Magic Use

Magic
At some point in the distant past, some Realm lost their magic, and when they did, it fell into the Discarded World. As such, the residents of the Discarded World have access to that magic. Many have purposed ideas as to the exact nature of the magic, but as of yet, no one has any concreate answers. For now, what is known is detailed below.

Each spell must be purchased separately; each spell costs 8 X the Spell’s current Level in Experience Points, for a minimum of 8 points.

Foci
In order to perform magic, the would-be mystic must have a Foci appropriate for the element of magic that they wish to perform and currently be in physical contact with it. For each element a new foci must be added, creating a bond between the mystic and element. Should the foci be lost, stolen or broken a new one must be found before that type of magic will work for the user again. While all foci are reserves of the mystic’s magical potential, a familiar, a living foci, has feelings and needs. If this relationship is strained, such as the familiar is mistreated or neglected, the Storyteller may rule that the foci is lost or broken. The relationship may be mended, but it will take time and roleplaying.

Obtaining or creating a foci is more than simply finding an object or living thing in the correct category, it is a magic connection. The foci finds the mystic as much as the mystic finds the foci. Finding or creating a foci should be roleplayed and subject to Storyteller approval. While it shouldn’t be impossible, it should be difficult and meaningful. Each foci will be as unique as the mystic it bonds with. This is even more significant with Familiars, as living foci. Forging such a bond with a living creature takes a special relationship between the living things.

Focis may be crafted with other materials, these are NOT part of the foci itself. For example, a foci may be hung from a chain to be worn. The chain is not part of the foci. If the necklace is snapped, the mystic may have to find the foci, but it is not broken because the chain is not part of the foci. Another example would be a sword and its sheath. The sheath, even the handle of the sword would not be part of the foci.

If a Storyteller deems that a particular Foci is a Fabled Foci, then it will add a bonus level to magic performed with it. Generally Fabled Foci are perfectly aligned to channel that particular type of magic, and are rare in some way, perhaps from exceptional craftmanship, or difficult to obtain materials. Fabled Foci cannot be simply purchased as equipment, but rather must be arranged and gained through role play and purchased in a manor appropriate for that roleplay.

Familiars

A bond with a living foci creates a familiar. These can be any shape or size of living thing, although the mystic still needs to be in physical contact with their living foci in order to perform that element’s magic. Although Familiars are associated with Life magic, a familiar could align with any element. An empathic, and border-lining telepathic bond forms between the mystic and their familiar. Both know where the other is, how they are feeling, what their desires and goals are. This generally makes it very difficult to mistreat a familiar. It also ties the two lives together. Both will now match the longer lifespan, but both will die the same day. Some familiars are known to fight alongside their mystic in combat, but this is risky, as an injured familiar cannot channel their element. Familiars can also act as the “eye and ears” of their mystic through this bond, as the Mystic understands most of what their familiar experiences. Although this information is generally not as clear as having experienced it themselves or having a human explain it. Storytellers are encouraged to put what the familiar experiences in term that creature would understand to give it to the player to figure out.

The Mystic’s Staff
While most mystics will only ever learn a handful of spells in a single element or maybe two, Masters gain abilities in all seven elements. Once a mystic has learned three elements, many combine their foci into a single object, usually called a Mystic’s Staff and unsurprisingly, usually taking the form of a large staff. The shaft of the staff is not always a foci itself, but usually a container for the focis. The staff is almost always crafted by the mystic and is as unique as the mystic and the focis they carry. Creating a staff is often a Rite of Passage in many Mystic Academies, which may have particular style that they are known for.

Having a mystic’s foci exposed seems to be a bit begging for it to be stolen by an enemy. In a way, it is. But it is also a threat. Having three or more foci and having them visible and obvious, very clearly projects a confidence that there is little worry that an enemy could take something so precious. As such it is very much a status symbol for the mystic to carry. Only a powerful mystic who has little to fear of theft and three or more foci will carry such a symbol of their prowess.

That is not to say that a staff cannot be a foci, nor that a mystic with only one foci cannot carry a staff. On the contrary, however, a foci staff is generally much simpler and less ornate than a staff carrying other foci. And most notably, it is only a single object that carries no others. Because a Mystic’s Staff is a status symbol and a beacon for trouble, mystics who use a staff as their foci go to lengths to be modest in their staffs, so as not to be mistaken for more powerful mystics. Those that attempt to boast with a staff that does match their strength or power level are looked on with contempt and distrust by both mystics and non-mystics alike. Such mystics might be expelled from their current mystic academy or rejected from entering a new one.

Mystic Academy
Some cities or groups of mystics decided to teach the next generation how to do magic. These Academies hold their students to high standards and provide access to teachers to ensure they can learn the magic they are interested in or need. The name of some schools carries more weight than others. If taken as an Advantage under the Guild Advantage character can expect the community at large to trust the character to fulfill the standards of their school. In return the individual gets access to teachers in their profession, a source of steady jobs and prestige as well as camaraderie and agreed upon expectations from clients. Once per session per rank of this Advantage, a character may access their Academy for information, a teacher, or jobs in their profession. OR this can reduce the amount of exp needed to purchase spells by 1 exp per Rank in this Advantage Once per season.

Learning Magic
Magic is deceptively dangerous. Incantations, the first thing every mystic learns, seem to be nothing more than a simple word or phrase. But if spoken wrong can unleash horrors. In order to learn a functioning spell, a mystic needs a teacher who already knows it or a very detailed instruction manual. Both can be expensive and difficult to find outside of a Mystic Academy. A mystic must first learn an Incantation before they can progress to a Potion and then a Ritual. They must then repeat that process for each Element they learn.

Experimenting with magic to discover new spells is possible, but strongly discouraged as it is insanely dangerous. Most Experimental Mystics simply vanish, those who have not yet often have bodies twisted by strange spells and forces. Their workspaces are generally far from civilizations and marked by destruction and strange formations.

Ardor
Is a measure of mystic power that a mystic has access to. In order to perform spells, a mystic must have at least one point of Ardor. It is also required to spend a point of Ardor for each spell cast without a Foci, but empty-handed magic is dangerous and unpredictable. Ardor is regained by creatures that produce it naturally at a rate of 1 point per full night of sleep, but only if they are not injured. Creatures that do not naturally produce Ardor may gain it in places that are attuned to the Elements.

Empty Handed Magic
Magic without a Foci is possible; however it requires an Ardor be spent for every single spell attempt. In addition, it is dangerous. The Storyteller and Player will check with Rock, Paper, Scissors. If the Player wins, the spell does double its effect, or in double the range. If it ties, the spell works as usual. But, if the player loses, the spell backfires in a way that is determined by the storyteller, but generally causes damage to the mystic.

Desperate Magic
A Core point can also be spent in desperation to add 10 levels to a spell, empty handed or not, however it is a permanently spent Core Point. Striping one’s soul in such a way knocks the character unconscious until the combat is over, or for about 10 min out of combat.

Spells- A known magical formula with a known particular effect.

-Incantation: are oral recitations. Must be spoken aloud.
-Potions are consumed liquids (generally.) Each potion had a particular "recipe" that must be followed, then the draught must be consumed.
-Ritual: A Ritual is a more compilated spell and contains elements of other types of spells. To perform a Ritual, the Caster must have a Place of Sanctity, marked out by a physical Circle on the ground and not disrupted by enemies, a series of ingredients, defined by the ritual, and must incant a particular series of words to enact it. The Place of Sanctity varies wildly from a ring of ancient monolith stones to a circle of chalk drawn on a tower floor, however it almost always has a series of guards to defend it from interruption. Multiple Casters often participate in Rituals. This raises the Total levels in the spell, there by increasing the effect of the spell. To do so, the casters must work in concert, moving in unison and saying the incantation in unison. As such is difficult, the Storyteller may call for each Caster to spend a Determination, or the Ritual fails; especially if someone is actively attempting to breech the mystic Circle or there is another distraction.

Enchantments: are items with a mystic effect forged into it. The proper spell must be performed into the item as well as the Enchanted Item Spell. Enchantment will last months as equal to Rank in Enchanted Item Spell + Ardor Spent and the spell effect will be equal to the ranks in that spell.
Unless Permanent Enchanted Item Ritual is used, then the item lasts centuries equal to Enchanted Item Spell multiplied by Rank in Permanent Enchanted Item.
   Wards: are enchantments applied to objects and areas creating an effect in an area.

Casting Level
Every spell is rated as “Level 1” When purchased. Then the caster’s current ardor pool is added( but not spent) to determine the casting level. By sacrificing a Rare Component that is appropriate for the spell type, or an Ardor Point any spell can be raised another Level artificially. A Spell costs 1 Floating Point at Character Creation, and a second Level may not be taken at Character Creation. Each Spell costs 8 Experience points to purchase the first level and 8 multiplied by its level thereafter.

Combat Magic
Several spells have combat applications. Those that are listed as “Spell Ball” would use Combat skill: Thrown and those used on a weapon will add the weapon’s standard damage. Otherwise, they cause damage that is equal to the Casting Level.

Elemental Entanglements
Each element interacts with two other elements in a predictable way. This is called the Elemental Entanglement. One element it boosts its power, adding one to its spell level; the other it weakens, removing one from its spell level. In the presence of these elements, or someone casting them, the Elements Entangle.

Consecrated Altar Ritual

Incantation: “Concedimus hanc elementorum commutationem“

Ingredients: 1 hour of chanting/mediation on element, 1 Ardor, an alter platform of a material appropriate for the element, an altar Foci appropriate for the element

Level effect: 1 additional Spell Boost per level

Description: This Ritual creates an altar perfectly in tune with its specific element. This increases the level of other spells of that element performed at this altar by 1 per level of the Altar. The alter must be originated in the direction of its throne.  An altar can have multiple elements, but each must be oriented to its own throne, the ritual must be performed for each element, including all ingredients and an additional ardor must be spent each time another element is added. In the case of a multi elemental Altar, adding more elements does not boost the overall rank of the altar, it simply means more types of spells can be boosted. Must be renewed annually at the Festival for that Element with an additional hour of chanting/mediation on element, and a component appropriate to that element.