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Document left for Nihilanth Memnon at the Rock Bottom Inn

Shandralyr dur'Faeris “Basic Theory on Spellcasting, Spellscrying, and Scrywarding”

====================== Introduction ======================

In this treatise we will discuss the complex action of spellcasting, the aftereffects of magic use, the inherent vulnerabilities of these effects, and the weavings necessary to complete them. As a disclaimer, this is a research in progress, and so as the project reaches completion the theories and concepts presented within will gradually be replaced with tested fact and the logical conclusion.

=================== Stages of Spellcasting ===================

Spellcasting is a complex action, and is not merely a singular process that creates the desired effect. Though the effects of spells vary greatly in scope, from the benign to the devastating, to the beneficial to the maledicial, all spells have in common the same basic principles.

- The first phase of spell crafting is called “The Gathering.” This is the phase in which the caster chooses the spell to be woven and calls to him the proper commanding elements, planes, and power words and symbols. These come together to form the shapeless astral energy for the spell chosen, and hover before the wizard in their native planes, waiting to cross over through the transitional planes. - The second phase of spell crafting is called “The Formation.” It should be noted that in the crafting of a magical item such as a wand or potion, this is the final stage of the casting, until the item is utilized. In this phase, through exact practiced action and sheer force of will the ethereal and corporeal components of the spell are, in the case of non native components such as elemental energy or dream essence, brought from their various native locales of existence, and in the case of mundane components such as guano or crystals, cast into the formative synergy which generally is directly before the caster. At this time the caster enacts his will on the Weave, which is the gateway and wall between raw magical aether and the world, manipulating the various ley lines and nexus points required to shape the spell into the desired effect and attune these energies to herself. Because every essence of every item is infused with the aether of the Weave, the shaping phase creates a usually spherical wavelike effect that resonates with the surrounded aether. Inherently this phase brings with it many natural vulnerabilities. Firstly, because the surrounding aether resonates in harmony with the shape of the spell to be formed, it is possible for another apt caster to see the direct manipulation being wrought and unweave it, or unmake the effect as it is being forged. Secondly, because the nature of the aether is multiplanar, the outward ripples created by spellweaving can be felt over long distances not only in the Prime Material plane, the world in which we live in, but also in many planes connected to the transitional planes such as the ethereal and astral planes, from which the basic energy components from many spells are drawn. There are many creatures that are instinctively drawn to such energies in motion, some of which that can piece the planer boundaries and cross over near the area involved in the casting. The creatures known as mage eaters are one example, but many others exist. - The third phase of spell crafting is called “The Release.” At this time the properly prepared, shaped, and dominated energies are directed to their destination, unleashing their various effects in an order such that each of their potencies interact to create the desired effect. Once the energy of each of the spells components is released, the excess energy naturally begins to dissipate and migrate back to their planes and existences from which they originated. The aether itself, however, continues to bear a signature of the spell which persists for quite some time, contributing to the background noise of all natural magical processes and the residual echoes of magic unleashed previously. This unintelligible babble is referred to as the static aether.

==================== Scrying and Spell Location ====================

- As we discussed previously, during the Formation, the caster attunes the energies within the spell to herself and dominates them. This creates another vulnerability to scrying, which is percieving a particular place or time or person from a distance through the use of divination. As the planar ripples travel outward to their dissipation point, they can be intercepted along the way by an apt and prepared magic user or inclined creature. These energies, like the original resonance that progenated them, are attuned to the particular caster that formed the effect. Through scrying and sometimes astral projection, a diviner can follow the ripple back to it's source, attuning their sight and oftentimes spacial perception to the locale where the spell was cast or to the astral signature of the very spellcaster herself. Though the implications of such dangers is apparent and obvious, it is more so complicated by the necessary secrecy, privacy, and care which we must guard our own location and doings here in the very hostile underdark, among the very numerous and very menacing neighbors we are forced to keep during our residence in the deep dark.

============== Abjurative conjurations and Scrywarding ==============

- Through complex abjurative magics, these being the magics utilized for the nullification of hostile magic and protection of the recipient from physical or magical harm, astral and ethereal wards can be fashioned to prevent the scrying of the aftereffects of spellcasting. In theory, these wards establish a multiplanar barrier around an object or bound to a particular surface. When ethereal and astral ripples pass through the barrier, their original forms and attunement are distorted and scrambled, reflected and refracted at random angles and into random planes of existence, thus masking and concealing their original signature and attunement from their original scryable form. The final product of passage through the wave is a broken, disjointed, and utterly intelligible magical residue that will in nearly all cases be mistaken or indistinguishible for the natural static aether, which we discussed in the third stage of spell formation, the Release.