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In Marrishland, magic is the source of all power, so it isn't surprising that it plays such an important role in its history and culture. It also lies at the heart of the conflict in the book. To find out how, read the book.





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COMICS

Myst


The myst is the source of all Mar magic. Normally, it is invisible to all eyes — even those of powerful wizards — but a wizard need not see the myst to wield it. A small swallow of torutsen allows anyone to perceive the myst for a few hours, and a wizard can use Knowledge to see the myst without torutsen.

To those under the effects of torutsen, the myst resembles a slow-moving river of colored motes that passes through inanimate objects with ease but flows around living things like water around pebbles in a stream. The myst flows through the ground below and stretches into the sky as far as the eye can see — hindering vision no more than a drizzle would if it could happen on a cloudless day. The myst is made up of countless tiny specks of color that resemble motes of dust caught in the sun. There are eight colors of myst — green, blue, red, amber, lavender, yellow, cyan, and auburn. Since motes of different colors are usually evenly distributed throughout the myst, it is largely impossible to distinguish individual colors of myst from a distance of more than a few yards. Motes of the same color only gather together densely enough to become visible at a greater range when they are being directed by a wizard.

Each color of myst produces a different kind of magic. Green motes are Energy. Blue motes are Power. Red motes are Vitality. Amber motes are Mobility. Lavender motes are Elements. Yellow motes are Knowledge. Cyan motes are Wisdom. Auburn motes are Presence.

Energy creates or negates heat, light, and sound. Most Mar find this magic the easiest to use, and producing a tongue of flame at the tip of the finger is almost always the first application taught to an apprentice.

Power creates raw telekinetic force – lifting, carrying, crushing or producing barriers. Wizards use Power to attack almost as much as they employ Energy, especially if they intend to capture an opponent. Power is a versatile tool and the most effective defense against physical attacks in any wizard’s repertoire.

Vitality involves the manipulation and mending of the body. It is very useful, but also limited. It is far easier to heal surface wounds than internal ailments. Most wizards can set a broken limb, but are nearly helpless to repair shattered rib or cracked skull, and the number of Mar who can cure diseases or neutralize poison is probably less than half a dozen.

Mobility is employed to increase or decrease speed and perceptions. It is essential to travel in Marrishland, and it is also a prime component of all forms of teleportation.

Elements is not the easiest myst for a Mar to manipulate, but it is at least as useful as Energy or Power. With Elements, it is possible to deny an enemy wizard the ability to use magic by altering the flow of the myst around him. Thrown against another spell, it can tear both potential and active effects apart or negate them. Its ability to move and activate other magicks can make using effects at range far less strenuous or turn attacks aside.

Knowledge serves two extremely useful functions. First, it can gather data of all kinds, allowing a wizard to view the myst without torutsen, detect Drakes from great distances, and even, with a sufficient quantity and level of skill, read another’s mind. Second, it can be used to create triggers for other methods by reacting to measurable circumstances, granting magical effects rudimentary intelligence.

Few Mar can use Wisdom well, but its power is that of illusion and deception. Though it may not seem as practical as Energy, Power, or Vitality, the Nosa’mae ruled Flecterra for more than seven centuries with their command of Wisdom and Presence.

Presence deals with the manipulation of emotions. It is perhaps the most difficult magic for a Mar to use, but the Farlander enchantresses of Flecterra excel with it. Presence can attract or repel the attention of those nearby. More advanced applications can generate intense emotions such as fear, love and rage.

(Contributed by Nightfire Tradition)

MAGIC AND SCHOLARSHIP

— Clothing

— Fraemauna

— Guider

— Historical Scholarship

— Kalkorean Devices

— Kalysut

— Magic Use

— Magocrat

— Morutsen

— Myst

— Nightfire's Academy

— Nightfire's Tradition

— Niminth

— Sendala

— Shadelshif

— Teleportation

— Tor

— Torutsen

— Totem

— Traditional Apprentice Selection

— "Weard's First Spell"

— Wint Magic