Page 20 - D&D - Player's Handbook
P. 20

Fallen Stars had grown, submerging great swaths of   MAGIC  IN THE REALMS
         land beneath its waves.
           Early in 1487, earthquakes and volcanic eruptions   From the simplest cantrip to the mightiest workings of
         abounded for months, as if the whole world was con-  High Magic, from the blessings of healing mercy to the
         vulsing. Rumors spread of chasms caused by the    raising of mighty heroes from the dead, magic perme-
         Spellplague suddenly vanishing, and stories circulated   ates the Realms. Any understanding of magic begins,
         of known destinations being farther away from one   and ends, with an understanding of the Weave.
         another, as if the world had quietly added miles of wil-
         derness to the distance between them. Word began to   THE WEAVE
         spread of places and peoples not heard from since the   The Weave is an essential element of the universe,
         Spell plague. It became apparent that some of the effects   running through everything in unseen threads. Some
         of that terrible time had been reversed. During the year,   creatures, objects, and locations have deep, intrinsic
         ships claiming to be from Evermeet, Lantan, and Nim-  ties to the Weave and can perform extraordinary feats
         bral- nations thought vanished or destroyed- sailed   that come naturally to them (a beholder's flight, a vam-
         into ports on the Sword Coast and in the Shining South.   pire's charming gaze, a dragon's breath weapon, and so
         Tales spread of the legendary skyships of Halruaa being   forth). Creatures with the necessary talent and skill can
         spotted in southern skies. No longer engaged in Cormyr,   also manipulate the Weave to perform magic by cast-
         Netheril attacked Myth Drannor by floating the City of   ing spells.
         Shade over it. In a struggle for control of Myth Dran-  The Weave isn't normally visible or detectable, even
         nor's mythal and the Weave itself,  the flying capital of   through the use of spells. Detect magic doesn't let you
         Netheril was brought crashing down on Myth Drannor,   perceive the Weave, for instance. The Weave isn't magic,
         resulting in the cataclysmic destruction of both.   precisely, any more than a collection of threads is a gar-
           As the year drew to a close, there were nights when   ment; it's the raw material from which the tapestry of
         the heavens seemed to hang motionless. Throughout   magic is woven.
         much of Faeriln, the winter of 1487 and 1488 lasted lon-  In two senses, both the metaphorical and the real,
         ger than any on record. The solstices and equinoxes had   the goddess Mystra is the Weave. She is its keeper
         somehow drifted. Later seasons followed suit, with each   and tender, but all  three times the goddess of magic
         starting and ending later than expected. Prayers to the   has died or been separated from her divinity (twice as
         gods for knowledge and mercy seemed to go unacknowl-  Mystra, and once as her predecessor, Mystryl), magic
         edged, apart from the presence of their Chosen.   has been twisted or has failed entirely.  With Mystra's
           Although the ores were defeated in the North, the   last death and the coming of the Spellplague, the
         League of Silver Marches was disbanded in 1488, as   Weave was thought destroyed, and the term lost its
         former allies blamed one another for failures in the war.   significance. Since the end of the most recent Sunder-
         Sembia divided into separate city-states only nominally   ing, both Mystra and the Weave have returned to their
         allied with one another. While a handful of settlements   roles of centuries past, and spells and magic items
         survived, the Netherese Empire was no more. The re-  are more reliable than they had been while the Spell-
         mainder of the Netherese forces battle with the Bedine   plague raged.
         over control of the Memory Spire, thought to be a tomb
         of the phaerimm, Netheril's ancient enemies. The battle   SUPERNATURAL POWERS
         awakens what turns out to be a hive of the creatures,
                                                           AND  PSIONICS
         and they use the life and magic-draining power of the
         spire against the lands below.                    The inborn magical abilities of certain creatures, the
           By 1489, many of the wars that began during the Sun-  acquired supernatural powers of people such as monks,
         dering had ground to a close. Other conflicts arose, and   and psionic abilities are similar in that their users don't
         mighty threats still imperiled the world, but the deities   manipulate the Weave in the customary way that spell-
         ceased interfering with the world through their Chosen.   casters do. The mental state of the user is vitally import-
         The gods were no longer silent but quiet, and in many   ant: monks and some psionics-users train long and hard
         places new priesthoods arose to interpret the gods' now   to attain the right frame of mind, while creatures with
         subtle signs.                                     supernatural powers have that mind-set in their nature.
           The world today seems a place filled with new lands   How these abilities are related to the Weave remains a
         and opportunities, where those who dare can leave their   matter of debate; many students of the arcane believe
         mark. Students of history and those elves and dwarves   that the use of the so-called Unseen Art is an aspect of
         who recall the past that short-lived humans see as dis-  magical talent that can't be directly studied or taught.
         tant perceive a world much like it was over a century
         ago. For most folk, wild tales of people empowered by   MAGIC  ITEMS
         the gods, and of far-off lands returned to the world, are   Where a spell effect is brought to life by manipulating
         the subjects of fireside chatter. Daily concerns and the   the threads of the Weave, the creation of a magic item
         dangers and opportunities just beyond their doors take   ties some of those threads together in a specific way, to
         precedence, and plenty of both remain on the Sword   produce the desired effect for as long as the item lasts.
         Coast and in the North.                           The Weave provides immediately available energy for
                                                           spells and also enables those who know the craft to har-



         CHAPTER l  I WELCOME TO THE REALMS
   15   16   17   18   19   20   21   22   23   24   25