Magic
Magic in the world of Thargos plays a preponderant role in creating the mystical and fantasy gaming atmosphere. Certain creature types and civilizations fear its' use, others however have built their lives and societies around it. Magic is fundamentally a philosophy, a particular way of perceiving life and a will to shape the outcome of situations and bend the latter to the will of the spell-caster.
Mages and Sorcerers are taught to think beyond the physical outer-shell of the environment that surrounds them. Their perception is tuned to focus on the energy that animates every creature, object, rock, tree etc. Everything has a place in the universe that is maintained or changed depending on energy or Essence interaction.
The power of any spell-caster resides in their ability to channel their own energy in order to upset or redress the balances of energy around them. Using Essence to influence the laws of gravity for example will have an impact on the speed of fall of a stone. Accessing both the earth's attraction and the mass of the stone will having multiplied effects. The stronger the spell-caster, the more they will be able to focus their energy on multiple targets simultaneously. Each energy pattern is locked or "stable", without which the object considered could not exist. The latter would take almost random form, with volatile effects.
The Spell-caster (Mage or Sorcerer) has to study ways of unlocking the energy within a contained environment, thus maintaining control over the object or creature considered, but being in a position to shift the physical attributes of the latter. The "keys" that are used to do this a composed of a series of symbols or runes, that represent the primary forces of nature. Every rune has a specific meaning and also calls upon a certain level of power or Essence. By preparing different combinations of runes, different keys can be generated with completely different effects in the physical world.One has to note that the art of magic is complex and dangerous if used by unprepared or novice individuals. A great deal of research is required by the characters in order to devise new spells, however the following chapter covers a series of "well proven" spells, or known spells.
The following rule applies, and any spell rune combination should adhere to the following logic:
The first series of runes should be linked to thought or the idea behind the spell: this prepares the ground for casting the spell by preparing the "controlled environment" necessary to unlock energy.
The second series of runes should be linked to the target object(s) and/or creature(s), thus clearly designating the areas of focus for the spell-caster.
The third series of runes should designate the effects of the spell or desired results/intent of the spell-caster. This series activates the complex energy interactions.
If this Magic grammar is not respected when preparing or casting a spell, anything could happen, and possibly put the spell-caster in a very volatile situation, even endangering his or her life and that of those around them.
In gaming terms, this approach offers a great deal of flexibility to the players and the M.T. Spell creation and research is an exciting challenge but has to be treated with great prudence as it is a fine art. The scope for players is boundless and offers hours of fun and creativity to all involved. At the end of the day, the M.T. has the final say on the reliability/feasibility of any spell created, but there has to be scope to progress this development as it is a major part of the role-playing game to be able to personalize ones' character as much as possible and surprise others with amazing new magic.
The basic rules that have to apply are the following:
No new spell created can be more powerful or as powerful for less magic points than an existing spell. This is because even if on paper a spell appears to be feasible for less MP's, the known spell has been tested time and time again, and is reliable for the required effects.
Using the spell Reading of Magic, a spell-caster can transmit the knowledge of a new spell another Mage/Sorcerer.
Although Druids and Priests can use magic, players of these characters cannot create their own spells. Their magic is of a slightly different nature, although derived from Mage/Sorcerer spells. A basic selection of available spells is provided in this chapter. The M.T can create spells for these classes using the same method as for the main spell-caster classes. This means that their cost in MP's will be similar to that of the Mage/Sorcerer spells, but that the use of spells by Druids and Priests is more limited, ensuring that these characters are on a level playing field, as the latter have developed more fighting skills.
Druids and Priests project their Essence by the use of physical gestures, based upon meditation, concentration and emotion. Each hand movement and facial expression has similar effects to the rune combinations. These are taught from one generation to the other or in monasteries (Priests). In fact the characters are not aware of the similarities with Mage/Sorcerer magic, but the fact is that their kind have found a different way of channeling their energy that has been mastered over a number of generations. Some hand-to-hand or martial art skills combine physical fighting and spell casting, with spectacular effects.
The use of magic is often associated with heresy, especially when Dark Magic is used (Necromancy, evil mind control spells etc.). In some regions, this type of spell-casting carries the death penalty making its' use exciting but risky. Magic is more present in large cities, even if most spells are carried-out behind closed doors. However, out in the countryside and most villages or hamlets, it is not as easily tolerated as superstition runs riot in these areas, and most inhabitants are less educated and aware. Druid or Priest magic is more common in such regions.
The Magic Circle of Metbetoch: this institution was once the largest academy of magic in the Empire. Its' founders wished to regroup the most powerful and skilled spell-casters from all regions in order to share their knowledge and talents, and elaborate a spell-caster Charter of good practice, in order to minimize or in some cases ban the use of Dark Magic, control spell creation and monitor spell- casters ethics in their research.
The highest standards of entry were enforced to create an elite, and to some extend exclude mediocre involvement. However, this created a feeling of great bitterness and contempt for numerous other spell-casters, that they decided to setup schools and academies, some with far less scrupulous intentions than the Circle.
With the coming of the Great Cataclysm, the Circle suffered such heavy losses, that it was shaken at its' very foundations and lost both members and prestige. When the Empire cracked and crumbled, a select few of Circle members decided to setup their own Dark Magic research, having lost all faith in the old ways.
Nowadays, the Council of the Ten (one representative for each large Imperial city), sit in Condar where they govern the use of what is now called Imperial Magic. Metbetoch has now fallen to the forces of the South and has re-established itself as the Academy of the True Art or Dark Magic. Very powerful Necromages (Death Magic Users) and Mages reside here, and govern the lands around them through fear. The Council of the Ten are aware of the power that resides in Metbetoch, but to take this Institution on, they will need to raise more than just and army…
This is how the South regions have gained so much power in such a relatively short span of time, fueled by the old hatred of the former elitist nature of the Circle.
The twenty Core Spell casting Classes/Subclasses are as follows:
Druids
The Alchemist
The Druid
The Druid-Priest
The Ritual Master
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Darkuns
The Darkun
The Darkun Champion
The Darkun Poison-Master
The Darkun Seeker
The Darkun Slayer
The Darkun Spy
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Mages/Sorcerers
(players can create their own rune-based magic)
The Mage
The Elementalist
The Enchanter
The Necromage
The Sorcerer |
Priests
(same magic as Priests but normally weaker)
The Healer
The Preacher
The Spiritual Slayer
Templedot
The Warrior-Priest
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How Does it Work?
Players can bluff the power of their spells
Cards are laid face down then flipped over in "Real-Time" to cast the spell
New Runes can be created then written down on the Blank Rune Card
Each spell combination must follow the grammar as defined in Chapter 4 of the Corebook.
The Rune Deck is a trademark of Spartans Unleashed.
Click on deck to go to Downloads 
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Spell Index
A
Acid Cloud: 3/8MP 216
Altered Appearance: 34MP 216
Anti-Rune: 24MP 217
Appearing Tracks: 9MP 237
Aquaphobia: 18MP 237
B
Banishment: 6MP/ level to banish 230
Beast Paralysis: 18MP 237
Beast Shield: 5MP 237
Blessing of Armour: 10MP 231
Blessing of Weapons: 10MP 231
Blessing/Curse: 15MP 231
Blinding Flash/Bolt: 7MP 231
Blinding Flash: 7MP 217
C
Calling Back to Life: 26MP/level of the Beneficiary 231
Calming of Waters: 30MP 238
Chameleon: 8MP 238
Communication with Beasts: 2/7MP 238
Communication with Plants: 2/7MP 238
Communion with the Dead: 20MP 232
Comprehension of Languages: 2MP 217, 232, 238
Controlled Fall: 12MP 217
Creating Tracks: 6MP 238
Creature/Individual Control: 25MP 217
Crushing Hand: 13MP 238
Cursing of Armour: 10MP 232
Cursing of Weapons: 10MP 232
D
Darkness: 2/12MP 239
Dart of Light: 9MP 217
Detection of Evil: 11MP 218, 232
Detection of Magic: 11MP 218, 232
Detection of the Invisible: 14MP 218
Detection of The Just: 11MP 218, 232
Detection of Traps: 10MP 239
Disenchantment: 25MP 232
E
Enduring Fire: 14/19 MP 218
Enduring Run: 15MP 239
Exorcism: 14MP 233
F
Fear: 12MP 233
Fireball: 23/28MP 219
Flaming Dart: 13/18MP 219
Flight: 16MP 219
Floating Sphere of Vision: 16MP 219
Flotation: 5/10MP 220
Forgetfulness: 10MP 220
Freezing of Water: 12/17MP 239
Friendship: 12MP 220, 239
G
Gust of Ice: 10/15MP 220
H
Haemorrhage Healing: 5 MP 221
Haemorrhage Healing: 5MP 234, 240
Hands Of Fire: 3/8 MP 220
Hast Run: 15MP 239
Healing from Disease: 20MP 233, 240
Healing of Fractures: 20MP 233
Healing of Paralysis: 20MP 233
Healing of the Blind: 35MP 233, 240
Healing: 8MP 221, 234, 240
I
Increase Size: 7MP 221
Infra-vision: 6/11MP 221
Instantaneous Destruction: 35MP 221
Intuition: 30MP 234
Invert Magic: 20MP 222
Invisibility: 21MP 222
Invisible to all Beasts: 21MP 240
Invoking of Thunder and Lightening: 27MP 240
L
Levitation: 7/12MP 222
Light: 2MP(12MP if moving light source) 240
Lightening Bolt: 15MP 222
Limb Regeneration: 18MP/limb 222, 234, 240
Lock: 3MP 223
Loss of Hearing: 20MP 234
Loss of Sight: 20MP 234
Loss of Smell: 20MP 234
M
Magic Deflection Shield: 35MP 223
Magic Mouth: 7MP 223
Mind Protection: 7MP 223
Mutual Agreement: 20MP 223
N
Necroanimation: 45MP 234
O
Open: 3MP 224
Organic Fusion: 10MP 240
P
Panic Stricken Retreat: 8MP/level 235
Panic Stricken Retreat: 8MP/level of the Victim 224
Paralysis: 18MP 224, 235
Passage through Earth: 11/16MP 241
Passage without Trace: 3MP 241
Poison Analysis: 6MP 235, 241
Portal: 13/15MP 224
Power Healing: 33MP+10MP level 224, 235, 241
Power Lock: 19MP 225
Power Open: 19MP 225
Preservation: 25MP 235
Projection: 9MP 225
Protection against Lightening: 7MP 241
Protection from Evil: 10MP 225, 235, 241
Protection from the Just: 10MP 225, 235, 241
Protection: 5MP 225
Purification of Water and Food: 5/10MP 235
R
Reading of Magic: 6MP 235, 242
Reading of Magic: 7/12 MP 225
Repulsion of Insects: 6MP 242
Resistance to Cold: 5/7MP 226, 236
Resistance to Fire: 5/10MP 226, 236
Restitution of Muscles and Tendons: 20MP 236
Restitution of the Nervous System: 20MP 236
Reveal Location: 35MP 236
S
Self-Sustaining: 12MP 242
Shoes of Stone: 12MP 242
Silence: 12MP 236
Size Reduction: 7MP 226
Sleep: 12MP 226
Slowing of Poison: 15MP 236, 242
Soundproof Wall: 12MP 226
Source: 2/7 MP 226, 242Source: 2/7MP 237
Spell Predictions: 17 MP 226
Spell Standby: 19MP 227
Stone Bridge: 20/22MP 227
Strength: 4MP 227
Stun Enemies: 11MP 227
Suffocating Grip: 13/18MP 227
Summon Elemental: 20/25 MP 228
Summon Major Elemental: 24/29 MP 228
Summon Minor Elemental: 16/21MP 228
T
Telepathy: 20MP 237
Teleportation: 42MP 228
Transmutation of Flesh into Stone: 28/30 MP 229
Transmutation of Metal to Wood: 29MP 242
Transmutation of Stone into Flesh: 28/30MP 229
Transmutation of Stone to Mud: 29MP 242
Truthful Vision: 12MP 237
V
Voice of Power: 6MP 229
W
Walking on Branches: 12MP 243
Walking on Slopes: 12MP 243
Wall of Fire: 10/15MP 229, 243
Wall of Ice: 10/12MP 229, 243
Water Breathing: 15/20 MP 230, 243
Weakness: 4MP 230
Weather Prediction: 8MP 243
Web of Holding: 11MP 230
White Heat: 8/13MP 230


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