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Graves Hall Mod ([info]gravesmod) wrote,
@ 2010-09-06 23:00:00


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Entry tags:magic

Magic: Specific Spells and Magical Workings

Specific Spells and Magical Workings
Not exactly overriding types of magic; these are more specific spells and magical workings.
Amnesia Spells
Spells that make people forget. They can be cast at one up to many people and targeting a single memory to many specific memories or details. This type of magic is highly illegal. Most amnesia spells cannot be reversed without very powerful magic. It doesn't work on Weavers. See also: memory modification
Binding
To prevent the use of specific magic or all magic by a mage.
Break-Binding
A complex process (spell or ritual) in which a binding can be broken. Most break-bindings require the same ingredients as the original binding spell. Break-bindings are hard magic and require extreme attention to detail and a steady hand.
Memory Modification
Any type of spell that modifies the memories. Most modifications are simple replacements, shifting a detail into something else; these are the easiest type. Some modifications create new memories, or in the case of amnesia spells simply eradicate them. With the exception of amnesia spells, most memory modifications are fairly easy to reverse. These spells are illegal; if caught the caster can be punished with jail time. This type of spell doesn't work on Weavers.
Renouncement
To give up your magical abilities.
Ritual Magic
Ritual magic is old magic, usually passed down by oral tradition, though there have been some books published about it. They usually require an altar of some sort (which points to the possibility of religion in the ancient past of Aylasia that has since been discarded), as well as objects to magnify magic, chanted words, and a specific time of day or date (some spells are best done on May Day, some are best on a new moon night, some are best at dawn, so on). Many mages steer clear of ritual magic simply because it's complicated to work and if one thing is out of order the spell will fail.

There is a ritual that can bind a weaver to a mage who is not her life match. It's best done on the new moon.

Technically speaking the formation of a marriage thread is a work of ritual magic, but it's a relatively simple working.
Spellbound secrets
Are pretty much what they sound like: secrets bound by magic so that they cannot be shared. If someone were to learn a spellbound secret they would not be able to communicate it by any means. It requires ritual magic, which is complicated at best. The ingredients for a spellbound secret are unique to the secret they protect.

Truth potions/spells cannot override spellbound secrets, however if the asker is clever enough they can ask "around" the secret and learn other useful things (such as the ingredients used in the spellbinding to then formulate a breakbinding).

Fortuna magic can override spellbound secrets, but only if they are not protected by verdad ocultada which is the one kind of magic that overrides all others. Still, even if someone learns a spellbound secret by fortuna they will not be able to communicate it to others. If a breakbinding is performed it trumps verdad ocultada long enough for the person performer the breakbinding to see the spellbound secret once.
Unstuck in Time
Not so much a magical working as a concept. When one becomes unstuck they cease to exist in their own time and place. It takes extraordinary magic to become "re-stuck" in the right time.


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