In this realm, magic can take many forms; the hermetic spells of a mage, the divine powers of a cleric, enchanted or cursed items, potions and scrolls, and even creatures themselves may be magical in nature.

Magic in this world exists in all things, but it flows in ebbs and currents. Harnessing and using it is an act of will, and thus requires concentration and effort from the caster. Since it exists in all things, affecting other things by magic is more difficult than affecting one’s self, as it is easier to exert one’s will on one’s self than it is on objects, animals or people.

Magic can be unpredictable at times, and there are side effects when a spell goes wrong.

Socially, mages are a rare sight. They are usually trained through the Mages College, and tend to be rather isolationist in nature. Being a mage usually means wearing the robes and symbols of the college, which means that folks on the street may react to you with fear or distrust.

Clerics, preists and a those of the faith are a dime a dozen. You can’t throw a rock in Galantri without hitting a priest of some deity or another, and they tend to have weaker, but more common magical powers.

Campaign Rules for magic:

  • Powers cannot exceed 40 Active points without approval.
  • All magic spells and divine spells require a skill roll, and there are side effects if the caster fails.
  • The “magic” skill used for this roll cannot be increased above 20 by Aid powers or other powers
  • Spells which affect anything other than the caster cost X2 END. (instant powers pay this cost to activate)
  • Casting a spell takes concentration
  • There will be varying modifiers to skill rolls dependent on the location and the amount of magic in the area.
  • Spells are “noisy” to the mental sense group (perceivable). Anyone around can “feel” when a spell is being cast.

Note that certain inherent abilities (dwarven infravision, elven ultravision, etc.) are built as powers but are not “magic” and thus do not have the restrictions above.


Legacy of Swords TMIB