Author Topic: On the Wizardly Art of Seam Siphoning  (Read 782 times)

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Mia

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on: November 09, 2019, 04:22:42 PM
On the Wizardly Art of Seam Siphoning

As written by Maerdelain Felgotrim, Planar Prospector and Scholar or the Elements.





Elemental Theory

To master the elements and utilize them most efficiently you must first understand them. The theory of elements tells us that everything in this world is composed of a mixture of four core elements; Air, Earth, Fire and Water. A desert is a land devoid of water. A marsh is a land devoid of air and flame. Water and Air are mixed together to create ice. Earth and water together make vegetation. Everything in this world is composed of a mixture of these elements.

Far outside of our known world there are the planes. The further you are away from the core of our own world, the closer you get to the ‘pure’ element. Less contaminated by the other three. Only the direction of your compass decides which element you walk to. We live in the core. Where all four elements come together in equal amounts to create the world we know.

There are four pure elements; Air, Earth, Fire and Water. Each with a supportive and opposing element; Water and Fire are each other’s opposing elements, as are the Earth and Air. Air and Water have a synergy together, as do Fire and Earth. Each of these elements come with a personality and certain characteristics.

Fire is the most volatile of elements. As a fast element it can quickly play a role in our lives, but it never stays for long. Traditionally the element of Summer, it is a warm element known for its passionate, temperamental and enthusiastic personality. People with fire in their hearts are said to be strongly emotional, great achievers and charismatic.

Water is the most soothing of elements. As a slow element it takes its time to leave an impact of change on our world. Traditionally the element of Autumn, it is a cold element known for its refreshing, sensitive and mysterious personality. People blessed by water are said to be charming, private and emotional.

Earth is the most stable of elements. As the slowest element it can take years beyond the reckoning of mortals to shift in our world. Traditionally the element of Winter, it is a mostly warm element known for its reliable, practical and grounded personality. People hearing the call of the earth are said to be loyal, materialistic and dependable.

Air is the most fleeting of elements. As the quickest element is swift to come and swift to leave; Changes in the wind are ever occurring. Traditionally the element of Spring, it is a mostly cold element known for its powerful, adventurous and excited personality. People that follow the wind are said to be creative, fun and full of ideas.


In the disk that is our world, the centre is reserved for the living world, which is our home. In each of the cardinal directions we find the four core elements. At the intercardinal directions we find mixtures of each element. Although a conjurer and evoker may find use in the application of primary elements, it is when you start building with the elemental building blocks of reality that these talents truly shine.

A proper evoker is expected to master the application of at least a mixture composed of two elements. Truly talented evokers might even combine three elements and it is theorized evokers could apply all four primary elements in their spells at once to create the fundamentals of life itself in their destruction.

Between the plane of Air and Fire lay the intercardinal planes of Lightning, Light, Smoke and Ash. Lightning leans closest to the plane of Air, followed by Light, Smoke and finally Ash, which leans closest to the plane of Fire.

Between the plane of Fire and Earth lay the intercardinal planes of Lava, Coal, Metal and Sand. Lava leans closest to the plane of Fire, followed by Coal, Metal and finally Sand, which leans closest to the plane of Earth.

Between the plane of Earth and Water lay the intercardinal planes of Plant, Clay, Swamp and Acid. Plant leans closest to the plane of Earth, followed by Clay, Swamp and finally Acid, which leans closest to the plane of Water.

Between the plane of Water and Air lay the intercardinal planes of Ice, Rain, Mist and Storm. Ice leans closest to the plane of Water, followed by Rain, Mist and finally Storm, which leans closest to the plane of Air.

Of these intercardinal planes, those most suited to an evoker’s purposes are Lightning, Magma, Acid and Ice. Lightning for its speed and ability to jump between targets. Magma for its immunity to the wind element, allowing for a more insidious heat. Acid for its life decaying effects and poisonous qualities. And ice, for its supremacy of cold and sapping effects.



Mia

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on: November 13, 2019, 11:28:01 PM
Coordinates and Seam Siphoning

The basics of wizardry teach us method, code and principle to tap into the planar realms for energy and apply this within our spells. Elementalists, conjurers and evokers both tap heavily into the elemental planes and borrow the raw energies within. As opposed to the other planes more commonly tapped into by other schools. Such as the negative plane fuelling much of the spells practiced by necromancers.

This phenomenon of applying the energy of the planes in our own realm that calls upon arcane formulae to extract the energy required is called Siphoning. We wizards siphon the energy from the planes through the use of planar coordinates in our formulae. Typically, we find the planar coordinates of our teachers and masters, or in the archaic works of our predecessors.

But there are other ways to acquire the coordinates used in our magic. Those wizards that walk the planes themselves can scout out the coordinates to draw their energy from. Or such coordinates may be traded for with indigenous creatures of the planes with enough understanding of arcane theorem.

The benefits of acquiring coordinates directly from the planes is a matter of power. Many teachers and masters would give a student the lesser of coordinates, to prevent them from being usurped. And in time the best of coordinates, with the greatest elemental potential, are lost from the common known knowledge.

Locating places of exceptional power and raw elemental potency amongst the planes themselves, and using the coordinates of such a place to siphon the most potent form of elemental magic, is the path to true mastery of the evokers and conjurers craft. And the City of Rings is the ideal place to learn such a craft due to the prevalence of natural occurring seams. That way even a novice can begin scouting the elemental worlds and seek out places of primal, elemental power.

To enter a seam, and discover the coordinates of the greatest loci of power within, and attune those coordinates with your known spells, this is the art of Seam Siphoning. And it is nearly exclusive to the City of Rings. Folly to those who eschew conjuration or evocation in a place such as this. For they miss the great opportunity the locale provides them.
« Last Edit: December 16, 2019, 02:08:55 PM by Mia »



Mia

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on: November 28, 2019, 07:07:21 PM
Attuning to the Fire Plane

Commonly found within the city of rings is a near plane of fire. Housing the great Citadel of Pasha Achawaki Lem-tup Ar`zhoun. While not the true cardinal plane of fire, it houses many characteristics to mastering the element. The site itself is corrupted with fragments from the element of earth, creating solidified blocks of magma upon which one may trod.

Although I have not had the privilege to visit the citadel itself, the market outside forms the trading hub of the locale. And is a known and affiliated trading partner with the Ticker Square community. Home to the people of Qedibh; a race of human beings blessed with Efreeti blood. It is worth visiting, not for just planar prospectors, but traders alike.

Extending past the domain of habitation are the Cracked lands to the west. Trolls, elementals, fire lizards and Myrmecoleons inhabit this wilder part of this realm. But more importantly, within this extended realm past the Citadel of Ar’zhoun, lays a cavern with potent coordinates of the fire element that fuel arcane magic. This cavern can be recognized by the huge crystalline formation housed within the central chamber.

Upon finding this cavern, rely on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point. If you are not of Elvish blood and lack this natural ability, I suggest a detect magic spell. Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend fire opals, petrified charcoal or other calcified embers. Candles can help you increase focus and by increasing the temperature near your ritual site you can decrease the ritual time.


Some further notes on attuning to the fire plane in the city of rings; The great Citadel of Pasha Achawaki Lem-tup Ar`zhoun is only one of the many places on the fire plane. Greater and more advanced coordinates for our spells can undoubtedly be found in areas of pure conflagration. One of such places may be the Great Opal Heights. Home to the Azer people. But to book passage to this region, an Ignis Gem is required. A rare and difficult to acquire gemstone of fiery nature.
« Last Edit: December 16, 2019, 02:10:20 PM by Mia »



Mia

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on: December 04, 2019, 06:50:57 PM
Attuning to the Earth Plane

Often found in the 90s of the City of Rings, the near plane of earth known amongst prospectors as ‘The Great Rift’ is polluted by parts water and air. As true cardinal planes are often inhospitable to life, it is on these polluted planes we must find the coordinates of power that imbue our spells. The true cardinal plane of earth is often imagined as a solid block of ground, with no place for us to be. It is when air and water are introduced in pockets of earth, that caverns are created. It is these caverns that must be traversed in search for a most rare locale; The crystal of attraction.

The Great Rift itself is a reoccurring plane that is a common sight amongst prospectors. Known for its large yawning hole, upper outer ring, many mines, caves and its unique lifeforms, the great rift is often travelled by prospectors and mercenaries in search for minerals and treasure alike. Stone and metal both can be found in abundance.

Many of the creatures found within The Great Rifts are unique and uncommon. Ranging from weird giant, eyeless spiders and giant, hairless, red chickens to walking, talking mushrooms. The creatures there seem to have adapted to the lack of light in the caves. Self-Luminescence or heightened other senses seem common among the local inhabitants. Lanterns or magical means of light are highly recommended when travelling The Great Rift. But not all creatures in The Great Rift are uncommon to us; many savage beasts like goblins, kobolds, gnolls and worse have made it their home.

Some of the bravest prospectors dare to make the descent known as ‘The Great Climb’. Upon arriving to The Great Rift from our realm, you will at first find yourself on the upper, outer ring. But within the centre ring there lays a path to descent down the rift itself. This path is a difficult climb for the most talented and prepared prospectors. But it is the least traversed part of the seam. Many of its treasures and minerals left untouched yet. And at the bottom of the rift lays a one-way, semi-stable seam back to the city.

As many earth dominated planes, The Great Rift suffers from many quakes and shifting ground. The Crystal of Attraction may be one of the forces that create this phenomenon. As it seems to perpetually pull unto the earth and other objects that come near to it. Creating a sort of clustering mantle around it. The unfortunate side effect of this is that the crystal itself is not always found in the same location; nor always accessible.


Found within a quake prone cavern, the crystal of Attraction seems to be a place of worship for earth elementals. And its most fascinating feature seems to be the ability to pull everything towards it. To resist it for long, you must focus and put stress on your muscles. Moving near it is difficult.

As with the fire plane, when you have found the cavern with the crystal, I recommend relying on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point (a detect magic spell for the less attuned). Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend diamonds, leystones or magically infused dirt. Candles can help you increase focus.



Mia

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on: December 17, 2019, 05:21:24 PM
Attuning to the Water Plane

At the time of writing, the most familiar near plane of water to frequently open in ring 99 is the island hosting the village of Tehoto. This island is home to a friendly population of uncivilized natives; having yet to invent proper attire or metallurgy. As expected of islanders, their fishing and swimming skills are of high quality. Their cuisine is basic and revolves around fish and sugar syrup. Especially their prince, Ikodo, is known for consuming whole containers of syrup in one sitting.

Despite the planar energies that ravage the bodies of most common folk, the population of Tehoto is mostly human. Channelled through the ancestral tattoos on their body, it is said a divine power protects them from the instability of the planes. The most notable exception to this is the ruler of the village, Chief Mero-Iti. She herself seems to have planar ancestors and manifests this through gills, a blue skin and webbed appendages. And consequentially has no need for the ink on her skin.

The villagers of Tehoto don’t keep history well. But folktales among their population speak of a great dark evil in the depths of the sea that they fled from, before their ancestors came to Tehoto. But it is said to come for them still, and threatens to consume them whole.

The local faith of Tehoto is kept by High Sharktooth Lanohua and seems to revolve around a predator-prey relationship, in which the common Tehotan is seen as the superior predator. Ancestor worship is also common. Tehoto is an existing trading partner of Ticker Square and the associated Merchant’s Guild. External trade in Tehoto is led by Handsome Ato and consists primarily of maritime products.

The plane itself is primarily composed of the water element and only slightly infested with the earth element. Both elements known for their richness in life; which is plain to see everywhere upon the island and the seas it rests within. And as such the island is home to many unique marine animals and colourful birds. The closest inhabitants beyond the humans of Tehoto are a native race of shark like humanoids that live in a village below the waves.

Yet despite its richness in life and the wealth it brings to the city, the water plane housing Tehoto does not contain a powerful source of the planar water-element. And I was forced to turn towards one of the less common planes in the nearby rings. In the waters of the Druthers, sometimes a seam will open to another plane of water.

This plane seems entirely submerged. And at the bottom of the plane is a rocky layer. Situated there is an underwater cyclone. And in front of it is an altar worshipped fiercely by Water Elementals. The site is home to the powerful water element. To reach this altar, you will have to navigate a series of underwater tunnels, from where the seam opens. Fortunately, the area itself seems fairly stable.


As with the fire and earth plane, when you have found the altar, I recommend relying on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point (a detect magic spell for the less attuned). Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend sapphires, pearls, Amethyst or a bottle of magically infused gel.



Mia

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on: December 30, 2019, 08:15:40 PM
Attuning to the Air Plane

Ah, the Crosscurrents, we have finally arrived at your chapter. Although the Crosscurrents were the very first seam I ever visited after coming to this city of Rings, it is only fitting the coordinates of this realm eluded me so long. The plane of Air is after all very dualistic in nature; Although it would be possible to live and exist in the pure plane of Air, it is impossible for us to navigate with our own bodies. As our legs will not carry us far.

The solution to this problem is however very forthcoming; The Crosscurrents are a near plane of Air, polluted with earth fragments, creating floating islands. To travel between these islands, the locals have created ships that can fly. They manipulate the air in a large impermeable sack, lifting up the ship from the floating islands. Allowing for an incredible freedom of movement throughout the entire realm, even to more purer segments of the plane.

The island known as the Crosscurrents is in itself a fascinating island, for it is akin to the rifts, the wizard warrens or golemgrave; in that it seems polluted with residual planar energy, allowing for the formation of many seams and portals to other realms. But from there it is possible to take a skyship to many of the surrounded islands.

There are many floating islands in the sky around the Crosscurrents. Some contain wizard towers; some are yet uncharted or unexplored. There is even an island with solely an observatory on it. But most of these islands seem small and very fragmented. Another notable feature of the islands is the frequency of an unnatural weather formation; An orb shaped air current that seems responsible for keeping the islands aloft.

Crowclutch is one of the islands that can be found in the near plane of Air known as the Crosscurrents. It is home to the curious bird like people known as the Kenku and is a trading hub of all sorts of trinkets and stolen goods. Crowclutch itself was greatly expanded by wooden walkways and hosts a number of nests and homes of the Kenku. They appear to venerate some kind of giant raven. But they are not very devout, and their lives seem centred around acquiring as many shiny objects as possible. Many skyships dock in Crowclutch and it is a staging point for much of the travelling in the plane.

Despite that, the best trading partner to Ticker Square that can be found in the Crosscurrents make their home in Castle Gloomdraft. It is home to a blue skinned human-like people with a strong affinity to the sky that also man most of the skyships among the Crosscurrents. They are somewhat akin to the Qedibh or the chief of Tehoto, but their Air counterparts. Castle Gloomdraft is the sole provider of Nimbus. And the technique to extract the mineral from the clouds is a well-kept secret in their halls.

And that brings us to the elusive coordinates of the Air plane. The Nimbus are clouds made up of a solid material that is lighter than Air. As such the solid clouds float through the planes and can be trod upon, explored and navigated to distance places. They are mined through some nebulous technique at Castle Gloomdraft. Properly used, this material can be used to fabricate lightweight items, if somewhat frail.


Upon one cloud of Nimbus however, that drifts irregularly about the Crosscurrents, one can find a shrine, haunted by Spirit Wolves, that is a powerful focal point for Air related planar energy. At the foot of these shrines, you may attune to the Air plane and find coordinates for your spells. Although there are limited applications for Air based siphoning coordinates outside of Conjury; it will add a little potency to your gust spell.

As with the other cardinal planes, when you have found the altar, I recommend relying on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point (a detect magic spell for the less attuned). Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend Fluorspars, wind-based musical instruments or a bottle of well-preserved breath. Candles can help you increase focus, if you can keep the wind from blowing them out.



Mia

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on: January 13, 2020, 11:31:07 PM
The Evoker’s Intercardinal planes

The core of a wizard’s work is the ability to create things. Whether we create matter like a magical crown, create destruction like a fireball or create a change like flesh to stone. All magic ultimately comes down to a form of creation. But this creation is not spontaneous, no matter how it may seem to the onlooker. And while we are capable of its manipulation, the energy does not come from nothing.

And while it is possible to tap into stored containers of raw magical energy or derive it from the bodies of magical beings like sorcerers or dragons; ultimately, the majority of magical energy used by wizards is drawn from the planes. Even those who eschew conjury, directly or indirectly, whether a conversion technique is applied or not; They must all ultimately draw energy from the worlds beyond to create something new in our own.

Typically, raw energy is retrieved from the planes and through expansive conversion techniques are applied to convert the charged energy into the type required for the spell itself. It is therefore possible to cast the majority of spells with only a single set of planar coordinates from where energy is drawn (Often given to us as apprentices by our master).

However, sometimes there is a benefit to retaining the charge of the energy. After all, what benefit could be gained from converting fire energy from the fire plane into a neutral source of energy, only to then convert it again into fire for your fireball spell? If you have a potent source of fire in the planes, it is better to use the raw elemental energy for your spell, than apply inefficient conversion techniques.

And that is the core of what any wizard can gain from learning to siphon the energy within seams. This technique is not limited to elemental planes; negative, demonic or healing energies too could be strengthened by tapping directly into planar sources in which these energies naturally occur. But the purpose of this tome is twofold; To explain the art unique to the city of rings, where one travels into a seam to directly obtain the coordinates of powerful energy sources and to catalogue the coordinates and locations of powerful elemental energies suited to the spells used by evokers.   

In the previous chapters I have described the locations of the cardinal elemental planes; Air, Fire, Earth and Water, where wizards may acquire a set of potent coordinates for their spells. But in the remaining chapters I will focus on the coordinates for the four intercardinal planes most suited to an evoker’s spell repertoire: Ice, Magma, Acid and Lightning.
« Last Edit: January 14, 2020, 12:33:00 AM by Mia »



Mia

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on: January 29, 2020, 06:05:33 PM
Attuning to the Ice Plane

The Frozen Tear is said to be a discharge from an Ancient God’s eye after a profound bout of lamentation that occurred a thousand years ago. Whatever its true origins, the Frozen Tear is a large floating chunk of Ice near the Quasi plane of Air known as the Crosscurrents. It is reachable by airship and this island too seems to be held in place by an unnatural weather formation; An orb shaped air current that seems responsible for keeping the island aloft.

Although an unlikely choice for the ice plane, the Frozen Tear hosts a readily accessible site from which powerful planar energy of the frost type can be siphoned. Typically, the intercardinal plane of ice leans towards the water element (despite its clear air component). And as such most of the intercardinal plane is a snowy tundra or frozen blocks of ice adrift on the borders of the water plane. The Frozen Tear is a rare exception. But those are more readily available in the intercardinal planes by default. As the element composed of the two colder elements water and air, its main feature is its biting chill.

The most notable features of the floating island known as the Frozen Tear are the gem like, crystalline ice formations that dot the landscape. Composed of sharp ice and a layer of snow, the whole island seems to be inhospitable to elves, humans and dwarves. As the surroundings themselves seem to sap all the warmth from living tissue. Due to the proneness of ice to crack, the entire island is permeated by narrow, shifting cave like structures. On the highest peak of the island seems to be some ancient altar. Possibly dedicated to the god who shed the tear. 

The floating island itself seems to be home to various frost attuned species. Including Ice Trolls, Ice Elementals, Ice Giants and Remorhaz. The last of which seems to be a blue skinned centipede – dragon creature of exceptional hostility. Inexplicably, one of the other notable species that can be rarely found on this island are fey. Perhaps attracted to the gem like, crystalline, ice formations and originated from some of the rarer deep ice portals.

Another thing to look be cautious of on the Frozen Tear is the perpetual presence of Tchunite cultists. Often found in the deeper segments of the cavernous tunnels within the ice, worshippers of the god Tchun can be found lurking and congregating. They seem to be searching for their Frozen God within the ice. To various degrees of success.


The site itself can be located on the surface of the floating island. Situated on one of the outer ledges is a crater that extends below one of the unnatural weather formations that are seen throughout the region. In the centre of the crater a wizard may attune to the Ice charged planar energy and to later siphon from it. Given the myriad of ice related evocation spells, the addition of its coordinates would serve any wizard well.

Like the cardinal planes, when you have found the site, I suggest relying on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point (a detect magic spell for the less attuned). Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend a blue topaz, dendrite quartz or a frost giant’s eye. Candles can help you increase focus, if you can keep them burning in the chill.
« Last Edit: March 21, 2020, 05:39:03 PM by Mia »



Mia

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on: February 09, 2020, 06:18:03 PM
Attuning to the Magma Plane

A much rarer seam occasionally found amongst the rifts of the 99th or on the crosscurrents island itself leads to a small island of rock adrift on a sea of magma. There, near the shores between rock and fire, molten magma pours and solidifies, only to be reheated later. On a small peninsula of the island, there is a site that lends itself ideally for drawing from the quasi elemental planes. The site there lends itself ideally for pyromancers. As the secret to insidious fire lays with magma. As magma hits your targets, they will continue to burn for a prolonged period of time as opposed to simply making use of coordinates from the fire plane.

The island itself is rather unremarkable. And hosts only a few features worth mentioning. Various small bridges build from bones that allow even visitors from the city of rings to access certain smaller plots of land away from the central island, and a bath house of sorts for creatures unafraid of fire. Denizens of the underworld seem to gather there to enjoy the heat and their perverse luxuries. Imps, goat people, dretches and worse. 


Like the other planes described above, when you have found the island, I suggest relying on your natural ability to sense the magical flow and emotions of the land to pinpoint the strongest focal point (a detect magic spell for the less attuned). Upon finding the strongest point of planar energy; determine the spell coordinates with a small ritual. To attune to the plane itself and as central component of the ritual, I recommend a fire opal, the charred remains of a leystone or a bar of steel. Candles can help you increase focus, if you don’t let them expire before you finish.
« Last Edit: March 21, 2020, 09:36:01 PM by Mia »



Mia

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on: February 09, 2020, 06:18:17 PM
Attuning to the Acid Plane

This section of the tome is as of yet empty.



Mia

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on: February 09, 2020, 06:18:28 PM
Attuning to the Lightning Plane

This section of the tome is as of yet empty.



Mia

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on: February 09, 2020, 06:22:15 PM
Accessing the Planes

A certain amount of foreknowledge is required to make effective use from the contents of this tome. First of all, one must be a wizard. All wizards draw energy from the planes; whether through a surrogate demon overlord gifting them the demonic (and thus planar) energy or because they acquired coordinates to a powerful site on the planes themselves, either through their tutors, by studying ancient, hidden texts or by going out there themselves and establishing a connection with the magical realms directly. The last is the method described in this tome and offers wizards a new way of acquiring the raw energy they need to cast more powerful spells. Beyond being a wizard, you are required to find the right seams within the City of Rings leading to these distant planes. And that is what this chapter is about.

Many ringrunners and adventurers will attest that finding seams in the city isn’t a difficult thing. However, planar prospectors will attest that finding the right seam (The one you are looking for) is another matter entirely. To increase the chance of finding what you seek, you can reference the three methods below for locating or creating seams.

Unstable regions

Without a proper focus, all wizardly magic contaminates the city with planar energy. That is because all energy used in a wizard’s spells is ultimately derived from the planes. Although the city heals itself slowly over time, if a lot of wizardly magic was used over a longer period of time, the build up of planar energy takes a long time to dissipate. Places where a lot of planar energy was used for an extended period of time, known as unstable regions, generate seams on a regular basis.

Regions such as the rifts in ring 99, the Wizard Warrens in ring 93 and Golem Grave in ring 72 are hotbeds of seam formation due to the extensive use of wizardly magic in the past. Often the sites of magical wars and long-lasting assaults, these places are characterized by multicoloured clouds of planar mists (The water in the air is actually planesick). The seams that appear here are frequent, but unpredictable and unreliable. Only luck and checking these regions often will allow you to find the plane you seek.

Unravel

Rumoured to be secretly devised, created and subtly distributed the Court Wizard of Conjury, Aethelwine Silver; Unravel is a native spell to the City of Rings used by wizards to create a seam directly in front of them. It tears apart the fabric of reality with explosive force and creates a seam to a random location. Which makes it more reliable than unstable regions in locating a seam, but no less in finding the correct one. It however has significant downsides. Casting it pollutes the area it is cast in with so much planar energy, that everyone entering there slowly becomes seamsick. Extensive use of the spell will also lead to more planar instability than the City is able to heal.

The Needle

Constructed by a Court wizard of Belacq’s generation, The Needle is the prospector’s guild greatest possession. Using multifaceted gemstones acquired in various seams, it is capable of puncturing reality with a small beam and creating a seam in the fabric of space. By switching out the right gemstones through which the light is funnelled, you can accurately determine the location the seam will lead.


Pasha’s Pride – Using this gemstone in the Needle will generate a seam that leads to the near fire plane, close to the great Citadel of Pasha Achawaki Lem-tup Ar`zhoun


The Deepgem - Using this gemstone in the Needle will generate a seam that leads to the near earth plane known as The Great Rift.


Sharkeye Sapphire - Using this gemstone in the Needle will generate a seam that leads to the near water plane of Tehoto


Djinn’s Delight - Using this gemstone in the Needle will generate a seam that leads to the near Air plane, close to Crowclutch.

Other stones

« Last Edit: March 21, 2020, 05:44:49 PM by Mia »



Mia

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on: March 21, 2020, 05:43:25 PM
[The chapter on the magma plane is added.]