Ephalon - Divine artefact - Shackles of Enterra
Among Ephalonians there's an agreed upon belief, that the world came into existence after the emergence of the six Gods of Creation, two dragons, two Cenebrians, and two Ancients.
At some point in history each of these beings wielded an artefact of immense power. No one knows where these items came from, but their existence can no longer be questioned as of the Fifth Era.
Near the end of the Fourth Era, during an event known as the Great Battle of Erafar, a female dragon appeared wielding the Shackles of Enterra. The item granted its wearer near limitless power, however, its use came at a great cost. The item taps directly into the power of the soul, overuse of its gift will result in a drastically reduced lifespan, and ultimately death.
This is part 1 of a 7 image set that I'll be uploading over the coming days. Enjoy!
Comments and questions are always welcome.
Art by Netherwulf
Shackles of Enterra © Robert Edwards
Ephalon © Robert Edwards
Disclaimer:
Please be aware that this image is copyrighted. And may never under any circumstance be re-posted without the explicit written authorization of myself. This includes the changing or modifying of the image.
At some point in history each of these beings wielded an artefact of immense power. No one knows where these items came from, but their existence can no longer be questioned as of the Fifth Era.
Near the end of the Fourth Era, during an event known as the Great Battle of Erafar, a female dragon appeared wielding the Shackles of Enterra. The item granted its wearer near limitless power, however, its use came at a great cost. The item taps directly into the power of the soul, overuse of its gift will result in a drastically reduced lifespan, and ultimately death.
This is part 1 of a 7 image set that I'll be uploading over the coming days. Enjoy!
Comments and questions are always welcome.
Art by Netherwulf
Shackles of Enterra © Robert Edwards
Ephalon © Robert Edwards
Disclaimer:
Please be aware that this image is copyrighted. And may never under any circumstance be re-posted without the explicit written authorization of myself. This includes the changing or modifying of the image.
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 1280 x 960px
File Size 634.1 kB
"The item taps directly into the power of the soul, overuse of its gift will result in a drastically reduced lifespan, and ultimately death."
In D&D canon, it's the same with dragon-magic. As dragons usually require only verbal component to cast spells, and it takes only one round to cast (the spells just happens - OP much!) one can say, that they don't abuse The Weave to cast spells as other younger races, but dragons are magic creatures which can channel spells directly from The Weave and once the spell is over, it more or less returns to The Weave, leaving only minor scars in the fabric of magic! To do so, dragons use their own soul and lifespan and their bodies as a conductor between The Weave and the material plane, which shortens their life with each spell...yet being dragons, they tank this Entropy, and even regenerate their own vitality (they wonder why dragons sleep years long...) and still live hundreds/thousand(s) of years, before the entropy suddenly takes effect and ages the dragon so fast, that their bodies and souls crumble away, similarly to a successful Disintegrate spell without the means to bring the dragon back to life. Or it would be so, because dragons die before by any other reasons, that they could reach the point of "Instant Death by Magical Entropy"...
But other races aren't that resistant to this type of spell casting. That is the reason that dragon magic using humanoids are such a rarity! They are highly intelligent and can cast spells alike dragons do, but the entropy ages them with each spell, draining not just days, but months away from their remaining life. That is the sole reason, that others then dragons aren't casting spells in OP ways as dragons do. The entropy would kill them off before the 100th spell would be cast. Still, those who can do this type of magic, may cast dragon magic, but only as a last resort, possibly to best another opponent, and possibly turn defeat to victory.
So yeah, dragons are the only naturally fastest casters, maybe beside Godly Avatars, but only because they are strong enough to tank the Magical Entropy that is the part of their OP and unique kind of spell casting. Other races needs to use spell sequencers, magic storing items like magic wands, and other cheap workarounds to meet the speed of dragon spell casting...
In D&D canon, it's the same with dragon-magic. As dragons usually require only verbal component to cast spells, and it takes only one round to cast (the spells just happens - OP much!) one can say, that they don't abuse The Weave to cast spells as other younger races, but dragons are magic creatures which can channel spells directly from The Weave and once the spell is over, it more or less returns to The Weave, leaving only minor scars in the fabric of magic! To do so, dragons use their own soul and lifespan and their bodies as a conductor between The Weave and the material plane, which shortens their life with each spell...yet being dragons, they tank this Entropy, and even regenerate their own vitality (they wonder why dragons sleep years long...) and still live hundreds/thousand(s) of years, before the entropy suddenly takes effect and ages the dragon so fast, that their bodies and souls crumble away, similarly to a successful Disintegrate spell without the means to bring the dragon back to life. Or it would be so, because dragons die before by any other reasons, that they could reach the point of "Instant Death by Magical Entropy"...
But other races aren't that resistant to this type of spell casting. That is the reason that dragon magic using humanoids are such a rarity! They are highly intelligent and can cast spells alike dragons do, but the entropy ages them with each spell, draining not just days, but months away from their remaining life. That is the sole reason, that others then dragons aren't casting spells in OP ways as dragons do. The entropy would kill them off before the 100th spell would be cast. Still, those who can do this type of magic, may cast dragon magic, but only as a last resort, possibly to best another opponent, and possibly turn defeat to victory.
So yeah, dragons are the only naturally fastest casters, maybe beside Godly Avatars, but only because they are strong enough to tank the Magical Entropy that is the part of their OP and unique kind of spell casting. Other races needs to use spell sequencers, magic storing items like magic wands, and other cheap workarounds to meet the speed of dragon spell casting...
Thanks for the insight, I didn't know that about D&D. Although coming from you, vast dragon lore is expected!
I look forward to more comments on the rest of the artefacts, 4 more to go!
I appears that most of the lore surrounding magic in D&D is thus based on the alchemy rule of equivalent exchange? A concept that existed hundreds of years ago.
I look forward to more comments on the rest of the artefacts, 4 more to go!
I appears that most of the lore surrounding magic in D&D is thus based on the alchemy rule of equivalent exchange? A concept that existed hundreds of years ago.
I am sure, that dragon magic does not work like that 100% as how I have mentioned, but I am 90-95% close to the truth. The magical entropy thing is not that known, because no mage lives (or practices powerful OP magic) that long to die from Entropy. Thus my Entropy theory might have a few holes in it. But when things come to dragon lore...Yeah I am a huge fangirl.
I will try to get inspired by your description and find a mention-worthy element, if there is such!
"I appears that most of the lore surrounding magic in D&D is thus based on the alchemy rule of equivalent exchange? A concept that existed hundreds of years ago."
Uhmmmm...depends on age. There was a time (1st edition D&D) where EVERYONE could use magic, when they knew the moves and words, and had the components. Even farmers could control the weather, to make rain, or light fires, and such. Long story short: The were no limit on magic, and everyone could do whatever they know how to do. Time stop, Meteor storm, Wish, True Resurrection, were child's play as they were 9th level spells and below...however the STRONGEST SPELL ever cast was a 12th level spell, which brought destruction on Magic (and Mystral the acting Goddess of Magic) itself, and thus the new Goddess of Magic Mystra limited magic usage to 9th level spells, so another cataclysm would be avoided. This is called Mystra's Ban and even God's aren't immune to it. Only Mystra could lift this Magic Ban from all the realms, but She won't do it for a very long time, if ever. 15 minute lore on this here - Definitely worth to watch and listen to it:
https://www.youtube.com/watch?v=kiGBXhpQAUg
And after listening to it, you'll understand why magic casting is vastly limited from 2nd edition of D&D. The only 12th level spell called Krasus' Avatar also had crazy components, like parts from a Tarasque, which monster is kind of unkillable, since it is a part of the planet itself, and thus retreats into the planet and no one could imagine to kill one...but Krasus (the madlad) somehow did that. Okay...
In short: Equivalent exchange in D&D is only valid after 2nd edition. It's called Mystra's Ban and effects every magic caster without distinction! Kind of Badass-move from Her!
I will try to get inspired by your description and find a mention-worthy element, if there is such!
"I appears that most of the lore surrounding magic in D&D is thus based on the alchemy rule of equivalent exchange? A concept that existed hundreds of years ago."
Uhmmmm...depends on age. There was a time (1st edition D&D) where EVERYONE could use magic, when they knew the moves and words, and had the components. Even farmers could control the weather, to make rain, or light fires, and such. Long story short: The were no limit on magic, and everyone could do whatever they know how to do. Time stop, Meteor storm, Wish, True Resurrection, were child's play as they were 9th level spells and below...however the STRONGEST SPELL ever cast was a 12th level spell, which brought destruction on Magic (and Mystral the acting Goddess of Magic) itself, and thus the new Goddess of Magic Mystra limited magic usage to 9th level spells, so another cataclysm would be avoided. This is called Mystra's Ban and even God's aren't immune to it. Only Mystra could lift this Magic Ban from all the realms, but She won't do it for a very long time, if ever. 15 minute lore on this here - Definitely worth to watch and listen to it:
https://www.youtube.com/watch?v=kiGBXhpQAUg
And after listening to it, you'll understand why magic casting is vastly limited from 2nd edition of D&D. The only 12th level spell called Krasus' Avatar also had crazy components, like parts from a Tarasque, which monster is kind of unkillable, since it is a part of the planet itself, and thus retreats into the planet and no one could imagine to kill one...but Krasus (the madlad) somehow did that. Okay...
In short: Equivalent exchange in D&D is only valid after 2nd edition. It's called Mystra's Ban and effects every magic caster without distinction! Kind of Badass-move from Her!
I don't know... sounds like a convenient way to get rid of the inherent issue of every living sentient being able to do whatever they wanted. I wonder if that was the plan from the very beginning. If not it's a good inclusion and makes the game more interesting I'd say.
Yeah Mystra's Ban is essentially the bridge between 1st and 2nd edition (spell casting wise), but a welcomed change!
In a 1st edition choose your own adventure book, there was a spell list at the end of the book, with like 100 of spells that only needed some materials and an activation word. Like something easy to burn and shouting FIR would burn the material and create fire, or a fireball, or make your bathwater warm...A feather and the word FLO would make you float, levitate or fly based on the number of feathers used...These were the spells-for-everyone type of spell casting days and all of these spells were INSTANT CASTs...a bit OP, since a person could turn you unto stone just by having some powdered volcanic ash and shouting STO or STN or RPK or RCK...the verbal component was the hardest part to remember on really.
Having the spell slot system, limited number of spells per level, casting time and such made the "game" more strategic to play for spellcasters, since they rely on a party to defend them until they are allowed to cast stronger spells that usually decides the battle.
In a 1st edition choose your own adventure book, there was a spell list at the end of the book, with like 100 of spells that only needed some materials and an activation word. Like something easy to burn and shouting FIR would burn the material and create fire, or a fireball, or make your bathwater warm...A feather and the word FLO would make you float, levitate or fly based on the number of feathers used...These were the spells-for-everyone type of spell casting days and all of these spells were INSTANT CASTs...a bit OP, since a person could turn you unto stone just by having some powdered volcanic ash and shouting STO or STN or RPK or RCK...the verbal component was the hardest part to remember on really.
Having the spell slot system, limited number of spells per level, casting time and such made the "game" more strategic to play for spellcasters, since they rely on a party to defend them until they are allowed to cast stronger spells that usually decides the battle.
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