The Five Arts of Magick
Over the many scores of centuries that magick has been practiced in the game worlds postulated by RoM, the many schools teaching its practice eventually recognized that magic had rules of sorts. Charms of similar application or focus in effect seemed always to have marked similarities in the manner in they were performed and in the mindset with which they must be approached. In the fullness of time, they became general practices and eventually emerged as five different means or tools for expressing magick’s power, each with a distinctly different purpose or focus and method of execution and mindset.
These five different methods became known as the “Quinque Artes Magicka” or the “Five Arts of Magick”, or simply the “Five Arts”.
They consist of the Art of Divination, the Art of Enchantment, the Art of Glamourie, the Art of Naming, and the Art of Sorcery. “Naming” encompasses the largest collection of charms and also the most difficult to cast and most widely feared.
Each of these Arts has a specific purpose and/or mindset, leaning towards expressing a paradigm distinct from the others.
Divination is the Art by which the practitioner of magick gathers information, or sometimes conceals it, from any and all sources, living, dead, animate and inanimate, Flesh and Spirit alike, including perusing visions or shadows of the past and seeking glimpses of the future, and by which various persons, creatures or objects can also be hidden from such magickal inquiries. Divination is the least difficult of the Arts to work with, and as such is more common among practitioners. A dweomer created by the Art of Divination is only of use to the caster himself, especially when it provides some sort of information (sound, direction or orientation, esp. when it results in a vision or series of visions). These are only evident or perceptible to the caster himself unless he takes the time and has the skills to fix the results of his Divination afterwards into some other (physical) form or object through or by which others can also experience it, by the use of the Art of Enchantment.
Like Glamourie and Naming, Divination may be used under some circumstances to affect objects, creatures and/or beings at once, with a single casting, where Enchantment and Sorcery are restricted from doing so.
Only those Divinations that are applied directly to a living creature or being may be resisted. These cases and circumstances are identified where and as they occur in the charm descriptions.
The more limited Art of Enchantment, like that of Sorcery, was long ago originally derived and refined from that of Naming. Easier to perform than Naming because and of its inherent limitations, this specialty is used whenever possible for the sake of ease. Enchantment was developed over the passing of millennia by those who specifically wished to hone their knowledge and skill for use in affecting the quintessence or foisin of inanimate objects, those things composed of dead matter or that which has never lived (yet in which Spirit still resides), in order to change their state, alter their attributes, wrap them in a magickal field of some sort, or even to invest power in them to create items of magickal power.
Narrowing the focus to only inanimate objects makes the charms easier to perform.
This Art is typified by magicks that are restricted to affecting the target or recipient object that is touched with it by hand (generally called “Touch-magicks”, or “Kiss-magicks” or “Embraces” under certain circumstances, according to the caster’s use of them), the price of developing a short-cut to make this more limited Art easier to perform.
Enchantments, being concentrated in effect on inanimate objects, are conspicuous by virtue of the fact that nearly all of them may not be resisted in any way.
Glamourie is the ancient art of illusion for which the denizens of Færie are so renowned, to deceive the senses, coloring the world as desired, lulling their victims into a false sense of security, the belief that reality is as they have painted it, clothing everything about them in veils of illusion, glamours for one or all of the physical senses: sight, hearing, smell, touch, and taste. Glamourie above all the other arts requires the soul of an artist, an artist of delicate sensibilities and discerning tastes.
It can be one of the most rewarding in roleplay of the Quinque Artes, and potentially having the the greatest impact, depending on the creativity and even perhaps on the deviousness with which it is employed. This is true largely due to the limitations on the circumstances under which its influence can be resisted.
The Art of Glamourie is as versatile in its applications as Naming and some Divinations, able to bridge the gap between living creatures and inanimate objects and substances, affecting both types of targets in a single casting of a given charm.
Naming is actually composed of the closely interrelated skills of Conjuring, Summoning & Binding. As a whole, it hinges largely on the substance and denizens of Spirit and manipulating the spirit essence resident in all objects, creatures and beings of the mortal or material world, frequently referred to by Wizards as quintessence or foisin (the latter usually in reference to the nutritive value or living essence of food), in order to influence their characteristics, abilities, and capabilities, to enhance, diminish or otherwise transform them. Because it largely focuses on manipulating the native spirits/energy of objects, creatures and beings, especially by means of resonance with their “True Names,” these closely interwoven Arts are collectively referred to as “Naming” as a verbal shortcut.
Naming can be used to bridge the gap between living creatures and inanimate objects and substances by touching them at the most basic level on which they are joined, that of the Spirit that permeates every aspect of the physical or Mortal World, affecting both types of targets, living and inanimate, with but a single casting of a given charm, in the same manner as a Divination or Glamourie.
This is the Art by which a practitioner may take a dweomer intended to affect a living creature or being in the manner of Sorcery and bind it into an inanimate object such as a hat or cloak pin or pair of gloves or boots or what-have-you to enable the one who dons the article or uses the object to gain the benefit of or otherwise be affected by the charm (or hex) attached to it.
Master and Mistress Namers are among the most feared of practitioners of the Five Arts because they have the temerity to summon spirits of the Spheres of Spirit, even the Outer Spheres ( both Light and Dark), as well as those that are more closely linked to the Mortal World – the Fey and the elementals – and their ability and even propensity for disturbing the rest of the dead to give them a false semblance of life and even to serve them commonly brings down on them great hatred, but commonly an even greater fear.
The more limited Arts of Enchantment and Sorcery derived from that of Naming over the passing of millennia. Easier to perform than Naming because and in spite of their inherent limitations, these specialties is used whenever possible.
The more limited Art of Sorcery, like that of Enchantment, was long ago originally derived and refined from that of Naming. Easier to perform than Naming because and of its inherent limitations, this specialty is used whenever possible for the sake of ease. Sorcery was developed over the passing of millennia by those who specifically wished to hone their knowledge and skill for use to influence living creatures and/or beings, in order to alter their abilities and capabilities, enhance or diminish their attributes, senses and even perceptions.
Narrowing the focus to only living creatures and beings makes the magick easier to perform than true Naming. Sorcery is typified by magicks that are restricted to affecting only the target/recipient creature or being who is touched with it by hand (also generally called “Touch-magicks”), the price of developing a short-cut to make this more limited Art easier to perform. These may also be called “Kiss-magicks” or “Embraces” according to the manner the caster wishes to use of them, which must be specified at the time of the casting. Any such cards not specified to be used in any other way at casting must perforce be bound by the restrictions of Touch magicks.
Sorcery, being concentrated in effect on living creatures and beings, are conspicuous by virtue of the fact that all of them may be resisted.