Because of the ambient suffusion of magic or perhaps because of some inborn blockage inherent in mortal souls, permanent enchantment is very, very difficult to manage. On the flip side potions, scrollwork and other consumable magic is relatively easy to produce.
The best way to produce a lingering enchantment is to use a creature's remains, already suffused with the stuff, but even then it's not easy to do. Whatever changed when the Pale King didn't die changed the scope of Malunan history, magic included.
Thaumaturgy, as a practice, encompasses various fundamental principles and intricacies that define its workings and applications. Practitioners are invariably (and confusingly) referred to by many terms, specific to each individual, though some examples are: thaumaturgist, arcanist, magician, wizard, sorceress, witch, evoker and more!
Thaumaturgy centers around the manipulation and control of the fundamental energy that permeates all existence within the world. This energy is referred to by arcanists as thauma and is considered to be a renewable resource that shapes and binds the fabric of reality together. Skilled practitioners possess the ability to harness and shape thauma for various magical purposes.
Thaumaturgy comprises distinct schools or disciplines, each emphasizing different aspects of manipulating thauma, though it should be noted that these are academic categorizations and hedge magi, witches and other thaumaturges outside of the academia may use all manner of definitive wordings. These schools serve as specialized avenues of magical study, guiding arcanists in honing their skills and understanding specific branches of magic.
- Conjuration: Focused on summoning and manipulating objects, creatures or energies from other planes. An advanced facet of the discipline is called Covenantry.
- Necromancy: Centered on the manipulation of life force, death and spirits. An advanced facet of the discipline is called Umbramancy.
- Divination: Pertaining to gaining knowledge through supernatural means. An advanced facet of the discipline is called Chronomancy.
- Evocation: Concentrating on manipulating elemental energies for spells and attacks. An advanced facet of the discipline is called Harmonics.
- Abjuration: Specializing in defensive magic and protective barriers. An advanced facet of the discipline is called Oneiromancy.
Thaumaturges often specialize in specific "schools" of magic, dedicating their efforts to mastering the intricacies of one or two disciplines. While they possess a basic understanding of other schools, their expertise and proficiency lie primarily in their chosen areas.
Thaumaturgy is regarded as a blend of artistry and science. It demands creative thinking, intuition and innovation to push the boundaries of magical possibilities. It also requires rigorous study, adherence to magical principles and an understanding of the underlying laws governing reality.
Advanced magical spells often involve weaving multiple aspects of thauma together from different schools of magic. Adept practitioners can combine various disciplines to create intricate and multi-layered spells, although these require heightened skill, concentration and precision to execute successfully.
Thaumaturges often utilize specialized tools or magical focuses to aid in their spellcasting endeavors. These aids can range from wands, runes, crystals, enchanted objects and various other implements. These tools act as conduits or enhancers, aiding in the channeling or manipulation of thauma, enhancing precision, focusing and/or amplifying magical effects.
Theurgy is a catch all term for any faith-based magical practice, whether the miraculous abilities of the devoted or the heretical fiendishness of the now-defunct druidic circles; if one's magic comes from a supernatural entity of some kind it is considered theurgy.
Theurgy involves channeling power directly from deific figures (the Nine in this case) or other sufficiently powerful entities (some daemons fall into this category, frighteningly enough, and others may as well). Practitioners act as conduits, drawing upon the presence and energy of these higher beings to shape thauma so as to perform miracles and spells.
Each deity represents different domains, such as justice, wisdom, nature and the like. Theurgists may specialize in aligning themselves with a particular deity, gaining access to spells and abilities associated with that domain.
Theurgy is granted through communion, prayers or rituals performed to establish a connection with divinity in whatever form the theurgist worships. This connection allows practitioners to beseech deific figures for their favour and intervention. Theurgy is deeply tied to the practitioner's faith, devotion and purity of heart. The strength of their connection to the divine is influenced by their unwavering belief and adherence to the teachings and principles of their chosen spiritualism.
Theurgists receive divine gifts or guidance through visions, signs or prophecies, aiding them in performing miracles or carrying out tasks aligned with the will of the subject of their worship. Theurgists can perform miraculous acts such as healing, blessing, protection or even summoning daemonic entities, all by invoking the power granted by devotion.
Theurgists might perform rituals, offer sacrifices, or partake in ceremonies to honour the object of their devotion, seeking favour and reinforcing their connection to the divine source.
Unlike Thaumaturgy, which relies on understanding thauma and manipulating it, Theurgy involves beseeching and channeling the power bestowed by external entities. While Thaumaturgy leans on the laws of reality, Theurgy hinges on divine intervention and the interpretation of the practitioner's faith.
A great many of the varied spells (some pedants insist on referring to theurgical spells as miracles) available to theurgists directly parallel the various thaumaturgical disciplines in their use and effects. For levity as well as categorization, many such spells have been defined by thaumaturgists as belonging to one of these schools (although in the case of some more complicated spells, they may belong to several, but such is the way of the divine).
Finally within all acts of magic, thaumic or otherwise, lie the universal truths of Colour Theory. Colours effect life for every inhabitant of Maluna from the Pale King himself to the basest bug that finds itself underfoot. Even the blind can interact with colour and some theorize that perhaps it is only the blind who can truly know the full depths of a colour.
Whatever the case may be, none can argue that with the ambient suffusion of thauma on Maluna, colour itself has become as much a result of magic as it is an ingredient.
A prime example of how colour can effect the world at large even without magical interference is blue’s effect on daemonkind. Shades of blue are known to repel daemonkin and indeed the Oaths that daemons take upon being Invoked reference and amplify this naturally unsettling effect.
Conversely, areas rife with daemonic influence trend toward having a prevalence of orange. Whether this is an atmospheric shift in visible light or simply the daemon’s preference for orange things, none can say for certain.
It should be noted that that these interactions do not represent a deep understanding of daemonkind or that blueness in and of itself is somehow more pure.
The subtle interactions of colour are many and varied and only one facet of existence as a whole.
Scent - Colours are each theorized to have a smell, although the basic scent of a colour is in itself impossible to detect with the naked nose. It is only when the essence of a colour is quickened through use in magic that the scent of each colour makes itself known to the world at large.
The smells reported are approximate; this is because each colour smells like itself. It is very common in Badarr and in Ma’mooh’al and the Tatterjagd Spires especially for incenses and oils to be made with richly pigmented ingredients. Some of the more expensive of these items will be mixed with a magically-infused yet neutral agent in order to add the colour’s scent to the perfumed result.
Imagine trying to describe the smell of a lemon. You'd say citrusy and sharp, but that isn't it exactly; there’s an ineffable nuance that cannot be distilled further.
| Colour | |
|---|---|
| Red | A passionate hue, bold and lusty, smelling of citrus fruit, dry wood. |
| Orange | An inspiring hue, hopeful and rebellious with scents of tobacco smoke and saffron. |
| Yellow | A gratifying hue with a melancholy tinge that smells of tree syrups, mint and dust. |
| Green | A cheerful hue, bright yet impassive and smelling of tea leaves and resin. |
| Blue | A cool, bracing hue that smells strongly of minerals, ozone and oiled metal. |
| Purple | A rich, intoxicating hue with an air of mystery to its scent of cloves and green plants. |
| Shades | Impurities in a hue that darken it, causing scents of rot, smoke and burned things. |
| Tints | Impurities in a hue that lighten it, causing scents of seawater, rainfall and flowers. |