Enderal:Encyclopedia Arcana - Magic, Part III

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Encyclopedia Arcana
Magic, Part III
by Baledor Dal'Goldenstein
The Subduement of Magic

Considering how devastating the consequences of untreated Arcane Fever are, no sane mages would remain if there were no means to combat it. As it is, various methods exist for safely gaining control of and further developing one's magical talents. Although the approaches may differ in nature and execution, the goal is the same: To only glance at the "Sea of Eventualities" when desired.

The most common and safest ritual is practiced in the civilized world and revolves around achieving control through meditation and reflection. Here in Enderal this ritual is known as the "Journey to the Water", and everyone who finds themselves with awakened magical talent is required to successfully complete it at the Holy Order, regardless of status and means. The Journey to the Water lasts one year and consists of education about the functionality of magic, as well as daily, hour-long meditation and prayer. In addition, periods of abstinence are required to improve both physical and metaphysical awareness. At the end of the year, the acolyte of magic has to prove that they have mastered their aptitude and are no longer in danger of being overwhelmed by their sight into the Sea of Eventualities. Afterwards, they are free to return to their former lives on the Path.

As mentioned previously, more approaches to suppress Arcane Fever are known, but the student of magic is strongly advised against engaging in them. These alternative rituals rely on Entropic magic and pose an immediate danger to the ritualist, as well as the subject.

Regardless of experience and level of skill, no arcanist ever becomes fully immune to Arcane Fever. Casting highly taxing spells, especially Light Magic from the School of Thaumaturgy, will trigger the fever and cause it to rise. Should the mage not cease the fever-inducing spell in time, they may well push their mind into insanity and risk the Blue Death. Proximity to sites or objects with a strong magical aura can similarly fuel Arcane Fever. Because the cause of Arcane Fever in these situations is unrelated to insufficient control of one’s glance into the Sea of Eventualities, it cannot be lowered by the means employed during the Journey to the Water. Instead, practicing arcanists currently remain dependent on an alchemical concoction called "ambrosia" to keep their Arcane Fever at a safe, manageable level. Any student intending to try their hand at spells requiring intense concentration or wishing to travel to more remote areas would be wise to keep a few of these potions in reserve.

Development
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How magical talent develops after its subduement varies from person to person, just as the ability to glance into the Sea of Eventualities comes to be in a variety of manners. Some arcanists may never, regardless of their dedicated school, exceed the level of simple magical parlor tricks, while others may become respected arcanists in only a few years' time. The form of magic a gifted individual has an aptitude for is equally diverse: Some may develop an extraordinary focus and astuteness, others learn to wield the power of the elements.

Becoming a successful arcanist requires dedicated meditation, virtue, and - an aspect often neglected - knowledge of oneself. Learning one's deepest desires, ambitions and motivations is as crucial for the mastery of magic as controlling the glance into the Sea of Eventualities. The history of Vyn is rife with tales of arcanists, who out of a suppressed, unconscious need, allowed eventualities to enter our world, which brought tragedy and destruction upon themselves as well as others.