Your Introduction to Your Journey of a LifeTime Welcome. My name is Bess and your driver's name is Gus. We hope to teach you how to be one of the greatest Magic Users unknown to Mankind. I'll start with the layout of the bus. You are in the
In this room, you will have class, eat and study. You should have a vending card in your clipboard. Take it out and try something from one of the machines. There is a wide variety of things from breakfast, lunch, dinner, drinks, snacks and even ice cream, cake and pie.
Now let us move right along. You have a private bedroom and bath. This is what they look like:
This is what you see when you open your door.
There is a locker for objects that you find along our journey.
The Owls that you have acquired with the scroll are Magickal and will become real Owls if you take very good care of them. Feed them the pellets and watch them change over time. That is all the food they need to have at this time. Be sure to polish them daily and talk to them.
In this World, there is a difference between magic, magick and Magick. Here is the definition of them: magic- with the small letter m and no k is where a person is doing sleight of hand magics or stage magic. magick with a small m- is what students perform until they acquire skills for a Career Degree. Magick- is what those who has attained at least 1 Career Degree and has Magickal Abilities of that Degree or Degrees. Magick User- is one who can perform True Magick(k).
You can be acquiring degrees all of your Life if you choose to do so.
I wish to speak a bit on Magick and its uses. I want each of you to read to this carefully.
Magick is a tool that can be used for good or evil or anywhere in between. The Magick User must be aware of what he or she is doing and why. There are consequences to using Magick. Consequences can be devastating if the Magick User is not aware of all of the effects of the Magick that is being used.
The Magick User is only as strong as his or her body’s endurance of the Physical and Mental Abilities. A. Physical Strength. The Magick User is only as strong as his or herself. Magick takes a lot of stamina to do and the body will be drained constantly when the person uses Magick. B. Mental Strength. The Magick User must be able to concentrate well, visualize well and think clearly as well as quickly. To do this we need to meditate and do mental exercises to make the mind stronger. Meditation is crucial to one’s mental ability. This is the way one learns how to concentrate, block out unwanted noises, keep the mind clear of intrusions and to imagine the impossible. C. Knowledge. The Magick User must be able to use Magick properly and know the 3 parts of Magick.
1. What is the first part. The Magick User must know and understand what he or she wants to do with his or her Magick.
2. Next come How. The Magick User must know each step of the Magick well enough to actually be able to visualize the Magick being done in each step until it becomes as simple and routine as breathing.
3. When is the last part. To cast Magick the Magick User must know when each step should take place.
An example of this is putting your shoes on. What would be the need to put on shoes to protect your feet from anything that would do them harm or make them uncomfortable, ect.
When would be like when you leave to go outside not before going to bed.
Magick is all around you and inside of you. Unless you have the Aura Power, you won't be able to see Magick. Those who do develop the Aura Power are very special and rare.
There are Core Magick and Free Magick.
Core Magick resides in your Magickal Core. They are Elementals 1.Air/Wind Magick 2. Earth Magick 3. Fire/Heat Magick 4. Water Magick Inside of the Body Magick Mental/Mind Control Magick Sound Magick These are the ones that you startusing as a Student. You will learn more as you gain Physical Strength and are able to command them without a thought. You need to know these Spells like the back of your own hand.
The other Magick is Free Magick. Magick that is all around you except for the Elementals. The reason will be revealed later in the chapter.
A few of these Free Magicks are Plantology, Cold Magick and Light Magick. These you will learn about when you are a Wizard or Wizardess.
As you read and work your way through the other books of this set, you will learn how to handle each and every Magick that is known to this world. More Magicks are being discovered and tried many times before it is published for people to learn.
I hope that you will enjoy learning from my set of Guide Books.
***Chapter 3: Power of the Aura or seeing the Auras around you*** One who possesses the Power of the Auras can and most likely will, determine your worth as far as Magick goes. After all, who wouldn’t want to see what your enemies’ abilities? Most are looking for certain abilities. If you have that ability or abilities that they are searching for, you might become enslaved. Or at least watched from a distance by some token or spell.
All that have Power of the Auras can see the 5 Basic Abilities- Fire, Water, Earth, Air/Wind and Mental Magick with ease for they excel in all of them and can see them very well. Some can see the strength of the Ability as well but this takes practice.
How do you know if you have this ability? It is a very thing to tell. On your first or second Quest, you will begin to notice wavy colorful haze around people. As you travel, it will become more intense and your may even get headaches or dizzy spells. If you do, let the head of the Quest know so you can be closely monitored. You will be classified as an Aura Sighter. As you gain control of this ability, you can see less and less of the colors but it never truly goes away. Many Aura Sighters go mad and have to be institutionalized. That means that an Aura Seeker is even more rare. Sometimes with treatment an Aura Sighter can be helped to see normally which removes the ability or they gain more precise control of their ability and move on to be an Aura Sighter.
An Aura Sighter is the one who can control the Power of Aura excellently and is able to cope with the effects of the Power of Aura. This person is extremely likely to be very valuable as a Privileged Slave. Rarely are there any free Aura Sighters because the temptation of being well paid, having a harem, or anything that they want overcomes the nature of the person. But they were to be able to resist such temptation, they would become an Aura Master.
An Aura Master is not found or seen staring or watching people. This person will go about his or her own business either like a normal being (nearly non-existent) or as a Hermit (normal for all but a very small fraction of Aura Masters, Numbers are unknown.)
Those with this Power of Aura will be closely monitored by the PTB but not interfered with.
***Chapter 4 Understanding the Consequences of Magick*** Consequences of Magick can be very severe for some people and not so severe to an added benefit to others.
Let’s start with Benefits. Magick can give you want you want often times providing you understand how to get what you want. For example, Wizard A wants to become famous quick. Wizard A is excellent in gathering rains from a long distance away. The country that Wizard A is gathering rains for prospers from the agriculture but yet all of the rain brings on bugs like mosquitoes.
Wizard A is now asked to get rid of the bugs so Wizard A goes out and find birds that love to eat bugs and some bats who enjoy the bugs as well. Now the bug problem is solved. But another problem occurs. Poop everywhere.
This poop is a good fertilizer in a small amount, but it also holds diseases that can make people ill. It gets into the food by being used as a fertilizer, water by rains washing it away, and makes an unsightly sight.
In another country where the rain was taken from all of the time, becomes a dessert and the kingdom can not survive unless it finds a way to control their rain. But even further away is a kingdom where they are having problems with rain. Wizard Q looks for a good dumping place or two. Wizard Q finds this country that needs rain desperately or so they say so he/she goes there as a visitor and observes the area. Wizard Q decides that yes, this country can use the rain and arranges with Wizard K to deliver rain. Wizard K is delighted to have the rain and the exchange is made. After a number of years, the two countries were close allies.
***Glitterizing***- The simplest yet it can be ever so complex Magick. All you need is concentration and an imagination. You may create very delightful things out of this Magick. The downside is that you may forget what is real and what is part of your imagination.
Air/Wind Magick: You can manipulate air, creating gusts of winds to blow away enemies, or keep yourself alive in worse areas by drawing in clean air to yourself. If used hard enough can wear down even the mightiest of stone.
Earth Magick: You can manipulate the very earth around you, building the best shelters, fortifications, and the most resistant of any materials. But even a simple wind can erode you, or a strong one. And a mighty rush of water can knock you down.
Fire/Heat Magick: You can manipulate fire, adding heat and light to what you do, you both weaken shadows, and melt ice, as well as burn other organisms. However, a strong wind, or ample water or earth can snuff you out.
Water Magick: You can manipulate water, moistening things, doesn't sound like much, but drowning is an unpleasant way to die. You can also wear away at earth, and kill fires. Ice and electricity can easily take you down though.
Cold/Ice Magick: You can manipulate temperature, cooling or even freezing things as you go. You can be used for good shelter. Just be careful for fire.
Shadow Magick: You can manipulate shadows, and darkness, also can flux the shadow into 3D forms, such as weapons or armor. Weak in the day.
Sound Magick: You can manipulate sound, allowing yourself to listen in on others, sneak around, or give orders to people miles away without anyone in between to hear. You can also create a sonic boom, but such ability can also render your companions deaf if done incorrect.
Mental/Mind Control Magic: You can control the minds of others, but only a handful at a time. This ability leaves you vulnerable to attacks, as your mind actually enters that of the controlled, leaving your body empty.
Light Magick: You can light up a room or manipulate light, making it so you can create illusions, or make physical manifestations of the light, such as weapons and armor. Weak during the day.
Lightening Magic: is basically harnessing electricity that is in the air-- You can manipulate electricity, very much like fire, but faster and stronger. However, it gives up the ability to best a few things, and when in close proximity of water, it can be self-destructive.
Magickal Blocks: Magical Blocks are just what it sound like. You will need to block Magicks at times, particularly in a battle. That is why you must learn to do at least 2 things at one time. Yes, it is a lot to do at once when you are a Novice and you will need to practice both in a protected room and with a qualified instructor.
Each of you will need to study for a career and depending on what kind of a career you choose to pursue, the Branch of Magick will be decided. Then you may start asking for classes that pertain to you career. One thing to remember about careers is that the higher the career, the more classes you will need to take. Please keep in mind how long you wish to stay in Academics. Think about what kind of a student are you? What career will be the one that you will be able to do until you retire? Guilds are similar to a club in many ways. They are groups of people who are interested in one group of Careers. When you join a Guild, you take an Oath to help and support each other. There are other parts of the Oath that you will be required to give thoughts to. These areas are secret and up to the Guild Master to decide on. Each Category below holds Specific Levels of Magick as well as the amount of time to gain a Degree and a Career. You will be allowed to choose one Branch to work through. You will need to make your Vows and Oaths to that Guild then be accepted into it.
Glitterizers: Techniques that make things glow and glitter. Is taught on individual basis.
Data Transferrers: Is able to input Data in the PLTs Data System. Scan for needed Information. Is taught on individual basis. Must be organized.
Jewelry Specialist: Able to set gems and jewels in premade settings. Is taught on individual basis.
Protocalist: Knows proper or the official procedure or system of rules governing affairs of state or diplomatic occasions. Is taught on individual basis.
Metallurgist: the technique of separating metals from their ores and working or heating metals so as to give them certain desired shapes or properties. Is taught on individual basis.
***Adventurers and Questors*** All must complete Basic Curriculum
Adventurers and Questors Adventurer: a person who goes out to find things and hope that he/she can sell the items later.
Archeologist: a person who goes to an area to study it and try to understand what happened and why it happened.
Archeologist Assistant: a person who does much of the note taking and map making for the Archeologist.
Questor: a person that goes out and looks for specific items on his or her list but might pick up some things of value for him/herself.
Researcher: is the person who puts all of the information together in a neat and tidy way. Usually the one who makes the records of items found and pack them safely for traveling purposes. He/she is usually an herbalist as well be of the responsibility of keeping everyone well and safe on the team.
***Magicktica*** All must complete Basic Curriculum Plus Initiation as well as: Level 1= 1 Career Completed+ 5 Independent Courses Level 2= 2 Careers Completed + 10 Independent Courses Level 3= 3 Careers Completed + 15 Independent Courses
Careers Runes Specialist: one who makes her own brand of runes. They can be vessels holding Magick spells or any other items. Rune Stones are used for predicting various things depending on what the Rune Caster desires to know. Most if not all Rune Casters are Rune Specialists. They can make Portal Stones as well if they leave the Guild Home.
Archivist: One who keeps records of what is happening in the world, why, how and all the little details for future reference. He/she must be unbiased and rarely speak to anyone. Archivists usually do not marry but will have a child or two. Both are attentive to the needs of the children they have. They put aside their differences for the sake of the children until such time the children can understand adult world.
New Technology Mastery: One who invents new products or machinery to be used after it is well tested.
Spellcaster: is one who casts a spell for one reason or another. There are many kinds of Spellcasters and each one has their own brand or style of Casting Spells. Here is a list of them but more may come up in the future.
Types
Simple Caster: makes spells in a cauldron and bottles them or preserve the spells in one way or another.
Song Caster: sings and plays songs for battles, rioting and other crowd control.
Imbibing Caster: places spells in things such as Rune Blanks.
Spoken Caster: often referred to as a wizard, wizardess, sorcerer or soccerist. They use a Grimoire or memorized spells for what they need it for. They often have pouches and necklaces with small bottles of needed ingredients. They do chants or mantras to keep the flow of Magick moving.
Summoner: Is rarely done due to the risks involved and the individual time spent teaching a student is not worth the troubles it gives. These are Mages and are normally a hermit or hermitess yet they live together in Communes more to protection and to bounce ideas, thoughts and developing new Magicks. During the next few days you will need to be thinking of what career you want to take. And I mean seriously thinking of what you want to achieve as your future career.