Background Information


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In the magical society, both magicians and non-magicians of magician families live in magically hidden towns and cities, which resemble late medieval towns, but with an odd mixture of modern and magical décor. There are technomancers/smiths who forge magical appliances on commission. There are also magical healers and farmers/grocers. If a child of a magical family is shown to have magical potential, they are sent to one of many magical academies around the world. Wizards living alone sometimes find magical potential in people outside the magical society, whom they sometimes take as apprentices. Language, used by a magician, has inherent potential power, within the idea expressed by it. The more commonly a language is used, the less power a small bit has, so many magicians use Latin.

Language, in the form of spells, with the ideas it expresses, is a magician’s key to understanding the magical process being done. After repeating and using a spell frequently, a magician comes to understand it beyond the language, no longer needing the words. Magical students are taught spells, but any use of language can serve to tap one’s magic. In the magical academies, they are also taught a language of their choice, among which are Latin, ancient Greek, Atlantean, and Gaelic. Even English can serve to tap magic, from the lips of an experienced enough wizard. Since use of a spell brings understanding of it, most common spells are done without speaking. However, more complex spells and magical processes require speaking or chanting.

Each wizard possessed a magical tome, which he writes himself throughout his life, known as a Grimorum Arcanorum, or sometimes Grimoire. A Grimorum contains spells, incantations, and words of power, even sometimes a life account (which have their own power), such as the Scrolls of Merlin. While writing a Grimorum, magicians often siphon power into the magical book. That is, tangible magic, as opposed to the potential power inherent in language. Grimora Arcanorum are often kept in a magical pocket-dimension, which the wizard in question can open at will. One of the famous Grimora is the Egyptian Book of the Dead, which was written by the ancient Egyptian priests, and later used by the sorcerer Ptolemy.

The headquarters of the Council of Archmagi is known as the House. It is a giant city-castle within a magical parallel dimension. The magical portals in it are fluid, and the House’s layout is ever shifting, and only experienced magicians can navigate it adeptly. It is accessed with portals, which wizards can open almost anywhere. The House is also the nexus of all magical communities. From a magical city, you could enter the House, even without realizing it, as the portals between them are fluid, and seamless. The House is the safe-haven for all legitimate spellcasters, and can become magically isolated at a command from the Supreme Archmagus. It is also the source from which most magicians siphon their power, as harnessing one’s own life-force is very dangerous. This being so, banishment is effective for stopping the operations of illegitimate spellcasters. Even so, some, like Alasdair Macbeth, still find sources of power. In witchcraft (as distinct from wizardry), witches (or warlocks) use forbidden methods to gain power, such as blood and bone magics, which tap into any residual life-force in severed body parts. After he was banished for illegal time-shifting, Orion gained power from Celtic standing stones, and the magical Wyrms buried beneath them, as well as magical Pictish stones.

There are 16 distinct known magical practices: sorcery, gaining power from spirits; pyromancy, the magic of fire; hydromancy, the magic of water; aeromancy, the magic of air; geomancy, the magic of earth; telepathy, the magic of the mind; battlemagery, the practice of battle-magic; metamorphosy, the magic of transfiguration; epoulosy, healing magic; magevomancy, charming or bewitchment; alchemy, the practice of potions; and technomancy, the magic of technology, which is related to magevomancy. The forms of witchcraft are necromancy, the magic of the dead; psychomancy, the magical controlling of the mind (distinct from mere telepathy); blood magic; and bone magic.

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