It’s that time again—time to sit down, shut up, and listen. Or don’t. Whatever. It’s not like I care. I’m just here.
Last time, we covered the guild structure. Today, we’ll look at magic, spells, and rituals. As a bonus, I might even tell you about curses, hexes, potions, and wards—if I feel like it.
So the basic of all basics is that, in order to use any of the above, one must have magical energy. That’s right, genius, you would need to be a Caster to use magic. What’s magical energy? Come on guys, were you raised in a back alley in Seattle?
Let me break it down:
Magical energy is the magical essence that Casters possess. Some believe magical ability depends on age, gender, and/or affinities held. Since no two humans are alike and elementals are created at random, we really haven’t been able to verify the legitimacy of those theories. Regardless, every Caster emits a distinct magical energy signature that is able to be sensed by other Casters.
Magic isn’t magical energy itself. The energy is the stored basis of magic. Magic happens when someone calls on that energy to either perform a spell or ritual—or any disbursement of magical energy outside the body. So gathering magical energy into one’s palm is one use of magic, even if it’s not used for anything. On a side note, mages will oftentimes do this and throw it at an assailant to blast or stun them—it really, really doesn’t feel good, in case you’re wondering.
Spells & Rituals
The key difference between spells and rituals is that a spell may or may not require an incantation but a ritual absolutely does. In addition to requiring an incantation, a ritual requires invocation tools, such as charms, crystals, candles, moonlight, sunlight, athame, or herbs, to name a few.
Spellwork is willing your magical energy to do a task, such as picking a lock or changing the size of an item to be larger or smaller. At first, you’ll need to speak an incantation to tell your magic what to do, but with practice, you’ll be able to speak the words in your mind instead of out loud. Silence and efficiency are important in a Hunter’s line of work.
For rituals, you serve as the magical energy source to power the tools, herbs, and materials gathered. Because rituals rely on your intention to carry out your spellwork, the incantation is important. The simplest thought, “I want to beat my opponent,” is so ambiguous, there’s no telling what mischief the magic might cause while completing the task. The less focused your intentions and directions, the more magical energy the ritual could steal from you—if it takes too much, you’ll die.
If you couldn’t tell, rituals are much bigger than daily spellwork and require more attention to detail on the Spellcaster’s part. Regardless, all magic should be taken seriously—it’s all dangerous if not used properly. Not just dangerous…a lack in focus or an inability to direct your intention could take an innocent spell or ritual and turn it into a dark, insidious disaster.
Curse vs Hex
Speaking of insidious, that brings us to rogue magical practices. Curses are jinx magic that requires either a spell or ritual but no dark magic. A hex is dark magic itself and requires the Caster to acquire dark objects and/or wield dark magic. Jinxes are wishing physical pain or emotional distress to ail someone. They’re considered torture magic and are forbidden by the guilds. There are other minor jinxes, such as wishing general misfortune on others, but they are still considered illegal and will be punished. Hexes are anything and everything that interferes either with a person’s free will or leads to chronic illness…or death. Oftentimes, hexes require blood rituals or sacrifices.
There are no trials for those practicing dark magic. Elite Hunters, like myself, are sent in to capture or kill on sight. In cases of capture, it’s in order to gain intel on their illegal practices—especially those working in cults. Because dark rogues are dangerous, we’re allowed to defend ourselves to the full extent of guild law. It’s rare that an Elite Hunter is able to retrieve a captive alive, although it does happen from time to time…
Potions are crafted out of everything from herbs to crystal dust and are imbued with magical essence, making them effective with or without a spell. Depending on what type of potion you’re using, they are effective without magical energy. In other words, a Norm could use something as mundane as a healing potion or as dangerous as an explosion potion. Even without magic, these potions are effective, but adding an incantation—or even just having magical energy—will make them even more powerful.
What’s a Ward?
While we’re on the subject of what magic can do, let’s review wards. Wards are magically created objects that serve a single purpose. We have everything from shielding wards to protection wards. They are, in essence, a charm-piece but on a grander scale. They can be as small as a pebble or as big as a mountain depending on their purpose. For example, my home is covered with protection wards to keep unregistered people from entering without my permission.
Wards are created using alchemy, a subset of magical ability that allows someone to build wards using chemistry, magic, and other components. I can’t say I fully understand it since I don’t have an aptitude for alchemy. We have several incredible alchemists at the guild, though, which has made the Cardinal Sun the leading guild in Washington State.
But you know what they say about power…it comes with a giant ego and a need to subjugate the opposition.
Well, that’s all I’ve got for you today.
See ya next time…
Next: Guild Mages 101 – Pt 4