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Magic in the world

Magic permeates the world, but is imperceptible to most life forms. In many respects, it remains mysterious, because the majority of individuals can't see, touch or wield magic, and there remains a strong distrust of it in the more remote communities. Scholars refer to magic in the world by a number of different terms such as the Aetheric Tides, the Winds of Magic, or The Weave. But all have similar meaning, there is an invisible force in the world, that some beings are able to tap into which allows them to produce magic. They believe that just like ocean currents, they can vary in intensity from one region to another and change as time passes, going from the being able to supercharge a simple spell one day, to being a near magical deadzone the next. The result, is that some areas of Othlorias feel devoid of magic, going generations without a child being born who can practice magic; while others are blessed with an abundance of magic that you can see in very air.

Scope of Magic

The scope of magic is also limited. Low-level spells, items, and conjurers are a part of everyday life in large urban centers, while small rural villages may go months or years without seeing a true spell caster. High-level magic though, remains a remarkable achievement for a select few of the most powerful wizards and casters in the world. The absence of interaction with magic creates a strong sense of superstition and fear of magic in many rural communities.   Common Magic. Cantrips, 1st level spells, and common magic items are fairly widespread and commonplace. In most big cities you can generally find Magewrights, Artificers, Adventuring Groups, Adventuring Guilds or shops which carry or cater to these with relative ease. In these places you’ll see the impact of this magic as part of everyday life. As one leaves the big cities, even common magic items become rare, highly sought after items become very scarce very quickly. Most medium sized cities may have one or two magic shops, local wizards, adventurers, and perhaps magic soldiery. Stock for magic items becomes limited, and easily exhausted. Common magic items, such as basic potions, scrolls, or utility items generally range in price from 100-500 gp.   Uncommon Magic. Magic at this level becomes much harder to find; there are magewrights, Artificers, and wizards who can cast 2nd and 3rd level spells, and such services can be bought… but not cheaply. These people tend to be highly concentrated in large cities, or found traveling from place to place. In a large city you'll find these people as researchers at magical colleges, specialized shops where items are made, or in the employ of the government. You'll find houses with arcane locks on their doors, which is a sign of a wealthy owner. The same is true of uncommon magic items. It’s possible to purchase these in a major city, but selection and quantity will be limited; in a smaller town, they’ll be more limited still, if findable at all. Uncommon magic items typically cost between 400-1000gp, though costs can be higher based on scarcity.   Rare magic. Spells of 4th through 5th level are beyond the reach of most people. People are familiar with the concept of spells like teleportation or raise dead, but exceedingly few people have ever seen either of these things actually performed, or know how to perform them. Only the most remarkable individuals have access to such magic, and their services do not come cheap. In theory, rare magic items can be purchased, with prices ranging anywhere from 2,000 gp–20,000 gp. In practice, these things are rare. A rare magic item might be the prize of a collection in a Antares emporium, or the showpiece of a Dwarven Merchant clan. It’s more likely that such items will be acquired as rewards for working with a powerful organization or individual than simply found for purchase in a store. Of course, should you have a ridiculous sum of gold burning a hole in your purse, you might be able to commission a rare item for your… though this would also take time.   Very Rare and Legendary Magic. Spells of 6th level and above are largely the stuff of legends and folktales. The few people known to wield this sort of power are themselves legends: Mordain the Fleshweaver, the Keeper of the Silver Flame, the Daughters of Sora Kell, the Argent Order, etc. If encountered in Esseas, it quickly becomes news and the stuff of legend. Legendary magic items are generally the work of Dragons, Storm Giants or the Gods themselves, or are relics found in ancient ruins of antiquity. Very rare magic items could be tied to similar sources, or they might be masterworks of Dwarven, Gnomish or Elvish forgemasters. It’s unlikely that such a treasure would ever be sold by anyone but the desperate or insane. (Player Note: Some spells in the game will be off limits entirely until the player(s) complete a quest to either create, learn or discover the spell.)

Magic Places

Magic is naturally spread unevenly across the world. Sentient creatures for millennium have subconsciously gathered at places of magic power to be closer to their Gods. These areas shape the people around it, whether that's a simple Shrine, or enough power to have many children born regularly with powers, or to inundate an entire culture. But there are also magical places leftover in the world from ages gone by. Deadspaces where a anti-magic circle was placed for some mysterious reason eons ago, and remains long after the ruins where it was placed have gone. Or a control weather spell creates a unique environment where one wouldn't expect it, and no one knows why anymore. Places like these are more and more common the farther you get from civilization.

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