WHAT IS SHADOWLIGHT?
All throughout human history, everywhere around the world, the belief in "other worlds" has existed side by side with the belief in magic and the supernatural. In fact, these two are one and the same. The Shadowlight is the world in-between that binds all other mythical Otherworlds together. It is intertwined with ours, yet unless you possess the gift of magic, it cannot be perceived. And magic and life flow from it.
THE PLOT SO FAR
The year is 2012. After the explosive and public 20th century, things have settled down. The old covens remain safely secret, the Guardians still keep watch. But the young defy the Laws of Secrecy, and everywhere there's rumors of dark magic. On All Hallows Eve the year shall "die" to lie entombed till it's once again reborn. Winter Solstice is the day, Fate and Time be squared and met.
Everything's About Magic « Thread Started on Apr 27, 2008, 9:01pm »
LEVELS OF MAGIC
Novices use the powers born with. Usually these entail extensions of the five senses. At any rate, all magic users are uniquely aware of the Shadowlight upon "awakening" and feel drawn to it and thus to discover and grow in their power/destiny. While these ESP powers are not necessarily predetermined, they do closely align with the future powers to be developed (which most of the time are determined up to a certain degree), and the gods and/or goddesses guiding the magic user through their path of arcane discovery.
The powers of the Novice generally awaken more or less at the beginning of puberty. Though it may seem startling at first to sense the extra-dimensional reality of the Shadowlight, these are really just glimpses. Through practice and development of these dawning abilities the Novice gains skill to perceive the world beyond. A world that he or she cannot yet enter, unless by the help of someone, or something else.
Because the dangers are real, and especially so in this new era (diminished extent of magic users, less control of the Shadowlight realms, and generally increased occurrence of astral pests and plagues), Novices are taught to defend themselves by use of "low magic" or ritualistic magic. Certain herbs, gemstones, prayers/mantras, and visualizations grant a measure of protection from outside. It is the Novice's foremost duty to protect him or herself--others cannot always be looking after their wellbeing when they have their own to worry about. That is perhaps the hardest lesson of all to learn: Yes, the world is a magical place, but it ain't always friendly.
~*~*~
Adepts are those trained, or training, on a higher level of magic usage. Usually the study of the Adept begins with the rite of passage into adulthood, usually near the end of the teenage years. It is assumed that maturity has seeped into their bones, that they have become proficient in the basics underlying magical theory and practice.
At this level of magic, the user will find which of the four types of magic he or she aligns with, as well as which elemental power therein. This isn't set in stone, but in most cases it is true: Shamans tend to work with the elemental power of Water, Witches with Earth, Magicians with Fire and/or Air. Wiccans, who possess no traditions of dividing powers along with magic type, tend to showcase a mix of all four elements. Deadwalkers also possess basic elemental powers like the Magicians (Fire & Air), though they tend to work with "dark magics" such as summoning (of creatures, demons) and necromancy (awakening the dead as zombies).
The Adept doesn't choose the path, he or she merely discovers it. A great deal of this is what constitutes as training, already begun in the Novice level. The main focus is to discover the Magical Self. From this comes the magic user's strength and proficiency at working with their own element. Generally speaking, astrological elements correspond with magical elements as well.
Just as at the beginning of the Adept's study there is a rite of passage (into adulthood), at the end of it there is an Initiation (into the Mysteries). The Initiation is a ritual which incorporates elements of visionary quests that mirror that of the Adept's study thus far. For that reason all Initiations are uniquely personalized, and also produce uniquely personal results. The goal of this Initiation is to gain entry into the next, third and final, level of study: the Mastery.
~*~*~
Masters pursue their own training, by themselves. While Novices can be taught, and Adepts can be trained and Initiated, no Master can be made by anything or anyone else other than the gods. That is the nature of their study, and of the challenges to be faced throughout this course.
Having already gained a great deal of power, and a great deal of self-knowledge, the Master-to-be must succeed in one final goal: Mastery of the Self, and knowledge of the True (Divine) Self. In order to do this, the magic user must confront his or her Shadow, which is merely another part of their own nature, save darker. The Shadow is the "garbage dump" of the Self, where all the unwanted, negative and harmful bits are discarded and accumulate. The first lesson is recognizing that, since all parts of the Self are infused with one's own spirit, the Shadow is, by extension, one's darker Self. It cannot be fought successfully, nor fully conquered. It cannot be dominated, nor entirely banished. It always exists, and the only path the Master-to-be can take is to assimilate it into his own being.
In this process, of "becoming Whole," the magic user learns the final lessons of magic: that it cannot ever truly be commanded nor controlled, for all acts of magic are acts of creation flowing from the True (Divine) Self. Once the Shadow has been assimilated, and the final lessons are learned, then the magic user reaches the level of Mastery, and to him or her is revealed the faces/presence of the Divine. It is this god or goddess that has, since the very beginning, guided the magic user towards Mastery. And it is from this divine being that, it is thought, the magic user's power flows from.
For Deadwalkers, the Mastery level is quite different. They do not confront the Shadow, rather they attempt to assimilate it into their own being. In doing so, they must eventually destroy, or at least bind, the Light within themselves in order to allow the Shadow to completely take over.
~*~*~
Note: Events in the plot of Shadowlight will reveal that the gods are NOT the ultimate reality. The powers of magic truly flow from the Shadowlight itself, that is why it is the first thing Novices notice: the Otherworld. The Shadowlight ISN'T a god or even any sort of conscious being, it is merely the "glue" that holds and guides all things. Invisible, it is coupled with the visible/perceptible world of matter (Earth as we know it), and together these two realities bring forth this, and (once human beings came into the scene) all realities.
Eventually, and unwittingly, humans (who were Destined to become "Masters of the Shadowlight" and thus possessed this great power) created the other realms of the gods and goddesses, and even those divine beings themselves. They molded the divine to fit with their own natures (anthropomorphic: fearful, spiteful, envious, lustful, malicious, greedy, egoistic, etc.). So, in this case, as it shall be revealed: The study of Mastery is the completion of human destiny: to become like gods in creative power and natural wisdom (NOT to meet their divine benefactors and worship them).
Re: Everything's About Magic « Reply #1 on Apr 28, 2008, 12:02am »
COMPLETE LIST OF POWERS
Empathy/Telepathy: to communicate without the use of physical senses. Mind reading: to receive thoughts from others (N) Thought communications: to send thoughts to others (A) Mental attacks: also known as "psychic blasts" (A & M) Mental Defenses: creating a mental shield against attacks (N) Receptive Empathy: to receive emotions from others (N) Projective Empathy: to send emotions to others (A) Mind Control: controlling the thoughts, perceptions, personalities of someone else (A & M)
ESP: Extra Sensory Perception Clairvoyance: to see the unseen (Shadowlight) or things/events far away (N) Clairaudience: to hear words "in the wind" or from invisible sources (Shadowlight) (N) Clairolfactor: to be able to smell things like death, emotions, and other abstract things (Shadowlight) (N) Psychometry: to perceive information about an object by touching it (N) Precognition: to be able to see the future (N)
Psychokinesis: Abilities that allow manipulation of physical environment and the general elements. Telekinesis: to move objects with the power of mind/thought alone (A & M) Pyrokinesis: to create and manipulate the element of fire (A & M) Cryokinesis: to create and manipulate ice and cold (A & M) Hydrokinesis: to manipulate the flow of liquids such as water (A & M) Electrokinesis: to create and manipulate electricity (A & M) Aerokinesis: to manipulate the winds/air (A & M) Geokinesis: to manipulate the bare earth/rock (A & M) Biokinesis: to manipulate the process of life, closely associated with healing (A & M)
Psychoportive abilities: travelling through space/time or metaphysical realms. Astral Projection: to create and control a ghostlike image/double of oneself in the physical realm (A) Astral Travel: to cross the boundaries into the Shadowlight and explore it (A & M) Teleportation: the ability to travel from one place to another in the blink of an eye, there are many forms of this (A & M)
Psycho-metabolic abilities: abilities that affect either the one's own body, or that of others. Accelerated (self) healing: being able to heal a wound or sickness quickly and easily (N) Pain resistance: being able to block out pain (N) Shapeshifting: being able to change into other forms (usually animal) in any realm (A) Healing (others): healing the wounds or sickness of others by thought/intention or touch (A)
Conjuring: to bring forth things by mere force of will, across time and space Objects (A & M) Beings (A & M) Illusions (A & M)
Re: Everything's About Magic « Reply #2 on Apr 28, 2008, 12:03am »
CHOOSING YOUR POWERS
The list of powers offers all the possible permutations that characters can possess.
Novices are allowed 2 abilities, all of them designated with (N). As in the description of the levels before, one of these abilities should allow him or her to perceive the Shadowlight. The other one could allow for basic telepathic or empathic abilities. Chose carefully. Ideally you'd have one of each, so that your novice's head is not just in the Shadowlight, but also in THIS world (notice this is more or less the description of the Witch).
Even as you're choosing your Novice level powers, keep in mind that, if you play this character all the way to its Mastery level, the range of things he or she can do should flow together smoothly. The character's powers do not develop like the personality of that person, which can change according to experience. The powers are already preset, more or less (genetically predetermined, or by Fate, if you'd like).
Adepts gain 1 ability. Notice all those designated with the (A). Generally speaking, they regard control of the elements, or allow the character to journey into the Shadowlight (as will be in the case of Shamans). Choosing Adept powers is the trickiest part of this whole thing. Certain Adept powers are basic and all the magical types can possess them, but others are quite specific.
For example, there is no problem whatsoever with a Witch being gifted at Geokinesis, but there is something odd about Witches who can Astral Travel. Usually, that is a power Shamans possess. Don't get them mixed up. Remember that you have only ONE Adept power to chose, and it is a rather long and colorful list. Chose the one that is most appropriate for who your character is. You would have decided, earlier on, which type of magic user they'd be.
Keep in mind that Shamans are quite rare and almost always removed from society, Witches have a deep and strong connection with the land/earth, magicians tend to focus more on mental and manipulative powers, and Deadwalkers... Well, Deadwalkers are not allowed, yet.
Masters get to chose 1 more power. Because, just as the description indicates, Masters enter a more spiritual level of study, none of these powers listed could be specifically considered such. It is true, however, that as they learn more of their True Self, they also become far more powerful in all the abilities that they already possess. I also felt the need to reward them with being able to develop and additional power.
The only rule I am going to put on this is that this new power should be somehow related to the Adept power already chosen, and that it should keep them "in character" (Shaman, Witch, or Magician). The rule of thumb, again, is that Masters will have much greater mastery (to risk redundancy) and proficiency in all their four powers. There are other components important to magic that will be discussed below.
Re: Everything's About Magic « Reply #3 on Apr 28, 2008, 12:03am »
HOW MAGIC WORKS
The powers that can be possessed at each level are useful. But there are other types of magic that can be used to increase powers or allow each and every one of your characters to do all-together different things not available with, say, pyrokensis. I'm referring to casting spells, and performing ritual magic.
Spells are short, easy, and generally tend to have an immediate effect. Generally, they depend on symbols and physical materials. For example, there are spells that use herbs, others use gemstones, others use different types of dirt/earth (you'd be surprise at how many there actually are), waters collected from different sources, and even spells that rely just on a clever rhyme. Whatever the components of any spells, it is the intention behind it, and the caster's ability to focus on this intention that makes them work. A scatter brained person generally cannot cast a spell effectively.
What kind of things can you (i.e. your character) do with a spell? Well, sky's the limit--almost! Generally, the most popular spells are about luck/success, love, wealth, and protection. These are things that no power can guarantee, and no level of Mastery can get you. Just make sure you keep them realistic!
All magic users should have some knowledge about spells and how to perform them. Entire books of spells have been written over the centuries, and the Internet is full of them these days. While in this RPG, most of the public knowledge on spells (and like in our world, it is quite vogue) is rubbish. But a good caster can make anything work. A rusty doornail can save your life.
Rituals are longer, more structured things. Usually, rituals are the works of Masters, though Adepts could potentially know a few easy ones, if they're interested. Rituals are do not usually have immediate effects, but that isn't to say those don't exist either. The logic follows that if you're going to spend half an hour chanting, and doing a million other magical things, your only goal shouldn't have been to conjure a handbag. Spells can take care of that, and in fact, there is a power for it.
Rituals take energy, lots of it. Usually, a ritual will occur in order to communicate with a divine being, or to bring it onto this plane of existence, or to manifest Its will. The most dangerous of these "rituals of communion" is Divine Possession, in which the magic user allows a god or goddess (though sometimes a lower spiritual being or spirit, too) take over their bodies. To say that this ritual is dangerous is to sugar-coat it. True possessions can turn very nasty, very quickly, if the character is not ready. (It goes without saying that the character must be a Master.)
In essence, Rituals: energy-draining, time-consuming, Master's level, and potentially dangerous or harmful stuff.
Re: Everything's About Magic « Reply #4 on Sept 7, 2008, 4:07pm »
Overview
Perhaps the description of magic is a little bit hard to grasp. So here are a few lists to make it easier. Naturally, for full understanding read everything else.
Three Levels of Magic exist:
Novice (puberty till around 18 years old), Adept (from around 18 years old to late 20s), and Master (usually starts somewhere after the 25th or 26th birthday, but it depends).
Understand that these "levels" are arbitrary, and depend entirely on the magic user's raw talent/aptitude as well as the quality of their teacher. But as you can see, each level takes about 5 to 6 years to attain. For most people, at least. Some, who are exceptionally powerful and who have excellent teachers of magic, might progress faster.
There are five Types of Magic Users:
Shamans (most ancient, spirit/water-oriented), Witches (also ancient, earth-oriented), Magicians (old as civilization, air/fire-oriented, summoners), Deadwalkers (dark/evil, similar to Magicians, basically undead), and Wiccans (the youngest from 1950s, idealistic, blend of Shamans, Witches, and Magicians).
The Complete List of Powers is bellow, see it. Each power is marked with either (N), (A) or (M). That refers to (N)ovice, (A)dept and (M)aster. Also, read how powers are given/discovered.
Finally, there are really three types of magic. The last post has two of them listen, but all that means is that the first one is discussed before hand. Those powers in the list are independent from spells and/or rituals. Since the Novice only has perceptive powers to begin with, spells that "pack a punch" or for protection are very important! Once they become Adepts they will be able to defend themselves with their inane powers (listed). Masters are the only ones that generally engage in Rituals--and they're multipurpose.