Magic

Magic

If you play a Cleric, Paladin or Warlock you are responsible for creating a God/Patron that is the source of your power. We will be following the gameplay mechanics in the Player’s Handbook but reflavoring is encouraged. For example, if you are a warlock your patron could be an angel instead of a fiend. In this scenario your eldritch blast might glow with blue holy energy.  If you’re a Cleric of a Thunder God your sacred flame could be a mini lightning bolt, you get the idea. 

All arcane magic users in Lysteria are referred to a Mages or Magus. The terms Wizard, Sorcerer, and Warlock are “in-the-business” references to the user’s particular locus of power. Wizards tend to look down on Warlocks and Sorcerers for inheriting their powers.


In current day Lysteria all magic users must contend with the fact that the barrier between our reality and the Torc dimension was forever weakened by The Big Bad Kerfuffle. Extended use of magic can lead to mutation, madness and a general nasty stench if not carefully managed. Magic used too close to a Torc rift (minor or major) may produce unpredictable side-effects. This may also happen if a spell or ability is used without the proper concentration or resolve.  Many magic users endure a love-hate relationship with society, while magic can easily solve many of the world’s problems, people still fear a repeat of The Big Bad Kerfuffle.


Torc “storms” still occasionally show up randomly in Lysteria with any city of substantial size employing mages to protect them from the catastrophic events. 


Torc Rifts exist across the land in both major and minor forms. The minor rifts can be closed by maintaing magic resonance with the rift for a short time. Torc Rifts can have any number of odd or ill effects on the surrounding area. 

Magic

Lysteria maxweasel