Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Thursday, 9 June 2011

Radiance/Blackmoor alternative theory

Radiance/Blackmoor alternative theory
by Havard
from the Mystara Mailing List posted 30 May 2005.

Although I have from time to time been fascinated by the sci-fi elements of the City of the Gods, the Federation, and the Beagle, it has always been clear that my players would not respond favourably if I ever introduced such things in my campaigns. They prefer a more pure form of fantasy, although they would accept Steam Punk.

So for a long time, I have been wondering if there could be a way to work around that problem and still get some use out of the DA series. And now, I think I have found it:

The City of the Gods (Heresy version):
The thing that created the Valley of the Ancients was not a spaceship, it was in fact a Fallen God (or Immortal, or Old One). For unknown reason, this mighty being fell, the impact of his body creating the valley.

The Beagle Crew (Heresy Version):
Captain Riesling and his crew still exist in this version, but they are no longer aliens, simply a Mercenary Company from Thonia, who sought to learn the secrets of the Valley of the Ancients. They were known as the Foxhound Company. Although none had previously returned from the Valley alive, the Foxhound Company made it there. They found the gigantic petrified body of the God, almost completely buried in the sand. The body radiated with powerful magic in spite of the God being dead. The mercenaries were bewitched by the magic, and decided to protect it from others who might befoul the dead God. The leader especially was gradually going insane from these magics. The Company entered the body, through its wide open mouth. The strongest magic radiated from his heart. A group were set to especially guard this part, among them Rheddrian Benekander (see WotI).

Meanwhile, Stephen Rocklin, Capt Riesling's second in command was planning a revolt against Riesling. He, and a few others escaped into the swamps (as per DA2). There they befriended (not created) the Froglin and joined the Cult of the Frog. Stephen eventually became High Priest of the Cult.

Rather than technology, the City of the Gods (ie the God) bestowed upon the company innate magical powers. These correspond to whatever technology the various members possess. Some of it included technomancy, which will explain part of Blackmoors later rise in power, tying it in with the Mystara timeline, although there are other sources of Tech as well such as the Egg of Coot and the Dwarves.

The Radiance is now transformed into the Heart of the God, instead of the Space Ships reactor. If the Being found in the Valley is in fact an Old One, that would help explain why the Old Ones would change it into the Nucleus of the Spheres at a later point as well. Or perhaps it already was becoming the Nucleus, gradually, on its own, and was only moved by the Old Ones (or Noumena) to Glantri at a later point, assuming Blackmoor is on Skothar.

This will allow me to run the original modules more or less as is without involving space ships, lasers or other stuff. What do you think?

Dragon Lore


Dragon Lore
by Havard
from the Mystara Mailing List posted 30 June 2004.


Dragon Lore: Ancient Draconic History

Creation of Dragons

At the beginning of Time, the Immortals were young, exploring the Multiverse that the Old Ones had left for them, like children exploring a garden maze. They created the Dragons to be their servants and friends, to aid them in this exploration. In the First Great War between the Immortals, when the Immortals were divided into Immortals of Creation and Entropy, the Dragons were also forced to chose sides.

[Source: PC1]

Dragon Draeden War

Draedens were Dragons who had found their way into the Dimension of the Nightmare Lands. There they had been twisted into terrible and powerful beings. Now they had made their way back and had brought their Nightmarish Power with them. A Great War arose between Dragons and Draedens. Many worlds were destroyed in that war. Although they had stayed out of the war between the Immortals, Oberon's Faerie gave their support to the Dragons. The same did the Rulers of the Elemental Worlds. Eventually, though at a terrible cost, the Draeden were driven back and banished forever to Nightmare.

[Sources: D&D Immortals Rules - Gold Box]

The Creation of the Drakes

The Dragons had not been able to win the Dragon Draeden War without the aid of the Elementals Lords and King Oberon's Fairies. The Dragons recognised this. In return for their generous aid, the rulers of Fire, Earth, Water, Air and Dream (as Faerie is often known) were given 10 dragon eggs each. From each hatched 1000 young creatures of a new Dragon race.

These became known as Drakes, and are forever since respected by dragons and remembered as the lost dragon children. The Elemental and Faerie Drakes developed differently, slowly becoming the Drake races we know today. They often live among lesser races, but always keep contact with Dragon Society.

[Sources: D&D Rules Cyclopedia and PC1]

Dragon Lore: Modern Draconic History

The Arrival on Mystara

Dragon history on Mystara begins when the Chromatic Dragons were called to Mystara by their master Hel.

Hel needed the Dragons to fight the humans of Thonia and Blackmoor. In response, the Champion of the humans, Odin, Hels sworn enemy called upon Metallic Dragons to help fight the servants of Hel. The Chromatic Dragons settled on Brun, driving away the dwarves who were living in the foot hills of the Known World and Norwold. The Metallic Dragons settled in the Brasol Mountains on Davania, allying themselves with the Enduks.

[Source: James Mishlers Epic Blackmoor Timeline]

The Great Rain of Fire

The Great Rain of Fire made an end of the conflict between Metallic and Chromatic Dragons. Although there had been no open war between the two races for centuries, the hatred between them still lingered. But with the human caused cataclysm, the Dragons themselves faced destruction. They were saved by the appearance of a Dragon who called himself the Great Dragon Ruler. He appeared from out of nowhere. The division between Metallic and Chromatic Dragons had existed since the end of the Draeden-Dragon wars in Mythic Times, but before that time there had been Dragon Rulers, including a Great Dragon Ruler, who had been leader of all Dragons. He had disappeared after the War and was presumed slain. The New Great Dragon reorganised the Dragons and taught them to stay together in order to survive. He gave them rules for how the two dragon kingdoms, Wyrmsteeth and Brasol should be governed, making both homes for Chromatic AND Metallic Dragons. Rulership should be controlled by one side at a time. The other side should respect the laws said down by the side in control, but the rulers should respect the side that had no influence.

Dragon Clerics of Hel, Odin and other Immortals was still allowed, but the Great Dragon and his Dragon Rulers were to be recognised as the Supreme Immortal Rulers of Dragonkind.

The Rogue Dragon Kingdoms

With the reorganisation of the Dragon Kingdoms, The Dragons were to have total power within the Dragon Kingdoms, but were to stay out of the lands beyond those borders, allowing the lesser races control of those lands. Although most obeyed these laws, a few did not and set up Rogue Kingdoms in the Known World and elsewhere. Over the centuries, there have been some wars between Wyrmsteeth and the Rogue Kingdoms, but mostly the Rogues have been left alone.

DRAGON HISTORY: MODERN TIMES

The Return of the Dragon Rulers

The last war between dragons happened around 500 years ago with the return of the Dragon Rulers. That war was between the Metallic and Chromatic Dragons on one side and the Gemstone Dragons on the other. They were lead by a powerful Draeden Lord, the last remaining Draeden in this part of the multiverse since the Dragon-Draeden wars in Mythic Times. The Gemstone Dragons had fallen under the control of the Draeden Lord, having been abducted from the Dragon Homeworld that the Metallic and Chromatic Dragons had left in the Age of Blackmoor. There had never been Gemstone Dragons on Mystara before. The Mystaran Dragons were saved when the Dragon Rulers returned under the leadership of Thelvyn the Diamond Dragon. Thelvyn defeated the Draeden Lord, thus freeing the Gemstone Dragons of his domination magic. Peace was again restored among Dragons. It now became clear that the Dragon Rulers again would be present in Dragon Society. The Gemstone Dragons were granted a separate Kingdom in the Tangor Mountains on Skothar, but were welcomed in the other two kingdoms also. Gemstone Dragons remain the least numerous race of Dragons as they suffered heavy losses in the War.

[Source: Based, partially on the Dragonlord Trilogy]

The Creation of the Night Dragons

Some Dragons defied the rulership of the Great One, and sought to renew their alliance with Entropy. Thus the Night Dragons were created. There had been Night Dragons in ancient times also. Back then, Night Dragon status could only be achieved by the highest ranking of Chromatic Dragons; those who had performed great services for the Entropic Lords could become transformed into Night Dragons as a reward. But the last Night Dragons were destroyed in the wars with Blackmoor. Now, any who would seek alignment with Entropy were granted this gift, and Night Dragons again appeared on Mystara.

[Source: VotPA]

The Age of Dracologists

Since the return of the Dragon Rulers, the Wizards of Glantri had begun studying Dragons, seeking to make use of their power. The most powerful of those wizards interested in Dragons gathered in the Secret Brotherhood of Dracology. The rising power of the Dracologists and their more and more frequent assuming of Dragon form worried the Dragons. Since Thelvyn had once lived in Glantri himself, it was decided that the Diamond Dragon should contact the Dracologists in order to persuade them to abandon this field of magic.

The Peal Dragon wanted to see the humans crushed, but was eventually persuaded by the other Rulers to give Diamond a chance to try diplomacy first. Thelvyn contacted the Grand Master of Dracology, Prince Jaggar von Drachenfels, a wizard who claimed to trace his lineage back to Blackmoor itself. After some discussion it was decided that the dispute would be settled through a duel between Prince Jaggar and Diamond. The other Dragon Rulers agreed on this. The battle would be one-on-one with Diamond not bringing his cohorts. Few believed this to be necessary. The Dragons were shocked when Jaggar at the beginning of the duel changed shape, assuming the form of a Diamond Dragon! In the duel, the wizard displayed such power that Thelvyn was forced to yield. By right, Prince Jaggar now could become the new Dragon Ruler. However, the Glantrian Prince had no intention to disrupt the Draconic Order and allowed Thelvyn to keep his position, assuming that the Brotherhood of Dracology would be left free to conduct its research. The duel weakened Thelvyn's position, and much of the prestige he had won in defeating the Draeden Lord was lost.

Still no one has dared to challenge his right to the position though. The Dragons have honoured the agreement with Jaggar, but are terrified of the power he displayed. They will probably not be so lenient with a new Grand Master, should Jaggar be replaced.

[Sources: Gaz 3, Dragonlord Trilogy, VotPA]

-Havard

Sorcerers in the Known World

Sorcerers in the Known World
by Havard
from the Mystara Mailing List posted 06 April 2004.

Alphatia

It is believed that all the original Alphatians were sorcerers. And being born a sorcerer is seen as a sign that you are a pure Alphatian. Sorcerers are along with Wizards, Clerics and Druids seen as the upper echelon of the noble class of the Empire, although other spell casters are also considered part of the gentry.

Glantri

Surprisingly, there are very few known sorcerers in the Kingdom of Magic. Sorcerers are hunted down in Glantri for research purposes, similarly to dwarves and halflings. The Wizards of Glantri seek to find the truth behind the origin of sorcerers and find ways to use this to their advantage. This has caused most sorcerers to stay away from the Principalities.

Darokin

In Darokin, Sorcerers are viewed with distrust. It is believed that the magic which flows naturally through a sorcerers veins is a result of Demon blood. Sorcerers are rare in Darokin, but if detected they are often burned at the stakes.

Karameikos

Sorcerers are more common in Karameikos than would be expected. This country has few mages, but among the Traldar, this talent is quite common. Few have developed it beyond the basics however so higher level sorcerers are still rare. After the construction of the School of Magecraft, Terari brought several powerful sorcerers with him from Alphatia.

Northern Reaches

In the north, magic is distrusted. But as with Wizards, should the Sorcerer prove himself or herself worthy of respect and show that he will not use magic for deception, the Sorcerer may be respected. The so-called Wise Women of the Northern Reaches are believed to be Sorcerers.

Ethengar

The Hakomons of Ethengar are all Sorcerers. They are a feared, yet respected, though generally not considerer part of society. Many perform magical services in return for food and shelter from the tribes.

Alfheim, Wendar and the Shadow Elf Realms

Magic is natural to the elves. When a Sorcerer is born, it is met with delight and joy, as it is understood that the child will have a natural affinity for the magic that makes up a part of any elf's life. Sorcerers are common among the elves so it is not seen as so extraordinary as in many other countries.

Thyatis

Sorcerers are welcome in Thyatis and are treated no differently from wizards.

Rockhome and the Five Shires

Sorcerers are rare among the Dwarves and Halflings. For the Dwarves it is a source of great shame, and dwarves embracing any form of magic become outcast. Halflings usually welcome a sorcerer, especially if he can produce the much appreciated fireworks most halflings love.

Athruaghin

Sorcerers are rare in Athruaghin, but when one of the Clansmen discovers he has sorcerous abilities, it is seen as a gift from the Spirits.

Mystara Without High Technology

Mystara Without High Technology
by Havard
from the Mystara Mailing List posted 23 March 2004.


Many have pointed out the kitchyness of having Star Trek like elements in Mystara's past and present. If you like these elements, fine. If you don't, getting rid of them in fact isn't that much of a problem.

Imagine the Radiance as a Monolith, not unlike the one from that movie whose name escapes me. The Radiance Monolith is discovered by Blackmoorian adventurers exploring the mysterious Valley of the Ancients (ZGG has indicated that they intend to have something other than a spaceship there also). The discovery of the Monolith leads the Blackmoorian wizards to develop their magic and build powerful arcane devises. In this development, something eventually goes wrong resulting in a magical disaster known as the Great Rain of Fire.

Several thousand years later, The Radiance Monolith is rediscovered below Glantri. This eliminates quite a few problems, though we are left with at least one.

What now with Benekander? Well, Benekander doesn't necessarily have to be an alien.. He may well have been one of the wizards of Blackmoor studying the Monolith. Benny was sucked into the Monolith for unknown reasons and was only released as an immortal during the GRoF. That should solve most of the tech problems with Mystara. If you want Benny to be from a different world he may still be. The Monolith most likely came from Space, and may have visited other worlds before it arrived on Mystara. Perhaps Benekander discovered the Monolith and was sucked into it while it was visiting a world populated by Grens, travelling along with it until his release on Mystara, either during WotI, or he may temporarily have been released in the age of Blackmoor, although this isn't really necessary.


-Havard

More thought on the Radiance and the Nature of Magic

More thought on the Radiance and the Nature of Magic
by Havard
from the Mystara Mailing List posted 23 March 2004.

How can the Radiance be the Source of All Magic on Mystara? And what exactly does that mean? Here is one theory: The Source of Magic in Mystaras Prime Universe is The Stars. Each star projects magical energy along with other forms of energy fuelling the worlds surrounding it with magic. The Radiance is able to harness the energy from Mystara's Sun and channel it through itself. Thus anyone using magic on Mystara must tap it from the Nucleus. This also enables some Radiance Mages to sever the tie between individual mages and magic itself, thus preventing them from casting spells while on Mystara. This effect only applies to mages inside Mystaras Skyshield. Magic outside the Skyshield can be tapped directly from the sun or from the worlds or moons in question. This may mean that the Skyshield is somehow linked with the Radiance.

Before the creation of the Radiance, magic on Mystara must have been different. Not necessary in appearance, but its very nature was different. Perhaps the Destruction of Blackmoor lead the Old Ones to make this alteration. If the reason for the GRoF was to was in fact the Blackmoorians failure to combine magic and technology, perhaps magic channelled through the Nucleus has removed that problem. This means either that magic can now function perfectly with technology, or perhaps magic can no longer function as combined with technology at all. Though Gnomes and Dwarves seem to have found some way around this problem. If the Nucleus now creates a separation between magic and technology, it may mean that magic cannot effect devises of higher tech level than the current one.

Even already existing devises of the latest technology may suffer from this limitation such as canons, firearms etc. These items are still so rare that the reason why magic won't work on them hasn't been figured out yet.

The FSS Beagle crashed on Mystara because its technology no longer worked properly. Perhaps this was due to an Outer World version of the Spell of Preservation (Called the Spell of Alteration SoA) that had already been cast on the Outer World to limit technology being developed on Mystara? Was it in fact Blackmoorian Technomacy's interaction with the SoA that lead to the instability of Blackmoorian technology? Perhaps this is also what caused the FSS Beagle to Crash on Mystara, which again was the driving power behind Blackmoorian Technomancy. The Old Ones sought to fix this problem by creating the Nucleus of the Spheres. Whether it worked, or whether Gnomish Technomancy in the current age of Mystara will once again produce a new GRoF is unknown. Only Time will tell, as it were.

The Tampering with the Nucleus by Noumena the Immortal of Time was what caused the depletion of magic on Mystara. The Riddle-loving Time Immortal had figured out enough from the NoS so that he could damage it a little, causing it to gradually destroy Mystara's own ability to harness magic from the sun.

This he felt would limit the power of mortals and perhaps teach them that magic should be used responsibly. Also, this would limit the number of newly created immortals without sponsors. Whether Noumena was acting on his own in this, or whether he was at the time an instrument of the Old One's is unknown. However, the latest alteration to the NoS removed this depletion. Whether this was just to undo what Noumena had done, or whether to punish the Immortals by giving mortals more power, well, that is also left up to speculation. Still, one can only suspect that if the current taint of the NoS is removed so that the NoS can produce non-Entropic Immortals again, the Immortals will monitor new candidates closely, making a sponsor necessary for that path as well.

The Tainted Radiance

The Current Radiance is tainted by Entropy. One side effect of this is that it can only produce Entropic Immortals. However, there may also be other more subtle corrupting effects. What if the taint is slowly turning Mystaran Magic itself into a dark force? For normal wizards this currently has little effect. However, for Radiance Users, they will find that they are slowly becoming corrupted in mind as well as body.

The Madness Rules from Wheel of Time may be used to detail the Dark Taint that affects the minds of wizards using the Radiance too often... If Brannard McGregor uses the Radiance to become an Entropic Immortal he may want to intensify this effect. I see Brannard becoming the Patron of Dark Magic on Mystara.

Etienne (now mortal) working with Rafiel and Benekander will seek a way to purify the Radiance again so that he may regain his immortality. Perhaps these immortals must ally themselves with Ixion to manage this. That would mean a reconciliation between Rad and Ixion, something the stubborn Hierarch may realise to be necessary once he sees what is happening to his precious magic. This makes for quite a poetic story. But will they make it before it is too late?

-Havard

The Radiance for 3.5

The Radiance for 3.5
by Havard
from the Mystara Mailing List posted 22 March 2004

The Radiance is the source of all magic on Mystara.
(Though whether that refers to just the planet of Mystara, Inner World and Hollow World, or even beyond that, the moons, entire solar system or beyond is unclear). The Radiance is a magical artifact of immense power, created by the Old Ones themselves. Due to some tampering by the Immortal Noumena, it began to slowly drain magic from the world. After the alterations that happened to the Radiance during the Wrath of the Immortals events, this drain was changed to temporarily drain forces within the realm of Entropy, thus restoring the original magic level of Mystara after a few years of the Day of Dread, when magic didn't work. However, the brief association with Entropy somehow contaminated the Elder Artifact.
Anyone using the Radiance to achieve Immortality from this point on will become Entropic Immortals.
RADIANCE RULES FOR D&D 3.5
In order to use the Radiance, the character must have levels in the Radiance Mage Prestige class. If the DM allows it, learning about the existence of the Radiance may be solved by making a Gather Information check (DC 35, -5 if the character can cast arcane spells. -5 if the character is living in Glantri. -5 if the character is a student of the Great School of Magic. Characters with 4 or more ranks in Knowledge Arcana also gain a +2 bonus on this check.) Failure means the character must wait another year before making a new attempt.
Once the character learns about the Radiance, he may construct himself a Radiance Receptacle. This is considered a wondrous magical item.
Details/costs: TBD.
In addition to these costs, the wizard must spend another 10,000 gp for the crystal required.
Once the Receptacle has been constructed, the Brotherhood of the Radiance will contact the character.
Dangers of the Radiance:
Physical Danger:
Casting Radiance Spells may corrupt the casters body.
In order to cast a Radiance spell, the character must make a Concentration check, even if not engaged in combat or similarly disturbed. (Unless other distractions are present, the DC for this check is 15.
Otherwise use the normal DCs for spellcasting.) If a natural 1 is rolled, the character must make a Fortitude Save (DC 15) or suffer from the corrupting effects of the Radiance.
Roll on the table below to find out which body part is affected.

D20 Body part
1-2 Left hand
3-4 Right hand
5-6 Right arm
7-8 Left arm
9-10 Left leg
11-12 Right leg
13-14 Right foot
15-16 Left foot
17-18 Torso
19-20 Face/Head

If the body part has already been affected, roll again.
The affected body part looks withered or misshapen.
Extremities (arms, legs, feet, hands) affected are rendered useless. Face or head affected grants a -2 to charisma. Torso reduces constitution by 2. A character with all 10 areas affected becomes a lich, controlled by the DM.
The Radiance used to deplete the magic level of Mystara according to the number of active users, but this effect has now been removed (see above). The magic drain level is currently around 100 Rad Force Drained, resulting in one day each year when magic does not work.
(Personal note: IMC this effect lasted only for a few years following AC1010 before the magic level again recovered and the Day of Dread ceased to occur. No fun with the DoD.)
Spells of the Radiance:
These spells will be detailed later. Most spells may be used more or less as is. The Call upon Radiance spell now increases the effect of other spells cast by one caster level instead of the effect originally described.

-Havard

Radiance Mage

Radiance Mage
By Havard
from the Mystara Mailing List posted 22 March 2004.

Hit Die: d4.
Requirements
To qualify to become a Radiance Mage, a character must fulfil all the following criteria.
Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks.
Spells: Ability to cast 7th-level arcane spells Special: The character must learn about the Radiance through research (see other mail) and create a Radiance Receptacle (see other mail).
Class Skills
The Radiance Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Table : The Radiance Mage

Level Att Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Brotherhood Contacts +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Radiance Magic I +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Radiance Magic II +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Radiance Magic III +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Radiance Magic IV +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Radiance Magic V +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Radiance Magic VI +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Radiance Magic VII +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Radiance Magic VIII +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Radiance Magic IX +1 level of existing arcane spellcasting class

Class Features
All of the following are Class Features of the loremaster prestige class.
Weapon and Armour Proficiency: Loremasters gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Brotherhood Contacts: Once the Radiance Mage has created a Radiance Receptacle, he is contacted by the Brotherhood of the Radiance through the receptacle. At 1st level he is able to contact other members of the Brotherhood and may ask them for advice or help. The members are extremely secretive about their identities and will not do anything that will make them reveal this, even to other Radiance Members. Furthermore, members will want something in return for favours done.
Radiance Magic I through IX: This ability allows the Radiance Mage to gain access to all Radiance Spells of that spell level. For instance Radiance Magic III allows the Radiance Mage to learn and use all 3rd level Radiance Spells as part of his regular spell reservoir. This does not allow the caster to use spells of higher spell level than he would normally be able to.

-Havard

Mystaran Pentagrams

Mystaran Pentagrams
by Havard
From the Mystara Mailing List posted 07 November 1998.


The pentagram is a magical circle necessary for ritual magic. As the name implies the pentagram has five corners. Each symbolising one of the Five Spheres. The top must always point north. This corner represents Matter. going clockwise the following representations of the spheres should be Thought, Entropy, Energy and Time. If the top of the pentagram points south and is invoked with the Sphere of Entropy, then this is a reversed Pentagram. This is a dangerous use of the Pentagram, but it is useful for summoning demons and other infernal creatures.

In a regular pentagram, Matter should always be invoked first, then moving clockwise, ending with Time. After the magic has been worked, the process must be reversed moving counter clockwise. Invoking the Spheres is done by walking with a staff, drawing a circle around the Pentagram. When you reach one of the corners, a candle must be lit and a small ritual is performed with the appropriate wands.

A wand is not necessarily an actual wand. There are five magical tools, one representing each of the Spheres. For matter, a stone, for thought, a mirror is used. For Entropy, a skull, for energy a dagger and for Time a cup. These items need not be enchanted, but they must be decorated, preferably by the caster himself. While performing spells, the caster must be in the centre of the pentagram, leading all the forces from the spheres toward him. He (or she) should be naked or wearing a thin robe as the caster must not be distracted by any material discomforts.

A pentagram can also be used to trap extraplanar beings. When this is done the caster must be outside the circle.


-Havard