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The Weave

The Arcane Dimension

  The Weave is the common term for what one could describe as the fifth dimension (assuming time is the fourth). This dimension is best represented as golden strings that create an interwoven grid across all of creation. These strings are infinitely long, there are an infinite number of these strings, and they are woven in the x, y, and z planes. It is often simplified to a simple grid.   When the Weave is interacted with, "magical" effects result. These effects are categorized into 8 major schools. Some wizards claim that other schools of magic exist, such as graviturgy, chronomancy, and onomancy, but scholars have not officially recognized these schools of magic.   Not just anyone can pluck on the strands of the Weave. Arcane practitioners must find ways to attune themselves to the Weave. This can be done through rigorous study of patterns and symbols, prolonged meditation, immersion in arcana-saturated environments, etc. Some people refer to this as "putting your soul" into your casting. It isn't literal, just tuning into the network of the Weave.  

Schools of Magic

  There are 8 schools of magic with varying effects. 1. Abjuration
  • A school of magic encompassing spells that produce protective or suppressive effects.
  • ex) Mage Armor, Counterspell, Nondetection, Planar Binding, Antimagic Field
  • 2. Conjuration
  • The calling or sending of materials, creatures, or energy between two places, across long distances, and between planes.
  • Sub schools include: Calling, Creation, Healing, Summoning, and Teleportation
  • ex) Produce Flame, Ice Knife, Healing Spirit, Conjure Fey, Dimension Door, Wish
  • 3. Divination
  • Spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells.
  • ex) Identify, Augury, Arcane Eye, Locate Creature, Legend Lore, True Seeing, Foresight
  • 4. Enchantment
  • The manipulation of the minds and emotions of other people or creatures.
  • ex) Calm Emotions, Confusion, Zone of Truth, Dominate Person, Power Word: Kill
  • 5. Evocation
  • The creation of something, out of nothing. These effects can range from lights, to elemental damage, to healing wounds.
  • ex) Firebolt, Frost Fingers, Gust of Wind, Mass Healing Word, Immolation, Heal
  • 6. Illusion
  • Spells that deceive the senses or minds of others.
  • ex) Minor Illusion, Invisibility, Hallucinatory Terrain, Dream, Seeming, Simulacrum
  • 7. Necromancy
  • The manipulation of life, lifeforce, death, and undeath. In some circles of "ethical" necromancy, the animation of corpses is not using trapped souls, but merely "puppetry."
  • ex) Chill Touch, Inflict Wounds, Speak with Dead, Revivify, Raise Dead, Soul Jar
  • 8. Transmutation
  • Spells that alter the physical properties of creatures, objects, conditions, etc.
  • ex) Mold Earth, Knock, Spike Growth, Animate Objects, Disintegrate, Polymorph
  • Altering the Weave

      To create a magical effect, the Weave must be altered somehow. Often times, spells require some combination of three components: Verbal, Somatic, and Material.   Verbal components are spoken words. The words resonate in the Weave, potentially causing an effect on their own.   Somatic components are movements of the body. This is often thought of taking strands of the Weave and pushing, pulling, twisting, or otherwise moving the Weave.   Material components are unique to each spell. The components are items that are thought to be magical, or have magical effects. Often times, its thought that these items effect the Weave differently than others. For example, a branch from a tree struck by lightning may tug at the Weave in a unique way that mere somatic components or a normal stick could not accomplish. Silver dust equivalent to a certain gp value may weigh a part of the Weave down, stretching it and causing the verbal and somatic components to have their desired effect.  

    10th Level Magic

    In an age long forgotten, in a realm distant from this one, the goddess of magic limited spell casting to what wizards refer to as 9th level spells. Before this limit was placed, there were such things as 10th, 11th, and 12th level spells. The Weave has been hardly used in the past 17 years, and most of the knowledge of these higher level spells have been lost to time. Elders have fallen and books have been destroyed; however, not all is lost.   There do exist some ancient beings that still hold knowledge of these impressive spells.   Most of these spells must be accomplished through the casting talents of several spellcasters, sometimes requiring sacrifices from them.
    Type
    Metaphysical, Arcane

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