On the world of Novendragos divine magic is channeled from the gods, psionics comes from within, primal power harnesses the essence of nature, and the arcane siphons energy from the very elements themselves. Wizards may have learned the symbols and words to manipulate reality on other worlds, but here they do not exist. Instead the sorcerer siphons energy from the elements. In this way he becomes a conduit through which the elements take form in the world.
The sorcerer can choose to siphon more energy than is required to activate a power. Many lone casters do this however when they are with others they are more careful so as not to negatively affect their allies. When you begin as a sorcerer you learn to siphon each of the elements. Eventually you may choose an element to specialize in and then you will be known by a single element.
In order to siphon energy for use in a power you must siphon from the element that corresponds to the keyword. The following list explains which element(s) corresponds to the appropriate damage type.
Earth = powers that enhance defense, boost stats, or move objects.
Water = Cold; Acid; powers that heal or foretell
Fire = Fire, Lightning, Radiant; powers that involve charm
Air = Thunder, Lightning, Disease; powers that enhance skills
Void = Acid, Disease, Force, Necrotic, Psychic; powers that involve time, luck, chaos, darkness, fate.
When using any arcane power the siphoning done affects the world around you within at least one square of you. The ground shakes when you siphon earth. The temperature cools when you siphon water. The temperature rises when siphoning fire. Gusts of wind appear when siphoning air. When void is siphoned life in the area is drained. It is said this is much of the reason for the Bladewind Desert, home of the shunyadim void siphoners. The amount of area you affect is equal to one half the level of the power used.
It is possible to draw upon more of the element than necessary to improve the effect your spellcasting has. If you have at least one arcane daily power you gain the deep siphon power.
Novendragos has a coterminous relationship with the elemental planes. In the sky lie connections with Air. In the oceans lie connections with Water. In the hills and mountains, and underground lie connections with Earth. In the volcanoes and magma lie connections with Fire. And in places of mystery lie Void.
In the year 6900 HR the Blood God attained his power by becoming coterminous with those planes himself and tainting the world with his dark corruption. In his annihilation his connection was removed immediately causing the elements to flood forth. All who shaped the elements absorbed too much and perished. Cities were destroyed as mountains were raised beneath them or vast holes opened up below them. The jenmaha'dim flourished in this environment even as human kingdoms faltered.
Effects on Magic
Elemental shaping was finished. Those who had learned to shape the elements in their raw form had perished.. For a long time it was believed magic was gone from the world and this allowed the chiryu to thrive in this environment as they had always opposed magic so powerful. The art of Shaping had been lost.
With shaping gone those who strove for power of magic sought other means of accessing power. Many turned to the kai for answers but often found that faith was hard to come by in these troubled times and it was faith that allowed the priests to channel the divine power of the kai. Others turned to nature and found balance in the way of the warden and the druid. However when power seemingly disappears it is not gone forever. Instead the space it leaves behind is filled and the azhra were eager to fill that void. Thus the warlock was born whose powers came from dark pacts they entered into with their dark masters. It was in the filling of this space which brought renewed strength to the azhra and ultimately culminated in the transformation of a large chunk of the world's greatest kingdom into the dark and infernal azhlorn kingdom of Ras Shamra.
Scholars had set about the task of finding out how to reconnect with the elements. Their attempts were useless for the most part. They studied the shamans, the druids, and the clerics and had determined that it was just not the same. Eventually an ascetic, named Tomaga Theron, who was a member of an order dedicated to restoring magic followed a lead to Auraheim where he engaged in the arduous task of climbing the peaks. After many died he reached the top and there an ancient Dragon granted him the secrets to siphoning. Siphoning, it was discovered, was a way for arcane casters to find harmony with the elements as opposed to declaring themselves its masters.
There are specific spots in Novendragos where the elements meet with the world and can be accessed by spellcasters and non-spellcasters alike. It seems the jenmaha'dim instinctively know when they are near a coterminous point and when close can guide explorers to them. Only spellcasters however can gain additional energy by using their powers in the vicinity of these sites. On a world such as Novendragos these sites can be found almost anywhere but here are a few examples:
The deepbelow: Deep beneath the earth lies the deepbelow. Here gravity seems to have a more dramatic effect and those travelling this area move at half speed and are considered slowed in difficult terrain. Earth siphoners gain a +2 on all attack rolls when siphoning earth here to energize their powers. This bonus increases to +4 if using the deep siphon ability.
The eternal sea: Before it was known that Novendragos was coterminous with the elemental planes sailors and pirates would sometimes become lost at sea with no evidence of their loss. This area was dubbed the Eternal Sea. Water siphoners gain a +2 on all attack rolls when siphoning water here to energize their powers. This bonus increases to +4 if using the deep siphon ability.
The infernal heights: In the volcanic ranges of Rustrim lie the infernal heights. In the areas of lava and magma the realm of fire can be reached though at great risk. Fire siphoners gain a +2 on all attack rolls when siphoning fire here to energize their powers. This bonus increases to +4 if using the deep siphon ability.
The dragosphere: High above the mountains and among the clouds lies the dragosphere. Here gravity seems to have less effect and those with flight are able to move twice as fast. Consider this area to be low gravity. Air siphoners gain a +2 on all attack rolls when siphoning air here to energize their powers. This bonus increases to +4 if using the deep siphon ability.
The One City: In the heart of the Bladewind Desert the One City was built. It was built upon a nexus of positive/negative energy and operated as the heart of the shunyadim sorcerer kingdom. With their disappearance after Dragonfall human sorcerers made this area their home. After the deluge pure energy poured out of the One City destroying all that was once there save the central grand tower. When the shunyadim returned they easily regained control of it but have yet to restore it to the glory that it once was. Void siphoners gain a +2 on all attack rolls when siphoning void here to energize their powers. This bonus increases to +4 if using the deep siphon ability.