Introduction
Identify
From
https://gamingmage.wordpress.com/2011/07/17/sunday-spell/
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What is this?
In the world of table-top gaming,
no game is quite so well known as Dungeons and
Dragons. Over the years, this iconic table-top
game has been changed and updated, altering
how characters are made, how the game is
played, and, most notably, changing how magic
works.
Dungeons and
Dragons is a story-telling and role-playing
game that details the travels and adventures
of the player's personal characters in a world
described (and sometimes created) by a person
referred to as the story-teller or game
master.
Some worlds
have become so iconic in this game that they
have been crafted and formed by the whole
community. One such world is the Forgotten
Realms, the stories taking place primarily on
the continent of Faerun.
Between editions of
Dungeons and Dragons, there were usually world
altering events on Faerun to go along with it.
These events often had a major effect on how
magic worked in the Forgotten Realms. I
decided to examine how these events (from 2nd
to 5th edition D&D) altered the amount of
energy that casters of similar skill levels
could harness.
The spell that I will
be using to examine this power difference is burning
hands, a spell where the wizard causes a
fan (or cone) of fire to burst forth from
their fingertips.
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A Brief
History of Magic on Faerun
Mystryl was born from
the chaos of combat between the two goddesses
Selune, goddess of the moon, and Shar, goddess
of darkness, and with Mystryl was born the
energies that would be called magic.
Mystryl let magic on
Faerun be used freely without limit or
restriction. Elves and Humans alike made
powerful magic items and crafted powerful
spells, making an entire kingdom of magic
users who lived in floating cities, powered by
magic alone. This kingdom was called Netheril.
Netheril found itself
at war with another race of monstrous
magic-users. The land had been made entirely
infertile, and nothing would grow, Netheril
was losing. One wizard, a prodigy named
Karsus, had a plan for ending the war.
Karsus invented a
spell that would allow him to ascend to
godhood, allowing him to take the place of
another deity. His target was Mystryl. The
wizard's spell ended in disaster. The instant
he cast it, magic energy spiked, doubling the
power of every spell on Faerun for a short
time. Karsus realized as he was draining
Mystryl's power that his spell would end up
destroying magic altogether.
Mystryl, in an
attempt to save magic, killed herself so that
she could be reborn, turning Karsus to stone
in the process. As Mystryl died, so did magic,
the flying cities of Netheril falling from the
sky as the deity of magic was reborn into the
goddess Mystra.
Mystra reformed
magic, calling it the Weave, and placed
limitations on the amount of power that could
be gained from it, making sure that no one
could gain the amount of power that Karsus
had.
Magic would remain
relatively the same for 1600 years, until the
gods fell to earth.
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The Fall of Netheril (Karsus' Folly) by
Winterkeep
From
http://orig10.deviantart.net/34b0/f/2012/298/f/7/the_fall_of_netheril__also_called_karsus__folly_by_winterkeep-d5iwkzk.jpg
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