Spirals: D&D 5E Campaign Guide
Spirals: D&D 5E Campaign Guide
Anthony
Spirals is a Dungeons and Dragons 5th edition campaign setting. It is a highly magical
world with unusual terrain and plot elements. This is not a module, but rather a campaign
guidebookit provides a description of a world and those who live within it, so you can make
your own adventures.
Todo list
Contents
2 Magic 11
2.1 Presence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.2 Arcane Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Variant Rule: Supremely Wild Magic . . . . . . . . . . . . . . . . . . . . . . . . 11
2.3 Magic Derived from Nature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.4 Magic Divine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3
4 CONTENTS
5 Minor Formations 23
5.1 The Confused Mountain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
7 Technology 31
7.1 Landcycles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
7.2 Landchewers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
8 Culture 33
8.1 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
8.2 Magic Itself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
8.3 Magic Users . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Part I
5
Chapter 1
Tendrils
Alysha the Warlock takes the moment to rest, laying down in the grass and looking
up. Above her, land swirls through the sky, like passageways in a great ant colony.
Over the course of her short life, she has walked, ridden, and fled upon many. Yet,
now, with their vastness above her, she feels just as she did back in Ryngolang, a
young elf helping her mother do laundry and dreaming of the world beyond.
Spirals is perhaps most unique for how its land is organized. Spirals does not take place on
a planet, or even several planets. In fact, planets in the universe are a rarity. Instead, matter
is organized into twisting, irregular shapes, moving throughout reality in an infinite variety of
different ways. These shapes are commonly referred to as tendrils. In this chapter, we describe
their function, and provide instructions to make own.
7
8 CHAPTER 1. TENDRILS
of the world. They start at a central location, a long time, and those who are magically
from the core and grow outwards, growing in sensitive will easily be able to detect what
width as they travel apart. is happening.
Those tendrils eventually branch off into
many more, around a hundred miles outside Adventure Idea
of the city. These tendrils continue to branch,
some of them growing side branches along the Tendril collapse can provide an interesting plot
way. hook for your own adventures. Perhaps a
This is not to say that the tendrils are a per- crazed villain decides to destroy a tendril for his
fect mesh network. Some are not attached to own material gain, or simply because he does
anything, floating alone in space. Some twist not like it. Perhaps the players must convince a
back on themselves, or spin off in random frac- group of wizards to help them collapse a spiral
tal directions. Some may even take the form of that houses an evil dragon or tarrasque, before
floating spheres or cubes. it wakes up. Perhaps a spiral has suddenly col-
lapsed, killing thousands and leaving the sur-
vivors pointing fingers at their rival groups,
Tendril Collapse
looking for somebody to blame.
The tendrils of Spirals are, in the general case,
incredibly stable. Physical forces seem to have
no effect on the actual position of the land- 1.2 Creating a Tendril
masses, and even the most powerful of explo-
The world of Spirals is home to uncountable
sions will, at most, leave a large crater or oblit-
erate a chunk of a thinner spiral, leaving both tendrils, making their way across the stars.
ends intact. Under rare circumstances, how- Some of the major ones are described in this
ever, a tendril can collapse completely. Typicaldocument. However, the situation may arise in
causes for this are: your campaigns where you wish to throw your
players onto a brand-new tendril, that you cre-
Intentional Destruction: groups of ex- ated, or when you want a unique Tendril for
tremely powerful wizards may be able a character backstory. Here, we will provide
to collapse a tendril entirely by unwind- some general guidelines for doing so, as well as
ing the magical framework in which it roll tables to help you if you get suck (or if you
sits. This is occasionally done by govern- just like the element of randomness).
ments to non-inhabited tendrils, in order
to make trade routes easier. Few Limitations
Extreme Magical Disturbance: certain The nature of tendrils gives you extreme free-
magical acts may cause the magic hold- dom as a DM. In fact, a tendril is able to
ing a tendril up to unravel on its own, have essentially any shape, size, environment,
destroying a spiral. or other characteristic that you desire.
Acts of the gods: the more powerful gods As such, the limitations mainly exist in
may chose to collapse a tendril to pun- terms of narrative consistency. A tendril should
ish mortals. It should be noted, however, not logically break the society of Spirals. For
that collapsing a tendril with people on example, a tendril made of solid gold thats
it is one of the most extreme actions a thousands of miles long would reduce the value
god can take. Even chaotic evil gods may of gold to near-worthlessness, due to the laws
think twice before doing so. of supply and demand. Putting such a tendril
in your campaign may not be a good idea
Natural Decay: some tendrils simply lose unless you can justify it. For example, perhaps
power over time, and will collapse on their the surface of the tendril is completely impene-
own. This process, however, takes quite trable, mocking those who attempt to mine it.
1.2. CREATING A TENDRIL 9
1.2.1 Shape
Tendrils come in many shapes. We list some
here.
1.2.2 Climate
Tendrils vary widely in climate, from dense jun-
gle to arid desert. Some are even composed
entirely of water.
Tendrils tend to be fairly consistent in cli-
mate across their surface, although some do
change. Tendrils that suddenly undergo an ex-
treme transition (such as from tundra to desert)
may be considered to actually be two tendrils
pressed together.
1 Such a tendril is almost guaranteed to be iresistable to your players, likely eventually resulting in a spaceship
mission to acquire its wealth. Of course, a space race campaign seems to have a lot of potential, so perhaps thats
a good thing.
10 CHAPTER 1. TENDRILS
Chapter 2
Magic
Magic in Spirals, on the surface, is similar to magic in other worlds. Mechanically it works
much the same: it may be granted in a variety of ways, channeled into spells, and brewed into
potions. Beneath the surface, however, the way the world of Spirals interacts with its magic is
quite different.
equation.
11
12 CHAPTER 2. MAGIC
1
the Supremely Wild Magic table are 3200 , but the effects are potentially cataclysmic, and could
derail your entire campaign in a glorious way.
Finish and edit this roll table
33-34 Creatures automatically fail all saving throws against your spells for the next 1d4 minutes.
35-36 All plants and animals within a ten-mile radius are put under the effects of the Awaken spell,
minus the charm.
37-38 Your physical form loses its cohesion. You gain the ability to change you physical appearance
to any creature you have seen within one size category of yourself as a bonus action, which also
changes your voice. When not imitating another creature, you appear blurry and ethereal.
39-40 Your strength permanently increases by three, but you physically gain the appearance of some-
body who is severely malnourished.
41-42 You gain 8 eye-stalks, like a beholder. You get a +5 to wisdom checks that rely on sight.
43-44 A new Tendril sprouts out of the ground 5 feet in front of you. The DM decides its properties.
45-46 Magic screams into your veins, begging you to release it. On your turn, you must expend half
of your remaining spell slots on spells of your choosing, and cast all of your cantrips once. Each
spell is cast as a free action regardless of its normal cast time. Immediately afterwards, you will
fall unconscious for 4d8+12 hours. You gain the ability to manifest this effect once every four
months.
47-48 You and all creatures within 400 feet become Tyrannosaurus Rexes. You alone keep your ability
to cast spells, although everybody keeps their normal stats and intelligence. This effect may only
be reversed by the usage of a Greater Restoration spell, although it may be difficult to convince
a cleric to cast it on your partyespecially since you cant speak in anything that isnt a roar.
49-50 The magic around you is so eager to help you that it forgets about gravity for a moment. You
(and all other creatures you can see) become weightless for fifteen minutes. You may manifest
this effect once a month.
51-52 You gain the ability to speak in tongues, which allows creatures that understand any language to
understand your speech. You also gain the ability to understand all languages.
53-54 All weapons in a 100-foot radius of you are transformed into foam replicas, which do 1d2 blud-
geoning damage, but keep enchantments. This effect manifests regularly in monthly intervals.
55-56 From now on, critical hits on offensive spells you cast will create a 1d8 foot deep crater below the
target.
57-58 You permanently gain a dragonborn breath weapon, of your choosing. If you are already a
dragonborn, you get another breath weapon.
59-60 Every unoccupied space on the map is filled with a flumph, which is controlled by the DM and
frightened of you.
61-62 Time stops in a 400-foot radius (centered on you) for a duration of one year. Nobody may enter
the zone of stopped time.
63-64 Magic enjoys how you kill things. Form now on, when you deal a killing blow, you regain health
equal to the damage the blow did.
65-66 A huge forest sprouts around you, along with an entire civilization of very confused Elves. The
Elves are aware that they were just brought into existence, but somehow have knowledge equiv-
alent to their age.
67-68 You gain a suit of huge magical armor for one minute. Your size is changed to huge for the
duration, and your AC increases by +10. You may manifest this effect once a month.
69-70 You become immune to all mind-alerting substances.
71-72 All your skin appears to fall off, revealing the muscles and organs beneath. Somehow, you are
unharmed. Your skin will grow back in 1d4 weeks, however, whenever you drop to zero hit
points, it will fall off again. Medicine checks against you have advantage while skinless. You also
gain advantage on intimidation checks, owing to your horrifying appearance, with the penalty of
disadvantage on persuasion checks.
73-74 You gain the ability to scream incredibly loudly. This action causes creatures within 30 feet of you
to take 2d8 thunder damage, and shatters any non-magical glass item in the radius. It recharges
on a short rest.
75-76 You can trade your life force for time. You gain the ability to become immune to all damage for
one minute, instantly dropping to zero hit points at the end of the duration.
14 CHAPTER 2. MAGIC
77-78 All people of noble blood within 40 miles disappear. The DM decides where they go, or if they
die. Those within the world temple are immune.
79-80 You gain the ability to speak to small woodland creatures.
81-82 A clone of you, with all your memories and abilities, appears right next to you. It will die in one
week, a fact which it knows, and is somewhat upset about. It may have some requests of things
it wants to do before it perishes, or it may seek to get revenge, depending on your personality.
83-84 The spell gets lost on the way to its target. Somehow, it manages to hit something very far away.
85-86 HELP
87-88 Everyone within 200 feet of you gain a permanent psychic link to each others mind and know
what each of you are thinking at all times.
89-90 HELP
91-92 The next 1d8+1 times you die, you instantly come back to life, as if via the Reincarnate spell.
93-94 HELP
95-96 The world desires a comedy. As a standard action, you can chose to create a 40-foot-square Zone
of Bad Luck, which gives disadvantage on all rolls, centered around yourself. The zone of bad
luck follows you around, and lasts for two minutes. You may use this ability once a month.
97-98 Your maximum sorcery points increases permanently by 1d12. You also regain all expanded
sorcery points.
00-00 Everybody in your party gets 1d2 free levels in sorcerer, including you. These levels do not
count to the required XP to level up, and are granted regardless of stat eligibility.
2.3 Magic Derived from life. These servants rarely cause direct harm to
the living, as the rotting of flesh is itself a haven
Nature for life, choosing instead to expel the living to
Those who walk in wild places may have magic more suitable places. Occasionally, however, a
of their own. Unlike arcane magic, it is not desolate place will grow discomforted, unsatis-
derived from the listless sort of magic that sim- fied with its domain. In these cases, a Druid
ply exists, but from a more purposeful, directed of Decay may arise, blindly serving his or her
form: that which gives nature its shape. This arcane master, singly devoted to the goal of ex-
magic is found in the ground of the Tendrils, panding desolation and removing life. Most of-
and in the features on (or below) their surface. ten these evils are quickly dispatched by those
It is more introspective, gentler than the arcane who preserve living nature, but they occasion-
magic, granting wondrous abilities to those it ally may have a larger effect.
deems worthy.
2.4 Magic Divine
2.3.1 Nature without Life
Divine magic, as the name implies, stems from
Unlike in other settings, the magic of nature is the Gods. The divine power of the gods may
not necessarily the magic of lifeTendrils cov- be sent across great distances, loaned to their
ered in parched desert or suffocating ice have servants so they may perform great works. It
magic in equal measure as those painted with may also be used directly, to smite an evildoer
plants and trodden upon by animals. This or destroy an abomination, although this hap-
magic, however, rarely allows itself to be used pens only rarely. Divine magic is the safest and
by those among the living, preferring the inan- most consistent magic for mortals to use, car-
imate. When it does allow itself to be used, it rying little risk of destruction. Obtaining favor
is generally out of self-preservation: the desire from a god, however, may be difficult, and cler-
to have its domain kept as it likes it, with little ics must primarily live the life of a servant.
Part II
15
Chapter 3
The Core
At the center of Spirals is The Core. This ancient structure is where the root tendrils meet. It
is the most magical place in Spirals, and also the most populated.
The Core takes the shape of a large, oblong spheroid, with a radius of roughly 716,000 miles.
Root tendrils protrude straight from the surface, spiraling away into space as they move outwards
from it.
Severe Punishments
Those who violate the rules of the temple are not smote, but punished. These punishments are
horrible, irreversible, and poetic in natureand, although they would not admit it, the gods
themselves fear them.
17
18 CHAPTER 3. THE CORE
Perhaps the most notable of these punishments was inflicted on the human paladin Dygromac
and his followers, some ten thousand years ago. He was a deeply holy man, a friend to all, and
a protector of the innocent. So great was his justice that he possessed power to rival the gods,
and his followers were said to be almost angelic in nature.
When the followers of the god Bane tortured and mutilated his love, Dygromac became
filled with holy rage. He lead his army into the temple, to destroy the god once and for all.
The righteous army made it within Banes temple, Dygromacs thirst for justice so powerful
as to shield them from the gods wrath. For an instant, it looked as if the paladin would be
triumphantbut, the instant he drew his sacred blade, he collapsed to the ground. His features,
and those of his followers, changed, taking on the colored skin, horns, and tails of the demonic. All
of Dygromacs power was stripped from him, and he became but a mortal once more, completely
at the mercy of the god of Tyranny.
Bane, for his part, let the former holy man (and his follows) go free, knowing that a life of
disgrace would be worse than any punishment he could inflict. Dygromacs holy army was no
more. In their stead was a new race, the Tieflings, doomed to forever share the shameful origin
of their forefathers.
Neutral Grounds
Certain portions of the World Temple, such as the hallways connecting individual temples, belong
to nobody. In these rooms, all forms of violence or magical trickery are prohibited. They act as
a ground for negotiation, taunting, and a wide variety of other interaction.
An annoyance of layout
The one downside for the gods is how their rooms are organized. Whether out of a desire for
balance or some twisted sense of humor, the temple organizes its rooms such that the gods that
hate each other most are closest. The entrance to Tiamats temple is a mere ten feet away from
Bahamuts, and Bane and Mysterias temples share a wall.
This occasionally leads to chance encounters between hated enemies. Bound by the rules
of the temple, these encounters most often result in nothing more than an uncomfortable lack
of acknowledgement, although two rivals will occasionally become involved in a verbal battle of
wits. In one case, Corellon and Lolth made known their distaste of each other via verse, reciting
spontaneously-invented sonnets for several days.
Chapter 4
Mapping out all the tendrils of spirals is a pointless task. They flow onwards into infinity,
multiplying seemingly infinitely and never ending. It can be useful, however, to give a brief
rundown of the most important tendrils
4.1 The Great Flow dril are home to dwarven minesand the occa-
sional white dragon.
The Great Flow is the name given by the citi- This tendrils light cycle takes much longer
zens of Spirals to the largest water tendril, and than normal, with nights lasting up to 1440
the only root tendril created entirely out of wa- hours during the colder months, with extremely
ter. One of the six root tendrils, the Great Flow short days. Even when the light is present, the
starts at a giant portal and flows outwards from tendril stays freezing, barely increasing in tem-
the center of Spirals, branching only occasion- perature.
ally. The tendril is around twenty miles wide
and a perfect cylinder. Unlike most of the other
root tendrils, it does not travel in a straight 4.3 The Caldus Tendril
line, opting instead to spiral and twist through
the air as it travels. The Caldus tendril is a vast desert landmass,
The saltwater of the tendril hosts a variety and one of the six root tendrils. It is a flat
of marine life, ranging from small fish near the tendril with only one navigable surface. The
edges to gargantuan sea monsters in the cen- tendril is home to massive sandstorms, and is
ter. Some sentient races fish the waters of the generally inhospitable to life. Even so, some
tendril, although the strong current makes this believe that the tendril may be home to a lost
endeavor rather difficult. civilization or some kind of ancient treasure.
The nights on Caldus last about an hour,
with days as long as thirty hours. Nights, as a
4.2 Frozen Tendril result, provide very little shelter from the blis-
tering heat.
The aptly-named Frozen Tendril is the cold- The tendril would be completely abandoned
est of all the root tendrils. From the second were it not the most efficient way to get to Syn-
it leaves the center, the tube-shaped tendril is gland. Even though the planetoid is barely a
coated in ice and snow. It would be completely hundred miles out from the Core, anybody dar-
abandoned, were it not for the great quanti- ing to make the trip for trade purposes will no
ties of gold that appear in veins underneath its doubt need to stop at least once to quench their
surface. As a result of this potential wealth, thirst and rest. The most unusual city of Sethi
both the outer and inner surfaces of the ten- provides this.
19
20 CHAPTER 4. MAJOR TENDRILS AND FORMATIONS
jungle full of ruins, causing the Dzan tendril to Tendrils most famous resident, David of the
be a popular location for adventure stories. Burn, who used his music to defeat both a Lich
and a dragon over the course of his life.
Minor Formations
23
24 CHAPTER 5. MINOR FORMATIONS
Part III
25
Chapter 6
Gods
The gods of Spirals are extremely close to the activities of mortals. They are often physically
present in the World Temple (described in section 3.2), and most have numerous clerics. The
pantheon of Spirals takes inspiration from that of Forgotten Realms, although some familiar
faces have different personalities.
These Gods, as their title implies, stand above Tiamat is a pragmatic deity, perhaps more so
the others in terms of importance. Their di- than any other draconic diety, or even most
vine power is greater, their place in the temple dragons. She looks at her wealth over the long
larger, and their influence more prominent. term, and is more than willing to part with
small parts of her horde to increase its size later
on. It is not uncommon for her to loan her cler-
ics rare magical items, scrolls, or other useful
Tiamat items. She has even been known to give those
exceptionally loyal to her small gifts, to incen-
tivize similar behavior in others.
Alignment Lawful Evil Tiamat views her pride as another compo-
nent of her wealth, but her pride is not fragile.
Domains Knowledge
The insults of a small creature far away are al-
Symbol Five Dragon Heads most certainly not worth the time to incinerate
in Profile them, and she respects the few who have more
power than her.
27
28 CHAPTER 6. GODS
Personality Personality
Banes personality is surprisingly charismatic. Bahamut is a kind soul with a firm personality.
He is confident, oddly funny, and even cordial. It is rare to see a smile grace his features, and
Even those who hate what he stands for must he can be stern in his dealing with his clerics.
admit that he is quite the charmer. Tyranny, This is not out of any distaste for mortals
indeed, he cares for the lives of those beneath
of course, is best executed by a leader who is at
least somewhat liked, and fear is most effectivehim more than most of his draconic worship-
when ones guard is down. pers, and is far more active in their affairs than
he is obligated to be. Instead, his emotionless
Physical Appearance composure is borne of the grave nature of his
task: evil is everywhere, and fighting it is a
Bane normally takes the shape of a handsome constant, endless struggle.
man, in his mid-twenties, wearing a black robe. In certain forms, the dragons personality
When he wishes to personally spread fear, he may be altered. When traveling in the disguise
takes on an amorphous form, like black smoke. of an old man, for example, he can seem al-
This form quickly morphs to depict what the most mad, laughing for no discernible reason
viewer fears most. When in this form, all that and sprouting vague prophecies. Some see this
view him must succeed on a DC 30 wisdom sav- is a sign of inner turmoil, while others believe
ing throw, or become frightened for 1d8 days. it to merely be a form of stress-relief.
same way as a piece of great architecture. His Tecumtaz is the god of just war, and per-
scales shimmer and glow as if light by moon- haps one of the strangest gods in Spirals.
light, and his dark grey eyes seem to contain Wherever mortal fight tyranny and oppression,
storms. he is there, but he is not a god of kindness, and
Bahamut occasionally travels in other forms is barely one of restraint.
as well. Most notably, he often mingles among
mortals in the form of a human, appearing as Personality
either an insane old man wearing tattered robes
or a handsome noble in a simple cloak. Tecumtaz hates war. This simple fact burns
throughout his personality and actions. Unlike
other deities of war, who respect great warriors
World Temple Room
and bless mighty conquerors, the mightiest sol-
Bahamuts complex in the world temple is im- dier in Tecumtazs eyes is the one who ends the
pressive, so much so that many clerics who do conflict the most quickly and justly, honor be
not worship the platinum dragon make stops to dammed. This hatred seeps into all other parts
visit it when on official business for their own of his personality. The face he presents to those
guards. The marble walls are coated in art- who righteously end conflicts is one of supreme
work, and every room has at least one sculp- kindness, almost familial in nature. Regardless
ture. A grand red carpet leads to the throne of their status, he respects those people above
room of the god himself, where he sits sur- all others.
rounded by yet more art, as well as a carefully- To those fools who start senseless conflict,
organized collection of history books. A door however, Tecumtaz presents a very different
behind his throne leads to the room where he face, one full of terror and fury beyond all mor-
keeps his own horde, which consists largely of tal comprehension. This includes many other
enchanted weapons, along with coins and other gods, even ones who supposedly share his align-
treasure. ment and domain.
Bahamuts temple is not only inhabited by
the god himself, but also his most trusted ser- Physical Appearance
vants. A variety of ancient clerics live in the
temple, performing divine research, surveying Tecumtaz most often takes the form of a man
the outside world, and occasionally even an- in an officers uniform. When enraged, his eyes
swering prayers on their masters behalf. These glow with terrible fire.
clerics have their own rooms, as well as common
working areas that they all share. World Temple Room
The vast majority of those invited to live
Tecumtazs room in the world temple takes the
with the god are dragons, but Bahamut will oc-
form of a military encampment at dusk, a vast
casionally grace a member lesser race this honor
field filled with several tents. The air inside
if they perform great feats in his name. For a
is cool and damp. Tecumtaz himself takes po-
cleric loyal to the platinum god, this is an honor
sition within the officers tent, which is only
unimaginable.
slightly bigger than the rest. Any clerics who
happen to be residing with him stay in other
Tecumtaz tents.
Technology
7.1 Landcycles
The primary form of personal transportation in Spirals is the landcycle. These vehicles use the
magic that holds the spirals up to travel long distances at extreme speeds. Landcycles are a
common piece of technology, and can generally be acquired cheaply. They can be made from
various materials, ranging from wood to metal to strange matter. However, they have a few
important catches:
Limited Carrying Capacity: Landcycles can carry only approximately four hundred pounds.
If one wishes to transport a larger weight, they need to look for other options.
Landcycles in-game are much, much faster than this table. Fix it!
31
32 CHAPTER 7. TECHNOLOGY
7.2 Landchewers
A slightly less common (and much more expensive) form of transportation is the Landchewer.
While not as fast, or as maneuverable, they are able to transport much heavier goods.
This table also doesnt match reality
Name Material Cost (GP) Range (mi) Speed (MPH) Downtime Max
(Hours) Weight
(tons)
Tortoise Iron 10,000 200 45 24 0.75
Ripper Iron 20,000 250 60 24 2.0
Hauler Lead/Iron 35,000 400 70 40 5
Gnasher Lead/Iron 100,000 900 100 40 20
Chapter 8
Culture
The world of Spirals, like all other worlds, has its own unique culture. This will probably influence
your character creation.
This chapter contains both general and specific cultural descriptions. The more specific
descriptions are provided to assist you in designing your own unique subcultures.
without breaking setting lore, although it may have a negative effect on your game.
33
34 CHAPTER 8. CULTURE
Interactions with Wizards tional wizarding means: the sorcerers who tried
all died in spectacularly violent ways. Since
Wizards generally view sorcerers with pity, then, many wizards have sought to study sor-
mixed with suspicion. While they wont say cery, in the hopes of one day understanding its
it in polite company, Wizards often refer to causes. The end goal varies from researcher
them asPowderkegs, Flares, or Kindling, to researcher: some wish to harness its power,
although this is done more as sympathetic gal- some wish simply to understand, and others
lows humor than anything else. wish find some way to magically reduce the
Long ago, wizards learned that the magic mortality rate. As of yet, however, sorcery re-
of sorcery could not be controlled via conven- mains a mystery.