Difference between revisions of "User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Magic"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Divine Magic)
m (Paleomancer moved page Emerald Sun (3.5e Campaign Setting)/Magic to User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Magic: I haven't worked on it for a while, and I am not satisfied with my approach and organization so far, but I think I c...)
 
(27 intermediate revisions by the same user not shown)
Line 1: Line 1:
=Magic=
+
Emerald Sun is generally a high magic setting, since magic is a useful tool for mortals and the Fremd. Generally speaking, low-level magic (0th-3rd level) is commonplace, mid-level magic (4th-6th level) is less common, and high level magic (7th-9th) is very rare; due to the headaches of epic-level magic, until I can balance the rules, it does not exist for player characters (Great Old Ones on the other hand...).  DMs should be willing to allow relatively easy access to low-level magic, but restrict access to higher level magic not available to the players by virtue of class levels (after all, the Great Old Ones don't want people getting too uppity...).  
On a world ruled by supernatural entities, magic is always going to be prevalent. Tellur is best described as a setting where low-to-mid level magic is quite common (spells of 0th-4th level), while high level magic (which poses a threat to the Fremd and is thus rigidly controlled) is very rare, and epic magic almost unheard of.  DMs should be willing to allow relatively easy access to low-level magic (including reducing the cost of items, which I intend to revise somehow), but restrict higher level magic (especially magic related to calling, teleportation, and planar transportation, since Tellur is cut off by a barrier).
 
  
One important example is antimagic fields. The spell as written is more of a DM control mechanism than a spell of value to players, and as such does not exist as written. Instead, antimagic interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier to cast spells of that level. Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply.
+
=Semeiomancy=
 +
All forms of magic in Emerald Sun are derived from Semeiomancy, or truename magic. A truename is a word or sign that encapsulates the essence of a particular entity, be it a living being, an object, a process, or even an idea. In essence, it is the ultimate expression of a signifier able to define, and be defined by, its signified. Paradoxically, there is no truename language, since a truename is not a word in a conventional sense, but rather a very close lexical approximation of an actual entity. In order to cast a spell, a caster must combine several truename approximations to construct a desired effect. The more powerful the spell, the harder this task is to accomplish. This means that magic is not inherently supernatural, or beyond the "mundane", but is merely the ultimate extension of mortal desires to study, understand, become one with, or master the world around them. It is inextricably tied to endeavors of religion, art, literature, communication, science, and philosophy, and potent Tellurian practitioners in academic or esoteric fields are almost always spellcasters to some extent.
  
===Arcane Magic===
+
Truename knowledge is extremely powerful, since it can grant power over the elements, the vagaries of chance and fate, and even over specific individuals. Incomplete knowledge of true names, in contrast, offers little power and can even grant the target power over the casterThis is why casters who manipulate the elements are so limited, since the exact truenames for fire, air, stone, and wave constantly change, preventing any mortal (or god, even) from having too much control. Even enchantments designed to command living beings only refer to general categories that are roughly related to the specific truenames of individuals (hence charm person/charm animal/charm monster categories). Should a caster ever obtain a functional truename for a particular person, only the permanent death of one or the other will erase the near-absolute control one has on the other. Most people keep their truenames secret for this reason.
At once point the most common form of magical power used on Tellur, arcane magic is based on the notion that words and ideals have power.  Normally, this power comes in the form of influencing the decisions of other beings by affecting their perspectives and emotions with words, but arcane spellcasters of Tellur believe it is possible to speak directly to the very fabric of reality itself, bypassing any intermediaries. Most arcanists treat arcane magic as a fusion of art and science, with a varying degree of mysticism. Arcane magic is not as spectacular as innate magic, but it is easier to control.  
 
  
At one point, Tellurians made extensive use of arcane magic, with the Ophidians as a notable example. The Fremd can sense arcane magic (as per [[detect magic]], but with a much greater radius of detection), but since they cannot control or use it directly, most fear and hate it.  Most humans do not use it at all, although this is more a cultural prejudice, while Ophidians and Bathyians exalt it; even magicians not of those races can generally expect a more than civil welcome in the lands of those species.  Non-native outsiders cannot use arcane magic at all and are barred from taking levels in classes that grant arcane spellcasting ability (Sorcery has been revised and is a form of innate magic, so outsiders that cast spells as a sorcerer retain that ability).
+
==The Fremd==
 +
Of course, there is always an exception to the rules, which in Emerald Sun are the Fremd. The Fremd personify the latent potential for true existence inherent in the extraplanar void of reality, from which they are normally barred by the physical laws of the universe. However, the Fremd may gain sufficient form and substance from the unified unconsciousness of all planar denizens, including mortals, the undead, microbes, outsiders, and even the gods themselves. Since the Fremd have no physical or spiritual form independent of consciousness, all truenaming does is establish a link between the caster and the Fremd entity, strengthening its manifestation and granting it power over the caster.
  
===Divine Magic===  
+
=Extrinsic Magic=
Divine spellcasters derive their power from forming pacts with spirits (elementals, fey, incorporeal undead, and outsiders), and as such are more similar to druids or shamans than traditional D&D clerics.  The natural world itself does not grant powers, since nature is apathetic to mortal appreciation or devotion, so druids as stated do not exist. The choice of patron affects what spells are available.  Creatures with innate divine spellcasting ability either have it replaced with innate magic, or are rare exceptions to the rule.  Generally, outsiders do not use divine magic since they have their own powers, and it would place them in service to other spirit creatures.  On Tellur, most divine spellcasters serve the Fremd in some capacity.
+
These are the vareities of magic available to most players and mortals in general. While all forms of extrinsic magic are based on semeiomancy, the exact means of tapping the power can be divided into three main categories, based on technical and philosophical approachs and the source of the power.
  
One important point to consider is that the divine spellcasters of Tellur acts as emissaries, heralds, and agents of their patrons, helping to move forth the agenda of their patrons. They are rarely evangelistic, given that the presence of other divine spellcasters implies the existence of other spirits, and trying to convert them is rarely seen as worth the bother. Most Tellurian priests regard attempts at conversion of others as quite uncivil at best, and some might even see it as watering down the teachings of their patrons.  Even the Fremd are uninterested in mass conversion, preferring a handful of truly loyal servitors to a mass of worshipers.
+
===Meditation===
 +
All mortal extrinsic spellcasters must replenish their mental energies, but they do so in a fashion more akin to an elf's trance ability than the eight hour sleeping period of humanoids in most D&D setting. Because all extrinsic magic is ultimately derived from the Dreamlands, a spellcaster must enter a trance, in which their personal dreamrealm is partially opened to the Dreamlands proper, allowing them to contact spirit beings or simply embrace the creative pulse of the unconscious collective. In general, a spellcaster only needs to spend four hours in the trance to recover their full power arsenal, while recovering their physical vitality at the same time. Spellcasters who repeatedly exhaust themselves may need to sleep as normal, and periodically (about one per month) an adventuring spellcaster has spend 24 hours in normal sleep. Even spellcasters who do not sleep (such as undead) must recuperate their extrinsic powers, and a four hour trance does the trick nicely (Really, the big reason for this system is to explain why a lich has to rest for eight hours when he/she/hir has no metabolism anymore).
  
===Innate Magic===
+
===Geomancy===
*Power based on one's intrinsic supernatural nature. Examples include Invocations, Psionics, Spell-like abilities, and sorcery.
+
"World magic" is a Wisdom-based truename magic roughly comparable to druidic, elementalist, or shamanistic magic on other worlds. However, geomancers may or may not be religious; those that are do not distinguish between natural forces and spirit entities, seeing both as different perspectives of the same whole. While this is not commonly known, the anthropomorphizing of natural forces has created many elemental and nature spirits that share a mortal-like mindset, an instance of truenaming breathing life and sapience into nonliving or unintelligent entities. By no means is this the "primitive" example of Thaumaturgy, since all that geomancy requires is appreciate for the mysticism of the universe, regardless of the ends to which it is put. As a result, geomancers who practice "hard" philosophies like alchemy, natural philosophy, or mathematics are as common as shamans and elementalists.
  
===Forbidden and Modified Magic===
+
===Oneiromancy/Sorcery===
 +
"Dream magic" (also called Sorcery) is an intelligence-based form of magic based on the notion that words and ideals have power. An oneiromancer believes that even mundane words have considerable power, since a speech or manifesto can engender physical change by altering how other beings perceive reality.  The essence of oneiromancy is to cut out that middleman and affect reality directly. As such, it is perhaps the most platonic form of truename magic, combining aspects of both arcane magic and psionics as found in other worlds. Because this class of magic focuses on mental potential and creativity, most oneiromancy spells tap into the Dreamlands to engender desired effects.  Oneiromancy is unpopular with the Fremd, and with most spirit patrons in general, because it is a power over which they have no control. Oneriomancers tend to be creative, and many are also writers, poets, artists, musicians, philosophers, machinists, and alchemists. They also tend to be the most morally and ethically flexible of all spellcasters, since they merely respect, rather than revere powerful spirit entities and even the Fremd.
 +
 
 +
===Thaumaturgy===
 +
"Miracle working" is a Charisma-based form of truename magic where the subject willingly enters a subservient state with a powerful spirit patron, or "god." In exchange for devoting their lives to the portfolio of that entity, worshippers are granted powers that aid them in such endeavors. As noted above, partial or incorrect knowledge of a truename grants power to the named, not the namer, so Priests or similar casters phrase their requests as a plee or prayer to their patron using a shortened version of the patron's truename, allowing that entity to cast spells through them. This is why a priest who violates his or her vows is instantly cut off from their deity, since the patron is immediately aware of the intentions and circumstances behind the violation of the pact. Lesser outsiders often use a form of Thaumaturgy based on the powers of their progenitor, and they have even less freedom than mortals in how they may use it, rendering them little more than puppets for their masters.
 +
 
 +
One important cultural point to consider is that the divine spellcasters of Tellur act as emissaries, heralds, and agents who work to bring about the will of their patrons; rarely does this translate into a desire to convert everyone they meet. As a result, most thaumaturgists are rarely evangelistic, preferring to cultivate a select few over the many.  This does not mean thaumaturgists are heartless or do not want their patrons to be respected, but most value quality of worship over quantity. Even the Great Old Ones are uninterested in mass conversion, preferring a handful of truly loyal servitors to a mass of worshipers. Generally, if a cult is evangelistic, they are seen as serving a weak patron who needs worship for strength. Unlike its counterparts, thaumaturgists are usually restricted to traditional priestly or monastic roles, since the dedication required to maintain a pact tends to supplant other commitments.
 +
 
 +
=Intrinsic Magic=
 +
This broad, catch-all category refers to magic based on innate powers. Generally, a creature with intrinsic powers utilizes magic that is an extension of its essential identity.  For instance, an air elemental can wield wind and storm powers at will because of its atmospheric nature, but it cannot channel fire or earth powers.  Any creature that gains powers by virtue of its being has intrinsic magic, and includes many standard magical species, such as aberrations, dragons, elementals, fey, magic beasts, the undead, or outsiders of all varieties.
 +
 
 +
Most creatures with intrinsic magic are more limited in the scope of powers available to them, although they are channel more of what is available to them.
 +
 
 +
=Forbidden and Modified Magic=
 
Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed.  Examples of forbidden magic include long-range teleportation, with the exception of [[SRD:Gate|gate]] spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic.
 
Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed.  Examples of forbidden magic include long-range teleportation, with the exception of [[SRD:Gate|gate]] spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic.
  
Summoning spells are also transformed.  Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser dream spirit, in the process giving it form and substance for the spell duration.  For the moment, the psionic power [[SRD:Astral Construct|astral construct]] is actually a very useful way to construct a dream minion.  A spellcaster need only learn one spell, Summon Monster, and the level at which you cast summon monster allows you to bring forth more powerful creatures.
+
Summoning spells are also transformed.  Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser Fremd or a astral spirit, in the process giving it form and substance for the spell duration.  For the moment, the psionic power [[SRD:Astral Construct|astral construct]] is actually a very useful guide for constructing a summoned minion.  A spellcaster need only learn one spell, Summon Monster, and the level at which you prepare/learn/cast summon monster allows you to bring forth more or less powerful creatures.
 +
 
 +
One important spell to be discussed is [[SRD:Antimagic Field|''antimagic field'']].  The spell as written is more of a DM control mechanism than anything else, and tends to backfire on whomever uses it, including most monsters. I propose the following variant, still the same level and school, but it interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier, and the duration is based on 1/2 the antimagic caster's level plus concentration, since such a potent effect requires focus to maintain for long.  Since magic is merely an extension of natural laws, antimagic is a truename metaphysical counterpart to anti-matter, with the same potential for disaster if misused. If another caster fails the check, their spell is lost.  Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply.

Latest revision as of 02:18, 12 November 2014

Emerald Sun is generally a high magic setting, since magic is a useful tool for mortals and the Fremd. Generally speaking, low-level magic (0th-3rd level) is commonplace, mid-level magic (4th-6th level) is less common, and high level magic (7th-9th) is very rare; due to the headaches of epic-level magic, until I can balance the rules, it does not exist for player characters (Great Old Ones on the other hand...). DMs should be willing to allow relatively easy access to low-level magic, but restrict access to higher level magic not available to the players by virtue of class levels (after all, the Great Old Ones don't want people getting too uppity...).

Semeiomancy[edit]

All forms of magic in Emerald Sun are derived from Semeiomancy, or truename magic. A truename is a word or sign that encapsulates the essence of a particular entity, be it a living being, an object, a process, or even an idea. In essence, it is the ultimate expression of a signifier able to define, and be defined by, its signified. Paradoxically, there is no truename language, since a truename is not a word in a conventional sense, but rather a very close lexical approximation of an actual entity. In order to cast a spell, a caster must combine several truename approximations to construct a desired effect. The more powerful the spell, the harder this task is to accomplish. This means that magic is not inherently supernatural, or beyond the "mundane", but is merely the ultimate extension of mortal desires to study, understand, become one with, or master the world around them. It is inextricably tied to endeavors of religion, art, literature, communication, science, and philosophy, and potent Tellurian practitioners in academic or esoteric fields are almost always spellcasters to some extent.

Truename knowledge is extremely powerful, since it can grant power over the elements, the vagaries of chance and fate, and even over specific individuals. Incomplete knowledge of true names, in contrast, offers little power and can even grant the target power over the caster. This is why casters who manipulate the elements are so limited, since the exact truenames for fire, air, stone, and wave constantly change, preventing any mortal (or god, even) from having too much control. Even enchantments designed to command living beings only refer to general categories that are roughly related to the specific truenames of individuals (hence charm person/charm animal/charm monster categories). Should a caster ever obtain a functional truename for a particular person, only the permanent death of one or the other will erase the near-absolute control one has on the other. Most people keep their truenames secret for this reason.

The Fremd[edit]

Of course, there is always an exception to the rules, which in Emerald Sun are the Fremd. The Fremd personify the latent potential for true existence inherent in the extraplanar void of reality, from which they are normally barred by the physical laws of the universe. However, the Fremd may gain sufficient form and substance from the unified unconsciousness of all planar denizens, including mortals, the undead, microbes, outsiders, and even the gods themselves. Since the Fremd have no physical or spiritual form independent of consciousness, all truenaming does is establish a link between the caster and the Fremd entity, strengthening its manifestation and granting it power over the caster.

Extrinsic Magic[edit]

These are the vareities of magic available to most players and mortals in general. While all forms of extrinsic magic are based on semeiomancy, the exact means of tapping the power can be divided into three main categories, based on technical and philosophical approachs and the source of the power.

Meditation[edit]

All mortal extrinsic spellcasters must replenish their mental energies, but they do so in a fashion more akin to an elf's trance ability than the eight hour sleeping period of humanoids in most D&D setting. Because all extrinsic magic is ultimately derived from the Dreamlands, a spellcaster must enter a trance, in which their personal dreamrealm is partially opened to the Dreamlands proper, allowing them to contact spirit beings or simply embrace the creative pulse of the unconscious collective. In general, a spellcaster only needs to spend four hours in the trance to recover their full power arsenal, while recovering their physical vitality at the same time. Spellcasters who repeatedly exhaust themselves may need to sleep as normal, and periodically (about one per month) an adventuring spellcaster has spend 24 hours in normal sleep. Even spellcasters who do not sleep (such as undead) must recuperate their extrinsic powers, and a four hour trance does the trick nicely (Really, the big reason for this system is to explain why a lich has to rest for eight hours when he/she/hir has no metabolism anymore).

Geomancy[edit]

"World magic" is a Wisdom-based truename magic roughly comparable to druidic, elementalist, or shamanistic magic on other worlds. However, geomancers may or may not be religious; those that are do not distinguish between natural forces and spirit entities, seeing both as different perspectives of the same whole. While this is not commonly known, the anthropomorphizing of natural forces has created many elemental and nature spirits that share a mortal-like mindset, an instance of truenaming breathing life and sapience into nonliving or unintelligent entities. By no means is this the "primitive" example of Thaumaturgy, since all that geomancy requires is appreciate for the mysticism of the universe, regardless of the ends to which it is put. As a result, geomancers who practice "hard" philosophies like alchemy, natural philosophy, or mathematics are as common as shamans and elementalists.

Oneiromancy/Sorcery[edit]

"Dream magic" (also called Sorcery) is an intelligence-based form of magic based on the notion that words and ideals have power. An oneiromancer believes that even mundane words have considerable power, since a speech or manifesto can engender physical change by altering how other beings perceive reality. The essence of oneiromancy is to cut out that middleman and affect reality directly. As such, it is perhaps the most platonic form of truename magic, combining aspects of both arcane magic and psionics as found in other worlds. Because this class of magic focuses on mental potential and creativity, most oneiromancy spells tap into the Dreamlands to engender desired effects. Oneiromancy is unpopular with the Fremd, and with most spirit patrons in general, because it is a power over which they have no control. Oneriomancers tend to be creative, and many are also writers, poets, artists, musicians, philosophers, machinists, and alchemists. They also tend to be the most morally and ethically flexible of all spellcasters, since they merely respect, rather than revere powerful spirit entities and even the Fremd.

Thaumaturgy[edit]

"Miracle working" is a Charisma-based form of truename magic where the subject willingly enters a subservient state with a powerful spirit patron, or "god." In exchange for devoting their lives to the portfolio of that entity, worshippers are granted powers that aid them in such endeavors. As noted above, partial or incorrect knowledge of a truename grants power to the named, not the namer, so Priests or similar casters phrase their requests as a plee or prayer to their patron using a shortened version of the patron's truename, allowing that entity to cast spells through them. This is why a priest who violates his or her vows is instantly cut off from their deity, since the patron is immediately aware of the intentions and circumstances behind the violation of the pact. Lesser outsiders often use a form of Thaumaturgy based on the powers of their progenitor, and they have even less freedom than mortals in how they may use it, rendering them little more than puppets for their masters.

One important cultural point to consider is that the divine spellcasters of Tellur act as emissaries, heralds, and agents who work to bring about the will of their patrons; rarely does this translate into a desire to convert everyone they meet. As a result, most thaumaturgists are rarely evangelistic, preferring to cultivate a select few over the many. This does not mean thaumaturgists are heartless or do not want their patrons to be respected, but most value quality of worship over quantity. Even the Great Old Ones are uninterested in mass conversion, preferring a handful of truly loyal servitors to a mass of worshipers. Generally, if a cult is evangelistic, they are seen as serving a weak patron who needs worship for strength. Unlike its counterparts, thaumaturgists are usually restricted to traditional priestly or monastic roles, since the dedication required to maintain a pact tends to supplant other commitments.

Intrinsic Magic[edit]

This broad, catch-all category refers to magic based on innate powers. Generally, a creature with intrinsic powers utilizes magic that is an extension of its essential identity. For instance, an air elemental can wield wind and storm powers at will because of its atmospheric nature, but it cannot channel fire or earth powers. Any creature that gains powers by virtue of its being has intrinsic magic, and includes many standard magical species, such as aberrations, dragons, elementals, fey, magic beasts, the undead, or outsiders of all varieties.

Most creatures with intrinsic magic are more limited in the scope of powers available to them, although they are channel more of what is available to them.

Forbidden and Modified Magic[edit]

Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed. Examples of forbidden magic include long-range teleportation, with the exception of gate spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic.

Summoning spells are also transformed. Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser Fremd or a astral spirit, in the process giving it form and substance for the spell duration. For the moment, the psionic power astral construct is actually a very useful guide for constructing a summoned minion. A spellcaster need only learn one spell, Summon Monster, and the level at which you prepare/learn/cast summon monster allows you to bring forth more or less powerful creatures.

One important spell to be discussed is antimagic field. The spell as written is more of a DM control mechanism than anything else, and tends to backfire on whomever uses it, including most monsters. I propose the following variant, still the same level and school, but it interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier, and the duration is based on 1/2 the antimagic caster's level plus concentration, since such a potent effect requires focus to maintain for long. Since magic is merely an extension of natural laws, antimagic is a truename metaphysical counterpart to anti-matter, with the same potential for disaster if misused. If another caster fails the check, their spell is lost. Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply.