AETHER MAGIC LORE DOC

INTRODUCTION TO MAGIC

Magic is a foundational existential force within the Setting of Aether, it is formed and exerts its properties through the metaphysical substance known as Mana.
Magic and Mana are fundamental to the existence and non-existence of all things within the setting and different elements of magic are foundational to different concepts and forces within the setting, these different elements of magic are called Affinities. A Character Has an Affinity if they have a connection to that Affinity of Magic; meaning they have the potential to learn to use that type of Magic.
Characters do not need to pick any Affinities, but they can have a max of 2 Non Polar Affinities OR The Soul Affinity. In setting it is more common for people to have only 1 Affinity.

Magic moves throughout the realm to areas through Ley Lines; threads and ribbons of concentrated Soul Magic from which Affinitied Magic spreads from. The collective of this network of Ley Lines is called The Weave.

The Weave is an ever present thing, and damage to The Weave and the Ley Lines can cause damage to the physical areas around the damage.

Affinities

This is a Section giving a Basic Idea of what each Affinity represents and what kinds of magics are strongest within that affinity; though any magic can be used to some degree to cast offensive, defensive, restorative, or utilitarian spells.

Affinities are divided by Polarity; an Affinity is Either Positive, Negative, or Neutral with the exception of Soul Magic, which has no Polarity.
There are no Moral correlations to Polarity.
However Creatures & Constructs made/kept alive by Negative Polarities may be harmed when trying to be healed by Positive Polarities and Vice Versa.
There are 4 Tiers of Affinity; Soul, Parent, Child, & Specialization.
As you move down the ‘chain’ of magic magic becomes more restrictive and niche but more potent. Mages can use Affinities of Magic beneath their chosen Affinity to a weaker degree, but not the other way around.
Soul is the weakest in terms of potency, and Specializations are the most potent,

Soul
Soul Magic as an Affinity has no Polarity; foundational to all other affinities of magic, it has no connection to the idea of a person’s ‘soul’ and instead refers to the soul of Magic, the base forces of Magic, and Manifestation.
Soul Magic’s strength is its versatility, and generalization. A Soul Mage can cast any Affinity of Magic, to a weaker potency than a mage of that Affinity could, and as such also can better interact with the Leylines without fears of mixing Opposing Affinities.
It has no Opposing Affinity.

IF A CHARACTER HAS SOUL AFFINITY THEY CANNOT CHOSE A SECONDARY AFFINITY

Parent Affinities
These are Affinities that derive from Soul Magic and are connected to fundamental forces of reality. They Each have two Child Affinities that overlap with another Parent Affinity.

Life
Life Magic is a Positive Affinity which covers the Magics of Existence, and things that Exist. Life Magic has a broad strength of keeping things alive or interacting with the energies that keep alive, additionally it is strong in conjuration magics.
Mages with this Affinity can also tap into its Child Affinities of Holy, and Nature, and their respective Specializations.
Its Opposing Affinity is Death Magic

Death
Death Magic is a Negative Affinity which covers the Magics of Non-Existence, and things have ceased. Death Magic has a broad strength of killing or interacting with the energies that animate the undead, additionally it is strong in destructive magics.
Mages with this Affinity can also tap into its Child Affinities of Blight, and Chaos, and their respective Specializations.
Its Opposing Affinity is Life Magic

Growth
Growth Magic is a Positive Affinity which covers the Magics of Enhancement, and the processes of Growth. Growth Magic has a broad strength of enhancing or buffing things, additionally it is strong in Transmutative Magics.
Mages with this Affinity can also tap into its Child Affinities of Nature, and Earth, and their respective Specializations.
Its Opposing Affinity is Decay Magic.

Decay
Decay Magic is a Negative Affinity which covers the Magics of Erosion, and the processes of degradation. Decay Magic has a broad strength of weakening or debuffing things, additionally it is strong in Curses and Hexing Magics.
Mages with this Affinity can also tap into its Child Affinities of Blight, and Fire, and their respective Specializations.
Its Opposing Affinity is Growth Magic.

Light
Light Magic is a Positive Affinity which covers the magics of Radiance, and illumination. Light Magic has a broad strength in manipulating or producing light, and additionally it is strong in Illusion Magics.
Mages with this affinity can also tap into its Child Affinities of Holy, and Fire, and their respective Specializations.
Its Opposing Affinity is Dark Magic.

Dark
Dark Magic is a Negative Affinity which covers the Magics of Shadows, and obfuscation. Dark Magic also has a broad strength in manipulating or producing shadows, and additionally it is strong in Subterfuge Magics.
Mages with this affinity can also tap into its Child Affinities of Earth, and Chaos, and their Respective Specializations.
Its Opposing Affinity is Light Magic.

CHILD AFFINITIES
Child Affinities are Affinities with magics which deviate from their Parent Affinities, they have a connection to the various overlapping elements and forces between their two Parents but they are independent of their Parents in terms of their Opposing Affinities. Each Child Affinity has three Specializations which are refinements of the forces of that Affinity. Specializations share the Opposing Affinity of the Child Affinity.

Nature
Nature Magic is a Positive Affinity; and the Child of Life and Growth Magics. This Affinity encompasses the living elements of the natural world; plants, animals as well the non living things within the natural world such as wind, rain and water. It has a potent strength in interacting and summoning these elements.
It has the Specializations of
Creation: The Specialized Affinity of Conjuration/Summoning
Water: The Specialized Affinity of Aquamancy/Purification
Healing: The Specialized Affinity of Restoration/Traumaturgy
It’s Opposing Affinity is Blight Magic

Blight
Blight Magic is a Negative Affinity; and the Child of Decay and Death Magics. This Affinity encompasses the various things that eat away at nature, and cause sickness. It has a potent strength in sickening, and causing/manipulating various ailments.
It has the Specializations of
Poison: The Specialized Affinity of Toxins/Poisons
Rot: The Specialized Affinity of Funguses/Erosion
Disease: The Specialized Affinity of Illnesses/Parasitism
It’s Opposing Affinity is Nature Magic

Fire
Fire Magic is a Neutral Affinity; and the Child of Decay and Light Magics. This Affinity encompasses Combustion and Energy. It has a potent strength in Pyromancy and Destructive Spells.
It has the Specializations of
Arcane: The Specialized Affinity of Spellcraft/Enchantment
Magma: The Specialized Affinity of Lava/Molten Solids
Heat: The Specialized Affinity of Thermomancy/Cryomancy
Its Opposing Affinity is Earth

Earth
Earth Magic is a Neutral Affinity; and the Child of Dark and Growth Magics. This Affinity encompasses Stability and Structure. It has a potent strength in Geomancy and Fortifying Spells.
It has the Specializations of
Stone: The Specialized Affinity of Geomancy/Crystallomancy
Metal: The Specialized Affinity of Metallurgy/Rune-Smithing
Protection: The Specialized Affinity of Abjuration/Sealing Magics
Its Opposing Affinity is Fire
Holy
Holy Magic is a Positive Affinity; and the Child of Light and Life Magics. This Affinity encompasses Divinity and Faith. It has a potent Strength in Divine and Purgative Magics.
It Has the Specializations of
Lightning: The Specialized Affinity of Electromancy/Smites
Order: The Specialized Affinity of Laws/Covenants
Mind: The Specialized Affinity of Illusions/Divination
Its Opposing Affinity is Chaos

Chaos
Chaos Magic is a Negative Affinity; and the Child of Death and Dark Magics. This Affinity Encompases Change and Risk. It has a potent Strength in Infernal and Transmutive Magics.
It Has the Specializations of
Ruin: The Specialized Affinity of Destruction/Disasters
Disorder: The Specialized Affinity of Aberration/Transmutation
Corruption: The Specialized Affinity of Mutation/Manipulation
Its Opposing Affinity is Holy

Polarity Clashing

All Mages Would Know regardless of level of skill or knowledge, not to mix Opposing Affinities or to let them interact, due to the Catastrophic Explosions that can and will occur.
The Mixing of Opposing Affinities also causes Mages and the Magically Sensitive to feel physically ill, causing feelings of Nausea, Dizziness, and Migraines, these feelings are unique to the Affinities being mixed and can be used to attempt to identify which Affinities are present/mixing.
Additionally, Each Affinity has corresponding Crystals of Mana which can be used as portable sources of Magical Potential. Useful in Rituals, Enchantments, Magi-Tech, and to treat Mana Depletion.

These Crystals always grow from a Leyline with an overabundance of that Affinity of Magic, and are a good indication of healthy Leylines.
Additionally Each Affinity of Magic has a corresponding Elemental Plane.

Ancient Arcanum

This Section is Considered an Restricted Knowledge, Characters can be created with this knowledge but it is not considered common, and characters cannot be created with the skill to use this language without DM or Caretaker Approval.
Ancient Arcanum is the oldest arcane language of all the realms. It dates all the way back to the time of the First Conjurer, outside of the College of Magi, there are few who can decipher the ancient scripts, fewer still who can speak and utilize this ancient language’s direct connection to magic, and almost none who could teach it.
To Most Scholars, including Magi, Ancient Arcanum presents a fundamental obstacle in their pursuit of both History, Archeology, Anthropology, and Arcanology. As the script is as esoteric and vague as the secrets it may contain.
What most know about Ancient Arcanum is that most powerful or ancient Spells and Artifacts that survived into the modern era, regardless of where they come from, all are inscribed with the runes of a script known as
OBELSCRIPT
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Ancient Spells
As it pertains to Magic, Words within this language when spoken aloud, or written while channeling magic, will immediately evoke magic from the weave into action. However these Words of Power are vague and unfocused and to properly wield; one's intentions and will must be clear, unless they are misinterpreted and run awry.
Characters must keep track of the words of Ancient Arcanum they know, Knowing a word reduces the DC of creating a spell, and of translating Ancient Arcanum
To combat this Magi who wish to use Ancient Arcanum in their spells must spend considerable time crafting their spells in a fashion to reduce the vague nature of their chosen language. As such, all spells in Ancient Arcanum are long winded, and to cast one of these Ancient Spells takes considerable Concentration.
This magic, Unpredictable and Esoteric is the basis for all modern magic, and is the direct precursor to Power Words.

Example of an Ancient Spell “Orbis Igni”

The Elemental Planes

Within the Setting of Aether there are a number of overlapping but separate planes of existence; The Material Plane where the Astral and Umbral Sea are located is where most reside and is viewed as the Central Hub of the Planes. But there are also the Elemental Planes, These Planes contain and are constructed of only Magic of one affinity, with pockets of other not opposing Affinities within.
Examples Include The Elemental Plane of Fire, of Death, of Chaos, of Blight.

Elemental Planes are nested such that the Elemental Plane of Chaos Exists within the Overlap of the Elemental Plane of Dark and Death.

There are Subplanes within the Elemental Planes for more Specialized affinities such that the Elemental Plane of Mind is a pocket within the Elemental Plane of Holy

Within these planes there are entire realms of civilizations and cultures that develop just as they do on the Material Plane.

Elementals
Creatures from these Planes are known as Elementals; creatures made almost purely of magic with Souls that are less protected or separated from the Weave of Magic.
To strengthen their connection to a plane that is not their own, Elementals can form Soul-Binding Contracts, either to become Familiars or Patrons.
The terms of these Contracts can and do differ wildly but almost always provide mutual benefit.
Elementals Will always have one Affinity that matches the Plane they originate from, and overall Elementals are drawn towards environments that resemble their home-plane.
There are two Abnormal types of Elementals that originate from the Elemental Planes of Holy and Chaos Respectively
Divines & Infernals

Gods, Demons, and their Planes

The Elemental Plane of Holy
The Elemental Plane of Holy is unremarkable for an Elemental Plane in all aspects except for it is a realm that experiences no internal change and appears from the outside to be in stasis. It is a plane where everything is eternal and has been so since the existence of its affinity.
The Creatures within or from this plane call themselves the Divine.

The Divine
The Divine are Elementals made almost entirely of Holy Magics and follow strict Hierarchy according to their level of connection to the Elemental Plane, Divine with a stronger connection to the Plane have larger Domains and a greater capacity to alter their realms within the Elemental Plane.
The Strongest of the Elementals were almost universally formed alongside the Plane and call themselves Deities, as they have near complete control over their Domains.
These Deities have Elementals that they have created that they may call any number of titles but the generic term for these handmade Divines are Angels.
Elementals from these planes have a unique form of contract known as a Covenant, wherein vows are sworn and must be upheld alongside its additional terms.
Mortals with Bloodlines tracing back to this plane are called Aasimar.

It is important to note that Deities lose their powers should they leave their Domains in the Elemental Plane of Holy and must rely on their Angels and Oathsworn to enact their wills outside their Domain even within the Elemental Plane they reside in. There are no Deities with dominion over Magic or the Weave, nor are their Deities that have Dominion over Chaos.

The Elemental Plane of Chaos
The Elemental Plane of Chaos is remarkable amongst the Elemental Planes in that it experiences no internal stability and from the outside this plane seems to be in constant flux. It is a Plane where nothing within has permanence, and only exists as it does in the exact moment it does exist before disappearing or changing forever.
Creatures from this Plane call themselves Infernals.

The Infernal
The Infernal Are Elementals that latch onto and warp already existing Affinities within the plane, True Chaos Elementals are fleeting and rarely exist for more than a moment. Infernals follow no rigid hierarchy and there is constant infighting and reorganization as individuals rise and fall amongst the ranks as they gain or lose influence amongst their peers.
Infernals with a notable amount of Influence are known as Daemons, and use their influence to maintain pockets of stability known as a Layer.
Within a Layer the Daemon that maintains control of its peers and lands with its influence is known simply as a Daemon Lord. These Lords are able to within their Layer create new Daemons to form an Army. There is constant infighting within the Elemental Plane as Daemon Lords clash over the few pockets of stability within the Plane.

Elementals from this Plane have a unique type of Contract known as a Pact wherein an additional set of clauses and stipulations must be followed in addition to its terms.
Mortals with bloodlines tracing back to this plane are known as Teiflings.

It is Important to Note that Lords Daemon Lords rarely leave their Layers as they must be present to act as focal points of stability for the layer, and rely on their generals and armies to spread their influence and establish outposts in other realms. There are no Infernals that are made from holy magic, and there are no Daemon Lords that influence the Weave or Magic as a whole.

Beyond The Stars

GM Only — Beyond The Stars & The FateWeavers

Arcane Secret. Characters cannot be created with this knowledge without Caretaker Approval — must be learned IC.

The Expanse of nothingness beyond the edges of the Material and Elemental Planes is the area only referred to as Beyond the Stars is an expansive void where strange and abhorrent creatures exist. These creatures have few similarities with each other aside from their place of origin and as such are called Aberrations.

Aberrations
Aberrations are creatures that do not adhere or follow normal rules of existence and their presence within the Planes is actively fought against, these are Creatures whose magics and powers are mind boggling and reality altering.
These creatures cannot often actually make their way into the Plane on their own and as such will reach out through visions and whispers to individuals they hope will invite them in.

Aberrations can and will form Contracts including both Pacts and Covenants masquerading as anything necessary to manipulate Mortals to invite them into the Material Plane.

The FateWeavers

There are no Gods, Deities, or Daemons, who claimed Dominion or Influence over the Material Plane except for two beings who kept themselves Secret and Hidden, Unseen overseers whose Domains were Time & Space and Fate & Destiny. These two Gods of The Astral & Umbral Sea are Ebb and Flow The Fateweavers.

Little is known, and none is recorded about these two entities, those who meet them are few and far between as they rarely ever reveal themselves to any mortal. Normally Ebb & Flow rely on their Chroniclers to watch over the events of the Astral and Umbral Sea and on protecting the flow of time, whilst they focus on weaving together the threads of fate.
But even they are not all powerful and there are those known as the Fated who can change their own fates and take charge of their own destiny.
And while there are magics to manipulate Time, so called Chronomancy spells. They are much less tolerant of those who meddle with time than those who meddle with fate. Anyone who Casts Chronomancy can expect a visit from the Tower of Purgation if they are lucky, for if one of the Fateweaver’s Chroniclers learns of such magic being wielded, the punishment will be far harsher.

There are no temples or religions dedicated towards these two, and it is not known what type of being they are.
Only that they have absolute power over the Material Plane, the Astral and Umbral Seas, over Space and Time, Fate and Destiny, and that they oversee its safeguarding.

Banned Magics
There are a Number of Magics that, whether it be OOC or IC, have been deemed Forbidden for Use. Out of Character Approval must be granted before these magics can be used In Character. Even then there will be In Character consequences to the use of these Magics. Only Caretakers, or The Head DM can approve a character's use of these magics and unapproved use of these magics will lead to Out of Character consequences.
This list will be updated as problematic or thematically necessary additions are declared. This list applies to spells, items, abilities etc.

This list applies to both Player Characters and DM’s, DM’s are not exempt from requiring OOC Approval before including/utilizing these magics on Modules

Chronomancy - Time Magic, The use of Magic to alter the flow of time or to alter the past.

Radomancy - Nuclear Magic, the Use of Magic to alter Nuclear forces and processes, or to accelerate Nuclear Decay

Anti-Magic - The use of Magic to sever a Mages connection to the weave, prohibiting the use of magic all together without contest, or the destruction/erasure of magic. (this is separate from Dispellment or Counter-Magics)

Intentional creation of Polarity Clashes while not OOC Banned will incur similar IC Consequences.

Examples of In Character Consequences
- Investigations by and subsequent internment within the Tower of Purgation
- Intervention & Punishment from Higher Forces
- Action by Relevant ArchMagi
- Soul Tearing

THE MECHANICS OF MAGIC

It should be noted there is no Mechanical Benefit to Picking Magic that is Further Specialized beyond Roll Priority; Meaning A Player Character with a More Specialized Roll is The Perspective Rolled from when magic Rolls are Contested.

Here are Examples of Valid and Invalid Affinities for Characters to Have
Additionally Characters Can have Mono-Affinities, and not pick a Secondary Affinity
MAGIC
Magic/Arcana Rolls benefit from Mage Class Advantage, which is a simple ‘Roll 2 D20, take the Higher Roll’.
Rolls that fall under this include but are not limited too:
Spell Casting
Ritual Casting
Curse Weaving
Hex Weaving
Item Enchantment {Shared Bones with Crafters}
RuneSmithing {Shared Bonus with Crafters}
Artifact Use
Artifact Identification
Ect.

Additional Modifiers can be earned through DM Discretion and DM Generated Items, but Items that grant these bonuses cannot be generated by Players without DM Oversight & Approval.

All attempts to cast magic that would have an impact or effect on another person must be rolled for

The only Exceptions for this are Cantrips: spells that only provide RP fluff, like prestidigitation, light, or invisible stool.

Characters who do not have Mage Class, can still attempt to use magic however they do so with a Flat Roll, no Modifiers or Advantage, unless an Item they possess granted by a DM otherwise provides one.

The Expected Level of Spells cast by Players shall not Exceed the equivalent of LVL 3 - 4, from systems like Pathfinders, or D\&D.

Attunement/Artifacts

Some magical items, objects or artifacts may require the person who wished to use it to attune to the item before they can receive its full benefits.
If an Item requires Attunement this process takes 1d4 days of IC Concentration, at which point it is completed at the end of the final day; unless the Item is Cursed which makes Attunement immediate once the requirements of the curse are met.

All Items that provide bonuses are considered Artifacts, and require Attunement, and a Character can only be Attuned with up to 3 Artifacts at any given time.

Concentration
Concentration is not a Mage Specific condition, but is most relevant here
When a PC is Concentrating they cannot perform any other tasks that require Concentration. These actions include but are not limited to
Crafting
Enchanting
Trap Setting
Ancient Spells
Ritual Casting
Item Attunement
Healing
Piloting/Riding
Research
Etc.
If a PC receives an injury or suffers an effect that would break concentration, their concentration is not immediately broken, instead they make a Concentration Save To determine if they can maintain Concentration. This Save’s DC is determined by the Present DM, or Predetermined in Advance by a DM.
Concentration does not prevent Characters from performing other actions that do not require Concentration, speaking, or otherwise interacting with the world around them, Though on Mission DM’s may rule that interruptions may impede progress, and extend the time needed to perform an Concentrated Action.

Ritual Casting

There are times when a single mage is simply unable to manifest or wield the powers required to cast a spell, in such times, a group of mages can collaborate together to cast a single spell through Ritual Casting.

Ritual Casting can take on many shapes and forms; from a Coven of Hags huddled around a bubbling cauldron, to a bunch of fishmen performing a ceremony to summon a Kraken.

What always remains consistent is that to perform a ritual cast mages must spend time preparing a Ritual Circle where they will gather and Concentrate on channeling their magics together.
Additionally some Ritual Spells may need material components to fuel the spells casting.

When Mages begin ritual casting there will be 3 rolls for the group

1: Success of creating the Ritual Circle, if failed they must start over and attempt again, otherwise their next roll is an automatic failure.

2: the Concentration Roll for the group; this also is the roll that determines spell success/miscast

3: Exhaustion Rolls after the Spell is Cast

{DC’s are based on the complexity of the ritual, and determined by the present DM.}

The creation of the Ritual Circle and Concentration Rolls gain Class Advantage for Mages.
Additionally the Concentration/Casting Roll has a numerical bonus of +1 for every 2 casters involved in the casting.

When mages fail their Concentration Roll; It is always treated as a Critical Miscast; and each caster can choose the consequences of that miscast individually.

If Characters Fail their Exhaustion Checks those that fail are unable to cast another spell unless treated with a Mana Potion/Crystal or if someone else transfers some of their mana to the Exhausted mage, this is treated as an Arcana Roll.
Mundane/Non-Magical Characters Auto Fail this Exhaustion Check

MISCASTING

All Casting/Weaving attempts and other attempts to utilize magic comes at the risk of a Critical Miscast, which unless otherwise modified or adjusted by DM’s or DM generated Items occurs when an Magic Related Roll results in a 5 or below after modifiers.
When A Critical Miscast occurs, Players are given the choice of which Consequence they receive. They can choose one of the following.

A Critical Injury
This is an injury that is immediately life-threatening, and debilitating, it will incapacitate the character and put them closer to death than a normal injury. It will require immediate treatment.
On Mission these can lead to Character Death if Consented to, or lead to a Character being automatically sent back to a safer place for treatment removing them from the mission.

A Mana Burn
Mana Burns are a Painful magical burn caused by the spell’s backlash, it will look and feel different according to the affinity of the caster and magic involved. But its effects will always be the immediate loss of the ability to use any magics until the burn is Healed.
Attempts to cast magic while Mana Burned immediately Injures the user

These can Develop into Mana Scars if left Untreated or further attempts to use Magic are made while Mana Burned.

The Loss of An Arcane Focus
(This Requires the Character to have an Arcane Focus in their Possession)
Arcane Focuses allow a person to sacrifice their focus to save themselves the damage of a Miscast, the Focus takes the brunt of the force of the Miscast and is Irrevocably Destroyed.
It is lost Permanently when sacrificed in this way.

Additional consequences can arise depending on environmental factors. For Example the Presence of WILD MAGIC leads to the following additional option for players.

Wild Magic Surge
The presence of Wild Magic has led to the leylines becoming unsuitable for spellcraft. Your spell takes on a mind of its own, and a Random Magical Effect; of DM’s Choosing Targets A Random Person Around You; of DM’s Choosing

Mana Scars
Mana Scars are a special type of Lingering Injury, only incurred when trying to Cast Magic While Mana Burned, or from leaving a Mana Burn Untreated for a long enough period of time.
Characters should rarely be put into situations where they gain Mana Scars, like Mana Burns they prevent a user from casting Magic, however they additionally require a person to intake mana potions/crystals as they can no longer intake mana normally.
This condition is rare and so is the knowledge and skill to treat them.

The only Condition in this category that is worse and more rare is a Soul Tear

GM Only — Soul Tear

Arcane Secret. Characters cannot be created with this knowledge without Caretaker Approval — must be learned IC.

Players should NEVER find themselves in a position to receive a Soul Tear. If you do, you have done something you shouldn’t have, and ignored the warnings you would be given beforehand.

Soul Tears are a grievous injury to your conduits, incurred only when someone casts magics whose power is greater than their body’s and conduit’s own ability to expel the excess mana at once, destroying the conduits in their body.
This person’s connection to Magic and the Weave is Permanently, and Irrevocably severed.
This Condition cannot be treated, it cannot be cured, your character will never be able to cast magic, or interact with it in a way that doesn’t harm you.
No player should be casting spells that risk this condition, or interacting with objects that could cause this condition.

Spell Scrolls

Spell Scrolls are a consumable item that only mages can produce, that can be used by any class to cast a spell of any affinity, as they are not channeling their own magics through it, simply releasing Magic that the Creator stored within.
When a Mage creates a Spell Scroll, of which they can only make Scrolls matching one of their affinities it takes 1 Day, and requires Concentration, DC base is 12 for common spells, more powerful spells or multi-affinity/spell scrolls Known as Saga’s need DM approval and take 1D4 days to transcribe to a Scroll with a higher DC. Making Saga’s follow the Same Rules as Ritual Casting.
The Use of a Spell scroll is done with a flat roll or with Mage Class Advantage if applicable.
ALL SCROLL ARE DESTROYED ON USE SUCCESS OR FAILURE

Hexes and Curses

Curses & Hexes are spells that afflict, hinder or alter a person in a way that they can not control. While leeching off the target's magic to sustain itself.

Curses will last until dispelled by the original caster or by a third party. They do not normally persist long after the death of the target. The Magics of a Cursed Object will slowly weaken over time if they do not afflict a person.

Hexes are a form of magical binding and can persist long after both the original Caster or target has perished. Normally requiring a ritual or longer and/or more complex preparations. Hexes that persist along a bloodline or region and are passed down a lineage are called a Heraldric Hex. Heraldric Hexes are generated by DM’s and need DM approval to obtain.
Objects cannot be Hexed.
Heraldric Hexes
Linked Here is The Current list of Heraldric Hexes, This List will be added to as time goes on.

Curses
These Magics have their own affinity separate to the person they are cast on, normally the same affinity as the one who cast it.

Hexes
These Magics match the affinities of the person they are placed on and can be cast by any affinity.

Curses & Hexes can be removed via 1 of 2 methods, the "Additive" or "Subtractive" Methods.

The Additive and Subtractive Methods

When dealing with Curses, Hexes, Enchantments or similar efforts of dispelling Magic. There are two Methods,

The Additive Method
This method involves matching the Affinity of the Magic and deconstructing the spells and magics involved. This Method is safer for weaker Magics, but poses the risk of spreading the Curse or strengthening it.

The Subtractive Method
This method involves opposing the Affinity of the Magic and carefully destroying it through Polarity Clashing. This Method is reliable against even the strongest of Magics but is risky to both the Caster, and any person involved or even nearby.
{This method will always have a DC 15, but failure is treated as a Catastrophic Polarity Clash}

Polarity Clashing

Polarity Clashes occur whenever Two Sources of Non-Enviornmental Magic of Opposing Affinity are Channeled together.
This Includes: Attempts to Combining Multiple Affinities in a Ritual, Targeting Spells against targets of the Opposing Affinity, and trying to actively channel Magic through sources of Opposing Affinity, using the Ability from an Artifact of Opposing Affinity.

It Does Not Include: Entering Environmental Areas of Effect, Physical Contact with individuals of Opposing Affinity, Physical Contact with Non-Active/Ambient Sources of Opposing Affinities. Imbuing an Object with Magic and Striking a Target of the Opposing Affinity, Attuning to an Artifact of Opposing Affinity.

The DC to prevent a Polarity Clash from Occurring in such scenarios is 15.
Succeeding this roll only allows the Mages present to protect themself from the explosion, or prevent the magic from Exploding by halting the Clash.

When A Polarity Clash Occurs there is an explosion of such force it puts those nearby at risk of injury, The Caster, The Target and those in an immediate area around the two must make a save against the explosion or receive an injury. If the Target and Caster Fail their Saves they will receive Critical Injuries Instead. Those in the surrounding area receive a standard Injury Roll if failing their save.

Imbued Items
Polarity Clashes can occur when two Imbued Objects of Opposing Affinity are impacted together, the DC is still 15 but the following roll is instead used to determine if the items are damaged or destroyed.

Attuned Artifacts
While it is Possible to Attune to Artifacts of Opposing Affinity without causing a Polarity Clash; Using the Abilities or accessing the benefits of an Artifact of Opposing Affinity Causes a Unique type of Clash wherein an Injury is gained each time the Ability is used.

Restricted Spells
Restricted Spells are any spells of Power that exceed the normal Expectation of Power range of 3 - 4th Level; the casting of these spells is dangerous not just to the user but the Leylines themselves, Examples of Restricted Spells include but are not limited too; PowerWords, Cataclysms/Meteors/Disasters, ‘Mass’ Range spells, Inter-Planar Portal Magic, Ancient Spells, ect.
Players can only Learn Restricted Spells with DM or Caretaker Approval. Some classes of Restricted spells cannot be learned by Players.

When Casting A Restricted Spell The DC for Critical Miscast is 15 or below, anything above 15 on the Dice is a Success.
In This Case ALL consequences of a Critical Miscast are Incurred at ONCE; Destroyed Arcane Focus, Crit Injury, & Mana Burn

After The Spell is Cast, A Second Roll for Damage to the Leylines will be made, on a 15 or Below, and the Leylines are Damaged and a -2 to all further Spell Castings is applied to all Future Rolls until the Leylines are repaired.

ARCANE SECRETS

GM Only Content Below

All information past this point is considered Hidden and Secret. The only exceptions are sections listed as Public Knowledge. Characters cannot be created with this knowledge without Caretaker Approval — it must be learned IC.

The Sundering

The Public Knowledge
A Calamity in the Distant Past that irrevocably and irreparably Damaged the Weave.

GM Only — The Sundering Secrets

There is no information prior to this Secret, consider this the earliest point in the history of the setting.

Pre-Sundering Magic
There is no recorded or evidence of history before this point in the distant past, all that is known is that is before the Sundering magic could be learned up and down the chain, and afterwards Magic could only be learned down the Chain of Soul, Parent, Child, Specialization.

Motes of Magic
Hidden throughout Existence are coveted and lorded Mana Crystals, known as Motes of magic, these Crystals act like a Crystalized Leyline, holding Every Affinity of Magic, formed before the Sundering. These Motes are so Rare that even Archmages Covet them, and the discovery of even the tiniest of one immediately leads to an arms race between any and all powerful factions. They are so rare that one is only discovered every few Eons.

The Weave

See Introduction for Public Knowledge

GM Only — The Weave Secrets

The Conscious Weave
It was proven by some of the first Mages in the Age of the First Conjurer, that the Weave had a sort of Pseudo Consciousness, despite all creatures being made of magic, some had no affinities, for reasons that could not be discerned, The First Conjurer, had theories but could never test them. More recently experiments revolving around using divination magic devised by Master Magi, have revealed that Magic has a Will of its own, and that it is able in a limited capacity to perceive its surroundings through the leylines.
It is through this perception that Divination magic is possible regardless of Affinity, as Divination is retrieving Information stored within the Weave.

Mage Dreams
Soon after the Sundering, during the time of the first Conjurer, Magi across the realms noticed magic seemed to pick and choose who wielded it, only those who had an affinity with magic could channel or conjure, and soon those with affinity received visions within their dreams prophetic visions, or senses of weal or woe.
Those with stronger command and mastery of their own magic received clearer dreams, more detailed visions, and amongst those who could not receive them, the Mundane, they called these visions Mage Dreams

Polarity Conjunction

GM Only — Polarity Conjunction (No Public Information)

When The Unified Theories of Magic were published for a few hundred years there was a section included detailing a method through which Soul Mages can attempt to cast spells that contain Opposing Magics; this section was titled Polarity Conjunctions, though it was noted this Class of Magic was incredibly dangerous, risky, and not to be attempted by any who could not be called a Master Magi by their peers. Within a Few Centuries almost all original copies of the Manuscript of the Unified Theories of Magic were quietly bought, stolen or destroyed to be rewritten or kept in restricted archives. It is not known why these magics were restricted, but there are rumors of a Dungeon, and a Mad Mage who specialized in these magics.

ShadowBane Magic

GM Only — ShadowBane Magic (No Public Information)

During the First Umbral War A team of Magi worked tirelessly to devise a method of combating the Umbral threat, eventually devising a method of Spellcasting that manipulates the fabric of reality, mimicking the Rifts generated by Riftweavers; a massive creature from the Umbral Sea that is able to bridge the two Sea, parting the Veil.
This Magic was eventually given the shorthand name of Shadowbane, and those who perfected it were titled the Shadowbanes. It is unknown how many Shadowbanes are still present, if any are at all.

The Umbral Sea

The ‘Public’ Knowledge
A Well kept Secret until recently; The other side of the Coin, the near magicless mirror to the Astral Sea The Umbral Sea is a Realm shrouded in mystery and unknown. Within the few circles that know of its existence, It is said any who research it are lost to madness.

Recently there was an invasion across the Astral Sea of Umbral creatures seemingly made of stone and crystal. Though the source of these creatures has been suppressed by a number of factions to maintain the secret, instead claiming these were out-realm Aberrations. Though there are just as many who still now know the truth.

GM Only — The Umbral Sea Secrets

"The Umbral Touched"
There are rumors and whispers amongst positions of power and brokers of knowledge of people who have come from the Umbral Sea, though there are no names or definitive proof of such a preposterous claim.

Psionics
Those from the Umbral Sea have a power that can mimic the effects of Magic, though it is entirely its own, known as The Will, it allows those to use their willpower to affect the world around them in strange, mystical ways.

The Prisoners
There has been an influx of concealed prisoners to the Tower of Purgation in recent months since the Invasion, Prisoners with stone like bodies and crystal hearts.

The First Umbral War
The recent invasion was not the first time Umbral Creatures have tried invading the Astral Sea. Nearly 7,000 years ago, there was a massive war that has been written out of history, and forgotten which led to the destruction of countless locations and the loss of tens of thousands of magi. The War ended largely in part thanks to intervention of the Old College of Magi, The Tower of Purgation, and The ArchMage’s Council.

The Fate Weavers
See Related Section Above

Council of Archmages

The Public Knowledge
After the Sundering, the Council was formed to Govern mages, and guide the practitioners of the magical arts in a way that would preserve the weave, as to avoid another Sundering. This Council Levies the assistance of the Tower of Purgation to declare new regulations and judgements on issues regarding Magic.
There is One Archmage Position for each Affinity, and these Positions are a Vouched Meritocracy; wherein An Archmage Nominates a Candidate to the others when a Seat is open, who must prove their capacity by presenting a Magnum Opus.
Becoming an Archmage means one must swear an Oath of Neutrality and dissolve all previous allegiances to any factions.
Most Archmages have devised a method personal to themselves on how to extend their lifespan, each acting as a pillar of their affinity.
And while they all are colleagues and work towards the same goals, it is rare for most to meet an Archmage, let alone see multiple in an area as they are normally characterized as being locked away studying the secrets of the Arcane.
Currently the Archmages are as follows; and this list will be updated as necessary.
Kalafex O’Henddwyn - Archmage of Soul
Asra Umbra - Archmage of Dark
Yaga O’Henddwyn - Archmage of Arcane
Sheamus - Archmage of Chaos
Eurendel - Archmage of Creation
Charon - Archmage of Death
Maverick Archimedes Dehest - Archmage of Disorder
Kelvaris - Archmage of Metal
Enidpultra - Archmage of Life
Talder - Archmage of Blight
Baron Baran Brewer - Archmage of Earth
Kentagon O’Strange - Archmage of Order
Dr. Festarius ‘Fester’ Hospitali - Archmage of Healing
The Wishing Whale’ - Archmage of Water
Vrozzik ‘V’ - Archmage of Mind
Eoric von Luneburg - Archmage of Growth
Magnus Maximus - Archmage of Fire
Lady Polaris - Archmage of Light
Ronan Mirefrost - Archmage of Decay
Lisana - Archmage of Stone
Namor Tiffany - Archmage of Protection

GM Only — Council of Archmages Secrets

The Archmages' Mage Dreams
The Archmages have the most potent Mage Dreams, receiving prophetic visions from the Weave itself allowing them to warn and prepare their own efforts to safeguard the weave.

The Imprisoned One
Kýrios Ton Dimiourgión was the title given to the First Archmage of Creation, though his ambitions were too vast, too selfish. His plans to grant himself a power of Magic only he could control; A second Weave under his command, was deemed unforgivable by the First Archmages, and so with the help of the Tower of Purgation he was sealed away as the only living prisoner of its Maximum Security wing.

Persona Non Grata
There are many beings who the Council have deemed as invaders or unwelcome to the Aetheric Bubble, and Astral Sea. and have alongside the Tower of Purgation placed Warrants of Purgation upon a number of races and individuals that are to be kept out of the plane and immediately imprisoned on sight.
Such as
Umbrals
Daedra
Illithids
Aboleths
Deities
Daemon Lords
Elder Things
Aberrations
The Monastic Order of Mage-Knights

The Arcanus Sicarius
A position on the Council Known only to the Archmages, this is an agent of the Council to remove active threats to the Weave or to the Archmages silently, sent to hunt down crazed magi, and rogue artifacts.
This position is as old as the Council, and the First Arcanum Sicarius assisted in the Capture of Kýrios Ton Dimiourgión.
The Current Arcanus Sicarius is one Woolliam Pinsworth

The Tower of Purgation & Chromatic Glass

Tower of Purgation

The Public Knowledge
The Tower of Purgation exists because the Weave and Planes connected to it require safeguard and watchful protection.
What once started as a natural cornerstone developed into a proper organization once the Council of Archmages was formed, A Neutral Party formed for the purpose of Enforcement.

The Ones to volunteer for this position as safeguards of the Material Plane was the Dream Flight of Dragons, they did this because of their inherent link to magical energies and the Weave.
One of these Dragons was named Puff the Magic Dragon.
For Thousands of Years The Tower Of Purgation has imprisoned great threats to the Astral Sea and the stability of Magic

It is known but not widely questioned, but Magic does not seem to affect the guards and Members of the Tower of Purgation, people say they have the power of ‘Anti-Magic’, to destroy magic.

GM Only — Tower of Purgation & Chromatic Glass Secrets

The Secrets
Any of these Threats Imprisoned here have their magic siphoned and are used as a source of energy, towards The DreamFlight and Tower Itself, it is the reason they have such power in the first place as they have held these threats at bay for thousands of Years

Maximum Security
The only living prisoner within the Maximum Security Wing of the Tower of Purgation is a man who’s name has been lost to time, only his title is still in record, Kýrios Ton Dimiourgión, The Master of Creations, the First Archmage of Creation Magic
Only a Few hundred years after the Sundering, after the formation of the Council of Archmages and the Tower of Purgation, an Archmage would abuse their power and trusted position and commit a crime so heinous both the Council and Tower had to intervene.
Dimiourgíes attempted to prepare a ritual the likes of which has never been seen again, within it, he attempted to use Creation magic, to make a Second Weave, and seize its power for himself.
A Mage Dream was received by all in both the Council and Tower for his secret acts, and he was imprisoned before he could complete his ritual.
Now he is trapped in the tower, in a prison of his own flesh, a being of pure Soul, unable to manifest or interact with the world, cut off from his magic, and the weave.
It is said the screams in the Tower of Purgation are only his, that he is still awake within his prison ‘cell’

Chromatic Glass
Chromatic Glass Was a Material that was made as it was needed as the Tower needed to be able to sever their prisoner’s connection to Magic and the Weave.
To do this, they channeled the energies of the weave itself into a physical material, this physical object made of the weave held no solid form and was changing in color. As it was refined and made into weapons shackles and other objects it was found to not nullify the connection to the weave but instead redirect it and command the path which it took. It is not Anti-Magic Material to Destroy it, instead it is something that commands the flow of Magic at the user’s whims. In some ways it can be considered the most stable form of magic.

The method to make this material is known only to a select few within the Dreamflight, and they do not share it sworn to secrecy, instead only those that the Weave itself choses to learn the secret are taught through a Mage Dream, each who knows this Secret are those who have received this Mage Dream.
Similar to Dreamweaving this method takes metamagical Energies and makes them take physical form, amongst other differences is the use of a Mote of Magic.
A secret that not even the Archmages are taught.

And Remember Magic Is Stored In The Balls