Blue Horizon Magic Traditions and Theorized Realms

Originally written for use in Shattered worlds and adapted to reflect the planar cosmology of Blue Horizons as understood by the Tel Kairos magisters. As such, this is not the correct model of the metaverse – just one flawed understanding.

The goal is to flavor spellcasting to be planar and weighs the type of magic one can start with and/or specialize in. Under each listing, you will find:

  • The name of the plane and the tradition associated
  • A description of that plane.
  • the visual and ritual styles of spellcasters in that style
  • a 20 word list of magic words that spellcasters draw from. Basically, it’s the system found here but players get words from their tradition instead of completely at random. In the future there will be a list of generic words as well.

Whitehome, Apollonian Tradition

Here, all beings are cared for by benevolent, tyrannical spirits of pure light. You will be pampered and feel totally shrouded in love…as long as you obey. Source of angelic beings.

Whitehome is a regimented series of fields, clean cities with angular streets, hospitals, mad houses, and churches. Everywhere, angels. Everywhere, rules and schedules.

Here one trades willpower for the freedom of submission. You will be in perfect health, perfect in service, perfect in thoughts. It might take much suffering and correction to get there, but you will.

Tradition Style

  • Spells appear as light constructs, the sounds of medical patients in need, and angelic feathers.
  • Dice manifest as ones image becoming more sharp and severe. Your best traits become highlighted, your worst less noticeable. Eventually, angelic features may appear.
  • Expired dice appear as a light going out and your physical self slowly appearing worse, to the point of looking sickly.

Spell Word List

  1. Angel
  2. Divine
  3. Voice
  4. Immunity
  5. Radiance
  6. Heal
  7. Moan
  8. Feathers
  9. Compel
  10. Shelter
  11. Restrain
  12. Flash
  13. Mandatory
  14. Prayer
  15. Law
  16. Submission
  17. Absolute
  18. Crown
  19. Accept
  20. Mercy

liferealm, Mycolic Tradition

Liferealm, a place of eternal flowing essence. Here all things cycles between compost and rot, and surging growth, and is ruled by spirits. All things are kept pristine even in their decay.

Liferealm does not care what you call it. Things grow. Things die. The dead feed the living. And this cycle is far more important than any individual’s life – above all else, the cycle must continue.

You will find mile wide fungal networks feeding on the remains of plants and birds competing with elves who hunt down eyeblights astride their seedborn elk. Pray that you are not considered such a blight – without the aid of the elves here, very little else will provide succor without taking its own from you too.

Tradition Style

  • Spells are either reflected in the explosive growth of fungi and life, or the rapid wilting thereof. Parasitic growths and preserved corpses both respond to a Mycolic practitioner.
  • Dice are reflected as vines, flowers, fungi, or other life sprouting from the body of the caster.
  • Expired die reflect those dice wilting and falling out, or simply retreating back into the body.

Spell Word List

  1. Rain
  2. Toxic
  3. Ooze
  4. Fungus
  5. Grow
  6. Nourish
  7. Mold
  8. Reanimate
  9. Wood
  10. Drain
  11. Plant
  12. Degenerate
  13. Gruesome
  14. Infect
  15. Life
  16. Cycle
  17. Growth
  18. Corpse
  19. Consume
  20. Verdant

Ashheart, Tradition of Endings

Once there was a world of brave knights who defended the realm from monsters. One day, a princess desired to see a world painted in red. After many knights tried to please her, one took the lives of her other suitors, and earned her attention. By the end of their reign, the world was soaked in blood and ruin.

This is a place so far into its own ruin that all that remains is the tips of broken citadels poking from endless dunes of charred ash, and beyond a polluted gray ocean that never ends. You will find only the dead here, hollow eyed and pathetic, or demons delighting in their misery.

Only the deranged or those who seek power buried beneath the ash sands would ever come here.

Tradition Style

  • Spells tend to be physical in nature, such as corroded blades or twisting hands of the dead, or are made from anguished screams, bits of ash, and a lingering flame.
  • Dice wear down the caster. As more dice are held, they appear crumbled, ruined, eroded.
  • As the die expire, the caster becomes slowly become more whole. Spells crumble to ashes and the dead return to their inert forms.

Spell Word List

  1. Blade
  2. Shadow
  3. Flesh
  4. Sand
  5. Time
  6. Fear
  7. Hope
  8. Cranial
  9. Dead
  10. Weaken
  11. Curse
  12. Slow
  13. Iron
  14. Armor
  15. Bone
  16. Degenerate
  17. Ruin
  18. Crown
  19. Devil
  20. Despair

The Veiled World, Mortuary Tradition

One of the most mysterious and remote of the planes, no one has ever wondered here and came back. This is the true land of the dead, they say – all mortal souls will come here one day.

This world is new. It was only very recently that the dead had anywhere to go – they lingered where the fell, tormenting those who passed by. By some chance or an act of Will, this place was made as a home for them.

Tradition Style

  • Spells are ghostly apparitions wearing the veil of death which appear and vanish with the magic.
  • Use of dice makes the world cold, clear, and heavy, accompanied by a sonorous chiming at times, or sobbing.
  • Spent dice darken lights and sap life from fauna as the caster appears grey and sharply clear.

Spell Word List

  1. Ice
  2. Shadow
  3. Flesh
  4. Clean
  5. Time
  6. Fear
  7. Remove
  8. Sterilize
  9. Invisible
  10. Ghost
  11. Secret
  12. dark
  13. Sleep
  14. Forget
  15. Immunity
  16. Absolute
  17. Bone
  18. Death
  19. Oppose
  20. Final

Astora/ The Night Sky, Sidereal Tradition

Seen as space by mundane planes, this great expanse of night was once full of stars and the constellations between them. But the beings who made them have all faded away to some great peril now, and so what remains is there is.

Secretly, the stars are but holes in the sky leading to other places…places plagued by the Verminis hive who seeks to consume all things in the metaverse. The tending agents of the sky who drew great constellations and taught the gift of foresight erected barriers of flame and light to hold them back, but eventually lost the war. These barriers will one day give in.

Not all of the Astrachnids are lost. A few remain in quiet places, away from the attention of the hive, and whisper their secrets to those who would listen. Sadly much misunderstanding still remains to those few who find them. Sadder still is that no one mortal could hope to defeat the hives of Verminis, even with the burning gates that hold them back.

Tradition Style

  • Magic spells are cards, often appearing as if spun from silk and appearing overnight.
  • Die appear as manifestation of the current star sign this month.
  • When the dice expire, the card used collapses into a empty silk cocoon.

Spell Word List

  1. Lightning
  2. Crystal
  3. Wonder
  4. Inspire
  5. Space
  6. Dice
  7. Web
  8. Burning
  9. Star
  10. Horizon
  11. Heroic
  12. Arachnid
  13. Gate
  14. Astral
  15. Reveal
  16. World
  17. Cosmic
  18. Meteor
  19. Celestial
  20. Card

Chthehbis, the Underworld Tradition

The underworld. The underdark. The infinite down. The dungeon at the center of the world. There are many versions of this place. It is the space below ruined keeps and behind cave waterfalls. It is the dungeon that connects all worlds.

theories hotly contest whether this plane existed before all others, or if it grew as a sort of planar web between them. Mortal minds created it by their fear of dark places, they say. Or maybe it has no answer – it exists, and some must brave its depths.

Tradition Style

  • Spells appear “traditional” = fire makes fire, rock makes rock, etc. They are accompanied by hand gestures, ominous spoken words of dead tongues, and bits of strange discarded refuse. Each connecting world has their own specifics, but all of them have these elements of their magic.
  • Dice appear as pages in a book, ink on the body, or sometimes more rarely energy inside a crystal. Regardless, they are always external to the caster and thought of as formula or conceptual in nature.
  • Expired dice are accompanied by temporarily forgetting about the spell cast and often a loud or bright flash of energy.

Spell Word List

  1. Shifting
  2. Ooze
  3. Wall
  4. Rock
  5. Fungus
  6. Curse
  7. Time
  8. Slow
  9. Frog
  10. Fear
  11. Monster
  12. Torch
  13. Deep
  14. Weird
  15. treasure
  16. Trap
  17. Abyss
  18. Hole
  19. Lair
  20. Shrine

Sairnr, Tradition of Battlefire

The exiled domain of banished violence, the endless battle, where the worst warmongers fight in a total gridlock eternally. Every day, a new conflict. Soldiers and warriors with no homes, dying over and over. There is no rest, no final death – only war.

Everything here is harsh from the weather to the sun above. It is always a day for war- bitter, gridlocked, perfectly matched war.

this plane is the the source of BATTLEFIRE,as well as several peoples such as hobgoblins and gnolls.

Tradition Style

  • Spells manifest through the scintillating battlefire, warping into weapons, explosions, and sudden bursts when called.
  • Dice erupt from the hexecutioner as bright light or as raw emotion, causing them to act recklessly.
  • Expired dice cause a dreaded calm to wash over the Swordserer as they realize that their power is fleeting. When they lose all them, they often become catatonic or apathetic.

Spell Word List

  1. Fire
  2. Blade
  3. Metal
  4. Sharpen
  5. Cut
  6. Missile
  7. Explosion
  8. Rip
  9. Butcher
  10. Chaos
  11. Claw
  12. Rebel
  13. Violent
  14. Kill
  15. Iron
  16. Maul
  17. Melt
  18. Wound
  19. Rage
  20. Dominate

Geometria, Spacial Tradition

A theoretical plane. No person has been able to verify the existence of this place directly yet several magical theories rely on it’s place in the Tel Kairos cosmology. I is full of theoretically infinite subplanes, each one a higher dimensional space. Here is one example:

An extra space folded between other theoretical planes not yet accessible to mortals, this plane is a radical departure from the normal livable zone due to it lacking the third dimension. Everything here is projected onto a 2D field, reduced to the most platonic form. Sentience of these shapes is debated, but they can and do respond to language as much as they can… often reacting violently to suggestions of any extra dimensions.

Tradition Style

  • Spells tend to be reflected with floating geometric shapes, fractal bursts, and a feeling of intense pressure.
  • Dice cause those viewing the caster to appear with a warped depth perception, as if too sharp or blurred, as well as making their steps, writing, and other traces align to unseen patterns and angular lines.
  • Expired dice seem to fold into themselves as space zooms in on itself. the far appears close, and the close jumps far away.

Spell Word List

  1. Slow
  2. Time
  3. Form
  4. Space
  5. Sharpen
  6. Combine
  7. Enlarge
  8. False
  9. True
  10. Wall
  11. Hasten
  12. Reduce
  13. Shape
  14. Spheres
  15. Cubes
  16. Orb
  17. Divide
  18. Multiply
  19. Parallel
  20. Flatten

Ordo Sel, Urbane Tradition

The city of Symbol, once called Ordo Sel, is itself a plane which can be called upon. This is a versatile plane, a cosmopolitan and diplomatic place where all people rub shoulders. It’s magic reflects both theses traits, the seedy low life, the restrained violence, and more.

While the plane seems fine to grant magic to those who are touched by it, those who try to appeal to the Lady herself find this to be the last bad decision they make.

Tradition Style

  • Spells are often rust colored and accompanied by cicular shapes or images of towers. Sometimes they manifest a storm of spectral blades, or the face of a woman.
  • Dice make the caster tend towards neutrality or even cruel dispassion. Physically, they sometimes seen to have a corona of rust color when in the corner of your eye. when a caster has a high number of them they often catch glimpses of other worlds through windows and reflections.
  • Expired dice often come with a renewed sense of passion along with sense of wanderlust.

Spell Word List

  1. Blade
  2. Gate
  3. Ward
  4. Space
  5. Maze
  6. circle
  7. Endure
  8. Door
  9. Balance
  10. Lock
  11. Servant
  12. Absolute
  13. Pain
  14. Tongue
  15. Wheel
  16. Metal
  17. Paper
  18. Rain
  19. Razor
  20. Lady of

Verminis, Infested Tradition

Verminis, or the Infested Spires, is an infinite plane theorized to connect to several others by way of the Sidereal plane. It is full of a single group of all consuming insect creatures who desire only to consume and transform all of reality, remaking it in their own horrific image where bugs will consume each other until there is but husks left.

Little known of it directly as only the deranged or suicidal would travel here willingly. Worse, the only ones who come back are Hivemagi. these people consume insects for raw power, command all manner of pests, and want nothing more than for their patrons to consume the world.

It is inspired by this comic
and is considered the source of all insects, which are unnatural creatures.

Tradition Style

  • Spells manifest as insects that crawl on the casters body or fly about them, such as wasps or beetles. They fly forward to sting and bite, or are consumed by the caster to change teeth to stingers or hands to hooks.
  • Dice, like the spells themselves, are insects, with more dice meaning a larger collection of them.
  • Expired dice fall inert and dead in their shells.

Spell Word List

  1. Chitin
  2. Consume/consumption
  3. Sting
  4. Bite/Biting
  5. Toxic
  6. Predator
  7. Growth/Growing
  8. Butcher/Butchering
  9. Abduct
  10. Subcutaneous
  11. Drain/draining
  12. Weakening
  13. Swarm
  14. Fly/flying
  15. Buzz/Buzzing
  16. Infect
  17. Worm
  18. Drone/Droning
  19. Horror/Horrific
  20. Crawling

the Dynamos Font, Traditions of Chaos and Creation

Tel Kairos teaches us that there is a great font of all magic which was spilled forth, and from it came all things. All ideas, forms, notions, people – everything did exist in this vessel, and one day all of it will come forth.

This is a place of unrestrained creativity and pure chaos, where the pure elements of reality swirl in a maelstrom of power. this is possibility, it is eureka moments, it is the manic inventor in their lab and it is the emergent properties of nature.

It is very difficult to journey here in person without protection and very strong Will. Those who are endowed with such power can stabilize the plane around them, albeit temporarily and with great effort. Those who can are often greeted by beings that call themselves Qashmallim- beings of raw energy who grant others the gift of true creation – a new invention or idea that will change their world.

Tradition Style

  • Spells are impossible to define as they often possess no shared similarities between two of them. They can be sudden bursts of song, tangible beasts and birds yet to be formed, magical explosions, or anything else. the one consistency is that they are unpredictable and never boring.
  • Dice tend to swirl about the caster like bits of raw cackling energy, warping fate about them and giving them more ideas than they can hope to ever capture.
  • Expired dice exhaust the caster, feeling like the crash after a great party, or worse, like a great idea you just can’t quite remember.

Spell Word List

  1. Chaos
  2. Fire
  3. Ice
  4. Lightning
  5. Rock
  6. Blast
  7. Create
  8. Form
  9. Explosion
  10. Flash
  11. Sound
  12. Sudden
  13. Random
  14. Bubble
  15. Storm
  16. Hasten
  17. Meteor
  18. Storm
  19. Melt
  20. Scatter

The Forgotten Space, Translocation Tradition

This is the back room of the universe. Here the discarded flotsam of life finds its way in this endless series of corridors, fading beige interiors, brightly lit alien architecture, and strange stairwells. you never age while here, have no need for food or water, and worse your sense of time slowly erodes.

All magic which transposes objects or people comes by way of this place, making it one of the most trafficked other realities. Despite this, it is completely unheard of to encounter others here. If you do, leave immediately. Do not talk to them, even if they claim to know you.

Theories claim that this place connects to all other planes but no one has been able to confirm this that made it back.

Tradition Style

  • Spells always involve moving from your current reality to this one, and hopefully back again. This involves blinking, teleporting, conjuring small objects, and other such magics. Often the are accompanied by neon lights, buzzing, TV static, or the color beige.
  • Dice give the caster an foggy and out of focus appearance, especially when viewed from farther away or in low light. Sounds will start to be distorted as if heard in a large cavern or through a wall.
  • When dice expire, the sound of flickering white noise is heard, lights flicker, and a unsettled feeling lingers.

Spell Word List

  1. Distant
  2. Wall
  3. Pass
  4. Locate/location
  5. Shadow
  6. Beige
  7. Space
  8. Invisible
  9. Move
  10. Secret
  11. Trash
  12. Immovable
  13. Cursed
  14. Guide
  15. Away
  16. Step
  17. Limbo
  18. Void
  19. Stalk(ing)
  20. Maze

Twins Sensatia/Agonia, Traditions of Hedonian indulgence and Algean pain

A place of the senses, an indulgent world, AND a world of pain and physical torment. Here is where one can experience ALL there is to experience.

the space of this world is a cylinder with life supported both inside and outside. Gravity always orients one “down” relevant to the observer here, regardless of where one stands.

Inside the space one will find all manners of tortuous hells. A catalog of every pain that one can feel, every torment and horrible moment stitched together for one to take part in. Outside of it there is an almost infinite amount of roy joys, pleasures, and hedonistic indulges to experience.

Tradition Style

Still being written!

Spell Word List

  1. Boudoir
  2. Flesh/y
  3. Pain/painful
  4. Inspire/inspiring
  5. Cut/ting
  6. Torture/torturous
  7. Compel/ing
  8. Rip/ping
  9. Whip/ing
  10. Reverse
  11. Taboo
  12. Lovely
  13. Wound
  14. Drain
  15. Bleed
  16. Charm
  17. Dance
  18. Allure
  19. Servant
  20. Orgasmic

There are still 7 more traditions to finish, including a preserved copy of the world before higher consciousness was introduced to it, big rock candy mountain, and more.

Published by Isaac

Dungeon Master, Educator, father.

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