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supernal

Terrenus Laws of Magic

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Disciplines

Enchantment - Enchantments are rituals which allow magicians to either create items capable of magic, such as rods or staves, or to impress a magical spell-effect onto a mundane item, such as arcane pendants and charms.

  • The amount and power of an enchantment is usually a function of its size, in that there is only so much magic which can fit onto a physical medium. This means that larger items are stronger than smaller items so, for example, staves are more powerful than rods. This does not account for exacerbating factors such as additional spell components and foci.
  • Enchantments can also only be applied to objects individually, meaning it is more costly to enchant a large number of small things than a small number of large items. For this reason enchanted ammunition is expensive and rare.
  • There is no perfect efficiency of enchantment as it pivots on many variables, such as type, quality, size and structure of the material as well as complications introduced by other laws of magic, such as if the item has been enchanted before
  • Due to the diminishing returns of spell permanency, enchantments require maintenance; if left unattended an enchantment can wear off or, worse, become unstable
  • Artifacts are non sequiturs and so may violate one or more of these tenets

Divination - Divination are attempts to gain insight into a question or situation by way of spell process or ritual. Methods of divination are many, ranging from interpreting dreams to tea leaves to clouds to dreams, with the common thread between all methods being: that there are symbols, that these symbols carry information, and that these symbols require interpretation.

  • Magic can be detected within line of sight. Detecting magic through physical barriers requires time and ritual. Detecting magic is limited to confirming its presence and category
  • Psychometry (psychic history of objects) is limited to general areas. They can become more specific based on familiarity and whether the caster has access to a contagion link, a similar or related object, or a piece of the object or person in question.
  • Retrocognition (divine replay of past events) is limited to reading vague details about the past with the object, creature or person in hand or close, and with the understanding that the caster's interpretation of events may be wrong. The closer to the present time, the more accurate the spells can be
  • The ambient and abundant nature of magic on Valucre can lead to false positives and false negatives 
Edited by supernal

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