The magic of the Golconda relies on the innate magical energy that flows throughout our zone of the galaxy. In this respect it is much like the Energy Flows on which our technology is based. Indeed the Golconda mages often talk of their source of magical energy in energy flow terms. Central to the magic of the Golconga is the use of gems and crystals to tap into and focus this magical energy.
All magicians imprint their own gems for special spells and some of the most advanced are capable of making gems. The method of creating spellgems is to buy the appropriate gemstone from a gemformer. An imprint spell is then cast on the gem. The magician then pronounces the words he will use to cast the spell. His thought pattern at the time of this casting is imprinted in the spellgem. The imprint spell is the first taught to an apprentice mage and requires no gem to perform. Apprentices who cannot learn this spell will never become mages.
The imprint spell is similar to a write magic spell except that each spell gem is unique to the person imprinting it. Every mage (or non-mage for that matter) has a unique mental imprint. Swapping spellgems or stealing another mages spellgems is therefore valueless from the point of view of getting new spells. Adding to the difficulty in trying to use another mages gems is the unique voiceprint of each mage - in effect a double insurance against misuse. The gems can be reused by a more powerful mage using an erase magic and an imprint spell. This is unthinkable to Golconda mages, despite the cost of unencoded gems.
Spellgems are expensive because of their size, cut shape, colour and the purity of their crystalline structure. All of which must be of the highest grade.
When casting a spell with a spellgem the mage utters the appropriate sounds. These cause the relevant gem to resonate and create the desired mental imprint in the mages mind which then captures and projects the essence magic to achieve the desired effect. As mages learn new spells, and create spellgems, they add them to their necklace, which is in effect a spellbook. After repeated use the gem becomes superfluous, but they are retained on the necklace as emblems of rank and ability. In reality a mage would not need the gemstone to cast a spell which is three orders below his current casting ability. They may come in handy however when a mage needs to cast a spell under extreme pressure, because they minimise the possibility of error or miscasting.
There are ten plateaus of magical power in Essence magic, so a mage of the fourth order for instance, would not need gems for first order spells. A more specific example would be the erase magic spell which can only be cast by a mage who has reached the sixth plateau. When on the ninth plateau he could cast this spell without an ‘erase magic spellgem’. A sixth order mage is rare, very powerful and prestigious, and usually wealthy. Such mages are unlikely to stoop to stealing another mages gems.
The plateaus of magic are referred to by the grading of the mage who has reached that level. They are:
Level Rank or Plateau ------------------------------ 1 Initiate 2 Novice 3 Apprentice 4 Journeyman 5 Tradesman 6 Craftsman 7 Artisan 8 Master 9 Grand Master 10 Paramount -------------------------------
In the entire history of Golconda, only the legendary Fnabiz ever reached the level of Paramount. Legend has it that he still lives and can travel throughout the galaxy at will.
Magic is practiced in the five clans, each of which has a Magic Guild. Within each Guild there are schools of magic which specialise in different types of spells. Even within schools, mages tend to specialise on a few spells which are generally associated with their area of research. Up to Journeyman level, it is uncommon for a mage to know many spells outside the school in which he began his craft. A Craftsman would be fully conversant with the spells of at least two schools, a Master three, a Grand Master five. As for a Paramount, who know the limit of power to such a one.
There has been no evidence that any mage had reached Grand Master class in the last hundred years until Speaker Janek cleansed the Pure Crystal at the Grand Clan Gathering of Minds in the current year. It will be up to the five Guildmasters to rule on this event. Never in the past has anyone been able to shape a Pure Crystal by magical means. If this is indeed ruled a Grand Master level use of Essence, one wonders what Janek might have achieved had he not ceased his magical research when he took up the Speaker’s position some seventeen years ago.
The Essence magic as practiced by the mages of Golconda can be divided into twelve spheres. Twelve is an important and auspicious number to the Golconda. At the Great Conversion, only twelve families survived. Golconda has only twelve clans, and we have twelve spheres of magic
Sphere | Stone shape | Colour |
---|---|---|
Weather | Brilliant cut | ![]() |
Animal | to be advised | ![]() |
Plant | to be advised | ![]() |
Matter | to be advised | ![]() |
Mentalist | to be advised | ![]() |
Warding | to be advised | ![]() |
Command | to be advised | ![]() |
Mysticism | to be advised | ![]() |
Reality | to be advised | ![]() |
Combat | to be advised | ![]() |
Spirit | to be advised | ![]() |
Life | to be advised | ![]() |
Within each sphere, spellgems are cut in an identical way. Different types of spells will use a different type of gem. For instance, a weather spell which makes breeze to blow away pesky insects would be a brilliant cut clear diamond. To push a sailing ship the same gemstone and cut, but of a larger size would be needed to generate the required breeze. To create a very strong wind an even larger brilliant cut diamond would be needed. The strength of the spell cast would also be a function of the level of the magician.
A similar setup would apply to a create water spell, and the equivalent volumes of water might be a bucket, a large tank, and a heavy shower. Here though, the spellgem would be brilliant cut, for the weather sphere, but a blue sapphire for a create water spell.
In summary these are the variables: · Cut of gem determines sphere of magic · Type and colour of gem determines the specific spell. With just 10 types and colours of spellgems, a sphere of magic can have a hundred spells. Some schools have more than one hundred spells. · Size of gem indicates the spell’s level
The Spheres Explained
Weather
The weather sphere contains spells which affect the atmosphere and the oceans. Mages with these skills can generate wind, rain, clouds, sleet, snow, hail in fact all manner of weather. They can also influence the sea, cause tidal waves (at advanced level), and create or dissipate various volumes of water. Weather mages are often employed in farming and fishing
Animal
Mages proficient in this sphere can command and instruct animals of higher intelligence, and even communicate with them. With instinctive animals they can cause emotional reactions. At higher levels, mages can assume animal form. The ability to influence the actions of animals is dependent on the power of the mage, and the animals natural inclinations. Animal mages are employed in farming and other animal related jobs.
Plant
Mages of this sphere have the ability to influence the growth of plants and are highly regarded for this. As they advance in ability they can affect large areas, and even command plants to follow specific growth patterns, create barriers, provide shade and the like. At the higher levels, these mages can even adopt a plant shape and live off the soil if no natural food is present. This is quite different to the ability of other mages who might be able to take on plant form, but not function. Plant mages are in high demand in agricultural areas.
Matter
Mages of this sphere have the ability to affect matter, and even create matter from energy flows using Essence magic. They can also disrupt matter at higher levels and change it back to energy flow, but unless proficient in the Combat sphere as well, they would not be able to direct this energy offensively. They can however move matter to cause earthquakes of create a meteor shower at the higher levels. Matter mages are generally employed in construction work
Mentalist
Mentalists played an important role on Golconda when magic was first being used. The early settlers were under great mental strain following the conversion, and when one discovered that she could channel magical essence to remove the associated trauma, the mentalist school was started. They sometimes operate as specialists in the police force to help with difficult attitude adjustment subjects.
Warding
Warding mages are good at guarding people and objects against mental and physical attacks of all types. They can also cast protective spells on objects. The are often employed to strengthen buildings and vehicles so that far less bulk need be used to build a structure of similar strength. The most advanced warding mages have been known to act as consultants for the military, and they are heavily involved in vehicle manufacture.
Command
Mages of this school have the ability to influence the behavior of sentients. They are different to mentalists who can read thoughts and modify negative behavior by changing an individuals attitude permanently. The can force sentients to act knowingly against their will. Once this compulsion is removed the subject can then follow its action of choice
Mysticism
Mages of this school can perceive information which cannot be gained by normal means. This can relate to present past or future events. Mages of this school can easily find employment in the transport industry by providing information on the current location of shipments, future weather conditions and the like. They also make good investigators. They can communicate over vast distances instantaneously, and there are usually a few of these mages on each space vessel.
Reality
This school practices the art of deception. In effect they alter reality through illusion. These mages find employment in theatre and the military
Combat
Combat mages are specialist in using energy flows and essence magic for offensive purposes. The can cast fireballs, lightning bolts, plasma globes and the like. They are also proficient at deflecting such energies, but unless familiar with the Transformation sphere, they cannot convert matter to energy. Combat mages of advanced levels are rare, because learning this type of magic is very hazardous. Those that do reach high levels are greatly prized by the military.
Spirit
Mages of this sphere have the ability to communicate with the dead and other non corporeal entities which inhabit non matter planes of existence. These mages have been known to drain the life force from living creatures and there are even rumours that they can restore life to the dead within a short time of death occurring. Though the least popular sphere, these mages still obtain employment in clearing wild areas of dangerous beasts.
Life
Life mages are expert healers and form the sphere with the largest membership. They are employed in all walks of life, especially the most hazardous.
Feel free to contribute any spells. Just nominate the sphere, level, effect and description you think appropriate. Send your spells to me at e.omara@uws.edu.au I will classify the spell and let you know the gem,cut, and size for the spell which will be added to the spellbook.
DO YOU WANT TO MAKE A CONTRIBUTION?
Any comments on the information contained in this post would be appreciated, especially from q-dex empires with Essence Magic. Please send them to Janek: Master Mage at e.omara@uws.edu.au under the title Magic Spells.
PS. If TRH has copyright on the letters F,I,Z,B,A,N or all combinations thereof, then I will happily change the name of my mythical megamage. Who knows, maybe TRH’s avatar paid my empire a visit way back when ;-).