BRCS:Chapter three/Magic

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BRCS

This article is a Birthright Campaign Setting (D&D 3.5/D20) page

The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
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BRCS

Main Page » Chapter three/Magic

Cerilian magic is based in commanding the vital energies of life, belief, and the living earth itself. The continent possesses great expanses of territory where enchantment lies soft as a child's whisper as well as deep canyons where arcane energy thunders strong and vibrant through the earth. Most people of Cerilia look upon these energies with awe and respect mixed with fear, superstition, and confusion. Only a very few individuals understand the continent's mystical forces, their intricacies and nuances, their place in nature. Fewer still can command these forces channel them into flashing bursts of energy that fill the night sky, form them into crackling bolts of lightning that fell monsters, or fashion them into invisible barriers that keep foes at bay.