Magic Physical / Metaphysical Law in Prime | World Anvil

Magic

Origins

There is an energy that permeates the multiverse known as magic. For ages, scholars and sages have tried to make sense of this powerful energy. Yet they've only scratched the surface. The pattern of this magic in the multiverse is called the Weave. One source of this energy is the gods and their divine magic. This source is what kept the rest of the Weave guided and stable.   Then the Starfire Calamity changed everything.   The Weave, once guided by divine magic, is now free...and dangerous. Practitioners of magic see the new raw power of it. They experience the inherent changes and danger it brings to any who would attempt to wield it.  

Magic in the Prime

When Scholara talk about magic and spellcasting, they mostly refer to two aspects of it: the source and the art.  

Sources of Magic

Magic sources refers to the origins of the magic itself. Where does the energy come from?  

Arcane Magic

Arcane magic is found all across the Prime. Hidden in ancient texts are secret combinations of words, movements, and ingredients to harness the magic of the world and form it into spells. While arcane magic can be harnessed accidentally by an incredibly gifted few, it is more often the result of laborious and disciplined study.  

Blood Magic

This source of magic is rare in the world because it will sooner kill the wielder than produce anything useful. Harnessing magic requires energy. And those that practice blood magic, sacrifice their own energy (their blood) to meet that end. Not everyone's blood is powerful enough to be a source for blood magic. And of those that can, few succeed in harnessing this dangerous source.  

Divine Magic

The magic of the gods. Divine magic is sourced from the gods and their realms. Clerics and paladins are blessed with access to channel divine magic, although sparingly. Sourced by the gods, this is the most stable form of known magic in the multiverse. So much so that it was used to guide the Weave itself.   After the Great Silencing, the divine source was cut off. The Weave became unstable. Scholara believe that residual divine magic, left over from the Dawn War, is what clerics and paladins are able to still use to channel divine powers.  

Ancestral Magic

No source is as debated among sages as ancestral magic. The debate falls upon one line: is it its own source, or simply another source manifesting in one's bloodline.   Ancestral magic is the magic of sorcerers. The source comes from within them, coursing through their blood. Unlike blood magic, they need not make a sacrifice to access the source. This magic is highly unstable and often misunderstood by its wielders without proper guidance.  

A Note on Alchemy

Alchemical potions are often called magical. What does that mean? Well, they are not. At least, not in the sense that they are of the Weave. They are not created from the sources listed here.   Alchemy relies on discovering hidden properties and combinations of exiting matter within the world. Though some of its effects mimic magic, it is not technically accurate to call them such.  

Magical Arts

Magic arts refers to how the magic is used. What is done with the magical source?  

Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.   Scholara believe that conjuration magic is not the creation of raw energy. But rather a conjuring of energy from some distant plane to this one. Much like the more powerful spells of transportation.  

Necromancy

Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.   Due to its destructive nature (the requirement of taking from the living), necromancy is frowned upon and outright illegal in most places.  

Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.   Evocation masters the energy of the Prime material plane and manipulates it. As such, you can imagine it going terribly wrong. And it has.  

Abjuration

Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this art say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.   Called abjurers, members of this art are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.   Successful abjuration magic is self-sustaining, feeding on the energy from any magic it negates.  

Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.   Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.   It is believed that transmutation magic is descended from the magic wielded by ancient primordials.  

Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.   Divination is often called the meta art for it is often magic looking in upon itself.  

Enchantment

You have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.   Enchantment is outlawed in many progressive societies.  

Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.   Illusion magic is the most widely used and often most misunderstood art.
We’ll be using Magical Burnout rules to simulate the unstable nature of the Weave.

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Author's Notes

The “shattering of the Arch” also helped transition our D&D group from 4th Edition cosmology (World Axis) to 5th edition cosmology (Great Wheel) between our 4E and 5E campaigns.


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