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Spell Components

Magic is a fundamental element in Harbinger of the Ancestors. In fact, we should say it is THE central element; maybe not the most important one, but it is certainly one of the pillars in the construction of this fictional universe.

That’s why designing and crafting a magic system became one of my main objectives.

On one hand, I didn’t want to literally copy other systems, and this is reflected in the addition of four more elements to the traditional list of fire, air, water, and earth.

This is because the elements in HotA are not literally elements from an alchemical point of view, where everything is composed of them, but rather they are considered forces of nature.

On the other hand, it is evident that I took some aspects from other systems, such as Dungeon and Dragons. Some inspiration is always necessary, and for some things, there’s no need to reinvent the wheel.

Difference between Invocation and Spell

Our starting point to explain the chart at the beginning is the distinction between Invocation and Spell.

If you’ve already read the story Recipes and the speech on my fictional universes, you will notice two important things: in Recipes, one of the characters already distinguishes between invocation and spell. The other important point is that the character’s interpretation of spells as Recipes is HIS interpretation, and in the note on the speech, the importance of each point of view is explained.

Invocation is the direct channeling of Magic into the physical world. The domains of the Ethereal of Magic, Enären, are transversal to all planes of existence, uniting and connecting them. This connection is known as the Enären Web.

In short, when a person carries out an invocation, they “access” the Web and obtain the necessary magical energy from it. This is why, although there is a specific Ethereal for Magic, there is also magic from other Ethereals (Dreams, Nature, Chaos/Order, etc.) and from other entities.

A Spell, on the other hand, as we can agree with Aeshanúl (read Recipes, seriously), behaves like a recipe, and as such, has numerous elements that compose it. A spell IS an invocation, but already wrapped, packaged, and ready to be used.

Most summoners use Spells, as it is the simplest way to use magic.

To manipulate “raw” Invocations, one needs a deep understanding of the Principles of Magic, a topic I will explain in more detail later. For example, Arcane and Spiritual Ethereants rely on direct manipulation of the Principles, making little use of predefined spells.

In the words of Ylänna, a wizard who fell in the conflicts before our first book:

“Mastering the art of Invocation is like pulling the threads of the Enären Web and doing with them as you please. You can weave a scarf, a blanket, or even undo them to recreate a sheep’s fleece or the cotton’s fruits. A Spell, on the other hand, is like extracting a specific type of thread from the Web, winding it into a ball, and then crafting a specific garment with that ball. In other words, your new ball of yarn will only serve to knit a skirt and nothing but a skirt.”

Ylänna would also tell us that neither method is better or worse than the other, but they are different and have varying degrees of utility. The truth is that manipulating the Principles of Magic presents endless possibilities and opens the door to incredible power; although, of course, spells are certainly more practical.

And that’s what we will look at now. Aeshanúl talked to us about recipes, and like any recipe, it has a series of instructions.

Components: Types of Magic

What is it made of?

To continue with the cooking analogy, the Types of Magic would refer to the Ingredients.

Where are we going to draw the magic for the spell? How will the spell be composed?

Since the Enären Web is transversal to all planes of existence, it allows us to access various types of magic.

Elemental magic, arcane magic, nature magic, dream magic, chaos and order magic, darkness magic, radiance magic, spiritual magic, and nightmare magic.

These would be the main types of magic we can find in Harbinger of the Ancestors.

We can also find subtypes, which are actually combinations of the main types, for example:

Black magic draws its essence from darkness magic and nightmare magic.

Divine magic makes use of light, therefore it is a combination of elemental magic (light, fire, energy) and radiance magic.

Weather magic can derive from numerous combinations of elemental, nature, chaos, and order magic.

We could keep listing and finding various examples. We could say the main types are the ingredients, and the subtypes are like regional cooking styles. Mexican cuisine is not the same as French cuisine.

Components: Method

How is it done?

The Method is the answer to “How is the spell channeled?”

If we place one hand or both hands in a certain position, the Method used is Signs; or certain stances may be used, and this is the method of Poses.

In both methods, a sequence of signs or stances can be used, and we speak of the Movement method (which many argue is not a method in itself).

A Word can change the entire effect of a Spell.

At the same time, a Method not listed in the chart but one of my favorites is Music. Some styles of Invocation rely on melodies to cast their spells.

Combinations: It is necessary to clarify that many Spells can be composed of more than one method. For example, a Scroll that must be read aloud (Words) while placing the hand in a special position (Signs); or an Enchantment that activates with a special movement. There are hundreds of combinations like these, and they are widely used.

Components: Form of Channeling

With what is it done?

The Form of Channeling, a component I think would be better called “Catalyst,” is central to a spell.

In fact, the Form of Channeling determines not only the Spells but direct Invocations as well.

There are two types of channeling:

An internal form, where the catalyst is the summoner themselves. Magic flows through him or her.

An external form, where the catalyst is the universe around the summoner.

In the Internal Form, we have:

  • Corporal: relies on channeling magic through the body. The summoner uses their physical energy, so those who use this form train their bodies and physical endurance rigorously. Example: Ethereants, Corsairs.
  • Mental: similarly to the corporal form, this one relies on the mental and intellectual abilities of the summoner. Memory exercises, mathematical logic, philosophy, planning, and strategy help enhance the magical abilities of those who use this form. Example: Wizards.
  • Spiritual: some use the power of their spirit, strengthening it through meditation and contemplation. Few summoners use this form, though it is known that many Ethereants and Corsairs complement the Corporal form with the Spiritual one to avoid exhausting their physical state too much.

The External Form uses the energy and essence of the objects and beings around the summoner:

  • Flow: this form mobilizes the aforementioned essence and makes it flow through the summoner, creating a symbiotic feedback loop between the world and the summoner. Example: Druids.
  • Consume: it is the opposite of Flow. The summoner establishes a parasitic relationship with their surroundings, draining vital energy to turn it into magical power. Example: Blood Mages.

Components: Domain

What is being done?

Some refer to Domains as Schools, but in most cases, they are two different things.

The Domain of a Spell determines the very identity of the invocation:

  • Evocation: it is the channeling of magical essences, such as a flame, an illusion, a beam of light, etc.
  • Conjuration: it is the summoning of magical objects, conjured specifically from other planes of existence.
  • Convocation: consists of summoning beings and/or creatures from other worlds, such as elementals, spirits, and manifestations.
  • Abjuration: this is the Domain that deals with reversing the process of invocation. For this reason, some scholars do not consider it a Domain in itself. Abjuration is a subject of much debate.

Grimoires and Logs

A common saying goes, “There are as many spells as there are summoners,” referring to the countless number of spells that have been crafted throughout history.

Does this mean that summoners have to learn them all?

Of course not. Each summoner has their own spellbook, in which they write down the techniques they have learned to use and channel.

What’s more, each Grimoire will be determined by the Order, School, or Brotherhood to which the summoner belongs.

Finally, it is also common for such Orders or Schools to have a set of predefined signature Spells that they teach all their members.

However, especially among the Wizards of Khäria, summoners are encouraged to discover new spells and even create new ones and share them with their companions.

Essentially, they have their own recipe book.

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