Arcane Magic in Dawnforge

Contains information helpful to players new to the Dawnforge setting.
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Eanwulf
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Arcane Magic in Dawnforge

Post by Eanwulf » Mon Jul 10, 2006 6:09 pm

Arcane Magic in Dawnforge
The world's arcane magic has yet to clearly define itself into the eight standard schools used in the core rules. It is still wild and untamed, leaking into the world through arcane wellsprings that can be found all throughout the known lands. The nature of magic is still not fully understood by the sages and wizards of the world '€" they have yet to decipher the common bond that holds all magic together and allows it to function the way it does. Instead, they understand it only on the surface. Arcanists know many of the arcane rituals, vocalizations, and gestures that can bring magic to life, but they do not understand it at its essence. This has led to magic being an artistic and much less scientific pursuit, with the delineation between schools being less refined than it may one day become. In game terms, this means that there are no specialist wizards in Dawnforge.

Instead, practitioners of the arcane arts organize magic into four aspects. Each aspect is comprised of several schools of magic, some of which overlap. When a wizard learns his art, he focuses on the study of a single aspect, known as his bond. Once a wizard chooses his bond, it cannot be changed. He is not precluded from learning to cast the other aspects, but he will never be able to master them in the same way. Sorcerers, on the other hand, are not bound by this same understanding of magic and may therefore cast any spell, regardless of its classification. Some sorcerers adhere to the magical traditions of one aspect or another, however, and direct their inner will toward only one type of magic. These sorcerers are looked upon with a mixture of pity and contempt by wizards, who refer to them derogatorily as cazaran, or pretenders, but wizards and especially the Panthic Order are not above using their talents to further their own purpose.
The Four Aspects
Wizards and arcane sages refer to magic in terms of the four aspects '€" life, entropy, dreams, and dominion. Each of the four aspects is represented by a principle of the universe that is given anthropomorphic motives and thought in some traditions. While this may seem to have religious connotations, these arcane theories have never been applied to a religious framework. Still, arcane magic has a spiritual aspect for its practitioners, who bond closely with one of the aspects and draw energy and inspiration from its practice.

Life: Wizards who bond with the aspect of life tend to be civic-minded helpers rather than bold adventurers or manipulative warlocks. They use their magic to aid in the construction of buildings and the defense of the communities in which they live. Sometimes a life-bonded wizard will be moved to his home in search of powerful artifacts or in support of friends and family who choose to seek their own legend in the world at large. This is the most common of the four aspects to be studied by wizards in the human lands, especially in the wizard colleges of Ebernath.
Schools Available: Abjuration, Conjuration, Divination, and Transmutation.

Entropy: Pursuers of the secrets of entropy are obsessed with the processes of destruction and the link between life and death in a world without gods. Many believe that magic holds the spirit in the body, explaining why magic has the power to sever, weaken, and repair the connection. Golems and other constructs hold fascination for entropy-bonded wizards, who regard this life without spirit fascinating and potentially leading to the secret behind true life.
Schools Available: Evocation, Necromancy, and Transmutation.

Dreams: Wizards bonded to the aspect of dreams use their magic to mislead, disguise, and alter perceptions and reality to get what they want. They believe magic is just another tool with which to further their goals, although those goals are not always selfish or narrow-minded. They often learn the arts of stealth and disguise to augment their magical abilities, and enjoy testing their magic in real situations and adventures.
Schools Available: Abjuration, Enchantment, Illusion, and Transmutation.

Dominion: Very few wizards choose the path of dominion, as it lacks the diversity of life or dreams and the raw power of entropy. What the aspect of dominion grants, however, is a unique combination of powers that allows a bonded wizard to attract and control others, be they living, dead, or not of this world. Dominion is widely regarded in human lands as an evil and taboo art, while it is embraced in the southern cultures of Valhedar and Zangala. An all-female group of dominion cultists lives in the plains of northern Anderland. They are the subject of many Halfling and Anderlar legends that say these witches steal away their children for vile experiments and to act as slaves once they are fully grown.
Schools Available: Conjuration, Divination, Enchantment, and Necromancy.
The Bonding
When a character takes his first level in wizard, he must undergo a ritual known as the Bonding, which determines which aspect of magic is strongest within him. Many magic schools will only grant students one choice, perhaps two, when it comes time for him to undergo this ritual. The schools of Ebernath most often bond new wizards with the aspect of life, while the aspect of dominion may be forced onto tiefling students in Valhedar whether they wish them or not. Once a character has undergone a bonding ritual, he can never undergo another '€" his soul is now inexorably linked with this aspect of magic.

A bonded character gains full access to the available schools within his aspect. He is not prohibited from learning and casting spells from other schools, but the following restrictions apply.

· The two spells a character learns for gaining a level in wizard must come from his bonded aspect.
· The Spell Mastery Feat can only be applied to spells available in his bonded aspect.
· The Spellcraft DC to learn new spells outside a character's bonded aspect is increased by 5 and doing so costs the wizard 25 XP per spell level.
· The experience cost for creating a magic item using spells from outside the character's bonded aspect is increased by 20%.
· A wizard can never know more spells outside his bonded aspect than those he knows in it.
In return, the wizard gains several advantages within his bonded aspect, as follows.
· He gains a +2 bonus on Spellcraft checks to learn new spells within his bonded aspect.
· Spell Focus feats grant a +2 bonus on save DCs for an available school instead of the normal +1.
· The experience cost of creating a magic item using spells from available schools is reduced by 10%.
· Once per day, the character can spontaneously apply a metamagic feat to a spell with no change in the spell's level, even if he does not have the feat. The character gains access to one feat at 1st level, and then another every five wizard levels, as shown below. This ability can be combined with a spell prepared with metamagic effect normally.
Character Level Metamagic Feat
1 Silent Spell
5 Still Spell
10 Empower Spell
15 Widen Spell
20 Quicken Spell

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