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[ 11 posts ] |
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Magiros
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Posted: Wed, Oct 23 2013, 20:17 PM |
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Player
Joined: 28 Nov 2006
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[ The Leather bound book before you is decorated in delicate manner, it is obvious that high value is placed upon the aesthetics of the tome. The research publicly can be found only in Winya Ravana library, few chosen individuals having their own versions. The content of the book seeming to speak of complex theories of magic, magical items and entities discovered in Amia Island. Furthermore to add to the difficulty of understanding the text, for those not studying the Art itself, it is only written in elven.] Quote: A Treatise Upon Forms of Magic Volume Three By: Lady Las'Claianna of the House Le’Quella
Aknowledgements Lady Serenia of the House Durothil Lord Ulrik Valis, of Kohlingen Mr. Mith of Winya Ravana Miss Shyllia Elrian, of Winya Ravana Miss Sifferet Addertongue Miss Aiseth Nosdivan, of Wiltun Mr. Almare Xy'glathar
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"To colleagues of the Art, with whose wisdom and guidance the realization of this work came to be, may you remain as shining examples of dedication to the development of the Art. These words are written in intention of appreciation of the support freely given to another practitioner of the Art. Placing their own time and effort in guiding me to the correct path without necessarily knowing the input you gave to my path as a Wizard. Truly have I been blessed by the Seldarine to have such individuals aid and deep insight shedding the darkness, removing the shrouds of mystery before my eyes. At the beginning of my work, I considered this research work to result in increasing my understanding and in the end giving me complete understanding of the Weave. Now as I look back at my ambitions, I can not feel more amused to the thought of that, to understand the Weave is alone the task of Lady of Mysteries. I may collect my research and write a book to demonstrate my knowledge of specific areas, but you would be living in an illusion to believe I know or understand the Weave any better than you. What I have is simply more experiences with it and ever growing number of questions. I do not mind this, the fact I will never fully understand the Weave or Lady of Mysteries, for the two are the same. I merely enjoy exploring the potentials of the Weave and at the same time disseminating my information to you, dear readers and colleagues of the Art. In hopes that someday my work would inspire you to research and develop the Art.
In the end there is not much to say other than: Thank you dear colleagues.”
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forewords
The content of this tome tries to achieve unbiased look into the forms of magic the researcher has ran into during the multiple research projects conducted. The sole aim of the text to inform the possible readers and to have for the future researchers a base of research where they can start from. The pure intention of the text is to inspire one to further research the Art, however, focusing more to the Traditional Magic and to warn of the dangers of the Nontraditional Magic and to prepare them to deal with the practitioners of it. This study is heavily based on the Art, not studying the depths of the Power, as such, the research is obviously limited and it is recommended for following research to widen the scope of research.
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Fundamentals of the Art
In Amia, we seem to be constantly surrounded by various practitioners of magic. The differences varying in the gestures of arcane, in the way of pronouncing the words vary between each caster, yet there are facts that cover all the casters. In order to utilize the Art, it either needs to have been learned or to be innate affinity to it, having been born with with the gift that is the Art.
Most often the practitioners of the Art have come through long time of studies of the fundamentals of the Art, by learning the delicate manner of drawing formulas, having been learning to analyse others spell formulas and most importantly long hours in study reading and practicing somatic, pronouncing the words that trigger the formulated magic into taking the course intended. For them the Art is of careful study, analyzing aspects of it and finding what are the foundations behind the spells that formulate specific occurrences in the spell. Work hours spend in mastering the spells every aspect in order to fashion it to the desired effect.
However, the preparations of the wizards are the lengthiest and complex part of their Art. For hasty work will only end up the energies escaping between the casters fingers like sand. Unstructured, unusable and a waste of time. Preparing is the most important part of any wizards desire to actually cast the spell. The preparation itself does not consume any of the potential of the wizard with the Art, merely acts as a measure for the potential for the spell prepared.
To look at the other side, nowadays, most commonly represented are those to who the Art come naturally, often depicted as part of their very being. Certainly we can not outright decline the fact that these people learn Art mere intuition, in some cases with some training to perfect their casting styles. Those born with the spontaneous casting ability to utilize the Art, is this a result of societies lengthy exposure to the Art, which eventually has started it being natural part of our children? Even though what might be the case, these individuals with the gift of Art stemming from within them seem to ignore the wizards most important step to cast spells, preparations. However, boon comes with a price, most often the spontaneous casters tend to have less options within their grasps, even though having more potential to cast the narrow range of spells with greater number of times.
Irrelevant to the way an individual approaches the casting of spells itself, prepared or readied, the caster themselves choose when they desire to trigger the spell, more often called as casting of a spell. Casting of a spell is another complex matter, some spells require several specific parts in order to be casted, such as components which can range from very mundane piece of grass to a large expensive mirror or a specific gesture within the spell formula at the right time or a very precisely pronounced word to finally release the arcane energies in desired fashion.
Even we, the mages, wonder often as to why there are particularly so many different kind of components. After long considerations, they are in a sense locks that oversee that the spells act accordingly to the laws of magic established by the Gods and most importantly by the Lady herself. Nonetheless, more often the ability to weave the Art into spells is simply spellbinding event, even the most respectable and responsible mages can't deny the rush they receive when casting spells. However, with this Gift many have lost themselves and riveted to the sense of power they receive, anyone seeking to master the gift of Art should do so with caution, for mastery over your area comes with a price.
Terminology
The Weave For many it is a mystery what exactly the Weave is. In general all creatures have their print on the Weave, The Weave touches Faerun and is part of it, it exists in most places. It is present in each living creature and nonliving as well as present in the very ground itself.The Weave is often used by all casters, however, more commonly referred to by the practitioners of the Art rather than by those of the Power. The Weave can be considered a gateway to magic, build and overseen by Lady herself, Mystra. In the current times the Weave often requires certain keys to unlock the magic behind the spells, such as the gestures, wordings and components. Through the Weave the spellcasters can access magic with less risk than accessing directly to raw arcane energies. We could consider it a safe mechanism placed by the Lady to keep those who use it safe. As said, the Weave exists in almost all placed, but there are exceptions to this rule as well, for dead magic zones, anti-magic areas or wild magic zones are slightly different. In areas of anti-magic, the Weave is not destroyed, merely temporarily blocked or removed, within these areas none can connect to the Weave. These kind of areas can be created via spells and other methods, however, they can as well be cancelled. The dead magic zones are locations where the the flow of the Weave has been so greatly damaged that it no longer is present or accessible. Only few know how to correct these areas and the task is arduous to say the least, however, usually these areas are not large in scale and size. The Wild Magic areas are location where the flow of Weave has been severed or damaged, the Weave is present but broken. In these areas the magic works in unexpected ways and great care should be taken to cast spell within such areas.
The Art When the magic does not come from deities, it falls under the term 'The Art'. The Art is used by many, such as commonly known wizards, sorcerers, bard, but as well by assassins and harpers for example. Not many understand that the source is the same for their magic, but such is the case. It must be noted that here as well lie exceptions, but those are very special cases. Those who use the Art have either trained to have the competences to wield and unlock the secrets of the Weave or it comes to them naturally. By using the Weave, the casters bend the Weave and use the keys of spells to unlock the potential of the magic fashioned.
The Power When magic comes from the deities themselves, it is called by term 'The Power'. The term indicates to divine magic which is accessed by prayers. This is rather uncommon term among many places, for not many understand that the magic they wield comes from the Weave. Often living under illusion that the deities give this magic and not coming from the Weave. Regardless to wielders believes of the origins of their magic, the most common practitioners of this magic are priests, clerics, paladins, blackguards and druids. These casters do not study their magic and prepare it, but it is considered a reward by their deities for their prayers and worship.
Titles Wizard This term can be used of persons who are either specialized wizards, see bellow, or non-specialized wizards known as generalists. However, if a wizard is known to specialize or favor certain school of magic, the proper specialist title is used. All wizards study the Weave and the Art to better their abilities with it, some for noble causes and others for sinister causes. A majority of their work involves studying spell formulas, knowledge available of the Art and creating theories and developing spells.
Sorcerer These people are descendants of unoriginal source of power. The magic flows in their blood thicker and through this connection can manifest number or spells. There are many sources where a person can have their sorcerous abilities stemming from, a dragon, fey, celestial, fiendish ancestor within their family lineage. Most often sorcerers are born to families who work closely with the Art, it is suspected that this exposure leads to innate abilities with the new born. Often sorcerers are shunned for their volatile nature as the Art reacts and lives with them, however, with proper guidance a sorcerer can learn to control their use of the Art.
Specialist Specialist refers to a person who has chosen a school of magic to specialize in. Each school of magic has their own term for a specialized wizard. In short such are: Abjuror, Conjuror, Evoker, Necromancer, Diviner, Illusionist, Transmuter, Enchanter
Arcanist Any person with ability to cast and wield arcane spells. This term can be, therefore, be used of bards, assassins and harpers as well. It is considered to be a synonym for 'arcane spellcaster'.
Mage A person with ability to wield arcane spells. The difference between a mage and arcanist is that the former's primary talent lies with the Art.
Archmage This title is used when referring to a person with notable understanding of their field or the Art in general. A person who has dedicated their live to further their understanding of the Art and those around them. During their career having accomplished tasks beyond of most mages.
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Thu, Nov 20 2014, 21:12 PM, edited 17 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:50 PM |
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Joined: 28 Nov 2006
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Quote: The Art of Protection
The School of Abjuration, the school of defensive magic. Few can argue the usability of this school and it's magic, and ever fewer deny the use of it. Perhaps not seen as most powerful of the schools of magic, however, who would give up the protection offered by the schools spells. Those specializing in abjuration school are known as abjuror's, these specialized mages have the strongest protective spells of all the mages. The spells of abjuration school can create wards protecting from strikes of your enemies and negate hostile magic targeted upon you. Within this school lies the power to dismiss enemies to their original planes or called and summoned creatures, it as well can remove curses placed by other forms of magic. For an abjuror the fundamental understanding lies in understanding how magic functions and what measures can be taken to counter it. Even for number of effects that can be created by abjuration school of magic, the beauty of it lies in its simplicity. Few of it's most powerful spells simply override almost all hostile spells and ward from physical harm. Abjurors are often known for their ability to recognize spells and counter them via action called counterspelling. A well prepared abjuror can easily counter all spells of a hostile mage. Not only does the abjuror benefit from the chosen form of magic, but those traveling with an abjuror can experience the benefit of having one. Their ability to ward comrades from harmful effects is often found a boon in challenging situations, not to mention the ability to counterspell an enemy mage. Highly valued member of a group, due to the ability to protect its members. Weakness of the school, however, lies in the inability to cast offensive spells to end a fight, therefore an abjuror requires other schools of magic or comrades to complete the work. Even for the shcools apparent weakness, it still can not be said to be a weak school of magic. To determine power of a school of magic only based on the offensive ability would be foolish. Without abjuration magic, there are left only few if any spells to shield oneself from offensive magic. The ability to shield ones body, mind and soul can not be underestimated. Even for abjurors standing in a group lies within support position, it would be naive to consider keeping an abjuror from the point of hostilities. When an abjuror is present, they can focus their attention in shielding their allies and creating protective fields, negating the enemy's advances, therefore a tactician should note a good positioning for an abjuror. To be certain if the point of abjuration went missing, abjuration protects.
Defensive Warding
When considering the school of abjuration, it is easiest to start with protecting from physical harm. Some spells of abjuration grant the bearer an shield of force that often can be overlooked by naked eye, yet it's augment for protection cannot be denied. A sword swung at your vital spot halted by the field of force between you and the cold steel, might just be what is needed to protect you. Likewise, the abjuration school can provide other forms of shields upon the bearer, most commonly known is the stoneskin spell that creates a layer of stone upon the armor. Not hindering your movement, but reducing the amount of damage caused by physical attacks of an enemy. Abjurative magic can as well create forcefields designed for defense, fields that shield from enemy ranged attacks such as arrows or even worse, offensive spells. Fields such as spell mantles that simply negate the targeted offensive spell. In the end, the power of the school of abjuration lies much upon the shoulders of the mages utilizing it. Ability to determine what would be the offensive actions coming and then countering them in the best possible way. Much of the abilities of abjuration school can be considered 'borrowing' from other schools. Creating a force field is of the school of evocation, transforming skin of an creature stone-hard is transmutation and banishing creatures could be considered conjuration school. However, the school of abjuration 'borrows' ideas from other schools and the only school to create those ideas as forms of defenses. And the school of abjuration has form of effect only being able to be created through it: Anti-magic.
Anti-magic
The only school to that works as anti-magic is abjuration school of magic. To negate or to suppress magic belongs under abjuration, in any and all of its forms. This ability of the abjuration schools is often used in creation of prisons to keep magically gifted creatures inside, to suppress their abilities and render the connection to the Weave. Anti-magic itself can be divided into two forms, dispelling and continuous. Dispelling anti-magic aims to end the spells in contact, whether they are as wards such as spell mantle or as targeted dispelling spell such as Greater Dispelling. But it would be foolish to believe that dispelling will work each time, for times the enemy caster might just be more powerful in maintaining their spells. Dispelling anti-magic often remains short period of times and are targeted. Continuous anti-magic are often fields under which magic or any magical ability are suppressed. These fields remain in the location they are created in and last longer than dispelling anti-magic. If a spell effect comes under anti-magic field it becomes suppressed and no longer grants the effect intended, however, once leaving the anti-magic field the spell, if still duration lasting, re-establishes itself. However, the most potent and useful ability of anti-magic is the ability of counterspelling. A spell that never leaves the hands of an enemy caster, is the least dangerous spell.
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Last edited by Magiros on Thu, Nov 20 2014, 19:11 PM, edited 8 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:51 PM |
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Joined: 28 Nov 2006
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Quote: Theory of Conjuration
The School of Conjurations use vary to various parts, most commonly these are divided into five sub-schools within school of Conjurative magic. A practitioner and mage that focuses in conjuration school is called conjurer by those who recognize their training within it. Usually, when discussing of conjuration, the most common image is mages summoning or calling creatures of mundane or extra planar origins. However, such is a vary narrow look into a school that offers the most varied opportunities, such as: Teleportation, Creation, Summoning, Calling and Healing. However, it should be noted that healing is usually not utilized by arcane practitioners and thus it will be excluded from this study, until an arcane caster finds a way to simulate the effects or to create exact effects that the divine casters can.
For a conjuror, the spells they draw are based upon the leftover energies after the creation of the universe, to them the creation is on-going process that they merely tap to fashion the effects and creatures they need and not actually taking anything real from the world around them.
Sub-Schools of Conjuration
Teleportation
Sub-school of Conjuration: Teleportation works to transport objects or creatures over great distances. It is known that the casters can travel short or long distances depending on the spells they utilize. Some spells even allowing traveling between the planes. However, through extensive experimentation, it has come to realization that the more known the location of the teleportation magic destined to, is, the easier it is to accurately teleport into the said location.
Within Amia region, Ruathym and some parts of the main land, the mages have learned to tap into so called Ley Lines, these ancient formations allow traveling between several destinations by the use of portal wands that are attuned to particular user and upon activation allow the user to portal to, already visited and attuned, locations where the Ley Lines are closest to Toril. By having tapped into this formation and its energies, the mages in these regions have enabled masses to travel between locations with speed and numbers unlike elsewhere.
Creation
Sub-school of Conjuration: Creation aims to fashion the arcane energies into forms designed, creating actual objects or effects on spot. Unlike summoning objects, creatures or effects from elsewhere, the magic of creation sub-school transforms the fundamental arcane energies into the actual objects or effects on spot. By utilizing the sub-school creation, it is possible to create arcane shells of creatures and objects, which upon inspection appear similar to their real counterparts, yet are actually made of arcane energy. The arcane shells of living creatures created this way, do not act in any means similar than their living counterparts, they are empty arcane shells. However, extensive study has proven that these shells created through creation school can be filled with other form of energy to be controlled and sharing the senses of the created being, an action called 'Dispensing'.
Creation sub-school is as well used when creating pocket dimensions. By utilizing base of spell: Secret Chest, with some modifications it is possible to create pocket dimensions that with the use of spell permanency become permanent manifestations. Even though the Secret Chest is of sub-school of summoning, the modifications of the spell made it become part of the creation sub-school. It must be noted that if the item holding the pocket dimension, such as a case of magical bags, the content of them is poured outside of them and destroying the pocket dimension within them. As well, it should be noted that never a bag of holding should be placed within another bag of holding. The theory of paradox of the two pocket dimensions is the fact that the both pocket dimensions are already existing within the same plane, and thus they can't physically be placed inside one another, the laws of reality simply do not allow this action and will result in destruction of the bags of holdings themselves.
Summoning
Sub-School of Conjuration: Summoning allows the caster to manifest energies, creatures or objects to their immediate proximity. As mentioned already, this sub-school tends to draw the entities, energies and objects elsewhere and unlike creation to actually create them. Often upon Amia, this sub-school is used by mages who summon forth various entities, for their luck it might be added, as the creatures more often than not end to take the fighting instead of them. In cases of utilizing the Calling sub-school, the creatures would more likely leave the caster, however, with summoning sub-school the entities are bound by the will of the caster and the spell formula itself. Never summoning forth creatures should be taken as a light action, especially when it comes to the more potent creatures. The caster that prefer summoning sub-school over other are called summoners.
Calling
Sub-school of Conjuration: Calling is used to transport entities from other planes of existence to the plane of the caster, an action that should not be taken lightly. By utilizing calling sub-school, the creatures are not bound by the caster, but can either agree to aid the caster or disagree and take their leave, in most fortunate cases. In some cases, depending on the nature of the called creature, they may simply assault the caster if defensive preparations have been left lacking. It is as well possible to negotiate a price with the called creature for which they agree to do the deed or form a contract.
Healing
There if fifth sub-school of conjuration named which involves all healing magic. However, so far by my research there has not been any results of finding an arcane based caster with access to healing magic. It seems, currently, that healing magic is restricted to the divine based casters. In theoretical level, the potential of using healing magic should be within the arcane casters reach, but it seems that the likeness of obtaining such mastery to use positive energy for the purpose of healing is extremely complex by its very nature. This complexity might explain why divine casters are able to use such a power, their patrons filter the energy into correct form that enables the casters to use it without the risks of accidentally exploding their patient. Extensive research upon this area has not resulted in any mentions of an arcane based caster using the sub-school, nor are there any research work upon the area.
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Tue, Apr 14 2015, 9:38 AM, edited 10 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:52 PM |
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Joined: 28 Nov 2006
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Quote: The Theory of Divination
Introduction School of Divination, often underestimated school of magic. Many do not seek the way of a diviner, for many do not understand the true power of a diviner. Often overseen for the lack of power it gives to those who master it. And certainly it can be agreed that divinations do not destroy your enemies directly, move mountains nor change material to another. But those who do the mistake of underestimating divinations are quite wrong of the power it presents to proper mage. Divinations aim to reveal the hidden and seek it for you. Information is the game of a diviner, to know your enemies allows you to properly prepare and in great danger knowing the target of your enemies can save life's. Even other schools of magic can not deny the usability of divination, for what use is offensive evocation spell for an evoker, if they can not see their enemy. Ultimate use of the divination school of magic lies with Power Word spells that can be used to seal the fate of an enemy.
Basic of Divination
Diviner A mage specializing into divination school of magic is called diviners. These mages potential in casting and succeeding to reveal the unseen, unheard, lost or time is simply greater than that of a generalist wizard.
School of Divination As said the School of Divination is used to locating objects and person, finding information of objects, person and events, foiling the effects of deceiving spells or enhancing the visual and hearing properties, used to remove barriers of communication or understanding of written text. To foresee what is coming and to reveal what already has been. In the following chapters, the aim is to open more in depth the school of divination purposes and uses. The School of Divination often works on symphatetic links between objects and the caster. These sympathetic links are referred to as 'bridges' in the arcane communities. When a divination spell of scrying or such as legend lore spell are cast the spell will first and foremost use the casters own bridges to connect itself to the object of the caster. The larger this personal network of bridges is the larger are the chances to succeed at casting of the spell. In cases of casting scrying spell, the caster must have first-hand or second-hand experience of the target of their spell, otherwise the spell will fail. This is due to the lack of sympathetic link for the spell to attach to and reveal the object. Therefore it is strongly recommended that a diviner spends good time in seeing places and meeting people, creating stronger bridges between them and the object or target. Unlike scrying spells, the spells that gather information can work without this first-hand experience of the target, it certainly helps but is not a requisite. What happens is that the information gathering spells first use diviners own information as a base to create these bridges to gather information, if none, the spell will start to work to connect secondary sources of information and collecting information via them. For example a secondary source of information can be a location where the event took place, thus being there to cast the spell will help the spell to gather the wanted information. Most important for information gathering spells is that the target of the spell is known, it means that it has been historically important enough for the spell to recognize it. In some cases these targets may have been important enough, but as time passes, their value may decrease as less and less know of them and thus the spell may fail.
Divination school of magic can be used to augment senses of a person, hearing and seeing mainly. There are many creatures in this world that are adept at hiding from sight and ear. When your own senses do not manage to reveal them, the spell will work to reveal them for you. When discussing of hidden enemies, in some cases information may be what is needed to foil your enemies plans, some spells of divination school seek to reveal this information for you. In these cases it is important that the diviner has done pre-casting work to enhance the potential of the spell. For often, the casters own information or established bridges can augment the results of divination. In most cases it has been noted that a failure for a scrying spell to operate, usually means the target is protected from scrying or that there is something preventing such to take place. Defenses against divinations will be discussed later. To add to the utility of divination school, it may as well help to remove barriers of communication between humanoids. Understanding speech or written text via spell, however, in rare cases these do not work. It might be that the written text could be protected from spells like this or that the person targeted may not be influenced by a spell to help with communication.
Divination Equipment
When working upon scrying tools, the diviners who work with arcane magic use either expensive mirrors or divination orbs. These orbs, tend to be easier to move around than the large mirrors, but at the same time they are more difficult to obtain. Often the material for divination orbs requires to be clear crystal, which is difficult to obtain from the depths of the earth. It should be noted that druidic diviners tend to use lecanomancy, which refers to using water in a basin or a pool.
Protecting from Divination
There are several ways to protect from divinations. Such as placing wards to the locations to prevent scrying or placing wards on a person to prevent being scried. Some spells can protect a target from being known as well, thus protected from information gathering spells. Some powerful entitiescan directly stop a divination from working and may it be noted, to use that bridge to counter diviners measures. A layer of led as well protects from scrying.
Dangers of Divination
It would be foolish to consider using Divination spells without preparations; the illusion of safety is great with this school. More often than not, the object of divination usually has defenses placed against scryings or even legend lore. Sometimes diviner may end up dealing with something greater than they expected, such as entities of great power which can launch direct backslash at the caster from a distance. These backslashes vary from entity to another, but melting and exploding mirrors have taken place or a direct launch of power at the caster knocking them down or even unconscious for weeks.
Here abjuration spells come to play; some spells may entirely prevent certain backslashes taking place or weaken them so the full force of the impact never reaches the caster. If the caster knows they are working with an potent entity it helps the caster to identify the beings nature so that a proper Magic Circle against Alignment may be placed. A mindblank spell is a good start for protection.
When dealing with normal humanoids, monsters or objects, there is a chance the creature can resist the attempt of being divined by strong enough mind, spell resistance, or defensive spells that prevent divination. Divination works well with Conjuration school as well, as the diviner is able to locate creatures and objects or to see the region beforehand, once this is done, teleport to the location, if there is nothing preventing the caster. This being said the caster should note that if the target of divination knows of the caster, they are able to come to the caster as well.
Divination Backslashes
When casting divination spells there are number of backslashes that can occur, some entities have their own trademarks even. Some backslashes may include equipment destruction such as the mirror exploding, getting shattered or melting and through this cause damage to the surroundings and the diviner. While some backslashes may take place regardless of the casters actions, exhaustion is most common form of backslashes caused by simply carrying out a divination spell. In some cases the price of casting might be ones spirit or soul becoming exhausted and thus greater time is needed for recovery. Most dangerous forms of divination backslashes are divination causation.
Divination Causation usually refers to situation where an entity of notable power is involved or gets involved and sees to punish the offender for scrying or gathering information they seek to protect. Potent entities are able to use bridges created by the divination spells to enact their revenge for taking an offensive action. For casting a divination upon another without their consent is, indeed, an act of violation of their privacy. Some entities can pour a portion of their own energy through these bridges and place it within the diviner, it can and most of the times will result in illnesses or other manifestations. In other cases this bridge can be reversed to reveal the diviner to the target entity, which then gathers information if the diviner does not realize what is taking place. The entity may as well carry out a backslash of their own if they so choose.
Case: The Living Silver Backslash: Pouring Raw Arcane Energy to the diviner Symptoms: The diviner received very high fever and eyes turned into silver orbs, it did not influence sight however. Any arcane spell cast upon the diviner increased the fewer and was noted that diviner casting spells decreased the fewer. Cooling baths were noted to decrease the fewer as well. In time the diviners movements started to become more stiff and slower, the skin started to form silver spots. Cure: The diviner was brought to anti-magic zone, where the silver poured outside. Tearing the diviners skin entirely and almost killing the diviner at instant. The liquid silver attempted to reform itself into a humanoid form, defying the anti-magic zone and almost collapsing it. After losing the battle against the potency of the anti-magic area, the form was destroyed.
Ritual Divination Benefits of casting divination in ritual circle are multiple, much like with any other ritual casting, it increases the chances of the casting actually working, ritual casting as well, in some cases decreases the time required to learn the information and the information possibly is more accurate. Especially in cases of having potent magical artifact, it might be preferred to have a circle of mages casting divination ritual rather than working on it alone, for numerous safety reasons and likeness of being able to bypass its possible defenses. The key, like in any ritual casting, is to synchronize your spell casting with the other mages, arcane chanting and required gestures timed perfectly. Not only must you be able to time the casting, but as well be able to connect to the other mages. Become one with others is always a challenge, however, having a common goal and interest combined with knowing the other mages aid tremendously.
In casting of divination ritual, the usual focuses of the mages are to increase the scope of the spell, by increasing the potency of the spell to bypass defenses, to increase the range of the divination, to decrease the time required to gather information, to name but a few. However, by multiplying the factors of the formula, or to decrease some, the arcane energy required to cast the spell successfully increase. In order to be successful with the casting, it is strongly recommended trained mages who can maintain their concentration and maintain their channeling of energy. As the energies increase, the threat of more potent backslash increase, it is a clear causal-relation between the two.
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_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Mon, Apr 13 2015, 19:22 PM, edited 10 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:52 PM |
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Player
Joined: 28 Nov 2006
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Quote: Theory of Applicability of the Spell Formula
Introduction
In the following chapter the aim is to open creation of spell designs and the 'how' -approach for developing or modifying spells. Most of the work was conducted by the researcher as a quasi-experimental research, which is the best approach for spell development. In most of the cases, at start, the researcher had only minor control of the process prior testing the spell. Quasi-experimental research aims to; first of all, gathering information required to develop the spell through careful research, secondly allow the research to follow and control the spell formulation towards desired end with less risk involved. By careful modification and controlled testing through quasi-experimental research to have a method which allows changes and development to be approached in logical manner and knowing exactly what each modification in the change of factors does. The approach each mage takes depends highly upon personal characteristics of the researcher, however, in many arcane communities at the time, quasi-experimental approach is highly recommended. The core of this arcane development methods is not purely experimentation per se, but rather the strategy connoted by phrase "plausible rival hypothesis".
Spell Design
When approaching spell design, it is important that the researcher has already prior determined and defined the desired outcome of the spell. Logical approach is that when the desired spell outcome is known, it allows the research to have clarity of mind regarding the work and identify which already existing spells have those effects or are closest to those effects desired by their own spell formula. In spell design the desired spell effect is already being converted into spell design which aims to solve how the spell effect or number of spell effects can be designed and where there information can be collected. Do note that this phase is not about how you will conduct the research projects, but to defined where and what need to be done and how can it be done. Clarifying the spell development process to be approached in more practical and "hands on" -approach. Connecting different variables such as; links between the desired spell effect, existing spells and conclusions, in logical order. Please take into consideration that spell design and research method are separated issues and there necessarily are no connections between the two. Former, spell design, is to be considered as a subsidiary to the matter of "What evidence do I need to collect?".
Stages of Spell Design
First stage of Spell Design is to have defined the desired spell outcome, what is the spell supposed or desired to do. From this point start the actual mapping of the spell design, listing what kind of information is required to create the spell effect and secondly to list where such information could be found. For example if the researcher is planning to develop a fireball with wider radius than the common version allows, the information could be gathered from primary information sources such as other spell formulas. When working with primary information sources, the aim is to identify spells that effect larger radius than fireball original formula. For this explanation the spell design will be kept simple, instead of including number of factors that all would require to be mapped. These can include such as: The area of effect, intensity of the blast, duration of the explosion and so on. To expand the original fireball formula, example could be taken from spells such could be Banishment spell or Light of Le'Quella spell which effect colossal area instead of large. If the research decides to consult other mages for their project, they are considered to be secondary information sources. When the information sources needed is mapped, the next step is analysis, how does the gathered information or lack of it, affect the analysis? Are there limitations? For example if information of the desires spell effect is scarce, then the limitations could be the lack of information or references for the spell formulation process. It is imperative to understand what is being conducted and the scope of the work to understand what limitations the project might face. One of the most obvious limitations is access to the Weave, are there limitations by the Lady of Mysteries or the skill and competence level of the researcher themselves. It would be waste of time and resources to carry on a spell design that clearly shows the researcher is not competent at this point to even get near succeeding. If learned that desired spell effect is out of reach due to any of the limitations, the researcher is placed back to rethink their desired spell effect. Otherwise they need to analyse how the limitations effect the desired spell effect.
After the required spell information is gathered and the possible sources mapped, the next step in spell design is to define "How to collect information?" and "Which research techniques should be used?". Some mage researchers find it important to keep their research processes less known and therefore would prefer more discreet methods of information gathering, such as locating primary information sources, tomes and spell scrolls. While others would prefer to include other mages to the process and open the intentions of their project and therefore would prefer to interview other mages knowledgeable in the field or ask them to be directly involved. Please note that quasi-experimental research is merely one way of approaching a research project and other methods and techniques do exist. After having mapped the research techniques the research need to again analyse the process and look for possible flaws in their spell design, what could be important and what could slow down the process. This is to enable more efficient and streamlined way of working, to use available resources efficiently. After researcher sees the spell design as satisfactory the actual process of carrying it out can start. In this spell design the process of analyzing your findings at each step is important, at the same time it can be time-consuming and frustrating. On the bright side well thought spell design allows the researcher to defined clearly their concept and what needs to be done, thus leading to more clarified state of mind and approach to entire spell development process.
Spell Development Cases
Case: Instantaneous Growth of Le'Quella
School of Magic: Transmutation Circle: Wizard 3 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Target: One living plant Saving Throw: Fortitude negates Spell Resistance: Yes
Material Component: Part of the plant targeted.
In the beginning to design the spell, attention should be paid to identifying the objectives desired by the spell. For the spell Instantaneous Growth of Le'Quella, the spell intention was clear: To Enlarge living plants. As the objective was clear, it was easy to look into the First Circle spell: Enlarge Person -formula. By utilizing existing sources, it was easy to identify what parts of the spell formula influenced the growth process of the person, where the energies tapped to pull the magic and guided to the already established routes to create the desired effect.
The second step of the spell was to take samples of spells that influence objects, which can be found in numbers from transmutation school spells, as such it was a matter of time to learn how the First Circle spell: Enlarge Person should be modified to influence the growth plants. By adjusting the factors influencing target and channeling the energies in correct manner, without destroying the object itself by subjugating it to exceedingly large amount of energy, or too small amounts of energies which would not have sustained the spell for long times, the ideal balance of arcane energy flow was discovered.
In the third stage, begun the testing process upon trees within Winya Ravana, to see that the spell actually worked, after which minor adjustments were made to perfect the spell and to enable the Fifth Circle spell: Permanency to take place with the developed spell. In the end, by adjusting the factors of the spell, it increased complexity of the formula so that in the end it was decided to be placed to be Third Circle spell: Instantaneous Growth of Le'Quella. The developed spell respects laws of traditional magic, anti-magic zones and disjunction spells and can be made permanent effect by the use of Fifth Circle spell: Permanency. It as well can be casted as a circle spell by a circle of mages, as done within Winya Ravana.
Case: Wild Creation, Shells
School: Conjuration, sub-school creation, Divination Level: Wizard 1 - 9 Components: V, S Descriptor: Creation Range: Close (25 ft. + 5 ft./2 levels) Effect: One or several summoned creature shells Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No
By utilizing the gift of arcane to create pure arcane shells of creatures, similar to living creatures. The caster can create one or several creature shells, the options are endless. Tested shells have been that of aves, feline and canid animals. Once the shells have been created through utilizing conjuration subshool creation, the shells can then be filled with other form of energy. This energy gives them quasi-sentience that actually the caster can fashion via installing a set of rules that the shells start to obey. By tapping into the connection, created by the energy, the caster can then share the senses of the creatures and even control them to an extent. The smaller amount of shells there are, the greater is the control over the existing shells, a clear causal connection between the two factors. If the arcane shells are installed with rules that the shells start to execute, such as a route they will go through, the caster can simply stand back and share their senses to gather information through their senses such as smell, sight, taste, feeling and hearing. Allowing potent means of scouting large areas. To utilize this complex spell, the caster is required to have extensive understanding of conjuration shool, subschool creation especially and extensive understanding of divination shool.
[The text seems vague of the nature of energy utilized to allow the shells react this way, it seems that by utilizing this extensive formula is near impossible without having figured out the key ingredients left unmentioned in the text.]
Case: Light of Le'Quella
School: Conjuration, sub-school creation Level: Wizard 9 Components: V, S Descriptor: Fire, Positive, Light Range: Long (400 ft. + 40 ft./level) Area of Effect: Colossal Effect: Creates a pulsating ball of energy which area of effects diameter is 32 feet (16 each direction from center.)
As one starts developing a new spell unprecedented in the current manifestations of magic, it is important to explore the existing possibilities within the spell repertories might have. Not only to establish understanding of fundamental functionality of the Art, but also to help define and crystalize the aims and desired effects of a spell. Therefore, if there is already an established spell with the desired effect, the resources are better placed for other research work. When an understanding comes that no spell with similar or desired effect is known to exist. A premises for research work has been established and the research made into the existing spells serves another purpose. It helps to identify the building blocks of formulations and defining factors within spells that create effects and mitigating factors that hinder the potency of a spell. This, clearly, makes a work towards the end goal easier to travel and helps to define what are the required steps to head onwards with the research work. Within the development process that we represent to the reader, specific spells were chosen as basis for the spell under creation. However, as any respectful mage would, we took pieces from them, modified their parts to fit the desired research outcome to become something unique. The end result lies unknown and is pending upon the findings of the work and feedback of other established practitioners of the Art. As aforementioned, there were specific spells chosen for this work: Cantrip spell Light, First Circle spell Acid Bomb, Second Circle Spell Combust and Eight Circle spell Sun Burst. The basic ideology is not to combine all the effects into one, but look into the formulations, to examine and dissect factors and mitigating factors to piece together desired effect.
Within the scale of this research work, the developed spell should be able to create a source of light which is strong enough to repel magical and natural darkness, therefore light spell formula is ideal to research in combination to Sun Burst formula. The latter was studied also in order to define what combinations of factors and mitigating factors within the formula causes the blindness effect and the ability of the spell burst forth instantaneously. Within the next stage research is done research on Acid Bomb spell, to discern what within the formula limits the energy of the spell to take form of a sphere. Within Combust spell is found the formula part that is desired to be functioning with the rest of the effects in conjunction, thus modifications of it needs to be worked to ably with the rest. Once the desired effects have been identified, factors and mitigating factors clarified and example formulas chosen, it is time to start building the foundations of the spell formula on which the more potent aspects rest on.
Phases of Spell Formulation
Cantrip spell: Light Within this simple Cantrip spell lies a powerful effect on which the parts of the whole formulation is based upon. As defined previously, the intention is to have a spell that creates a source of light simultaneously and removes magical or mundane darkness. Therefore, looking within the formulation of this Cantrip spell, one can start to define the fundamental aspects of transferring arcane energy into pure light. A simple process to most experienced mages, but one that can take years to master for beginners. Yet in this particular case, the source of light should be able to be intertwined into a form of a sphere along other aspects. As we extract the factors and mitigating factors, we can start to define basic steps of light creation, creation of form which create a skeleton that transcends through the formula to establish structure on which the rest can rely on and be tied within.
Second Circle Spell: Acid Bomb
This second circle spell has the desired sphere form within its formulation, which is ones arduous work to research. As the spell formulation is getting more complex with its structures and interloping core functionalities, a clear correlation between the complexity and circle of the spell is starting to become more transparent. Regardless of the complexity aspect of a spell, the work of a researcher is to analyse, define, combine and reconstruct information into new models. One must not procrastinate nor make haste with any step, for the outcomes made in such haphazard manner will result only in wasted resources, not to mention unconsidered and desired effects. Defining from this spell one is to take the elemental energy nature and how such was brought into the equation of the formula with the sphere-structured form.
Second Circle Spell: Combust
This spell is playing another fundamental part of the spell, thus it is advised to take into account how the entirety of the spell can be disclosed within the ever increasing formulation of the spell desired. How to attach the combustion effect in as continuous aspect with the pulses of energy the end result should unleash. The natural choice for this research is to have the elemental of fire working with the combustion-effect. As by very nature, fire is a combustive energy, therefore required only minor modifications to the underlying structure.
Eight Circle Spell: Sun Burst
In the eight circle spell we have the desired binding effect along with light. Now due to the complexity of the spell and extensive formula, time and patience is needed to deduct the correct particles in it. Naturally those talented with the spell and its school should have less of a challenge to find the parts. Important is to keep in mind what you are searching for: Blindness- and light-effect of the spell.
Moving forward it, as expected, took quite some time to find the parts, the cantrip spell: Light –formula study helped in searching the light part, but the blindness-effect took more time. As the spell being developed aims to cause possible blindness to the victims, it can be taken as such, however, there is a clear need to tie it to the formula similar to Combust spell, as continual and periodical –effect.
Ninth Circle: Light of Le’Quella
As we keep in mind the references found for the parts desired: Light, blinding, sphere-form, reference to acid element drawing and combustion, we have rather solid base to start working the development of new spell. What is now needed is the modification of certain parts and developing rest of the desired effect: drawing elemental fire and positive energy with pulsating sphere as center.
By modifying the bright blinding light part into instantaneous and reoccurring part, we can have it flash in each pulse of energy. The sphere-form can be attained by creating stable dual energy portals that draw energy straight from the plane of fire and plane of positive energy, if not radiation plane at the border regions of the two planes. By tapping into the planes itself and sucking energy through the portals, I should be able to create stable ball of light. When we modify the formula further, by adding periodical pulses, in theory it should create the desired effect of ring of fire and positive energy to minor extent. However, here comes the challenging part of modifying the combustion-effect into the ring of fire and successfully hitting the targets. In theory, it should be applicable, to tie it into the pulses, however, extensive testing of the spell is required in order to find the correct means to do so.
Disentangling the Sequence Process of the Spell Formula
As the spell developed takes few steps the text will be written in the order the effects take place
First Sequence
Caster speaks the phrasing of the spell accompanied with gestures in precise and practiced manner, casting the spell, thus channeling the raw arcane energies into controllable form which fuels the spell formula that make the raw energy to take form.
Second Sequence
The second stage utilizes the sphere form taken from Acid Bomb spell, thus creating a sphere of energy, the sphere as such is drawing energies from two planes, Plane of Fire and Plane of Positive energy, and as such it should radiate bright light and heat. The desired effect of possibly blinding the victims first take place here, from Sunburst formula the instantaneous blindness effect takes place, as the sphere forms it should unleash a bright flash of light that can blind those with vision.
Third Sequence
The sphere of energy starts pulsating periodically between certain time sequences, unleashing a ring of fire outwards from the center that is the sphere. As the sphere of fire catches those in its reach, which should be 60 feet from the center to all directions, the victims would get burned by fire, and positive energy, and possible catch on fire as in Combust spell. On each burst of fire, the sphere flashes again making those in its reach possibly blinded. However, for those with dexterous movement, it is possible to avoid the ring of fire and combustion effect; naturally, some people are able to avoid the blinding effect as well. The spell however does not respect spell resistance of creatures as it taps to the planes of energies, drawing the power directly from them and such is not a created spell effect, but drawing actual pure energy. The spell is susceptible to dispel spells, anti-magic areas and dead magic zones
Case: Wild Creation, Shells
School: Conjuration, sub-school creation, Divination Level: Wizard 9 Components: V, S Descriptor: Creation, Divination Range: Close (25 ft. + 5 ft./2 levels) Effect: One or several summoned creature shells, depending on the circle of the prepared spell. Duration: 1 hour/level (D) Saving Throw: Concentration, Will special. Read from text. Spell Resistance: No
By utilizing the gift of arcane to create pure arcane shells of creatures, similar to living creatures. The caster can create one or several creature shells, the options are endless. Tested shells have been that of aves, feline and canid animals. Once the shells have been created through utilizing conjuration subshool creation, the shells can then controlled by the caster and used to scout large areas. The created shells have demonstrate the senses of the animals they look alike. By maintaining concentration upon these forms and the connection with them, the caster can see, hear, smell, feel and taste through them. It is possible to establish a set of simple rules that the shells start to carry through, thus enabling the caster to enable greater control over rest of the senses. It has been noted that the smaller the amount of shells there are, the control over the existing shells is improved. To utilize this spell, the caster must have extensive understanding of both conjuration creation and divination schools of magic. Otherwise the spell fails to to be cast. To maintain the spell, the caster is required to have active concentration into the shells and the connections. If casters concentration is broken, the shells explode in a flash of light, not harming the surroundings. If caster spends too long time in the forms and their connections, there is a danger that the casters mind might slip into the shells and not returning before the shell is removed, regardless of the real duration of the spell. The shells are removed by impact of spell or mundane weapon.
If establishing rules upon the shells at creation there are few simple rules: 1. They can't be complex set of rules, only a route the shell will start to go through. 2. The shells can't attack or other ways harm their surroundings. 3. The shells move at the regular movement speed for that type of animal and have the same abilities of movement. Haste or other movement increasing spells do not work on the shells.
Requirments of the spell Must have familiarty with high arcana Must have extensive competence in following skills: Spellcraft, Concenration, Spot or Listen The caster must have following understanding: High Arcana Spell Focus: Divination High Arcana Spell Focus: Conjuration Extensive competencese with controlling and wielding arcane energies
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Fri, Mar 25 2016, 16:24 PM, edited 10 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:53 PM |
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Joined: 28 Nov 2006
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Quote: The All ~ The Power of Ostland
Various Jarldoms of Ruathym
During period when Pimpant Magnus was the Jarl of Ostland and Lord Arsant Wiltun the second is listed as Chief Axe of All Ruathym. Ruathmy region is a confederacy system with Jarls working under the Chief Axe and answering his decisions, all kingdoms being nominally independent. Civil war took place in Ostland as Ostland was in the way for Lord Arsant Wiltun for becoming the Chief Axe. He won the civil war beheading the former Jarl and placing Pimpant Magnus on the throne of Ostland, who was Lord Arsant Wiltun’s lackey and ally.
Jarl Pimpant Magnus started purging all the nobles who had resisted Lord Arsant Wiltun and removing the Bathrie line entirely. Bathrie women were sold as slaves to other Jarls to destroy the line and men were killed, none survived.
The Chief Axe, Lord Arsant Wiltun the Second received enormous political and economic influence and Ostland bathed in the blood of its people, the cities were ruined in the process. During the Civil War the trees carried miracluos fruits that prevented starvation and famine of the war.
The feral druidic cult of Ostland called Treemasons vanished more recently, they were still active during the civil war.
Druidic cults of the North, and my travels with them by Thaedaus Jorgeon, Edited by Lady Las'Claianna Le'Quella
History
Before the dwarfen clan disappeared from Ostavhn, they had a home in there and with the help of humans they defeated orcish horde. As a gift the dwarfs build them a castle that is today known as Ostudr. During these same times the former War Knights current headquarters, Redgaarth was build as naval installation to be manned by the dwarfs. When the dwarfen history seems to stop, the Treemasons begin. The end of Dwarfen society came through an operation deviced by the Proudbear Clan to return the Tremaasons dwarfs to the clan. However, the Treemasons eventually succeeded in turning the Proudbear Clan members to Treemasons, by utilising and corrupting device called Proudbear's Cypher. In the end, the entirety of dwarfen population in Ostland became Treemasons.
During the Civil War of the Ostland, the current time Anchor deviced a ritual of Salvation which would enable to richen the land and decrease famine in Ostland. In hopes to help the population that had became dear to the All. What was known was that this ritual would be powerful enough to end the famine and rescue the civil population, yet leave the All suffering for losing the source of iron it was using to sustain itself. Later on, without a quidance of Anchor, few of the remaining Treemasons did what they could to help the All to sustain itself.
Society
Unlike most enclaves of Dwarfs, the Treemasons were open minded and involved in the affairs of the humans. Residing in Ostland and even though otherwise like normal dwarfs, they were druids mainly. The Treemasons society involved obedience to the elder druid, which were never observed speaking. These elder druids carried plant-like growths upon their bodies proudly; the more there were the more status the person carried. Once every cycle season the cult held spiritual communions in order to communicate with each other’s and impart wisdom from these elders.
Usually when first involved in feral druid cult the person is iniated and presented to the power, this power removes structure of the mind, such as languages and other structure that is set in civilized persons mind. The first iniation to the power usually is quite painful experience as the power removes harshly the barriers for its communication to the druid at hand. The power as well then places some of its own power into the druid, resulting that the power displaces the languages, social conduct or other important matter what might define person ‘civilized’. In recent years of raise of new Anchor, it was learned that these alterations can be removed and changed, even furtherting the degree of influence to have total influence, establishing structures in mind that allows the existance of 'civilized' information and the power of the All.
The alteration that took place in the druids can be either mental or physical alterations. Mental alterations usually made the person become more primal and feral, whereas physical alterations made the person look more part of the nature. The alterations will be explored further later on the text.
Rituals
Ritual of Salvation It seems that the ritual depleted the land from iron, as the Power uses sources of iron to fuel itself, now that it is depleted it required to find a new source of iron to sustain itself. Thus the alteration of Miracle Seeds core's was done by Treemasons, which found the way as delicacies in Oslands Court. The ritual was so powerful that the entire circle of Treemasons perished by casting it, joining the All.
Ritual of Communion This ritual requires Anchor and two Protector caste members. By linking themselves through touch they are able to impart information to each other’s, the Anchor deciding the energy consumption. If one of the Protectors are in weakened state, it will result in death, chosen by the Anchor. The use of this ritual will be far more safer in Ostland due to the entity being there.
Religion
The Treemasons worshipped an entity known as the All, they believed it to be the real and true god of earth, soil and of life. It seems the The All was fundamental part of them as they were of it.
Using the Power
Depending on the amount of alterations made the druid had more power usually, thus the amount of power planted in them had more abilities and the druid could do more than let’s say just one alteration had druid. The power was constantly with the druid and in their use, however, without contacting the All they could not fill the reserves they had, thus it could run out of power as well. Imagine a bowl of water you have, you drink of it and in some point you must refill it. As the Power by very nature is chaotic being, using it might result in random alterations taking place or by through using it will force alteration to be made as the use of it continues. Those who are of Protector caste, require to have connection to an Anchor in annual basis, otherwise they are not able to sustain themselves.
Possibilities with the Power:
Alterations of Mind and Body
Depending to the Power level of the person they can make these alterations into mind of body, even though Treemasons tended to have more primal alterations, receding them back to let us say 'savages', which they weren’t in the words true sense. It is also possible to alter these alterations back to normal or cause themselves to grow in size would they know how to do such. If the person is absorbed of power and the alterations are left, they will remain as natural part of the person.
The Mind alterations vary in strength, depending on the amount of power placed in the person, some of them were more notable and others so subtle the closest persons to the altered person did not notice them instantly or at all. Due to the nature of these alterations becoming so much part of your own self, you might not notice them yourself either. Magical detection of these mind alterations, after the power has been absorbed, is not possible as they are not magical in nature, but become part of the very blueprint. Difficulty in fixing any alteration is that if there is no reference, meaning the one making the alteration does not know how it was before, the one making the alteration works on gut feeling. In one instance the alteration made resulted in switching the skin colors of the victim and the one doing the alteration so that they ended up with each other’s skins. Underneath is a list of alterations seen.
Mental Alterations: Mind Alteration: Creation of Treemasons A new Anchor creating new Treemasons establishes a mindset to the target that will allow him to command the new Treemason. Even though Treemasons usually follow all the commands of Anchors due to their status, sometimes there might be need to impose their will over the lower casts. This results in battle of mental capacity.
Mind Alteration: Desire Person’s sexual desires were enhanced
Mind Alteration: Metabolism Person’s started to have increased liking to red meat, when it was furthered only red meat could help their hunger.
Mind Alteration: Pain and Focus Person experienced severe headache when getting closer to opposite power reserve, for example: the new Anchors alterations and Jarl's alterations.
Mind Alteration: Structure In order for the All to communicate with its druids, it removed the structure of the mind, which often are based on languages, or learned social behavior in society.
Mind Alteration: Duty Persons sense of duty overrides their free will, this has been used at least one of the Everwatch Guards to force them loyal.
Mind Alteration: Trust the persons trust towards people has been changed to benefit the person who made the alteration, this was seen on one of the person and attempted to return it to the original state.
Mind Alteration: Hiding Allows the target to take on shadodancer-like abilities as well hide from sensing.
Mind Alteration: Sensing Allows the target to take upon ability to sense others with the power of the All.
Physical Alterations Usually plant-like growths upon the person, the first appearance being painful and removal as well. The direct effect was appearance and tended to be very obvious.
Physical Alteration: Biochemistry Creates a desire to eat red meat and numbing the taste of other food.
Physical Alteration: Advanced Biochemistry Creates ability to sustain yourself with iron, water and air alone. Raw flesh of sentient beings is the only rich enough source for this. At the same time it allows to sustain the level of energy within you and result in Mental Alterations.
Physical Alteration: Rose Bush Thorns Physical Alteration: Moss beard and Hair Physical Alteration: Growth in Size Physical Alteration: Leaf Skin Physical Alteration: Skin Changes Physical Alteration: Vocal Chords Physical Alteration: Feathers Physical Alteration: Abomination
Sensing The more Power the druid had the more able they were to sense others with similar Power reserve, the distance of sensing others depends on the Power Level of the druid. Also this sensing can be through touch being conducted on other person with similar power, being able to contact others mind and look into what alterations there has been made. With high enough power reserve the person can as well sense the land itself and the people on it in Ostland.
Melding Melding is a process of absorbing Power from others or planting Power in them. A person with higher power reserve can absorb the power from others to themselves or plant it to a person with no power reserve. However, the water bowl –effect takes place here, if the bowl of water is full already the person absorbing either needs to conduct alteration or other Power consuming activity or remove some of the minds structure to make the bowl bigger and enabling more power within themselves.
The Creation of the All The persons are as well able to affect the surrounding natural world; at least following has taken place: Ensuring bountiful Harvest, Calming the Sea, Ritual of Salvation. A person with high enough Power reserve can as well create waves or calmness and control currents by themselves, these abilities vary depending of the caste of the person, naturally the Anchor is most skilled in these.
The Presence of the All If the vessel of the Power becomes threatened by other beings, harmed or binded by magical means or mundane, the Power senses the distress of the vessel and thus will work to defend it, making itself known and reaching its power those attacking, trying to influence them if possible and melding power in them.
The Protection of the All The All as well prevents large amounts of damage against the holder, making the wielder of it highly resistant to any kind of damage. Later on the Power starts aiding with healing the body and mind of the holder from the damage taken. As well it attempts prevents any divination attempts made against the wielder, most likely striking the diviners with its strength.
Wild Magic By utilizing the power, it is possible to cast spells as Wild Magic Mage.
Storing the energy of the All By making objects from the bark of the Trees, it is possible to store energy into the objects with combination of water, iron, air and some amount of Power. This Power can be stored in them or absorbed from them. If the objects are masks and worn they will activate the Power and forcing the wearer lose intelligence so that they are more prone to make alteration on themselves by free will.
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Thu, Nov 20 2014, 19:18 PM, edited 14 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 14:54 PM |
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Joined: 28 Nov 2006
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Quote: Untraditional Magic
Wild Magic It is assumed that Wild Magic was practiced prior to the arcane casting becoming structured and formulated. Once the structured and safer means of casting spells were established the practice of utilizing Wild Magic was largely forgotten in the shrouds of time.
Wild Mages are a rare school of the arcane casters; they gather their magical forced from the outer planes, in most cases. They reject the common notion of various schools of magic, instead insisting it is best to practice the art unfettered by discipline or rules. This results in powerful, but unpredictable magic. Many Wild Mages tend to travel to Limbo where the environment is to their liking, the current of magic unpredictable and where Wild Mages can best utilize their gift. On the Prime, there are locations where any magic cast inside them work in unpredicted manner, yet their common size tends to be from five feet to larger, largest known Wild Magic area is half a mile in diameter.
The Wild Mage tend to prefer casting magic in unstructured manner, which results in Wild Magic Surges that either affect the caster, spell, target or surroundings, in unpredicted manner. Possibly healing, damaging or optimizing the spell to harmless magical discolorations of hair, skin or eyes. It is possible that these Wild Mages as well to be stronger than their wizard counterparts temporarily, or find themselves lacking in every casting of the spell. Nonetheless, the Wild Mages are accustomed to turn what seems to be a failure to their advantage and when they do get the spell casted successfully, there is a possibility they outmatch any other caster in the region.
Wild Magic as well gives powerful abilities to the mage, first of all, able to utilize Wild Magic as mentioned before. But as well to utilize the wild magical energies to shield them from harm occasionally, or release a massive outburst of chaotic energy that simply reduce the enemy to ash.
Oneiromancy – Dream Magic In the Ancient times, Oneiromancy was classified, much like Blood Magic, to be a ‘base’ school of magic. One we can refer as ‘Traditional magic’ in their own time. Some casters dabbled in this form of magic due to certain very useful spells it contained, however, the school of magic was shunned by most mages.
Of the few that utilized this school of magic, a gifted individual mage surfaced. The mage who started delving further into the secrets of Oneiromance was able to retain his own awareness during his dreams, a person who is named: ‘Lucid Dreamer’. Through furthering his understanding of the school this mage was able to turn Oneiromance into a potent weapon by learning to walk in the dreams of others at first. Furthering his studies he was able to force the target into dreaming their greatest desires or their greatest fears, in the end learning to control the body of the dreamer. In the end, he was able to turn a death within a dream part of the reality.
Within Oneiromancy, the spells and energies involved can be divided into spellschools as well. They leave a rather prominent mark of the school they are part of. In this form of magic, the Weave exists as well, however, the connection to the Weave is not similar that it is out of dreams. Potent dream mages can even cease the function of traditional magic within a dream, however, as each form of magic, this can be resisted as well. By understanding the form of magic heavily relies upon personal influence, will and control in dreamworld. Through these means the dreamers can influence matter inside their and others dreams, however, it would be mistake to believe that oneiromancy is simply limited to dreams. It can as well reach beyond dreams and influence matter within the real world.
Known users of Oneiromancy: Dream Lich, Lady Darby Mirth, Alanna of Wharftown, Sir Ardelyn
Case: Dream Creation
School: Conjuration, sub-school creation Level: Unknown, ritual. Components: V, S Descriptor: Creation Range: Close (25 ft. + 5 ft./2 levels) Effect: One or several summoned creature shells Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
This ritual invokes conjuration magical energies by utilizing the sympathetic links the casters have upon the target. By invoking their memories and feelings. The magical conjuration energies can tap upon a print a creature has left behind on the Weave itself. In theory the results can vary, it is possible that this ritual can possibly turn into transportation spell that utilities the print upon the Weave to actually summon the creature before the casters, assuming the creature is alive. If the creature is, dead or otherwise bound, what will be fashioned is merely a shell of a humanoid that reflects the memories of the casters upon its surface. The memories the caster itself knows.
Feather Magic Feather Magic of the Mazticans, not reliant upon the Weave, but semi-localized.
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Thu, Nov 20 2014, 19:20 PM, edited 8 times in total.
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Magiros
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Posted: Mon, Mar 24 2014, 16:51 PM |
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Joined: 28 Nov 2006
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Quote:
Notable Magical Items Research
Anti-Magic Device The design part is for the proper geometric cutting of a precious gemstone to work in combination with an inverted anti-magic field spell to drain and funnel away magic in an area and amount proportional to the gem volume. Potentially, a one-pound gem would be sufficient to purge an area of few meters, the current operational gem is one hundred pounds. Once activated, the gemstone does not get consumed in the progress and the effect is constant. It is uncertain whether a spell targeted at the anti-magic gem would take any effect as the volume of the gem is inversely related to the amount of magic siphoned from any area in particular. A very large gem has possibility to drain magic in an area of several miles.
The volume of the gem affects the amount of the basin drawn from quadratically, while the volume drawn is linear. Depending on how large the ‘pool’ of magic is, the drain is either noticeable or not. If the drain happens, for examples sake, in a lake, the drain is not notable like it would be in a bath. In theory, the anti-magic gem can be focused to drain magic from smaller area, thus rendering the area of, lets say five feet times five feet, of magic, halting any attempts to cast a spell. Yet, would too powerful artifacts or spells be targeted to the area, in theory it is possible that the gemstone shatters entirely, being unable to handle such amount of magical energy.
Anti-Magic Device - Crystal Obelisk
By appearance this device is large crystalline obelisk. The crystal itself is cloudy, however, there are tiny holes across its surface. This device can absorb arcane energy from casted spells and spells being casted in its surroundings. This magical energy can be stored and unleashed later on. Once activated, the device can create a thick purple fog around it from it holes. From the same holes gray ooze-like substance will begin to pour later on, running on its surface not damaging the device and dripping from the base to whatever lies below. This device can as well change the size of it, it has been seen small enough to be carried in hands and large enough to cover a horizon in a pocket dimension.
Conjuration Circle of Caras Ravana The runes upon the device are ancient, but recognizable to be aimed for extra planar summoning and binding and magical protections. It is uncertain whether these runes of protection are meant to protect the summoner’s from the creature or the creature from the summoner’s. Further research upon the device requires skills and understanding in ancient scripts, knowledge in conjuration school and possible literature references.
Portal Wand - Arcanuum
The portal wands are different from the traditional wands given to the general population by one aesthetic aspect: The head of the wand carries a specifically- faceted diamond. Upon examining the Arcanuum portal wand closer, it posses a strong aura of abjuration and conjuration. The latter, conjuration, is tied to translocative property of the wand, while the abjurative aura seems to be tied to limiting the use of the wand. Most likely, the Arcanuum spell wands are meant to be used by humans and even more likely by human mages. Underneath the larger abjurative aura, there lies a subtle 'underlying' abjurative aura, which more likely limits the use specifically to certain individual. Each portal rods are designed to have simple security measure, it is a contingency triggered upon the first usage of the rods, attuning the wand to the person who first used it. Best way to explain this contingency is to compare the portal rods abjurative defenses to Arcane Lock spell, which allows a caster to open a certain container or pass by a locked door. The Arcanuum portal rods use modified version of the Arcane Lock spell, which allows the first use to continue the use of the portal rod, but prevent all others from using it. A subtle enchantment that is easily overlooked upon first inspections. These rods, even for their improved security measures, function in similar fashion as traditional portal wand. An attenuation is activated and the portal wand invoked in same manner. These portal rods have been created through ritualistic casting with other Arcanum members, while the rituals lie a mystery, it is most likely ritual casting was used to increase the potency of the defenses. Like wands, these rods can be bypassed, however, with the Arcanuum rods bypassing is more difficult. As the person would first need have the wand tricked into considering the person to be a human and then a very specific individual.
Treemason's Cypher Previously known as the Proudbeard Cypher, created by the dwarfen Proudbeard Clan. This device allow the decoding of the Treemasons Codex. It as well allows decoding of the Proudbears documentations it was used prior turned into Treemasons artifact. This device carries extremely potent defense mechanisms on it and so far means to breach them have not been discovered. The Codex is semi-sentient artifact that has set course it works, it mainly aims to answer the questions of the Anchor.
Treemason's Codex A tome holy to the feral druid cult Treemasons. It contains information on the All and history of Ostland. However, only through device named Treemason's Cypher can this book be decoded. No other mean has been successful in the process of revealing the secrets of it. Only one person is known to have the full information of this tome.
Treemason's Masks These wooden masks can be used to store small amounts of the power of the All. Originally created from the bark of the trees in Ostlands, trees that are manifestations of the All. By using a ritual that includes three elements, water, air and iron, the energy can be stored into the masks. Once powered, these masks can awaken their power. By placing on the face of a person, the power is activated and the altering of the person can start. These alterations have been set by the creators of the masks and only do what meant to do, to what extent the power stored in them allow.
Ritual Scroll: The Binding of the Gods
Binding of the Gods Item Type: Scroll School: Conjuration Components: V, S Innate level: None, the spell can not be learned Target: Single powerful outsider, Abberation, Construct or Undead Range: medium Casting Time: 10 minutes
Description: This ritual was devised to bind the entity known as "Living Silver". In the time it was formulated, the entity itself was not named. The spell scroll can be used in a ritualistic binding. The name 'Binding of the Gods' has nothing to do with divine magic or actually binding Gods. The spell is arcane and earned this specific name because it allows to bind one creature more powerful than any mortal normally could. However, it is unable to bind Gods or humanoids.
Ritual Requisites: The ritual requires seven casters. Only one scroll is necessary though which is read by the lead caster, the other six are support casters. Together the casters are required to reach certain level of control of the arcane energies, once the point is reached the lead caster can activate the spell formula with at the end and if undisturbed, will bind the targeted creature. Each participant are required to have certain understanding and control over the magical energies, otherwise they are not qualified to access the circle. Each caster within the circle are required to have the same target in plain eyesight.
Effects: If all perquisites are met the target is bound for at least 100 years or possible up to 600 years and turned into solid stone. If the rite has been casted successfully there is no save against it. Immunity to this spell is the only way to negate it.
Garagosian Reavers Core
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Fri, Mar 25 2016, 16:40 PM, edited 4 times in total.
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Magiros
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Posted: Thu, Nov 20 2014, 19:22 PM |
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Joined: 28 Nov 2006
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Quote: Entities upon Amia
Black Dragon Kothar Vutha’garurt The name is associated with tidings of death on the main land, but only in small and secreted villages nearest swamp lands. Claims title ‘Herald’ is self-proclaimed and not even noticeably associated with the name or the ancient wyrm itself. Assaulted a group of thirty adventurers in Amia Forest, slaughtered almost all of them without taking much harm upon itself. It was not able to pierce my defensive warding’s or my equipment when I was still a spell blade. Most potent magical effects seemed to bring it not much harm, nor the blades of the men. Should be considered a dire threat, it flew after amusing itself to West from the Forest and it’s current location is unknown.
"The Living Silver" This entitys origins are suspected to be in Dweomerheart. An entity consisting of pure arcane energy with the mentality of a child. All objects or creatures covered by the substance of "The Living Silver" absord all but necromancy based spells, necromancy based spells are reflected to the surroundings and cause quite opposite phenomenan than the school aims to. The reflected necromancy spells upon landing to the ground cause life to come forth, such as plants growing from the ground the magic touched.
Before the entity was bound, its appearance was not as it was seen later on in Amia. It moved freely and it's power has been stated to cause life grow in its presence and forming rainbows to the sky. However, due to the child-like mentality the elves of Carass Ravana found it being safest to bind this entity. For it's actions unintentionally caused havoc to the settlement. An ritual known as "The Binding of the Gods" was deviced and casted, which bound the entity to a prison. By some means later on the entity was able to manifest outside of its prison in the form of "The Living Silver", a fluid silver metal -like substance that was able to roam freely between the regions of the Green Lake and Winya Ravana. In the end, it seems the undoing of this manifestation of the entity was undone by subjecting it to anti-magic zone in Cordor Prison, however, the entity was able to resist the anti-magic zone briefly, for a while it seemed it would destroy the entire zone before it collapsed. After it, the entity have not been seen again.
Herald of Rider from Beyond
An undead lich, divine based caster, which served the arch-devil Rider from Beyond. Further information is pending.
Moloch
An arch-devil which was bound by bloodmage Amon underneath Cordor. The archdevil was freed by indefensible act of naivety. It is known to have fought two Solars above Amia Forest with another arch-devil it had freed. This arch-devil was slain in the battle. It seems that Moloch was a former ruler of one of the layers of Hells.
Neo-Vodak
Responsible for the massacre of Triumvir. A creature that gathered artistic abilities of its victims, targeting mainly bards and other performer artists.
Ostland Fleshcrafted
These creatures vary in forms and powers. Some are crafted to strengthen their physical properties to engage front line battles, while others are crafted to enhance their abilities to call magical abilities or hide similar to shadowdancers abilities. Nonetheless, each and all Ostland Fleshcrafted abominations have once been humans or humanoids which through utilizing magic have been in painful and dark manner crafted into these horrid creatures they are today. Jarl Roerik Baehri of Ostland is the one developed this fleshcrafting practice and uses it to great extents to ensure his position on the Ostland throne.
Garagosian Reavers
Garagosian Reavers were group of sailors in the Sea of Swords, who became known for the bloodlust and deadly nature. Their ships had red sails and black hull, the size of the ships could crewed and loaded with hudnreds of mend at a time. The ships age was around 100 years during their use, it is most likely they've been raiding up and down the Sword Coast for the last century. There are several magical augmentations, one of the most devastating ones included ability to cover the entirety of ship within a fog that mvoed with it, secondly an augmentation that allowed them to reach unphantomable speed for such large ships. Thirdly the ships were protected against most common types of divinations, or just against the weakest diviners. They are not known for having a base for their stay, instead moving constantly with the ships to find something to blunder and raze.
The Reavers themselves, refering to the crew and men on the ships, were as well heavily augmented by magical means. Within their skins the Reavers have ran into nails, metals and other objects such as glass and they tend to cut themselves before heading to battle in order reach a state of blood frenzy. They do not raid for treasures, but for the sheer pleasure of slaughtering int he name of the god, which effectively makes them the most dangerous type of zealots.
_________________ http://www.d20srd.org/indexes/spells.htm
Last edited by Magiros on Fri, Mar 25 2016, 16:38 PM, edited 3 times in total.
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Magiros
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Posted: Thu, Nov 20 2014, 19:22 PM |
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Joined: 28 Nov 2006
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[On the last page is written last words. Signature places by the author and next to the name an official seal of the House, three triangles.]Quote: Final Words
"Dear readers, this is just the first volume and much is left unmentioned. The future volumes will include theories upon other traditional schools of magic, more artifacts and items found and lastly more entities discovered upon Amia Island. The work by no means is the final edition as much remains unmentioned due to current events and due to sheer amount of work and time is required to have extensive research conducted."
I wish success upon your research. Lady Le'Quella OOC: Will be editing the text if I notice misspelling or have the another version replace it.
_________________ http://www.d20srd.org/indexes/spells.htm
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Magiros
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Posted: Thu, Feb 04 2016, 20:43 PM |
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Joined: 28 Nov 2006
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[An addition is added to the collection of works by the passed Lady Le'Quella, known is that it was not added by her own hands. The following text seem to have been written by a different handwriting than recognized previously as the mages own. Written text speaking upon research of spellcraft and attempting to find understanding of the topic.] Quote:
Study of Spellcraft
"Spells and spellcraft must influence all aspect of your being, not simply what you hurl out of your fingers. Imagine all your spells as living beings, study them and see what they can teach you." ~A human mage
Even for a human, the above comment showed wisdom that is rarely seen and giving a definition to approach to spellcraft that we could not have agreed more .There are few important dimensions to spellcraft: To study the Art, the ability to wield arcane energies, the ability to identify factors and mitigating factors of spells, the ability to identify spell design and to fashion the arcane energies are fundamental aspects to become a practitioner of the Art. In this chapter the focus will be into explaining identifying spells, desciphering arcane texts, resilience to arcane influence and weaving arcane into items. We council with severity that any and all practitioners of the Art take the study of Spellcraft seriously and take any and all opportunities to study aspects of spells. Approaching spells, as quoted, as living beings that breathe and live with you, as a tide that pulls and ebbs. Spellcasting reacts to spellcasters each breath and faintest movements, a rush that removes all barriers of inhibitions. Without spellcraft a practitioner of the Art, will never find this heaven amongst the Prime, even if momentarily. Often we meet practitioners of the Art that find it difficult to define what exactly is spellcraft and manifestations of it. In the following chapter we aim to explain the concept of spellcraft.
Identifying spells
One of the most lifesaving aspects of spellcraft is the ability to identify spells that are being cast or learned. To have a prospective path as a practitioner of the Art, the ability to identify spells is of utmost importance. Being able to recognize the slightest gestures of artists hands, being able to listen to the slightest change in tone of speaking and pronunciation of the words spoken and, lastly, being able to tell what are the components that are required. A beginner of the path within Art starts with working to identify the written letters and pronunciation of rudiments that create the core of the Art. Yet this aspect alone will not unlock the magic casted. Second step is to start practising movements of fingers and wrists, finding the proper positions to unlock the invisible locks that the Weave hold. Lastly, the discovery of proper spell component will unleash the Art. In more quick fashioned actions, such as mage duels, the most practiced spellcrafting mage tends to be one step ahead, ability to, in certain terms, to foresee the opponents spellcasting and finding quick means to counter their actions by counterspelling directly, or fashioning spells to undo their opponent's casting. When building a path towards established reputation as a mage, there is need to expand the repertoire of spells in one's spellbook. Yet again, practising spellcraft come of great salience, for without being able to break down the spell design, the task becomes of such weight that cannot be accomplished. Sometimes, it is advised that certain tasks are left later on, as mentioned previously in Spell Design chapter. Deciphering Scrolls
Without a doubt in mind, one of the most important aspects of skill known merely by the name 'spellcraft'. All mages tend towards their own system of coding spell formulations and designs, the very nature of this game is information and access to it. Few mages are willing to share their deepest secrets or width of knowledge willingly. Therefore, many of us go to extends to creation of systems of coding texts that we write, even formulations are designed in personal manner. Thus is the deciphering competences of a mage of utmost importance for any to desiring to accumulate spells from various written sources. Thus each design of letters, even the tiniest of differences, come into calculations to discern the content and meaning behind the veil of security. Regardless of the systems created, it is the meticulous study, time and effort placed to understand secrets, any and all codes can be broken.
Resilience to Arcane Influences
As the understanding of spells and their wielding increased, so does the understanding to overcome their influences. It is with this understanding that mages are often more resilient to the magic cast their way. Our systematic understanding allows us to tear down the energies hurdled upon us, weaken the intertwined connections of the Weave that formulate the spell.
Weaving Arcane into items
Only items worthy of the care and enchantments should ever be considered to create an item of magical potency. How do we then recognize these items that are worthy of the pratice? For any creation of attention and detail, the worthiness should be clearly seen upon the item, the design, the choice of materials and the methods of craftsmanship speaks volumes of its purpose. As it is known within the communities of the People, each item is a unique creation and therefore second similar one cannot be created, thus our craftsmen of any trade take their diligent time to choose the materials and final craftsmanship to fashion items of beauty. From the final form we see those priced enough to deserve magic installed upon them, yet there rarely are items not deserving by the People's hands. Thus those with affinity to spellbinding start designing the final implementation, gathering the required components for casting of the spells, some which require to be casted several times and in the end finalized by permanency spell, to hold the magical energies within the form. For the arcane energies, by nature, are not intended to remain within one form, thus the permanency spells is required to enforce their attachment in such a state.
Potency of Spellbinding
“Potency of Spellbinding is an Art between the use of Spellbinding Capacity and Spellbinding Fabrication. “ ~ Lady Las'Claianna Le'Quella
Often the arcane circles discuss the potency of individual mages, prospective students and the potency of variety of spells between casters. Often these discussions are covered by political and scientific jargon that make the understanding of the topic difficult, even for some of the most talented individuals. Therefore it is no wonder that the basic principles of spellbinding remain unknown to populations at large. Then what are the measures of this ‘potency’? How can we say that one is a more powerful mage than another, is it the sheer power behind the destructive spells, but such an estimation would leave most other schools lacking behind evocationists. The following dissertation examines the terminology and means to value ones spellbinding capabilities and through which some estimation of their potency can be drawn. For the basic principles of spellbinding apply regardless of location within the same realm, even amongst different schools of magic, whether one is a diviner, abjuror, conjuror or a vile necromancer. To further examine these principles, first must be established basic terminology and their meanings, in order to move into more advanced topics. To determine the potency of a wielder of the Art of any school, the measures should be focusing upon their spellbinding capacity and spellbinding fabrication.
Spellbinding Capacity
What is meant with a term “spellbinding capacity”? An elusive term if not clearly defined, therefore we define it as every spellcaster wanting to draw more than there actually is. Between different times spellcasting capacity has been different, at the times of Ancient Netheril, the measures of measuring the potency of spellcaster would have been greatly different than in current days. The potency was single handedly changed by the Deities of Magic, limiting it, in some terms. In comparison to them, our current days mages would simply be getting by, excluding a few specific known individuals who are a class of their own. Simply placed, it is the reality that constrains spellcasters, the simple fact of their natural talent or practices talent, or perhaps it can be so that the Reality of Weave is not limitless and thus creating a set amount of which can be drawn from it. Then again, perhaps the Weave is limitless and the spellbinding capacity is what limits each spellcaster to only be able to field a set amount of it at a time. The latter is closer to believe of ours upon the Theory of Weave and thus here we shall state that Spellbinding Capacity is as follows: There is not enough resources with a single spellcaster to be able to wield the entire Weave, thus each spellcaster are with certain limits by their own measures such as skills and competences they have acquired. All of which can be increased with dedication to the craft of the Art itself. Thus some within the arcane circles find it hard to accept that there are limits other than the ones set by Deities of Magic. Yet, often it is the means of younger races to find excuses for their lack elsewhere than within themselves. For nothing has been more pervasive within the history of Art than the fact that spellbinding capacity exists and there is a need to practice of expanding one’s ability of spellbinding fabrication and thus spellbinding potency.
Spellbinding Fabrication
Spellbinding Potency is not only of dealing with existing limits of personal spellbinding capabilities and ones set by the Laws of Magic. It is also fundamentally about learning the talent of Spellbinding Fabrication that utilises the amount of resources available in the least consuming manner and with most results. Turning the input of the Weave into an output of spell potency by the spellcaster. In other words, we can determine that the study of Spellbinding Fabrication studies the decisions and means of the use of resources available to the individual mage. These resources available can be both internal and external. Using the environment to maximise the effect of a spell or perhaps increasing the capabilities of an individual mage to connect and wield the Weave. It can be that the amount of resources available is not the important factor at all, but how these resources are combined to create the most imposing effect. Similarly it must be accounted that not all resources are the same, as much as the Weave is not all the same, in different situations the Weave can more potent or weaker, again depending of the combination of external and internal limitations. Thus the definition of Spellbinding Fabrication is the use of all the available resources in most efficient manner and allocating them into best combinations. Efficiency of spellbinding is of utmost importance, a direct result is the rate at which the input of a spellcaster, with their available resources, turns into an output as a spellbinding.
In conclusion: Simple spellcasters believe that the Spellbinding Potency is simple manner of natural, or artificial, Spellbinding Capability that an individual mage possesses and that by expanding that the Spellbinding Potency expands. Spellbinding Capability would be nothing without being able to measure the Spellbinding Fabrication that uses the resources available to the fullest quantity and quality.
_________________ http://www.d20srd.org/indexes/spells.htm
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