The Arcane Arts in Eberron | World Anvil
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The Arcane Arts

Magic is a part of Eberron. The world is drenched in eldritch power—the force that flows from the Ring of Siberys, the energies of the planes, enigmatic divine power sources. Like wind, tide, iron, or fire—magic is a resource waiting to be harnessed.  

Magic: More Complicated Than You Know

To understand how arcane magic has evolved, we have to look under the hood and understand exactly how it works today. For a wizard to cast a fireball, they must prepare the spell during a long rest. It takes an action to cast the spell, burning a 3rd level spell slot and requiring verbal, somatic, and material components. That fireball has a range of 150 feet and inflicts 8d6 fire damage. These are the FACTS of the fireball, and it doesn’t matter if the wizard is drawing on the essence of Fernia, using sympathetic magic, or focussing the Blood of Siberys to produce this effect: Fireball is one action; V S M components; 3rd level spell slot.   Those are the facts of the fireball. But what does any of that mean? What IS a spell slot? What are components? What does it mean to “prepare a spell”? What is the STORY behind these things, that explains what your wizards are actually doing? As described in the Arcane Science article, the basic principle of arcane magic is that the spellcaster is harnessing a particular power source—perhaps the emanations of the Ring of Siberys or the power of the planes—through scientific principles. They have mastered reliable, repeatable techniques that allow them to alter reality in specific ways. Let’s take a closer look at each element of spellcasting.  

PREPARING SPELLS

Both wizards and artificers have access to a wide range of spells. Artificers have access to the full artificer spell list, while wizards can cast any spell in their spellbooks. But they have to prepare a specific subset of those spells during a long rest, and these are the only spells they can cast until they go through a second round of preparation.   It’s easy to overlook the importance of preparation. It’s something that happens between adventures. But the point is that while a wizard or artificer may know how to cast dozens of spells, that knowledge is useless to them without proper preparation. And this is a key part of recognizing the complexity of arcane magic. Yes, it only takes a wizard six seconds to cast fireball… But that’s because they have spent hours preparing to cast fireball. For the artificer, this is a little more obvious; they produce their spell effects using tools, and they are literally preparing those tools. When an Alchemist artificer prepares cure wounds, they are mixing up a base salve that can be triggered to generate an instant healing effect; the salve they’d use for alter self is entirely different, and if they haven’t mixed it up during the long rest, they can’t prepare it in the middle of an adventure. This same principle applies to the wizard. They aren’t preparing physical tools, but they are performing a host of minor rituals and formulas that are required to be able to cast that swift spell. When a wizard prepares fireball, they might first need to meditate on the twelve principles of fire, running through a series of equations in their mind. Next, they build on that to establish a source of power. This could be forging a connection to Fernia, or it might be igniting a spark within their own spirit—an ember forged from the Blood of Siberys that they carry within. Think of the actual casting of the spell as turning on the gas to a gas stove; it doesn’t do anything if you don’t have the spark prepared to ignite it. But even then, there’s ANOTHER series of rituals that need to be performed—to protect the caster from the powers that they are channeling. Consider how dangerous it is to work with other sources of power in our word—electricity, fire, nuclear power. Arcane power is no different. A wizard who casts fireball without proper precautions could spontaneously combust, or simply boil the blood within their brain. Part of preparing fireball is preparing the wards that protect you from the dangers of casting the spell. To be clear, this is a very specific set of wards that only protect you from CASTING the spell, and that is shielding you on an arcane level—reinforcing your aura, not your flesh. Consider also that these preparations are distinct for each spell. You may use the same arcane spark to ignite your fireball and burning hands, but the fact that you have to prepare those two separately shows that each one has its own unique set of required rituals. All of which is to say that this preparation is extremely specific; preparing fireball doesn’t automatically protect you from FIRE, it just protects you from the particular dangers involved in casting fireball.   The main point here is that as a wizard, you do most of your actual WORK during your long rest. You likely don’t get as much sleep as your comrades, because you’re going over Fernian formulas in your mind and tracing draconic sigils in the air, gathering the forces you will unleash the following day. Your power doesn’t come without effort; you put in a lot of work to prepare your spells.  

COMPONENTS

The short form is that components may vary and will reflect the arcane tradition you’re following. A Siberyan wizard will speak a few of the hundred Draconic words for fire, while an Externalist chants in Primordial. Components serve two purposes. They trigger the effects the caster spent hours preparing, and they also help to focus and channel that power. The key point is that the components are the trigger that invokes the previous preparations; they don’t produce the effect on their own.  

SPELL SLOTS

If you think of a spell as a gun, the components are the trigger. The preparations are the bullet, carefully loaded in place and ready for use. The spell slot is the powder—the surge of energy that imbues the bullet with deadly force. So it is with spells. Someone can perform all the proper steps, say the words of power, trace the proper sigils in the air, but it’s all meaningless unless they can channel the POWER that enforces their will upon reality.   Spell slots reflect the maximum amount of energy a particular spellcaster can draw on in an instant (their maximum spell slot level) as well as their overall endurance (total number of slots). A low-level wizard could understand the principles behind fireball, but they can’t grasp the power required to cast it. Possessing a spell slot means knowing both how to channel this degree of power, but also how to channel it safely. Again, arcane energy is like electricity, like fire, like radiation; it is dangerous, and there are limits on how much of it any one person can handle. When a wizard has exhausted their spell slots, they have pushed their mind and spirit to dangerous levels; they just can’t marshal the mental focus required to weave the threads of magic, and even attempting it could kill them.  

WHAT ABOUT RITUALS AND CANTRIPS?

Performing a spell as a ritual allows the spellcaster to draw on the energies slowly and evenly, without taking the same physical or mental demand on the spellcaster… which is why spells cast as rituals don’t use a spell slot. Meanwhile, cantrips channel trivial amounts of arcane energy, which is why they also don’t require spell slots.   NPC arcane magewrights and wandslingers can typically only perform rituals or cantrips, though some may know one or two spells they can cast once per day. The flip side to this is that magewrights can often cast spells as rituals even though those spells don’t have the ritual tag. First and foremost, this reflects a deep and absolute dedication to a small set of spells. It’s not JUST that they have spent years honing those few spells; an elf wizard could do that. It’s that they focus on those things to the exclusion of all else. The arcane locksmith can’t spend a few more years and become a lamplighter as well; learning to cast continual flame as a ritual would cause them to lose the focus on locks that allows them to cast arcane lock as a ritual. Which is why player characters can’t learn these magewright rituals: the very act of being an adventurer would distract from the intense focus required to be a magewright. And magewright rituals have an additional component cost, typically paid with refined Eberron dragonshards; it’s a specialized form of spellcasting that’s quite different from the flexible casting of a wizard.  

SCHOOLS AND SPELLS

A PC wizard can cast any wizard spell. They may have an affinity for a particular school of magic, but a Diviner wizard can cast any wizard spell, and spells of all schools are taught at Arcanix. However, this reflects the remarkable talent and flexibility of PC wizards and the fact that Arcanix is the pinnacle of centuries of arcane research. The different schools of magic are different branches of science, and few people can master them all. An NPC evoker might not be able to cast divination, illusion, or enchantment spells; they’ve learn to conjure, to abjure, and to evoke powerful forces, but they simply can’t grasp the softer schools. A particular branch of the Esoteric Order of Aureon may not have any members who can actually perform necromancy. This same principle applies to spell selection. In general, PCs are allowed to learn any spell from the wizard spell list. But a DM could choose to limit certain spells, saying that they haven’t actually been developed by the character’s culture. Here are a few ways to gain access to restricted spells…
  • Acquire a spellbook belonging to a legendary mage—such as Mordain the Fleshweaver, Minara Vol—whose contents never became part of the common canon. it could be that these spells are higher level than most NPC wizards can cast, or it could be that there’s something about them that keeps lesser mages from being able to master them.
  • Some spells are tied to an elite organization. This is why a wizard may want to join the Esoteric Order of Aureon or the Guild of Starlight and Shadows—to get access to spells that aren’t part of the common canon. It could be that multiple organizations have different versions of the same spell—the Aundairian Knights Phantom, the Tairnadal, and Thrane’s Order of the Silver Blades—all teach sword burst, but all use different variations with different physical manifestations.
  • Ancient culture—Qabalrin necromancy, Cul’sir evocation, etc. It could be that the character is able to directly scribe spells from an ancient spellshard or spellbook, or it could be that the old spellbook provides inspiration that allows them to create entirely new spells—perhaps adding a new spell each time there’s downtime. Or it could be that the ghost of a giant wizard is haunting the ruins of Xen’drik, seeking to pass on its knowledge before it releases its grip on the world.
  • As an adventurer, you could be the chosen protege of a powerful being—a dragon of the Chamber, Lady Illmarrow, one of the Lords of Dust. Or the mentor could be a purely intangible presence: Sul Khatesh, an Archfey, an Ascendant Councilor, or a force claiming to be Aureon. Why has such a powerful being chosen to help the PC? Do they have knowledge of the character’s potential actions through the Prophecy? Or do they have some personal investment in the character?
More primitive forms of arcane magic could have a number of limitations, and such things could be encountered through time travel or simply when dealing with some sort of primitive culture. Here are some possible limitations that may exist on a primitive spell:
  1. Higher Spell Slots. The techniques of modern magic are designed to allow the caster to safely channel a significant amount of arcane energy… which translates to spell slots. A spellcaster using more limited techniques can’t channel so much magic as easily; they have to channel more energy to produce the same effect as a more advanced mage, which is to say their spells have an increased spell slot cost. This is one of the basic aspects of the pre-Galifar magic of the Five Nations; it used to be that magic missile was a second level spell. And the idea of someone being able to cast teleport? Don’t be ridiculous, it would take an impossible amount of power! So using this approach, you can use the same SPELLS, but increase the required spell slot by 1 or more levels. In such a scenario, it’s quite likely that the culture has no cantrips—that cantrip effects might require the expenditure of a 1st level spell slot.
  2. Lengthy Preparation. The ability for a wizard or artificer to completely change out their prepared spells during a long rest reflects the sophistication of current techniques. A less advanced wizard might be limited in how swiftly they can change spells; it might take a full long rest just to prepare/replace one new spell.
  3. Lengthy Casting. The ability to cast a spell in six seconds is a feature of advanced spellcasting. A slightly less advanced tradition might mean that a spell that normally takes an action to cast instead requires a full turn, preventing the caster from moving or taking a bonus action. An even more limited spell might require multiple actions to complete… though an interesting variation of this would be a tradition that allows multiple spellcasters to work together; so if a primitive fireball takes three actions to cast, one spellcaster could use three actions, or three spellcasters could work together and each use one action to complete it. This could also apply to the spell slot expended, which would be a way to offset a higher cost. So perhaps the primitive fireball takes 3 actions and a 6th level spell slot to cast—but up to three casters can work together on both, each contributing an action and a 2nd level spell slot to cast it. A more limited tradition might only be able to cast spells as rituals.
  4. Limited Options. Simpler traditions may very well be restricted to specific schools of magic. An old Seeker wizard of pre-Galifar Karrnath might only know Necromancy and Divination spells, and be unable to master spells of other schools.
  5. Limited Location. The spellcaster can only cast spells in a specific area. This could be quite large; an ancient externalist wizard might be able to cast spells while within 20 miles of a powerful manifest zone. On the other hand, it could be very limited; a wizard who can only perform magic within their tower. It’s possible that a player character wizard could use Arcana to adapt such spells to a form that could be used in any location, but it’s equally possible that the spell is too dependent to be adapted.
  6. Required Focus. A modern wizard has the option to use a focus instead of material components, and can quickly switch between different focuses. A more limited tradition might require the spellcaster to make use of a particular focus: a haunted skull that guides a necromancer, a staff carved from a tree watered with the wizard’s blood. Such things could be magic items that anyone would find useful, or they could only have power in the hands of the mage that made them.
  7. Required Species. A wizard’s spell uses the caster as a lens for its power. The spells of a particular tradition might only work with a specific type of lens—which is to say, a spell crafted by a giant might not work when cast by a human wizard (it might even harm the caster, who lacks the endurance of a giant). This is a case where a modern wizard might be able to make an Arcana check as a downtime activity to adapt the spell so anyone can cast it.
  8. Expensive Components. A limited tradition could require the expenditure of expensive components for spells that don’t require such things in the modern form. These could be very specific (the eye of a griffon) or more general (50 gp worth of Eberron dragonshards). Note that this is an aspect of modern magewright magic; it could be more severe in limited traditions.
  9. A Higher Price. A basic principle of this idea is that magic is dangerous and that the preparations wizards make allow them to safely perform magic. A more primitive tradition might not have all those preparations in place, in which case a spellcaster might suffer a level of exhaustion when they cast a spell, suffer direct damage, or have some other lingering consequence.
  10. Unpleasant Cosmetic Effects. Not all effects have to have a mechanical impact. It’s possible that a primitive style of magic has a cosmetic effect that makes the spell difficult to use. Perhaps it creates a foul stench, or causes minor vegetation around the caster to die, or leaches the color from the caster’s hair and clothes. Perhaps the caster needs to shout their verbal components as loudly as possible. Perhaps an old form of necromancy causes the caster to attract restless spirits; they and everyone around them hear the whispers and moans of these minor shades for hours after the wizard casts a spell.
  11. Challenging Concentration. The ease of maintaining an ongoing spell is a facet of modern magic. Someone using less advanced techniques might have disadvantage on Concentration checks to maintain their spells.
  12. Greater Power. One unexpected side effect is that some primitive traditions of magic could be MORE powerful than modern magic—but the point is that this benefit is offset by the negative side effects described above, and the pioneers of modern magic sacrificed a degree of power for safety and ease of use. So it could be that the Externalist fire wizard of ancient Khunan adds the benefits of the Distant Spell and Empowered Spell Metamagic features when she casts a fireball—but she can only cast it within a mile of a Fernian manifest zone, and she suffers ten points of fire damage herself. Or it could be that an enchanter gains the benefits of Subtle Spell, but can only perform magic in his tower. Again, the point is that the side effects outweigh the benefits—but it’s still a way make “primitive” magic an unexpected challenge. Adding the Metamagic features of the sorcerer is a simple way to reflect such benefits, but anything is possible.
The basic point to all of this is that magic as we know it is quite sophisticated. The reason the Aereni, the dragons, and the wizards of Arcanix all use the same basic techniques is because it’s about as good as it gets. The Aereni wizard is a higher level wizard than the typical Arcanix graduate, which means that Aereni wizard has more spell slots and can cast spells that are beyond the ability of the students of Arcanix. But the techniques—the casting time, the components, the ease of concentration and preparation—are generally equivalent.  The tradition of the magewright is more limited: spells have Lengthy Casting (ritual only), Expensive Components (dragonshards), and Lengthy Preparation (well, in fact, NO ability to swap spells). The common wandslinger requires a focus. Beyond that, the general idea is that cantrips themselves are a relatively recent development in the mystical history of Galifar—which is why wandslingers were first fielded during the Last War. This in turn reflects the idea that the Five Nations are still evolving… while Aerenal, for example, has surely had cantrips for thousands of years, if not tens of thousands.  

WHAT ABOUT ADVANCED MAGIC?

What we’ve established in Khorvaire is that magic of 1st-3rd level is incorporated into everyday life, magic of 4th-5th level is rare but possible, and spells of higher level than that are all but unknown. Meanwhile, the rarity of a magic item is fairly accurate; common items are common, rare items are possible but rare, and legendary items are in fact legendary. By contrast, in Aerenal magic of up to 5th level is part of everyday life, while up to 7th level is known, and Aereni crafters can produce rare and very rare items. In part this applies to wizards and artificers, but the same principle applies to Aereni magewrights and adepts; even if they don’t actually use spell slots, they have access to spells of higher level than mages of the Five Nations. Go to Argonnessen, and great wyrms can cast spells of 9th level—or higher! So the point is that advanced civilizations don’t use different rules, but rather that powerful effects or more widespread.   With that said, it’s certainly the case that advanced magical civilizations may have access to tools or rituals that don’t adhere to the rules—eldritch machines, or rituals such as the Du’rashka Tul or the spells the giants used to destroy the 13th moon. Like magewrights, these are things that exist outside the standard rules for player characters. The moon-breaking ritual of the giants wasn’t something that was cast by a single giant and it wasn’t a standard spell; it was something channeled through an eldritch machine and that required multiple mages—and quite possible a planar conjunction—to work. The magic wielded by player characters is reliable and convenient; the point of the eldritch machine is that magic doesn’t always follow those rules.  

Alien Nations, Fallen Civilizations, Forgotten Secrets

In the vast swath of time since the Age of Demons, many civilizations have harnessed arcane power. Delving deeply into these civilizations is beyond the scope of article, but it’s useful to explore a few of them at a high level, to have some concept of what’s gone before and what wonders player characters might discover in their adventures. Most of these civilizations are (or were) more advanced that the Five Nations in at least some ways; this is why their relics are valuable, and not simply something you could buy from Cannith. But there’s a number of important things to keep in mind. First of all, many of these civilizations existed for thousands—in some cases tens of thousands—of years. It’s not that these civilizations were in some way innately superior to humanity, capable of grasping secrets the Five Nations could never unravel on their own; it’s that they had time to unravel those secrets. This ties to the second point. It’s a common mistake to think that many of the great arcane innovations of the last millennium—for example, elemental binding and the warforged—were simply stolen from past civilizations. In both cases, these developments were inspired by discoveries made in Xen’drik, but the simple fact is that most advanced magic items can’t easily be duplicated by less advanced civilizations. You can’t just take the wand of Orcus apart and figure out how it works. An artificer can look at a Sulatar firesled and tell that it’s using a bound elemental. But how is it bound? What’s maintaining the wards? How was it constructed? Is it using unfamiliar materials—materials harnessed from a manifest zone, harvested from a creature never seen in Khorvaire, or created through transmutation? Was it created using an eldritch machine, in which case we’d need access to that machine to fully understand it? Did it use dragonshards refined with an unknown technique, or altered in some way (like the dusk shards of Q’barra)?   The point here is that it’s generally possible to identify the function of an alien magic item and to find a way to attune to it or use it, but that doesn’t mean it’s possible to duplicate it. It could be a wizard’s life work just to duplicate the material used on a firesled… which would be a crucial insight into the overall arcane science of the Sulat League. As is, the point is that the Zil binders were inspired by their discoveries of Sulat artifacts, but they developed their own, unique tradition of elemental binding based on that inspiration. Notably, the Sulatar drow do not have airships, and the Zil don’t currently have small vessels like firesleds. The same thing is true of House Cannith and the warforged. The discovery of the quorforged inspired Merrix and Aaren’s work, but quorforged weren’t sentient and weren’t created using the Mark of Making. If a team discovered an ancient Sulat FACTORY and were able to hold it for an extended period of time, they might be able to unlock its secrets and employ those techniques. But generally ancient relics are a source of inspiration as opposed to being the key to transforming society. Which means that if your fighter gets a vorpal blade from the ruins below Stormreach, it’s not irresponsible of you to hold onto it instead of handing it over to Cannith; they’d be impressed by its enchantments, but they couldn’t just turn around and start mass-producing them tomorrow. Having said all that, there ARE sages in Arcanix, Morgrave, and Korranberg who are studying all of these ancient cultures and working to unlock their secrets; but it’s not a trivial challenge.

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