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Magic Overview Edit

Types of Magic Edit

Arcane
Divine

There are no divine elements of Good or Evil.

Alchemy and Herbalism

Replace all existing potions with these New Potions.

Laws of Magic Edit

The Laws of Magic limit what spellcasters can safely do without becoming crazy. The Resistance only had the roughest idea of the exact terms of the Laws, and as The Liberation experiments more with magic and studies more at the Black Library and Stinecrice, they are expanding their knowledge of the limits of the Laws.

Mana Levels Edit

See also the Fae
Very High

Very high mana is rare and only occurs in certain areas. It never occurs because of magical weather. Arcane casters treat all magic related successes inside a very high mana area as critical successes and all magic related failures as critical failures, including for hardcore improvisation. Divine casters get a +2 on petitions and reactions for general and specific prayers.

High

High mana is rare but sometimes occurs because of magical weather. Arcane casters get +2 on all magic related rolls while in a high mana area. Divine casters get a +1 on petitions and reactions for general and specific prayers.

If an area has aspected high mana, arcane casters only get the bonus while casting spells of the aspected college, and divine casters only get the bonus if their god has the aspected element.

Magic using Mass Combat elements (battle mages, support mages, etc) get a +20% TS bonus in high mana areas, as do elements that are Mana dependent.

Normal

Normal mana is the default level of mana. There are no bonuses or penalties for doing magic in a normal mana area.

Low

Low mana is uncommon but sometimes occurs because of magical weather. The easternmost slopes of the Dwarfen Safeholds and all of the Savage Lands are low mana areas. Arcane casters get -5 on all magic related rolls while in a low mana area, and the effective level of their spells is halved. Divine casters get a -5 on petitions and -2 on reactions for general and specific prayers.

If an area has aspected low mana, arcane casters only get the penalty while casting spells of the aspected college, and divine casters only get the penalty if their god has the aspected element.

Enchanted items do not work in low mana zones.

Magic using Mass Combat elements (battle mages, support mages, etc) halve their TS in low mana areas, as do elements that are Mana dependent.

Twisted

Twisted mana is rare but sometimes occurs because of magical weather. Twisted mana is something like low mana, but the mana is rebellious in addition to being difficult to draw on. Arcane casters get -2 on all magic related rolls while in a twisted mana area, and any failure is a critical failure. Divine casters get a -1 on petitions and -1 on reactions for general and specific prayers, and if the total reaction roll is odd, they suffer the effects of a Bad reaction in addition to any other effects. If the divine caster uses a learned prayer, roll a die: on an odd result, they suffer the effects of a Bad reaction to a general prayer though the learned prayer operates normally.

Magic using Mass Combat elements (battle mages, support mages, etc) halve their TS in twisted mana areas, as do elements that are Mana dependent.

None

No mana areas are very rare and never occur because of magical weather. Magic cannot be cast in no mana areas, whether arcane spells, divine prayers, or other mana dependent abilities. Enchanted items do not work in no mana zones.

Magic using Mass Combat elements (battle mages, support mages, etc) have 0 TS in no mana areas, as do elements that are Mana dependent.

Magical Confluences Edit

Confluences metathaumaturgic locations formed by the crossing of ley lines or similar advanced magical concepts. Confluences can be used as part of powerful magical effects: the long distance teleportation spells Walk Between Worlds only works between confluences, and Liberation magical theorists are fairly certain that the God Wards are located at confluences for a reason relating to the metathaumaturgical properties.

Magical Weather Edit

With the breaking of the first God Ward, the mana of the world has become unstable. The divine energy released from the God Ward has expanded across the world, roiling the mana levels as it rebounds against itself. Scholars of the Liberation have only the vaguest idea when the mana levels will stabilize, but suspect it will continue for years.

Mana Zones Edit

See also Miscellaneous World Details
See also Weather
Eastern-theatre-small-mana

Mana level changes are generally grouped into large zones that cover large parts of countries or even entire countries.

Hanist-Venrike

This mana zone covers all of Hanist and Venrike.

Keventeen Sema and Southern Menkgu

This mana zone covers southern Zerniless, including the Keventeen Basin and adjacent mountains. It also covers southern Menkgu, with the northern boundary being a line drawn from the orc fortresses of Shedudor to Umichiry to the Cerna River. It does not include Shedudor or the surrounding hills.

Keventeen Basin and Menkgu Steppes

This mana zone covers northern Zerniless, the southern Dwarfen Safeholds, and the deserts and steppes of central Menkgu. It extends from the Keventeen Sema zone to the Fae Court. The northern boundary is the hills of Menkgu.

Menkgu Hills

This mana zone covers northern Menkgu and parts of Gandabria. It is adjacent to the Keventeen Basin Zone and extends in the north to the Dwarfen Safeholds. The northern boundary is the southern shore of Lake Kalinazar in the northeast, then the line from the orc fortress of Gohun to Ascara to Guntuche, not including the forest north of Guntuche, and then running from Guntuche to Hecho to the joining of the Feune and Zav Rivers in northwest Menkgu.

Fae Lands

This mana zone covers all of the Fae Court but not the adjacent mountains.

Dwarfen Safeholds

This mana zone covers all of the mountains in and around the Dwarfen Safeholds north of the Keventeen Basin, including the mountains around Sestiturin and Hadhorond. The eastern slopes of the eastern mountain range default to a low mana zone.

Northern Gandabria

This mana zone covers the forests of northern Gandabria, north and west of the Menkgu Hills and Dwarfen Safeholds zones.

Savage Lands

This mana zone covers the wilderness of the Savage Lands. It defaults to a low mana zone.

Mechanics of Magical WeatherEdit

Every 2d days in every mana zone of importance, the GM rolls on the following tables. Different zones have different durations and effects of magical weather.

Mana levels
Roll Mana Level Notes
3-5 Low Mana Reduce duration by 1
6-8 Aspected Low Mana Default mana aside from the aspects
9-12 Default Mana Increase duration by 1
13 Twisted Mana Reduce duration by 1
14-16 Aspected High Mana Default mana aside from the aspects
17-18 High Mana Reduce duration by 1

Roll at -1 for areas with a default of Low or Twisted Mana and +1 for areas with a default of High Mana.

Default mana is generally Normal, but if a zone or area has Low, Twisted, or High Mana normally, it gets that level instead.

Aspected Mana colleges and divine elements
Roll College Divine Element Roll College Divine Element
1 Mana-air Air Air 2 Mana-animal Animal Nature
3 Mana-body control Body Control Beauty 4 Mana-communication Communication Travel
5 Mana-earth Earth Earth 6 Mana-fire Fire Fire
7 Mana-food Food 8 Mana-life Healing Life
9 Mana-illusion Illusion Deception 10 Mana-knowledge Knowledge Order, Wisdom
11 Mana-light-dark Light/Darkness Darkness, Light 12 Mana-making-breaking Making and Breaking Order
13 Mana-mind control Mind Control Fear 14 Mana-movement Movement Travel
15 Mana-necromancy Necromancy Death, Disease 16 Mana-plant Plant Nature
17 Mana-protection Protection Peace, War 18 Mana-sound Sound
19 Mana-water Water Water, Winter 20 Mana-chaos | Meta-Magic Chaos

Roll 1d-3, minimum 1, to get the number of aspects. Roll 1d20 to get the colleges and divine elements that are aspected.