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Tuesday, November 30, 2010

More Musings on Magic for Now

Last night, as I was going to sleep, I began to think a bit more about Magic in Trithofar.  Each of the schools of magic represents, in a way, a part of society's or an individual's role in the world around him/her.

Wizards represent control of destiny and the differences between fate and free will.
Mages represent mastery of the environment and control of image, symbols, and whether or not what we see can be trusted.
Aavemancers represent the position of mortal man (or kunjel, kinto-shah, elf, etc) in the universe and what say we have in our spiritual lives (if any at all).  On earth, Christians believe we are elevated to a position very like angels.  We have free will, where angels don't as much.
Tah-Nith represent control over one's body, or mind over matter.
Sensers represent observation and learning and mental control.
Chiugans represent health, well-being, physical control of life, breeding, evolution, etc.
Artificiers represent technological control or technological advancement, the creation of tools and/or weapons and these objects' role in our lives.
Motivars represent justice, the desire and/or need for control of society.  


While I'm on the subject, I'm going to continue how Aethren might handle situations a little more for now.  I'm going to move forward into other areas soon.

Preserving Life:

Wizards: They dabble in time a bit, which tends to keep them youngish, slowing their aging process significantly.  Much of their moving about with their powers takes them outside the normal time stream where time does not have as much effect on them.  Imagine it as something like getting out of a pool of water and skimming along the surface in a boat.  The wizard tends to stay dry.
Mages: Mages create, as it were, islands outside of time.  They create environments that or areas where time's effects are slowed or all but eliminated.
Aavemancers might make deals with certain Aav to grow younger or otherwise reverse the effects of time.
Tah-Nith simply will their body to fix itself or to grow old slower.  This is one of the many reasons they meditate: to encourage their body to stay fit and healthy.
Sensers merely avoid activities that will cause them physical harm, which makes their bodies grow older quicker.  If it is the desire of the senser to avoid aging, they will avoid strenuous activity, etc, or will stay away from things that kill or harm the body.  However, beyond this, a sensers power to prolong life is virtually nil.
Chiurgans are able to replace body parts and therefore live forever practically, if they are skilled and do not mind where and when they take donations of extra bits.  Using a life table, they can literally put any body parts together, and along with other tools in their possession, they can make body parts get along and accept one another.    
Artificiers would create artifacts that do one of the other school's magical remedies repeatedly.
Motivars would force doctors to treat them, as well as cast spells on each other's bodies to improve them.  They would force their bodies to slow down in much the same way a Tah-Nith would, but would be hard pressed to allow others to see their weaknesses.


Assassinations (if ever such a thing is required or in the case of finding and exacting justice on a criminal)

1.  Wizards: They make an effort to locate the target and open up a portal for their agent.
2.  Mages: They make it impossible for their target to leave the area, and then send an agent.
3.  Aavemancers: Send undead or ghouls or they send spirits out.
4.  Tah-Nith: They attack personally, much like a Jedi would.
5.  Sensers: Find the target for whoever is looking.
6.  Chiurgans: Use the blood of the target (if they can get it) to track the target or create a doppelganger (a creature that knows the target's mind and can help track him/her).
7.  Artificiers: Use tools to help track the target.
8.  Motivars: Bind a person to help find, convince the people who know the target to tell the truth about him/her.

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