Pages about Sympathetic Magic: |
Ceremonial Magic |
Enchantment |
Symbolism |
Symbols |
Mikhail Mao Formulas
Description:
Mind magic which is invoked by crafting objects. Like
ceremonial magic, enchantment operates on a sympathetic rather than functional basis, and thus requires more than simple language to work. Shapes, colors, and other physical properties are the "words" an enchanter uses to construct their magic. Like a ceremony, the power of an enchantment is based on its ingredients - mere effort brings one part of the way, but rare gems, the organs of certain creatures, and historical relics are even more essential. Unlike
ceremonial magic, enchantment uses this power a little bit at a time, over a long time, rather than all at once. As a result, enchanters are considered to be less dangerous and more reliable than ceremonial mages.
Enchanters themselves come in two varieties: those who distinguish the art of the craft from the art of the enchantment, and those who do not. The products of the latter are found to be of higher quality, but they must learn how to craft whatever object they wish to enchant, and end up specializing in enchanting a specialized category of object. Generalist enchanters, however, must find an artisan to work with.
Enchantment can be effected through any style of magic focused on an object. The stronger the spell, the longer it will last on the object. The most powerful magical objects can last millenia or longer, but all eventually wear out.
An enchanter is usually a ceremonial mage who effects magic as he crafts an item (as above), a craftsman who incorporates ritual into his work. This style of enchantment is the most powerful, for it invokes powerful magic in the course of creation, creating works that can theoretically last almost forever. Other style mages who are enchanters generally have trouble fashioning an object & casting a spell at the same time, or casting a spell at the right moment during the creation process.
A resomancer is a person who relies on magical objects to cast their spells for them. These are usually charlatans pretending to be other styles of magic users, relying on items crafted by others. Sometimes, however, they are either ceremonial enchanters who have created an arsenal to pull from or folk who have made a living off finding & using enchanted items. A resomancer's central article of magic is usually a magical wand, & the abundance of charlatans pretending to be magic users who have acquired a minor magical wand to help them through their cons are the reason magic users are so strongly associated with wands.
Most mages on Shem, however, prefer the more sturdy & practical staff to the small & pathetic wand.
Ingredients: Every sphere has its own preferred ingredients for various objects. The most common materials are metals, stone, cloths, jewels, wood, and papers. Each sphere has its own of each that works best with it.
Crafting:
| Sphere |
Metal |
Stone |
Cloth |
Jewel |
Wood |
Paper |
Fluid |
Plant |
Animal |
Color |
Other |
| Chaos |
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Vitreous Humor |
Hellebore, Crabgrass |
Bat, Crab |
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Eye |
| Darkness |
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Brimstone |
Gossamer |
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Daemonwood |
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Blood |
Lily, Nightshade, Spider Plant, Laburnum |
Serpent, Python, Spider |
Sable |
Web |
| Cosmos |
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Meteorite |
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Quartz |
Kyellezhian Wood |
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Starflower, Stellar Avangeline |
Space Cow |
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Stardust, Starsphere |
| Dream |
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Faewood |
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Indigo Ink |
Morning Glory |
Fox, Parrot |
Indigo |
Net, Mushroom |
| Moons |
Moonsilver |
Moonstone, Selenium |
Lunar Mothsilk |
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Lunar ice |
Cereus |
Wolf |
Teal |
Three Crescents |
| Fire |
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Basalt |
Teflon |
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Charcoal |
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Lamp oil |
Tiger-flower, White dittany |
Tiger, Firefly |
Red |
Flame |
| Light |
Gold |
Alabaster |
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Dogwood |
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Daisy, Rowan |
Swan, Golden Hind |
White, Gold |
Cross |
| Pestilence |
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Sickbed linens |
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Skin |
Liquid poisons |
Belladonna, Hemlock |
Rat, Scarab |
Green |
Skin patch |
| Destruction |
Titanium |
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Morag crystal |
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Morag acid |
Black moss, Black-eyed Susan |
Hornet, Wolverine |
Three |
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| Earth |
Ore |
Flint |
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Lava |
Rockcress |
Badger |
Flinty grey |
Pick |
| Hatred |
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| War |
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| Water |
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| Knowledge |
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| Famine |
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| Peace |
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| Sun |
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| Hope |
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| Flora |
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| Harvest |
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| Music |
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| Order |
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| Creation |
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| Death |
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| Despair |
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| Life |
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| Silence |
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| Meta |
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| Fauna |
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| Healing |
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| Truth |
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| Weather |
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| Air |
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| Celebration |
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| Luck |
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| Time |
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| Dragon |
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| Fate |
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| Undeath |
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| Love |
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| Wealth |
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| Envy |
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| Vision |
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| Ice |
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| Travel |
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| Home |
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| Change |
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| Balance |
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| Metal |
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| Might |
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| Wisdom |
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| Mischief |
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| Connection |
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| Hunt |
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| Insight |
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| Skill |
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| Family |
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| Story |
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| Force |
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| Nightmare |
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| Deceit |
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Learning:
Lowering:
Fatigue:
Casting:
Failure:
MagicFailure (See here).
Sensing:
CastSensing (See here).
Auras:
MagicAuras (See here).