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Revision as of 02:22, 7 March 2024
Sandbox
Magic is a general name for techniques that produce various phenomena via controlling mana.
Book Information
- Refer to: MGE1; The Monsters' Sorcery, and World Guide 3; Great Dictionary of Magic.
The Monsters' Sorcery; MGE1
Well, I think you all know that the monsters have magical energy within their bodies, but they use that magical energy to cast various spells. Many of the members of sabbath, which was introduced on the last page, as well as many of the succubi, spend their time actively researching new spells day and night. In this section, I'll introduce the magical spells and medicines of various monsters, based on information provided by the leader of Sabbath (aka “Mamono Lord's Army : Spell Casting Unit”), Baphomet, along with her comments. The monsters continue to seriously research spells day after day, and one can see a clearer picture of the monsters true nature by learning about them.
Great Dictionary of Magic; World Guide 3
Great Dictionary of Magic -techniques for materializing mana-
Magic is a general name for techniques that produce various phenomena via controlling mana, and it is also called “sorcery”, “thaumaturgy”, and so on. Humans who use magic are called “magicians”, “sorcerers”, and “mages”, while monsters who use magic are called “witches”, etc., but these terms are often mixed up.
Formerly, those among humans who used magic were at times respected as sages who commanded power beyond human ken, or saints who embodied the miracles of the gods, but at other times they were also persecuted as heretics who sold their souls to demons or renegades who set foot into the forbidden domain of the gods; thus, they were treated as special beings who were different than ordinary humans much of the time, but, as of the present, the chief god's Order acknowledges the expediency of magicians, and since magic is generally well known and has been promulgated as a scholarly discipline, unlike in the past, it is generally recognized as a category of skills that can be used. On the other hand, among monsters, from past to present, it has been consistently recognized as “one of the powers that can be possessed” much like physical abilities such as brute strength.
The history of magic is ancient. It is regarded as part of the knowledge given to humans by the gods in the age of genesis. Throughout the long history of warfare between humans and monsters, magic has been extensively developed by both primarily as a means of attacking one's enemies, and it has grown increasingly complex with many specializations, but ever since we monsters obtained our current forms, our magical research has been directed towards developing culture and civilization. Among monsters, research into magic for the purpose of obtaining partners and enhancing our sex lives with our partners is also widely and enthusiastically conducted. Magic has become indispensable for us to attain greater heights of pleasure and lead more dissolute, debaucherous lives.
The word “magic” might give you the impression of something difficult, but since it is used by employing the life force that all people possess, anyone can use it so long as they have sufficient intelligence and the proper knowledge, although aptitude varies greatly. Certain races of monsters and humans born with a natural talent for magic may in some cases be able to use magic intuitively even when lacking knowledge, while it has been confirmed that even among plants and animals which lack intelligence, there are some varieties that can put up a fight against enemies by instinctively using magic.
The existence of this world hinges upon the workings of the energy that is the fundamental basis of all life, i.e., mana. It is presumed that god also created this world with a kind of magic utilizing extraordinary mana. Perhaps for that reason, the phenomena that can be produced with magic varies from little things like making a stone in front of you fly, to great feats like a god such as creating vast new lands, continents, and islands. Casting spells basically requires some means of issuing commands to mana. In general, most spells are cast by “chanting” out loud and reciting the incantation of a spell or performing a specific gesture. Additionally, large scale spells can also be cast in the form of “rituals”, which require time spent laying the ground work and preparing intermediaries and offerings in advance.
And the most important thing of all when invoking a spell is mind power.
In other words, it is necessary to intensely focus one's thoughts and mentally visualize the phenomenon that one wants to bring about. For example, when chanting a spell to conjure flames, since most people visualize red flames, the magic flames will be red too, but when a monster who lives in a mamono realm that had grown up seeing candlesticks lit with purple colored flames chants the exact same flame spell, the magic flames will turn out purple. Furthermore, if someone with no conception of what flames are were to chant it, the spell itself would not work in the first place. The form in which the flames of a spell appear also varies according to how each caster imagines them to be; they may appear as small fire balls, gigantic walls of flames, or in rare cases, in the form of a dragon for some people. Also, there's the example of the monsters called “alices (Encyclopedia I – p.106)” who conjure cute flames like something out of a picture book, because they have only ever seen flames in picture books.
In this manner, the power of the mind is greatly involved with casting spells. As a matter of fact, it's theoretically possible to cast any spell even without chanting, gestures, rituals, and so forth, just by thinking about the phenomenon that one wants to bring about; however, casting a spell with only thoughts requires more concrete, accurate, and precisely detailed thinking. For instance, in the case of the flame spell given as an example earlier, it would require knowledge of the true underlying principles of flame; that is to say, it would require one to have accurate knowledge of information concerning not just the proper form of flames, but also what flames are made of, the nature of the existence of that which we call flames, how flames are produced, what happens to things that come in contact with flames, and so on, and all of it would have to be taken into consideration. Additionally, one would have to be prepared with some sort of guidelines to use to accurately compute the coordinates of the location in which to launch the flames, and moving the flames would require determining how fast and in what direction to launch them; all of this would have to be taken into consideration and the necessary amount of mana required for it would have to be computed in one's head.
Furthermore, it would also be necessary to imagine an element corresponding to a “directory”, in which all of the complex data and processes described above are non-erroneously recorded in order to send commands to the mana. Casting spells with only thoughts requires thoughts to be focused entirely on the spell without any interruptions. If other thoughts enter the caster's mind for even a brief moment, the commands won't reach the mana, and the spell will not work. When using flame magic with the objective of lighting a hearth, if one allows things that are not directly related to “lighting a hearth” to enter one's thoughts for even the slightest moment, the spell will fail simply due to that.
In other words, it is unrealistic for an ordinary person to use magic with only thoughts. For that reason, the system of “magic” currently in use has the above written complex process simplified to the point of “conjuring the flames that one imagines in front of one's eyes” through a spell incantation imbued with a summary about flames, positional data, the required mana cost, and commands. Likewise, gestures are performed when using magic for much the same reason. In some cases, one may hold one's hand out in the direction to fire off a spell, but this is also done to curtail the specification of directional information. Groundwork involving offerings and rituals is also conducted to support and simplify casting even more complex spells. The usage of intermediaries, staves, etc., is also a big help when using magic. That which has the complex process of magic simplified in this manner to be worth using by humans and monsters is “archaeomancy”, which is the basis of all magic. Other than that, there are also various other systems of magic such as “nymphomancy”, which is used by succubi, “elemental magic”, which borrows the power of spirits, and so on, but these are all based on archaeomancy optimized so that magic can be used more easily and efficiently for specific intended purposes.
Furthermore, the discussion up to this point was merely a generalization, and there are also those who do not require these simplified systems of magic. Being flame spirits, “Ignis (Encyclopedia I – p. 220)” are themselves embodiments of flame, hence, they themselves are endowed with flame data to begin with, and they can easily control flame magic at will without the need for chanting or complicated thoughts just by thinking “I want to shoot flames”. “Gazers (Encyclopedia II – p.88)” have the power to hypnotize targets. It's extremely complex magic, but it is possible for them to cast it just by staring at a target with their eyeball. In these cases, individuals of such races are born with bodies and instincts equipped with the data necessary for casting spells, and the caster's very existence itself is what simplifies and optimizes the spells. Even among humans, there are those born with that sort of talent for magic who can use it intuitively without even needing to chant or think complexly, and in some cases, some even appear to cast spells unconsciously at times. It is extremely rare for a person to be able to wield a wide array of spells in that manner, but there are a fair number of people who appear to be able to use only an extremely limited number of spells that way, and they are treated as having a high aptitude for certain spells or systems of magic. Moreover, this is more than just an innate trait. Higher rank monsters well-versed in magic and experienced higher rank human mages also sometimes uniquely optimize existing spells so that they can use them more easily without chanting. Among them there are even those who use unique systems of magic that they developed by repeatedly refining and improving existing systems of magic so that they could use them more easily.
In the “great encyclopedia of magic” that follows, I will introduce various “systems of magic” along with individual “spells” belonging to those systems, but the classification of spells is quite ambiguous. Since most systems of magic are derived from archaeomancy, they can also be said to be archaeomancy at the same time, and since there are derivations of derivations, and ones that combine two or more systems of magic, there are also spells that we cannot say belong strictly to a specific system of magic.
Additionally, there are even spells with the exact same effect that are classified as belonging to different systems of magic simply because the method of casting differs. Please bear in mind that the classifications given in this book are ultimately those which are commonly well known, or those which seemed to fit that system the most based on the judgments of the Sabbaths.
Working
Spells listed under Archaeomancy system:
Spells listed under Nymphomancy system:
- Seduction Spell
- Melty Kiss
- Inma's Blessing
- Oath of Pleasure
- Dark Matter (p53)
- Breath of Ecstasy
- Contract of Obedience
- Anthropomorphosis Spell
- Spell of Pedomorphosis
- Spell of Megamorphosis
- Spell Succubize
- Succubus Instant
- Dark Insignia
Spells listed under Hieromancy system:
- Miracle of Recovery
- Miracle of Power
- Heroic Blessing
- Brave Force
- Evil Obliterating Incantation
- Seed of Corruption
- Fallen Eclipse
- Oceanic Welcoming Blessing
Spells listed under Elemental Magic system:
- Spiritish Oath
- Element Shot
- Red Hot Fire
- Pure Water
- Innocent Wind
- Fertile Soil
- Light of the Four Great Spirits
Spells listed under Teletomancy system:
- Spell Empowering Magic Circle and Spell Radius Expanding Magic Circle
- People Repellent Spell
- Day of Rejoicing
- Fiendish Pact
Necromancy
The forbidden sorcery of the netherworld
Necromancy
A system of magic for controlling life and death, violating the taboos set in place by the gods. Most casters are classified as undead monsters, and there are also a small number of human casters, but since they're involved with necromancy, soon enough, they'll be corrupted by the mana and rendered undead.
Since the secret art of raise dead, which is regarded as a forbidden spell that runs contrary to divine providence and bends the underlying principles of the universe by the Order of the chief god, belongs to this system of magic, necromancers become targets of ostracism, and are reviled by many humans.
On the other hands, monsters have no values that forbid overcoming death, and the undead are also regarded as a tribe of monsters, so they have no negative feelings towards necromancy. While human necromancers lurk in hiding when conducting their activities, in monster society, necromancers have a high status; there are civilians in the military who lead undead legions, and there even exist entire nations made up of the undead. Also, many monsters seek necromancy so that they can once again live with their partners who were separated from them by death.
Every living thing has what is called a “soul” which is the core of their existence; using mana to touch souls and incite them into action is the very essence of this system of magic. The secret art of raising the dead, an exemplary spell, summons the souls of the dead back to their bodies and grants them new life; however, they don't revive as completely the same kind of lifeform that they used to be, instead transforming into undead beings such as “zombies (Encyclopedia I- p.158)”. Since the undead require extremely large amounts of mana to maintain themselves even after being reanimated, they must be given mana periodically by some means, or given a human male partner, or, if the necromancer is male, he needs to provide mana himself by having sex with them. Additionally, invoking spells that act on souls also requires a huge amount of mana, and if the necromancer happens to be a monster, she'll replenish her mana by ravishing her man voraciously enough to outdo a starving undead.
Furthermore, the power of necromancy can be increased dramatically by borrowing the power of “Hel”, the goddess of life and death (Encyclopedia II – p.117), so it has an aspect of hieromancy as well.
Spells listed under Necromancy system:
- Talk Wisp
- Call Ghost
- Secret Art of Raise
- Blessing of Undeath
- Blessing of Decay
- Ritual of Soul Marriage
Theriomancy
Acquired sorcerous instinct
Theriomancy
A system of magic for imbuing oneself with the power of a beast created by “beast Sabbath” which observes how beastmen strengthen their bodies and control their postures with mana and conducts research to thoroughly investigate this.
By using mana to fortify the body, it boosts physical abilities by leaps and bounds and also corrects for flexible, efficient usage of the body, enabling races that have excellent physical abilities in the first place to become even more powerful, while even enabling races with naturally poor physical abilities to move like beastmen. Additionally, it can also boost vision, audition, and olfaction, etc., which are also physical faculties. Theriomancy, which was developed to handle mana more naturally, uses a completely different method of controlling mana than other existing magic. There is no need at all for chanting incantations, spell formulas, or thought; instead, spells imprinted in one's instinct are cast automatically. Therefore, races with low intelligence, and even those who have no talent for magic whatsoever, such as beastmen and other races with low magical aptitude can easily acquire it.
Since focusing and thinking instead obstructs casting, theriomancers are to eliminate those things as much as possible and avoid excessive consideration; it is recommended that they behave like beasts and obey their instincts. If hungry, eat, if sleepy, sleep: a lifestyle consisting of such is what they naturally strive for, and since things such as deceit, shame, and moral views towards lust, which is an instinctive desire, pose major obstacles to theriomancy, it is necessary to meekly submit to one's desires and urges towards men and breed, so it's an extremely suitable way of life for monsters. Unlike other systems of magic, it isn't acquired through gaining knowledge and repeated practice. Instead, most naturally gradually become able to use it by completely becoming a beast and living as part of this Sabbath's “pack”.
Furthermore, the crux of this system of magic is to not deeply consider the principles of magic. Even those who created it are now thoughtlessly devoted to copulation, and all who conduct research into this magic end up the same way, so hardly any progress has been made with regards to additional verification and elucidation of the underlying principles of this magic.
Spells listed under Theriomancy system:
Pharmacomancy
Loving White Magic
Pharmacomancy
A system of magic for treating and healing the sick and injured. It's also called “white magic” or “white thaumaturgy”. Because these casters are benevolent and think of others first, they're mostly distinguished and treated separately from other magicians, and they are also called “healers” or “white mages”. It tends to often be confused with hieromancy, but this system of magic does not utilize divine mana. Also, although the one who created this system of magic is a monster, there are both human and monster pharmacomancers.
When casting a pharmacomancy spell on a patient, reducing the burden on him to the very minimum while providing a powerful healing effect is considered the top priority. When a spell is cast on a target, the being will unconsciously try to resist using a considerable amount of the mana inside his body.
Normally, this is not an issue, but for a patient who is completely weakened, there is a possibility that “resistance” can become a huge burden, and even if the treatment is successful, it may be accompanied by pain and suffering. In order to avoid that when using pharmacomancy, the mana to be used in the treatment must be adjusted in advance to match each individual patient depending on his constitution and symptoms, and then it must be performed carefully over a long period of time so that the mana naturally adapts. The principle of how this works is that by casting the spell after melding the caster's mana into the patient's body, it is tricked into perceiving it as a spell cast by the patient himself. In other words, a powerful healing effect can be provided by not allowing it to notice that a spell was cast on it, thus avoiding triggering spell resistance. Having a loving heart towards the patient is absolutely indispensable for skillfully using pharmacomancy. Hypothetically speaking, if the caster were harboring animosity and malice towards her target, she wouldn't be able to adapt her mana to the patient's body or deceive the patient's resistance, so this system of magic is unsuited for attack magic.
Additionally, with pharmacomancy, it's possible to treat not just the body, but the mind too, and it is also used to heal wounded and sick minds, alleviating nervousness, fear, anxiety, and bringing about peace, composure, and vibrancy.
Spells listed under Pharmacomancy system:
References
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