Wolfwood Castle
Mage structure is chaotic at best.
With a few exceptions, such as the Order of Hermes, a magic 'school' steeped in Tradition, there is little order or regime to the chaos.
Each Tradition maintains itself, but each member is ultimately thier own watcher. If one Mage brings harm apon themself, then it is thier own problem.
There is one exception.
The Traditions follow an unwritten rule. Nobody helps, abets or aides the Technocracy, or thier allies.
Mages are human.
They have sometimes powerful magic to help them, but essentially they exist just as any human being would.
Unless they have gained power in the spheres of Life or Time, Mages are forced to heal like a normal everyday human... slowly.
They can get ill just like normal humans (though it's rarer in Life adepts). Try casting the 3 hour spell in latin when you have a tickish cough.
Mages require rest just like normal humans, they also need sleep. Casting a fireball spell when exhausted can lead to pretty explosive results, especially if you zig when you should have zagged,.
The real issue for mages is Paradox.
Paradox is when the world decides that a magi has played around too much. If a mage changes somethign too extremely, or in front of too many unbeleiving witnessres (Called Sleepers), or they simply mess up the spell, that creates paradox.
Paradox can backlash, paradox can ultimately... kill.
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