Author Topic: The Nature of Magic  (Read 364 times)

DM Dryad

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The Nature of Magic
« on: April 01, 2018, 04:39:09 AM »
Magic on Lind functions differently from magic in generic DnD or Forgotten Realms.  The following is a basic outline of what magic is like, however, nothing should be assumed.  Just because an element of magic is not defined here does not mean that it should be assumed to work the way it does in Faerun, unless there is a definition that specifically says that it does.  Many aspects of magic are meant to be discovered through IC research.

Planar Theory

Over the centuries, there have been a few mages who theorized that the world of Lind is only one splinter of reality, and many parallel universes exist alongside it, some more, some less similar.  These mages were widely regarded as crackpots.  Their theories were quickly refuted by the absolute lack of evidence that anything exists outside of the “plane” that the people of Lind inhabit.


Because there are no other planes, conjuration summons and other references to planar theory are actual object creation, not summoning.  Conjurers are manipulators of life force and basically create imperfect copies of natural creatures, or bizarre original beings of their own creation.  The more closely the creature resembles and functions as its real-life version (or the more the original creation is capable of) the more magical power and caster ability required.  For this reason, the being created usually only does exactly what the caster has created it for, and even the best creation will deteriorate eventually, whether it’s a matter of hours or days.  In this way, conjuration is very similar to Necromancy--the distinction is that Necromancy deals with adding and removing life force from an already existing creature, whereas Conjuration focuses more on creating the physical form of the creature.  Just because a conjurer has created a being should be no indication that the being actually exists in any reality.

Origin of and access to Magic

Magic is a quality that exists in the world, similarly to the Force, or, y’know, air.  There is a greater concentration of it in the islands than anywhere else on Lind, which makes using it in the islands easier than it would be elsewhere.  For example, a caster who travelled back home to Allind would be effectively drastically de-levelled.  How a caster accesses magic is what determines what kind of magic they can use and how magic behaves for them.

Wizards access magic through study.  They have discovered that the less is on their bodies, the better the magic can resonate through their bodies and minds.  Since they are accessing magic themselves, this is a concern, and this is what causes arcane spell failure.

Clerics, Druids, and Rangers access magic through divine gift.  Clerics must pray daily to receive their powers, and Druids and Rangers may find their power weakening if they distance themselves from the nature that gives them their divine powers.  Because the gods and nature give magic directly to these classes, arcane spell failure is not an issue.

Sorcerers are innate spellcasters--they were born with the ability to access magic directly.  This ability can manifest at any point in their lives, and may grow or diminish at any time.  The type of arcane spells that wizards can access are easiest for sorcerers to reach and control, so most of the time they use these spells as well, meaning that they also need to be concerned about arcane spell failure.
However, when a sorcerer loses control of the spell they are trying to cast, they can pull a spell from any magic in existence--not only the arcane spells the wizards use and the divine spells clerics and druids use, but spells that no other class even has knowledge of.

Bards cast innately as well, but because they have access to less raw magical power than sorcerers, they don’t run the risk of a spell going wild.  They also are not capable of becoming as strong with magic as sorcerers are.  For many bards, their music is the key to their magic, and a spell is actually part of a song.

DM Dryad

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Re: The Nature of Magic
« Reply #1 on: April 02, 2018, 01:46:47 AM »
Maintained Spells

Certain spells require the continued concentration of the caster in order to be maintained.  All casters (with the exception of sorcerers) are restricted to maintaining only one of these spells at once, regardless of which character the effect is placed on.  Casting another maintained spell will result in the effect of the first one being dispelled.  The following is a complete list of spells which must be maintained.

Level 1
Divine Favor
Endure Elements
Entropic Shield
Expeditious Retreat
Mage Armor
Magic Fang
Magic Weapon
Shield of Faith
True Strike

Level 2
Bull's Strength
Cat's Grace
Eagle's Splendor
Flame Weapon
Fox's Cunning
Ghostly Visage
One With the Land
Owl's Wisdom
See Invisibility
Stone Bones

Level 3
Blade Thirst
Greater Magic Fang
Greater Magic Weapon
Invisibility Purge
Invisibility Sphere
Keen Edge
Magic Vestment
Negative Energy Protection
Protection From Elements
Wounding Whispers

Level 4
Death Ward
Divine Power
Elemental Shield
Freedom of Movement
Improved Invisibility
Mass Camouflage
Minor Globe of Invulnerability
Shadow Conjuration: Invisibility
Shadow Conjuration: Mage Armor
War Cry

Level 5
Energy Buffer
Ethereal Visage
Greater Shadow Conjuration: Ghostly Visage
Greater Shadow Conjuration: Minor Globe of Invulnerability
Legend Lore
Lesser Mind Blank
Lesser Spell Mantle
Mestil's Acid Sheath
Monstrous Regeneration
Owl's Insight
Spell Resistance
True Seeing

Level 6
Globe of Invulnerability
Greater Stoneskin
Mass Haste
Shades: Stoneskin
Tenser's Transformation

Level 7
Aura of Vitality
Greater Sanctuary
Protection From Spells
Shadow Shield
Spell Mantle

Level 8
Mind Blank

Level 9
Greater Spell Mantle
Undeath's Eternal Foe

DM Dryad

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Re: The Nature of Magic
« Reply #2 on: April 02, 2018, 01:48:18 AM »
Miscellaneous Spell Changes

Choosing the Divination spell school prohibits Necromancy, NOT Illusion.  I have not yet been able to modify the ingame description to reflect this.

Additionally, some spells do not exist in the setting of the Daylight Empire.  These spells are choosable upon levelling up and able to be put into spellbooks, but casting them has no effect.  Don’t waste a spell slot by choosing any of the following spells:

Time Stop

The following spells have been changed to remove the alignment restriction, and the immunity to mind spells.  The AC bonus is now Dodge, rather than deflection.  The ingame description reflects this.

Protection from Alignment--Now called "Protection"
Magic Circle against Alignment--Now called "Magic Circle"
Aura against Alignment--Now called "Aura of Protection"

True Seeing will NOT see through stealth mode, Sanctuary, or Greater Sanctuary.

Sanctuary and Greater Sanctuary will cancel when the targeted creature is damaged.

The following spells have been renamed and re-flavored.  Their ingame descriptions match the creatures they create, and they should be considered Conjuration spells, subject to the above definition of Conjuration.

Lesser Planar Binding--Now called "Lesser Conjuring"
Planar Binding--Now called "Conjuring"
Greater Planar Binding--Now called "Greater Conjuring"
Planar Ally--Now called "Conjure Ally"

All of the summon spells (with the exception of Gate) do exist in the setting, but many have been re-flavored to fit better with the lore.  It’s worth taking a moment ingame to look at the creature you’ve summoned and read the description.

Some Shapechange forms have been changed to be more lore-friendly: Red Dragon has been changed to Hydra, and Balor has been changed to Balrog.
« Last Edit: June 07, 2018, 01:37:53 AM by DM Dryad »