The Nature of Magic
The Ancient texts left behind after the Banishing showed that the Astellians and Davians were able to exert control over the primal forces of the cosmos and used this power to combat one another. The Young Races studied these fragmentary texts but were unable to control the forces they were summoning. Finally after many years the great scholar, Sismondo Greeleth, was able to discern the basic structure of the Ancient's magics and developed the Second Path to Power. Curiously, Sismondo had absolutely no magical aptitude.
The Second Path basic as it was, was further broken down into ritualized categories called Traditions. Each Tradition was designed to create certain set of effects and used specific symbols to quicken the learning process. The symbols seemed to imprint upon the mind of the user making it difficult to learn from more than one Tradition, Magus seem immune to this effect.
The majority of the mages of Draneth follow one of the Traditions while the remaining very small minority follow the path of the Magus. The original Traditions are Enchanter, Druid, Guardian, Healer, Illusionist, Necromancer, Sorcerer and Witch. Over the years more Traditions have been developed. The origins of the Assassin are unclear, it may or may not have been an original Tradition, but it is thought to have developed either from the partnership of an Illusionist and Magus or directly from the death cults of the halflings. The Guides developed during the Second Age when explorers began searching the world again. The dwarves through sheer stubbornness, and a 100 years of research, combined the Enchanter and Sorcerer to develop the Dwarven Mage Smith. Goblin Battle Mages, if that is even the correct name, are a mystery to the Young Races but it is clear that they all share some spells, there seems to be at least 5 separate types of Goblin Battle Mages.
The Traditions
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Assassin: Body, Light, Mind Movement�
Enchanter: Enchant, Making & Breaking, Knowledge, Meta�
Druid: Animal, Plant, Druid Elemental Spells�
Dwarven Mage Smith: Earth, Enchant, Fire, Making/Breaking, Detect Magic, Analyze Magic, Mage Sight�
Goblin Battle Mage: Element(Choose 1), Protection, Body or Light, Healing or Sound�
Guardian: Protection, Body, Meta, Light, Sense Foes�
Guide: Communication, Food, Knowledge, Movement�
Healer: Healing, Food, Communication, Body�
Illusionist: Illusion, Light, Sound, Mind�
Necromancers: Necromantic, Body, Knowledge, Mind�
Sorcerer: Elemental (all)�
Witch/Warlock: Body, Animal, Movement, Necromantic�
Magus: Any college but must begin with spells from Basic bookMagery Costs
Magery 1 15 points
Magery 2 25 points
Magery 3 35 points
Magery 4 50 points
Magery 5 65 points
Magery 6 85 points
Magus 10 point Unusual Background
*Players may not begin with Magery higher than level 3
*Any Magery limitation may be taken
Spells from the Codex are available
Cantrips
The symbols for these spells seem to form the alphabetical core of the Second Path and can be used by any Mage or Magus. All but Apportation and Recover Strength are M/E.
Apportation, Beast Soother, Detect Magic, Ignite Fire, Lend Strength, Light, Purify Air, Recover Strength, Seek Earth, Seek Plant, Seek Water, Sense Life, Simple Illusion, Sound, Test Food, Touch
College Affinity 10
A character with college affinity gets a +1 bonus to all rolls concerning that college. This bonus applies to spells cast on the character also. Example: Bob has Healing Affinity so all attempts to cast a healing spell on Bob are rolled at +1 and have +1 effect. Not so good if you have Body Affinity and someone is casting Deathtouch on you, double effect if opponent has it also.
Spell Learning
90% of all mages of all mages follow one of the traditions. There are several reasons for this. First and foremost each Tradition is based off a completely different set of symbols. Secondly it is much easier to get training from within a tradition than from outside. The time to learn any spell is 1 week modified by the Thaumatology roll; +/- 1 day per success or failure, a critical success on the spell roll will reduce the study period to 1 day. The roll to learn a new spell completely by yourself with no study aids will be at Thaumatology-4 plus any other modifiers. Using a grimoire, scroll or other study aid to learn a spell will be at straight Thaumatology. Spells learned outside the Tradition require a Thaumatology-6. Magus learn all spells at Thaumatology-2. No spell can exceed Thaumatology+4.
If you have a teacher you may receive bonuses to the Thaumatology roll based on the skill of the teacher. Teaching will give +/-1 to the students Thaumatology roll every 2 points by which the teacher made or failed the Teaching roll. The Teaching roll is made at the lower of Thaumatology, Teaching or Spell in question.
Mage Vision
A mage must state that he is using his Mage Vision to be able to see or detect magic without the spell. When using this vision all other senses, including normal vision, are at a -2 penalty.
Magery Levels
The gift of magery in Draneth is rare and the powerful gifts are even more rare.
Magery 1 1 in 100
Magery 2 1 in 500
Magery 3 1 in 1000
Mage Titles
Magery Level Title Form Example
Magery 1 No Title Tradition Healer
Magery 2,3 Adept Tradition Adept Druid Adept
Magery 4,5 Master Master Tradition Master Magus
Magery 6 &^ Arch Arch Tradition Arch Sorcerer
Reaction Modifiers
+1 Druid, Healer, Guardian, Guide
+0 Enchanter, Illusionist, Sorcerer, Witch
-1 Magus
-2 Assassin, Goblin Battle Mage, Necromancer
Druid Elemental Spells
Earth: Shape Earth, Shape Stone, Walk Through Earth, Earth to Air, Earth Vision,
Entombment, Purify Earth
Air: Create Air, Shape Air, No-Smell, Breathe Water, Air Vision, Wind, Clouds, Rain,
Storm
Fire: Create Fire, Shape Fire, Heat, Cold, Extinguish Fire, Resist Fire, Resist Cold,
Warmth
Water: Purify Water, Create Water, Destroy Water, Shape Water, Water Vision,
Coolness, Frost, Snow, Hail, Current, Waves, Tide
Sorcerer Ranks
Pyric- Fire 10 spells from one college
Cyric- Air
Ritic- Earth
Litic- Water
Livis- Fire & Air 12 spells from two separate colleges
Feris- Fire & Earth
Selis- Fire & Water
Auris- Air & Earth
Sharis- Air & Water
Gelis- Earth & Water
Vosite- Fire, Air & Earth 13 spells from three separate colleges
Taurite- Air, Earth & Water
Brakite- Earth, Water & Fire
Sulite- Water, Fire & Air
Arliph- Fire, Air, Water, Earth 15 spells from each college
Rank goes before Tradition in Mage Title