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Mages and Spellcasters

General Facts
  • Born with certain powers inherited through their blood, passed down through generations. Born Mages will always be rooted in an element or strength, and have a corresponding weakness. (ie, a Mage rooted in water would be weak to fire. A Mage rooted in earth magic would have a hard time with air and wind magics. A Mage rooted in Light, would be weak to darkness.)

  • Because of their very nature (And the fact they are considered a food delicacy) most mages are at odds with most vampires. Dark mages are more likely to form friendships and alliances with them than White mages.

  • The potent, almost intoxicating quality of a born mage's blood makes them a prime target for vampires to feed from.

    • White mages' blood allows for a vampire to have more protection in the sun.​

    • Dark mages' blood gives a vampire a power boost.

  • Male mages can be called warlocks, witches, wizards, magic men or magicians. However, the latter is often used for performances. 

  • There are also those who call themselves shamans or medicine men and women (for example, among the native Americans). Mages who are Hispanic can call themselves curandero (native healer/shaman) or brujos/brujas.

  • Mages, like normal humans, are susceptible to being turned by weres and vampires. If turned, they lose their connection to their magic, and any spells still drawing off of their power are broken. They often have a harder time learning control and to shift/phase, as well.

 

Dark VS Light

  • Mages may, by their own actions and choices, be either white or dark. One is not born either, just as one is not born a lawyer or a doctor.

  • White/Light Mages hold fast to the old creed “And it harm none, do what ye will”. They often practice healing magics and protection spells.

  • Dark Mages are those who have broken the rede; this means taking a life. They often use magic for their own personal gain, and often use hexes. Necromancy is one of their biggest practices, but is difficult and very very rarely works right.

  • Dark and White Mages do not despise each other, because they recognize the part the other plays in the balance of things. But that doesn’t mean they’re going to be friends. They’re still… oil and water.

  • There is no true such thing as a 'Gray' mages, since technically, most all mages are gray to some extent or other. Very few people are completely pure, or completely evil.

  • Breaking the rede - taking a life for any reason, even good reasons - leaves a taint upon a mage. Often unseen except by aura readers, this taint does not significantly affect magic, save that there are deeper, heavily guarded magics and spells. The typical 'only those pure of heart' doesn't really apply to spells... but some spells are only capable of being used by those 'pure of magic'. Likewise, some are only capable of being used by those tainted by bloodshed. 

Magic and Spells
  • Mage/Witch blood is extremely powerful. Magic seems to be closely linked to the blood in some way, and so blood can often make spells much stronger. 

  • Spells can be short or long, and may or may not be in other languages, depending on the origin. Older spells are often more powerful, as they’ve had a chance to be perfected over the years.

  • Spells, the words, are less important than the will and magic behind them, but they still are needed. Casting spells without speaking the incantation is considered powerful magic, and only occurs in situations of extreme duress, or by the most powerful of born mages. Often born mages will show a specific aptitude for one or a few specific magics that can be used easily without spells. Cases of clairvoyance, telekinesis, etc, are often examples of this. 

  • There are spells, of varying strengths, for just about everything from manipulating the elements, to hypnotism, to protection spells. The success and strength is largely dependent on the mage or coven performing the spell.

  • Spells cast by a coven, or multiple mages working together, are often stronger than spells cast by an individual witch, as it pulls from various sources, a pool of energy fed by multiple people rather than a single spring.

  • Spells are 'channels' to help dictate what magic does. Sort of like html for magic. 

  • Magic does not:

    • stop or slow down time. 

    • create love (Lust, creation of hormones, all that's easy. But emotions cannot be ruled.) 

    • make you beautiful or younger or change your natural traits; the use of illusions like glamours, however, can make you appear to be younger/more beautiful or different. Magic, combined with herbal remedies, can also appear to slow aging, and many mages look younger than they are, even without actively using magic. 

    • make one all-powerful. As the old saying goes... no matter how good you are, there's always someone better.

    • cure illness, though it can ease and negate certain symptoms. Magic can heal cuts and mend broken bones, etc. There's no magical cure for the common cold, or schizophrenia, or arthritis. There's no cure for aging, or for cancer, or for the natural degrading of a body.

  • Physics dictates that for every action, there is an equal and opposite reaction. Nothing can be gained without first losing something of equal value. This is true with witchcraft as well. Most smaller spells only require a little loss of energy. 

    • A small charm might make a mage feel he or she has spent a few minutes on a treadmill. 

    • A protection spell might be a little more draining, or might require other ‘losses’. 

    • Necromancy, thus, would require a life in exchange for a life - that is why it’s considered dark magic and avoided by white mages.

  • Active vs. Passive magic. This just means using magic to actively do something, such as bend metal, heal a broken bone, make a plant grow. Or passively, such as scrying, tarot reading. 

  • Necromancy: Life for a Life. There is no other way around this. But Necromancy is a trick and little practiced business. Because a life for a life is equal... but life does not equal a soul, and often these 'zombies' do not last long and move through life as if devoid of personality - as if they do not have a soul. More often than not, they are destroyed by those who created them when they fail to live up to the expectations.  That is, if they 'live' for long.

  • Charms and spells aren’t a mage's only powers, though. Covens and families often pass down natural remedies just as they do spells, though sometimes these can be supplemented by magic. Certain objects - such as stones, crystals, etc, also carry an ability to help channel certain types of magic.

 

Familiars
  • Mages may have familiars. Familiars are magically manifested animals who choose them. They are not chosen, and they help to focus and create more powerful spells. 

  • The bond between born mage and familiar is very strong and close. They communicate telepathically. Familiars are magically created. 

  • Mages usually find their familiars at young ages, though sometimes familiars are found after puberty.

  • Familiars do not eat, or have any of the usual bodily functions of real animals. 

  • In comparison to real animals, familiars are much stronger and can do a lot of damage to an enemy if they need to defend themselves and/or their mage.


 

Important Dates/Holidays
  • Halloween night is a night when magic flows more strongly than usual. Most mages can control the influx of power, but the very young or inexperienced may be susceptible to losing themselves to the magic. There are 5 other days of the year when magic runs high, but none so much as All Hallows Eve.

  • Beltane. Most commonly it is held on 1 May, or about halfway between the spring equinox and the summer solstice.

    • Also known as Cétshamhain ("first of summer"), it marked the beginning of summer and it was when cattle were driven out to the summer pastures. Rituals were performed to protect the cattle, crops and people, and to encourage growth. Special bonfires were kindled, and their flames, smoke and ashes were deemed to have protective powers.

  • The Spring equinox may be taken to mark the beginning of spring and the end of winter.

    • Can occur as early as 19 March or as late as 21 March

  • The Autumnal equinox marks the beginning of autumn, which lasts until the winter solstice

    • Falls about September 22 or 23

  • The June solstice is the solstice on the Earth that occurs each June falling on the 20th to 22nd

  • The December solstice is the solstice that occurs each December – typically on Dec 21, and can vary ± 1 day

  • The Full Moon also provides power boosts to mages’ magic.

 
 
 
 

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