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Arcane Magic

Arcane energy is the fundamental power used by gods to create the world, which wizards can manipulate through willpower and structured magic. High Sorcery, developed to control the chaotic nature of raw magic, allows wizards to access this energy safely, while wild sorcery remains unpredictable and volatile. The document also discusses the curse of wizards, which limits their ability to cast spells without suffering fatigue, and the language of magic, demagius, which is essential for spellcasting.
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0% found this document useful (0 votes)
75 views3 pages

Arcane Magic

Arcane energy is the fundamental power used by gods to create the world, which wizards can manipulate through willpower and structured magic. High Sorcery, developed to control the chaotic nature of raw magic, allows wizards to access this energy safely, while wild sorcery remains unpredictable and volatile. The document also discusses the curse of wizards, which limits their ability to cast spells without suffering fatigue, and the language of magic, demagius, which is essential for spellcasting.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Arcane energy is the raw power of creation, the same that was used by the gods to

to model the world and all the creatures it contains. Wizards are capable of accessing
to concentrate this energy through your willpower and shape it through psalmodies,
gestures and material components.

Although it possesses the same arcane nature, the power used by ancient sorcerers
it is a little different from what the sorcerers use: while the former access directly to
the raw power of creation, the ritualized magic of High Sorcery acts as a filter for the
chaotic energies of this power, granting wizards greater control over them. The Gods
From magic, the orders of High Sorcery were created to prevent chaotic and destructive potential.
of raw magic.

The two distinct forms of arcane magic - primary sorcery and High Sorcery - involve
very different mental and spiritual processes. Some consider that primordial witchcraft
(also called wild) is an art compared to High Sorcery, which by its method
systematic resembles a science, but this analogy is simplistic and not entirely accurate. If
It is true that wild sorcery demands its users to have willpower in the face of
sharp intellect required for High Sorcery, there are enough exceptions to deny the
validity of this standard.

Ultimately, the difference does not lie so much in the spirit or the mind, but in the distinction.
between focused and unfocused energy. The primordial sorcerers can directly use
the forces of creation that still seep into the physical world, without any kind of filter. When
the Gray Gem was freed in Krynn, towards the dawn of the Era of Dreams, the essence of Chaos
contained in it made the primary energies accessible to mortals. It was
So when the first sorcerers appeared, especially among the races with more
sensitivity to magic, like elves and ogres. But their newly acquired power was volatile
and unpredictable, as was soon demonstrated. Cornered by the forces of the Dark Queen in
the Second War of the Dragons, three elf wizards cast a spell that massacred the
enemy army and drove away the dragons. Despite the initial success, the unleashed energies
they went out of control and took the form of an arcane storm that sowed devastation
across the continent for more than a hundred years.

Aware of the dangers that involved accessing the raw power of it without intermediaries.
creation, Solinari, Lunitari, and Nuitari decided to intervene. They took the three elves to a place
section, later known as the Lost Citadel, and they taught them the rules of the
High Sorcery. From that moment on, the wizards (although they are also sometimes called
sorcerers) would use the energy previously filtered by the Gods of Magic, thus minimizing the
mark of Chaos. Upon their return, the elves took students under their tutelage and founded the
orders of the High Sorcery, with the active support of the three moons.

The rise of the new institution in Ansalon was parallel to the decline of wild magic. The Gem
Gris was captured by the irdas and contained by means of two god-gems (the same ones she had)
used Gargath in the past), thus preventing it from radiating its influence throughout the world. Deprived of
influence of Chaos, the energies of creation gradually faded from the eyes of the
mortals, until it became impossible for them to access them. Currently, only the dragons and the
derived species can access the quintessence of the world; the other races can only
vaguely perceiving something that hides out of reach.

The curse of the wizards:

As arcane magic has such destructive potential, the gods of magic appealed to what is
known as the curse of the wizards. The curse of the wizards causes the spells to
they fade from memory after being cast, forcing wizards to rest due to the effect
exhausting that weighs on their health and makes them need to study their spells over and over again. Without
these prohibitions, mortals could cause massive destruction that would surpass even the
own Cataclysm.

As an optional rule, to reflect the inherent exhaustion from casting spells.


powerful High Sorcery, you can apply the full effects of the wizard's curse.
Whenever a character casts an arcane spell, they must save against Fortitude with a DC of 10 +
spell level cast. If it exceeds, nothing happens, except for a brief moment of weakness.
without game effects, but if he fails, his fatigue is evident. In that case, apply to the character some.
of the following effects, increasing by one degree for each failed roll if the previous adverse effect
remains active.

1) Fatigued: Characters who are fatigued cannot run or carry and suffer a
penalizer -2 to their effective Strength and Dexterity. A fatigued character becomes exhausted.
something else that would normally cause him fatigue. After 8 hours of complete rest, the characters
tired will no longer be.

Exhausted: Characters that are exhausted move at half their normal speed and
they suffer a -6 penalty to their effective Strength and Dexterity. A fatigued character will remain
exhausted doing something else that normally causes him fatigue. After an hour of complete
rest, the exhausted characters go from being only fatigued. That will only happen if the
saving throw against Strength while still fatigued.

3) Unconscious: The wizard becomes senseless and defenseless. This will only happen if the roll fails.
salvation against Fortaleza while still exhausted.

THE LANGUAGE OF MAGIC

The language that wizards use to write their spells and chant the songs that unleash the
magic contained within them is called demagius. Some believe it was named so in
honor of the famous companion of Huma Dragonbane, but the language is much older.
It was originally granted to the first three wizards who studied under the tutelage of the Gods.
of Magic in the Age of Dreams, as a tool to focus the magician's mind on the
spell being cast and its consequences. The complexity involved in learning and
pronouncing his words, the intricate alphabet he uses and its ritualized structure are elements
aimed at achieving this purpose.

The spoken form of the language is used, in principle, only for the casting of spells. It is more
habitually find the written variant, present in scrolls and books of spells, as well as in
the notes from his research and in private messages that only another magician should be able to
read (or some of the rare individuals who are also able to translate it). Although it is a
complete language, not used in casual conversation: following the philosophy of orders,
Words have power, use them wisely.

Learning the language of magic - the sounds associated with each letter and the grammar that governs it -
it is the first step on the path of a learner, but also a process that continues throughout
of his future life as a wizard. The shape of each letter and the pronunciation of each syllable must be
precisions needed for the magic to work, and the more complex a spell is, the greater the
requirements of its verbal component. In low-level spells, common among the
beginners and inexperienced wizards, it can consist of a single word, simple and easy to
pronounce. On the other hand, the spells of more advanced spheres, created by archmages and to
Those reserved for the highest-ranking Tunics require a spell that can
to extend for hours.

The Moons and their conjunctions.

A true conjunction of the three moons is rare, occurring about three times a year; in two
of them, the moons are only in minor phases and in one they are full (what is known as the
night of the eye, although in reality it lasts two nights).

In contrast, the conjunctions of only two moons are quite common: Nuitari is in
conjunction with one of the other two moons about one day out of every four, thanks to its
fast progress along its orbit. It meets Lunitari once every 11 or 12 days and with Solinari
once every 10 or 11 days. Often the conjunction lasts only one night, but sometimes it extends longer.
up to two.
Lunitari and Solinari come into conjunction with each other only once every four and a half months.
but their conjunctions last seven or eight days each time.

On certain days, Nuitari is in conjunction with one moon in the morning and with the other in the evening.
night, although Lunitari and Solinari are not in conjunction with each other. During these 'false
the conjunctions" the mages of the three orders benefit from the conjunction of their moon, but not
from the additional benefit of the three moons at the same time.

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