"Wizardry is the type of magic that is intellectually based, drawing on elements not identifiable by modern science, to perform various magical effects."
--"Cerberus" Master Wizard of the Hall of Legions
So, you have an interest in Wizardry, eh? Before we get into the real essence of Wizardry, let me make sure that you understand what it is all about. Wizardry is more focused on magic as science as opposed to magic as religion. Wizardry is based around logic more than faith. To have this explained further, please read on.
Wizardry basically has three rules that can quantify how to make spells and magic work for you. I shall tell the rule, and then explain it.
1. One cannot learn and focus on the parts of magic, but forget the whole.
2. The magic comes from knowledge of the principles of its use, and in the user's knowing of how magic affects the environment.
3. Magic comes from the combined effort of your heart and mind. Simple.
Saturday, September 8, 2007
Raw Power and Dark Energies
The world of the Sorcerer is one which is wreathed in the mystic fires of the future. Having the same cunning and foresight as a Wizard, Sorcerers attempt to change their world through a slightly different means. While the Wizard tends towards "good" magics, and a defensive position, the Sorcerer tends to have an affinity for the "evil" magics and an aggressive mannerism. This does not imply that they are evil, per se, but it does show that they have a different approach tactic.
Sorcerers use the aggressive magics because they desire to take a pro-active role in the shaping of their future, or the future of their target. They use things that, by the definition of "White" and "Black" magic which is used in The Library of Knowledge, classify as black magics to shape things around them. The idea is similar to the famous analogy used in the magical community concerning psychic warfare: To participate in psychic warfare, one may either attack all of their enemies, or they may shield themselves. Both approaches accomplish the same goal -- the safety of the magician's target (even if it is themself). These approaches bear the same differences as Wizardry and Sorcery. The Wizard would adamantly defend themself, never becoming too concerned with whoever might be wasting their time attacking. The Sorcerer, conversely, would be the one counter-attacking their enemies, making no effort to adapt themselves to the enviroment, but rather adapting their environment to themselves. To this end, it is often useful for the Sorcerer to utilize an array of skills. These skills include scrying, enchanting, conjuring, and heavy reliance on the art of Magecraft.
Sorcerers use the aggressive magics because they desire to take a pro-active role in the shaping of their future, or the future of their target. They use things that, by the definition of "White" and "Black" magic which is used in The Library of Knowledge, classify as black magics to shape things around them. The idea is similar to the famous analogy used in the magical community concerning psychic warfare: To participate in psychic warfare, one may either attack all of their enemies, or they may shield themselves. Both approaches accomplish the same goal -- the safety of the magician's target (even if it is themself). These approaches bear the same differences as Wizardry and Sorcery. The Wizard would adamantly defend themself, never becoming too concerned with whoever might be wasting their time attacking. The Sorcerer, conversely, would be the one counter-attacking their enemies, making no effort to adapt themselves to the enviroment, but rather adapting their environment to themselves. To this end, it is often useful for the Sorcerer to utilize an array of skills. These skills include scrying, enchanting, conjuring, and heavy reliance on the art of Magecraft.
Mind Over Matter
The art of subtle domination of the environment and one's surroundings is summed most perfectly in the art of Magecraft. The Mage is a highly intelligent, peaceful, mentally focussed individual who seeks the purest forms of control over themself, their surroundings, the people they meet, and the beings they come into contact with(A Mage must be peaceful, as an angry, vengeful, confused or otherwise highly emotional person cannot properly concentrate). Everything aspect of life that concerns a Mage from day to day is domineered so that the Mage is always in total control. Magecraft, as a whole art, consists essentially of three hubs: Psychism, Natural Magic, and Temporal Magic.
The Touch of Life
In advanced healing we try to step beyond the the normal cantrips, chants and spells to reach the true mechanics and skill involved in the art of healing. We also attempt to learn how to avoid sacrificing our own energy or aura to heal another. I will explain both the methodology and processes of healing, as well as some of the abilities one can use in this art.
No matter what view one takes on healing most agree that the outer etheric/auric or simply put "non-physical" body takes injury along with the physical body too. It's believed that when physical damage is incurred, the etheric body becomes misaligned and small fissures begin to open up. These etheric wounds heal much slower and sometimes not at all (often the cause of chronic or reoccurring pain). This is the Healer's purpose: to realign and bring harmony to this etheric damage so the physical body can heal more efficiently. This can be done through a number of methods including (what I've termed) Auric Transference and the more refined art of Auric Healing.
No matter what view one takes on healing most agree that the outer etheric/auric or simply put "non-physical" body takes injury along with the physical body too. It's believed that when physical damage is incurred, the etheric body becomes misaligned and small fissures begin to open up. These etheric wounds heal much slower and sometimes not at all (often the cause of chronic or reoccurring pain). This is the Healer's purpose: to realign and bring harmony to this etheric damage so the physical body can heal more efficiently. This can be done through a number of methods including (what I've termed) Auric Transference and the more refined art of Auric Healing.
The Four Great Powers
Fire: Like a magical magnifying glass, the Elemental magician focuses all the loose fire magic floating about into one unified beam of energy. The result of this is a marked increase of heat. Perhaps the object targetted by a weaker Elemental magician will not instantly burst into flames (if combustible), but it will at least acquire a distinctly higher temperature than it should have. A "trick-of-the-trade" in using fire energy is to withhold as much as you can, and then release as much as possible all at once in a concentrated burst-stream.
Air: Air is typically the most used element because of its highly versatile nature. Air can be soft and slow to cool down a tired magician, and conversely it can be raging and concentrated to destroy structures, deflect projectiles or to relocate object forcibly. Air is most often used to make life easier, not as a destructive force. It can be used to cool (or warm, I suppose, depending on the temperature of the air in question) something, to hinder anything airborne, or to create mini-twisters.
Earth: Earth Elemental magic is very odd. The manifestations are extremely varied and radically alter whatever they affect. Earth can be used, in its most powerful form, to cause earthquakes, and in lesser forms to cause ground to cave in, to form spikes, to become uncooperative to an adversary, and virtually anything else a caster can imagine. The trick to using Earth is to combine it with another element. Earth and Wind equals a sandstorm; Earth and Water equals quicksand or mud. Earth and Fire equals hardened clay (which
can be pre-shaped). The drawback of Earth, however is that it is extremely rare to find an Elemental magician who has anything more than passing control of it.
Water: Water is the quietest of the elements, though no less powerful. It can be used to turn dirt into quicksand, to cause whirlpools, to feed dying plantlife, or to kill over-thriving plantlife through deprivation, to cause rain, or even a local flood. Water, though often called "The Element of Life", is also quite capable of ending life if present in inappropriate amounts. Lastly, Water is also used to quench fires.
Air: Air is typically the most used element because of its highly versatile nature. Air can be soft and slow to cool down a tired magician, and conversely it can be raging and concentrated to destroy structures, deflect projectiles or to relocate object forcibly. Air is most often used to make life easier, not as a destructive force. It can be used to cool (or warm, I suppose, depending on the temperature of the air in question) something, to hinder anything airborne, or to create mini-twisters.
Earth: Earth Elemental magic is very odd. The manifestations are extremely varied and radically alter whatever they affect. Earth can be used, in its most powerful form, to cause earthquakes, and in lesser forms to cause ground to cave in, to form spikes, to become uncooperative to an adversary, and virtually anything else a caster can imagine. The trick to using Earth is to combine it with another element. Earth and Wind equals a sandstorm; Earth and Water equals quicksand or mud. Earth and Fire equals hardened clay (which
can be pre-shaped). The drawback of Earth, however is that it is extremely rare to find an Elemental magician who has anything more than passing control of it.
Water: Water is the quietest of the elements, though no less powerful. It can be used to turn dirt into quicksand, to cause whirlpools, to feed dying plantlife, or to kill over-thriving plantlife through deprivation, to cause rain, or even a local flood. Water, though often called "The Element of Life", is also quite capable of ending life if present in inappropriate amounts. Lastly, Water is also used to quench fires.
The Four Great Powers
The Elemental Magicians approach to magic is much like a Sorcerer, in that raw power is the preferred method of spell casting, as opposed to refining the same amount of power for maximum effect. Elemental magicians are concerned with, as the name suggests, the elements. The elements of concern are Fire, Air, Earth and Water. I will attempt to describe at length what the functions of these respective elements are, and the use of them in the Elemental system.
Unlike many of the other casting systems, there is no secret to the function of Elemental magic. Quite simply, it is harnessing the energy of a desired element and focussing it towards a physical manifestation.
As a quick addendum to the preamble: Keep in mind that the Elemental magic system described here (and throughout The Library of Knowledge) is literal. Fire, in this case, does not include things that are not related to physical fire (such as strength, aggressiveness, and other correspondences of fire associated with Enchanters).
Unlike many of the other casting systems, there is no secret to the function of Elemental magic. Quite simply, it is harnessing the energy of a desired element and focussing it towards a physical manifestation.
As a quick addendum to the preamble: Keep in mind that the Elemental magic system described here (and throughout The Library of Knowledge) is literal. Fire, in this case, does not include things that are not related to physical fire (such as strength, aggressiveness, and other correspondences of fire associated with Enchanters).
Environmental Responsibility and Your Ritual
If you must leave an offering for the gods, the best is spring water. It leaves no mess. Other acceptable offers (at least in America) would be tobacco or a very small token of food, something simple like bread. Don't leave a freakin' Twinkie for the gods. It will be waiting for you where you left it when you come back in your next life!
Do not leave plastic, large amounts of food, crystals, finished wood products, metal or anything else that would qualify as garbage to anybody else on the planet but you. I cannot stress this too much. If you frequent stone circles where people leave this trash then you will begin to see how much damage it does. Not just to the eye and environment either, but to the spirit of the place.
Do not leave plastic, large amounts of food, crystals, finished wood products, metal or anything else that would qualify as garbage to anybody else on the planet but you. I cannot stress this too much. If you frequent stone circles where people leave this trash then you will begin to see how much damage it does. Not just to the eye and environment either, but to the spirit of the place.
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