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Witchcraft, an ancient and mystical practice, encompasses a wide range of beliefs, traditions, and rituals. While it is a diverse craft, there are certain canons of witchcraft that are observed and honored by practitioners worldwide. The first canon of witchcraft is the connection to nature and the Earth. In witchcraft, there is a deep reverence for the natural world and its cycles. Witches see themselves as custodians of the Earth, working in harmony with its elements and energies. They believe that nature holds great wisdom and power, and by aligning with its rhythms, they can tap into this ancient knowledge.


Conjuries

Animurgy is popular in nearly all walks of life, from farmers who conjure oxen to soldiers who mayconjure war dogs, to shopkeepers who conjure cats to keep the rats away. Celestials often act as guardians,and can cause great devastation with their holy light if so inclined think about what living fusionreactors can do.

Conjurer of magical multiplayer

They believe that nature holds great wisdom and power, and by aligning with its rhythms, they can tap into this ancient knowledge. The second canon is the acknowledgement of personal power and responsibility. Witches believe in their innate abilities and the capacity to shape their own destinies.

[Magic System Summary] Conjury - The art of Conjuring

This originally started as a dream I had a while ago, and I sort of developed it into its own magical system that I call Conjury. I even considered making a card game out of it.

Edit: TLDR: Conjury, the art of using critters to cast spells and do stuff instead, because you don't have the Mojo yourself! It's commonplace and widely studied for the most part!

Keywords: Call, Conjure, Conjurer, Conjurator, Subservient, Equiservient, Superservient, Animurgy, Druidurgy, Divinurgy, Demonurgy, Xenurgy, Necromurgy

Summary:

In the setting where I developed this, true mages are those that are able to use their own innate life energies to cast "spells." This energy is sometimes called Ki, Chakra, Amrita, Mana, or Vitalis depending on where in the world you are. Most humans are not able to cast spells, however, as their own internal energies are not strong enough. In fact, most people consider true magic a myth. However, unlike magic, Conjury is available to nearly every human in the world. Conjury uses a comparatively small amount of energy to make a so-called "Call." This call acts to attract an entity that can themselves use their own energy to cast spells. Over centuries, Conjury has become commonplace in society, as nearly everyone can use it to some degree to help them with their work or hobbies.

Even children usually learn to conjure small things from their parents, or even on their own, as they are typically attuned to at least something. Most conjurers can conjure any of them, but almost all people have specific skills and preferences. Young adults learn better control, and most academic institutions make Conjury a core part of their curriculum. It's no different than how we include, say, chemistry, in our own education. Even if you aren't a chemist, most people understand that salt dissolves in water and gasoline burns, even if they might not know precisely why. Specialized institutions might train specific techniques even further. A military, temple, or astronomy focused program will teach different things in different ways.

A common test for affinity is to use a special array, powered by a special crystal. The crystal is used to store energy and equalize it so it has no particular affinity. So, any number of people can put their energy into it. Then, a person being tested will use the array to conjure something. Rather than drawing energy from them to make the Call, the battery crystal is used, which typically attracts the most powerful Conjure that a person can be reasonably expected to call at that particular time.

(My dream centered around a kid who only had an affinity for one Conjury, Necromurgy, which is mentioned below. The dream featured him using this array to conjure what appeared to be a ghostly, stark white woman who ended up sapping all the power out of the crystal. The proctors had no idea what to make of that, but a professor, himself a Necromurgist, would make the kid his apprentice. )

Those who excel or master their arts of Conjury are referred to as "Conjurators." They, like every other person, has a particular attunement to a particular conjured entity. "Conjurator" is sort of like a rank more than anything, and usually requires some form of certification in most jurisdictions. This depends largely on the mentality of the conjurer or Conjurator, but also by the nature of their internal energies. Particular entities are attracted to particular energies. This energy is hereditary, and the social ties to Conjures can be strong, so many families have patron Conjures, or have developed unique connections to specific beings. These Conjures may act as guardian spirits. Ancient families often have ties to exceedingly powerful beings. These conjures often become something like a god in some communities, and family members in others.

Due to the generally weak internal energies of humans however, it's usually impossible to compel a conjure to obey in that way, especially the immaterial ones, and few try. Most conjurers have a strong respect for their Conjures and will try to persuade them to cooperate instead. Common dogma postures that Conjures (entities being conjured) heed the conjurer's call in exchange for the internal energies of the Conjurer. While this is true in some cases, not all Conjures are so. Some, in fact, provide excess energy to the Conjurer, and others take nothing at all. In truth, it is because the entities being conjured are no less living and breathing than people themselves, and have their own agendas, wants, and needs. One conjure might kill their conjure, but most do not. Most of the time, it's a mutualistic gain for all parties involved.

However, there are commonly understood positions that Conjurers inhabit in this relationship. A party to the relationship can be Subservient, Superservient, or Equiservient. If a Conjure is Subservient, the Conjurer is Superservient, then the Conjurer usually directs the Conjure's actions. If the Conjure is superservient and the conjurer subservient, it is the Conjure that directs the conjurer's actions. In an equiservient relationship, the two parties must work in tandem as a team. This makes equiservience typically unstable. Different Conjures are more or less associated with one of these three. The weaker the conjure the more likely it is to be subservient, though some refuse to cooperate entirely if they can't be equiservient or superserivient.

Conjures are categorized by their magical and physical characteristics. The following are the generally accepted varieties, but each group has their own subcategories too (mentioned occasionally but not directly listed here). Additionally, individual Conjures do overlap into two or more categories. Whereas minor conjures might not have names, and may not even be sentient or sapient, powerful ones usually do have a name. So, in general, a named Conjure is automatically considered more powerful, even if this is not actually the case.

Conjuries

  • Animurgy - The most common form of Conjury, Animurgy is the art of conjuring beasts. Like humans, some animals have more energy than their kin, and may take on wiser, more powerful natures. Some Animurgists will actually nurture animals with their own energy to artificially awaken them in this way. The most common Conjures are Birds and Canines, but the rarest and most famed Conjures are Dragons. Magical Beasts that are violent, hostile, or evil are usually called Monsters. Powerful magical beasts are physically very mighty, with great strength, speed, and durability. Some, like dragons, are capable of producing gouts of flames, arcs of lightning, bone chilling cold, or other effects.

Animurgic conjures are typically equiservient, followed closely by subservient, and thenSuperservient. Most beasts are barely more intelligent than average, but many magical beasts canbe on par with humans, and something like a dragon can be far smarter than any human.

Animurgy is popular in nearly all walks of life, from farmers who conjure oxen to soldiers who mayconjure war dogs, to shopkeepers who conjure cats to keep the rats away. Powerful Conjuratorsmay summon a Dragon to incinerate an entire army or shield a city from a great flood.

  • Druidurgy (or Druidry) - Also a common Conjury, Druidurgy is the art of conjuring living, natural spirits. These beings rarely have bodies, instead inhabiting animals, plants, objects, or even the environment itself, and often embody natural concepts like Wind, Water, Fire, or Earth and may be then called Elementals. Those in animals may be mistaken as Magical Beasts, as they are fundamentally similar, but it isn't the animal that is magical, but the spirit within it. Living spirits are very adaptable and variable, but are very good at channeling living energies. However, they have poor conversion capabilities, so, while great at healing, weak living spirits are usually unable to do much else. Sprits, as they are called, are tiny, simple spirits that are attracted to any living thing and are very common Druidic summons. They are often used to support crops or aid in healing. More powerful Living Spirits, like Archfey can be highly intelligent and very powerful. However, Druidry is not a popular art in the upper echelons, as living spirits rarely like to live in heavily modified areas like cities and dislike exploitative natures.

Druidic Spirits are usually subservient, then equiservient, then superservient. Most druidic spiritsare minor Sprits, and very powerful spirits are likely to be far to proud to be subservient, or evenequiservient.

Druidurgy is very common among farmers, who make up the majority of the population, but alsoamong hunters, herbalists, explorers, or anyone who lives mostly outside. Druidic spirits can beused to grow healthy crops, cure infections, purify water, or many other things.

  • Divinurgy - A rather rare Conjury, Divinurgy is the art of conjuring entities called Celestials. Celestials are considered the envoys of the gods themselves, and are often described as bright and overwhelmingly beautiful in presence, but their physical forms are highly variable. Some appear as no more than a soft glow in the air, others as a ball of nuclear fire. The awe from viewing one is sometimes called Euphoric. Celestials are paragons of order and reason and are commonly associated with the temples of the land. Priests specialize in Divinurgy, and many act as scholars alongside their Celestial conjures. Divinurgy is considered a sacred act, and leaders who possess a Celestial conjures are viewed as a very optimistic omen. Prophets are known to receive revelations from their conjures, thought to be the words of gods speaking through the Celestials. Almost all Celestials have a name, but its generally impossible to comprehend them, and those that have gained human names, such as Raphael are usually those associated with particular populations, usually ancient Tribes.

Divinurgic spirits are almost universally superservient, with the occasional case of equiservitude. Toattempt to be superservient to a Celestial is considered taboo.

Divinurgy is common among priests and scholars, who use theirConjures to delve into greater understanding of the world. Celestials often act as guardians,and can cause great devastation with their holy light if so inclined (think about what living fusionreactors can do). However, a Celestial's most potent property is that they act as a symbol ofauthority. No empire can exist without unity, and the awesome grace of a Celestial can do just that.

  • Demonurgy - More common than Divinurgy, but still rare, is Demonurgy, the art of conjuring entities called Demons. Demons are diametrically opposed to Celestials, and they act as agents of chaos and irrationality. As a result, Demonurgy is considered taboo or heresy in most places. Unlike Celestials, however, Demons aren't nearly as picky with their Conjurers. Dogma says that Demons are Celestials that turned away from the Gods and were cursed for it. Demons are typically described as morally reprehensible, heeding the call of a Conjurer only in exchange for the energies of them or provided sacrifices. They are also described as horribly disfigured beings, whose presence causes great despair and horror. Minor demons, like Imps, are the most common Demon conjure and can barely do much more than petty mischief, whereas entities like Asmodeus might act on catastrophic scales and lead entire empires or the world to ruin.

Demons are typically subservient, but very powerful ones are pretty much always superservient.Demons typically want something specific, such as the energies of the conjurer, and are contentwith that. Though, they are innately gluttonous and will usually turn on their conjurer as soon aspossible. Very powerful Demons may bestow power on those who seek it, with the expectation thatthe conjurer serve their desires.

Demonurgy, being a heresy in most places, is rarely used outside of clandestine operations.However, that makes it popular for both the very desperate, and the very sinful. Demons have nomoral compunctions and will do anything, even good, so long as the conjurer pays up in the end.As a result, the rich and powerful are contract Demonurgists to do their dirty business, or will makecontracts themselves with Demons to gain greater power or wealth in exchange for the energies ofothers.

  • Xenurgy - A very rare and poorly understood conjury, Xenurgy is the art of conjuring entities from beyond reason. Whereas Celestials and Demons are above or about human reason, the Aliens or Abominations, as they are sometimes called, are completely outside of it. Not much is known about Xenurgy, as it only appears sporadically throughout history, and their nature is fundamentally inconceivable, but such entities usually result in the destruction or disappearance of the town or village the Conjurer appears in. From what little info is known Xenurgist conjures are highly psionic, and their nature drives humans to madness, sometimes instantly. The cognition of their very existence is considered incompatible with the mind, and the shock can be deadly. Some believe that the gods might be Aliens themselves, but that is considered Blasphemy. Any knowledge of Xenurgy that crops up is usually destroyed because the information itself is dangerous, let alone what it might be used to Conjure.

Not much is known of Xenurgy in general, but considering the usual result of its use, it's typicallyconsidered safe to assume that interactions have always had the Alien as superservient. It'sconsidered impossible for a human to have a meaningful stance beside such a conjure, thus rulingout equiservience or subservience.

Those who come to use Xenurgy were usually quite mentally unwell themselves already, and thereare few connections to draw from the limited number of cases observed. It is generallyunderstood, however, that those who with powerful obsessions and delusions are the most likelyto use Xenurgy, though what drives someone to that rather than Demonurgy is not understood.

  • Necromurgy (Necromancy) - Considered the rarest of Conjuries in general, excluding the barely recognized Xenurgy, Necromurgy is the conjury of Dead Spirits. Dead Spirits are sometimes considered as the antithesis of Living, Druidic ones. And, like Druidic spirits, the Dead usually inhabit objects or organisms, which is called Haunting or Possession. Dead Spirits are innately dangerous, as their presence saps away the energies of all things around them. Areas infested with Dead Spirits are typically dark, cold, and devoid of life. Where the energy goes is unknown, as it is generally understood that living energies cannot be destroyed, only moved. Some scholars believe that the Dead convert the energy into some other form that isn't yet known, or that they act as some sort of singularity or rift, from which living energy cannot escape. If there is a land of the Dead, this is considered the likely destination of that energy. Weak Dead are often Wisps, which rarely appear more than a flickering candle flame in size. They are typically harmless on their own, and can even be helpful. However, powerful dead such as Poltergeists and Liches can be extremely dangerous.

Necromurgy is the art of Necromancers, who use the Dead to animate corpses, or attempt toreturn the dead to life. However, as history has shown, Necromancy rarely works as its intended."Sometimes, dead is better" it is said. Occasionally, mystics will use Necromurgy to channel theDead Spirits to lay curses or hexes on others, or to bridge some gap between the livingand dead and act as a liaison. To fiddle with the Dead, however, is usually considered taboo, and itspractitioners are often persecuted and prejudiced. However, the Dead strike a cord with theliving, deep in their hearts, and so such arts live on.

Conjurer is one of the basic Retorts available in Master of Magic. Any Wizard possessing this Retort receives three special benefits that will positively affect her for the duration of the game.
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They do not submit to external authorities but instead recognize their own agency and responsibility in creating their reality. Witchcraft empowers individuals to trust their intuition, embrace their unique gifts, and take control of their lives. The third canon emphasizes the importance of ritual and ceremony. Rituals are a central aspect of witchcraft, allowing practitioners to create sacred space, connect with higher powers, and manifest their intentions. From casting spells to performing divination, witches use various rituals to tap into the energies of the universe and direct them towards their desired outcomes. These rituals provide a sense of structure, focus, and spiritual connection. The fourth canon revolves around the concept of interconnection and community. Witches understand that they are part of a wider web of existence, and their actions have ripple effects. They believe in the power of collective consciousness and the ability to create change through unified intention and action. Witchcraft often encourages the formation of covens or magical communities to support and inspire one another on their spiritual journeys. The fifth and final canon of witchcraft involves the pursuit of knowledge and continuous learning. Witches are avid seekers of wisdom, exploring various occult practices, folklore, mythology, and esoteric traditions. They value the acquisition of knowledge as a means of personal growth, empowerment, and deepening their connection to higher realms. This dedication to learning ensures that witches continually evolve and expand their understanding of the mystical arts. In conclusion, the canons of witchcraft are a set of guiding principles that shape the beliefs and practices of witches. They emphasize the connection to nature, empower individuals, promote rituals and ceremonies, foster community, and encourage the pursuit of knowledge. By upholding these canons, witches are able to cultivate a deeper understanding of themselves, the world around them, and the ancient craft of witchcraft itself..

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