Posted: Wed Jan 26, 2005 10:35 am
In other words, the alchemists weren't running into dead ends, but impossible to scale cliffs. They just never managed to look up (or had reason to; science was pretty primitive even then).
I'm gonna have to say that any transformations would have to involve something other than lux. What that would be, I don't know, but I have my own theories on how magic would work. My chief point is that all magic doesn't have to be the same. God obviously isn't limited by the laws of physics (according to my beliefs anyway), so when He did wonders on the earth, He either bent the rules, used the loopholes He designed, or brought His own rules. The first two are probably the most likely; the third plays havoc with the balance of the universe.
I can't think of a good analogy of my theory using things in this world, so maybe I'll just use words if I can.
Basically, I see three types of magic in my own fantasy worlds:
1. Arcane
2. Natural
3. Divine
Time to explain each in turn, with its advantages and disadvantages.
Arcane
This is the one used by wizards and most sorcerers. It is a magic of science, of intelligence, and requires intense study and concentration. It's important to be able to chant a spell correctly while a horde of barbarian orcs is breathing down your neck. One wrong word, gesture, or symbol and you can kiss your skinny butt goodbye.
This form of magic yields a great deal of power, and most readily choose it if offered. It also is the magic responsible for most magical artifacts, as the creation of such things requires a scientific approach, lest you create something that can't be used.
Unfortunately, this magic is also susceptible to negation, or rather, the art of creating anti-magic fields. Some people, though unable to cast spells, can alter the flow of arcane magic around them, thus increasing or decreasing the various types involved in spells, or blocking it all together. The name given to such gifted individuals varies, but the ability does not, only the skill and power of the person does. They also make the best artifactors, as they can see the flow of magic around an object and alter it until they get the result they want.
Some who are capable of psychic attacks may also be able to cause arcane magic users a bit of trouble, as it requires one to think and plan. A powerful psychic could probably overwhelm a small-time wizard easily.
So long as you prepare for the occasional negation and psychic attack, this type of magic can prove to be very useful.
Natural
This is the magic of nature and the world around us. Some group it in with Divine, but I feel that is a mistake. Nature is not a god, nor is it really sentient; plus, worshiping it tends to lead to stagnation. I feel it is better put in its own category, and treated accordingly.
Natural magic usually requires great wisdom. It is the magic of mages, who focus on one small thing and learn its secrets. It relies more on instinct than intellect, which gives it strength against mind readers. Your concentration can be disturbed, but the psychic will not know exactly when the attack is coming, except perhaps a split-second before it happens.
One example of natural magic is that of the sand mage, one of my creations. A desert-dwelling race of anthro wolves I also created, called wulves, learned to "listen" to the harsh land around them. One result was the sand mage, an individual who can manipulate the sand around them through pure will. They never think of what they want to do; they will it and it happens. Sometimes they will create a sand golem (do I have to explain this one?) and give directions though simple commands, but the masters rarely do this save in times of trouble. It is advisable never to anger a sand mage anywhere near a beach or desert. You won't live to regret it.
Though less powerful, natural magic is highly resistent to negation, mostly because the magic resides inside the thing being manipulated, and thus does not rely on outside sources that can be severed. Sucking the magic out in some way would be very effective though.
Divine
Finally, we have this magic. Although its name implies it is taken from a god or gods, it might also come from other spiritual creatures with great power, such as demons and other magical creatures. It is the most powerful of the three, and is immune to any negation. Sucking magic out of the user or artifact would only result in drawing the attention of their diety or demon, which is usually a very bad thing. Other magics can sometimes punch through or slow it down, but they cannot destroy it. That requires Divine magic.
Before you go sacrificing to Thor for lightning powers, know that this is also the most fickle power, and difficult to maintain. If you displease your "sponsor" in any way, he/she/it may decide to revoke the powers granted you, or perhaps just make it less effective. Giving people small shocks instead of electrocuting them with a few thousand volts for instance.
Even worse is that some dieties or demons demand high prices for their power, often ones you wouldn't agree to if you had any amount of common sense. Desperate individuals are often the ones who seek such power, for reasons that are entirely their own.
Powerful though it may be, the price of Divine magic may not be worth the benefits gained. Be wary of spirits offering immortality for a "small thing" you'll never miss.
That's pretty much it. I must stress this is not related to the Questorverse; it's my own magic system and the bare bones of it. I have to add flesh later on when I write my stories. In any case, I'm betting Rayne was transformed by Divine magic. Seems the most likely to cause chaos anyway.
I'm gonna have to say that any transformations would have to involve something other than lux. What that would be, I don't know, but I have my own theories on how magic would work. My chief point is that all magic doesn't have to be the same. God obviously isn't limited by the laws of physics (according to my beliefs anyway), so when He did wonders on the earth, He either bent the rules, used the loopholes He designed, or brought His own rules. The first two are probably the most likely; the third plays havoc with the balance of the universe.
I can't think of a good analogy of my theory using things in this world, so maybe I'll just use words if I can.
Basically, I see three types of magic in my own fantasy worlds:
1. Arcane
2. Natural
3. Divine
Time to explain each in turn, with its advantages and disadvantages.
Arcane
This is the one used by wizards and most sorcerers. It is a magic of science, of intelligence, and requires intense study and concentration. It's important to be able to chant a spell correctly while a horde of barbarian orcs is breathing down your neck. One wrong word, gesture, or symbol and you can kiss your skinny butt goodbye.
This form of magic yields a great deal of power, and most readily choose it if offered. It also is the magic responsible for most magical artifacts, as the creation of such things requires a scientific approach, lest you create something that can't be used.
Unfortunately, this magic is also susceptible to negation, or rather, the art of creating anti-magic fields. Some people, though unable to cast spells, can alter the flow of arcane magic around them, thus increasing or decreasing the various types involved in spells, or blocking it all together. The name given to such gifted individuals varies, but the ability does not, only the skill and power of the person does. They also make the best artifactors, as they can see the flow of magic around an object and alter it until they get the result they want.
Some who are capable of psychic attacks may also be able to cause arcane magic users a bit of trouble, as it requires one to think and plan. A powerful psychic could probably overwhelm a small-time wizard easily.
So long as you prepare for the occasional negation and psychic attack, this type of magic can prove to be very useful.
Natural
This is the magic of nature and the world around us. Some group it in with Divine, but I feel that is a mistake. Nature is not a god, nor is it really sentient; plus, worshiping it tends to lead to stagnation. I feel it is better put in its own category, and treated accordingly.
Natural magic usually requires great wisdom. It is the magic of mages, who focus on one small thing and learn its secrets. It relies more on instinct than intellect, which gives it strength against mind readers. Your concentration can be disturbed, but the psychic will not know exactly when the attack is coming, except perhaps a split-second before it happens.
One example of natural magic is that of the sand mage, one of my creations. A desert-dwelling race of anthro wolves I also created, called wulves, learned to "listen" to the harsh land around them. One result was the sand mage, an individual who can manipulate the sand around them through pure will. They never think of what they want to do; they will it and it happens. Sometimes they will create a sand golem (do I have to explain this one?) and give directions though simple commands, but the masters rarely do this save in times of trouble. It is advisable never to anger a sand mage anywhere near a beach or desert. You won't live to regret it.
Though less powerful, natural magic is highly resistent to negation, mostly because the magic resides inside the thing being manipulated, and thus does not rely on outside sources that can be severed. Sucking the magic out in some way would be very effective though.
Divine
Finally, we have this magic. Although its name implies it is taken from a god or gods, it might also come from other spiritual creatures with great power, such as demons and other magical creatures. It is the most powerful of the three, and is immune to any negation. Sucking magic out of the user or artifact would only result in drawing the attention of their diety or demon, which is usually a very bad thing. Other magics can sometimes punch through or slow it down, but they cannot destroy it. That requires Divine magic.
Before you go sacrificing to Thor for lightning powers, know that this is also the most fickle power, and difficult to maintain. If you displease your "sponsor" in any way, he/she/it may decide to revoke the powers granted you, or perhaps just make it less effective. Giving people small shocks instead of electrocuting them with a few thousand volts for instance.
Even worse is that some dieties or demons demand high prices for their power, often ones you wouldn't agree to if you had any amount of common sense. Desperate individuals are often the ones who seek such power, for reasons that are entirely their own.
Powerful though it may be, the price of Divine magic may not be worth the benefits gained. Be wary of spirits offering immortality for a "small thing" you'll never miss.
That's pretty much it. I must stress this is not related to the Questorverse; it's my own magic system and the bare bones of it. I have to add flesh later on when I write my stories. In any case, I'm betting Rayne was transformed by Divine magic. Seems the most likely to cause chaos anyway.