Classes and processes of magic
Nov. 3rd, 2014 11:24 pmThese are the classes of magic as known to Spirit. The classes are the first column, ranked in order of power. After them are the sub-divisions within each, ranked in order of most-basic to most-complete.
Thought - Sensation, Observation, Learning, Metaphor, Abstraction, Integration
Life - Fertility, Conception, Gestation, Birth, Development, Maturation, Parenting, Elderhood, Death, Decay
Creation - Fallowness, Inspiration, Formation, Manifestation, Destruction
Material - Environment, Element, Experience, Substance, Properties/Qualia, Energy
Environment - Space, Time, Location, Matter, Energy, Pattern, Purpose, Meaning
Mechanism - Pressure, Device, Linkage, Conduit, Comparator/Computation
Communication - Witness, Transmission, Reception, Connection, Communion, Understanding
Classes, not schools. Schools = of philosophy and denominative belonging; Classes = divisions between basic natures.
If one were to describe these in Dungeons and Dragons terms, these would be schools of clerical magic. The schools of wizardly magic would be the processes by which magic operates. Note that Blueprinters will ONLY use such descriptions as means of accessibility, rather than as the nature by which they use magic; we are taught better than to confuse a game with reality, the metaphor for the substance, the map for the territory.
For example, Transformation (a process) may be based in ANY class or classes of magic, but MUST include these two properties: The change of basic nature from one state to another; The inception, transition, and completion of the transformation process.
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Now, these are the processes of magic as known to Spirit. Each is ranked in order of most commonly useful to least, followed by a basic description of the process. Note that even the supposedly least-useful are still very powerful! They are simply not as commonly effective upon the context of operations when attempting to enact a magical working, but sometimes they are the only way to accomplish a particular purpose.
Invocation - Words of power and purpose, the calling-up and manifestation of spirit/other into something/someone
Transformation - Changing of basic structure, nature, or purpose
Abjuration - Command or direction
Charming - Not direction of thought! Imbuing of power, the formation and use of charms (objects of power which are meant to emanate, transform, or direct energies around them to some purpose)
Binding - Connecting things to each other, the creation of enchantments (magics bound to something/someone/someplace) and phylacteries (physical things/places/beings which are bound to certain magics)
Summoning and dismissal - Calling forth or filling in, and sending away or clearing out
Illusion and evocation - Imagery and sensation (including befuddlement/confusion), manifesting the presence of an energy or being
Thought - Sensation, Observation, Learning, Metaphor, Abstraction, Integration
Life - Fertility, Conception, Gestation, Birth, Development, Maturation, Parenting, Elderhood, Death, Decay
Creation - Fallowness, Inspiration, Formation, Manifestation, Destruction
Material - Environment, Element, Experience, Substance, Properties/Qualia, Energy
Environment - Space, Time, Location, Matter, Energy, Pattern, Purpose, Meaning
Mechanism - Pressure, Device, Linkage, Conduit, Comparator/Computation
Communication - Witness, Transmission, Reception, Connection, Communion, Understanding
Classes, not schools. Schools = of philosophy and denominative belonging; Classes = divisions between basic natures.
If one were to describe these in Dungeons and Dragons terms, these would be schools of clerical magic. The schools of wizardly magic would be the processes by which magic operates. Note that Blueprinters will ONLY use such descriptions as means of accessibility, rather than as the nature by which they use magic; we are taught better than to confuse a game with reality, the metaphor for the substance, the map for the territory.
For example, Transformation (a process) may be based in ANY class or classes of magic, but MUST include these two properties: The change of basic nature from one state to another; The inception, transition, and completion of the transformation process.
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Now, these are the processes of magic as known to Spirit. Each is ranked in order of most commonly useful to least, followed by a basic description of the process. Note that even the supposedly least-useful are still very powerful! They are simply not as commonly effective upon the context of operations when attempting to enact a magical working, but sometimes they are the only way to accomplish a particular purpose.
Invocation - Words of power and purpose, the calling-up and manifestation of spirit/other into something/someone
Transformation - Changing of basic structure, nature, or purpose
Abjuration - Command or direction
Charming - Not direction of thought! Imbuing of power, the formation and use of charms (objects of power which are meant to emanate, transform, or direct energies around them to some purpose)
Binding - Connecting things to each other, the creation of enchantments (magics bound to something/someone/someplace) and phylacteries (physical things/places/beings which are bound to certain magics)
Summoning and dismissal - Calling forth or filling in, and sending away or clearing out
Illusion and evocation - Imagery and sensation (including befuddlement/confusion), manifesting the presence of an energy or being