Note on Attunement
The Forgotten Magics
It is our nature to forget what we have remembered and remember what we have forgotten. It is this cycle that makes all things that were once new, old and were once old, new again, for their are no discoveries but just reimagining’s of things that were already here before us. — The Avatar of Time
Their are 3 types of great magic’s that scholars are aware of, and have studied but have yet found a way to recreate. The first was created to protect holy sites and great cities and required the use of many magic users combining their powers for a common goal. The second was used to obfuscate the nature of magical items and if done correctly allow the use of multiple similar magical items. The third involved harnessing the power left behind by powerful souls that have recently departed. Though rare there are luckily still many diverse examples of all three types of magical works in the world which can be studied to assist us in better understanding how each type of magic works.
Mantels are large protective wards created by the combination of several magic users. Mantels are usually created to protect either holy sites or large cities, and can provide protection for either the actual location or the inhabitants of the location. The city of Tal’Ra’Shay is protected by two mantels, one over the greater city that provides protection from magical incursion from outside and provides protection for the citizens against falls and injuries, and one over the Central Cathedral who’s complete abilities are only truly known by the central council.
Most common uses for Mantels
- Protection from teleportation/traveling into the area
- Protection from spells originating outside the mantel
- Protection against attempts to hide one’s identity/self
- Featherfall for inhabitants inside the mantle
Fleshcrafting is a barbaric magical art that allows a worn magical item to sink into the skin of the wearer. This provides the advantage of preventing the item from being detected by normal observation and the item can only be removed upon the wearers death or by cutting the item loose. If not closely observed while attached to someone, it is very difficult to identify an item as being Fleshcrafted, until it is equipped and starts to painfully burrow into ones flesh.
Most common uses for Fleshcrafting
Soulcrafting is the art of imbuing the essence of recently departed souls into items, allowing them to take on a semi-sentient state of being. Most often this is done with willing participants who wish to continue to assist others after they have shed their mortal shell. The most well known example of Soulcrafting are the stone guardians of Thanehold, a set of 13 Dwarven Statues that have been imbued with the souls of great Dwarven heroes that watch over the inhabitants of the city.
Most common uses for Soulcrafting
- Guardian/Servant/Training Statues
- Knowledge/Lore Orbs
- Wilderness Shrines
- Banking Chits
Personal Magic Items
Due to the inundation of magic in everything, it is possible to imbue a bit of yourself into mundane items that have great sentimental significance. Often these items gain the ability to be used as a one time use magical effect, far less rare are the personal magic items that gain the ability to recharge their ability.
It is unknown exactly how these items are created and all attempts to mass produce (or even consistently just produce) “personal magic” items have failed.
Some examples of Personal Magic Items:
- A child’s teddy bear that creates a protective barrier
- Wedding rings that allow wearers to communicate over long distances
- A flask that increases the holder’s courage
- A locket that shows a current image of a loved one.