LORE24 ENTRY #26 – Scrying Magic

Category – Spell/Magic

In the age of high technology and space travel, magic has certainly waned, but among the various types of magic, perhaps it is scrying that has maintained its presence the most, even though it is perhaps the least flashy of disciplines.  Even though most spying revolves around corporate and governmental intrigues with the use of technology and guile, most mega corporations, with DSM as the most prevalent, have some degree of magical scrying at their disposal; wise corporations always invest in some form of warding in their most sensitive areas, and perhaps even on their most important people, to prevent this long-distance espionage.

Little has changed regarding the practice of scrying.  It still requires a medium with which to view distance places, typically through some kind of water-filled bowl or a mirror, both enchanted and attuned to the scrying magics.  It is then a matter of the skill of the arcanist making the attempt to scry, with factors such as distance, knowledge of the target, quality of scrying medium, and consideration of magical protections against scrying determining the amount of success in the attempt.  An experienced scrying specialist will be able to locate and view a chosen target across vast distances, across multiple star systems even, with perfect clarity and without the target being aware they are being remotely viewed.  

The dangers of scrying are not necessarily as high as other magical disciplines, but are unique in their own way.  A certain amount of subtlety is required, because the very act of scrying creates a magical link between the scryer and the target.  Thus, if a scryer presses too hard, or tries for too long, there is a growing chance that the target will become almost instinctually aware that they are being watched, and those trained in resisting scrying will learn to further hone these instincts.  Further, magical protections against scrying typically just hide the target or area from viewing, but some more advanced warding spells will be able to cause harm to the remote viewer, creating a violent feedback that can potentially kill them.  Scrying specialists, while performing their viewings, are also vulnerable, unable to easily defend themselves while they are engaged in the act, meaning they will have to have created prior arrangement for their own defense.  There have been instances in which two or more corporate scrying specialists have engaged in long-distance hunting operations against one another, trying to find weaknesses in each others’ defenses that would reveal one’s location before the other, and allow them to send out a strike force to deal with them.

 

LORE24 ENTRY #23 – Warding Magic

Category – Spell / Magic

One of the most studied forms of magic for its protective benefits, warding magic is a often a much deeper topic than one may initially surmise, and is prevalent in all modern branches of mysticism.  Primarily, warding magic is meant to protect either a location or object, or living beings, from some form of harm or other magic.  This is usually in the form of magically charged symbols, or wards, that are placed upon the target.  Wards can have a range of effects, from a constant protective ward that mitigates some form of damage, a ward shielding something from detection (typically via scrying), or a triggered trap that can cause harm.

Some example warding spells include:

Ward of Protection – This is a broader range of spells, depending on one’s mystic path, which is most often used to protect the caster or others around them from harm in some way.  This could take the form of a protective barrier that mitigates damage from typical sources (melee weapons, projectile weapons), the environment (extreme heat and cold, high pressure environments, or even vacuum), or other sources of a magical nature (elemental attack spells, etc).  These often take the form of an intangible aura around the subject, or a more focused, but smaller, visible shield of force, depending on application.  Some more powerful variations of these wards can even reflect the damaging source back toward the one who used it.

Ward of Concealment – These types of wards are meant to hide an object or person from detection, typically through magical scrying, though can also negate detection from mundane vision and other senses in some variations.  There may be no visual clue that such a ward is in place, without using arcane sight, but these wards can either completely hide a subject, or make their detection extremely difficult for an unskilled mystic.  Some wards only affect single senses, such as smell or hearing, while more advanced versions affect all senses, even those magical in nature.  A variation of this ward is the Ward of Tracking, which, when placed upon a target, will allow the caster to magically track the target over vast distances.

Ward of Destruction – These are often called offensive or combat wards, and are triggered to explode when the set triggering condition is met, dealing some form of damage to the ones triggering them, or releasing another spell on the target.  The most typical form of this ward is not unlike a landmine, causing an explosion of magical or elemental energy when someone steps within its area; some casters have been known to use multiple such wards to entrap a target during the course of a battle, and this variation of the spell has been refined to be easily used without much preparation or time, and are often called ‘landmine spells,’ even if they can be attached to any surface.  More advanced forms interweave additional spells within them, or increase the range or effect of the explosive effect.

 

LORE24 ENTRY #11 – Mass-Produced Spell Wands

Category – Magic / Spell

Although not strictly the domain of the DSM Arcane Research & Development department, this group is most often associated with mass-produced spell wands.  Though the creation of true magic wands isn’t a lost art, the craft has become much more rare in modern times as many of the reasons to carry such an item have been supplanted by technological items that replicate the effects of such spells, and for much less investment in time and resources, with the ability to be used by anyone, with or without magical talents.

In the case of a mass-produced wand, however, the costs have been minimized through the use of cheaper materials and the implementation of a single charging; once the power of the wands have been used, the artificially-created crystal holding the spell  charge crumbles, as often does the wand itself as the cheap composite materials break down over the lifespan of the wand.  Each wand is keyed to a single spell, and once crafted, this cannot be changed, whereas with a traditional wand, one of sufficient skill can create them with multiple spells stored within.

The benefits of a mass-produced wand are numerous, however.  Firstly, it allows for the group using them to easily equip their members, even those with minimal magical talents, with extra offensive and defensive options while leaving their personal spellcasting resources open for more powerful magics.  Second, in the event of losing such a wand, the loss is minimal in terms of cost to replace and time invested in its replacement.  Third, having a variety of additional spells available for an arcanist can give them greater advantage against those who oppose them, either in terms of offense and defense, or allowing the arcanist to use magic they normally are not capable of using, simply by uttering the activation phrase assigned to the wand.  In a pinch, those spellcasters who are familiar with the construction of wands can even supplement their own arcane energies by absorbing charges from the wands.

Generally, such wands hold limited charges, much fewer than a traditional spell wand, allowing for perhaps 20-30 castings of a lower powered spell, or as few as 10 or less of a more powerful spell.  As they cannot be recharged, once the power is expended, the wand is rendered useless.  Further, the power of spells from such wands is fixed, meaning that the spells cast from them are usually at a reduced magnitude of effect compared to the user having cast the spell themselves from their own reserves.

 

LORE24 ENTRY #3 – Prayer of Blessing

Category – Spell / Magic

A Prayer of Blessing is a type of divine magic used by priests and priestesses.  The caster of this spell speaks a prayer to the deity to which they have devoted themselves, asking for the blessing of their deity to protect and bolster themselves and their allies, most often in a combat situation, though there are variations for other circumstances.  This is a very common type of spell.

 

Example Blessings

Blessing of Battle – A blessing of this type bolsters the combat prowess of the recipient, enhancing their ability to land telling blows and enhancing the amount of damage done should the strike land.

Blessing of Defense – A blessing of this type bolsters the defenses of the recipient, creating a magical shield that will soften incoming blows or deflect incoming bullets, if not completely, enough to allow the victim of the attack to perhaps survive the attack.

Blessing of Endurance – A blessing of this type bolsters the physical resilience of the recipient, granting them greater endurance and fortitude to withstand harsh conditions, march for longer, or even resist the effects of poisons and toxins.