Mirror-Magic: Rough Sketch

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The Great Hippo's picture
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Mirror-Magic: Rough Sketch

Here's a sketch of Mirror Magic before I include it with the Mirage supplement--just in case someone notices that the idea *isn't* so brilliant, or carries with it a terrible flaw. Critique away, you bastards!

A few notes, since this is the rough draft--BaB progression is the same as wizard, as are saves. Mirror magic can be scribed on scrolls and behaves *identical* to normal magic--the situation in which it works is just different. And yes--Mirror Magic works FINE in antimagic shells. Any situation where normal spells fizzle, Mirror Magic works. Any situation where normal spells work, Mirror Magic fizzles.

Mirror-Magic

Mirror, Mirror, on the wall
Who's the sharpest of them all?

"To understand mirror-magic, you must first understand the Law of Opposition."

"Everything in the Multiverse is balanced; everything possesses an opposite. Law to Chaos, Good to Evil, Nothingness to Infinite. Between these forces lurks the murky ground of contradiction--Neutrality, where the two forces wage eternal war. This is the Rule of Three--pay heed, for it governs the Multiverse."

"And yet with magic, we only have two sides of the coin--Magic and No-Magic. To the untrained eye, this fulfills the Law of Opposition but breaks the Rule of Three; but Mirror-Mages know better. It defies both rules."

"The opposite of Magic is not No-Magic. It is Mirror-Magic. Where Magic rules, Mirror-Magic fizzles; where Magic dies, Mirror-Magic flourishes. On the fringes of the Outlands, Mirror-Magic cannot so much as summon a cricket--but at the base of the Spire itself, it can unleash the maelstrom."

Of all the considerable magic that the Multiverse has to offer, Mirror-Magic is the most contradictory. In all places where normal magic ceases to function, Mirror-Magic thrives--and in all places where normal magic does work, Mirror-Magic fizzles.

Practiced almost exclusively by a small group of radical Kamerel, Mirror-Magic requires a specialized Prestige Class as well as 'Mirrored Spells'--spells that considered 'reversed' versions of normal spells. Otherwise identical to their normal counterparts, mirrored spells only function in places of limited or suppressed magic--and can only be memorized by a Mirror-Mage. The radical sect of kamerel, who have recently rebuilt a limited version of the 'Mirrored Library', have unlimited access to mirrored spells (all spells recorded in the library are automatically mirrored); other characters will likely need to go to extensive lengths to either retrieve these spells or research them on their own. Sorcerors cannot learn Mirrored Spells (except for Nerra Sorcerors, who can only learn Mirrored Spells).

There are whispered rumors of a mirror version of divine magic that allows a cleric to dedicate themselves to the denounciation of a specific God; however, these rumors remain unsubstantiated despite the Athar's recent attempts to learn more.

Mirror Mage

Hit Die
d4.

Requirements
To qualify to become a Mirror-Mage, a character must fulfill all the following criteria.

Spells
Ability to cast 4th level arcane spells.

Skills
Spellcraft rank of 10 or higher.

Class Skills
The Mirror-Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are Class Features of the mirror-mage prestige class.

Weapons and Armor Proficiency
A mirror-mage gains no proficiencies in armor, shields, or weapons.

Mirror-Spells (Ex)
At 1st level, a mirror mage may research mirror-versions of any spell they can cast. The mirror mage must have a copy of the spell on hand (either in their spellbook or a scroll) and must spend one day per spell-level in uninterrupted study, making a Spellcraft check at the end of this period to determine their success (DC: 20 + 1 per spell level). If the mirror mage succeeds, they may scribe the reversed mirror-version of their spell into their spellbook as normal.

Mirror-Magic (Su)
At 2nd level, a mirror mage gains the ability to memorize a mirror-version of a spell of 1st level. At each additional class level after 2nd, a mirror mage may memorize a mirror-version of a spell one level higher (to a maximum of level 9 spells at level 10). Mirror-spells occupy a spell-slot just like an ordinary spell, and are for all intensive purposes treated identically to normal spells--the only key difference is when they function.

Finally, how does Mirror Magic work in the Outlands? Simple--if you can't cast a normal spell, you can cast its mirror-magic spell. In the 9th ring, you can cast level 9 Mirror Magic spells; in the first ring, you can cast level 1 Mirror Magic spells.

Depending on how this screws things up, I might want to reverse it (though that kind of breaks the theme of Mirror Magic only working when NORMAL magic doesn't), although I don't think there's much wrong with this setup. It's a little odd and maybe a bit anti-intuitive, but thematically I think it's perfect.

A few other important questions: Why didn't the Kamerel KICK THE RILMANI'S FRIGGING ASS if they had this? Simple--the Kamerel needed the Mirrored Library to do this really well. Most Kamerel never bothered going any further than 1 level into this PrC; maybe two. Gaining the research notes for higher end Mirror Magic spells was just too difficult for the xenophobic race.

A radical group of Kamerel have built their own Mirror'd Library, though--one that only creates mirror'd spells. THESE guys are dangerous as Hell, and probably major movers in the game. In addition, some of the doppelgangers have gained one or two levels in this PrC--its how they're operating a lot of the Kamerel city (which runs on low-level Mirror Magic).

Why can't people get really high Mirror-Magic levels? I don't... Know. Maybe there should be some sort of pre-requisite for REALLY high levels in Mirror-Magic--or maybe you can't research Mirror-spells (You have to gain them from the Kamerel Mirror Library, which REALLY makes this PrC a bitch to use). I don't know; I'm up for elegant solutions.

A good chunk of the credit for this idea (which I think is a brilliant solution to the thematic inconsistency between Mirror Magic and its functionality near the Spire, personally--but your mileage may vary!) goes to a friend of mine who inspired it when he mentioned how mirror-magic is probably some sort of funky 'reversed' magic (thus it should work at the Spire just fine).

Hymneth's picture
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Mirror-Magic: Rough Sketch

Pretty good overall, but I just want to point something out from the adventure that you probably had no way of knowing. Kamarel mirror-wizards never have spells above 1st level, but they have a whole lot of them. Whereas a normal wizard might have spells of 6/5/5/4/4/3 or something like that, the same Kamarel wizard would have 6/21 spells. All spell slots above 1st level are permanantly converted to first level slots. Just thought I'd throw that out there

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Mirror-Magic: Rough Sketch

Good point, Hymneth. I almost forgot about that little trait.

Also, wouldn't Nerra being able to use only Mirror Magic make them pretty much useless outside of the center of the Outlands? Not that that's a bad thing, really, just wondering.

Finally, any suggestions on how the doppelgangers, with their very limited knowledge of MM, screw it up as I mentioned in the other thread?

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Mirror-Magic: Rough Sketch

'Hymneth' wrote:
Pretty good overall, but I just want to point something out from the adventure that you probably had no way of knowing. Kamarel mirror-wizards never have spells above 1st level, but they have a whole lot of them. Whereas a normal wizard might have spells of 6/5/5/4/4/3 or something like that, the same Kamarel wizard would have 6/21 spells. All spell slots above 1st level are permanantly converted to first level slots. Just thought I'd throw that out there

I remember someone mentioning this, and I talked to my friend briefly about it. My solution goes something like this:

Wizards can use higher level spell slots to memorize low level spells in 3rd edition (if they can't, they should; we can just make a feat to allow them to). Most of the Kamerel wizards took one level in Mirror Mage, maybe two (very rare), because there were no widely available Mirror Spells (they cut off access to the Mirror'd Library). This means they could only cast level 1 Mirror Spells, which were chiefly useful in places of no-magic (base of the spire, antimagic fields, so on).

Because of their proximity to the first and base ring of the Spire, and because of their lack of source for Mirror Spells, Kamerel basically just stuck to first level spells--normal first level spells and Mirror'd first level spells. Mirror'd first-level spells would only work at the base of the Spire, and first level spells would only work in the first ring. The Kamerel saw this as a perfectly fine situation, as they didn't really need *high* end magic in their day-to-day; 1st level means unseen servants, comprehending languages, and changing your appearance to better suit your tastes; what more do you really need if you're not a warring society?

As for the Nerra, yes--that was my idea for them. I believe that the Kamerel have either swarmed large swathes of the Mirror Plane in antimagic (hence the events of the Shattering) to claim it as their own, somehow 'turned off' magic in the Mirror Plane, or perhaps Mirror Magic works in the Mirror Plane just as well as normal magic (or maybe normal magic DOESN'T WORK AT ALL--that's a bit drastic, though). The Nerra, designed by that radical cult-group of Kamerel that I keep mentioning, created them as a mirror-strike-force to reclaim their place at the base of the Spire (hence them being proficient only in Mirror Magic) and lock their claim on the Plane of Mirrors using Mirror-Magic.

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Mirror-Magic: Rough Sketch

'Iavas' wrote:
Finally, any suggestions on how the doppelgangers, with their very limited knowledge of MM, screw it up as I mentioned in the other thread?

I haven't fully fleshed this out, mind you, but Mirror Magic is pretty weird and dangerous business. It's the reverse of magic--and everyone does not yet understand all the innate consequences inherent in that, beyond 'It works where magic doesn't!'. That isn't all there is to mirror-magic--not by a long shot.

The doppelgangers, with no access to the new Mirror'd Library, can only access the spells the old Kamerel left behind; as a result, they're level 1 and 2 Mirror Mages at best. Level 1 mirror-magic doesn't work in the first ring (only at the base of the Spire), but most of the doppelgangers have been using the Heighten metamagic feat to overcome that limitation (some of the more rare Kamerel did this too).

Here's the problem--the doppelgangers are activating and using devices they do not understand, and memorizing and casting spells they are assuming are just identical 'reversed' versions of their real life counterparts. I think this will have distinct consequences--specifically through the radical, ultra 'kill-everyone-so-we-can-be-left-alone' radical sect of Kamerel, who have been studying this shit for so long as they've been exiled, and have become MASTERS of mirror-magic.

Edit: I'm thinking that there's actually some high end magical objects in the Kamerel city--including these spinning, spiraling buildings of liquid mirror and glass that Hymneth inspired--which were built by ancient mirror-magic wielded by the Kamerel that, at the time of that first adventure, has long since atrophied as a result of the lack of outside interaction. As a result, some of the things the doppelgangers are screwing around with are very high powered, very dangerous, and they do not understand. The mirror portals (which the normal kamerel basically 'understood', but didn't really use) are one of these objects. These objects are all based on Mirror Magic, so they only work in the proximity of the Spire (or in antimagic fields).

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Mirror-Magic: Rough Sketch

Oh, yes. I didn't mention this--the prestige class allows mirror-mages to continue gaining spell-levels normally.

With this in mind, I'm considering just saying that Mirror-spells can be learned and cast like ordinary spells by mages, but tacking on a bunch of dangers. Or maybe making really, really interesting reverse-version of spells (Like an Invisibility that only makes you invisible to people who could ordinarily see you if you were invisible; people with innate true seeing, so on--though this might be useless in an antimagic shell anyway).

Edit: I'm not sure how much I like the aesthetic of someone being able to flip between Mirror Magic and normal magic at a flip of a hat, though.

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Mirror-Magic: Rough Sketch

The mirrored library of the Kamarel, if you're talking about the one in "starway", actually contains very little in the way of kamarel knowledge. It contained a copy of every book ever written elsewhere in the multiverse. I believe there was also a grand total of about 3 tomes describing mirror magic, but they were trapped and hidden and puzzled out the wazoo. The real magic of that place was how you could fit an infinite and infinitely growing building inside one location.

Also, I'd caution against making mirror magic too similar to the normal magic set. Even if you can cast it with your back to the spire, there's nothing that special about Mirrored Fireball. Mirror magic was all about subtlety and working around the problems imposed by the spire. At the very least I'd say it would have to be an all or nothing investment if you make it just another type of casting magic. If you learn mirror magic, and begin to use it in earnest, then normal magic is no longer possible for you.

You really do have some good ideas here. I just don't want to see mirror magic turned into something that every Wizard PC who plays through the adventure will be picking up a level of, just because they can.

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Mirror-Magic: Rough Sketch

Quote:
Also, I'd caution against making mirror magic too similar to the normal magic set. Even if you can cast it with your back to the spire, there's nothing that special about Mirrored Fireball. Mirror magic was all about subtlety and working around the problems imposed by the spire. At the very least I'd say it would have to be an all or nothing investment if you make it just another type of casting magic. If you learn mirror magic, and begin to use it in earnest, then normal magic is no longer possible for you.

I was unaware that mirror magic all ready has some suitable descriptors all ready attached to it. I know I sound really into this idea, but that's just because it solved a really big thematic problem for me--how do you justify mirror magic's ability to work near the Spire? Thematically, it makes absolutely no sense that one type of magic would work when all others don't (even poison), but the idea of a reversed type of magic really appeals to me, because it implies a lot of weird interesting darks about the Spire and how it functions. And it just makes thematic sense. That's always my biggest aim.

That being said, what I was trying to avoid here was the need to recreate an entire new set of spells to govern mirror magic, while also making mirror magic well-balanced and functional in a campaign; however, if one of the necessary qualities is that it's very subtle and relies on treachery, then...

Let me think about this a little more. I'd still like to keep the idea that Mirror Magic works anywhere where magic doesn't, and fizzles anywhere where magic does, because--again--this really fixes a big thematic problem I had with mirror magic working around the Spire in general. It also can tie well into the fact that mirror magic is about trickery.

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Mirror-Magic: Rough Sketch

I don't want to sound like I'm picking it apart, because it really is a neat idea, but I'm just trying to reconcile what's already in cannon.
Most of mirror magic is either new, novel effects of relatively low power, or interesting new uses for existing low level effects. For instance, the mirrored library:

There is a device that locates any newly written message larger than a certain size that was intended to be read by others. Then it makes a copy of it and stores it away on one of an infinite number of shelves. Pretty powerful magic, right?

Well, the way I see it, its just the interplay of many lesser magics with one or two twists.

First, locating new books would probably be related to glimpsing their reflection in a surface somewhere, combined with Comprehend Languages and Read Magic.

Second, creating the book. A combination of Prestidigitation to create temporary paper, a reversed Erase to write the words, and perhaps infinitely mirroring the words on the paper to make it last instead of decaying.

Third, moving the books into the library. Mage hand to drop the book through the entrance, then a chain of Unseen Servants to carry the book as far as necessary.

Finally, the library itself. It's just one room with a few bookshelves and a mirror on each wall. Each reflection has been made real, resulting in a total of 4 new rooms, each with a mirror on each wall and shelves of their own, but with different books on the shelves. Each of those mirrors leads to another room with 4 mirrors, and so on.

The only real benefit that mirror magic really has is its slyness and its ability to bend the rules as far as possible. If the effect somehow involves a mirror, it seems to partially happen elsewhere to skirt probabilities. Even mirror magic fails in the final ring next to the spire, but in the second ring, mirror magic is king.

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Mirror-Magic: Rough Sketch

Just chiming in with a random point: a certain level of subtlety can be enforced in Mirror Magic by simply banning most evocation spells.

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Mirror-Magic: Rough Sketch

From my limited understanding, mirror-magic should be subtle and its effects should not be obvious. In essence, I believe that mirror-magic should be something used by NPCs that only becomes obvious to players later on.

That being said, the majority of mirror-magic should be focused upon: a) using a mirror or reflective surface as a focus, the better the reflection, the greater the effect b) The effects should be dependent on not directly influencing the target, rather the target's "reflected self" c) The only obvious effects of mirror-magic should be when it interacts with actually magic, such as in the plane of mirrors. With this in mind, while mirror-magic functions in anti-magic zones, it should also function in magic rich zones.

To better explain this, I shall use an example. Mirror mage A has an enemy, B. In order to avoid tipping off B, A uses mirror-magic to create a series of passive effects. Essentially, A uses a specially constructed mirror(bonuses may be possibly acquire through masterwork or magic mirrors) to "mirror" scry on B's reflection. Presuming B is somekind of paladin, reflected B would be an anti-paladin, retaining B's religious fervour though twisted to a far darker side (essentially reflected B is a possible variant of B). A sends specially prepared mirror spells or expends spell slots, sending this energy through the mirror into the reflected world. This provides a boon to reflected B, while the opposite happens to B, i.e : reflected B becomes significantly more powerful, whereas B gets into a minor accident, temporarily diminishing his strength. Essentially, the greater the spell used or spell slot expended, the greater the boon or curse, though the manifestation of either is not obvious to B. A can perform this anywhere, though it requires time and energy. Furthermore since reflected B is very similiar to B, it provides similiar information as scrying spells, the only benefit is that it is not as easily foiled.

The only obvious effects manifest shoudl A be attacked by a magic-wielding ally of B, i.e if B's ally casts fireball centered on A, A may pluck a reflected version of the spell from the reflected world negating both spells. It should be noted that while the spells are seemingly negated, they are in reality "shunted" to another reflection. Thus mirror-magic is more powerful in the plane of mirrors where all the possible reflections are within reach, and are essentially in the same place, being the plane. Thus, there, and only there could effects "mirroring" the powers of the greatest deities be created with serious repercussiongs (i.e the shattering of all mirrors everywhere)

In essencemirror mages do nothing in this version reality, since the magic manifests in a reflected reality. The only reason B is affected at all is due to the balancing out of the reflections. The difference being that whatever effect is generated in a reflection, the opposite is manifested here, and since there is no caster to be considered as the source of the effect, reality itself acts as the source, hence the "subtle approach"

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Mirror-Magic: Rough Sketch

Some random Mirror magic spell seeds (mechanics may follow). All spells require an intact kamerel mirror as a focus, many hand-sized mirrors originally designed for just this purpose have been recovered from Mirage. However, some spells have a chance to damage the mirror used to cast them (damage to the mirror takes the form of a spell failure chance).

Reflect Spell: Similar to Spell Turning
Synthesate: As Psionic ability of same name
Mirror Walk: Walk from mirror to mirror. This requires a full size kamerel mirror as a starting point.
Mirror Scry: As Scry
Mirror Telekinessis: As Telekinessis, save that the damage-dealling mode can only be used to fling one item.
Mirror Crack: Damage spell. 25% chance to damage mirror: add 15% to spell failure chance due to hairline crack.
Mirror Shatter: Death spell. Focus mirror must be crushed in the caster's hand, this destroys the Focus and injures the caster if precautions were not taken.
Mirror Warp: As Disintegrate. Damages mirror: adds 5% to spell failure chance due to warps and ripples in the mirror's surface.
Reflect Positions: Reflects all creatures in X foot radius across the caster's space.

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