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MAGIC & SPELLS:


Overall:
Magic in the Thurian continent is not common – the average person working their shop or field has likely never seen a true wizard or seen a spell cast or held a magical item. Magic is generally feared, and most sorcerers and wizards (but not all) are associated with dark curses, evil gods and unbearable secrets which Man Was Not Meant To Know. Even good clerics and wizards are held in awe and often with trembling and reverence. Many of the barbarian nations (Asgard, Vanaheim, Brythunia, Cimmeria) revile magic, though in some places, magic is the power of the ruling class (Stygia, Hyperborea, Kambuja, Vendhya). In the Black Kingdoms (and Pictland) magic is widely feared and misunderstood, the province of tribal witchdoctors and shamans, who protect the rest of the tribe from the vengeful spirits and demons that surround them.


Arcane Magic:
Arcane magic is alien to mankind – generally inmical to his nature, and continued delvigns into the arcane can result in madness, deformity and worse. Arcane Magic has it's source in the Far Realms (also called the Outside), the space outside the Inner and Outer Planes, where the Old Ones reside, unspeakable entities of immense power and alien reality. Magic is spawned here, and can be taken at a price. There are two roads to gaining Arcane power:


- Wizardry: The study of complicated, ancient formulae and mystic equations, and study of the stars and the Planes of existance, an occultist can learn to send his mind out into the Far Realms while his body remains on earth. In this trance, he can capture the energies of magic spawned in the Far Realms using the formulae he has learned. Once bound and held within his mind, he can return to his body and unleash the spells at will, only to lose their power until the next time he makes a foray into the Outside. Exposure to the Old Ones and their domain is damaging to the mind – many lesser wizards go mad, irrevocably, and others who do resist still suffer the twisting of their bodies (see Alienist prestige class).

- Sorcery: for those who are illiterate, impatient, or simply not intelligent enough to grasp the fundamentals of the studies of Wizardry, there is another path – Sorcery. To the layperson, there is no difference, but to the enlightened, the gulf is clear – Wizardry is a path of power in which the mage seeks his own, solitary path. In sorcery, the power is not discovered, but given by an extradimensional entity as part of a bargain. Most often, this bargain is volountary, but there are instances where unwilling or unwitting victims have been so bound, for any number of reasons. Fiends, Demons and Elementals are the most common entities contacted for this purpose. Once the bargain is struck, a mark is made on the sorceror, either in the form of a tatoo or scar or birthmark, which completes the connection to the entity. Through this connection the sorceror may draw power, and cast spells without the Wizards's need to visit the Far Realms or use complicated and incomprehensible equations. However, there too is a price- as time progresses, sorcerores often come to resemble their dark masters more and more (see Elemental Savant and Acoyte of the Skin prestige classes), and eventually they are heard from no more, vanishing under mysterious circumstances, likely as part of their bargains for power.


Divine Magic:
The gods are real, and they offer power to those who devoutly give them worship, the source of their strength. Priests of good dieties are revered and respected by their populace, while priests of evil and dark gods are held in fear and awe. Through proper worship and observance of ritual pleasing to the god, they are loaned power through their prayers to affect the world around them. There is no need to visit the Far Realms, as the power is sourced directly from the divine entity or one of it's avatars. Many gods have their avatars reside at their temples, particularly during high holy days, and most priests can expect to see their god or his avatar at least several times in their life.

Druids also worship the divine, but do so through more primitive beings, such as powerful spirit totems, ancestral spirits and wild and feral gods who despise the ways of civilized men.

MORE INFO TO COME – This Page Under Construction


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