
TALISLANTA MAGIC SYSTEM Second Edition Revised (SER) System v3.4 Magic in Talislanta is a powerful but limited art practiced in as many different ways as there are cultures and races in the world. They key to understanding how magic works in the game is to remember that the largest part of the magical knowledge of the ancients was lost during The Great Disaster, and what remains is but a fraction of the spells, enchantments and magical items of that forgotten age. Rules Spellcasting is governed by Magic Rating (MR). MR = (INT+WIL+PER) ÷ 3. A magician may cast as many spells per day as his MR. The spellcaster rolls d20 + MR – Spell Level on the Action Table to determine the results of a spell. There are 15 Greater Spells that are commonly known across most Talislantan races & cultures. There are countless Lesser Spells with more minor effects that can be invented by the GM on the spot. There are dozens of lost Archaen spells that have to be unearthed during the course of play. These are initially known only to the GM and are often tied to particular magical races or traditions. There are over 30 different magical traditions which govern how spellcasting is performed, from Sawila Spellweaving to Cymrillian Wizardry to Rajan Necromancy &c. Each tradition knows certain greater spells and a few secret spells, and has spellcasting bonuses and limitations. Starting PC magicians know as many greater spells as their Magic Rating (eg, a magician with a MR of+5 would know 5 spells). Once all spells are expended, the magician must rest 7 hours to regain them. Spells can be cast from memory or from written forms such as books, runestones or graven tablets. It takes 1 full round to cast a spell from memory, during which time the spellcaster cannot do anything else. Spells cast from written works confer a +4 bonus to the roll but take 10x longer (ie, a 1-rnd spell takes 10 rnds). The spellcaster can set the power of the spell – known as spell level – when he casts a spell. Spell level can be from 1 to 30 and acts as a penalty to the spellcasting roll. Some spells allow the target to make a Save roll using a skill, attribute or other trait. It is not possible to cast spells while the spellcaster is engaged in melee combat or performing any other strenuous physical activity, such as running, climbing or dodging. For monsters, MR =Ability Level, when appropriate and the monster has spellcasting ability. MR can be improved by leveling the Primary Magic, Secondary Magic or Magic Training skills. Certain races such as Thralls and Sindarans cannot study, comprehend or cast magic. A spell failure result on the action table allows the GM to roll on the Random Spell Mishap table. Counter-spells: a magician higher on the initiative order may detect that an enemy magician is casting a spell, and cast a counter-spell to neutralize it if he knows it; the first mage makes a MR roll and if successful can identify the spell being prepared (crit also shows spell level), then cast an opposing spell. Rituals: mages of the same tradition casting the spell same together can combine their MRs, but take 2x longer than normal to cast the spell. 1 GREATER SPELLS The following list of spells forms the basis of Talislantan magical they resemble, but are reduced to dust if they lose all their hit tradition, and represents a body of knowledge recognizable to points. All radiate a strong aura of magic. It is not possible to all practitioners of magic, though limited by the particular use a Spell of Conjuration to create actual magic items, specific magical Traditions of race, nationality or profession. Apprentice individuals, creatures with spell casting powers or other special spell casters spend years learning to master the complex verbal skills. Their forms can be conjured but they will not have any and somatic components of these powerful incantations, the special powers. origins of which date back to the Age of Mystery before the Great Disaster. So ancient are these spells that their authors' names have long since been forgotten. Beginning characters know one greater spell per point of Magic Rating (MR), and can learn no more spells than their MR throughout their career. There are 15 Greater Spells and many more lost to the ravages of the Great Disaster, which the intrepid spellcaster will seek to unearth from lost ruins and ancient temples at the quickest opportunity. Spellcasters never learn spells automatically when leveling; all spells must be found, bought, stolen or invented, at the player’s initiative and GM’s discretion. Note: the term “level” or “lvl” in this section refers to the caster's chosen spell level, not character level or ability level. Explanation of Spell Stat Blocks: Effect: A brief summary of the spell’s effect. Range: How far a spell can reach in its effect. Area: The area covered by the spell’s effect. Time: The duration of the spell, or how long it lasts DIVINATION Save: The roll the target/victim has to make to resist the Effect: Fate, Wisdom, Destiny or Scrying questions. effects of the spell. Range: 1 hour or 1 year or 1 league/lvl Area: 1 target Time: 2 rnds AUGMENTATION Save: none Effect: Raises or lowers abilities by 1 per 3 spell levels A Spell of Divination allows the caster to receive knowledge of Range: Touch some past, present or future event. An adjunct or medium of Area: 1 target some sort is required to cast the divination: magicians from Time: 10 rnds/lvl civilized lands often employ such devices as crystals, mirrors Save: WILL+Discipline for mental abilities or and other reflective surfaces; astrologers and savants study the CON+Athletics for physical abilities, if target wishes positions of suns, moons and stars; others gaze at the patterns The Spell of Augmentation and its polar opposite – the Spell of created by a flickering fire, or read runic tablets, bones, or the Degradation – will strengthen or weaken the attributes, abilities entrails of sacrificial beasts. Regardless of the method being and skills of a target creature. STR, DEX, INT, MR or any of the employed, a divination can reveal one of the following: basic attributes can be raised or lowered by 1 point per 3 spell 1) Fate: Information concerning an event which has already levels. A weakling may be turned into a strongman, a genius taken place; such as the outcome of a battle, the condition into an idiot or a slow crawler into a fast runner. MR and CR (alive, dead, safe, in danger, etc.) or location of a specific can only be raised by 1 point per 5 spell levels. individual, etc. 2) Wisdom: Information concerning the advisability of a CONJURATION proposed course of action, whether it is wise to begin or Effect: Creates a magical object for a few rounds. continue some sort of undertaking, etc. Range: 10’/ level 3)Destiny: Information concerning the likelihood of a given event or circumstance occurring in the future, pertaining to Area: 1x1x1’ / level a specific person, place or thing. The knowledge received Time: 10 rnds/lvl Save: None by casting a divination may take the form of a vision, omen, Notes: 1 HP/spell lvl, stats as per creature or some other presentiment, at the Gamemaster's option. A Spell of Conjuration allows the caster to create a magical While the result of any divination may be somewhat cryptic or unclear, it will always contain an underlying element of replica of any inanimate object or living organism. The spell has truth. Generally speaking, the higher the level of the certain practical limitations: the amount of inanimate materials which can be created cannot exceed 1 x 1 x 1 foot per level of divination, the more specific/revealing will be its result. the spell; similarly, the level that the spell is cast at determines Casting any type of divination takes at least two rounds (one the level of any conjured creature or being. Conjured objects and round to cast the spell, and one round to read or ascertain the results). Magic Resistance: None, though there are magical creatures have properties and powers similar to the things which means of thwarting the visual properties of crystals, mirrors, etc. 2 DESTRUCTION 4) Weird: Allows the caster to invest an object or item with the Effect: Causes damage by energy type essence of a minor spiritform or quasi-elemental. An object with Damage: 1d4 / level a Weird cast upon it will always return to its owner on Range: 10’/ level command, Area: varies – 1 target or 1 target/lvl or 1’/lvl whether it is lost, stolen, dropped, or even thrown; only if the Save: DEX+Athletics to dodge: success = 1 dmg/level; affected object is given away will the cantrip fail to function. success plus=no dmg. Duration is indefinite. A Spell of Destruction allows the caster to summon forth the 1) Sigils: A sigil is the personal mark of a magician. Inscribed eldritch forces of the outer dimensions, the physical elements upon any item owned by the caster, this symbol protects the (such as ice, fire, wind, rock, etc.) or the mystic forces of the item with an invisible aura of inviolable force. Any creature or mind (depending on magical tradition) to attack his enemies. being who attempts to so much as touch an item that has been Elemental forces damage physical objects and creatures; eldritch protected by a sigil,without first obtaining the caster's consent, energies can hurt spirit creatures (such as ghosts), while mystic will experience searing pain.
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