Overview

A magician is any character that purchases the magician skill. Becoming a magician allows a character to cast spells, and with additional study they can master the realm lores that allow them to perform powerful and versatile rituals. Like artistic ability, command of magic is both a talent and a skill - some people are born with a natural knack for working magic, while others develop their ability to weave spells through hard work and long hours of study. Even a natural talent needs help chanelling and honing their power, however - there are many stories of prodigies who lack the ability to control their magic properly causing minor magical mishaps.

In the Empire it is common for a magician to learn their art studying with a more experienced mentor. It is theoretically possible to be "self taught" however - there are libraries and tomes that lay out magical law in all the nations.

Every magician, no matter where in the world they originate, learns three common spells (sometimes called cantrips in the Empire): detect magic, operate portal and create bond. These versatile utility spells allow a magician to perform a number of functions, and serve as the foundation for all other magical ability. These spells are only the beginning however - with additional study a magician can master more incantations that allow them to channel their personal magic to heal their allies, repel their foes and even grant the recently departed the ability to speak to the living.

In addition, every magician knows how to wield wands and rods. These implements are to the magician what swords and axes are to the warrior, or medicines and bandages to the physick. Their main use is to channel and unleash martial incantations, but even the most peaceful magician can benefit from bonding a magical implement to enhance their ability to work magic.

Finally, some magicians focus their magical study towards battlefield applications. These brave individuals are called battle mages and they learn to channel their power through staffs and attune themselves to special armour designed specifically to protect magicians while leaving them free to perform magic. This last is especially valuable to magicians who go into dangerous situations; mundane armour prevents the casting of even the simplest spell.

Spellcasting

  • Every magician starts with four personal mana every day
  • You must expend personal mana or crystalized mana to cast a spell
  • You cannot cast spells while wearing armour
  • All spells require vocals clearly audible to everyone within a few metres

Any character that purchases the magician skill has four personal mana and is able to cast create bond, detect magic or operate portal. Each time a character purchases an extra spell they must choose one additional spell from the spell list.

Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell.

Your personal mana replenishes overnight.

All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you. All spells are one of two types, regular spells or offensive spells.

Regular SpellsMana Cost
Create bond1
Detect magic1
Operate portal1
Heal1
Mend1
Night pouch1
Purify1
Restore limb1
Voice for the dead2

Regular Spells

  • Require at least ten seconds of appropriate roleplaying
  • Require you to touch the target throughout the casting of the spell
  • The spell fails if you or your target are hit or attack another character during spellcasting

To cast a regular spell you must complete at least ten seconds of appropriate roleplaying including spell vocals. You must be touching your target throughout the casting of the spell. If you or your target attacks another character or either of you are hit then your mana is lost but the spell has no effect.

Offensive Spells

Offensive SpellsMana Cost
Empower2
Entangle1
Paralysis2
Repel1
Swift Heal2
Venom1
Weakness1
  • Require at least five seconds of appropriate roleplaying
  • Require you to hit the target with an implement, a wand, rod or staff
  • You must hit the target within ten seconds of completing the spellcasting
  • The spell fails if you attack another character or are hit during spellcasting

To cast an offensive spell you must complete at least five seconds of appropriate roleplaying including spell vocals. You must then touch your target with a wand, rod or staff within ten seconds of completing the spell. You cannot cast an offensive spell without using a suitable implement.

If you deliver an offensive melee strike to touch the target with your implement then the target also loses one global hit. You should always assume that your opponent has wounded you in this way unless their roleplaying clearly indicates otherwise.

Further Reading