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This is an old revision of MagicalTraditions made by BaxilDragon on 2009-12-02 17:52:36.


Magical Traditions in TTU

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.

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.


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.

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