Magic in the Thousand Oceans

**Magic in The Thousand Oceans**

**Colors of Magic**

Those who can read and
see magic have tried their best to explain the sensations of interacting
directly with the elemental and arcane forces is their everyday. Some of the
more literal magic users have described it in terms of synesthesia; instead of
sounds forming colors in their vision, the various forms of magic show
different colors in the auras around them. Variations do occur from person to
person, but the common consensus between most mortal magicians describe the
colors of each school of magic, thusly.

Red – Abjuration

Orange – Evocation

Yellow – Conjuration

Green – Transmutation

Blue – Divination

Indigo – Illusion

Violet – Enchantment

Ultra Violet –
Necromancy

Scintillating White – Universal

**Magical Hazzards**

**Ley Storms** Ley Storms are mystical weather conditions
often compared to conventional rainstorms despite seldom having any relation to
precipitation. Ley storms are overflows of magical energy of singular or
multiple schools that are disruptive to the natural flow of magic in the Thousand
Oceans. Those without powers that are strong enough to withstand the energy
can cast spells as if they were magic users and those with that power already
find themselves able to empower their spells or cast them again without the
normal rest. The power may be intoxicating but it can also be dangerous as many
curious onlooker has found themselves fried to a crisp by the nascent energies
of the storms.

The sky turns a dark green-grey color, with dark grey to black
clouds rolling along the ley line, wind gusts at around 35 mph (56 km), and the
air turns cold. Bluish white bolts of electrical energy shoot down from the sky
and everything in the area of the storm crackles with a halo of magic energy in
a color corresponding to the school(s) of the storm. Ex: During a Necromancy
storm the world glows black/ultra-violet as necromancers find themselves able
to constantly bring those once dead back to a semblance of the life they had
before.

**Deities of Magic**

Several of the gods hold some sway over different aspects of
divine magic, but the group who embodies the forces of arcane magic are The
Lunar Triplets.

**The Lunar Triplets**

The first step to
creating this new world in the Mad God’s eyes was to ensure they could control
the form and elements of its dimensions at a whim. For this purpose, they bound
three powerful, extra-planar entities into three moons that now orbit the Thousand
Oceans.

Years later, the Mad God might be gone but his influence is still
felt through the power of the moons, through whose orbits all Arcane magic is
shepherded.

**Thazibruk**

￼Inside the red moon
lies the devil-like Thazibruk, boiling beneath the crust and constantly trying
to escape. The surface of the moon is volcanic, with many lava vents and tubes
forming a honeycombed network of caves and passages that can at anytime be
flooded by the chained Lord of Hell-fire. The moon has strong affiliation with
the underworld and fire. For this reason, when Thazibruk’s prison is ascendant
spells with fire, darkness, and earth keywords are empowered as if by the feat.

***Source***: Original creation

***Pantheon***: The Lunar Triplets

***Alignment***: LN

***Favored Weapon***:

***Symbol***: A red, waxing crescent moon

***Sacred Animals***:

***Sacred Colors***: Red and Black

***Domains***: Arcane, Ash, Catastrophe, Caves, Darkness,
Devil (Law), Fire, Law, Magic, Moon, Mountain, Night, Smoke, Stars

***Inquisitions***: Anger, Banishment, Conversion,
Excommunication, Redemption, Reformation

***Mysteries***: Elemental, Flame, Heavens, Lunar, Volcano

***Blessings***:
Darkness, Earth, Fire, Law, Magic

**Losinia**

￼The second largest moon
is strongest in tune with the tides and is therefore affiliated with the water
and specifically the Oceans. Little surprise that the Lady of Gales, Losinia,
dwells crushed at the center of the frozen moon, surging her influence through
cracks in the ice and forming the moon’s liquid ocean. The atmosphere on the
moon is just thick enough to prevent the surging tsunamis and waterspouts from
escaping the gravity and evaporating into space, but it’s distance from the
Twin Suns’ and even her brother, Thazibruk’s heat that the ice is
constantly refreezing into floating islands of ice and snow. The surface of
this moon ripples on clear ascendant nights, signifying spells with the water
or weather keywords are more powerful.

***Source***: Original Creation

***Pantheon***: The Lunar Triplets

***Alignment***: LN

***Favored Weapon***:

***Symbol***: A blue, full moon

***Sacred Animals***:

***Sacred Colors***: Blue and Black

***Domains***: Air, Arcane, Devil (Law), Ice, Law, Magic,
Monsoons, Moon, Night, Oceans, Rivers, Seasons, Stars, Storms, Swamp, Water,
Weather, Wind

***Inquisitions***: Anger, Banishment, Conversion,
Excommunication, Redemption, Reformation, Spellkiller

***Mysteries***: Elemental, Lunar, Waves, Wind, Winter

***Blessings***:
Air, Law, Magic, Water, Weather

**Valinul**

￼The smallest of the
three, the ethereal moon, seems to be enshrouded by a constant mist, and
appears to govern the mists and the fog. Underneath these mists lies a dense
jungle full of wicked things and at the heart of the wilderness lies the gaol
of Valinul, Lord of Miasma. The only member of the siblings to escape
encasement during the
Madness, instead of fleeing to whence he came, Valinul built himself a
prison on the surface of his moon to placate the feuding divinities and then
began to propagate the surface of his moon with twisted creations. When it is
ascendant death and fog spells become more powerful, and dark things become
more daring.

***Source***: Original Creation

***Pantheon***: The Lunar Triplets

***Alignment***: LN

***Favored Weapon***:

***Symbol***: A green, waning gibbous moon

***Sacred Animals***:

***Sacred Colors***: Green and Black

***Domains***: Air, Ambush, Arcane, Archon (Law), Ash, Cloud,
Corruption, Death, Decay, Insect, Jungle, Magic, Medicine, Plant, Plague,
Radiation, Smoke, Swamp, Trickery

***Inquisitions***: Anger, Banishment, Clandestine, Conversion,
Excommunication, Possession, Redemption, Reformation

***Mysteries***: Ascetic, Battle, Intrigue, Juju, Lunar, Occult

***Blessings***:
Air, Law, Madness, Magic, Plant, Trickery

**GM Only**

**~~Ley Storms~~**

~~Those without powers that pass a Constitution or Fortitude saving
throw can cast spells equivalent to a socerer/wizard of their level, those with
can roll the same saving throw to add a metamagic feat or refresh spells of the
same school. Failure deals 1d12 arcane damage per school in the storm, per
spell level.~~