The Rules of Magic

Magic is controlled by the language of magic, taught to the people of the continent by the elves. No matter the attempt, nothing can change the meaning of a word of magic, but it is possible for an experienced spellcaster to choose to shape or direct a spell without further defining it with more words.

Magic is divided into two related systems. The first is Chant magic, which uses long sentences to define a spells effects, and entire paragraphs to choose the target properly. Chant magic is represented by the rules used in Thaumatology: Ritual Path Magic. Each path skill represents a working knowledge of the lexicon of that subject matter, including verbs and nouns. The core magic skill used is Thaumatology (Syntax). It cannot be used to explain why magic works the way that it does, but can be used to identify how a spell that is being used may work. Chant magery is bought at 7 points/level.

There is no access to the ritual adept advantage, no matter what all spells require long periods of concentration and thought to assemble and a precise definition of what is being attempted. In exchange for being impractical to cast in combat, Chant magic allows for great flexibility in the types of magic that can be cast.

The second system is Word magic, which allows for powerful wizards to manipulate the very meaning of words into exact actions. Word magic gives the wizard access to Wards, Powerstone creation and New and Modified Skills. It also allows them to shape their powers in an instant, making it useful for man-to-man combat. Word magic uses the rules provided in Thaumatology: Sourcery to allow wizards to unleash powerful abilities that they have mastered, and improvise minor feats of magic as necessary. Every level of the sourcery advantage also includes a level of Chant magic one level behind it. A Wordsmith with 4 levels of Magery(Word) also has 3 levels of Magery(Chanting).

Learning a spell as a Word wizard requires you to successfully improvise the spell once, then spend 2 days per CP of the spell cost to master the words and thoughts necessary. At the end of your studies, spend CP to learn the spell. If you have a teacher who is imparting their knowledge, spend half the above time with them tutoring you and spend the appropriate number of points to learn the spell.

A wizard may improve their Magery (either Word or Chant) in two different ways. First, if a tutor of higher Magery is available the mage may learn from them directly. It takes a month of learning multiplied by the level of magery you are attempting to achieve, during which time you may count 8 hours a day as training towards any spells your tutor knows, or 4 hours a day towards any new spell. Many mages require their pupils to fulfill tasks unrelated to their learning, such as running shops or compiling information into a library. Such apprenticeship normally covers the cost of learning, but takes four times as long, offers only one fourth as much spell learning time, and rely on a wizard looking for an apprentice. Second, if no tutor is available the mage may attempt to formulate new magical theories and test them themselves. This process uses the invention rules on B473. Teaching yourself Magery 1 is classed as a simple invention, Magery 2 as average, Magery 3 as Complex, and Magery 4 as Amazing. Thaumatology is the invention skill, and receives a + 4 as long as you have been around other wizards of the magery desired and had the chance to observe them. Teaching yourself a higher level of Magery requires no cost beyond your normal cost of living, but an extensive thaumalogical library is useful for overcoming otherwise high penalties. Attempting to reach a higher level of Magery without any magical texts on the matter imposes an additional – 4.

Chanters have the ability to write scrolls – spells prepared and written down, almost finished and awaiting only a few short triggering words to cast. Scrolls follow the rules as written for RPM charms, with the following changes. No conditional magic can be cast without storing it as a scroll or physical warding paper. A chanter must spend half an hour studying a scroll that he did not write himself before he or she will be able to trigger it. A speed reading reduces this, but requires a successful roll when the scroll is used to trigger it. A chanter may only remember a number of scrolls equal to 10+Talent(Chant)+Magery(Chant), if he whishes to prepare a new scroll, he can choose to forget an older one. A chanter may also write his own scrolls using the following rules: Creating Scrolls.

The Rules of Magic

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