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In which the three basic cobhas of the Red World, having much in common with its neighbor worlds, are discussed.
Oh that delightful word that I have never heard anywhere but here... Cobha
The Red World magical cobha is divided into three zones: Craft, Magic, and Power (Tyyr)
Craft is a science, in a sense. The thinking or speaking of certain words and phrases will create an effect in the realm of physics. This effect is sometimes referred to as a spell. For instance, if by craft a wizard creates a wave of fire, this would be an "Azuntyyr" spell. This word (azuntyyr) combines the word for "Fire" (azune) and "power" (tyyr). Thus, the word phrase azuntyyr is used in many fire related spells. All such spells are related to one of the five elements: water, fire, earth, air, and star.
Magic is a spiritual thing. Starting point: it is always wrong. It involved the contacting of certain spirits, paying them off to cast spells for you on demand, and helping them perform them. Its effects are very much like that of craft, but the source is altogether different. Some wizards dabble in magic because they figure no one else will be able to tell the difference from what they do and craft. Magic is a great temptation for the powerful because power is so addicting.
For both of these, there is one major limitation. Every spell saps a certain amount of "power" from the user. The best way to picture this power is to imagine a battery powered machine. Complex and lengthy maneuvers will drain it quickly, while simple calculations and moves drain only a little. As wizards get more skilled and more practiced, and understand more advanced spells, they will be drained less and their maximum "power capacity" will increase. Power returns naturally to wizards over time, but the rate can be increased by concentration. In times of dire need, a wizard can actually go into a sort of sleep to bring in power faster, but he is naturally very exposed when in this state. Also, some wizards find ways to spend power they don't have, but this always has permanent side effects, such as great physical weakness, paralyzing, and sometimes death.
The third cobha type, is also called power, though substituting the High Tongue word "Tyyr" might simplify discussion, as well as using instead the English "authority." Some beings, particularly the kings and the lesser spirits, have this ability. There is nothing tyyr cannot do, if the user's authority is great enough and unchallenged. For instance, the division of the worlds into continents would have been a work of tyyr by the White Cross, if HE was responsible (of which no one is sure).
To some extent, all people have this sort of "authority," especially in the earlier times when men had greater knowledge of the cobha and metaphysics. Some blacksmiths retained power over the things they made, to un-forge them simply by ordering the thing to unforge. This sort of tyyr, especially wielded by mortals, is exceedingly rare.
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