#Lore24 – Entry #68 – Fantasy Month #8 – Hoe of Destruction

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

I’m not certain how Felaria decided upon this topic, for it was certainly an obscure one that I barely recalled, but then again, she has memories spanning multiple centuries whereas I’m barely into my twentieth year; she was likely there at the time it was created, perhaps even had firsthand knowledge of it for all I know.

Despite what the vulgar argot may imply upon hearing the name “Hoe of Destruction”, this is not actually a prostitute with destructive tendencies, nor is it something with demonic origins, or so the legends say.  As odd as the name sounds, the original Hoe of Destruction was a powerful magic tool, literally a modified gardening tool, which was fitted with a much wider and heavier blade than normal, reinforced and somehow balanced to be used as a weapon, not unlike a halberd.  It is unclear as to whether the weapon was forged by someone in particular, or if it was simply shaped through raw magical manipulation, but credit to its creation goes to Odegast the Defoliator, known thusly due to his rather vocal disdain for the elves and fae creatures of the wildlands beyond the southern borders of the elvish stronghold of Nymphanos.

Some seven centuries ago, Odegast, a powerful arcanist of the age, developed a strong enmity to the afore mentioned elves of Nymphanos, though the nature of the dispute is unclear, and may have been entirely one-sided, though I cannot recall specifically if I’ve ever heard any tales or read any specific texts on the subject.  Regardless, the accepted fact of the matter is that Odegast began harassing the elves and their sylvan allies in the region, using his not-insignificant magical talents to destroy many of their food-producing settlements.  When he was nearly killed by the elvish arcanists in retaliation, he went silent for a time, plotting revenge and vowing to right the wrong that was done to him (whatever that may have been; it is entirely possible, and perhaps very likely, that Odegast was in fact insane). 

So, he devised a most insidious method of revenge, and created the Hoe of Destruction.  A single tool or weapon alone would not be enough, however, so he refined the design and created many weaker versions of the defoliating tool, the magics within them cleverly concealed and difficult to detect, and had them distributed amongst the lands around Nymphanos.  For a time, the population could not understand why they suffered such a blight that led to famine in the region, but once it was discovered what Odegast had done, vengeance was swift and brutal.  Odegast’s lair was stormed and despite his significant defenses, he was eventually slain.  The original Hoe of Destruction was supposedly clutched in his hands until his dying breath, and then thrown into the sea and lost to the waves. 

The weapon itself, along with its lesser versions, had the ability to kill plant life when used as a gardening tool, poisoning the soil and the plants themselves, causing them to rot and die.  The magic of the original weapon/tool was also supposedly effective against plant creatures as well, dealing more severe wounds that supposedly caused infection and rot quickly upon being struck.  Since the weapon has been lost, and the records from that era are lacking, it is uncertain as to whether this is entirely accurate.

 

 

#Lore24 – Entry #64 – Fantasy Month #4 – Bands of Grounding

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Perhaps this is Felaria’s way of grounding my expectations of travel?  It would certainly fit her sense of humor.  Was I a bit too hopeful yesterday, a bit too eager to explore?  Perhaps I was; I did speak a lot about lands beyond the library, perhaps too much, though I heard no complaints from the others, and Gray Tiger was quite fascinated with what I had to say.

Anyway, Bands of Grounding, also known as Grounding Bands or mana-siphoning restraints, while a bit on the archaic side in terms of aesthetics, are no less effective at their intended purpose, restraining those who are capable of casting spells and constantly draining their energy reserves so they cannot cast spells, even with the use of their hands and mouths.  At the core of the design of these items are heavy-duty shackles and collars, often stout enough to restrain even the strongest of orcs, beset with numerous iron spikes, and multiple attachment points for chains and locks.  Securing even one such band to a spellcaster can result in diminished casting ability as their most powerful magics are siphoned away and their overall capacity for magic is reduced.  A full set of these restraints (consisting of bands on ankles and wrists, and a collar around the neck) will completely nullify even the most powerful spellcasters in minutes. 

Some observations regarding the design of these devices: 

1) The spikes, while instrumental in safely discharging the captured arcanist’s magical reserves, can be harmful to an overly animated arcanist or to those around them, should they know how to defend themselves without the use of magic, as was told to me by Gray Tiger, who has witnessed such things himself during his time training within his clan in the capital. 

2)  These devices are typically made of the densest metals, and/or with little regard for their overall weight and bulkiness; many spellcasters are physically weak due to long years of study, and thus encumbering them will further hinder their abilities. 

3)  The use of chains on the bands is entirely optional, and usually serves only to further restrain the wearer or secure them in place for transport or incarceration. 

4) The older designs of the Bands of Grounding had separate locks, which proved to be a security risk for spellcasters capable of picking locks, and though still in use in some distant regions of the Empire, have been replaced by the newer design, which rely upon spell-coded locks, their individual keys kept secured in another location until needed, or by the newest modification, which creates a kind of magnetic seal powered by the wearer’s own magical reserves, only removable by a separate control device.  As an additional security feature, the keys on the more modern designs are attuned so that if one restrained by the Bands attempts to use the keys, on themselves or others who are contained within the bands, they will receive a severe electrical shock, stunning them and causing a significant amount of pain.

5) A significant portion of the wealthy of the Empire often have sets of these created without their mana-siphoning enchantments as decorations for their kerryn slaves, perhaps with more refinement to the design, as something of a fashion accessory, some in silver or gold, or even encrusted with jewels in the case of the exceptionally wealthy.  The audacity of the wealthy nobles and merchants who make such displays is truly staggering.

Speaking from my personal experience with these devices during the course of my training, the feeling of having your magical reserves siphoned away is unsettling, leaving you with a distinct numbness within.  Given the high mobility style of swordplay I’ve adopted, the additional bulk of the restraints made it quite awkward to mount a proper defense, and I wound up poking myself several times with the spikes as I tried to move about, much to Filaria’s amusement, I might add.  I certainly could not think of a more insidious way to restrict magic users from using their abilities.

 

 

LORE24 ENTRY #26 – Scrying Magic

Category – Spell/Magic

In the age of high technology and space travel, magic has certainly waned, but among the various types of magic, perhaps it is scrying that has maintained its presence the most, even though it is perhaps the least flashy of disciplines.  Even though most spying revolves around corporate and governmental intrigues with the use of technology and guile, most mega corporations, with DSM as the most prevalent, have some degree of magical scrying at their disposal; wise corporations always invest in some form of warding in their most sensitive areas, and perhaps even on their most important people, to prevent this long-distance espionage.

Little has changed regarding the practice of scrying.  It still requires a medium with which to view distance places, typically through some kind of water-filled bowl or a mirror, both enchanted and attuned to the scrying magics.  It is then a matter of the skill of the arcanist making the attempt to scry, with factors such as distance, knowledge of the target, quality of scrying medium, and consideration of magical protections against scrying determining the amount of success in the attempt.  An experienced scrying specialist will be able to locate and view a chosen target across vast distances, across multiple star systems even, with perfect clarity and without the target being aware they are being remotely viewed.  

The dangers of scrying are not necessarily as high as other magical disciplines, but are unique in their own way.  A certain amount of subtlety is required, because the very act of scrying creates a magical link between the scryer and the target.  Thus, if a scryer presses too hard, or tries for too long, there is a growing chance that the target will become almost instinctually aware that they are being watched, and those trained in resisting scrying will learn to further hone these instincts.  Further, magical protections against scrying typically just hide the target or area from viewing, but some more advanced warding spells will be able to cause harm to the remote viewer, creating a violent feedback that can potentially kill them.  Scrying specialists, while performing their viewings, are also vulnerable, unable to easily defend themselves while they are engaged in the act, meaning they will have to have created prior arrangement for their own defense.  There have been instances in which two or more corporate scrying specialists have engaged in long-distance hunting operations against one another, trying to find weaknesses in each others’ defenses that would reveal one’s location before the other, and allow them to send out a strike force to deal with them.

 

LORE24 ENTRY #23 – Warding Magic

Category – Spell / Magic

One of the most studied forms of magic for its protective benefits, warding magic is a often a much deeper topic than one may initially surmise, and is prevalent in all modern branches of mysticism.  Primarily, warding magic is meant to protect either a location or object, or living beings, from some form of harm or other magic.  This is usually in the form of magically charged symbols, or wards, that are placed upon the target.  Wards can have a range of effects, from a constant protective ward that mitigates some form of damage, a ward shielding something from detection (typically via scrying), or a triggered trap that can cause harm.

Some example warding spells include:

Ward of Protection – This is a broader range of spells, depending on one’s mystic path, which is most often used to protect the caster or others around them from harm in some way.  This could take the form of a protective barrier that mitigates damage from typical sources (melee weapons, projectile weapons), the environment (extreme heat and cold, high pressure environments, or even vacuum), or other sources of a magical nature (elemental attack spells, etc).  These often take the form of an intangible aura around the subject, or a more focused, but smaller, visible shield of force, depending on application.  Some more powerful variations of these wards can even reflect the damaging source back toward the one who used it.

Ward of Concealment – These types of wards are meant to hide an object or person from detection, typically through magical scrying, though can also negate detection from mundane vision and other senses in some variations.  There may be no visual clue that such a ward is in place, without using arcane sight, but these wards can either completely hide a subject, or make their detection extremely difficult for an unskilled mystic.  Some wards only affect single senses, such as smell or hearing, while more advanced versions affect all senses, even those magical in nature.  A variation of this ward is the Ward of Tracking, which, when placed upon a target, will allow the caster to magically track the target over vast distances.

Ward of Destruction – These are often called offensive or combat wards, and are triggered to explode when the set triggering condition is met, dealing some form of damage to the ones triggering them, or releasing another spell on the target.  The most typical form of this ward is not unlike a landmine, causing an explosion of magical or elemental energy when someone steps within its area; some casters have been known to use multiple such wards to entrap a target during the course of a battle, and this variation of the spell has been refined to be easily used without much preparation or time, and are often called ‘landmine spells,’ even if they can be attached to any surface.  More advanced forms interweave additional spells within them, or increase the range or effect of the explosive effect.

 

LORE24 ENTRY #11 – Mass-Produced Spell Wands

Category – Magic / Spell

Although not strictly the domain of the DSM Arcane Research & Development department, this group is most often associated with mass-produced spell wands.  Though the creation of true magic wands isn’t a lost art, the craft has become much more rare in modern times as many of the reasons to carry such an item have been supplanted by technological items that replicate the effects of such spells, and for much less investment in time and resources, with the ability to be used by anyone, with or without magical talents.

In the case of a mass-produced wand, however, the costs have been minimized through the use of cheaper materials and the implementation of a single charging; once the power of the wands have been used, the artificially-created crystal holding the spell  charge crumbles, as often does the wand itself as the cheap composite materials break down over the lifespan of the wand.  Each wand is keyed to a single spell, and once crafted, this cannot be changed, whereas with a traditional wand, one of sufficient skill can create them with multiple spells stored within.

The benefits of a mass-produced wand are numerous, however.  Firstly, it allows for the group using them to easily equip their members, even those with minimal magical talents, with extra offensive and defensive options while leaving their personal spellcasting resources open for more powerful magics.  Second, in the event of losing such a wand, the loss is minimal in terms of cost to replace and time invested in its replacement.  Third, having a variety of additional spells available for an arcanist can give them greater advantage against those who oppose them, either in terms of offense and defense, or allowing the arcanist to use magic they normally are not capable of using, simply by uttering the activation phrase assigned to the wand.  In a pinch, those spellcasters who are familiar with the construction of wands can even supplement their own arcane energies by absorbing charges from the wands.

Generally, such wands hold limited charges, much fewer than a traditional spell wand, allowing for perhaps 20-30 castings of a lower powered spell, or as few as 10 or less of a more powerful spell.  As they cannot be recharged, once the power is expended, the wand is rendered useless.  Further, the power of spells from such wands is fixed, meaning that the spells cast from them are usually at a reduced magnitude of effect compared to the user having cast the spell themselves from their own reserves.

 

LORE24 ENTRY #3 – Prayer of Blessing

Category – Spell / Magic

A Prayer of Blessing is a type of divine magic used by priests and priestesses.  The caster of this spell speaks a prayer to the deity to which they have devoted themselves, asking for the blessing of their deity to protect and bolster themselves and their allies, most often in a combat situation, though there are variations for other circumstances.  This is a very common type of spell.

 

Example Blessings

Blessing of Battle – A blessing of this type bolsters the combat prowess of the recipient, enhancing their ability to land telling blows and enhancing the amount of damage done should the strike land.

Blessing of Defense – A blessing of this type bolsters the defenses of the recipient, creating a magical shield that will soften incoming blows or deflect incoming bullets, if not completely, enough to allow the victim of the attack to perhaps survive the attack.

Blessing of Endurance – A blessing of this type bolsters the physical resilience of the recipient, granting them greater endurance and fortitude to withstand harsh conditions, march for longer, or even resist the effects of poisons and toxins.