[Spoilers] What distinguishes "The Art™" from the "power of *Belief*" in PST?
Aquadrizzt
Member Posts: 1,069
Your conversations with various spellcasters and other entities seem to mix the ways that magic is viewed and I was wondering if anyone with a more keen eye for detail could explain the differences to me.
Mebbeth's quest with Mourns-for-Trees is said to be designed to teach you that belief can change reality, but Mebbeth ultimately teaches you arcane magic (the Art).
On the flip side, Fall-from-Grace explains that her magic comes from belief, and thus it is something that must be learned personally, rather than something like the Art that can be taught.
Taking those two things together, wouldn't it make more sense that Mebbeth taught TNO divine (*belief*) magic rather than arcane (the Art) magic? Or am I missing something?
Mebbeth's quest with Mourns-for-Trees is said to be designed to teach you that belief can change reality, but Mebbeth ultimately teaches you arcane magic (the Art).
On the flip side, Fall-from-Grace explains that her magic comes from belief, and thus it is something that must be learned personally, rather than something like the Art that can be taught.
Taking those two things together, wouldn't it make more sense that Mebbeth taught TNO divine (*belief*) magic rather than arcane (the Art) magic? Or am I missing something?
5
Comments
You could study the magical arts hard enough to grasp the concepts, or you can believe that you know an thing long enough and fervently enough to simply make it real. It is hard to tell where that line is that differentiates what you can accomplish via belief or magic, but that is part of what makes Planescape what it is.
I sometimes wonder how well PST translates to other languages. I think there was a thread earlier asking for some clarification between the usage of "Belief" vs. "Faith". The language can get a little nuanced when it comes to differentiating words that might normally be seen as synonyms.
Take the concept of a Gate town. These are towns on the edge of 1 plane and another. An example is Plague-Mort. Its predecessor town, Bladed Reach, was plane-shifted into the Abyss by demons, apparently almost overnight. Belief literally can cause the Planes to shift. Another gate nearby, Broken Reach, was also formerly near Bladed Reach.
In Planescape, belief is more powerful than faith in a deity. The Powers include more than just gods and goddesses. And, in Sigil, which may as well be the center of the Multiverse, the 15 factions bicker and fight and seek converts to their cement their belief system as the best one.
Wizards spend years studying. Sorcerers have the innate ability to do magic, almost as a force of their personality. Warlocks made a deal with a type of Power, such as a demon lord, Archdevil, Archfey, etc., which grants them invocations in return for service.
Maybe the mental ability to cast arcane magic is a type of belief? "I studied and I know this spell, so I have belief it will work"? "I've naturally cast this before"?
I don't see this as contradictory with Grace's statements. To me we are talking about a different dictionary definition of belief. Grace is a divine caster because she believes in herself. But this is more about her magic source. Divine casting usually draws upon a deity. She has learned to draw upon herself. TNO's magic draws upon his learning. But he does have to believe he can do that just like Grace has to believe she can do what she does. So I take her statements as understanding their power sources are different. He would have to believe in himself rather than believe in his ability to learn magic.
The Dustmen, who I mention because TNO starts in the Mortuary, believe in true death, which is a state where you die and don't end up in the Upper or Lower Planes. Most mortals in D&D end up being judged by their Prime World's god of death (like Myrkul or Kelemvor, depending on the timeline, in Faerun). The Dustmen believe, if you purge yourself of all emotion, you can finally die the True Death.
Good Faction resources:
http://www.mimir.net/factions/
http://www.kriegstanz.com/index.html
Factol's Manifesto
Anyway, Fall-from-Grace is what is often called a "Fourth Rule". There's a principle in the setting called "Rule of Three". An exception is called a Fourth Rule or a Fourth Law. See, Planar creatures (like Succubi or other Demons or Devils or Devas or Planetars or Modrons; see link) are bound, generally, to follow their nature. FfG keeps to her nature as a succubus by providing the pleasure of conversation in her unconvential brothel, but she isn't evil. It takes incredible discipline for a Planar creature to be other than good if their race is normally good or other than evil if their race is normally evil or other than neutral if their race is normally neutral. It's a constant choosing to defy their nature. FfG does believe she is neutral, but her actions are judged by the Multiverse to be neutral as well.
Sidenote: I'm a huge Planescape lore-fan, if you can't tell. I actually play on a NWN2 Persistent World called "Sigil: City of Doors". If you love Planescape, I'd recommend you check it out: http://sigil-nwn2.wikia.com/wiki/Sigil_NWN2_PW