divinity, in magical contexts it can be perceived as a material with inherent powerful qualities. We can define the symbolic nature of gold as a means of communication. That implies, firstly, communication among humans in different situations for different purposes but also, secondly, between humans and the Warrens.

Special qualities of gold and golden objects, and their links to a numinous sphere, are quite diverse and sometimes indirect. Golden objects tend to be interpreted in arcano-archaeological research as having theurgic and thaumaturgic properties when they appear in particular find circumstances that suggest some form of ritual performances or ritual deposition. These rituals may include making the object unusable or destroying it deliberately, depositing it in inaccessible places like lakes or wetlands, or burying it in hoards that were composed of selected items in a pattern that is repeated in other hoards. 

Gems

In some old writings many gems—whether precious, semi-precious, or otherwise— are described as to having potent magical abilities, either on their own or when used properly in the casting of spells or creation of magic items, potions, etc.The innate magical properties of gemstones are precise and carefully guarded, and with only a few exceptions, it is not possible to access a gem’s natural magic without the proper knowledge. Other writings discuss how gems could be worn by an individual to gain certain magical benefits, although this often seemed to require the gem to maintain contact with the wearer’s skin. Furthermore, harnessing natural gem magic was known to be imprecise, and would often yield “flawed” results—in much the same ways that gemstones themselves could be flawed.

Gem Attunement: This form of gem magic seems to have been meant to use a gemstone to affix a spell to for later use. The gem could only be activated—and the spell released—based on some trigger specified by the creator at the time of the gem’s attunement. The trigger could be that the gem was touched, that a certain amount of time had passed since its attunement, or that a certain manner of creature was present or came near the gem. An attuned gem could detect and trigger based on a creature’s type, alignment, race, or appearance, but generally could not detect the relative skillsets or strength of a creature. Regardless of the prespecified trigger, the crafter of the attuned gem could freely handle the stone or even cause the spell to release prematurely if so desired.

In theory, these gems could also be attached to other items, in which case their triggering could cause the stored spell to affect or empower that item. When affixed to doors or other large objects, the gems could serve as traps. When affixed to weapons or other pieces of equipment, the gems could provide instant enhancements to the item or protections to its wielder. A common application was to create a gem ward which provided emergency protective spells in response to a nearby enemy. Common wards were empowered with protection workings.

A practitioner of this kind of gem magic would certainly need to be well trained trained in both gemcutting and arcane spellcasting. More powerful magics would require bigger and more valuable gems, with the weakest spells needing more common gems.”

Collegia Arcana 101: Lecture 12 – The Weave of Warrens

Ezrin is careful about when he delivers his lectures to Ethelred, he checks around the tent, and does not lecture when traveling alongside any others. Nevertheless, After several lectures on each individual Collegia Arcana, Ezrin moves on to an overview of the Weave of Warrens

Magic everywhere and in everything exists in a semi-formalized state, some call this The Weave.. The power is refined, aspected, organized into something like themes, and these themes are what we refer to as Warrens. Some think of Warrens and magical tunnels in reality, others as strands of power that make up reality, some as other dimensions of existence outside of what most humans are normally capable of experiencing, and some old writing refer to them as Planes of Existence.

Many Warrens are accessible to mortals and gods alike; others are – Alien.  Some are virtually extinct, or inaccessible due to ignorance or deliberate rituals of sealing.  Some, in addition, are claimed and ruled over by elements either native to those warrens, or so fundamentally related to them as to make the distinction meaningless.

There is some disagreement as to whether certain Warrens are shared by various Powers, or if those Powers have their own, individual Warrens. For example, most believe the Pont-loi, Pannoi, and Poloi all share the same Warren. Many believe that that Traan-Vilu and Elgin share the same Warren. Most who espouse these types of beliefs hedge their propositions by including the caveat that the Powers occupy different parts of aspects of the Warren. This is most evident in the theories of The Omni-Warren, and Warren-Weave Duology.

I am about to list some Warrens. It is important to take care in speaking, writing or gesturing the names of Warrens. Especially with writing them and gestures. With writing about them, use plain letters, and simple abbreviations, lest you accidentally invoke the power of a Warren. Do not practice the gestures outside of practicing specific incantations that already include the gestures.

Some the Warrens Named by the Sages include:

Warrens particular to each God, or at least each Major God

Elemental Warrens, Air, Fire, Earth, Water. 

And more, such as:

Infernal, Abyssal, Cthonic, Oceanic, Swamp, Elements, Celestial, Astral, Etheric, Elven, Dwarven, Demonic, Gnomish, Cold, Lighting, Stone, Wood/Trees, Light, Darkness, Healing, Shadow, Death, Undeath/Hunger, Draconic, Order, Chaos.

Here are some proposed groupings or Meta-Warrens:

[Here Ezrin draws various web-like relationships between different groups of Warrens in the sand, using simple non-arcane one to three letter abbreviations for the various Warrens as he lists them]

Death – Undeath/Hunger – Chaos – Abyssal – Cthonic

Water – Cthonic – Oceanic – Swamp

Healing – Light – Dian-Cecht -Celestial – Sun

Wood – Plants – Oo-Rin – TyLin

Demonic – Infernal – Abyssal – Chaos

Dwarven – Gnomish – Goblin – Orc

Celestial – Anahsar – Ishtar – Raiden – Torr-Van -Oo-Rin – Ponnoi/Poloi

Earth – Stone – Traan’Vilu – Algin

Fire-Water-Earth-Air

Fire-Steam-Water-Mud-Earth-Lightning-Air

There are more, some get lost in proposing all the possible relationships. Literally lost according to some stories, pulled into a maze of Warrens and lost…

You can see why it is important to use tried and tested materials, sigils, gestures and vocalizations when calling upon magical energies. The potential to connect with unintended energies is very high, and the consequences of doing so can be truly catastrophic.

Each One Teach One

Ezrin approaches Alexis one morning g after breaking the fast.

“Alexis Laelius, I believe learning the Recollection Perfextion incantations from you would help me teach Ethelred. I would better be able remember the lectures and be able share them more accurately. Would you be willing to teach me?”

An ear to hear…

When Ezrin is gone or very deep in his own work Red approaches Alexis.

“You asked if I could create an object to hear at a distance. And while I do not quite have the skills to do that, although I am happy to make an attempt, I do have an idea. It was something that Ezrin said when teaching me about the ‘true nature of light’. He mentioned how for him to bring forth light he needs something that has a connection to light.”

Ethelred bring out a pair of rabbit ears.

“These have something of ‘hearing’ to them. Could we use one ear, placed somewhere, to hear in the other? I didn’t think this would be the sort of.. divination… meddling that Ezrin would appreciate. He didn’t seem to approve of my… collecting of the rabbit and it various parts.”

Collegia Arcana 101: Lecture 3

The Collegium teaches that almost every spell belongs to one of eight Collegia Arcana:  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

A Collegia Arcana is a group of related rituals, incantations or workings that work in similar ways, they share some of the same… vocabulary and materials so to speak. Workings, incantations and rituals of the same Collegia share similar runes, gestures, materials, steps, and so on, some more than others  

Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to back it’s warren or other magical place. They are most often used as protective spells.

It is said that abjurative magical fields interfere with each other and create barely visible energy fluctuations. 

If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, the spell will end. 

Conjuration can be separated into four sub-Collegia: Summoning, Calling, Teleportation, and Creation.

Summoning Conjurations bring objects, creatures, or some form of energy to you. 

Teleportation Conjurations transport creatures or objects over great distances.

Creation Conjurations create objects or effects on the spot. 

Creatures or creations you conjure usually, but not always, obey your commands.

A creature or object brought into being or transported to your location by a Conjuration cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Divinations enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Locating objects, detecting magic, detecting undead, clairaudience, clairvoyance, scrying, prophecy, dowsing, are all Divination. Divination can also be used to read thoughts and even communicate without speaking.

Enchantments affect the minds of others, influencing or controlling their behavior. All Enchantments are mind-affecting. Two major types of enchantments grant you influence over a subject creature: Charms and Compulsions.

Charms change how the subject views you, typically making it see you as a good friend.

Compulsions forces the subject to act in some manner or changes the way her mind works. Some compulsions determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you create the enchantment, and others give you ongoing control over the subject.

Evocation manipulates energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. The energy manipulated in Evocations has been described as coming from various sources, Good, Evil, Force, Fire, Light, Water, Darkness, Shadow, Sound, Lightning, Law, Chaos and more. 

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions can be divided into Figments, Glammerie, Patterns and Phantasms. Some place Shadow-magic in the Illusion category.

A Figment Illusion creates a false sensation. Those who perceive the Figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A Figment that includes audible effects generally struggle to duplicate intelligible speech. In some cases, intelligible speech may be possible, but it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image will produce gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.

A Glammerie changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. 

Because Figments and Glammerie are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these Illusions are useful for confounding or delaying foes, but useless for attacking them directly.

Like a Figment, an Illusory Pattern creates an image that others can see, but a Pattern also affects the minds of those who see it or are caught in it.

A Phantasm creates a mental image, that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasmagoria are mind-affecting Illusions.

Creatures encountering an illusion usually do not recognize it as illusory until they study it carefully or interact with it in some fashion. A figment or phantasm remains as a translucent outline when it is known to be an Illusion.

Necromancy manipulates the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this Collegia. Some place Fear-inducing magic in the Collegia Necromantic. Some place shadow magic in the Necromancy category, or at least some shadow magic seems to be Necromancy. 

Transmutation spells change the properties of some creature, thing, or condition. Polymorphic transformations, levitation, flight, temperature shifts, lead becoming gold, reshaping wood or stone, these are all transmutations. 

Shadow magic is somewhat… controversial, some place it in its own category, others in Illusion and many in Necromancy. Perhaps  by all accounts, creates something that is partially real. Damage dealt by a shadow illusion is certainly real, and sometimes seem similar to that caused by certain undead, other times seems caused by whatever the shadow is a shadow of. A shadow of fire for example, may harm your very life force, or it may burn you. Many speculate about why this might be, if it is even true or simply part of the Intrinsic Nature of the Illusion of Shadow.