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The province of sea in the Zakharan view of magic was a group of spells related to the element of water.[1] Dominated by deserts as the Land of Fate was, the magical province took its name from the one place where water was abundant: the seas surrounding the continent, so important for trade and travel.[2][3][4] Many of its spells were related to sea-faring.[5]

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][6][7]

History[]

Zakharan sages speculated that the province of sea was developed in the Corsair Domains.[8]

Practitioners[]

Elemental mages in Zakhara specialized exclusively in one province, like sea, while sorcerers took spells from two provinces, shunning the other two.[2] Unlike elementalists,[9] magic-users from the Land of Fate recognized no opposition between sea and flame.[2]

Paths of power[]

Zakharan practicioners of path magic recognized four paths of power within the province of sea:[10][note 1]

  • Sea Children's Road, manipulating water to ease travel and life in general[10]
  • Corsair's Path, containing spells affecting ships and sea travel[10]
  • Mistweaver's Path, using fog, water and ice to distract and attack[10]
  • Road of the Marid, comprising spells to protect one against the elements and affect elemental water creatures[10]

Appendix[]

See also[]

Notes[]

  1. 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[]

  1. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 111. ISBN 978-1560763581.
  2. 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.
  3. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 10–11, 13. ISBN 978-1560763581.
  4. David Cook (October 1992). “Map Booklet”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.). ISBN 978-1560763314.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 114–148. ISBN 978-1560763581.
  6. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 31–32, 81. ISBN 0-88038-716-5.
  7. Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 172. ISBN 0-7869-1551-4.
  8. Steve Kurtz (1994). Al-Qadim: Ruined Kingdoms: Campaign Guide. (TSR, Inc), p. 10. ISBN 1-56076-815-0.
  9. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 9. ISBN 1-56076-107-5.
  10. 10.0 10.1 10.2 10.3 10.4 Wolfgang Baur and Steve Kurtz (April 1995). “Paths of Power”. In Kim Mohan ed. Dragon #216 (TSR, Inc.), pp. 42–49.

Connections[]

Schools of Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power
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