A Brief Magical History of Teara Adan
Magic and magic-users have existed for many centuries. Ancient texts show that magic first rose to promise during the Canan Empire. Loose bands of Sorcerers, Wizards, and magical creatures rising to protect chosen kings, princes and forests alike. Some individuals seeking only power or fame also dotted this magical landscape. Giving the well established Deryni race and other psionic Adepts, which have been around far longer, both a new powerful ally and enemy.
With magic, the Canan Empire grew strong and like all things, eventually fell to decay. From the Empire’s ashes rose the Kingdom of Adan and a magic-user and Adanian Noble named Robert Joseph Cordan.
Lord Robert Joseph Cordan rose to power within the Adanian magical community. He supported the King of Adan and supported the Kingdom ideal itself even more. His loyalty to the Crown and Kingdom won him the Royal Charter to found Adan’s first and premier school of magic. The Order of Spectral Magicians.
Since the rise of the Kingdom of Adan the Spectral Magicians and those Wizards that came after them were the leaders of the magical arts. For much of that time the Spectral Magicians held sway from their stronghold in the eastern mountain region of Kirsh. And over time, due to the many unauthorized experiments of the Order, that region was thought to be haunted and forbidden. Eventually the Spectral Magicians abandoned their stronghold of Kirsh and held a coup and took over the Kingdom of Adan, killing the Royal family and its heirs.
Magic-users may call themselves by different names, be it Sorcerer, Wizard, Magician, Priest, and others. But their power comes from the same source and they cast their spells in the same manner. A character may choose to become a magic-user at any time. However at character creation it is far easier at the cost of at least 1 Attribute Die. Otherwise, a character can add magic later at the cost of 20 Character Points for 1D in Magic.
A magic-user gains the Secondary Attribute of “Magic”. A non magic-user does not have this Attribute and cannot put any Attribute dice towards it. This measures the raw power of a magic-user.
Magic is divided into two classifications. Colleges/Sciences/Techniques/Rites/Skills/Schools and Realms/Arts/Forms/Lore/Secrets/Descriptors depending on the tradition and training of the magic-user.
Colleges are the skills of the magic-user. These can be learned by non-magical characters as Advanced skills. For a magic-user, they are just part of his training in the Arts. Some traditions branch out or even condense the Colleges that are known or taught. But the current list is what is used by most magic-users in this age.
Realms are objects/elements/creatures/virtues that are impacted by magic. They are either known by the magic-user or not. A beginning magic-user automatically knows the Realm of self. So he may cast spells that effect himself. There is no limit to the number of Realms available.
Destroy is destruction and undoing. Almost anything can be destroyed, though some things are harder to destroy than others.
Control is making something perform an action that it could perform of its own volition or through natural events. It cannot make a stream of water flow up-hill, for example. Control can, if the GM allows, influence natural events, such as causing an earthquake along a fault line or causing a fire to spread more quickly.
Creation is making things. Create combined with any of the life-based Realms will be off-limits in most campaigns. Create Spirit (or any other life) is usually something restricted to the gods, for instance.
Enhancement is making something better. It can repair broken items, make a man stronger or faster, or grant a “blessing” that gives the party an edge in combat. Enhancement is usually temporary.
Illusion is any form of sensory or mental illusion.
Knowledge is learning things that are unknown. It allows the caster to see things across long distances, read minds, or learn the history of an object or the true name of a dragon.
Movement is the transportation of things through space. Examples are psychokinesis, flying, moving faster than normal, and teleportation.
Protection is preventing the intrusion of damaging objects, spying spells, unwanted visitors, the weather, etc.
Transformation is changing the size, shape, or chemical composition of something. The GM should keep strict control over the Transformation College; it should not be able to do things that are the domains of other Colleges. It cannot heal, hurt, control, or otherwise change anything but the physical nature of the target. Transformation is usually permanent. The more you transform something from its original state, the harder the spell. Transforming a man into a goblin is fairly easy; they’re both living humanoids. Transforming a man into a mouse is harder, requiring both a mass and form change. Transforming the man into a statue is even harder, requiring an element change. Transforming the man’s body into stone while leaving him mobile is harder yet because this is a natural state for neither man nor stone.
Realms: (generalized listing)
Air is any gaseous substance.
Animal is any non-intelligent living creature. It overlaps with Body, Mind, and Spirit.
Body is the physical body of any living creature.
Earth is any solid, non-living substance.
Fire is any form of energy.
Machine is any form of mechanical device from a clock-work construct to an armored space station.
Magic is pure mystical force. If it can’t be done with any other Realm, it can be done with Magic. Beyond the obvious (Detect Magic, Dispel Magic), Magic is a catch-all area. If a mage wants to affect something and that something isn’t one of the Realms, the mage probably needs to use Magic. A Telekinesis spell that can move anything is Move with Magic. The Magic Realm is flexible and can reproduce effects from other Realms (although with slightly different results). For instance, Create Dog using Create Animal will produce a real dog while Create Magical Dog using Create Magic will produce a magical dog with magical properties. Spells created through the Magic Realm that reproduce effects from other Realms should cost more mana, be more difficult, and/or have radically different effects. The Magic Realm should not be a general substitute for other Realms.
Mind is the mind of any living creature.
Plant is any plant matter, living or dead.
Self is the magic-user.
Spirit is the life-force of any living creature. The Spirit Realm works well for creating zombies, golems, or any other animated thing, provided the setting allows for summoning and binding a spirit to animate it.
Time is the past, present, and future. The GM should keep careful control over this Realm.
Water is any liquid substance.
Advancement in Magic
A magic-user with 1D has the Realm of Self, and may choose one College and then one additional College or Realm. And with each pip advancement a magic-user can learn a new College or Realm or increase their understanding of one previously learned.
All spells have the following characteristics: Casting Time, Range, Area of Effect, Duration, Spell Effect. These are combined with the appropriate College and Realm combinations and that gives a Difficulty Target Number for the spell.
|Casting Time||Difficulty Mod|
|1 Round (5 Seconds)||0|
|30 Seconds (6 Rounds)||-2|
|1 Day (10 hours)||-10|
|Line of Sight||+12|
|Beyond Line of Sight||+15|
|Duration Time||Difficulty Mod|
|Concentration/Diameter (about 2 minutes)||+2|
|Sun (1 day)||+5|
Area of Effect
|Dice Code Change||Difficulty Mod|