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Magic, and it's use

A short history

Magic is one of the primary powers in Runerealm. Although just about anyone CAN wield magic, just about everyone BELIEVES that they can't. This is a generalized deception on the part of the guilds that has prevented a lot of potential cataclysmic events over the years. For, whenever someone tries to do something with a rune, or set of runes that they don't know how to do, something terrible ensues. There are records of entire cities being destroyed, teleported, warped, diseased, and just about anything else imaginable. The common populace believes that this is the work of rouge Magi from afar, but the Magi know this to be the work of commoners getting their hands on runes, possessing magical potential, and trying to use it. There is even a recorded incident in a well guarded location in Kudessa of a town who was destroyed by explosion, but, due to a Tempus rune in the batch, the entire area was permanently frozen in mid blast, forever creating a testament to the dangers of allowing the untrained to attempt to use magic.

Another infamous example of magical mishaps is the testing on Thore. Due to it's natural geography of mountainous surroundings, it's difficult to get into or out of Thore without the aid of magic, making it a prime testing ground. However, one of the tests escaped. A group of magic users from a variety of guilds were testing a rune they had discovered, to see what it's powers were. What they found, however, was nothing they ever had expected. Before they were all slain by their own creations, word got out that they had stumbled upon a rune of Chaos. Such would explain the presence of the Chaos Creatures, suits of armor imbued with the powers of pure Chaos. Unfortunately, when creating these magical beings, they also made some Chaos Magi, masters of the chaotic powers, who were able to create more Chaos Creatures, and even more powerful ones. Once the research team was killed, the Chaos Creatures began spreading out across Thore, until they had complete control over the area. It was a long time before the magic community would even openly acknowledge the incidents that took place at Thore, but by then it was too late. Chaos Warriors began appearing throughout the realms, accompanied by Chaos Magi, and occasionally led by a Chaos Knight. At this point, it was too dangerous to attempt to cleanse the area, because it was so infested with Chaos energy that there was no telling what kind of planetary repercussions there would be from the backlash. It has been decided that the only way to counter chaos is with order, so there is an active search underway for the rune of Order.

The Runes

Thus far in Runerealm, 15 different runes have been discovered, and a few others have been postulated to exist. There are 6 elements (Ignis, Aqua, Aura, Terra, Fulgur, and Virus), 4 powers (Vita, Mortis, Vis, and Tempus), and 5 concepts (Creo, Intellego, Corporis, Mentis, and Mutatio). Due to the Chaos Creature incident, a Chaos rune is also known to exist, though none have been secured for a guildmaster to duplicate. Also, there are those that believe that for there to be a Chaos rune, there must also be an Order rune, thus creating 7 concepts, rather than 5. Vague rumors persist of Good and Evil runes, but few believe them. For a full list of the runes and what they do, look at The Runes.

How to use Magic

To use magic, a person must have a spell in mind, and the runes required to cast the spell. The person must also have sufficient SP available to cast the chosen spell. With those set, and the caster possessing a level in the appropriate magic style equal to 1/10th of the spell's Base Level, rounded up, a spell may be cast. If more than one style is listed, than the caster must meet the requirements for all forms listed. Consult the Spell List for an example of spells to cast. While readily having the runes to cast the spell available, the person must expend the appropriate amount of SP to cast the spell, as noted on the Runes & Cost location. Simply add the costs from each rune, and you have the total SP. The costs are separated because some special items and abilities reduce the cost of using a certain rune by instead providing the cost themselves. Also, a spell's power may be increased beyond the abilities listed in the spell's description by paying additional SP for Growth powers. A growth power may be purchased as many times as the caster has levels in the rune that's being empowered. Additionally, the spell's level increases one point each time a Growth power is used. For example, if Emiel were to cast Dust Devil, she would have to know the spell, possess the Aura and Creo runes, and have at least 15 SP available. Additionally, since this is a Conjuration spell, and the base level is 5, Emiel must possess a minimum Conjuration level of 1. Presuming that she has all of these, she is then able to cast the spell. Then, according to the Growth for the spell, she is able to spend an additional 10 SP through the Aura rune to increase the amount of time that the target is blinded by 1D6 combat rounds, and an additional 5 SP through the Creo rune to increase the damage multiplier by 1. She may not use the Aura Growth any more times than her total level with the Aura rune. Same goes for the Creo power. Finally, she adds the Base Level of 5, her Conjuration skill, the amount of times she bought the Aura enhancement power, the number of times she bought the Creo enhancement power, and any points she wishes to spend from her Spellcraft skill, and adds them together to find the Total Spell Level. The Total Spell Level has many purposes. In this case, the spell says that it's range is equal to "5 Feet x Level", meaning that the Total Spell Level, times 5, is how far away in feet the caster may be from their target and still cast the spell. Emiel has a Conjuration skill of 3, purchased the Aura and Creo enhancements once each, and spent two points of Spellcraft, so her Total Spell Level is 12. Thus, when she casts Dust Devil, it has a range of 60 feet.

Magic in combat

When a character chooses to cast a spell in combat, it tends to take time. Thus, after they've rolled initiative and determined order, they must begin determining wether or not they wish to cast a spell. Once it becomes their turn to go, they declare what spell they're casting, what Growth powers they're using, and thus the Total Spell Level (for a description of these, see How to Use Magic, above). Next, whoever is keeping track of initiative order (usually the GM) subtracts the Total Spell Level from the caster's initiative. This number is the spell's initiative. Any subsequent actions the caster may have had that round also are reduced by the Total Spell Level. Any action with an initiative below 0 is lost for the round. The player still keeps their original initiative numbers, it just takes time to cast a spell. When the spell's initiative hits, the spell is cast, and all effects take place. Total Spell Level is also used to determine wether or not a spell is resisted. To resist a spell, all a character needs to do is exceed the Total Spell Level on a D20 roll. The character also adds any resistances or weaknesses that are pertinent to the spell. If the end result meets or exceeds the Total Spell Level, the character is immune to any and all effects of the spell. Anyone may attempt to resist a spell, and are presumed to do so when they either know or believe the spell to be unfavorable.

Blue Magic

Blue Magic is an ability specific to the Sage guild. Essentially, a Sage is able to learn Spells, Spell like abilities, and even some Supernatural powers that don't mimic spells, by watching others do them. A copy of a sheet used to track what powers a Sage knows can be found here, or zipped in Word '97 here. A Sage has a chance to learn an ability every time he sees it used. That chance translates into a percentage. This percentage chance is cumulative, and permanent. Thus, if a Sage sees the ability used enough times, he's going to eventually figure out how to do it himself. The percentages are broken down as follows:

Permanent
See the ability used +1%
Declare that you're studying the ability +1%
Have the ability used on you +5%
Single time
Skill with relevant rune +½%/level
Skill with relevant magic type +1%/level
Prior study of ability +1%/day of study

All of the items on the list are cumulative with each other. On the Blue Magic page, the second half is for abilities that are being tracked. There, you'll find a spot for a percentage. That spot is where you put your total permanent percentage. Your single time percentages are noted in the Pertinent Skills and Bonus space. Every time you get to add a point to your permanent percentage total, you also get to roll 1D100 to see wether or not you actually learn the ability. When you roll, add your permanent percentage to your single time percentage, and if you roll a number below or equal to your total percentage, you learn the ability. At that point, you remove it from your tracking list, and place it on your learned list. Or, if it was a spell, you instead place it on your spell list. Once you've learned an ability, your GM will give you all of the details reguarding that ability, including the SP cost and the exact effect. For optional rules reguarding Blue Magic, go here.


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