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* Ground Rules for Magic Users *

Apprentice Level Elemental Magic

I'm entirely certain that I've addressed magic use in adventures at some point, but I don't remember when or where. I do know that I've never provided a comprehensive guide, which I hope this will be.

First, a few basics about magic, some of which should be review:

  • Magic is subject to the approval of the storyteller, particularly when traveling in the Forest of Shadows.
  • There are rules and restrictions to magic in general and each type of magic and mage in particular. Try to be familiar with whatever rules apply to your character.
  • Magic doesn't provide quick solutions to difficult problems—if it looks like an easy out, there's probably a catch.
  • Magic is best used in moderation.

Any time you are considering using magic in an adventure (as either a player or a storyteller), please answer the following questions:

  1. Could magic actually do this? If yes, could a mage do this? In the realm of magic, almost anything is possible, but some things remain problematic. If you think there is a chance that a particular spell might not be permissible, bring the question to me.
  2. Could [insert type] magic do this? Could a(n) [insert type or school] mage do this? Does the spell fit within the established framework for the type of magic in question? Spells that are simple to perform using elemental magic may very well be impossible for a worker of high magic, and vice versa. If the answer is yes, would in be appropriate or possible for a member of the mage school involved to work such a spell?
  3. Could a mage of this level do this? If an apprentice (or lower-level mage) can do this, what does that imply for higher-level mages? Consider the implications of this mage working this spell on future players and storytellers. If a quick, easy, or even clever solution to the current dilemma could come back and bite us all later, it might be best not to set the precedent. Consider possible applications of the spell—could it make things too easy, and thus boring, for players and storytellers down the road?
  4. Should this specific mage be able to work this spell on this specific occasion? Although the aptitudes and abilities of the character are applicable, the final decision hinges upon creative concerns related to both the current adventure and future storylines.
If at any point you are not certain how to answer one of these questions, please consult a storyteller. (Storytellers can discuss any questions in a storytelling forum. Also, please keep track of any spells you approve, so that we'll know they're available for future use.)

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* Apprentice Level Elemental Magic *

The key to understanding apprentice level elemental magic (as used by the Eastern Order) is to keep in mind the fact that by definition an apprentice is a mage who has not yet used a significant level of power in any single element. The abilities of Eastern Order apprentices are intentionally quite limited, but as a result young mages have the opportunity to work in all four elements.

Each list of capabilities has three parts: first, things any apprentice should be able to do; second, notes for mages who do not have an affinity for that element (in general, a mage needs more concentration to work magic in an element for which she has no affinity); and third, things an apprentice with an affinity for that element might be able to accomplish. Note that the latter two are included to give players and storytellers a guide—the character herself would probably not be aware of these divisions. Finally, these lists are merely guidelines—what a character can and cannot accomplish may be the result of the situation rather than a strict system of affinities.

Fire

All apprentices can...
  • set fire to dry, easily flammable objects
  • move flames (i.e., get a fire to slant forwards or backwards)
Mages without an affinity...
  • should be able to start fires, a key part of their training
  • will need concentration to do anything else with flames
Those with an affinity...
  • may be able to dry slightly damp objects

Water

All apprentices can...
  • move water, causing ripples and small waves
  • detect presence of water in immediate surroundings
  • detect most impurities in water and identify the most common (if they paid attention in class!)
Mages without an affinity...
  • can call down water if rain is eminent
Those with an affinity...
  • can call down or bring forth water in the immediate area

Air/Wind

All apprentices can...
  • cause and direct breezes and weak air currents
  • detect presence of some impurities in air (it is easier to detect impurities in water)
Mages without an affinity...
  • probably cannot identify detected impurities
Those with an affinity...
  • should be able to identify detected impurities, according to their knowledge

Earth

All apprentices can...
  • shift earth slightly, usually according to existing structure
  • calm slightly troubled earth (but not very much)
  • profit from their study of geology
Mages without an affinity...
  • will find that moving earth/rocks/etc. requires more energy than working with any other element
Those with an affinity...
  • may be able to diagnose and/or solve problems instinctively

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