Arcana - Magic

The Essence of Magic

In the beginning, magic was the manipulation of energy across time and space. In its most simple form, it was divination. Knowing what will be or what has occurred. It was visions. It was thought. It was tapping into the Astral Threads within the Ether and willing that thread into existence upon the Material Plane. The Ealintaine were able to connect directly to the Ether and search the infinite threads of time and space. Their ability to pull energy from the Ether knows no bounds.

Their priests and priestesses gain their magical powers by praying to their deity who grants their invocations. This is divine casting. The Godlings, however, could not directly connect with the Ether from the Material Plane. Those lesser spirits relied upon the leylines created by the Ealintaine to view the Temporal Threads and draw energy from the ethereal world. The Godlings taught these techniques to the mortals who mastered what they call primal casting, the tapping of leylines. This is most common among the druids. As knowledge of the cosmos grew, some studied mortals discovered to use their own free will can tap the Ether and cast arcane magic. Others learned to tap the extra-dimensional spaces of demi-planes to create magic, known as occult casting. They are the bards. Finally, there are sorcerers whose bloodlines connect them directly to one of these casting techniques.

During the Reign of the Ealintaine, when the the greater spirits ruled their subjects, the priests of the Ealintaine convened, and together they issued the Proclamation Prohibitae, outlawing the practice of arcane magic. They listed the Seven Artes Magicae or Artes Prohibitae as:

Over time and through practice, the visions granted by divination gave way to other orders of magic. The Ealintaine and their offspring were began to project false images before the mortals and began to evoke the elements drawing them from Ether into the Material Plane. They began to summon creatures from the planes and transform the elements from one to another or enhance an element beyond imagination. At times their magic protected themselves and the mortals, and other times, their magic was vengence. The Ealintaine began to manipulate the minds of the mortals, and they cheated death. The Ether could produce anything their minds were capable of perceiving, and chaos reigned in the universe as the Godling Wars began.

In the end, the seven Magi, took the knowledge of the Ealintaine and bound them to Ether. While bound, the Ealintaine cannot cross the barrier between the Ether and the Void. Four of the Magi, those of air, earth, fire and water, guided the mortals into the Reign of Tranquility. The three other Magi faded from memory and history.

The essence of the Ether when brought into the Material World forms crystalline-like structures of the pure ethereal energy. These crystals, called “Essences”, are created when a living Being dies and, once identified, can be extracted from its corpse. The Essences can then be imbued into a Mortal Being or a Legendary Item, granting them magical abilities.

Theurgy: Divine Casting

While divine casters acknowledged the existence of arcane magic as defined by the wizards, they do not see the orders as an authority but rather an blasphemy. Divine casters receive their power from their dedication as a disciple of a deity. They use divine casting bonds to bypass the Binding of the Ether and allow the will of their god to affect the Ether and the Material Plane. Often the dedication or an act of reverence to a deity will grant the mortal a boon from their deity. Such boon forms an inherent divine essence within the Being.

At two different times in the history of Æustëra, the use of arcane magic was forbidden to be practiced by disciples of the gods. The first was during the Reign of Ealintaine. The time second time was known as the Rift of Magic, This ended when the Hazards regulated the free use of arcane magic and made peace with many of the religions, although some still feud over the use of the Ether.

Casting invocations by imploring a deity or other immortal to use your mortal body as a conduit for their power.

Theomancy – Divine casting

Xenomancy – Patron Casting

Wizardry: Arcane Casting

In Æustëra, arcane magic is powerful and all encompassing, but it is also closely guarded by the Hazards of the The Arcana Dominum. This worldwide guild of wizards governs the knowledge and use of arcane magic. The wizards divide themselves in several different orders known as Sodalities, as each uses the ether in its own way to achieve its own result.

During the Godling Wars, many of the mortals studied the mysteries of the cosmos and were able to draw raw energy from the Ether. This proved too powerful for most mortal beings, and many were destroyed by their discoveries. In time, they learned to focus and open just a small portal to the Ether from which to draw energy or reflect upon the infinite temporal threads. To focus their access the Ether, these mortals, known as wizards, require the use of an arcane bond to focus their thought and make a connection to the ether. Through that bond, they are able to manipulate the energy of the Ether to affect thought or matter upon the Material Plane. Bærwynnd was the first to discover the use of arcane bonds in this way.

Following the Binding of the Ether, Bærwynnd, the Diviner, built the Bright Tower in the Vale of Talanor and began to instruct mortals in the arcane arts. He took apprentices and formed the first order, the Visum Sodalitate. In time, mortals who gained a deep understanding of the Ether, formed the other arcane orders and took the title of Hazard along with Bærwynnd. As the ages wore on, the various sodalties and hazards consolidated the orders into The Arcana Dominum.

Casting spells by tapping into the planes via arcane bonds and elements.

The Artes Magicae – The Magi+

1. Geomancy – Earth Casting Gleinedur, the Hallowed
2. Hydromancy – Water Casting – Leontil, the Blessed
3. Aeromancy – Air Casting – Bærwynnd, the Diviner
4. Pyromancy – Fire Casting – Täshera, the Arisen
5. Hematomancy – Blood Casting – Fûqynn, the Whisperer – Blood casting; use a dagger as a magic focus, sacrifice his points to cast spells, Can cancel spell the same round you attack, blood of another four more powerful spells
6. Osteomancy – Bone Casting – Lefanotus, the Obsessed
7. Necromancy – Death Casting – Tessékor, the Pustulant

Sorcery: Innate Casting

The Docti created the ancestral leylines and inbed the access within every mortal. Some gain access to their personal leyline through the interaction with an immortal opening themselves to the Ether and learning to control the Astral Threads.

Casting through innate powers gained from interaction with an immortal.

Conjury: Demi-Casting

Opening a portal to a demi-plane to gain access to the ether through the para-element contained there.

Legendary Items

Magic items, called ‘Legendary Items’, may be imbued with magical essences to customize them, thereby bonding with the character. All types of these may be found, looted, worn, repurposed, destroyed. A Masterwork is an item of outstanding quality and capable of being infused with ethereal essences while a Curio is a Masterwork item that has been infused with ethereal essences through a ritual or other ancient process. A Wonder is a Masterwork or Curio that has bonded with a mortal having been infused with an essence by that mortal, and a Relic is a Wonder or Curio that has been blessed by, created by or bonded to a Greater or Lesser Spirit (often referred to as the “patron spirit”).

Magic is abundant but untamed and the knowledge to cast it is closely guarded. Spell casters are not limited to spell slots, nor are some casters required to prepare specific spells daily. A caster may cast any spell they know as many times as they desire. Further, knowing spells is not limited to spells of a certain level. A first level wizard, that comes into possession of a fireball spell, may attempt to cast that spell. However, with that flexibility comes danger. Any time a caster attempts to cast a spell, there is a chance that the spell fails, sometimes with dire consequences. Likewise, the caster may open the ether in such a way that the spell is empowered beyond it’s normal capability.

The Basics

  • Every spell or prayer has a has a Spell Rating. This is the base difficulty to cast that spell or prayer.
  • Every spell has a Casting Level: Cantrip, Apprentice, Journeyman, Master & Grandmaster.
  • Spells can be up-cast to higher levels with increased difficulty and effect.
  • Mercurial effects – whenever a character gains a new spell, there is an additional effect that happens when they cast that spell. Roll on a table. (DCC)

Spell Attacks are rolled whenever a character casts a spell or uses spell-like ability. The DC to cast the spell is equal to the Spell Defense of the opponent. See the spell description for outcomes based on the Check Result.

Cast Spell result = 3d6ex + Ability Die + Skill Die

Spell Attacks are rolled whenever a character casts a spell or uses spell-like ability. The DC to cast the spell is equal to the Spell Defense of the opponent. See the spell description for outcomes based on the Check Result.

Spell resistance??

Standard Casting DC = Spell Rating + Skill Rating
Targetted Casting DC = Ability Score + Spell Rating + Skill Rating

Limitations, Weaknesses, Costs for Casting Types


What is magic?
how common is magic?
How is magic learned?

Implements – Bonds

Talisman – connects wearer to spiritual world
Amulet – an object that protects wearer – gems, statues, coins, symbols, plants or animal parts
Reliquary – container of relics


Spells can be acquired by several methods: granted by the deity/patron/mystery, discovered in a grimoire or spellbook, taught by a mentor/hazard or researched the character.

A full list of spells can be found on the Spells Wiki Page.

Other Rules

Limitations, Weaknesses, Costs for Casting Types.

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Arcana - Magic

Talanor JohnGrady JohnGrady