The Alexandrian

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This is a useful cheat sheet I created for understanding what characters can see in the wilderness. In practice, sight lines will vary quite a bit (due to hills, forest canopies, atmospheric haze, and other obstructions), but I’ve found it’s useful to have some reference points and a few rules of thumb.

HORIZON: The horizon is 3 miles away at sea level.

NEIGHBORING HEXES: Passing through the center of a 12-mile hex, neighboring hexes cannot be seen. If the path is biased, the nearest hexes can usually be discerned (depending on the terrain).

Design Note: This is one of the reasons I prefer a 12-mile hex. Unless the PCs take special action to see farther, you’ll generally be able to focus exclusively on the hex they’re currently traveling through.

MOUNTAINS: Mountains can be seen from 6 hexes (72 miles) away.

Design Note: My research indicates that most mountain ranges have an average height of 3,000 feet. If you do the math, you can see an object 3,000 feet high from about 68 miles away, which I then rounded up to 6 hexes. Or, if you reverse the math, I’m saying that at 72 miles you can see the occasional peak that’s up to 3,500 feet high in that range or thereabouts. A very tall peak of 10,000 feet could theoretically be seen from 10 hexes away on a clear day.

ELEVATION: Distance to the horizon in miles is the square root of (feet above sea level x 1.5 feet). Add the height of tall objects to the viewer’s. Atmospheric haze will eliminate the ability to see even the largest objects more than 3-5 hexes away.

HeightHorizon
Halfling2 miles
Human3 miles
10 ft.4 miles
25 ft.6 miles
50 ft.9 miles
100 ft.12 miles (1 hex)
400 ft.24 miles (2 hexes)
1000 ft.39 miles (3 hexes)
1500 ft.48 miles (4 hexes)
2500 ft.60 miles (5 hexes)

SIGHTING

Characters may seek out a good location for seeing long distances by taking the Sighting watch action. Height is obviously a factor here, but finding the right sight lines can be equally important. (Climbing a tree is all well and good, but if it’s at the bottom of a valley the effect will be mitigated.) This is also why simply being “on a mountain” doesn’t automatically translate to great sighting: you’re usually surrounded by other mountains.

As a general rule of thumb, assume that characters can find a location granting them 50 feet of height (or the equivalent thereof). This will allow them to see into neighboring hexes, and possibly even see notable locations within those hexes or their current hex (which may or may not require a Wisdom (Perception) check).

If you call for a skill check to find a sighting location, consider using a fail forward technique: On a success, the PCs get the normal benefits of sighting. On a failure, they might only be able to make out the terrain type of two or three of the nearby hexes (and no details thereof).

If circumstances suggest that the PCs would have great sight lines without needing to take special effort, that’s great. It might still be appropriate to allow them to take the Sighting action to improve their line of sight even more, extending their vision by another hex.

ENCOUNTER DISTANCE

When an encounter is generated, the distance at which the encounter may be detected will depend on the terrain in which it is occurring. (If the encounter is with a group of creatures and both sides are surprised – i.e., they do not detect each other – it’s technically possible they will pass each other without ever realizing it.)

The figures here represent typical circumstances on the ground. If the PCs are keeping watch from the top of a stone tower, for example, it’s quite possible for them to spot potential threats at much greater distances.

TerrainEncounter Distance
Desert6d6 x 20 feet
Desert, dunes6d6 x 10 feet
Forest (sparse)3d6 x 10 feet
Forest (medium)2d8 x 10 feet
Forest (dense)2d6 x 10 feet
Hills (gentle)2d6 x 10 feet
Hills (rugged)2d6 x 10 feet
Jungle2d6 x 10 feet
Moor2d8 x 10 feet
Mountains4d10 x 10 feet
Plains6d6 x 40 feet
Swamp6d6 x 10 feet
Tundra, frozen6d6 x 20 feet

Back to 5E Hexcrawls

Five Landsknechte and an Oriental Man on Horseback - c. 1495, Albrecht Durer

Go to Part 1

Characters can take watch actions to contribute to the expedition’s success or achieve other tasks while traveling. Some watch actions are limited to specific types of watch or travel pace.

Playtest Tip: It’s usually a good idea to get an expedition’s “standing orders” instead of asking everyone to declare their watch action during every single watch. An easy example is that if the ranger has been doing the navigating for the last eight days, he’s probably going to continue navigating for the next four hours and you don’t need to confirm that.

FORAGER

Characters can forage during an active watch or while traveling at a slow pace. Foragers make a Wisdom (Survival) check against the Forage DC of the terrain. On a success, the forager either gains 1 ration of food or finds a source of fresh water (allowing the expedition to drink their daily ration of water and for waterskins to be refilled). An additional ration of food or source of fresh water can be found for every 2 points by which the check result exceeds the DC.

Advanced Rule – Sparse Biome: At the GM’s discretion, a biome may be deemed sparse. In a sparse biome, each source of fresh water discovered only yields one gallon of water.

Advanced Rule – Grazing: Some animals (like horses) can simply graze for sustenance. In an appropriate biome (as determined by the GM), they will be fully fed as long as they are allowed to graze for one watch per day. In a sparse biome, they must graze for two watches per day and it may be necessary to also provide fresh water for them.

FOOD & WATER

Food: Small or Medium creatures require 1 ration of food per day. They can go without food for a number of days equal to 3 + their Constitution modifier (minimum 1) before suffering 1 exhaustion level per day thereafter. A normal day of eating resets the count of days without food to zero.

A creature on half rations counts as going a ½ day without food (and these half days accumulate until they can eat full rations).

Water: Small or Medium creatures require 1 gallon of water per day, or twice that in hot weather. A creature on a half ration of water must succeed on a DC 15 Constitution check at the end of each day or suffer a level of exhaustion. If they drink less water than that, they suffer a level of exhaustion automatically. If the character already has one or more levels of exhaustion, the character takes two levels instead of one level in either case.

Waterskins hold a half-ration of water.

Recovery: Any exhaustion suffered from lack of food or water cannot be removed until after a full day of normal consumption.

Large & Tiny Creatures: Tiny creatures require one-quarter ration of food and water per day. Large creatures (like horses) require four rations  of food and water per day.

NAVIGATOR

The expedition’s navigator is responsible for making navigation checks. A second navigator can assist, granting advantage to the navigation checks.

PACK-PULLER

A pack-puller is responsible for managing an expeditions pack animals. A pack-puller can lead a number of animals equal to their passive Wisdom (Animal Handling) score. (This number includes the pack-puller’s mount, if any.)

RESTING

A character must take the Resting watch action for two rest watches in a row in order to gain the benefits of a Long Rest. (See the rules for Long Rests regarding which types of interruptions are possible without disrupting the Resting action.)

Advanced Rule – Lack of Sleep: If a character does not spend at least one full watch per day resting, they must succeed at a Constitution saving throw (DC 16 – the number of hours they slept, if any) or suffer a level of exhaustion.

SCOUT

A scout can journey out from an expedition in an effort to chart a course or learn the lay of the land. When scouting, they can choose one of two actions:

  • Reporting: If the navigator receives a scout’s report, they gain advantage on their navigation checks for the next travel watch.
  • Pathfinding: The scout attempts a Wisdom (Survival) score using the area’s Navigation DC. On a success, the expedition can treat trackless terrain as if it had a trail for one watch.

A character can scout during a watch in which an expedition is traveling only if their speed is faster than the expedition’s. Alternatively, scouts can be sent out during watches in which the rest of the expedition are active or resting (but not traveling).

An additional encounter check is made for each scouting group. (They are effectively a separate expedition while engaged in scouting.)

SENTINEL

A member of an expedition acting as a sentinel can make Wisdom (Perception) checks to detect threats or notice anything else out of the ordinary.

Design Note: If you use passive Wisdom (Perception) scores, their use on journeys is also limited to sentinels. I do not.

Advanced Rule – Outrider: During a travel watch, a character can journey out in an effort to protect the expedition from detection or threats. Whenever an encounter is generated for the expedition, each outrider group can attempt a Wisdom (Perception) check (DC 15 or opposed by the encounter’s Stealth check) to detect the encounter before it’s encountered by the expedition.

However, an additional encounter check is also made for each outrider group at one-half the normal chance of an encounter. (It’s possible for outriders to discover locations or encounter creatures which would have otherwise been missed by the main expedition.)

SIGHTING

During an active watch, a character can take a watch action to find an outlook – a good sighting place which will allow the character to significantly extend the distance to which they can see the surrounding wilderness. (See Hexcrawl Tools: Spot Distances.)

At the GM’s discretion, a skill check may be required to identify or reach the outlook. (For example, a Strength (Athletics) check to reach the top of an appropriately positioned tree.)

TRACKER

Finding Tracks: Searching a significant wilderness area for tracks is an active watch action. The tracker makes a Wisdom (Perception) check against the appropriate Track DC.

Following Tracks: Once tracks have been found, a tracker can follow the trail during a travel watch by making a Wisdom (Survival) check against the appropriate Track DC. A new check must be made each time the trail enter a new hex.

If a trail is lost, it may be possible to reacquire it using the Finding Tracks action.

Design Note: Generally speaking, it’s appropriate to use let it ride techniques when tracking a quarry. In this case, however, navigation (and possibly getting lost) is a significant component of the hexcrawl structure and these additional checks are meaningful.

However, you could easily decide to go the other direction: A single successful Wisdom (Survival) check could follow the trail all the way to its end. Alternatively, you might only call for new checks when the terrain (the tracks enter the desert) or conditions (it starts raining) change, creating points of uncertainty.

TRACK DCs

SURFACEDC
Very soft ground (snow, wet mud)5
Soft ground (sand)10
Firm ground (fields, woods, thick rugs, dusty floors)15
Hard ground (bare rock, indoor floor, streambeds)20
CONDITIONMODIFIER
Multiple people-2
Large group-4
Very large group-8
Creature is bleeding-4
Every day since the trail was made+1 per day
Every hour of rain since the trail was made+1 per hour
Fresh snow cover since the trail was made+10

Advanced Rule – Cover Your Tracks: As a watch action, a character can attempt to cover the expedition’s tracks. This is a stealth action, requiring the expedition to be moving at a slow pace. The character makes a Wisdom (Stealth) or Wisdom (Survival) check to set the Track DC for any pursuer attempting to find or follow their tracks. The check suffers disadvantage in very soft ground, but gains advantage on hard ground. Condition modifiers apply normally to the pursuer’s tracking check.

TRAILBLAZER

When an expedition is trailblazing (see Advanced Rule: Trailblazing), one member of the expedition must use their watch action to blaze the trail. If hidden signs are being employed, an additional character can assist the trailblazer on their Wisdom (Stealth) check.

Go to Part 4: Navigation

Go to Part 1

The rules for wilderness exploration can be broken down into four modules:

  • Wilderness Travel, with rules for timekeeping and determining the distance traveled.
  • Watch Actions, which allow characters traveling through the wilderness to do activities other than simply moving.
  • Navigation, providing a structure for determining where the characters actually go.
  • Encounter System, for determining what characters experience during their travels.

To some extent, each of these modules can be used independently of the others, either by simply ignoring a particular module or, in some cases, by assuming a basic default for the module.

For example, instead of using the rules for wilderness travel, you could simply assume that an expedition always moves 24 miles or 2 hexes per day, while still using the rules for navigation to determine where the PCs end up with that distance traveled. Conversely, you could use all the rules for wilderness travel to greatly vary and customize the distance traveled each day, but simultaneously ignore all the rules for navigation and simply checking off the distance traveled towards whatever destination was selected.

But, of course, the four modules are also designed to be used together, with the results produced by one module enhancing and informing the others.

WATCHES

A watch is the basic unit for tracking time. A watch is equal to 4 hours.

Determining Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).

WATCH TYPES

There are six watches per day and three types of watch:

  • Active
  • Rest
  • Travel

While traveling, it is generally assumed that an expedition is spending two watches per day traveling, two watches per day resting, and two watches per day engaged in other activities.

Forced March: If a character spends more than two watches traveling in one day, they must make a Constitution check (DC 10 + 1 per hour of additional travel). On a failure, they suffer one level of exhaustion.

TRAVEL PACE

During each travel watch, the expedition determines their travel pace.

Normal: An expedition traveling at normal pace cannot use Stealth checks to avoid detection.

Slow: While moving at a slow pace, the expedition is purposely being careful. An expedition traveling at slow pace:

  • Gains advantage on navigation checks.
  • Can make Stealth checks to avoid detection.
  • The chance for a non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.)

Exploration: While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. While exploring, an expedition:

  • Cannot use Stealth checks to avoid detection.
  • Gains advantage on navigation checks.
  • The chance for encounters is doubled.

Fast: While moving quickly through the wilderness, expeditions traveling at fast pace:

  • Cannot use Stealth checks to avoid detection.
  • Suffer disadvantage to Wisdom (Perception) checks.
  • Suffer a -5 penalty to navigation checks.

BASIC TRAVEL DISTANCE

PacePer HourPer WatchPer Day
Fast4.5 miles18 miles36 miles
Normal3 miles12 miles24 miles
Slow2 miles9 miles18 miles
Exploration1.5 miles6 miles12 miles

Note: Per Day on this table is based on traveling for two watches (8 hours); i.e., a full day of travel without a forced march.

ADVANCED RULE: MOUNTS & VEHICLES

Gallop: If riding a mount, you can gallop for 1 hour during a watch in which you are traveling at normal or fast pace. During that hour you travel at twice your fast pace speed. (This results in a total watch distance of 18 miles at normal pace or 22.5 miles at fast pace.)

If fresh mounts are available every 8 or 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Note: If you are using the advanced rules for party speed below, do not use the rule for galloping.

Land Vehicles: Choose pace normally.

Waterborne Vehicles: Distance is limited to the speed of the vessel. On some ships, characters may be able to take rest and active watches even while the ship is moving. This may also allow the ship to travel up to 24 hours a day if the crew can operate in multiple shifts.

Unsuitable Terrain: Most land vehicles are designed to be used on roads, although many will fair well in open terrain (like a prairie). At the GM’s discretion, in unsuitable terrain a vehicle may be limited to a slow pace and ability checks may be required each watch to make any progress at all.

ADVANCED RULE: EXPEDITION SPEED

An expedition’s speed is based on the speed of its slowest member.

  • In 1 hour at normal pace, the expedition can travel a number of miles equal to its speed divided by 10.
  • At a fast pace, the expedition can travel 150% of its normal speed.
  • At a slow pace, the expedition can travel two-thirds of its normal speed.
  • At an exploration pace, the expedition can travel one-half of its normal speed.
  • Calculate distance per watch based on the expedition’s hourly speed.

On the tables below, distances have been rounded to the nearest half mile.

EXPEDITION SPEED – PER HOUR

Expedition SpeedFast PaceNormal PaceSlow PaceExploration Pace
20 ft.3 miles2 miles1.5 miles1 mile
25 ft.4 miles2.5 miles2 miles1.5 miles
30 ft.4.5 miles3 miles2 miles1.5 miles
40 ft.6 miles4 miles3 miles2 miles
60 ft.9 miles6 miles4 miles3 miles
100 ft.15 miles10 miles7 miles5 miles
300 ft.45 miles30 miles20 miles15 miles

EXPEDITION SPEED – PER WATCH

Expedition SpeedFast PaceNormal PaceSlow PaceExploration Pace
20 ft.12 miles8 miles5.5 miles4 miles
25 ft.15 miles10 miles7 miles5 miles
30 ft.18 miles12 miles8 miles6 miles
40 ft.24 miles16 miles11 miles8 miles
60 ft.36 miles24 miles16 miles12 miles
100 ft.60 miles40 miles27 miles20 miles
300 ft.180 miles120 miles80 miles60 miles

Note: You might also choose to generally use the basic travel distance for expeditions, but use the advanced rules for expedition speed for unusual means of conveyance (via magic, mechanism, or fantastical mount, for example).

ADVANCED RULE: TERRAIN

The type of terrain modifies the speed at which an expedition can travel.

  • Highway: A highway is a straight, major, paved road.
  • Road: A road is a dirt track or similar causeway.
  • Trail: An irregular byway. Probably unsuitable for most vehicles and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not usually require navigation checks, although a known trail in poor repair requires a DC 10 navigation check to follow.
  • Trackless: Trackless terrain is a wild area with no paths. +2 to navigation DCs.
TERRAIN
HIGHWAY
ROAD/TRAIL
TRACKLESS
NAVIGATION DC
FORAGE DC
Desert
x1
x1/2
x1/2
12
20
Forest (sparse)
x1
x1
x1/2
14
14
Forest (medium)
x1
x1
x1/2
16
14
Forest (dense)
x1
x1
x1/2
18
14
Hills
x1
x3/4
x1/2
14
12
Jungle
x1
x3/4
x1/4
16
14
Moor
x1
x1
x3/4
14
16
Mountains
x3/4
x3/4
x1/2
16
18
Plains
x1
x1
x3/4
12
12
Swamp
x1
x3/4
x1/2
15
16
Tundra, frozen
x1
x3/4
x3/4
12
18

ADVANCED RULE: CONDITIONS

Certain climate conditions and activities modify the speed at which an expedition can travel.

CONDITIONS
SPEED MODIFIER
Cold or hot climate
x3/4
Giant terrain
x3/4
Hurricane
x1/10
Leading mount
x3/4
Poor visibility (fog, darkness)
x1/2
River crossing
x3/4
Snow cover
x1/2
Snow cover, heavy
x1/4
Storm
x3/4
Storm, powerful
x1/2

Leading Pack Animal: Under normal circumstances, a pack-puller can lead a file with a number of animals equal to their passive Wisdom (Animal Handling) skill.

Poor Visibility: This condition also gives disadvantage to navigation and forage checks.

River Crossing: This penalty applies to any watch during which a river must be crossed. This does not apply if the characters are following a road which has a bridge on it, but does apply if they’re traveling cross-country and must seek out a bridge.

ADVANCED RULE: ACTUAL DISTANCE TRAVELED

The distance cited on the travel tables is the average distance traveled. The actual distance traveled in a watch is 50% to 150% (2d6+3 x 10%) of that distance.

Characters can ascertain the actual distance traveled with a successful Wisdom (Survival) check made at the navigation DC of the terrain. On a failure, they assume the average value of the distance traveled.

Design Note: The purpose of this rule is to make accurate mapping more difficult. (You could hypothetically adapt a similar rule to dungeon exploration in order to make accurate mapping of the dungeon environment more difficult, too, although the resolution time involved would probably be prohibitive.)

ADVANCED RULE: TRAILBLAZING

Trailblazing is a special travel pace which can be taken in conjunction with other travel paces. It reduces the expedition’s speed by one-half, but also marks an efficient trail through the wilderness with some form of signs – paint, simple carvings, cloth flags, etc.

Once blazed, this is considered a known trail to the expedition.

Hidden Signs: The signs of a trail can be followed by any creature. When blazing a trail, however, the character making the signs can make a Wisdom (Stealth) check to disguise them so that they can only be noticed or found with a Wisdom (Perception) or Intelligence (Investigation) check.

You don’t need to make a Wisdom (Perception) check to follow your own hidden signs (or the hidden signs of a known trail you’ve followed before). Those who are aware of the trail’s existence but who have not followed it before gain advantage on their Wisdom (Perception) or Intelligence (Investigation) check to find the trail sign.

Note: Trail signs – including hidden trail signs – may be encountered as an exploration encounter in a hex the trail passes through.

Optional Rule – Old Trails: Most trail signs are impermanent and likely to decay over time. There is a 1 in 6 chance per season that a trail will decay from good repair to weather worn; from weather worn to poor repair; or from poor repair to no longer existing.

Someone traveling along a weather worn trail can restore it to good repair as long as they are not traveling at fast pace. Trails in poor repair require someone to travel along them at the trailblazing travel pace to restore to good repair.

Note: Erecting more permanent trail signs – like cairns, stone carvings, etc. – is a significant and time-consuming activity, but may be worthwhile on well-traveled trails.

HEXES

1 Hex = 12 miles (center to center / side to side) = 7 mile sides = 124 square miles

Movement on the wilderness hex grid is abstracted. In order to determine if an expedition has left a hex, you must keep track of their progress within the hex.

Starting in a Hex: If an expedition starts movement within a hex, it requires 6 miles of progress to exit any face of the hex.

Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide it only takes 2 miles to exit through the hex’s western face and 10 miles to exit through its eastern face.

Crossing Hex to a Far Side: It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.

Crossing Hex to a Near Side: It requires 6 miles of progress to exit a hex through one of the two nearest faces.

Changing Direction: Changing direction more than once within a hex will result in the loss of 2 miles of progress each time direction is changed.

Back the Way We Came: If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the face through which they entered the hex for any other reason (by getting lost, for example) it requires an additional 1d6-1 miles of progress to exit the hex (unless circumstances suggest some other figure).

Go to Part 3: Watch Actions

Icewind Dale: Rime of the Frostmaiden is designed as a sandbox. And not just in name only. It’s the real deal: A campaign where the players are empowered to either choose or define what their next scenario is going to be.

In the latest Advanced Gamemastery video, I simulate the opening sessions of a campaign in Icewind Dale, walking you through how a master GM brings the Forgotten Realms to life.

ICEWIND DALE ARTICLES
Review: Icewind Dale – Rime of the Frostmaiden
Icewind Dale: Running the Sandbox
Icewind Dale: Travel Times
Icewind Dale: Goat-Ball
Sandbox & Simulation

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The Theory of Magic

March 11th, 2021

When spellcasters prep a spell, they are creating an entanglement between their souls and the quantized fields of ley energy which permeate the cosmos. (Or, more accurately, they shape their spiritual valence – the “surface” at which the soul’s energy interfaces with the rest of reality – to create specific desmata, or channels, which are entangled with the ley fields. Hence, channeling magic.)

This process is incredibly dangerous. If the entanglement goes wrong, a spellcaster can essentially “ground” themselves – becoming (very briefly) a living conduit through which unrestrained magical energy pours into the Material Plane. At best, this can burn out some or all of the caster’s magical potential, creating a scar on their soul. Usually such events simply kill the caster outright.

In practice, arcanists have learned very stable configurations of entanglement. Different bodies of arcane theory feature different stable patterns through which they progress, but, for example, wizards have perfected patterns for creating two entanglements with the first sphere of energy (1st level spells), another for four entanglements with the first field of energy and two with the second field, and so forth.

Magical theory believes that the nature and shape of the ley fields are due to the configuration of the major planes. The “turning of the Great Wheel” or “branchings of the Great Tree” are really just metaphors for how arcanists believe energy flows through the multiverse. (This is also why you may hear some arcanists referring to the “first sphere” or “seventh sphere” of magic, while others refer to the level or branching or so forth.)

If you were to truly “blow up Hell,” or whatever, the quantum levels of the energy field would shift, completely disrupting all magical theory: A 3rd level spell slot would no longer have the same amount of mystical energy. There might even be more or less discrete layers – i.e., spell levels – in the ley field.

Ley lines can be thought of as “cracks” in the skein of reality where this interplanar energy is pushing through into our plane of existence. They are a sort of obduction where magical energy enters the Material Plane, similar to how new crust is “pushed up” through ocean rifts. In any case, this means that a given ley line can be associated with one, some, or all nine of the energy fields (spell levels).

THE EVOLUTION OF MAGICAL THEORY

It used to be the case that each desmata had to be carefully customized to a specific flow of energy. (In other words, you had to prep a specific spell into each spell slot.) It was always known, however, that this was merely a theoretical limit: There were creatures with natural desmata, for example, who could use them to flexibly cast a variety of spells.

Some individuals were similarly known to be born with or later manifest natural desmata. In some cases, these desmata would become “active,” allowing these “natural spellcasters” to create variable magical effects without any formal training. However, this was an uncontrolled, dangerous, and incredibly unstable process. The spontaneous alignment of any desmata could go horribly awry. It might kill the spellcaster, burn out their magical ability, or, in rare cases, cause the desmata to become stuck “open” – basically spewing forth wild magic in a chaotic torrent.

These spontaneous spellcasters were basically walking cataclysms that could be unpredictably triggered at any moment. As a result, they were usually social pariahs. (People don’t like it when their neighbors randomly blow up.)

In the last century, however, significant breakthroughs in arcane theory made it possible for these spellcasters – or sorcerers – to, first, wield much greater control over which spells they could cast through their desmata (allowing them to learn specific spells instead of just manifesting random abilities) and, later, safely activate their dormant desmata in stable configurations.

Sorcerers stopped exploding. Some of the old prejudices remain, but over the past several decades they have mostly been reintegrated into society.

These theoretical breakthroughs also led to a greater understanding of the structure (or “weave”) of desmata. Studying the flexible desmata of sorcerers allowed other arcanists to perfect the design of non-specific desmata aligned to each ley field.

This was a revolution in magical theory!

The first flexible desmata to be perfected was actually for the third sphere of magic, but over the next decade arcanists rapidly perfected flexible desmata for each quantized field. You still had to study and master specific spell effects, but you no longer had to create one custom desmata for a fireball and a different custom desmata for a lightning bolt – you simply had a single flexible desmata of the third sphere which could be used to channel energy for either effect.

The insights gleaned from these new breakthroughs, however, also spilled into general field theory to arguably even greater effect. To fully understand that, however, we’ll first want to take a closer look at cantrips.

CANTRIPS: GENERAL FIELD THEORY

It has long been understood that in addition to the large, quantized ley fields, there is also a pervasive field of discordant, low-level mystic energy that appears to permeate all etheric and material matter. In older texts it is often referred to as the Discord. In bardic traditions it is sometimes referred to as the “unchorded song.” We’ll refer to as the general field.

The energy levels of the general field are so small that they’re generally “washed out” by the nine spheres of magic. As a result, the general field was first detected by elven arcanists studying the ambitus (or perimeter) of antimagic fields. (It is now widely recognized that certain arcane traditions of the beholder magi-lines had been aware of the general field for centuries before it was “discovered” by the elves, but, of course, beholders are infamously secretive about their arcane traditions, even with each other.)

The low energy of the general field severely limited the effects which could be created with it. In addition, the cumbersome desmata created to interface with the general field actually interfered with the far more useful desmata of the first sphere, reducing the number of such desmata that could be safely entangled!

However, the low energy and pervasive nature of the general field also made it considerably safer to manipulate. The general field spells – which became known as cantrips – were ideal for training new students in the arts of magic. The success rate (as opposed to the “messy death” rate) for apprenticeships soared, greatly invigorating arcane studies.

Huge tomes of cantrips were developed for apprentices, but due to the interference effects most magi abandoned them entirely once they were ready to master more powerful desmata, although it was not unknown for some to maintain a cluster of four or so of their favorite cantrips despite the sacrifice.

The next major breakthrough in cantrip theory came when Xylarthen perfected a spell form of the first sphere that could be used to flexibly channel any cantrip known to the caster. Ironically, the complexity of this form made it unsuitable for apprentices, but it did mean that more powerful magi who were nostalgic for their old cantrips no longer needed to maintain a disrupting cluster of cantrip desmata to practice them.

Hidden within Xylarthen’s cantrip spell, of course, was an alternative theory of flexible desmata (which, at this time, had not yet been perfected). This was widely recognized and any number of experimental arcanists began trying to expand the theory. The general belief was that it would be possible to create desmata of a higher level that could be used to flexibly cast less powerful effects: Just as a desmata of the first sphere could be used to flexibly cast cantrips, so a desmata of the fourth level, for example, might be able to channel spells of the third level. Various theories were promulgated, many of them featuring increasingly baroque arrangements of “resonance” (i.e., the idea that a fourth level desmata might be able to cast any second level spell, but not a third level one; or vice versa; or only a third and a first; and so forth). There was another school of thought which postulated that flexible desmata might be able to achieve stability within specific schools of magic.

All of these theories ultimately proved unsuccessful. There was a single desmata of the eighth sphere that could be used to cast spells of the fifth level and lower, but it proved to be incredibly unstable. After several spectacularly lethal disasters, the form was abandoned. The wizard Rary did eventually manage to construct a deserata of the third sphere that could be used to cast mixtures of lower level spells, but its use was highly specialized and he was never able to generalize the somewhat fluke discovery back into general principles.

The next true breakthrough in cantrip-related theory actually came from a completely different direction: Minor desmata were perfected which could be used to prepare cantrips powered by the “zero-level” field of mystical energy without disrupting higher level entanglements. These were not flexible desmata (each needed to be prepared for a specific cantrip), but it meant that arcanists could now continue using cantrips throughout their careers. They were also closer in theory to other desmata, making it easier for apprentices to transition from their early studies to more powerful spells.

When the theory of flexible desmata was later perfected, however, the old Xylarthenic theories were revisited. The new models made it clearer how Xylarthen’s cantrip spell had been using higher orders of magic to create a flexible construct that could channel energy from the general field. What was even more interesting, however, was that the new theories of desmatic creation suggested that it should be possible to create a flexible cantrip desmata which, due to the pervasive properties of the general field, would not lose its entanglement with the general field when used to cast a spell.

In other words, once a spellcaster had entangled their soul with the proper desmata, it was possible in theory to cast a limitless number of such spells.

It took some time to perfect, but that was more or less what the arcanists did, creating the order of magic as we know it today: Flexible desmata for spontaneously casting of spells of the first through ninth sphere and clusters of cantrip desmata that have no limit on often they can be used.

A MISCELLANEA

A few miscellaneous thoughts:

  • The really interesting element of modern arcane theory is that there’s theoretically no limit to how much energy can be pulled from the general field. This means that a grand unified theory of magic would theoretically allow ALL magical spells to be powered by the general field and, therefore, cast without limit. At the moment, however, arcanists are limited to “solving” each spell individually. But each new spell that becomes a cantrip is a major achievement!
  • Don’t get too excited: Elven arcanists will point out that the “grand unified theory” is always just twenty years away (for humans) or a hundred years away (for elves).
  • Insofar as “magic” is the interface between a caster’s soul and the ley fields, psionics cannot be properly understood as “magic.” Psionic abilities are the result of manipulating, focusing, and multiplying the energy of the soul itself.
  • Warlocks don’t have level-associated slots because they don’t actually entangle with the ley fields. They are instead directly entangled with their patron, which simply feeds them the ley energy. (This is why other arcanists often look at them with roughly the same terror that you might look at a high-capacity power line dancing around on the ground and shooting out sparks.)
  • Divine mystic traditions used to be based on very different theories of how magic worked, allowing an interface with only seven of the spheres (although the particulars of that interface allowed them to create effects similar to arcane traditions using different ley fields). Over time, mystic theory has become more unified, with divine traditions tapping into arcane theory to create desmata that can entangle with all nine spheres.
  • What hasn’t changed is that clerics are generally dependent on the connection to their god to create and entangle their desmata. This means most clerics are significantly less familiar with the fine details of arcane theory. These divine desmata, however, still have unique properties which make certain magical effects (like healing) possible that are still beyond arcane theory.
  • There are magical “viruses” that can interface with desmata. Most only interface with spent desmata, but there are also some that can attach to entangled desmata. (These tend to be more dangerous.)

FURTHER READING
Spells: Parasites of the Mind
Scrolls: Bonds of Power

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