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Magic in the World of Ulos

“It has begun,” King Taron sighs. “The Song of Dragons, an ancient spell. They plan to raise Myrros, their ancestral capital, from the bottom of the sea. - Dragons of the Sunken City (ADV-8)

When Azema the Benevolent created Ulos, she drew power from the other planes. As a result, in the age of Azema, magic was in abundance. Travel between the planes was commonplace, and Ulos was frequently visited by many gods. Several of Azema's subjects learned to tap into these magical sources, forming the first schools of wizardry. Powerful items and scrolls were created during this period, preserving a small fraction of the extraordinary magic developed during the golden age of sorcery.

After Azema's death, magic became less commonplace. Magic users sought out scrolls and powerful objects from the previous age. Though many continued to develop new magic, none could rival the power of spells developed in years past. Different classes evolved from having access to and knowledge of different parts of what was left behind.

Reluctantly, Lady Emilia reads the scroll out loud. The pig’s skin bubbles like water set to boil. She screams as her body grows larger and larger, and it is clear that something has gone wrong. - Ghost-Eaters of the Forgotten Forest (ADV-8)

Magic, whether written or spoken, is always in Azema's language, sometimes referred to as ancient runes. The language is now known only to those who specialize in the magical arts, and even they know it only in part. Non-magic users must rely on scrolls or items infused with power to cast spells. The more complex a spell from a scroll is, the greater likelihood that it will be miscast or have unexpected consequences, especially when read by novices.

Although non-specialists often use terms like “magician,” “wizard,” and “sorcerer” interchangeably, each represents a distinct magical tradition, with its own style and areas of emphasis.


Artifacts

Suddenly, a second boom shakes the city. Streaks of purple energy crackle in the sky, opening an interplanar rift to strange heavens and the red moons of another world.
Your commander turns to you. “No rift can form without an object from another plane,” he says. “Some foe or fool has opened the king’s durgolium chamber and left its treasures exposed.” - Eye of Ulos (ADV-4)

Although there are many items with magical properties in the world of Ulos, artifacts are distinct in several important ways. Because they originate from other planes, artifacts have a strong gravitational “pull” to their plane of origin. For some artifacts, this pull is so powerful that it punches a hole in the fabric of the planarverse, creating a gateway back to the object's plane of origin. The only guaranteed way to prevent the formation of these rifts around an artifact is to seal the object in a durgolium container.

Rifts can also serve as a resource for magic-users. They make travel to other planes possible. A skilled mage can harvest the magical energy from the rift to add power to their own spells. Opening rifts, however, is both dangerous and unpredictable.


Types of Magic-Users

Wisdom Based Schools of Magic:

Cleric (Charitable) - Clerics are magic-users who have pledged their loyalty to one or more of the gods. Once they have made a commitment to a specific god or gods, it is rare for clerics to break their pledge or to “switch sides” by serving a different god (or a different set of gods). Clerics are also expected to offer assistance to other worshippers who do not have the same magical abilities, rewarding their dedication on behalf of the god(s) they both serve.

Paladin (Vigilant) - Like clerics, paladins are magic-users who pledge their loyalty to a god or gods. They combine magic use with armed combat.

Intelligence Based Schools of Magic:

Wizard (Enigmatic) - General practitioners of magic who follow a specific set of rules related to magic use. The rules are complex, and not as simple as differentiating “good” and “evil” spells, but there are certain spells that have been ruled out of bounds. They are very protective of their magical secrets.

Sorcerer (Mysterious) - General practitioners of magic who use spells that other wizards might consider out-of-bounds. For example, sorcerers are open to the practice of necromancy. Like wizards, they are protective of their magical secrets. (Note: the fact that they practice rules considered forbidden by some other mages does not necessarily mean that sorcerers are not law-abiding or rule-following in other ways).

Enchanter (Opportunist) - Specialists in the creation and use of magical objects. Enchanters do not always advertise their magical abilities, presenting themselves instead as simple merchants or tinkerers.

Illusionist (Arcane) - Specialists in magic that fools the senses.

Conjurer (Beholden) - Conjurers specialize in planar magic and seek out artifacts to help them open gateways. A truly powerful conjurer can summon creatures or allies from other planes. Sometimes this means becoming indebted to the creatures or allies they have summoned. Because of their interest in other planes, many worship Kethra, the goddess of thresholds and gates.

Magician (Sly) - Magicians use both real magic and trickery to accomplish their tasks. The non-magical tricks they use are often intended to intimidate others, fooling their enemies into thinking that they can cast spells beyond what they are, in reality, capable of.

Constitution Based Schools of Magic:

Druid (Attuned) - When Azema created Ulos, she infused it with magical power. Druid's attempt to tap into this energy, using nature itself as a sort of talisman. They generally seek solitude and avoid civilization as much as possible, attuning themselves to the rhythms of natural settings. Although druids can and do use scrolls and magical items, they sometimes avoid them, preferring to use nature and their own bodies as magical conduits.

Shaman (Divine) - Like druids, a shaman taps into the natural magical energy of Ulos itself. Instead of seeking a solitary life when possible, however, they serve as respected figures in their communities.

Elementalist (Dominant) - An elementalist is a druid that specializes in controlling the forces of nature (for example, creating lightning storms or summoning a strong wind).

Soothsayer (Judicious) - Soothsayers are magic-users who tap into the magical energy inherent within nature and who specialize in predicting the future. Their advice is frequently sought on matters of great importance.

Charisma Based Schools of Magic:

Psionic (Unknown) - Unlike other magic-users, psionics do not cast spells. They simply have certain magically-based psychic powers. They are born with these powers, but they can become more skilled at using their abilities over time. Why some are born with psionic abilities is currently unknown.

Alchemist (Adaptable) - Specialists in the creation of potions and cures, alchemists use both magical and non-magical ingredients in their formulas. For many alchemists, the distinction between magical and non-magical is irrelevant. They only care about what works.


Notes on Magic

  • Dragons have been known to weave spells through song. When many Dragons join the chorus, it increases the spell's power.
  • Both Constructs and Golems are magically animated races.
  • A Magus is a Magic-user who has the ability to open a conduit to a god.
magic.txt · Last modified: 2021/10/19 03:14 by admin