Magic in Feyydan
Magic in Feyddan
Though there are a few different types of magic practiced by Feyddan’s different races, the most commonly-known source of magic comes from channeling the Winds of Chaos. These invisible forces flow out of cracks and tears in the invisible veil separating the material world from another plane (called by some “the Abyss” or the Realm of Chaos). Educated arcane spellcasters (“mages”) have learned how to harness the power of the Winds and create myriad magical effects. However, the Winds of Chaos carry with them certain risks:
- Chaos energy is inherently unstable. Unchecked, it warps that which it contacts into bizarre and horrific things. Areas near Chaos gates/vents are populated with all matter of twisted, mutated creatures, plants, and geographic features. Spells cast in the area of a gate are more powerful, but also have a greater chance of Chaos Side Effects.
- More powerful magic is harder to control. Spells of 11th level or higher may behave erratically if miscast or disrupted. The chance that a miscast / disrupted spell will cause a Chaos Side Effect is 5% + 1%/spell level.
- Because of the dangers associated with magic, and due to the popular preconception that magic energy comes from an “evil” plane, magic is generally taboo. At best, it’s marginalized. At worst, mages are openly persecuted as witches.
- In the most popular practice of magic, mages do not keep traditional spellbooks. Instead, the key elements of their spells are tattooed into their skin. The rules for spell tattoos are found here.
- Mages may try to stretch their powers in times of dire need. In doing so, they open themselves to directly channeling chaos energy directly through their bodies via one of their spell tattoos. Mages gain the class feature Channel Chaos.
- Sorcerers exist, but are even more rare than wizards. Sorcerers do not require tattoos to cast spells – then seem to act as living conduits for Chaos energy. However, they are also more susceptible to side affects. Sorcerers who live to be very powerful often have dramatic mutations, like tentacles, extra limbs, extra eyes, tails, horns, scaly skin, etc.
- Different races tend toward different forms of magic. Humans and elves are more likely to be mages, while goblins are more likely to be sorcerers. Also, different races have found “alternative power sources” to fuel their magic. Dwarves specialize in runic and gem magic, elves seem to draw power from natural settings, while some goblins seem to cast spells of greater power when surrounded by large volumes of other goblins.
Return to the overview of the Feyddan Campaign Setting.