The Collected Essays of Aeliolia El'Soliu

Started by GoblinSapper, September 10, 2010, 07:05:51 AM

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GoblinSapper

Word of the Weave

 
 
Necromancy

 
Lets start big, shall we? I shall cover basics like 'what is magic' at a later date, but I feel this issue has been demanding my attention.
 
 
There is perhaps no more divisive issue on the island then the practice of Necromancy. At least one prominent noble house openly practices it, as have several important persons. Erstwhile, entire guilds and associations have sprung up with destroying necromancy in all forms as their primary goal, most famously the Pallid Mask. In all quarters it is feared and reviled, or pursued with a passion. Necromancy is a form of magic, and like all magic falls within the sphere of Mystra and the weave. How can Mystra, a purportedly good deity allied with the likes of Lathander and Kelemvor possibly reconcile this? Why does necromancy exist? To answer, we must first examine what Necromancy IS.

 
At the fundamental level, Necromancy is about the manipulation of positive and negative energy and their interplay together. Life and death, growth and decay, light and darkness. Seeking to understand the nature of all these things and influence them is the goal of Necromancy, and it has been studied since time immemorial alongside the other seven schools of magic - Evocation, Conjuration, Divination, Abjuration, Transmutation, Illusion, and Enchantment -but more on them another time.

 
Positive and Negative energies are extra-planar (that is, from another plane of existence) forces which exist in all things, yet are not as immediately evident as other more mundane elemental forces such as fire or water. They are the energies behind, and produced by, life and death. Growth, birth, even the philosophical act of creation is bound up with positive energy. Just as, all destruction, death, decay, or stagnation is bound up in the forces of negative energy. A skilled necromancer manipulates these two forces to spectacular result - typically by controlling negative energy directly, and positive energy (which is much more elusive and difficult to control due to its unstable nature) via indirect means - positive energy will always recede from negative energy and encroach where it recedes from, and vice versa.

 
It should be noted that despite its highly stable, almost stagnant nature, negative energy is immediately more lethal then positive energy, as it saps the very stuff of life from everything it comes into contact with. A mage that is not properly prepared or shielded can even slowly poison themselves with radiant negative energies when practicing necromancy - a slow building toxin that can cause sterility, physical dysfunction, loss of mental faculty and even death. It is not meant to be toyed with, and should be treated with the utmost respect at all times.

 
The thing people immediately think of when confronted with Necromancy is the undead. Animates, Zombies, Vampires, Mummies, etc are all a product of Necromancy. Small wonder with how much woe and suffering these creatures inflict on the natural world, that Necromancy is hated. Undead creatures are entities composed of or imbibed with negative energy, and except in exceedingly rare cases are unthinking killing machines or irrevocably insane and hateful of all living beings, only held tenuously in check by whatever safeties the necromancer has in place to maintain control. The process of animation involves subduing a spark of life, or positive energy, in a fixed state using the far more lethargic and stagnant negative energy as a prison. The two mix about as well as fire and water, but through the power of magic what should be an impossible and unstable mixture becomes permanent and eternal. A thing that is for all intents and purposes, is imbibed with life.

 
The unfortunate truth of this process however is that 99% of all undead creatures (with the exception of Liches, which I will address in a bit) will go irrevocably insane over time due to the irreconcilable perversion of their existence and the cruel march of time coupled with what must be tremendous spiritual trauma, if they have a mind to speak of at all (skeletons, zombies, and other lower forms of undead are essentially just marionettes for the Necromancer). Even more unfortunate is that the spark of positive energy required is usually drained from the realm of spirits, most frequently the ghosts of the dead or the shades of the recently deceased who have yet to pass into the grey reaches. Life force is required to animate all forms of undead, and while simple forms such as zombies might be animated with the sacrifice of some animals, plants, or the letting of some of the mages own blood and life force (you may observe necromancers experimenting on their creations at times, to their own injury). All sentient or otherwise thinking undead creature require the sacrifice of a spirit of equal measure, and this is a tremendously traumatic and painful state for the creature to be in. Summoned ghosts and spirits are the most common you will see, and they exist in a pitiable state of constant agony until they are released back into the void. Some are never able to cope with the suffering caused by the dichotomy of undeath, and are thus unable to recede back across the veil without forceful persuasion. It should be noted that all of the Nightrisers are a higher form of undead, and though durable and seemingly in no pain the magic's that create them were designed for mass production and are thus necessarily crude - it is unlikely these beings have a semblance of sanity or morality we as mortals would recognize anymore.

 
Liches on the other hand are undead creatures that through an incredibly convoluted but evil ritual, have become effectively immortal and locked in a 'pure undead state'. Liches lack the usual suffering of entities like shades, or the slow mental degradation that vampires or mummies experience. They are the pinnacle of deathlessness, and highly dangerous. There is however, amongst the elven people an extremely rare form of Lich known as the Baelnorn. The Baelnorn accepts undeath upon itself as a duty, and is endorsed by the Seldarine gods themselves, before undergoing an unknown transformative ritual that does not debase their morality. Perhaps alone amongst the undead can the Baelnorns be said to not be evil or destructive. They serve as guardians for their clans and keepers of lore, and some of the greatest hero's of elven lore are Baelnorns. It should be noted that this is an extremely rare exception, possible only with extremely rare magic that cannot be practiced outside of the elven race. All forms of undead can usually be assumed to be hostile if not held in check by a mage.

So clearly this would mean that Necromancy is evil and cruel, yes? Well, it is not that simple. Necromancy is not just animation, though all animation is Necromancy. The research of Necromancy has also led, over time to the various healing and curative spells that mend injury, remove curses, or purge disease and poison. The power to restore true life to the dead, a spell only workable by priests, is still necromantic in nature though the procedures have slowly changed over time. In the most ancient days, a Necromancer was as likely to be a healer and medicine man as one who raised bones and shades. However, raising the dead is a far more spectacular and expedient way to power, and as is so often the case a single facet of the school was seized upon sometime during the height of the Netherese empire. The results are obvious to anyone who has lived here very long - the destruction of what little remained of the Netherese and the Nightrisers that plague us to this day.

 
It is my wish to see a new generation of Necromancers that ignore the allure of raising undead servants, and focus instead on the theoretical practices and energy manipulation. At one time, arcane healing and raising of dead was possible, in addition to a host of other practices lost to time. Furthermore, the skill with and understanding of Necromancy can foster an understanding of the hostile undead such as the Nightrisers, and provide a means to end them with greater efficiency.

 
I do not profess to be the sole arbiter of Arcane wisdom, nor the voice of Mystra herself - though if you happen to confront the faith at large I suspect you will find my views to be largely in line with theirs. Friendly debate, questions, and comments can be sent to me at the Kingsman inn. No death threats, please.
-
Aeliolia El'Soliu, Cleric of Mystra

GoblinSapper

Sorcerers

Amongst those who work the Art, cast spells, and manipulate the Weave there are two sorts. The first is the Wizard, who through careful study, planning, and memorization draws out the latent magical powers of components and speaks ancient words of power to produce spells. Their work is largely standardized, and is a primarily academic pursuit.

Then there is the Sorcerer.

Where a Wizard might memorize their words of power, to the Sorcerer they come in dreaming and in visions. Where a Wizard spends years studying, the Sorcerer does not so much learn his powers but grow into them. They are those whose blood calls to the Weave, and the Weave calls to their blood. Descended from any number of magical, fey, draconic, or outsider creatures by distant ancestry, magic is not a vocation for them but a birthright. As one man might have red hair and green eyes, a Sorcerer has magic.

Much misunderstood, in some places throughout the realms Sorcerers can be victims of misunderstanding, misinformation, and bigotry. Some believe them inevitable disasters, not understanding the nature of their powers and fearing their magical power. Some Wizards resent their powers, believing them to be uncontrolled tricks of nature given abilities beyond their understanding and ability to use because they lack the seasoned training of study. Make no mistake however, these things are not true, and the only way to combat untruth is with truth. So let us closely examine the life of a Sorcerer.

The genesis of a Sorcerers abilities begins at some point, far back in their familial history, when their bloodline intersected with some form of magical creature, or a familial pact was made with such. Almost any entity capable of interbreeding with mortals can be the progenitor of such hereditary powers, from fiends to celestials to fey or most commonly, draconic. At times, the nature of this magical connection will have a profound effect on the nature of the Sorcerers powers, and at others none whatsoever. Whatever the case, the Sorcerer is almost always a completely normal, baseline member of his or her race aside from the magical powers that they manifest, and is in no way any sort of half-breed or abnormal creature. A human sorcerer is a human, full stop -though there are rare cases of beings like Aasimars, Tieflings, or Halfdragons being sorcerers, this is usually incidental.

Sorcery usually begins to manifest as the individual blossoms into adulthood - the exact age varies by race, but a baseline human can expect to show signs anywhere between sixteen and twenty winters of age, and it generally carries along to the parallel ages in different races. In some rare cases however, sorcery can manifest later in life, catalyzed either by some traumatic event or interaction with a magical artifact of some sort - such as the Mythaller whose magical field blankets us even now. Whatever the time or circumstances, that first tenuous touch to the weave is usually very traumatic for the new blood-mage. Suddenly confronted with powers they do not understand and cannot control, Sorcerers can injure themselves or those around them without any idea they're doing it until it is too late. It is during this adaptive time, when the Sorcerer can be overwhelmed with alien feelings and emotions and strange new physical urges brought on by the magic coursing through their body (examples include extreme hunger, thirst, arousal, anger, fear, or depression just to name a few) that many unfortunately perish, occasionally taking others with them. This traumatic birth period is from where much of the fear and misunderstanding about Sorcerers come from, as the unfortunate accidents that occur are spun into wilder and wilder stories until the masses, not knowing any better, are whipped into hysteria. Wizards, themselves often a target of anti-magical fear and hatred, often do little to stem this hysteria, grateful for the brief respite of appearing to be the preferable magical solution for a change. Unfortunate, but simple mortal nature that any of us might fall to given the right (or wrong) circumstances.

Should the Sorcerer survive the crucial birthing phase of their powers, their minds and bodies will begin to adapt to the new strains upon them, and within them magic will blossom. A Sorcerer is unique in that they do not need to memorize spells, or learn how to perform them from a book or a class. They come to them instinctively, or through visions in dreams. A Sorcerer cannot explain how their power works, nor teach specifics to another Sorcerer, for each may have vastly different processes to perform roughly the same spell. That is not to say Sorcerers cannot benefit each other - the power of fellowship cannot be underestimated, and moreover experienced Sorcerers can teach the less experienced mental discipline and focusing exercises that will make it easier for them to get a grip on their powers.

An experienced and powerful Sorcerer is a veritable battery of magical energy- they do not require memorization and can cast their spells multiple times without rest. There is a general limit to what they can do without wearing themselves out, but as their power grows so does this limit. Compared to a Wizard, their selection of powers is slightly more limited, but a Sorcerer can utilize their spells more fluidly and with less specialization on the arcane arts - Sorcery can be just as effective as Wizardry, and demands less of the mage allowing them to broaden their horizons into more physical avenues - a great many Spell-swords are sorcerers as a result.

Sorcerers are a vital and important part of the Art - their subconscious connection to the Weave means that often times, new or lost spells will surface within them that might never have been developed or rediscovered otherwise, and from these inspirations Wizards can then create formula so that the magic can be reproduced. Some have even suggested that Mystra herself uses Sorcerers as her messengers to bring spells into the world. On a less material level, Sorcerers inject an element of mystery and wonder into the Art which would otherwise be lost - a thing Mystra strongly desires to maintain, so that the Art will be viewed not just as a tool or a science to tame the world, but as a passion to devote one's self to.

We are left with the niggling issue of the danger that untrained and developing sorcerers can pose to themselves and those around them. By in large, it is this possibility for collateral damage that most point to as evidence that Sorcerers are a menace, but the Sorcerer themselves cannot be blamed for what they were born into and cannot control. Moreover, you cannot hunt down or exterminate Sorcery- anyone can be a Sorcerer, and their power can be born into any strata - from the wealthiest noble to the most isolated subsistence farmer. You may as well command the waves to stop crashing onto the shore then attempt to control the flow of magic, and the birth of Sorcerers.

Rather, the only logical way to confront these dangers is through education. Any child could become a Sorcerer, so all people should be educated of magic, from the rich to the poor. When everyone becomes educated in the signs of magic, when it becomes as known to them as "the sun rises in the east" or "water flows downhill", then we need never fear the inadvertent cook-off from a birthing Sorcerers powers - they will understand what is happening to them, and they will not be afraid, and the greatest danger will be overcome.

In closing, I will leave you with the words of the goddess Mystra herself-

Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.

GoblinSapper

What is Magic?

With the issues of Necromancy and Sorcery behind us, let us return to fundamentals. Just what IS magic, and why should we care about it?

At the dawn of the universe, when all was shapeless, there was war. A War between life and death, light and dark, birth and eternal stillness. Selune, she of the moon, wished children and life within the universe, and created a star for Chauntea. Her sister, Shar, despised the noise and light of creation - so they did battle, in that primeval cosmos. In their desperate struggle, Selune hurled some of herself at Shar as if a spear, and when their mixed essence tore away, Mystryl was born. Mystryl mediated between the two, siding with Selune in the interest of life and driving Shar into the darkness where she lurks, though often balancing between the two in other matters. She created the Weave, the essence of magic, and bound it throughout the multi-verse creating order where there was chaos. She made the Weave accessible to all, that her warring mothers might not claim favoritism, and created magic to be wielded by mortals and divine alike.

There are two facets of magic, that which is arcane, is known as the Art. That which is divine, is known as the Power. Both the Art and the Power come from the weave, though it's access and effects are starkly different. The Power, as you might know, comes from the devoted worship of deities, who gift spells to their servants to do their bidding or spread their message - it is a delegation of a tiny part of their vast, divine authority. The energy to do so comes from the Weave, however, as all gods draw from it themselves. The Art is arcane in nature, and thus is not directly given by a god but must be accessed in different ways - more precisely, through the unlocking of the hidden magical potential of words and objects in the physical world.

You see, the Weave permeates everything that exists, and all that is, is tied to a strand of the Weave. Even words and concepts have magical power tied to them, if one knows how to access it. Thus the mage speaks words of magic, words of truth and singular definition that have been made known to them by instinct or study, and tap into the power of these words. The mage makes gestures and hand motions of significance, whose meaning is ancient and links to a time before language and written word - for gesture is the oldest language of all. The mage utilizes herbs, rocks, crystals, excrements, and all manner of magical components whose innate being is tied to magic. Then the mage weaves each of these strands together in an exhaustive process, and produces spells - it should be noted Sorcerers do not require components, as their natural connection to the weave catalyzes the necessary third element. It can be said then, and often is, that all things are magical and magic is in all things, from the rocks beneath our feet to the air we breathe to the tree's we stand under. This natural, omnipresent magic is the force that druids of the old ways connect to (often with the aid of nature gods) to work their own spells, by their own secret means.

All magic is connected by this Weave, by this singular source, no matter the differences in how we practice it. Mystra teaches us then that we are all brothers and sisters of Magic, that all things great and small are precious for the mysteries they possess. It is a beautiful philosophy, and one few grasp, seeing only the EFFECT of magic and not it's source.