Earthpower

Earthpower, in its purest form, exists as a formless, tasteless, virtually invisible essence. Latent energy possessed by all living entities and released on death, into the atmosphere, where it is eventually absorbed back into the Earth, unless directed elsewhere, dispersed by the wind, somehow collected into an appropriate receptacle, or syphoned into arcane spellcasting by those with the knowledge (and intent) to do so.

Devoid of sentience, Earthpower will none-the-less, in sufficient concentration, attract any other nearby latent essences. Earthpower combining in this way will promote further such combinations which, if successful, will increase the strength of such, and attract latent essence from further afield.

If no such essence can be attracted, the concentrated Earthpower will begin to dissipate, losing strength and eventually devolve back to its most simplistic form, beginning again the endless cycle of aimless drifting.

If however, sufficient quantities of residual Earthpower combine, a base sentience may be achieved, and a more focused effort to merge with latent essence, with a view to further development, may be triggered.

Such sentient concentrations may, if growth is achieved, develop a very simplistic form of life and, with sustained growth, a more developed ecology.

Magic

Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

Arcane Spellcasters

Genesian Arcane Spellcasters typically tap into a personal reserve of latent energy, present in all living things, in order to cast basic spells. As the spells become more complex and costly, many utilise implements or artifacts which directly call upon concenrated Earthpower, as a means of preserving their own energy and mitigate the risk of becoming exhausted. At times of desperation, a spellcaster must make a choice, to do without spellcasting until completion of a suitable rest and revision time, or syphon raw Earthpower directly from their surroundings. Without due self-control, the practice of syphoning arcane energies from their surroundings, runs the risk of Defilling.

Casters not operating under duress are normally able to prevent any negative side effect though those of a more careless or unscrupulous nature, may consciously opt to overpower spellcasting, often achieving extreme result using implements or artifacts, in exchange for a rush of pure power. Doing so has a very high chance of killing organic life in a radius around the caster, and renders the area barren for years, sometimes centuries. Doing so is an evil act, and they mark themselves as a Defiler, an enemy of the land.

Divine Spellcasters

Clerics and those who cast divine spells generally do not have the option to augment casting with syphoned Earthpower, though exceptions do exist.

Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.

Regardless of the casting type, the casting of spells or use of spell-like abilities, will result in tiny amounts of residual Earthpower being expelled into the atmosphere, undetectable by sight or scent, except by those with innate, or learned, means of detection. Detect Magic or the equivalent will reveal the presence of sufficiently large concentrations of Earthpower, as will any implements of True Seeing.

Healing

Though magical healing is prohibitively expensive for most Genesians, those trained to do so, can alternatively use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.

Services

The sale of Arcane Magic is outlawed by the Arcane Council and, as a result, is almost never offered for sale via legitimate businesses. Instead magic goods and services are sold ‘under the counter’, usually at massively inflated cost, and almost exclusively in large towns or cities where the seller has a greater chance of escape if caught by authorities.

Divine Spellcasters are less reluctant to use their granted powers for the benefits of others. Divine Spellcasters may be found in Small Towns, and rarely, Large Villages. They still take care to not use their powers excessively, so as to avoid drawing the unwarranted attention of the Arcane Council’s Sentinels. They are also known to command a high price for such services.

Spellbooks

A spellbook is a highly prized possession to many spellcasters and most Gensisian Wizards conceal their spellbooks from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, even knotted giant hair or necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells. The Deception skill can be used to mask a spellbook’s true nature.

A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again, if required. Such an action is normally automatically successful, unless done under duress, at which point a successful Deception check is required.

Defilling

Those who opt to defile, may apply a metamagic effect to their non-cantrip spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one (or more) Defiler points. A caster who defiles even once will require to track two additional scores: their current defiler points score, and if applicable, their permanent Defiler aura. The DM determines the terrain, which determines the amount of vegetation from which defiling power can be taken.

Defiler Points

Whenever you defile, you gain Defiler points based on the effect applied according to the Defiling Benefits and Cost Table. These points have an immediate and cumulative negative effect, applied immediately from the Accumulated Defiler Points Table. Points can be shed in one of two ways: Assuming the Taint or Meditation with the Land.

The number of points you can spend on an effect is limited to half your caster level and you can not defile an area already devoid of vegetative life.

Defiling Benefits Per Spell Casting and Costs
Defiler Points Earned Benefit
1 CAREFUL SPELL – When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier (minimum 1). Chosen creatures automatically save.
3 HEIGHTENED SPELL – When casting a spell requiring a save, make one target have disadvantage on its first saving throw against the spell
1 DISTANT SPELL – Double the range of spells with at least a 5 foot range, or make a touch spell have a range of 30 feet.
4 QUICKENED SPELL – Change the casting time of any spell that has a casting time of 1 action to 1 bonus action.
1 SUBTLE SPELL – Cast without somatic or verbal components.
2 TWINNED SPELL – When casting a spell that targets only one creature and doesn’t have a range of self, you may target a second creature in range with the same spell. To be eligible, the spell cannot target more than one creature at the level being cast.
2 EMPOWERED SPELL – Reroll a number of damage dice equal to your spellcasting modifier (minimum 1) and use those new rolls
2 per spell level RECOVER SPELL SLOT – As an action that provokes an attack of opportunity, you may draw forth life energy to renew your arcane powers and regain an expended spell slot.
2 EXTENDED SPELL – Double the duration of any spell with a duration of at least 1 minute, maximum 24 hours.
1 per 100cp value CAST SPELL WITHOUT MATERIAL COMPONENT – Cast any spell without using a material component.
Accumulated Defiler Penalties
Accumulated Points Penalty
1-10 -2 penalty on all Wisdom or Charisma-based skill checks; become detectable as tainted
11–20 If engaging in combat or activity requiring a Strength or Dexterity skill check, make a Constitution saving throw or gain 1 level of exhaustion.
21–30 -2 penalty on all Strength or Dexterity-based skill checks; become detectable as evil
31-40 -2 penalty on all Intelligence or Constitution-based skill checks

Purging Defiler Points

A Defiler has two options to purge points and remove the negative effects of defiling. In most Preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will still be remembered as a Defiler.

Assume The Taint

At the end of a long rest, you may purge all accumulated defiler points and any negative effects accrued. This effectively resets defiler points to zero.

If you have defiled and assumed the taint, you permanently gain an aura that, while having no apparent consequences, marks you for those who can detect such auras, such as a Druid. Certain creatures and casters have effects that specifically target defilers, and your aura functions as a penalty on your saving throws against those anti-defiler effects. There is no limit to how high your defiler aura score may be.

Atonement

Following a period of full rest, spent tending an area of abundant natural habitation, and where no other strenous activity has been undertaken, 1 defiler point will permanently be eliminated. This can be repeated as many times as necesarry though the defiler aura will remain until entirely purged.

Example of Defiling

Kara, a 4th level Wizard, is being chased by Templars. Although taught by her mentor to never defile, she has nearly exhausted her spells. She knows the King’s gardens are nearby and figures, just once, to save her life, she must tap into external energy sources. She is surprised at the volume of energy that comes at her behest, and nearby a century-old tree begins to wither. Kara restores a 1st level slot by taking on 2 defiler points. She is limited to half her level in points she can assume per attempt, in this case 2. She begins to feel bad for her actions but then sees her pursuers are back onto her trail. She makes a second attempt and draws even more energy, destroying the ancient yew tree and twinning a 1st level Witch Bolt (2 more points), which she then uses defeat her pursuers.

Kara now has a total of 4 Defiler points, which give her a -2 to Charisma and Wisdom checks, though she did escape her pursuers. She finds a safe house but doesn’t have time to atone, so has no option but to assume the taint. All of her Defiler points are reduced to 0, the negative effects go away, and she now has a permanent defiler score of 2. Her fellow Preservers need never know, she thinks.

Defiling Effects

Non-sentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, nothing short of direct divine intervention, can return the area to viability. Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to restore naturally.

When attempting to defile or entering combat, the DM determines the terrain zone, which sets the number of defiler points that can be assumed in that area until it is completely devoid of life. The area affected depends on the number of defiler points spent and the available vegetation in the area. If there is no vegetation within range or the area is despoiled completely, the caster cannot defile.

Terrain Types
Terrain Defiling Points Available
Lush (forest, garden) 100
Abundant (farm, grassland, mud flat) 20
Fertile (oasis, inactive farm, scrub plain) 10
Infertile (rocky badlands, mountains) 5
Barren (boulder field, sandy wastes, salt flat) 3
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