Page 21 - D&D - Player's Handbook
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ness that energy inside an object until it is called forth   WEAVE-AFFECTING  MAGIC
          by its user (who, of course, need not be a spellcaster).   Certain spells allow casters to perceive or manipulate the
            In some cases, the magic of an item must be tied to   effects of the Weave in  particular ways. The Weave itself
          its wielder; representing an entwining of the threads   also has irregularities that affect spells.
          of the Weave between wielder and object known as      Detect Magic.  Detect magic reveals threads of the Weave
          attunement. As with all matters related to magic, the   woven together through spellcasting, or the "knots" of the
                                                              Weave in  a magic item. A magic item appears enmeshed
          number of items to which a single being can be attuned
                                                              in  the silvery-blue threads of the Weave, and the way the
          is limited, but the benefits of such a relationship can be
                                                              threads are arranged reveals what type of magic is  used
          considerable.
                                                              (necromancy, abjuration, and so on). Similarly, active
                                                              spells and areas imbued with  magic are limned in  a silvery
          MYTH A LS                                           network of threads, which  might twist and  reknit them-
          Mythals are some of the most powerful magic in the   selves depending on the magic involved.
          world of Tori!, constructs that bind and shape the    Dispel Magic.  Dispel magic unwinds and  prematurely
                                                              ends magic, unraveling whatever construct of the Weave
          Weave in a particular location, sometimes so powerfully
                                                              was  put in  place.
          that the rules of magic or even reality can be bent or
                                                                Antimagic. Anti magic effects can dispel existing spells
          rewritten.
                                                              and unravel any  magic woven from the Weave.  Perma-
            A mythal is a permanent field of overlapping magical   nent effects, such as those from  magic items, are usually
          wards and effects tied to a specific location. In its origi-  suppressed by anti magic: while the effect is within an
          nal usage, this term applied to the works of High Magic   area of anti magic, the construct of the Weave unravels,
          that protected ancient elven cities. It has since been   but the threads snap back into place once the magic is
          expanded to cover all manner of similar protections,   outside the area.
          from the immense floating cities of fallen Netheril to   Dead Magic.  In  rare areas of dead magic, the Weave
          the wards of Silverymoon to the smaller- but no less   is  absent.  Not only do spells and magic items cease to
          effective- workings of magic that keep safe important   function,  but even the supernatural abilities of creatures
                                                              that are innately tied to the Weave might fail  as the knot of
          locations like Candlekeep. Even the many-layered wards   the Weave they carry with them unravels.
          and effects of Undermountain, beneath Waterdeep, are   Wild Magic.  In  an  area of wild  magic, the Weave
          considered a mythal by some.                        becomes "tangled,"  spontaneously forming its own
            Most my thals are defensive in nature, designed to   constructs and  resulting magic.  It also tends to twist the
          restrict the kinds of magic that can be employed in the   constructs of the Weave created by spellcasting, causing
          area they govern, and the most common restrictions are   unexpected results.
          concerned with teleportation and conjuration magic. Ev-
          ereska's mythal influences the weather of the area and   RELIGION IN THE  REALMS
          wards its inhabitants against disease, while the mythal
          of undersea Myth Nantar makes its waters breathable   Though wizards work wonders with their Art, and
          and more comfortable for creatures not suited to under-  adventurers take their fates into their own hands, it is
          water life.                                       on the gods that most folk in the Forgotten Realms de-
            In many ways, a mythal is less like a spell or a magic   pend when they have need. The gods play a role in the
          item than a living creation of magic, capable of grow-  lives of nearly everyone, from the mightiest lord to the
          ing stronger or weaker, absorbing damage, or dying.   meanest urchin.
          Mythals can also sometimes heai themselves, as did   The various races of Tori! worship their pantheons,
          the mythal of Silverymoon, blossoming out of the   which remain largely the same from region to region,
          Moonbridge following Mystra's most recent return.   with different cultures and societies emphasizing some
          Each active mythal has one or more beings attuned   deities over others. Although exceptions exist- the gods
          to its effects, who can ignore any restrictions on spell-  of Mulhorand, for example- all the gods are revered
          casting, can direct targetable effects of the mythal, and   across all of FaerCm.
          can teach others of appropriate skill how to access
                                                            FORMS  OF WORSHIP
          its secrets.
            Except in cities such as Silverymoon and Evereska,   The average person worships different gods in different
          adventurers are most likely to encounter damaged or   contexts. Most vocations have a patron deity: farmers
          failing mythals in ruined locations where magic once   make offerings to Chauntea for the prosperity of their
          had great influence. Although an identify spell might   crops, clerks sharpen their quills with a prayer to De-
          reveal some of the simplest effects of a mythal, active   neir, while pious merchants remember to set coins aside
          restrictions on spellcasting can be discovered only by   for Waukeen at the end of the day. Most people worship
          trying (and failing) to cast a prohibited spell. A powerful   a deity associated with their livelihood, family, or home,
          spellcaster might learn how to access or repair a mythal   while others feel called to a particular god for a variety
          without assistance, but such feats are legendary, and   of reasons. Individuals often carry or wear a small token
          rarely attempted by even the most renowned of mages.   of their favored deity: a pendant or a pin in the image of
          Any elven city with Myth in its title (Myth Drannor,   the god's holy symbol, or some other personal keepsake.
          Myth Glaurach, Myth Nantar, and others) has, or had, a   In addition, people regularly venerate gods based on
          mythal protecting it. The ruins of such places are cer-  their needs and circumstances: a farmer whose favored
          tain to have unpredictable effects related to their dam-  deity is Chauntea would pray to Amaunator for a few
          aged or destroyed my thals.                       clear, sunny days, and a Waterdhavian noble who habit-
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