Magic



Now we will be dealing with magic. Although magic is used, mastered, and obtained like skills and is a part of the skills system, due to it’s complexity, differences, and overall size, magic was given its own sub-section.

How to use the skills system will not be repeated here, nor will how to obtain, use, and master skills. Character progression also will not be repeated here. Instead we will focus only on magic, how magic works with the skills system, and list the many different magic spells available.

 

The Fundamentals of Magic

Before you can even begin to understand how magic works in Legends of Nor’Ova, you need to forget all that you think you know about magic. Magic in Legends of Nor’Ova is very different from magic found in other games, movies, books, and the like. Therefore you will need to read over this section very carefully and familiarize yourself with how magic works in Legends of Nor’Ova, even if you do not plan on using magic yourself. You never know when your character will have to deal with magic and you will want to have a good understanding of how magic works.

To better understand magic, it is important to understand these key points, Magic is Natural, Magic is a Skill, and Magic is Not a Skill.

  • Magic is Natural In Legends of Nor’Ova, magic is treated as a natural ability in which everyone has access to. Magic is simply the result of manipulating the runic elements of the game world and producing an effect. Since everything that lives and breathes or has lived is tied to a runic element, anyone and any creature can find ways of manipulating their element and producing magic. However you can only manipulate the element that you are connected to. If your character’s runic element is earth, then you can not hope to learn pyromancy (fire magic).

  • Magic is a Skill One of the important things about magic in Legends of Nor’Ova that makes it so different from magic found elsewhere is that magic is part of the skills system. You would obtain magic spells just like you would obtain skills, by placing in skill points into the skill’s Mastery %. You would master your magic spells just like you would master your skills, and magic spells have prerequisites that must be met, range, effects, area, and duration just like skills do. Mastering magic spells helps towards your character’s progression and magic spells can be improved, just like with skills. There are no spell components to keep track of or complicated foreign magic words to remember to use a magic spell. You simply use them like you would any other skill.

  • Magic is Not a Skill In as many ways as magic spells are like skills, they are also different from normal skills. While you can learn and choose from any type of skill as long as you meet the skill’s prerequisites, that is not the case with magic spells. With magic spells you are limited to choosing spells from your runic element. Also spells are most likely to take longer to use than normal skills, and are often more costly. Magic spells are also categorized differently than regular skills. Instead of offensive, defensive, support, movement, momentum, and character you have magic categorized based on runic element. However the largest difference between magic and skills is that along side of magic spells you also have minor elemental manipulations.

 

What Are Minor Elemental Manipulations?

Minor Elemental Manipulations is quickly manipulating your element to produce a weak magical effect. There may be instances when you do not want to cast a full magic spell, like say you want to light a camp fire or a torch. If your character’s runic element is fire, you would have access to massive fire spells, but all of them would be too costly and too powerful to just light a simple torch or camp fire. You would be more likely to catch yourself or your friends on fire. Instead, this would be a great time to make a minor elemental manipulation. With very small effort your character could pull just enough fire from your element to light the camp fire or torch. The best part of it all is that minor elemental manipulations are so quick and easy to do that they don’t use any of your battle actions. So lighting that torch didn’t slow you down in the least bit. Also anyone can make a minor elemental manipulation, even if they don’t have a single spell. This is because everyone is born under a runic element and everyone has that natural potential to use magic.

 

How to Use Minor Elemental Manipulations

 

There is no definitive listing for all the possible minor elemental manipulations you can preform. There are just so many possibilities that what you can and can’t do is only limited to your imagination and your magical power. You simply only need to describe what you want to try to achieve with your minor elemental manipulation and your GM will check to see if your character has enough power to preform it. Let’s say for example that your character’s runic element is time. Your character falls off of a steep cliff to his certain death. There is no float magic for temporamancy. Instead, you decide to make a minor elemental manipulation and pull upon your time element just enough that it slows your fall by a few seconds, giving your character the chance to escape the fall alive… with some damage but at least alive. If you hadn’t thought ahead and made such a minor elemental manipulation you would be spending the next few hours creating a new character.

So you may be thinking, what are the limits to minor elemental manipulations, if there are any? There are some restrictions that you will need to keep in mind, and they are all listed below.

  • A Minor Elemental Manipulation cannot replicate an existing spell. You cannot use minor elemental manipulations to try to preform a weaker version of an existing spell, however you can use an existing spell to give you and idea. For example, you cannot expect to hover and half the height as with the Float spell, however you can use a similar effect to cause you to fall gracefully feet first or to jump just a bit farther.

  • A Minor Elemental Manipulation cannot be used to heal, do damage, affect armor, or any other major effect.There are spells and skills that do those things. However you could, for example, make a minor life elemental manipulation to increase the effects of a potion or healing spell.

 

Minor Elemental Manipulation Effects Can Be Sustained

One feature that you have with minor elemental manipulation that you do not have with traditional spells is that their effects can be made to last longer than just for an instant. In other words, they can be sustained. All you would need to do to keep up the manipulation’s effects is to continuously pump in SA points. You will need to pump in half of the points that you used to create the effect for every round or minute you want the effect to last. So if you used 10 SA to create the effect you will need to spend 5 SA for every round or minute you keep up the effect.

Lets say your character’s runic element is life. You walk into a pitch black room and realize that you have no lantern or torch. No worries, with a minor elemental manipulation, you can call upon some of your violent life energy to create a small spark that gives off a small glow lighting up the area around you. But keeping that glow up for a second isn’t going to help you navigate the dark room, so you decide to keep the spark within the palm of your hand, spending a small amount of SA for each minute that you need the spark for.

Now not every effect can be sustained. You will need to ask the GM if the effect you are wanting to keep going can be sustained or not before doing so.

 

Rune Stones

Rune Stones are stones of ylem which store magical energy. These stones can be used to store and replenish energy, use for making minor elemental manipulations, provide magical effects to an item, to help with using magical spells, or to use a spell that your character doesn’t have or couldn’t normally use. Completed rune stones can sometimes be found while exploring dungeons and caves or you can make your own rune stone.

 

Rune Stones to Use For Making Minor Elemental Manipulations

In the same way that you can take SA points from a rune stone to recover your SA, you can use the rune stone to make a minor elemental manipulation. You can only make a minor elemental manipulation of the element that is stored into the rune stone . Every rune stone is of a certain element, with it’s element being the same as it’s creator. So if your character has a runic element of life, but the rune stone you want to use has a runic element of earth, you can only make a minor elemental manipulation of the earth element with that rune stone. Remember that you can only use 1/10th of the remaining SA in that rune stone to make a minor elemental manipulation with it. The amount of SA you use from that stone is gone until it is replenished. You can only recharge the stone if it is of your element. Just remember, you have to use the ability Create Rune Stone to make a rune stone!

 

Rune Stones That Provide Magical Effects to Items

Rune Stones can be attached to certain items, armor, and weapons. Rune stones that are made to store only an elemental’s effects can provide these effects to whatever item it is attached to. You could find a rune stone that would give your chain mail a 30% chance to absorb fire magic attacks and a 40% immunity to water magic attacks, for example. Or maybe you’d find a rune stone for your boots that increases your world and battle movement rates by 1 and area movement rates by 10. The difference with these elemental rune stones is that they don’t use or store any SA points so their effects would be permanent. However, in order to put an elemental effect into a rune stone you would have to first acquire it by meeting it’s prerequisites and spending the skill points needed to purchase it, and then spend the amount of skill points that effect cost to get as SA points into a ylem stone. You can only recharge the stone if it is of your element. Just remember, you have to use the ability Create Rune Stone to make a rune stone!

 

Rune Stones to Help With Using Magic Spells

You can make a rune stone to help you use a spell that you already have. You would first need to make the rune stone by putting at least enough SA points in it to use the intended spell once, though you can put in more. You would then need to select a spell that would be a part of that rune stone.You can only put in one spell per rune stone . Now when ever you use this spell with this rune stone, you can have the rune stone cover some or most of the stat costs for the spell. You could have the spell draw as little as 1 SA point from the rune stone or as

Remember, Rune Stones can only be recharged by a mage of the same element as the rune stone. So if the rune stone has a pyromancy spell in it, it requires someone of the fire element to recharge it.

much as 75% of the spell’s stat cost from the rune stone. However you have to use some of your own SA, you have to cover at least 25% of the spell’s cost yourself . Using a rune stone also cuts the action costs in half. You can equip these rune stones to your armor and weapons if you desire, but they will not gain the effect of the spell. You can only recharge the stone if it is of your element. Just remember, you have to use the ability Create Rune Stone to make a rune stone!

 

Rune Stones for Using Spells You Don’t or Can’t Have

Let’s say your character’s runic element is water and you find a rune stone that has a high level pyromancy spell in it. You can call upon this spell and use it from the rune stone. The rune stone provides the elemental needs required for the spell, and because the spell is already there you do not have to worry about any prerequisites. You still have to cover half of the action costs and at least 25% of the spell’s stat cost, but you can use whatever spell is stored in a runic element that you possess. You can only recharge the stone if it is of your element . Just remember, you have to use the ability Create Rune Stone to make a rune stone!

 

Rune Stone Creation

As stated before, you can create your own rune stone to do any of the above for your character. You can even give these created rune stones to other characters, or sell them. For creating SA banks or minor elemental manipulation rune stones you need only to put in enough SA points into a ylem stone and it becomes that rune stone. If you want the rune stone to help you cast a spell, you need to assign a spell to it as well. The created rune stone will bear the SA points you put in, whatever spell you put in if any, and your runic element. To actually create the rune stone, you have to use the ability called Create Rune Stone. The time it takes to make a rune stone depends upon the amount of SA needed to make a rune stone. In order to make a rune stone, you have to fill the ylem stone to its capacity in SA. It takes 1 hour per 20 SA when you are creating a rune stone . So, if you are creating a rune stone using a black ylem, it would take you 1.5 hours to complete it. However it would take you 10 hours to complete a clear ylem rune stone.

 

Rune Stone Recharging

You can restore a rune stone’s spent SA points by putting in some of your SA points. It takes 1 hour for every 40 SA points you spend to recharge the stone and you can only do this as long as it is already a rune stone . You can only recharge the stone if it is of your element.

Creating an Energy Reserve

Energy Reserve Stones can hold HP, SA, or EP and they can only be used by the character that made the energy reserve rune stone or a blood relative of that character. In order to create an energy reserve rune stone you need to have the Energy Reserve ability. Then you would create the rune stone in a similar fashion as creating any other rune stone, except that you could be spending HP or EP into the stone instead of SA. You have to fill the ylem stone to its capacity for it to become an energy reserve rune stone, which is half of its SA capacity if it were a regular rune stone. It takes 1 hour per 20 HP, SA, or EP,when making an energy reserve rune stone. You can then pull off HP, SA, or EP from the reserve rune stone when needed, but only at a rate of 20 of the desired stat per action . You cannot recharge an energy reserve rune stone, and energy reserve rune stones do not automatically heal you upon death or SA or EP depletion. You have to pull out the HP, SA, or EP yourself.

Selling and Buying Rune Stones

Already created rune stones may be available in certain localities and in certain campaigns. The worth and price for these rune stones could be determined slowly by the GM, however, here is a simple way to deal with the values of rune stones.

  • Effect rune stones could be priced at the cost to buy the ylem stone increased by x 1.15. Selling the effect rune stone would be valued at ½ the cost of the ylem increased by x 1.15. This would be the same for minor elemental effect rune stones.

  • Spell rune stones could be bought at the cost of the ylem increased by a certain amount depending on the tier level of the spell. Tier 1 = x 1.25. Tier 2 = x 1.5. Tier 3 = x 1.75. Tier 4 = x 2. Tier 5 = x 2.5. Tier 6 = x 3. To sell a spell rune stone could be valued at ½ the cost of the ylem increased by the same amount depending upon the tier level of the spell.

  • You wouldn't be able to purchase or sell energy reserve stones because they can only be used by the creator.

 Magical Oddities

Magical Oddities are conditions that one is born with which affect ones ability to even use magic. These oddities affect one's Runic Soul, if you will, and being born with such an oddity can have a great impact on how one approaches or even uses magic. As such, this is completely optional for players; they can choose to have their character born as a magical oddity if they wish. GM's of course can choose to not even allow magical oddities. But if magical oddities are used, please understand that a character can only be born with one magical oddity and this must be chosen at character creation. Magical Oddities should be considered rare, very rare in most settings though more common in the Saga of Ablution setting. The magical oddities are runeless, naturalist,wishcaster, talismonger, and marked.

Runeless

This is a unique, birth “deformity of the soul”. While everyone is usually born under a rune, very rarely someone is born incapable of runic connection or with a strange connection to something else. One would think that being runeless would leave that person incapable of using magic, and for the most part that is true as many runeless are incapable of using magic. However, there are a few recorded cases of men who performed magic that seemed to be uninvolved with any rune. One case tells of a man who controlled sound as if it was a rune of its own. This extremely rare situation is determined case by case, since some gifts involve simple focusing on an aspect of a Rune instead. These people are highly sought after by scholars of magic for study, since their characteristics are highly variable and quite possibly highly unstable. No one knows how to explain this phenomena yet.

Runeless have the chance of the following: not being able to use any kind of magic, using light magic, using shadow magic, using sound magic, or being all-elemental. Runeless have no strengths or weaknesses to any of the runic elements since the runeless possesses no runic soul. Runeless of any kind are incapable of using momentary magic and cannot make rune stones.

Please refer to the below chart for the type of runeless your character is if you choose to be runeless. You may be asked to roll for it (1d6) or may be allowed to choose your type.

Number Rolled Runeless Type Description
1 True Runeless Cannot use magic of any type.
2 Light Element Can use photomancy.
3 Shadow Element Can use shadowmancy.
4 Sound Element Can use audiomancy.
5 Omni-elemental Can learn 1 spell from each element. Must learn and master 1 spell of each element before progressing to the next Tier. Spell prerequisites do not matter, however stat costs are doubled and the skill points needed for skill mastery are increased by 2.
6 True Runeless Cannot use magic of any type.

 

 Naturalist

This type of magician does not cast spells. For some reason, he or she has found the act of casting complex spells impossible. However, they have found an affinity for the casting of natural or “momentary” magic in greater strengths. Unlike most normal magicians, they can create greater acts of power on a whim, without the effort of weaving together spells with complicated commands. For example, a Naturalist Pyromancer would be able to heave flame farther, create hotter fire, or even more fire at once, but could not conjure a proper pyromancy spell. Oftentimes, this characteristic follows a highly creative personality type, though not always. Naturalists cannot make rune stones.

 Wishcaster

Wishcasters have the unique ability to get what they wish for. In order to cast magic, they must feel that it is needed and express to themselves that something needs to be done. However, these magicians cannot choose how it is done. Instead, they wish for a problem to be solved and the magic tries to fix it in whatever way it wills. For example, if a Wishcaster Pyromancer sees a friend bleeding to death before him and wishes to end his friend’s pain, the magic would decide if and how to do it. If it does attempt to do so (which is another possibility: it might just not react at all), it could burn the flesh until the nerves stop feeling, or it could even attempt to kill the person so he cannot feel. From this example, you can gather that being a Wishcaster is not so easy, since the magic could act in ways the caster could not predict or want to occur.

It is up to the GM to determine the effects of how the magic responds to the 'wish', just as it is up to the player to role play out wishing.

 Talismonger

Otherwise known as Disabled Mages, Talismongers are people who were gifted with magical talent, but seem to be unable to properly practice magic without aids. This does not mean that the mage is weak, just that their mind cannot properly express the magic as most mages do. Generally, the creation of talismans can be the way out. Ironically, over the last hundred years, talismongers have become more practical than normal mages, since these clever mages are able to use magic with greater stability. However, without their focusing talismans, they became incapable.

Talismongers must create rune stones of the spells they want to be able to cast, and must have that spell to create that rune stone. Talismongers can use rune stones created by others. Without a rune stone containing the spell, the talismonger cannot cast that spell. However Talismongers have their chance of casting stable magic increased by +25 (Saga of Ablution Campaign only).

 Marked

The Marked is any person who features some sort of aberration on their skin of a magical nature. These marks often are highly active sites of magic on the body or contain some sort of significance to the practice. When someone is born with such a mark, it is usually assumed that the mark is because of an outside force. Most marked individuals, however, choose to become marked through the act of arcane tattooing of spells and runes upon their body. There are rumors of a tribe somewhere that tattoo vines across their body that come alive on their body. These tattoos usually interact with the magical nature of the person they are applied to. The exact nature of the marks depends on a case by case basis.

Marked oddities work in a similar way as Talismongers. The marked needs and requires a special tattoo to cast a spell. First the spell must be put into a rune stone which is then crushed into a powder and mixed with a special ink. That ink is then etched into the skin of the marked. The marked can only receive tattoos of spells that he or she could learn and possess, however since the tattoo is etched into the skin of the marked, the marked do not have to worry about a rune stone running out of SA like a talismonger does, the tattoo always stays charged because it is a permanent part of the marked. Without the right spell tattoo, the marked cannot cast that spell, but the marked does have their chance of casting stable magic increased by +15 (Saga of Ablution Campaign only).

Chapters in Magic


Child pages: