The Magic of Cerilia

A land so rich in magic. A land where mighty mages can tip the balance of power, crack a castle in half, depopulate a province, and drown an army in flames.
Yet, so few master these forces. This page chronicles the methods of those who do.


Ground Rules

Magery 0 is available at a cost of 5 points. It allows the casting of spells, but does not give any bonus to learn them, nor does it count as a prerequisite. It gives the ability to see magic as normal magic. A person with magery 0 is called a Magician.

Further levels of magery can be had at normal prices. Extended magery is available.
However, it is expensive. As magery is the ability to perceive and utilize magical forces, those who have it develop senses unfathomable to normal man. This is called Sight. For every level of magery beyond 0, one form of sight must be bought, no more no less.

Also, not everybody has what it takes to be a mage. Only elves, half-elves and blooded humans may have magery in excess of level 0.

As magic is unusual, there is an additional 25 points Unusual Background for magery 0, 50 points for full magery. Only one in 10.000 is a true mage, after all.
It breaks down like this:
1 in 100 humans is a blooded noble. 1 in 10 of these becomes a magician. 1 in 10 of these actually becomes a full mage. And of these, 1 in 10 becomes a power player in politics.


Magical Method Skills

Methods are ways of manipulating mebhaigl, casting spells, writing spells and many other tasks associated with magic.
No character can learn spells without knowing a method. Different methods allow certain spells to be learned to a certain level, and are no help whatsoever with certain other spells.
However, a spell is a spell. A spell learned while using one method can be improved if another method learned later allows that improvement. That is, if you are a nice GM.

Sorcery [M/VH, add Magery].

This is the method taught at the Royal College of Sorcery.
It focuses ond complex geometrical forms and diagrams, symbols and words.
The Sorcery method allows the mage to cast spells of any college, and at a level no higher than his skill with the method.
Otherwise, it is the default official system. It does not allow for improvised magic.

True Magic [M/VH, add magery]

This method is taught at most Khinasi schools of magic.
It uses complex symbols, numbers and words, but takes a more modular approach to magic.
The True Magic method allows the mage to cast any spells at up to his skill with the method.
When using True Magic, start out with basic ritual, time and cost. Then modify as you cast the spell:
Cheap casting: -1 to cost for every -3 to skill.
Expensive casting: +1 to cost for every +1 to skill.
Quick casting: halve casting time (rounded down) for every -3 to skill. Apply even to missile spells.
Stealthy casting: -2 for whisper, -4 for silence. -2 for small gestures, -4 for no gestures.

Magicianship, Anuirean [M/H]

This method is usually taught in a master-student relationship, but can also be learned at the Royal College of Sorcery.
It is a watered-down version of Sorcery, ignoring complex concepts that are not necessary to comprhend the spells available through this method.
This method allows the casting of any spells that do not have Magery as a prerequisite, up to the magician's level of skill in this method.
Otherwise, it is the default official magic system, with no improvised magic allowed.

Lesser Magic [M/H]

This is the Khinasi version of magicianship. It is often college-taught, as there are many nobles who dabble in magic.
This method is a watered-down version of True Magic, ignoring complex concepts that are not necessary to comprehend the spells available through this method.
This method allows the casting of any spell that does not have Magery as a prerequisite, up to the magician's level of skill in this method.
When using Lesser Magic, start out with basic ritual, time and cost. Then modify as you cast the spell:
Cheap casting: -1 to cost for every -3 to skill.
Expensive casting: +1 to cost for every +1 to skill.
Quick casting: halve casting time (rounded down) for every -3 to skill. Apply even to missile spells.
Slow casting: For every doubling of casting time, add 1 to skill or subtract 1 from cost.
Stealthy casting: -2 for whisper, -4 for silence. -2 for small gestures, -4 for no gestures.

Rune Magic [M/VH, add magery]

This method is taught exclusively in Rjurik lands, and is not well known in other parts of Cerilia.
It uses a runic alphabet seemingly identical to the written language of the north, but with mystical significance.
This method allows any improvised casting to be made. It allows the practitioner to cast runes (and the Activate runes spell) up to his level of skill with Rune Magic.
The rules are as per Rune Magic, except that there is no magery requirement as such, only for the individual casting at the GM's discretion.

Enchanting song [M/E, add magery]

This method uses ancient elven songs to cast spells. It is mostly considered a dabbler's method, used by bards and flighty elves.
It is often studied by those with song-aspected magery.
This skill can never exceed the lowest of the mage's skills in Language: Sidhelien or Singing.
This method allows the casting of any spells up to the level of skill with Enchanting Song. However, Magery Requirements for Mind Control or Communication/Empathy spells are lowered by one, Elemental spells have theirs raised by one, and all other magery requirements are increased two levels.
It uses standard rules, except song must always be used.
 

Realm magic [M/VH, add magery] Requires bloodline

This is the skill of manipulating the vast amounts of mebhaigl required to cast realm spells. No realm spell may be learned at a level greater than the casters level with this skill. No mage may have a higher skill level in Realm Magic than his best skill with a true magic method. However. realm magic is not bound to any lesser magic system; Any mage can teach
Realm magic is rolled against to forge ley lines. Realm magic -5 is rolled against to maintain ley lines for free.

Priests

The servants of the gods are granted great power.
Although not every acolyte is destined for power, many priests receive the Divine Bestowal.

In my campaign, priests use the Ritual Magic system. Yes, the one from G:Voodoo. The spirits called are mostly aspects of the priest's deity, and his spiritual helpers. But all priests have a certain affinity for the entire spirit world.


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