
Official art of skyswimmers from Lyrengorn performing a magical ritual known as the Moonweaver's Ribbons, by Kent Davis.[art 1]
Magic, sometimes called spellcraft,[1] is the mysterious and complex supernatural force behind many aspects of the universe, including the world of Exandria in the Material Plane. Magic can be wielded by mortals, and it manifests in several different ways, as spells, complex rituals, enchanted items, or dark curses, among many other examples.

Official art of an adranach of the League of Miracles rebuilding, by Wesley Griffith from Tal'Dorei Campaign Setting Reborn pg. 43.[art 2]
Magic users are often called spellcasters, and they can learn their magic, obtain it through some magical event, or be born with power (either because their entire race is naturally magical or because their specific bloodline has that potential).
Magic in the world[]

Official art of Exandra and its ley lines, from Exandria: An Intimate Appendix - Ruidus and the Gods, by Cyarna Trim.[art 3]
Magic flows around the whole planet through the ley lines, forming patterns that are sometimes described as a weave.[2] When two or more ley lines intersect in the same place, a nexus is formed: those places become powerful areas in which magic can be enhanced, and for this reason mortals seek to control them.[3] In a similar way, certain areas of magical and/or natural importance, known as fanes, can manifest powerful magical properties and effects.[4][5]
Sources of magic[]
Divine magic[]
Often considered the oldest form of magic known by mortals, it typically comes from the powers known as deities, who share aspects of their own magic that their followers can manifest.

Fan art of the Traveler, an entity magically empowered by worship, by BlackSalander.[art 4]
The use of divine magic is usually directly tied to the worship of a god-like figure, which can, in fact, be strengthened by the faith of the person to whom they are granting magic. A follower of a deity can become stronger by achieving a deeper understanding of whatever that divinity represents, but if the entity doesn't limit the amount of magic the follower can channel and the speed with which they learn it, the mortal may eventually become a k'nauth.[6] However, divine magic can also manifest itself through its practitioners' own fervor and dedication towards a concept or figure, even if the object of devotion is not a deity; moreover, spells with miraculous properties (such as resurrection) are commonly described as divine magic regardless of who casts them.[7]
Of divine magic after the Rites of Catatheosis made the gods mortal, Matthew Mercer explained: "While the gods themselves have gone through this transition into a mortal cycle, their magic is still suffused throughout the world, though reduced to a degree. Divine magic is ever-present as long as they are present. But, as we've also said before, divine magic can exist outside of the gods themselves. Some of it is shared concepts and shared philosophy, passionate philosophy, and conceptual ideas. Those things, much like the imagination of arcana and magic, can also themselves draw divine magic from the world itself to bring these things to a physical form and impact on the world. Not everything that is divine has to be tethered to a god specifically to wield divine magic. It just sometimes can be a little more challenging or a little more sparing, or the sources can be a little more fragile."[8]
Nature magic[]
The source of this magic is the world itself, the energy of nature, the elements, and the spirits that inhabit and/or personify them, which certain spellcasters can channel if they are attuned enough.[9]
This is sometimes considered a form of divine magic, for it draws power from a source greater than the spellcaster, and in fact, there are gods directly tied to specific aspects of nature. A user of natural magic can develop such a strong bond with those forces that they eventually manage to join their chosen environment, fusing with the land or transforming into a new life form.[10]
Arcane magic[]

Fan art of Scanlan casting Bigby's Hand, by Wesley Griffith.[art 5]
This is the form of magic most closely tied to mortals, since it has been developed, researched, and altered by them through the centuries, and its effectiveness usually depends on their own knowledge and talent, rather than some external force. Corellon the Arch Heart is considered the patron deity of arcane magic.[11]
Arcanists have developed a list of eight schools to classify different types of spells and magical effects: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. However, even the most talented mages admit that it is not a perfect system, and aspects of one school can be present in spells that belong to another.[12]
Psionic magic[]
This form of magic comes directly from the mind, and allows the user to cast spells and other magical effects without components by willing the effect into reality.
Psionics are very uncommon, often found among the strange aberrations connected to the Far Realm and the Astral Plane.[13] However, certain humanoids can manifest these powers, such as the gith[14] and specific sorcerous bloodlines.[15]
Dunamancy[]

Fan art of Dunamancy, by Heather Hood.[art 6]
This esoteric form of magic is extremely old and connected to the very fabric of the universe, to time, gravity, and entropy, but at the same time it is barely understood, and only recently has it been studied in Exandria.[16]
The Kryn Dynasty has developed multiple forms of arcane magic using dunamis (even creating two additional schools of magic: chronurgy and graviturgy),[17] yet their national religion explains that the source of this power is divine in nature.[18]
Hemocraft[]
This strange and feared form of magic was forgotten until the Matron of Ravens revealed it to Trence Orman, a follower of hers.[19][20]
Since hemocraft is based on sacrificing one's own life force in order to produce supernatural effects, this magic (regardless of whether it is wielded by a divine or arcane caster) has a terrible reputation, even though it isn't inherently evil.[21]
Magical events[]
The way magic works in Exandria can be altered by specific circumstances, such as cosmological changes.
Celestial solstices[]
During a solstice, the alignment of astral bodies and/or the planes move closer to each other and can produce cataclysmic phenomena, but also an enhancement of certain spells and rituals that the most ambitious spellcasters may try to use for their own benefit. In the most extreme cases, the entire design of ley lines across the planet gets rearranged.[22]
During the Apogee Solstice of 843 PD, all of the various ley lines were held, twisted, and tensed, causing a number of magics to not function properly including communication and resurrection magic. However, since Ruidus operates under its own magical ecosystem, resurrection magic operated at least briefly to restore Chetney Pock O'Pea to life when he was killed by Otohan Thull.[23]
Wild magic[]

Fan art of wild magic butterflies summoned after Jester cast Inflict Wounds, by Dian Huynh.[art 7]
The chaotic phenomenon known as "wild magic" occurs around certain objects or in specific areas in which, when a spell is cast, it causes a supernatural reaction that produces seemingly random effects; these can be harmless, beneficial, annoying, or even lethal, depending on the situation.
Although it is unknown if there is an exact trigger or origin for wild magic in general, it is known that it is linked to places of powerful and unpredictable magical power, such as the Fey Realm (whose influence can be channeled into the Material Plane via Feywild shards)[24] or Eiselcross (where the ruins of Aeor are located, filled with relics, monsters, and other unstable arcane creations);[25] in the Qoniira Tetrarchy, the Observer is pointed out as the one responsible for giving people access to wild magic.[26] Some sorcerers have a natural connection with wild magic, being able to control it to a certain extent, if they have enough experience.
Learning centers[]
There are certain institutions that offer their students the possibility of learning magic, usually its arcane variant:
- Alabaster Lyceum: The highest place of arcane learning in all Tal'Dorei, based in Emon.[27]
- Aydinlan Seminary: A place of higher learning in Yios, Marquet, that includes arcane studies for artificers.[28]
- Caleb Widogast's home: Although not an official institution by itself, during the time before this adventurer became a professional teacher, he taught magic to people he considered promising but who had not been accepted into the Academy in the capital.[29]
- Cobalt Soul: As an institution focused on the organization and preservation of knowledge, many of the archives, libraries, and reserves of the Cobalt Soul around Exandria have magical resources, and there are wizards who train there.[30][31]
- College of the Savvy: A college for bards in Westruun, Tal'Dorei, founded by the legendary White Duke.[32]
- Houses of Sagacity: A region within the city of Gwardan that works as both a place of worship and a place of advance learning for a limited number of students. One of its three temples is the House of Enchantment, dedicated to Corellon, patron of magic.[33]
- Marble Tomes Conservatory: A hall of higher learning in Rosohna, Xhorhas, that welcomes engineers, researchers and practitioners of the arcane arts capable of creating magic items.[34]
- Soltryce Academy: Main place of magical study within the Dwendalian Empire, Wildemount. It is based in Rexxentrum, and has strong ties with the Cerberus Assembly.[35][36]
- Hall of Erudition: The Academy's branch in Zadash.[37]
- Starpoint Conservatory: A university in Jrusar, Marquet. They have access to extensive documentation on arcane studies.[38]
- Westhall Academy: A place of higher learning in Westruun, Tal'Dorei, for many disciplines (including magic).[39]
- Wildemount Wildlings: This summer camp, based in Nicodranas, offers adventurer formation to children and teenagers, including basic forms of magic and alchemy.[40]
History[]
At the beginning of time, the elemental titans were the main supernatural forces in Exandria until the deities arrived, bringing with them their miracles. During this age, called the Founding, the mortal races that the gods favored were very frail, and they often died because of the dangerous environment filled with elemental chaos. To help them, the protean creators, led by the example of the Arch Heart, granted them access to arcane magic, so their children would be able to defend themselves without being completely dependent on the gods. This allowed mortal civilizations to actually flourish, and although it wasn't without difficulty (the primordials became more and more hostile and ended up fighting the gods), eventually Exandrians formed more permanent societies without major opposition.[41]
Part of the reason mortals were allowed to thrive was because the gods divided in two sides, and the Betrayer Gods (those willing to forsake their creations and support the titans) were sealed away by the Prime Deities. This affected divine magic, with most of the worship focused on the good and neutral gods.[42] It was after this divine schism that two magic-oriented societies appeared: the Tishtan, nomads that followed the ley lines, completely obsessed with building strange structures that would channel power,[43][44] and the Qoniirans, who accepted all forms of magic regardless of origin, and even kept using the names of the Betrayer Gods when they invoked curses.[45][46][47] The former disappeared mysteriously,[48] but the latter became an advanced society in Gwessar until worldwide conflicts forced them into hiding and seclusion.[49]

Official art of a flying city during the Age of Arcanum, by Robin Olausson.[art 8]

Official art of the Raven Queen's ascension to godhood, by Jessica Nguyen from "Exandria: An Intimate History" (Sx61) at 3:24.[art 9]
Thus, without any divine or elemental interference, began the Age of Arcanum, a time of great splendor (although great inequality)[50] in which arcane magic showed its maximum potential: spells were invented, constructs were designed, species were created, entire cities floated thanks to brumestone, and many kingdoms maintained their abundance thanks to magical reinforcements.[51][52][53] During this time it was possible to collect magic in its purest state, ether, and use it as versatile fuel for multiple purposes;[54] however, some resorted to more cruel sources of power, and it was during this period that some sorcerers (now known as Runechildren) were enslaved because of their magical potential, to be used as tortured spell batteries.[55] The Age of Arcanum was also characterized by the lack of limitations, since there were no prejudices, and there were few limits that would stop a sufficiently powerful mage.[56] The epitome of this came when a mortal wizard, the follower and partner of the god of death, managed to attain godhood and dethrone him[57] during an Apogee Solstice, to take his place among the Prime Deities, sundering him as she became the Matron of Ravens.[58][59]
As a consequence of a mortal's ascension to godhood, many wizards lost whatever respect they had for the gods, and while some had simply sought immortality (such as Halas Lutagran), others, including Vecna, tried and failed to imitate the Raven Queen in her rise to godhood.[60] This ended up leading to the great mistake of Vespin Chloras, a malconvoker who tried to use the power of the Betrayer Gods for good but ended up involved in an intrigue that led to the beginning of the Calamity. Much knowledge was lost, all the floating cities fell, and for centuries the two factions of gods fought, causing countless collateral damage among the mortal population.[61]
The Calamity ended with the Divergence, when the Prime Deities, after sealing away their divine enemies, decided they were too dangerous for the mortal races and retired forever, creating the Divine Gate to block their reach to Exandria. This did not stop divine magic from working, but its effectiveness was no longer as intense as when the gods the clerics worshiped walked among them.[62][63][64]

Official art of a mortal mage using conjuration magic to open a portal to the Iron City, by Linda Lithén from Tal'Dorei Campaign Setting Reborn pg. 11.[art 10]
After the Divergence, an enormous amount of knowledge and magical resources were lost, and whatever remained was considered extremely valuable. Because of this, expeditions to find lost magical treasures weren't (and still aren't) uncommon, and the magical items created during and before the Calamity are considered legendary relics of great power, called the Vestiges of Divergence.[65][66] Moreover, concerns about the morality of magic became more relevant, and factions such as the Arcana Pansophical, founded around 500 PD, started actively working against the misuse of magic that had been so common during the Age of Arcanum.[67][68] Ironically enough, even during this time some magic (re)discoveries were made, as the Matron of Death revealed hemocraft to one of her priests to fight fiends in the Marrow Valley soon before 545 PD.[69]

Official art of Vasselheim, where divine magic has priority, by Kent Davis from "Exandria: An Intimate History" (Sx61) at 2:46.[art 11]
Societies also changed: with the exception of Draconia (at least for a time),[70][71] there were no more floating cities in the traditional sense,[72] and wizards weren't as influential as they used to be; thus, magocracies became virtually extinct. Interestingly, theocratic societies survived even without the physical presence of the gods, with Vasselheim being the best example with their love for divinity and their disdain for arcane magic.[73]
This, however, didn't stop mages from claiming political power. The Cerberus Assembly, founded around 570 PD mostly by spellcasting nobility,[74] helped the Dwendalian Empire to establish itself in Western Wynandir. Little by little, led by Ludinus Da'leth,[75][76] they became more and more linked to the figure of the monarch and the active government, so it became an open secret that they were behind many of the decisions that were made in that part of Wildemount.[77] Between 835 and 836 PD they were actively looking for new magical talents to weaponize, although the intervention of the Cobalt Soul and the investigation led by Beauregard Lionett and Caleb Widogast stopped this to an extent.[78]
In Tal'Dorei, after the destruction caused by the Chroma Crisis, another magical faction appeared. The League of Miracles, led by the mysterious Wonderworker, used highly efficient mages to help rebuild the desolated country, quickly accumulating wealth, debts, and contacts.[79] By 836 PD their main aim was to have the elite of Tal'Dorei in their pockets in order to be able to shape the continent as they wanted, although they weren't as trusted as they would like.[80]

Fan art of Vecna's Banishment, by Elaine Tipping.[art 12]
In 812 PD a great (but dangerous) arcane deed was achieved: the archlich Vecna, who had long ago discovered the knowledge of the Ritual of Seeding that the gods had actively hidden after the ascension of the Raven Queen, returned and this time succeeded at becoming a god as she had. However, a group of legendary heroes known as Vox Machina used another ancient magical ritual, the Rites of Prime Banishment,[81] to send the Whispered One out of Exandria. Vecna became one of the Betrayer Gods as a deity of necromancy and secrets,[82] able to grant divine magic but extremely distant beyond the Divine Gate, even for the Remnants, his zealot cultists.[83]
In 843 PD there was an apogee solstice that, like others before, altered the way magic worked, enhancing some spells while interfering with others, as well as disrupting enchantments across the globe.[84][85] However, one faction had been preparing for this event: the Ruby Vanguard used a device known as the Malleus Key to lock Ruidus in the sky with the intention of releasing Predathos, the entity sealed inside the satellite, able to resist divine magic and even devour gods.[86]

Fan art of Ludinus and the Malleus Key, by Wesley Griffith.[art 13]
This also caused the solstice itself to be prolonged[87] beyond the usual three days;[88] during that time, the influence of the Malleus Key disrupted and created tension within the weave of magic. The experts of the Arcana Pansophical theorized that if the situation stayed like that for too long, the magic in Exandria could be permanently altered or even destroyed.[89] According to Morrigan the Fatestitcher, the presence of the Bloody Bridge was bending the lines and creating tangles, which could lead to very dangerous situations.[90] In the following days there was only a small improvement (although for an unknown reason): the Sending spell, which until then had encountered constant interference every time it was cast, worked normally again, at least if the caster and the target were both in Exandria.[91]
When the Exandrian Accord was preparing to face the Ruby Vanguard in the Hellcatch Valley multiple spellcasters of different types helped summoning allies and creating portals to Marquet. The gods themselves helped with divine and nature magic, empowering Keyleth's speech to the troops,[92] parting the dust storm around the Red Center,[93] and creating a shield of golden wings to protect Vox Machina's skyship from a magical attack.[94] At the end of the great battle, Vox Machina successfully destroyed the Malleus Key. The Bloody Bridge disappeared and Ruidus and the ley lines started to go back to normal, thus ending the extended effects of the Red Solstice and the tension affecting the weave of magic.[95] Hours later, however, a new magical effect shook the entire weave of magic in Exandria: the Matron of Ravens, with the collaboration of Bells Hells and the agreement of her peers of the main pantheon, used the newly created Rites of Catatheosis to bind their divine souls to Exandria and its cycle of rebirth, allowing them to become "mortal gods" and thus undetectable to Predathos; the process was completed successfully and the gods disappeared to be reborn, and the mortals themselves felt the very essence of magic in the world changing as an effect of the ritual.[96]
Trivia[]

Fan art of a sorcerer, a cleric, and a wizard, by Linda Lithén.[art 14]

Fan art of Widogast's Web of Fire, by Linda Lithén.[art 15]

Fan art of Dorian giving his Lightning Bolt Imogen's colors, by Rachel F. (TheWhaleLord).[art 16]
- Mechanically speaking, magic can be used through one of three abilities: Intelligence, which represents the ability to learn, memorize, and manifest magical knowledge (mainly used by wizards and artificers); Wisdom, which represents the ability to perceive a higher force and channel its power (mainly used by clerics, druids, and rangers); and Charisma, which represents the ability to use talent, conviction, and inherent skill to impose one's will on the world (mainly used by bards, sorcerers, paladins, and warlocks). Those races with natural access to spells use one of the three abilities (usually each of them has a tendency to favor one, although not always); genasi, specifically, can also use Constitution as their spellcasting ability (which could be interpreted as their elemental power being almost biological), but it is an exception rather than an official "fourth spellcasting ability" in the game.
- Magic is extremely customizable, both by the source of magic and by the personality and style of each spellcaster. Therefore, the Scrying spell can be very different when cast by Fearne Calloway (a fey druid) or Fresh Cut Grass (an Aeormaton cleric of Avandra), and the same caster can make their spell look different every time, if they so desire.
- In a similar way, spells can be reinvented, modified, or even created from scratch. Thus, Patia Por'co was able to cast Por'co's Impenetrable Bubble (her name for Resilient Sphere), Imogen Temult can cast Seething Storm (her own version of Hunger of Hadar), and Caleb Widogast can cast Widogast's Web of Fire (his own original spell).
- The most powerful spellcasters, even without using special abilities such as Metamagic, can also modify their spells in small ways to adapt them to their needs. Caleb Widogast, for example, cast Seeming (a spell that lasts for 8 hours) on his group, but was able to partially suppress the effects while they were resting before a mission, so that his friends could share those special moments without looking like strangers.[97] In a similar way, Jester Lavorre altered her Polymorph in order to transform her friend Caduceus Clay into a dire beetle, but keeping his firbolg face.[98]
- In Critical Role canon, spells and lore from earlier editions of D&D are used to denote lost knowledge from the Age of Arcanum. For example, Halas Lutagran's spellbook contained Trap the Soul, a spell which appeared in the 2nd and 3rd editions of D&D.
- Morrigan the Fatestitcher noted that, although gods granted mortals access to magic, they didn't create it, since the leylines and their power existed in the planet even before the Protean Gods' arrival.[99]
- In recent decades, dependence on magic affects many societies, which is why visionaries such as Lord Percival de Rolo have opted for technological and scientific advances that allow the production of "magical" effects fed by other sources of energy. Thus, in Whitestone there are already electric lights in some areas,[100] although ironically the lack of familiarity makes ordinary people assume that said lighting has a magical origin.[101]
References[]
- ↑ See "Shadows New and Old" (3x96) at 1:33:13.
- ↑ See "Trust" (1x70) at 3:10:21.
- ↑ See "Crisis of Faith" (3x61) at 4:16:13.
- ↑ See "Between the Lines" (2x78) at 2:53:43.
- ↑ See "Axiom Shaken" (3x43) at 3:43:55.
- ↑ See "Bitterness and Dread" (E3x02) from 1:50:42 through 1:52:04.
- ↑ See "4-Sided Dive: Swordgate" (4SDx24) at 0:22:53.
- ↑
Fireside Chat LIVE With Matthew Mercer | Campaign 3: Bells Hells Finale at 55:23 (subscription required).
- ↑ Keyleth explains that Ludinus chose to drain the energy from fey connected to nature, mimicking a druid's merging with nature magic and thus prolonging their life. See "For The Tempest" (3x68) at 2:58:59.
- ↑ See "For The Tempest" (3x68) at 2:44:11.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 29.
- ↑ See "Dark Bargains" (2x83) at 1:38:49. Halas explains that the essence of multiple forms of healing magic is necromantic.
- ↑ See "Attack on the Duergar Warcamp" (1x04) at 0:28:45. Mind flayers are an example of psionics who, in fact, look down on other forms of magic.
- ↑ See "The Search For Bob" (Sx45) at 2:02:21.
- ↑ See "Chasing Nightmares" (3x11) at 4:57:53. Liliana Temult and her daughter have similar capabilities tied to Ruidus.
- ↑ See "A Gathering of Heroes" (3x76) at 1:11:25.
- ↑ See Explorer's Guide to Wildemount, pp. 182–184.
- ↑ See Explorer's Guide to Wildemount, p. 32.
- ↑ See Tal'Dorei Campaign Setting, p. 33.
- ↑ See Explorer's Guide to Wildemount, p. 54.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 178.
- ↑ See "Excelsior" (E3x01) at 58:51.
- ↑ See "4-Sided Dive: Swordgate" (4SDx24) at 0:21:51.
- ↑ See "Heart-to-Heartmoor" (3x17) at 2:48:47.
- ↑ See "Hell or High Water" (2x136) at 3:03:44. Matt confirms wild magic effects happen on a d20 roll of 17 or above after a level 3 or higher spell is cast.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 41.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 136.
- ↑ See "Axiom Shaken" (3x43) at 1:05:43.
- ↑ See "The Mighty Nein Reunited Part 1" (Sx73) from 0:42:15 through 0:50:16.
- ↑ See "Somewhere Out There" (3x59) from 1:46:10 through 1:59:56. Prism Grimpoppy became a wizard studying with the Cobalt Soul branch in Emon.
- ↑ See "Faith or Famine" (3x60) at 1:43:30.
- ↑ See "Echoes of the Past" (1x38) at 1:20:09.
- ↑ See Explorer's Guide to Wildemount, p. 66.
- ↑ See "Domestic Respite" (2x62) at 1:36:27.
- ↑ See "Curious Beginnings" (2x01) at 1:02:19.
- ↑ See "Lingering Wounds" (2x89) at 28:46.
- ↑ See "Disparate Pieces" (2x04) at 3:11:15.
- ↑ See "The Draw of Destiny" (3x01) at 0:20:50. Imogen wanted to access their archives to learn more about her sorcerous powers.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 91.
- ↑ See "The Mighty Nein Reunion: Echoes of the Solstice" (Sx79) at 1:25:29.
- ↑ See Tal'Dorei Campaign Setting, pp. 5–6.
- ↑ See Explorer's Guide to Wildemount, p. 12.
- ↑ See "An Exit Most Fraught" (3x48) at 1:37:13.
- ↑ See "The Aurora Grows" (3x49) at 0:33:17.
- ↑ See "A Glorious Return" (E1x03) at 1:55:01.
- ↑ See "The Gift Among the Green" (E1x06) at 2:10:53.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 117.
- ↑ See "Axiom Shaken" (3x43) at 3:30:49.
- ↑ See Tal'Dorei Campaign Setting Reborn, pp. 115–116.
- ↑ See "4-Sided Dive: Kiss and Tell" (4SDx16) at 0:49:32.
- ↑ See "Excelsior" (E3x01) at 2:22:29.
- ↑ See Explorer's Guide to Wildemount, p. 12. See also p. 282 on Aeorian hunters.
- ↑ See also Aeormatons.
- ↑ Twitter Post-finale Chat with the Exandria Unlimited: Calamity Cast, Twitter Spaces Q&A session held 22 June 2022. Full transcript here.
- ↑ See Tal'Dorei Campaign Setting Reborn, pp. 176–177.
- ↑ See "What Lies Beneath the Surface" (1x81) at 2:20:04. Another name for this period was the "Age of Wanton Necromancy" precisely because that lack of limitations.
- ↑ See "Duskmeadow" (1x57) at 0:57:06.
- ↑ See "Excelsior" (E3x01) at 3:57:45.
- ↑ See "Bitterness and Dread" (E3x02) at 2:01:51.
- ↑ See "The Endless Atheneum" (1x106) from 1:18:44 through 1:22:10.
- ↑ See Explorer's Guide to Wildemount, p. 11. The Calamity is described as "a terrible war that wiped out most of civilization nearly a thousand years ago" (as of 835 PD).
- ↑ See Tal'Dorei Campaign Setting, p. 7.
- ↑ See "The Fate-Touched" (1x103) from 3:19:40 through 3:20:51.
- ↑ See "What Is The Calamity" at 1:56 on the Dungeons & Dragons YouTube channel.
- ↑ See Tal'Dorei Campaign Setting, p. 110.
- ↑ See Explorer's Guide to Wildemount, p. 270.
- ↑ Some of the information on this page was imported from Matthew Mercer's Vox Machina Wiki article, "The Arcana Pansophical".
- ↑ See Tal'Dorei Campaign Setting, p. 29.
- ↑ See Explorer's Guide to Wildemount, pp. 54–55. The Raven Queen is said to have blessed Trence with the "ancient secrets of blood magic".
- ↑ From Matthew Mercer's tweet on the location of Draconia on Exandria.
- ↑ Osysa scryed the floating islands of Draconia crashing. See "Return to Vasselheim" (1x43) at 0:37:08.
- ↑ See "A Woodworker's Quandary" (3x08) at 1:39:16. The Silken Squall, settlement of the Wyvernwind family, is a tent-like floating city, but its exact nature is unclear.
- ↑ Matt Mercer explained in a Reddit post.
- ↑ See Explorer's Guide to Wildemount, pp. 16–41.
- ↑ See "Whispers of War" (2x18) at 3:39:53.
- ↑ See "Hope Within History" (3x55) at 1:34:39.
- ↑ See "Steam and Conversation" (2x09) at 1:04:19.
- ↑ See "Fond Farewells" (2x141) at 5:38:42.
- ↑ See Tal'Dorei Campaign Setting Reborn, pp. 56–57. See also p. 23.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 57. See also pp. 23, 46, and 59.
- ↑ See "The Endless Atheneum" (1x106) at 1:09:35.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 38.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 251.
- ↑ See "Ripples" (3x53) at 1:24:28.
- ↑ See "4-Sided Dive: Why, Matthew?! Why?" (4SDx15) at 0:06:34.
- ↑ See "Axiom Shaken" (3x43) from 3:03:05 through 3:05:41.
- ↑ See "Hope Within History" (3x55) at 0:58:02.
- ↑ See "Hope Within History" (3x55) at 0:58:02.
- ↑ See "A Gathering of Heroes" (3x76) at 2:04:50.
- ↑ See "Fractures" (3x78) at 3:43:31.
- ↑ See "Doorways to Darker Depths" (3x86) at 1:22:54.
- ↑ See "Assault on the Malleus Key" (3x113) at 1:12:49.
- ↑ See "Assault on the Malleus Key" (3x113) at 1:56:43. Spectral green hands, possibly from the Wildmother, move the dust.
- ↑ See "Assault on the Malleus Key" (3x113) at 2:20:58.
- ↑ See "Fight for the Bloody Bridge" (3x114) at 1:30:45.
- ↑ See "A New Age Begins" (3x121) at 1:55:06.
- ↑ See "To the Arx Creonum" (3x115) at 1:44:54.
- ↑ See "To the Arx Creonum" (3x115) at 2:58:03.
- ↑ See "A Test of Fate" (3x109) at 0:31:30.
- ↑ See Tal'Dorei Campaign Setting Reborn, p. 75.
- ↑ See "A Gathering of Heroes" (3x76) at 0:24:04. Inside Whitestone Castle there are strange lights that Bells Hells believe are magical.
Art:
- ↑ Official art of skyswimmers from Lyrengorn performing a magical ritual known as the Moonweaver's Ribbons, by Kent Davis (source). Used with permission.
- ↑ Official art of an adranach of the League of Miracles rebuilding, by Wesley Griffith from Tal'Dorei Campaign Setting Reborn pg. 43. Used with permission.
- ↑ Official art of Exandra and its ley lines, from Exandria: An Intimate Appendix - Ruidus and the Gods, by Cyarna Trim (source). Used with permission.
- ↑ Fan art of the Traveler, an entity magically empowered by worship, by BlackSalander (source). Used with permission.
- ↑ Fan art of Scanlan casting Bigby's Hand, by Wesley Griffith (source). Used with permission.
- ↑ Fan art of Dunamancy, by Heather Hood (source). Used with permission.
- ↑ Fan art of wild magic butterflies summoned after Jester cast Inflict Wounds, by Dian Huynh (source). Used with permission.
- ↑ Official art of a flying city during the Age of Arcanum, by Robin Olausson (source). Used DM response with permission.
- ↑ Official art of the Raven Queen's ascension to godhood, by Jessica Nguyen from "Exandria: An Intimate History" (Sx61) at 3:24. Used with permission.
- ↑ Official art of a mortal mage using conjuration magic to open a portal to the Iron City, by Linda Lithén from Tal'Dorei Campaign Setting Reborn pg. 11. Used with permission.
- ↑ Official art of Vasselheim, where divine magic has priority, by Kent Davis from "Exandria: An Intimate History" (Sx61) at 2:46. Used with permission.
- ↑ Fan art of Vecna's Banishment, by Elaine Tipping (source). Used with permission.
- ↑ Fan art of Ludinus and the Malleus Key, by Wesley Griffith (source). Used with permission.
- ↑ Fan art of a sorcerer, a cleric, and a wizard, by Linda Lithén (source). Used with permission.
- ↑ Fan art of Widogast's Web of Fire, by Linda Lithén (source). Used with permission.
- ↑ Fan art of Dorian giving his Lightning Bolt Imogen's colors, by Rachel F. (TheWhaleLord) (source). Used with permission.
External links[]
Magic on The Forgotten Realms Wiki (note)
Magic on the Eberron Wiki
|