Magic Arcana Physical / Metaphysical Law in Excellence | World Anvil
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Magic Arcana

WORK IN PROGRESS!!

Magic is integrated into the world from the individual, to cities, and all across the realms.    

Limitations

All magic casting requires a focus; an item, or being, used to channel magic into a specific point. Each caster possess a focus; wizard:familiar/item/components, warlock:pact, cleric:symbol, paladin:armor/weapon, bard:instrument, and sorcerer:themselves. Every caster can have their magic removed from them through their focus.   Even though an individual can channel magic, it is very limited and requires 'teaching' to gain more spells. Deities, Fey, Dragons, Devils, Angels, and other beings can give an individual the ability to cast world-changing magic. These beings may teach an individual through a quests, songs, bargains, and other forms of trade for teaching them.    

Wizard

A wizard can choose between using a focus, or series of components, to cast spells. These casters can possess spells of every creed with dedication, time, and trade.   Focus & Components

Staffs and familiars are common focuses used by wizards. The staff is cheap and can be crafted by the caster making it the easily accessible focus. A familiar is a low level spell, however the deities' restrictions upon Conjuration Creed, makes possession of familiars a status symbol of power. If a wizard depends on a focus, their casting can be disabled by it's destruction. The components can be spread out in various pouches to prevent destruction, but amounts necessary for casting can become outrageous.

 

Bard & Sorcerer

Bard and Sorcerer have in common the use of their body as a focus. Bards can perform dances, vocally, and other physical means to cast in addition to an instrumental focus.  

Warlock, Cleric, & Paladin

A pact, oath, or creed determines the power of warlocks, clerics, and paladins in conjuction with a physical focus of power. For clerics and paladins, a symbol of their devotion to their creed is used. While warlocks can be a various of items that record a pact or contact between themselves and an entity.    
   

History & Effects

 

Events

  1. Eye of Sun - floating fire orb
  2. Elimination Wall - permanent prismatic wall
  3. 200 Minute Storm - rouge magic cloud
  4. Triple Cycles - rouge magic hurricane
  5. Blizzard Dome - snow storm contained inside a dome
   

Effects

  1. undefined
  2. A city was built around it, eventually being destoried by revolt
  3. Buildings/ships built to weather it and teachings on duration of items & links between caster and items
  4. undefined
  5. Badlands country of criminals and their hideouts
 

Creeds Cost Casted Without Focus

 

Abjuration

Cost : Magical Scarring & Permanent Sensory Markers Difficulty :Medium-Hard

Divination

Cost :Sanity & Sense Loss Difficulty :Meduim

Evocation

Cost :Any & All Difficulty :Easy-Hard

Necromancy

Cost :Magical Scarring Difficulty :Hard

Transmutation

Cost :Any & All Difficulty :Hard

Conjuration

Cost :Any & All Difficulty :Easy-Hard  

Ensorcell

Cost :Any & All, Social Outlast Difficulty :Hard

Illusion

Cost :Sanity & Sense Loss Difficulty :Easy-Medium  

Type Metaphysical   Creeds of Magic
  • Abjuration
  • Conjuration
  • Divination
  • Ensorcell
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation
Ensorcell : Enchantment; ability to enthrall others


Cover image: by TheExasperatedDM

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