Galdr
Galdr
Galdr - often referred to as Sorceries - are a power channeled by Galsterei via an otherworldly being that inhabits their soul. They allow the soul to convert Aether from the Aetherium into miracles that dominate Metaphor. For most, mastering a form of Galdr can take decades, even centuries for the long-lived. Powerful magi are rare, akin to demigods in the power they wield, and yet some are uniquely prodigal for reasons unknown.
History
Galdr has existed since memory began, its prevalence ebbing and flowing throughout history. Some posit that Galdr is the Prime Arcana as it manipulates Metaphor without specifically utilizing it as a font of power. Whatever the truth might be, Galsterei have brought about the decay of the Dullahan Empire by offering power to its dissidents, resulting in the Dullahan-Arcanis Schism. Every person in the world is at least familiar with stories of magi, for better or for worse.
Initiation
Initiation for the wielding of a sorcery is a dangerous endeavor not taken lightly by the sane or empathetic, rarely imparted by loved ones without significant cultural or circumstantial pressure. Mortality rates are high, with three in five humans failing to survive the process, four in five for the small races, and two in five for the elves. Even one in five dragons or fae will not survive the process. It is up to the author of that character to decide if they die or not.
- Every Galdr art must first be branded to the soul of a prospective mage by drawing its symbolic representation upon some part of their body. This is done willingly or by force and requires the initiate be still for several minutes. Once attached, bodily fluids of the donor - most often blood - are offered to the initiate, forcing the student to undergo a spiritual trial outlined in each individual form of Galdr. Failure results in true death, an unraveling of the soul which denies the initiate any chance at an afterlife.
The brand of a Galdr is referred to by others as a Witchmark - a proof of their Arcana. They cannot easily hide it, as it grows back within a few days when removed, and many of them are not mere tattoos but minor elemental manifestations themselves.
The Other
The Other - often referred to as the ‘Passenger’ or the ‘Soulchild’ - is by many considered to be a parasite of Aether. This is a being separate from the Galsterei which grows with every sorcery introduced. For most, they will never know their Other. For some, the Other is an everyday fact of their lives that may directly communicate with them as a dissociated entity. Some are even intelligent enough to be considered sapient, and a rare few might even dominate the mind of a mage entirely.
- There is no hard rule for how the Other should be expressed, but know that some forms of Arcana might influence the Other, such as Ensorcelling. Only the mage can interpret their Other with mundane senses.
Casting Spells
How a spell is cast varies from mage to mage. Some use gestures or tie their wishes to a well-practiced action, and others might rely upon verbal statements to channel their will. Sometimes the mage might ask their Other to cast for them, trusting its judgment when their focus is impaired. A precious few wield only their thoughts, foregoing Metaphoric Expression for expedience, but this can be dangerous as developing this kind of focus can lead to accidental casting and thus Fraying.
- Capability for Galdr can be fostered through study, practice, or immersing oneself in the metaphor which the sorcery dominates. Galsterei are best taught how to creatively and methodically apply conventional ideas, with informed and hastened precision in all things Arcane.
Mageburn
- When the Galsterei soul becomes exhausted to the flow of Aether, it begins to twist in upon itself, afflicting the wielder with consequences for overstepping their bounds. Take note that there is no sense of fatigue for casting spells; magi do not feel when they are close to Fraying, rather they will experience the side effects and logically deduce how much stamina they really have. If a reviewer sees you are casting in excess of your Spell Reserves, they may ask you to assign an appropriate Fraying consequence.
Fraying
- When Galsterei cast in a state of Mageburn, their spell becomes Frayed; a frayed spell is often but not always more shaky and wild, prone to backfiring on the mage that casts it. This of course pushes them even deeper into Mageburn. Fraying can be fatal or with long lasting consequences, possibly even the total Wicking - severance - of the Other and its Galdr.
Wicking
- To be Wicked is to temporarily lose ones connection with the Other, and Galdr as a whole. The soul remains capable of harnessing Aether at that tier, but the mage is effectively cut off from casting spells of that discipline until it renews itself over three to six months. Most cases occur as a form of punishment or lawful demand where a Sunderer is contracted to Wick the Galdr of a captive or willing mage. Some voluntarily accept being Wicked, knowing full well they can grow back their power.
Spell Reserves
Galsterei have a limited number of Spell Slots. See Arcana for how this system functions.
Arcane Dueling
There exists within Arcanis a strong tradition of formalized arcane dueling for accreditation, honor, titles, and possessions. To that end, Arcanian war-wizards study extensively the art of waging these mock wars amongst themselves. Remember that there is no antimagic, only a study of which opposing forces can effectively dismantle or withstand magical assault. Creativity, planning, and entirely new schools of thought might be fostered for mere rivalries; sanctioned infighting leads to superior magi, in the end.
Apotheosi
The Ascension of a Galdr is referred to as an Apotheosi.