Conjuring, Binding, & Banishing
The is a type of magic that is popular in stories, though far more challenging in reality than the tales would imply. That is the conjuration, binding, and banishment of beings from beyond the barrier of Isesda, be they from Vaedra, Tyn, or even Void. Given the wide range of things which can be brought forth, the difficulty of the magic is perhaps its best feature. By definition, the conjured is not meant to be within Isesda and so is the magic user literally forcing their will upon creation in the most contradictory sense.
It is this inherent contradiction that also makes banishment the most basic aspect of this magic, barring or expelling that which is from beyond from Isesda.
After this, one must master binding, sealing and enthralling conjured things to the magic user's will. This allows these things to remain within Isesda despite their alien nature, but also poses an existential threat to the binding mage as the connection between these conjured things and themselves is a two-way street. This risk is the source of most tales which include mention of such magic.
Finally, only after mastery of the other two aspects can one truly become a conjurer, drawing an object or being from beyond into the world.
Of course, the most terrifying aspect of all of this is when a conjuration occurs accidentally or with less than total mastery. To allow beings from Vaedra or Tyn free access to creation is against the command of the All-Mother, and terribly dangerous to boot. To allow anything of Void to enter creation, now that is a risk beyond any that should even be spoken of, holding not just the lives of the magic user and any nearby in jeopardy, but the very reality in which we all reside. Is it any wonder then that so many desire this power for themselves. To be a god, even a god of destruction, is a temptation few enough mortals might resist.
It is this inherent contradiction that also makes banishment the most basic aspect of this magic, barring or expelling that which is from beyond from Isesda.
After this, one must master binding, sealing and enthralling conjured things to the magic user's will. This allows these things to remain within Isesda despite their alien nature, but also poses an existential threat to the binding mage as the connection between these conjured things and themselves is a two-way street. This risk is the source of most tales which include mention of such magic.
Finally, only after mastery of the other two aspects can one truly become a conjurer, drawing an object or being from beyond into the world.
Of course, the most terrifying aspect of all of this is when a conjuration occurs accidentally or with less than total mastery. To allow beings from Vaedra or Tyn free access to creation is against the command of the All-Mother, and terribly dangerous to boot. To allow anything of Void to enter creation, now that is a risk beyond any that should even be spoken of, holding not just the lives of the magic user and any nearby in jeopardy, but the very reality in which we all reside. Is it any wonder then that so many desire this power for themselves. To be a god, even a god of destruction, is a temptation few enough mortals might resist.
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