dinsdag 18 december 2018

Magic of the Sunset Realm

The world is steeped in a power known as the “Wyld”. It is a magic force that flows through the land and collects in places of unspoiled wilderness. Those of high learning or willpower can tap into this flow, shaping magic into spells. The first creatures to have a grasp of this power were the Dragons.

Ancient glens, misty valleys and stark mountains are places where magic flows strong, allowing for the mightiest spells. Consequently, the building of roads, bridges and the trappings of civilization diminish the flow of magic. Where population is high, magic power is almost nonexistent and only the weakest cantrips can be cast. 


Magic of the Land
The maximum level of spell slot your arcane caster can use is defined by the terrain hex he is in:

Badlands/Desert – 3
Hills/Plains – 5
Light Forest – 7
Mountains – 7
Heavy Forest – 8
High Mountains – 8
Marsh/Swamp – 8

This maximum is lowered by human habitation. For each “level” of civilization (approximately 5,000 people), the land’s power is diminished by 1.

Places of Power & Ley Lines
The most magical  parts of the Sunset Realm are untouched by human civilization: undespoiled groves, mountaintops, deep swamps. In the heart of these regions, the Magic level is considered +1.

There are also rumours of a Dragon’s Graveyard where the mightiest spells can be cast naturally.

Ley Lines forged by powerful arcanists crisscross the land, funneling power of magical sources to where civilization is thick.


Residuum, Wyldstones and Relics
Sometimes, magic power collects into a single rock or earthen formation in the heart of an ancient place of power. These stones, concentrated ingots of residuum, can be mined and are powerful items. They are essential in the creation of magical objects and the ore from these formations is used in the forging of magic swords and armor.

Wyldstone or 1,000 gp of residuum grants an arcane spellcaster +1 to the maximum level spell slot he can use in the current terrain. The residuum is consumed by the spell.

Holy Relics grant divine casters the same boon.


Temple Magic
The maximum level of spell slot a divine caster can use is defined by the level of temple holdings in the current terrain:

Unsettled – 0
Chapel/Grove  – 1
Church/Menhir – 3
Temple/Stone Circle  – 6
Cathedral – 8

Temple development is limited by the “level” of habitation, only the most heavily populated hexes can support cathedrals.


Reavers
Magic is a powerful natural force, but it can also be subverted and warped. This kind of magic is known as Reaving and its users are considered vile and abhorrant.

Reavers tap the very lifeforce itself to power their spells, increasing their capacities above and beyond what the land or accumulated belief around them allows and risking everything in the process.

Every time a spellcaster uses a spell slot higher than the power of the land (for arcane casters) or belief (for divine casters) allows, roll 1d20 + the level of the spell slot.

1-11 no effect 
12-15: caster is poisoned by residuum until cured and gains a short term madness
15-17: caster gains a level of Exhaustion which can only be magically cured and gains a moderate madness
18-20: caster gains a mutation and an indefinite madness
21+: area around caster turns into residuum for miles, caster becomes petrified into residuum


Reaver Mutations:
1 – Small horns on forehead
2 – Eyes turn an unnatural color (red, black)
3 – Legs turn into animal legs
4 – Tail (unusable) appears
5 – Skin turns unnatural color or translucent
6 – Mouth mutates into something unspeakable – unable to speak

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