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magie [2020/08/04 14:59] – [Divine Spellcasting] maitregobmagie [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +====== Magie ======
  
 +**Magic** is the lifeblood of the world of [[Eberron]].  From Élémentaire transports, to artificer infusions, to [[Maisons Marquées Du Dragon]] to [[Psioniques]], magic has many forms and all forms are employed to maximum efficiency in the Monde d'Eberron.  The [[Mage-artisan]], a new NPC class, represents the concept of magic being so prevalent that it's as much a trade as blacksmithing and bookbinding.
 +
 +====== Spellcasting ======
 +===== Arcane Spellcasting =====
 +Arcane spellcasters unlock the power of the supernatural through the use of spoken words, precise gestures, and material components.  Some arcane magic requires even more taking its toll on the psyche of those who cast it, but these represent a small portion of very powerful spells.  Arcane spellcasters include the [[magicien]], [[sorcier]], and [[classe:barde]].
 +
 +Arcane magic is a form of science. There are predictable rules that shape reality, and with proper study and force of will, anyone could potentially perform arcane magic. This is what makes arcane magic the foundation of civilization in the Five Nations: it can be taught, and once learned, it is entirely reliable. Arcane magic involves channeling ambient magical energy—the powers of the planes, the emanations of the Ring of Siberys—and focusing it to alter reality. The components of a spell—like verbal incantations, somatic gestures, and focus items—help this process, but the most important element of spellcasting is mental focus. Though a fighter could perfectly duplicate the words and gestures of a wizard, nothing would happen. You must cast the spell in your mind, harnessing and shaping mystical energy, and this is dangerous and exhausting; this is why most spellcasters are limited in how many spells they can cast each day.
 +
 +All arcane magic consists of reliable skills you can master,
 +but there are different forms of arcane magic. While a wizard
 +and sorcerer can both cast fireball, there’s a difference, tied
 +to the ability associated with spellcasting.
 +
 +Intelligence. Spellcasting using Intelligence is grounded in
 +knowledge and logic. For these characters, casting a spell is
 +like solving an equation—harnessing and carefully channeling
 +the precise quantity of mystical energy required to produce the
 +effect you’re looking for. A wizard may use words of power and
 +mystic gestures to generate power, while an artificer instead
 +relies on tools. But either way, you fundamentally know what
 +you’re doing, which is why both artificers and wizards can
 +prepare new spells each day. Arcane magic is a science, and
 +you’re a scientist.
 +Charisma. Spellcasting using Charisma is tied to instinct
 +and force of personality. For these characters, casting a spell
 +is like knowing a few amazing family recipes even though you
 +have no concept of the fundamental principles of baking. Your
 +spellcasting talents may come from an arcane bloodline, a
 +mystic patron, or a magical song. Regardless, you still have
 +to perform similar actions to a wizard; to cast a fireball, you
 +still need somatic gestures and verbal incantations along
 +with a ball of guano or an arcane focus. But you don’t have to
 +understand what you’re doing the way a wizard does; you just
 +know that if you follow the recipe, you’ll get a perfect result.
 +In general, wizards, sorcerers, warlocks, artificers, bards,
 +franc-casteurs, and magewrights use arcane magic. This
 +still leaves room for individual flavor, and the techniques
 +of an Aereni wizard may look quite different from those
 +of an Aundairian franc-casteur. But the same basic science
 +underlies them both, and the principles of verbal and somatic
 +components are familiar, even if the precise gestures or
 +words are different. You can decide your character breaks this
 +tradition, but this doesn’t change any mechanical rules. You
 +might say that your bard uses divine magic to cast spells—
 +singing prayers to the Sovereigns, for example. However,
 +this won’t change your spellcasting ability or allow you to
 +use a holy symbol as a spellcasting focus, unless you make
 +arrangements with your DM.
 +===== Divine Spellcasting =====
 +Divine spellcasters tap into the power of patron [[deities]] or other powerful divine forces to achieve similar effects as those who unlock arcane spells.  Though often the divine spellcaster needs a focus of his faith such as a [[holy symbol]], there are often gestures, words, and material components that accompany the casting of a divine spell as well.  Divine spellcasters include the [[classe:clerc]], [[classe:druide]], [[paladin]], and [[Ranger]].
 +
 +There’s no logic to divine magic, no pure science that can
 +explain exactly how it works. An acolyte might spend years
 +meditating and praying, performing virtuous deeds, and
 +tending their flock, and still never gain the power to cast a
 +spell; meanwhile, a smith who can’t even read might feel
 +Onatar’s guiding hands and cast magecraft. Divine magic
 +requires two things: absolute faith and a connection to a
 +divine power source.
 +Faith is about conviction. It can’t be something you
 +approach rationally. You need to know in your heart that the
 +magical effect you seek to produce with your spell should
 +and will happen. Whether you’re smiting an enemy or
 +healing an ally, you know that the enemy will fall and that
 +you will save your friend. This doesn’t mean that you have
 +to be a zealot with no doubts whatsoever; you can question
 +your overall course of action. But you can’t think about your
 +doubts in the moment of casting the spell; in that instant,
 +you must have pure and absolute certainty that the spell
 +will come to pass.
 +But faith alone isn’t enough; you also need a connection
 +to a source of divine power. In Eberron, no one can prove
 +whether the Sovereigns or other deities exist—if Onatar
 +actually guides all artisans or if Dol Dorn and Dol Arrah
 +truly watch over every battlefield. But whether or not Dol
 +Arrah exists, when her paladin smites a foe, they draw
 +that power from something. The paladin believes it to be
 +Dol Arrah granting her favor, and maybe it is. Or maybe the
 +shared faith of the tens of thousands of people who believe
 +in the Sovereigns has created wells of power in the collective
 +unconscious, and the paladin draws on this powerful force
 +instead. In a practical sense, the truth is irrelevant; regardless
 +of its nature and source, the power exists. And this is where
 +science fails. The Silver Flame is a source of divine power,
 +a force that has held demons at bay for millennia. Those
 +who seek to defend the innocent and fight supernatural evil
 +can draw on its power. But why does one templar become a
 +paladin over another of equal faith? Why does an illiterate
 +farmer gain the gift of divine magic when a religious scholar
 +who’s spent decades studying texts doesn’t? People of faith
 +usually respond that it’s because the farmer was chosen by
 +Arawai, or because one templar was more open than the
 +other to the Voice of the Flame. Maybe that’s true, or maybe
 +it’s all just luck.
 +As a paladin or cleric, you are tied to a source of divine power.
 +Have you been chosen for a grand purpose? Did you earn this
 +gift through piety or virtue? No one can prove the answer one
 +way or the other. All that matters is that you have your faith, and
 +that when you call for divine power, something answers.
 +Manifestations of Divine Magic. To the outside observer,
 +divine magic is very different in flavor from arcane magic. A
 +wizard traces glowing sigils and speaks words in a language
 +older than humanity; a priest simply points dramatically at
 +their enemy and calls on the Silver Flame to strike them
 +down. Whether a spell is fueled by arcane or divine power,
 +however, it still requires verbal and somatic components.
 +Practically speaking, this means the spellcaster has to be able
 +to speak and use their hands, and that these are somehow
 +tied to casting a spell. But where a wizard may recite a
 +complex incantation, the verbal component of divine magic
 +could be the simplest of prayers: “Dol Arrah smite my foe!”
 +or “Stand revealed in the light of the Flame!” Or it might be
 +more complex, perhaps singing a hymn or reciting a passage
 +from an ancient text. In both cases, the verbal components
 +are statements of conviction and intent. Just as arcane magic
 +is more than words and gestures, divine magic likewise has a
 +mental component. The caster doesn’t just ask for something; they reach out and take the power from the divine source, and if they draw too heavily on this connection, it’ll be exhausted until they can rest.
 +The Value of Uncertainty. Mechanically, there’s no difference between arcane magic and divine magic. But Eberron’s divine magic is inherently more mysterious—it’s not a science and shouldn’t be entirely consistent or reliable. If you and your DM both agree to it, the DM could add some uncertainty to your divine magic. Consider a few ways this could manifest:
 +• A spell could have a more powerful effect than you expected, as if cast with a spell slot of a higher level.
 +• The target of a spell could gain advantage or disadvantage on a saving throw against it.
 +• A target could be unexpectedly included or excluded from a spell effect.
 +This uncertainty should never become commonplace. It’s the sort of thing that might happen once or twice during an adventure, if at all, and it should never be something you demand. It’s a way to add that sense that divine magic isn’t logical—not to create a concrete advantage or disadvantage for divine casters.
 +You should generally have a sense of why the uncertainty is happening. If you doubt the righteousness of your cause, it would make sense for you to have disadvantage on your attack roll; conversely, if you’re a Silver Flame priest facing one of the Lords of Dust and you’ve just made an impassioned speech condemning them in the name of the Flame, you might expect a surge in power. But divine magic should never be entirely logical. If you cast flame strike and one of the targets is entirely untouched, is it because your faith faltered, or could it be a sign that you are supposed to spare this person’s life?
 +Visions and Portents. As a divine caster, you are in touch with a divine power source. DMs can add a sense of mystery to divine magic by granting you divine visions. This might be clear and direct: during a long rest, you have a vision of a dark cloud over a nearby town. You know that evil forces are gathering there and that you have been charged to defend the townsfolk. This can be an easy way to set an adventure in motion. But it can also be more cryptic and intriguing: as your paladin enters the village, you see a burning crown floating above the head of a crippled beggar. The vision lasts an instant and is gone, with no further guidance. Is it a sign that the beggar is the rightful ruler and you should restore him to power? Is it a warning that he’s an agent of Rak Tulkhesh? There is no clear answer; it’s up to you to interpret it. The divine power is telling you something, but can your mortal mind make sense of it? As with unreliable magic, visions should be rare and remarkable. Such a vision is a reminder that you are in touch with a higher power, but you should never take this gift for granted or come to expect it.
 +Other Forms of Magic
 +Divine magic and arcane magic are the two most common forms of spellcasting, but they’re far from the only paths. Primal magic draws on the ambient power of the natural world, and is commonly used by druids and rangers. The verbal components of a primal spell might include a bird call or invocation of an animal spirit; somatic components might mimic the motion of a beast or spreading roots. Psionic magic uses the focused power of the mind, and chapter 2 includes suggestions for adding psionic flavor to kalashtar characters. A warlock might say that they are directly channeling their patron, acting simply as a vessel for that power.
 +Divine Magic in Everyday Life
 +Faith is a part of everyday life in the Five Nations. The people of Galifar were devoted to the Sovereign Host, and this echoes through its institutions—marriages are sanctified by Boldrei and judges swear oaths to Aureon. The Sovereign Aureon is the patron of wizards and magewrights, and Bombardier artificers look to Onatar and the Traveler for inspiration. Many dragonmarked heirs assert that their marks are divine gifts.
 +So faith remains widespread, and there is no inherent clash between arcane and divine magic, but most commercial magical services are provided by arcane magewrights, not divine adepts. Priests can often cast thaumaturgy or ceremony, but rarely wield other forms of magic. The job of the priest is to provide spiritual guidance to their community; if you’re looking to fix your injured leg, you go to a Brunet healing house, not to a temple.
 +As a result, people are well aware of divine magic, but it’s not taken for granted in the same way arcane magic is. The people of Eberron understand that divine magic isn’t necessarily reliable, as discussed in the “Gifts in Time of Need” sidebar. A paladin player character will never lose their class abilities, but an NPC templar might gain divine power only when fighting supernatural evil and be unable to produce those effects at other times.
 +People with the abilities of clerics and paladins are usually found serving as champions of their faiths. They are exorcists, templar commanders, inquisitors, and missionaries venturing into dangerous lands. You wouldn’t just go into a temple of Boldrei and demand to be healed. Clerics and paladins are remarkable, and people will assume that you were given your powers for a special purpose. NPC clerics of Boldrei might be found operating charitable clinics or fighting outbreaks of plague.
 +
 +Gifts in Time of Need
 +Long ago, a simple smith received Onatar’s blessing, and from then on, found he could use divine magic to cast magecraft. When a gang of bandits threatened his village, the old man struck down the bandit leader, then smote those who didn’t flee. He exclaimed that Dol Arrah and Boldrei empowered him to protect his people. But when the bandits fled, this strength left him and he died.
 +This is a typical folktale in the Five Nations. You can’t choose to become a divine spellcaster; the power is given to you. While some say this proves the existence of divine intervention, others assert it’s simply that deep devotion allows anyone to channel divine power under the right circumstances. In some cases, divine power can be temporarily granted by an immortal entity, as the paladin Tira Miron was strengthened in her battle against Bel Shalor by a couatl guardian.
 +Player characters rarely have power stripped away; their core abilities should be reliable unless the player and DM agree to add uncertainty to their abilities. But NPCs could receive temporary divine gifts; the old smith described above could be a vital ally in a battle, but at the end of the adventure, his powers leave him. In the case of a player character, any character with faith could temporarily receive a boon (as presented in the Dungeon Master’s Guide) tied to a particular quest or purpose. That purpose might be made clear—gifted by a spiritual guide like Tira’s couatl, or revealed in a divine vision—or it could be a mystery. Such a gift is temporary, and will be lost when it has served its purpose. This sort of gift should be especially rare and remarkable; Tira and the couatl is a legendary event, not something taken for granted. But it is something that can happen if it fits an adventure.
 +
 +While it’s rare to find people selling divine magic as a service,
 +it’s not unheard of. Breland is infamous for corruption, and an
 +NPC cleric could demand gold for mystical assistance. Oracles
 +of Aureon typically demand “donations” for their insights. And
 +in places where faith is especially strong or widespread, adepts
 +can be found providing services commonly performed by
 +magewrights. In a Seeker community in Karrnath, you may find
 +skeletons animated by the local priest tilling a field. A devout
 +blacksmith might cast magecraft by calling on Onatar instead
 +of learning it from Bombardier—but unlike with arcane magic, this
 +devout blacksmith can’t teach the spell to an apprentice. Divine
 +spellcasting is a gift, not a job; an apprentice might earn that
 +gift with their own devotion, but it’s never a sure thing.
 +Within the Five Nations, Thrane is the greatest example of
 +divine magic being worked into everyday life. Even there, Brunet
 +still provides healing and people rely on Sivis speaking stones to
 +communicate. But in Flamekeep the streets are lit with silvery
 +everbright lanterns created by adepts instead of artificers,
 +and many other common services are provided by divine faith
 +instead of arcane science. Beyond the Five Nations, the cultures
 +of Aerenal and the Ghaash’kala orcs of the Demon Wastes use
 +divine magic nearly as commonly as arcane services.
 +Questioning Faith
 +Divine magic is real. For a player character, it’s reliable, and
 +under fifth edition rules, clerics and paladins don’t risk losing
 +their powers if their actions aren’t perfectly aligned with their
 +faith. As discussed in the “What is Divine Magic” section above,
 +there are many ways to reflect the importance of faith and what
 +makes playing a divine spellcaster feel distinctly different than
 +playing a wizard.
 +But what happens when that faith falters? A DM and player
 +could work together to reflect the evolution or even loss of
 +faith by an equally dramatic mechanical change to a character.
 +Consider a paladin who discovers or does something that
 +deeply undermines their faith. If the character simply loses their
 +class features, no one will have fun. But you could redesign the
 +character as a fighter of the same level, reflecting the idea that
 +their divine abilities are gone, but they’re still a tough, hardbitten
 +warrior. Or in reverse, you could start a campaign playing
 +a fighter as a former paladin who lost your way; if you find
 +redemption or new faith over the course of the campaign, you
 +could eventually redesign the character to be a full paladin.
 +Similarly, a character’s beliefs might evolve rather than be
 +lost entirely. Tira Miron began as a paladin of Dol Arrah but
 +later embraced the Silver Flame. It’s equally possible for a
 +cleric of the Sovereign Host to have a journey that leads them
 +to embrace the Blood of Vol; this sort of character evolution can
 +be a remarkable story, and be reflected mechanically by the DM
 +and player working together to swap their class archetype.
 +These mechanical changes might require some suspension of
 +disbelief, as the paladin who becomes a fighter might suddenly
 +be a significantly better fighter, and the cleric who swaps
 +domains might lose proficiencies and have to throw away their
 +armor. This is an imperfect process, and it’s up to both player
 +and DM to find ways to push past this and explain them within
 +the story: “My armor was a prison. Now that I’ve embraced the
 +light, I can’t bear to carry the weight of war on my shoulders.”
 +It’s important to maintain game balance, even if it means
 +overlooking a few blips in the story. But changing beliefs can be
 +a good reason for a dramatic mechanical shift within a character.
 +Ultimately, your beliefs—or lack thereof—don’t have to
 +be limited by a class choice you made at 1st level. Whether
 +it’s ultimately strengthened or abandoned, questioning and
 +exploring faith can be an interesting path for any character.
 +
 +Unusual Faith
 +There are sources of divine magic that are concrete and clear—the Silver Flame is a pool of energy that binds the overlords, and spellcasters can divert its power for other purposes. There are other sources that are less certain—are the Sovereigns the deities their followers believe them to be, or is the power of a Sovereign cleric simply drawn from the power of collective belief? And then there’s a third kind of source, where divine spellcasters draw power from devotion to forces that clearly are not divine and have no obvious way to grant such power. How is it that a warforged paladin can draw power from their devotion to the Lord of Blades when the Lord of Blades doesn’t wield such power himself? Is a cleric of the Dragon Below actually receiving their power from a daelkyr, and if so, how?
 +Ultimately, these questions don’t need an absolute answer; after all, the most basic principle of divine magic is that it’s not scientific and can’t be absolutely explained. But here are a few ways to approach such spellcasters.
 +Borrowed Power
 +The most common theory advanced by theologists in Eberron is that people with exotic or implausible beliefs who wield divine magic are actually drawing that power from another source without realizing it—that their faith is so strong that an actual existing power answers the prayer. Phthaso Mogan of Sharn has written a treatise in which he describes a man who performed miracles based on his fanatical devotion to his own shoe. Mogan concluded that the man was actually receiving his power from Kol Korran, the Sovereign of Travel. But while it’s possible to draw spells from worshiping a shoe, this would be extremely rare. Though the cause is debated, scholars recognize that the more similar your target of worship is to an archetypal Sovereign, the more likely you are to be granted divine magic. And thus, over the ages, civilizations have gravitated toward worshiping a variation of the Sovereign Host.
 +Mogan also proposed that clerics of unusual faiths may actually receive their spells from the Traveler, who might support such ideas to cause chaos and undermine faith in established traditions. Korranberg scholar Dravo Den Talas has proposed an alternate theory: that if there is any truth to the beliefs of the Blood of Vol, all divine magic could be drawn from the mystic spark of the caster. According to Talas, the actual belief is irrelevant; it is purely the strength of faith that matters.
 +Regardless of what they conclude, the various theories generally acknowledge that a paladin who worships the Lord of Blades doesn’t actually have to draw their power from the Lord of Blades himself. The power might come from within the paladin, it could be ultimately drawn from Dol Dorn or Onatar—or even be a gift of the Traveler.
 +Not All Clerics Are Divine
 +Ultimately the distinction between divine spellcasting and arcane spellcasting is a question of flavor. There’s nothing that says a paladin has to be considered to be a divine spellcaster. A kalashtar cleric could present their command as psychic ability, while a paladin from a cult of the Dragon Below could describe Divine Smite or Lay on Hands as being empowered by a disturbing symbiont that encases the arms of the paladin. Warlocks and barbarians might seem more thematically appropriate for many of the cults of the Dragon Below, but the same concept can be applied to clerics or paladins; while they are driven by their faith, their powers are based on gifts, physical mutations, or otherworldly revelation, as opposed to coming as a literal answer to prayer.
 +S
 +tran ge Gods
 +The Sovereign Host is by far the dominant faith of Khorvaire, followed by the Church of the Silver Flame, which has churches and shrines all across the Five Nations. While the Blood of Vol is a distant third, it has been well established in Karrnath and the Lhazaar Principalities for over a thousand years. However, there are many other religions in the world. These include the druidic traditions of the Eldeen Reaches, the kalashtar Path of Light, and other faiths described in Eberron: Rising from the Last War. In addition, players and DMs can always develop new religions, either as traditions that have recently appeared or as obscure faiths that have few followers. A few examples of uncommon religions are provided below.
 +T
 +he Becoming God
 +Province: The warforged (creation, evolution, ascension)
 +Suggested Cleric Domain: Forge (Xanathar’s Guide to Everything)
 +Suggested Paladin Oath: Devotion
 +This small cult believes that the souls of the warforged flow from a greater spiritual power. Those who follow the path of the Becoming God believe that House Bombardier was merely a tool of the Becoming God; Bombardier created bodies, but it was the God that shared its essence and gave the warforged life. Followers believe that each warforged holds a divine spark, that their people have a destiny, and that when they work as one, they can change the world. Followers seek to ensure a positive future for the warforged race, seeking to reactivate the old creation forges or to find a new way to create warforged. The faithful are also charged with helping to build a physical body for the Becoming God itself, and a community of warforged in the Mournland labors toward this aim. It could be that this vessel will be a vast form that dwarfs even the warforged colossi, but perhaps the Becoming God’s size doesn’t matter, only its perfection. Followers of the faith may receive visions of objects that must be located and brought to the Mournland to help with this quest.
 +The cult of the Becoming God is notably less violent than the followers of the Lord of Blades. The faithful are determined to protect the warforged and help them reach their full potential, but they generally believe that it’s possible to work with creatures of flesh and blood, and harmony is better than strife.
 +The Draconic Prophecy
 +Province: Destiny, divination
 +Suggested Cleric Domain: Knowledge
 +Suggested Paladin Oath: Devotion
 +Priests of the Draconic Prophecy embrace the idea that there is a guiding force underlying reality, and that they can see glimpses of its divine plan. A priest of the Draconic Prophecy believes that their divine powers are granted to keep the Prophecy on its proper path—that when a cleric uses cure wounds to save a comrade, it’s because that person isn’t destined to die today. When they cast a spell such as commune, it doesn’t contact an extraplanar entity, but reveals a cryptic glimpse into the Prophecy itself.
 +Despite having priests, this isn’t an organized religion and there are no clearly established traditions. It’s a calling, and each champion must find their own path. Priests of the Prophecy are often set in opposition to forces that seek to manipulate the Prophecy and to use it for their own ends, notably the fiendish Lords of Dust.
 +The Lord of Blades
 +Province: The warforged (conquest, revenge)
 +Suggested Cleric Domains: Forge (Xanathar’s Guide to Everything), War
 +Suggested Paladin Oaths: Conquest, Vengeance
 +The Lord of Blades is a warforged insurgent. He asserts that the warforged were created as tools and weapons, but now it is time for their former masters to reap the harvest they have sown. Some of his most devoted followers—who call themselves Blades—believe that there can be no peace between the warforged and creatures born of flesh and blood, and that there will come an apocalyptic reckoning between the two. They don’t believe the Lord of Blades to be a god, but they do consider him to be a divine champion. There is a parallel here to the Becoming God, as the Blades believe the Lord of Blades is the vessel for the spirit of their people, the fulcrum of their destiny; the primary difference is that the followers of the Becoming God seek peaceful coexistence, while the Blades devotedly believe in both conquest and vengeance.
 +Due to the antagonism between Blades and creatures of other races, this path would be an unusual choice for a player character, unless the entire party of adventurers is comprised of warforged. However, it’s possible a Blade paladin could be pursuing a sacred mission—perhaps searching for a particular artifact or the secret of how new warforged can be created—that requires them to find a way to peacefully work alongside creatures of flesh. Perhaps along the way, they will conclude that coexistence is possible.
 +While the Blades believe that conflict is inevitable, they aren’t fools, and few are bloodthirsty or cruel. Most Blades are combat veterans with tactical experience, and know better than to simply attack every human they encounter; when they act, they strike strategic targets and have a plan of attack. At the moment, there are working toward acquiring strategic resources, developing weapons, and striking at those perpetrating injustice toward the warforged. They may make bloody examples of their enemies, but most acts of violence are carefully planned.
 +====== Artifice ======
 +{{Main|Artifice}}
 +
 +Artifice is the practice of imbuing mundane items with magical infusions. While neither divine, nor arcane the infusions provide similar magical energies to the imbued item making it more powerful or capable of achieving supernatural results.  Practitioners of artifice are called [[classe:artificier|Artificiers]] and are prevalent throughout Khorvaire.
 +
 +====== Élémentaire Binding ======
 +{{Main|Élémentaire Binding}}
 +
 +Élémentaire binding is the practice of trapping a called Élémentaire into a [[dragonshard]] which is then retrofitted into a vessel or item to produce a supernatural effect akin to advanced technologies.  The practice is almost exclusively performed by [[Gnomes]] of [[Zilargo]] however the secrets of Élémentaire binding can not be kept secret forever. Élémentaire binding provides Eberron with mighty [[Élémentaire vessels]] as well as powerful [[Objets Magiques]] all with the spirit of a bound Élémentaire contained within.
 +
 +====== Fragments de Dragon ======
 +{{Main|Fragments de Dragon}}
 +
 +Three different Fragments de Dragon exist in the Monde d'Eberron named after the [[premiers_dragons|progenitor wyrms]] that formed the world above ([[Siberys]]), world around ([[Eberron]]) and the world below ([[Khyber]]).  Each of these Fragments de Dragon are unique unto themselves and produce different effects useful for different reasons.  Fragments de Dragon are a commodity of the magic suffused society of Eberron and whole nations rely on their ability to export Fragments de Dragon for profit.
 +
 +====== Prophétie Draconique ======
 +{{Main|Prophétie Draconique}}
 +
 +The Prophecy is all around us and has been studied and recorded for eons. The [[Dragons]] of [[Argonnessen]] spend centuries observing and recording natural signs all around them convinced that it points to something large and imminent.  What it points to is a question for the ages. The immensity of the prophecy means that few of the Commun races are long-lived enough to grasp even the slightest of tenets of the Prophecy, the dragons however with their lengthy lifespans continue to revel in the mystery of the prophecies and attempt to interpret the prophecy and the omens it portends.
 +
 +====== Daelkyr Magic ======
 +{{Main|Daelkyr Magic}}
 +
 +The depraved souls that are the [[Daelkyr]] have formed their own twisted abomination of magic corrupting what has already been created. [[Symbiote]]s, [[Dolgaunt]], [[dolgast]] and [[Dolgrim]] are devolved abominations of what was once pure. Genetic experiments the daelkyr continue to twist and meddle in an effort to create perfection.
 +
 +====== Dragon Totem Rituals ======
 +{{Main|Dragon Magic}}
 +
 +Among the [[classe:barbare]] tribes in [[Seren]] the island nation just off the coast of [[Argonnessen]] a strangel practice of ritual dragon worship persists.  Sacrificing [[Fragments de Dragon]] and entering into extended practiced rituals the Humains are empowered with special abilities that mimic that of their dragon totems.  Thus far the practice is secluded to the shores of [[Totem Beach]] and the Seren people, but there is no reason why this practice might eventually arrive on the shores of Khorvaire.
 +
 +====== Psioniques ======
 +{{Main|Psioniques}}
 +
 +While not magic in truth Psioniques play a vital role in the Monde d'Eberron.  With the ability to use the power of the mind to achieve great supernatural feats the psionic closely resembles a magic wielding sorcerer or a divinely blessed cleric. In a world full of secrets and intrigue the ability to invade the mind or protect from invasion is as coveted as any other.
 +
 +====== Magic of [[Aérénal]] ======
 +{{Main|Magic of Aérénal}}
 +
 +The mysterious and reclusive Elfes of [[Aérénal]] worship their ancestors and strive for the ultimate reward of overcoming death through the transformation into a {{tagpage>"Éternel"|Éternel}} creature. Deep in the heart of the mysterious isle Éternel flesh is grafted onto the living providing them with new and unique capabilities.
 +
 +====== Magic of Karrnath ======
 +{{Main|Magic of Karrnath}}
 +
 +Though [[npc:roi_kaius_iii]] has officially outlawed the use of [[Mort-vivant]] for military purposes there is no doubt still some practice of necromancy going on within the borders of the dark and foreboding land.  Whispers of a new form of Mort-vivant creation called [[necrogenesis]] travels through abandoned corridors and passes between tight lips.  With so many resources devoted to the pursuit of creating Mort-vivant it is unlikely that [[Karrnath]] has disassembled all of its laboratories and technologies, what is more likely is that the processes have move underground. 
 +
 +====== References ======
 +
 +{{tag>["magie"]}}