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Magic as taught by the Tuath
Metaphysics
For the Tuath, the concepts or "truth", "reality", and "history"
are mutable. Saying something is true makes it true, at least for
those who believe it. Singing (or playing) the essense of something
makes it even "more true".
Both magic and music have inherent structure, meaning, and power.
When you put the two together, the result can create tangible
reality. The world was created and is continually created by
"singing" it into existence - change and stability are both based on
the structure of what some people might call the music of the
spheres.
Each group or category of things has a basic theme and each
individual instance has its own variation or melody based on the
theme. If you can discover the song for something (it's True Name -
not just the words but also the music associated with it), you can
control it.
The Tuath language itself is musical, and the words in it are
closely tied to the metaphysics of their beliefs. All spoken spells
are in Tuath - you don't really have to understand the multiple
meanings in a word to make use of its powers, but the more you know
about the language, the more powerful each word is.
Finally, it's important to remember that the Tuath are
individualistic, independent, ornery folks. The following
restrictions describe "orthodoxy" - there are plenty of heretics and
those who have created their own variations of the school... And
then there are those who learned from the heretics and added their
own twists, based on their experience in the world of Others...
Theoretical bonuses/restrictions
- Since the world and everything in it was sung into
existence, those things that affect the world most closely --
Animals and Plants and the Elements (Earth, Wind, Fire, Water) are
very easy to manip- ulate. +2 on these.
- Things which affect other sentient minds are forbidden. This
doesn't mean that these kinds of spell songs aren't possible -
Communication/Empathy and Mind colleges are simply disallowed.
(Notice a change here from previous BBY.)
- Druids concentrate on things that are in front of them. Moving
rocks, starting fires, making rain, important things. Illusion
spells don't make any sense to a group that doesn't believe in
illusion - if you create something, it's real. Maybe only temporary,
but real. Therefore Illusion spells aren't for- bidden, they just
don't exist at all in the Tuath school of magic.
Moral Restrictions
- All the world must be kept in balance. No more plants than
the animals can eat, no more animals than other animals can eat, and
so forth. Toward this end, Tuath are very practiced in the Animal
and Plant Colleges. +2 on each of them, as mentioned before.
- Making a thing that itself continues to bend the world around it
-- that is, an item which is inherently magical -- is a very
dangerous thing and much to be avoided. Druids are taught they
should never, ever, under any circumstances use enchantment magics.
Make/Break spells are also forbidden.
- Things which stop the course of nature, or which bend it too
badly to be recognized are bad and greatly to be avoided. Death and
Life are equal partners - if one is removed from the Balance, the
world suffers. Therefore Necromancy is forbidden.
- The Tuath are a very healthy people (those who are chronically
unhealthy don't stay around long). Body and healing spells aren't
used very much because the Tuath believe you are responsible for
keeping yourself whole and hale in the first place. If you are
injured or get sick, you probably weren't properly caring for
yourself, and you should reap the result. Besides, the Earth
provides any number of non-mag- ical, easily renewable resources
that are appropriate for healing. As a result, very few Tuath have
spent much time studying the Magical Healing Arts. (See also Tuath
teaching about maimed/etc. folks.)
Traditional Restrictions
- The avoidance of Necromancy, Enchantment, and the Meta
colleges have led to a point where all of these are lost to the
Tuath. None know how to cast or teach them.
- In general, there is the belief that manna is a resouce like any
other and that you shouldn't waste it. That is, never try to do
magically what you can accomplish without magic.
- Many of the Tuath can toss off a little Light/Dark spell. Those
that do a lot of travelling outside the Enclave (mainly Bards) also
know a Protection spell or two. These kinds of spells are more for
conve- nience than anything else.
- A tiny number of the more powerful Druids are able to cast
Knowledge Spells (primarily Divination, using a natural water source
for scrying), and/or Movement spells. Neither of these colleges is
com- monly taught to those without a Need to Know.
Outward signs.
- Spells are done by song. Some may be very short (just a
note or two), but you'll never find a Druid who doesn't have at
least some musical skill. Bards, of course, have more than average
musical skill, and can do at least some magics with it. Even Vitae
use music for their little magics, singing to the crops, per- haps
playing a little flute to calm a crying baby... The simplest spells
require only simple chant-like music; 3 or 4 notes and a simple
rhythm. The more complicated the music's structure, the more compli-
cated a spell can be hung on it - and the more powerful the spell
is.
- Songs need not have words. An interesting character would be
someone who uses this sort of magic and does all his or her spells,
say, on a flute.
- Obviously, the abbreviations for songs (to cast a spell in
seconds) is not as potent as the full song itself. So, to make up
for the schools they can't use at all, we add the option of
"ceremonial" magic -- that is, a full spell song that takes one
minute of continuous singing for each point put into the spell. Such
spells are cast free of charge.
- At festivals and other special occasions, and to work certain
major spells, a whole group of Tuath sing and play together - the
Vitae and Bards add power, while at least one Druid coordinates the
effort and directs the spell. The resulting spell can literally
change the world. The music's not bad, either.
Spell lists/programs
The full Tuath-taught course of study is a 20 year experience.
It's a lifestyle they teach from when kids are very young.
Tuath spells are taught entirely by rote. You can't happen upon
an old book of lost Tuath spells - there isn't any such thing. The
only way it would be possible to rediscover lost spells would be to
come across someone like Wood who knows them - and then get him to
teach them.
However, it *is* possible to create new spells, just as it's
possible to create new forms of music. (GM Fiat holds here.) On the
whole, the Tuath are conservative, however. Experimenting with new
forms and sounds isn't something many would even think of.
Since a great deal of Tuath instruction, not only magic, uses
songs, a long list of instructive stories/songs is probably a good
idea for a Tuath character as well.
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