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The Elemental Dimension
of Magic
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The Elemental Dimension of Magic
In order to understand a dimension composed entirely of magic, one first has to define it. Every world has its own
definition and manifestation. Indeed, more often than not a resident god controls the threads of the arcane and radiates
them through the fabric of the time. Yet, magic seems to transcend these origins. When gods die, their magic often
lingers. Magic manifests in more than a dozen forms, but, in the end, it is still magic.
Magic as Element
It is easy to point out fire as an element. We see it
about us every day, just as we see water, or the blowing
wind and most certainly earth. Magic warps and twists
and follows the commands of those who call upon it.
Yet, at the same time, it works upon the world. Magic
seems to know what it is doing yet has no direct mind of its
own. It transcends definition and limitation. Attempts
to bottle it and place boundaries upon it, saying, "Here
then, lie the boundaries of what is the arcane," fail time and
again. Indeed, with magic more often than not, the only
consistent rule is that whatever rules you establish will
eventually be broken.
as air, and all wield it to one degree or another. Each
realm has separate rules that govern its magic, generally
regulated through the will of powerful minds manifest as
gods. And yet leave them, and quite often their rules
cease to apply. Paradoxically, despite having different
rules governing its nature from realm to realm, magic often
produces identical effects in each such as fireballs and
lightning bolts.
Indeed, most spellcasters dispute the notion that magic
functions differently from place to place. It works the
same in all the dimensions to which they have traveled,
after all. That is to say, except those few who walk
among the different dimensions of mankind. The
wanderers have seen a slightly different path. As it is,
they have acquired greater knowledge, and from them I,
in turn, have acquired it. After careful analysis of the
travels of many wanderers, a pattern began to emerge.
This is the manifestation of magic. It breaks rules. It
binds logic and forces it through a tiny mesh of human
understanding. It pretends to follow pattern and format,
but in the end those who use it end up dust and it continues
flowing. Gods die; mortals fade; entire races become
extinct and, yet, the magic remains. This then, is how
one defines an element. Magic is a fundamental
building block of the universe, as basic a part of existence
as anything else.
While the definition of magic changed from world to
world, the force of its presence flowed as if an elemental
force from one realm to another. Quite often this fabric
would manifest in apocalyptic disruptions of one place,
which in turn affected someplace else. And so it was,
simple reason demanded; a nexus may exist, a
corresponding representation in the aspects of element.
After all, if fire, air, water and earth each had their own
domain, so too could magic".
What is it? Ultimately, magic is whatever you want it
to be. Literally. On the sunken world of Deris-bar,
magic only works in proper conjunction with the stars. On
the world of Lykra-han, magic works only by patient
blood sacrifice of a willing subject. In the world of the
Throne of the Emerald Dawn, magic flows as freely
-From the 170,000 Scrolls of Bitterbark the Mad
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Dimensional Topography
Traveling to the dimension
makes its way up these passageways into larger and
larger tributaries until it reaches the Ideological Barrier.
"Refreshed" magic gets circulated back through the
same passageways into the flow of other dimensions.
Occasionally, mix-ups or eddies take place in the natural
flow of these winds, which often cause unusual effects in
the world to which said winds connect. Sometimes they
show up as portals to other realms. Indeed, quite often
when 'spent' magic mixes with pure untapped magic a
storm of incredible magical power results. Though
exceedingly rare in occurrence, they can sometimes
spread across dozens of worlds, grabbing random
objects or inhabitants and tossing them into another.
The Ideological Barrier
The core of the Dimension of Magic has a nigh
impenetrable shell surrounding it. It contains the
remnants of split thoughts, which cause it to retain a
definition of its own. This may sound like a bunch of
gibberish, but ultimately means that getting into the core
takes a lot of effort. Magic does not work easily, since
the material itself contains an entire core concept of
magic specifically dedicated to being nothing else but
itself. It is an idea and spell solely for the purpose of
being, a "selfish" spell in that it resists all attempts to
alter its nature.
One way to overcome it is teleport to the other side. This
presents a problem in that many spell casters cannot
teleport somewhere without having an ability to visualize
the locale to which they travel. Scrying spells of any kind
do not penetrate the barrier. As such, anyone
teleporting blindly to the other side enters a totally
random area of space. In the core, this can get very
deadly.
Another method of entrance involves using a Sphere of
annihilation. This powerful device causes the Barrier
around it in a fairly wide area to shatter, allowing a craft
to enter. However, this also causes a shock wave of
deadly proportions, meaning anyone who uses it will
suffer for it unless properly shielded by non-magical
means since the shock wave bypasses all such effects.
Myriad reasons exist as to why so few have heard of this
dimension. To begin with, by its very nature it prohibits
easy travel. Only those well acquainted with its secrets
can navigate the powerful barrier that surrounds it.
Further, the dimension itself is deadly. It conforms to the
desires and wishes of those who enter its confines, often
with exceedingly lethal results. One must understand
that mortal beings are complex creatures, with multiple
layers that make up who they are. When all of these run
amok and are unleashed at the same time or in the
wrong place, potent forces are unleashed. Finally, even
when one overcomes the environmental effects
involved, the denizens of the dimension often look
harshly upon uninvited intruders.
Geography of a dimension
Difficulties arise when attempting to assign geographic
regions to a dimension, since, in theory at least, the
space in which it resides extends infinitely in all
directions. And yet, one can definitely identify distinct
zones within this realm. Just as one might find forests,
mountains, lakes or swamps on a conventional map, so,
too, does the Dimension of Magic contain its own
geography.
The Celestial Winds
The majority of the dimension consists of vast streams
of pure magic current. These winds weave in and out
amongst all the other dimensions in a hidden pocket
beneath the space the winds occupy. Through the
winds, the Dimension of Magic flows and ebbs in any
world or dimension where magic exists. Most of these
flows mix in and out of the fabric of each area they
touch, making magic very difficult to distinguish as a
separate element. Only someone intimately familiar with
the true nature of magic could possibly hope to navigate
the winds to another area of the dimension.
The current flows in two directions, both to and from the
center of the dimension, much like the blood vessels of a
living body. "Spent" magic, disrupted or cast, slowly
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The final known method of entering the barrier involves
the use of Psionics. While many argue that magic and
psionics carry a common root bond, as far as the Barrier
is concerned, psionics affect it without any difficulty at
all. Indeed, shaping, molding or simply removing the
barrier using Psionic disciplines allows a traveler to enter
or leave at their virtual leisure. However, since most
psionicists powerful enough to bypass the barrier do not
possess sufficient magical lore to navigate the winds,
this is a rare occurrence indeed.
Over time, some communities have nestled themselves
in the barrier as well. Since the material does no direct
harm to those in contact with it, it allows others to build
on top of them. An incredibly wide array of creatures,
from dozens of different worlds ply their trade across the
huge Barrier surface, though few ever attempt to venture
into the Core below them. Most of the inhabitants of
these cities are descendants of castaways lost amongst
the other dimensions that have attempted to find a new
life for themselves. Indeed, most of them do not even
remember the original world of their inhabitance, having
since adapted to their new surroundings as if they were
their own.
wear away the stable zone. This generally makes the
owner the absolute lord of their region, causing the
denizens to serve with a fanatical devotion. Obviously,
exceptions to this rule exist.
Entering and exiting a stable zone poses none of the
problems that a being faces entering the core. On the
other hand, while anyone may physically enter without
difficulty, the film between a stable zone and the Wish
Storms does reflect any spells cast upon it back at the
caster (including area of effect spells). Visibility can also
cause problems, since the winds generally do not allow
great amounts of it. As such, the characters could find
themselves thrust by the winds into a stable zone and
never even know it. Of course, given the speed of the
winds, this impact most likely will hurt. A lot.
Wish Storms
The most powerful spell mortals can cast causes great
ripples on the fabric of magic. More particularly, when a
wish causes paradox or great disruption, it scars the
magic, causing a taint. Still, the fields of magic are vast
and ultimately nature can handle it. However, when the
effect of these wishes builds up through the infinite
number of worlds which exist, ultimately they create
powerful mutating storms.
And yet, all but the most powerful of minds has
fractures, and thus when one part of a being conflicts
with another they quite often end up with dueling desires
that rip them apart. Even beyond that, the gold, gems,
magic items and rubble from infinite kingdoms and
palaces formed by the magic corruption whips around at
hundreds of miles per hour tearing the flesh off any who
still remain. They riddle the vast majority of the core.
They slowly purge the magic of the taint that the magic
acquires over the millennium before it eeks back through
the barrier and out into the realms where magic flows yet
again.
Stable Zones
However, when one mind builds up a chain of increasing
self-definition, using their desires to discover their inner
natures, to strengthen who they are and to beat back the
results of the Wish Storms, they create stable zones.
These stable zones house the inhabitants of the inner
cores. Still, magic enjoys a considerable amount of
power, even here. Those who previously exhibited no
magical potential suddenly find themselves able to cast
spells by merely focusing their thoughts. Amazingly
enough some trade occurs between stable zones, and
almost all contain some civilization. Still, the size differs
between a few hundred feet to hundreds of miles.
Generally speaking, when the core mind creating the
stable zone dies, the winds break through and slowly
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