Magics

Magics are specific ways to create magical effects from mana. Each different magic must be learnt separately, but if the creature can use multiple magics, he may combine them. Please note that some examples are tied to fantasy world Tanion.

Magical Effects

In practice, all magical effects are unique and created for the given situation. Most magicians create magical effects rarely, and character magicians should not be a exception to this. Only master magicians can create effects again and again, and even they do it rarely. Mana is scarce in many locations, and playing with spirits and mana flows is not the safest thing in the world.

Most of the magical effects are created specifically for the situation. As an general rule, no two spells are identical, each spell has unique elements, and if directly copied, quite probably will not work when re-used.

Mana

Most magical effects require mana, which must be first gathered by drawing it from some sources. Without mana, the magician can only create common knowledge effects, which depend only on runes and kills of the magician, and these effects have nothing magical on them. They are especially marked.

Duration, Range, Area of Effect

As each spell is usually an unique, duration, range and area depend on specific casting and ritual done. And of course from mana used in the spell. Any spell that does not have an instant effect becomes an enchantment, binding the mana into it and feeding from it. Such enchantments can usually be dispelled with appropriate spells.

Effect Levels

Different magical effects are usually divided into 4 levels:
Simple
Simple effects are common magical effects performed by all the practioners of the given magic.

Basic
Basic effects are harder, but still quite simple effects. Performing of these effects usually require a short ritual or similar work.

Advanced
Advanced effects are usually quite complex to do and only master magicians can generate these without extensive rituals, preparations and foci.

Master
These hard and complex effects are usually done in a great rituals or by very mighty magicians with extensive preparations.
Those magical effects described after each magic are only examples. Players are free to invent new effects fitting to the theme of the magic.

Foci

Most magics rely on some focus, material components, rituals and actions. The exact components required are described in each magic, but in general, only skillful magicians can ignore them.

Each specific magical effect is more easier to create with just the right magical components. The exact componentns must be tried, but the magician can use his general knowledge to make a good quess. For example, to call a spirit of the oak, an oakleave may be appropriate.

Skill Levels

As skill with selected magics grow, the magician can create more powerful and efficient effects. No magic can be used without skill.
Skilled
The character can create simple effects of selected magic, and with extra practise and rituals, may succeed to create basic effects. In very rare occassions, with rare and powerful components, a skilled magician can create advanced effects. In addition, the magician can work as an acolyte for more powerful rituals, but cannot normally lead them.

Expert
The character can create simple effects practically without chance for failure, and may ignore foci most of the time. Basic effects are easily generated, and with proper materials and correct rituals, advanced effects may be tried. The character can also lead extensive ritual althought is not good at it. To do master rituals, long preparations, materials and acolytes are needed.

Master
The character is master of basic magics and can create simple and basic effects usually without need of any materials or foci. Advanced effects can be created with proper materials and rituals, and master rituals done with proper help and stuff.

Grand Master
The character is the arch-wizard, master-necromancer or shaman lord. He can create any simple, basic or advanced effect practically without any chance to fail and in lesser time and materials, usually without any foci. He can lead master rituals or create fast master effects.

Primal Magic

This is not a standard magic per se, but meta or pure magic. It is used as base for other magics, but is not mandatory. It handles the pure flows of mana, binds and unbinds the flows of mana and creates voids of mana.

Foci

Primal magic uses no foci, except meditation or gestures and sound.

Mana Drawing

Primal magic can only draw upon free magic flow. Such places are quite rare and usually very previous, but not very stable. A magician building his tower on a high-mana area may find the mana flow long gone when the tower is ready.

Simple Effects

Detect Mana
The magician can cause flow of mana to illuminate other mana around him. The total area of effect is mainly dependent on the mana pumped into effect.

Basic Effects

Counterspell
The magician can now disrupt the spell-casting of the other creature by ripping the magical effect into pieces while it is being cast. Of course, the opponent may then try to patch the effect at the same time.
Bind Effect
Magical effects can now be made more permanent by binding them with mana into objects or creatures, creating enchantments.
Unbind Mana
Likewise, the magician can release mana from bindings, effectually dispelling magical enchantments.

Advanced Effects

Drain Mana
The magician can now drain mana from other creatures as they handle it. In the other words, they may counter a spell just being cast and drain the mana on it to their own use. This usually requires some mana and great skill. Likewise, the magician can now drain mana directly from bind effects, effectually dispelling them.
Mana Barriers
The magician can now create magical barriers from mana that prevent flows of mana past them. This way it is possible to create areas with no mana and barriers that prevent magical effects from penetrating.

Master Effects

Mana Voids
It is now possible to create mana barriers that drain all mana within to enforce themselves, creating total mana emptiness inside.
Duality
Usually a magical effect affects either the spirit world or the normal world. With very advanced magics, the barrier between the worlds can be practically removed.

Sorcery

This is the most 'educated' magic. It is taught by the wizards of the eastern civilization and high elven lords. It is a very versatile magic, combining different elementals and powers into varying effects. On the other hand, it is also very spectacular, obvious and brutal.

Foci

Sorcery magic uses powerful power words and magical phrases, in addition to some hand gestures to create magic effects. For rituals, long chants or power words are performed.

Mana Drawing

Sorcery draws the mana all around, even from binded sources. This is a stressful action unless flows of free mana is freely available. For a very powerful effects, mixed sacrifices, material components and strange magical sources are used.

Simple Effects

Spark
The magician creates a short spark in his fingertip.

Basic Effects

Flame Barrier
The sorceror can create a barrier of blazing flames. This barrier can be a wall of up to 5-10 meters or a circle around the caster, with diameter up to 10 meters. Flames will rise to one meter or so.
Levitate
The magician uses the his powers to float in the air, slowly but steadily. Concentration is required, magician cannot fight at the same time.
Lightning Bolt
The magician creates a short surge of power from his fingertips. This lightning bolt is shot against any target near the magician, causing burn damage.

Advanced Effects

Portal Between the Worlds
The sorceror creates a shimmering portal like a doorway into the air. Anyone stepping through enters the spirit world, whereas the portal is also seen. Likewise, anything from spirit world may step across the portal to enter the normal world. The duration for the portal is dependent on casting, but usually a few hours.
Scrying Pool
The sorceror can see distant places and incidents from the surface of an enhanced pool. These visions can be inaccurate, and they may come from future or from past, nothing is sure.
Shapeshift
This allows the sorceror to take another form, shrinking into a small mouse or becoming a mighty dragon. The spell or ritual is much harder the more the new shape varies from the original.

Master Effects

Conjure the Powers Beyond
With this ritual, the sorceror can call entities from the outermost reaches of the spirit world. It is usually used to call for mighty demons, which are of the more powerful spirits most interested to enter the normal world. This ritual usually grants no special powers over spirit conjured.
Petrificate
With this spell, the sorceror may petrificate (turn to stone) the target creature with a weave of hand and specific power words. This usually requires lots of mana and practise.

Illusionists

The other vast known and performed magic is illusionary magic, playing with the minds and senses of the ignorants.

Foci

As sorcery, illusionists use powerful power words and magical phrases, in addition to some hand gestures to create magic effects. For rituals, long chants or power words are performed. Unlike in sorcery, these power words are usually silent whispers and more subtle.

Mana Drawing

As with sorcery, illusionists draw the mana all around, even from binded sources. This is a stressful action unless flows of free mana is freely available. On the other hand, illusions need very little mana.

Simple Effects

Visionary Effect
The illusionist can create a short visual effect.

Basic Effects

Cover of the Ignorance
The illusionist can cover his presence from normal creatures in the normal world, they simple are not interested. Very observant creatures may accidentally notice the illusionist, as would anyone really interested to see the illusionist. So this cover is not efficient to go through a guarded gate, unless other people all the time walk through it.
Simple Trick of the Mind
The illusionist creates a simple illusion into mind of the target creature. This illusion is usually very simple and very determined creature is hard to affect.

Advanced Effects

Rite of the Hidden Presence
With this ritual, the illusionist may hide a place from those not really interested on it. People just walk past it and no creature wander into area.
Wall of Will
The illusionist creates an invisible barrier that requires strong will to cross, and normal creatures do not even try unless thay have a good reason to try to cross it. Each attempt is harder, but each succeed to cross it makes the next try easier.

Master Effects

Dreams of the Unwary
The illusionist enters dreams of the subject and can alter and change them. He can cause them to lead into certain destination, and can change them into semireal, causing possible damage to subject.

Druidic Magic

The druidic magic, magic of the nature, gains its power from the nature and generates natural effects, linked to life. To be able to use druidic magic, the magician must have become one with the nature, respecting it. Those not able to do that become defilers.

Foci

As being close to nature, the druid needs something alive, something fresh to create magical effects. The druid is most powerful in the fresh forest and weakest in the caves and barren deserts, being completely helpless in constructed dungeons and castles.

Mana Drawing

The druid draws his power from living things, especially from plants and trees. If drawn strongly in areas with weak growth, the drawing might kill the plants, and this is avoided by all druids.

Simple Effects

Commune with Animals
The druid can approach and speak simply with an animal that is neutral or friendly to the druid. The communication is quite limited, and animal is not obligated to tell anything, but most natural animals are usually friendly to the druid.
Predict Weather
With some mystical auras, rhymes and sniffing the air, the druid can predict the weather accurately. Only a little mana is needed for that, without mana, it is only a good quess.

Basic Effects

Animate Plants
Trees, grass, roots, vines and other plants can be animated to do simple things like to grab something. Alternatively, the druid may separate dirt from water, for example.
Heal a Wound
The druid can cause small wounds to close, bones to rejoin and scars to disappear. This usually requires certain herbs, magical drawings and some time.
Essence of a Beast
The druid can become strong as a bear, fast as a rabbit, keensighted as an eagle or agile as a cat. Normally this effect is only a short one, and people close to druid may see short apparition of that animal, or the druid may even partly metamorph into it for a very brief moment. The druid gains enhanced attributes for this short period.
Summon Animals
The druid can call for animals within a few kilometers to come to him. These animals are not automatically friendly or hostile, but easily change favor if given any reason to. The druid may call for specific animals if need to.
Ward of the Mother Nature
The druid can create a mystic ward (usually a circle) of ancient runes, preventing any natural from crossing this ward. With mana, this warding can have mystical strength.

Advanced Effects

Form of the Nature's Child
The druid can shapeshift into any natural animal. This shapeshift is so powerful that normal trappings of the druid are also shapeshifted with him.
Reanimate a Dead Plant
The druid can bring life back to a dead plant, and animate or grow it. The druid can cause wooden doors to grow shut, wooden walls to twist and collapse or bow to bend useless.
The Regrown Life
With this ritual, the druid may cause a lost limb to regrow. If the wound has already healed naturally, the loss is permanent and this ritual cannot help.

Master Effects

Rage of the Earth
The druid can cause earth to rumble, to shake and to quake, creating ravines and collapsing buildings. Creatures in area may fall into the ravines, which may randomly close and open. To create an earhquake, a few minute ritual with chants, drawings etc. are usually needed.
Rite of the Rebirth
With this long and tasking ritual, the druid can call for the spirit of the deceased, and with power gained, it will enter a still living body. Unless there is a fresh corpse, the spirit will try to possess and merge into life of the some simple creature near to its current location, and may cause dead person to return as an animal.
Will of the Woods
The druid can cause forest around him to lead creatures travelling in it to arrive or avoid certain place within woods. This effect can be specified to certain person or creatures by having something representing subjects. The enchantment stays until the ritual or concentration ends.

Defiler

Defiler is a druid that does not have a respect for a nature but unmercifully exploits its powers for his own needs. A defiler has no new powers to druids, but can draw mana much more effectually, because he does not try preserve life in weak beings. On the other hand, a defiler has no animal friends. All animals summoned by a defiler are either neutral or hostile, and he can befriend only unnatural animals. In addition, all forms taken with shapeshift are usually much more fearsome and are shunned by the creatures of the same type.

Mindpower

This strange telepathic magic is mainly taught and performed by the High Monks of the Mountains. It normally requires a long and hard apprenticeship to learn mindpowers, and inner peace and strength must be first reached.

Foci

Mindpowers are invoced with meditation or short concentrations of mind and yell, requiring usually high willpower and endurance.

Mana Drawing

The mana and power for effects usually come from the mind of the mindmage. This is very stressful and draining, and possible only for those with high willpower and strength and peace of will.

Simple Effects

Rethink
The subject affected stops during its action to rethink, if he really wanted to do that. For this to work, it usually requires that subject originally thought about the action.
Inner Peace
The mindmage may completely separate his thought from the surroundings, and cannot be disrupted except by extreme means.

Basic Effects

Detect Minds
The mindmage can sense thoughts around him. He cannot understand them, but has general idea, where there is intelligent creatures around him.
Hurl Away
The magician can concentrate the mind power to hurl target object or creature away from himself.
Levitation
While meditating, the magician can forget the presence of the earth and raise into the air, slowly moving around.

Advanced Effects

Lift Objects
The magician can lift objects with pure mind power and move them around in the air.
Wandering Mind
The mindmage can, while meditation, separate his perception from his body as a flying invisible entity, wander around perceiving things. This entity can walk through walls and objects. If disrubted, the perception immediately returns to the material body.

Master Effects

Probe the Mind
The mindmage can enter the mind of the subject and read thoughts, even memories if careful and knows what to seek. The mindmage can also cause subject to say things he didn't meant to say and otherwise force his actions, but this requires intense concentration and usually causes subject nosebleeding.
Prophesy
The mindmage can foretell actions of the creatures around him, giving him superior advantage in melee combat and defense against all attacks possible to dodge.

Shamanic Magic

The magic performed by the shamans of the barbaric tribes is strongly tied to the Spiritworld. The shamans are usually in narcotics and hallucinogens, and may become possessed by wandering spirits.

Foci

Shamans utilize small bones, burning exotic herbs and low singing. The main power of the shamans come from their power to create items with bind spirits.

Mana Drawing

With meditation and tapping to spirit life of animals, plants and nature, the shaman can slowly drain power to create spells.

Simple Effects

Spirit Sight
The shaman enhances his vision to see into spirit world. This lasts as long as the shaman concentrates.
Call Spirits
The shaman calls a certain type of spirit from area close to him. The spirit is completely free to choose to come or not to.

Basic Effects

Banish Spirit
The shaman can now force materialized spirit to return to the spirit world. A stronger one may try to resist, especially if they possess magical powers.
Enter the Spiritworld
The shaman can now leave the known world and step into the spirit world. This usually requires about an minute of meditation with eyes closed and then a step forward... when in the spirit world, the shaman must use same way to return to the known world, but he must be near the known world, return from spirit realms is not so simple.
Visions Beyond
The shaman can throw herbs and bonedust into a bonfire, creating dreamlike visions from things that has happened, will happen or is currently occuring. Visions are usually strongly tied to people watching them or place the ritual is performed.

Advanced Effects

Bind Spirit
The shaman can now bind a willingful spirit into an item. Most spirits require a gift or service in return, and not all spirits can be bind. For more about items with bind spirits, see magic items in fantasy trappings.
Summon Spirit
The shaman can now call for specific type of spirit, and the spirit is forced to come.

Master Effects

Rite of the Spirit Awakening
This ritual is used to awaken the sleeping spirit of the plant.
Rite of the Rebirth
With this ritual, the shaman calls for the spirit of the fallen creature. If the spirit is still present, it now can return to possess its original body and return to life.

Necromancery

Usually known as dark magic, evil magic or unholy magic, this foul form of magic concentrates on spirits of the dead, darkness, decay and hopelesness. It is usually forbidden art of magics, and performers of it are usually burned as witches.

Sun

The necromancy feeds from darkness and evil spirits. Usually any effect loses its power in the next sunrise, and in any case power fades much more rapidly while exposed to brigh light, especially to sun.

Foci

Necromancery uses blood, pain, darkness, death, misery and dark rituals to invoke its power.

Mana Drawing

Necromancers draw power from decaying bodies, free souls and especially from blood and sacrifices. When necromantic magic is used or power drawn, creatures close to effect usually feel a sudden chill and shadows darken.

Simple Effects

Despair
The necromancer can little enhance scary things. The darkness can be a bit darker, the silence a bit more silent or voices a bit more threatening.
Detect Evil
Concentrations of the evil and unholy powers can be detected within close vicinity.

Basic Effects

Animate Dead
The necromancer can give a dead body power to do as he animated it to do. This created automaton has no thoughts, no will of its own and acts as the necromancer it telepathically controls.
Call Evil
A call to evil spirits can be made, but the necromancer has no special control over evil invoked. With proper knowledge and foci, the necromancer has more control over what is called.
Drain Life
The necromancer can drain life from any living creature, transforming it to mana and personal strength.
Wards Against the Evil
As the necromancer knows the evil wards, he also can create wardings to prevent evil and unholy creatures or spirits from entering. These wards must usually must be directed at specific types of foul creatures, and not many necromancers know wards against more powerful creatures. The time needed is usually is usually linked to the drawing or carving time, mana also must be bind for more powerful effects.

Advanced Effects

Rite of the Dead Awakened
With long ritual, the necromancer enchants the bodies of the fallen with evil lesser spirits. The dead awakened is completely loyal to their master, and do as he wishes, known telepathically. These dead warriors stay animated until destroyed or enchantment on each decays, but general power in the rite can be used to feed more power to them when tried to be dispelled or the Sun burns their power.
Spirit Travel
The necromacer can detach his spirit from material body and enter the spirit world, wandering there as a free spirit (see bestiary). If the material body is lost, the necromancer must find a new host body.
Trap a Soul
The necromancer can now trap the soul (part of the spirit) of the living creature into some kind of container. If set free, it will immediately try to reunite with rest of the spirit. No creature without a soul can be resurrected.
Trap the Spirit of the Dying
Upon a death of a creature, the necromancer can now trap the escaping spirit and gain power from it.

Master Effects

Life in Death
With this ritual, the necromancer can now reach immortality. By becoming a lich, he leaves the living behind and becomes undead. This process is irreversiable, and requires years of study and gathering specific components.
Power of the Dead
A great necromancer can turn living spirits of the creatures or free spirits into pure power, destroying the spirit completely, causing the final death as it has faded away.

Demonic Powers

Demonic powers are special powers of the demons. No normal creature can learn to use them, but demons can grant these powers to mortals with possession. Demon avatars are usually called witches, practising witchcraft.

Foci

Demonic powers use no foci except a brief concentration and possibly a hand gesture or stare. The exception to this is long spells that require various material components and black phrases. Such material components are always something special and gross, like livers of the babys killed in their beds or sacrifice of seven virgin maidens.

Mana Drawing

The power to effects is drawn directly from the demon itself or from concentrations of evil.

Simple Effects

Visions Beyond
By staring at the subject, the demon can cause target to recognize what he is staring at. Of course this is quite useless unless the demon is shapeshifted or camouflaged.

Basic Effects

Balefire
The demon can create strange flames from his hands. These flames do not ignite things but illuminate and can be used to blast opponents.
Bestow Curse
The demon can bestow a curse on subject creature. For this to work, he must first steal something personal belonging to subject, and must held this item for curse to stay in effect.
Invisible Manipulation
The demon can close doors, move chairs or do other poltergeist activities. Manipulating large or complex objects require much power and practise.

Advanced Effects

Flight of the Body
The demon can create a potion that allows him to fly and hover in the air. The maximum speed is about 50 km/h, but acceleration is not very fast. However, manouverability at slow speeds is excellent.
Instant Teleportation
The demon can instantly teleport from one place to another. He is transfered into pure power which flies to target location and reappears there. Possible visible and audible effects depend on demon, and teleporation is impossible through mana barriers.
Pyrokinesis
The demon can cause distant objects to burst into flames. This is easier for nonanimated, easily flammable objects than for creatures.

Master Effects

Open the Gates of Hell
This great ritual is the main goal of the most intelligent demons. It always requires some special components and timing, but if successful, opens a dual gateway from the normal world into the Abyss itself, allowing hordes of demons to enter the normal world. The durability of the gate is dependent on timing and components, and only very special gates are open for longer than a few minutes or hours.
Warded Area
The demon can greate an area where no one can enter unless originally allowed. This area is created with a great ritual and much power is required, usually drawn from sacrifices or special items. After creation, this barrier is both a mana barrier and barrier for creatures and spirits alike.

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