Lands of Brixia
All the magical paths tap the powers of the runes. Runes are symbols that have power inherent in them. They are the magical building blocks from which all existence was created and their presence is woven into the very fabric of the world. Runes are more than just symbology. When a rune is written or inscribed, the real power of the magical image is present within it. Repetition of a rune does not weaken it but strengthens its presence and fi rms reality in creation.
Questing for a rune, however, is not an exercise in locating some physical manifestation; it is instead, a metaphysical quest to understand the power of runes and establish a relationship with them through mastery of a magical style. Runes are not objects to be found scattered around the landscape; runes are, instead, cosmic archetypes from which all things stem.
Even though the magical types work very differently and are, to a large extent, mutually exclusive, there is nothing to prevent Adventurers from learning and developing more than one magical style.
An Adventurer may therefore freely learn Common Magic, dedicate himself to a god to gain Divine Magic and even learn a smattering of Sorcery. Sorcerers will more than likely have a good understanding of Common Magic but may also pray to their gods to gain a few Divine Spells. A shaman from a primitive culture will follow the spirits and harness their power but can still devote himself to the great animal gods and gain divine power from them also.
In reality Adventurers who desire great magical power will choose one form to pursue above the others and many societies or cults consider some magical styles to be taboo – but these are cultural limitations rather than a limitation of the rules. In reality any Adventurer can pursue any magical style and develop several style simultaneously, if they so wish.
The four magical types are:
Spells and cantrips which are ubiquitous to many cultures and societies. Common Magic manipulates the natural order with varying degrees of subtlety and offers a host of effects that ease daily life or augment specifi c endeavours, such as combat and skill use.
Although the name – Common Magic – denotes it as being rather banal, Common Magic spells can still be very powerful, if used carefully and thoughtfully. Sorcerers, Shaman or Rune Priests might sneer at Common Magic’s limitations but only the most foolish of them would ignore or denigrate Common Magic’s utility and capabilities.
Its power is weak and expensive in terms of Magic Points to cast but it is widely known because it requires no special integration with the runes.
Divine Magic stems from the gods. It refl ects their natures, ways, spheres of infl uence, desires, needs, successes, failures and mythic standing. Gaining access to Divine Magic requires a dedication of faith and the willingness to enter into a personal relationship with the deity worshipped. In return for this devotion the worshipper channels aspects of the god’s power and abilities. With greater devotion come greater levels of power: the more the relationship deepens the more like the god the worshipper becomes.
Divine Magic is that power granted by the gods, for those who follow cult tenets. By re-enacting the myths and deeds of a god, a mortal can tap into the Runes that the god encompasses, in effect becoming a personification of that Rune. The strength of Divine Magic is that it is scalable, allowing those more dedicated to their god to cast more powerful spells.
Every living thing has a spirit. Any aspect of nature, be it organic or inorganic, also possesses a spiritual resonance that does not exist on the mundane plane but manifests there in things that bring joy, beauty, awe or raw power. Spirit Magic practitioners are shamans and witch-doctors, seers and mediums. Their power lies in the ability to interact with the spirit world, call spirits to them and request they use their power on the magician’s behalf.
Spirit Magicians can transcend the mundane world and tread the spirit paths; they can perceive truths hidden from mortal eyes and commune with those that have transcended the mortal sphere and attained a level of existence which might be termed immortality
but does not make them a god.
Spirit Magicians might view Common Magic as crude and unsophisticated; Divine Magic as a fragile relationship based on the whims of gods and demigods; and Sorcery as a force that seeks to plunder and fracture the natural order.
Spirit Magic is the domination of incorporeal magical entities, which are the fractured incarnations of a Rune’s sentience. By enlistment or coercion, practitioners force these ‘spirits’ to draw energy from their Runes. The strength of Spirit Magic is that it allows many magical effects to be maintained simultaneously, each
harnessed to a separate spirit.
Sorcerers find their power by unlocking the fabric of reality and shaping it through their ability to manipulate the rules of creation– moulding it, bending it, or breaking it. Sorcery is not based on a cultural relationship with magic, or a relationship with a god: it is based on formulae and intellect and an overt desire to manipulate reality to suit the caster.
Sorcery is the study and comprehension of how the Runes work. This understanding allows a sorcerer to engineer reality in the same way as a Rune, by either subverting some of the Rune’s power directly, or by actually manipulating the rules of the cosmos. Its strength is that Sorcery is completely flexible in its application.Sorcery is the key to the universe and sorcerers are often driven to seek and attain power that places them on a par with the gods.
Sorcery derives its power from the rote repetition of preestablished formulae, presented through speech, gesture and the manipulation of objects. These are recorded in magical tomes, called grimoires, so that others of the same school can later learn them, too.
Your character’s POW characteristic influences the frequency and potency of the sorcery he or she can cast.
- To be able to cast sorcery spells, your character must have a POW characteristic of 16 or higher.
A character with a POW of 15 or less cannot cast sorcery spells. If your character cannot cast spells, he or she can still use enchanted items and other characters can still cast useful spells on him or her. For characters unable to cast sorcery spells, their power points represent a resource for other characters who can use sorcery, with several options for draining them from non-spell casting characters.
(Craft) Alchemy Skill