Sword Coast Adventurer 's Guide

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ness that energy inside an object until it is called forth
by its user (who, of course, need not be a spellcaster).
In some cases, th e magic of an ite m must be tied to
its wielder; representing an entwining of the threads
of the Weave between wielder and object known as
attunement. As with all matters related to magic, the
number of items to which a s ingle being can be attuned
is limited , but the benefits of such a relationship can be
considerable.

MYTH A LS


Mythals are som e of the most powerful magic in the
world of Tori!, constructs that bind and shape the
Weave in a particular location, sometimes so powerfully
that the rules of magic or even reality can be bent or
rewritten.
A mythal is a permanent field of overlapping magical
wards and effects tied to a specific location. In its origi-
nal usage, this term applied to the works of High Magic
that protected ancient elven cities. It has since been
expande d to cover all manne r of similar protections,
from the immense floating cities of fallen Netheril to
the wards of Silverymoon to the smaller- but no less
effective- workings of magic that keep safe important
locations like Candlekeep. Even the many-layered wards
and effects of Undermountain, beneath Waterdeep, are
considere d a mythal by some.
Most my thals are defensive in nature, designed to
restrict the kinds of magic that can be employed in the
a rea they govern, and the most common restrictions are
concerned with teleportation and conjuration magic. Ev-
ereska's mythal influences the weather of the area and
wards its inhabitants against disease, while the mythal
of undersea Myth Nantar makes its waters breathable
and more comfortable for creatures not s uited to under-
water life.
In many ways, a mythal is less like a spell or a magic
ite m than a living creation of magic, capable of grow-
ing stronger or weaker, absorbing damage, or dying.
Mythals can also sometimes heai themselves, as did
the mythal of Silverymoon, blossoming out of the
Moonbridge following Mystra's most recent return.
Each active mythal has one or more beings attuned
to its effects, who can ignore any restrictions on spell-
casting, can direct targe ta ble effects of the mythal, and
can teach others of appropriate s kill how to access
its secr ets.
Except in cities such as Silverymoon and Evereska,
adventurers are most likely to encounter damaged or
failing mythals in ruined locations where magic once
had great influence. Although an identify spell might
r eveal some of the simplest effects of a mythal, active
restrictions on spellcasting can be discovered only by
trying (and failing) to cast a prohibited spell. A powerful
spellcaster might learn how to access or repair a mythal
without assistance, but s uch feats are legendary, and
rarely attempted by even the most renowne d of mages.
Any elven city with Myth in its title (Myth Drannor,
Myth Glaurach, Myth Nantar, and others) has, or had, a
mythal protecting it. The ruins of such places are cer-
tain to have unpredictable effects related to their dam-
aged or destroyed m y thals.


WEAVE-AFFECTING MAGIC
Certain spells allow casters to perceive or manipulate the
effects of the Weave in particular ways. The Weave itself
also has irregularities that affect spells.
Detect Magic. Detect magic reveals threads of the Weave
woven together through spellcasting, or the "knots" of the
Weave in a magic item. A magic item appears enmeshed
in the silvery-blue threads of the Weave, and the way the
threads are arranged reveals what type of magic is used
(necromancy, abjuration, and so on). Similarly, active
spells and areas imbued with magic are limned in a silvery
network of threads, which might twist and reknit them-
selves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely
ends magic, unraveling whatever construct of the Weave
was put in place.
Antimagic. Anti magic effects can dispel existing spells
and unravel any magic woven from the Weave. Perma-
nent effects, such as those from magic items, are usually
suppressed by anti magic: while the effect is within an
area of anti magic, the construct of the Weave unravels,
but the threads snap back into place once the magic is
outside the area.
Dead Magic. In rare areas of dead magic, the Weave
is absent. Not only do spells and magic items cease to
function, but even the supernatural abilities of creatures
that are innately tied to the Weave might fail as the knot of
the Weave they carry with them unravels.
Wild Magic. In an area of wild magic, the Weave
becomes "tangled," spontaneously forming its own
constructs and resulting magic. It also tends to twist the
constructs of the Weave created by spellcasting, causing
unexpected results.

RELIGION IN THE REALMS

Though wizards work wonders with th eir Art, and
adventurers take the ir fates into their own hands, it is
on the gods that most folk in the Forgotten Realms de-
pe nd when they have need. The gods play a role in the
lives of nearly everyone, from the mightiest lord to the
meanest urchin.
The various races of Tori! worship their pantheons,
which rem a in largely the same from region to region,
with different cultures and societies emphasizing some
deities over others. Although exceptions exist-the gods
of Mulhorand, for example- all the gods are revered
across all of FaerCm.

FORMS OF WORSHIP
The average person worships diffe rent gods in different
contexts. Most vocations have a patron deity: farmers
make offerings to Chauntea for the prosperity of their
crops, clerks sharpen thei r quills with a prayer to De-
neir, while pious merchants remember to set coins aside
for Waukeen at the end of the day. Most people worship
a deity associated with their livelihood, family, or home,
while others feel called to a particular god for a variety
of reasons. Individuals often carry or wear a small token
of thei r favored deity: a pendant or a pin in the image of
the god's holy symbol, or some othe r personal keepsake.
In addition, people regularly venerate gods based on
their needs and circumstances: a farmer whose favored
deity is Chauntea would pray to Amaunator for a few
clear, sunny days, and a Waterdhavian noble who habit-
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