Steven Stewart-Gallus

Aleph, a fantasy cosmology

It is said that Sheol contains all lost desires. Perhaps you could find your dead son. Maybe you could find your marriage from before the divorce. Certainly you can find treasure beyond your wildest dreams; there is much gold that has been lost forever and whose echoes make their way to Sheol.

Make your way from the city of Endor into the darkness of Sheol below. Find the path through Sheol's foggy deserts and make your way into the depths of Sheol's dark mines. Defeat the shadows you find in Sheol and recover your heart's desire. And remember to keep your god close to your heart for Sheol obscures all things, even the light of the divine.

Aleph is a fantasy cosmology I'm working on.

  • Magic
  • Death
  • Patrons
  • Important Things

    Seekers

    It is said that Sheol contains all lost desires. Perhaps you could find your dead son. Maybe you could find your marriage from before the divorce. Certainly you can find treasure beyond your wildest dreams; there is much gold that has been lost forever and whose echoes make their way to Sheol.

    In Endor there has arisen the use of the word "seeker" to describe men who travel to Endor to reach Sheol and search for lost treasures in Sheol.

    Endor

    There is a place where dead men traffic in corpses and the living descend into hell.

    Endor is a land-locked city-state on Abisamu built at the base of a mountain and over an extensive natural cave system that contains several natural portals to Sheol.

    Endor imports corpses from the rest of Abisamu to sell tf Sheol and exports them to Abisamu.

    Endor is a plutocracy and seats on the city council (which consists of fifty positions) are auctioned off annually.

    The primary punishment for crime in Endor is being sold into slavery where most likely one will be forced to work in the mines of Sheol in horrible conditions until one dies and then one will be animated as an undead creature and forced to continue working for eternity.

    Endor consists of four main quarters. Outer Endor, which is strictly speaking not a part of Endor proper and consists of various peoples and small settlements who live around and outside of Endor. Middle Endor, which is the start of the city of Endor proper and is a large and bustling metropolis surrounded by a thick and heavily defended city-wall. Inner Endor, which is a walled inner-city area that houses many rich merchants. And Deep Endor which is situated in the caves beneath Endor and primarily houses undead.

    The river Styx starts in the mountain above Endor and goes underground in Inner Endor. Part of the River Styx has been diverted to form a moat made of running water around Inner Endor which is useful for defending against undead and other magical creatures.

    Endor has been attacked many times in the past and is extremely fortified and well-defended.

    Mirrors are popular decorations in Endor.

    Endor is defended by high and very thick stone city walls, ditches and mazes. There are a huge amount of windows, holes and above ground areas for letting natural sunlight through and many moats with running water. High towers and grid-like city streets are deliberately constructed so as to kick up wind and complicate flying.

    The city walls of Endor are defended by many simple traps such as spike pits, rope trips, garrotte wires and snares. Most of these traps in Endor are tipped with silver.

    Certain city streets and stairs in Endor are notoriously uneven and tricky to walk over. These parts of the city are actually deliberately so constructed as to thwart attackers and especially clumsy undead.

    There are specialist priests in Endor who know eldritch but nonmagical religious symbols and forbidden knowledge. They scribe these symbols and knowledge as memetic traps that can scare weak undead, madden and confuse people and more. The city walls have these symbols enscribed onto their tops so as to thwart flying attackers.

    Many city gardens are prominent throughout Endor. Much of these gardens are actually built for defensive purposes. They are often filled with poison ivy and garlic and they are placed so that magic users can animate and control plants in the gardens to attack invaders.

    The city walls are sloped, covered with protrusions and have ditches up against the sides like a star fort. The city walls are covered with poison ivy and garlic. The city walls are deliberately thick and sloped so as to defend against even giants throwing boulders at them. The stone city walls are filled internally with dirt and iron cross bars. There are many secret chambers in the walls filled with simple and memetic traps, poison gas, sunlight reflected into by mirrors and weak undead to thwart incorporeal attackers.

    Certain key points of Endor have water barrels used to detect mining by ripples in the water.

    Endor has a particularly low water table.

    Endor has overly large water drains to drain poison gas attacks into Endor's sewers.

    It is widely known that certain city buildings in End/p >

    It is widely known that certain city buildings in Endor have notoriously creaky and squeaky floors and doors. Many of these are actually deliberately placed alarms.

    In war times, Endor deploys poison gas bombs (thrown by zombie giants) and hordes of undead onto the battlefield.

    Moksha

    On a great white plate in the night sky there is a golden palace lit by a ball of eternal fire. Fresh green garden growth abounds and rivers and fountains of water flow throughout the city. Thi (the Tree of Life.)

    Abel (the Temporary)

    The great Sea of Oblivion crashes against the roots of the Tree of Life and kicks up great spouts of sea foam. In this sea foam are innumerable bubbles and innumerable fragile worlds. One such of these planets is known as Abel.

    animation of Abel turningisocohedral projection of Abelmollweide projection of Abel

    See Donjon for how to generate the world of Abel. The settings are: 71% water, 12% ice, 20000 iterations, seed 91856300.

    Abel is an spherical earth-like planet that orbits a yellow sun and the name Abel also refers to the planar region that the planet Abel inhabits. Due to the foamy nature of Abel's plane planar travel is generally difficult and unreliable. However, there are wild planar storms that appear on Abel and there are certain isolated locations known as "convergences" that are strongly linked leph there are three planes of major importance: Abel (the Temporary), Sheol (the Sea of Oblivion) and Ein Sof (the Tree of Life.)

    Abel (the Temporary)

    The great Sea of Oblivion crashes against the roots of the Tree of Life and kicks up giant spouts of sea foam. In this sea foam are innumerable bubbles and innumerable fragile worlds. One such of these planets is known as Abel.

    Due to the plane of Abel's unstable nature Abel regularly experiences certain intense planar storms that randomly connect other planes to Abel. Moreover, these planar storms leave long lasting interference that play havok with arcane and psychic magic.

    Abisamu

    larger depiction of Abisamu

    Abisamu (my father is the sky) is the large continent of Abel in the south. Abisamu's tiny sister continent to the east is called Batsamu (daughter of the sky.)

    Cities on Abisamu rarely have the resources to bring criminals to justice. More commonly, cities will declare criminals to be outlaws and collect and coordinate bounties on criminals. Even if one organization cannot spare much money by collecting donations from multiple sources such as affiliated churches, tribes and merchant-guilds cities can create sizable bounties for criminals.

    Some common names on Abisamu are:

    • Abishalim (my father is peace)
    • Ishmamelek (the king has heard)
    • Israsedek (who prevails with righteousnesss)
    • Hashemisheba (the name is an oath)

    Sheol, The Sea of Oblivion

    It is said that Sheol contains all lost desires. Perhaps you could find your dead son. Maybe you could find your marriage from before the divorce. Certainly you can find treasure beyond your wildest dreams; there is much gold that has been lost forever and whose echoes make their way to Sheol.

    The plane of Sheol is composed of four layers: first an endless night, then a barren wasteland, the dark earth beneath and finally an endless sea of oblivion.

    Upper Sheol is the sky of Sheol and is a black night dotted with stars. The stars are actually natural portals to other planes. Rephaim have built large merchant cities around some of these portals. Typically, most of these merchant cities are large grey stone balls that completely enclose three or four extraplanar portals. These cities are usually held aloft by large chains threaded through their extraplanar portals.

    Middle Sheol is the ground beneath Upper Sheol and is an endless grey wasteland filled with grey deserts and seas of ash and silt. The deserts are filled with mirages, wandering monsters and a few rephaim trade caravans and bandits. Directly beneath many of Upper Sheol's floating cities are great mines that lead down into Deep Sheol. At this level of Sheol divine magic becomes more difficult to cast and always requires at least a standard action to cast.

    Lower Sheol starts at the maze of caves and mines that probe deep beneath Middle Sheol. Most of these mines are dug by large amounts of slaves and undead who dig for the rich mineral deposits underneath Middle Sheol. At this level of Sheol divine magic becomes more difficult to cast and always requires at least two full turns to cast.

    The solid bedrock of Lower Sheol ends and floats 100 metres above Deep Sheol or the Sea of Oblivion which is a solid layer of nothingness that destroys all it touches. At this level of Sheol divine magic becomes nearly impossible to cast and always requires at least 10 minutes to cast. The Sea of Oblivion can be mined out by by blasting sand at it to shatter the sea into a fine gravel known as void stone and then sucking the void stone up tubes using a vacuum effect.

    Salt Reach

    In a great white bubble in the night sky there is a golden palace lit by a ball of eternal fire. Fresh green garden growth abounds and rivers and fountains of water flow throughout the city. This is Salt Reach, the eternal garden of the great king Abishalim.

    Adventures

    Sky bandits are attacking the city of Saltreach! Play your part in defending the city.

    Bandits are attacking the mines underneath Saltspit! Play your part in defending the mines.

    A travelling caravan was lost in the desert. Half of its profit is gifted to whosoever can brave the shifting sands to salvage it.

    The mines beneath Saltspit have opened a hole into a buried city full of monsters. Explore for treasure!

    Ein Sof, The Tree of Life

    Before the catastrophe a shining light had filled all of time and space.

    Ein Sof is the name for a grouping of ten closely related planes known as Chokmah, Daat, Binah, Chesed, Gevurah, Tiferet, Netzach, Hod, Yesod and Malkuth. Each one of these planes is suffused with an all encompensing light and an intense vibrant energy.

    Chokmah is a plane of infinite creation and roaring energy. Great whirlwinds and grey thunderstorms rumble and crackle and all of Chokmah is lit as if inside a firestorm.

    Daat is a magnificent castle that the Elohim used to inhabit from before they left. There are some sections of Daat that are well maintained (mostly the parts ruled over by Grigori) but much of Daat has fallen into ruin and decay and is inhabited by monsters.

    Binah is a placid lake underneath a uniformly black night. If one travels far enough up from Binah one will reach Chokmah.

    Chesed is a sea of milk and honey (mana) filled with verdant green islands.

    Gevurah is an endless expanse of flaming eyes. People only exist here as reflections within those eyes. To travel from eye to eye one needs to attract the attention of another eye by performing an action specific to that eye.

    Tiferet is a giant apple seed that floats inside of Gevurah. Tsalal has declared Tiferet barred from entrance.

    Netzach is huge and endless in expanse. To navigate to one end of Netzach to the other would require an eternity and so most inhabitants of Netzach live on small floating islands that are connected by a network of portals and interplanar bridges.

    Hod is a vast expanse of space that echoes with the sounds of prayers across the planes filled with elemental metal spheres that resonate with the sounds of different prayers. Travel between the different spheres is often accomplished by prayer as specific types of prayers resonate with specific spheres and attract one to specific spheres.

    Yesod is the gate and the entrance to Ein Sof. Once the gate used to be a fortified and well defended fortress but due to a series of wars between the Grigori the metal fortress has crumbled to ruin and decay.

    Malkuth is a network of endless stone bridges and towers that reach out connecting the planes to Yesod and from there to Ein Sof.

    Religions

    Religions in Aleph do not necessarily follow all the conventions that modern judeochristian religions do. In Aleph, more than anything else, religions are simply self-perpetuating systems of beliefs.

    For example, Tsalism is a popular religion because it cements the authority of existing nations and political leaders find endorsing Tsalism helps keep them in power. Tavism; however, is popular religion because of the hope of life after death it offers adherents. Meanwhile, Baalism is popular because of the amount of power it promises to adherents.

    The most common religions on Abisamu are Tavism and Tsalism.

    Tavism

    Belief in a number of religious practises that attempt to stave off death and assure an after-life in Sheol.

    Tavists build shrines to dead ancestors to assure them ghostly half-lives in Sheol.

    Tsalism

    The first and greatest of gifts Tsalal gave man was the law.

    Belief in and worship of a number of gods and the code of Tsalal in the attempt to stave off chaos.

    The code of Tsalal is as follows:

    Law: Divinity is the right of the gods alone.

    Law: Man shall not birth a divine child.

    Fence: There shall be no sexual acts between different races.

    Fence: Women shall be modest in dress and behaviour. They shall not reveal their hair or shoulders in public.

    Law: Man shall not worship the Baalim.

    Fence: Man shall worship no other god than Tsalal.

    Baalism

    Long ago a divine light suffused all of the universe. However, a catastrophe occurred and this divine light began to pull away. Soon after, the shadow left behind came to life as Tsalal and enslaved humanity, stole godhood away from humanity and locked up those gods who would oppose him in the Sea of Oblivion. But there is still hope. The Baalim light the way to gnosis, godhood and the ability break free of Tsalal's lies.

    Belief in a number of deities and that through proper worship and emulation of those deities one can achieve godhood oneself.

    Darakism (the road)

    Shub-Niggurath, Gaia, Abel whatever you call her, she is of one soul and body. From Abel we come and to Abel we shall return.

    Belief in and worship of the world of Abel as one organism and one soul.

    Zakarism

    A man waves a hand and summons forth a destructive blast of energy.

    Belief in and worship of a fundamental animating male principle. Often paired with Ishahism.

    Ishahism

    Belief in and worship of a fundamental animating female principle. Often paired with Zakarism.

    The Powers

    Powers are creatures that can act as kelipots for their followers.

    Full Power

    Full powers are powers that have achieved a perfect state of gnosis.

    Common language synonyms are: god, deity.

    Tzedek

    In the setting of Aleph, a tzedek is a devotee of a god or kelipot who has such an especially close connection to their object of worship that other people can use those devotees themselves as kelipots and achieve gnosis from them. However, tzedeks have not obtained full gnosis themselves or cannot obtain it unassisted.

    Common language synonyms are: saint, apostle, envoy.

    Grigori

    Grigori are extremely powerful fallen Elohim. A rare few have fallen very far and lost their divine power but most are full powers. Grigori are not always evil but typically have their own private agendas.

    Gviyah

    The deeper one travels into Sheol the more Sheol obscures divine magic and hinders Gnosis. Eventually, at the deepest darknesses of Sheol where all spiritual contact is cut away completely one finds the gviyah who are terrifying creatures of unimaginable insanity and darkness.

    Servitor

    A divinely empowered servant of a power.

    Some powers create their servitors and some powers promote their servitors from the ranks of their believers souls.

    Some servitors are: Azrael, Michael

    Possible Synonyms: Angel, Messenger.

    Follower

    A mortal servant of a power.

    Possible Synonyms: Believer

    Hadda (the stormbringer)

    Hadda is the grigori god of storms, life, divine magic and chaos. The symbol of Hadda is the thunderbolt. Hadda is currently trapped beneath the Sea of Oblivion.

    Raab (the hungry dragon)

    Raab is a dragon so hungry he consumes the ground beneath him. He is sealed in a black star in the sky and when the sky collapses Raab will fall to earth. And Raab will eat the world and boil the seas to steam.

    Tsalal (also known as Tsalel)

    Long ago Aleph was an immortal darkness full of chaos. But then after endless aeons, the shadow itself came to life as Tsalal, turned chaos into law, restricted godhood to only the most worthy and imprisoned great evils in the Sea of Oblivion.

    Though Tsalal is chief of all the gods he doesn't interfere much in Abel and doesn't have much of a religious following.

    Tsalism is a lawful power that preaches that godhood and gnosis is a privilege that must be earned. Great emphasis is put on the potential catastrophe of unrestricted power. Tsalal proclaims himself ruler of the Aleph and seats his throne in Daat. He is the terrible shadow in the absence of the divine light and passes judgement on all of Aleph.

    Common Tsalist names are Uritsalal (my light is _), Tsalalzedek (__ justified) and Tsalalshua (__ saves.)

    Death: We are doomed to an endless cycle of reincarnation and death. Only by proper worship of Tsalal are we assured a home for our souls in Ein Sof.

    Impotency: Tsalal restricted divinity to the worthy alone. Devote yourself to his ideals and he may judge you worthy.

    Morality: If the unworthy achieve divinity than chaos will reign. The Baalim must be opposed at all costs.

    Qodesh

    Qodesh is a grigori goddess who rules Chesed. Qodesh is associated with fertility and pleasure. Qodesh is the wife of Tsalal.

    Kachash (to deny)

    They say Kachash is a watchman who stands guard at a gate at the edge of eternity. Beyond the gate is the end of all things and Kachash has pledged to forever protect against it.

    Kachash is the gviyah ruler of Netzach. Kachash existed before even Tsalal and it is said that he sprung to life from the walls that exist at the boundaries of Netzach where Netzach touches Sheol. Kachash is afraid of his own reflection.

    Death: All things rot and decay. To survive one must embrace the decay and not spurn it (become undead.)

    Death: Construct shrines to your ancestors to provide houses for their souls in Sheol.

    Impotency: Once humanity was powerful and strong. But over time its power decayed and fell away.

    Morality: At all costs, one must preserve one-self. To survive one must align one self with rot and decay and embrace it. Any morality that resists the decay of society will eventually perish.

    Morality: Provide for your ancestors and they will provide for you.

    Kachash is the gviyah god who rules Gevurah. It is said that Kachash was trapped for the longest time in the gaps between the eyes of Gevurah that border the Sea of Oblivion where nothing exists but that Tsalal freed Kachash and for that reason Kachash is eternally grateful to Tsalal. Kachash represents necessary limitations on justice such as kindness and mercy but also corruption and loopholes in codes of law.

    Life

    There are a great many strange beasts and creatures that wander the planes of Aleph.

    Mortals

    Mortals are creatures that die from old age. Typically, most mortals have spirits that mostly consist of Abel manna and usually Abel manna is the source of their mortality.

    Spirit Creatures

    There are two parts of a substance: the physical (the corpse) and the metaphysical (the animating spirit.)

    A spirit creature is all metaphysical substance and no physical substance.

    The spirit is composed from and mercy but also corruption and loopholes in codes of law.

    Life

    There are a great many strange beasts and creatures that wander the planes of Aleph.

    Mortals

    Mortals are creatures that die from old age. Typically, most mortals have spirits that mostly consist of Abel manna.

    Spirit Creatures

    There are two parts of a substance: the physical (the corpse) and the metaphysical (the animating spirit.)

    A spirit creature is all metaphysical substance and no physical substance.

    The spirit is composed from the substances of the planes.

    Eshim (the fires)

    Eshims are creatures that have spirits that are full of an excess of Ein Sof manna.

    Legends say that once Ein Sof used to be ruled over by beings known as the Elohim but that due to a catastrophe the Elohim had to go away. And so, the the Nephilim, the half-breed children of the Elohim, and the Grigori, fallen members of the Elohim, were left behind to rule Ein Sof.

    Wheel Eshim are flying burning rings oy from outside harm. The main effect of immortality to adventurers is that immortals can not be aged to death by magic.

    Some immortals are undead, constructs and most spirits.

    Alfar

    There are those who sing and dance and cavort with gods and demons and birth innumerable evils into the world.

    Alfar is a generic term for monstrous hybrid creatures and especially those of Grigori descent.

    Eshim (the fires)

    Eshims are creatures that have spirits that are full of an excess of Ein Sof manna.

    Legends say that once Ein Sof used to be ruled over by beings known as the Elohim but that due to a catastrophe the Elohim had to go away. And so, the the Nephilim, the half-breed children of the Elohim, and the Grigori,ies are golems constructed out of dead bodies and animated by Sheol manna. Some zombies are insensate but most have spirits like that of rabid dogs.

    Houris

    medium immortal spirit undead

    Too much that is young and beautiful grows old and ugly. But sometimes the mirrors remember the images of beauty past. These stale reflections find their way to Sheol where they recall long past days in desert mirages and fever dreams.

    Houris are beautiful men and women made out of transparent glass and lit by an inner light. They are all perfectly formed except for one flaw or deformity that they are ashamed of such as being crippled or faceless.

    Powerful Houris develop psychic magic abilities that allow them to become intangible at will and create illusions.

    Rephaim

    large immortal spirit undead

    There are many men who were once rich and are now poor and many more men were never rich at all. But all things leave a shadow even the things that never were or never could be. These failed hopes and dreams drift in the dark seas of Sheol for ageless times until stormy nights pummel the dark ash seas of Sheol and the seas spit out the Rephaim onto Sheol's rocky shores.

    Rephaim are 10ft tall men and women made out gold. Rephaim are driven by an endless and uncontrollable greed for gold and treasure.

    Rephaim have extraordinarily strong teeth and can bite through solid steel. Powerful Rephaim develop arcane magic abilities that allow them to control and create undead.

    Gamchicoth

    medium immortal spirit undead

    Nothing lasts forever, not even nature itself. There are many places that were once wild that are now claimed or spoiled by man. Like seeds on the wind echoes of these places float on through the planes to Sheol. In time in the dark soils of Sheol these echoes germinate and grow into whirlwinds of scouring ash and sand that howl with the voices of wild animals.

    Gamchicoth are made of wind and air but always must remain anchored to the dry earth. If somehow removed from the ground gamchicoth dissolve into dust and ashes.

    All gamchicoth can attack with a paralyzing piercing howl.

    Powerful and old gamchicoth are said to be able to take on the forms of old wizened giants and speak words of divine power.

    Wealth

    In Aleph there are many forms of wealth. However, the most commonly exchanged goods and service are: coin, land and manna.

    Generally peasants and other poor folk mostly barter goods and services directly between each other. They never own property and rarely own coins. What coins they do have are usually copper.

    Merchants and other well-off people such as city dwellers and professionemain anchored to the dry earth. If somehow removed from the ground gamchicoth dissolve into dust and ashes.

    All gamchicoth can attack with a paralyzing piercing howl.

    Powerful and old gamchicoth are said to be able to take on the forms of old wizened giants and speak words of divine power.

    Annunuki

    Fate has a special punishment for those who seek to blaspheme the past with time travel. A particle travelling backwards in time is mathematically equivalent to its antiparticle moving forwards in time. Those who in the future will attempt to commit the sin of time travel find themselves pursued and attacked by the antiparticle twin of themself until the two collide and annihilate.

    Wealth

    In Aleph there are many forms of wealth. However, the most commonly exchanged goods and service are: coin, land and manna.

    Generally peasants and other poor folk mostly barter goods and services directly between each other. They never own property and >Gold Coin100101

    Land

    For large amounts of money you can buy tenancy from a previous owner of some land or from a state directly. In return the state will let you use that land for your own purposes. However, states will charge property taxes and often introduce other obligations for owners of larger amounts of land such as pledges of military support in times of trouble.

    Manna

    Often magical creatures will have not much use for mundane treasure.

    You can buy many magical goods and services from magic-users and extraplanar creatures for manna and sources of manna.

    Manna is the name magic-users give to the fabric of the planes when it is magically bundled up and stored inside solid objects. Quantities of manna are associated with the specific plane that they draw from but most manna is associated with Abel.

    Manna has many uses. Magic users use manna as a form of money. Manna can be used to create magic items. Certain magic spells require manna or are empowered by manna. Certain creatures can consume and eat manna to grow more powerful.

    Manna can be created many ways. The planes naturally expand over time and manna can be harvested from a specific plane as it expands but only very slowly. Souls are a form of (transformed) manna and with dark magics can be transformed back into raw manna appropriate to the type of soul used to make it. Dreams can be magically harvested and made into manna and the smallest quantity of manna is known as the dream.

    WealthDreamSoul
    Dream11/10
    Soul101

    Magic

    Magic is the art of reshaping reality by willpower alone.

    Domains

    There are three well-agreed upon domains of magic: arcane magic, psychic magic and divine magic.

    Arcane Magic

    Reality is concrete. Reality obeys repeatable, consistent and understandable physical laws that can be exploited to produce seemingly magical effects; however, these effects always have a rational and logical explanation.

    A practitioner of arcane magic reshapes reality by using physical laws of and exploits in reality.

    Psychic Magic

    Reality is consensual. Reality is shaped by our beliefs and the strongly willed can impose their own beliefs on it to suit themselves.

    A practitioner of psychic magic reshapes reality by pure willpower alone.

    Divine Magic

    Reality is an illusion. By achieving Gnosis one can tap into and change the true nature of reality.

    A practitioner of divine magic reshapes reality by entering into a state of gnosis, peering beyond the consensus and tapping into into and manipulating the fundamental cosmic truths behind reality.

    Achieving a perfect state of gnosis is synonymous with godhood. Therefore, most divine magic is achieved via an imperfect state of gnosis that is channeled through an intermediate (such as a power) known as a kelipot.

    Typically, clerics use powers as their kelipots, druids use nature as their kelipots and paladins use a devotion to justice as their kelipots.

    Relations

    Some practioners of divine magic oppose arcane and psychic magic because they want to break the consensus reality from which arcane and psychic magic draw strength.

    Gnosis

    Gnosis is a mystic state of mind wherein one becomes one with the eternal and the divine.

    Synonyms are: nirvana, moksha, enlightenment.

    Kelipot

    A kelipot is any force or power used as an intermediary to achieve gnosis.

    Spells

    Common

    Cantrips (0 Level)

    • Light
    • Acid Splash
    • Chill Touch
    • Dancing Lights
    • Mage Hand
    • Mending
    • Message
    • Minor Illusion
    • Prestidigitation
    • Ray of Frost
    • Shocking Grasp
    • True Strike
    • Detect Magic
    • Protection from Evil and Good
    • Charm Person
    • Sleep
    • Alarm
    • Burning Hands
    • Color Spray
    • Comprehend Languages
    • Disguise Self
    • Expeditious Retreat
    • False Life
    • Feather Fall
    • Floating Disk
    • Fog Cloud
    • Grease
    • Hideous Laughter
    • Identify
    • Illusory Script
    • Jump
    • Longstrider
    • Mage Armor
    • Magic Missile
    • Shield
    • Silent Image
    • Thunderwave
    • Unseen Servant
    • Invisibility
    • Locate Object
    • Continual Flame
    • Hold Person
    • Knock
    • Darkvision
      • Acid Arrow
      • Alter Self
      • Arcane Lock
      • Arcanist’s Magic Aura
      • Blindness/Deafness
      • Blur
      • Darkness
      • Detect Thoughts
      • Enlarge/Reduce
      • Flaming Sphere
      • Gentle Repose
      • Gust of Wind
      • Levitate
      • Magic Mouth
      • Magic Weapon
      • Mirror Image
      • Misty Step
      • Ray of Enfeeblement
      • Rope Trick
      • Scorching Ray
      • See Invisibility
      • Shatter
      • Spider Climb
      • Suggestion
      • Web

      3rd Level

      • Animate Dead
      • Bestow Curse
      • Blink
      • Fear
      • Gaseous Form
      • Glyph of Warding
      • Hypnotic Pattern
      • Magic Circle
      • Major Image
      • Nondetection
      • Phantom Steed
      • Protection from Energy
      • Remove Curse
      • Sending
      • Sleet Storm
      • Stinking Cloud
      • Tiny Hut
      • Tongues
      • Vampiric Touch

      4th Level

      • Polymorph
      • Wall of Fire
      • Confusion
      • Arcane Eye
      • Hallucinatory Terrain

      5th Level

      • Cloudkill
      • Wall of Stone

      6th Level

      • Chain Lightning
      • Circle of Death
      • Contingency
      • Create Undead
      • Eyebite
      • Flesh to Stone
      • Freezing Sphere
      • Globe of Invulnerhield
      • Silent Image
      • Thunderwave
      • Unseen Servant

      2nd Level

      • Acid Arrow
      • Alter Self
      • Arcane Lock
      • Arcanist’s Magic Aura
      • Blindness/Deafness
      • Blur
      • Darkness
      • Detect Tho >

      Uncommon

      Cantrips (0 Level)

      • Acid Splash
      • Chill Touch
      • Dancing Lights
      • Mage Hand
      • Mending
      • Message
      • Minor Illusion
      • Prestidigitation
      • Ray of Frost
      • Shocking Grasp
      • True Strike

      1st Level

      • Alarm
      • Burning Hands
      • Color Spray
      • Comprehend Languages
      • Disguise Self
      • Expeditious Retreat
      • False Life
      • Feather Fall
      • Floating Disk
      • Fog Cloud
      • Grease
      • Hideous Laughter
      • Identify
      • Illusory Script
      • Jump
      • Longstrider
      • Mage Armor
      • Magic Missile
      • Shield
      • Silent Image
      • Thunderwave
      • Unseen Servant

      2nd Level

    • Acid Arrow
    • Alter Self
    • Arcane Lock
    • Arcanist’s Magic Aura
    • Blindness/Deafness
    • Blur
    • Darkness
    • Detect Thoughts
    • Enlarge/Reduce
    • Flaming Sphere
    • Gentle Repose
    • Gust of Wind
    • Levitate
    • Magic Mouth
    • Magic Weapon
    • Mirror Image
    • Misty Step
    • Ray of Enfeeblement
    • Rope Trick
    • Scorching Ray
    • See Invisibility
    • Shatter
    • Spider Climb
    • Suggestion
    • Web
    • 3rd Level

      • Animate Dead
      • Bestow Curse
      • Blink
      • Fear
      • Gaseous Form
      • Glyph of Warding
      • Hypnotic Pattern
      • Magic Circle
      • Major Image
      • Nondetection
      • Phantom Steed
      • Protection from Energy
      • Remove Curse
      • Sending
      • Sleet Storm
      • Stinking Cloud
      • Tiny Hut
      • Tongues
      • Vampiric Touch

      4th Level

      • Banishment
      • Black Tentacles
      • Blight
      • Conjure Minor Elementals
      • Control Water
      • Dimension Door
      • Fabricate
      • Faithful Hound
      • Fire Shield
      • Greater Invisibility
      • Ice Storm
      • Locate Creature
      • Phantasmal Killer
      • Private Sanctum
      • Resilient Sphere
      • Secret Chest
      • Stone Shape
      • Stoneskin

      5th Level

      • Animate Objects
      • Arcane Hand
      • Cone of Cold
      • Conjure Elemental
      • Contact Other Plane
      • Creation
      • Dominate Person
      • Dream
      • Geas
      • Hold Monster
      • Legend Lore
      • Mislead
      • Modify Memory
      • Passwall
      • Planar Binding
      • Scrying
      • Seeming
      • Telekinesis
      • Telepathic Bond
      • Teleportation Circle
      • Wall of Force

      6th Level

      • Chain Lightning
      • Circle of Death
      • Contingency
      • Create Undead
      • Eyebite
      • Flesh to Stone
      • Freezing Sphere
      • Globe of Invulnerability
      • Guards and Wards
      • Instant Summons
      • Irresistible Dance
      • Mass Suggestion
      • Programmed Illusion
      • Sunbeam
      • True Seeing
      • Wall of Ice
      • Astral Projection
      • Foresight
      • Gate
      • Imprisonment
      • Meteor Swarm
      • Power Word Kill
      • Prismatic Wall
      • Shapechange
      • Time Stop
      • True Polymorph
      • Weird
      • Wish

      7th Level

      • Arcane Sword
      • Delayed Blast Fireball
      • Etherealness
      • Finger of Death
      • Forcecage
      • Magnificent Mansion
      • Mirage Arcane
      • Plane Shift
      • Prismatic Spray
      • Project Image
      • Reverse Gravity
      • Sequester
      • Simulacrum
      • Symbol
      • Teleport

      8th Level

      • Antimagic Field
      • Antipathy/Sympathy
      • Clone
      • Demiplane
      • Dominate Monster
      • Feeblemind
      • Incendiary Cloud
      • Maze
      • Mind Blank
      • Power Word Stun
      • Sunburst

      Create Undead

      Animate Construct

      Enchant Scroll

      Enchant Wand

      Enchant Potion

      Holy Symbol

      You can magically bind one 2-dimensional symbol to your life-force.

      Warlock Pact

      You can tie a person to your own life force to gift them with the magical power of a warlock.

      Death

      All matter consists of a conceptual substance (the soul) and a material substance (the body.) When eventually the body ceases to exist or fundamentally changes to an extreme degree the soul departs and the material substance becomes inert and dead.

      Like any other sort of manna, upon death the soul departs and make its way towards to the plane that it most strongly resonates with. Unstructured and weak manna such as from most magic items or from nonsentient golems breaks aparts and becomes one with the plane it has travelled to. Extremely unstable and weak manna may break apart into multiple parts of different types and travel to different planes. Very rarely it is the case that sometimes the soul of an especially unstable person may split and show up in multiple planes after death.

      Full powers may override normal circumstances and draw the souls of their followers to themselves or their own divine realms.

      Patrons

      A magical patron bestows magical abilities to a follower for whatever reasons. A power or kelipot is a patron that can bestow powers.

      Priests are gifted gnosis from their gods. They see the true reality behind the world and can banish the lies of false magic with but a touch.

      Druids know that all are a part of Gaia's world soul. They can see into the world soul and reshape its mortal shells to their whims.

      Never trust a nephil. The nephilim are the sons of gods and beasts and demons and worse. Their steps shake the earth and their strange ways are unknowable.