Magic

From Ferath

(Redirected from Mysticism)
Jump to: navigation, search

"To call such a thing supernatural is to profess ignorance, nothing more. The very fact that magic, or psionic arts, or even the devices of the Old Makers, exist in the world requires that they be a part of it." ~~ Ceune of the Serrikun To

Contents

Burning Wheel

Magic is a thing of the soul: intangible, personal, and potent. There are as many magical traditions in Ferath as there are cultures to invent them.

  • Elves have their skill songs and spell songs.
  • The dwarven arts take craftsmanship into the realm of the supernatural.
  • Those touched too deeply by the power of Pandemonium, including troglodytes and goblins, can call upon the fearsome Rituals of Night and Blood.
  • To those humans, lizardfolk, and others who dare pay the price, spirit binding offers control of the natural world.
  • Humans and roden display their adaptability with the dual arts of sorcery and faith.
  • Those willing to deal with the elder power of the Other Realms may attempt that most dangerous of arts, summoning the Named.
  • Ferath is populated by strange creatures, some of whom have their own varieties of natural magic

D20

(most of the below really only applies to Ferath in D&D...I'm slowly working on cataloging Ferathic magic in Burning Wheel)

To the average inhabitant of Ferath, there's no tangible difference between magic and psionics, much less between the different sorts of magic. Such people tend to use descriptive terms interchangeably, and only the pickiest psions or wizards take offense.

Scholarly sorts, on the other hand, have devoted some amount of time to differentiating between the three, only to find that they're really not all that different. The term 'mysticism' is an ill-defined umbrella that covers arcane magic, divine magic, psionics, and everything else that might be considered 'supernatural'.

Spell-like abilities are considered arcane unless noted otherwise, though psionics are also common(psi-like abilities). Divine spell-like abilities are almost the exclusive purview of certain character classes, though a few outsiders break this rule.

  1. Arcane Magic
  2. Divine Magic
  3. Psionics
  4. Ancient Devices
  1. New Spells

Shade and Shine

The alien realms of Shade and Shine, the sources of darkness and light respectively, are also the source of much that is magical. Spells that draw upon one can be interfered with by the energy of the other, and are useless should the caster actually travel to the opposing realm.

Burning Wheel

Any spell with the Heaven element draws directly upon Shade or Shine, depending, of course, on whether it creates darkness or light.

D20

Certain spells and powers draw upon these realms for their energy or principle, and are marked with the [Shade] or [Shine] subtype as appropriate.

Spells that draw upon Shade and Shine can be influenced by the connection of those who use them to those planes.

  • Shade spells cannot be cast upon Shine, or by creatures tightly bound to that plane, such as shimmering adepts.
  • Shine spells cannot be cast upon Shade, or by creatures linked to it, including shadow masters. The energy of Shine is also anathema to undead creatures, who always draw upon Shade for any spellcasting ability.

In some cases, the normal form of a spell is only the easiest way to accomplish an effect; skilled mystics (those with the Black Magician or White Magician feat) can use the energies of the other plane to the same effect.

  1. Shade and Shine Spells

Other Phenomena

  1. Wild Zones
  2. Dead Zones
  3. Weird Spells
  4. Alignment-Based Spells
Personal tools