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Magic and Society

Planet of Velyri, Continent of Endrica, Tondene Empire

  There are enough mages in the population to have affected just about everything on the list. The Tondene Imperium is a mixed race, cosmopolitan empire that includes just about all of the sentient races that inhabit the planet (why one race hasn't killed off the rest is due to...reasons involving handwavium deposits). These races include Humans, Elves, Hobbits, Dwarves, Orcs, Goblins, and Aarakocra. Of those, Elves, Dwarves, and Goblins have the highest rates of mage utilization (that is, they are more prone to recognize the talent in an individual and actually train them in magic).  

Rates of Magery in the Various Races

1 in 50 humans has magery 0. One in ten of those might have Magery 1; one in ten of those might have Magery 2; one in ten of those might have Magery 3. Of those, one in 100 might have Magery 4. That means that in Farsskal, with an area of about 90000 square miles and a population of 8700000: 174000 people have the aptitude to learn/cast magic; 17400 have Magery 1; 1740 have Magery 2; 174 have Magery 3; and 2 with Magery 4. Just because someone has the aptitude doesn’t mean that they realize they have it, or have the resources to put it to use. So actual practicing mages are less common than the above numbers would indicate. Assume (optimistically) that 1 in 5 mages has realized and utilized their gift, and know some spells. Increased levels of Magery have higher utilization chances: 1 in 10 for M0; 1 in 5 for M1; 1 in 3 for M2; and 1 in 2 for M3. That gives Farsskal 2 M4 Wizards, 87 M3 Wizards, 579 M2 Wizards, 3480 M1 Wizards, and 17400 M0 Wizards.   1 in 30 Elves have Magery 0. One in five of those might have Magery 1; one in five of those might have Magery 2; 15% of those might have Magery 3. Of those, one in 20 might have Magery 4. Using the population numbers in the human example (8,700,000 people), this gives us a breakdown of 290000 people with at least Magery 0, 58000 with Magery 1, 11600 with Magery 2, 1740 with Magery 3, and there might be one person with Magery 4. Elven rates of magic utilization is much higher than humans, however: One third of the Elves with Magery 0 learn some spells, half with M1, two thirds of those with M2 learn spells, and anyone with M3 or higher is taught magic. This gives them, for this example, 87 M4 Wizards, 1740 M3 Wizards, 7737 M2 Wizards, 29000 M1 Wizards, and 96570 Wizards with M0. (Note: one must remember that the Elven birthrate is much, much lower than humans, and therefore tend to have a much lower population density in their nations; if Farsskal was an Elven nation, it would only have 3,870,000 people, less than half of the example population.)   1 in 40 Dwarves have Magery 0. 15% of those might have Magery 1; 15% of those might have Magery 2; 10% of those might have Magery 3. 3% of those with M3 might have Magery 4 or higher. Using the same population numbers as above, that gives our hypothetical dwarven nation 217500 M0, 32625 M1, 4894 M2, 489 M3, and 15 M4. Magic utilization, like the elves, is much higher than humans. One third of those with M0 learn some magic, half of those with M1, two thirds of those with M2, and all known M3. That gives 15 M4 Wizards, 489 M3 Wizards, 3264 M2 Wizards, 16313 M1 Wizards, and 72428 M0 Wizards.   Hobbit rates are the same as humans.   Because the evolutionary path Orcs took went down the Magic Resistance pathway, they tend to have very few people with Magery. 1 in 500 orcs have Magery 0. One in ten of those might have Magery 1; one in ten of those might have Magery 2; and one in ten of those might have Magery 3; and one in 100 might have Magery 4. (Orcs with Magery do not have Magic Resistance). That gives 17400 orcs with M0, 1740 orcs with M1, 174 orcs with M2, 17 orcs with M3, and none with M4. Magic utilization rates are about on par with human rates, although not for lack of trying. Orc shamans do everything they can to find apprentices, but orc lifestyles can be pretty brutal and short, and orcs spending time learning scholarly magic don’t have time to train with the physical skills they need to survive. So we end up with 9 M3 shamans, 58 M2 shamans, 348 M1 shamans, and 1740 M0 shamans.   1 in 50 goblins have M0, 1 in 10 have M1, 1 in 10 have M2, 1 in 10 have M3, and 1 in 50 M4. This means 174000 people have M0; 17400 have Magery 1; 1740 have Magery 2; 174 have Magery 3; and 3 M4. Magic utilization rates are a bit better than humans, simply due to their more authoritarian cultures that “encourage” mages to practice magic. 1 in 5 goblins with M0 learn magic, 1 in 3 M1, 1 in 2 for M2, and 1 in 2 for M3. If any goblin managed to be born with M4, they would most definitely be taught magic. All of that gives 3 M4 shamans, 87 M3 shaman, 870 M2, 5794 M1, and 34800 M0.   Kler’naktha rates are the same as humans.   Aarakocra rates are the same as goblins (their communal, “share everything” extends to skills as well, so while their Magery rates are the same as humans’, their utilization rates are more like that of goblins). The Northern Expanse has maybe 200000 Aarakocra. 4000 have M0; 400 have M1; 40 have M2; 4 M3, and 0 M4. Trained Mages: 800 M0; 133 M1; 20 M2; 2 M3. Due to low tribal numbers and isolationist tendencies, in practice the numbers are much, much smaller.   A note about these Magery numbers. They are not to discourage PCs from being mages, but more as a general demographic/social reference. Note how few high Magery wizards there are. Being one of these few can make you very powerful, both in absolute power, and in political power. And that might mean that others notice your power, and may do something about it. Keep this in mind when designing your character: Enemies (other mages, mage guilds, governments), Dependents (family, friends, mentor), and Paranoia are very common disadvantages that will likely be part of your character, as well as several other traits that comes with power and corruption of same. Mages are a commodity, and powerful people like to control commodities.   Also note that it is possible to train a level of Magery. This assumes that the mage specifically is working to become better at the inherent sensing capabilities that Magery gives, along with general spell casting. Magery 4 is still the maximum, however; but a person born with, say, Magery 2 can train up to Magery 3.  

1) Waste Control

Elves have been around a long time, and have figured out how to handle many items of infrastructure, most often utilizing biological processes. Sewer/waste control in typical Elven towns are typically handled by magically developed and grown plants that not only move the organic waste away from town, but also process it. Inorganics are handled in other ways: metals and glass are recycled, ceramics and any other unrecyclable items are usually tossed in a midden or dump outside of town. When you live for millenia and worship Nature, you can't escape your garbage, so you have to minimize it as much as possible.   Dwarves live in underground cities, usually in structures built in large caverns. Roofs optional. They developed ceramic-lined metal pipes. The thin layer of ceramic reduces the buildup of rust that might clog the pipes, while the metal helps protect against cracking. Dwarfpipes run throughout their cities, and the waste pipes eventually lead to a waste processing station. Solids are filtered out, and are either incinerated within infernal combustion engines that run various mills, or are used (eventually) as compost for either their farming caves or sent to their surface farms. Liquids get piped out to outlet pipes on cliff faces. These large pipes are covered with a locked grate, and usually high up on a cliff face to make entering them difficult. This waste stream collects and can lead to environmental damage, much to the chagrin of any Elf that sees it. In the Empire, the Dwarves in charge of the waste processing will often hire a team of Elves to set up Elven waste processing plant(s) at the site of the outflow.   In the cosmopolitan cities, dwarfpipes can be found in the more higher class areas of town. Most people can't afford them, and use chamberpots. Most areas have public standpipes and drains for waste removal; people have to walk a ways to dump their chamberpots into them. There are also wagons that come by every few days to take what is in people's garbage pails; this is paid for by taxes (as is the maintenance on the public waste drains). This garbage is typically taken to dumps outside of town. Occasionally, and if there is a large percentage of Elves in the population, there may be Elven waste processing plants growing here and there, where appropriate. The long-lived Elves keep trying to teach the more ephemeral races to have more long term thinking, especially about garbage and pollution, but they don't have much success.   Magic helps the above in several ways: accelerating the growth of plants; disintegrating or burning trash; forming the ceramic coating inside the pipes; moving the waste around using movement spells.  

2) Water Infrastructure

  The Dwarven undercities have an extensive water supply system. Reservoirs and pipes provide water to most areas. Mostly they use gravity fed systems when possible. Many outflow pipes/valves are enchanted with Purify Water, which reduces diseases and increases potability.   Most aboveground cities in the Empire have access to dwarfpipes, so they also often have extensive water supply systems, modeled on the Dwarven ones. Water towers are used to provide pressure, and the water is pumped up to them using windmills. Purify Water, being a rather cheap enchantment, is common, although not as common as in Dwarven cities. Many cities hire mages to go around casting the spell on water tanks, as opposed to installing enchanted valves. (Enchanters are quite rare, and only the best mages can become one.)  

3) City Construction

  Humans, Orcs, Goblins, and Hobbits all basically make buildings the same way as craftsmen do. Wood frame, or stone, or brick, lath and plaster, or some combination. They all lack the magical skills to do it any other way, and the mundane way is just fine for most things.   Elves live on platforms in trees, with buildings grown upon them, modified by construction practices. Shape Plant and Plant Growth spells go a long way to making this possible and viable. Kingtrees are popular, as they are immense (over 1000' tall the Elven villages can be so high up in the tree that they are effectively invisible from the ground.   Dwarves build their undercities using interlocking stone bricks created by the Shape Stone spell, formed from material that is excavated from when they dig the causeway tunnels that link their underground cities. Many of those stone bricks are decorated with relief carvings, formed when the brick itself is formed. As the tunnels are dug out using the Shape Stone spell, the mage takes that material and forms it into building blocks, which are then sent back to the city for any construction or repair that is necessary.  

4) Communications

  Spells can be used for communications, much like telepathy. There is a whole group of spells devoted to communication, and another devoted to the mind. Several spells can be used for long distance communication. However, it will be costly, and it might be cheaper to use the mail system.   The Imperial Mail System is based on the pony express, except that where possible, it will try to employ the Aarakocra to courier messages. Aarakocra can fly at about 48 mph, and some can go faster. And since they can stay aloft all day, they can cover a lot of ground. If necessary, they can get a message to a location 800 miles away overnight (assuming 16 hours during decent weather). Alchemical stamina potions are also available, if the situation requires it, allowing to faster travel for land or sky based couriers.  

5) Transportation

  Transportation is mostly the same as "your standard medieval world": horses, carriages, ships (galleons are in their prototype stage, but cogs, caravels, and galleys are common, as are sloops, cutters, dhows, and longships). Walking is very common, since horses are expensive. Magic doesn't really do much for most of this, with the exception of Dwarves (of course).   But even Dwarves don't have magical conveyances. But magic is used to make their tunnels, which are magically dug, and magically formed. So they form two sets of rails in the floor of their causeways, and they make rail cars to travel upon them. These rail cars are linked together into trains, and typically pulled by mules. They do have railroad handcars though, and can travel at about 6-10 miles an hour. Some are enchanted with Dancing Object, which enables them to be self-propelled.  

6) Pollution/Trash

  See section 1, above.  

7) Cleaning

  The most common is a cloth, broom, or feather duster, enchanted with the Clean spell, that cleans/polishes. It's not terribly expensive (although the poor certainly can't afford it) and in the military, each company has one or two in the barracks. The military likes its boots shiny and its equipment clean and orderly. Items can also be made to be permanently clean using the Soilproof spell, such as clothes, a tabletop, or a carpet.  

8) Lighting

  Most people use candles or lanterns. Torches are used as well. A mage might use a light spell of some kind for their own use (usually Continual Light on a shuttered light fixture, so they can effectively "turn it off").   Streetlights are usually oil lamps, but in some areas, the city will hire a mage to cast a Continual Light spell on the streetlamps. This spell lasts for several days, at which point the mage has to go cast the spell again. A typical mage employed in this way can light a dozen or two streetlights per day. The mage Daisy Dubrow is contracted by Port Karn to light a certain amount of streetlights on a specific set of streets per week.  

9) Crowded Cities

  Besides the infrastructures listed above, there isn't much that can be done about crowds. Except to make the surrounding lands produce more crops using plant magic to increase harvests and reduce weeds and pests. In the area around Port Karn, the Port Karn Agricultural Council oversees the area's agriculture. They don't control it; various tracts of land are owned/operated by the various liege lords and merchants.   Hygiene and its relation to disease is known; it's one of the things that the Elves taught the other races when those other races looked like they were starting to use tools. The Elves understand that tiny creatures cause disease, and how to treat/control most of them, at least to a certain extent. Sometimes an Elven mage may actually show them to others, using spells that are capable of imaging the viruses and bacteria. Although in most cases, there is little obvious connection between the little critters and diseases (another area where living for centuries and having a long time to do experiments and notice trends helps).   This also helps with the water supply, since keeping the plagues out of the water supply is a good thing. There aren't enough mages to Purify all of the water tanks and reservoirs, so some basic proactive cleanliness goes a long way.  

10) Mob Control

  Mobs are controlled primarily using the City Guard. They are armed and armored, and if there is a riot, given shields if they don't already carry one. There aren't enough mages to make enough of a difference under most circumstances using spells; so mundane techniques are used most of the time. The City Guard may use brutal methods, if need be. If a riot is being driven by a single demagogue, however, a mage with mind magics might be called in to manipulate the demagogue in order to quell the crowd.  

11) Weapons

  All kinds of medieval weapons, from knives to swords to spears to bows to catapults are available. Legality of various weapons varies, but in general, as long as you aren't brandishing a weapon, it's okay to have it. People may look at you funny if you show up fully armed and armored to a local cookout, however. And some places (such as many bars/restaurants) will ask you to leave the weapons in the cloak closet.   Battlemages: Magic is all too flexible and useful to have not been used as a way to kill someone or something. The military tries to recruit as many mages as it can. Some it even forces (conscripts) mages to join the military, often with lucrative deals or force (which can be blackmail, threats against family members, or some other kind of manipulation). But the Tondene Military does treat it's mages well; a generous stipend, plus access to goodies they wouldn't normally have access to. There is also the benefit of ritual magic using the soldiers as spectators, which can result in some pretty effective spellcasting (for example, the Clean spell, which is an area spell, or weather spells to make the weather more amenable). Most mages are not in the front lines. Most are either in logistics, or are some kind of scout. There just aren't enough mages to waste them in the front lines, and they are more useful elsewhere anyway.  

12) Magical Inventions With No Mundane Equivalent

  Gate spells aren't known on Velyri (as far as anyone knows, anyway). There might be some other kinds of things though....I will have to think about it.  

Other Magical Notes

    Alchemical Inertia, or Enchantment Resistance   Alchemical Inertia (aka Enchantment Resistance), a number normally between 0 and 12, is a relative figure that represents how resistant to enchantment a material is. From the 10% of the magic energy that is invested into the enchanted item, subtract the AI (as a percentage the higher the AI, the more energy is wasted and the longer the enchantment process takes. So, for that steel item (with an AI of 7): 10% - 7% is 3%; the item retains much less of the energy that is put into it. Any final number that is less than zero is treated as zero for this purpose.   Each type of material has its own AI, which is somewhat arbitrary (Rolemaster has a good list of stuff, I think theirs is based on folklore mixed with whim). This also means that there is another spell in the Enchantment College, so that there is a way for the mage to reduce the AI, called Mana Channel. It is much simpler and easier to reduce the AI of an item rather than power through and suffer from energy losses.   Note: any subject with innate Magic Resistance has the amount of MR added to its AI. (The average human has blood with an AI of 2; a human with 3 levels of MR has blood with an AI of 5.)  

List of materials

  This is an example list; use it to extrapolate materials that aren't on the list. In general, the more resistant to magic something is, the higher its natural Alchemical Inertia. Items that are inherently magical will have naturally low AI.   Inorganic Solids
Material AI Material AI Material AI
Meteorite 0 Aluminum 6 Salt 8
Platinum 2 Brass 6 Granite 9
Gold 3 Glass 7 Iron 9
Lodestone 4 Marble 7 Mithril 9
Silver 4 Most Stone 7 Laen (Glassteel) 10
Copper 5 Steel 7 Lead 10
Crystal (Quartz) 5 Most Clay 8 Eog (magic-dampening alloy) 11
Fine Steel Alloy 5 Onyx 8 Kregora (anti-magic alloy) 12
Material AI Material AI Material AI
Dwarf-Cut Star 1 Cut Ruby 3 Raw Emerald 5
Cut Star Stone 2 Cut Sapphire 3 Raw Ruby 5
Dwarf-Cut Diamond, Ruby, Sapphire, Emerald 2 Opal 3 Raw Sapphire 5
Cut Diamond 3 Pearl 4 Semi-Precious Jade 7
Cut Emerald 3 Raw Diamond 5 Jasper, Garnet, etc 7
Material AI Material AI Material AI
Ent 1 Elven Oak, King Tree 3 Oak 4
Elven Golden-leaf 2 Elven Yew, Gallows Tree 3 Yew, Bloodtree 4
Elven Ash 3 Ash 4 Linden, Hickory 5
Elven Hazel 3 Hazel 4 Others 7
Material AI Material AI Material AI Material AI
Basilisk Blood 0 Black Lotus, Herecine Berry 1 Human, Elf, Dwarf, Orc, Goblin, Hobbit Blood 2 Fine Wine 4
Black Rose 0 Black Poppy, Mocker Ichor 1 Spider Venom, Dread Blosssom, Scorpion Venom 2 Perfume 4
Dragon, Roarer 0 Dragon Blood, Giant Fire Beetle Ichor 1 Great Cat Blood 3 Stag Blood, Wolf Blood 4
Enchanted Flower 0 Frankincense, Drygrass 1 Kler'nak, Aarakocra Blood 3 Troll Blood 4
Holy Water 0 Lotus, Tetherbees 1 Musk, Lynchlichen 3 Alcohol, Poisonpuff Spores 5
Mandrake 0 Dogwood Blossoms 2 Orchid, Whipweed Sap 3 Cherry Blossom, Lavender 5
Magic Pool 0 Fine Brandy, Greendread Sap 2 Pure Spring Water, Reek Ichor 3 Animal Blood 6
Myrrh 0 Great Eagle Blood 2 Red Poppy, Rose 3 Rain Water 7
Purple Lotus 0 Griffon Blood, Magical Reek Ichor 2 Giant, Ogre Blood 3 Lake/River Water 8
White Poppy 0 Lycanthrope Blood 2 Snake Venom 3 Pig's Blood, Dropweed 9
Herbs, Nuts, & Spices
Material AI Material AI Material AI Material AI
Belladonna 0 Poison Mushroom 1 Toadstools 3 Mint 5
Black Pepper 0 Arsenic 2 Wintergreen 3 Moss 5
Magic Slimes 0 Comphrey 2 Aloe 4 Spices 5
Mistletoe 0 Wolfsbane 2 Catnip 4 Yeasts 5
Nard 0 Anise 3 Clove 4 Milkweed 6
Opium 0 Balm, Basil 3 Ivy 4 Slimes 6
Sapphron 0 Devilbush Berry 3 Wormwood 4 Moulds 7
Magic Moulds 1 Sulphur 3 Almonds 5 Nuts 7
Bones, Skins, Parts, Etc.
Material AI Material AI Material AI Material AI
Balrog Hide, Demon Hide 0 Troll Hide 1 Pegasus Feather 2 Hippogriff Feather 4
Ectoplasm 0 Unicorn bone 1 Tiger's Entrails 2 Wolf Skin 4
Unicorn Horn 0 Vampire Skin 1 Troll Bone 2 Animal Bone, Horn 5
Balrog Bone, Demon Bone 1 Bat's Wings, Targa Scale 2 Bat's Bones 3 Orc Bone 5
Basilisk Bone 1 Centaur Bone 2 Griffon Feather 3 Sea Mammal Hide 6
Bat's Eyes 1 Ghoul Skin 2 Hippogriff Bone 3 Animal Organs 7
Chimera Bone, Targa Bone 1 Giant Bone, Skin 2 Ivory, Hydra Venom 3 Animal Hide 8
Dragon Bone, Scale, Tooth 1 Griffon Bone, Skin 2 Monster Hide 3 Physeter Hide 8
Elf Bone, Elf Skin 1 Human Bone, Goblin Bone 2 Ogre Bone, Hide 3
Hobbit Bone 1 Lion Heart, Hydra Skin 2 Stag Horn, Lunefish Scales 3
Lycanthrope's Tooth 1 Manticore Hide, Flickerbug Chitin 2 Tiger Bone, Mazeworm Bile 3
Pegasus Bone, Skin 1 Minotaur Horn 2 Wolf's Bone, Eye 3
Rhino Horn 1 Mummy Skin 2 Bull Horn 4

New spells

      Air Spells   Guide Smoke (IQ/A; Air, Fire)
The spell is cast on a source of smoke, which is then guided in a single specific direction as if rising through a 20 foot chimney with a diameter equal to the area spell. The spell must cover an area that completely encompasses the source of the smoke. The spell will not work in a gale, anything on the Beaufort Scale of 7 or more (Magic, p. 194). The smoke rises normally, and pointing the spell downwards may result in the spell failing or the fire eventually smothering itself once sufficient smoke has built up at the GMs discretion. Great for not getting smoke in your face at a campfire.   Duration: 1 hour
Cost: 2, half to maintain
Time to Cast: 10 seconds.
    Enchantment Spells   Mana Channel (VH)

There are two uses for this spell: to recharge a mage's Staff of Power, and to lower the Enchantment Resistance of materials for use in enchanting items.   To recharge a Staff of Power, simply cast the spell and supply the mana; the Staff of Power retains half of what you put in. So if a mage channels 10 mana into the Staff of Power, it will gain 5 points. This can be repeated up to the maximum storage of the staff. Mages will often tap out their mana completely just before going to bed, charging the staff with as much as they can.   The spell also allows a mage to lower the Enchantment Resistance (Alchemical Inertia) of materials to make them easier to Enchant. Each casting of the spell drops the number by 1, unless a crit is rolled, then it drops by 3. A crit failure, on the other hand, means that the AI is forever “frozen” at that level, and can never be reduced farther; at this point, the mage must either throw out the material, or work with it as it is. Note that the material must be “pure” (i.e., a single ingredient, not a combination). It doesn’t have to be chemically/elementally pure, but it has to be a separate ingredient, not a collection of them. (You can work on the carrots and potatoes, but not the whole stew at once.)   The way the spell works is thus: the material has an innate resistance, much like an insulator. Each time the spell is cast, some of that “insulator” is eroded away; mana paths are “burned” through the material. With enough castings, all of the insulator is burned or eroded away, and the material accepts mana more easily. What the mage is actually doing during the spell is “aiming” a beam of power at the material, dissolving away the resistance, sort of like aiming a high pressure hose at a cliffside. The spell actually costs 3 fatigue per hour, and it is a constant-flow process, so if the mage is interrupted during the spell, at least some of the work isn’t wasted.   There is a variant to this spell that acts as its reverse, it is sometimes called Mana Block or Insulate. This adds to the AI, making the item harder to enchant. Although similar to Magic Resistance, it is not the same thing, and won’t affect spells cast on the item. It is primarily used to keep enchanters from messing with a perfectly good magic item.   Prerequisite: Enchant in order to lower AI, and Mana Channel for the reverse of the spell. To recharge a Staff of Power, a mage needs to know at least 1 spell in at least 5 colleges.
Time to Cast
: 10 minutes to feed mana into a Staff of Power, or 4 hours to reduce the Enchantment Resistance, cannot be reduced by high skill.
: 2x the mana charged in a Staff of Power; 12 for reducing Enchantment Resistance; 10 for the Mana Block.
Duration: Permanent.
Item: None.
  Staff of Power
This spell allows a mage to invest mana into it, to be reclaimed later. The maximum amount of mana that can be placed in the staff is equal to the mage’s IQ, per level of enchantment. This mana cannot be tapped like a power stone; it can only refill lost mana as if the mage were resting, although it rushes in over the space of a second, and it takes an action. It will not replace HP lost due to mana burn. It replaces only fatigue.    Example: Joraaki is casting a series of Bless Plants spells. She has a staff with 18 mana points stored within it. She casts a Bless Plants spell, using up 10 fatigue for a 5 hex radius spell. She taps the power within her staff, and 10 points flood back into her. Now she can cast another 5 hex radius spell, and she does, using up another 10 points of mana. She taps the staff again, but only gets 8 back, since that is all that was in the staff. The remaining fatigue will have to be recovered normally, either by resting or using Recover Energy.   Refilling the staff requires the mage to focus mana into the staff, similar in effect to the Lend Energy spell. This takes 1 minute per point the mage chooses to invest into the staff, and the mage loses 2 points for every point invested. The mana stays in the staff until used (so most mages use whatever leftover mana they have at night before going to bed).   Energy Cost:
Power Cost
1xIQ 75
2x1Q 150
3xIQ 300
4xIQ 600
5xIQ 1200
Prerequisites: Lend Energy, Staff   Silversilk
This spell allows the mage to create "silversilk," the magical elven cloth that has the weight of fine silk but protects like chain mail.   The secret of weaving this fine, silvery fabric has been known to the Elves for millennia. Silversilk protects like chainmail (DR 4), but has the weight and texture of fine silk (1 pound). Like chainmail, an undercoat of thick padded armor is needed to provide full protection – the elves often make the whole ensemble into a single garment about the weight and thickness of a bulky sweater (2-3 pounds, depending on the size of the wearer). Without the padding the garment offers DR 3. It can be enchanted normally with Fortify or Deflect spells.   Due to the spider silk used in its manufacture, it gets a further +2 DR against cutting and impaling attacks, negates the effect of barbed weapons, grants +1 to First Aid rolls to treat such injuries, and eliminates -2 in penalties to HT rolls for infection due to dirt in the wound. It also prevents skin contact, negating any blood agent or contact poison.   Though not as protective of their Silversilk as the dwarves are of their dwarven Mail, the elves have never revealed the secret of its manufacture to a nonelf, and they only give it to the very greatest nonelven friends and benefactors of the race.   As the elves never sell Silversilk, and only rarely give it away, the open market price of the armor is far beyond what would normally be expected from its capabilities. Component Spells: Silversilk, requires special equipment.   Asking Price: $35,000. Each application of this spell creates 1 yard of material. In addition to the cost to cast the spell, every yard of material woven requires $200 in rare materials ($1,000 per 5 yards). 
 The enchantment also requires the mage to have a magic loom made from rare, precious living wood. The threads of the fabric are woven by trained spiders of a special breed found only in the deepest and oldest forests. Normally, craftsmen capable of building and maintaining such a loom are found only in Elven lands. If such a loom could be constructed elsewhere, it would take at least $10,000 in materials and a roll vs. Woodworking-10 to build (or multiple uses of the Shape Wood spell). Animal Handling rolls would be needed on a weekly basis to keep the spiders alive and spinning. 
 While the mage does not have to make the loom himself, he must be present for the entire duration of the enchantment, guiding the actions of the spiders and enchanting the material they weave. 
It takes 1 yard of material to make shoes, gloves, or a coif. It takes 2 yards of material to make a vest (covers the torso only). It takes 3 yards of material to make a shirt or short dress that also covers the groin and the upper thighs or a pair of trousers. It takes 5 yards to make a gown or full cloak, or to make a full set of clothing for a man-sized creature. Larger and smaller creatures use more, or less, material respectively. Sewing the enchanted cloth into clothing takes a roll vs. Professional Skill (Tailor)-5, or Professional Skill (Clothmaker). Failure ruins the enchantment. Elves prefer to weave the finished garment on the loom so that it doesn't have seams and then fit padding inside the finished garment. 
   This is also an Animal spell.   Cost: 50 points per yard of material. 

Prerequisites: Magery 3, Enchant, Create Object, Beast Summoning (Arachnids). 

Author: Adapted from GURPS Magic Items 1.   Fire Spells
Charcoal (IQ/A; Fire, Plant)
This converts a cubic yard (1/5 cord) of wood into charcoal. This is about seven times as effective as charcoaling , which makes the elves and druids happy (well... less angry). It is exhausting and takes a long time to cast, but still much much swifter than charcoaling the wood the traditional way.   This spell belongs to the Fire and Plant colleges.   Duration: Permanent. Time to cast: Casting the spell takes 10 minutes, but the actual process takes 1 hour. Cost: 10.     Food Spells   Taste of Honey (IQ/A; Food, Illusion/Creation)
It gives one plate of food a pleasant, if bland and sweet, flavor. If the food is massively salty, spoiled, or has other serious issues, this spell won't help. It's mainly about getting picky eaters to eat wholesome food. Those that have to get cranky children to eat love this spell. It also works on cranky sick people too!   Duration: Instantaneous.
Cost: 1     Prepare Meal (IQ/A; Food)
The spell takes raw ingredients and instantly prepares them for cooking. All ingredients and tools must be present when the spell is cast. The spell will not cook the food, but if appropriate tools are present it will chop, mash, grate, mix and knead the food as required. If the food requires time to rise or ferment or an ingredient needs cooking before use it will stop at that step, but can be recast after that step to continue. Required tools will not be dirtied by this spell, but the finished result will be placed inside an appropriate present container. Requires specialization by type of meal. Prepare Meal(Bread) would mix all the ingredients together, but stop when the dough needs to rise, but could be recast after it rises to knead and shape the loaf. Prepare Meal (Salad) would make the complete salad, presuming no ingredient required cooking. Prepare Meal (Bacon and Eggs) would have the eggs and bacon neatly arranged in the pan ready for cooking and the eggshells or packaging in the trash or compost as appropriate. Other variants: Vegetable Broth; Ham and Cheese Sandwich; Traveler’s Stew; Bread and Cheese; Noodles and Sauce. There are as many variants as there are foods.   Duration: Instantaneous
Cost: 1 per pound of food
Time to Cast: 10 seconds.   Enticing Lure (IQ/A; Food, Mind Control)
Murmur a chant of good luck over a small-game snare or fishing hooks to enhance their attractiveness to their targets. Gain a +2 to the appropriate fishing or trapping roll. Expires after 8 hours or the first creature caught, whichever comes first.   Duration: up to 8 hours.
Cost: 3.
Time to Cast: 1 minute.   Healing Spells   Least Healing (Conditional Injury, Pyramid #3/120, IQ/A, Healing)
This is a healing spell designed for the Conditional Injury system from Pyramid #3/120. This spell heals a Scratch, a Severity -6 injury, immediately relieving any pain or shock. This does nothing for any disease or poison acquired through the wound, but does prevent any later infection.   This would be a very popular spell, as Scratches are the single most common type of injury, especially in the rough world of most fantasy settings. Being able to immediately treat Scratches and prevent them from getting infected would do wonders for improving quality of life. Additionally, early treatment could prevent a wide range of chronic conditions, for example, healing a tooth cavity.   Duration: Instant
Cost: 2
Time to Cast: 2 seconds   Recover Energy (addendum)
A normal person recovers FP at a rate of 1 pt/10min.   Recover Energy at
Skill-9 1 pt/8 min
Skill-11 1 pt/7 min
Skill-13 1 pt/6 min
Skill-15 1 pt/5 min
Skill-17 1 pt/4 min
Skill-19 1 pt/3 min
Skill-20 1 pt/2 min
Skill-25+ 1 pt/1 min   Illusion Spells   Apprentice's Illusion (IQ/A; Illusion)
Creates previously defined illusions written beforehand. Each illusion can be learned as an average technique, with a +0 penalty for Simple Illusions, -2 penalty for Complex Illusions, and -4 penalty for Perfect Illusions. Each technique may not be learned above Apprentice's Illusion. The cost cast and maintain is copied from the spells they're based on.   A caster of Apprentice's Illusion cannot use Artist (Illusion) for it; all such rolls are made by the designer of the technique. Each technique can be created with a successful skill roll of the spell the technique is based on.   Duration: 1 Minute
Cost: Special     Knowledge Spells   Age Check (IQ/A; Knowledge)
On casting the spellcaster must touch the target and gets either the subjective age or chronological age of the target, chosen at the time of casting. The target can resist normally. Accuracy is based on the energy spent. For 1 energy, accurate to the year; for 2 energy it's accurate to the month, for 3 energy it’s accurate to the day, for 4 energy it’s accurate to the hour, for 5 energy it’s accurate to the best time keeping device available at the casters TL. Creatures with strange origins may give confusing responses! Make an Archeology roll before you test an old statue, otherwise the spell may tell you when the stone of the statue was first formed out of magma instead of carved. Artificial items can have a lot of potential creation dates, depending on what you are looking for. When you test the table, when the tree was planted, when the board was milled and when the last piece attached are all potential creation dates.   Duration: Instantaneous.
Cost: 1-5.
Range: touch.   Identify Book (IQ/A; Knowledge)
By touching a book and casting this spell, you get a general sense of what the book is about - the same amount of information you'd get from reading the blurb on the back. Useful for identifying books without a blurb, especially those where your brain would turn to mush if you opened them and looked at the pictures.   Duration: Instantaneous.
Cost: 1.   Making and Breaking Spells   Clamp (IQ/A; Making and Breaking)
  A heavy version of Tack, Clamp holds an object in place against another object for the duration of the spell as long as it is maintained. A successful ST+4 roll will pull the object free and end the spell. If the clamped object is used as a shelf or step, it can only hold 20lbs before failing.
Duration: 1 minute
Cost: 1 per pound, same to maintain
Casting Time: 10 seconds.   Fit Stones (IQ/A; Making and Breaking, Earth)
Area   The spell averages out the surfaces of two stones so that they will fit against each other exactly. The surfaces will not be smooth or polished in any way. The caster places one limb on each surface to be fitted and casts the spell, during which the surface visibly flows into its fitted state. This allows buildings to be built with ashlar construction at the cost of brick (Low Tech Companion 3). The ability to use even more ill-fitted rubble is offset by the higher price of workers who know this spell.   Duration: Instantaneous.
Cost: 3/hex.
Time to Cast: 1 minute.   Tie (IQ/A; Making and Breaking)
Regular   Ties a simple knot in any piece of cordage the caster is touching. Assess range penalties to the place where the knot is to be tied. Unlike the Knot spell, this knot is entirely mundane and can be untied by anyone in the normal fashion.   Duration: Instantaneous.
Cost: 2.   Quick Release (IQ/A; Making and Breaking)
Cast when tying a knot, this allows anyone who later unties it to do so with a single ready manoeuvre.   Duration: until triggered.
Cost: 1.   Clean Chalkboard (IQ/A; Making and Breaking)
Completely cleans all chalk off a chalkboard, but not other stains or marks. The chalk will either fall to the floor or collect in a container touching the board.   Duration: Instantaneous.
Cost: 1 per chalkboard.   Recycle Chalk (IQ/A; Making and Breaking, Earth)
The spell condenses chalk dust, shards and pieces back into usable chalk sticks. Any non-chalk materials will be left out. The chalk is of basic quality, good quality on a success of 5+, fine on a critical success.   Duration: Instantaneous.
Cost: 1 per lb of chalk scrap.
Time to Cast: 10 seconds.   Mold Soap (Making and Breaking)
This spell takes fragments of soap bars due either to breaking or wear and molds them together to make one larger bar. Can also rehape soap bars that have become oddly-shaped. It does not create soap so you may need many remnant bars to make one effectively new bar.   Duration: Instantaneous.
Cost: 1 per lb of soap scraps.
Time to Cast: 10 seconds.   Recycle Wax (Making and Breaking)
Takes wax from various sources, such as wax seals, cheese sealing wax, and candle stubs and remolds it into a block. If you want the wax to be a candle, a wick must be present.   Duration: Instantaneous.
Cost: 1 per lb of wax scraps and candle stubs.
Time to Cast: 10 seconds.   Clean Dishes (IQ/A, Making and Breaking)
Cleans a single sinkful of dishes. The dishes do not move, or stack themselves; they just become clean and dry.   Duration: Instantaneous.
Cost: 1, or 2 if the dishes are piled high. Any dishes piled higher than twice the sink’s depth are unaffected.
Time to Cast: 2 seconds.   Clean Tabletop (IQ/A; Making and Breaking)
A variant of Clean Chalkboard, this spell cleans a tabletop of debris, crumbs, and spills. It will not clean stains older than a day. Often used in pubs for busing tables, and in morgues and surgeries for more grim materials.   Duration: Instantaneous.
Cost: 1 for a table three feet square or smaller, 2 for a table up to 25 square feet, and 3 for a large banquet table.
Time to Cast: 2 seconds.   Minor Housekeeping (IQ/A; Making and Breaking)
Cleans and organizes items within a 1 cubic yard area, such as a backpack, or a small chest or cabinet, just as if the caster had done the work themselves. Cleaning performed by this spell is minor, and only eliminates a thin layer of dust or other easily removable material. It will not work to remove stains or to clean heavily soiled items. The spell can only be cast on objects the caster could safely manipulate with their own bare hands.   Duration: Instantaneous.
Cost: 1.   Launder Item (IQ/A, Making and Breaking)
Cleans one item of clothing. Will not remove a stain, but if the spell is cast before it sets, then there won’t be a stain. Must touch the item to be laundered.   Duration: Instantaneous.
Cost: 1.
Time to Cast: 2 seconds.   Mind Control Spells   Anxiety (IQ/A; Mind Control)
Subject who fails to resist feels a vague sense of unease. No specific game effects, but it can motivate actions, depending on the circumstances and the personality of the subject. Might occasionally cause minor penalties, similar to Ache.   Duration: 1 minute.
Cost: 1, same to maintain.   Movement Spells   Redirect Fall (IQ/A; Movement)
Redirects a small amount of falling material so that it lands in an empty hex up to 1 yard away from where it would have normally fallen. The subject of the spell must be a mass of solid or liquid material. It can be cast on animate entities, but only if they are willing. The spell only affects material which falls by accident, it has no effect on things launched as part of a deliberate attack. While it can't prevent falling people from falling as a result of a collision or attack, it can be used to control the direction of their fall so that they fall into the hex(es) they currently occupy or an adjacent hex and in the direction specified by the caster. Falling items can be directed into hexes occupied by inanimate objects, but not hexes occupied by animate beings. Useful for avoiding accidentally dropped objects or weapons, redirecting spilled food or beverages away from fragile or valuable items, or potentially saving fragile objects.   Duration: Instantaneous.
Cost: 1 to affect up to 5 lbs. of material, 2 to affect up to 50 lbs., or 3 to affect up to 250 lbs. Larger subjects can't be affected.   Necromancy Spells   Flyswatter (IQ/A; Necromancy)
Point at an insect (spider, worm, etc. - SM -10 or less, 0 HP, not sentient). It dies. Alternatively, it can be described as doing 1 hp of toxic damage. Also known as “Splat”.   Duration: Instantaneous.
Cost: 1.   Plant Spells   Weeding (IQ/A; Plant)
Touch a plant, and it and other plants of its type within the area of the spell wither and die. Does not work on plants that are older than 2 weeks.   Duration: instantaneous
Cost: 1 per 6 inch radius, max 6ft
Time to Cast: 10 seconds.   Technology (Fuel) Spells   Enduring Beeswax Candle (IQ/A)
This spell multiplies the burn time of beeswax candles by 10. This would allow a 1 pound candle to last approximately 40 days. Other versions for different materials would exist, such as tallow.   Duration: Permanent
Cost: 4 per pound
Time to Cast: 3 minutes   Enduring Tallow Candle (IQ/A)
This spell multiplies the burn time of tallow candles by 10. This would allow a 1 pound candle to last approximately 40 days. Other versions for different materials would exist, such as beeswax.   Duration: Permanent
Cost: 4 per pound
Time to Cast: 3 minutes

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