Low Magic
Magik it is said, is the work of the Gods. And so it is. Yet, so too is the millstone and the rain. Though lacking the god-marked splendor of those Heroic Arts reserved for those of greater destiny, there are ways of magic which can be practiced by the mere peasant, should they be fit. Yet, for this very reason, though these 'Low Magiks' can be of great utility, the wise master must take caution, for they may come to those of the lowest morals, and take care that no magik be allowed to transpire without their will, in their realm.
Overview
Low Magic, is, simply put, any magic which is not the Heroic or High Magic taught to those blessed as Heroes. Low magic comes in two great varieties, that which is generally accessible to all beings, and that which is peculiar to a specific race, though there is some controversy over whether the latter case of innate abilities may be considered 'magical'. Generally, only arts beyond what the race is innately capable of are viewed as magical Though it is not absolute, Low Magic is generally more subtle and less overtly puissant than High Magic, though it can be powerful in its own way, in particular having a great many mundane application. It also tends to be less predictable and straightforward than High Magic. In many - but not all, cultures, Low Magic is regarded with suspicion. Though it is simple manipulation of the works of the gods, such power without explicit divine blessing is deemed as potentially hazardous, and a cause of weakness or deviance.Draughtbrewing
One of two aspects of the art collectively known as Alchemy, this form of Low Magic governs the extraction, distillation, and combination of the magical properties of plants and other substances to produce a magical solution, which, as the name suggests, generally comes in the form of potion, oil, or poultice. Typically, the products of this art are medicinal in nature, and the most prized of all its works is the Panacea, a medicine capable of curing any ill, healing the mortally wounded, or even restoring youth. Most potions, of course, are far less effective, but include simple remedies that merely ease aches, poultices that mend wounds shut, contraceptives, and even poisons. Not all Draughts are meant to be imbibed, however - the art can also produce oils that dissolve stone, sharpen blades, or simply burn for days.Wonderworking
The second of two aspects of Alchemy, Wonderworking - or Spirit Crafting, or Trueforging - or several other things - is the working of magic energies into lasting artifacts. More difficult and arduous to create than mere draughts, these items are said to be imbued with a small portion of the creator's soul, and certainly require an almost sublime devotion to one's work... which also makes them incredibly precious. Each of these Wonders is imbued with magic, beyond - or at least more enduring than - that which can be granted by a spell. Such wonders come in three levels, depending on the crafter's skill in their craft, the magic art itself, and their devotion - charms, artifacts, and relics. Charms are the smallest and weakest, generally made as necklaces, bracelets, or the like, as well as minor weapons. Artifacts are the more general tier of magic weaponry and gear used by Heroes and royalty, while relics are legendary objects in and of themselves.Fieldcraft
A peculiar form of Low Magic, Fieldcraft is a type of magic dealing with nature and survival, a kind of wilderness skill enhanced to a supernatural degree. A practitioner must first be intimately familiar with the landscape, but also well-traveled and ultimately achieve a kind of meditative rapport with their surroundings. Though difficult, those skilled in Fieldcraft can survive in the harshest of places. At it is most basic, one develops an uncanny sense of where water, food, shelter, and other useful objects might be, evolving into the ability to create supernatural effective lures, endure the elements, or go unseen by beast or being. In its most powerful versions, one can command animals, manipulate the weather, or even draw water from bare stone. Many of the furthest reaches of the Kosmos are peopled solely by the power of Fieldcraft, and once learned, it remains quite effective regardless of environment, making its practitioners excellent scouts.Divination
Divination is a means of revealing the unknown by various means. It is subdivided into three main categories - prognostication, dowsing, and scrying. Prognostication is the art of determining the future - typically, this is done by the casting of bones or cards, or some other medium capable of producing a subset of 'states' from a set, each representing a certain thematic possibility. Which states result from an unbiased casting gives insight into the future. This is perhaps the most unclear and indecisive form of divination, but also arguably the most popular. Such a prognostication can succeed only once on a given subject, but it is impossible to be certain if it has been determined accurately - and even then, the future may changed if the gods permit it. However, some fear that divining the future will cause it to become fixed, and thus try to avoid prognostication. Dowsing is simpler, the sensing of an object's presence or location within a given area. This is done with an unbiased pointer, such as a balanced rod, a free-hanging pendulum, or the like. It can be direct - determining if an object is present in a specified spot or indirect - determining if a specified object is within a metaphorically represented area. So long as the diviner maintains their focus, it is much more reliable than prognostication, and is considered the simplest version of divination, but even here it is important to trust in fate - if the diviner or questioner knows the location of the object, this will not function. Scrying is perhaps the most spectacular form of divination, but also simple in its own way. By focusing on - or through - a particular object, such as a pool, mirror, crystal sphere, flame, etc, the diviner can 'see' a remote, known location. This vision varies in accuracy by the skill of the diviner, and only particular skilled diviners can scry with any degree of accuracy. For the very skilled, however, they can clearly perceive distant things as if they were there. The best can even see the past or future of a subject.Malediction
A Low Magic surrounded by secrecy and rumor, Malediction is the art of laying curses and omens on others. Most right-thinking beings shun this magic, but all fear it, and much of the fear of Low Magic in general originates with Malediction. The bounds are poorly understood, but it is capable of afflicting others with weakness, pain, illness, or causing future misfortune. A witch can bring disease or bad luck with a glance, and truly powerful practitioners can curse an entire city, causing food to spoil and water to turn foul. It is said that great witches can also manipulate the minds and bodies of their victims. One can protect oneself with sacred tokens or rituals, but those not so blessed rightly fear the witch, and worse, the only other reliable protection is magic. It is thus widely agreed that the best prevention and cure is to kill the witch responsible.Blood Magic
Though distinct to the Elves, Blood Magic is not a racial ability but rather a unique magic. Some suggest it to have evolved from Draughtbrewing or Malediction, but this provokes the Elves to fury, and is dubious in any event. As the name suggests, Blood Magic presides overs matters of blood, and is crucial in the Elves' ancient struggle to maintain purity. The masters of Blood Magic are known as the Weavers, and it is forbidden for even an elf to learn without the authority of the Folkmeet. Most fundamental is the graft placed upon every elf at birth, rendering them barren but for the will of the Weavers, who know the spell to reverse it for a time. Moreover, the magic can assess the purity and quality of the blood, discern relations between two individuals, or, it is said, perform far greater feats, such as binding the will of children to their patriarch, or preserving a pregnancy outside the body. Though properly the domain of the elves, the defiant, licentious desires of mortal races know no bounds, and it is not unheard of for others to glean some small measure of understanding, a feat that is sure to provoke the Elves to wrath.
Type
Metaphysical, Arcane
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