Magic in Elluria

**Magic in Elluria**

The universe of Elluria, much like our own, is quantum in nature. At its most elemental level, the universe is a sea of roiling quantum foam, an endless source of chaos, creation and destruction. However, the act of observation causes it to collapse into a discrete probability, into something with form and rules and order. In this way, through conscious observation and intent, the Gods-- and, to a lesser extent, mortals-- exert Law, order and form upon the chaos of the universe.

Some entities, either through a natural born ability or arduous training and discipline, are able to perceive and manipulate that quantum foam. They reach into the infinite number of almost-imperceptible black and white holes that make up the fabric of the universe. They connect to a white hole and draw forth the energy of pure chaos, then bend it into a new form of energy, corresponding to one of the schools of magic, to cast a spell.

However, it is extremely dangerous to pull large amounts of energy out of the quantum foam (commonly called "The Weave" by wizards). Most practitioners of magic pull a small amount of energy from the Weave, then magnify it with their own reserves, which they build up over time. This ability to store and control reserves of energy is expressed by the wizard's level. While training is key, there is also a degree of natural talent; not all who study the arcane arts have the capacity to reach max level.

**The Color of Magic**

As a wizard shapes the power of the Weave into something useful for a specific application, the nature of the potential energy is changed, optimized for whatever the purpose the wizard has in mind. This was the inspiration for the establishment of "schools" of magic, each devoted to manipulating and perfecting a specific form of magical energy.

These colors are as follows:

* **Divination:** Blue
* **Evocation:** Red/orange (healing spells are golden)
* **Necromancy:** Black
* **Enchantment:** Silver
* **Transmutation:** Purple
* **Abjuration:** Yellow
* **Illusion:** Pink/lavender (iridescent)
* **Conjuration:** Green

Casting *detect magic* will cause an item to faintly glow in the color of the school it is influenced by. Similarly, if you are watching a wizard cast a spell you are unfamiliar with, the color of the spell effects will usually give away what school of magic is being invoked-- useful information when you are considering *counterspelling* an enemy wizard (if your opponent is casting a spell you know, you recognize it immediately).

**Control of Magic**

Magic, by its very nature, is a destabilizing influence in any society, and Elluria is no different. Having random individuals capable of mass destruction, charming political figures, or opening portals to the Nine Hells wandering the roads and settlements creates chaos and unrest. To keep the peace, an organization called the Eldritch Covenant was formed to govern and license magic-users within the borders of Elluria. From its headquarters in the Obsidian Tower in the city of Iddamakur, the Covenant ensures the average citizen of Elluria has nothing to fear from random wizards walking the streets. and should a random wizard or sorcerer begin causing trouble, The Faya-Kavayir, or Black Cloaks, deal with the problem swiftly and efficiently.

Magical items and artifacts are relatively rare. Potions are usually created in an alchemical laboratory, which requires licensing and close monitoring by the Covenant. Scrolls are normally created in a scriptorium, similarly managed. Both are normally reserved for official government use, with a few exceptions (such as the Adventurer's Guild).

The creation of lasting magical items and artifacts requires the use of a special device, called a Spellforge. Only three of these are known to exist: One at the Obsidian Tower in Iddamakur, one in Rhylanor and one at the headquarters of the Adventurer's Guild (which is "on loan: from the Eldritch Covenant and closely monitored by the Faya-Kavayir).

**Variant Rule: Mana Pool**

Spell slots represent the amount of stored energy a wizard has for casting. Cantrips require pulling very little energy from the Weave, so they are usually cast without using the wizard's personal energy resources. The higher level spell, the more energy it takes.

If a wizard wishes to cast a higher level spell, but only has lower level spell slots remaining, they can be pooled for the cost of one spell slot. For example, four level one slots and one level two slot can be burned to cast a level 5 spell. (5 levels of spell slots to cast the spell and one as the cost of conversion). However, no overage is refunded. If a wizard wants to cast a level six spell and only has three level three spell slots, all three spell slots are completely used up.

As a bonus action, a wizard can take a higher level spell slot and convert it into lower level spell slots, in any combination that add up to the level of the spell slot expended. e.g. a fifth level spell slot could be converted into a level two and a level three, five level ones, etc.

**Variant Rule: Soul Tap**

The pool of energy that wizards keep in themselves, like a battery, must be slowly built back over time, hence the need for long rest. But there is a shortcut. If the wizard makes physical contact with a living being, it can drain energy from it and convert this energy into spell levels.

All spellcasters have the **Soul Tap** ability. You can drain the life force of living things to immediately restore spell slots. Touch a living creature. You can restore a spell slot equal or less than the total hit die of the creature being drained, at the rate of one spell level per turn.

If the creature is not bound or is unwilling, it can make a DEX check to break contact, ending the attempt. Each spell level drained causes on level of exhaustion to the creature being drained. Any creature reduced to zero levels or hit dice, or level six exhaustion through soul tap, dies.

You may alternatively drain the energy out of surrounding plants, restoring a spell slot for one level for every 10' in radius of the area you drain. This leaves a zone of dead and withered plants which is easily identifiable with a DC 10 Arcana check.

Be aware that the usage of this ability is illegal, and knowledge of it is suppressed. Using it on sentient creatures is considered an evil act by most people, cultures and organizations.