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The Encyclopedia of Magikal Methods
Nature School of Magic

The Nature Spell School encompases the following Subschools of magic:

Origins
The Nature School of magic is the true origin of all ritual magic. Most, if not all, tribal cultures developed rites and ceremonies dealing with plants, rocks and the forces of nature all around them. In implementation the Nature school focuses on elements and inanimate objects. (The realm of consciousness and animals is dealt with in the Spirit/Shamanic School.) The Subschools within this School either define a specific cultural practice (like Druidism) or are a synthesis of concepts bridging many cultures (like Herbalism), so that its associations can come from any source.

Mechanics
Nature spells call on the fundimental power of nature and natural substances to cause magic. All components in Nature spells must be natural substances. No synthetic fibers or complex constructions.

Requirements
Each Subschool within the Nature School requires a separate dedication or consecration to be performed before the particular Nature spell can be cast. See the "Requirements" section of the specific Subschool for those.

Spell Formula Standards
Magical associations from any culture, or even individual personal meanings, can be used in Nature spells. Depending on the Subschool, either plants, rocks, animal parts, or elemental foci will be used as the main components of the spells.


The Earth Subschool of Nature Magic

Origins
Earth magic originated in the burdgeoning cultures of Mesopitamia in aproximately 15,000 B.C. It's first recorded practice was in ancient Babylon, in the form of the worship of the Goddess Ishtar.

Mechanics
Earth magic, as with all other Nature Subschools, uses the power of nature to cause magic. More specifically, Earth magic uses the Earth. Earth mages view the the Earth as an all encompassing being of great power. This being (often called Gaia) includes all substances and life on the planet, from bacteria to sperm whales, and including our own sorry selves. Earth mages tap the power of this enormous biospheric entity and channels it through the mage. Boy, what a rush. The limit to Earth magic is that it can only cause effects to material things and beings. It cannot touch the spirit, except where it intersects with the body. It cannot touch the mind, except where it is controlled by the body's chemistry.

Requirements
To gain Noviciate level in the Earth Subschool of magic, you must be alive. You do not have to be alive to progress to further levels in this Subschool. Before you may cast any Earth spell, you must first go through an Earth Dedication Ceremony which will focus your connection to the Land.

To successfully cast any Earth spell, you must first perform the following procedures:

Spell Formula Standards
None. Nothing. Zip. Zilch. Zero.


The Elementalism Subschool of Nature Magic

Mechanics
Elementalism is an Improvisational Subschool, therefore all spells in it are unique. Each time one is written, it is created to fit the specific circumstances of the moment it will be cast. For this reason, each spell may only be cast once. The advantage of an Improvisational Subschool, is that at any time you may instantly create a new spell to suit your needs. This type of spellcasting is facilitated by the use of Focus Objects. These Foci allow you to create individual spells from a "template" according to what element you wish to affect. To cast an Elementalism spell, you need to assemble some components, then interact with your Elemental Focus Object, explaining to it how you wish the spell to work. You must interact with the four different Foci in different ways.

Air (East) "The Mind"
Talk to the Focus and explain to it using logic why the effect you want to have happen must occur.
Earth (North) "The Body"
Talk to the Focus and explain to it using reason (a combination of logic and emotion) why the effect you want to have happen should occur.
Fire (South) "The Heart"
Talk and emote to the Focus, and appealing to its emotions, convince it that the effect you want to have happen has got to occur.
Water (West) "The Soul"
Visualize the effect you want to have happen within the Focus.

Requirements
Before you may cast any Elementalism spell, you must first create four Elemental Focus Objects using the spell "Create Elemental Focus."


The Stone Remedies Subschool of Nature Magic

Origins
The superstitious use of rocks, semi-precious, and precious stones as Talismans and Amulets can be traced around the world as far back as the bronze age, possibly further. People of nearly every culture recognized that every stone possesses certain affinities and various virtues, to some degree. They may be used to make Amulets and Talismans of many different kinds, as well as to conduct spell effects corresponding to the affinities of the individual stone.

Mechanics
There are two kinds of rocks: Living stones with power and potential which is recognized by someone and those which are not. Got that? All stones are "living", with potential powers of their own. Not only are all stones endowed with life, they also are subject to disease, old age, and death.
All spells in this school function by imbuing a target stone with some of the Caster's magical energy to enhance its innate folkloric abilities (or ones suggested by the target stone's appearance or formation process). It's that simple.
One last note, this one regarding terminology. Many stone magicians prefer to use the term "amulet" for magic thingies whose primary function is to protect or ward vs. something. The term "talisman" is preferred for magic thingies whose primary function is to attract or cause something. Don't think about it too hard. It'll just give you a headache. Just trust me when I tell you that using the spells and techniques of this sub-school it is possible to create both Talismans and Amulets which may be further defined as: continuous effect Talismans, limited charge Talismans, unlimited charge Talismans, charged magic items, continuous effect magic items, or held spells. Versatile, neh?

Requirements
The first requirement of this sub-school is the ability to perform Nature magic. You probably have this ability, or you wouldn't be reading this. If you don't, well, no amount of reading stolen spell school descriptions is going to help you any. Especially since you must be at least a Novice in any school in order to cast spells regarding it (like "protect vs."). Anyway here's the rest of what you need to know:
Before casting any Stone Remedies spells, it is necessary, to cast the "Verify Health" spell on each Target Stone before attempting anything with it. Bad (big-twinkie bad) things can happen if you cast a spell using a stone that is ill or flawed the wrong way. Verify Health is the first spell taught in the study of this school for just that reason.
Next you must create a "Shroud" for the stone to be enchanted. The "Shroud" is a purified swath of silk (or other natural fiber) fabric. It is used in this sub-school to isolate the Target Stone(s) from distracting, diluting, and/or corrupting influences during spellcasting. Magically speaking, stones are Very impressionable, and so it is necessary (for the sake of achieving the desired spell results) to separate the Target Stone from all influences other than the ones you are deliberating including in the spell. Shrouds are pretty disposable. Often, the spell calls for the Shroud to become a permanent part of the Talisman or Amulet. They are used in all colors and weave types.





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