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| Magic in the World of Ea | ||||||||||||||||||
| Magic in Ea works along the lines of Unlimited Mana by S. John Ross and Extended Magery by Dr. Kromm modified as detailed below. The nature of magic is to change the natural order of things. A ball of fire where none existed before. A tree that moves. A beam of light from the tip of a mage�s finger. These things are not natural, and so work in a small way to upset the balance of Ea�s mystical properties. Clerical Magic will be detailed under Religions. The types of magic are completely incompatible with each other. There are three types of �Normal� magic-users in Ea: Mages: Those individuals with the Magery or Limited Magery advantage. Wizards: Those who are not Mages, but do possess Magical Sensitivity. Talents: Those who know no spell magic, but are capable of producing magical effects. (i.e. Knacks) |
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| Threshold and Recovery Rate Both Threshold (Thresh) and Recovery Rate (RR) vary according to the type of magic being used. Basic Thresh is 25. Basic RR is 2d-1/day. Mages receive a +5 to Thresh and a +1 to RR per level of Magery. Thresh and Recovery can be modified as per the Increased Thresh and Increased RR advantages. Only Mages may take the Safer Excess and Double Recovery advantages. Mages who spend more than 60 pts in Magery and these advantages and Wizards and Talents who spend more than 20 pts must also take a 5 pt Unusual Background. Recovery Recovery happens every 24 hours unless the Double Recovery advantage has been taken, or a result on the Calamity Table precludes any Recovery. Exact time of Recovery is different for each magic-user. The �Hour of Recovery� must be chosen at the time of Character Creation, and never changes. At this time, the character�s Tally is reduced by his RR, as modified by Magery, and the Increased RR advantage. Casting Spells are learned and cast exactly as per GURPS Magic. High Skill modifies casting time and cost. Fatigue cost and additions to Tally depend on type of magic as follows: Mages: Entire cost of spell is added to Tally. A Mage may reduce the cost of energy added to the Tally by spending 4 fatigue for every point of reduction. Wizards: Wizards cast all spells with fatigue at the energy required. The same amount of energy is added to the Tally. Wizards may neither learn or cast spells that have Magery for a pre-requisite. This includes any spell with Magery anywhere in the progression of its pre-requisites. Talents: The powers of the Talented work exactly as stated under Knacks. The full fatigue cost is added to the Tally. Talented individuals pay no personal fatigue, but may reduce additions to Tally as per Mages. A Mage or Wizard who Critically Fails a spell casting rolls on the Critical Spell Failure Table. Change Result #17 to: Spell Fails entirely; Roll once on Calamity Table. Powerstones Powerstones are special repositories of magical energy. One point of a powerstone is equal to one fatigue. Mages may use energy from powerstones to reduce the energy added to their Tally at the cost of 4 points per point of reduction. Wizards may use powerstones to cast spells without spending fatigue. Cost of the spell is still added to the Tally, however. Talents have no use for powertones, as their abilities are incompatible with powerstone energy. Powerstones recharge as per GURPS Magic. Exceeding the Threshold Whenever a magic-user�s threshold is exceeded, he must roll on the Calamity Table. Another roll is required every time the magic-user casts another spell, even if the spell costs no energy, or uses his Talent until Recovery brings the Tally below the user�s Thresh. Roll 3d and add +1 per each 5 pts the magic-user has exceeded his Thresh. This may be modified by the Safer Excess advantage if the user is a Mage. Among Magical Societies, Mage�s Guilds and Wizard�s Conclaves, Exceeding the Threshold is considered not only foolish, but extremely rude. Experienced Mages and Wizards may even take pains to hide the fact that they have exceeded their Thresh in order to avoid embarrassment and/or reprisals. Students are not normally punished for their first few Excesses, but will be chastised if the dangerous behavior continues. |
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| Calamity Table in PDF format. | ||||||||||||||||||
| Magic Items | Mages | Wizards | Talents | Magic Advantages | Calamity Table | ||||||||||||||||||
| Qengho's GURPS Page | ||||||||||||||||||