Personal magic
From Mizahar Lore
Personal magic is one of three major categories into which magic is normally divided in Mizahar, the other two being divine magic and world magic. Personal magic refers to disciplines of magic that mainly originate from the wizard's own inner essence or Djed, instead of borrowing Djed from an immortal as in divine magic, or from tools and rituals as in world magic. This is not to say that personal magic may not have ties with the divine or make use of some external tool; however, the main driving force and fuel comes from the wizard's own soul.
Personal magic is a collection of countless disciplines, some more widespread than others, that only share a common philosophy: the wizard, and he alone, is in control of his own destiny. Being the origin and the target of power, the wizard is given the opportunity to rise to glory or fall from grace without depending on anyone or anything. The user is always given the option to push the power to its limit or even beyond (commonly known as overgiving), and must be prepared to pay a steep price for it. Sometimes this price is death, or worse things than death.
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Common traits
The disciplines that fall under the umbrella term of personal magic are very diverse and some involve special rules and conditions, but in general the following traits apply to all disciplines.
Initiation
The user undergoes a rite that allows them to practice the discipline. Typically, mid-to-high level wizards can perform this rite. Sometimes, a personal sacrifice may be necessary. The rite often includes the wizard's first use of the discipline, and may fail or result in death or permanent damage.
Execution
The user needs some level of concentration to activate the ability. The more experienced the user, the less concentration is required. In many cases, the beginner will need to use incantations, gestures or physical manipulation to use the discipline in most contexts. More experienced users can do away with such components and execute their ability by force of will alone. Body modifications can make execution easier; for example, runic carvings and tattoos on relevant body parts. They immediately give the user away as a wizard, though.
Strain
The following factors are important in an act of personal magic: execution time, desired power, desired control, fatigue, ability to concentrate. The more of these factors are under stress, the more difficult the task, leading to sloppy, poorly formed spells that may backfire. The power-control dychotomy is one of the pivots of magic: one comes at the expense of the other.
Overgiving
Main article: Overgiving
Overgiving is what happens when strain becomes excessive for the body and mind to bear. It manifests differently for each discipline: for example, a Hypnotist's eyes may start to bleed when he is pushing his skill too far. Symptoms of overgiving escalate if the user keeps abusing the discipline without getting proper rest and treatment, to the point where they become permanent or irreversible. The higher the wizard's skill, the more they can exert themselves before entering Overgiving. It is to be noted that, since personal magic is about total freedom, there is nothing preventing a wizard from continuing even under heavy Overgiving. It is their choice, and theirs alone.
Progress
After initiation and the basics, personal magic can often be learned in a number of ways, from fellow users, scrolls or books. The most effective way to improve is through actual experience, as close to the limit as possible without breaking it.
Known disciplines
The following is a list of relatively common disciplines found in Mizahar. It is by no means an exhaustive listing of every form of personal magic practiced in the world.
Hypnotism
Main article: Hypnotism
Using Hypnotism, the wizard unleashes their own Djed through their eyes, voice, presence and mannerism, inducing effects in the minds of those around them. Hypnotism is most effective upon eye contact, but if the user is competent, voice and demeanor are enough to cause suggestions, hallucinations and even full bewitchment. Acting and rhetoric ability are very important for this discipline to achieve maximum effect.
Morphing
Main article: Morphing
Morphing allows the user to reshape their physical body by controlling and spending their Djed. For a beginner, this involves actually pushing and pulling flesh until it reaches the desired placement, whereas an experienced user can accomplish refined transformations through willpower alone. Morphing is a very general-purpose discipline, and many specialized paths have been developed, ranging from animal forms for druids to mimicry techniques for con artists.
Projection
Main article: Projection
Projection allows the wizard to detach portions - generally the arms - or even the entirety of their astral body from their physical body thanks to the user's Djed. The astral body can thus be stretched to reach distant locations and perform remote tasks or even combat. The end result often looks like telekinesis or similar powers, though the user is still manipulating objects as they would with their physical body. The user surrenders control over the corresponding physical body part, which becomes limp and unusable as long as they are Projecting.
Reimancy
Main article: Reimancy
Reimancy allows the user to expel their Djed out of the body as a peculiar fluid called Res, 'the thing'. Appearing in various forms from a thin gas to a thick gel, Res can be turned into a different substance at the user's whim, or attract this substance from the environment. These substances include the four elements (fire, water, air, earth) but also more exotic choices, depending on where the user learns this magic. There is a strict limit to how many substances a Reimancer can turn their Res into; most users can only grasp one, and the greatest masters have an array of four. Reimancers can accomplish a range of effects, from vomiting a short burst of flames to crafting spears of rock, but every time they use this power they are basically throwing out a part of themselves.
Vorilescence
Main article: Vorilescence
Vorilescence is a discipline of personal magic that grants its users a bond between themselves and their chosen weapons, giving these weapons a sentient quality. Voril Mages can manipulate their weapons in various ways and have a direct impact on their location at all times. Named after the Nader-canoch word meaning weapon, this personal magic is almost always at the core of decent to extremely good fighters everywhere; whether actively acknowledged and developed or not. Vorilescence is a divine connection linking a person and their weapons. Once this magic helps form a powerful bond between a warrior and his or her weapons, those weapons become almost sentient in the hands of a Voril Mage. Ruros’ blood and those of his priests at the time of his death ensure that. Voril mages are the ultimate battlemages, those connected to their weapons and inherently linked to them in bonds that cannot be broken by mortal means.