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The Weave of the Universe

Tartarus is a world filled with magic. The very land itself is infused with supernatural energy linked together by ley lines large and small interlocking together to form the Weave. Magic serves many purposes: It lights the streets at night, and it binds the most powerful dæmons below the earth. Powerful spellcaster can blast foes with fire, heal the wounded, summon powerful monsters, or even stop time. Skill in magic is gained through study or inborn talent. Those capable of casting powerful spells might be sages, priests, advisors, or adventurers.   The Weave was created by Syberis to bind Khyber. It permeates everything and sets the rules by which the universe functions, from the planets revolving around Sun, to electrons revolving around an atomic nucleus. It turned the primordial chaos into order, and essentially functions as the fabric of the universe. According to the creation myth the Scholar maintains the integrity of the weave with his angels: the auditors of reality; bleak, grey, and immensely powerful creatures that few have ever encountered or at least existed long enough to talk about it.  

Everyday Magic

In Tartarus, magic is neither strange nor secret. Everyone sees the products of magic daily, though only a few master magic. In the countryside, raincallers call storms to water crops. Farmers use magic to complete their chores when they can afford to. In the cities, magical services are common. Magewrights are tradesfolk but also spellcasters. They work magic into their products, making weapons stronger, fabric more beautiful, and other items better. Simple magic items and spells make everyday life easier. Everbright lanterns light city streets, arcane seals validate documents, and magical alarms secure rooms. Architecture uses magic, too. The most notable example is Sharn, the City of Towers. In Sharn, magic allows buildings to be extremely tall—and enables some of them to float in the air. Magic closes the great distances of Khorvaire through teleportations and inventions such as Lightning Rail and Airships. Magic item shops are easy to find in large cities. Garments, tools, and weapons can all be magically enhanced, and one can buy or sell such items.   The individuals who can tap into the ley lines of the weave they are called mages. Through training and study they can perceive the lines of the weave and manipulate them to create desired effects, commonly known as magic. There are two primary components of manipulating the weave: somatic and verbal. The somatic ritual, where a mage physically grabs the strings he needs and binds them into a shape that suits him, called a diagram. The vocal component requires modulating their voice to the hum of a particular string or set of strings it makes it easier for mages to pick out the strings they need, and softens them for physical manipulation. Some powerful mages are so practiced and in tune with the weave they can produce effects without either component, simply by willing it.   The dragons call the weave Draconic Prophecy. Despite the name, it does not actually predict the future, but simply outlines all of it's possibilities. The draconic scholars spend centuries studying the possible futures and manipulating events in reponse.

Manifestation

Scattered everywhere are points of power, magical wellsprings. Some are aspected towards, fire, air, or warding, some are as large as a city and others the size of a needle's eye, these points of power are connected by leylines, paths through which the magical power flows from one point to the next, and what mages tap into to alter reality. Leylines correspond to the sources of power, massive ones between planets allow for magical travel between them, large ones between cities allow for inventions like the lightning rail to be sustained. These ley lines grow smaller and smaller twisting and turning through, giving the appearance of a weave and forming the fabric of creation. To the trained ear the weaves gives off a hum that is the combination of notes produced by each string. Scholars say this humming is the language of the gods. Only creatures in tune with the weave can perceive it.

Optional Rules in Effect

 

Ceremonial Casting

If you know a spell at skill 15 or higher and have a group of willing assistants, you may opt to cast the spell by leading your assistants in an elaborate ritual that maximizes the spell’s power. Such “ceremonial magic” is time-consuming, but lets you cast more powerful spells than you could cast on your own.

When you work ceremonial magic, multiply casting time by 10. Energy cost does not change, but your assistants can supplement your energy input as follows:

Each mage who knows the spell at level 15+: as much energy as he wishes to contribute.

Each nonmage who knows the spell at level 15+: up to 3 points.

Each mage who knows the spell at level 14 or lower: up to 3 points.

Each unskilled spectator who supports the casting (by chanting, holding candles, etc.): 1 point, to a maximum of 100 points from all spectators.

Each spectator who opposes the casting: -5 points, to a maximum penalty of -100 points from all spectators!

 

The sum of the energy from all sources represents the total energy available. If this exceeds the cost to cast the spell, you receive a skill bonus:

  • +1 for 20% extra energy
  • +1 for 20% extra energy
  • +2 for 40%
  • +3 for 60%
  • +4 for 100%
,
  • and another +1 per additional 100% of the required energy

Notes on Ceremonial Magic

  • You must have assistants to perform ceremonial magic.
  • High skill does not reduce casting time, energy cost, or the ritual actions required.
  • A group aids concentration. If you are distracted during the ritual, roll at Will as opposed to Will-3 to avoid distraction.
  • Ceremonial magic is hard to coordinate. A roll of 16 is always a failure, and a roll of 17-18 is always a critical failure – even if effective skill is 16+.
  • Once the spell is cast, the participants can continue to provide energy to maintain the spell. The composition of the group may change, as long as the ritual continues uninterrupted. Thus, ceremonial magic lets you maintain a spell indefinitely.
  • Ceremonial magic may not be assisted with Wishes, Luck, or Bless spells. In general, magic cannot affect or predict the outcome of a ceremonial ritual.
  • A spectator must support the ceremony of his own free will. A mind-controlled subject cannot focus sufficient will to contribute energy.

Default Spells

Another way to allow wizards to attempt spells outside their comfort zone is to allow spells to default to other spells (p. B173). In this system, each spell defaults to every other spell in the same college. An unknown spell defaults to any known spell at -4, with an additional penalty equal to its own prerequisite count. However, if the known spell is in the prerequisite chain of the unknown spell, add a bonus equal to the prerequisite count of the known spell. A wizard cannot cast a spell at default if it requires an advantage (usually Magery) that he does not possess. When defaulting to a spell at skill 20 or higher, treat the spell level as 20 for default purposes. Spells cast at default cost twice as much energy and take twice as long to cast.  

Abreviated Magical Rituals

By default, all spells require two-handed gestures, subtle foot motions like dance steps, and a clearly spoken incantation. However, any wizard may choose to omit parts of the ritual by accepting a penalty to skill. Omitting the foot movements requires a -2 penalty. Gestures with only one hand require a -2 penalty, while casting with no hand gestures at all requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and no incantation requires a -4 penalty. If, on the other hand, a wizard has time to be especially precise with his movements and speaks the incantation loudly and articulately, doubling the casting time, he gets +1 to his effective skill.
Type
Metaphysical, Astral

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