magic in The Magic of Intention & Circumstance | World Anvil

magic

"Magic is."
— Pug of Crydee
  An excerpt from Ars Magica by Hermione Granger  

What Is Magic?

  Every magician asks, at least once.   The truth is - we don't know what magic is. We know very little about how it works, much less why it works. Most of our 'knowledge' is based on observation, experimentation, and a vast history of people asking questions and proposing theories.   To be fair, most of our understanding of magic comes not from the scientific method, but from art.   Literature and myth have taught us more about magic than science has. Possibly because literature and myth are representative of who we are as people, how we percieve and understand the world, than science is. How each magician interacts with magic is different - even those who just use High Magic and work with structured casting - known spells, potions, and items.   There is one prevailing theory, though with many different permutations and versions. Research has allowed scholars to distill it down to a generic form.  

The Theory of Magic - such as it is

  Magic is the primal energy of creation and destruction. (Some scholars would argue this to be 'order' and 'entropy.'). Being a primal force, magic is not definable - it comes from the most fundamental levels of reality. Beyond atoms and quarks or cosmic strings and dark matter, magic exists at the deepest, most obscure and elemental levels of the universe. It is the quintessential light flowing through the cracks of creation and is the 'spark' of consciousness and life and the force that drives entropy. Magicians can tap into and channel it, using it do things that would otherwise be impossible.   When most of the universe became an ordered system, magic existed under, inside and behind that ordered creation and leaks into the ordered world, creating changes that are often illogical and make no sense.   This is the origin of magical plants, animals and substances and of the creation of magical races, such as Goblins, House Elves, Dwaves and Gnomes. (Also: Centaurs, Acromantula, etc.)   The creation and existence of these species may or may not have evolutionary origins or purposes founded in or derived from magic (such as, magical reasons for their existence), but most often they exist despite the natural systems or in defiance of the natural systems, and exist only because of magic. Because they were created by magic, they have innate connections to it, and without magic, they would cease to exist.   How this lack of existence would come about is unknown, because it has never happened. Some magical theorists postulate they would wink out of existence, and other speculate it would be a slow decline and devolution due to decreasing populations or evolutionary processes.   There are very few inherent truths of magic that all magicians and scholars agree on:  

Magical Creatures, Materials, & Plants

  They exist because magic exists.   All plants, animals, materials, etc have some magical element or property to them, because they interact with magic in some way.   We define 'magical' things with a few specific criteria:
  • They defy the natural order
  • They have magical abilities of some kind
  • They interact with magic in ways that create magical effect
Goblins are magical because they can create magical items, find magical substances, and have magic of their own, for example.  

Light vs. Dark

  What 'light' and 'dark' magic are is a matter of some debate, but there are generalized definitions widely accepted by scholars of magic.   However, all of those definitions can be reduced to one thing: light and dark magic are defined by intent, as so much of magic is.  
Light Magic
  Magic focused on creation, healing, restoration, and causing positive change or effect.   Often considered the primary purview of 'creative' magics or healing magics, light magic is better explained as magic intended to create a positive change. This specifically excludes magic designed to remove a negative that isn't healing.  
Dark Magic
  Any magic specifically to cause harm, control or change a person against their will or magic to kill or torture. These magics have no other purpose. Magics that cause harm to the magician using them are often considered dark.   Dark magic is when the intent is not defensive or protective in nature, but a desire for pain and suffering or other such ends.   With dark magic - the ends define the means.   Magic is, by it's very nature, a force for life and creation - it is possibly the force that powers the movement of universe. While death is a part of life, and entropy is a natural force, Dark Magic accelerates entropy or causes death. It is a corruption of the base nature of magic from life, creation, and the cycles of the universe.   It is also, by its nature, corruptive and disruptive, changing the nature of things against the natural flow of the universe, and is innately destructive, even when it warps something into a new shape - that new shape or form will be somehow twisted and deviated from the natural form.  

Important Clarification

  Not all magic fits into these two categories. Magic just - is. Some magic is utilitarian. Some magic just exists. The magic must be intended for one of those two aims.   In order to be a dark wizard, a wizard must have studied, sought out and primarily use dark magic with intent that matches the magic sought. Just knowledge or occasional use of dark magic does not make one dark, but the more dark magic is used, the easier it is to use.   To be a light wizard, a wizard must primarily use light magics and completely refrain from the use of dark magic.  

Branches of Magic

  A 'branch' of magic is considered to be a methodology or 'way' of accessing and using magic. A branch of magic will have codified 'rules' or procedures, and a specific understanding of magic.   Common magical theory acknowledges only two - though some scholars have considered the possibility that mind magics are third form of magic in and of themselves, this has yet to be completely determined by the magical community.   What can be said is that mind magic is often set aside and discussed outside the context of the two main branches of magic, as is done in this book.   Because it fits into this defition, mind magic will be treated as a branch of magic until it is disproved in a consistent and logical manner.  

High Magic

  High Magic - often called 'structured magic' by scholars (though this is only partially correct) is accessed and performed by specific rote or ritual using a focus or channel such as a rod, staff, or (most commonly) a wand.   This is easily the most common branch of magic with most practitioners being formally taught in schools, apprenticeships, or home schooling. It is the easiest to learn because it is taught (and learned) by the use of rote. The memorization and mastery of spells, cause and effect, and a psuedo-scientific application of rules and formula.   High Magic is considered pseudo-scientific only because the rules and 'science' of magic (Arithmancy, runes, potions, etc) are applied to magic by the practitioners are not endemic to or part of the nature of magic itself. The rules and science of magic was codified and developed via observation and applying a collective understanding and a history of observation, understanding, and effect into a systemic form.   High Magic is highly derivative and symbol based, but the symbols are used abstractly - which means they are applied and assigned as opposed to being metaphorical or representative of a specific desired result. While such thinking does exist inside High Magic, the symbols used almost always have a pre-assigned meaning.   For example, applying a metric to measure the effect of a spell, or applying a specific Arithmantic equation to the design of a new spell are drawn from observations of other (usually similar) spells being cast. The difference between a stunning spell and a sleep spell are completely intent and circumstance based. Both are effective in rendering a target unconscious, but a sleep spell is designed to do so gently and without force. It creates a state of being asleep. The target can be awoken by normal means, by the Ennervation Charm, or allowed to sleep until they awaken.   A stunning spell creates unconsciousness via force. Magical energy is forcefully projected at a target, creating both kinetic impact and a state of forced unconsciousness. The target can be awoken via smelling salts, being struck, the Ennervation Charm, or being allowed to awaken naturally.   Arithmantically, the two are written in the same form. The differences are important, though. Both spells are directed at a single target, but the stunning spell is a simpler wand motion and has a 'force' equation and a different equation for unconsciousness.   The sleep spell lacks a forec equation but includes an equation that affects the operation of a person's brain.   The numbers, symbols, and equations for these spells are entirely arbitrary outside of their context - a context that was created for the express purpose of defining the nature of spells, allowing new spells to be created. The equations and wand movements are merely an expression of intent.   The greater a magician's knowledge of the 'system' of High Magic, the easier it is for them to create spells. This is because a magician using High Magic has the intent of their magic being subject to the rules of High Magic, and thus their understanding of those rules can make their intent clearer and stronger.   All magic is in the mind and the heart, after all.   In other words, High Magic works because we believe it does, and it works according a system because we have decided it does.   High Magic is often broken down into 'subjects' or what magicals cholars call 'Disciplines. These are defined based on how a spell is cast, what kind of effect the spell has, and how that effect is achieved.   The more complex a system is, the more it needs to be deconstructed and broken down into parts in order for a practitioner to effectively use the system. This is the theory behind the use of Disciplines in High Magic.   Because of its nature, High Magic is capable of replicating many feats and abilities that come from the other branches of magic. (But not all. A witch or wizard cannot grow a tree in seconds, for example.)   However, because it's nature, some aspects of High Magic can be used by magicians who are better suited to other branches of magic.  

Lore

  Defining 'Lore' has eluded scholars and magicians just as long as defining magic has. Lore is the first magic; it is the magic our ancestors used when they first used magic. It is shamanism. It is druidism. It is alchemy. It is miracles and curses and ancient powers understood only through act of doing.   Lore is also entirely based on Ambient Magic as opposed to simply being able to access magic.   Lore is learned through experience, emotion, and feeling magic. While Lore does have traditions, rituals, spells (of a sort), it is based more on intent that uses circumstance. A Druid cannot grow vines if there are no vines present - unless the know that organic plant matter is everywhere, regardless of our ability to see or detect it.   Lore is also often far more symbolic than High Magic, at least in terms of the meaning of the symbols. A Loremaster wishing to accomplish a magical effect does not always need a rote or spell - they just need something to allow them to focus magic into a form that will produce a result.   Thus, a Loremaster (almost) always needs components to use their magic, but they do not need a specific channel or focus for magical energy.   Lore is almost always built around understanding - thus, a Druid can grow a tree from a seed in a matter of seconds, but they cannot conjure a tree, because a Druid's understanding of their power and of the universe is that a tree cannot come from nothing. But give them a single part of a dead leaf, and they can imbue it with life, growth, magical attributes, and even change the nature of the plant itself.   (This is why conjuration is a skill that seems limited to High Magic. Lore cannot create something from nothing, but it can do a great deal with the something that is already there.)   Each form of Lore works differently. An Alchemist and a Druid are both Loremasters, but they access their magic differently to produce the same effect.   An Alchemist can create an elixir or preparation that can cause a tree to grow from a seed. A Druid can do this with a drop of blood and by asking the ambient magic of the earth to grow the tree.   This allows Lore magics a great deal of flexibility, but that flexibiity comes with the cost of having to have understanding first. The Druid's understanding is of how life works; the Alchemist's understanding is that the compunds that went into their preparation can cause a tree to sprout and grow from a seed.   The Druid knows all there is to know about the tree, the seed, and the soil. The Alchemist does not have to know anythig of this, but they do need to know all there it know about the components of their preparation.   A Druid cannot use an Alchemist's preparation to grow a tree, but an Alchemist cannot use a Druid's staff to create fire, either.   Thus, Lore remains a sharp image of a fuzzy concept, but is incredibly powerful.  

Mind Magic

  Magicians tend to think of mind magic as being limited to very specific things: Occlumency, Legilimency, Pensieves, etc.   However, 'mind magic' is a wider range of abilities and magics than we often give it credit for, and all magicians have at least some access to it.   For example, Apparition is mind magic. Mind magic deals with not just the mind itself, but also with space and time. This includes scrying, dreams, psychomancy (ghosts and the like), and other such feats. Even some divination, though these are more limited than Divination or Oracular powers from High Magic and Lore.   Mind magic is the least explored and understood branch of magic, and it is often combined with the other two. However, as our understanding of magical arts grows, so does our awareness that what we so blithely refer to as mind magic is it's own branch of magic.  

Which Branch?

  One of the other things we have observed about magic is that some magicians are more or less suited to specific branches of magic.  

Witches and Wizards

  Witches and wizards simply use magic. They focus 'magic' through their chosen tool (or through themselves) and magic happens.   This is the second reason why High Magic is the most common form of magic; most magicians simply have magic. They have the ability to access and use that fundamental, primal aspect of reality to cause things to happen.   While these magicians are best suited to High Magic, they can learn aspects of Lore and mind magic, but without the abiity to sense and use ambient magic, they cannot do as much with it as a Loremaster.  

Loremaster

  Those magicians best suited to Lore are those who can sense and manipulate ambient magic.  

Psychics, Mystics, & Shamans

  Author's Note: I hate this word. It doesn't adequately explain or address 'mind magic.' Nor does 'mystic' or 'psionicist.' There is no good term yet, but we will find one!   All magicians can access mind magic to a lesser or greater degree. Those magicians who are truly gifted in this area may or may not be rare, but they do exist. But those that are gifted with these abilities are able to do things other forms of magic do not adequately explain.  

Crossover

  There are some magicians who can use only one form of magic well and others who have full access to more. The are far less rare than previously believed, but they are also not common.

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Cover image: Book of Magic by Noupload

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