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Magic of Faerun

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398 views

Magic of Faerun

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Major Mayhem
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-— - : DesiaN: Sean K Reynolds, Duane Maxwell, CARTOGRAPHER: Dennis Kauth Angel Leigh McCo} ae ie ‘TyrEserTeR: Angelika Lokotz ADDITIONAL DESIGN: Richard Baker, > "jason Carl, Jennifer Clarke Wilkes, GRapiic DESIGN: Robert Campbell and Monte Cook, Bruce Cordell, Ed Greenwood, eae Skip Williams, James Wyatt Art Director: Robert Raper DEVELOPMENT AND EDITING: Andy Collins oe, . piGeesea TM Kouel Business MANAGER: Anthony Valera Project MANAGER: Justin Zir ADDITIONAL EDITING: Mike Selinker nor LANAGER: JnstinlZiag N NAGER: C] CREATIVE DIKECTOR: Richard Baker Fropocrie! Me i eae eck PLAYTESTERS: Richard Baker, Jason Carl, f ae es Michele Carter, Mike Donais, Tecra ATTmip Go Ateinnee Daniel Kaufman, Tom Kristensen, Duane Maxwell, Sean K Reynolds, i Ted Beargeon, Carl Critchlow, i Michael Dubisch, Brian Snoddy Mike Selinker, James Wyatt Resources: Sources for this work include the Following: Defenders of the Faith by Rich Redman and James Wyatt; Return to the Temple of Elemental Evil ‘by Monte Cook; and Tome and Blood by Bruce Cordell and Skip Williams Based on the original DUNGEONS & DRacons® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAcons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. | ES Dnaeons & Deacons, DD, Dxaoon, Fonaorre Ress and he Wizards of he Coast logo ae registered ademarks owned by Wizards of jhe Cosa, In, a Sisdary of Hose Ine. The 20 Syston log sa acemark owned by Wards of he Coast inc All Wizards charactors, charactor names, and he “detneive tenesoe areal sre tademarte owned y Wards ofthe Coast In Distribute to the hobby ty. ne com rade ne Utd Sates ond Canade by regional dstrbuors.Dat’bated tho Und Sats tothe Bock ade by 'S Mart Prose Disttbted in Canada to book Wade by Fenn Lid Datutod warldde by Wizards of he Caash. ne an Yepnaldorbuors. ‘This materal fs protected under the copyright ite of he Unies Staton gf Amore, Ary reproguton or unauthozod uae othe Mati or artwork contained here prom without tno expres wrt porns of Wars ft Coast Ine Tis preduct i work of ten. Ary smarty fo asta! poodle, organizations places, oF vers spur ecient (C2001 Wears of te Cosa ne Made nthe USA Vist our webate at wwm.wtzards.comidnd ————EeEE————EE—e—————<_ —_— ur ——— ‘Taste oF Contents ———— contents Alles Atta ‘Mystic Wanderer S36 Self-Identifying Magic Items. 136 Magic Item Descriptions .....136 Tarodection. ys... 3 Spelt <5 fled ‘Armor Spécial Abilities... 226 Spellfire Channelef. 0.0.38 Speife Magic Armors 137 Chapter: Undernandig Mag. 4 War Wizard of Cormyr....40 Weapon Special Ablited,. 138 The Beginning... Spec Mage Weapons. 242 Mystryt Mystra, Chapter: Places of Power ...... 42 Potions. alus ‘and Midnight - 4 "Nantel ites... deseo Big, 14s Auth, the First Magister 35 Mystic Macistroms Rods ne. Savras the Imprisoned Deity - 6 Sparks Staffs ag Shar and Her Greatest Secret. 6 Fey Mounds... Wondrous Irems. in Velsbaroon the Ungrateful. ..7 Boomshroom Patches, Artifacts. a Other Deities of Magic... 8 Doom Pits... Minor Artfact Descriptions168 ‘Magic Terminology Defined .... 8 ‘Magically Enhanced Sites... 44 ‘Major Artifact Descriptions 171 The Art ht Crowronds and Backroads 44° | SpllbookS.ov.sco- oie scr0s0372 ‘The Power 8 Mythals.......:.2 7 Using Spellbooks. in The Weave - 9 Nature Venerated «0... Spellbook Construction ....173 What Ie is a Ranger Guilds... Protecting Spllbooks......173 7 Dead Magis cigs aSh.09 Deoiie irclen...., Creating Magic Items... 174 Wild Magic B20 Mice of Prayers ccs eee Shadow Weave Magi Irems174 The Shadow Weave... 10 Destinations of Pilgrimage 50 Special Material ow... | Myptra’s Refusal ‘10 Monasteries Extraordinary Natural Items . 180 Shrines (Chapter 2: Magi Variants. Small Chapels Chapter 7 Creature. lemental Magic. Raral Churches Tcholderkin, Spectator ven High Magic Mid-Sized Churches Crossroads Guardian Gem Magic... City Churches... occ CCeypt Spawn (template)... ‘Attuned Gens... Large or Fortified The Magister (tmplate) Triggering Gems. Cathedrals, Scalamagition .. The Magetuc Bastions of the Arcane ...-ss56_~ Spectral Mage Cemplate) Qualifications . Bardic Colleges 56 ~ Declaring i Mageduel + Winarts Gui 59 Inder Preparing a Mageduel Mage Faire ..0000..scss060 Effects of a Mageduel ‘The Magic Ttem Trade .......64 Sidebars Outside Interference The Open Market. {64 "The Famous Spell Taventos ...22 Ending a Mageduel........17 Specialty Shops 65 Running « Mageduel tere Shar The Black Market... 65 eewoen PCS. -...- 16 Rune Magic. Trade Wizards......0.0.05.86 [Artificer Prototype Mishaps ... 25, Beallice. “Antimagic Organizations...67 Bards and Crossroads... 10046 Absorbing Spell Energy... 18 The Hunt 48 Using Spire 19 Ghaptir J: Sell Denis Convergence i000 f0s49 Spetipools vos..sececsseresss 19 Assassin Splls Security Bk <0 Bard Spells... Broounter dees Capter 3: Frattioners of Magic 20 Blackguard Spells.» Destinations of Pilgrimage 52 Skills and Feats 20 erie Spits. Sailors Last Request wa Skills... 20. Druid Spells Encounter Ides Hallowed LandS4 Feats.cc..siscscssesscce2L Harper Scou Splls.......00..72 Bnoounter Teas Prestige Glaes,...sscsssr1.23. Hathran Spells. 2 Fortified Cathedrals........35 ‘ Gnome Artifice. 23 Paladin Spelle.sssscscscssssss78— ncounter Teas Guild Wizard of Waterdeep .26 Ranger Spells oo8 Unhallowel Land......i..56 Harper Mage... Sorcerer and Wiad Spells..274) | |” Vier 1a Harper Priest... Spells.ssssagitesesinesssasgh?6 Heavy Weapons. 19 Incantatri... Intrepvetien agic. Yes, I know you think you know what it is, and fiow it works. You don't. You're an ignorant foot, just like all the others. “You (tok tat wage i.0 tool le m amine, comics Ceti Blte of ache FIRCE|oifing ts round forte Wille, ahd fe daareneds oie SON re Yond with i Netbor Magic is a living thing—part of the Lady of Mysteries, a deity to whom you only pay lip service. You can't just grab onto fier wfien you need magic, squeeze the power out of fer, aiud discard fier whien you're done. ‘That sort of treatment comes back to you. There's a reason why most old mages are obsessed or insane— Mystra punishes tfient for their lack of respect. No, you have to study fier, learn how she works,£earn what she likes, and understand why she does wwhiat she does. While a tool fas no sentience, magic fias a woman's mind and conscience befiind it, a woman who just twelve years ago was a living and breathing person you coulié run into on the street. Tdi, once, down in the City, although I had no idea what she was to become. So yes, magic fias a conscience. Mystra knows whether your spell is good or evil, and knows what you're doing with it. She may not approve. Whien she disapproves, you'll now it. She car slam the ‘doors upon your ability to use magic, and not open them again until she has decided you're worthy. ‘Then there are the other deities of magic—Azuth, Savras, the lich-deity ty VeGiaoory mastrions Shay and the deities of magic in far-off lands and of other races. Each of them has a hand in magic as well. Vim sure you consider yourself smarter than most. But that Sharran dagger you earry that dulls your mind every day is a legacy of the dark sister of Mystra’s magic, and its taint can be detected, ‘although with difficulty. Aru you have no idea why. I suppose you think it's cursed, and its powers outweigh its costs. So much more to it exists that you do not see. But do not feel too bad. I have seen and spoken with mages all over this world who never bothered to understand the forces they manipulate Gry days Sagan sitters lc yourself, end wpetic wondercr of Besiabe, asic spellaiaiat ama q ‘those who count themselves among the ranks of my ex-allies, the Harpers. I've met Halruaan I alchemists, Aglarondan sorcerers, and even the rare practitioners of spellfire. AU these mages could do so much more if they studied the methods of magic rather than just its utility. Hundreds of new spells Geap to mind, as do.many magic items, all inspired by a deeper knowledge of the Art. But you are too busy, Busy mastering firebal, and receiving the gentle admonishiments of your Red Wizard masters, and planning for the day when you would break into my home. af only you fiad learned all this years ago, my little Thayan spellthief, thien you wouldn't be where ‘you are today, bound in my spell that (eaves you utterly immobile. You might fiave known how to ‘Bypass'a spell engine, or ow to recognise a Kirt from a common gemstone, or talk your way past a spectator, or spot any of the other wards and traps I fiave placed around Blackstaff ‘Tower, And T wouldit have to sfay you for your folly. —by Kfelben “Blackstaff” Arunsun eS Ly MDERSTAnIDiNG & lFacic | that Chauntea would be warmed. Shar became enraged and began to snuff out all light and warmeh in the universe >) Desperate and greatly weakened, Seline tore the divine essence of magic from her body and hurled it at her sister, tearing through Shat’s form and pulling with it like energy from the dark twin. This energy formed Mystryl, the deity of magic: Composed of light and dark magic but favoring her first mother, Mystryl balanced the battle enough to establish an uneasy truce between the two sisters Shar, who remained powerful, nursed a bitter loneliness hile a surprisingly large portion of, in the darkness and plotted her revenge. Sekine waxed and the creatures of Torilcan use magic, waned with the light, but drew strength from her allied few actually bother to understand daughters and sons, and even interloper deities from other its origin, why it works, and how it functions. What follows planes. Their battle continues to this day. ib an overview of the history of magic and basic information about it that any true user of magic should know. Myst cyl, mystra, rhe Beginning and midnight ‘The birth of the being then known as Mystryl did more Glerics of Chauntea, Seftine, and Shar tellof the following legend than just balance the war between the sisters of light and ‘Lord Ao created the universe that now holds the world of darkness. Her very existence changed the reality of the uni Toril. After this creation, there was a period of timeless noth- verse by creating the Weave, the conduit that allows crea- ‘ngness,a misty realm of shadows that cristed before light and tures to use magic. Suddenly, rather than magic being darkness were separate concepts. Eventually, this shadowy restricted to just the deities, any creature with the talent or essence coalesced to form twin beautiful deities, polar oppo- training could draw upon the power of magic through the sites of each other, one dark and one light. The twin deities Weave. When sentient ereatures appeared on Tori, some of created the bodies of the heavens and Chauntea, the embodi- them learned to use the Weave while shamans and clerics ‘ment of the world Tori. Toril was lit by the cool radiance of drew their magic directly from deities. Acknowledgement the deity Sele, and darkened by the welcoming embrace of of her gift led to worship, and Mystryl drew power from the deity Shar, but no heat yet existed inthis place. that, becoming one of the more powerful deities, CChauntea begged for warmth that she might nurture life and living ereatures upon her form, and this caused the THE MoMENt oF No Macic ‘win deities to become divided in intent. The two fought, Mystry’s duty was to tend and repair the Weave, but she and from their divine conflict, the deities of war, disease, herself was so much more than that. Mystryl. was the ‘murder, death, and others were created ‘embodiment of the Weave. It ebbed and flowed with her Seliine reached beyond the universe to a plane of fire, moods, actions, and energy. Something that harmed: the using pure flame to, ignite one of the heavenly bodies so Weave harmed Mystryl, and vice versa. Her ties to the f Hlustration by Sam Wood Weave were so strong that only she could fully understand and protect it. When Karsus, a powerful arcanist from the human civilization of Netheril, attempted to drain her power in order to clevate himself to divinity, he found him: self unqualified for the task, and magic began to unravel all over Faeriin. The severely crippled Mystryl chose to sacri fice herself to save the Weave. Hér death caused magic to cease functioning across the universe, instantly slaying the upstart Karsus. The deity was reborn as Mystra, and she was able to repair the Weave so that such powerful magic was no longer possible. Tue TIME oF TROUBLES This new deity shared the same close ties with the Weave as her predecessor. This was proven in the Year of Shadows (2358 DR) when she was slain in Waterdeep in battle with Myrkul and other powerful beings. When her essence ‘merged with the land, magic ran wild in some areas and stopped completely in others. When the mortal wizard Midnight assumed the mantle of divinity and the portfolio of the fallen Mystra, magic as a whole returned to normal, although many places still raged with chaotic surges and ‘others séethed with the cold tranquility of a dead magic area. While many of these damaged portions of the Weave have been repaired, enough remain to serve as a warning to mortals—or deities—who would attempt to harm, the Weave or Mystra. Karsus destroys Mystra * PHILOSOPHY AND WORSHIPERS ‘As Mystra, Midnight's philosophy focuses more on the good use and purposes of magic rather than Mystra’s posi- tion of keeping the balance of all magical forces. Despite these differences, Midnight wishes to honor her predecessor and those who served her, and so'she adopted the name Mystra and continues to grant divine spells to her wor- shipers who followed the lawful neutral deity. Despite this commitment to acceptance, Midnight's dedication to good can be seen in some of her acts, such as advising Azuth to change the selection method of the Magister, and actively encouraging her clerics and mages to promote the learning and use of magic. Arcane spelicasters of all types revere Mystra, whether bard, soreerer, or wirard She does not discriminate between the types of arcane spelleasters, and because of this, worship of Mystra shows the greatest diversity in types of spelleasters azuth, the First Magister ‘Anuth was once mortal mag, and great one at that. His prowess with spells and magical lore attracted the fist Mystra’s attention, and after completing several quests to prove his worth, she named him the Magister, the cham pion of magie—the first person ever to hold that divine ranted ttle. Av the Magister, Azuth taught many people the practice of magic, and was responsible For creating the tei ail ‘Uxperstanpine Maare —— ’ prototypes of many powerful magic items. Azuth is said to hhave studied with mages from Mulhorand, explored the ruins of Netherese cities, bartered spells with wizards of Halruaa, learned from elven high mages of Cofmanthyr, and studied the genie magic of the far-off land of Zakhara _ THE Barrie WirH Savras Some time in’ the first few centuries of the Dalereckoning calendar, Azuth came into conflict with a minor southern deity of divinations, Savras the Afl-Seeing, Both were pow: erful spelleasters (Savras was once a Halruaan wizard), and Mystra favored both. The near-livine mortal and the minor deity began a battle that lasted several years, using agents, magic traps, and personal spell-battles. ‘Anuth managed to defeat the young deity and imprison him in a magic scepter. With ths victory and the notoriety among spelleasters he gained from it, Azuth soon after ascended to godhood and pledged to serve Mystra. Since those days his power has increased, and he has acted as a confidant and ally to the Lady of Mysteries. Though the ‘death of Mystra shook him, he has accepted Midnight as the new deity of magic and has worked with her closely to Iielp her understand her duties ‘Auth’ responsibilities include the patronage of wizards, the selection and guidance of the Magister, and leading the more specialized deities of magic. Savras, now freed from the staff, serves Mystra through him, and the two are cautiously moving toward’ working friendship. Velsharoon; the deity of undeath, also reports to Azuth, although only reluctantly. PHILOSOPHY AND WoRSHIPERS Unlike his superior, Azuth is not a deity of magic but of spells and spellcasters. While he is the Patron of Mages, his personal preference is toward wizardry rather than sorcery, and his philosophy fits better with the studious life of a wizard than the more haphazard practices of a sorcerer. Unlike Mystra, he is neither evil nor good, and can appre- ciate the craftsmanship in a spell regardless of how benign or vile it may be. Azuth acts asa force for the use of magic rather than a protector of its raw power. Azuth’s worshipers are mainly wizards, although sorcer- ers attempting to master a new spell often invoke his name. During his mortal life he was said to be a master of the ‘mageduel, and his name is called upon For good luck when such a battle is to take place. Azuth expects all true patrons of the Art to sponsor (whether alone or with othes) a mage fair at some point in their lives and attend such gatherings ‘regularly. His clerics are charged with teaching magic to all who can learn it and will use i¢ carefully, and his temple libraries are said to hold hundreds of spells apiece, Many young wizards got their start when they received a small spellbook as a gift from a worshiper of Azuth, and sich a Practice encourages worship of the High One by those ‘people later in life. sauras, | . the imprisoned peity Sayras was once only worshiped. in the southern lands revered by diviners and oracles inthe Shining South and in pockets within the Lands of Tnerigue. Eventually, "be came into conflict with Azuth, who shared a similar portfolio, and! Savras as defeated and forced into'a magic scepter that bore his name. He spent hundreds of years as a sentient force within the scepter, able to teleport his prison ind protect himself from Azuth’s attempts a divining the scepter’sloca- tion, Savras's worship dwindled after his imprisonment. His last worshiper was Alaundo the Seer, to whom he revealed only visions that would come trus. Savras’s RETURN ‘The scepter eventually reached the hands of Storm Silver- hhand, who ignored the demigod’s pleas for release. She even tually turned the jtem over to the Lord of Spells for safekesping, After ‘the Time of Troubles, Azuth released Savras after he swore an oath of fealty, and since then the two powers have moved toward a friendly relationship. Savras now focuses on divination, truthspcakers, and fate, and is the patron deity of many diviners. Some sages and followers of Savras believe that he inten: tionally lost the battle with Azuth, seing it as a more favor- able alternative to some possible event in his Future. This is debated by Followers of Azuth, who point to-the more con- servative nature of Mystra at the time, and they propose that she therefore would have Favored a more aggressive and asionate deity of seasters(Azuth) ro complement er own nature. PHILOSOPHY AND WORSHIPERS Sayras's followers not only seck magical divinations for guid ance, but also adhere strictly to their patron's devotion to truth and frankness. Savras encourages his followers to pause and take stock of a situation before acting, and warns that others ‘might have hilden motives in wishing to learn their fates and the future: He sees his role (and the role of his followers) as that of an agent working to prevent Future cataclysmic harm. to all Faerin, and urges his followers to warn of such events when they are predicted. They also study prophecies and inter- pret dreams They promote the careful use of divination ‘magi, rather than the reckless and exploitive use that some warlords would put it to in hopes oF conquering, much with lidle work: Most of is arcane spelleasters are bards or wizards, since Few sorcerers develop skill in divination magic. shar and Her Greatest secret ‘Shar, the dark-tressed deity of darkness and secrets, has nursed a grudge against her sister Sele and their daughter os ‘Unperstanpine Mactc “Mystra since the davn of creation. While her battles with Sele have been both grand and subtle, her “vengeance against Mystra has been brewing so long and so coolly that ‘most don’t realize it exists. Yet sages of divine lore catego- rine her as “the ruler over pains hidden but,not forgotten, bitterness carefully nurtured away from the light and from cothers, and quiet revenge for any slight, no matter how old” With this as her legacy, it should be no surprise that ‘Shar would seek recompense from Mystra, but none thought she would do it in the manner she has chosen, THE SHADOW WEAVE Because she knows that striking directly against Mystra at this time is foolish and dangerous, Shar chose an indirect method to combat her traitorous daughter. If Mystra is the source of all magic on Faerin, making every mortal spell- caster beholden fo her to some extent, it woud be possible tosteal away some of that power ard the associated worship by ereating another source of magic that was under Shar's control and whose practitioners would have to be beholden to her if they wished to survive its use unscathed. Shar studied the Weave and used her own energy in remote parts of the world to experiment on it, eventually coming to understand how it worked and duplicating its effets with her own subtle and dark creation. Eventually this experiment grew to encompass the entire glob, although none knew of its existence. This creation is the Shadow Weave, a dark and distorted copy of the true Weave that enhances the magic of shadows, enchantment, necromancy, and illusion. With the Shadow Weave, Shar hopes to draw evikinelined spllcasters to her flock, especially since those are the kind of people who would avoid paying homage to the goodaligned Mystra anyway. While the Shadow Weave has existed for quite some time, only feently has its use begun to spread rapidly and its power become known to many. With people drawn to her faith and her source of magic rather than that of the normal Weave, Shar hopes to draw power away from Mystra so that the Lady of Mysteries is seduced to the power of an intermediate or lesser deity, a¢ which point Shar might be able to force Mystra to serve her or destroy her outright. With Mystra subservient or gone, Shar would be able to attack Seline, using her com- plete control over magic to slaughter large numbers of the Moon Maiden’s worshipers, weakening her eternal rival to such ai extent that Shar could finally be victorious. PHILOSOPHY AND WorSHIPERS Shar is 4 newcomer to-the powers of magic and has not established a firm platform for her followers who worship this aspoet of her. Her primary’goals are the acquisition of new followers, mainly by tempting them with the poyer ‘offered by the Shadow Weave. She tries to have those jvho turn to the Shadow Weave choose her as a patron, and in returth or this she soothes the pain of the mental damage ———— caused by drawing upon her dark secret. Shar is careful to avoid tempting divine spelleasters to take this last step, since she has no desire to ereate more enemies when she sees hher moment of victory over Mystra and Seline on the horizon. It is possible that Shar and another deity might make arrangements for a special follower to gain Shar's blessing without having t0 choose her as a patron; such agreements usually involve an extra quest for Shar and one for the character's actual patron as wel. Shar is particularly fond of seducing sorcerers and wit- ards known to train many apprentices, for such mages tend to produce young mages who also rely upon the Shadow ‘Weave. She also enjoys corrupting those who manufacture siagic items, particularly prolific erafters such as enclave Red Wizards, for their items are Shadow Weave items, ‘which encourage every person who handles them to turn to the Shadow Weave. velsharoon the ungrateful Velsharoon is former Red Wizard and candidate for caulkir of necromancy of Thay. After being driven off by Szass Tam, he later discovered a magical process described by Talos the Destroyer that would allow a powerful wizard to ascend to godhood. Velsharoon used the process to be- come a lich and then a godling (with the sponsorship of Talos) While he served Talos loyally for two years, he found his power being depleted rapidly im service to his sponsor, so he stitched his allegiance to Azuth. Now he has ‘an uncasy agreement with the Destroyer, paying lip service to the Lord of Spells while promoting destruction by en- couraging his followers to unleash undead monsters upon the world. Shar has recently approached him about the use of the Shadow Weave, and iti likely that Velsharoon will soon have a third master. VANITY AND ‘AMBITION Velsharoon has his fair share of enemies. His protector ‘Azuth dislikes him and only proteets him from Talos be- cause it scrves Mystra’s will to check Talos for his attempts at usurping wild magic from Mystra’s portfolio. Talos has not forgotten Velsharoon’s treachery and i likely to teach him a lesson when the opportunity comes. Kelemvor and Jergal hate him for his creation of undead, which disturbs their concept of the natural order, and most of the nature deities oppose him on similar grounds. Finally, he has a rivalry with Cyric, for the both wish to steal power from the deity of death as ‘At the same time, Velsharoon has proven a master of diplomacy and bargaining when he needs to be, aid has been able to play off his alles against each other. Whether he can do the same with Shar remains to be seen. Given his talents and recklessness, he is likely either to shoot rapidly upward in status or be crushed and absorbed after a catastrophic mistake. } } - ——— ‘Unperstaxpine Macre ogee , PHILOSOPHY AND WoRSHIPERS ‘Velsharoon encourages the study and practice of necroman- cy by all who have the talent for it. He sees necromancy and undeath as the ideal state for those who wish to make a mark on the world, rather than fading from- obscurity His philosophy has an odd dualism chat embraces necro- mantic study as a metaphysical scholars ideal and at the same time entourages experimentation and creation of un- dead regardless of the consequences ‘Because of their Focus on necromiancy, many of his follow: ‘rsare turning tothe Shadow Weave, which is putting him in an awkward positon in dealing wish Shar, for he wishes his followers to become more powerful but doesn’t want to lose ‘them toa rival deity. While he professes service to Azuth (and through him, Mystra), Velsharoon actully encourages his followers to kill followers of these deities when they have a chance in order to vaunt his own power. Most of his arcane worshipers are wizards a few strange srecrers with an obses- sion for creating undead have also joined his clergy. other peities of Magic While the entities described above are the best-known deities of magic in Faerin, the elves, dvarves, and Mulho- randi haye their own deities of magic, which deserve some ‘mention here. 3 Corelion Larethian: Tin head of the elven panthcon is also the deity of elven magic. He ion friendly terms with Mystra, Auuth, and (through his consort, chanine Moonbow) Savras, although when human empires grow powerful and greedy for magic (uch asst Netheril he becomes more distant. He is often described as the vigilant defender of elven magic and craft: He opposes the corruption causa by the Shadow Weave, and casts his angry gaze upon any elf who dabble in it, secing such acts as the province of the dark elves Deep Sashelas: The deity of sea Elves is also the patron of water magic, and beings of other races sometimes turn to him as a patron. He is friendly but indifferent to-Mystra and ignores the other deities of magic. Like Corellon, he forbids the use of the Shadow Weave among his followers. Hlanali Celanil: Rather than being a patron of magic itself, Hanali i interested in magical artistry —the creation of beautiful spells and magic items. She is indifferent to ‘Azuth, Mystra, and Savras but dislikes Velsharoon for his hideous undead and Shar for her nurturing of bitterness and heartache. She agrees with Corellon that the Shadow Weave isa path to corruption. Tse Isis is Mulhorand’s patron deity of goodaligned ages. She is coolly friendly to Mystra and opposes Shar and the use of the Shadow Weave Laduguer: The deity of the duergar is the patron of dwar- ven magical craftsmen and dwarven magic. He cares Tittle for the deities ofthe surface world and even less about what ‘magic his followers use as long as it allows them to ereate weapons for the fight against their Underdark adversaries Set: Sct is the Mulhorandi deity of evil magesand’spells. He cares little for any of the Faeriinian deities, but admires the ereation ofthe Shadow Weave, a concept he wishes he ‘had thought of himself. ‘Thoth: Thoth is the Mulhorandi deity of magic in its ‘theoretical and practical form, as well as of neutral-aligned! spelicasters He is indifferent to-the Faerdnian’ magic deities, and neither supports nor opposes the Shadow ‘Weave, seeing it as a tool for magic (created by’a non-Mul- hhorandi deity) and nothing more. Magic Terminology Defined This section explains the differences between various users of the Weave and how they draw their power from it. Users Of the Shadow Weave function almost etactly in the same manner, with a few more limitations ‘the act . Any magic that doesn’t have its origin in the power of a deity is arcane magic. (While all magic is accessed through the Weave, which is maintained by a deity, this does not make all magic divine magic:) The use of arcane magic is called the Art, and so bards, sorcerers, wizards, assassins, harpers, and other specialists who draw upon arcane magic are all users of the Art, whether or not they acknowledge their kinship with each other. Those who use the “Art have trained or innate skills in touching the Weave and bending it to achieve the desired results. They may not consciously understand the relation- ship between their words, objects, and movements and the Weave, but they know it exists and it can be felt reacting to their manipulation. Different arcane spelleasters have dif- ferent experiences with the Weave—some say it feels like weaving a tapestry, others like pulling on ropes, and others like the play of cascading water in a waterfall. These feelings are purely subjective and do not affect how their spells work. the power Magic that originates in the power of a deity, usually: through prayer, is divine magic. The use of divine magic is called the Power. Clerics, druids, paladins, rangers, black- ‘guards, and other practitioners of divine magic are taught this name of their magic by their mentors. Unlike masters of the Art, those who use the Power have’ no skill in using the Weave. Their spellcasting knowledge is planted directly in their minds by deities in response to their fervent prayers To one using the Fower, casting a spell is ant exclamation of faith and is usually accompanied by a sensa- Mustration by Todd Gamble es ‘Unpersranpixa Macte cos AD Faeriin and its magic tion appropriate to the patron of that spellcaster. For exam: pl, clerics of Lathander feel a warm heat upon their backs, rangers of Malar feel the hot blood of a fresh kill in their ‘mouths, and paladins of Kelemvor hear the quiet crunch of bone under their boots. As with arcane spellcasting, these sensations do not alter the effects of the spells cast The weave Raw magic exists in Faertin, but itis a powerful and dangerous force that can easily destroy even a patient and skilled mortal, Te is locked away inside all matter and difficult to access. Most spelleasters instead draw upon magic through the controlled and relatively safe magic accessed through the Weave. what It Is ‘The Weave acts as both a barrier and a gate between raw magic and the world. With the Weave in place, mortals can access magic and are protected from the harmful effects of contacting raw magic while still able to tap its refined energy. With the Weave gone, raw magic quickly dissipates from the world, but only after disrupting existing magic and lashing ‘out at nearby magical conductors Both times that the Weave has been destroyed (with the death of Mystryl and the first ‘Mystra), widespread destruction resulted, and the Weqve’s return was only partially able to correct for this, with some portions of the Weave left absent or damaged. Faerin, whether living, dead, undead, inanimate, solid, liquid, or gas. It per meates the soil, suffuses the deeps of the ocean, and stretches to the limits of the air in the sky and beyond. The Weave is like a great base fabric upon which the substance of the world is embroidered, a web upon which mortals walk like spiders, a great ocean upon which all objects float. At the same time, itis an aspect of Mystra, and itis by her will that the Weave reaches where it does Spellcasters, knowingly or not, cause spells to work by drawing power from the Weave, adjusting the balance of ‘energy so that the power of the Weave comes forth and is shaped by their actions and will. When the Weave is dam- aged by reckless spelleasting or magical disaster, it can be torn, shredded, or destroyed, leaving dead magic and wild magic areas ‘The Weave is present in everything pead magic As explained in the Foroorren Rialus* Campaign Sering, dead magic areas are places here the Weave is absent. Magic simply does not work there. Magic items withim its bounds do not Function, no item can be detected by magic, and creatures cannot be magically called, summoned, oF teleported into or cout of its confines. Adamantine items retain their nonmagi- cal enhancement bonuses within a dead magic area While no temporary repair of a dead magic arca is known, a wish or miracle spell permanently repairs the Weave within 30 fect ofits point of origin (which must be outside the dead magic area, of course). A character with the Tenacious Magic feat must first make a easter level check (DC 14) to repair a wild magic arca, whether tem- pporarily or permanently. Multiple spells must be used to repair larger areas. Theoretically, wish and miracle spells could be,used to create a dead magic area, but none have come forward with evidence that this isso. ‘Any creature that uses the Weave to cast spells or use spell- like or supernatural abilities becomés uneasy and uncomfort- able immediately when entering a dead magic area, and may take a move-equivalent action to note the exact boundary of the area within 5 fect of their location. Users of the Shadow Weave do not feel the difference and cannot determine the borders of a dead magic area in this manner. Any creature, whether a user of the Weave or’ Shadow ‘Weave, can use a detect magic spell to determine the extent ‘of a dead magic area within range (a Weave user would have ‘to cast the spell outside the dead magic area). A character with the Insidious Magic feat must make a caster level check (DC 10) to detect a dead magic area in this manner. ‘A dead magic area is not the same as an arca affected by 4 dispel magic or similar spell. Dispel magic smoothes out the energies of the Weave, returning it to its normal un: tapped state, while a dead magic area is « complete absence of the Weave. wild Magic ‘Unlike a dead magic area, where the Weave is simply absent, a wild magic area is place where the Weave has been severely damaged. The area initially appears normal and does not cause any uncomfortable ferlings like a dead magic area does, so it is much more dangerous and hard to detect. ‘Any creature, whether a user of the Weave oc Shadow Weave, can use a detect magic spel to determine the extent of wild magic area within range. On the frst round, the presence of magic is revealed (as it would be with any ongo- ing magical eect), and on the second round, the existence of a wild magic area within the area of the spell i revealed On the third round, a character can attempt a Spelleraft check (DC-25) to determine the exact borders of the affected area within the operating area of the spell. A character with tthe Insidious Magic feat must first make a caster level check (DC 10) to detect a wild magic area in this manner (a check ‘must be made on the second and third round) Wild magic areas only affect spells and spllike abilities cast within their confines, including these effects that origi nate from magic items They donot affect supernatural abil ities, ongoing spells brought into their area, or spells cast from outside the wild magic area that reach into it. For effets that ae affected by a wild magic ara, roll on Table 2-1: Wild Magic Effects in the FongorriN Réas Cempaign Sting ‘A ddspel magic spell used for an area dipel against a wild 10 Unperstaxpixg Macre — ‘magic area causes magic within the area ofthe spell to func- tion normally since it temporarily smoothes out the dam- aged portions of the Weave and causes them to function normally again. Greater dispelling works similarly but’ for 1dh40 minutes, A pAsb be seirecle permanently repairs the Weave within 30 feet of its point of origin. A character with the Tenacious Magic feat must first make @ caster level check (DC 14) to repair a wild magic area, whether ‘temporarily or permanently. Multiple spells must be used to repair larger areas. In theory, miracle and? wish spells could be cast to create a wild magic area, but no evidence of ‘this has ever been confirmed. the shadow weave ‘The Shadow Weave is the space between the strands of the Weave, the gaps in the spider's web, the bubbles of air trapped in the waters of the ocean. It reaches everywhere the ‘Weave does, and more, for the Shadow Weave is not subject to Mystra’s laws or state of well being, If Mystra were to die and the Weave collapse, the Shadow Weave would persist Users of the Shadow Weave are not subject to wild magic areas or dead magic areas in the Weave, for they draw upon another source of power. It might be possible For dead or wild ‘magic areas to form in the Shadow Weave, but that would require great magical force to be expended against it, such a8, the death of « deity who uses the Shadow Weave or. the destruction ofan artifact or myth ereated with the Shadow Weave. No such events are known. Should these events come to pass, the effects would be similar to a Weave user in an area of wild or dead magic, except that a Shadow Weave user would be affected and s-normal Weave caster would not. ‘A creature that uss the Shadow Weave cannot cast spells with the light designator or activate spell completion or spell trigger items with the light designator. Any attempt to do so isa standard action and produces no effect, just as if the user were attempting to cas a spell within an antimagic field. ‘An antimagic field negates all magic within its area, so it does affect user of the Shadow Weave. Likewise, Shadow ‘Weave spells do not bypass spel resistance, although users of the Shadow Weave get a bonus on level checks to over- come spell resistance:when casting spells of the schools of Enchantment, Illusion, and Necromancy. mystra’s refusal ‘Mystra;as the manifestation of the Weave, decides who can draw upon it and who is barred from accessing it. Deciding is somewhat taxing to her, for every attempted use of the ‘Weave by che target of this ability draws her attention and some small bit of er power, but for a mortal (or even 3 hun dred mortals) doing so, this distraction is trivial fo the deity. Such a punishment is normally reserved for someone ‘who has been abusive of magic, trying to inflict great harm py Uxperstanpixe Macre —— to magic itt (euch os by intentionally cresting ares of wld or dead magi) or researching sels of mss destruc fhe, tach a many of thove known ia Imaular, Narfel, Neher, and Raurethar’ Such a being exe acess che Reco te Weave, eve cast spell ce bee ell cpl fon or spel eriger item or activate pele or superna. tial ables However, mage and isefTets can still harm them, and such beings typically are lia by thei rivals or See paced pas lier Bpassl Gs isdpaliey Gch coca te Weare, hich would prevent the diy from using magic while in Fae bt ot while the deity was on another plane where the Weave docs not ei uch a any of the planar mes of the ed Ouch anata ry Gring tot athe aly dos toreduce the yomer ofa deity intervening drcly in Farin fle hanet block a Steps bili to grant spell 0 wer: thipers without negntig the ably ofeach, worshiper to daw on the Weave In addition to ein time consaming to bees each of large. ceigys (lowers and sever nin individual connections to the Weave, such an act would greatly upset the balance of power between the deities angering Lord Ao. ‘Mystra cannot block someone from accessing the Shadow Weave, Te is not a part of her, and her power holds no sway over it. Ifa creature barred from the Weave by her will later turned to the Shadow Weave, it would not only be unaffected by her power of refusal, but she wouldn’t know that the creature was again able to access magic (albeit From another source) Presumably Shar has a similar power over users of the Shadow Weave, since she modeled her creation on Mystra', but if someone drawing on her power (or worse, one of her worshipers) offended her.so, she would be more likely to have them killed than simply end their access to the Shadow Weave. Once a creature has chosensthe Shadow Weave, no known way exists for it to draw upon the true Weave in the former manner, although a wish, miracle, ot similar magic might work. Cee EE a Everyone has heard of Elminster, the Blackstaff, and the Seven Sisters, so Pll not set down once more what even the most inattentive would-be archmage must by now nov. Instead, read and heed ofthe fates of « handful of lesser-known spellerafters Archvcult: A pupil of the Seven Wizards in Myth RNG Aetirenlt! was cigglized ond Iacrtorit ‘and impressive from the first. Tall,. graceful,“and_silver- bearded, he was soon the epitome of the cultured, awe- inspiring archwizard. He is believed to have been trapped and imprisoned by fetF'magic in Calimshan, and is said to stil exist today as a tortured sentience as his unknown captor somehow forees him.to power and guide magical ‘automata from afar. © ‘Caligarde: Another pupil ofthe Seven Wizards in Myth Drannor, Caligarde was a sarcastic, sharp-tongued, arro- gant man of dark good looks and ttle patience: He some- how survived the fall of that fair city and lived beyond his normal life span. He ‘buris with an unknown hatred against elvenkind, and now slays elven mage whenever he catches them unguarded. Caligarde works mischief wher” ever he goe®, stealing oF seizing magic. He seems to have taken on young human apprentices, or agents, who are as cruel and rutiles as he. jwald: A mage of the Covenant, Grimwald was a hunched and untidy, shuffling, muttering, and yet kind- Iiearted man. He dwelt in the Tower Terrible at Wrinkl&- stone in the Sword Coast North, and has not been seen in Faertin since at least 1298°DR. He and Presper embarked con expeditions through portals to “other worlds” They the ramous spell inventors : reappeared three or Faur times, only to n@r-eome Dicks thereafter. His home was plundered.long ago. Nehaser: A wandering mage of the Sword Coast princi- pally known today for his g/owing globe spell, Nchaser was: a kindly, inquisitive, nighfearless man of homely looks and ‘great endutance. He disappeared in the 1330s, and was long taught’ dead—but recently walked into a sage’ shop in Neverwinter, demanding information about “the Thalang” Nehaser seemed much changed, almioit deraiged, and told the sage Harquel that the Thalang is an enthanted, ani- ‘mated gem from lest Netheril that ean cast spells that it hholds the sentience of many Netherese wizards, and“ the comly thing that can save_us fram the coming doom.” [Nehascr’s present whereabouts are unknown, Nidethae: Famous today for his ninemen spell (that makes the bones and sinews of skeletons supple so they don’t fall apart upon being animated), Nulathoe was a mage intensely interestéd in necromancy, who lived in various places around the Sword Coast North. He created ‘any strange guardian creatures by combining skeletal parts from various monsters, and ultimately, a8 he grew ‘elderly and frail, prepared his own Series of skeletal bodies to live on in. He’s presumed to have hidden his"yarious bodies up and down the Sword Coast, and to be inhabiting them yet, jumping from one to another as he desires. Matcher Harpelt The Fools Who've Stood Here Before You: First Lessons in Magecraft suritien in the Tear of the Sword, 1365 DR 1 addition to the most common forms of the! Art and the Power practiced by wizards, clerics, and s0 ‘on, many lesser-known kinds of magic exist. Some, such as elemental magic; merely represent the specialization of a particular field. Guild wizards combine their magical ‘Powers to create reservoirs of spells known as spellpools Other magic-wielding characters store their powers in ensor- celled gems, candles, or runes. And some disdain any form of training or organized learning to instead wield the pure, raw magic known as spelfire. Seline’s clerics practice a ritual that channels her power into substance known as moonfire, while Mystra herself has ‘created a forth of spelleasting called the mageduel that allows arcane casters to battle each other without the danger of death. elemental magic The red-robed sorcerer created a globe of Fire in his palm, then threw it at bis opponent. The globe exploded upon impact. When the smoke cleared, the observers saw that the wlobe bad bit « cubical stone barrier conjured by the sor- cerer’s target. The cube shattered, revealing a sandy-baired woman in dull brown robes, unharmed. “An excellent mageduel so far,? remarked Ghorus Toth of Thay, standing outside the arena. “Tes, but Pd like to see bim battle Zheltuk of Vs answered a nearby incantatrix. n “Why?” asked the Red Wizard. “Becante Zbelluk isa cold mage, wied is the perfect oppor sitet that man’s fire magi.” “Nonsense,” quipped the Thayan. “Everyone knows fire is npesed by water, not cold” Some spellcasters wax poetic shout the four classical cle ments—air, earth, ire and water—and that the division of magic into these extegories is magic in its purest, form. Some (particularly those from Kara‘Tur and other lands far to the east) add a fifth element, wood, or use a slightly different ring of elements Yet others espouse the merits of studying the energy “elements” of spells—acid, cold, cle tricity ire, and sonic, and afew elect to include force. Clerics ‘muddle the discussion with the Plant and Animal domains in addition to che domains relating tothe classical element, with the cleies of the elemental lords weighing in as well. Other mages insist chat the genies represent the true ele mental essences and talk of the connections between ele- ‘mental spirits and the Material Plane. In shor, spellastrs cannot rach a consensus on wht the clements are 8¢ what elemental magic is and so “elemental mages” vary greatly even within the same type of element. Tn practice, specialists in the various elements have cer tin similarcis They tendo dres in colors appropriate to ther element, proclaim ther element superior to all others eschew spell of the opposing elemental type (if such a concept truly exists) and focus on magic relating to their element in preference to all other types of spells Elemen- talists of the classical types are the most common. Air elementalsts are often conjures, since that school has the greatest number of fog, cloud, and gas spells. Hale uaa has a slightly higher proportion of air elementalists than other elemental casters, perhaps because of its skis oF its tiesto the ancient floating cities of Netheril-OF the types of magical energy, air clementalists relate most strongly to-cold. ——— Marte Variants, Earth elementalists often specialize in transmutation spells, since many of those spells relate €6 earthy stone, and ‘metal, A few pursue the path of conjuration. Earth ele- mentalists relate most strongly to acid energy spells when not using “true” earth magic. They are common among desert and mountain peoples Fire elementalists are often evokers, frequently special ining in battle magic. Many choose the Energy Substation feat (see the Feats ection in the next chapter) to give them even more fire spells to choose from. Fire clementalists are the most visible sort of elemental mage, and no place pro- duces more of them than Thay, where Kossuth the Firelord is a popular deity Water elementalists tend not to specialize in schools of ‘magic, ut favor abjurations, divinations, and some kinds of | enchantments. They favor electrical energy over any other type of magical energy. Many come from the,lands around the Sea of Fallen Stars. elven High Magic HOR aie stele niles pt: Tet be stead in the middle of the great circle, drawing mag- ical power from the clven wizardsand apprentices, and even streams of life energy from the ether elves in the second circle. Though the old one spoke only in a whisper, too soft to Ree Oe terme fis selma 7 oy ed reo ent pate oes wie Petes soc tpantacns eae Bs te ce aie Se rome veckig aro Benes is vy sais akon IRE os anc f tc it la 8 re ei oh ay rs eit goed ES hae leaps lo cs eae sap leske febeprssr 0 far WR ire feo ena sence aie | isabel ork sana hips saose 4 Pe ras cg cose ecrmtenl ges ergs reset Seta cateas oc ae The greatest and oldest elven wizards are sometimes inti ated into. higher Jevel of magic called elven high magic. ‘This magic goes beyond the bounds of normal spellcasting, affecting huge areas or hundreds of people at once. High ‘magic requires decades of study, and its implementation takes days of casting and draws upon the collective energy of dozens or even hundreds of elven participants, but is capable of fantastic magical effects that cannot be achieved without such expenditures of large amounts of time, resources, and personal energy. Examples of high magic are rituals eapable of healing hundreds of people at once, cpeat- ‘ng mlultiple magic items at once, restoring large portions B — of forest, or destroying an entire city by concentrated forces of nature. The most famous sort of elven high magic is the creation of a mytbal, a magical ward capable of pro tecting an entire city Elven high magic is incredibly rare and taught only to.a seleet few elves considered worthy and hardy enough to learn it.I is sud thae asking to e taught is a sign of one's uunreadiness, and it is possible that the practice of igh ‘magic will die out within a generation unless the elder elves, consider teaching more elves how to use it. Considering its destructive potential to the world and the Weave if mis- sed, there are many conservative mages who would prefer if high magic were practiced no more. Gem Magic Thorik shook the last gobbets of ichor from bis axe, then thumped its bandle on the ground ina self-congratulatory ‘manner, “Damn, that was a good fight. Those ghouls were ‘he toughest bad ever seen” “Certainly more powerful than what I could destroy with she power of Lathander,” agreed Randal, plishing bis boly symbol. é “So shall we see what's bebind that door they're guard- ing?” asked Tasheira. This was a wizards tomb, so be ought to ave some good stuff?” “Wait? interrupted Colmarr. There's something familiar about those runes. Theyre in Draconic. Pom not sure I recog: nize the language -..b) Mystra's breath, t's in Lavass” In response to blank stares, be explained. “The noble tongue of Netheril. They were said to bave held my people in slavery ages aga.” The dwarf raised bis eyebrows: “Ab, a wizard’s door, then. That explains the xem in the center, and no real han- les. Get foi, Tasheina® “How about I just push the gem?” “No? exclaimed Colmarr, te late. Their world became fire. From time to time, adventurers recover a pretty trinket from some long-lost hoard, only to discover later that the ‘gemstone is a deadly trap left for some poor fool by a gem ‘master long dead, Others find items that grant a benign spell when touched, crumbling to dust with the activation of its magic. These items are the legacy of gem magic, & long-forgotten art that as only recently been revived in parts of Faerin. Gem magic, like rune magic, is the practice of affixing spells to items so they can be triggered later. While it results in the destruction of the gem, gem magic is versatile and faster than other sorts of, magic item creation. ———_ Mate Varranrs —— Attuned gems A practitioner of gem magic—that is, a character with the Attune Gem feat, described in the next chapter—ean cast a spell into gem and set the conditions for its release: time, touch, or proximity of a creature or object described by observable physical characteristics. The gem cannot be set to trigger bastd on class, Hit Dice, o level, but could be set to trigger by touch o proximity. to a creature of a particu- lar type, race, alignment, or appeaiance. Placing a spell in a gem requires the caster to prepare the spell he wishes to embed, supply a gemstone worth at least 50 gp per spell level of the spell to be used, and spend 1 hour plus the spelt’s normal casting time to finish the process. ‘The character attuning the gem can set the caster level anywhere between the minimum necessary to east the spell and his own. level. A gem can only be attuned with a single spell. The magic gem has a base price 50 gp per spell level ‘times the caster level (a Olevel spell counts as 1/2 level). You ‘ust spend 1/25 of its base price in XP and use up raw mate- rials costing half this base price. The magic gem’s market ‘Price equal its base price plus its inherent value as a gem. ‘Any decisions the caster would make during the casting. of the spell must be made when the gem is attuned. The release of the spell destroys the gem. The act of attuning 2 ‘gem does not physically alter the gem in any mundane way, although it radiates magic. Recognizing that a gem has been attuned requires a Knowledge (arcana) check (DC 25). Triggering Gems ‘When a gem is attuned, the spellcaster determines its trigger: ‘ing conditions. A gem can be triggeres! by touch, by an incre- ‘ment of time (such as-24 hours after being attuned), or when a creature of the appropriate type comes within feet of it ‘The creator determines ifthe spell’ target is the creature that triggers it or if the target isthe gem itself. A chronological ‘trigger always targets the gem with its spell. Ifthe gems spell only affects objects, then an object must somehow trigger the spell (or the gem must have a chronological trigger). If the gem is the target and itis affixed to an object (Guch as 2 weapon, door, or other object Mediumsize or smaller) or worn against the skin of a creature, the spell affects the entire object or creature. For example, a gem attuned with a protection from evil spell could be mounted on the pommel of a sword or worn on a chain around the neck of a child. I the spell was triggered (uch as by the proximity of an evil outsider), it would affect the sword ot tthe child, providing protection against that outsider. While the gem is destroyed normally in this manner, the objector creature is not otherwise harmed. The gem's creator may touch the gem safely without triggering it, or deliberately trigger it if he so desires (pro: tective spells are often placed in gems for just this purpose). % These protective items are often called gem wards Common gem wards are the protection from-evil gem deseibed above, oF gems bearing featber fall prteion from arr, oF stneskin spell the mageduel ~ Tater mage il ef phases ces feel OF their attention on each other. After a moment they nodded, pica, ee eerseriri f barely visible’ shimmer, encompassinga spherical area ile veces Pew tag oct Oo yekc aca a asa jobind ont cheetah ode moon elf raised bis right hand, the first two fingers upward. Pa eteane nerd oe Rela oe Gis a ee Stor Noses) God ocean spel par egal es hee eemeeaene ‘The mageduel bad begun. Combats between spelleasters are legendary, often resulting in the destruction of castles, villages, and local terrain. In the case of large-scale battles, such as those between Narfell and Raumathar, entire regions of land ean be destroyed, resulting in barren locations such as the Endless Waste. Fearing that such acts might turn the world to litele more than a battered magical war zone (and not wishing talented ages to destroy themselves in pointless battles), Mystra altered the Weave to allow for a system of combative spell: casting that allowed. fivals to test their strengeh against cach other without causing mass destruction. This system ‘eventually became known as the mageduel, and every arcane spellaster in Faerin knows how to invoke this rte While reckless or murderous mages prefer traditional (lethal) spelleasting to settle their differences, most civi lized spelleasters enjoy the opportunity to prove their skill ina mageduel’ It has become tradition that every mage fair ‘has a mageduel, and most of any, reasonable size schedule ‘two or more, offering prizes for the victor, while others ‘make wagers on the outcome. ‘A mageduel normally has only ewo participants, al ‘though there have been times when three spelleasters have faced off simultaneously, or pairs of opponents engaged cach other. The rules for a magedicl are the same, regard- less of the number of participants. qualifications In order to participate in a mageduel, a creature hias to be able to cast arcane spells in the manner of a sorcerer or wizard. Spell-like or supernatural abilities do not involve the proper knowledge to initiate a mageduel, nor do magic — Mtustration by Carle Arellano So ——— Mare Varranrs car Bs Mageduel items that grant magical abilities to nonspellcasters. Any” attempt by an unqualified creature to be involved in the preparation of a mageduel (see below) causes the attempt to fail, and the mageduel is not begun. peclaring a Mageduel When one mage challenges another, the challen offer the option of a mageduel. Even if the challenger docs not propose the option of having a mageduel, the defender ‘can propose it; refusing this offer is tantamount to admit ting that you wish to kill your rival preparing A Mageduel ‘A magediuel requires preparation, which takes place in six steps ‘Attunement: The participants must stand adjacent to cach other and concentrate for 1 full round, attuning themselves to cach other and the localities of the Weave. A person can only attune herself if she is doing so of her own free will (as opposed to-being convinced by a charm person spell, for example’ Define Size: The duclists next determine the size and shape of the mageduel arena. If they cannot agree on a size and shape, they make oppoied ability checks (using the abil ity from which their bonus spells would be acquired), with the winner's choice being the one used. 5 ‘The minimum size For a mageduel is a cube with sides cequal to twice the sum of the arcane caster levels ofall par~ ticipants in feet (rounded down to the nearest 5 feet), The maximum size of a mageduel arena is a cube with sides ‘equal to five times the product of the arcane caster levels of all participants. For example, mageduel between a Sth- level sorcerer and an 4th-level wizard would have a mini ‘mum size equal toa cube 15 feet on a side (4+ 5, x2, = 18, rounded down to the nearest fect is 15 feet), and a maxi mum size equal to a cube 100 feet on a side (4 * 5, x 5, = 100}. Only a character's highest caster level applies for this calculation. Most mages prefer larger arenas 50 as to allow them greater maneuverability ‘The arena need not be cube-shaped, though the dimen- sions given above indicate the maximum volume of the area, Indeed, the mageduel arena is often shaped to allow for odd terrain or to avoid or include certain obstacles ‘Once the size and shape is determined, the arena forms, re quiring 1-round per participant. ‘An obvious visible shimner in the air defines the edge of the arena. Animals and vermin shy away from the area. Such creatures within the arena must succeed at a Will saving throw (DC 15 +1 per participant) each round of be fright: ened. This condition fades when the creature leaves the arena. Define Preparation: All participants must agree on. the number of rounds each mage is allowed to cast spells before the mageduel begins. The standard is 1 to 3 rounds; longer prepa | i he ‘Maate Vanranrs ee rations usually result in a stalemate because the participants are too well protected to harm each other. Quickened spells and extra spells from a haste partial action are allowed during this time, although itis considered rude to use them. If the com- batants cannot agree, they make opposed ability checks (as above) to determine the amount of preparation time. Prepare for Dueling: The participants space themselves ‘equally around the perimeter of the arena and use the allot- ted preparation time to cast spells upon themselves. The ‘only spells that can enter the areni.from the outside in this manner are touch spells and spells that affect the caster; all others are suppressed as if within an antimagic field. Enter the Arena: When the preparation time ends, all participants step into the arena at the same time. A partic- ipant that does not enter on time (for example, if he pauses ‘to cast another spell, even a quickened spell) defaults on the ‘magedul, Begin the Mageduel Once all participants have entered ‘the arena, the mageduel begins Roll initiative normally (there is no surprise round), though neither combatant is con sidered flat-footed at the beginning of a mageduel effects of a Mageduel A mageduel differs from normal combat in 2 number of ways, reds emee els casthdacigg MS oayediel doo leave the confines of the arena. A fireball cast at a wizard standing near the arena’s border does not extend into the area outside the arena. Monsters summoned within the arena cannot. pass through its edge, rebuffed as if it were a ‘magic circle of the appropriate type. This allows observers of the mageduel to watch in safety... ounterspell Action: In addition to normal actions during their turns, each participant in a mageduel gets one coun- terspell action every round. This counterspell may be used at any point in the round and works as if the mage had readied 4 counterspell action against another caster. For example, Ghorus Toth is a Red Wizard involved in a ‘mageduel with Henyaek, 2 necromancer from Halruaa. Henyack has a higher initiative and goes first, casting a ‘Fireball at his Thayan foe. Ghorus Toth makes his Spell ‘raft check and uses his counterspell action to counterspell Henyaek’s firebai! with a fireball of his own. On Ghorus ‘Toth’s turn, he casts lightning bolt at Henyack. The necro- rmancer still has his free counterspell action (he hasn't used it this round), but he doesn't have lightning bolt or a dispel ‘magic prepared, so he'cannot counterspell the attack and is struck by the lightning Bolt ‘The mage can also use his normal standard action to ready another counterspell, possibly counterspelling. two spells per round. Limited Items: Because a mageduel is supposed t0 be contest of spells between two mages, using magic items to 16 directly attack an opponent violates the intent of the mage- duel Using an item in such a fashion disqualifies the mage from the mageduel. Using an item to summon a monster, create a wall of force, or other magic that does not directly attack an opponent (in short, anything that wouldn't end an ‘invisibility spell) does not disqualify a participant. Subdual Damage: A mageduel is an entirely nonlethal combat. Ic is impossible to di in a mageduel. Anything that causes hit points of damage instead causes subdual damage Creatures that become unconscious from subdual damage are considered “killed” forthe purpose of the rules of a imageduel Ability Damage or Drain: Ability damage can still occur in.a mageduel, although a creature that is reduced t0 0 Con: stitution (or that would die from hit points lost due to a reduction in Constitution) does not de, Instead, she remains at the minimum Constitution necessary to keep her alive, is Unconscious, and is treated as “killed” for the purpose of the ‘mageduel. Attacks in a mageduel that would cause ability drain instead cause ability damage Half Damage: All atcacks that cause hit point damage, ability damage, or ability drain cause half the normal damage (and this damage is subdual damage, as described above) This applies to everything within the mageduel, even attacks made by summoned creatures. This makes the smageduel less a contest of who can activate the most pow- erful spell First Lethal Attacks: Attacks that result in the defender being Killed outright (uch as disintegrate, finger of deatb, and power word, kill) instead inflict subdual damage equal to half of the defender’s maximum normal hit points. Mageduel Arena Invulnerablity: No known magic can affect the existence of a mageduel arena. It can’t be dispelled ‘or otherwise afTected by the participants or observers. outside interference Ifa creature that isn't one of the duclists enters the arena from the outside (whether by conventional movement or through extrdplanar means such as entering via the Eehe- real Plane or with flepor?, the mageduel immediately ends asf all participants had declared ita draw (se below) Like- wise, if « weapon or an attack effect enters the arena, the attack fails and the mageduel immediately ends as if all par- ticipants had declared it a draw. SSE SE Running a mageduel between pcs TE PCs-are opponehts in a magedilel, don’t have one of them announce bis spells out loud until his opponent Tras (a) decided to use her counterspell,and (b) made her Spelleraft check (DC + the spel’ level) : —— Mate Varrants ending a Mageduel When the mageduel ends, all participants recover all sub- dual damage and ability damage caused during the mage duc. Spells cast during the mageduel vanish.as if dispelled, a5 do lingering effects of spells cast during the mageducl (Gach as disease or poison from spells or summoned mon- sters). The magic defining the arena ends. Spells that are suppressed by the area (such as noncaster-only and non- touch spells cast by the duelists before entering the arena) begin Functioning normally. ‘A mageduel can be terminated in several ways. Defeat of Opponents: When only one person remains Within the arena who is not “killed” that person is the vitor in the mageduel. Removing Opponents: Any participant who leaves the arena is considered to be out of the mageduel, This includes intentionally moving out of the afena physically or being ‘pushed by a creature or spell, but does not include using spells such as Blink, dimension door, or teleport to move about within the area. If all but one participant leaves the arena, the one remaining isthe victor. Disqualification: A participant whois disqualified from a mageduel is treated as an outside influence on the mageduel (although he doesn’t end the mageduel automatically just by being in the arena). If he reenters the arena after leav- in it, ses magic within the arena, or makes attacks against any other participant, the mageduel ends because of outside interference as described above. Time: A mageduel automatically ends after 1 hour. If none of the other victory conditions have been met by this point, the mageduel is declared a draw Draw: If all active (non-“killed") participants verbally declare the duel to be a draw, the duel ends. Moonfire High Initiate Coursuna Facerryl poured the milk and wine spon the moonstone inlaid altar of Seléne, then began De dance while chanting the holy prayer tothe deity. Her move- ments were duplicated by the seventeen young clerics of the {faith honored to be involved in the ceremony. Eventually, the High Initiate and her young assistants fell the ground, exbanited from thir efforts. ‘A shite glow appeared on the altar, encompassing the ferings and flowing down toward the fe “Wis a blessed night” said Courynna, ‘for you all that Our Lady of Silver coniders you worthy to ‘ee her gift” The glow had finally stretched far enough to touch thé-hands of one of the novice clerics. “And it seems the bar something special planned for yon, Macra? The ne then retreated tothe tltar and lingered there, chang- ing form. “Quickly, gather the sacred moonfire. There it wat sued Ye? sh One of the holy rituals of Seldine is called the Mystery of the Night, which must be performed at least once a year by her high priest. The ritual is very draining, and involves offerings of milk and wine poured upon a sacred altar on nights of the full moon. Sometimes when the Moonmaiden is particularly pleased, she changes the mixed liquid into moonfire, an opalescent, glowing, animate fluid mass with the consistency of custard. The moonfire flows from the altar to envelop beings and items, often bestowing them with magical powers. Whatever remains becomes inert and is called moonfire salve, and is stored by Seline’s clerics in special white translucent ceramic jars (see the Magic Items chapter). The salve is given to those who have performed ‘exceptional service for the church. The €lerics of Seline ‘consider moonfire (and moonfire salve) holy substance and spare no effort to recover it if it is stolen. ‘The items that moonfire typically creates are moom brac ‘rs, mooncloaks, moon motes, and moon potions (see the Magi Items chapter). Typically, 5,000-10,000 gp worth of these items are created by the moonfire, and typically, enough is left over for 1d6 jars of moonfire salve Rune Magic The old drvarf set bis chiel against the stone: Focusing bis ‘mind with a prayer to the Sul Forger, be Began to carve @ line across the center ofits surface. Another followed the line, and-a curce bisected the twe. Soo, the carved lines degan to glow faintly with a deep red hue. Most prominent of the shapes forming was the hammer of Moradin. The erafisman didn't rush. He knew these works tok time, sand his eraft was older than bis grandfathers grandfather. Soon bis mest powerful rune of healing would Be finished. Rune magic is a means of binding spells to objects in the form of magic runes that are triggered by touch. Tradi- tionally practiced by dwarves and giants, rune magic has ‘begun to spread and is becoming prevalent in areas other ‘than the mountains and tunnels in which the stout folk and giants make their homes. Rune magic is fully described in the ForcorrEN REALMS Campaign Setting. spellfice Bony claws raked shrieking agony acrois ber back. Pain almost overwhelmed ber ‘Shandril opened ber eyei and looked for the dracolich. On ands and knees, Shandril turned and san Shargrailar sweeping down again, its cold eyes glimmering at ber from its cruel skull its claws outsretched to rend and tear. The onctime thief from Decpingdale met the dracalich'sebilling gaze and laughed. From her eyes flames shot forth, in two fiery Beams that struck the undead dragon's wn eyes. Smoke rose, nd Shar- Moonfire grailar screamed. Bony wings sheared away to one side in ‘agony. Shandril was sill laughing in triumph as she spat a white inferno of flames into the blinded dracolich. It reeled backward in the air, blazing, and crashed to earth. —from the novel Spelifire Spellfire is refined, controlled, raw magic. In beneficent ‘manifestations it appears as a font of silver light and heal: ing energy. In battle, it isa searing blue-white jet of all-con suming radiance. Spellfire in its basic form is described in the FORGOTTEN REALMS Campaign Setting, and that infor- ‘mation is expanded here. ‘The supertiatural ability known as spellfie is thought by ‘many to be unique to-a single person each generation, but recent information indicates that this isa fallacy, and that spellfire wielders are more common than originally thought. People born with: the ability to use spellfire have the Spell- fire Wielder feat, described in the next chapter. ‘A person gifted with spelifire can perform amazing deeds, depending upon their skill, talent, and the amount of ‘magical energy they have within them at the time. In gen eral, spelifire can be used to heal, create blasts of destruc tive fire, or absorb magical effects it contacts, although the exact effects vary by circumstance and user. Talented Wield ters have developed the ability to release multiple blasts at once or even fly (see the spellfire channeler prestige clas in the next chapter) 18 on ‘Maatc Vantants Absorbing spell energy A spellfie.wielder can ready an action to absorb spells tar- ageted at her as if she were a rod of absorption. She gains one level of spellfire energy for every spel level absorbed and ‘an store a number of spellfire energy levels equal to her Constitution. If she has reached her limit, she cannot absorb spells util she expends some of her stored spellfire enetgy levels Tf an incoming spell effect has a greater number of spell levels than she can currently store, she absorbs spell levels up to her limit, and the, remaining spell levels are divided by the original number of spell Jevels to determine what fraction of the effect gets through (as with the spel! rurn- ing spell, except that the caster of the spell is never at risk of being harmed) If her Constitution decreases so that, her number of stored spellfire levels is greater than her current Constitu- tion, the excess levels discharge at a random creature in range as destructive spellfire (see below). Stored spellfire energy levels are unavailable in an «antimagic field, bat ate not lost. Once the wieder is out of| the antimagic field, the spelifire energy levels are again available for use. Dispel magic and similar effects cannot negate stored spellfire energy levels. A character with stored levels radiates magic as if he were an item with # calter leygliballlighie Garber of sored levels: nga Pevipe 4 wepenseny

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