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Mages


MAGES

Magic Systems

There are two magic systems in use in the campaigns, Standard GURPS and UMANA or (Unlimited Mana)  A PC must decide at generation which system he or she will use. You cannot change later.

As a matter of general reference, Standard Mages are referred to as 'Wizards' while UMANS Mages are called 'Sorcerers.'  The term 'Mage' refers to either type.


Standard Magic (Wizard's)
  This system is required for any mage with only 1 level of Magical Aptitude.  It is an optional system for mages with 2 or 3 levels of Magical Aptitude. The MU casts spells using mana and energy drawn from his or her Fatigue (Strength). This energy is recovered quickly. Ten minute recovers 1 point plus 1 point if the PC eats a decent meal. Alternatively the spell Recover Strength allows quicker recovery.

ADDITIONALLY: The wizard may cast a spell that requires more energy than he or she has available, however doing so has a consequence. It results in a potentially disastrous calamity. For every 5pts of energy above the caster’s Fatigue there is a +1 to the dice roll on the calamity table.  The MU must maintain a running tally of energy used beyond ST. Every additional casting above ST results in additional Calamity roles. Energy is recovered, (deducted from this negative tally) at a rate of 1 point per level of Magical Aptitude per 24 hours, provided that the 24 hour period includes an adequate 8 hour rest period. The wizard must maintain a running tally of mana points used above his or her ST. Any additional casting that occurs while the wizard is running a negative tally, even if using his or her own fatigue, will cause an additional calamity roll.

Umana System (Sorcerers)
 This system is available ONLY to sorcerers with 2 or more levels of Magical Aptitude. The sorcerer utilizes mana from the surrounding environment.  He or she has a safe casting Threshold of 30 points available. Any time the sorcerer exceeds 30 points a roll is made on the Calamity table with an additional +1 per 5 points above 30. The sorcerer must maintain a running tally of points cast. Additional casting above the 30 point Threshold results in additional calamity roles. Energy is recovered, (deducted from the tally) at a rate depended on surrounding mana levels per 24 hours, provided that the 24 hour period includes an adequate 8 hour rest period.

Zero Mana = 0 Recovery                                                  
 Low Mana = 8pts Recovery
Average Mane = 16pts Recovery
High Mana = 32pts Recovery
Very High Mana = Halves recovery time to 12 hours AND 32pts

A sorcerer employing Umana may elect to spend Fatigue to cast spells at a rate of 4 Fatigue points for 1 mana point.  Energy generated in this manner does not count against daily threshold use. Fatigue expenditures, can be recovered through normal rest or by means of the Recover Strength spell.


New Advantages:

Increased Threshold
A Umana sorcerer may purchase increased Threshold as follows:
20% increase in Threshold (6pts) costs 10 points
40% increase in Threshold (12pts) costs 20 points
60% increase in Threshold (18pts) costs 30 points
80% increase in Threshold (24pts) costs 40 points.
100% increase in Threshold (30pts) costs 50 points


Increased Damage                           Cost = 10 points  
 A mage with this advantage may opt to spend extra energy on adding damage to attack spells. The amount of energy added is depended on Magery level and IQ. Each point of IQ over 11 adds 1 point to the energy that can be added to increase damage. Ex: IQ 12 = 1 point.  IQ 14 = 3 points.

Magery I = 2pts + 1pt/IQ>11
Magery II = 4pts + 1pt/IQ>11
Magery III = 8pts + 1pt/IQ>11

Academy Trained Mage       Cost = 5pts
This allows a wider range of starting spells for a new mage. See the description.



Limitations on Magic and Mages:
   Velitar Mages have certain limitations on them. They ARE NOT PERMITTED to use spells from certain Colleges. They may learn them for prerequisites (using the thaumatological knowledge gained from the research to further other spell research), but they MAY NOT CAST them.

Starting Spells
  A 100 point PC Mage cannot have more spells than he or she has IQ. Having attended the school the mage is limited as to what Colleges he or she may pick from to those that are taught in the school. The same is true of a mage that studied under one Master. This is not to say that the teachers don't know other spells, they're just not teaching them!
 A starting PC can never begin knowing any Necromantic spells. It is illegal for them to be taught, practiced or used. No respectable Mage would give a pupil access to these spells even if he or she knew them! To start a character knowing these spells will require the `Unusual Background' Advantage along with an explanation. This will cost 10 points.



The Prohibited Colleges are as follows:

All Control, Creation and Summoning Spells for Earth and, or, Water Elementals.
Plant Spells
Animal Spells (except Shape Shifting spells)
Weather Spells
Most Healing Spells

The following spells are not known by any Velitar mage, to the best of anyone's knowledge, and are therefore unavailable.
Timeport, Timeport Other, Timeslip, Timeslip Other, Create Door, Seek Gate, Scry Gate, Control Gate, Create Gate, Slow Time, Accelerate Time, Suspend Time, Time Out.

The spells Sunlight, Continual Sunlight and Sunbolt may be cast only by Clerics of Mitra.
There are no such thing as Tech or Radiation spells.
Further Wizards are limited in what Healing Spells they may learn and cast.


SPELL LIST FOR MAGES, by Colleges
Body Control      (New Spells)
Food
Mind Control      (New Spells)
Enchantment      (New Spells)
Communication and Empathy
Making & Breaking  (New Spells)
Meta      (New Spells)
Movement      (New Spells)
Elemental Air          (New Spells)
Elemental Fire      (New Spells)
Elemental Water     (New Spells)
Elemental Earth      (New Spells)
Electricity      (New Spells)
Acid      (New Spells)
Ice      (New Spells)
Illusion and Creation      (New Spells)
Knowledge      (New Spells)
Protection and Warning      (New Spells)
Sound
Necromantic (illegal!)      (New Spells)
Light and Dark (except Sunllight, Continual Sunlight and Sunbolt)      (New Spells)
Shape shifting
Healing (listed)
       Lend Strength
       Lend Health
       Share Strength
       Share Health
       Recover Strength

Teleport College (listed)  (New Spells)

       Teleport
       Teleport Other
       Blink
       Blink Other
       Beacon
       Trace Teleport
       Rapid Journey
       Divert Teleport
       Hide Object
       Sanctuary
       Planar Visit
       Plane Shift
       Plane Shift Other
       Phase
       Phase Other
When it is necessary to know a spell from a prohibited college as a prerequisite for a permitted spell, it is acceptable to purchase that spell with a half point (.5) This reflects a basic understanding of the principals involved, without the ability to actually cast.



Special Notes:
All Acid Spells are in a separate College.
All Electricity Spells are in a separate College.
All Ice Spells are in a separate College.
Teleport and Teleport Other are in the College of Movement. They are also in a separate College of Teleportation which consists of all other Teleport spells and those other spells listed.
All Shape shifting spells are considered a separate college.




Magical Training
  A would be mage has two choices, either attend the only `school' in Velitrium or train with a Master. In either case a student spends from four to six years studying.
  In Calbazar there was a great College of Sorcery that for centuries trained the Wizards of the Velitar and the Savarn. When the Velitar were at last settled in Velitrium several efforts were made to establish a similar institution.
  The College of Sorcery in Calbazar was run and controlled by the Savarn, much to the displeasure of the Velitar. Because of this dislike for the system used by the Savarn there was a general unwillingness to copy it. The problem was that no one could come up with a satisfactory substitute. All of the Velitar mages had different ideas as to what  the new College should teach, how it should teach it and above all, who should be in charge. The result was years of bickering, quarreling and feuding that even degenerated into outright warfare on several occasions. During these years many of the mages set about training their own apprentices and establishing a number of `schools' or `academies' rather than wait for the founding of a central College.  Today only one school remains, the Academy of Sorcery....

The Academy of Sorcery
  Founded by Kistotain Tortrix a few years before he vanished during a complex enchantment that went bad.
It is located in Drunmore and there are presently six instructors teaching fourteen students. The curriculum changes with instructors. At the present time the Academy specializes in Fire spells, Electricity spells, Mind Control spells, Body Control spells, Meta and Enchantment spells and Protection spells. A student can also learn those Healing spells allowable to mages, Food spells and Movement spells. The skills of Spell Throwing, Spell Jet, Magic Breath and Body Sense are also taught as appropriate.
  Enrollment in the school, for those PC's who seek magical training later in their careers, costs $8,000.
  For a character to have been trained at the school is an advantage, the PC has a wider selection of spells to start with. The cost of this training is 5pts.

Training with a Master
  There are only fifteen independent mages that are willing to train apprentices. They typically teach only one or at most two at a time. Cost for such training is usually less than a school but the selection of Colleges is more limited. Typical cost ranges from $5,000 to $7,000 and includes room and board though the quality of such varies widely!
 A PC who wishes to be trained by a Master may select spells from any three colleges, (Except the proscribed ones of Earth, Water, Plant, Animal and Necromantic) plus spells from the Healing list and the Protection college.
 The skills of Spell Throwing, Spell Jet, Magic Breath and Body Sense will also be taught as appropriate.
  There is no extra point cost to be trained by a Master.


Wizards and Iron & Steel

  In the world of Velitrium the metals iron and steel impair the focusing and control of Mana. For every point of Magical Aptitude a mage has he or she can carry 1 pound of iron or steel with out any negative effect. For every pound above that limit the spell casters base skill is reduced by 1.
  Because of this it is very rare to find a mage wearing any armor beyond reinforced leather (which has 1lb of metal in it) unless the armor is of Bronze. Most mages carry few weapons of steel, those they carry are generally small like daggers or arrow heads. (An arrow head weighs 1oz.)
  There are Bronze weapons and armor available but they have the disadvantages of increased weight and reduced damage, see the Weapon Descriptions.
  The Elves long ago discovered a secret to making steel that does not interfere with Mana. Consequently Elven armor and weapons do not count when calculating interference.  The Dwarves also know how to make such weapons and armor, though they rarely do, except on special orders and the customer must help provide the ingredients!

Bronze Armor & Weapons


Mages as Clerics

  Cleric/Mages is a possible dual role. Any player who wishes to play such a character must strictly abide by the rules of a cleric. For example, the PC cannot use bladed weapons. And the PC must also keep to the rules of the Mage, like those concerning the use of iron and steel. Spell lists must be maintained separately and all the Vows must be kept.
  At the time of character generation the player must pay for both the clerical advantage and Magical Aptitude. Since the religious calling must take precedence over any secular career, or else Mitra will strip away the Cleric's religious powers, character points must be divided so that the majority goes into the clerical skills.
  If a PC Mage elects to follow a religious calling late in life, after creation, he or she is certainly welcome. The training needed, in addition to the required character points, will take at least ten years.



Thaumatological Training
  Applicants to the Academy or those seeking training from a single Master must be at least fourteen years of age, have at least one level of Magical Aptitude, and they must be literate. (There are Church run schools in most villages and all towns, 50% of the population is literate or at least semiliterate), and they must pay a fee.
 If the applicant meets all of these requirements he or she is accepted conditionally. The applicant must agree to swear an oath of Loyalty to the school or Master. After this the applicant becomes a Novice.
   This is a one year period in which the Novice studies the basics of magic, its history and theory. During this time the Novice must achieve a skill level equal to IQ in the field of Thaumatology (MVH).(Note: Magery Levels count towards IQ in this skill)  For each required point the character must put in 2,000 hours of study, to reach this goal in one year means the novice puts in 11 hour days, every day for one year. At some point after reaching the necessary level of skill everything starts to come together for the Novice. Each month after the skill level is reached the Novice rolls Vs IQ + Magery, a success translates 1pt of those spent on Thaumatology studies into a spell. (This will be one of the basic spells needed in the given College) The choice of College is up to the student. Every month there after the Novice continues to roll Vs IQ + Magery until the other points also resolve themselves into spells. This spells may be another basic spell in a different college, or the next spell in the first college. As soon as all points are turned into spells the Novice becomes an Initiate.
   At this point the Initiate will become aware of any limitations in his casting abilities, for example he might be a One College Mage, or a Solitary Mage, these limitations will be revealed as he or she explores the new spells and works on learning more. It is during this time that the Initiate can choose to aspect him or herself to one of the Elements (Fire or Air).
  As an Initiate the student studies some of the more advanced techniques of Magic. Ceremonial Magic, Alchemy, Astrology, the Manufacture of Items, the making of Scrolls, etc. They don't actually do these things but they study the theory and watch others perform the actual rituals etc. During this time period, which is at least one year, the Initiate will continue to earn 1pt for every 2,000 hours of study.  It is important to note that the student, whether Initiate or Novice cannot work more than 14 hours per day, to do so for more than 5 days will result in a loss of HT and IQ of 1pt each per week. They will require two weeks complete rest to restore the lost points.  There are potentially 5,000 study hours in a given year (360 days), so no more than 2.5 points may be earned this way. It is possible to carry over the half point from the period as a Novice, if there is one.                                                                                                                                             
 At the end of the period of 1 year the Initiate may roll Vs IQ + Magery, a success allows him to add a point bonus equal to his Magery. (1 to 3). So that at the end of the year the Initiate will have added from 3 to 6 new spells to his grimoire. If the Initiate has less than six spells in his grimoire he or she remains an Initiate  for a further six months, at which time a second IQ roll plus Magery is made, if there are still less than six spells another six months are added, and another roll, and so on.  If there are more than six spells in the grimoire, then the Initiate becomes an Apprentice.
   An Apprentice spends less time studying and more time doing. The Apprentice becomes an assistant to his Mentor, actually doing hands on work in the labs, traveling with the Mentor, or as his or her agent. This is a time of extensive testing, forcing the Apprentice to use his spells in all kinds of situations, and under different conditions. Points are awarded for the things the Apprentice does, and for the first time the student is allowed to copy spells directly from the Mentors spell books. The Apprenticeship continues until the Apprentice has learned a number of spells equal to his or her intelligence.  
  At this point the student has graduated from the training and is a mage.  The graduate is now obligated to serve the school or Master in any capacity for two years. Generally this is either as a teacher in a school, or as an assistant in making magic items etc...  If the entrance fee had been waived, then the graduate is obligated for three years of service. Upon graduation the new mage is presented with a Staff, as the spell.
   During a students tenure in the school or with the Master (typically 5 to 7 years), living quarters are supplied, as is food and clothing, study materials and the like. These things are covered by the entrance fee.

  Completing any magical Training, whether in a school or with an individual Master will give the student a default skill  in Thaumatology (IQ+Magery) and Research (Magical IQ).








Circles of Power


Magic in Velitrium


Alchemy