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 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 “Sorcery”. 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.
Over the centuries Magic has been codified into 7 recognized Schools or Colleges of Magic. All spells are one of these 7 types.
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Transmutation spells change the properties of some creature, thing, or condition.
Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot. Creatures you conjure usually, but not always, obey your commands.
Enchantment spells affect the minds of others, influencing or controlling their behavior.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Necromancy spells manipulate the power of death, unlife, and the life force.
These are quasi skills under the Sorcery Attribute but no skill dice are required to be put into them. As the Sorcery Attribute is used for all dice rolls instead of any magic college skill rolls or ranks.
A magic-user may specialize in any one of the colleges of magic. However, this must be done before reaching 10D in the Sorcery Attribute. The cost is equivalent to raising the Sorcery Attribute by 1 full die in Character Points.
Example: A magic-user has the Sorcery Attribute of 4D+2, and wanted to specialize in one of the colleges. The cost would be 14 Character Points. Then the magic-user would have a Sorcery Attribute still at 4D+2 and the specialization college would be 7D+2 as 1D in specialization always grants 3D for specialization.
A magic-user can only specialize in one school or college of magic. If the magic-user no longer wishes to specialize in that college he can abandon the specialization at any time but there is a cost to pay for the change.
The magic-user would loose all dice in the specialized school and would also loose 3 dice from his Sorcery Attribute as well.
All magic is cast on-the-fly. There are no spellbooks that contain full spells. Spells are not memorized and then forgotten after they have been casted. Magic is powerful and requires at least a Sorcery or Specialist college roll to be successful. Sometimes other skills will be required in addition to the base magic roll.
All spells have certain characteristics in common.
- Magical College Used
- Casting Time
- Misc Aspects
The Magical College used determines the base difficulty of the spell on the following table:
- Abjuration 5
- Alteration 8
- Conjuration/Summoning 7
- Enchantment/Charm 5
- Divination 15
- Illusion/Phantsasm 10
- Invocation/Evocation 5
- Necromancy 7
The spell effect can encompass a number of different categories. Bonuses to a character’s skill or attributes, damage and protection dice, or some general effect that must be determined by the GM.
- Bonuses to a character’s skill or attributes is a modifier of +2 on the difficulty per pip of modification.
- Damage and protection spells add +1 per pip of damage or protection.
- General effects the cost added to the difficulty is determined by the GM.
Spell range, duration, casting time and area of effect is determined by consulting the table below.
|Spell Duration||Spell Range||Casting Time||Area of Effect||# of Targets||Difficulty Modifier|
|Round||10 yards||Month||1 yard||1||0|
|Minute||100 yards||Week||3 yards||2||+3|
|1 Hour||1 mile||Day||6 yards||3||+5|
|1 Day||10 miles||Hour||9 yards||6||+7|
|1 Week||100 miles||Minute||12 yards||9||+10|
|1 Month||1000 miles||Round||15 yards||12||+12|
|3 Months||Planet||Instant||18 yards||18||+15|
|1 year||System||N/A||21 yards||24||+17|
|10 years||Galaxy||N/A||24 yards||30||+20|
|100 years||Universe||N/A||27 yards||42||+22|
|1000 years||Dimension||N/A||30 yards||54||+25|
The difficulty of spells can be lowered by adding components that help in reducing the cost of magic. These are physical materials, gestures, and vocal incantations.
|Material Component||Gestures||Incantations||Difficulty Modifier|
|Very Common||Fairly Simple||A few words||-2|
|Very Rare||Extremely Complex|
|Extremely Rare||Challenging and extremely complex|
|Unique||N/A||Extensive, complex formula||-7|
- If a material component is destroyed during the casting or at the end of the spell’s duration, then the difficulty modifier is x2
- If a gesture will offend most beings seeing it there is an additional -1 to the difficulty
Having multiple material components also increases the negative bonus to the difficulty by a multiplier. x1 for having 1 to 3, x0.75 for having 4 to 6, and x0.5 for having 7 or more.
Multiple magic-users can combine their magic and cast spells as a group. The casting time for any such spell is automatically at least 1 hour. The advantage to casting spells with a group is a reduction in the difficulty and a bonus to the dice pool of the magic-user that is the focal caster. However, any failed attempt impacts all the members of the group.
|# of additional casters||Difficulty Modifier||Bonus to dice pool|
Specialist magic-users gain a -9 bonus to the difficulty when casting spells in their specialty school. However they also suffer a +5 to the difficulty on all other spells.
Once the total modifier is determined, this number is divided by 2 (rounded up) for the final spell difficulty that must be rolled by the caster in order to successfully cast a spell.
Any spell that has a difficulty of 15 or higher, the magic-user must also make a Stamina or Might roll at the same difficulty as the spell. If the casting of the spell fails then the difference is also added to the Stamina difficulty. For example, if a spell has a difficulty of 22 and the magic-user rolls a 15, then he has failed the Sorcery check by 7 points. These 7 points are added to the difficulty of the Stamina check making it 29 in this case. Failure means that the magic-user has exerted himself and suffers a -1D to all rolls and future Stamina checks until the magic-user rests.
Characters can of course use Hero Points and Character Points to increase their dice rolls or decrease the difficulty of any given spell.