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Scarn's magic origin

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  • Scarn's magic origin


    I played some years age as a player in scarred land's settings, but I would like to use this setting to play with "Chroniques oubliés", a french alternative version from the 3rd OGL. I read actually the player's guide to scarred land for the 5th ed. Pretty complete for a first book (and I like the new spirit of this edition) , but I canno't find from where magic in scarred land come from. Mesos is the sire of sorcery but it seems that he invent a way to master arcane magic, but the magic itself doesn't come from Him. So basically magic is some sentence which give a form to the arcarne energy if I well understood. But what is this energy ?

    PS :I'm not an usual D&D player so that could explain my confusion. I only played in Scarred Land.

  • #2
    3e's Player's Guide to Wizards, Bards and Sorcerers mentions two different theories on the origins of magic - one, that it's always been a part of the universe, or two, that it began with the titans.

    So you could make the case that arcane energy is a fundamental component of Scarn's cosmos.

    Scion 2E: What We Know - A wiki compiling info on second edition Scion.


    • #3
      A clear answer, thanks to you, I will take a look at the player's guide to Wizards, didn't think it could contain some background...


      • #4
        Word of warning: it's a tiny little bit in the first page of the first Wizards chapter.

        Oddly enough, chapter 4, one of the Bard chapters, has a theory that could also be appropriated for this, amongst the various theories on bardic magic they offer: the primal sound philosophy, which holds that all of creation was brought about by a single sound or word that reflects every existing thing.

        Scion 2E: What We Know - A wiki compiling info on second edition Scion.


        • #5
          The PG's were the best for that sort of theory-crafting. There seemed to be a low-key theme of "arcane magic is the natural magic of the world" through Mesos. But that theory had its flaws, which was nice of the writers, and gave us a whole host of other magical theories.

          Contrasted with the Slarecians where their powers were utterly alien and did not belong.


          • #6
            As someone who uses Vampiric Aura a lot and loves to give lifelink to creatures with my Lurkers, Tainted Remedy would be horrible for me to play against - I often take damage in early turns, and recoup it vampiric life drain in mid-late game. Vampiric Aura on a semi-powerful creature when opponent is mostly non-flier is usually a win condition - even if they have stuff like drones to block me with, every block is healing me.


            • #7
              Last time i played on Scarn was about the time the Guide to the Pathfinder version came out.
              With a funny dude of a wandering swashbuckling necromancer-merchant-diplomat from Hollowfaust.
              All too many of my Scarred Lands PCs have been surprisingly cheery and energetic types hailing from that city it seems.

              Looks like i have some serious catching up to do one those days, considering i haven't even caught up with 5e D&D yet.

              More in line with the thread's topic (i hope), a major incidental plot element of our campaign ended up being the god of Scarn's 2nd moon, fallen brother of Belsameth & Madriel, or to be more precise, a number of relics, objects of power and mostly forgotten ruins or abandoned places touched by remnants of its particular brand of divine magic or that of a few of its surviving servants &/or worshippers, leading to much exploration, discoveries - and troubles, obviously.

              (Also a bunch of homebrewing using materials from Occult Adventures, mixed with some elements from Ravenloft & Spelljammer)
              Last edited by Baaldam; 03-05-2021, 09:48 AM.