Wizard typesMagic users in MelnArcanamagicArchaists Will - Knowledge - FiguresThe word arcana is a derivative of word “archaic,” which itself means ancient or eternal. Archaists are wizards, who control this ancient and original type of magic. When speaking of archaists also more modern term “arcanist” may be used.The archaists must know how everything affects to everything. According to that information and with a strong will they are able to shape magic and that way “the spirit and matter.” Archaists use their willpower for shaping the borderlines of the spell and activating it. Runes drawn on solid surface or in the air ensure and lock the desired effect and make the spell stronger. Archaist should have especially strong willpower, because controlling the arcana requires much more than controlling of divided magic. Studying to be an archaist is possible, but very difficult. Most difficult part is to strengthen one’s willpower. Practically archaist must believe impossible so much it happens.
is much more frightening knowledge that you will ever learn. At the same time it is the only key to that ancient power of creation." - Morgadur, Master of arcana - Travelers Willpower – knowledge – rhythmTime travelers are archaists who have specialized on the rhythm of cosmos or in other words time. Officially they are called “The time travelers”, but gradually their appellation in spoken language has been simplified to a Traveler. Their spells base on moving in time and manipulating the time. With their spells they are able to abandon the course of time and end up into the Temposium. Through that dimension of time the travelers can move to ethereal future, shady past or back into their own time. They have great power, but also great responsibility.The traveler needs a lot of time when moving people into Temposium. The more there are people to be transferred the more time is required. When concentrating on transferring between Temposium and some other plane of existence, the traveler falls into a deep trance and is very easy target to hostile creatures.
If nobody knows it has happened.” - The spirit of time - Time manipulation always causes paradoxes or in other words impossible situations. They can be either small or large. The paradoxes are traveler’s ways to affect, but too big paradoxes would cause the death of the traveler. The paradox is bigger the more creatures know it to be happened. The travelers avoid needlessly going to the past. They have learned to look out the past. A common intual is usually only afraid of the future, but all travelers are much more afraid of the past. For travelers all happened events are more dangerous than those happening in the future, because “the blue ghosts” strive to repair happened matters by any means possible. The blue ghosts are the spirits of time, the ancient people of Temposium and time. Transporting outsiders in time is always very risky, because the outsiders don’t necessarily understand the consequences of their doings in already happened events. The extreme example of negligible seeming paradox could be that a traveler unnoticed kicks a stone down from a slope. That stone causes a landslide, which crushes a king and his son and the rest of their hunting party. Because the kingdom is left without a ruler, a revolt takes place. The revolting grows to a civil war, which causes death of half of the nation’s people. This would be classified to be a disastrous paradox. But the traveler shouldn’t have to be worried about? Actually he should: The travelers own father could die in that war, which would mean that the traveler would never be born. That would lead to that the disaster would not happen and the traveler is born and then causes the paradox, when he doesn’t born… That would be a cosmic paradox. Task of the blue ghosts is to prevent these cosmic paradoxes by any means available. A small paradox is the easiest way to prevent a cosmic paradox. A small paradox is to go into the past moment before the cosmic paradox takes a place and move the traveler from time to eternity. People left to grieving would never know what happened. For them the person in question only disappeared. A lot of people disappear also in normal conditions, so one traveler doesn’t mean anything in a large scale. That way the damage is considerably smaller. All paradoxes however don’t cause the instant death of a traveler. In a way travelers are precious and by intual criteria very impressive characters. The archaists are extremely rare and travelers are even rarer among archaists. They have their own meaning even in the scale of gods. The meaning of travelers is great in both good and bad. Therefore any traveler isn’t moved from the time to eternity because of a small paradox. The more experienced the traveler is the more remarkable he is in the large scale. By the same token the larger paradoxes he is allowed to cause the more remarkable he is. Shredders
So called “good” travelers understand this and respect their privileges and don’t willingly stick to any events of the past. The real danger is caused by accidentally caused disastrous or cosmic paradoxes. “The time-shredders” are so called “bad” time travelers. Unfortunately they can also be said to be the most powerful of all wizards. They have all time of the world and they are cheeky and courageous to use it. They live by their own benefits on borders of “disappearing” and existence. They have advanced to be talented to make themselves so important that they could cause even disastrous paradoxes. Disadvantage of their “career choice” is that if they suppose too much of themselves they would pay by “the disappearance.” During all ages many travelers and time-shredders have been moved from time to eternity and there are also those who have disappeared by a common ways. Those disappeared have varied from powerful time traveling dragons to overeager humans. It takes a lot of time from the blue ghosts to repair disasters caused by the time-shredders.
Wizard magic"Book-wizards" Knowledge - Voice - Matter - motion / shapeBook-magic bases on remembering. Wizard must read his spellbooks and memorize all magical syllables, pauses and their effects. He must also remember activating material components and gestures and runes forming the spell. Like in all other ways of magic, also in book magic the wizard must, in addition to all, remember how different spells react between each other and also know the tactical situations.Wizard, who uses book-learning, must first learn reading and writing. Not until then starts a real studying. At first a young wizard must study well a magical language developed for writing the spells. An example of a language is chadris and its first level “wyietlan”. When wizard’s skills increase, also his knowledge increases and is enough for handling the second level of chadris, which is called “manchas.” And so on, after manchas come “fenchal” and finally “balf.” In this way of casting, memorizing is easier, if knowledge is tied to magic. Drawback of this way is that spell is erased off from wizard’s memory right after the spell is cast. This means that the spell must be memorized again before it can be used again. Therefore the wizards using the book-magic must always carry their spellbooks with them. "Focus-wizards" Will - Knowledge - Matter - VoiceFocus-magic bases on the use of powerful magical item. This item is usually diamond, because magic works best in it. Focus-wizards don’t necessary have to carry spellbooks with them, because they don’t have to remember as detailed descriptions of their spells as book-wizards must. Will and subconscious mind compensates the remembering of runes and gestures. Focus, which focuses magical energies, replaces material components. Focus-wizards however must remember all magical syllables and pauses. Remembering these is eased if spells are memorized in forms of verses or “gibberish”.Focus-magic is slower than the book-magic, because channeling magical energy through a focus takes its own time. Without a prepared focus, wizard is completely incapable of casting spells, even though he has all needed knowledge and will in his mind. Active preparations of own personal focus usually takes time from one day to few starturns, depending on how powerful spells wizard is going to cast through his focus. It is little frustrating to measure focus in money, but in broad outline can be said that the more valuable focus, the more powerful spells it can channel. Say that silver necklace, which costs about forty aucries (value of a horse), could work as a focus of a beginning spellcaster for a spells of the lowest degree. Focus for a spells of the middle degree would cost ten times more. And focus for spells of the highest degree could easily cost hundred times more. Focus-wizard can only have one prepared focus at time, because he must pay undivided attention to his focus. Focus is prepared around the clock. When wizard travels the focus with him, he in a way prepares his focus all the time. Even every unintentional touch or gaze belongs into the preparing process. Passive preparing can also be called devotion or acquainting. The focus and the wizard have own auras and preparing is linking these auras together. For this reason it is very hard to measure the value of the focus in money, because during five years passively prepared silver necklace is more valuable than a new diamond staff costing 1000 aucries. Usually focus-wizards have also many more financially valuable jewels with them than only the focus. Even spellcasters not using focus-magic might carry at least one valuable jewel with them. If they are caught by hostile creatures, they can give an impression that they will become harmless without that one certain bluff focus. This way they might get very important advantage. Rune-singers Knowledge - Voices - Words - MotionsThe rune-singers are commonly regarded to be the oldest way of wizardry. In the ancient times the rune-singers were the oldest of the tribes and knew the secrets of magic via music and poetry. These real and original rune-singers do not anymore exist in civilized world, but outlying villages and primitive people have cared for folktales by means of these respected rune-singers. Especially the elves have plenty of rune-singers among them and they even have their own guild for the rune-singers. In this fragment the words and voices are noticed as a separate ways of magic, because the magic of rune-singers, troubadours and charmers mainly bases on them. In this case those are separate ways of magic.The old rune-singers respected the facts. They composed their songs only by imitating the facts. They study old stories, information and teachings and by utilizing those they advise the members of their tribe in many matters. They act as neutral judges in arguments. They advise the fellow tribesmen from heartaches to war-tactics. The powers of rune-singers are baled out from the existence. They have learned to focus surrounding existence through seven “ur-points” of their body. The lowest “ur” is located in groin. It is base of power and it represents the primitive strength and sexuality. Second “ur” is around navel. The powers needed for living and birthing are located there. Third “ur” is located below breastbone around diaphragm. It represents physical strength and is the focus of physical strength. Fourth “ur” is in chest around heart. It represents emotions; love, hate, passion and loathing and everything between. The fifth “ur” is around throat. That represents communication, speaking, singing and social connection. The sixth “ur” is located in forehead between the eyes. It represents the awareness of the surroundings and also seeing. Seventh “ur” is the most powerful one and that is the thought. It is most difficult “ur” to control, but the powers of rune-singers base on that the most. Depending completely on the type of the spell, the power for the spell could echo from any “ur” point. The seventh point however is the one which directs and carry out the magical fulfillment. Present-day town troubadours create their own tales by the real events. They are more like entertainers than information spreaders. Temptresses, tempters and troubadours are the rune-singers of civilization. Usually commoners confuse bards and troubadours together. The essential difference between bards and troubadours is that the bards are psionics and troubadours are magic users. Skills of real bards base on mental charming and information gathering. The troubadours to same extend are story tellers, emotion awakeners, experts of mental images and singing seers. They are illusionists by the way of music. Tempter is a male wizard and cheater, who has specialized to a charming magic either through music or through a mere voice. The tempters get along well in large societies. They use their magic to manipulate people (especially women) to reach their personal goals. For most tempters their way of living is amusing game. The charming magic also consists of a small amount of item charming, so nearly all tempters and temptresses know some item charming magic. In item charming magic essential part of the ways of magic are also the material components. Temptress is like a male tempter, but this way of living goes around in woman’s blood. The temptresses have always born to be especially beautiful. The magic of temptress is an innate gift or curse. The temptress has specialized to the charming magic through singing, dancing and flirting. When a temptress is singing and dancing, men have difficulties to not to watch and listen. Usually other women resist rather well charming of temptress. Other women also hate, fear and envy the temptresses. The mere karma of temptress makes the other women jealous even though both women would be in a deserted island and would saw each other very first time. The temptress gets its magical powers from the essence of men. Only a flirting with men gives the temptress power to cast the low level spells. In sexual intercourse the temptress can fill up her magical reserves from the man. After that kind of night man is very exhausted and feeble. His glance is glazed and shivers shake up him for couple of hours. The man looks like he would be sleeping eyes open. Every now and then he awakens to observe his surroundings, but soon sinks back to his thoughts. Usually man also have dummy happy smile on his face. After the night spent with a temptress a man could sleep around the clock. After good sleep he is again in a good condition. If the man dies during the act, the temptress would get temporarily extra magical energy. The temptress can never fall in love, or she would lose her blood inheritance. The temptress knows to have fallen in love when she becomes pregnant. The temptresses always give birth to a daughter. If that happens, the daughter always gets her mother’s blood inheritance. Also the beauty of the mother disappears and moves to a daughter. Severe change in life styles of the old temptress certainly causes a change of the way of living. Depression or losing one’s will to live, are a common consequences. Even bitterness towards own daughter is possible. By an old tale a proud beauty Bregna challenged Dretan the goddess of lies and temptation for proposing the knight of Protair. They decided that the winner’s reward would be the beauty of the loser. The knight got through Dretan with help of Protair and when Dretan tried to get rid of Protair, Bregna pretended to be an innocent country girl and charmed the knight with her innocence. That way Bregna won the contest and got part of the Dretan’s beauty. Unfortunately drawback of the beauty was that Bregna could never fall in love with anybody. By the legend nowadays temptresses are daughters of Bregna. Seers Knowledge - Figures - Words - MatterSeers are wizards who have specialized for gathering knowledge. They are highly appreciated members in all societies. Often being those who found schools and libraries in cities. Nearly all arch-wizards belong into this wizard category. Young seers usually don't have enough money for expensive books, therefore they must personally gather their knowledge by the most difficult ways. When seer has gathered some knowledge he can start teaching young nobles and other novices for money.Tittle "seer" is granted for a young wizard when he has successfully settled down, earned his status amidst society and can pay his living with his knowledge and experience. After this rulers of society propose the young wizard to be a seer-candidate. If proposal is accepted, candidate is called in to the examine of arch-wizards. If the candidate manages the hard outlook of life examine, he will get the title of seer, keys to the great library and laboratory and gets rights to study rune-magic, which is meant only for seers. Seer must study many languages both normal and magical ones. For this reason they are also called "masters of rune". Magical skills of seers base on the rune and ritual magic. Their spells are very complicated and persistent. Many knowledge gathering spells usually take many hours to complete. Seer and alchemist are often conceived to be one and same profession. This is not actually surprising, because nearly all seers at least pursue alchemy. Both professions need same kind of persistence. Since all seers always have possibility to go in the Great library and laboratory, they have great enticement study also alchemy.
(Great library is place where only seers and mystics have access. Rumors tell that it could be located somewhere on the border of dimensions.)
Exceptions and borderline casesEmotionalists Emotion - Knowledge - Words - Motions - Matter
Emotionalists are wizards and act according to laws of magic. Really they are mentalists, but they still affect to magic. Emotions, which emotionalists use as their resource, is very powerful and unexpected source of energy coming from psyche. Emotionalists cast same spells as wizards, but make it by the longer way. They use psi for taking advantage of magic in the desired way. Emotion is very powerful but unexpected resource. Sometimes it could be disastrous and sometimes like a gentle breath of wind. To get the desired effect, emotionalist must know what kind of voice, motion and matter he needs and the emotion tells the amounts and order. Impulsivity is the work-related-injury of emotionalist. Wizard can learn to become emotionalist only through knowledge. First he must apply the knowledge-word-motion-matter way and when it is in his "spinal cord", he can start "improvising" with emotion.
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