Portals of Midwrathe

 

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The Supernatural

There is more in Midwrathe than meets the eye. Powerful beings can manipulate energy and cause unnatural events to occur. The common man fears this sort of display, and not without reason.

Pendarin churchgoers are taught that there are two sorts of supernatural abilities: church magic and witch magic. Church magic (they are told) is a good thing when practiced by trained Pendarin priests and an abomination otherwise. Witch magic is always evil, and witches need to be stopped before the destroy everyone around them. Psionics, when they are acknowledged at all, are swept in with the description of witch magic.

Arcane Magic

Fear of arcane magic stems from the fact that in Midwrathe it generally produces side effects. This can be controlled somewhat with training, but even then only at the very lowest levels of power. Arcane spellcasters can make Spellcraft checks to inhibit these negative side effects (called shadowwarp effects), with a DC of 10 + (5 x Spell Level).

  • Success: no effect
  • Failure by 5: no big deal, no appreciable release of shadowwarp energy.
  • Failure by 10: somewhat big deal, temporary noticeable effect
  • Failure by 15: big deal, very noticeable effect, echoes possible, as well as possible lasting effects
  • Failure by 20: super big deal, permanent effects, wide-spread echoes and aftershocks
  • Failure by 25: really nasty permanent effects, latent and spontaneous dweomer manifestations, possible warp breach (portal/shadowgate)

Once trained in a class in Midwrathe a character can continue to advance in that class without further training. This is true even of arcane spellcasters, though this doesn't mean that they automatically have access to their new spells. Generally speaking, a trained arcane spellcaster needs to seek new training whenever acquiring a new level of spells. Characters manifesting their magic spontaneously should consult with their gamemaster.

Unlike traditional fantasy settings, magic cannot be spontaneously manifested by just anyone. Training, should it exist anywhere, could teach a character to be a wizard, but no amount of schooling could train someone as a sorcerer if their blood lacks the raw talent. In Maldan, only the Duatha are known to have this talent.

Divine Magic

As with all classes in Midwrathe, divine spellcasters must be trained in order to learn their trade. In Pendar, the training of clerics is tightly controlled, being restricted to formal colleges. The closest such school to Maldan is the Collegium Theologica in Osondra, capital city of the Duchy of Almeryss. While rural communities often have adepts trained in the Pendarin tradition, the urban churches frown on this practice and encourage young people interested in joining the clergy to either practice the non-magical traditions (as experts) or else travel to Osondra for training.

Non-Pendarin traditions are less formalized. Even some Orthodox clerics will offer training to people in outlying areas without insisting on formal education, though this practice is illegal within the borders of Pendar. Becoming a cleric of a non-Leronist faith is considered even worse, and since there are no other gods recognized by the Pendarins such so-called clerics are obviously witches and are treated accordingly. There are no known trainers in Pendar who can teach people to be clerics without following a deity.

The Pendarin church is very selective of its clergy. Gamemasters must seek permission from campaign administration before creating a Pendarin cleric with (or giving one training in) third-level spells or higher. Similarly, gamemasters must seek permission before creating an evil-aligned Pendarin cleric.

Divine magic does not manifest shadowwarp effects.

Psionics

As with spontaneous arcane magic, not just any character can wield psionic energy. Rumours are circulated of creatures deep beneath the earth who can tamper with the minds of men, leaving them not quite right. Should this happen, these men have sometimes found themselves with abilities beyond what is permitted by the church. Gamemasters using psionic opponents may grant sufficiently-afflicted PCs the right to take the Wild Talent feat, though of course this doesn't give any class training.

None of the races of humanity commonly found in Maldan can take psionic training without such an event. Races known to be psionically capable include the Womyr to the north and the Qaldi to the south. Certain an'hemron and merfolk are also thought to be psionically capable. Should these people find an appropriate trainer they are able to take a psionic class.

Psionics do not manifest shadowwarp effects. Psionics and magic are different in Midwrathe, so effects that one dispell one (for example) would have no effect on the other.

 

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