Site hosted by Angelfire.com: Build your free website today!

        Character Rules - Witches, Mages etc

         The Magic Rules

        According to the natural laws of the Sanctuary universe, magic works. It is really a form of energy that may be channeled and manipulated under certain conditions. The key to using magic is to learn how to tap into that energy, and how to channel it to do what you want.

        Just as anyone with the proper training, knowledge and equipment can manipulate electrical energy, so may magic be manipulated. Anyone can learn the skill, although as with any ability, some people are better at it than others. Such lucky folks just have an innate knack for it, but that does not preclude others from working hard to master the ability. One person may seem to be a born witch or necromancer while another may take many years of hard work, training and practice to gain even a basic understanding of the principles.

        There are some people out there who are considered magical nulls. They have no talent for its use, and may even be less subject to its effects. This may be for a physical reason--perhaps such people are less 'connected' to the magical currents; they don't 'conduct' the energy well. Perception may also be a factor. Some people simply can't believe that magic really works, or that they could ever learn to use it. Their perception limits them, and so they effectively cannot.

         Who uses magic? Witches, mages, wizards, shamans, necromancers, sorcerors, druids, priests, satanists, medicine men, brujas, root doctors, healers, mystics, animators--there are far too many magical systems, theories and approaches to list here. The Sanctuary universe includes all types of magical practitioners. While we do not have 'magic user character classes' per se, we do require that you keep your character consistent within his or her chosen type of magical practice, and do enough research to write it believably.

         Magic, as a kind of energy, is found in many places. Like the Force, it may be found in everything, but the trick is calling it up and out--and that's what practitioners of magic learn to do. It runs very strongly in certain channels, such as ley lines. A ley line node is a sort of 'pool' created by the convergence of ley lines. Some places hold 'wells' or 'springs' of magic; these may occur naturally, and/or may be created or added to by believers, worshippers, or inhabitants. Such places include sacred sites, stone circles, menhirs, temples, churches, cathedrals, mosques, synagogues, etc. Ley lines and magical places may be tapped for power, usually only by certain people or under certain circumstances.

        Also, magical energy can be stored in objects for later use, items which are like magical batteries. Crystals and silver are favored by many for this purpose. Doing this requires some effort in the form of a ritual, spell, etc, although some natural objects may contain power of their own (such as a stone taken from a sacred mountain). Items may also be created as magical, or imbued with magical properties. Charms, weapons, amulets, ritual items, etc., are often created for specific uses. Do not go overboard here, though; there are a few major magical items floating around the Sanctuary universe, but not many! This is not AD&D. Don't be greedy. If in doubt, ask an Admin before having one pop up.

        Although we do not have pages and pages of incredibly specific rules regarding its use, here are some guidelines you should adhere to when writing about magic in the Sanctuary universe:

         1) Magic should not be easy or all-powerful. We don't want to write godlike characters here. Even the most accomplished mage has limits. Usually physical limits are reached first. Often a magic user will be tapping into his own energy, especially if desperately attempting an off-the-cuff effect or spell. Even if he's using power stored in a place or object (such as a crystal or a ley line node), channeling it through his body, or using his willpower, physically and mentally depletes him and may even cause damage. This runs the gamut from mild exhaustion, hunger, or disorientation to injury, unconsciousness, coma, and in extreme cases, death. Smart mages recharge themselves when they can with rest and food. Otherwise they might find themselves overdrawn at the magic bank. See #2.

         2) Magic has consequences--'there is no free lunch'. The laws of physics still apply: for every action there is still an equal and opposite reaction, and matter can't be created or destroyed, only changed. If a witch casts a spell, she'd better be prepared for the consequences. They may take the form of physical effects (as in Rule #1), or they may be much more overt. This is often referred to as 'backlash' or 'feedback'. Generally backlash is related to the actual spell itself: if a witch casts a spell to call down lightning, the backlash may come in the form of deafening thunder, or she may be zapped by an electrical charge. Using magic to harm another person may cause similar harm to come upon the caster. Be creative here.

        Luckily, with training and experience, responsible and savvy magical practitioners can learn to reduce or at least dampen the effects of backlash, especially with careful preparation and planning. Backlash becomes a much more dangerous possibility when casting a spell on the run, with no preparation or ritual to serve as an 'insulator'. See #3.

        There may also be 'real world' consequences. Calling up a storm will affect the weather in a wider area, possibly causing flood or drought. If you decide to have your character run around casting AD&D fireballs and blowing up buildings, the authorities will notice. In the world of Sanctuary, there are stiff and swift penalties for causing mayhem with magic--and people who can carry them out. In any event, don't do such far-reaching stuff without prior permission from the Admins.

         3) Preparation, the use of ritual and related accoutrements, items and actions--these things are very useful when tapping into, channeling and manipulating magical energy. They range from long, careful High Magick ceremonies to simple circles to chanting, dancing, praying, etc. Usually the exact format depends on the practitioner's preferred magical system and training. The actual rite, chant, spell wording, dance, or items don't really matter to anyone but the user, but the effective benefits for their use may be many. The better prepared the user is, generally the less difficult the backlash and physical depletion, because the 'bells and whistles' serve as a means of efficiently tapping and channeling the power. They also may be used to protect the mage (or the outside world) from whatever he is trying to do. For instance, it's much easier and safer to channel electricity through a system of wires and circuits than by sticking your wet finger in a light socket!

        These types of practices are very handy for the new practitioner in particular, who will often need to lean on them as a crutch. With greater experience and skill, she may need only a simple ritual or a few items to produce the same effects. True masters are often able to accomplish amazing feats with very little in the way of preparation, though even they must worry about the consequences of what they do.

        While at times a character may be in a position where he needs to cast a spell with no preparation (maybe he's being chased by a hungry vampire), it'll cost him. He'll feel physical effects and may be subject to backlash (described above). So, this is generally done only in dire need. Casually tossing off spells for silly reasons, like getting a parking space, is absurd. This is not 'Bewitched'!

         4) Be consistent within your character's chosen magical system and beliefs. Whether you're writing a Gardnerian witch, a shaman of Bear, or a Celtic druid, please do enough research to keep things believable. There are resources out there for you. If you're having trouble finding any, ask! We're happy to help point you in the right direction.

        Wiccan witches are going to do things differently than Native American shamans or Celtic druids. Where a shaman might call on his totem spirit, a Dianic priestess might call on her goddess, and a sorcerer might call on a demon prince--even to accomplish similar things. It all depends on training and personal choice. There is great variation within classifications as well; there are many different types of witch, shaman, mage and druid with different practices and traditions. Culture, background, training and religion influence the practitioner's worldview and perceptions. A FamTrad witch will go about things differently than an eclectic solitary witch.

        In the Sanctuary world, there is no one 'true way' or 'right way'. What works for your character won't necessarily work for another. Do not assume that broad generalizations will be true, such as 'all witches can fly', 'only Thor can give success in battle' or 'all shamans can heal.' This is not the case (although your character is free to incorrectly believe otherwise.)

         5) Don't use magic to force interaction on other writers and characters. This is covered pretty well under the general rules, but it merits a mention here. Do NOT decide that your character can impinge on others by use of spells, etc. 'Oh, I'll just have my guy cast a spell to make this other character love him' or 'I can bespell this mirror to spy on you'. That sort of thing is quite rude and is frowned upon. If you want to write about this sort of thing with another character, ask the other writer first and set it up that way!

         A Few Words About Magical Healing

        Magical healing, like any other magical effect, draws on outside energies to accomplish the healing. The healer must use spells, rites, tools, etc. to actually do the job. These things serve as a focus and a 'buffer' to insulate the mind and body from the powerful energies that are being channeled and directed. Practice, training, experience and raw talent increase effectiveness and efficiency, and can help alleviate the consequences or 'backlash', as always. Magical healing can be dangerous and exhausting for the healer because it generally takes a great deal of energy.

        Magical healing is more 'instinctive' than psychic healing. The magic doesn't need to be told exactly how to do what it does, it just does it. However, this does not gift the healer with any real medical knowledge. Also, psychic healing is an inherent ability, while magic is a learned skill. Just as with any skill--think of learning to play an instrument, for example--practice and training enhance it. Some people may be born with a natural knack or talent, but that just makes it easier for them to learn it.

         A Few Words About General Magical Practices

        As said above, the specifics of magical practice vary. There are a few general principles that carry through many systems, however.

        When power is called up, it will eventually need to be grounded. Otherwise the mage, and the world around him, will be affected. Ungrounded power, since it's unchanneled and wild, may 'run loose' and cause havoc, and it certainly makes the user uncomfortable.

        Some things are magically significant in many different cultures and traditions. Among them: the elements (fire, water, earth and air); sacred numbers (such as three, seven or thirteen); days, times or holidays; moon phases, stars, constellations and astrological signs; colors; herbs, plants and trees; stones; images; the cardinal directions (north, south, east, west). There are also many correspondences recognized between these things, and you may see references to them in posts quite often.

         Magical protections, such as wards, shields or boundaries set around places or buildings, do not last indefinitely and are not all-powerful. They periodically need attention and reinforcement to function at their best. Also, there may always be someone out there who's more powerful than you and can breach your defenses. This also goes for personal shields or wards to protect mind, body and soul. CAVEAT: because of the possibility of forced interaction, do not assume that your character can simply breach another's mental shields, for instance, and easily pick things out of his thoughts. Always clear it with the other writer first!

        Back

                
                

        This page maintained by: The Web Master