Andurin:Magic

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[edit] Magic And Its Role In Andurin

"We have no Fate but the Fate we are given." - common folk saying among the lands of the Burning Sea.


"In the beginning was the Word, and Destiny first set foot on his path. When the first living being came into existence, Death entered the world. When that first being slept, Dream took form, followed by Desire. Desire cannot have meaning without loss or denial, and so Despair was given purpose. Dreams are creations, born of substance from the chaos of nothing. Creation cannot exist without its fraternal opposite, and so Destruction entered existence. And because thought is necessary for what drives our existence, so it is that Delirium was shaped, for when the First among beings gave form to thought, did the youngest of the Endless take form." - excerpt from the Book of Oneiros, 2:1-8.


"A Law of Wizardry states that for every action, there is an opposite and equal force. Therefore, never intend to unmake something or someone for there may come a time when you yourself will be unmade." - excerpt from the Testament of the Blue Orizon, 3:55-57.


One of the reasons why artifice-magic is something that is constantly guarded against by the current membership of the Circle of Sorcery is that it is a form of magic that is inherently unstable with a vast potential for uncontrolled results. Artifice wizards create a vessel or construct and enchant it to withstand incredible pressures from the magic and essences that will subsequently fill it. After a suitable vessel has been created and enchanted, the artifice-mage summons or binds an elemental spirit, extra-planar being or other suitably powerful being and banishes it into the enchanted vessel, then seals the vessel with a word of command. At any future point, if things proceed without ill development, the artifice-mage can then tap into the power of the imprisoned being to supplement his or her own magic. Very occasionally, the word of sealing will involve binding a relic or artifact of sufficient power or magicka to the vessel or construct, to ensure that the being trapped within does not escape. Such a form of magicka promises unlimited potential power to those who practice it - the problem is that the chance of accidental mishap is raised exponentially depending on the quality of spirit bound to the vessel, and the relic or artifact used to seal the spirit into the vessel.


The word of sealing described above, is but a pale reflection of a legendary and oft-researched spell (but one thankfully, that has not been used in recent memory!!!) called the Word of Unmaking. This spell, when cast by a wizard or sorcerer sufficiently skilled in magicka, enables the caster to unmake anything and anyone, on a permanent basis. The caster simply decides to reach back into the thread of a person or object’s existence and terminates that thread, therefore unmaking the subject of the spell. This is a lesser form of the tenth circle spell, balefire, albeit a spell that was originally developed, so it is said, by a black thaumaturge who once lived in Naranduil, long before the Invoked Devastation occurred. The spell known as balefire, is a spell used mainly by the Aes Sedai, although it is whispered that disciples of the Shadow, such as the novos’athalin, or the elves of Shadow, are also skilled in its casting. Balefire has fallen into disuse, in recent memory, due to its tendency to become uncontrolled once the power is unleashed. When cast, the spell unravels the actions of a person or object, which in turn unravels the actions of other persons and objects. Such a dweomer has the potential to destroy reality if one uses it often enough.


Both applications violate the First Law of Wizardry - the Law of Existence. Among its many tenets, this Law states that "Unmaking is a right reserved to no one, save the High Lady of Magicka, Lady Hurishta. To unmake something is to invite disaster, for those who misuse magic tempt Fate, and therefore heighten the chance to be unmade themselves."


The Second Law of Wizardry - the Law of Continuity, explicitly forbids the use of magicka designed to circumvent the natural flow of time, regardless of the intention of the user or caster. Chronomancy is a form of magicka that is not as highly developed on Andurin for precisely this reason, although it is interesting to note that no word has been heard from either the priesthood of Hurishta or from the goddess herself, leading one to believe that such a "commandment" is one that was created by humans or mortals themselves. The existence of this Law is an indirect extension of the First Law.


All magic in Andurin is derived from one of four sources: the gods, the Pattern, the Land and Reality:


Divine sources of magic extend from the essence and power of the various gods and powers in the realm and divine casters channel and focus the raw power into specific spells. New spells, or powers, are given as gifts if the divine caster is loyal and upstanding in their deities' eyes.


Arcane magic derives from the knowledge and power granted by covenants made between wizards and sorcerers and Lady Hurishta. All wizards and sorcerers undergo testing by the Circle of Sorcery as part of their training. Those who survive their Test, make a pact with the High Lady to always devote their lives to study and development of their Art and to uphold the Laws of the Pattern. Although vast repositories of knowledge were lost in the centuries following the Invoked Devastation, wizards and sorcerers are slowly rebuilding their knowledge through research and discovery of lost texts. It is to this end, that the Circle of Sorcery was created on Telluria, to protect the populace from wizardry run amok, and also to ensure the stability and continuity of those who would follow Hurishta - mages, wizards, and sorcerers everywhere.


The remaining body of knowledge that is known today comprise all knowledge of the wizards, who have for the most part, preserved what knowledge they have, from generation to generation. There is a common range of spells, enchantments and dweomers that are fully shared amongst most magi. True power however, requires sacrifice on the part of the aspiring mage, and much time and caution devoted to pursuit and mastery of craft. People tend to hold mages and magicka in fear, awe and respect. Some are not so kind, and would sooner stone a mage as deal with them. Mortal memory has not forgotten that the Devastation was primarily caused by a human artifice-mage with ambition to spare.


Harmonic magics are woven from the energies and life of the Land itself, which is imbued with the essence and power of Elantra/Elantir. Harmonic casting is called as such because of the musical casting style of the druids, elves, and bards which rely on it and revere the goddess Elantra (and various of her Aspects). Although harmonic casters can be considered divine, the source and method of calling upon the energies makes them truly unique.


Runic casters are reserved for the dwarves and for the Aes Sedai, as they understand the true power and legacy of the glyphs contained within the arcane script. Dwarves are highly magical creatures, forged long ago by their god Solnor to fight against the creations and followers of the elder god Gorgauth and those who would follow him. A powerful dwarven caster only needs to scribe the letter rune invisibly in front of him to invoke the magics it contains. It is said that this knowledge of runic power is whispered to each unborn dwarf in the womb, as a secret that must never be spoken aloud.


Although arcane casters can read the dwarven arcane script, their knowledge and understanding of the power contained in the glyphs themselves has so far eluded all arcane casters, and their only success is in duplicating some of the glyphs in order to bind magics to an item. Dwarves of course feel that the arcane casters are destructive thieves and undermine the fabric of all worlds Dwarven runecasters are most often casters of divine magic. There is however, a persistent rumor of an ancient compact made with the Lord of Eternal Light, that enables dwarves to forgo their natural resistance to arcane magic and become attuned to the Pattern itself. .


As for the Aes Sedai, they do not weave their runes based on what is, but rather what could be.

[edit] New Lore

Andurin is a world where magic is still held in awe and some fear despite its preponderance. There is just a basic inability of most people to believe that such power cannot have some kind of unspeakable price (and they may be right). Most people in Andurin go through their entire lives without seeing any very obvious magic performed, or ever holding an enchanted item in their hands. This is because of two fundamental reasons. The balance of forces and organizations in the world is such that heavy-handed magic use for weal or woe often does not come with some kind of reprisal by some other figure or organization. The Circle of Sorcery, the Conclave of Theurgy, the churches of Hurishta, Oghma and Thoth and other groups such as the Ebon Fury all have an interest in keeping magic controlled.


There is also the basic belief by most arcane spellcasters that when you take an apprentice you are giving them the power of your own undoing - and thus they are loathe to do it too easily. It is for this reason that some spells despite being well known in name are still rare in practice.


Throughout the ages, wizards and witches have been careful to keep particularly powerful and/or flashy spells to themselves, passed on only to the most trusted student or ally.


Of course, in other times some spells were more common and simply fell out of disuse. Or as happened during the time of Agon’s Realm in the Third Age [note from Stan: if you’ve been paying attention throughout the atlas series, there are many, many ways of telling the passing of time. The Praxthian calendar is one such way, but the more common method is the division of time through the various Ages. Presently, the nonhumans see time as having entered a Fifth Age, marked by the rise of the lost God, Illaenth.], many of the wizards who could cast a variety of destructive spells were hunted and killed - or were forced to destroy or hide their own spellbooks out of fear for their lives.

[edit] Game information

Rules regarding magic with respect to the campaign

[edit] Spell-casting & Magical Abilities By Character Class

Each character class approaches magic in a slightly different way. Below is a quick overview:

[edit] Bards

Bards cast arcane magic, or at least that is how it is characterized since it most definitely is neither divine magic, nor psionics. Bardic arcane magic’s verbal and somatic components always manifests themselves in the form of dramatic gestures and song, poetry or other form of oratory. It is an oral art that is never written down (nor could it be). Bardic spells can never be scribed onto scrolls, but bards may attempt to cast arcane or divine spells (even those not of the bardic spell list) from scrolls by using the Use Magic Device skill.

Dwarves and halflings of the bardic class cannot cast arcane spells of any kind, however, they still gain the supernatural bardic song abilities of normal bards (see 3E PHB p.28) and substitute divine spell ability for their arcane spells. Dwarven and halfling bards must declare which god or Aspect they wish to follow upon character creation.

[edit] Druids

See Priest

[edit] Monks

All gained monk abilities are considered extraordinary abilities, except for the case of turning or rebuking undead.

[edit] Paladins

Paladins cast divine spells which are granted by a specific deity the paladin is devoted to. They may use scrolls that have spells available on their specific list of spells available to their order and must be divine in origin.

[edit] Priests

Priests/druids each have their own spell list determined by the god they worship. However, they may cast any divine spell (as long as the priest’s wisdom score is sufficient to do so) from any scroll. However, divine spells on scrolls are tied to specific gods (sometimes a general impression of the god can be gained upon casting the spell), which often cannot be determined except by some outer clue (found in a temple of Set, for example) or by the casting of a legend lore spell.

This also means that it is possible for priest to circumvent and/or violate the tenets and restrictions of his faith by casting a forbidden spell from a scroll penned by a priest of another god. Such violations do not come without repercussions, however.

[edit] Rangers

Rangers cast divine spells which while provided by specific gods, do not require the ranger to hold that god as patron (though it helps when it comes time to train). Rangers may also use scrolls with divine spells, but only if such a spell appears on their particular spell list.

[edit] Sorcerers

As per the PH.

[edit] Wizards

Wizards gain their spells from studying books and imprinting the arcane knowledge into their minds, while preparing their components. The language of wizards is unique to each individual, using common symbols and notations in different ways as to be nearly indecipherable to anyone else, even other wizards. The use of a read magic spell, or the Spellcraft skill can circumvent this barrier.

Wizards may cast spells from scrolls, or may attempt to learn and scribe spells into their own spell book. Whether this attempts succeeds or fails, the spell disappears from the scroll. Otherwise, the wizard may cast the spell off the scroll, even if he does not know it or is of insufficient level to cast it.

[edit] Magical Items

[edit] Potions

The Brew Potion feat may not be gained until 3rd level (except by witches who gain it automatically at 1st level). The cost of making a potion is spell level multiplied by caster level multiplied by 50 gold pieces, and 1/25 of this cost in XP. The cost of material components is in addition to this. The minimum a potion can cost to make is 50 pieces of gold.

The creation of a potions requires the proper raw materials, including the material component of the spell (which is consumed; a focus if required must be used, but is not consumed). It also assumes that the character has an alchemical set, or similar tools, for the delicate preparation. Creating a scroll requires one day of steady work.

There is a limit on what kinds of spells can be made into potion form. Area of effect spells cannot be made into potion form, and only spells where the drinker can be the target of the spell effect. Spells that target a specific person or persons for an effect that does damage based on some outer force, like magic missile or acid arrow. In addition, spells of 4th level or above cannot be made into potions.

[edit] Rings

A ring that is to be enchanted must be of masterwork quality, but can be made of any material, be it gold, lead, wood, bone or something else.

The spell formulas and “power components” (see Power Components below) can be very difficult to find. The cost for making such a ring (which subsumes the cost of materials and labor of making the ring) is equal to one half the full market value of the item as listed in the 3E DMG. This does not include the price of the power component. It also requires an XP cost equal to 1/25th of this monetary cost.

Completing a ring takes one full day per 1000 gold pieces of its total value.

[edit] Rods

The formulas for creating rods is long lost. It is thought that the rods still found today in modern Andurin were made no later than the middle Third Age. The Craft Rod spell cannot be gained in Andurin, nor can rods be recharged by any known means.

[edit] Scrolls

Sorcerers, bards and priests of the druid category may never scribe scrolls of their spells. The finest writing materials are required to pen a spell scroll. This includes paper and ink (and other prepared materials) equal to the spell level multiplied by the caster level multiplied by 25 gold pieces. An XP cost equal to 1/25th the total cost. The cost of material components is in addition to this. The minimum a scroll can cost to make is 100 pieces of gold.

It takes one day per 1000 gold piece cost of the scroll to scribe it, to a minimum of one day.

[edit] Staves

Staves are made from a single shaft of wood. The type of wood a staff is made from is determined by the specific formula being used to create the staff. The staves are also often decorated with intricate carvings, feathers or encrusted with gems.

Staves themselves are magical items that store a group of spells which are bound together by a theme. The cost of creating a staff is the highest level spell’s level multiplied by caster level multiplied by 300 gold pieces, plus the next highest level spell’s level multiplied by caster level multiplied by 225 gold pieces, plus the spell levels of all remaining spells multiplied by caster levels multiplied by 150 gold pieces. The caster must also pay for 50 times all the required material components for all the spells being used and the price of the power component (see Power Components below). Spells may be entered into the staff at half the listed price, but activating the spell expends two charges. A staff cannot be enchanted to have less than its full 50 charges when first created. The caster must also pay an XP cost equal to 1/25th of the creation cost.

Completing a staff takes one full day per 1000 gold pieces of its total value. A staff may only be recharged with spells that existed in it when it was first enchanted. Additional spell cannot be added at a later date.

[edit] Wands

Wands are made from thin slivers of wood, bone or metal usually entwined with the hair of a magical beast that is associated with spell type as its power component.

Wands may only hold multiple charges of the same spell, and may never hold any other spells aside from the one it was enchanted for. A wand depleted of charges crumbles to dust. Wands cannot be enchanted to hold spells of 5th level or above. The cost of enchanting a wand is the spell’s level multiplied by the caster level multiplied by 375 gold pieces, plus the cost of a number of material components equal to the number of charges the wand is first enchanted with, plus the cost of the power component (see Power Components below). A wand may not be enchanted to have less than 25 charges. Having 25 charges, lowers the creation cost by 25%, increasing the price by 1% for each charge up to 50. Wands may have up to 99 charges; for each charge above 50 the cost of the wand is increased by a 5%, thus a wand with 75 charges would cost 125% more than a normal wand.

Completing a wand takes one full day per 1000 gold pieces of its total value.

[edit] Weapons & Armor

Arms and armor that are to be enchanted must be of masterwork quality and forged specifically for the purpose of enchanting them.

The cost of creating an enchanted weapon or suit of armor is 1/2 the listed market price, plus the cost o f the masterwork item, and any material components and power components needed for any special qualities the weapon or armor might have. There is also an XP cost equal to 1/25th of the total cost.

Completing a weapon or suit of armor takes one full day per 1000 gold pieces of its total value.

[edit] Wondrous Items

Wondrous magical items are probably among the most difficult to create because the term is a catch-all for a myriad of magical items that really do not have much in common with each other. Also, the formulas for such items are so varied that finding or researching the proper formula for creating the specific item you want can be very difficult.

The cost of creating a wondrous magical item is the price of the object to be enchanted (which must be masterwork) and 1/2 the listed market value, plus the cost of the power component (see Power Components below). There is also an XP cost equal to 1/25th of the total price.

Completing a wondrous item takes one full day per 1000 gold pieces of its total value.

[edit] Power Components

The enchantment of permanent or charged magical items requires a power component which holds the magic in place. The required power is listed in the formula for creating a specific magical item, but often more than one power component will serve the same purpose and will be listed.

Power components are always related to the theme of the magical item in some way. For example, a cloak of flying might require feathers from the wings of a pegasus or from a giant eagle, a cloak of displacement would require the hide of a displacer beast.

Some magical items require more than one power component - often staves and wondrous items fall into this category.

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