Magic

There are schools of magic/for magic users, however, they are mainly used as a means of training in thought processes, not directly increasing power.
Magic schools are “run” by halflings.
  • They’re maintained in the middle of the desert where the thought is more magic can’t make things any worse than they already are
  • When people are found to have powerful, or above average, magic abilities, they are taken to the schools or expected to give up the use of magic completely.
  • Magic is like a muscle and will atrophy with no use, thus powerful mages are rarely encountered outside of the school/hermit setting
  • Magic schools try to teach that less is more, attempting to show students how to gain the most effect with the least change.
All races (except Halfling) have some magic ability.
Magic is the “physical” bending of reality.
Overuse can cause severe changes, ranging from minor snow storms showing up in the middle of summer, to the ever changing landscape of the wasteland.
halflings have no magical talent, and thus are able to navigate the wasteland, they are essentially magical “dead zones” unable to be affect by magic, and severely hampering it’s effects nearby.
Magic is VERY widespread, but due to the potential geographic changes, it’s generally recommended that people minimize their use of it.


In addition to the “on the fly” casting mages can do, most mages also have a small number of “rote” spell which they cast regularly and with less difficulty. Each of these rote spells are unique to the caster. A caster can have a number of rote spells known equal to their primary casting stat modifier. A rote spell must include at least 1 “proficient” component, and cannot include any “non-proficient” components. A rote spell cannot be changed after it is determined. When casting a rote spell, the exhaustion rating and spellcraft DC are lowered by 2.

Magical Spells are made up of a number of components. The components used in casting are:

Magic

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