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[]
- ↑ 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[]
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 111. ISBN 978-1560763581.
- ↑ 2.0 2.1 2.2 2.3 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 40–41. ISBN 978-1560763581.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 31–32, 81. ISBN 0-88038-716-5.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 172. ISBN 0-7869-1551-4.
- ↑ Steve Kurtz (1994). Al-Qadim: Ruined Kingdoms: Campaign Guide. (TSR, Inc), p. 10. ISBN 1-56076-815-0.
- ↑ Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 9. ISBN 1-56076-107-5.
- ↑ Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), pp. 74–75. ISBN 1-56076-828-2.
- ↑ 8.0 8.1 8.2 8.3 8.4 Wolfgang Baur and Steve Kurtz (April 1995). “Paths of Power”. In Kim Mohan ed. Dragon #216 (TSR, Inc.), pp. 42–49.
Connections[]
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Others
Chronomancy • Hishna • Pluma • Paths of power