
Home Page |
|
Campaigns |
|
Player Characters |
|
House Rules |
|
Lore |
|
Magic |
|
Religion |
|
FAQ
List |
|
Mailing List |
|
|
Magic |
|
Arcane Magic |
|
Divine Magic |
|
Artefacts |
|
|
|
"Magic is a
method of talking to the Universe in words it cannot ignore."
-- Rafenild the Golden, Archmage of Bor Tyressel
Since the dawn of time, the
various races have been
aware of the existence of magic. Some cultures worshipped it, others feared it.
Magic has been 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
limited understanding 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.

The Nature of
Magic
The base stuff of
magic, the raw energy that powers all magic everywhere, is called mana. Mana is
one of the basic
building blocks of the universe, and the source of all life and
energy. The Gods themselves are beings of pure mana;
the power they gain from the faith of their worshippers and feed
upon is a form of mana. When the Gods created the
world, they formed it out of mana, and when a God causes
a miracle to occur, he does so by ordering mana to his
whims. Mana is what makes existence itself
possible.
The ultimate source of
all
mana is the Gods themselves. Bluntly put, mana
is a waste product created whenever the Gods manipulate
reality. Thus, mana 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
mana. And when a spellcaster
creates a magical effect, he is unknowingly imitating the gods
by forcing manna to do his bidding.
Of course, very few
mortal beings are even aware of the existence of mana. To a
mortal spell-caster, the methods used to create a magic
effect are much more important than the magic itself. For
priests, magical effects happen through the power, symbols, and
rituals of their faith. Wizards use arcane and mysterious
rituals and formulae to create magic. Sorcerers create
magic through sheer force of will and innate talent.
The sad truth is
this: mana 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 spell-casters 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 spell-casters is diminished. There
is enough mana left in the world to power all the spells
a wizard could ever want to cast. A wizard
is still a powerful and fearful thing. Rather, it is the
scope of the magic that had been reduced. 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.
 
Universal Magical Rules
Foci:
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.
Special Effects: In addition to
any specific special effects 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 special effect of "Magic", plus
either "Arcane Magic" or "Divine Magic".
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.
 
The Young Kingdoms PBEMs use the Fantasy Hero rules created by
Hero Games.
This
site is best viewed using the
Magic
Cards font. |
|
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, 2002, 2003, and 2004 by Jack and Rebecca Butler with all rights
reserved under International Copyright Convention.
Submitting
material (such as but not limited to character submissions, background
information, and artwork) for inclusion in the Young Kingdoms PBEM Universe
and the World of Taranche grants
Jack and Rebecca Butler the right to use that material as they wish,
in perpetuity, within the confines of the Young Kingdoms PBEM Universe
and the World of Taranche.
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
Taranche.
This website was
designed by Jack Butler, and is maintained by Jack Butler. Unless
otherwise and specifically noted and with the exception of player
characters which are the creations of their respective players, all
material on this site is the creation of Jack and Rebecca Butler.
No material on this site may be posted or published elsewhere without
the express written permission of Jack and Rebecca Butler. Fantasy
Hero and the Hero System are registered trademarks of and are
copyrighted by Hero Games, Inc. No challenge to any trademark or
copyright is made or implied by this site. |
|