Dragonmarks: The Arcane Arts

Magic is a part of Eberron. The world is drenched in eldritch power—the force that flows from the Ring of Siberys, the energies of the planes, enigmatic divine power sources. Like wind, tide, iron or fire—magic is a resource waiting to be harnessed.

This is the second in a series of articles. The previous article covered the THEORIES of arcane magic. This article delves deeper into the practical evolution of magic—the concrete elements of a spell and how less advanced forms of magic differ from what we cast today. Subsequent articles will deal both with the specific evolution of arcane science in Khorvaire—including specific innovators and key discoveries—and arcane industry in the Five Nations. However, to understand how magic has evolved we need to understand the elements of magic in more detail.

Where this article references rules, it assumes the use of the fifth edition of D&D. Also, as with the previous article, this specifically addresses the development of ARCANE MAGIC as opposed to psionics, divine magic, or primal traditions. In fifth edition, the distinction between these is more story-driven than mechanical; nothing’s stopping you from describing your bard as using primal magic. But this is about the development of arcane science as described in my previous article—and with that in mind, primarily focused on artificers and wizards. As always, this is what I do at MY table, and what follows may contradict canon material. Use what you like, ignore what you don’t!

Magic: More Complicated Than You Know

To understand how arcane magic has evolved, we have to look under the hood and understand exactly how it works today. The rules of Dungeons & Dragons deal with the game mechanics of magic. For a wizard to cast a fireball, they must prepare the spell during a long rest. It takes an action to cast the spell, burning a 3rd level spell slot and requiring verbal, somatic, and material components. That fireball has a range of 150 feet and inflicts 8d6 fire damage. These are the FACTS of the fireball, and it doesn’t matter if the wizard is drawing on the essence of Fernia, using sympathetic magic, or focussing the Blood of Siberys to produce this effect: Fireball is one action; V S M components; 3rd level spell slot.

Those are the facts of the fireball. But what does any of that mean? What IS a spell slot? What are components? What does it mean to “prepare a spell”? What is the STORY behind these things, that explains what your wizards is actually doing? As described in the Arcane Science article, the basic principle of arcane magic is that the spellcaster is harnessing a particular power source—perhaps the emanations of the Ring of Siberys or the power of the planes—through scientific principles. They have mastered reliable, repeatable techniques that allow them to alter reality in specific ways. Let’s take a closer look at each element of spellcasting.

PREPARING SPELLS

Both wizards and artificers have access to a wide range of spells. Artificers have access to the full artificer spell list, while wizards can cast any spell in their spellbooks. But they have to prepare a specific subset of those spells during a long rest, and these are the only spells they can cast until they go through a second round of preparation.

It’s easy to overlook the importance of preparation. It’s something that happens between adventures. But the point is that while a wizard or artificer may know how to cast dozens of spells, that knowledge is useless to them without proper preparation. And this is a key part of recognizing the complexity of arcane magic. Yes, it only takes a wizard six seconds to cast fireball… But that’s because they have spent hours preparing to cast fireball. For the artificer, this is a little more obvious; they produce their spell effects using tools, and they are literally preparing those tools. When an Alchemist artificer prepares cure wounds, they are mixing up a base salve that can be triggered to generate an instant healing effect; the salve they’d use for alter self is entirely different, and if they haven’t mixed it up during the long rest, they can’t prepare it in the middle of an adventure. This same principle applies to the wizard. They aren’t preparing physical tools, but they are performing a host of minor rituals and formulas that are required to be able to cast that swift spell. When a wizard prepares fireball, they might first need to mediate on the twelve principles of fire, running through a series of equations in their mind. Next, they build on that to establish a source of power. This could be forging a connection to Fernia, or it might be igniting a spark within their own spirit—an ember forged from the Blood of Siberys that they carry within. Think of the actual casting of the spell as turning on the gas to a gas stove; it doesn’t do anything if you don’t have the spark prepared to ignite it. But even then, there’s ANOTHER series of rituals that need to be performed—to protect the caster from the powers that they are channelling. Consider how dangerous it is to work with other sources of power in our word—electricity, fire, nuclear power. Arcane power is no different. A wizard who casts fireball without proper precautions could spontaneously combusts, or simply boil the blood within their brain. Part of preparing fireball is preparing the wards that protect you from the dangers of casting the spell. To be clear, this is a very specific set of wards that only protect you from CASTING the spell, and that are shielding you an arcane level—reinforcing your aura, not your flesh. Consider also that these preparations are distinct for each spell. You may use the same arcane spark to ignite your fireball and burning hands, but the fact that you have to prepare those two separately shows that each one has its own unique set of required rituals. All of which is to say that this preparation is extremely specific; preparing fireball doesn’t automatically protect you from FIRE, it just protects you from the very specific dangers involved in casting fireball.

The main point here is that as a wizard, you do most of your actual WORK during your long rest. You likely don’t get as much sleep as your comrades, because you’re going over Fernian formulas in your mind and tracing draconic sigils in the air, gathering the forces you will unleash the following day. Your power doesn’t come without effort; you put in a lot of work to prepare your spells.

COMPONENTS

I talked about components at length in this article. The short form is that components may vary and will reflect the arcane tradition you’re following. A Siberyan wizard will speak a few of the hundred Draconic words for fire, while an Externalist chants in Primordial. Components serve two purposes. They trigger the effects the caster spent hours preparing, and they also help to focus and channel that power. The key point is that the components are the trigger that invokes the previous preparations; they don’t produce the effect on their own.

SPELL SLOTS

If you think of a spell as a gun, the components are the trigger. The preparations are the bullet, carefully loaded in place and ready for use. The spell slot is the powder—the surge of energy that imbues the bullet with deadly force. So it is with spells. Someone can perform all the proper steps, say the words of power, trace the proper sigils in the air, but it’s all meaningless unless they can channel the POWER that enforces their will upon reality.

Spell slots reflect the maximum amount of energy a particular spellcaster can draw on in an instant (their maximum spell slot level) as well as their overall endurance (total number of slots). A low level wizard could understand the principles behind fireball, but they can’t grasp the power required to cast it. Possessing a spell slot means knowing both how to channel this degree of power, but also how to channel it safely. Again, arcane energy is like electricity, like fire, like radiation; it is dangerous, and there are limits on how much of it any one person can handle. When a wizard has exhausted their spell slots, they have pushed their mind and spirit to dangerous levels; they just can’t marshal the mental focus required to weave the threads of magic, and even attempting it could kill them.

WHAT ABOUT RITUALS AND CANTRIPS?

Performing a spell as a ritual allows the spellcaster to draw on the energies slowly and evenly, without taking the same physical or mental demand on the spellcaster… which is why spells cast as rituals don’t use a spell slot. Meanwhile, cantrips channel trivial amounts of arcane energy, which is why they also don’t require spell slots.

NPC arcane magewrights and wandslingers can typically only perform rituals or cantrips, though some may know one or two spells they can cast once per day. The flip side to this is that magewrights can often cast spells as rituals even though those spells don’t have the ritual tag. First and foremost, this reflects a deep and absolute dedication to a small set of spells. It’s not JUST that they have spent years honing those few spells; an elf wizard could do that. It’s that they focus on those things to the exclusion of all else. The arcane locksmith can’t spend a few more years and become a lamplighter as well; learning to cast continual flame as a ritual would cause them to lose the focus on locks that allows them to cast arcane lock as a ritual. Which is why player characters can’t learn these magewright rituals: the very act of being an adventurer would distract from the intense focus required to be a magewright. And as noted in Rising From The Last War, magewright rituals have an additional component cost, typically paid with refined Eberron dragonshards; it’s a specialized form of spellcasting that’s quite different from the flexible casting of a wizard.

SCHOOLS AND SPELLS

A PC wizard can cast any wizard spell. They may have an affinity for a particular school of magic, but a Diviner wizard can cast any wizard spell, and spells of all schools are taught at Arcanix. However, this reflects the remarkable talent and flexibility of PC wizards and the fact that Arcanix is the pinnacle of centuries of arcane research. The different schools of magic are different branches of science, and few people can master them all. An NPC evoker might not be able to cast divination, illusion, or enchantment spells; they’ve learn to conjure, to abjure, and to evoke powerful forces, but they simply can’t grasp the softer schools. A particular branch of the Esoteric Order of Aureon may not have any members who can actually perform necromancy. This same principle applies to spell selection. In general, PCs are allowed to learn any spell from the wizard spell list. But a DM could choose to limit certain spells, saying that they haven’t actually been developed by the character’s culture. Here’s a few ways to approach this…

  • Have the character acquire a spellbook belonging to a legendary mage—Mordain the Fleshweaver, Minara Vol—whose contents never became part of the common canon. it could be that these spells are higher level than most NPC wizards can cast, or it could be that there’s something about them that keeps lesser mages from being able to master them.
  • Tie the spell to an elite organization. This is why a wizard may want to join the Esoteric Order of Aureon or the Guild of Starlight and Shadows—to get access to spells that aren’t part of the common canon. It could be that multiple organizations have different versions of the same spell—the Aundairian Knights Phantom, the Tairnadal, and Thrane’s Order of the Silver Blades—all teach sword burst, but all use different variations with different physical manifestations.
  • Tie the spells to an ancient culture—Qabalrin necromancy, Cul’sir evocation. Examples are provided later in this article. It could be that the character is able to directly scribe spells from an ancient spellshard or spellbook, or it could be that the old spellbook provides inspiration that allows them to create entirely new spells—perhaps adding a new spell each time there’s downtime. Or it could be that the ghost of a giant wizard is haunting the ruins of Xen’drik, seeking to pass on its knowledge before it releases its grip on the world.
  • The adventurer could be the chosen protege of a powerful being—a dragon of the Chamber, Lady Illmarrow, one of the Lords of Dust. Or the mentor could be a purely intangible presence: Sul Khatesh, an Archfey, an Ascendant Councilor, or a force claiming to be Aureon. Why has such a powerful being chosen to help the PC? Do they have knowledge of the character’s potential actions through the Prophecy? Or do they have some personal investment in the character?

Personally, I wouldn’t do too much of this with spells of third level and below. There are places stronger in different schools of magic—for example, Atur is the best place to learn about necromancy—but 1st-3rd level spells are supposed to be easily accessible, and I wouldn’t want to place restrictions on a PC wizard early in their career. It’s in getting to higher level spells that AREN’T supposed to be common in Khorvaire that I’d put more emphasis on the wonder involved in acquiring them. There are very few wizards in the Five Nations who can cast a 7th level spell, so they’re shouldn’t BE a vast library of such spells just sitting on the shelf in Arcanix; acquiring such power should feel dramatic, whether the character is scribing their own spells, uncovering ancient secrets, or working with an enigmatic mentor. Having said that, wizards and artificers shouldn’t suffer for the story; the point is not to limit their access to spells, but to highlight how remarkable such characters are.

WHAT DOES ALL OF THIS MEAN?

Magic as it exists in the rules of fifth edition reflects the current state of the art. It didn’t begin this way. More primitive forms of arcane magic could have a number of limitations, and such things could be encountered through time travel or simply when dealing with some sort of primitive culture. Here’s a few ways to represent more primitive magic; I’m numbering them so that you could roll a d12 if you want to randomly generate a flawed form of magic.

  1. Higher Spell Slots. The techniques of modern magic are designed to allow the caster to safely channel a significant amount of arcane energy… which translates to spell slots. A spellcaster using more limited techniques can’t channel so much magic as easily; they have to channel more energy to produce the same effect as a more advanced mage, which is to say their spells have an increased spell slot cost. This is one of the basic aspects of the pre-Galifar magic of the Five Nations; it used to be that magic missile was a second level spell. And the idea of someone being able to cast teleport? Don’t be ridiculous, it would take an impossible amount of power! So using this approach, you can use the same SPELLS, but increase the required spell slot by 1 or more levels. In such a scenario, it’s quite likely that the culture has no cantrips—that cantrip effects might require the expenditure of a 1st level spell slot.
  2. Lengthy Preparation. The ability for a wizard or artificer to completely change out their prepared spells during a long rest reflects the sophistication of current techniques. A less advanced wizard might be limited in how swiftly they can change spells; it might take a full long rest just to prepare/replace one new spell.
  3. Lengthy Casting. The ability to cast a spell in six seconds is a feature of advanced spellcasting. A slightly less advanced tradition might mean that a spell that normally takes an action to cast instead requires a full turn, preventing the caster from moving or taking a bonus action. An even more limited spell might require multiple actions to complete… though an interesting variation of this would be a tradition that allows multiple spellcasters to work together; so if a primitive fireball takes three actions to cast, one spellcaster could use three actions, or three spellcasters could work together and each use one action to complete it. This could also apply to the spell slot expended, which would be a way to offset a higher cost. So perhaps the primitive fireball takes 3 actions and a 6th level spell slot to cast—but up to three casters can work together on both, each contributing an action and a 2nd level spell slot to cast it. A more limited tradition might only be able to cast spells as rituals.
  4. Limited Options. Simpler traditions may very well be restricted to specific schools of magic. An old Seeker wizard of pre-Galifar Karrnath might only know Necromancy and Divination spells, and be unable to master spells of other schools.
  5. Limited Location. The spellcaster can only cast spells in a specific area. This could be quite large; an ancient externalist wizard might be able to cast spells while within 20 miles of a powerful manifest zone. On the other hand, it could be very limited; a wizard who can only perform magic within their tower. It’s possible that a player character wizard could use Arcana to adapt such spells to a form that could be used in any location, but it’s equally possible that the spell is too dependent to be adapted.
  6. Required Focus. A modern wizard has the option to use a focus instead of material components, and can quickly switch between different focuses. A more limited tradition might require the spellcaster to make use of a particular focus: a haunted skull that guides a necromancer, a staff carved from a tree watered with the wizard’s blood. Such things could be magic items that anyone would find useful, or they could only have power in the hands of the mage that made them.
  7. Required Species. A wizard’s spell uses the caster as a lens for its power. The spells of a particular tradition might only work with a specific type of lens—which is to say, a spell crafted by a giant might not work when cast by a human wizard (it might even harm the caster, who lacks the endurance of a giant). This is a case where a modern wizard might be able to make an Arcana check as a downtime activity to adapt the spell so anyone can cast it.
  8. Expensive Components. A limited tradition could require the expenditure of expensive components for spells that don’t require such things in the modern form. These could be very specific (the eye of a griffon) or more general (50 gp worth of Eberron dragonshards). Note that this is an aspect of modern magewright magic; it could be more severe in limited traditions.
  9. A Higher Price. A basic principle of this idea is that magic is dangerous and that the preparations wizards make allow them to safely perform magic. A more primitive tradition might not have all those preparations in place, in which case a spellcaster might suffer a level of exhaustion when they cast a spell, suffer direct damage, or have some other lingering consequence.
  10. Unpleasant Cosmetic Effects. Not all effects have to have a mechanical impact. It’s possible that a primitive style of magic has a cosmetic effect that makes the spell difficult to use. Perhaps it creates a foul stench, or causes minor vegetation around the caster to die, or leaches the color from the caster’s hair and clothes. Perhaps the caster needs to shout their verbal components as loudly as possible. Perhaps an old form of necromancy causes the caster to attract restless spirits; they and everyone around them hear the whispers and moans of these minor shades for hours after the wizard casts a spell.
  11. Challenging Concentration. The ease of maintaining an ongoing spell is a facet of modern magic. Someone using less advanced techniques might have disadvantage on Concentration checks to maintain their spells.
  12. Greater Power. One unexpected side effect is that some primitive traditions of magic could be MORE powerful than modern magic—but the point is that this benefit is offset by the negative side effects described above, and the pioneers of modern magic sacrificed a degree of power for safety and ease of use. So it could be that the Externalist fire wizard of ancient Khunan adds the benefits of the Distant Spell and Empowered Spell Metamagic features when she casts a fireball—but she can only cast it within a mile of a Fernian manifest zone, and she suffers ten points of fire damage herself. Or it could be that an enchanter gains the benefits of Subtle Spell, but can only perform magic in his tower. Again, the point is that the side effects outweigh the benefits—but it’s still a way make “primitive” magic an unexpected challenge. Adding the Metamagic features of the sorcerer is a simple way to reflect such benefits, but anything is possible.

The basic point to all of this is that magic as we know it is quite sophisticated. The reason the Aereni, the dragons, and the wizards of Arcanix all use the same basic techniques is because it’s about as good as it gets. The Aereni wizard is a higher level wizard than the typical Arcanix graduate, which means that Aereni wizard has more spell slots and can cast spells that are beyond the ability of the students of Arcanix. But the techniques—the casting time, the components, the ease of concentration and preparation—are generally equivalent. With that said, part of the point is that it’s the PLAYER CHARACTERS who can perform this sophisticated magic. The tradition of the magewright is more limited: spells have Lengthy Casting (ritual only), Expensive Components (dragonshards), and Lengthy Preparation (well, in fact, NO ability to swap spells). The common wandslinger requires a focus. Beyond that, the general idea is that cantrips themselves are a relatively recent development in the mystical history of Galifar—which is why wandslingers were first fielded during the Last War. This in turn reflects the idea that the Five Nations are still evolving… while Aerenal, for example, has surely had cantrips for thousands of years, if not tens of thousands.

WHAT ABOUT ADVANCED MAGIC?

The previous section suggests ways that primitive magic could be inferior to magic as presented in the rules. Does that mean that the magic of advanced societies—such as Aerenal, Argonnessen, or the Venomous Demesne—should break the rules in other ways? If a primitive fireball is a 6th level spell, should an advanced one be a 1st level spell? While there is a certain logic to this, it’s not the path we’ve taken in the design. Given that player characters can COME from Aerenal or the Demesne, changing the rules of magic for that culture creates all sorts of issues—either story problems if you need to explain why the player character doesn’t use those superior rules, or balance problems if you allow them to. So what marks an advanced society isn’t that the rules are different; it’s that spellcasters are higher level.

What we’ve established in Khorvaire is that magic of 1st-3rd level is incorporated into everyday life, magic of 4th-5th level is rare but possible, and spells of higher level than that are all but unknown. Meanwhile, the rarity of a magic item is fairly accurate; common items are common, rare items are possible but rare, and legendary items are in fact legendary. By contrast, in Aerenal magic of up to 5th level is part of everyday life, while up to 7th level is known, and Aereni crafters can produce rare and very rare items. In part this applies to wizards and artificers, but the same principle applies to Aereni magewrights and adepts; even if they don’t actually use spell slots, they have access to spells of higher level than mages of the Five Nations. Go to Argonnessen, and great wyrms can cast spells of 9th level—or higher! So the point is that advanced civilizations don’t use different rules, but rather that powerful effects or more widespread. A player character from Aerenal CAN master the magic of their homeland by simply gaining enough experience; it’s simply that there are more NPCs that wield similar power there.

With that said, it’s certainly the case that advanced magical civilizations may have access to tools or rituals that don’t adhere to the rules—eldritch machines, or rituals such as the Du’rashka Tul or the spells the giants used to destroy the 13th moon. Like magewrights, these are things that exist outside the standard rules for player characters. The moon-breaking ritual of the giants wasn’t something that was cast by a single giant and it wasn’t a standard spell; it was something channeled through an eldritch machine and that required multiple mages—and quite possible a planar conjunction—to work. The magic wielded by player characters is reliable and convenient; the point of the eldritch machine is that magic doesn’t always follow those rules.

Alien Nations, Fallen Civilizations, Forgotten Secrets

In the vast swath of time since the Age of Demons, many civilizations have harnessed arcane power. Delving deeply into these civilizations is beyond the scope of article, but it’s useful to explore a few of them at a high level, to have some concept of what’s gone before and what wonders player characters might discover in their adventures. Most of these civilizations are (or were) more advanced that the Five Nations in at least some ways; this is why their relics are valuable, and not simply something you could buy from Cannith. But there’s a number of important things to keep in mind. First of all, many of these civilizations existed for thousands—in some cases tens of thousands—of years. It’s not that these civilizations were in some way innately superior to humanity, capable of grasping secrets the Five Nations could never unravel on their own; it’s that they had time to unravel those secrets. This ties to the second point. It’s a common mistake to think that many of the great arcane innovations of the last millennium—for example, elemental binding and the warforged—were simply stolen from past civilizations. In both cases, these developments were inspired by discoveries made in Xen’drik, but the simple fact is that most advanced magic items can’t easily be duplicated by less advanced civilizations. You can’t just take the wand of Orcus apart and figure out how it works. An artificer can look at a Sulatar firesled and tell that it’s using a bound elemental. But how is it bound? What’s maintaining the wards? How was it constructed? Is it using unfamiliar materials—materials harnessed from a manifest zone, harvested from a creature never seen in Khorvaire, or created through transmutation? Was it created using an eldritch machine, in which case we’d need access to that machine to fully understand it? Did it use dragonshards refined with an unknown technique, or altered in some way (like the dusk shards of Q’barra)?

The point here is that it’s generally possible to identify the function of an alien magic item and to find a way to attune to it or use it, but that doesn’t mean it’s possible to duplicate it. It could be a wizard’s life work just to duplicate the material used on a firesled… which would be a crucial insight into the overall arcane science of the Sulat League. As is, the point is that the Zil binders were inspired by their discoveries of Sulat artifacts, but they developed their own, unique tradition of elemental binding based on that inspiration. Notably, the Sulatar drow do not have airships, and the Zil don’t currently have small vessels like firesleds. The same thing is true of House Cannith and the warforged. The discovery of the quorforged inspired Merrix and Aaren’s work, but quorforged weren’t sentient and weren’t created using the Mark of Making. If a team discovered an ancient Sulat FACTORY and were able to hold it for an extended period of time, they might be able to unlock its secrets and employ those techniques. But generally ancient relics are a source of inspiration as opposed to being the key to transforming society. Which means that if your fighter gets a vorpal blade from the ruins below Stormreach, it’s not irresponsible of you to hold onto it instead of handing it over to Cannith; they’d be impressed by its enchantments, but they couldn’t just turn around and start mass-producing them tomorrow. Having said all that, there ARE sages in Arcanix, Morgrave, and Korranberg who are studying all of these ancient cultures and working to unlock their secrets; but it’s not a trivial challenge.

The following list doesn’t cover all of the advanced arcane societies of Eberron, because there are a tremendous number of them. This doesn’t deal with the dragonborn empire that once spread out from Q’barra, the Umbragen drow below Khyber, or the countless civilizations that have risen in Xen’drik and been consumed by the Du’rashka Tul. But it covers a number of arcane civilizations, some long fallen, others still thriving. Likewise, this is a brief overview; it’s up to the DM to expand and add details to if one of these civilizations plays a major role in a campaign.

The Lords of Dust

The overlords of the Age of Demons possessed immense mystical power. They didn’t need SCIENCE to reshape reality; they simply did it intuitively with their own raw power. The same is largely true of their lesser minions. While rakshasa and other fiends often possess supernatural powers, these generally aren’t arcane; they are simply harnessing their own personal power. They’re more like sorcerers than wizards; they don’t need to understand their powers to use them. So it’s a fact that the overlord Katashka created the first (draco)liches through his own transcendent power, but he couldn’t teach mortals how to make liches on their own; they had to discover that over time.

A key element to this is that relics and artifacts of the Age of Demons are immensely powerful but largely can’t be replicated today. This is the origin of the name the Lords of Dust; because the rakshasa themselves dwell in the ruins of their masters’ citadels, and couldn’t repair them even if they wished, because it was the near-divine powers of the overlords that raised them. So magic items tied to the Age of Demons can be extremely powerful—artifacts, legendary, very rare—but there’s little to be gained by studying them, because they weren’t created using scientific principles and can’t be replicated without the power of an unbound overlord. Relics of the Age of Demons are usually tied specifically to the sphere of the overlord they are associated with; Rak Tulkhesh created many horrifying weapons of war, but didn’t create healing potions or things that soothed pain. This is a reason that most spellcasting agents of the overlords are warlocks rather than wizards; they may be granted direct power in exchange for their devotion, but they don’t learn scientific principles.

There are, of course, exceptions, and the most notable of these is Sul Khatesh. Known as the Keeper of Secrets and the Queen of Shadows, Sul Khatesh embodies dangerous secrets and the threat of magic. Sul Khatesh can teach magical secrets to her servants, provided that such secrets are dangerous. It’s worth noting that Sul Khatesh is bound and effectively dreaming. Her Court of Shadows is spread across Khorvaire, but she doesn’t always use it in ways that would seem to maximize its value to her; her actions are essentially reflexive, driven by her own subconscious, a dream that she may forget within an immortal moment. So when Sul Khatesh offers to teach a spell to a wizard in Aundair, you can be sure that the knowledge is dangerous… but that doesn’t mean that the offer is somehow tied to the schemes of the Court of Shadows in Karrnath. Beyond Sul Khatesh herself, her minions possess far greater arcane knowledge than most of the Lords of Dust. The rakshasa Hektula—who calls herself “The First Scribe”, though her enemies called her “The Bloody Scribe” due to her penchant for using the blood of dragons to write her spells—is the keeper of the Library of Ashtakala, and may be the greatest expert on arcane knowledge in existence. It is Hektula and her servants who create new magic items for the Lords of Dust… though largely, Hektula is absorbed with her endless work cataloguing and maintaining the library. Hektula could be an interesting patron for a wizard or artificer; for all her knowledge, Hektula doesn’t possess the mortal ability to innovate, and it could be that she sees a mortal’s potential to develop something entirely new.

The Dragons of Argonnessen

The dragons have been working with magic for a hundred thousand years. They have forgotten secrets lesser civilizations have yet to learn, and they can perform rituals that can devastate continents. In considering draconic magic, there’s a few important things to keep in mind.

  • The civilization of Argonnessen is based upon the depiction of dragons in the 3.5 rules of D&D, which makes the assertion that every dragon has an inner well of magical power, a force that grows stronger over time. Under the 3.5 rules, a typical gold great wyrm had the spellcasting ability of a 19th level sorcerer—and that’s without adding any class levels. A key consequence of this is that the magic of Argonnessen isn’t directly transferable to other creatures—because rather than harnessing external powers, it begins by drawing on the inner power of the dragon itself.
  • Like the overlords, this means that the magic items created by dragons usually can’t be reverse engineered by lesser creatures, because you can’t replicate the techniques used to create them unless you actually possess the inner power of a dragon. With that said, unlike the overlords, the dragons do wield their powers in a scientific way, not simply by acting on instinct. They’ve studied and honed their powers, and I would personally say that wild dragons that have grown up without any contact with the civilization of Argonnessen likely wouldn’t possess the full spellcasting abilities described in the 3.5 SRD. They might possess a fraction of those powers, channeling their innate might in very specific ways through insight, but I wouldn’t give them the versatility of an Argonnessen-trained dragon. This is a way to reconcile 3.5 and 5E. The 5E dragons reflect wild dragons either not raised in Argonnessen, or who have consciously refused to develop their powers. The “Dragons as innate spellcasters” option rule can reflect rogues or basic agents of Argonnessen. The true loredrakes of Argonnessen should have powers more on par with those presented in the 3.5 SRD. With this in mind, it’s also worth noting that the oldest dragons presented in 5E are ancient, described as being more than 800 years old; 3.5 has wyrm (1,000+) and great wyrm (1,200+). Again, the easy answer is that the dragons encountered in 5E aren’t the most powerful dragons in existence, and that wyrms and their elders rarely leave Argonnessen. The base stats for 5E dragons aren’t inaccurate, they just don’t show the full spectrum of draconic power.
  • Many of the greatest powers of the dragons aren’t things that would be represented by a traditional spell. When the dragons laid the Du’rashka Tul upon Xen’drik—a curse that has lingered for tens of thousands of years, disrupting any civilization that grows too large—that wasn’t the work of a single dragon burning a spell slot. It was a ritual that involved MANY dragons working in concert, all lending their immense power to the effort. So the greatest powers wielded by the dragons aren’t spells that can be cast in six seconds; they are rituals and eldritch machines.

Now, the dragons CAN teach magic to lesser creatures, as shown by Vvaraak teaching the Gatekeepers and the dragons sharing knowledge with the giants of Xen’drik. But the point is that in doing this they aren’t teaching the same techniques THEY use, because a giant doesn’t have the innate power of a dragon. Rather, it’s that over the course of eons, the loredrakes of Argonnessen have studying arcane science (and primal magic, as shown by Vvaraak) in depth. Unlike the elves of Aerenal, the dragons aren’t stagnant; they ARE always interested in learning more about how the world works. However, after the disastrous experience with the giants, they have sworn never to share their knowledge with lesser creatures.

The upshot of this is that the dragons of Argonnessen are the most advanced civilization on Eberron and possess immense arcane knowledge. However, they don’t share this knowledge with lesser creatures and they rarely interact with the world beyond Argonnessen. Beyond this, even for dragons, a hundred thousand years is a long time. The dragons could have forgotten or forbidden various magical techniques; adventurers could find the lair of a rogue dragon, now long dead, who’d been working on something forbidden by the Conclave. Likewise, just because the dragons are so advanced and have been studying magic for so long doesn’t prevent a player character from stumbling on something that somehow, no dragon has ever learned. The question is whether the Chamber would take an interest in such a development, or if they would choose not to meddle with humanoid civilization.

The Giants of Xen’drik

Long ago, the dragons of Argonnessen taught the first secrets of magic to the young giants of Xen’drik. Today, this is known as kurash Ourelonastrix (“Aureon’s Folly”), and has resulted in the Conclave of Argonnessen forbidding dragons from sharing knowledge with lesser creatures. But a key point here is that the dragons couldn’t share their full secrets; as noted above, draconic magic draws on the inner power of the dragon. Instead, they taught the giants the basic principles of arcane magic—the fundamental building blocks of artifice and wizardry—and what followed was the result of tens of thousands of years of giant innovation. With that said, the early giants weren’t giants as we know them today. They were highly intelligent, powerful beings—closest to the modern cloud and storm giants, though even more intelligent and advanced. It’s known that their greatest leaders with something even greater—titans, or in 5E terms, empyreans. What’s unclear is whether these empyreans were always empyreans—if they were immortals infused with this power in the first age of the world—or if they were born mortal and somehow attained empyrean power. The latter theory is implied by a number of sources, but as of yet no one has recovered any information about how a giant could become an empyrean—and whether modern giants, or even other humanoids, could make use of these techniques.

The giants were never a single monolithic culture. Beyond that, over the course of tens of thousands of years, many cultures rose and fell within Xen’drik. Three cultures have been called out in canon sources, but keep in mind that this isn’t supposed to be a comprehensive list. These are examples of giant cultures, and perhaps the greatest of them. But it’s possible that there were others before them—and certain that there were others that rose after their fall, only to be destroyed by the Du’rashka Tul.

  • The Cul’sir Dominion was the largest and most widespread of the giant nations. It’s hard to know the truth about a civilization that fell forty thousand years ago. According to the tales of the elves, the Cul’sir were ruthless tyrants who crushed countless lesser nations (including the feyspire Shae Tirias Tolai) while the recovered accounts of the Cul’sir depict their nation as a utopia that sought to assimilate more primitive nations for their own good. Likewise, it’s still unclear whether the Cul’sir suffered an unprovoked attack from Dal Quor, or whether the titan emperor Cul’sir sought to claim dominion over the Realm of Dreams, setting disastrous retribution in motion. What is known for certain is that the Cul’sir were a disciplined society with a strict social hierarchy and slaves of many species, that they destroyed the moon Crya in their war with the quori and that they were prepared to unleash even greater devastation rather than to allow the elves and other rebel slaves to bring down their empire. Cul’sir wizards and artificers excelled at evocation, conjuration, and enchantment—creating devastating weapons and enforcing their will upon lesser creatures.
  • The Sulat League was powerful, but less ambitious than the Cul’sir Dominion. Its power was such that the Cul’sir acknowledged the Sulat giants as equals and traded with them, the League doesn’t appear to have sought greater dominion… Though it could be that there were unrecorded conflicts between the two powers that established this detante. The Sulat mages excelled at transmutation and abjuration, and especially elemental binding and magebreeding (here meaning the use of transmutation magic and mundane techniques to change a species in ways that could be passed on to offspring). The Sulat giants are said to have created the drow, and fire giants are also thought to be a devolved legacy of the Sulat League. Any number of monstrosities in Xen’drik could have been created by the magebreeders of the Sulat League.
  • The Group of Eleven was an alliance of eleven city states, each ruled by an empyrean mage. The Eleven are known to have encouraged competition both within each city-state and between them, though this was a more ritualized and intellectual competition, not bloody warfare; nonetheless, this internal rivalry kept them from seeking power over other nations. The mages of the Eleven studied many branches of arcane science. Over time, each city chose to focus on the study of a single plane; the two that they left out of this efforts were Dal Quor (one reason the Cul’sir took such an interest in it) and Mabar. The Eleven explored the potential of externalist magic, of bargaining with the powers of a plane (though they seem to have had less success at this than the Unspoken of the Qabalrin, described below), and even exploring the planes; there are remnants of an Eleven outpost in the layer of Lamannia known as Titan’s Folly, and the empyrean Il’Ara now dwells in Risia with her subjects and slaves. While the Group of Eleven lacked the expansionist ambition of the Cul’sir Dominion, there’s no question that they did subjugate other species and considered themselves to be superior to other nations; it’s simply that conquest was never their primary goal.

One notable point is that none of these cultures employed necromancy. it could be that they dabbled with it and chose to turn away from it, or it might be that they simply never mastered this field of arcane science. It’s known that the Cul’sir Dominion feared and despised the Qabalrin elves (described later in this article) and that the Qabalrin practice of necromancy was part of this.

In general, the relics of the giants are a powerful draw for explorers and sages. Unlike the tools of the fiends and dragons, the giants relied on scientific principles (albeit arcane science) and as such there’s more that can be learned from their tools and their spells than those of the elder civilizations. However, as noted earlier, this doesn’t mean that it’s a simple matter to simply duplicate a Cul’sir technique or tool; there’s still a vast amount that modern sages have yet to unravel, and there’s a common belief that they may have used some form of dragonshard—either artificially created, or something naturally occurring that has been lost in the intervening millennia—that has yet to be identified. Nonetheless, the ruins of the giants can provide inspiration for modern artificers and wizards… and their artifacts and relics are more plentiful than those of the Age of Demons.

Ancient Sarlona

If you support my Patreon, this article goes into detail about the ancient nations of Sarlona. For the most part, these nations used techniques that are considered primitive today, but they had their own strengths. Here’s a quick overview.

  • Corvagura was dominated by two lines of sorcerers. The House of the Sun had Thelanian ties and was tied to Wild Magic, fire, and enchantment; the House of the Moon produced Shadow sorcerers who worked with necromancy, though they didn’t animate the dead. Corvagurans relied on innate sorcerous talent rather than understanding the science behind their powers, but it’s possible there are relics in the ruins of Corvagura that can enhance the powers of modern sorcerers.
  • Ohr Kaluun was dominated by Shadow Lords, who harnessed the powers of Kythri, Mabar, and Xoriat. Thanks to the influence of Kythri, they made countless breakthroughs in arcane science but would rarely maintain or preserve these techniques; thus Kaluunite wizards wielded astonishing powers but rarely passed their knowledge on to future generations. As such, the war mazes of Ohr Kaluun are a possible place to new spells or relics that could potentially be duplicated… but its possible that there’s good reason those relics and secrets were buried.
  • Khunan developed a strong arcane tradition based in the principles of Externalist magic, drawing on the power of the planes—influence that’s especially strong in that region, because of the wild zones of Sarlona. The Khunan refugees who fled the Sundering discovered that their techniques didn’t work on Khorvaire, and lacked the resources to build a new path to power. However, the ancient wizards accomplished great things, and there may yet be those in Syrkarn who still use their ancient knowledge… Or who have found specific places in Khorvaire where the ancient spells still work.

The Qabalrin

The very existence of the Qabalrin is something hotly contested by modern scholars. Many suggest that the very idea of the Qabalrin—an isolated city-state of elves wielding such vast arcane power that they were feared by the Cul’sir Dominion—is a ludicrous myth, at odds with the proven existence of elf slaves and wild tribes. And if these mighty elves existed, why didn’t they leave a greater mark on the world? Others point to elements of this civilization that have persisted in Aerenal—the calendar known as the “Qabalrin Wheel”, certain techniques used by the line of Vol. The primary source on the Qabalrin is the Ouralon Fragments, a set of damaged Cul’sir spellshards. The Fragments include the following details…

  • The god Ouralon came to the giants and taught them the secrets of arcane lore.
  • While the giants stood in Ouralon’s light, his shadow fell across a city of elves. They embraced the Shadow and it taught them vile secrets.
  • These Qabalrin blotted out the sun above them so that their city would always lie in shadow. Rather than expanding out, they delved down into Khyber.
  • The Qabalrin practiced dangerous magics forbidden by Ouralon. They broke the laws of life and death and trafficked with fiends. Giant and elf alike feared their magic, but none had the strength to challenge them in battle.
  • Finally Ouralon himself decided to destroy them. He ripped the heart of Siberys from the Progenitor’s corpse and hurled it at the city of the Qabalrin, utterly destroying the evil elves.

Part of the point of the Qabalrin is that they are essentially unknown—so it’s up to the DM to decide the absolute truth of the legends. Were they an independent civilization that evolved over the course of tens of thousands of years, which would disprove the idea that the elves were created after the Cul’sir Dominion sacked Shae Tirias Tolai? Or might the heart of their great city have been another stranded feyspire, perhaps one that chose to anchor itself to the material plane?

The concrete facts are that the Qabalrin were an isolated nation of elves located in the region of Stormreach now known as the Ring of Storms. They are said to have bargained with the Shadow (which could have been an overlord like Sul Khatesh), and the Qabalrin faction known as the Unspoken had extensive dealings with both native fiends and the denizens of the planes. A second faction, the Shapers of Night, worked with the powers of Mabar to unlock the secrets of necromancy, creating the first vampires. These two factions were rivals; the Unspoken considered the first vampires to be an unforgivable corruption of the elven spirit. Long feuds finally ending in open conflict. The Unspoken sealed the vampire lords of the Shapers of Night in prison tombs… but as they celebrated their victory, the sky began to fall. An early rain of Siberys shards devastated the city, culminating with a massive shard that devastated the region and utterly destroyed the Qabalrin. Before the end, the Unspoken performed an epic ritual that drew the spirits of the Qabalrin from their bodies, binding them together in a well of power not unlike the Silver Flame (on a far smaller scale). This power is the Umbra, the force harnessed by the Umbragen drow.

The upshot of this is that the Qabalrin were almost entirely destroyed, and that the greatest minds among them were either imprisoned in the depths or drawn into the Umbra—so those few who did survive the devastation and fled their home weren’t masters of their society’s great powers. So while it is the case that the Line of Vol had Qabalrin roots, those “roots” were tied to a handful of refugees who had likely been children or servants; the techniques they passed down were the simplest and most basic techniques. With that being said, the first vampires of the Qabalrin are still buried in the Ring of Storms, and one possibility—suggested in some canon sources—is that one or more of these ancient vampires could have been released, and could be influencing or assisting Lady Illmarrow, House Thuranni, or some other force.

In terms of magic, the Shapers of Night were the greatest mortal necromancers ever known. Beyond the initial guidance they received from “the Shadow,” they harnessed the power of Mabar in ways that no-one has managed since, and forged alliances with the dark power known as the Bone King. They crafted eldritch machines, spires that drew the power of Mabar directly into Eberron, draining the life from vast swaths of the Ring of Storms and sacrificing thousands of their own people in their question to master undeath. It is these acts that turned their own against them, and that ultimately resulted in their defeat at the hands of the Unspoken. It’s worth noting that they are primarily celebrated for creating the first VAMPIRES; it’s entirely possible that liches were a later innovation that the line of Vol developed tens of thousands of years later (though it’s also worth noting that the overlord Katashka created the first dracoliches during the Age of Demons)… and possible that the first oathbound (mummies) were actually the product of, say, Ohr Kaluun, meaning that the modern Blood of Vol reflects a blend of many traditions. Likewise, the Qabalrin created the FIRST vampires, but that doesn’t mean that all vampires are tied to the Qabalrin; they were simply the first to do it, but different strains of vampire were created at later times across the world, each with their own particular traits. Nonetheless, the Shapers of Night could be the source of epic necromantic rituals and artifacts, along with magic items that drain life, channel the power of Mabar, or command undead.

The Unspoken were peerless conjurers and abjurers, known for their bargains with fiends and powerful spirits. Their numbers may have included warlocks as well as wizards, but largely they bargained with dark forces as equals as opposed to pledging their services. Their artifacts and relics could be tied to summoning or binding spirits, such as the iron flask, or tied to planar travel, such as dream of the blue veil. Adventurers could encounter spirits bound by the Unspoken, or mighty beings who dealt with them in the distant past. A Qabalrin journal might include secrets about one of the Lords of Dust that could be invaluable to those fighting them. beyond this, the Unspoken still linger in the force known as the Umbra—though this is a gestalt entity, and it’s questionable if the spirits within it still possess any sense of individual identity.

Other Civilizations

Aerenal, the dwarf nation of Sol Udar, the Eternal Dominion of the Sahuagin, and the Empire of Dhakaan are all described in more detail in Exploring Eberron. The next article will explore a number of “primitive” techniques that rose in Khorvaire and are still practiced in places. There are far more—the Umbragen drow, for example—but this is all I have time to cover in this article.

In Conclusion…

Now that we’ve explored the nature of magic and the advantages of the modern style, the next article will look at the specific evolution of arcane science in Khorvaire, including the role of the Dragonmarked Houses, the Arcane Congress, and traditions that were abandoned over the passage of time. Thanks as always to my Patreon supporters, who are the only reason I can afford to spend time writing these articles! In addition, starting in January I’ll be running the first session of my Threshold campaign for Patreon supporters, so if that’s something that’s interesting, check it out!

It’s the last hours of 2020 as I post this, and I do just want to thank all of you for making this a wonderful year for Eberron. It brings me joy to see people building their own adventures within the world, and the ongoing support for Exploring Eberron and for my Patreon—which allows me to spend time on this website—means the world to me. So thanks to you all, and I hope 2021 will bring even more adventures (and, I hope, happier times) for all of us.

Dragonmarks: Arcane Science


Arcane magic is a form of science. There are predictable rules that shape reality, and with proper study and force of will, anyone could potentially perform arcane magic. This is what makes arcane magic the foundation of civilization in the Five Nations: it can be taught, and once learned, it is entirely reliable. Arcane magic involves channeling ambient magical energy—the powers of the planes, the emanations of the Ring of Siberys—and focusing it to alter reality. The components of a spell—like verbal incantations, somatic gestures, and focus items—help this process, but the most important element of spellcasting is mental focus. Though a fighter could perfectly duplicate the words and gestures of a wizard, nothing would happen. You must cast the spell in your mind, harnessing and shaping mystical energy, and this is dangerous and exhausting; this is why most spellcasters are limited in how many spells they can cast each day.

Spellcasting using Intelligence is grounded in knowledge and logic. For these characters, casting a spell is like solving an equation—harnessing and carefully channeling the precise quantity of mystical energy required to produce the effect you’re looking for. A wizard may use words of power and mystic gestures to generate power, while an artificer instead relies on tools. But either way, you fundamentally know what you’re doing, which is why both artificers and wizards can prepare new spells each day. Arcane magic is a science, and you’re a scientist.

Exploring Eberron

The idea that arcane magic is a form of science is a fundamental principle of the Eberron campaign setting. It’s something you see in the everyday magic of Khorvaire in 998 YK. We have airships. There are warforged and sending stones. The streets are lit with continual flame. What’s missing is a clear sense of how we got to this point. Imagine that your group of adventurers travels back in time a thousand years and gets caught up in Galifar’s War of Unification. What sort of magic are people using back then? How has magic CHANGED over the course of a thousand years? We’ve called out a few key developments—the first airships went into service in 990 YK, while the first true warforged were developed thirty years ago. What were other key developments? The streets of Galifar are lit with continual flame… But WHEN did that innovation take place, and what were things like before that?

This is an academic discussion, which is why it hasn’t been covered in detail before. What matters most in 998 YK is how things work in 998 YK. If I’m running a modern-day spy thriller I don’t actually NEED to know the history of electric lighting; I just need to know that there is electric lighting. You might decide to do that time travel adventure, but time travel isn’t an integral part of the campaign, and as a general rule we don’t need to know how magic worked a thousand years ago. But it’s still interesting to consider. Beyond that, understanding how magic has evolved helps us to understand how magic can evolve—what we can expect to see in the future. Beyond this, having a clear sense of the state of magic in Khorvaire helps to understand how magic items and spells fit into the game. The rules tell us, for example, that a broom of flying is an ‘uncommon’ item with a flight speed of 50 feet. But they don’t tell us who—if anyone—makes them in Khorvaire or if they need to look like brooms. Even ‘uncommon’ is primarily a description of how powerful the item is and how expensive it should be, if it can even be purchased; it’s up to us to decide if it’s actually uncommon or if it even exists in the world. People often ask me how to add creatures to the world—Where do tabaxi fit into Eberron? How would you add Illumians?—the exact same principle applies to magic items and spells. The fact that we we have rules for something simply means that we COULD use it in the world; it doesn’t mean that it has to be here.

This is a big topic and it’s going to take three articles to cover it. This article is the most abstract, examining the theory of arcane magic within the world. Later in the month, I’ll write about arcane industry—both the role of magic in general industry, and the industry of magic and magic items. The final article will look at the history of magic in Khorvaire, considering how we got to where we are today and where we could go from here. As always, these articles are kanon—what I’m doing do at MY table, regardless of what’s said or not said in an official book. It’s entirely possible something I say here will contradict some aspect of Magic of Eberron, or something you’ve established in your own campaign, and that’s fine in both cases. Eberron lore is intended to be a source of inspiration, not something that limits you; use what’s inspiring, change what gets in the way.

Threshold’s Wandslinger by Julio Azevedo

Principles of Arcane Science

Arcane magic involves the manipulation of vast, ambient mystical energies that permeate Eberron. These forces are largely omnipresent and invisible, not unlike gravity; they’re fundamental elements of the world, and in the course of time most cultures find some way to harness and manipulate them. Like most forms of science, there are different theories about how this science works, and specifically what force is being manipulated.

SIBERYAN THEORY

Siberyan theory is the dominant arcane tradition of the Five Nations. This asserts that arcane magic taps energies that flow from the Ring of Siberys. This power—sometimes called the blood of Siberys—is the same fundamental force the Progenitors used to shape reality; arcane magic essentially reshapes reality to produce the desired result. Certainly, the blood of Siberys can be used to create a fireball; once upon a time, that same power was used to create THE SUN.

Siberyan magic is in some ways the most scientific approach to magic, and can in a sense be seen as analogous to programming; the wizard is rewriting the code that defines reality. Its invocations are words of power that activate specific energies—fire, vast, distance—while its gestures shape and focus those energies. But ultimately, the forces flow through the spellcaster and it is a mental exertion—both intense calculations and an exertion of will—that generates the change. This explains the various limitations of a wizard, both spell slots and spell level. A wizard can look at a spellbook and understand the theory behind a higher level spell. They can gather the right materials, make the appropriate gestures, say the right words. But if they don’t have enough experience and talent, they can’t perform the mental work required; they understand the concept but they can’t do the work required to produce the result. Meanwhile, spell slots reflect the mental and physical toll of spellcasting. While there is no other effect—spellcasters don’t gain levels of exhaustion from casting spells—the idea is that channeling arcane power takes a toll, and their comes a point where you just don’t have it in you to grasp and shape that power. If your spellcaster is completely out of spell slots, you don’t suffer any penalties, but it still means that you are spent, and that’s something you could choose to work into your roleplaying.

Siberyan theory is the most widespread form of magic, used across the Five Nations and in Aerenal. However, it’s a broad field of magic and there are different techniques within it. The wizards of Aerenal and those of Arcanix both use verbal components that invoke the same, fundamental words of power. However, the Aereni techniques are highly formalized and precise—it’s a highly effective technique, but it takes decades to master. Since most humans don’t have decades, Arcanix helps students develop idiosyncratic techniques—to figure out what resonates with them. This works, but the Aereni find it disturbingly sloppy and haphazard.

The commonly accepted theory is that arcane energy—”the blood of Siberys”—was part of the Progenitors. According to the primal myths, the Ring of Siberys IS Siberys; this energy is simply the residual primordial power of a cosmic entity. This is supported by the fact that siberys dragonshards are highly effective at focusing arcane energies. Many spellcasting focuses use siberys shards in some way; the crystal is obvious, but a staff may have an embedded dragonshard sliver that helps focus power. However, there is an academic faction that asserts that there is no reason to believe that the Progenitors were cosmic dragons or even immortal. These sages believe that the Ring of Siberys might have predated the Progenitors, and that they could have been a trio of mortal wizards of exceptional skill—wizards who used the same basic principles a modern wizard uses to create a fireball to shape a sun. Those who follow this path generally assert that the Sovereigns were either remarkable mortals or that they were simply immortal entities—like the celestials and fiends—created by the mortal Progenitors as part of their vast work. These scholars believe that this shows the limitless potential of arcane magic—that wizards who unlock its greatest secrets could create new worlds or even shape planes of existence.

Siberyan verbal components are grounded in the Draconic language, though there is more to a verbal component than simply speaking in Draconic; ultimately it is about the invocation of words of power that aren’t used in everyday speech. A wizard doesn’t have to understand Draconic to perform magic, but it helps provided deeper insight into the workings of a particular spell.

EXTERNALISTS

The energy of the planes permeates Eberron, and Externalist wizards shape their spells by drawing on this power. Where a Siberyan harnesses ambient energy and shapes that into fire, an Externalist draws primal fire directly from Fernia. The elements of this magic—the components—are similar to those used in Siberyan magic. Words of power summon specific energies and eldritch gestures help to shape those forces, and ultimately it is the mind of the wizard that weaves these elements together and channels the power. But the Externalist asserts that the most effective source of power isn’t the blood of Siberys; it is the energy of the planes.

Primitive Externalist techniques require a direct connection to the planes. Such magic can only be performed in or near a manifest zone or during a coterminous period. This is an important factor in the overall dominance of Siberyan magic; the people of Sarlona discovering that their spells no longer worked in new lands, and developing new approaches. However, the energies of the planes do permeate the world, albeit to a lesser degree… and more important, creatures are themselves tied to the planes. This is most clearly demonstrated when a mortal creature dreams—passing along its innate connection to Dal Quor—but can also be seen in the conscripts of Shavarath and the shadows of Mabar, echoes of mortals in the planes. So sophisticated Externalist wizards don’t require access to manifest zones or gain additional benefits from them (aside from whatever benefit the zone provides to all spellcasters); it’s primarily an academic point that the energy is flowing from an extraplanar source.

Externalist verbal components draw on elements of planar languages; depending on the power being shaped, it could use root syllables from Primordial, Celestial, Abyssal, or even Quori. As with Siberyan theory and Draconic, the spellcaster doesn’t have to understand these languages.

SYMPATHETIC MAGIC

This arcane theory maintains that an effect produced can be magnified; to create a fireball, burn a ball of flammable guano. A secondary aspect is the idea things that have once been in contact maintain a connection—a leaf is still connected to a tree, a lock of hair is still connected to the creature it came from—and magic can flow along this connection. Sympathetic magic still relies on words of power for its verbal components, but its material and somatic components are often quite different from the preceding techniques; rather than tracing sigils in the air, a sympathist wizard might light a match to produce a fire bolt, or plunge a needle into a wax figure to cast crown of madness.

Sympathetic magic isn’t taught at Arcanix. It’s generally seen as a primitive form of Siberyan magic—that the wizard is channeling the Siberyan energy, but using the sympathetic focus as an alternative to the more complex Siberyan techniques. This is effective, but not as versatile; it relies on the ability to create a sympathetic construct of the desired result. As a result, sympathetic magic is often found used by self-taught “hedge mages” or clans or tribes that have stumbled onto these techniques in isolation. Again, they are effective, but practitioners may be limited in their range of spells or ability to incorporate new ideas.

A second form of sympathetic magic is tied to the magical thinking approach to artifice mentioned in Exploring Eberron. Rather than being a different approach to Siberyan magic, magical thinking is actually a form of Externalist magic that draws on the power of Thelanis to temporarily enforce fey logic on reality. The main thing is that this is more often associated with warlocks and sorcerers than with wizards. As a warlock or sorcerer, a character knows a specific trick that always works. A wizard has the ability to change out their spells and to learn from other wizards. Does that seem plausible with this character? Or would they be better represented as a warlock?

Verbal components in sympathetic magic vary based on the powers being wielded. A fundamentally Siberyan approach may use Draconic syllables, even if the caster has just stumbled upon the sounds that produce effective results. Magical thinking could use Sylvan phrases. On the other hand, sympathetic magic can also involve a chant or a poem describing the desired outcome; essentially, it’s a longer and less efficient process that combining three syllables of power, but it’s something someone can stumble onto even when they don’t know those syllables of power.

DOMINION THEORY

Dominion theory walks the line between arcane and divine magic. It has some broad overlap with Siberyan magic, using word and gesture to channel ambient arcane power. However, it asserts that all magic flows directly from the Sovereigns. It is still approached in a scientific manner; the difference between the Vassal cleric and the Dominion wizard is that the cleric asks the Sovereigns to grant a miracle, while the wizard employs formulas that let them draw on the fires of Onatar’s forge or Aureon’s law. The Dominion wizard doesn’t need faith in the same way that a cleric does, which is why their spells are cast using Intelligence instead of Wisdom. But if they see arcane magic as manipulating the pieces of a great machine, they believe that the Sovereigns ARE that machine, and their verbal components generally invoke one or more of the Sovereigns by name. So they don’t REQUIRE faith—but they still have it.

Dominion theorists can be found in the Five Nations, even in Arcanix. However, this theory is usually dismissed as superstition by both Siberyan mages, who say that Dominion spellcasters are simply drawing on Siberyan power and adding unnecessary ritual. While the Sovereign Host is the dominant faith of the Five Nations, the standard vassal tradition incorporates the myth of the Progenitors. Siberyan vassals believe that Aureon (or the Shadow) guides those who use magic, but that Aureon isn’t actually the SOURCE of magic… That Aureon can show the wizard how to create fire with a spell, but that the fire isn’t drawn directly from Onatar’s forge. So many wizards are also faithful vassals; Dominion theory is an unusual extreme.

OTHER TRADITIONS

Siberyan theory is the dominant tradition of the Five Nations. Externalism has significant support and is a respected tradition. Sympathetic and Dominion techniques are fringe techniques, more often found in isolation. But there are many other theories. Here’s just a few…

  • Consensualists say that belief is the source of arcane magic; like Dominion wizards they manipulate that power in a scientific fashion, but they maintain that magic works as it does because people believe in that system—and that it’s possible that a paradigm shift in belief could completely change the laws of magic.
  • Pact magic is an offshoot of Externalism, drawing power not from a plane, but rather from a specific entity (such as an archfey or an overlord). Typically this is associated with warlocks, who are granted the ability to cast specific spells; but it’s possible that a powerful entity could grant a wizard more general access to their power. Like Dominion wizards, Pact wizards will generally call out the source of their power in their invocations.
  • Animists work with spirits, often fey, elementals, or ghosts; an animist might have a minor fire elemental that manifests when called on in the form of fire bolt or burning hands. However, animists are often sorcerers as opposed to wizards; again, the question is whether the animist with burning hands can swap that out for a new spell, or if they only know a few tricks—whether they are using science, or whether they’ve just made friends with an elemental.
  • Prophets are one of the most obscure traditions; they maintain that the Draconic Prophecy is essentially the source code of reality, and while they may not be able to see the big picture they can effect immediate changes by effectively rewriting the present. Again, this is a very rare path well suited to the Scribe wizard presented in Tasha’s Cauldron of Everything. If a DM introduces this into a campaign, they’ll need to decide if this form of magic is despised by the Chamber, who see Prophets as parasites on the Prophecy—or whether, in fact, the Chamber CREATED this style of magic and teaches it to their agents.
  • Silver Pyromancers fall between Dominion Theory and Externalists. They draw their arcane power from the concrete source of the Silver Flame, but this isn’t an easy thing to do. The Flame responds more easily to the draw of faith than to scientific manipulation, and Silver Pyromancers generally need both; they manipulate the Flame using scientific principles, but it is still their faith that allows them to grasp the power to begin with.

Most “respectable” arcane scholars focus on the ultimate source of power—as such, sympathetic magic is generally seen as a Siberyan technique, while magical thinking is Externalist.

WHAT DOES THIS ALL MEAN?

All of this may sound interesting, but what does it actually mean? What difference does it make whether YOUR wizard is a Siberyan or an Externalist? At the end of the day, not much. These aren’t class archetypes; you can be an evoker or an illusionist regardless of whether you’re relying on Dominion Theory or Siberyan. More important, under the core, basic rules your Siberyan wizard can copy a spell from the spellbook of a Dominion wizard; you’re able to adapt the principles of their spell to your preferred style of magic.

However, there’s a number of important things to consider here. The first is that it’s always been a basic, core principle of Eberron that player characters are remarkable and that most NPCs don’t have the abilities of player characters. Most arcane spellcasters aren’t wizards; they are variations of magewright. I’ll talk more about this below, but the key principle of this is that just because your player character can copy a spell from an NPC’s spellbook doesn’t mean that an NPC can. Most magewrights don’t even USE spellbooks; they spend years learning to cast a single ritual. The idea that a PC wizard can just grab someone’s spellbook and say “Mmhhm, mhhm, I see what you’re doing there, yes, I can do that” is supposed to reflect an exceptional aptitude for arcane science. So with that in mind…

  • A PLAYER CHARACTER who sees themselves as an Externalist may be able to scribe a Siberyan spell, because again, they’re so sharp they can just translate it to their style of magic. But an NPC Sibeyrian mage may not be able to copy any spells from the PC’s spellbook; it’s another style of magic. If a DM wants to add more weight to this, they could require the PC to make an Intelligence (Arcana) check (say, DC 8 + twice the spell’s level) to convert it; if they fail the check they need to keep studying, and can try to scribe it again after completing a long rest.
  • The above principle ties to the basic idea that when dealing with NPCs who DO have spellbooks, an NPC wizard might have a narrow focus. The Sulatar drow wizard may have spells entirely related to fire. In THEORY they could learn a spell that generates cold damage, and in theory a Sulatar could become a diviner; but in practice they’re almost always evokers and conjurers and they’ve never developed any spells associated with cold.
  • A DM may decide that non-player characters require spellcasting focuses to perform their magic—that a particular Siberyan NPC can’t cast spells unless they have a Siberys crystal focus, or that a Sympathetic wizard needs their component pouch to perform magic. A wandslinger may need a wand to perform a cantrip.
  • Likewise, while an Externalist or Sympathetic wizard PC can learn any spell and cast anywhere, a DM could say that an Externalist NPC can’t cast spells beyond their particular sphere of influence or that a Sympathetic wizard can’t cast spells unless they’ve met certain sympathetic conditions. For example, you could have a powerful sympathetic NPC mage who can cast bane, bestow curse, or dominate monster… but only if they have a hair, tooth, or nail from their target. PLAYER CHARACTERS are remarkable and can overcome these limitations. But NPCs may be working with more limited or primitive traditions and deal with limitations player characters don’t have.
  • The flip side of this, of course, is that NPCs may be able to produce effects player characters can’t, precisely because they are deeply specialized. In Rising From The Last War we mention that a magewright oracle may be able to cast a form of augury that can look a week into the future. Perhaps the sympathist needs a lock of hair from their victim… but can cast bestow curse on that victim from across town. Again, this plays to the idea that player characters are incredibly flexible—but that NPCs may be deeply specialized in ways that PCs just don’t have the time to master.

So the main point is that “Siberyan” and “Externalist” aren’t concepts that have a concrete mechanical effect. They’re things that can add flavor to a story—whether a wizard calls out the Draconic name of fire and trace a sigil in the air when they cast fire bolt, or whether they strike a match and command their victim to burn! You don’t HAVE to do anything with any of this; it all means exactly as much—or as little—as you want it to.

Wizards and Artificers, Magewrights and Wandslingers

The idea of “Arcane Science” primarily applies to wizards and artificers: Intelligence-based spellcasters whose flexibility reflects their ability to apply scientific principles in new ways. Sorcerers and warlocks may manipulate the same forms of energy, but at the end of the the day they don’t truly understand what they’re doing and are limited in the effects they can produce. A sorcerer has an innate aptitude for specific effects, while a warlock is either taught specific spells or granted supernatural powers by their patron; but two warlocks can’t trade spellbooks and learn each other’s spells. Given that, let’s take a look at the different characters who do use these scientific techniques.

WIZARDS

Whatever your preferred source, the fact of the matter is that there is an invisible, fundamental force that suffuses Eberron—a power that can be harnessed to reshape reality. A sailor harnesses the wind and water. A smith works with earth and fire. As a wizard you channel the fifth element, bending reality to your will.

The basic point of Eberron is that the people of Khorvaire know this power exists and have harnessed it to help in their everyday lives. But most people can’t master more than a few spells. It takes years for a magewright to learn the spells that define their trade; the arcane locksmith can’t just spend an evening reading a book and wake up as a lamplighter. At the end of the day, this is because the magewright has only learned how to cast their few spells; they don’t truly understand the deep principles beneath them. It is this deeper understanding combined with remarkable talent that gives a wizard their full flexibility. A magewright has learned to play a few songs on the piano; a wizard is Mozart or Beethoven, able to envision new symphonies.

With that said, perhaps that’s not how you see your character… and that’s fine. As a wizard you possess talents and flexibility other spellcasters don’t… but that doesn’t mean you fully appreciate your own talent. And let’s face it, at first level you ARE quite limited in your capabilities. It’s remarkable that you CAN copy any spell from a spellbook you find, but at the moment you can only CAST first level spells, and you haven’t found a how lot of spellbooks. So perhaps your evoker operated arcane artillery in the war, or your diviner planned to make a living as an oracle. Here we even hit the limits of the wizard: Magewrights lack flexibility, but they are very good at those few things they do. As a player character, your diviner wizard isn’t quite as good at augury as the magewright oracle; you just can’t seem to push beyond that 30 minute window. So your character could even see themselves as a failure… because you haven’t yet had the experiences that will reveal your amazing potential.

So that’s certainly something to consider in making your wizard. Do you know you’re better than a magewright, or will you be surprised by your limitless potential? Do you believe that you’re a prodigy, or did you expect to be a simple magewright? Do you love exploring the mysteries of arcane science… or is it just that you happen to be remarkably gifted, though you yourself don’t really appreciate how gifted you are? Here’s a few ways to approach a wizard…

  • The Wandslinger. You are an arcane engine of destruction. You take pride in your ability to wield fire and lightning, and you may be as aggressive as any fighter; after all, they can only wield steel, while you have a weapon with unlimited potential. A wandslinging wizard could have the soldier background reflecting a distinguished military career even before unlocking your true power.
  • The Scholar. It could be that you love the idea of magic and you’re fascinated with its potential, but you never particularly expected to, you know, USE IT to blast enemies with fire. This is a way to reflect an older, experienced character starting at first level: you may have been STUDYING magic for decades, but you never actually used it it battle until now and you’re only just learning how to put your abstract knowledge to practical use. So where the Wandslinger struts and is proud of their power, the Scholar might actually be continuously surprised and delighted when they cast a new spell for the first time or defeat an enemy. Sage is a logical background for such a character, but guild artisan also makes sense for the wage mage who thought they were going to be a simple magewright.
  • The Artist. Magic is an invisible force with limitless potential. The Wandslinger sees it as a weapon. The Scholar recognizes it as an invaluable tool. The Artist sees that it is beautiful. They see the wonder of magic, and take joy in the casting of a spell as another might delight in a dance. It could be that the Artist actually seeks to use their magic to entertain; an Illusionist with the entertainer background may already have a following for their remarkable performances (and may have ties to House Phiarlan). Or it could be that they’ve used their magic in battle, but they still delight in the artistry of it; this is a possible path for a Bladesinger. The key point with the Artist is that they may understand the science of magic—but they still take joy in the wonder of it.
  • The Acolyte. Dominion theory teaches that arcane magic is Aureon’s gift. The Acolyte understands the science of it, and they work their wonders with intellect rather than with the sheer force of their faith. But they still believe that the powers they wield are both a gift of the Sovereigns and evidence of their benevolence, and they seek to use these powers as a true servant of the Sovereigns: protecting the weak in Boldrei’s name, enforcing Aureon’s laws, and bringing the light of Dol Arrah to the darkness. Alternately, you could be a Silver Pyromancer, using your faith to weave spells from the Silver Flame. Either way, this is a path for an acolyte or hermit.

ARTIFICERS

Magic is an invisible force that’s all around us. A wizard grasps the power directly, binding it with word and gesture. But it takes deep training even to become a magewright, let alone a wizard… and that’s why we have magic items, tools that can allow anyone to benefit from the power of magic. And a world that relies on magic items needs people to create and repair them—engineers and inventors, the people who develop and maintain the infrastructure that drives modern civilization.

A central difference between an artificer and a wizard is that the artificer uses tools. They use tools both to produce magical effects, and also imbue tools with magical power. The wizard molds magic with word and gesture alone; the artificer creates a wand or potion. Part of the point is that that as a player character, an artificer is capable of jury-rigging temporary versions of the reliable tools we see every day. A wand or a potion is a completed, stable tool. But when an Alchemist artificer uses their alchemist’s tools to cast fire bolt, they may be whipping up an instant, unstable potion. An Artillerist essentially creates a temporary wand, something that only works for them. So in the Artillerist we see the science of the wand at work, and in the alchemist we see the potion. One path of established arcane science that doesn’t yet have an archetype is that of sigilry, the science of scrolls. This is what you see in an artificer who uses calligrapher’s tools as a spellcasting focus; their spells are produced by enscribing mystic symbols, it’s just that it takes more effort to stabilize that power into the final form of a spell scroll.

Page 29 of Exploring Eberron discusses a few traditions of artifice, and these overlap with the broader arcane theories. Cannith Traditional is essentially Siberyan theory: a set of established principles, creating items that draw on the ambient energy of the Ring of Siberys. Planar Influences relates to the Externalist Theory, while Magical Thinking is likely drawing specifically on Xoriat, Thelanis, or perhaps Dal Quor. An Actual Science artificer may be pioneering something entirely new. And this ties to the same point as the wizard: as a player character, an artificer is remarkable. NPCs who perform artifice are functionally magewrights: they may be able to create a specific type of potion or maintain cleansing stones. The Cannith tinker can perform magecraft and mending. But as an artificer you’re not just a a magical electrician: you’re Tesla, or Tony Stark. You are brilliant and unorthodox, and the methods you use—whether you’re creating a temporary infusion or a permanent item, whether or not you recognize your full talent and potential—are a product of your own unique genius. I’ll talk more about this in the discussion of Arcane Industry, but the crucial point is that just because your artificer can do something doesn’t mean that normal people can do it, or that your techniques could be translated to mass production. You’re the genius in your garage, making a working palantir out of coconuts and lint; it MIGHT be possible to translate that idea into a viable product, but it’s not a trivial thing.

Exploring Eberron examines different possible paths for artificer characters, so you can find more ideas there.

MAGES, MAGEWRIGHTS, AND ARTIFICERS

What we’ve said from the start is that most spellcasters aren’t wizards and clerics—they’re magewrights and adepts. The idea of arcane science is that it IS A SCIENCE. It’s a rational, reliable tool, which means that anyone has the potential to master it with sufficient time and training. But that doesn’t mean that anyone can become a wizard or an artificer. Anyone can learn to play the piano, but not everyone can be Mozart. Magewrights devote themselves to mastering specific spells. This devotion pays off in various ways. Magewrights don’t need spellbooks. They cast spells as rituals, even spells that don’t normally have the ritual tag; the drawback is that aside from cantrips, they can ONLY cast spells as rituals. And, as noted, they may be able to cast enhanced versions of spells, such as the augury that can predict events farther in advance. The player character wizards is a brilliant jack of all trades; the magewright is a master of a very specific set of skills.

The NPC wandslinger falls into a similar mold. A typical wandslinger essentially has the benefits of the Magic Initiate feat: they know a few cantrips—usually combat-oriented—and may be able to cast one or two low-level spells on top of that, surprising an opponent with burning hands or a shield. Generally, an NPC wandslinger needs an arcane focus to cast spells or cantrips; again, they are more limited than PCs. This training and techniques have become more common in the wake of the Last War, but they are still more limited than player characters.

But what about NPCs who ARE better than wandslingers or magewrights? What’s the point of a wizard being able to copy new spells from a spellbook if NPCs don’t use spellbooks? First of all, just because MOST NPCs don’t have the power of a player character doesn’t mean that NONE do. The Monster Manual and Volo’s Guide has stat blocks for NPCs with full caster abilities. The point is simply that anyone who has the full abilities of a PC is a remarkable individual. Such people make worthy rivals and foes for PCs; the point is just to recognize that they, too, are remarkable, not common.

And finally there is room for that middle ground: People who have powers far beyond the typical magewright, but who don’t have the full capabilities of a PC class. A professor at Arcanix may have the ability to cast cloudkill. Another may be able to cast summon fiend—but only as a ritual, and with a far greater component cost. Even looking to the NPC caster blocks, you might say that there’s an NPC evoker, and that they do prepare spells from a spellbook—but that, like the Sulatar I mentioned before, they can’t prepare spells that deal with cold or lightning. They have many of the abilities of a PC, but they are still fundamentally limited; they don’t have the flexibility or broad genius of a player character. In my campaign, I call such characters mages. They can have significant POWER, and may actually be able to do things PCs can’t—but they still don’t have the full flexibility of a wizard or artificer.

Q&A

Why is Siberyan Theory the dominant theory? Wouldn’t Aerenal or Karrnath rely on Externalist magic because of their use of Irian or Mabaran manifest zones?

There’s a few things to consider here. The first is that many arcane traditions evolve in isolation. Externalist magic is easier than Siberyan magic if you’re drawing on one specific form of magic. So for example, there were SURELY Externalist necromancers in pre-Galifar Karrnath, because all that Mabaran power is right their waiting to be used. The problem is that you can’t use that Mabaran energy to light a fire or to generate light at all… And further, if you’ve based your system of magic off easy access to that manifest zone, when you go somewhere else you suddenly don’t have that power and your magic doesn’t work. Siberyan energy is universal—it pervades Eberron—and can be used to produce any sort of effect, whether it’s animating the dead, creating a fireball, or generating light. So essentially, it is more reliable and versatile, and thus more widespread. Now, what I’ve suggested is that if you want to PLAY an Externalist wizard, you can say that you’re using more advanced Externalist techniques that draw on residual planar energies or on your personal connection to a plane and thus you don’t lose your magic when you’re not by a manifest zone. But the point is that the more basic forms of Externalist magic DO have those limitations, while Siberyan magic doesn’t.

However, there’s a second point: manifest zones don’t care what kind of magic you’re using. As called out in Exploring Eberron, many manifest zones enhance a particular form of magic. It’s easier to animate the dead in a Mabaran manifest zone, regardless of whether you’re a wizard, a sorcerer, or a cleric. An Externalist draws ALL of their power from the planes; but a Siberyan wizard—or a divine spellcaster, or a warlock—will all still find their abilities enhanced by the energies of the manifest zone. So looking to Aerenal, their overall tradition of magic is Siberyan, but their traditions are also tied to unique rituals that are only possible because of the Irian zones. Their tradition isn’t based on Irian; it just incorporates it. Likewise, modern Karrnathi necromancers rely on Mabaran manifest zones and have created rituals that can only be performed in those zones, but that doesn’t mean that their overall tradition is Externalist; it’s largely Siberyan, with certain rituals that rely on an additional infusion of Mabaran energy.

That’s all for now, and again: this is what I do in my campaign, and if you don’t like it, don’t use it! Arcane Industry and Arcane History will come later in the month. And thank you as always to my Patreon supporters, who chose this topic: articles like this take a lot of time, and I simply couldn’t afford to spend that much time on this without your support. The Wandslinger image above is one of the player characters in my Threshold campaign, which will be starting later this month; thanks against to those of you who have been supporting and participating in that!      

IFAQ: Arcane Photography

It’s been over a month since the release of Exploring Eberron, and I’m working on something new—a shorter project we’re currently calling “Fool’s Gold.” However, as time permits, I like to answer interesting questions from my Patreon supporters; here’s one raised by patrons Joseph and Tiernan.

In your Eberron, do you have photography—or at least, an arcane equivalent?

We’ve often called out that Eberron is closer to the late nineteenth century than it is to the twentieth century. It’s reasonable to imagine a form of arcane photography that works with principles of, say, illusory script to cast an image onto parchment. So I think there is a LIMITED form of arcane photography in the Five Nations, but the key there is LIMITED — closer to the tintype photography of the eighteenth century than to a digital camera (or even a Polaroid). Key points…

  • It wouldn’t be FAST. Like a tintype, the subject would have to sit still for a few rounds while the image was captured.
  • It wouldn’t be SUBTLE. It’s not like you’re hiding this apparatus in your bow tie.
  • The resolution might be limited; again, look to the tintype as an example.
  • I’d expect it to require some degree of magical affinity to operate — it’s the tool of a specialized magewright, though I might allow a PC who can cast minor illusion or possibly prestidigitation to operate one.

Because this is a form of ILLUSION magic, I could imagine the image having brief animation, as with the photographs in the Harry Potter series, but I’d leave that to the DM. The main point is that this is an evolving tool and it is currently limited. In the Thorn of Breland series, Thorn is a spy, and she’d LOVE to have something like a digital camera, but she doesn’t; while I think that camera equivalent exists, it’s too bulky and too slow to be of use to her in her missions. So the Korranberg Chronicle may have pictures of a royal coronation, but it isn’t a trivial, widespread technology; you probably still need to copy the inscriptions you find in the Dhakaani tomb, not just take a photograph. With that said…

You’ve called out before that House Phiarlan uses magic to project plays in other parts of the world. Could it be something akin to this technology?

House Phiarlan doesn’t PROJECT plays to other parts of the world. A Phiarlan crystal theater uses a dragonmark focus item similar to a limited crystal ball to SCRY on the stage, and then that image is projected from that crystal focus to the local screen. So the core “technology” here isn’t a broadcast device, like a television; it’s a limited crystal ball that can only scry on a few preset locations (channels, if you will).

However, House Phiarlan DOES have the image projector, mentioned in Magic of Eberron, that allows them to record a short scene and replay it as an illusion. With this in mind, I think it’s quite reasonable for PHIARLAN (and Thuranni) to have a focus item that allows them to record images, and to transfer that image onto parchment or a similar surface. Personally, I’d see this as something like this:

SHOL EYE

Wondrous item, common (requires the Mark of Shadow)

This is a small stone disk bearing a sliver of siberys dragonshard and engraved with the Mark of Shadow; it can easily be concealed in the palm of one hand. While holding the Shol eye, a creature with the Mark of Shadow can use an action to record an image in the eye. This can be the full vista of what the bearer can currently see, or it can be focused on a specific individual or object within line of sight. A Shol eye can only hold a single image at a time. If a creature with the Mark of Shadow works with the eye for the duration of a short rest, they can transfer the stored image out of the eye and onto a sheet of parchment or similar material.

This is a common item; a more powerful item could store multiple images. This ties to the basic idea that the houses have access to tools that others do not, and it would be a definite edge for Phiarlan spies. However, as with many unique dragonmarked tools, I’d expect other forces to be working to duplicate the effect. The slow and bulky tintype equivalent would be the first step toward this. But I could see, for example, the Trust having a way to record a short audible illusion—a simple, limited voice recorder.

In any case, that’s what I would do: call it out as something that exists but in a limited form, with Phiarlan having access to superior tools and other organizations actively working to improve their capabilities. The main issue about making photography more commonplace is to consider the ways it will impact a campaign. Can adventurers take a picture of an an ancient inscription instead of having to take the time to copy it down? How easy is it for them to record evidence of wrong-doing—or to be caught red-handed themselves? If I was running a campaign in which the adventurers WERE chroniclers, I could definitely imagine giving them a camera equivalent but playing up the challenges of working with its limited capabilities: it takes four rounds to capture the image and it’s not small. CAN they keep the target talking long enough to get the image, and what happens if they spot the camera? As with anything, I’d want to make sure it makes the story more exciting and fun.

Thanks again to my Patreon supporters for making these articles possible. Have you used photography in your Eberron campaigns?

IFAQ: Dragonshards and Tharashk

When did dragonshards become important as magical fuel? House Tharashk was discovered in 498 YK. The lightning rail went into operation in 811 YK, but Tharashk only stepped up mining in the Shadow Marches & Q’barra in the past decade? What delayed them so long?

There’s two significant questions here: When did dragonshards become important and why did it take Tharashk so long to start major mining operations in Q’barra?

The spells, items, and services available in 998 YK represent the pinnacle of arcane science. Like any form of science, these things didn’t emerge into the world fully formed. The lightning rail of 811 YK was the result of decades of research and development—and it was quite different than the lightning rail of 998 YK. It originally used volatile Fernian ash as its fuel, and both the binding and the conductor stones had flaws.

Eberron dragonshards are found across Eberron. Xen’drik, the Shadow Marches, and Q’barra are especially rich sources of dragonshards, but there are dragonshard deposits across Khorvaire. Eberron dragonshards are an important element in the creation of magic items and in maintaining ongoing magical effects—such as the lightning rail and elemental airships. Eberron shards can be refined into a powdered form that can be used in place of any spell component with a cost.

So: it’s possible to perform most forms of arcane science without dragonshards; it just takes a range of different substance, which are usually more exotic and specific to the effect being produced. However, this uses refined Eberron dragonshard powder (also known as residuum). Raw dragonshards can be used, but unless they are processed and refined it’s inefficient; you’re significantly better off using the other alternative. Because of this, the process of refining dragonshards to create residuum was a crucial breakthrough that had cascading effects across the magical economy. While creating magic items still requires a range of additional rare elements, the universal nature of refined dragonshards allowed Cannith and others to dramatically increase both the range and scale of production. Using processed dragonshards as an energy source made the lightning rail safer and allowed Orien to operate more carriages. But again, this process of refining was a breakthrough that occured less than two centuries ago, and it’s a process that continued to be explored.

So: Eberron Dragonshards have always been a valuable source of magical energy, but it wasn’t until the last two centuries that they became as valuable and universal as they are today. Eberron dragonshards CAN be found across Khorvaire, and initially, that supply was sufficient to meet demands. But within the last century that demand has steadily grown—which has in turn driven people to find richer pools to draw on.

This brings us to House Tharashk. Why are their operations in Q’barra only a decade old? House Tharashk began as a house of hunters, not prospectors. For centuries its primary focus was on inquisitive work and bounty hunting. Prospecting is a relatively new path that arose both with the increased demand for dragonshards mentioned above and crucially with the creation of the prospector’s rod. As with many houses, the base powers of the dragonmark aren’t as important as the focus items that channel that power. As the speaking stone is to House Sivis, the prospector’s rod is to Tharashk: it is this tool that expands the powers of the mark beyond the simple scope of casting locate object and allows prospecting on an industrial scale.

In my Eberron, it’s a mistake to say that prospecting in the SHADOW MARCHES only began ten years ago. Dragonmarked calls out that House Sivis originally came to the Shadow Marches in search of dragonshards, and that the mineral wealth of the Shadow Marches has always been a secondary source of wealth for the house. That effort may have increased over the past decade as the house as a whole has realized that there’s more wealth and influence to be gained from dragonshards than bounty hunting, but it’s been something that has been scaling up over the course of the past century.

Q’barra, on the other hand, IS a new development. The world’s a big place, and Tharashk hasn’t been able to search all of it. Prior to the Last War, Q’barra was a shunned backwater thought filled with hostile scales. The Dragon articles call out that it was only ten years ago that settlers discovered rich deposits of dragonshards in Q’barra. Tharashk responded quickly to this discovery and has ramped up its efforts ever since. But why didn’t they go there earlier? Because they already had a rich source of dragonshards in the Shadow Marches and were still expanding their operations, and because no one knew there were dragonshards in Q’barra. It’s entirely possible that there are other rich deposits in Khorvaire that have yet to be discovered!

Ultimately, the key takeaway here is that the arcane industry in Eberron is just like industry and science in our world. It evolves and expands. The current state of things in 998 YK reflects the latest developments; drop back to 498 YK or 811 YK and the world will be a much different place.

Thanks as always to my Patreon supporters for keeping this blog going! I’ll be posting a poll to the inner circle soon to determine the subject of the next article.

Lightning Round Q&A: Manifest Zones and Magic

Hello, world!

I’ve been off the grid for a month: dealing both with a host of mundane challenges and working on Morgrave’s Miscellany, which will be released in November. This has kept me from posting much here. I will be back online next month, but for now I wanted to do a quick lightning round with some questions from my Patreon supporters.

MANIFEST ZONES

Manifest zones are often portrayed as this Venn diagram overlap between Eberron and another dimension/world, with the overlap recurring cyclically like the orbits of planetary bodies. Assuming that’s an accurate depiction of what you intended them to be… are manifest zones subject to continental drift, ocean levels, etc.?

This isn’t an entirely accurate description; it’s combining two separate ideas.

Manifest Zones are permanent locations: places where the influence of another plane can be felt in Eberron. This isn’t cyclical; it is ongoing and reliable. Sharn is built on a manifest zone that enhances spells tied to levitation and flight, and this supports the great towers and enables skycoaches; if that connection were to fade or be severed, the towers could collapse. Likewise, Dreadhold is built on a manifest zone, and this is tied into its security. Manifest zones are reliable. They are (super)natural resources, like rivers and veins of precious metal; thus many of the great cities and institutions are built to take advantage of them. Generally speaking we haven’t suggested that manifest zones are subject to effects such as tides or rising ocean levels. I think that the location of the manifest zone is static; if the land beneath it drifts or rises or lowers, the zone will remain constant. We’ve presented manifest zones that are small points high in the air or underwater, so they aren’t tied to soil.

Coterminous and remote planes are the result of the constant shifting of planar influence on the world. This is something that occurs cyclically, like the orbit of planetary bodies. When a plane is coterminous, it strongly influences Eberron, causing broad effects not unlike what a manifest zones can produce—but universally across the world. When its remote, the influence of that plane is far weaker.

You could say that while a plane is coterminous, the effects of a manifest zone are increased. So for example: you might say that tieflings may be born when a child is conceived in a manifest zone during a coterminous period. But that;s a double whammy, and critically the effects of a manifest zone continue even while the plane is remote.

The 4e ECG says that some manifest zones are permanent, and others may appear where no one was before. 

It’s entirely reasonable to say that a manifest zone can appear unexpectedly or that an existing manifest zone could suddenly fade. My point is simply that this isn’t how manifest zones USUALLY work. The ebb and flow of planar power—remote to coterminous—is a part of the setting, but it is a separate thing from the functioning of manifest zones, and that’s what I wanted to clarify. But there’s nothing wrong with having a new manifest zone appear.

Are there zones that respond to stimulus at a lower level of magic than eldritch machine?

We often say that manifest zones are a requirement for creating eldritch machines or for performing powerful magical rituals. But it’s not that the zone responds to the machine; it’s that the machine harnesses the existing power of the zone. Most manifest zones have perceivable effects at all times, just not as dramatic as the powers of an eldritch machine.

When I have more time, I’d certainly like to give more examples of manifest zones and the sorts of effects they can produce.

Is there any specific listed canon method to shut off a manifest zone?

In canon? No. Manifest zones also aren’t uniform in size, shape, or power, so I doubt that there’s a single method that would apply to all manifest zones; I’d also expect the method using to have to relate to the plane involved.

With that said, the idea that it can be done has certainly been presented. My novel The Son of Khyber involves an attempt to destroy Sharn using a Cannith weapon that would disrupt the manifest zone. Again, this isn’t canon (Eberron novels are suggestion, not concrete fact); and it is a weapon that critically had to be used in a very specific location and required a massive amount of arcane power. So when it has come up, it’s presented as a difficult challenge. But yes, it’s certainly POSSIBLE.

Could a tinkering arcanist build a music box that opens a foot-sized manifest zone? 

Sure. Anything is possible if it’s a story you want to involve. But something that CREATES a manifest zone certainly isn’t a trivial effect. It’s not something that people casually do. Again, manifest zones are things that must be found and harnessed; they aren’t created (if they could be easily created, we’d have more cities like Sharn). But if you WANT to say that this particular NPC has made some sort of bizarre breakthrough and created an artifact that produces a tiny manifest zone, why not?

Do the deathless need the manifest zone of Irian to stay “alive,” or just need it for their creation?

Deathless require an ongoing supply of positive energy to sustain their existence. There’s two primary sources of this: manifest zones to Irian, and the devotion of loyal followers. So Shae Mordai is located on a powerful Irian manifest zone, and that means that even if all the living elves were wiped out, the Court could survive. But a deathless who spends an extended amount of time outside manifest zone needs to have a pool of positive energy to draw on, which means devoted followers. The deathless counsellor in Stormreach is sustained by the devotion of the local Aereni community, and if they all left, she’d have to leave too.

This was the fundamental divide between the Line of Vol and the Undying Court. Positively charged undead can’t take the power they need to survive; it has to be freely given. Negatively charged undead consume the lifeforce they need; even if every living elf died, the vampire or lich will continue. So Vol asserts that Mabaran undeath is the only way to ensure the survival of the finest souls; the Undying Court asserts that all Mabaran undead consume the ambient lifeforce of the world, and that creating them is unethical and ultimately a threat to all life.

MAGIC IN THE WORLD

How do you imagine ID systems in Khorvaire? Who checks them, how are they authenticated?

We’ve generally suggested that Eberron is at a rough level equivalent to late 19th century earth, NOT 20th century. When you get into magical wards you can have more advanced forms of identification. But when it comes to ID papers, it’s NOT supposed to be on par with our modern day systems of databases, biometrics, or anything like that.

House Sivis fills the role of the notary in Eberron. Originally, arcane mark was one of the powers of the Mark of Scribing. The idea is simple: each Sivis heir can produce a unique arcane mark—a sort of mystical signature. A Sivis heir goes through training and testing to become a notary, and their mark is on record in the house. Like a modern notary, a Sivis notary would make a record of all documents they notarize and this would be held by the house. So: ID papers would be notarized by a Sivis scribe, who would review all materials before placing their mark. An arcane mark is difficult (though not impossible) to forge. A border guard is primarily just going to look at your ID papers and say “This appears to be you, and you’ve got a valid Sivis mark.” IF there was some reason to question things, the papers could be confiscated and referred to a Sivis enclave, who could use a speaking stone to check with the primary house records to confirm that ht papers were legitimately notarized. But that’s a very big step. Generally it’s a question of if you have a valid Sivis arcane mark.

Fifth Edition doesn’t have arcane mark, so instead we added in the scribe’s pen as a dragonmark focus item that allows a Sivis heir to inscribe mystical symbols. This would still work the same way: a Sivis heir would have to go through a process to become a notary, their personal mark is recorded, and records are made of every document they notarize.

So getting all the way to the point: 95% of the time, verification will essentially be on a level of what could be done in the 19th century: a cursory check for obvious signs of forgery, confirming that the material in the document is accurate (IE, it says you’re a dwarf but you’re clearly an elf), and that it has a Sivis mark. Forgery is thus entirely possible; the challenge is forging the arcane mark, because that’s a glowing magical symbol and you’d have to have some sort of magical tool to pull it off.

How do mundane craftsmen and martial characters stay relevant in an increasingly magical world like the Five Nations? I feel like the Houses and magewrights crowd out trade and spellcasting ability seems borderline required going forward for spies and fighters alike.

Magewrights don’t crowd out trade; magewrights are the future of trade. It’s essentially saying “Does a washing machine drive people who are washing by hand out of business?” Sure, so that launderer probably wants to invest in a washing machine. I still have a large article half-written that talks about the general concept of what it means to be a magewright. Essentially, as a blacksmith your life is simply easier if you can cast mending and magecraft (which I see as a skill-specific version of guidance). Now, those two cantrips on their own aren’t that much of a job; it’s the combination of those cantrips and mundane skill that make a good blacksmith. So I’m saying that in Eberron, most successful craftsmen will KNOW a cantrip or two.

With that said, you can also say “Why didn’t the microwave drive chefs who use longer cooking techniques out of business?” Prestidigitation allows you to heat food instantly, but you could certainly say that food snobs think that food produced through mundane means is BETTER.

The critical point here is that Eberron in 998 YK is based on the idea that civilization is evolving. The wandslinger is something new, a reflection of improved techniques developed during the Last War and now spreading out to the civilian population. Magic isn’t supposed to be a static force that’s remained unchanging for centuries; we are at a moment in time where people can ask “Can you really be a good spy without knowing magic?”

As I said, I’ll certainly write more about this in the future.

GENERAL

You’ve said that nothing in Eberron is born evil. Does that include aberrations created by the daelkyr, like the dolgrim, dolgaunts, and dolgrue?

My short form is that entirely natural creatures aren’t bound to an alignment; their alignment will be shaped by their culture and experiences. UNnatural creatures can be either forced into a particular alignment (like celestials, fiends, and lycanthropes) or strongly driven in a particular direction (like a vampire, who is driven towards evil by their connection to Mabar)…though you can have good vampires and even fallen celestials.

First of all, I don’t think you can make a single canon ruling on all aberrations. Beyond that, we have given examples of beholders and illithids who are at least neutral in Eberron. I think I see it as the equivalent of the vampire. A dolgrim or illithid is pushed in a particular direction. It’s gone alien brain chemistry. Its mind literally doesn’t work the way the human or dwarf brain does. However, I think that MANY aberrations have the ability to ultimately follow a unique path—that they aren’t absolutely locked into a particular form of behavior.

So let’s imagine a baby dolgrim raised by peaceful goblin farmers. I don’t think it would be just like any other normal goblin child, because IT’S NOT NORMAL. It’s brain was physically shaped in a particular direction by an alien geneticist. It’s tied to Xoriat and likely has vivid visions and possibly hallucinations pushing it in a particular way. And it has two unique (and yet merged) consciousnesses. So it wouldn’t just present as any old goblin that happens to have two mouths. But I don’t think it would necessarily be EVIL; it could find a unique path.

I know that werewolves transform when any moon is full, but do the twelve moons effect them differently in any noticeable way?

Not that we’ve said in canon so far, but I think it’s an excellent idea to explore and develop. In the past we’ve suggested that Olarune is the PRIMARY moon that influences lycanthropes. But if I was exploring the idea in more depth, I’d love to present ways in which different moons influence lycanthropes, suggesting that each moon pushes a particular time of emotion or behavior.

If their ships were made airtight, what’s to prevent House Lyrandar from flying into space? What would they find when they got there?

That depends. How are you viewing space? Are we using spelljammer concepts or modern science? Could a fire elemental exist in a vacuum, or would it be extinguished? Are we going to consider the stresses of re-entry that a rocket actually deals with and the sort of speed and forced required to break escape velocity, or are we going to saying that in THIS universe, magic propulsion overrides gravity? Or that there’s a universal gravity, and that when your Lyrandar airship sails into space people can still walk around as if there was gravity?

Essentially: I like the idea of an Eberron space race, though I’d likely start by exploring the moons. But if I was to propose such a campaign I’d need to stop and answer a lot of questions about the physics of the universe that we haven’t yet answered… and I’d want to think carefully about it before I do. For example, let’s just look at the moons. I can imagine the moons being fantastic wonderous locations, like Barsoom in Edgar Rice Burroughs novels. But I could ALSO imagine the revelation that the moons aren’t celestial bodies at all; they’re actually massive planar portals, allowing an airship to physically sail into another plane. I’d want to think about which story feels more interesting and which I’d like to explore. But as of now, there is no canon answer.

Would you ever allow a player to play as an escaped Chosen vessel?

Sure. I think there’s stats for them in Secrets of Sarlona. But the main issue is that the Chosen have no voluntary say in being possessed. Chosen vessels are genetically designed to be possessed by a particular quori. So my question is how your PC vessel deals with this. Are they a ticking time bomb who could be possessed at any time? Have they been given some sort of Adaran artifact that keeps them safe as long as they don’t lose the item? Or has the particular quori tied to their line been bound?

Were a particular quori to be made incapable of possessing its Inspired hosts, whether by destruction or imprisonment, would it be possible that the Chosen and Inspired of that particular line be “reassigned”? Would Dal Quor remove the Inspired as well if they removed the quori? Would an “unused” Chosen be given to a new quori or share the fate of the “used” Inspired?

The principle that’s been established is that the bond between quori and vessel is in some way biological. So Dal Quor can’t simply reassign a Chosen line; they’d have to breed a new one. With that said, Chosen CAN be possessed by any quori; it’s simply that they have to ALLOW themselves to be possessed, while they have no choice when dealing with the quori bound to their line. So there could easily be Chosen who are serving as voluntary vessels for other quori; it’s just that it can’t be forced.

That’s all for now! If you have questions related to these topics, post them below!

Dragonmarks: Magewrights and Wand Adepts

One of the underlying principles of Eberron is that magic is a part of civilization. It’s not limited to a handful of mighty wizards in ivory towers; there’s an arcane locksmith down on Third Street, next door to the medium and the guy who makes everbright lanterns. With that said, this magic is widespread and useful, but not powerful. The streets may be lit with continual flame, but teleportation and resurrection are rare… and a wish is unheard of. It’s wide magic, not high magic.

The previous article looked at common magic items and magic item creation, and considered how to make that work in 5E D&D. But magic items are only part of the wide magic of Eberron. It also embraces the idea that spellcasting can be a job – not limited to full wizards or sorcerers, but also people who do nothing but make magic lanterns or speak to the dead. Now, you may look at this article and say “In 5E, anyone can get the Magic Initiate feat – doesn’t that mean magic is just scattered throughout the world without any of this?” It only means that if YOU decide it means that, because there are no rules about NPCs acquiring feats. A player character can be a Magic Initiate, but as a DM and world designer it’s up to you to decide how that’s reflected in the wider world. In Eberron, magic is a science. People don’t just wake up one day with a new feat and know how to cast light. These things take time and training – and that produces magewrights and wand adepts.

Magewrights

A wizard is extremely versatile. Your wizard can grab a spellbook, spend a few hours studying it, and cast a spell they’ve never seen before. That’s great, because wizards are exceptional people. But in Eberron, you can cast magic without having that degree of versatility. This is the magewright, someone who spends years learning how to perform the skills and spells associated with a particular trade. In 3.5 D&D this was an NPC class, but that’s not required in 5E; instead, you can simple state that an NPC magewright has the ability to cast the spells you want them to cast. Beyond this, we can also say that the spells the magewrights can perform are different from those used by PCs – typically, because they are more limited. For example, Prestidigitation allows the caster to heat, chill, clean, soil, and more. Mending allows the caster to mend anything. But you can say that a magewright chef knows a limited version of Prestidigitation that only affects food – and that a launderer knows Prestidigitation and Mending, but can only work with cloth. The fact that the player character can mend anything is again a sign of their versatility and exceptional talent.

My idea of a magewright is that they can cast one to three cantrips or spells. They don’t require spellbooks or memorization; they have perfected these spells over the course of years. However, their cantrips may be limited (as noted above) and their spells can only be cast as rituals. So the arcane locksmith can cast Arcane Lock all day, but it takes time. I’ll talk more about ways in which these rituals differ from PC spells further below, but first, let’s take a look at a few Magewrights you could find in the world…

  • Chef: Prestidigitation, only affecting food; perhaps a form of Gentle Repose for preserving meals, or Purify Food and Drink. Proficient with cook’s utensils.
  • Healer: Detect Poison & DiseaseLesser Restoration, Spare the Dying. Proficient with Medicine and herbalism kits.
  • Launderer: Prestidigitation and Mending, both only affecting cloth.
  • Lamplighter: Light, Continual Flame. Uses tinkers’ tools to construct lanterns.
  • Locksmith: Arcane Lock, Knock. Proficient with thieves’ tools and tinkers’ tools.
  • Medium: Speak with Dead. Perhaps a form of Minor Illusion that produces an image of a dead person as they were in life. Possibly proficient in Insight and Persuasion, if they help bereaved make sense of a loss… or Insight and Deception, if they use grief to take advantage of mourners.
  • Oracle: Augury, Divination. Proficient in Insight and Investigation. This is definitely a case where I would adjust the magewright versions of these spells. In the hands of a magewright, Augury – which should be the bread and butter of a common oracle – should be able to predict outcomes farther in the future, though still only with the binary answer of woe or weal. An oracle who can perform full Divination should be rarer (it is a fourth level spell) and the ritual could take longer than usual and be more expensive.

These are just a handful of ideas; there are many possibilities. A suspicious noble could have a food taster who knows Detect Poison and Purify Food and Drink. The city watch in a major city could have a verifier who can cast Detect Thoughts and Zone of Truth. There’s also a critical spell from Eberron that’s missing in 5E, and that’s Magecraft – a spell that provides a bonus to a skill check related to crafting. So you begin to get a sense of the possibilities. But also consider the limitations.

  • What does it cost? Eberron treats magic as a science and magewrights as part of the economy. The lesser restoration spell has no cost, which is fine, because it’s NOT a ritual and player characters can’t use it that often; the “cost” is that it uses a limited spell slot. But if you’re going to introduce it as a service that can be performed by a magewright, you either need to ADD a cost or come up with an explanation for why disease still exists in the world. While every spell has unique components, it’s always been the idea that Eberron dragonshards are the basic fuel of the magical economy, and that applies here. House Tharashk refines raw shards to produce residuum, glowing powder that serves as a fuel for most rituals – so a locksmith can use residuum instead of powdered gold dust when casting arcane lock. You can add whatever cost you want to set the price of a service. Does curing a disease cost ten gold pieces or a hundred? Even the launderer might have to sprinkle a copper’s worth of residuum over the cloth they wish to cleanse.
  • What does it look like? These are jobs people do. Mechanically they involve performing a ritual. But it’s up to you to add the color to that. An oracle can cast augury as a ritual. But what are they doing in that ritual? Are they reading cards? Palms? Auras? Are they studying star charts or patterns of the planes? A locksmith can cast arcane lock. Are they tracing elaborate patterns in the air with an iron wand? Just because these things are mechanically all “spells” doesn’t mean that the magewright just chews their lip and concentrates for a few minutes, regardless of what they are doing. Add flavor!
  • Who can do this? In Eberron in particular, it’s established that the Dragonmarked Houses dominate certain fields of magical industry. One possibility is that the Houses are where you go to learn the skills of the magewright – that most locksmiths are trained and licensed by House Kundarak. On the other hand, if you want to give the houses a tighter hold you can say that many magewright rituals are restricted to someone with a particular dragonmark… that only Kundarak dwarves can master the rituals of the arcane locksmith, that only Jorasco halflings can be magewright healers. The reason you don’t see a verifier at every watch station is because it requires the Mark of Detection. This is a way to truly emphasize the power and influence of a house; if you want a magic lock, Kundarak is your only option. Of course this is specifically about magewrights; your PC wizard can cast Arcane Lock, but do you really want to make a living doing it?

So that’s the idea of the magewright: that beyond magical items, there are people in the world who can perform magical services. It’s up to you how prevalent they are in your campaign. In a major city like Sharn, you’d see many magewrights performing all sorts of services. But in a small village, they probably do their laundry the old fashioned way. Their might be a single magewright in town; what service do they provide?

Divine Magewrights? 

Under 3.5, “magewright” was an NPC class that specifically dealt with arcane magic, counterbalanced against the adept NPC class which was a limited divine caster. Using the approach I suggest above, I don’t think it’s necessary to draw that line so sharply. Certainly any single individual is either practicing divine or arcane magic, but I think that you can use this same approach either way; you as DM simply need to be clear in your mind which is which. Specifically taking the Healer and the Oracle suggested above: either one of these could be presented as either arcane or divine. An arcane healer might be a Jorasco halfling who makes no prayers, but simply weaves rituals to cleanse the sick… while a divine healer might be a Silver Flame friar whose faith allows them to heal the sick. The oracle could be studying arcane patterns or asking the divine for guidance. Someone versed in Arcana or Religion should easily be able to tell which is which, but MECHANICALLY they are the same: an individual who can perform a few magical effects but who lacks the abilities or versatility of a spellcasting class.

Notably, Xanathar’s Guide to Everything adds a spell called Ceremony that allows a priest to imbue a religious ritual with divine power, adding a magical effect to a wedding or a coming of age ceremony. Following this magewright approach, you could easily have Ceremony, Thaumaturgy, and maybe Spare The Dying as a common set of spells known by a typical lead priest in a community – a halfway between an entirely mundane priest and a full spellcasting cleric.

Wand Adepts

When we initially developed Eberron wands were powerful and disposable magic items, and we made a conscious decision not to make them everyday tools; a fighter who wanted to kill someone across a room would still rely on a bow or a crossbow. We invented the eternal wand – a wand with only two charges, but that recharged over time and could be used with less restrictions. But even there, the cost of such a wand was too great to make it feasible as something every soldier would carry… and it still required some magical training.

However, I certainly like the IDEA of the Aundairian “musketeer” with a bandolier of wands. And with the various changes to magic over the last two editions – notably, the introduction of cantrips, the idea of wands as nonmagical arcane focus items, and the Magic Initiate feat – I think there’s a lot of room to introduce the casual wand.

A wand adept learns to perform a few offensive spells, but they require an arcane focus to channel those effects. A typical wand adept knows two offensive cantrips and a single first level spell they can perform once per long rest. But all of these require the arcane focus of a wand. So one wand adept might know acid splash, poison spray, and color spray; another might have ray of frost, fire bolt and burning hands. The critical point here is that the adept requires a wand to perform these spells, but the wand isn’t magical. It’s not a magic item worth hundreds of gold pieces; it’s an arcane focus costing ten galifars. While you COULD say that any wand will do, I would further say that adept wands are specialized by effect. Looking above, I might say that an adept uses the same wand for fire bolt and burning hands… but that ray of frost requires a different wand, one attuned to cold. So you can have the Aundairian duelist flinging fire from one wand and ice from the other, and if you disarm them of one wand they’re limited until they recover it.

The principle of this is drawn from the Magic Initiate feat; it’s simply adding an additional restriction that a player character isn’t bound by, because PCs are remarkable. It’s adding the idea that offensive magic is evolving… but that most of the time a wand is a focus, and that the fully magic wands are more significant and expensive.

Now with this said: the idea of a wand adept IS that learning to use a wand requires training and effort. This is common in a place like Aundair, which places a high value on magical talent. But just as a player character who wanted to use a wand like this would need to get the Magic Initiate feat (with the wand being there for color), the wand adept has invested resources learning to use the wand that could have been spent elsewhere. If I have an Aundairian soldier blasting her foes with wands, I might give the Karrnathi knight the benefit of Heavy Armor Master or make the expert Thrane archer a Sharpshooter. The skill isn’t in the wand, it’s in the person using it… and if I introduce wand adepts, I’d want to make clear that they could have invested that skill in other ways.

WHAT DOES THIS MEAN FOR PLAYER CHARACTERS? Well, if you have the ability to cast an offensive cantrip, congratulations! You’re a wand adept. You’re so talented that you can cast your spell even without a wand, but nothing’s stopping you from using the wand for flavor. If you’re not a spellcaster, that’s what the Magic Initiate feat is for. Essentially, with the integration of cantrips as a reliable form of magical weapon, it’s more plausible to have people using magical attacks instead of mundane weapons – but at this point in time, the amount of training required to use a wand has prevented wands from replacing mundane weapons. And in that small Brelish village nobody knows how to use a wand, and they’ll consider your wand-wielding duelist to be an Aundairian hipster. If you and your DM want to embrace the idea of the wand adept, I could see a variation of the Magic Initiate feat that requires the use of a wand… perhaps in exchange for a +1 bonus to attack rolls or spell DC with these cantrips as a balance for requiring the focus.

Like magewrights, you COULD push beyond the limitations of the Magic Initiate feat. For example, putting the two concepts together, you could have a staff adept who can cast fireball as a ritual, but requires both a specialized staff and burns dragonshards with every casting. This is a way to compromise with the question of “How could the Five Nations afford to deploy magic items on the field?” It could be that the mystical artillery relied on the skills of the artillerists as much as on the power of the item… that a siege staff is just a big piece of carved wood if you don’t have someone who can use it. This of course gets into the question of war magic, as a fireball isn’t actually that useful in a truly large-scale military engagement… but THAT is a topic for another article.

Let’s Talk About Wands

Wands themselves serve a different role in 5E. When we created Eberron in 3.5, we introduced the idea of eternal wands as an evolution of “wand science” – a wand that wasn’t entirely disposable, and that could be used by a wider range of people. In 5E, that’s standard for a wand; the average wand has 7 charges and regains 1d6+1 charges every day. In addition, many wands don’t require the user to be a spellcaster; anyone can use a wand of magic missiles. This ties also to the introduction of at-will offensive magic over the last two editions… allowing for a character who prefers to rely on cantrips instead of ranged weapons. This idea of wand adepts is about incorporating the evolution of these mechanics into the setting in a logical way. If this is how magic works, this is how we would see it in the world.

With that said, this can cause some confusion about what exactly a wand IS. As I see it, there are three types of wands in the world.

  • Unaligned Focus Item. As described on pages 151 and 203 of the PHB. This is a wand that is generally designed for channeling arcane energy, but not for any particular purpose; a wizard can use that one wand for all of their spells. This has a base cost of 10 GP… but I’ll talk more about this later.
  • Aligned Focus Item. This is what a wand adept uses. The idea is that the design or components of the wand predispose it to channeling a particular type of energy; a “fire wand” might be made from charred wood harvested from a Fernian manifest zone. The wand has no innate power, but it’s easier to channel a particular type of energy through it, and a wand adept needs that boost. So the wand doesn’t grant you the ability to cast Burning Hands; it’s simply that if you’re a wand adept who knows how to cast Burning Hands, you still need a fire-aligned wand to cast the spell. This still has a base cost of 10 GP.
  • Actual Magic Item. This is a Wand of Fireballs or Wand of Magic Missiles. The magic is IN THE WAND… in the case of a Wand of Magic Missiles, ANYONE can use it. Many wands require “Attunement by a spellcaster” and I would allow the talents of a wand adept to count for this purpose – so if you’re a wand adept, you can attune a Wand of Lightning Bolts, even if it’s not a spell you can cast alone. You are trained in the science of wandcraft, and the power is in the wand. In 5E, a Wand of Fireballs is rare. So they definitely EXIST, but they are expensive and NOT things you’d see a common soldier carrying; We’re talking thousands of galifars, as opposed to the 10 gp aligned wand. Someone pulling out a Wand of Fireballs is like someone producing a bazooka.

Now, there’s definitely room for middle ground here… and that’s the enhanced focus item. As it stands, a fire-aligned focus item is simply restrictive – saying that the wand adept MUST have a fire-aligned wand to cast fire spells. But you could also have fancy aligned wands that provide BENEFITS when you channel certain types of spells. For example, a darkwood wand studded with Mabar crystals that adds +1 DC to any necromancy spells you cast using the wand. That should cost more than 10 GP, but certainly less that 4,000 GP. A wand adept could use it as a focus for necromancy spells, but I’d generally allow a wizard to use it with ANY spells – it’s just that necromancy spells get a bonus.

Post your thoughts and questions below. In my next article I’ll be getting back to Xanathar’s Guide to Everything and how I’d incorporate it into my Eberron campaign. Thanks as always to my Patreon supporters, who make it possible for me to spend time on this site.As always, bear in mind that nothing I say on this site is canon; these are simply ideas that I’m exploring.

Dragonmarks: Common Magic, Part One

Xanathar’s Guide to Everything was released recently, and it includes a host of options for players and gamemasters. Over the next month I’ll explore how I’d incorporate some of these ideas and options into Eberron. Right now I want to tackle a subject that intersects only partially with XGtE: the question of how Eberron can coexist with the limited magic of default 5E D&D.

The first thing to bear in mind is that Eberron is not a high magic setting – it’s a wide magic setting. Eberron is built upon the premise that arcane magic behaves as a science and would thus become integrated into the world in a scientific manner. But one of the other basic principles of Eberron is that high-level characters are rare… and this ties to the magic that’s available. Here’s a few basic principles to consider.

  • In comparing Eberron to our world, we’ve always said that it’s closer to the late 19th century than to the present day. We have magical equivalents to the telegraph and the railroad and we’re just getting started with air travel. But we don’t have widespread equivalents to automobiles, telephones, or the like.
  • Wide magic generally includes effects that mimic spells of up to third level. Spell effects of up to fifth level – teleportation, raise dead, cloudkill – are known, but rare. Higher level effects are still “magical.”
  • Making a breakthrough in magic is exactly as difficult as making a breakthrough in science. Why hasn’t someone invented an airship anyone can fly? Because they haven’t figured out how to do it, just like WE haven’t figured out cold fusion or time travel.

Which brings us to two issues: magic items in the world and magic item creation. Under third and fourth edition, magic item creation and costs are very concrete and mechanical, and this lent itself to a vision of a world where you could go to a store and buy a +2 flametongue (and maybe ask the smith to customize the flames for you). Fifth edition initially didn’t have rules for creating magic items and ran with the idea that even a +1 weapon was a remarkable treasure. For some, this meant it was impossible to reconcile Eberron with the system. For me, it’s all about setting expectations: what is common magic? 

I mentioned earlier that “wide magic” involves spell effects between 0-3rd level. Just start at the bottom and look at what you can do with those effects. My favorite spell for this is prestidigitation. Using this cantrip, you can…

  • Light a mundane fire.
  • Instantly clean an object of limited size.
  • Instantly chill, warm, or flavor food.

If we accept that these are basic principles of magic – that we’ve figured out how to use magic to produce these effects using trivial (cantrip) amounts of magic – and you have the principles you need to create magical counterparts to the refrigerator (chill food), microwave (warm food), vacuum cleaner (clean room), lighter (firestarter) and washing machine (clean clothes). These things won’t look like our tools, and they won’t act like them. Instead of a vacuum cleaner, you might have a Sorcerer’s Apprentice broom that sweeps itself, of a fancier whisk broom that simply vaporizes dirt when you wave it over a floor. Such items won’t be cheap, but they also needn’t be ridiculously expensive; what you’re talking about is an object that only does a sliver of an effect of a cantrip.

Xanathar’s Guide to Everything presents a host of items with this level of power, which it calls common magic itemsClothes of Mending automatically mend themselves at the end of each day. The Ear Horn of Hearing negates the deafened condition while it’s in use. Some of these common items already exist in Eberron. The Instrument of Illusions is essentially the Thurimbar Rod, an illusion-based instrument developed in Zilargo; and the shapeshifting Cloak of Many Fashions is similar to Eberron’s shiftweave, if somewhat more versatile. As I mentioned in a previous article, something that’s often overlooked in Eberron is the idea of glamerweave – fabric infused with illusion. You could have a cloak with a lining of stars, or a blazer emblazoned with what appear to be actual flames.

The short form is that the common magic items of XGtE are a good model for things that could be common in Eberron – and something you can use as inspiration in creating other items or setting a scene. For me, the key is to look for principles demonstrated by a low level spell and consider how that could be harnessed as a tool. For example, the Sivis sending stone is based on the principle of the spell whispering wind, which delivers a short message to a specific distant location – more limited than sending, but lower level. When you do create a new item or effect, one thing to consider is that if it’s TOO useful, it might be something that’s only found as a dragonmark focus item, especially if the effect is clearly related to a dragonmark’s sphere. Whispering wind is a simple effect – but I still decided to limit it to Sivis, because from a story perspective it’s interesting to have the house have a near-monopoly on swift communication.

So common magic items could indeed be common. With that said, I think it’s reasonable for uncommon items to be uncommon — not something you see in every household, but things that CAN be manufactured and purchased. When you go to rare and legendary items, you can keep them rare and legendary. Perhaps they’re relics of fallen civilizations, or creations of advanced ones (such as the Chamber or the Lords of Dust). Perhaps they are one of a kind things created under special circumstances — during particular planar conjunctions, using unique Siberys shards, or even fashioned in other planes. Perhaps that Elven blade was forged by a member of the Undying Court and imbued with a fraction of her spirit. In short, there’s room for magic to be both commonplace and truly magical. That everburning torch is just a tool you can buy at any Cannith forgehold… but that Vorpal Sword is a legendary weapon spoken of in song and story. Meanwhile, magical weapons can have lesser magical effects – a self-sharpening sword, an axe that glows on command – things that are useful and magical, but don’t have to have the same impact as a bonus to attack and damage. I have many thoughts about wands, but I’ll delve into that in my next article.

In considering these things, XGtE also helps with its classification of magic items as major or minor in addition to the rarities. Minor uncommon items should be easier to acquire than major uncommon items. The short form is to think about what it means for a magic item to be something that can simply be purchased. If that thing is a reliable tool that exists in the world for anyone who has enough money to acquire it, how should it impact your story?

MAGIC ITEM CREATION

So we’ve established a general yardstick for what exists in the world. The next question is what can player characters create, and how can they create it? The first thing to point out here is that whatever system House Cannith uses to make wands isn’t going to be the same system a player character uses. While Eberron doesn’t have full-on manufacturing plants, the creation of magic items is an industry. Creation Forges are the most dramatic tools available to House Cannith, but they have a host of lesser ways to improve the process of production. They may literally have enchanted assembly lines — not automated, but still, facilities designed to efficiently produce a particular type of item and enhanced with various magical effects. They acquire rare components in mass quantities – which ties to another largely unrealized idea in Eberron, that dragonshards are a critical part of creating magic items and serve as the fuel of the magical economy. Cannith may have lesser focus items that channel the Mark of Making. And they certainly have secret techniques or patterns for making specific items as efficiently as possible (which is to say, schema).

Meanwhile, your wizard or artificer is literally a guy making a thing in a garage. Cannith can make a wand of fireballs faster and cheaper than you can. But the one you make is going to be entirely unique. And perhaps you can make something they’ve never figured out how to make – because you’re an innovator, not just working on the assembly line.

All of which is to say that this actually works well with the model of magic item creation presented in Xanathar’s Guide to Everything… making the creation of a magic item part of an adventure as opposed to simply a formula you fill out with gold and XP. You can’t replicate the process Cannith uses to make a wand of fireballs, because you don’t have their facilities, resources or specialized expertise. BUT, if you could get ahold of an elemental heart from Fernia, you could use that to create your wand! And what do you know, you’ve heard that you can acquire such a thing by hunting drakes in a Fernian manifest zone in the Blade Desert. If you can get that heart, a thousand GP worth of refined Eberron shards, and a good piece of darkwood you can carve into a wand – give it a few weeks and you can make it happen.

So I like the XGtE model; just bear in mind that what you are doing ISN’T the same thing House Cannith does when they are producing something. What you are creating will be unique – and again, for that reason and because PCs are remarkable, it may be that you can create something that Cannith cannot create.

In my next article I’ll write about magewrights and wand adepts. Until then, post your questions and thoughts below. Thanks as always to my Patreon supporters, who make these articles possible.

Dragonmarks: Locks and Wards

It’s a busy month. I’m working on a Phoenix article, and Illimat is being released next week! But in the meantime, I wanted to address a few more questions from my Patreon supporters.
I always tell my players that thieves’ tools in eberron look more like specialized artificer’s tools than lockpicks. What are some examples of locks of different qualities that might exist in a society where magic is a science & spells like knock exist to trivialize purely mechanical locks?
I’m going to start by addressing the general principle of locks in the setting, and then move on to specific examples of locks and tools. First of all: The existence of a tool — the knock spell — that can bypass any mundane lock doesn’t mean that people will suddenly give up on using mundane locks. There’s an increasing number of tools – both technological and mundane – that can unlock a lock on a car door, and failing that anyone can put a rock through a window; and yet we still lock our cars. We haven’t equipped every car with a new impregnable lock and we haven’t just given up on locks entirely. Instead, we accept that our lock isn’t perfect, but it will keep out any casual intruder — at least requiring some degree of effort or skill.
The same principle applies to Eberron. Go to a typical village and people will be using bars or mundane locks, because they don’t expect people to be running around with fancy knock spells, and if they do have them spells, well, there’s nothing you can do about it. My barn might get struck by lightning and burn down, but I can’t afford a lightning ward, so it goes.
But let’s assume that you’re serious about security. Your lock isn’t just a delaying tactic, it’s supposed to keep people out. Here’s some options.
  • Arcane Lock. The standard in security, available from any good Kundarak locksmith. This enhances the difficulty of forcing/picking a lock by mundane means. A knock spell suppresses an arcane lock, but if the arcane lock is combined with a mundane lock they’ll still have to bypass that, even if it’s at normal difficulty.
  • Multiple Mundane Locks. Each casting of a knock spell only opens one lock (according to the 5E SRD). Stick five locks on your door and you’ll at least make it costly for a caster.
  • Alarm. This doesn’t make a lock harder to open, but it warns you when it is opened. It’s not affected by knock. See notes below.
  • Glyph of Warding. Typically this is a one-shot spell, but Kundarak can certainly make reusable glyphs that recharge after a period of time. A GoW isn’t affected by Knock, so it’s your ultimate deterrent against the person who thinks their wand of knock is a key to all doors. Bear in mind that most people aren’t going to want to set off explosions in their homes, but a GoW can produce any spell effect of 3rd level or below. I’d make the price of a Kundarak recharging glyph vary based on the level of the associated effect, so more people would have a 1st level GoW than a 3rd. Any sort of targeted offensive spell is an option for an aggressive lock, but here’s a few other ideas…
    • Guilt Trap. Charm Person/Suggestion variant that makes the victim feel shame for their actions and causes them to dissuade other would-be thieves, or even to try to defend the house from them if necessary.
    • Unwelcome Mat. A simple Command effect that targets anyone that can hear it, ordering them to leave!
    • Sleeper. A Sleep spell, which would generally be combined with an Alarm to summon guards. Web or Hold Person are other options.
    • Guardians. While Conjure Animals is an option, Spirit Guardians are cleaner and harder to deal with – an excellent option to make life difficult if there are additional locks that need to be bypassed.
The magical options — alarm, GoW and arcane lock — all have a wide range of options for how they can be disarmed. A password is the simplest option, allowing anyone who knows the password to use the door. But they can also be keyed to virtually any sort of biometrics — to individuals, to particular races, to possessing a particular object. Kundarak certainly produces combination arcane/mundane locks where the trigger that deactivates the arcane lock simultaneously unlocks the mundane lock, so you can have a place where even these fancy locks can be opened with just a word or a touch of a hand, instead of requiring an additional key… though if the magic is deactivated by knock, this combo lock would be stuck in the locked position.
So looking back to the original question: what do locks look like?
  • Simple, mundane locks or bars. Common in any place that simply isn’t that concerned about serious security.
  • Multiple mundane locks or bars. We’re concerned about security, but not enough to pay for magic.
  • A simple combination arcane/mundane lock. We’ve got money and we take things seriously. The arcane lock could be keyed to a phrase or a keycharm.
  • Lockless doors sealed purely by arcane locks. Opened when someone who meets the right conditions (could be biometric, could be carrying a key charm) touches the door. Looks cool, but a knock spell will get you right inside… though the door could also have an alarm triggered if anyone opens the door without properly unlocking it.
  • A serious door could be more formal. Take a Kundarak Manticore lock. There’s a Manticore bust by the door. You need to place your hand on the bust and speak the keyword; it check both biometrics (say, Kundarak dwarf) and the phrase. If you fail to meet either condition it triggers the glyph of warding. Meanwhile, the door has four mundane locks and an arcane lock. Take that, knock spell. If I was having a rogue disarm it, I’d give them a chance at a high DC to disarm the entire system at once — or they could work on each system and lock separately, but it would take a lot of time and the risk of the alarm or glyph reactivating if they take too long.
The manticore is simply one example of a fancier system. A magic mouth could demand the password. An emplaced illusion could appear, threatening intruders with consequences. But critically, you’re looking at combinations of GoW, arcane lock, alarm, and mundane locks.
In a large city, you’re also going to have an option of a Kundarak alarm system. When the alarm on the door is triggered, you’re alerted but it also triggers an alert at a Kundarak enclave, who will dispatch a Deneith squad to respond to the intrusion.
Now given all this: I hold to the 3.5 approach under which a trained rogue has the ability to attempt to bypass magical wards and locks. Given that, I agree with the secondary aspect of the original post. In the Thorn of Breland books, Thorn’s lockpicking tools include lengths of mithral wire, vials of Mabar-infused water, divinatory powders, and other tools that are specifically tied to detecting and disarming mystical systems as well as tools for picking a mundane lock.

My players are on track to break into a lesser Kundarak vault in Korranberg, Sharn. Aside from your standard locks and wards and the Silver Guard, what are some quick hits of other challenges they could conceivably face? 
Well, as noted above there’s going to be various arcane systems that can be easily bypassed if they have the right things — passwords, keycharms, someone who meets the biometric restrictions (“Kundarak dwarf”, probably). There will certainly be alarm spells, and likely a nonlethal glyph of warding (Say, a 9d8 sleep spell tied to an alarm). What else?
  • An iron defender is a nice guardian who doesn’t require food or regular care, who will react aggressively if anyone enters without someone it recognizes.
  • Alternatively, you can have a living creature on guard; Kundarak likes their manticores.
  • Consider an illusion that conceals a critical part of the chamber… or the simpler, mundane secret door. Another option would be a particular object or safety deposit box tied to another glyph of warding effect; the staff know you never touch this thing.
  • When an inner alarm is triggered, it restores and reactivates the arcane lock on the outer door – potentially trapping troublemakers in the vault, if they’ve expended their resources.
  • Following principles of prestidigitation and arcane mark, I think it would be relatively simple for Cannith and Kundarak to come up with something similar to a paint bomb — something that would mystically mark people with an indelible marker. Can they find some way to dispel the marker before they’re caught? This presents a different challenge depending if the marker is visible to everyone and everyone knows the significant (you’re running around covered in purple) or if it’s invisible except to Kundarak trackers.

That’s all I’ve got for now, but hopefully it gives you some ideas. Post your own thoughts below!

Dragonmarks: Magicians

It’s busy as always here. Renegade Games just announced the Scott Pilgrim game I’ve been working on, and I just got back from a trip to LA where I did some things with Maze Arcana, Saving Throw, and Geek & Sundry. I don’t have time for a big article, but an interesting question came up during the week and wanted to explore it.

Before I start I want to take a moment to address the limitations of this format. Eberron is the intellectual property of Wizards of the Coast, and at the moment, only WotC can create new material for Eberron. What I can do – both here and on Manifest Zone – is to clarify the material that does exist, as well as talk about how I use it and interpret it. But I can’t create entirely new material. So for example: I’d really like to write more about the planes, but I can’t precisely because so little has been written about them – and it’s a logical subject for an official sourcebook or series of official articles at some point in the future. This is why I’m planning to post more Phoenix material here in the future. I can’t create new material for the Shadow Marches, but I can create material for the Fens in Phoenix… and give some tips as to how you could adapt that to the Shadow Marches. So keep an eye out for that. And in the meantime, the best thing you can do for Eberron is to continue to voice your interest and support – to be sure that WotC knows there is ongoing interest in new material!

This question came up in a discussion earlier this week, and it pushes a lot of my buttons, so…

I’ve always felt the sorcerer is a strange class. They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list. Theoretically you could have a sorcerer with Charisma 18 and Intelligence 3, who can barely read but can still use scrolls… Finally, specifically for Eberron, do they immediately control their power or do they have the same problem as aberrant dragonmarks, where they could accidentally harm friends or family? And aren’t they persecuted as “Hidden Aberrants?”

The first issue here is how you view classes. Are classes a construct that exists in the world exactly as they exist in the rules? Does every member of a class have access to all the choices within that class? Or are they simply mechanical tools that allow us as GMs and players to model the characters we want to play? Does every sorcerer in the world recognize “I am a sorcerer?” Or is that a term we use to identify anyone using this rule set, but not something they would recognize?

To me, what’s important is to start with an idea of who a character is and what their role is in the world. Then I will apply a class and break it down from there. Each class has a core, basic mechanical principle; the sorcerer’s is I cast arcane magic from a very limited list of spells, but with greater flexibility in casting than a wizard. The wizard has to memorize spells in advance, but has the ability to use any spell they can acquire; the sorcerer is limited to a very specific set of spells. Bear in mind that arcane magic is an ambient force that exists in the world of Eberron. The power is there, and it can be manipulated by tools, by formulas, by innate talent. A sorcerer interacts with this power in a fundamentally different way than a wizard – but within that framework (spontaneous arcane casting) there’s room for a lot of different concepts and stories.

  • Harry ir’Potter. There are people in Eberron who simply have a natural potential to channel the ambient arcane power in the world, but it’s a gift that they’ll never manifest unless they learn to harness is. Arcanix seeks out these sorcerers. By studying the principles of magic and engaging in a focused curriculum, they learn to produce specific magical effects. This character possesses both Spellcraft and Knowledge: Arcana, reflecting their disciplined study of magic. Their spells have no particular relation to one another, because they have chosen exactly what spells they want to cast as part of their studies; they understand their talent and its limitations. These characters are called sorcerers at Arcanix, though many wizards refer to them as “living wands”, mocking their inability to master a spell from a spell book.
  • Touched By Fire. Irilask is a tiefling conceived in a manifest zone tied to Fernia. She is a living conduit to Fernia, and she has developed the ability to channel its eternal flames. All her spells have to do with fire; as DM, I may allow her to cosmetically shift some spells to reflect this, so maybe her ghost armor is made of solidified flames. She could know Spellcraft or Knowledge: Arcana, but it’s up to the player; her spells aren’t tied to arcane study and there’s no reason she needs to have these skills.
  • Dragonmarked Savant. Haskal d’Lyrandar is a dragonmarked scion with the Mark of Storms. While he only possesses the Least Mark of Storms, he has connected to the mark in a deeper way that most heirs ever do. His mark is a lens through which he focuses arcane power related to winds and lightning; he levitate on a cushion of wind, or strike his foes with lightning or shocking grasp. Again, these are powers most heirs can never develop (and more destructive than the typical mark powers); the point is that the mark helps him understand and focus arcane power. Like Irilask, he doesn’t need to understand how magic works, because the mark is the tool that allows him to use it. He could study Spellcraft, but he doesn’t have to.
  • Deadly Aberrant. Tesha possesses an aberrant mark with power not seen in centuries. Like Haskal, she has a base mark (Inflict Wounds)… but like Haskal, I’m using the sorcerer class to represent the unusually powerful and versatile nature of her mark, which does far more than simply granting a single spell-like ability once in a day. Just as in the stories, Tesha’s abilities manifested when she was young and were never under control, and she killed her family before she knew what she was doing. Even now, these powers frighten her… and yet, they continue to grow stronger (as she gains new spells). If Tesha was a PC, I might provide her with a mechanical benefit (say, +1 to save DCs) in exchange for the downside that as GM, I can trigger her abilities without her permission. Meanwhile, she knows absolutely nothing about Spellcraft or Knowledge: Arcana; she doesn’t understand her powers or CHOOSE to make them grow stronger, they simply do.

These are just a few concepts off the top of my head. A sorcerer could be someone twisted by the power of the Mourning. They could be the beneficiary of some sort of fey boon, or the result of mysterious magebreeding experiments. A sorcerer could have a connection to one of the Progenitor dragons, something I explored in a Dragon article back in the day. Of all these examples, Harry Potter is the only one who would think of himself as a “sorcerer” – it’s simply that *I* will use the class to mechanically represent the concepts I’ve come up with. Most likely an expert in the arcane will use the term “sorcerer” to identify “spontaneous arcane caster”, and HE might call Tesha or Irilask sorcerers, but THEY don’t identify that way.

Let’s revisit a few specific points…

They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list.

First of all: a sorcerer doesn’t have to understand magic. That doesn’t mean they don’t. Looking to the examples I gave above, Harry Potter DEFINITELY understands magic and based on his concept he should have Spellcraft and Knowledge: Arcana. Haskal and Irilask don’t have to understand magic, but they could if you wanted to take the character in that direction – in which case they should take the skills reflecting it. Tesha definitely doesn’t understand magic and her powers have nothing to do with Spellcraft or Knowledge… so I wouldn’t give her the skills. The fact that they are on the skill list is a tool we can choose to use; but if it doesn’t make sense with the concept, don’t give them those skills.

The second question does follow, though: Tesha could be an illiterate peasant. So how is it that she can use a scroll?

The question you have to ask here is what is a scroll? Being literate doesn’t allow you to use it; a normal person can’t read a scroll and produce a magical effect. A scroll isn’t written in any sort of normal language, hence the existence of the read magic spell. Instead, a scroll is about sigils and symbols that contain pure arcane magic… and once you activate the scroll, the magic is GONE. So again, it’s not simply about words; a scroll is a spell that’s been frozen midcast and bound to paper. In my opinion, the ability of a sorcerer to use a scroll doesn’t represent them literally reading it the way you might read a book; it represents them connecting with the magic, feeling the locked progress, and having the power to unlock it and release the power inside. The same principle holds true for a wand. A wand doesn’t have a button; you have to understand how arcane magic works. A wizard may have a disciplined, technical approach to using a wand. In the case of Tesha, whether she’s using a wand or a scroll, she doesn’t understand what she’s doing in a scientific way. She just holds the scroll and she can feel the power within it, see the pattern in her mind… and she somehow knows that if she completes that unfinished pattern, makes that connection, the power bound to the page will be unleashed.

Because they approach it technically, a wizard can look at a scroll and copy the concept into their spell book. They look at the frozen spell and say “I get it – I understand the principle here and I think I can replicate that.” The sorcerer can’t do that, but they can still unleash the frozen spell.

Finally, specifically for Eberron, do they immediately control their power or do they have the same problem as aberrant dragonmarks, where they could accidentally harm friends or family? And aren’t they persecuted as “Hidden Aberrants?”

As outlined above, this entirely depends on the story of your sorcerer. Harry ir’Potter will never manifest magic if he doesn’t get training. Irilask is in some ways like an aberrant, having the ability to spontaneously produce fire, but the fact that it IS entirely under her control and has no negative consequences is what makes her NOT an aberrant. Meanwhile, Tesha IS an aberrant, and her sorcerer levels are simply a reflection of her aberrant power; and it’s part of her story that these powers are dangerous, and thus she WILL be persecuted.

Bear in mind that people with PC class levels are rare in Eberron, and add to that the idea that there is no one set of rules governing how a sorcerer’s abilities manifest. Even with aberrant dragon marks, it’s STORY that says that they are dangerous to the bearer and those around them. Mechanically nothing says an aberrant mark can trigger on its own; it’s a choice we ENCOURAGE because it’s part of the flavor of the setting, and that STORY is why aberrants are feared.

I almost always have low level NPCs call their spells by other names, until some bookish wizard gets a chance to correct them. 

At my table, the spell the sorcerer casts may not BE the same “spell” that the wizard uses. In the examples above, the way Irilask casts her fireball will be quite different to what Harry would do, let alone a wizard. These spells have to have the same limitations laid out in the rules: verbal components, somatic components, etc. And someone can use Spellcraft to recognize a spell from these things. But that doesn’t mean that there is one single incantation that is the only way to cast a fireball, and that Irilask has somehow spontaneously stumbled onto it thanks to her connection to Fernia. Irilask has to have SOMETHING that matches the limitations of a verbal component; but in her case, that could be a strange sort of throat-singing that helps her focus her power, while Harry DOES use the same incantation an Arcanix wizard would use. Spellcraft is about recognizing patterns of magic as much as specific words.

This ties to my idea that Aereni arcane magic presents very differently from Aundair’s path. At my table the idea is that the Aereni use a definitive lexicon of magical incantations, and that as an Aereni wizard you not only learn the 82 words for fire and the proper conjugation, you also learn to enunciate them with the exact pronunciation the elf who first scribed the spell… while Aundair’s Path is that each wizard works from a basic toolset but personalizes it. So four wizards from Arcanix are all using the same fundamental incantation for their fireball, but they are emphasizing different syllables, and they’ve added or dropped a few words to find out what works best for them. Their gestures are similarly unique. Think of it as the magical equivalent of music. The Aereni are a classical symphony orchestra, where each piece has to work just so; Arcanix teaches jazz, and every time you cast a spell the casting might be slightly different, as you adjust to the feelings of the moment. Which is why an Aereni spends a century learning the same foundation a human can master in a decade. It’s not that the elf is stupid; it’s that their wizardry is literally more ARCANE, and human wizardry is more “figure out what works and run with it.” I think the Aereni are appalled by human wizards and amazed that they somehow produce magic with their clumsy, kluge-y methods. Meanwhile, those same methods are why human wizards are coming up with things that the elves have never tried in twenty thousand years of working spells… because their approach to magic encourages creativity.

With planes like Lamannia and Thelanis, is it possible that “sorcerer druids” would appear in the Eldeen Reaches and similar places, essentially treating primal magic like normal sorcerers would arcane?

I have no object to the concept of a spontaneous primal caster. The point of the sorcerer vs the wizard is that arcane energy exists in the world waiting to be manipulated, and the two classes represent two different ways of manipulating that energy. Primal magic is also a force that exists in the world, and I am entirely open to the idea that there are different ways to manipulate that. With that said, I seen Thelanis as more tied to arcane magic than to primal magic… back to my previous posts on Thelanis, I don’t see there being anything natural about Thelanis. A dryad is a fey creature, not an elemental. She’s not a natural entity; she’s about the magic we imagine could be part of the world. So it’s more that I see there being Greensingers with levels in Sorcerer and Bard, who supplement their primal magic with arcane illusion and enchantment, than I see Thelanis producing primal sorcerers. Lamannia is a stronger possibility, but personally, I’d see a primal sorcerer as someone who has simply developed an innate connection to Eberron itself. On some level I could see this in the Rothfuss style of someone who knows “the name of the wind” – they don’t know any of the standard druidic rituals or tradition, but they have found a way to directly interact with primal forces.

How do you conceptualize progress as a wizard (i.e. levelling up) versus society’s progress in arcane magic as a whole in a world where magic is a scientific discipline?

Good question. Check out this post if you haven’t. The main issue is that arcane magic IS fundamentally different from our science and technology. It behaves in a scientific fashion: it is reliable, repeatable, predictable. However, it is something that incorporates a living component in a way that’s not easily defined. A 5th level wizard may be more intelligent than a higher level wizard, and could have a better understanding of magical theory (Spellcraft) than that wizard. They can read a 7th level spell and understand the concept, but they can’t cast it. Further, even the higher level wizard has to memorize that spell and then they can only cast it once before they need to prepare it again. Which means that it’s not simple science like a software engineer coding a piece of software or a scientist making a calculation. The wizard is a direct living component of this effect. The basic idea of arcane magic is that there is ambient energy in the world that can be channeled to alter reality. But beyond understanding theory, I believe that this requires significant willpower and takes a certain toll on the mind of the user. Note that a wizard’s Will Saving Throw goes up as they increase in level. In memorizing a spell, a wizard is balancing forces, weighing energy, both making mental calculations and potentially performing sub-rituals that are triggered when the final spell is released. But the short form is that a lower level wizard literally cannot cast that higher level spell. Something about their brain simply isn’t capable of serving as a channel or focus for the power that’s being unleashed. And that right there is something scientists in our world don’t generally have to deal with.

So first of all: It is certainly the case that if you go to Arcanix, they have a library of spells that almost no one can cast. They’ve had high-level wizards (like Mordain) in the past. And there are a few 12th level wizards floating around Aundair over the course of the war. They know this power exists, but most people simply cannot perform these spells. And you can be sure that they’re researching ways to make that possible.

WITH ALL OF THAT SAID: A fundamental pillar of Eberron is that player characters are exceptional. This is reflected by action points, by the fact that they use player character classes, and by the fact that they can both quickly advance in level and attain levels far beyond the masses. So if a wizard is a scientist, your PC IS Tesla or Einstein. The fact that YOUR wizard can create new spells doesn’t mean that EVERY wizard in the world can do it so easily; your character may make arcane breakthroughs people have been struggling with for centuries.

A 20th level wizard living in the present is going to be able to call down meteor swarms just as a 20th level wizard living in pre-Galifar Khorvaire 1,500 years earlier would be. The GM could restrict the spell list for the earlier wizard but does that still leaves us with phenomenally powerful spells available in the present (and also probably upsets the player of the ancient high level wizard)?

There’s a few ways to look at this. In the case of non-human civilizations, that’s correct. Giants, dragons and Aereni were all throwing around meteor swarms long ago. With HUMAN civilization, there’s room to play with this. Some day I’d like to do a deeper look at the evolution of arcane magic, and to identify the breakthroughs and legendary wizards who made them. But here’s the simple answer I came up with using 3.5 rules to consider how magic might have evolved in Galifar: Components. In 3.5 there are meta magic feats – Still Spell, Silent Spell – that let you cast a spell without verbal or somatic components… by increasing the slot of the spell by one level. This means it is POSSIBLE to perform those effects without gestures or incantations. In MY Eberron, those gestures and incantations didn’t appear out of the blue: they were painstakingly developed over centuries of research. The fact that proper gestures help to efficiently channel arcane energy was a revelation, and then generations of human wizards worked to refine those gestures. Likewise with incantations. So go back a thousand years and a wizard would be casting many of the same spells, but he’d be doing it without somatic or verbal components, and the spell slot would be two higher. So back in the day, Magic Missile was a third level spell. When your future wizard pops back, flinging magic missiles around like they’re nothing, it’s AMAZING to past wizard… even though he recognizes the principles you’re using. Meanwhile, in the present day, we’ve become so dependent on incantations and gestures that most wizards can’t even imagine casting a spell without them without special training (metamagic feats)… just as now we have matches and lighters, most people don’t know how make a fire without them.

How do NpC adepts fit into the mix, especially in 3.5 when they get familiars? If they are a healer, does their magical companion strike anyone as out of the ordinary?

First of all: just as I’ve outlined with sorcerers, the adept is a tool you can use to represent a certain type of character. Just because it has a particular spell on its spell list or skill in its skill list doesn’t mean that EVERY adept has access to that spell in the context of the world. And looking to familiars, note that per the SRD, they may call a familiar; it doesn’t automatically appear if they never call it. So, for example, most Jorasco healers are adepts. Some revere Arawai or Boldrei, while others are agnostic and draw their healing power through the lens of their dragonmark. A Jorasco adept whose power is justified as coming from his mark will simply never take spells like Burning Hands or Wall of Fire; those spells are on the adept spell list, but they don’t make logical sense for THIS adept.

So within the world, adepts are healers, both secular and religious. They are found in all of the major faiths as a step between the mundane priest and the full cleric; they are able to touch the divine, but not with the full power of a cleric, just as the magewright understands the principles of magic but not so well as the wizard. They can also be found in places like the Elder as a simple village healer… though I also created the Gleaner to serve this role.

As for familiars, there are wizards and sorcerers in the world. Familiars exist. And hey, in 3.5 gnomes can talk to animals… not to mention Vadalis magebreeding. Familiars may draw attention, but it’s not like people will freak out about them; it’s a recognized magical talent.

Would 4E/5E rituals be the natural culmination of the process of greater spell acessibility at the cost of more complex spell components? It seems to me that rituals almost all but eliminate the caster themselves as a living component.

I’ve written about rituals before. The basic CONCEPT of rituals is a far better match for Eberron’s vision of a magical economy than Vancian magic. It’s hard to imagine a magewright making a living making arcane locks if he can only make two per day; what’s he do for the rest of the day? This is what led to Dragonmark Focus Items in 3.5 – the point that while a Sivis Gnome can cast Whispering Wind once per day with his mark alone, what is economically important is that it lets him use a Speaking Stone and communicate more frequently. In addition, the idea has always been that Eberron dragonshards are the “fuel” of the magical economy. If you consider 4E’s residuum to be crushed and refined Eberron dragonshards (something I discussed in the Q’barra Dragon backdrops, IIRC) then that works. The magewright can cast arcane lock as often as he wishes during a day, provided he has the time (15 minutes per ritual) and a sufficient supply of dragonshards,  and he marks up the costs to make his profit.

So: the basic principle of rituals is very good for Eberron. However, what I HATE about 4E rituals is the idea that it’s all about just essentially reading them off a book. Because Magewrights and Eberron are about the idea that performing a particular ritual or set if rituals is a JOB – that you have an arcane locksmith who knows knock and arcane lock, an augur who can perform divinations, a lamplighter who makes continual flames… not that these guys could pass books around and suddenly trade jobs. So what I do in 4E is to say that Magewright is a feat allowing the individual to perform three rituals without a ritual book. So PCs with the Ritual Caster feature are prodigies who are so talented that they can just look at a book and perform the ritual on the spot; but most people in the world spend years studying a book and mastering the ritual. They don’t need the book to perform the ritual, but they also can’t just spot-read a different ritual.

Having said all of that, how do rituals eliminate the caster as a component? The ritual can’t cast itself. It’s a pattern that produces an effect… but you still need the ritual caster to perform that ritual, channel and focus the energy, and make it happen. Even dragon mark focus items require a character with a dragonmark to operate them.

Tied to “Greater Spell Accessibility”, in my 4E Eberron I also restricted a significant number of rituals to the dragonmarked… essentially having rituals take on the role of the Dragonmark focus items in 3.5, but with the idea that the Arcane Congress is always looking for ways to replicate these effects with rituals anyone can learn. This is discussed in far more detail in this post.

How have you used sorcerers and magic in YOUR games?

Dragonmarks: Rural Eberron

I’m working on a lot of projects right now. Over the next few months I’m going to be putting most of my energy into Phoenix: Dawn Command. Part of the point of developing a new setting and system is that I’m free to develop it in a way I can’t currently develop Eberron. However, my intention is to include conversion notes and to develop ideas that could fit into Eberron or another world, so you can get the most out of whatever I’m doing.

I’m also part of a new Eberron podcast called Manifest Zone. We recently sent out a call for questions. Many of the questions we received are too narrow or specific for what we want to do with the podcast… but they’re still some great questions that I wanted to address. Here’s on that stood out for me.

It’s easy to make Eberron feel like Eberron in the big cities. How do I do the same when visiting a tavern, or hamlet?

It’s an excellent question. I’m going to start with the general topic of rural Eberron, and deal with taverns in a second post – because I actually have a surprising amount to say about taverns. But starting with the general issue: What makes a farm in Breland different from one in the Dalelands of the Forgotten Realms? What is it that makes that small Aundairian village different from a generic Tolkien scene? As a gamemaster, what can you do to draw people into the setting? Well, let’s look at a few of the pillars of the setting.

Magic is a part of everyday life.

Remember: Eberron isn’t about high magic and the works of epic wizards. It’s about wide magic – the widespread use of low-level magic to solve problems that we’ve solved with technology. Everyone needs light. Farmers might not people able to afford everbright lanterns in every room, but I’d still imagine a farm would have at least two. Of course, rural magic depends on where you are. In Karrnath, a Seeker community will have skeletons performing menial tasks. In Aundair, a farm might have a floating disk that serves some of the same purposes as a tractor. In the Eldeen, you might have gleaners – the druidic equivalent of magewrights, with farmers knowing a simple druidic ritual or two to help with the crop. And consider that even one level of magewright gives access to the magecraft spell, which provides a +5 to Craft checks. From the ECS:

Every magewright worthy of the name knows the magecraft spell (see page 113). Truly expert coopers recite the magecraft  spell over their barrels, the best blacksmiths chant it as they hammer hot iron, and the finest potters cast it while they spin their clay. 

Magewrights aren’t limited to the big city; it’s an NPC class for a reason. So again, in describing a blacksmith, mention the magical gestures he makes over his forge and the sigils engraved in the anvil (designed to effectively channel the magecraft effect).

Beyond this, communities will be built around useful magical resources. Any thriving community will have a central well enchanted with a purify water effect. One of the most useful spells is a cantrip: prestidigitation. With this spell you can clean, heat, cool, flavor. Given that these principles exist, it’s easy to envision minor magic items that do just one of these things… and now you have mystical refrigerators, vacuum cleaners, microwaves, washing machines, and more. In a small town people may not own personal magic items, but a large farm may still have an ice room. We’ve mentioned before that Aundairian villages often have cleansing stones, a central fountain-like structure where you can bring laundry to have it instantly cleaned.

Even where people aren’t using magic themselves, consider manifest zones. Sharn exists because it’s built on a manifest zone that makes the towers possible. Dreadhold is built on a manifest zone that strengthens its stone, while it’s the zones to Irian that make the Undying Court possible in Aerenal. Manifest zones are natural resources, and where there are manifest zones with beneficial effects people will take advantage of them. A manifest zone to Fernia could be unnaturally temperate, or it could be that within the stone, basalt grows unusually warm – so the people in the zone heat their houses and foods with these stones. Use your imagination: what could be a beneficial manifestation of a particular plane, and how would people harness it?

Finally, consider the ambient impact of the greater magical economy. Mention the airship this passes overhead; perhaps the old farmer hates the damn things (remember that airships haven’t been around that long!). Perhaps a House Orien representative is in town negotiating a new lightning rail that’s going to pass through the area.

If it’s in D&D, there’s a place for it in Eberron.

Khorvaire isn’t our world. It’s a world where ogres and griffons and medusas are part of nature, and that’s before you get into the possibilities of magebreeding (Cows that produce chocolate milk? Hens that lay hardboiled eggs?). That Aundairian ranch might be breeding dragonhawks instead of horses. When you pass by a field in Breland you might see an ogre pulling a plow on his own. His name’s Bargh; he was a mercenary with Tharashk during the war, and liked the area so much he just stayed behind afterwards and was taken in by the local farm. Which leads to…

Consider the impact of the war.

We’re two years out from a devastating century of war, which involved a wide range of magical weapons. You could have the equivalent of a magical minefield – a stretch of land that’s been abandoned because of explosive wards still scattered across the countryside. You could come to a place where a bridge is being rebuilt and you have to take ferries across; the Brelish ferryman curses the damn Cyrans, and complains about how they ruined his town and now Boranel is buying them dinner. You might find craters from powerful war magics, ruins that have never been rebuilt, a hamlet that was once a prosperous town before the war took most of its population… or another town that’s home to a large refugee population, and tensions are high.

Consider Religion. 

In a village in Thrane, you might find the townsfolk practicing archery on the green while a cantor sings praises to Tira. Next door in Breland you may have a village that has no priest, but everyone believes the oldest farmer is blessed by Arawai, and he speaks on her behalf at village gatherings. Shrines to Sovereigns can take many forms. Daca sits on a pillar in Sharn, but you could just as easily find a pillar saint in a small town.The central square in a Karrnathi hamlet contains a bloodstained stone basin, used for the ritual sharing of blood. In western Breland you might find a cairn made from shards of shattered statues; this dates back to a time when the Znir gnolls lived in the region, but the locals have continued to add stones to it.

Presumably, small villages are less diverse than great cities like Sharn, but how much so? Do non-humans tend to have their own communities in rural areas, or are they integrated with the majority human population?

I believe that most communities are integrated in the Five Nations. It varies by nation – Humans make up 70% of the population in Thrane, while they are less than half of the populace of Breland. Tied to this, through the Dragonmarked Houses every common race has a critical role in the economy that helps their position in society. There’s surely racisim in Khorvaire, and you can play that up from any angle you like; but it’s still the case that I’m used to having halflings running the inn the hospital, and gnomes sending messages. And this has been true for a thousand years. Dwarves built the towers of Sharn. So in my opinion, while racism is definitely out there, in the Five Nations nationalism is stronger. If I’m from Breland, I care more about the fact that you’re Brelish than that you’re a dwarf; that piece of things will come second.

So for the most part, I believe you see diversity in communities. In Breland, if there’s ten families in a village, you can expect at least two of them to be dwarves or gnomes. With that said, you’re likely to see SOME concentration simply because it’s necessary to sustain a community. Which is to say, if each village was a perfect microcosm you’d have one gnome family, one dwarf family, one halfling family… and what happens when the children are looking for mates? So I suspect you have village A that’s blended dwarves and humans, village B that’s gnomes and humans, etc… but people aren’t going to freak out if a halfling moves in. Probably.

You certainly could have entire villages of a particular race, but I don’t think it’s the norm.

Are there any significant numbers of warforged outside of the cities, e.g. the village with the warforged named Smith who was welcomed because the former village smith died in the War?

I’d expect warforged to congregate in the cities. Lacking clear direction and purpose and owning no property, it’s easier for them to make a start around others of their kind. And warforged are both new and created as weapons of war – so it’s far more logical to see prejudice against warforged than against the races that have been part of your civilization for centuries. With that said, I think you see warforged in small communities where they have attachments to people who live there. When the soldier came home to his farm after the war, his warforged companion came with him and works on the farm. In the local tavern, a warforged remains as the bouncer. And I think an entire village of warforged – a gift of land from a noble grateful for their service – is an intriguing story idea. As for your smith (and I played a warforged artificer named Smith for a while), some villages would welcome him and others might drive him away; again, prejudice against warforged is more common than any of the demihumans.

Could a kalashar thrive in a hamet where she is the only psion for miles, or would she feel the need to conceal her talents? Similar question for changelings?

I think a kalashtar could do just fine. It’s easy for kalashtar to disguise themselves as humans if they want, but I also don’t think we’ve established fear of psionics as a big thing in the Five Nations; most people would just assume it’s some sort of mind magic. Changelings are another question and one I’ll address at more length at some places. Breland is fairly accepting of changelings and they may live openly. In other places you’ll oftn see changelings concealing their true nature; bear in mind, the reason they are called “changelings” dates from people having children with a disguised shapeshifter, and when the child is born a changeling, believing that their actual baby has been stolen away. And you also have small communities that are entirely changelings – though you won’t know it passing through. So it depends on the place: changelings will often hide, but a trusted changling whose family has been part of the community for a while may just live out in the open.

These are just a few ideas. The possibilities are endless, especially when you get into the different nations and their own unique elements, but that’s all I have time for now. Feel free to share ways you’ve presented the flavor of the world below!