Tome of the Magi
Magi are the magic users that draw their power from the gods. While they possess immense power, much of it must be planned and prepared in advance. All Magi share similarities but their magic’s are as diverse as those that wield it. Any magi may use any magic, but specialists achieve ease of use unmatched by generalists. A Magi that focuses on fire magic to the exclusion of all others can summon a raging inferno with ease but not a single drop of water no matter how hard they try. As a Magi, you may gain benefits by favoring some magic over others without giving up any specific magic. As an Elementalist, you may even forswear one element to strengthen your ties to another. These pacts and more await you as you learn more of the ways of magic in the Tome of the Magi. The Tome of the Magi is a detailed look at how magic works in its many forms. If you plan to play a Magi you will need to read the Tome of the Magi.
Spellcraft
The Spellcraft skill allows the use of spells and increases your base mana pool by 10 for each purchase. When you purchase this skill you gain the Master Tome and Spellbook spells which allow you to create a Master Tome and Spell Books respectively. You also gain access to core spells at the level you can cast. Core spells are widely available and castable by all magi.
(5) Spellcraft: This skill raises your maximum mana by 10 for each purchase. At tier 1 this skill allows the use of tier 1 spells. You may copy spells into your spell book of the tier you are able to cast. you must purchase this skill five times at each tier before advancing to the next. You may cast any spell you have access to (spell stored / spell book) once you have the first purchase in that tier, subsequent purchases grant additional mana as stated above.
Master Tome
A Master Tome is REQUIRED. You must create a Master Tome before you may cast any other spells and if it is lost you must remake it in order to have access to any other spells. It allows you to craft specialized spells and can store an unlimited number of spells. A Master Tome counts as a spellbook but there are a few key differences. You may only have one Master Tome at a time. Once it has been created you may place spells in it from another Magi’s’ spellbook. This requires you to physically write the spell name, duration, description, and anything needed to cast it in the book on its own page. To create a Master Tome you must cast the Master Tome spell on a large bound volume (book). When a Master Tome is created it will contain all of the core spells for the tier at which it is cast. It will automatically be cast at the highest tier you have access to for the same mana cost. If it is destroyed you will not be able to cast any spells other than Master Tome. You will need to remake your Master Tome in order to have access to any other spells. Any spells that were solely contained in that tome are lost.
Spellbook
A spellbook is a tome that contains your available spells and may itself be a Focus or otherwise enchanted. It is also a spell used to create a spellbook. Once a spellbook has been created you may place spells in it from any Magi’s’ spellbook or Master Tome. This requires you to physically write the spell name, duration, description, and anything needed to cast it in the book on its own page. Only spells written in a book in the caster’s possession may be cast. A spellbook may contain a maximum of 20 Spells. You may create a number of spellbooks equal to the number of times you have purchased Spellcraft. It is a good idea to keep a Master Tome in a safe place in the event that the spellbook you are carrying is damaged or destroyed.
Spell Incantation:
For all except the Logicians:
“I call upon the gods to”
For the Logicians:
“By my will alone I”
Next is the intended function of the spell:
“Summon (a/an/your)” (most common, used for combat casting)
“Enchant this {item name} with a {Spell name/feature} for (use/protection)”
“Compel you to {effect}”
“Curse you with {effect}”
“Create (a/an) {effect}”
Other modifiers may be used as grammatically appropriate.
Last is the spell name/feature:
“Healing Balm/10”
“Flame Torrent/40”
“Blind/30 Seconds”
Magi skills:
Overview:
Concentration - Using any other spell breaks concentration.
Empower - An Empowered spell is one that has been augmented to hit an area (5 magic orbs). Magi of The Master Tome can empower spells at no additional mana cost but all Magi can empower spells by spending mana equal to twice the spells’ normal casting cost.
Focus - This is an item that focuses your magic in a specific area such as an elemental category of Fire, Air, Water, or Earth. It could also be for healing or infernal magic. These items are created with spells that must be found in-game from a spellbook. For Drood, foci are most often in the form of tattoos. A focus grants the wielder the ability to cast spells and rituals without the need for material components in the specific domain to which it is attuned.
Magi Progression - Designating a specialty is the first step towards becoming an attendant/keeper. After reaching this status you can progress toward Premier.
Mana - All players (even non-casters) begin each day with full mana pools with a base of 10, even if they don’t have the ability to use it. Magi may specialize in specific spells to reduce their mana cost. You may not specialize in any spell to a point that would reduce the cost of that spell below 1 mana.
Rituals (R)- There are 3 tiers of ritual magic corresponding to the tiers of magic. When you gain access to a tier of magic you gain the knowledge to cast that tier of ritual. Rituals count as a spell for the purposes of your spell book where they are stored but are separate in every other way.
Tier 1 rituals have a cast time of 1 minute, mana cost 10.
Tier 2 rituals have a cast time of 3 minutes, mana cost 15.
Tier 3 rituals have a cast time of 10 minutes, mana cost 30.
These are the base guidelines but individual rituals vary in requirements and options.
Weapons Radius (WR)- This is an effect area determined by planting your right foot and anything within the reach of that weapon is subject to the spell.
Spells and spell books - All Magi have access to common spells upon creating their master tome. New spells may be added to any spell book up to a maximum of 20 (unlimited for master tomes). There are 3 tiers of spells that may be cast by any Magi from any spell book in their possession if they have access to that tier of magic.
Specialties and specialization
A specialty is an area of magic that you are particularly practiced in such as Healing, Elemental, or Summoning. You may choose to specialize without losing access to other forms of magic. Specializing in one area of magic is only a matter of preference and a way to let others know what types of magic you are interested in. This can be as general as Healing, Elemental, or Summoning and as specific as combat healer, Fire Magi, or Infernal Manifestor. You do not gain any specific advantages by saying you specialize.
Attendant/Keeper - An attendant, otherwise known as a Keeper, is one that focuses on a specific form of magic and sacrifices their ability in another. Attendance to a specific form of magic is gained only through the loss of its opposite. Attendants of fire lose water casting ability entirely and gain access to more potent fire spells but they do not lose their ability to cast anything else like air, earth, or healing. To become an Attendant / Keeper you must complete a series of in-game objectives (Quests) appropriate for that goal.
Premier - A Premier is a Magi that chooses to pursue ONLY ONE form of magic and loses all others. A Premier of healing would gain access (at the appropriate level) to all healing spells at the cost of all offensive magic while a Premier of Fire would gain access to all fire spells at the cost of all non-fire spells. To become a Premier you must complete a series of in-game objectives (Quests) appropriate for that goal.
Specialist (S)- Specialists draw upon the base mana found within themselves like that which is found in all living things. There are a wide variety of specialists that effectively dabble in the magical arts. Typically they have no formal training and no spell book. They gain access to spell-like abilities from their innate magical ties. They are often looked down upon by Magi as hedge mages for their ability to cast effects similar to spells.
Types of Magi- There are many types of magic users in the world but these are the most common schools.
Battle Magi- Battle Magi typically focus their attention on offensive combat magics to devastating effect. The Battle Magi Guild reflects this way through rigorous training with spells and weapons of various types. While magic is a powerful force they understand the need for steel.
Healer- The healers are themselves of various beliefs but stand by a central belief in rendering aid in the way they see fit. They often set up pavilions to assist in the care of the wounded during battles.
Protection- Defenders are not often the first to strike as they rely on exploiting the vulnerabilities created as the enemy exposes their weakness. The many shields and bolstered defenses they provide are often invaluable on the field of battle.
Ritualist- These masters of the high magics are preeminent planners and strategists of the highest caliber. They focus their energies on powerful magics planning for their encounters well beforehand in various ways.
Summoner- Similar to the ritualist the Summoner plans well in advance but their strategies differ significantly. These Magi summon an Aspect of a particular type to imbue them with exceptional power.
Weapons of war - Each purchase grants 10 mana, 1 spell slot, and a special function. Where the staff allows you to use it as a weapon that does magic damage and store spells cast by others, the Master Tome allows you to cast a spell as an AOE.
Details
Weapons of War - Master Tome: The most powerful tool in the arsenal of the Magi is their command of spells. The Master Tome is essential to Magi and some chose to hide it for fear of its destruction. The Brazen are a guild of Magi that chose to wield it as a weapon of unrivaled power, fearlessly charging into battle with their Master Tome in hand. Why would they risk the loss of something so precious?
Each purchase grants the Master Tome the ability to store mana and spells as the Legendary Staff does but you also gain the following:
At Tier 1 each purchase of this skill allows you to empower one direct offensive spell of Tier 1 as an Area Of Effect (AOE 20ft.) at no additional mana cost.
At Tier 2 each purchase of this skill allows you to empower one direct offensive or defensive spell of up to Tier 2 as an AOE at no additional mana cost.
At Tier 3 each purchase of this skill allows you to empower one spell of up to Tier 3 as an AOE at no additional mana cost. At this point, your Master Tome is bound to you and will travel with you even unto the river Stix. Additionally, after you have purchased this skill for the 5th time at tier 3 your Master Tome is eligible to become a full Legendary Weapon. It becomes a Legendary weapon and takes on a personality of its own once the Legendary quest is complete. Plot will be in touch with you at this point.
Weapons of War - The Staff: There is a reason you never find a Magi without their staff. The staff of a Magi holds many of the spells they have prepared and acts as a mana storage device. Refining the magic within the staff allows the Magi to store more mana and spells within it. For the first purchase of this ability, the Magi may craft a magical staff that acts as a weapon and a store of magic. The staff may store ten mana and a tier 1 spell with one purchase. The mana for any spell cast into a staff is used at the time the spell was cast. The mana that may be stored in the staff is separate from the spells entirely. For each purchase of this ability, the Magi may store 10 additional mana and 1 additional tier 1 spell. Only spells actually cast by the Magi may be within the staff.
At tier 2 you have access to storing tier 2 spells in the staff. 6 purchases of this skill allows you to store 6 levels worth of spells in any combination of either tier 1 or 2 which equates to the number of purchases in this skill. 1 tier 2 spell in place of the 2 tier 1 spells or any other combination. For example, I have purchased the staff skill 5 times at tier 1 and 2 times at tier 2. My staff can now hold 70 mana and 7 levels of spells. I can have 3 tier 1 spells and 2 tier 2 or any other combination that doesn’t go over 7 levels. I need to be able to cast the spell so if I can’t cast a tier 3 spell it can’t be in my staff. You must have purchased this skill 5 times at Tier 1 before you can buy it the first time at tier 2. Then you must buy it 5 times at tier 2 before you can buy it at tier 3.
At tier 3 your staff can no longer be destroyed except by the gods themselves. At tier 3 it is bound to you and will travel with you even unto the river Stix. After you have purchased this skill for the 5th time at tier 3 your staff is eligible to become a full Legendary Weapon. Once the Legendary quest is complete, the staff becomes a Legendary weapon and takes on a personality of its own. Plot will be in touch with you at this point.
Staves begin each event fully charged but must be recharged to replace the mana used during the event. A new day finds the Magi recharged but their staff maintains the magics it was last imbued with.
Common Spells (C):
These are spells that can be found in any normal Spellbook or Library of magic. When you begin the game as a Magi you will have access to these spells.
Tier Spell Duration Description Requirements Tags
1 Control Element Concentration This ability grants the Magi minor control and fine manipulation of an element. It can be used to affect that which is already there but cannot create any element. This may not be used to harm anything directly. Spellcraft C
1 Light 12 hours Create a magical light source. Spellcraft C
1 Minor Mending Instant Repair a small or medium-sized non-magical item like a cup or door. Missing pieces of an object will still be missing when an object is mended but this will not prevent the object from returning to its unbroken state. Spellcraft C
1 Preserve Life Concentration This will prevent the creature from dying as long as you maintain full concentration. Spellcraft C
1 Droodcraft Concentration This is a trait found commonly in the Drood Groves that allows you to manipulate the flow of life energies in small insects, plants, and fungi. Concentration will allow you to increase/decrease the rate of decay, promote/demote soil health, or increase/decrease flies/mosquito numbers. Drood C
1 Message Instant Send a message of 10 words or less to a creature/person you have met and know the name of. The target hears or sees the message and knows who sent it. This message can be stopped by various magical means. Spellcraft C
1 Resistance Concentration Focusing your magic allows you to reduce the effects of a specific elemental damage type by 10 damage. Call out "Resist <Element>"Using any other in-game skill or spell breaks concentration. Spellcraft C
1 Necrotic Wrath Instant (Persistent) Your attacks take on the damage type "Necrotic". This does double damage to some creatures but does not heal anyone. C
1 Healers Wrath Instant (Persistent) Your attacks take on the damage type "Life". This does double damage to some creatures but does not heal anyone. C
1 Fires Wrath Instant (Persistent) Your attacks take on the damage type "Fire". This does double damage to some creatures but does not heal anyone. C
1 Waters Wrath Instant (Persistent) Your attacks take on the damage type "water/Ice". This does double damage to some creatures but does not heal anyone. C
1 Storms Wrath Instant (Persistent) Your attacks take on the damage type "Lightning". This does double damage to some creatures but does not heal anyone. C
1 Earths Wrath Instant (Persistent) Your attacks take on the damage type "Earth/Stone". This does double damage to some creatures but does not heal anyone. C
2 Necrotic Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Necrotic". This does double damage to some creatures but does not heal anyone. C
2 Healers Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Life". This does double damage to some creatures but does not heal anyone. C
2 Fires Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Fire". This does double damage to some creatures but does not heal anyone. C
2 Waters Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Water". This does double damage to some creatures but does not heal anyone. C
2 Storms Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Lightning". This does double damage to some creatures but does not heal anyone. C
2 Earths Oath 1 hour Your attacks do an additional 5 damage and take on the damage type "Earth/Stone". This does double damage to some creatures but does not heal anyone. C
1 Necrotic Bolt Instant Conjure a magical bolt dealing 5 damage to your enemies. C
1 Fire Bolt Instant Conjure a magical bolt dealing 5 damage to your enemies. C
1 Water Bolt Instant Conjure a magical bolt dealing 5 damage to your enemies. C
1 Storm Bolt Instant Conjure a magical bolt dealing 5 damage to your enemies. C
1 Earth Bolt Instant Conjure a magical bolt dealing 5 damage to your enemies. C
2 Mage armor Instant 1 hour 10 points of armor. C
1 Charm Animal 10 min Charm an animal to be calm and friendly. You cannot force them to do anything against their nature but they may give you information. C
1 Cure Wounds Instant Heal 5 points of damage. C
1 Detect Magic 10 min Detect the magic nature of objects you can see. This effect will reveal magically hidden passages and whether or not something is magical but not what its magical properties are. C
1 Slow Fall Concentration Allows you to descend great heights at a safe speed. C
2 Hex 10 min Place a hex on the target causing them to take double damage. A target may only be affected by one hex at a time. C
1 Earth Brand Instant Launch a missile at the target dealing 10 Earth damage. C
1 Fire Brand Instant Launch a missile at the target dealing 10 Fire damage. C
1 Magic Brand Instant Launch a missile at the target dealing 10 damage. C
1 Necrotic Brand Instant Launch a missile at the target dealing 10 Necrotic damage. Necromancer C
1 Storm Brand Instant Launch a missile at the target dealing 10 Lightning damage. C
1 Water Brand Instant Launch a missile at the target dealing 10 Water damage. C
2 Earth Strike Instant Launch a missile at the target dealing 30 Earth damage. C
2 Fire Strike Instant Launch a missile at the target dealing 30 Fire damage. C
2 Magic Strike Instant Launch a missile at the target dealing 30 damage. C
2 Necrotic Strike Instant Launch a missile at the target dealing 30 Necrotic damage. C
2 Storm Strike Instant Launch a missile at the target dealing 30 Lightning damage. C
2 Water Strike Instant Launch a missile at the target dealing 30 Water damage. C
3 Earth Blast Instant Launch a missile at the target dealing 60 Earth damage. C
3 Fire Blast Instant Launch a missile at the target dealing 60 Fire damage. C
3 Magic Blast Instant Launch a missile at the target dealing 60 damage. C
3 Necrotic Blast Instant Launch a missile at the target dealing 60 Necrotic damage. C
3 Storm Blast Instant Launch a missile at the target dealing 60 Lightning damage. C
3 Water Blast Instant Launch a missile at the target dealing 60 Water damage. C
Specialized Spells:
These are spells that are only learned by Magi of specialized schools. You may dedicate yourself to one school and complete specific in-game tasks to earn the special spells they teach.
Battle Magi-
3 Ultima (40 mana) - Special incantation “I call upon the gods to bless my armaments with fury. 50 magic…”
Unleash a torrent of magical energy through your weapon dealing 50 magic damage per swing for 3 landed strikes. This damage ignores shields, armor, and weapon blocks carrying the damage through to the health of the target. The effect ends if you are hit with dispel magic with no counter or you reach 0 health.
Healer-
3 Defense of the sacred heart (0 mana) - Bind your life force to that of another splitting all damage and effects between you. This spell may only be active between 2 targets per caster and you may not be under the effects of more than 1 such spell at a time. The effect ends if you are hit with dispel magic with no counter or you reach 0 health.
Protection-
3 Counterspell (20 mana) - Counter any spell you are hit with. Any AOE spell countered in this way will affect all targets except you. Any weapons radius spell will be countered for all affected. This will have no effect on spell-like abilities.
Ritualist-
3 Quicken Ritual (20 mana) - Reduce the time any ritual takes to cast by 1 tier rank to a minimum of 1 minute.
Summoner-
3 Elder Summon (40 mana) - Summon the most potent form of an Aspect you can otherwise manifest with the tools that would be required for any lesser version.
Example: I have acquired the Ritual Summon Lessor Air Elemental. Before the ritual begins I notify the plot member that I am using the elder summon spell and cast “I call upon the gods to grant me favor in this ritual.” Upon completing the ritual as normal the plot members will provide you with the stats for the Elder version of the summon.