Exquaestio Magic

espiri rohain other

Espiri and Rohain have been given magical abilities by the gods. The specific magic of each branch is different and distinct, and the gods grant other magical abilities as well. Espiri magic comes from the gods as a divine boon. There is an ongoing debate about rohain magic. Some believe it to be a divine boon; others believe that the gods change rohain to use a special sort of essence.

One minor magical authority is granted to all believers, though training is required to make the best use of it. All quaestae may sense the existence of Exquaestio in people, items, or locations. With this boon quaestae may sense whether a person is quaestae, anradan, espiri, or rohain; active, suspended, or excommunicate; and their religious rank. Espiri are better with this ability than others, but many anradan have it finely trained as well. Unfortunately, this ability can be fooled (passing for quaestae is easy, but passing for Bishop is quite difficult). This ability does not permit a person to recognize apostates (unless formally suspended or excommunicate) or members of hostile faiths.

Espiri Magic

Espiri call their magic glimmering and different aspects of what it can do gleams. They call their patterns of casting rites (not spells). Rites are affected by what espiri call devova; a divine presence embodied in people, places, or (occasionally) items. Ecclesia and even long-used Exquaestio schools can make rites easier with bright devova. Areas santified or consecrated to non-Exquaestio deities can make rites more difficult with dim devova.

Glimmering is limited in two main ways. First, diversity is a matter of training. Like a complicated computer program, an espiri must learn how to use each gleam to produce particular effects. Second, controlling it is taxing, stressing both body and mind. The scope of its effects are thus limited by the physical and mental abilities of the participants. This factor is somewhat offset by the fact that espiri can cooperate, and even call upon quaestae for assistance. When espiri and quaestae cooperate in a rite, only one espiri need actually know the pattern of gleams involved, though the more espiri who do, the more effective the rite may be.

In terms of style, espiri use gestures and prayers referring to events in the Book of Travels. They do not "force" a particular effect. Instead, they "open a path" to permit an effect.

13 of the complete list of 20 gleams are known and named. Those marked with a * are available to Scouts:

  1. The Caelus gleam deals with all kinds of gases. Known effects are limited to purification and separation.
  2. The Diabus gleam deals with liquids and solutions of all sorts. Known effects are limited to purification and separation.
  3. The Diotus gleam deals with food and nourishment.
  4. The Monus* gleam is concerned with protection. Known effects include: detecting threats (enemies, poison, etc.), warding off weapons, blocking detection magics, and setting alarms. This gleam is given to scouts with strong protective instincts.
  5. The Motus* gleam is concerned with moving things. Known effects include: Moving things and people through the air, making noises, extending the range of speech, and getting living things to move faster. This gleam is given to scouts with with wandering personalities.
  6. The Nuntus* gleam is concerned with thoughts and emotions. Known effects include: sensing emotions (including deception), and creating fear or liking. All affects are strictly temporary. This gleam is given to scouts who are curious about the ways people thinks.
  7. The Obscurus* gleam deals with darkness, destruction, and the absence of things. It can be used to create darkness, damage objects, and destroy prepared documents. It can also be used to mark individuals and separate them from the benefits Exquaestio provides. It cannot be used to remove rohain powers. This gleam is given to those who enjoy destruction.
  8. The Portus gleam deals with the direct manipulation of space, time, and dream. It's primary uses are in teleportation and summoning. Portus cannot be used for time travel or direct viewing of the future.
  9. The Salubrus* gleam is concerned with healing and the physical body. Known effects include: sensing and analyzing life and health, recovery from exhaustion and wounds. This gleam is given to scouts who are strong caregivers.
  10. The Sanctus* gleam is concerned with magic and glimmering itself. Known effects include: detecting magic, disrupting certain magics, strengthening the divine connection to areas and objects, improving control over all forms of glimmering, attracting divine notice to certain courses of action, and summoning divine aid from the dreaming. This gleam is given to scouts with strong interests in religion for its own sake.
  11. The Scirus* gleam is concerned with detections and knowledge. Known effects include: making and analyzing measurements, calculating instantly, and percieving magic. This gleam is given scouts whose main interests are in the physical world.
  12. The Specius gleam deals with changing senses. Known effects include visual illusions and pain removal.
  13. The Tellurus gleam deals with all sorts of solids.
  14. The Vehementus gleam deals with light, fire, and other forms of energy. Known effects include: starting fires and creating light.

Rohain Magic

The rohain call their style of magic genius, and it is very different from glimmering. Genius begins quite diverse, but extremely weak. Little training is required to learn new abilities, but a great deal of effort is required to increase the power of those abilities. A rohain's genius develops along highly idiosyncratic lines. Genius is rarely taxing and is not cumulative. Genius is also not dependent on Feroze. A rohain who manages to leave Exquaestio will not lose his genius. Nor is Genius affected by the areas hostile to espiri magic.

Unfortunately, while learning the abilities that are already know is relatively easy, developing abilities without training is not. Rohain know that much more can be done with genius than they are currently capable of, but have little time or talent for research.

The following abilities are known:

  1. Guardians:
    1. Spiritblade: a weapon formed of "energy" which is effective against intangible and magical creatures. Stronger spiritblade may affect normal creatures as well. Most Spiritblades are invisible.
    2. Spiritform: allows a rohain's conciousness to leave his body and "walk" around in spiritual form, returning to his body immediately whenever he wishes. A spiritform may walk through walls and hear what people are saying. A powerful rohain may transform his entire body. A rohain has no contact with his physical body using a projected Spiritform, and is affected by magics which normally affect spirits, like Wards.
    3. Spiritguard: protects from and allows a rohain to sense those magics, including divination and locating magics, which affect the rohain's mind or spirit without being directly damaging. A few rohain can sense the type of magic being used against them.
    4. Spiritshield: forms a defense which protects a rohain from damage. Weaker shields are only effective against insubstantial and magical attacks. Stronger shields can affect anything. As with Spiritblade, most spiritshields are invisible.
    5. Spiritsense: Guardians can instinctively recognize the presence of an active spirit, including other rohain in spiritform, and are able to communicate with such spirits. With training, rohain can see the world's spiritual side.
  2. Signifers:
    1. Dreamsense: allows a rohain to sense magic. With greater powers a rohain can tell more about the magic.
    2. Foresense: A Signifer automatically knows when danger is approaching or when a particular course of action will lead to physical harm. The more powerful the Foresense the further ahead danger can be sensed. With more power a rohain can tell more about what is going to occur. This power works by percieving the potentials of current events and cannot sense anything which current events do not lead to.
  3. Paladins: None known.
  4. Champions: None known.

Other Magic

The gods are, of course, not limited to the magical styles above. Special boons of many sorts are common. Much of the time, these boons will be added those of the espiri or rohain. If a person doesn't display such a clear indicator, they will still be considered espiri or rohain based on their personality and ability.