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Thursday, February 17, 2011

Spellcasting 101: Practitioners of Arcane Magic (Part 1)

As noted there are various forms of magic, and likewise various forms of spellcasters.
Most notably the master of the arcane magics is the Wizard. Historically speaking though, the wizard is not the first practitioner of magic as that title most often falls to the Sorcerer.

The Wizard
A wizard is an individual, through study and research, who is able to unlock the secrets and practice of magic.
Such individuals are of a scholarly nature and follow a very analytic view of magic. They know that magic itself follows certain rules and thus through the manipulation of words of power, symbolic materials, and movements they are able to cast spells. They also have tendency to to be considered bookwise, as through the practice of magic requires learning of a variety of subject from basic alchemy, ancient history, reading & writing, art, herbal lore, cooking, geography, myths & legends, etc.
In most societies, an individual who is considered a person quick of wit and intelligence is most suited to become a wizard. Most are taken at a young age an entered in either a school of magic or apprenticed under an established wizard. Very few are self taught, sometimes having access to arcane documents or being coached by a spellcasting being.
Depending on how the wizard was taught; 1) They can memorize a certain number of spells per day (Standard D&D) that they can cast, 2) focus on an effect they want to cast (skill check), or 3) Cast a number of studied spells (spell points). It is a common misconception that wizard's forget the spells that they cast and must study them again. The main reason why a wizard must spend a number of hours to prepare their spells is mainly to refresh what selection of spells they can cast [The main benefit of being a wizard is the ability to learn and cast any number of spells!)


The Sorcerer
A Sorcerer is an individual who has a innate ability to cast magic. This is mostly likely due a biological influence such as familial bloodlines (magical/planar creature in their ancestor) or from exposure to some sort of magical/planar environment or creature. They can come from any walk of life an usually manifest their abilities at a young age. Usually they display powers that are categorized by ancestry or exposure (ability to cast fire spells may stem from the exposure to plane of fire or a set of spells cast by dragon may indicate a dragon ancestor). They usually discover their abilities on their own.
Sorcerers were mostly like one of the first to practice arcane magic, as it was an innate part of their nature.
As other saw their abilities, this most likely started the study on how to access that power and thus wizardry was born. Sadly most are shunned or feared, as individuals with strange powers. Most sorcerers usually keep their abilities hidden and attempt to use their powers in more subtle ways.

Unlike a wizard, a sorcerer is limited to the numbers of spells they are attuned too. Their one benefit is that they can cast spells more freely (in the sense of more spells per day). If they are fortunate enough, they can find other sorcerers who can help them discover spell they are attuned to. Some even go on a quest to discover their ancestral natures and learn from the creatures whom they share a blood bond with.

The Warlock
Some people want power quickly, others lack the innate ability to even practice magic, so the warlock offers those that path to attain powerful magics quickly (although there are a few rare individual who are born with natural ability). A warlock is an individual who has been infused with a magical abilities. They are living batteries of eldritch power who through the force of their will can achieve a number of mystical abilities.
Most notably, Warlocks have the ability to emanate eldritch bolts of power. This energy is often used to empower other abilities. Unlike wizards and sorcerers they can only achieve a minute number of effects, but can do so an unlimited amount of times.
Sadly Warlocks are dependent on their patrons for instruction, or must dig through magical research to find methods to access their power.

Friday, February 4, 2011

Famous Spellcasters: Watson Livingston

Name: Watson Livingston
World: Unknown world aka Battle Fantasia
Spells: Platina Ball, Torabase Minore/Majore, Twinkle Dust.
Artifacts: Moonutts Wand, Stardust Hat and Cape, Books of Magic and Truth, Pocketwatch of Oblivion.

Watson Livingston is a Formosan, a rabbit like humanoid native to the world of Battle Fantasia. He was one of the many heroes, who in the past defeated a great evil and bought peace to the land. He nce journeyed with the knight Dyna, and Donvalve of the dwarves to stop the evil wizard Dokurod from bring forth the terrible incarnation of darkness. Shortly thereafter, he was appointed the head of the Royal Astronomical Observatory of Roselia for his bravery.

He has developed many spells that draw upon the powers of the stars. His Twinkle Dust and Platina Ball spells are surprisingly powerful . He also has a familiar, Torabase, an enchanted mechanical trap which he can summon to surprise foes. His wand (which is the size of a small staff) can also transform into a flying broom. Watson is a noble individual, who value patience and understanding before re-acting to a situation. Once committed though he will pursue his goal with efficiency.

(On a side note.... It is year 4707! The Year of the Rabbit for those celebrating the Chinese New Year. Gung Hay Fat Choi)

Sunday, January 30, 2011

Spellcasting 101: Schools of Magic



As a spellcaster, there are several main fields of study in which magic falls under (Using the definition familiar with the Dungeons and Dragons RPG. Note other RPG may categorize the fields differently). Most individuals will agree that there are some 8 major fields of magical disciplines, with the 9th being a universal school.

Abjuration: Magics are mostly concerned with protective spells. A spellcaster specialized in the field is an Abjurer. 

Alteration/Transmutation: Magics that change the properties of an item, creature, or condition. A spellcaster specialized in the field is a Transmuter.

Conjuration/Summoning: Conjuration magics bring forth non-living matter or effects forth which can also include healing forces and spirits. Summoning magics bring forth or the attention of living creature or powers. A spellcaster specialized in the field is a Conjurer or Summoner.

Divination: Magics involving knowledge of the past, present, and future fall under this field of study. A spellcaster specialized in the field is a Diviner.

Enchantment/Charm: Charm magics influence individuals through mind effecting compulsion. While Enchantments can imbue items or creatures with magics. A spellcaster specialized in the field is an Enchanter.

Evocation/Invocation: Magics that draw power of the natural energies and forces found in the universe (earth, fire, water, air, positive/negative energies, etc.). A spellcaster specialized in the field is an Evoker/Invoker.

Illusion/Phantasm: Magics that alter the perception of reality. It includes figments which create false sensation, Glamers which change sensory qualities, Phantasms which are mental impressions, and Shadows which are semi-real creations and effects. A spellcaster specialized in the field is an Illusionist.

Necromacny: Magics dealing with life, death, undeath. A spellcaster specialized in the field is a Necromancer.

Universal: These spells contain one or more of the other fields.

Beyond these basic fields, there are hundreds of schools which group spell under their particular effects, cultural influences, spellcasting technique, themetic effects..

Blood Magic: Spells dealing with the inherent magical properties of blood.

Chronomancy: Spell dealing with time effects. A spellcaster specialized in the field is a Chronomancer.

Elementalist: Spells dealing with
an natural elements. A spellcaster specialized in air magics are Aeromancers, earth magics are geomancers, fire magics are pyromancers, and water magics are hydromancers. Other variationa could include Storm,
Seas, Sand, Light, Darkness, Wood, Steel, Magma, Ooze, Ice, Minerals, etc.

Demonologist: Spells dealing mostly with calling forth forces and spirits and supernatural spirits. Usually known for trafficking with a variety of supernatural beings.

Digitologist: Spells cast using mathematical formulas.

Dragon Magic: Spells dealing with magics the emulate or associate themselves with the abilities of dragons.

Gem Magic: Spells dealing with the inherent magics properties of gems and precious stones.

Runic Magic: Spells using a certain number of glyphs that are associated with a number of supernatural effects.

Sonomancy: Magic dealing with sonic based effects. A spellcaster specialized in the field is a Sonomancer.

For Divine spellcasters the main eight disciplines do apply, but are usually organized by themes associated with their Divine Patrons. Such themes are Sun, Moon, Healing, Magic, Nature, Knowldege, Death, Creation, Weather, etc.

Sunday, January 23, 2011

Spellcasting 101: Introduction to Magic


If you have played a wizard, priest, bard, shaman, or sorcerer you are familiar with spellcasting. In the worlds of RPGs they are a myriad versions of spellcasting techniques, schools, studies, and disciplines. These range from spellcasters invoking spirits & powers, channeling the ambient magical force of the universe, fuel these effects with the use of their own person power, or tapping into the echoes of creation by rote & formulas.

So what is MAGIC? Defined it is simply "the use of means (spells) believed to have supernatural power over natural forces." It is the path in which magic is used that makes it very interesting to study, as well as the potential power it can bring.

First off magic itself can be divided into two major parts: Arcane or Divine.Arcane magic is the means in which am individual taps into these supernatural forces on their own. Divine magic is the ability to channel the power of a spirit or deity into a magical effect. The major negative factor with Divine magic is that you can be cut off from its source if you fall into disfavor of the spirit of deity you are channeling. Although there are some forces that do remain neutral, but they often come at a price.

Next we will go into the basic components of an actual spell: Verbal, Somatic, Material. If you are familiar with D&D, these are typical terms... although these terms extend from real world applications of spellcasting (ex. Bell = Somatic, Book = Verbal, and Candle = Material). Every spell uses one or more of these components in order to perform magic.
   The Verbal component itself are words of power, chants, incantations, prayers, hymns, or sound used in a spell. Dr. Strange, the Sorcerer Supreme of the marvel universe, is famous for saying the incantation such as "Let the vapors of the Vishanti drive you from the sight of man! Let the  mystic Hosts of Hoggoth prevent you
from ever returning again!". Raistlin Majere uses these words of power from the Magius language "Ast tasark simiralan krynaw" for a sleep spell. . Ravens, a sorcerer for the DC universe, uses this mantra when casting a any spell "Azarath. Metrion. Zinthos". Also in the DC universe, Zatana is well known for her spells to be cast as she recites the intent backwards "emit pots". In Disney's Wizards of Waverly Place, many of the wizards use traditional words of power in conjunction with context sensitive phrase such as "Some are evil, some are kind, but now all must speak their mind". A bard musical song (sung, played, hummed, whistled, etc) is used. A priest while also often say "In the name of "power/spirit/deity" I ask that you allow me to...".

   The Somatic component are actions or gestures used in a spell. Dr. Strange of uses a variety of hand positions while invoking his spells . Raistlin Majere sleep spell requires the action of sprinkling the material components in the direction of the target. In Disney's Wizards of Waverly Place and the world of Harry Potter, specific wand gestures (flick, slash, dip, circling, etc) is used. The act of writing runes and glyphs, ringing a bell, dance movements, or even twitching one's nose or bobbing one's head can be enough to fulfill this requirement as well.
   Lastly are material components which are items which that support the effect the caste is trying to manifest. There are millions of variations of components, but most follow a common sense rules... spell designed with fire in mine might require a combustible or volatile material or a representation of fire itself. Usually components are consumed upon casting, but some items may be reused again and again. This also includes other categories as well.
-Power Components, which are items that tend to enhance a spellcasting effect (ex. a phoenix feather used in a healing spell may aid in greater healing or black dragon's blood for a more damaging acidic spell).
-Foci, non-consumable items that can be re-used... but traditional a thematic accessory that can be substituted for multiple components..... such as a wand, book, orb, holy symbol, amulet, top hat, staff, etc.

Now keep in mind, that spell can require a combination of any three of these items. Some spell just require a gesture, a magical word, or just the presence of an item to make an effect possible. 

Sunday, January 2, 2011

Founders of Roleplaying: John R. R. Tolkein

J.R.R. Tolkein was born in Republic of the Orange Free State, in lived from 1892 to 1973. He is creditted with being the father of modern fantasy. Originally written between 1925-1928, he is best known for his work "The Hobbit" published in1936, and the "Lord of the Rings" in 1954. These books provided the ground work of high fantasy that would go on to inspire others in the world of fantasy.

He was a scholar, author, military man, and a linguist. He developed a rich history and myth that was the entire back story of the world of Middle-Earth. He also created several unique languages and writings systems for cultures of the world that our used and spoken by many. His has also posthumously published several books further detailing Middle Earth. Beyond that he has also contributed the European myths and legends, the Arthurian Cycle, poem, linguistics, and many other essays of academia.

His mythos has come to touch not only literary works, but also film, RPGs, and miniature games as well.

Sunday, December 12, 2010

Famous Spellcasters: Ra's al Ghul

Name: Ra's al Ghul "The Demon's Head"
World: Earth aka "DC Comics"


Some 700 years before the appearance of the "Dark Knight" of Gothom City, the man who would be known as "The Demon's Head" was born in the Arabian Peninsula. His tribe had journeyed from Chine to Aribia over generations. As a young man, he was a brilliant individual who became a talented healer and eventually left his tribe to live in a city to become a famous Physician.

During the course of his studies and explorations he discovers what is to become known as the "Lazarus Pit". The pits have he ability to heal severe wounds and diseases, bring back the dead, but with chance of madness. It was shortly after his discover, that he was betrayed by the Sultan of his city when his son slew Ra's wife.

After escaping and returning to his tribe, he enacted revenge on the Sultan and Prince, and then razed the city. Over the next several centuries who created a vast network of spies known as the "League of Assassins" as well and find and secure various "Lazarus Pits" found throughout the world. Sadly as an anti-hero he knows that humanity is slowly destroying the earth, and the masses have become a virus that infest the earth and slowly kill it. He finds that humanity and civilization must be curbed, and uses his network to shape and steer nations and people in the way he sees fit.

Although he is not a mystic per say, he is a renowned Sage and Tactician. He has studied numerous scientific practices, martial strategies, politics, and some mysticism. The one thing he has learned, is a rite that allows him to extend his life even further with the "Lazaras Pit", he can hold his spiritual essence within the pit if needed until a suitable host is found. Ironically he is very vain, and prefers a host who genetic linage is identical to himself. So far he has been able to inhabit a secondary body of his son, Dusan who is known as the "White Ghost", who was a poor choice due to be an albino

His ideal successor to his legacy was the "Batman", whom he even managed to manipulate into siring a son with his daughter Talia. This would be his ideal host, but Damian Wayne has proven to as willful as his grandsire and father and refuses to give up his individuality or to be manipulated.

Friday, December 3, 2010

Record of Lodoss War

Record of Lodoss War
   The world of Forceria contains Lodoss, Alecrast, Azarn Islands, Djana En, Crystania, the Chaos and Far lands. Within this world ages ago there was a great battle between the gods of light and darkness. The resulting catastrophe broke the world creating the various continents.This Anime captured the feel of Dungeons & Dragons. Many of the iconic artwork and stylings are patterned from some of the more iconics D&D games (Dragonlance for example...).

  On Lodoss though is where much of the story takes place. Before the Saga even begins, we are told of another battle that took place ages ago, one in which the old generations of Heroes managed to defeat a great evil and sets the stage for the new Heroes. Unfortunately, due to real life issues with the producers.... there are two canon-version of the series; "The Record of Lodoss War" and "Chronicles of the Heroic Knight". Either way the Anime is rich with lovable characters, most famous is Deedlit the elf. Although where "Lodoss War" ends, the Legend of Crystannia begins as the tale of two the villains are continued there.
  As a gaming world, you have Lodoss which has a simple history of gods and goddess of both light and the dark. Humans are the predominent race, while Dwarves are uncommon, and Elves seem far and few in between as they mainly dwell within the Faerie World. Orc, Goblins and other dark creatures usually stay hidden, but when great evil arises.... they become very active.

A campaigns setting published under the Fuzion system was published and the original fan made PDF can be found here.