The province of sand in the Zakharan view of magic was a group of spells related to the element of earth,[1] taking its name from one of its most common forms in the desert lands of the Land of Fate.[2][3][4] Many of its spells contained and used sand as an essential part.[5][6]
The four elemental provinces played a very similar role for Zakharan magic-users as the eight (or nine) schools of magic did for Faerûnian ones.[2][7][8]
History[]
Zakharan sages speculated that many of the spells from the province of sand were invented by the Geomancers of ancient Kadar.[9]
Users[]
Elemental mages in Zakhara specialized exclusively in one province, like sand, while sorcerers took spells from two provinces, shunning the other two.[2] Unlike elementalists,[10] they recognized no opposition between sand and the other three elements in the Land of Fate.[2]
Paths of power[]
Zakharan practicioners of path magic recognized four paths of power within the province of sand:[11][note 1]
- Road of Shifting Sands, mainly concerned with moving and shaping sand[11]
- Glassblower's Path, manipulating and transforming sand[11]
- Sandman's Path, inducing sleep and easing travel[11]
- Road of the Dao, comprising spells to protect one against the elements and affect elemental sand/earth creatures[11]
Appendix[]
See also[]
Notes[]
- ↑ Paths to power are an alternative system of rules for the spell progression and learning of spells by wizards for 2nd edition Dungeons & Dragons. They could therefore be considered non-canon.
References[]
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 111. ISBN 978-1560763581.
- ↑ 2.0 2.1 2.2 2.3 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 40–41. ISBN 978-1560763581.
- ↑ Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), pp. 9–10, cover. ISBN 978-1560763291.
- ↑ Jeff Grubb (August 1992). Land of Fate (Maps). (TSR, Inc). ISBN 978-1560763291.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 114–150. ISBN 978-1560763581.
- ↑ Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), pp. 113–122. ISBN 1-56076-828-2.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 31–32, 81. ISBN 0-88038-716-5.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 172. ISBN 0-7869-1551-4.
- ↑ Steve Kurtz (1994). Al-Qadim: Ruined Kingdoms: Campaign Guide. (TSR, Inc), p. 10. ISBN 1-56076-815-0.
- ↑ Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 9. ISBN 1-56076-107-5.
- ↑ 11.0 11.1 11.2 11.3 11.4 Wolfgang Baur and Steve Kurtz (April 1995). “Paths of Power”. In Kim Mohan ed. Dragon #216 (TSR, Inc.), pp. 42–49.
Connections[]
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Others
Chronomancy • Hishna • Pluma • Paths of power