First I must congratulate Boris for is willingness to bring to us such = an issue. In fact, I think that we should start discussing in GD the = future Glorantha RPG system. It would be the best way to ensure that = Glorantha will have the best system around.
So, here goes my contribution to the question of which magical rules = should be designed for Glorantha:
I. THE ORIGIN OF MAGIC
Personal=20
Traditional magic (this is the equivalent of RQ's spirit magic) Sorcery (equivalent of RQ sorcery) Alien Cults (equivalent of RQ divine magic) Possession
Personnal magic is made with the personnal resources of the magician. = Alien magic is made with the resources of another entity. In this case = the magician is the channel for the magical action.
Traditional magic and sorcery are based on the same principles. The =
difference between the two is that traditional magic is the result of =
experience, accident, example and tradition while sorcery is the result =
of rational research (let's say that the first is 'pre-scientific' while =
the second is 'scientific'...).
Inspiration: the Earthsea trilogy by Ursula K. le Guin.
Conclusion: the diference between traditional magic and sorcery is not a =
question of quality but of method.
Alien magic occurs when a person is used or accepts to be used as a ward =
of a magical beeing so that this beeing can perform a magical action.
In the case of divine magic, that beeing is a god. The divine spell is =
performed by the god and it should be done according to the aims and =
whim of the god. The priest or initiate serves only as the vehicle for =
the god in the mundane world. Through sacrifice and prayer the follower =
of the god becomes a permanent 'extension' of the god in the mundane =
world.
In the case of possession the magician can be either controled or =
controler of the spirit that performs the magical act. The magician =
allows that spirit to have an occasional access to the mundane world.=20
Inspirations: the action of saints and prophets in RW midle-east and =
western religions; mediums in spiritism; voodoo.
II. MAGICAL ACTIONS
Traditional Magic Spells =96 these are spells resulting from tradition =
or personnal inspiration. You repeat what others have done or follow a =
subit inspiration on a stressful situation (this is rare and only the =
greatest magicians =96 or, should I say, heroquesters can do it). These =
spells are rather inflexible and vary from culture to culture even if =
they seem similar: a barbarian's Bludgeon is different from a troll's =
Bludgeon and their physical manifestations are different. You have to be =
a troll to understand the mysteries of troll's Bludgeon. How do they =
produce their results? Nobody knows: you don't discuss it, you just do =
it.
Sorcery Spells =96 The principles are the same as on RQ sorcery rules. =
The rational study of magic allowed the sorcerors to understand how =
magic operates and to create a technique and its applications =96 the =
spells.
Divine Spells =96 These spells are realy done by the god. In a sense all =
divine spells are Divine Intervention. The follower of the god only =
requests the god's intervention. It is up to the god to decide if he =
conceds the grace or not (it depends on the situation, if the follower =
is in a good standing in the cult and on the god's mysterious =
intentions).=20
Channeling =96 these magical actions deal with the comunication with the = otherworld (spirit and divine planes). It is through channeling that the = followers of a god alow him to act on the mundane world (divine spells). =It iis through channeling that shamans interact with spirits. It his = through channeling that mediums contact spirits. It's here we find = invocations and telepaty.
2. Levels of magical actions
Low level =96 this is a new very basic type of magic less powerfull then =
any of the RQ systems. I would also qualify as low level the usage of RQ =
sorcery spells without any manipulations.
Middle level =96 in RQ terms is the equivalent of spirit magic and =
sorcery.
High level =96 in RQ terms is the equivalent of divine magic or a shaman =
acquiring is fetch.
III. THE COMPONENTS OF MAGIC
Tomorrow I will continue presenting my proposals for a new magic system. =
Issues to be discussed:
Magic learning / acquisition
The Magical Self
Collective Magic
Magic Systems
Best regards,
Sergio Mascarenhas
End of The Glorantha Digest V5 #170
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