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"Magic is a
method of talking to the Universe in words it cannot ignore."
-- Rafenild the Golden, Archmage of Bor Tyressel
Magic is a force of Nature. Like gravity
or inertia, it is bound by physical laws as are all aspects of
the universe. Since the dawn of time, the races have been
aware of magic. Some cultures worship magic, others fear it. It
is given many names in many different places in Taranche: chi,
tao, essence, akasa, a hundred other appellations. In the Young
Kingdoms, the wizards call it "The Art", while the Sorcerers
refer to their power as "The Gift". Priests are
content in the knowledge that the magic they use is a gift from
their god.
No matter how it is named, only one thing
matters... magic is real. To those who master it, magic is as
vast and complex as any pursuit of science. While a single spell
may be mastered, the bewildering array of forces that shape the
universe are limitless and unfathomable to mortal man. Even the
greatest mages grasp only a fragment of the whole. Even the
wisest sorcerer can conceive a mere shadow of the truth.
Fortunately for mortals, this is enough to wield
magic and to influence their world with it. While no man can
truly master magic, individual spells can be learned and
rendered predictably. Magic, much like science and the other
forces of the universe, follow predictable laws. Laws which can
be measured, analyzed and deciphered. These laws can then be
expressed in the language of arcane mathematics. Thus, magic can
be controlled. Spells can be understood, written down and passed
on. In this way is magic a part of the civilized world and so
has it shaped history.
Manna and
Magic
The base stuff of
magic, the raw power, is called manna by the Gods. Manna is the basic
building block of the universe, and the source of all life and
energy. The Gods themselves are beings of pure manna;
the power they gain from the faith of their worshippers and feed
upon is a form of manna. When the Gods created the
world, they formed it out of manna, and when a God causes
a miracle to occur, he does so by ordering manna to his
whims. Manna is what makes existence itself
possible.
The source of the
manna is the Gods themselves. Bluntly put, manna
is a waste product created whenever the Gods manipulate
reality. Thus, manna is generated by certain
special phenomena caused directly or indirectly by one of the
Gods. Lightning strikes, thunderstorms, hurricanes,
tornadoes, forest fires, the full moon, a night of no moon, sex,
birth, and death (especially ceremonial death) all create
manna.
When a spellcaster
creates a magical effect, he is unknowingly imitating the gods
by forcing manna to do his bidding. Of course, no mortal
is even aware of the existence of manna. To a
mortal spellcaster, the methods used to create a magic
effect are much more important than the magic itself. For
clerics, magical effects happen through the power, symbols, and
rituals of their faith. Wizards use arcane and mysterious
rituals and formulae to create magic. Bards create magic
through the power of their songs. Lastly, sorcerers create
magic through sheer force of will and innate talent.
Defining Magic Spells
Magic spells have very broad Special Effects (SFX). In addition to
any specific SFX that a particular spell might have (such as electricity
for a Lightning Bolt spell or fire for a Flamebolt spell,
all spells also automatically have the additional SFX of "Magic", plus
either "Arcane" or "Divine". Arcane Magic is
additionally divided up into the type of magic of the spell
(Alchemy, Battle Magic, Body Magic, Divination, Enchantments, Mind
Magic, Name Magic, Necromancy, Protection Magic, Rune Magic, and
Transfiguration). These mandatory SFX cannot
be altered by any means, including Variable Special Effects. An
Arcane Magic Necromancy spell is always Magic, always Arcane, and always
in Necromancy.
All Magic Frameworks must take the modifier All Spells Must Use Charges (+/-0). By default Fuel, Recoverable, and Boostable
Charges are not allowed, although in some cases they might be allowed if
appropriate. .
Many spells use "material components" during their casting; however it
is generally assumed that a spellcaster has access to most components at
all times except in unusual circumstances. The exception are material
components made of valuable or exotic materials. To model this,
the Focus limitation should be taken only on those spells which require
truly unique components.
In general in this type of spellcasting, the skill necessary is in
the learning of spells; once learned spells typically work dependably.
Thus Activation, Requires a Skill Roll, and No Conscious Control should be avoided if at all
possible. Some exceptions may occur where there is a random chance of
failure, the exact outcome of a spell is not under the caster's control,
or some randomness is involved.
Legendary Magic
The sad truth is
this: manna has been used at a much faster rate than it
has been created. Times long ago were much more magical
than the age of the Young Kingdoms. Legends of the
long-lost elves speak of mighty sorcerers able to move mountains
and shift the course of rivers at a whim. Such tales also
speak of a time when dragons ruled the world in horrifying
numbers. And there are stories of mortal-crafted objects
of magical power that could challenge the very Gods themselves.
In modern Taranche,
no wizard has the power to alter the world in such a way.
The elves are but a memory, dragons are few and far between, and while most spellcasters know how to
cook up a potion or inscribe a spell onto a scroll, crafting
truly awesome objects of power has become something of a lost
art.
This is not to say
that the power of the spellcasters is diminished. A wizard
is still a powerful and fearful thing. But the time of
legendary magic has passed; with it went the time that dragons
filled the sky, that elves created towers of ivory and glass,
and wizards shook the very foundations of reality.
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The Young Kingdoms PBEM Universe
and the World of Taranche are copyrighted to Jack and Rebecca
Butler, and is their solely owned property. The Young Kingdoms PBEM Universe
and the World of Taranche, and all of the campaigns therein, are
works of collaborative fiction. All the characters and events
portrayed here are either products of the authors' imagination or
are used fictitiously. Except where otherwise specifically
noted, the Young Kingdoms PBEM Universe and the World of Taranche, all
Young Kingdoms characters, and all stories included therein are Copyright
1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights
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The submitter does not give up the right to use the material in ways
unconnected to the Young Kingdoms PBEM Universe and the World of
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