Varieties of magic in Ethshar

This article summarizes the different varieties of magic and magicians in the fictional world of Ethshar

Wizardry

Given time, concentration, verbal, somatic, extremely varied and sometimes difficult-to-find material components, and (usually) the focus of an athame, a skilled wizard can do most anything, including granting immortality or eternal youth, creating an artificial universe/dimension, and reversing the flow of time. Wizardry is thus the most powerful variety of magic, and the wielders are able to (but very rarely do) enforce their will on every king and magician on Ethshar

Wizardry uses charged symbols to manipulate chaos, and the components therefore usually do not in any way represent The Effects. Wizardry spells have different "levels",that represent the increasing difficulty of casting.

It seems likely that wizardry does not require an inborn talent, but some are more suitable than others.

Wizardry Spell-list

  • Familiar Animation [variant] (E:8 pg.10)
  • Fendel's Spectacular Illusion (E:8 pg.39) - partial components: drop of dragon's blood
  • Javan's Restorative (E:8 pg.28) - two peacock plumes - one white, boiling water, jewelweed, 1/4 lb block of special incense prepared in fog or sea-mist
  • Spell of the Obedient Object (E:8 pg.14) - partial components: blood of a gray cat, gold coin
  • Servile Animation (E:8 pg.27) - 6th Order - partial components: dragon's blood, opium poppy seeds, virgin's tears, red hair from a woman married at least a year
  • Thrindle's Combustion (E:8 pg.39) - component: pinch of brimstone
  • Spell of True Ownership (E:8 pg.39)
  • Yellow Cloud (E:8 pg.39) - partial components: chip of chrysolite

Warlockry

Warlockry resembles telekinesis as depicted in popular fiction and films. The resolution of this power is fine enough to stop hearts and manipulate items smaller than bacteria.

Warlockry came into existence when an object fell from the sky during the Night of Madness. This object awakened a number of warlocks to its power, it grants them telekinetic ability which varies by their range from the object, which also 'whispers' to them. Warlocks become more powerful the more they use their abilities, and those who become very powerful hear what is known as "The Calling" from this object, and are unable to resist traveling to it. None have ever come back from these trips. There is another unsentient version of this object to the South, in Lumeth of the Towers, near the Empire of Vond, that already empowered warlocks can tap for power. Otherwise warlocks in the south would be too far away to tap much power from the whispering object.

Witchcraft

Resembles warlockry, in that much of what it does seems a variation on telekinesis (moving objects, warming, heating, drying, etc.) but is weaker, and more suitable to healing. Witchcraft is powered by the witch's own body. Whereas a warlock may feel more powerful after a great effort (because their ability to draw on the source increases with use), a witch is often physically exhausted after a major use of witchcraft. As with the other forms of magic-users in Ethshar, witches May Be male or female.

Demonology

Conjuring demons, and forcing them to do one's bidding. This variety of magic was more powerful prior to the events of The Misenchanted Sword.

Theurgy

Asking the gods to perform a service, through praying to the correct name, in the correct way. Actual faith seems not to be neccessay. AbOUT thirty gods respond when prayed to. This variety was more reliable prior to the events of The Misenchanted Sword.

Sorcery

Using magical devices with functions similar to technology called talismans. These devices use a magical power called gaja, derived from the order outside the universe. This variety of magic was more frequently used prior to the events of The Misenchanted Sword, when sorcery (along with demonology) was favored by the Northern Alliance, while wizardry (and theurgy) was more common among the Ethsharites. It is not known if new talismans can be constructed and if not, how they originally came into existence.

Science

Science on Ethshar is counted a category of magic. Scientific knowledge is at a relatively low technology level and includes knowledge of things like creating a rainbow with a glass PRiSM and the basic mechanics (pulleys and levers).

Ritual Dance

Little explanation has been given as yet, but it is apparently the only form of magic that requires more than one person. Groups of dancers can allegedly improve a person's luck.

Ritual Song

Never mentioned in any of the published stories, the author has said in online discussion that there was once a form of song magic, but that it's probably been lost by the time most of the Ethshar stories take place.

Herbalism

Using plants as medicines, poisons, and so on. GeneRally not thought of as magic in the real world.

Prestidigitation

Sleight-of-hand.