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Magic In Chorane

Mysticism
Mysticism in Chorane is incredibly different from the traditional mysticism of Ansalon. For one thing, Ansalonians mystics realize that the gods have departed and depend on themselves to cast their spells. However, mystics in Chorane believe that their mystic spells come from their deities as they had in the past. What has changed, for the Choranians at least, is that they believe that a person cannot depend on the gods and must channel the energies that the gods have placed in mortals in order to cast mystic spells. Instead of gaining powers from their deities, mortals possess their own well of energy that is replenished by the gods. This unorthodox approach to mysticism has produced some strange methods for casting mysticism spells.
Mysticism is still divided into various spheres, but they vary in name, and occasionnally in power, to the mysticism of Ansalon. A hero with a Spirit code of "A" can learn 3 spheres, a hero with a Spirit code of "B" has access to 2 spheres, and a hero with a Spirit code of "C" has access to 1 sphere. A mystic can devote two sphere slots to one sphere in order to increase his knowledge. For example, a mystic with a Spirit code of "A" can choose awareness and war, disregarding the fourth sphere. Instead, the mystic decides to concentrate on war, giving up a fourth sphere in order to better understand the sphere of war. In game terms, this means that the mystic gets an automatic Trump bonus to cast spells from the sphere of war. A mystic can only concentrate on a one sphere. Every mystic must dedicate himself to a particular deity in order to cast mysticism spells. Each deity allows his followers to cast spells from only a select few spheres. Of course, the mystics of Chorane still adhere to the restrictions of the priesthood during the previous ages. Most are unable to wield sharp-edged blades, but the particluar restrictions depend on the particular deity.
A mystic has a total pool of mysticism points equal to the his Spirit score multiplied by the number of cards in his Hand, plus either 8 (for a Spirit code of "A"), 4 (for a Spirit code of "B"), or 0 (for a Spirit code of "C"). Therefore, a mystic hero of Master reputation with a Spirit score of 7A, has a mystic pool of 50 ([6 x 7] + 8). The spheres of mysticism are: awareness, beasts, domination, intellect, invocation, life, protection, shifting, strength, and war.

Sphere of Awareness
The sphere of awareness is similar to the Ansalonian sphere of sensitivity. With the sphere of awareness, mystics can read the spiritual auras that surround every living creatures. They can determine whether or not a person is relaible or not and can determine an individuals intentions.
Mystics with a code of "A" can sense an individual's presence if he or she is around or has recently passed by, or even by examining an object that he or she once possessed. A mystic with a code of "B" can read a person's aura only if he is present, while a person with a code of "C" can only get vague impressions of a person's spiritual aura if he is present.
The Sphere of Awareness can allow a mystic to detect many other things. Mystics can sense if magic is present, see through illusions, detect the invisible, and tell how someone feels. Of course, mystics with a code of "A" can get clear impressions while mystics with codes of "C" can only garner vague ones.

Sphere of Beasts
The sphere of beasts is similar to the Ansalonian sphere of animism. With this sphere, mystics can communicate with plants and animals. Mystics with a code of "C" can only sense their primal emotions, while mystics with a code of "B" can actually communicate with them. Only mystics with a code of "A," however, can influence an animal or plant and cause tehm to do his bidding.
As with animism, only natural animals, those with no magical powers, can be influenced. Also, no animal with a Reason score of 3 or higher can be influenced by a mystic.

Sphere of Death
The sphere of death is a hybrid of the Ansalonian spheres of necromancy and spiritualism. This sphere enables mystics to speak to and raise the dead. Mystics with a code of "C" can only speak to the dead if at least half of the corpse remains. Mystics with a code of "B" can speak to the dead no matter what the condition of the corpse and can create lesser corporeal undead (zombies and skeletons). Mystics with a code of "A" can speak with the dead and create any manner of undead, corporeal or incorporeal. A Saga Companion and Heroes of Hope include further details on how to raise the dead.

Sphere of Domination
The sphere of domination is similar to the Ansalonian sphere of mentalism. This sphere allows a mystic to affect a creatures mind and influence his thoughts. A mystic with a code of "A" can read a foe's mind, plant false memories, confuse a foe, charm a foe, cause him to grow irrationally angry, cause him to lose interest in battle, stagger him with a mental attack, or even cause him to freeze in place. A mystic with a code of "B" can read and send thoughts and influence another's emotions. However, he cannot fully domiante an indiovidual. A mystic with a code of "C" can only read a person's thoughts.

Sphere of Intellect
The sphere of intellect is similar to the Ansalonian sphere of meditation. Mystics can use this sphere to increase any of their Mental scores. Use of this sphere cannot increase a mystic's spell pool, but it can exceed the normal racial limits for a character.

Sphere of Blessing
Bonus Effect
+2 1
+4 2
+6 3
+8 4
+10 5
This mystic sphere is similar to the Ansalonian school of enchantment. However, rather than allow heroes to enchant their weapons, this sphere allows mystics to bestow blessings upon various objects. It allows mystics to purify the world around them. For instance, a mystic can use this sphere to purify contaminated food and water, to remove a curse, and to grant others bonuses to any action. The last power requires the table at the right. The other powers have Effects that vary in difficulty according to Narrator's descretion.

Sphere of Life
The sphere of life is similar to the Ansalonian sphere of healing. With this sphere, mystics can heal the injured. It is important to note that while mystics with codes of "A" and "B" can heal more than one person at once, a mystic with a code of "C" cannot. Also, the sphere of healing cannot be used to damage anyone.

Sphere of Protection
Damage Points Effect
10 1
25 2
50 3
75 4
100 5
This sphere allows mystics to defend himself and others. It allows mystics to erect barriers of energy to protect themselves and others. These barriers are invisible and work like the protection from . . . scrolls described in The Last Tower: The Legacy of Raistlin. They can all be created to be able to withstand a number of damage points, as indicated by the table to the right, before collapsing. In addition, this sphere can be combined with various other schools of sorcery and spheres of mysticism. For isntance, with enchantmant, a sorcerer-mystic could permanently create a barrier to seal off an area. A mystic could combine this sphere with the sphere of awareness and prohibit another mystic from detecting his or her aura.
One other power of this sphere is ability to combat magic. Typically, a sorcerer or a mystic would need to know the school or sphere of the incoming spell in order to dispell it. However, the sphere of can dispel any spell or enchanted item, except that the action is one degree more difficult than normal.

Sphere of Shifting
The sphere of shifting is similar to the Ansalonian sphere of Alteration. With this sphere, a mystic can change the shape of his or her body into anything that he or she desires. A mystic with a code of "C" can only alter parts of his body, like hands into claws, but not shapechange entirely. A mystic with a code of "B" can change has body into anything that he desires, but he cannot become a specific member of any race. For instance, such a mystic could become a Theiwar dwarf, but he could not make himself look like the Thane of the Theiwar. Such a mystic can also effect changes in toehrs, but onyl on parts fo their bodies. FOr instance, a mystic with a code of "B" could cause an enemy's hands to shrivel, but could not turn him into a mouse. A mystic with a code of "A" can change himself into specific individuals and change others. Therefore, a mystic with a code of "A" can change another person into a mouse.

Sphere of Strength
The sphere of strength is similar to the Ansalonian sphere of channeling. With this sphere, a mystic can improve or weaken his or anothers else's Physical scores.

Sphere of War
Weapon Dmg. Missile Damage Effect
+2 1 1
+4 2-4 2
+6 5-8 3
+8 9-12 4
+10 13-16 5
This sphere enables a mystic to create weapons out of his own spirit. These weapons are always made of glowing energy that is appropriate to the mystic's deity (Mishakal would be blue and Takhisis would be black). In effect, this sphere can create any weapon capable of any amount of damage. Use the table to the right to calculate damage. Mystics need not wield these weapons themselves, either. While no one else can use them, a mystic can direct his weapons to attack others. His weapons will soar through the air and attack on his command. The weapon uses half the mystic's Spirit score (round up) as its own Physical ability codes. Therefore, a mystic with a Spirit score of 9 can create an axe with a Physique score of 5. So the axe would atack like any other monster. Such magical weapons disappear when their durations are up or they are destroyed.
A mystic can also create energy blasts with this sphere. Such attacks are reminescent of the such High Sorcery spells as magic missile, and uses the Effect table to the right.

Sorcery
Sorcery was taught to the Choranians by Glacier and the Dragon Council during the Second Chaos War in order to combat the chaos creatures. Seen as the magic of dragons, sorcery is shunned by Ameshites as the tool of Takhisis. The other nations of Chorane, however, have seen what sorcery has to offer. Sorcery spread like wildfire through Chorane, and every nation had centers of learning dedicated to sorcery. The Vodar built the Tower of the Wyrm, a huge, spiraling tower carved from a stalactite that wound its way through several levels. The Yaluu created Dracolis, an entire community of sorcerers dedicated to learning more about the Art. Even the Theiwar have maintained cells of sorcerers on nearly every level of Chorane.
Most believe that mysticism has already been perfected. However, sorcery is only a decade old and still holds many mysteries. All of the powers of Chorane struggle to unlock the secrets of the dragon magic in order to gain an upper hand over everyone else.
Sorcery greatly resembles High Sorcery in that spell components are still used. The Choranians still believe that since they are not as powerful as dragons, they must tap the arcane energies of various arcane objects, gestures, and words to be able to cast spells effectively. The individual components for each spell are left up to the Narrator, but each school of sorcery requires a principle component to be cast. Purchasing spell components is also a problem. In order to buy spell components, a sorcerer must succeed in a challegning Wealth action. If successful, flip over four cards from the Fate Deck and multiply the sum by the size of the hero's Hand. The result is the amount of spell points, in spell components, that the sorcerer can use. In other words, a sorcerer can use that amount of spell points casting spells before he runs out of spell components. For example, Rezik, a sorcerer of Champion reputation, needs to replenish his spell components. He succeeds in his Wealth action and purchases 45 points in spell components. Rezik can use only 45 spell points to cast his spells until he runs out of spell components. After that, he cannot cast spells because until he purchases more spell components. Narrators may rule that particularly powerful spells will require spell components that are not so easy to come by.
Sorcerers are still trying to learn more about sorcery as if it were High Sorcery. Due to this, they face many restrictions that Ansalonian sorcerers do not face. Many cannot wear armor or bear arms. Staffs, slings, darts, and daggers are still aceptible, but larger weapons are not. All true sorcerers also wear colored robes that draw distinctions between them as mages did in previous ages. Their are five loosely-knit Orders; White Robes use magic for Good; Red Robes strive for neutrality and balance; Black Robes work magic to strengthen evil in the world; Gray Robes dedicate themselves to the magic, not to any particular philosphy; Blue Robes are servants of the Dragon Council. All Orders are supposed to work together to develop the Art, but distrust runs deep between the Orders. All of the restrictions apply only to sorcerers with Reason scores of "A." All others are regarded as dabblers. The Orders will hunt down and slay any renegade mages with Reason codes of "A" and refuse to join an Order. This threat is particularly deadly since the Dragon Council will also aid in destroying such individuals.
Sorcery is still divided into various schools, but they vary in name, and occasionnally in power, to the sorcery of Ansalon. A hero with a Reason code of "A" can learn 4 schools, a hero with a Reason code of "B" has access to 2 schools, and a hero with a Reason code of "C" can cast spells from 1 school. A sorcerer can devote two school slots to one school in order to increase his knowledge. For example, a sorcerer with a Spirit code of "A" can choose air, water, and summoning, disregarding the fourth school. Instead, the sorcerer decides to concentrate on summoning, giving up a fourth school in order to better understand the school of summoning. In game terms, this means that the sorcerer gets an automatic Trump bonus to cast spells from the school of summoning. A sorcerer can only concentrate on a one school.
A sorcerer has a total pool of mysticism points equal to the his Reason score multiplied by the number of cards in his Hand. Therefore, a sorcerer hero of Master reputation with a Reason score of 7A, has a sorcery pool of 42 (6 x 7). The schools of sorcery are: air, the dragon, earth, enchantment, fire, ice, illusion, knowledge, lightning, summoning, and water.

School of Air
The school of air is identical to the Ansalonian school of aeromancy. Sorcerers use this spell to manipulate the air.

School of the Dragon
Damage Points Effect
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
This school taps into the dark magic that the Ameshites contiually preach against. Dragon Overlords inherently use it to drain their slain enemies. However, since mortal sorcerers are obviously weaker than dragons, they cannot drain an opponent's magical essence. Instead, they drain a person's life energy.
Sorcerers attack with beams of light that drain away an opponent's life essence. Use the damage chart to the right. For every point of damage that the spell inflicts, the caster gains two points to his sorcery or mysticism pool (as applicable and determined by the caster). However, these points cannot increase the caster's pool beyond its normal limits. These extra points can, however, be used to create magical items as described in Heroes of Sorcery and A Saga Companion. So far, only Blue, Black, and Gray Robes have ever learned this insidious school According to the Dragon Council, only the Blue Robes are allowed to use this school, but certain Black Robes and many Gray Robes secretly violate this rule.

School of Earth
The School of Earth is exactly like the Ansalonian school of Geomancy. Sorcerers use this school to control the earth.

School of Enchantment
The School of Enchantment is exactly like the Ansalonian school of Enchantment. Sorcerers use this school to enchance the deadliness of weapons, to strengthen their armor, and to create various other magical items. Consult Heroes of Sorcery and A Saga Companions for further details.

School of Fire
The school of Fire is exactly like the Ansalonian school of Pyromancy. Sorcerers use this school to control fire.

School of Ice
The school of ice is exactly like the Ansalonian school of Cryomancy. Sorcerers use this school to control ice.

School of Illusion
This school is similar to the Ansalonian school of Spectramancy. Sorcerers use this school to create fantastic illusions, make objects and people invisible, and bring light or darkness to an area. However, they cannot use the school of illusion to damage other with beams of light, like the Ansalonian school of Spectramancy.
The illusions created by this school are extremely advanced. A sorcerer with a code of "C" can cast an illusion that requires an average Perception (Reason) action to disbelieve. A sorcerer with a code of "B" can cast an illusion that requires a challenging Perception (Reason) action to disbelieve it. A sorcerer with a code of "A" can create an illusion that requires a daunting Perception (Reason) action to disbelieve it. The action is lessened by one degree if the target is aware that the illusion isn't real.

School of Knowledge
The school of knowledge is exactly like the Ansalonian school of divination. Sorcerers use this school to gain information from the world around them. They can detect magical auras, spy on others from a distance, catch glimpses of the future or the past, and find the normally unfindable.

School of Lightning
The school of lightning is exactly like the Ansalonian school of electromancy. Sorcerers use this school to control lightning and electricity.

School of Summoning
The school of summoning is exactly like the Ansalonian school of summoning. Sorcerers use this school to travel distances in the blink of an eye and to bring creatures to them.

School of Water
The school of water is exactly like the Ansalonian school of hydromancy. Sorcerers use this school to control water.