Magic

Magery (arcane magic) and Power Investiture (divine magic) both have a cap of level 3 (point costs 5/15/25/35). Casting spells via Magery will work as normal, and will have access to healing spells.

Spell tables for Criticals and Calamities are located here.

If you have Magery, just seeing an item doesn’t allow a roll to know if it is magical or not. This roll still occurs when you first touch an item.

Powerstone is unavailable as a spell (to everyone). All the powerstones in existence are artifacts of a lost age when they knew how to make them.

Manastone is also unavailable as spell (again, lost to time). However, there are naturally occurring manastones. Though, due to their scarcity and demand, they are fairly expensive.

Other than the Power/Manastones, other magic items will be around and at a cost of 10 * Energ, though diversity/availability may be limited, as not every mage wants to spend years creating items…

Spell Changes

  • Spells unavailable to all casters: Powerstone, Manastone, Timeport, Timeport Other
  • Spells unavailable to Power Investiture casters: Recover Energy
  • Spell Changes
    • Invisibility: the spell ends instantly if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Energy cost reduced to 4/2.
    • Enlarge & Enlarge Other: Energy cost is increased to 2 to the power of the SM increase. SM +1 = 2^1 = 2, SM +2 = 2^2 = 4, SM +3 = 2^3 = 8, etc.. Reduce maintenance to half of casting cost.

Power Investiture

  • Divine casters will need to pray 200 for hours to learn a spell. This will work just like 200 hours of training, where you earn the point.
    • This process is not sped up with higher levels of Power Investiture.
    • There are no penalties for not knowing prerequisite spells, but you must meet all other prerequisites of a spell to be able to cast it.
    • Further increases in skill level for spells can be either as normal through use, or with prayer at the rate of 200 hours per point.
  • Divine spells are dependent upon “sanctity”, not “mana”.
    • This means divine casters would be able to cast spells in areas of low/no mana.
    • Areas can have higher (blessed) or lower (forsaken) levels of sanctity, which would impact divine casting in the way that high, low, or no mana zones would an arcane caster.
  • Divine magic will work on the Threshold system instead of using FP
    • (Full details can be found on page 76 of the Thaumatology book)
    • Each divine caster has a specified Threshold and Recovery Rate. When casting a spell, instead of marking down FP, you count up a tally. These marks go away at your Recovery Rate per day. If, after casting a spell, your tally is greater than your Threshold (even if the spell costs 0), you must roll on the Calamity Table.
      • The Calamity Table is unbounded. When you roll, it is 3d6 + one fifth the amount you exceeded your threshold.
    • High skill still reduces casting time as well as cost, per normal.
    • Each deity will have their own base Threshold and Recovery Rate for their worshipers. There are advantages and disadvantages to modify those numbers, as well as ones to influence rolls on the Calamity Table.

Threshold Magic Choices

  • Threshold: 60, Recovery Rate: 16, +1 to Calamity Rolls per 5 exceeded
  • Threshold: 50, Recovery Rate 25, +1 to Calamity Rolls per 4 exceeded
  • Threshold: 30, Recovery Rate 30, +1 to Calamity Rolls per 15 exceeded

Alternate Threshold Options:

  • Available only to worshipers of Alaios
    • Threshold: 50, Recovery Rate: 16, +1 to Calamity Rolls per 5 exceeded
    • Instead of adding to your tally, you may pay HP (you do not have the normal penalties for using HP to cast spells)
  • Available only to worshipers of Aleani
    • Threshold: 60, Recovery Rate: 8, +1 to Calamity Rolls per 5 exceeded
    • After you make a Calamity Roll, you may reduce your tally by the result
  • Available only to worshipers of Croxlo
    • Threshold: 40, Recovery Rate 40, +1 to Calamity Rolls per 3 exceeded
    • When you cast a discountable spell, you may reduce its cost by 1 for each multiple of your IQ your tally is at by taking a penalty to cast the spell equal to that discount. If this penalty causes a spell to fail, reduce your tally by the discount amount instead of the normal cost. (tl;dr – spells can be Tally/IQ cheaper, but you have a Tally/IQ penalty to cast them)
  • Available only to worshipers of Erendac
    • Threshold: 60, Recovery Rate 3dx2, +1 to Calamity Rolls per 5 exceeded
    • Each mile traveled on roads reduces tally by 1.
  • Available only to worshipers of Geauri
    • Threshold: 200, Recovery Rate: 10, +1 to Calamity Rolls per 1 exceeded
  • Available only to worshipers of Idevimea
    • Threshold: 50, Recovery Rate: 10, +1 to Calamity Rolls per 5 exceeded
    • You may spend some FP instead of increasing your tally. Spend 2 FP per point of tally substituted.
    • Note: Fatigue lost this way cannot be recovered or reduced with Fit/Very Fit.
  • Available only to worshipers of Laevif
    • Threshold: 40, Recovery Rate: 16, +1 to Calamity Rolls per 8 exceeded
    • While your tally is above your recovery rate, reduce your tally by 1 every hour.
  • Available only to worshipers of Mashakri
    • Threshold: 40, Recovery Rate: 20, +1 to Calamity Rolls per 5 exceeded
    • Add the current darkness penalty to your effective skill when casting spells.
  • Available only to worshipers of Naiklus
    • Threshold: Will x 5, Recovery Rate: 240/Will, +1 to Calamity Rolls per 5 exceeded
    • Note: Use your base Will, temporary modifiers will never affect these values.
  • Available only to worshipers of Rako
    • Threshold: 20, Recovery Rate: 100, +1 to Calamity Rolls per 5 exceeded
    • You have a bonus to ST equal to your increase on Calamity Rolls (this does affect HP and BL)
  • Available only to worshipers of Shash
    • Threshold: 60, Recovery Rate 40% of your tally (min 1), +1 to Calamity Rolls per 5 exceeded
  • Available only to worshipers of Tessav
    • Threshold: 60, Recovery Rate 40, +1 to Calamity Rolls per 3 exceeded
    • When you make a Calamity Roll and the result is greater than your IQ, you may roll again and take either roll.
    • When you make a Calamity Roll and the result is less than or equal to your IQ, you must roll again and take the higher result.

Magic

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