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The
magic of Animism is dangerous to she who possesses it if they
do not have a strong will; such a mage can get caught up in
the bestial urges and emotions that non-intelligent beings
feel, and lose themselves. There have been legends of people
who are insane and bay at the moon like a dog...such people
are invariably ones who developed the talent of Animism and
could not control it.
Animism
is most often awakened through a very close relationship with
nature and a true desire to understand the minds of those
creatures and plants who do not think. A mage might be resting
under a tree and suddenly discover their minds pulled into
the tree's lumbering conciousness. The very first awakening
is always a struggle; a strong sense of self is required to
avoid succombing to the other mind.
A
mage who must use a focus for Animism (because they possess
a sorcerous talent) often uses small carvings of those they
communicate with most, or perhaps a feather or leaf or tuft
of fur of that which they want to speak with.
Non-intelligent
beings are not possessed of senses of self such as intelligent
creatures are; at least, not in the same measure. It is thus
not nearly as difficult to manipulate their thoughts and emotions,
or even control them. However, to do so requires that the
mage immerse himself into his target's being, and so a strong
sense of self and of self-preservation is required; there
is always the danger otherwise of losing oneself in the creature's
mind.
LEVELS
OF ADVANCEMENT:
None:
After awakening but before training is the most dangerous
time for a mage; every time they attempt another joining with
a mind they are in immediate danger of losing themselves.
Fortunately, this period is often short; simply out of self-preservation,
a mage will learn to use their talent in order to protect
themselves.
Apprentice:
An apprentice begins to learn to merge with non-intelligent
creatures at will (or how not to) instead of by accident.
They may divine the impulses driving a being and may learn
the presence of something that is hidden.
Journeyman:
A journeyman begins to learn to manipulate the impressions
and instincts a creature or plant may have. A mage may communicate
with the creature, but this communication is limited by the
creature's powers of thought (or to be more precise, lack
thereof.)
Mage:
A Mage may completely command any non-intelligent beings,
though the command must be understandable by the creature.
A command of "Find person-who-smells-like-this"
is possible...a command of "find person in Korresh"
is not, since such territorial distinctions are not comprehensible
to such a creature.
Adept:
An Adept has enormous self-identity, and his power is such
that those he contacts begin to take on intelligence of their
own. Animal companions of an Adept are more intelligent than
most; the more time an adept spends with a creature, the more
intelligent it will get. While never equalling the potential
a human or other sentient being, most non-sentient creatures
can achieve a level of intelligence (equivalent to IN=1),
which includes the ability to learn concepts (justice, peace,
a country, honour, cowardice, etc) and to use a limited form
of reason. If the Adept ceases to spend time with them, the
creatures gradually lose their intelligence until they are
once more nothing but ordinary creatures.
LOST
TALENTS: It is rumoured that the ancient Wizards had the
ability to 'evolve' creatures into beings that were intelligent
and remained that way, as intelligent as any human or elf.
These creatures could breed true, and some such creatures
can still be found today in the wildernesses of Korresh.
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