Magic (Revales Supplement)
An Overview of Magic[edit]
Magic within the Pale is not a discipline like that found in traditional D&D. It cannot be accessed by sheer force of will, nor is it an art to be learned through years of self-discipline and study. It is a force alien to the Haven, and thus those wishing to access it must, in some fashion, remove themselves from the Haven. This is not to say they must physically leave their homeland—the concept is much more symbolic than literal and requires a potential magician to "denature" themselves. Magic, then, is grouped into several different classifications based upon how the wielder accomplishes this; what follows is a breakdown and description of each methodology.
Augury[edit]
An Augur or Priest is a magician whose power comes from direct intervention by a power outside of the Haven, the mightiest of which are often worshiped as gods. They are an especially dangerous bunch, because their ability to use magic is due to an alteration of either their physical form or their spiritual energy by the deity in question. This process is cannot be undone, and is known to sometimes lead to gradual but drastic changes in an individual's personality. Few are willing to take this path, and those who do were usually zealots to begin with.
Examples of Augury include:
Eldritch Practice[edit]
Technically, this method is a loophole or workaround rather than a mode of denaturalization. It instead relies upon objects tainted by outside influence, none of which are well understood. It is this lack of understanding that leads to the label "Eldritch," meaning weird, sinister, or ghostly. These practices vary widely, but those utilizing them are often treated with extreme caution or even outright hostility. The only real exceptions to that trend are the Eldritch Shards of the Lampir, which have a long and well-documented history of safe use—even if the nature of their power is a total mystery.
Examples of Eldritch Practice include:
- Eldritch Cannoneers, via the Eldritch Shards
Shamanism[edit]
A Shaman is a magician who uses the natural world to become unnatural. This usually involves introducing some strange substance into the diet, or even directly into the bloodstream via an injection or open wound. This is usually considered the least intrusive form of denaturalization, because the user is not fully denaturalized and thus has access to only very specialized abilities. Since it involves an external substance that must continually be renewed, Shamanism is the only reversible form of denaturalization.
Examples of Shamanism include:
- Marrow Priests, via the introduction of pyrope to the bloodstream
Revales Campaign Settingv | ||||||||
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Player's Handbook | Classes, Languages, Literature, Magic, Races, Religion | |||||||
Revalian Atlas | Calendar, Cosmology, Factions, Geography, History | |||||||
Dungeon Master's Guide | About, Bestiary, Consumables, Legendary Items, NPCs, Sample Places, Variant Rules | |||||||
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