Bleeding Edge (3.5e Campaign Setting)/Magic
Contents
Magical Systems[edit]
Magic in Accolade is common enough to be similar in status to science. Great colleges spring up teaching the various ins and out of the magical sciences, searching for new spells, and releasing new information out to the public for consumption for those who have the talent. Below are various magical systems and how they are viewed in the world.
Arcane Magic[edit]
Arcane magic is the primary "science", drawing energy from the logic of the world to produce supernatural effects. Arcane magic is well respected but rarely easy, requiring natural talent or long study. Creating new arcane spells is fraught with dangerous trial and error, and these places are rare and always rife with danger. In fact, most dungeons which exist in the world are or were arcane spell crafting laboratories, self contained prisons to keep whatever terrible horrors are conjured within and sealed from the world.
The nation of Vulpeculae was rich into arcane magic. Many blame the Eclipse as an arcane experiment gone terrible, horribly wrong.
Binding[edit]
Binding is a rare art covered in mystery and suspicion. On one hand, their ability to bind things which do not exist are disturbing, and some suspect that they are liars, or demon possessed, or other foul things. On the other hand, the concept of spirits which have no presence is a strong one when it comes to the views of the people on the gods, and the nature of the Void. Some suspect thus that binders somehow interact with the Void in a way not yet well explained.
Divine Magic[edit]
Divine magic is a very useful and valued skill for its ability to heal and restore. Unlike arcane magic, their spells cannot be created, only discovered and granted through blessing and enlightenment. Thus divine magic takes a far more spiritual role and its progress is slower, but generally much safer when new spells come to light. Technically gods are not required to channel divine magic (as nature itself seems to also grant blessings), but the names of spirits and gods are often invoked to make the process easier.
Incarnum[edit]
Incarnum is a lost art, performed by beings of old. Rarely some rediscover this strange magic, but it is not widespread enough to obtain recognition outside of rare circles.
Invocating[edit]
Invocating is considered a form of arcane magic, but is not granted through talent or study, but contracts with spirits. The alignment of the spirit is not restricted (and thus, the alignment restriction on warlocks is lifted), but evil and chaotic beings are more likely to enter such contracts more than lawful and good beings. Thus warlocks have a mild negative stigma, both seen as "lazy" and "dangerous", as they are implied that they are beholden to the powers that they work for.
Psionics[edit]
Psionics is an art found strongest in Pintado, requiring the natural talent associated with sorcerers and often the hard work associated with wizards. As such it is considered a difficult type of magic to master. Many would say such effort isn't worth it given the power of the well researched arcane magic type, but none can deny the usefulness of magic with only purely mental action. It is usually practiced by the lizardfolk of Kathib.
Truenaming[edit]
The art of truenaming is a difficult and lost art. Often born of spellcasters who neglect their casting for a focus on magical research, truenaming represents the base source code that magic interacts with. Its powers are potentially world altering, but its difficulty is so intense that few could do more than dabble in it. It is the advanced quantum mechanics to Newtonian physics. The only thing, its so difficult and thus so rare few know about it at all.
Global Houserules on Magic[edit]
By default, magic/psionics transparency is assumed to be on.
The cure line of spells, and similar spells which manipulate positive energy, is now considered to be Necromancy (healing) even though the healing subschool is normally Conjuration.
Mage Armor is considered Abjuration or Conjuration at your choosing.
Rituals[edit]
Beyond traditional spellcasting, there are certain and often unique magical effects known as rituals. It can require one or more participates, as well as any number of pre-requisites such as specific times, locations, and behaviors. The most important thing about rituals is that the participates do not need to be spellcasters themselves, they only need to perform the acts involved. Rituals effective caster level is the character level of the highest leveled participant, and these are considered the ritual leaders (regardless whoever is actually performing the ceremony). Rituals have an effective spell level, and you need to have an effective caster level high enough to cast it (for example, a 6th level ritual would require a creature of effective character level 11 participating).
Because rituals are so varied it is impossible to list them all. Below is a list of example rituals which may be used, if they are discovered.
Rituals are considered divine magic for the purpose of interacting with other spells and effects.