Summoning and Planar

Although some arcanists have experimented with crossing great distances instantaneously or using Magic to transport items or creatures from far and wide in order to enlist their services, translocational magic seems to be more common among spellcasters who work it instinctively, for the written lore is closely guarded and known only to a few wizards. These spells are carefully monitored because they are known to attract unwanted attention from dangerous otherworldly forces. Infernal societies such as the Nonokrion Order are always looking for ways to manifest on Caen, whether to harvest uncollected souls or to barter for them from those who are tempted by the promise of great power. Teleportation and translocational spells seem to attract the attention of these beings.

The spells dimension door, misty step, and teleport are extremely rare in the Iron Kingdoms. More powerful teleportation spells either do not exist at all or require some other method to implement. For instance, there is no commonly known spell akin to teleportation circle, but among the druids of the Circle Orboros, individuals known as wayfarers can achieve similar effects by guiding groups through the ley lines of Caen.

At the GM’s discretion, infernals may tempt unwitting or power-hungry characters by offering arcane versions of these powerful teleportation spells. Infernals who happen to be in the right place at the right time (metaphysically speaking) can “tag along” on teleportation or summoning invocations, even if uninvited. This is a rare but real danger—one a caster may not discover until it is too late. Indeed, since these spells are so rare, it is common for infernals to provide them as boons to those they seek to corrupt, bestowing tainted versions of these spells specifically designed to attract their attention and allow them to easily follow the spell to Caen. Careful or paranoid arcanists use teleportation magic and summoning spells only when absolutely necessary, and even then only after taking several crucial precautions against trouble.

INFERNAL INTERLOPERS



Each time a character casts a summoning spell, there is a 5 percent chance per spell level that an infernal of the Nonokrion Order or another infernal society notices the caster. In most cases, the infernal will mark this character for continued scrutiny. If the infernal’s interest is piqued, it may begin to tempt the character with messages in dreams, offering power, rare spells, or other enticements. This attention could also result in an infernal—most likely some form of umbral—riding along on the summoning. Even if the GM opts not to utilize this chance of infernal attention, arcanists should hear rumors regarding the dangers of summoning spells and the unwanted attention they can draw. Any spell that allows a character to teleport has the same chance of attracting infernal attention that a summoning spell does.

PLANAR MAGIC



The spellcasters of western Immoren have no concept or study of the planes, including anything akin to the Astral Plane, the Ethereal Plane, or the Plane of Shadow. To them, there is only Caen, the physical world; Urcaen, the spirit world; the barrier between the two, called the void; and the formless chaos beyond them where the infernals dwell, known as the Outer Abyss.

Spells that allow direct travel to and from these planes do not exist in the Iron Kingdoms, but even such spells may be deemed to work if another explanation is possible. Some rare figures have managed to pass between the realms of

The following spells are normally unavailable in an Iron Kingdoms campaign: astral projection, contact other plane, etherealness, fabricate, floating disk, magnificent mansion, maze, plane shift, resurrection, rope trick, secret chest, speak with plants, unseen servant, and wish