Revision history for MagicalTraditions


Revision [738]

Last edited on 2010-04-29 00:59:38 by BaxilDragon [Finally, page just for traditions / Hermetics WIP]
Additions:
//Mage classification: **[[MagicalSchools School]] "">>"" ''Tradition'' "">>"" [[MagicalGroups Working Group]]**//
**New Mages:** Normally plucked from the ranks of other traditions by powerful hermetics who have witnessed the individual’s magic prowess and intellectual strength. Often these new hermetics enter a master/apprentice relationship with more powerful hermetics, learning what their masters have to teach, including sorcery, alchemy, and astrology. Those that lack the dedication or mental fortitude to commit to the level of study needed often become discouraged and seek other means of training, often becoming volitionists, or the more generalized directivist.
**Experienced Mages:** After years of dedicated study, the neophyte mage is often given the title, Master, by his own master. These individuals are capable for awesome feats, but seldom employ the brunt of the magic power, knowing full well the consequences of magic gone bad. It is believed that some hermetic alchemists have unlocked the secrets of the “philosophers’ stone”, but these reports have never been confirmed.
/// in progress //
Deletions:
//Mage classification: **[[MagicalSchools School]] "">>"" [[MagicalTraditions Tradition]] "">>"" Working Group**//
====Working Groups====
The majority of covens/orders/circles/etc. are formed as a local branch of a specific tradition -- they will work (more or less tightly) within that organization; recruit and teach students under the name brand and philosophy of that tradition; have some level of contact with other groups in that tradition (or at least will be friendly toward visiting tradition members); and share in the benefits of the discoveries other tradition members make.
However, mages being the individualistic sorts they are, often a working group will simply assemble -- and remain coherent -- without regard to school or tradition. This most often happens when the mages have reasons to work together that have nothing to do with magical ideology (friendship, politics, pre-Changes collaboration, or being the only mages in an isolated area). Or a mage may join an established group with an opposing tradition for similar reasons.
This is why TTU characters' descriptions have separate spaces for group and tradition -- group affiliation is no guarantee of anything. The "Magical Tradition" field measures that character's individual approach to magic, even if their working group does it differently.
Due to the differing philosophies of how spell energy is gathered and used, mages cannot participate at their full strength in rituals or group spells from an opposing school (unless those rituals are designed with compatibility in mind -- effects are interchangeable, but the method of getting there isn't). Multi-tradition working groups will either learn to account for this, or else just put up with it.


Revision [720]

Edited on 2010-04-27 19:16:23 by BaxilDragon [IN PROGRESS: trad/school split, +hermetics]
Additions:
//Mage classification: **[[MagicalSchools School]] "">>"" [[MagicalTraditions Tradition]] "">>"" Working Group**//
A "Tradition" describes a large group of mages united by shared ideology and/or teachings. It does **not** mean that all mages of that tradition practice together or are geographically united -- just that they have similar ideas about magic and work from the same source material.
The levels of classification of magical ideology are, from broadest to narrowest: **School "">>"" Tradition "">>"" Working Group** (circle, coven, order, etc.). To use an analogy with spirituality, a school is like a religion (Christianity); a tradition is like a denomination (Catholic, Greek Orthodox, Baptist); a working group is like a single church. Of course, someone may consider themselves to be part of a school (or tradition) without having any more specific affiliation; all three levels are meaningful on their own.
===Hermeticism===
**Parent School:** Directivism
**Beliefs:** Magic is a predictable force that can be measured and controlled. Hermetics believe that magic is a scientific force that needs to be studied to be understood. Theirs is the magic of precise ritual, complex formulae, and academic principles. Hermetics do not share the personalized relationship with magic that other traditions are known for, instead preferring a detachment, seeing magic more as a tool. While other traditions refer to the art of magic, hermetics prefer the term the craft of magic. To them, magic is not black or white, good or evil, magic is; it is the user that makes it what it is.
Most hermetics believe that they draw their power form the four elements; earth, air, water, and fire, instead of some inner source or some extraterrestrial influence. Hermetics are also known for their expertise in astrology and alchemy. Hermetic study has increased recently after the discovery of the //Libra Veneficus Magica//, a tome, purportedly, written by John Dee; a 16th century mathematician, astrologer, and occultist; covering the finer details of hermeticism and alchemy. (It’s interesting to note, John Dee is reported to have been born July 13th, 1527; a [[TheWednesdayRule Wednesday]])
**Advantages:** Capable of producing outstanding affects through their magic, hermetics could be a powerful force to reckon with if it where not for the immense amount of study and dedication required to perform even the simplest effect. Hermetics are also capable of bringing forth the embodiments of the force they believe power magic, called elementals. The study of astrology also lends well to fortune telling, while alchemy is often employed to make magic “potions”, liquid containers for beneficial (or detrimental) effects.
**Disadvantages:** As the saying goes: With great power comes great reasonability. While capable of creating truly awesome effects, hermetics run the greatest risk of magic failure or, even worse, magical back-fire; resulting in often catastrophic outcomes. The mortality rate for hermetics that step out of the range of their capabilities is extremely high. Like directivists, hermetics tend to be elitist, making joining their ranks and learning their art difficult at best.
CategoryMeta CategoryConcepts CategoryMagic
Deletions:
On one level, a mage is a mage is a mage: anyone who can "cast spells" is applying their willpower to produce direct effects on reality. But mages have very different ideas about where that power comes from, how to access it, and the constraints under which they (do or should) operate.
A "magical tradition" is a collection of these ideas. It is related to spellcasting in the same way that a religion is to spirituality.
"Tradition" describes a group of mages united by that shared ideology. It does not mean that all mages of that tradition practice together or are geographically united; local subgroups of a given tradition will typically exist, and the strength of the ties with their parent groups can vary widely.
The levels of classification of magical ideology are, from broadest to narrowest: **School "">>"" Tradition "">>"" Working Group** (circle, coven, order, etc.). To extend the religious analogy, a school is like a religion (Christianity); a tradition is like a denomination (Catholic, Greek Orthodox, Baptist); a working group is like a single church. Of course, someone may consider themselves to be part of a school (or tradition) without having any more specific affiliation; all three levels are meaningful on their own.
====Schools of Magical Thought====
After TheChanges brought magic into the world, people naturally sought explanations for what this effect was and why it worked. The explanations tended to fall into a few larger categories, which academic mages naturally began to refer to as "schools."
Broadly speaking, a tradition will subscribe to a single one of these views -- although they will not agree on the details with other traditions in that school! Intra-school disagreements are, if anything, more heated than the external ones.
===Volitionist===
**Beliefs:** Magic is generated by our very existence; the simple fact of our being //alive//, instead of chunks of unmoving meat, is an act of magical volition that our inner mage is continually casting to sustain our existence. A spell is simply redirecting some of the internal energy that animates our bodies into also animating things outside of us. Anyone can be a mage by learning to consciously direct that energy.
**Major figures:** CharacterDennisRedwing. Many volitionist traditions take his chapters on magic from "We Walk Among You" as foundational, and some take his word on magic as gospel. He seems to find this flattering but doesn't do anything to actively encourage it.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are generally egalitarian (though some schools are therianthrope elitists). Their idea of soul/body "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage's body if unwittingly pushed too far -- since they are inherently self-generated and self-sustained (even when tapping external power sources). Also, their theories have some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**New mages:** Find spells intuitive, flexible and powerful, but have to really //work at it// to create any effects at all, and may be discouraged by the sheer mental exertion for even minor payoffs. Worse, many traditions keep advancement deliberately slow for reasons of personal safety.
**Experienced mages:** Learn quickly to tap into external sources of power to work around the worst of the school's disadvantages, and weave effects into their own resonance to augment their natural abilities.
**Opinions on other schools:**
//Externalists:// "Dangerously disconnected. Magic's about projecting your willpower, and they aren't even consciously directing what they do."
//Directivists:// "They spend so much time on their toys and their foci, it's a wonder they ever manage to cast spells at all."
//Pragmatists:// "A great-sounding theory, but in practice, pretending that the universe can do your spellcasting for you just slows down your own magical development, and they'd do better to focus like we do."
===Externalist===
(AKA: "Theist")
**Beliefs:** Magic is generated by God (or another higher power, space aliens, etc) and shared with us as a gift. Some people's faith/desire opens a channel to that source and allows them to manifest its power. Many traditions say that only certain people -- or certain faiths -- are capable of doing this. (Other mages who don't follow this path may be explained as blasphemers, perverting the gift for evil purposes; or may be explained as channeling power from a different source such as Satan.)
**Advantages:** Channelling an external power is far less exhausting than volitionists' self-generated effects and far less rigid than directivists' rituals. Theist mages also generally worship the source of their power, getting enhanced spellcasting effect from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas credit large external agency to the power they wield, so they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they have less recourse when that happens ("oh well, that must not have been God's will"). Traditions are insular and exclusive. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
**New mages:** Are basically a self-selected group, because strength of faith simply can't be taught. Even so, they may be discouraged by a power that is essentially out of their hands, and the sometimes trial-and-error nature of growing into their skills. (Some traditions hold that people are either meant to be mages or they're not; their mentorship is naturally horrible.)
**Experienced mages:** Start stronger and plateau sooner, and their advancement past that plateau is heavily self-directed. Most become very rigidly ideological. Some start letting their old life and identity fall away and grow to identify themselves more and more as mere agents of the force they wield. Some, as they grow beyond what their mentors and peers can teach them, start looking to other traditions for inspiration - and risk a serious crisis of faith.
**Opinions on other schools:**
//Volitionists:// "They don't understand the true source of their power, and by dealing with it as a human rather than divine phenomenon, they are weakened and distracted."
//Directivists:// "Dangerously wrong-headed. They pervert the power we are given by believing they can control its every aspect."
//Pragmatists:// "Their intention to learn something from everyone merely guarantees that they'll dabble in dark and dangerous forces."
===Directivist===
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe doing some heavy lifting in response to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions. Traditions may believe that anyone can become a mage; or that a certain insight or background is necessary to even approach spellcasting.
**Advantages:** Spells inherently require less effort, since they are simply generating directions for the universe to process and the only "willpower" needed is to access that control connection. Their approach to casting is the most effective at generating lasting or permanent effects, and they're the only school that can reliably produce enchanted items.
**Disadvantages:** Very heavily ritual-based -- slower, and difficult to adapt to new circumstances, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Directivist traditions tend to the egotistical, and most are historically secretive (a reflex that they have trouble shaking even after magic arrives full-force). Their theories about a universe //designed// to be shaped by human input can lead to hairy questions about "consensus reality".
**New mages:** Find their simplest few spells reasonably effortless (at least if they've got a good hands-on tutor), but quickly slam into a wall of esoterica as they try to expand their repertoire. They may be discouraged by the discipline necessary to dig their epiphanies out of a mountain of theory.
**Experienced mages:** Often keep the same spellcasting structure, but in order to work around the disadvantages of their school, spiral up through successive levels of meta in their approach to it -- choosing their effects from a tree of diligently memorized variations of the spells they've studied, and then combining and crudely modifying them on the fly to build spells complex and specific enough for their situation.
**Opinions on other schools:**
//Volitionists:// "Dangerously irresponsible - using themselves as components in their spells, without adequate preparation, ritual focus or safeguards."
//Externalists:// "They could do so much more if they took personal responsibility for their magic and applied more rigor, but at least they recognize they're working with something greater than themselves."
//Pragmatists:// "Their attempts at synthesis are a search for shortcuts that don't exist. Real magic doesn't have shortcuts. Their struggles prove this."
===Pragmatist===
(AKA: "Synthesist", "Eclectic")
**Beliefs:** Look, magic works (and works differently) for people no matter what school of casting they use. That could only happen if everybody were simultaneously right -- or nobody was. If we combine/transcend their approaches and search for a better explanation, we can cast spells more effectively than any single school could -- and we can reach the truth about magic.
**Advantages:** Can adapt their spellcasting style for situational advantage. Plays well with others; can contribute to other schools' rituals at full effectiveness. Have the greatest opportunity for ultimate advancement. Pragmatists' outside-the-boxes approach gives them the ability to tackle problems other mages have written off as insoluble or dangerous; for instance, after the EventBrogiAccident, mages from this school are the only ones who can safely teleport (not that anyone believes them when they say so).
**Disadvantages:** A niche style, very reliant on individual effort, with no real traditions to speak of (though there are a few working groups that haven't quite reached the critical mass or academic weight to hit "tradition" status). The training necessary to reach a given power level is the highest of all the schools. Requires superhuman discipline, insight, introspection, time commitment, and the ability to believe six impossible things before breakfast. And yet everyone else still ignores them or views them as unserious cranks.
**New mages:** Very rarely start here; usually they migrate over from another school after reaching the limits of their prior approach. Mages who start here from scratch typically have a "preferred" school and dabble in the others, and go through the learning process in a similar way to members of that school.
**Experienced mages:** Always have something new to learn; however, the fact that they never seem to plateau is offset by the fact that a large number of their discoveries force them to undo and relearn their old patterns in order to take advantage of their new insights. They may get discouraged by the elusive nature of the "truth" about magic and the Sisphyean nature of their journey, but they become truly formidable spellcasters along the way.
**Opinions on other schools:**
//Volitionists:// "They most directly acknowledge the role of willpower in spellcasting. That's a great, and necessary, foundation! But they're limiting themselves to an exhausting and dangerous style."
//Externalists:// "Most of them are cranks and hacks, but the fact that they can cast such effective spells despite their crude ways means there's a lot to learn here."
//Directivists:// "They have incredibly powerful tools. It's sad to see them use their tools as crutches."
===Apathist===
**Beliefs:** Magic is hard. Let's go shopping!
**Advantages:** Uncannily popular with non-mages. Requires no late nights of wrestling with cosmology or mind-numbing training. Just buy the latest "CAST SPELLS NOW!" book or gizmo and follow the instructions.
**Disadvantages:** Expensive. Even if you avoid the snake-oil salesmen, spells have an abysmal success rate and little power. Intellectually unsatisfying. Real mages will laugh at you.
**New mages:** Are overwhelmingly likely to be discouraged by the disadvantages above. Occasionally might break through if something genuinely clicks and the advice they got isn't too horrid.
**Experienced mages:** Don't get far without picking up some crucial insight through self-study of one of the other schools -- at which point they abandon this one. On the other hand, a few turn around with dollar signs in their eyes and make money selling What Worked For Them.
**Opinions on other schools:** "Huh? Magic's just magic, right?"
CategoryMeta CategoryConcepts


Revision [715]

Edited on 2010-03-03 19:21:37 by BaxilDragon [v1.3, opinions done]
Additions:
**Beliefs:** Magic is generated by our very existence; the simple fact of our being //alive//, instead of chunks of unmoving meat, is an act of magical volition that our inner mage is continually casting to sustain our existence. A spell is simply redirecting some of the internal energy that animates our bodies into also animating things outside of us. Anyone can be a mage by learning to consciously direct that energy.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are generally egalitarian (though some schools are therianthrope elitists). Their idea of soul/body "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage's body if unwittingly pushed too far -- since they are inherently self-generated and self-sustained (even when tapping external power sources). Also, their theories have some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**Experienced mages:** Learn quickly to tap into external sources of power to work around the worst of the school's disadvantages, and weave effects into their own resonance to augment their natural abilities.
//Pragmatists:// "A great-sounding theory, but in practice, pretending that the universe can do your spellcasting for you just slows down your own magical development, and they'd do better to focus like we do."
**Beliefs:** Magic is generated by God (or another higher power, space aliens, etc) and shared with us as a gift. Some people's faith/desire opens a channel to that source and allows them to manifest its power. Many traditions say that only certain people -- or certain faiths -- are capable of doing this. (Other mages who don't follow this path may be explained as blasphemers, perverting the gift for evil purposes; or may be explained as channeling power from a different source such as Satan.)
**Advantages:** Channelling an external power is far less exhausting than volitionists' self-generated effects and far less rigid than directivists' rituals. Theist mages also generally worship the source of their power, getting enhanced spellcasting effect from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas credit large external agency to the power they wield, so they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they have less recourse when that happens ("oh well, that must not have been God's will"). Traditions are insular and exclusive. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
//Volitionists:// "They don't understand the true source of their power, and by dealing with it as a human rather than divine phenomenon, they are weakened and distracted."
//Directivists:// "Dangerously wrong-headed. They pervert the power we are given by believing they can control its every aspect."
//Pragmatists:// "Their intention to learn something from everyone merely guarantees that they'll dabble in dark and dangerous forces."
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe doing some heavy lifting in response to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions. Traditions may believe that anyone can become a mage; or that a certain insight or background is necessary to even approach spellcasting.
**Disadvantages:** Very heavily ritual-based -- slower, and difficult to adapt to new circumstances, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Directivist traditions tend to the egotistical, and most are historically secretive (a reflex that they have trouble shaking even after magic arrives full-force). Their theories about a universe //designed// to be shaped by human input can lead to hairy questions about "consensus reality".
//Volitionists:// "Dangerously irresponsible - using themselves as components in their spells, without adequate preparation, ritual focus or safeguards."
//Pragmatists:// "Their attempts at synthesis are a search for shortcuts that don't exist. Real magic doesn't have shortcuts. Their struggles prove this."
//Volitionists:// "They most directly acknowledge the role of willpower in spellcasting. That's a great, and necessary, foundation! But they're limiting themselves to an exhausting and dangerous style."
//Externalists:// "Most of them are cranks and hacks, but the fact that they can cast such effective spells despite their crude ways means there's a lot to learn here."
//Directivists:// "They have incredibly powerful tools. It's sad to see them use their tools as crutches."
Deletions:
**Beliefs:** Magic is generated by our very existence; the simple fact of our being //alive//, instead of chunks of unmoving meat, is an act of magical volition that our inner mage is continually casting to sustain our existence. A spell is simply redirecting some of the internal energy that animates our bodies into also animating things outside of us.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are the most egalitarian. Their idea of soul/body "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage's body if unwittingly pushed too far -- since they are inherently self-generated and self-sustained (even when tapping external power sources). Also, the theory has some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**Experienced mages:** Learn quickly to tap into external sources of power to work around the worst of the school's disadvantages, and hook effects into their own resonance to augment their natural abilities.
//Pragmatists:// "They say they want to use the best of each school, but in practice, they end up picking up everyone's bad habits."
**Beliefs:** Magic is generated by a supreme being (or higher power, space aliens, etc) and shared with us as a gift. Our faith/desire opens a link to that source and allows us to channel its power through ourselves into reality.
**Advantages:** Channelling an external power is less exhausting than volitionists' self-generated effects and less rigid than directivists' rituals. Theist mages also generally worship the source of their power, getting enhanced spellcasting effect from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas credit large external agency to the power they wield, so they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they have less recourse when that happens ("oh well, that must not have been God's will"). Traditions are insular. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
//Volitionists:// "They're on the right track, but don't understand the true source of their power, and that weakens and distracts them."
//Directivists:// "Dangerously wrong-headed. They are trying to play God with the gifts they are given."
//Pragmatists:// "Their intention to learn something from everyone basically guarantees that they'll dabble in dark and dangerous forces."
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe doing some heavy lifting in response to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions.
**Disadvantages:** Very heavily ritual-based -- slower, and difficult to adapt to new circumstances, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Directivist traditions tend to the egotistical, and are historically secretive (a reflex that they have trouble shaking even after magic arrives full-force). Their theories about a universe //designed// to be shaped by human input can lead to hairy questions about "consensus reality".
//Volitionists:// "Dangerously irresponsible - self-powering their spells without adequate preparation, ritual focus or safeguards."
//Pragmatists://
//Volitionists://
//Externalists://
//Directivists://
//Pragmatists://


Revision [714]

Edited on 2010-02-25 03:17:30 by BaxilDragon [New "opinions of others" (unfinished)]
Additions:
**Opinions on other schools:**
//Externalists:// "Dangerously disconnected. Magic's about projecting your willpower, and they aren't even consciously directing what they do."
//Directivists:// "They spend so much time on their toys and their foci, it's a wonder they ever manage to cast spells at all."
//Pragmatists:// "They say they want to use the best of each school, but in practice, they end up picking up everyone's bad habits."
**Opinions on other schools:**
//Volitionists:// "They're on the right track, but don't understand the true source of their power, and that weakens and distracts them."
//Directivists:// "Dangerously wrong-headed. They are trying to play God with the gifts they are given."
//Pragmatists:// "Their intention to learn something from everyone basically guarantees that they'll dabble in dark and dangerous forces."
**Opinions on other schools:**
//Volitionists:// "Dangerously irresponsible - self-powering their spells without adequate preparation, ritual focus or safeguards."
//Externalists:// "They could do so much more if they took personal responsibility for their magic and applied more rigor, but at least they recognize they're working with something greater than themselves."
//Pragmatists://
**Opinions on other schools:**
//Volitionists://
//Externalists://
//Directivists://
//Pragmatists://
**Opinions on other schools:** "Huh? Magic's just magic, right?"
Deletions:
**View of volitionists:**
**View of externalists:**
**View of directivists:**


Revision [701]

Edited on 2009-12-03 00:31:41 by BaxilDragon [Draft v1.2 - "Schools" of thought almost done]
Additions:
On one level, a mage is a mage is a mage: anyone who can "cast spells" is applying their willpower to produce direct effects on reality. But mages have very different ideas about where that power comes from, how to access it, and the constraints under which they (do or should) operate.
A "magical tradition" is a collection of these ideas. It is related to spellcasting in the same way that a religion is to spirituality.
"Tradition" describes a group of mages united by that shared ideology. It does not mean that all mages of that tradition practice together or are geographically united; local subgroups of a given tradition will typically exist, and the strength of the ties with their parent groups can vary widely.
The levels of classification of magical ideology are, from broadest to narrowest: **School "">>"" Tradition "">>"" Working Group** (circle, coven, order, etc.). To extend the religious analogy, a school is like a religion (Christianity); a tradition is like a denomination (Catholic, Greek Orthodox, Baptist); a working group is like a single church. Of course, someone may consider themselves to be part of a school (or tradition) without having any more specific affiliation; all three levels are meaningful on their own.
**Beliefs:** Magic is generated by our very existence; the simple fact of our being //alive//, instead of chunks of unmoving meat, is an act of magical volition that our inner mage is continually casting to sustain our existence. A spell is simply redirecting some of the internal energy that animates our bodies into also animating things outside of us.
**Major figures:** CharacterDennisRedwing. Many volitionist traditions take his chapters on magic from "We Walk Among You" as foundational, and some take his word on magic as gospel. He seems to find this flattering but doesn't do anything to actively encourage it.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are the most egalitarian. Their idea of soul/body "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage's body if unwittingly pushed too far -- since they are inherently self-generated and self-sustained (even when tapping external power sources). Also, the theory has some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**Beliefs:** Magic is generated by a supreme being (or higher power, space aliens, etc) and shared with us as a gift. Our faith/desire opens a link to that source and allows us to channel its power through ourselves into reality.
**Advantages:** Channelling an external power is less exhausting than volitionists' self-generated effects and less rigid than directivists' rituals. Theist mages also generally worship the source of their power, getting enhanced spellcasting effect from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas credit large external agency to the power they wield, so they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they have less recourse when that happens ("oh well, that must not have been God's will"). Traditions are insular. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe doing some heavy lifting in response to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions.
**Advantages:** Spells inherently require less effort, since they are simply generating directions for the universe to process and the only "willpower" needed is to access that control connection. Their approach to casting is the most effective at generating lasting or permanent effects, and they're the only school that can reliably produce enchanted items.
**Disadvantages:** Very heavily ritual-based -- slower, and difficult to adapt to new circumstances, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Directivist traditions tend to the egotistical, and are historically secretive (a reflex that they have trouble shaking even after magic arrives full-force). Their theories about a universe //designed// to be shaped by human input can lead to hairy questions about "consensus reality".
**New mages:** Find their simplest few spells reasonably effortless (at least if they've got a good hands-on tutor), but quickly slam into a wall of esoterica as they try to expand their repertoire. They may be discouraged by the discipline necessary to dig their epiphanies out of a mountain of theory.
**Experienced mages:** Often keep the same spellcasting structure, but in order to work around the disadvantages of their school, spiral up through successive levels of meta in their approach to it -- choosing their effects from a tree of diligently memorized variations of the spells they've studied, and then combining and crudely modifying them on the fly to build spells complex and specific enough for their situation.
**Beliefs:** Look, magic works (and works differently) for people no matter what school of casting they use. That could only happen if everybody were simultaneously right -- or nobody was. If we combine/transcend their approaches and search for a better explanation, we can cast spells more effectively than any single school could -- and we can reach the truth about magic.
**Advantages:** Can adapt their spellcasting style for situational advantage. Plays well with others; can contribute to other schools' rituals at full effectiveness. Have the greatest opportunity for ultimate advancement. Pragmatists' outside-the-boxes approach gives them the ability to tackle problems other mages have written off as insoluble or dangerous; for instance, after the EventBrogiAccident, mages from this school are the only ones who can safely teleport (not that anyone believes them when they say so).
**Disadvantages:** A niche style, very reliant on individual effort, with no real traditions to speak of (though there are a few working groups that haven't quite reached the critical mass or academic weight to hit "tradition" status). The training necessary to reach a given power level is the highest of all the schools. Requires superhuman discipline, insight, introspection, time commitment, and the ability to believe six impossible things before breakfast. And yet everyone else still ignores them or views them as unserious cranks.
The details of these traditions are as yet largely undefined, and TTU writers are encouraged to pitch in and create a broad range of magical organizations! We'll document them here along with links to the organizations' descriptive pages.
The majority of covens/orders/circles/etc. are formed as a local branch of a specific tradition -- they will work (more or less tightly) within that organization; recruit and teach students under the name brand and philosophy of that tradition; have some level of contact with other groups in that tradition (or at least will be friendly toward visiting tradition members); and share in the benefits of the discoveries other tradition members make.
However, mages being the individualistic sorts they are, often a working group will simply assemble -- and remain coherent -- without regard to school or tradition. This most often happens when the mages have reasons to work together that have nothing to do with magical ideology (friendship, politics, pre-Changes collaboration, or being the only mages in an isolated area). Or a mage may join an established group with an opposing tradition for similar reasons.
Due to the differing philosophies of how spell energy is gathered and used, mages cannot participate at their full strength in rituals or group spells from an opposing school (unless those rituals are designed with compatibility in mind -- effects are interchangeable, but the method of getting there isn't). Multi-tradition working groups will either learn to account for this, or else just put up with it.
Deletions:
On one level, a mage is a mage is a mage: anyone who can "cast spells" is applying their willpower to produce direct effects on reality. But mages have very different ideas about where that power comes from, how to access it, and the constraints under which they can (or should) operate.
A "magical tradition" is a division of these ideas -- it is to spellcasting what a religion is to spirituality. A "tradition" describes a group of mages united by shared ideology. It does not imply that all mages of that tradition practice together or are geographically united. Local subgroups of a given tradition will typically exist, and the strength of the ties with their parent groups can vary widely.
The different levels of magical organization are, from broadest to narrowest: **School "">>"" Tradition "">>"" Working Group** (circle, coven, order, etc.). To extend the religious analogy, a school is like a religion (Christianity); a tradition is like a denomination (Catholic, Greek Orthodox, Baptist); a working group is like a single church. Of course, someone may consider themselves to be part of a school (or tradition) without having any more specific affiliation; all three levels are meaningful on their own.
**Beliefs:** Magic is generated by the existence of life itself; the simple fact of our being //alive//, instead of chunks of unmoving meat, is a spell we are continually casting on ourselves. Spells are merely redirecting some of the internal energy that animates our bodies and using it to also animate things outside of us.
**Major figures:** CharacterDennisRedwing. Many volitionist traditions take his chapters on magic from "We Walk Among You" as foundational and his word as gospel.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are the most egalitarian. Their idea of "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage when pushed too far -- since they are inherently self-generated and sustained (even if tapping external power sources). Also, the theory has some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**Beliefs:** Magic is generated by a supreme being (or higher power, space aliens, etc) and shared with us as a gift. Our belief/desire opens a link to that source and allows us to channel its power through ourselves into reality.
**Advantages:** Channelling an external power is less exhausting than volition and less rigid than writing directives. Theist mages generally worship the source of their power, and get an additional boost to their spellcasting power from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas give the most external volition to the power they wield, and they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they're more helpless when it happens ("oh well, that must not have been God's will"). Traditions are insular. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe responding to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions.
**Advantages:** Spells inherently require less effort, since they are simply sending directions for the universe to process and the only "willpower" needed is to access that control connection. Their approach to casting is the most effective at generating lasting or permanent effects, and they're the only school that can reliably produce enchanted items.
**Disadvantages:** Much more heavily ritual-based -- slower and less adaptable, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Egotistical, and historically secretive. Lots of hairy questions about "consensus reality".
**New mages:** Find their first spell or two pleasantly straightforward and effortless (at least if they've got a good hands-on tutor), but quickly slam into a wall of esoterica as they try to expand their repertoire. They may be discouraged by the discipline necessary to dig their epiphanies out of a mountain of theory.
**Experienced mages:** Often keep the same spellcasting structure, but in order to work around the disadvantages of their school, spiral up through successive levels of meta in their approach to it -- choosing their effects from a tree of diligently memorized generalizations of the effects they've studied, and modifying them on the fly to account for their specific situation.
**Beliefs:** Look, magic works for people no matter what school they're in. Either everybody's simultaneously right or nobody is. If we combine/transcend their approaches and search for a better explanation, we can cast spells more effectively than any single school could -- and we can reach the truth about magic.
**Advantages:** Can adapt their spellcasting style for situational advantage. Plays well with others; can contribute to other schools' rituals at full effectiveness. Pragmatists' outside-the-boxes approach gives them the ability to tackle problems other mages have written off as insoluble or dangerous; for instance, after the EventBrogiAccident, mages from this school are the only ones who can safely teleport (not that anyone believes them when they say so).
**Disadvantages:** A niche style, very reliant on individual effort, with no real traditions to speak of (though there are a few working groups that haven't quite reached the critical mass or academic weight to hit "tradition" status). Requires superhuman discipline, insight, introspection, time commitment, and the ability to believe six impossible things before breakfast. And yet everyone else still ignores them or views them as unserious cranks.
The details of these traditions are as yet largely undefined, and TTU writers are encouraged to pitch in and create a broad range of magical organizations! We'll document them here along with link to the organizations' Group pages.
Mages being the individualistic sorts they are, often a working group will simply assemble -- and remain coherent -- without regard to school or tradition. This most often happens when the mages have reasons to work together that have nothing to do with magical ideology (friendship, politics, pre-Changes collaboration, or being the only mages in an isolated area). Or a mage may join an established group with an opposing tradition for similar reasons.


Revision [697]

Edited on 2009-12-02 17:52:36 by BaxilDragon [Draft v1.1 - "schools" of magical thought]
Additions:
A "magical tradition" is a division of these ideas -- it is to spellcasting what a religion is to spirituality. A "tradition" describes a group of mages united by shared ideology. It does not imply that all mages of that tradition practice together or are geographically united. Local subgroups of a given tradition will typically exist, and the strength of the ties with their parent groups can vary widely.
The different levels of magical organization are, from broadest to narrowest: **School "">>"" Tradition "">>"" Working Group** (circle, coven, order, etc.). To extend the religious analogy, a school is like a religion (Christianity); a tradition is like a denomination (Catholic, Greek Orthodox, Baptist); a working group is like a single church. Of course, someone may consider themselves to be part of a school (or tradition) without having any more specific affiliation; all three levels are meaningful on their own.
After TheChanges brought magic into the world, people naturally sought explanations for what this effect was and why it worked. The explanations tended to fall into a few larger categories, which academic mages naturally began to refer to as "schools."
Broadly speaking, a tradition will subscribe to a single one of these views -- although they will not agree on the details with other traditions in that school! Intra-school disagreements are, if anything, more heated than the external ones.
**Beliefs:** Magic is generated by the existence of life itself; the simple fact of our being //alive//, instead of chunks of unmoving meat, is a spell we are continually casting on ourselves. Spells are merely redirecting some of the internal energy that animates our bodies and using it to also animate things outside of us.
**Major figures:** CharacterDennisRedwing. Many volitionist traditions take his chapters on magic from "We Walk Among You" as foundational and his word as gospel.
**Advantages:** Spells are flexible, spontaneous and direct. Since they believe spellcasting is inherent to life itself, volitionist traditions are the most egalitarian. Their idea of "resonance" is by far the simplest theory to explain therianthropy (see ShapeshiftingInTTU), and by fiddling with resonance they've become the only school to create reliable shapeshifting spells.
**Disadvantages:** Spells are physically draining -- and actively //dangerous// to the mage when pushed too far -- since they are inherently self-generated and sustained (even if tapping external power sources). Also, the theory has some implications that are demonstrably wrong -- such as, animals should also be capable of magic and/or therianthropy, which they aren't.
**New mages:** Find spells intuitive, flexible and powerful, but have to really //work at it// to create any effects at all, and may be discouraged by the sheer mental exertion for even minor payoffs. Worse, many traditions keep advancement deliberately slow for reasons of personal safety.
**Experienced mages:** Learn quickly to tap into external sources of power to work around the worst of the school's disadvantages, and hook effects into their own resonance to augment their natural abilities.
**View of volitionists:**
**View of externalists:**
**View of directivists:**
(AKA: "Theist")
**Beliefs:** Magic is generated by a supreme being (or higher power, space aliens, etc) and shared with us as a gift. Our belief/desire opens a link to that source and allows us to channel its power through ourselves into reality.
**Advantages:** Channelling an external power is less exhausting than volition and less rigid than writing directives. Theist mages generally worship the source of their power, and get an additional boost to their spellcasting power from their synergy of magical faith and religious faith. Their explanations of The Changes don't stumble as much over the "why now, why this" factor. Also, their ideas give the most external volition to the power they wield, and they're the only school that can generate dramatic effects from vague intentions.
**Disadvantages:** Spells are more prone to erratic failure, and they're more helpless when it happens ("oh well, that must not have been God's will"). Traditions are insular. Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and frightening eschatology.
**New mages:** Are basically a self-selected group, because strength of faith simply can't be taught. Even so, they may be discouraged by a power that is essentially out of their hands, and the sometimes trial-and-error nature of growing into their skills. (Some traditions hold that people are either meant to be mages or they're not; their mentorship is naturally horrible.)
**Experienced mages:** Start stronger and plateau sooner, and their advancement past that plateau is heavily self-directed. Most become very rigidly ideological. Some start letting their old life and identity fall away and grow to identify themselves more and more as mere agents of the force they wield. Some, as they grow beyond what their mentors and peers can teach them, start looking to other traditions for inspiration - and risk a serious crisis of faith.
**Beliefs:** Magic is not "generated" so much as it is an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe responding to our conscious command; mages are much like programmers getting access to the universe's compiler and directly sending it instructions.
**Advantages:** Spells inherently require less effort, since they are simply sending directions for the universe to process and the only "willpower" needed is to access that control connection. Their approach to casting is the most effective at generating lasting or permanent effects, and they're the only school that can reliably produce enchanted items.
**Disadvantages:** Much more heavily ritual-based -- slower and less adaptable, since those directions have to be precise, and deviating from a known effect can cause unpredictable reactions. Egotistical, and historically secretive. Lots of hairy questions about "consensus reality".
**New mages:** Find their first spell or two pleasantly straightforward and effortless (at least if they've got a good hands-on tutor), but quickly slam into a wall of esoterica as they try to expand their repertoire. They may be discouraged by the discipline necessary to dig their epiphanies out of a mountain of theory.
**Experienced mages:** Often keep the same spellcasting structure, but in order to work around the disadvantages of their school, spiral up through successive levels of meta in their approach to it -- choosing their effects from a tree of diligently memorized generalizations of the effects they've studied, and modifying them on the fly to account for their specific situation.
(AKA: "Synthesist", "Eclectic")
**Beliefs:** Look, magic works for people no matter what school they're in. Either everybody's simultaneously right or nobody is. If we combine/transcend their approaches and search for a better explanation, we can cast spells more effectively than any single school could -- and we can reach the truth about magic.
**Advantages:** Can adapt their spellcasting style for situational advantage. Plays well with others; can contribute to other schools' rituals at full effectiveness. Pragmatists' outside-the-boxes approach gives them the ability to tackle problems other mages have written off as insoluble or dangerous; for instance, after the EventBrogiAccident, mages from this school are the only ones who can safely teleport (not that anyone believes them when they say so).
**Disadvantages:** A niche style, very reliant on individual effort, with no real traditions to speak of (though there are a few working groups that haven't quite reached the critical mass or academic weight to hit "tradition" status). Requires superhuman discipline, insight, introspection, time commitment, and the ability to believe six impossible things before breakfast. And yet everyone else still ignores them or views them as unserious cranks.
**New mages:** Very rarely start here; usually they migrate over from another school after reaching the limits of their prior approach. Mages who start here from scratch typically have a "preferred" school and dabble in the others, and go through the learning process in a similar way to members of that school.
**Experienced mages:** Always have something new to learn; however, the fact that they never seem to plateau is offset by the fact that a large number of their discoveries force them to undo and relearn their old patterns in order to take advantage of their new insights. They may get discouraged by the elusive nature of the "truth" about magic and the Sisphyean nature of their journey, but they become truly formidable spellcasters along the way.
**Beliefs:** Magic is hard. Let's go shopping!
**Advantages:** Uncannily popular with non-mages. Requires no late nights of wrestling with cosmology or mind-numbing training. Just buy the latest "CAST SPELLS NOW!" book or gizmo and follow the instructions.
**Disadvantages:** Expensive. Even if you avoid the snake-oil salesmen, spells have an abysmal success rate and little power. Intellectually unsatisfying. Real mages will laugh at you.
**New mages:** Are overwhelmingly likely to be discouraged by the disadvantages above. Occasionally might break through if something genuinely clicks and the advice they got isn't too horrid.
**Experienced mages:** Don't get far without picking up some crucial insight through self-study of one of the other schools -- at which point they abandon this one. On the other hand, a few turn around with dollar signs in their eyes and make money selling What Worked For Them.
====Magical Traditions====
There are a number of magical traditions that exist in our Earth that also are prominent in TTU -- Wicca, shamanism, druidry, hermeticism, thelema, etc. There are also a large number of new traditions that exploded from these roots -- or from seemingly out of nowhere -- after magic started demonstrably working in TheChanges.
The details of these traditions are as yet largely undefined, and TTU writers are encouraged to pitch in and create a broad range of magical organizations! We'll document them here along with link to the organizations' Group pages.
====Working Groups====
Mages being the individualistic sorts they are, often a working group will simply assemble -- and remain coherent -- without regard to school or tradition. This most often happens when the mages have reasons to work together that have nothing to do with magical ideology (friendship, politics, pre-Changes collaboration, or being the only mages in an isolated area). Or a mage may join an established group with an opposing tradition for similar reasons.
This is why TTU characters' descriptions have separate spaces for group and tradition -- group affiliation is no guarantee of anything. The "Magical Tradition" field measures that character's individual approach to magic, even if their working group does it differently.
----
CategoryMeta CategoryConcepts
Deletions:
A "magical tradition" is a division of these ideas -- it is to spellcasting what a religion is to spirituality. It describes a group of mages united by shared ideology. It does not imply that all mages of that tradition practice together or are geographically united. Local subgroups of a given tradition typically exist, under the name of "covens" or "orders" or some such.
There are a number of magical traditions that exist in our Earth that also are prominent in TTU -- Wicca, shamanism, druidry, hermeticism, thelema, etc. There are also a large number of traditions that sprang from these roots -- or from seemingly out of nowhere -- after magic started demonstrably working in TheChanges.
After The Changes brought magic into the world, people naturally sought explanations for what this effect was and why it worked. The explanations tended to fall into a few larger categories, which academic mages naturally began to refer to as "schools."
Broadly speaking, a tradition will subscribe to one of these views -- although they will not agree on the details with other traditions in that school! Intra-school disagreements are, if anything, more heated than the external ones.
- Magic is generated by the existence of life itself. Spells are merely taking the internal energy that animates our bodies and using it to animate things outside of us.
Advantages: Flexible and egalitarian. Virtually the only theory to coherently explain shapeshifting (see ShapeshiftingInTTU), and the only school with reliable shapeshifting spells.
Disadvantages: Spells are more physically draining, since they are inherently self-generated and sustained (even if tapping external power sources). Under this theory, animals should be capable of magic and/or therianthropy too -- which they aren't. Has a harder time explaining The Changes.
(Commonly AKA: "Theist.")
- Magic is generated by a supreme being (or higher power, space aliens, etc) and shared with us as a gift. Our belief opens a link to that source and allows us to channel its power through ourselves into reality.
Advantages: Theist mages, on average, have a power advantage due to the layering effect of magical faith and religious faith. Explanation is intuitive and doesn't stumble over The Changes (much).
Disadvantages: More prone to erratic failure and more helpless when it happens ("oh well, that spell wasn't God's will"). Much hand-waving is necessary to explain how mages of various faiths can all make it work. Leads VERY easily to hardcore dualism and eschatology.
- Magic is not "generated" so much as an inherent capability of the universe that some people have gotten smart/advanced/spiritual enough to unlock and access. Spells are the universe responding to our conscious requests; mages are much like programmers getting access to the universe's compiler.
Advantages: Spells are inherently cheaper, since they are simply sending directions for the universe to process and the only "willpower" needed is to access that control connection.
Disadvantages: Much more heavily ritual-based, since those directions have to be precise and correct. Elitist. Lots of hairy questions about "consensus reality".
- Magic is hard. Let's go shopping!
Advantages: Popular.
Disadvantages: Explains nothing. Potentially expensive.


Revision [696]

The oldest known version of this page was created on 2009-12-02 13:23:05 by BaxilDragon [Draft v1.1 - "schools" of magical thought]
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