|Chapter Five: Rule of Magic (p.1)|
Magic, spells, and enchantments have always been an integral part of folklore and legend. Magic grants the caster, like a king over his subjects, power to change and manipulate the elements, power to control plants and animals, and power to affect the body, mind, and spirit.
Only characters of Rule of Knowledge begin with the ability to cast. Characters of the Rule of Arms and Rule of Stealth must buy the character ability Magic Ability to be able to use spells. See Chapter Three for details on Magic Ability.
Magic in the realm of Archaea is broken down into ten arche (AR-kay), spheres of influence, or special effects: Air, Body, Earth, Fire, Mind, Plant, Power, Spirit and Water.
The Arche of Air grants the caster power over wind, gases, the atmosphere, and weather (including lightning). The Arche of Animal grants the caster power over the beasts and wild creatures. The Arche of Body grants the caster power over a creature's (usually humanoid) form, flesh, and physical attributes as well as health, vitality, and condition. Earth grants the caster power over stone, metals, minerals, and most solid matter. Fire grants power over light and heat. Mind grants power over thought, knowledge, divination, and personality. Plant grants influence over vegetation, wood, and many aspects of the spirit of nature. The Arche of Power grants the caster power over the nature of magic itself and lends itself to the control of magical energies. Spirit grants power over the dead, the undead, and the essence of life. Finally, Water grants power over most liquids, ice, and cold.
There are two different "schools" of magic found in the realm of Archaea. The first school is the way of the specialist mage, who concentrates his or her study and builds power in one or two arche. The second school is the way of the general mage, who studies magic for its own sake and gains diversity in power.
Specialization grants a caster focus, strength, and depth in one or two areas of magic. The specialist mage gains access to all of the spells in their specializations giving him or her a significant advantage when dealing with or combating their chosen domains. On the other hand, generalization grants a caster choice, flexibility, and breadth across the ten arche of magic. The general mage may pick and choose formulae regardless of arche allowing a personalized list of spells. However, the generalist gains only a select number of spells per level and must pay added points to buy new formulae.
At the beginning, a player-character must choose the school of magic to follow. A character cannot be both a specialist and a generalist caster. Once decided, the character cannot change schools of casting.
Gaining Arche Levels for Specialization Mages
Each arche is broken down into ten basic levels. Beyond level ten, the arche progress into magics reserved for only the most skilled and most powerful. The higher the level the character has in an arche, the more powerful the spells become. Like skills, the character must spend building points or Experience Points to increase the level of an arche.
A beginning specialist begins with no levels in any arche. The player must spend building points or Experience Points to increase the level of an arche. A starting caster must buy at least level 1 in the Arche of Power. Depending on the caster's current level in an arche and the caster's Discipline, the cost to rise in power will vary. Again like skills, the cost is determined by a cost multiple. For Rule of Knowledge, the cost multiple is x3; for Rule of Skill, the cost multiple is x4; for Rule of Arms, the cost multiple is x5. The cost to move from one level to the next is as follows for each Discipline:
TO MOVE FROM / KNOW / SKILL / ARMS
Specialization and Arche Restrictions
Those of Rule of Knowledge may chose two Specialization arche (up to level 10), two Major arche (up to level 7), four Minor arche (up to level 3), and the remaining arche will be completely closed to the caster. Those of Rule of Magic gain unlimited access to the Arche of Power.
Those of Rule of Skill may chose one Specialization arche, one Major arche, four Minor arche, and the remaining arche are closed. Those of Rule of Skill may reach a maximum of level ten in the Arche of Power.
Those of Rule of Arms may chose one Major arche, three minor Arche, and the remaining arche are closed. Those of Arms may reach a maximum of level seven in the Arche of Power.
Once the caster has reached the maximums for Specialization, Major, and Minor arche (not counting Power), he or she may gain levels beyond the restrictions excluding any closed arche.
Gaining Levels for Generalization Mages
For generalist mages and specialist mages, the ten arche are structured the same with ten basic levels of spells. However, general mages access and buy arche levels differently than those who specialize. Instead of buying each arche separately, the general mage buys levels in only one arche, the General Arche.
Characters of the discipline Rule of Magic need not buy Magic Ability to become generalists. Characters of Rule of Skill and Rule of Arms must buy Magic Ability once to gain the ability to wield magic.
A beginning generalist begins with level 0 in the General Arche. The player must spend building points or Experience Points to increase the level of the arche. Again like skills, the cost is determined by a cost multiple. For Rule of Magic, the cost multiple is x10; for Rule of Skill, the cost multiple is x15; for Rule of Arms, the cost multiple is x20. The cost to move from one level to the next is as follows for each Discipline:
TO MOVE FROM / KNOW / SKILL / ARMS
See the sections on Starting Spells and Magic Points for further details on generalist mages.
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