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The province of flame in the Zakharan view of magic was a group of spells related to the element of fire.[1]

Use[]

The four elemental provinces played a very similar role for Zakharan magic-users as the eight (or nine) schools of magic did for Faerûnian ones.[2][3][4]

History[]

Zakharan sages speculated that many of the spells from the province of flame were invented by the Geomancers of ancient Kadar.[5]

Practitioners[]

Elemental mages in Zakhara specialized exclusively in one province, like flame, while sorcerers took spells from two provinces, shunning the other two.[2] Unlike elementalists,[6] magic-users from the Land of Fate recognized no opposition between flame and sea.[2]

Cultural significance[]

The flame was associated with wrath and other burning emotions in Zakharan culture, and most flame mages showed a disposition towards evil.[2] The Brotherhood of the True Flame was the ultimate example of this proclivity toward evil.[7]

Paths of power[]

Zakharan practicioners of path magic recognized four paths of power within the province of flame:[8][note 1]

  • The Brotherhood's Road, specializing in fiery attack spells[8]
  • Flame Dancer's Path, shaping and directing fire[8]
  • Firesight Path, using fire and light to affect sight and provide insight[8]
  • Road of the Efreeti, comprising spells to protect one against the elements and affect elemental fire creatures[8]

Appendix[]

See also[]

Notes[]

  1. Paths to power are an alternative system of rules for the spell progression and learning of spells by wizards for 2nd edition Dungeons & Dragons. They could therefore be considered non-canon.

References[]

Connections[]

Schools of Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power
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