"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.
Monday, September 10, 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.
Basic Magical Implements
Incense Sea Salt Water Mistletoe Live plant/tree (obviously, being outside makes this downright difficult to miss) Staff, Wand, or Sickle
You can add to or take from this list as you wish. For me, working rituals in the woods tends to make me travel very lightly indeed. Sometimes all I take is the Mistletoe. (we'll get into the magical properties of Mistletoe at a later date)
You can add to or take from this list as you wish. For me, working rituals in the woods tends to make me travel very lightly indeed. Sometimes all I take is the Mistletoe. (we'll get into the magical properties of Mistletoe at a later date)
Basic Meditation Structure
This varies widely. If you find something that helps you quiet and balance yourself, then do it and do it fairly regularly. As often as possible, do it outside. As you get more comfortable, sit under a tree and do your meditations. Or, focus your meditations on the qualities of Earth, Air, Fire and Water.
Use the above ritual structure, then sit in the sacred space and meditate.
It is ok to ask the spirits, gods, even the trees, for help and guidance. Nature has the answers if you take the time (and have the patience) to listen.
Use the above ritual structure, then sit in the sacred space and meditate.
It is ok to ask the spirits, gods, even the trees, for help and guidance. Nature has the answers if you take the time (and have the patience) to listen.
The Touch of Darkness
By definition, a practitioner of Black Magic is someone who specialises in the casting of offensive, aggressive and destructive spells. Black magic centres around the theory that "the best defence is a good offence" and thus concentrates on the use of magics that are meant solely for the purpose of destroying. To this end, the Black Magician must learn the arts of many different caster types, picking and choosing which spells to keep and which spells to discard. Also, as with all distinct caster types, Black Mages (the term used for a practitioner of Black Magic, despite the fact that they are not true mages, but are rather only mages by the etymological definition of the word (i.e. a Magician)) have a few spells specifically of their own.
The Black Mage's spells (remember, these are not real Mages) come from a variety of what might be loosely termed, "The Casting Arts". Though there are a lot of religions which use magic in one form or another, the Black Mage's arsenal comes from the casting arts which are listed here, in The Library of Knowledge. Having an affinity for destructive spells, the Black Mage hones only those spells which bring about the decay or destruction of their target, believing that this is the only useful way to progress in life and magic. Unlike a Sorcerer, the Black Magician may worship certain deities (perhaps even themself, as the Satanist does), and may hold to certain rules of casting which they find improve their performance.
The Black Mage's spells (remember, these are not real Mages) come from a variety of what might be loosely termed, "The Casting Arts". Though there are a lot of religions which use magic in one form or another, the Black Mage's arsenal comes from the casting arts which are listed here, in The Library of Knowledge. Having an affinity for destructive spells, the Black Mage hones only those spells which bring about the decay or destruction of their target, believing that this is the only useful way to progress in life and magic. Unlike a Sorcerer, the Black Magician may worship certain deities (perhaps even themself, as the Satanist does), and may hold to certain rules of casting which they find improve their performance.
Satanist
A Magical Satanist has a fair amount to do. Despite the possible benefits, a price is paid in equal or greater proportion to the benefits reaped. Sacrifice of the proper sort should be offered to Satan or a demon. Find out what sort of sacrifice is needed, such as blood, food, oil, desecrations, worship, a pact, or whatever. Each entity requires something different. In exchange for these sacrifices, a Satanist will receieve just about any earthly pleasure they desire. The goods of the world and all it has to offer are at the fingertips of the devoted magical Satanist. A good spot to start for a fair sized list of demons, their traits, and what they require would be book one of the Lesser Key of Solomon (a.k.a. Lemegeton). Study this and you will soon find what you're looking for. Another point to mention about Satanism is that it does not only refer to the worship of the deity Satan, but is largely homocentric, thereby centering many "Satanist" activities around oneself and the Hedonistic pursuit of happiness. Also, some tidbits of fun for the average Satanist, are The Satanic Bible, Grimoirium Verum, and The Complete Witch. These will well educate a Satanist. There is no lack of solid Satanism websites available out there.
Priest/Cleric
The Priest/Cleric must (and veritably yearns to) learn the nature of God. The combination of wisdom, knowledge and faith are what make a truly strong practitioner. Study of the scriptures is the way to knowledge, the leading of God is the way to wisdom, and the application of wisdom, coupled with God's leading, is the way to faith. I can't really say much more than a good copy of the Bible can about this topic. I suppose the main challenge for a beginning practitioner is to live a holy life (holy means to be set apart and consecrated). Once a holy life has been attained, a Priest is then empowered to the exorcism of demonic forces from a person/place/thing. Remember also that God works in many ways that we do not expect. Even if you are expecting a miracle, chances are that God will not use that way unless it's necessary. The story goes something like this (there are a thousand variations on this story for almost every sort of religion): One day there was a Priest who prayed day and night for the succession of evil magic in his area. This prayer went on for months. Finally he consulted another Priest and found out that the evil magicians not only increased in power, but that they were now using it on each other. The first Priest, in a lament at the increase of magic, told his story to the second Priest and asked God right then, out loud, why he didn't answer the prayer. The second Priest looked and said, "Are you sure that your prayer wasn't answered?". Take it for what you will. The Priest must learn faith, practice holiness, and rely on the powers of the spiritual to aid them in their task.
Wizard
Wizards are masters of the movement class of spells. These are very hard to effect because of the fine mental concentration required and the large amounts of power for even a short movement. A travelling distance of any more than a kilometre can take up to an entire day to reserve enough energy for. More often than not, spells of this nature aid in the endurance, stamina and speed of a Wizard's target (often themselves) such that weariness does not set in and that maximum efficiency is obtained. Try movement spells on everything but yourself first so that you can gain the experience of the precise mental co-ordination required to move an object without trapping it on the ethereal plane, or to hasten a living organism without damaging the internal organs. We, after all, do not want the ethereal plane becoming as cluttered by stray objects, and we do not want the targets of beneficial spells being injured. There are other ways of teleporting which take virtually nothing in the way of power but are not guaranteed. The Wizard is to use their special status of being able to remain neutral in the magical realm, being able to use both white and black forms (though mostly white), and to use their abilities for overall good. To attain the level of Wizard usually requires a long time, so don't use the title unless you think you deserve it. Better yet, get someone else to call you a wizard (a person or a truthful spirit) before using the title. The main point to remember when advancing in Wizardry is not to favour one sort of magic, but rather to keep a balance. Continue practising and remember the responsibility that follows power invariably.
Sorcerer
Though there is no hard and fast rule as to how a wizard or sorceror should continue their studies, there is a general trend for both. Sorcerers tend to experiment more in the dark arts and eventually become (more often than not) Demonomancers. This is not the best choice if you're looking to keep your sanity, but the fact cannot be denied that demons do get the job done (sometimes even the way you ask them to). Try to avoid letting the raw power of evil magics take over your mind. This is far easier said than done, but the key is this: Sorcerers, though generally nice, are occasionally self-serving and nasty. Power, for a Sorceror, is typically attained by convincing people to do their work for them. A classic example of this is a soul stealer. They are a very special breed of Sorcerer that drain a portion of the life force of their victims in exchange for party-trick style magical favours. They receive a lot more than they give. This power of the soul is then either consumed and turned into raw magical power or is re-released to do the Sorcerer's bidding. A Sorcerer has a very hard job ahead if they intend to remain a Sorcerer. Many (and truly most) Sorcerers become Conjurers and Demonomancers or kill themselves. Be ever vigilant not to let evil totally overtake your mind. To continue Sorcerer studies, become very proficient at the elemental spells (fire, wind, water, earth).
When you can control the elements, then try to control demons. When controlling demons, start small and gradually work your way up!!! Never ever ever ever ever try to start at the top or you'll be possessed and you'll end up killing yourself against your will. Remember that, unlike Conjurers, Sorcerers have no protection against the dangers of demons.
When you can control the elements, then try to control demons. When controlling demons, start small and gradually work your way up!!! Never ever ever ever ever try to start at the top or you'll be possessed and you'll end up killing yourself against your will. Remember that, unlike Conjurers, Sorcerers have no protection against the dangers of demons.
Necromancer
The first way to begin necromancy is to get:
A Black Robe with Hood and Belt (Optional, but Highly Suggested)
A Staff (Optional)
A Blank Spellbook (Non-Optional)
These should be sufficient to start. The hardest thing in this particular art is to get started in the first place. After that, it should be a snap. A thorough reading of internet necromancy sites is a start. There aren't any really good sites out there (that I have found) that cover the actual use of necromancy, but it will give you a general feel for what to expect. There should be books available in any book store. If it isn't there, a great place for alternative religion books (although they are sadly lacking necromancy books) online is MagusBooks. Next, all the items should be assembled. You can shop about and get most things from a typical grocery store, fabric store, forest area, or book store. Next, you need to find a cemetery. Of course, being necromancy, you have to have dead people around to start half this stuff. The main tool of a Necromancer is the death ether. An occupational hazard of being a Necromancer is that, working so close to the essence of death, one becomes consumed by the very forces they are attempting to channel. Being careful, with necromancy as in conjuring, is the key to survival, and correct execution of the rituals is the key to power. With Necromancy, you must experiment. There is no cut and dried way to simply pick up, "The Big Book of Necromancy" and be on your way. It is a personalized art that requires you to do your own brainwork. Study gem properties, metal properties, demon summoning, wizardry (to a small extent) and magecraft for a general idea of how magic works. With that understanding, warp and twist the knowledge so that it can be used to work with the forces of death.
A Black Robe with Hood and Belt (Optional, but Highly Suggested)
A Staff (Optional)
A Blank Spellbook (Non-Optional)
These should be sufficient to start. The hardest thing in this particular art is to get started in the first place. After that, it should be a snap. A thorough reading of internet necromancy sites is a start. There aren't any really good sites out there (that I have found) that cover the actual use of necromancy, but it will give you a general feel for what to expect. There should be books available in any book store. If it isn't there, a great place for alternative religion books (although they are sadly lacking necromancy books) online is MagusBooks. Next, all the items should be assembled. You can shop about and get most things from a typical grocery store, fabric store, forest area, or book store. Next, you need to find a cemetery. Of course, being necromancy, you have to have dead people around to start half this stuff. The main tool of a Necromancer is the death ether. An occupational hazard of being a Necromancer is that, working so close to the essence of death, one becomes consumed by the very forces they are attempting to channel. Being careful, with necromancy as in conjuring, is the key to survival, and correct execution of the rituals is the key to power. With Necromancy, you must experiment. There is no cut and dried way to simply pick up, "The Big Book of Necromancy" and be on your way. It is a personalized art that requires you to do your own brainwork. Study gem properties, metal properties, demon summoning, wizardry (to a small extent) and magecraft for a general idea of how magic works. With that understanding, warp and twist the knowledge so that it can be used to work with the forces of death.
Healer
Healer's are, much like a Mage, channellers of earth energies. The Healer is a realigner of magical forces to the benefit of a living being. The theory is, that when the physical body is cut, the ethereal body is cut as well. Both wounds will eventually heal, but the ethereal cut is usually untended to. The Healer must feel the energy of the wounded, soften it, and mold it back into alignment with the rest of the body. Once the ethereal body is healed, the physical body will quickly follow. By the same token, the Healer can create wounds as well by disaligning the ethereal body of a target. This is
rarely done, as a Healer is almost always of a good nature. The healing is usually not instant, but it is extremely fast. Nothing short of practice will improve a Healer in this art.
rarely done, as a Healer is almost always of a good nature. The healing is usually not instant, but it is extremely fast. Nothing short of practice will improve a Healer in this art.
Conjurer
Conjurer's have no limitations to their advancement except experience. All the basic knowledge for major advancement is held within the book series, "The Greater Key of Solomon" and "The Lesser Key of Solomon". Being careful and being sure to ask/command properly is the only true difficulty. Acquire these books, both series of which are available online, and read them thoroughly. These are all a conjurer need. Perhaps later, depending on your own personal alignment, the Grimoirium Verum (black arts) may be desired. I have heard also, through a fairly good source, that A. E. Waite's book, "The Book of Black Magic and Pacts" is a good read for the aspiring conjurer.
Diviner
The Diviner's main job is to find out what's going to happen. There are so many varieties of exactly how to do this, that there will be no advanced page or Master of this art. It is just too varied and difficult to pin down. As a general guideline though, Diviners use a physical medium of some sort to find out what they can about the future. Every form divination imaginable is out there for the taking. Among many many other types of divination are the use of clouds, tarot decks, runes, water, fire, earth, wind, sand, sticks, rocks, birds, cats, dogs, spiders, bones, intestines, blood, insects, weather conditions, feces, fingernails, palms, finger prints, the infamous crystal ball, head bumps, eye orientation, candles, saliva, spirits, fairies, sprites, hair, urine, body measurements, tea leaves, auras, stains, tooth alignment, eating habits, birthdays, zodiac signs, and a myriad more than I have room for on this page. Each Diviner has a different way of telling what will happen, but the basic gist is that regardless of how they do it, they do it. Diviners are often employed by magicians who have no divining power of their own to see what primary, secondary, tertiary, quaternary, etc. effects a particular spell will have on them, their friends, their target, etc. In the technological age, many people use online divination methods, such as the ones offered at Facade.Com. These sorts of services are everywhere, and can sometimes be helpful. Usually, it is best to take your future divining needs to a real diviner though, not a randomizer-based computer program (although many people see the computer as an equally legitimate form of divining). Books on fortune and future telling abound. One does not have to look far to find a place to learn Divination.
Elemental Mage
The goal of an Elemental Magician, at this point, is to become familiar with the collection of elemental energy. This energy is, perhaps, the most abundant type of all, but also, bar none, the hardest to use. Elemental Magic focusses on the concentration and surging of these energies to achieve a specific purpose. Air tends to be the easiest to control since, by its very nature, it is always in a state of change. Earth tends, also by its nature, to be the hardest, thereby resisting the will of the magician. The "trick", so to speak, of Elemental Magic is to learn what personal techniques or methods work best for you to get the element in question to obey.
Enchanter
An Enchanter has one of the most technical of the magical arts. The problem with most Enchanters is that they: a) Don't keep a useful Book of Shadows. b) Aren't result oriented. If you are an Enchanter, please do the opposite of the two points previously mentioned. An Enchanter has to look for physical results in the creation of magical objects, such as talismans, amulets, tools, etc. If an item is charged with a fire blessing (let's say it's a glove), be sure that it is capable of keeping the wearer warm. If it isn't 100% effective, it's useless. Keep a record of the proceedure used and the result reaped. This Enchanter's journal should be of sufficient detail that you can refine your proceedures to the point that even the most extreme results of the most complex enchantments are available whenever they are needed. Another dangerous pitfal encountered by Enchanters is over-enchanting or using a previously enchanted item. Never charge an item with two opposing spells or with more than four enchantments total! The ethereal backlash from over-enchanting an item is sufficient to at least blow out a magician's magical reserves for a few days, let alone the physical and mental damage possible. An item enchanted with two opposing charges is then classed as a cursed item. It is dangerous to the user, and usually everybody in the area too. It requires a Cleric to remove a curse from an item (or, more accurately, to removed the item's curse from a person). A Cleric may, with prayer and fasting, remove a curse from an item completely.
Druid
The Druid is part of their environment. Through an intimate bond with nature, the Druid is able to move the very forces of nature to cover their tracks, defend themselves or to perform duties. The interesting thing about a Druid's ability, though, is that it is viewed as a natural extension of their unity with nature. Druids are also infamous for planting magical groves. First, a specific type of tree is chosen for it abilities, and then a lot of that species of saplings are planted into a spacious circle. The Druid then visits this grove and meditates in it, ensuring it's health and channelling magical properties into the trees. When these trees are older, they will cooperate with the druid and give what they can to their protector. For a Druid, being in tune with nature and harmonious with all things is the highest calling. This does not mean that Druids are unable to use the aggressive magics in their arsenal, but rather that they are only to be used on those that oppose and disrupt a harmonious way of life.
Mage
The Mage has a lot of decisions ahead of them. Mages are typically good at the mind arts, earth energy channeling and some of the movement spells, such as remote viewing and warp space (for the initiated). Mages usually begin by attempting charm spells, in which the caster attempts to magically win the loyalty of a creature. The success of this spell typically depends on the caster's skill level and the intelligence of the target. Attempt to control the will of beings of lesser intelligence to start, then move up. Starting on insects or hordes thereof is good. From there, move up to animals. The local dogs and cats tend to be good targets for that sort of practice. Moving up to human kind is a big
step. People, as a rule have a 100 I.Q. This is a far cry from the typical dog. Once a mage is at that point, there is no stopping them in the mind field. Another aforementioned ability is that of the movement field. Movement is very difficult because of the concentration level required. Even a momentary lapse of concentration is sufficient to trap a person or object on the ethereal plane. Making headway in this field is fun, but difficult. Enjoy experimentation, but be a bit wary while practising. The last thing a mage proceeds in is the ability to channel earth energy. This allows the absorption of energy to be used in any sort of spell. Mages are bloodhounds when it comes to finding a node. Try to find one (or make one) and experiment in it.
step. People, as a rule have a 100 I.Q. This is a far cry from the typical dog. Once a mage is at that point, there is no stopping them in the mind field. Another aforementioned ability is that of the movement field. Movement is very difficult because of the concentration level required. Even a momentary lapse of concentration is sufficient to trap a person or object on the ethereal plane. Making headway in this field is fun, but difficult. Enjoy experimentation, but be a bit wary while practising. The last thing a mage proceeds in is the ability to channel earth energy. This allows the absorption of energy to be used in any sort of spell. Mages are bloodhounds when it comes to finding a node. Try to find one (or make one) and experiment in it.
Black Magician
The Black caster has a difficult task ahead. It requires much patience and discipline. The main thing to focus on is physical or tangible results. Don't assume that anything has ever happened. Be sure that if you cast a fire spell that something (perhaps not even your target) has caught on fire. In the beginning, absorb as much magical energy as possible and then channel all of it into a single action. It must be done that way at the beginning or else your results will be lame and barely noticable. Later, refine the amount of energy and the focus control thereof through experience. Focus on one type of magic at first, such as fire. Do not attempt to begin by casting ice and fire spells back to back. Try to perfect fire and then move on to something else. The Black magician is to always increase their repertoire of destructive and varied spells. Always seek out new spells and of a different sort. At first, perfection of a single spell is sufficient. Do not be discouraged, even after a few years of minimal results (if it really comes down to that). After about two years, if you still cannot get anything, quit; you are not a Black magician if there is no result by that time.
White Magician
The White art practitioner has among the easiest arts to advance in. The reason is that White casters, typically, are not constantly being hunted by adversaries. They do not start any fights, and therefore are not compelled to finish any, either. This allows them lots of time to understand the inner workings of nature and to collect their power for use in times of need. The main focus for you, as a caster of this sort now, would be to learn the basic uses of herbs, oils, runes and stars. The creation of familiar elemental spirits is also quite useful, as they can be helpful for gathering information and tending to matters. The more advanced caster may wish to create a magical "node" in which they can exercise absolute magical authority when they need to. A node is a concentration of magical energies into an area for absorption. The White caster can shape the magical auras of the trees, rocks, plants, and other items to concentrate on a spot, thereby making it a magical focal point. These are endlessly useful. People who are injured should be brought here so that the full effect of a White caster's magic can be experienced by the recipient of healing magic. Also, this is a safe haven against magic curses from adversaries. Learn how to neutralize an area, and experiment with cleaning an area of magical influence. Enjoy the excursion into the white, protective and healing arts.
Collecting Power
To collect power, occassionally referred to as "Mana" (though I despise the term), is as easy as breathing, literally. Ever wonder why magicians, if they are so powerful, don't simply run out into all the world and smite their foes in great, miraculous blasts of fire and lightning? Here is why; at the foundation of magic. One must collect power. A single lightning burst would nearly drain the reserves of even a fairly powerful wizard. To collect, perform this extremely simple ritual:
1. Sit where you can meditate and collect power undisturbed.
2. Begin deep slow breaths (not too slow; this should not be uncomfortable).
3. With every inhalation, the true magician can feel the magical energy of the area being absorbed into their body.
4. Understanding that this power is being saved in a finite storage, quit when you no longer feel any absorption.
A basic principle in magic is that the person themself has no true power. All power comes from the external. This practice is a must for any caster type that wishes to have power at any given time, rather than have to cast a circle, open the circle, conjure a spirit, use the spirit, recall the spirit, banish the spirit, and close the circle. This sort of power gathering is great for elemental magicians (ones who use fire, water, earth, or wind). All casters of any level require this exercise to gather personal reserves of energy. The apprentice and archimage alike have to do this. Remember that the more experienced you are, the longer this takes. The reserves of the caster grow with experience and constant flushing out/filling. The whole idea of energy reserves, however, is set apart for those that wish to have on-hand magic at any given moment. Those that are interested in (or, better put, talented at) spirit conjuring do not have to worry about instant power. A spirit conjuration is done by calling on higher powers to exert their energy to do your will. A conjurer is simply an ethereal co-ordinator, not a spell caster, and thereby does not have to collect energy.
1. Sit where you can meditate and collect power undisturbed.
2. Begin deep slow breaths (not too slow; this should not be uncomfortable).
3. With every inhalation, the true magician can feel the magical energy of the area being absorbed into their body.
4. Understanding that this power is being saved in a finite storage, quit when you no longer feel any absorption.
A basic principle in magic is that the person themself has no true power. All power comes from the external. This practice is a must for any caster type that wishes to have power at any given time, rather than have to cast a circle, open the circle, conjure a spirit, use the spirit, recall the spirit, banish the spirit, and close the circle. This sort of power gathering is great for elemental magicians (ones who use fire, water, earth, or wind). All casters of any level require this exercise to gather personal reserves of energy. The apprentice and archimage alike have to do this. Remember that the more experienced you are, the longer this takes. The reserves of the caster grow with experience and constant flushing out/filling. The whole idea of energy reserves, however, is set apart for those that wish to have on-hand magic at any given moment. Those that are interested in (or, better put, talented at) spirit conjuring do not have to worry about instant power. A spirit conjuration is done by calling on higher powers to exert their energy to do your will. A conjurer is simply an ethereal co-ordinator, not a spell caster, and thereby does not have to collect energy.
Major Classes of Magician
White Magician - Expert of Protective and Healing Spells.
Black Magician - Expert of Destructive Spells.
Mage - Expert at Psychic and Mental Control, and Spells of Willpower.
Druid - Masters of Nature and Natural Forces.
Enchanter - Experts at Area Effect Magic (Curses/Blessings).
Diviner - Experts of Future and Fortune telling.
Conjurer - Experts at Summoning Spirits or Entities.
Healer - Experts at Manipulating and Sustaining Life Force.
Necromancer - Experts at Manipulating Death and the Dead.
Sorcerer - Freelance Offensive Casters of All Types; Mainly focussed on black magic.
Wizard - Freelance Defensive Casters of All Types; Mainly focussed on white magic.
Priest - Calls on God to defend them and to work with their situation as necessary.
Satanist - Calls on Satan to indulge their desires.
Black Magician - Expert of Destructive Spells.
Mage - Expert at Psychic and Mental Control, and Spells of Willpower.
Druid - Masters of Nature and Natural Forces.
Enchanter - Experts at Area Effect Magic (Curses/Blessings).
Diviner - Experts of Future and Fortune telling.
Conjurer - Experts at Summoning Spirits or Entities.
Healer - Experts at Manipulating and Sustaining Life Force.
Necromancer - Experts at Manipulating Death and the Dead.
Sorcerer - Freelance Offensive Casters of All Types; Mainly focussed on black magic.
Wizard - Freelance Defensive Casters of All Types; Mainly focussed on white magic.
Priest - Calls on God to defend them and to work with their situation as necessary.
Satanist - Calls on Satan to indulge their desires.
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