|Magic and Lore, Part 3
|Magic And Its Role In Andurin
“We have no Fate but the Fate we are given.” - common folk saying among the lands of the Burning Sea.
“In the beginning was the Word, and Destiny first set foot on his path. When the first living being came into existence, Death entered the world. When that first being slept, Dream took form, followed by Desire. Desire cannot have meaning without loss or denial, and so Despair was given purpose. Dreams are creations, born of substance from the chaos of nothing. Creation cannot exist without its fraternal opposite, and so Destruction entered existence. And because thought is necessary for what drives our existence, so it is that Delirium was shaped, for when the First among beings gave form to thought, did the youngest of the Endless take form.” - excerpt from the Book of Oneiros, 2:1-8.
“A Law of Wizardry states that for every action, there is an opposite and equal force. Therefore, never intend to unmake something or someone for there may come a time when you yourself will be unmade.” - excerpt from the Testament of the Blue Orizon, 3:55-57.
One of the reasons why artifice-magic is something that is constantly guarded against by the current membership of the Circle of Sorcery is that it is a form of magic that is inherently unstable with a vast potential for uncontrolled results. Artifice wizards create a vessel or construct and enchant it to withstand incredible pressures from the magic and essences that will subsequently fill it. After a suitable vessel has been created and enchanted, the artifice-mage summons or binds an elemental spirit, extra-planar being or other suitably powerful being and banishes it into the enchanted vessel, then seals the vessel with a word of command. At any future point, if things proceed without ill development, the artifice-mage can then tap into the power of the imprisoned being to supplement his or her own magic. Very occasionally, the word of sealing will involve binding a relic or artifact of sufficient power or magicka to the vessel or construct, to ensure that the being trapped within does not escape. Such a form of magicka promises unlimited potential power to those who practice it - the problem is that the chance of accidental mishap is raised exponentially depending on the quality of spirit bound to the vessel, and the relic or artifact used to seal the spirit into the vessel.
The word of sealing described above, is but a pale reflection of a legendary and oft-researched spell (but one thankfully, that has not been used in recent memory!!!) called the Word of Unmaking. This spell, when cast by a wizard or sorcerer sufficiently skilled in magicka, enables the caster to unmake anything and anyone, on a permanent basis. The caster simply decides to reach back into the thread of a person or object’s existence and terminates that thread, therefore unmaking the subject of the spell. This is a lesser form of the tenth circle spell, balefire, albeit a spell that was originally developed, so it is said, by a black thaumaturge who once lived in Naranduil, long before the Invoked Devastation occurred. The spell known as balefire, is a spell used mainly by the Aes Sedai, although it is whispered that disciples of the Shadow, such as the novos’athalin, or the elves of Shadow, are also skilled in its casting. Balefire has fallen into disuse, in recent memory, due to its tendency to become uncontrolled once the power is unleashed. When cast, the spell unravels the actions of a person or object, which in turn unravels the actions of other persons and objects. Such a dweomer has the potential to destroy reality if one uses it often enough.
Both applications violate the First Law of Wizardry - the Law of Existence. Among its many tenets, this Law states that “Unmaking is a right reserved to no one, save the High Lady of Magicka, Lady Hurishta. To unmake something is to invite disaster, for those who misuse magic tempt Fate, and therefore heighten the chance to be unmade themselves.”
The Second Law of Wizardry - the Law of Continuity, explicitly forbids the use of magicka designed to circumvent the natural flow of time, regardless of the intention of the user or caster. Chronomancy is a form of magicka that is not as highly developed on Andurin for precisely this reason, although it is interesting to note that no word has been heard from either the priesthood of Hurishta or from the goddess herself, leading one to believe that such a “commandment” is one that was created by humans or mortals themselves. The existence of this Law is an indirect extension of the First Law.
All magic in Andurin is derived from one of four sources: the gods, the Pattern, the Land and Reality:
Divine sources of magic extend from the essence and power of the various gods and powers in the realm and divine casters channel and focus the raw power into specific spells. New spells, or powers, are given as gifts if the divine caster is loyal and upstanding in their deities' eyes.
Arcane magic derives from the knowledge and power granted by covenants made between wizards and sorcerers and Lady Hurishta. All wizards and sorcerers undergo testing by the Circle of Sorcery as part of their training. Those who survive their Test, make a pact with the High Lady to always devote their lives to study and development of their Art and to uphold the Laws of the Pattern. Although vast repositories of knowledge were lost in the centuries following the Invoked Devastation, wizards and sorcerers are slowly rebuilding their knowledge through research and discovery of lost texts. It is to this end, that the Circle of Sorcery was created on Telluria, to protect the populace from wizardry run amok, and also to ensure the stability and continuity of those who would follow Hurishta - mages, wizards, and sorcerers everywhere.
The remaining body of knowledge that is known today comprise all knowledge of the wizards, who have for the most part, preserved what knowledge they have, from generation to generation. There is a common range of spells, enchantments and dweomers that are fully shared amongst most magi. True power however, requires sacrifice on the part of the aspiring mage, and much time and caution devoted to pursuit and mastery of craft. People tend to hold mages and magicka in fear, awe and respect. Some are not so kind, and would sooner stone a mage as deal with them. Mortal memory has not forgotten that the Devastation was primarily caused by a human artifice-mage with ambition to spare.
Harmonic magics are woven from the energies and life of the Land itself, which is imbued with the essence and power of Elantra/Elantir. Harmonic casting is called as such because of the musical casting style of the druids, elves, and bards which rely on it and revere the goddess Elantra (and various of her Aspects). Although harmonic casters can be considered divine, the source and method of calling upon the energies makes them truly unique.
Runic casters are reserved for the dwarves and for the Aes Sedai, as they understand the true power and legacy of the glyphs contained within the arcane script. Dwarves are highly magical creatures, forged long ago by their god Solnor to fight against the creations and followers of the elder god Gorgauth and those who would follow him. A powerful dwarven caster only needs to scribe the letter rune invisibly in front of him to invoke the magics it contains. It is said that this knowledge of runic power is whispered to each unborn dwarf in the womb, as a secret that must never be spoken aloud.
Although arcane casters can read the dwarven arcane script, their knowledge and understanding of the power contained in the glyphs themselves has so far eluded all arcane casters, and their only success is in duplicating some of the glyphs in order to bind magics to an item. Dwarves of course feel that the arcane casters are destructive thieves and undermine the fabric of all worlds Dwarven runecasters are most often casters of divine magic. There is however, a persistent rumor of an ancient compact made with the Lord of Eternal Light, that enables dwarves to forgo their natural resistance to arcane magic and become attuned to the Pattern itself. .
As for the Aes Sedai, they do not weave their runes based on what is, but rather what could be.
A Sampler of Magical Items
staff of the Ara-Cemnari -- The head of this comfortable walking stick is always carved to look like a natural animal or beast of the wilderness. A leather thong hangs out of its mouth and wraps around the traveler's wrist. This staff grants the user 5 ranks of the Intuit Direction skill. In the hands of a elven priest of any of the Ara-Cemnari, a druid or a ranger, the staff is more powerful; to these individuals, for whom the staff was made, it grants 10 ranks of Intuit Direction, 5 ranks of Wilderness Lore, and 2 ranks of Animal Empathy, but only towards the animal represented on the staff's head.
Gossip's gem -- A Gossip's gem is a small tear-drop ruby earring with a silver clasp. This rather common looking piece of jewelry is a powerful magical item. The earring was commissioned by a businessman who thought his magician partner was cheating him; many duplicates have since been made.
A Gossip's gem grants the wearer the ability to detect lies without fail, in addition, it also grants a +6 to all Listen checks. The earring also protects its wearer from magical assualts that produce sound, it grants a +3 to save rolls to resist magical suggestions and vocal attacks such as a banshee's wail.
Caster Level: 3rd; Prerequisites: Forge Ring, detect lie, ventriloquism, or whispering wind; Market Price: 10,950 gp.
ring of elements -- A ring of elements is a ring carved of petrified wood and polished to a high sheen. Four gems are set into the ring in a diamond shaped pattern. There is a topaz, a diamond, a ruby and an opal. Each stone represents one of the four elements, earth, wind, fire and water respectively.
This ring is a powerful item that will produce raw elemental material for use in spells. Spells such as affect normal fire no longer need a fire source to function. This ring can produce 5 cubic feet of elemental material per round.
Caster Level: 7th; Prerequisites: Forge Ring, conjure element or elemental swarm; Market Price: 56,400 gp.
Blazer's Bane -- Blazer's Bane is a scimitar of unknown origins. It is indistinguishable from any other magical blade. Its blade is made of silver and the handle is trimmed in platinum. A single ruby the size of a quarter is set into the hilt of the sword. It is currently in the possession of Elamurix Celendil who has carried it for some twenty years. His exploits of speed and agility in combat have become legend in Wylund. He received the scimitar from a druid who passed it on to him with his last dying breath. The druid, whose name is unknown, was buried by Elamurix in a stone cairn in the southern tip of the Forest of Miir.
Blazer's Bane acts in many ways like a scimitar of speed. It has a +3 bonus to hit and damage. The blade grants the wielder an automatic first attack every round. In addition, the sword confers a -2 bonus to the initiative role. The blade also increases the wielders number of attacks by one level. If, for instance a fighter had 3 attacks every 2 rounds, with Blazer's Bane, he would have 2 attacks every round. The most unique feature of the scimitar is its ability to attune itself to its wielder. Anyone other than the rightful owner of the weapon that attempts to pick up the weapon receives 1d8 points of damage per round until the sword is dropped. The sword may only change hands if it is freely given by the owner or if the owner of the weapon dies.
dagger of last resort -- A dagger of last resort is a dagger with special powers in the hands of a wizard or sorcerer. In the hands of a wizard or sorcerer, it acts as a dagger +2 and allows the mage to attack with the as if he or she were a rogue of the same level. In the hands of any other class of character, the dagger serves as a +1 dagger.
If used to attack by a wizard or sorcerer with no spells memorized, the dagger will cause the loss of 1/2 of the victims total hit points. If the victim makes a successful Fortitude save at a DC of 15 + the wielder's level, he only suffers 1/4 his total hit points of damage. The power of this dagger will only function once per enemy.
Moonknife -- Moonknife is a scimitar of star elven origin. Its blade is covered in elvish runes. The hilt of the sword is shaped in the form of a raven's wings and is offset with a catseye agate. The handle is wrapped in leather and is capped by a carving of a raven's head. The blade is made of mithril steel and the handle and cross piece appear to be made out of ebony although it is stronger than steel.
Moonknife is a scimitar +3/ +6 vs. giants and giant-kin. The blade causes double-dice damage against all true giants. Moonknife is semi-intelligent and will glow intensely whenever a giant is near. The blade always has a slight glow to it, hence its name. There is no way to hide the light of the blade without putting it into a sheath.
Shadow Vest -- A shadow vest is made of black velvet and is a rogue's prize. When worn by any character, the vest confers a +1 deflection bonus to AC. However, when worn by a rogue or a multi-class rogue, the vest's hidden powers become apparent.
A rogue wearing a shadow vest is undetectable by magic or psionic powers. The subtlety of the vest's power is such that it affects the minds of individuals searching for the wearer. The vest grants a +6 competence bonus to Move Silently and Hide in Shadows.
Anyone wearing a shadow vest also benefits from the vest's ability to convert all melee damage to bludgeoning. This renders the wearer immune to a rogue's backstab ability and reduces the damage from piercing and slashing weapons by 1 per die of damage.
Caster Level: 7th; Prerequisites: Craft Wondrous Items, misdirection and stoneskin; Market Price: 84,050 gp.
Signal Arrow: Masterwork arrow designed to emulate birds' calls when fired. The intricate design makes them clumsy in flight, however, resulting in a -2 penalty if they are used to attack.
Smoke Arrow: Essentially a smokestick (see PHB, p.114) in the shape of an arrow. It does no damage, but results in the smoke being emitted in a 10-foot cube where it strikes.
Thunder Arrow: An arrow with thunderstones (PHB, P.114) on their tips, thunder arrows do no damage but the thunderstone's sonic attack is triggered on impact.
Starlight cloth is a silky fabric of dark color (forest green, midnight blue, etc.), shot with silvery threads that catch and reflect light, making the cloth appear as if dappled with hundreds of tiny stars. It seems to shimmer and glow faintly in moonlight or starlight.
Masking Perfume helps to mask the scent of those wearing it for up to 3 hours, so creatures with the Scent ability cannot detect the wearer from further away then 5' and nullifying tracking bonuses. A bottle contains five applications of the perfume for a medium sized character.
Star Lanterns are decorative lanterns made of carved wood or delicately crafted metal. Inside, a small crystal is treated to produce light which illuminates a 10' radius for 12 hours.
Forest Camouflage kit (Masterwork) is a set of clothing and body paints which elven hunters and warriors use when in their forest homes. The kit provides a +2 circumstance bonus to Hide checks within the forest. Winter, desert and underground versions have been created by elves in those settings as well.
Bolas: Bolas allow the attacker to make a ranged trip attack that grapples your target. The attacker must succeed at a ranged touch attack with the bolas. This provokes an attack of opportunity in the same way that any other ranged attack would. This causes the listed damage and allows a free opposed trip attack roll, the attacker adding both their strength and dexterity to the opposed check. If you succeed, the target is tripped and automatically grappled with the bolas. Your opponent can extricate themselves from the bolas as a full round action. (cost 5 gp, d4, crit x2, range 10’, weight 2 lb., type B)
Boomerang: Returns to its thrower if the attack roll missed. To catch it, the character must make a Perform (Juggling) check against DC 10. Failure means the boomerang lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the boomerang may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves. (cost 20 gp, d6, crit x2, range 20’, weight 2 lb., type B)
Chatkcha: Returns to its thrower if the attack roll missed. To catch it, the character must make a Perform (Juggling) check against DC 10. Failure means the weapon lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the weapon may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves. Nonproficient users trying to catch a returning chatkcha take damage from its sharp edges. (cost 40 gp, d4, crit x2, range 20’, weight 1 lb., type S)
Imperial Dagger: A thick dagger roughly the shape of a railroad spike, this weapon has a barbed edge that can easily cause massive wounds. Because this weapon is so unwieldy and requires great strength to properly wield, anyone using an Imperial Dagger suffers a -2 penalty to all attack rolls. (cost 20 gp, d6, crit 18-20/x2, weight 3 lb., type P)
Imperial Greatsword: This blade is almost 2 feet longer than a greatsword, and is too large for a Medium-size creature to use at all. (cost 250 gp, 2d8+4, crit 18-20/x2, 25 lb., type S)
Jythka: A polearm with razor-sharp slashing blades, it is useful for making trip attacks. If you are tripped in retaliation of your trip attempt, you may drop the weapon instead of being tripped.
It is also a double weapon, allowing 2 trip attempts as a full round action, in place of making normal attacks. (cost 125 gp, d8/d8, crit x2, 14 lbs., type S)
Three-Section Staff: This weapon is comprised of 3-sections of wood, of equal lengths, joined at the ends by chain, leather, or rope.
A monk who takes the exotic weapon proficiency in this weapon fights with her unarmed BAB and number of attacks per round. The staff requires 2-hands to use. A Monk or Weaponmaster may choose this staff as her weapon of choice. A monk may substitute their normal unarmed damage for the damage the staff does.
This staff may strike at any target within 10' (counts as a reach weapon). (cost 4 gp, d4 (text), crit x2, weight 8 lbs., type B)
Parry Dagger: Used in the off-hand as a means to disarm one's opponent, this weapon is held as a shield, not another weapon, and does not cause penalties for fighting with 2-weapons. Grants a +2 circumstance bonus when disarming attempts and sundering blades with your primary weapon.
If used as a weapon of attack, it is treated as a normal dagger, and all normal penalties for fighting with 2 weapons apply. (cost 10 gp, d4, crit 19-20/x2, weight 1 lb., type P)
Banestone is used to charge the most powerful arcane magics, and using banestone with items that increase the potency or store a reserve of power offers a +2 synergy bonus to the item creation role.
When Solnor forged the dwarves on the Anvil of Life, the ashes that fell to the side cooled and formed into what is now called Lifestone. This mineral resists arcane magicks, and protects life forces. Using lifestone in magic items that support this ethos offers a +2 synergy bonus to the item creation roll.
DC to Find: 15
Preparation Time: 6 hours
Preparation DC: 15
# of Uses: 4
Raw Herb Cost: 2gp
Prepared Herb Cost: 10gp
Description: Angelica, also called wild celery, is renowned for its use as a tonic to prevent poor health. If a tonic made from its root is drunk morning, noon, and night (3 doses per day) on a continuing basis, the user is granted +2 to all saves vs. natural diseases and illnesses. The tonic must be so drunk for 3 days straight before the bonus is granted. If a single dose is missed after this time, there is no penalty; however, if 2 or more consecutive doses are ever missed the bonus is lost and the process must begin over.
DC to Find: 20
Preparation Time: 1 week
Preparation DC: 12
# of Uses: 10
Raw Herb Cost: 20gp
Prepared Herb Cost: 100gp
Description: Prepared as a tea, Ginseng has the capability of stimulating the system of one who imbibes it. A single dose can be used to remove the effects of fatigue for a duration of three hours. Multiple doses can be taken to keep off the effects of fatigue for up to twelve hours, after which further doses will do nothing until fatigue is removed through proper sleep. Additionally, the tea may also be able to remove paralysis. If poured down the throat of a paralyzed individual, a new fortitude save vs. the paralyzation is allowed in 5 rounds (5 rounds after the tea is imbibed, basically). If the saving throw is successful, they break free of the paralysis. Paralysis which is inflicted without an initial fortitude save cannot be broken in this way, however. The person pouring the brew down the throat of a paralyzed individual must have 5 or more ranks of the Healing skill, or risk causing the victim to be drowned, as a paralyzed person cannot properly choke if something goes down the wrong pipe.