| Category | Marvels |
| Alias | The Weave, 2 nd Dimension |
| Super | Nawirrûs |
| Owner | none |
| Focus | arcane energy |
| Built | unknown |
The arcane energies that power all mage spells, magical phenomena, and other releases of non-divine magic originate from the Web of Magic. Researchers at the XI Institute have theorized that a world's magical potency is governed by the fabric of mystical energies surrounding it. If the Web is thin and weakened from excessive magic use, more energy will pour into the world. Conversely, a feeble Web of Magic results in rifts, which form Rifts to other worlds and Systems, triggering wild magic storms and other anomalies, including the calamity that devastated an entire region during the Gulimbor Cataclysm ( 996 - 1203 ) .
The world Bal-Kriav exemplifies a realm with a tenuous magical fabric. Consequently, magic is pervasive and occasionally highly destructive in nature.
One way of weakening a world's Web is by using an abundance of magic in a localized area. This can result in a Deadening Effect, a Cascade, or transform an area into a dead magic zone or lead to a magical cataclysm akin to the Gulimbor Cataclysm. An even more perilous method is to detonate a null mine at a precise location. If successful, it will open a rift to another world. While it sounds straightforward, these weak spots are exceedingly arduous to locate. One must also find the individual attuned to a specific world that is to be the target of the rift. Assuming the necessary resources are available, the entire process can take years to orchestrate; with a failure rate of approximately 33%, one must fervently hope for a functional null mine.
Those with the knowledge to harness the magical energy of the Web of Magic are known as web weavers. The Lith-Crillion were the first to possess this ability. After the disappearance of the Lith-Crillion, it was not until the First Epoch that the art was revived by a Conclave wizard of the First Khazarkar Empire, named Adîlkhâru. This knowledge is detailed in an ancient Lith-Crillion tome called Izrukîn Sa Thir, which Adîlkhâru used to instruct others of the Eldritch Conclave. The skill of manipulating the energies of the Web of Magic has since spread to other organizations in the realm. The Sanguine Whispers, having recovered books from Ebonstar, learned to control the web and established a school for training web weavers, known as the Tangled Weave.
Colossal creatures known as weave spiders inhabit the Web of Magic. These formidable beasts monitor the web, vigilantly guarding against any disturbances. They aggressively confront and repel those seeking to tamper with the Web. These creatures exhibit a remarkable resistance, if not outright immunity, to all forms of magic and psionics. Their fearsome mandibles are purported to devour magical energy from any items they touch. As testament to the toughness of these web guardians, a Scroll of Dawn recounts that during the Creation War, a Primordial named Sarseg was slain by a pack of weave spiders.
The weak arcane fabric of Bal-Kriav is said to be a product of the Creation War ( 1486 DE - 8777 DE ) . When this conflict spilled into Bal- Kriav, the gods battled against the primordials. The deities utilized the Web of Magic to aid in halting the onslaught into regions such as Regadnîn. They also employed the Web to imprison some of the primordials, including the colossal terror known as Dališar. This monstrous entity, its mind largely deteriorated, now stands as a landmark in the wastelands of Weretopia.
Two regions of the realm that have sustained substantial damage or loss to their Web of Magic are Kriav and the world Throndar. The former nearly lost its Web during the Cube Collapse ( 1301 DE ) , while the latter had its magical energy siphoned away by Sarseg.
Weave Spider
These mammoth-sized creatures reside within the Web of Magic. Their sole raison d'être is to mend damage to the Web. They concentrate their efforts on patching up Rifts above any other disruption.
The source of the weave spider's abilities remains a mystery, but whispers suggest they surpass even the divine. It is rumored that no individual, whether deity, humanoid, or other, has withstood more than a few rounds of combat with these creatures. Weave spiders possess complete dominion over magic within the Web, nullifying it at their discretion. While no one desires an encounter with a weave spider, the surest way to incur its wrath is to interfere with the Web of Magic.
The Lith-Crillion possessed a degree of sway over the weave spiders. Bereft of the weave spiders' assistance, they likely would have been incapable of annihilating the Womb of Entropy.
| Name | Description | Usage |
|---|---|---|
| Arcane Shield | immune to arcane energy - wizard spells, psionics | continuous |
| Arcane Healing | while in the Web of Magic, weave spiders heal 50 hit points per round | continuous |
| Arcane Consumption | magic items striking a weave spider have a 50% chance of being drained of all their magic | continuous |
| Flurry Attack | weave spiders attack 6 times per round, each strike disenchants the area it hits - same as Arcane Absorption | continuous |
Related Information
- Acolyte of the Web
- Asoun
- Bowkrak
- Briltarn
- Broken Lands
- Chaos Malestrom
- Cube of Arcane
- Deadening Effect
- End of a Friend
- energy rift
- Feykro Silon
- Gulimbor Cataclysm
- Hon'palos
- Izrukîn Sa Thir
- Logor
- Magrâbik Monoliths
- Muspelheim
- null mine
- Path of Krephus
- Prisms of Worlds
- Radullu Rift
- Sarseg
- Treatise on Trap and Lock Design
- Uriall-Madiess
- Web Rupture
- Web Weaver
- Zôd'vîrmâb