What is magic?

Magic is a gift bestowed at birth or maturity by the creator to an individual, who then may perform supernatural feats.

Are there any limits to these supernatural feats?

Yes, quite a few exist.

First, there are the 3 Inviolate Laws of Magic:

  1. It is impossible to create new life or restore lost life.
  2. It is impossible to create something out of nothing.
  3. All magic requires the expenditure of a base element.

Second, by definition, the two types of magic limit what can be done. The types of magic given by the creator are:

  • Innate or ‘birth-right’ magic limits an individual’s ability to perform only a specific supernatural feat. E.g.; an individual may be born with the ability only to chill a beverage in a wooden mug.
  • Summoning magic requires the wielder to summon the power of a base element (earth, fire, water, wind) to perform supernatural feats only related to the element summoned.

Third, the ability for magic is akin to that of any other muscle in the body. Thus, a wielder is limited by the strength and stamina of this muscle.

Fourth, magic wielders trained in the Tower of Learning bind themselves by fatal oath to a code of behavior forswearing their use of certain spells. However, those trained in the Tower of Sorcery do not take this oath.

Fifth, innate users have a long list of personalized limitations to their abilities. The Tower of Learning continues to build an index which lists these restrictions: ability, age, duration, element, frequency, gender, intensity, location, race, source, target, task, and time of day, week, month, or year. An innate user may possess one or any combination of these limits.

Does everyone get these gifts?

No. The creator bestows magic in a way specific to each of the races who inhabit Brehm.

The 4 Ancient Races created in the 1st Age:

Wizards – Since these 13 beings were created in The Only One’s image, wizards possess both innate and elemental magic and are unbound by the limitations imposed on other magic wielders. They are variously named in lore and prophecy as ‘hummingbird wizards’, ‘dragon wizards’, ‘dragons’, and ‘The First Race’. Though these tales bespeak an exhaustive list of magical abilities, the absence of these abilities in the writings of Elm the Odd (the ultimate Elven authority on the nature of all creatures) is quite curious.

Mother Trees – Found in each of the 13 Elven Enclaves, these now dead protectors were blessed with a multitude of innate magical abilities which Elm the Odd enumerates and describes in his treatises. Chief among these powers were three critical abilities lost when the Trees died. The first secured a sense of community and fellowship for all inhabitants of the Enclave. The second provided elves longevity of life on Brehm and a promise of immortality in the ‘there-after.’ The third removed the possibility of overpopulation by  limiting elven reproductivity to a modest sustainable level.

Ents – These tree-like shepherds are found only in Elven Enclaves. Now numbering less than 100 in the four remaining Enclaves, they are blessed with the innate ability to nurture and protect the trees, forests, and gardens in their care.

Elves – Before the loss of their ability to reproduce, one-in-thirteen elves received the ability for an innate magic. As of this writing, elves who possess innate magic number no more than 500. This includes elven royalty, who have a limited list of spells and enchantments reserved for them. Two important enchantments are telepathic in nature – the ability to summon Enclave members from anywhere on Brehm and the ability to order a unrebukable quest to Enclave members.

 All elves who reach maturity on their 13th birthday receive the ability to wield at least one elemental magic. They receive this gift at a ritual called the ‘Test of Bowls’ during which each elf first casts one or more elemental magic. Since each elemental bowl provides an unlimited source, the test reveals not only the element(s) an elf can summon, but also how powerful that elf may become when summoning that element. One in 13 do not pass this test and die. Less than one-thirteenth of living elves wield two elemental magics, and less than one-thirteenth of those wield three. Since the creation of the Elven Race on Brehm, only 13 elves have possessed the ability for all four elemental magics. The last of these is known as ‘The Last Born’, not only for being the last to receive this gift but also because he is literally the last elf ever to be born.

      Elves possess one other eccentricity that spurs debate among the learned as to whether it is an innate magic or a capability of their pointed ears – the ability to hear the summoning of an element. No other race (except maybe the wizards) can hear this thrumming sound. Some older elves can distinguish which element is being summoned by the tone and resonance of the thrum.

The 3 Elder Races created in the 2nd Age:

Dwarves – Dwarves possess innate and elemental magics in equal measure totaling about one-thirteenth of one-thirteenth of their population. About 92% of these individuals are skilled only in earth magic. Of the remaining 8%, none shows the ability for fire magic, which is curious since the dwarves possess the largest and most effective forges on Brehm. The ability with wind magic runs a distant second. Those given the gift of water magic are rare.

Orcs – During the Great Wars, orcs displayed only the war-making abilities of elemental magics, equally dispersed among the four elements. Written accounts of the battles speak of the small number of orc magic wielders, and detail severe limitations in intensity, frequency, and duration of spells cast. Among the orc tribes, a laga’goth (loosely translated as ‘magic master’ or disdainfully as ‘orc wizard’) commands honor and respect despite his or her lack of physical prowess.

Giants – This largest race of beings are organized into 13 Guilds, each dedicated to a specific communal need. The leaders of these Guilds are called ‘Gaffers’ who, when selected to the position, receive the innate ability to summon other Guild members to his or her side.

The Youngest Races created in the 3rd Age:

Men – Of those annually born on Brehm, the creator blesses only one-thirteenth of one-thirteenth with the gift of magic. These gifts are equally divided between innate and elemental magic and between males and females. Of those who survive their first magical casting, only half – the males – are invited to study in the Tower of Learning. This prejudice results in the loss of nearly all women who have magic. Those who do manage to survive are called the ‘Hidden’. Some of the Hidden turn to the Tower of Sorcery for training and guidance and become sorceresses.

Bugbears, Gnolls, and Lizardmen – These lower races do not receive any gifts of magic.

How many levels of ability are there?

The Tower of Learning recognizes four increasing levels of ability (or power) as to intensity, duration, and frequency:

Apprentice – These are untrained users of innate and elemental magic. The feats they perform are simple in nature, require a minimum of ability, and cost the least to perform. Their spells lack reliability and consistency. Tower mages refer to these magic wielders as the ‘Tearless.’

Journeyman – These are Tower-trained magic users. Whether innate or elemental, their spells are reliable and consistent, and thus considered ‘trade-worthy.’ To augment their abilities and the wealth of the Tower, journeymen are sent around Brehm in service to other masters and customers. Tower mages call the elemental magic journeymen the ‘Teared’ since they receive one or more teardrop tattoos below their left eyes.

Master – These are expert wielders of innate and elemental magic. At this level, elemental masters combine base elements to perform complex and exotic spells. Innate masters receive a single unfilled tear tattoo below their left eye when they reach this level. Many return to the Tower to tutor and explore other studies or lines of magic. Those who have reached their pinnacle in magic seek employment in guilds and communities. All are known by their title ‘Master.’

Arch-Mage – Only magic users who have mastered all four elemental lines can attain this level. They must also master at least one of the four disciplines of Tower studies – nature, warfare, medicine, and governance. Arch-mages are usually elevated to the Council of Mages or serve as councilors to sovereigns and powerful lords, ladies, and merchants.

These levels are achieved through practice, increased knowledge, and personal growth. Consider the ability to perform magic like any other muscle in the body. The more you use it, the greater your ability becomes. This fact leads some wielders to focus on one of two areas of growth: strength or stamina.

Strength – The intensity and results of the spell(s).

Stamina – The duration and/or frequency of the spell(s).

Sounds like Brehm is full of magic wielders.

Yes, but no. Again, the answer is relative to the races.

Yes, every Wizard, Mother Tree, Ent, and Elf has some magic. However:

  • There are only 13 Wizards.
  • There are no living Mother Trees.
  • Due to their unusually long life spans, the proliferation of Ents was rigidly controlled by the creator. Confined to the boundaries of the 13 Elven Enclaves, their total number never surpassed 500.
  • Indeed, the Elves are the most prolific magic-wielding race. However, their ability to procreate was also limited by the creator due to their unusually long life expectancy. Since the Day of Misery, Elves can no longer procreate. Additionally, since that day, many Elves who could not accept the inevitable fate of their race committed suicide.

No, the ability for magic wielding is not as proliferate as imagined for Giants, Dwarves, Orcs, and Men.

  • Only 13 Giants at any one time possess innate magic.
  • Only one-thirteenth of one thirteenth of Dwarves are born with magic. Of that, only one-thirteenth survive their first casting. Though, the total number of Dwarves alive is unknown, they inhabit only one Holdfast on Brehm and express no desire to settle another community.
  • Though no estimates of the Orc population on Brehm exist, Tower mages believe, due to battle histories, that the number of magic-wielding Orcs is miniscule.
  • Inevitably, Man will become the most prolific magic-wielding race on Brehm, sooner as the older races continue to die out. However, their numbers are limited, as per Tower estimates:
    • Of the approximately 2 million annually born on Brehm, only one-thirteenth of one-thirteenth are blessed with magic.
    • Of these 12,000, less than 1,000 survive their initial spell casting.
    • These 1,000 are equally divided between innate and elemental wielders and are also equally divided between genders.
    • Tower mages estimate that more than 90% (400) of female wielders do not survive subsequent spell castings.
    • All 500 male magic wielders are invited to study at the Tower of Learning, but only 60-65% choose to do so or survive the journey to the Tower.
    • Of the nearly 200 who do not attend, more than 90% are innate users, who possess minor and mundane abilities. Of these, more than three-quarters (150) leech out or overdraw (see ‘Costs’ below) within 13 years of receiving their ability.
    • Of the 300 who become apprentices in the Tower, roughly 220-230 are elemental wielders.
    • Due to the precautions and training provided by the Tower, the mortality rate of apprentices has been reduced to 8%.
    • Of apprentices who do survive, only one-thirteenth (~20) are skilled enough to become journeymen.
    • Of journeymen, one-thirteenth (~1-2) become masters.
    • The level of Arch-Mage requires years of study and service which few achieve in their lifetime.
    • Plagues and wars exponentially devastate the numbers of healing and battle mages, respectfully. As examples, Monck’s Black Fever Plague during Lord Germane’s rule was so virulent only two Moncki healing mages survived; the Girani Uprising, which unseated the House Lavan king, claimed more than half of the mages who fought in the struggle.
Does a magic user pay a cost when casting magic?

Yes, the cost is relative to the user’s ability and type of magic. All users suffer mild fatigue, headaches, and other such minor discomforts. As ability increases, the effects grow stronger. If unchecked or untreated, these effects can incapacitate or kill.

Many innate wielders have an unknown limit to the frequency or intensity of their spell casting. If they surpass a limit, they lose their ability, called ‘leeching out.’

Elemental magic wielders face a similar situation. If one summons more element than his or her ability can handle, the wielder ‘overdraws.’ If lucky, an overdraw may result in the loss of one’s ability. More often, an overdraw results in death.

To prevent leeching and overdraw, the Tower trains magic wielders to identify and not exceed those limits. Not everyone learns, and miscalculations are made. Some wielders are born with an innate sense of their limits and never leech out or overdraw. The Tower refers to these wielders as ‘naturals.’

The Tower also teaches elemental magic users to assuage the physical effects of casting magic.

Tell me more about elemental magic.

First, the individual must summon one or more of the base elements from a source of that element. Second, the successful summoner uses the element(s) as fuel to perform the specified task related to the element(s).

What is a source?

Anything and everything can be a source. For earth, it can be a speck of dust or the tallest mountain. For fire, a spark from a flint or a raging volcano will do. For water, a teardrop or a vast sea may serve. For wind, it can be the flutter of a gnat’s wing or a howling hurricane.

So, there are few limitations?

There are many limitations. In addition to those already mentioned:

  • The intensity and duration of a spell relies on the size of the source and the wielder’s ability.
  • The maximum distance for a successful elemental summoning is line of sight.
  • No two wielders may summon an element from the exact same source.
  • No wielder may summon an element from him or herself.
  • If the amount summoned depletes the amount in the source, the source ceases to exist.

There is also a restriction placed on the act of summoning. A wielder must call to mind an image of the element to be summoned. Some call this a ‘muse’; others say ‘catalyst’. This image must be vivid and clear. If not, the summoning will fail.

The amount of element in the image is relative to the amount of energy summoned from the source. I.e., if the elemental amount in the source dwarfs the amount visualized, an ‘underdraw’ occurs. At best, an underdraw will cause the spell to fail. At worst, an underdraw may result in the death of the summoner and the destruction of the source.

You mentioned that items have magic. How does this happen?

In two ways:

  1. Wielders of all four elemental magics may harvest the roots, wood, and leaves of Mother Trees and Ents (alive or dead) to fashion usable items. Since the harvested material is enchanted, the formed items will perform the supernatural task of its design. As examples, a chair made from the wood of a Mother Tree will conform to the body contour of the seated; or, the bowls used in elven rituals magically hold the element corresponding to the part of the Mother Tree used.
  2. Innate and elemental wielders may enchant an item to perform a specific task. The enchantments and their limitations are too numerous to list here. Suffice it to say the restrictions on enchanting items mimics the limitations of wielding magic.
Can magic wielders prepare spells ahead of their use? Can they ‘carry’ them?

Only elemental magic wielders may do this, as there is no need for an innate user to do so. The duration of the ‘carry’ depends on the user’s ability but cannot exceed one day – 26 hours. (It should be noted there are rumors which contradict this law, especially when wizards and sorcerers are considered).

What are the differences between sorcerers and mages?

Mages are trained in the Tower of Learning and bind themselves to the Tower’s ethical code. Sorcerers are either untrained and have no ethics or are trained in the Tower of Sorcery and bind themselves to its code.

Do magic wielders have to utter an enchantment, wave a wand or staff, or make a gesture?

A good question with a curious answer. According to the Tower of Learning, the answer is no. In practice, the answer is yes. Another answer is: some do, and some don’t. As Jhodon Rafke wrote: It’s but in the mind of the doer. But isn’t everything and nothing?