Iron Kingdom Bonus 4: Sources
Added 2024-12-04 15:00:09 +0000 UTCA Summary of Magical Theories and Traditions, by Melren, formerly of House Ndai
Given the number of possible Foundations available for a mage’s Source, and the broad number of spells available through each, a student of magic can easily become overwhelmed by the various possibilities. This fact can be worsened by the utterly common magics available to even the Low Folk throughout the world.
Source Creation
The difference between the Low Folk and the High can be easily discerned thanks to the separation of the quality of their Sources. A fragile Source is a wasted, useless thing; most common Sources are barely capable of sustaining a single spell, while more carefully crafted ones can maintain up to four. Quality of a Source can be guaranteed through access to refined mantras, bountiful time for practice, and dedicated intent. Rushing a Source, or creating one from substandard mantras, can cripple the spells that depend on it later on.
Each Source that an aspiring mage constructs makes later Sources more difficult to gain. While the first few Sources can be gained relatively quickly, succeeding ones can be the work of years of practice. This fact is particularly true when a Source shares a portion of its Foundation with a previous one. Sources that are direct copies of ones already built can take ten times as long to form, while those which are distinct and opposite an existing Source can be created far, far more quickly. The strength of the Sources involved has no bearing on the amount of time they take to create.
The time invested in a fragile Source is only multiplied if a mage decides to remove one. Undoing a Source can be useful, if it is built on a particularly weak Foundation, but such actions take a regrettable amount of time and effort. There is an element of risk involved as well; if the process is not aided by specialized mages, it can do enough damage to cripple a person’s future access to magic. When a Source is destroyed, the mage will lose access to any spells fixed to it, unless they are attached to another existing Source.
Spell Use
Powering a spell with more than one Source grants it a far greater effect than if it was fueled by a single one. Some spells can almost require multiple Sources to use effectively at all, given their effects. For that reason, many warriors who have powerful spells must spend a terrible number of years building the requisite number of Sources in order to use them for their intended effect. It is recommended for new students to choose some smaller spells that might be useful when they only have a handful of Sources to draw on, in order to avoid being unable to do any magic until they have studied further. Even Low Folk spells can be useful in such circumstances, even though they are hardly the kind of abilities that serious mages consider.
Spells can be created, but this fact is rarely useful aside from magical experimentation. Most truly powerful spells are frameworks that exist for a reason; the countless hours of magework involved in developing them are a treasure to cherish, as well as the inherent risk of fixing a spell that ends up being useless. Only a non-combat mage, or one with a truly ludicrous amount of Sources available would waste a spell fixation on something that doesn’t actually produce a result. This limitation is especially true considering that some spells might demand multiple Sources in order to function, which means that a mage might waste multiple precious spell fixations on something that ends up not being useful at all.
Far more profitable is the process of modifying a previously affixed spell, molding the known framework into something that can be used in a new way. The parameters and intent of the spell must remain similar to the original, and the further a mage diverges from the known framework the more magical energy is wasted due to the inherent thaumic friction involved. Still, it can be useful to modify the range, power, number of targets, or precision of effect for many different spells, and a practiced mage would do well to focus on such techniques as they hone their skills.
Foundations: Elements
The Elements are the most straightforward part of a Source. Partially, this is due to their more visible differences, but also because their part of the Source is simpler to understand. The Element provides a Fuel, giving the Source the power it will use to express the mage’s will. Elements often correspond to a particular Season well, though there is little harm in exploring their effects outside of those pairings. They also have different effects depending on the Aspect used.
Fire confers control over flame, smoke, heat externally, and passion, strength, and energy internally. It usually relates well to Summer, and is in opposition to Winter.
Air allows a mage to manipulate wind, lightning, and sound externally, and speed, flight, and stamina internally. It is usually well matched by Spring, and fits oddly with Autumn.
Water gives a mage power over water, ice, and mist externally, and grace, dexterity, and calm internally. It fits the character of Winter well, though Summer does not match well with it.
Earth can grant great health, stability, and vigor internally, as well as control over earth, stone, and metal externally. Autumn is most commonly associated with it, with Spring often opposed.
Foundations: Seasons
Each Season has a different character compared to the others. This character can shape the types of spells available to the mage who uses them. The Season can be said to give the Source a Purpose for its future use. Learning the mantras of a particular Season is far easier during the time of year when that Season holds dominion over the world.
Spring is the Season of growth and creation. It is a time when new things are born and the world is changed by their arrival. The old and established are swept away or buried beneath the newly arrived. Spells using Spring share the same outlook.
Summer is the Season of light and abundance. The days it brings seem eternal and everlasting, and the power of its turnings brings challenge and daring. Spells which rely on it are no less bold, forthright, and lasting.
Autumn is the Season of decay and decline. The change it brings heralds a time of consequences, harvest, and endings. Things that were once warm and thriving now break down and wither. Spells formed from Autumn have similar effects.
Winter is the Season of darkness and severity. It threatens an unending night, and unceasing trials fill its hours. Any Spells formed with this Season often rely on the mysteries of its character to cut things short, to shelter, or to confound.
Foundations: Aspects
The final piece of the Source relates to how the spells will be expressed. As such, the Aspect provides the Focus for the spells, channeling the energies and characters of the portions that come before it in order to allow the mage actual control. Some might see this part of the Source as a limiting step, but it is crucial that a mage not lose sight of how dangerous these powers can be if allowed to run wild.
Mind gives access to spells which effect the surrounding environment. It allows for the most obvious of spells, since almost all of them are externally visible. Shaping the ground, hurling fire and ice, or summoning windstorms are all possible thanks to this Aspect. Unusual combinations of Seasons and Elements can yield more subtle or unexpected effects.
Body allows for spells which effect a mage’s own physical form. Such spells are less noticeable, but are still generally easy to understand. The magic can give a being superior strength, endurance, speed, and reflexes, as well as even more dramatic effects with varying combinations depending on the rest of the Source. They can be dangerous for the unpracticed, as the changes can be deadly in some circumstances.
Heart grants spells that empower creatures or objects connected to the mage involved. A mage can use such spells to enchant weapons, enhance mounts, or even create runes of power that can be activated at a distance. These techniques require a significant amount more preparation than other Aspects, but the effects can be highly rewarding.
Soul, the least understood Aspect, can enable spells that effect the spiritual and magical flows of the world and others directly. Spells of the Soul can manipulate emotions, shift shapes, disrupt other spells, or create lasting magical bonds. Oaths are often speculated to be Soul magic that remains Wild in the world, though this has never been confirmed. Few practical mages risk such spells; their efforts and attentions are consumed with more practical concerns.