Magic – Part One

A replacement of the core system

The MiniSix magic system is replaced with the below system, as magic is much more freeform in Talislanta. To be able to do cast magic a PC must take the Esoteric Perk: Magic. There are 11 Magic Orders and when taking the magic skill they must take the skill in that order e.g. Magic (Wizardry).

As in the big blue book Talislantan magic cannot do the following:

  • Return the dead to life
  • Create life
  • Affect time or causality
  • Control two Powers at once (no spells of Fire and Earth together)
  • Cast more than one spell at a time, or blend two spells together (use two Modes at once)

The Player starts with the Magic Order(s) specific to the Race chosen and with the number of Modes specified.

Each spell has one of twelve Modes:

Alter
Modifies 1 attribute or Skill. Can also be applied to Damage and armour value. Cannot be used cumulatively.

Attack
Destructive power aimed at an enemy. Most are ranged and may affect 1 or more persons up to the casters die in Magic. Damage may be caster’s Wit or a fixed amount fo dice.

Conjure
Create material objects from magic enemy. Minimum of 10 rounds. Cannot conjure living beings.

Defend
Absorbs damage that target would receive from an attack. Auras protect a single individual, whilst barriers protect a number of persons equal to the caster’s Magic dice.

Heal
Repair damage to living being. Healing TN is 15 for Wounded, 20 for Incapacitated and 25 for Mortal; healing may only improve the Wound category by one.

Illusion
Create phantasmal images that appear real but devoid of any real substance. Resist: Wit

Influence
Control a being’s thoughts or emotions. The subject of an Influence spell will obey a single simple instruction from the caster, such as “Stand still”, “Attack the priest”, or “Go to sleep.” Resist: Charm

Move
Move or levitate objects or beings.

Reveal
Used to simulate supernatural senses, such as the ability to detect lies, divine the location of lost objects, see in darkness, or see through illusions. Another popular Reveal effect is Scrying — the ability to see and hear what is happening in a distant locale, as if one was standing there.

Reverse – Conceal

Summon
The primary effect accomplished is the summoning of extra-dimensional beings. Spells of this kind transport a creature from their native plane of existence, across the invisible inter-planar seas

Reverse – Banish.

Transform
Turn one type of person or thing into another by changing the subject’s shape and form.

Ward
Defensive spells that can be used to protect against certain specified threats or maladies. Wards can be cast upon living creatures or inanimate objects .

  1. The player describes spell they are attempting to cast to the GM using one of the above Modes and describe how it works and its effects.
  2. The GM provides a difficulty Target Number to hit using the table and optional rules below as a guide. Some Magic orders give a bonus or penalty to an effect that amends the TN.
  3. Player rolls and if they make the TN they resolve. Otherwise the spell fails

Very Easy & Easy: 2-10
Short Range (touch)
Short Duration (one round)
Single Target (one creature/object)
Cantrips/Orisons, See Auras, Speak Languages, Burning Touch

Moderate & Difficult: 11-20
Medium Range (bowshot)
Medium Duration (several rounds)
Medium Area (several people)
Charm People, Mystic Armor, Heal Wounds, Fire Ball, Polymorph

Very Difficult: 21-30
Long Range (sight)
Long Duration (entire scene/encounter)
Large Area (crowd)
Resurrection, Group Teleport, Earthquake, Anti-magic Zone

Heroic: 31+
Any Range, Duration, Area & Effect
Wish, Miracle

The GM should also factor in the following:

  • A Mode bonus reduces TN by 5.
  • A Mode penalty increases TN by 5.
  • Damage is equal to Wits.
  • Healing TN is 15 for Wounded, 20 for Incapacitated and 25 for Mortal; healing may only improve the Wound category by one.
  • Increase the difficulty if the spell being cast meets more than one criteria of a spell of that level.
  • Removing verbal, somatic and material components and magical focuses (holy symbols, magic wands, etc.) increases the difficulty of casting spells or even deny the ability to cast spells entirely.
  • Allow the caster to cast several spells (say 1 spell per pip in Wits) ahead of time that can be “memorized” and then “released” at the time of casting (as 1 action).
  • Some spells may be resisted by an opposed roll (or Wits dice x3 +pips static defense). This reduces the TN of the spell.
  • Wearing armor increases casting TN by an amount equal to the Armor points.
  • Armor spells give a +1 soak per 5 TN starting at 6 (TN 6 = +1; TN 11 = +2; etc.).
  • Decrease the difficulty if the spell being cast is a purely defensive spell.

Author: Pete Jones

The Welsh Savage

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