Tag: Magic

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  • Magic

    bq. The information on this page is intended to serve as a general guide to magic. For more information on specific subjects, please follow the relevant links. Magic is everywhere in the world of *Earthdawn.* The rising tide of [[Ambient Magic | magic …

  • Ambient Magic

    "Ambient magic" is a general term for the level of magic in the world or, more accurately, the degree to which the physical world and [[Astral Space]] overlap. This level changes in massive, poorly-understood cycles; [[The Scourge | the Scourge]] …

  • The Passions

    [[Barsaive | Barsaivians]] worship twelve Passions, living, physical embodiments of their wishes, hopes, beliefs, and strongest emotions. A Passion is summoned wherever its ideals are strongly felt, grievously violated, or aggressively defended. Some …

  • Adept

    Adepts, individuals who are capable of mastering magic-based Talents, fall into one of several [[Discipline | Disciplines]]. More than just standardized training, a Discipline is a way of life, each with its own philosophies and histories. Members of a …

  • Elementalist

    An Elementalist is a spellcaster who focuses on learning about, and gaining power over, [[The Five True Elements]]: air, earth, fire, water, and wood. [[Important Attributes]]: Perception, Willpower [[Karma Ritual]]: To perform his Karma ritual, the …

  • Illusionist

    Illusionists cast spells that work through deception. However, some Illusionist spells do have real effects; Illusionists learned long ago that if every-thing they did was an [[Illusionism | illusion]], people quickly caught on and their magic became less …

  • Nethermancer

    Nethermancers are spellcasters who specialize in the magic of the netherworlds. Their interests focus on other planes, and the spirits and creatures that inhabit those planes. Most people consider Nethermancers to be a little “off” in an eerie sort of way …

  • Wizard

    Wizards are spellcasters well-trained in the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Wizards as being simple “book magicians,” but it is interesting to note that very few have the guts to call a …

  • Shaman

    Shamans gain their magical abilities by observing how the elements of nature and the forces of magic interact. Practiced chiefly by members of Barsaive’s primitive tribes such as the Cathan of the Servos Jungle, the Tamer tribes of the Liaj Jungle, and …

  • Karma

    Karma is a valuable, if capricious tool in an [[Adept | Adept's]] arsenal. Though Karma is conflated in the minds of many with simple luck, an Adept knows better. To them, Karma is an active force, an effect of the interaction of their [[True Pattern]] …

  • Name

    In [[Barsaive]] a name is truly a thing of power: a True Name gives a [[Pattern]] stability and allows it to grow. Knowledge of a Name can also give one power over a Pattern; knowing a Pattern's name is almost universally the first step to tying a [[ …

  • True Pattern

    A True Pattern is a unique [[Pattern]]. Anchored by a [[Name]], it is free to develop and grow. A typical dog has a pattern, but it is not a True Pattern. If the dog was Named, its pattern would become a True Pattern; over time, it would develop in a …

  • Namegivers

    Namegivers are sapient beings capable of [[Name | Nameing]], anchoring a [[Pattern]] so that it may become a [[True Pattern]]. The [[List of Namegivers | various races]] of [[Barsaive]] and [[Dragon | Dragons]] are the only known Namegivers in this …

  • Legends

    As well as tales that are told, a legend is a special sort of [[True Pattern]] or, more accurately, the way in which that pattern interacts with the world. As the deeds of a significant, or the events that occurred in a location are discussed and …

  • Citadel

    Created by the [[Theran Empire]] to survive [[The Scourge]], a Citadel is a city-sized enclosure, typically a dome, constructed of complex arrangements of magical materials, spells, and sheer architectural mass, designed to weather and repel the assault …

  • The Scourge

    Centuries ago, the [[Ambient Magic]] of the world began to noticeably rise, confirming the prophecies spoken of in the [[Books of Harrow]]. *The Scourge* was nigh, a time in which the boundaries between the material world and [[Astral Space]] would break …

  • Horrors

    For hundreds of years, the world of Earthdawn suffered under a reign of terror perpetrated by beings known collectively as the Horrors. Though the world always had magic, the level of [[Ambient Magic | ambient magic]] gradually increased, and so did the …

  • Pattern

    A magical _pattern_ is the [[Astral Space | astral]] echo or equivalent to a material thing or concept. [[Name | Naming]] a pattern anchors it, allowing it to become a [[True Pattern]].

  • Thread

    A Thread is a small quantity of magical energy, drawn together by an [[Adept]] for use in [[Thread Magic]]. Threads are typically [[Thread Weaving | woven]] in such a way as to connect the weaver to a [[Pattern]], be it to power a spell stored in a [[ …

  • Spell Magic

    Spell magic is what most people think of when they hear the word "magic," powerful effects woven by magicians from pure magical energy. h4. About Spellcasting Magicians can cast spells using one of three different methods. The three share similar …

  • Pattern Item

    A Pattern Item is an object that is directly—typically deliberately—connected to the [[True Pattern]] of a person or place on a significant level. They can act as bridges or links to the pattern with which they are associated and can thus can be a …

  • Kaer

    Like the [[Theran Empire | Theran]] [[Citadel | Citadels]], *kaers* were shelters created to weather [[The Scourge]]. The most common kaers in [[Barsaive]] are built to the specifications of the [[Dwarfs]] of [[Kingdom of Throal | Throal]], underground …