Twilight Realms

The Rules of Magic


Magic is a mystical force. None know its origins. Few have the ability to manipulate it in more than a passing manner, but those who can manipulate it discover a whole new dimension of power.

Clerics focus their innate magic through a mantra or prayer to their God. At the end of the prayer, clerics focus upon their holy symbol and channel their faith through it. There are six main Gods, all brothers and sisters:

  • Celwyn: The Earth God
  • Saphel: Mistress of Knowledge and Magic
  • Daikun: God of Justice and War
  • Jion: Master of the Night
  • Karsch: The God of Wilderness
  • Iome: The Morning Goddess

Wizards focus their magic through their incantations and use a gesture, something relating to the spell effect, to set the spell into effect. The magical language in which spells are written is among the most difficult of tongues to master and requires years to master. Wizards are referred to as "Followers of the Lesser Path" due to an ancient legend long since forgotten.

Elementalists work their magic by communing, or speaking, with the elements. Beginning elementalists must stop and close their eyes to commune with the elements. As these mages progress, however, the communion is more familiar and is more easily established. At much higher levels, these mages can speak with their surroundings while moving. There was once rumored to be an elementalist so experienced that he was able to commune with the forest while on the run (although, being such a powerful elementalist, what he was running from is still a major topic among scholars).

  • Each spell accorded to wizards in the PHB's Spell Progression table is translated into spell points. Each first level spell equals one spell point, while fourth level spells are four spell points, and so on.
  • For every point over 15 of your main prime requisite, add one spell point for every odd level advancement. For a 16 Int, wizards get an extra spell point at 1st, 3rd, 5th, and so on.
  • Spells must be memorized to be cast, up to the limit given on the Spell Progression Table, but are not forgotten after being cast.
  • Each casting subtracts a number of points equal to its spell level.
  • Spells that extend beyond one round can be upkept for as long as the caster has unspent magic points that he wishes to use. Upkeep on magic spells are the spell level divided by two, rounded up.
  • It is possible to cast spells that are beyond your normal spell limit. Such an attempt, however, will require great effort and skill. Penalties will be assigned by the DM to match the difficulty of the attempt.