This planet, Terra Arcana, would be both his prison and the new home to all he had afflicted.
It was intended to be his tomb.
The WorldrendFurther information on this event can be found here: The Worldrend
No prison could possibly contain a god forever. The Fallen, as he is known in the few surviving scriptures, fought hard against his chains. He cared not for the 'lost dynasty' that now made their home atop his tomb, sending out tendrils of his corrupting magic to the Material Plane (though nobody has ever discovered how). With this, he turned a mortal paladin from his oaths, pushing at the man's consciousness until there was nothing left of him to resist - only black emotions remained. Thus was born the first antipaladin, who, under guise of divine crusade, formed his master's new army. To this day, none are entirely sure of the exact chain of events which led to the Worldrend. The most commonly accepted theory is, however, that the dark paladin managed to weaken his master's bonds enough for him to break free - destroying the planet and forcing the Pantheons to rescue the ones they'd banished there in the first place. In the resulting chaos, not only was the world forever scarred by explosive mixtures of arcane and divine magic, but the formerly banished citizens were restored to their homes - hundreds of years after their ancestors had been forced to leave. Since then, arcane magic has been reluctantly accepted by the Pantheons, as the destruction left by the events of the Worldrend left the gods loath to commit mass genocide of an already suffering world - an act that would inevitably plunge the Outer Planes into further war. Organisations such as the Keepers of Divinity still heavily distrust it, and many countries either forbid or strictly control its use within their borders, even millennia after the events that would bring desolation to their planet. This has not deterred arcane practitioners - in fact, the arcane field of study has grown vastly. From the creation of demiplanes to the ability to Wish almost anything into existence, the study of arcane magic has unlocked many of the world's secrets. Its practitioners, such as wizards, sorcerers, arcanists, magi and bards, have largely learnt how to live with their divine predecessors, and combining the two areas has become vital for the success of every adventuring group, military, or nation.
Access/Availability (expanded)The ability to cast arcane magic is not common. Occasionally, aspiring magicians will be born with powerful blood due to their ancestry, leading them to become sorcerers, bloodragers, summoners, or bards. Others must study ancient tomes for years, becoming wizards, alchemists, or magi. Some few choose to combine these practices, such as those following the path of the arcanist, and others dabble only slightly in the arcane instead of devoting themselves to its use - rogues, vigilantes, and fighters all occasionally find the capability to use small amounts of arcane magic in addition to their combat capability. Specific spells, arcane implements, and rituals, however, are harder to come by. Whilst many spells are open secrets to any wizard who wishes to study them, others are jealously-guarded secrets of specific countries, races/ethnicities, factions, or mages. Their magics can only be unlocked through careful duplication of the effects, leading to a second spell with similar effect, or through convincing the original spellcasters to share their work. Sadly, many spells have been lost over time through this protective nature.
Complexity (expanded)There are 10 regular levels of spellcasting, ranging from 0th level to 9th. These are exponentially more powerful. Whilst a 0th level spell, also known as a cantrip, is capable of basic feats such as cleaning up a mess or moving a small object, a 9th level spell is able to summon tsunamis, stop time, or even open large portals to other planes. Each level is more challenging to attain than the last, and many mages will not be able to reach past 1st or 2nd level spells.
Arcane magic can be used for virtually anything; some mages, such as witches and bards, have even found ways to duplicate the effects of divine healing and resurrection spells. It is said that the most powerful mages can manipulate the very fabric of reality itself - warping time and space to suit their needs. For this reason, more powerful arcane mages are usually watched carefully by the agents of the Outer Planes, and often receive tempting offers from the lower planes. Demons, devils, and other less scrupulous outsiders will try to tempt many mages into becoming their vessels or otherwise binding themselves to the lower planes, and the agents of Law never hesitate in coming after a mage who has gone too far in their plans. Liches, however, are dealt with by the servitors of Pharasma - the goddess of Death.
- Access & Availability
- Uncommon - see text.
- Easy to Extremely Hard, depending on level of study and ability - see text.
- Related Materials