Path Magic System in The Fourth Age of Tel | World Anvil

Path Magic System

Path Advancement

M agic-users begin play with knowledge of Mage's Road/Path of the Wushi, and 2 other paths chosen from the Starting Paths table (given below) of their respective Arcane Tradition, with knowledge of all 1st level spells in those paths as well as three 0-level spells. Upon gaining a level, the magic-user has the opportunity to advance in his or her understanding of the path. The magic-user declares which step of the path he or she is trying to master and spends 1 week per spell level of game time attempting to master the technique, after the time is spent, the DM rolls to see if the magic-user's attempt was successful according to the following formula: Base chance to Learn Spell + 5% per level of MU (+10% per level of mentor) - 10% per level of spell (-5% for uncommon spell/ -10% for rare spell) = Chance of Path Advancement. If the magic-user is successful, then he or she has immediate access to the spell and may cast it provided they have enough spell points; if the magic-user is unsuccessful, he or she may not make another attempt to learn that spell until he or she advances to the next experience level. However, the magic-user may attempt to master another spell at the same level in the same path or a different path following the same rules above.

As can be seen, there is an advantage for a magic-user to attempt to master new steps of their chosen paths under the tutelage of a more experienced mage. Journeymen magic-users often maintain relationships with their masters in order to learn more powerful techniques as they advance in experience level in exchange for money, magical items, or service. This presents a particular difficulty for mages in the Aeriscan League and other nations around the Central Sea as open study of Philosophia Arcana is viewed with suspicion, at best, since the rise of the thanatocracy of the Lich-Emperor Nefastius and his Timendi. As such, Aeriscan mages have formed secret brotherhoods in order to pass along their knowledge and to uncover magical paths lost with the fall of the Rexan Empire. However, colleges of arcane philosophy continue to operate in the old kingdoms of Shabanu, M'Gwandi and Urukh, motivating Ionese and nothern Aeriscan mages to travel trade routes eastward and southward to reacquire the knowledge lost during the Refugium.

Learning New Paths

There are two ways to learn a new path. The first way is through use of nexus spells. Spells that are shared between paths are referred to as "nexus" spells for they allow a spellcaster to jump from one path to another. When a player successfully learns a nexus spell, at that time, they can inform the DM that they wish to jump to another path. At that point, they forget the old path and now have access to the lower spells on the new path.

The secrets of new paths outside of those found on the starting paths list may be encountered through adventuring. After learning of a new path, a magic-user may choose to attempt to enter that path when advancing in experience level. The player states his or her intention to begin study of that path and the DM makes the usual roll for path advancement. A magic-user does not need to begin a new path by learning the first level spells, but can enter in at any spell level. There are advantages and disadvantages to this, however. It is easier to begin a path by attempting to master the first level spells, yet the experienced magic-user will need to spend the time to advance along the path, step by step. If the magic-user attempts to enter the path by mastering a high-level spell, if successful, they also gain access to 1 spell in each level below it, but the chance to successfully master the higher level spell is lower. Finally, it must be noted that the more powerful paths that can discovered through adventure often begin with spells higher than 1st level.


Starting Paths by Arcane Traditions

There are many paths to understanding the Ar, for the Ar contains many gates in which one can enter. Yet, none of these paths lead outwards; all of them are directed inwards, for you, too, are a gate to the Ar.
— Yi Hanying, Xianese wushi

Wu Jiao (Wushi)

Secret Signs (1), Read Languages (1), , Tongues (3), Summoning Wind (5), Transfix (6), Body Outside of Body (7),
Path of the WushiDetect Magic (1), Read Magic (1), Analyze Magic (2), Dispel Magic (3), Aiming at the Target (5), Anti-Magic Shell (6), Permanency (6), Reveal Magic (6), Finding the Center (8)
Path of FireFiery Eyes (1), Energy Blast - Fire (1), Melt (1), Fire Shuriken (2), Animate Fire (2), Pyrotechnics (2), Fire Rain (3), Fire Wings (3), Fire Enchantment (4), Melt Metal (4), Wall of Fire (4), Fire Breath (5), Incendiary Cloud (8), Internal Fire (9)
Path of WaterCobra's Breath (1), Energy Blast - Frost (1), Still Water (1), Swim (1), Water Protection (1), Animate Water (2), Ice Knife (2), Cloudburst (3), Gaseous Form (3), Steam Breath (3), Stinking Cloud (3), Water Breathing (3), Cone of Cold (4), Wall of Ice (4), Water to Poison (5), Lower Water (6), Part Water (6), Ice Blight (7), Horrid Wilting (8), Tsunami (9)
Path of WoodAnimate Wood (1), Backbiter (1), Elemental Burst - Wood (1), Warp Wood (1), Wood Shape (3), Thornskin (3), Plant Growth (4), Ironwood (5), Wood Rot (5), Repel Wood (6), Metal to Wood (7), Control Plants (8)
Path of MetalEnergy Blast - Electric (1), Iron Scarf (1), Magic Weapon (1), Entangling Scarf (1), Rain of Needles (1), Magnetism (3), Protection from Normal Missiles (3), Dancing Blade (4), Poison Needles (4), Rusting Grasp (4), Metal Skin (5), Wall of Iron (5), Spirit Needle (6), Decapitating Scarf (7), Repel Metal (8)
Path of EarthHail of Stone (1), Animate Fire (2), Terra Cotta Warrior (3), Stone Shape (5), Terra Cotta Lion (5), Wall of Stone (5), Stone to Flesh (6), Move Earth (6), Warp Stone (6), Earthquake (8), Crystalbrittle (9)
Path of Radiant YangEnergy Blast - Radiant (1), Light (1), Continual Light (2), Ether Bolt (2), Resist Energy (2), Starlight Blade (6), Longevity (7), Reanimation (7), Internal Fire (9)
Path of Shadow YinEnergy Blast - Shadow (1), Darkness (1), Sleep (1), Wall of Gloom (2), Continual Darkness (2), Dark Flame (2), Shadow Staff (2), Darkvision (3), Dark Lightning (4), Passwall (5), Spirit Self (5), Sword of Deception (5), Shadow Storm (7), Shadow Walk (7), Yin Form (8)
Path of Hungry GhostsEnergy Blast - Shadow (1), Ghost Light (1), Wall of Gloom (2), Corpse Candle (3), Creeping Darkness (4), Drainblade (4), Heart Ripper (4), Pain (4), Wall of Bones (4), Spirit Self (5), Death Spell (6), Sword of Darkness (7), Withering Palm (7), Horrid Wilting (8)
Path of the Five Deadly PoisonsCobra's Breath (1), Drowsy Insects (1), Kiss of the Toad (2), Spider Climb (2), Acid Splash (3), Stinking Cloud (3), Snake Darts (4), Poison Needles (4), Water to Poison (4), Vitriolic Sphere (5), Wood Rot (5), Withering Palm (7)
Path of the Fox SpiritChameleon (1), Hypnotism (1), Prestidigitation (1), Ventriloquism (1), Apparition (2), Mirror Image (2), Charm Giant (3), Disern Shapechanger (3), Charm Monster (4), Massmorph (5), Giant Size (7), Minute Form (8)
Path of Righteous ThunderEnergy Blast - Electric (1), Forked Lightning (2), Lightning Bolt (3), Aura of Lightning (4), Lightning Blade (2), Arc of Lightning (5)
Path of SpiritsCommune with Lesser Spirit (3), Spirit Binding, Lesser (4), Servant Horde (5), Spirit Self (5), Spirit Binding (6), Commune with Greater Spirit (7), Spirit Binding, Greater (8)
Path of the Guardian LionAmulet of Protection (1), Alarm (1), Hold Portal (1), Resist Energy (2), Wizard Lock (2), Protection from Evil* (3), Protection from Normal Missiles (3), Elemental Ward (4), Private Sanctum (5), Anti-Magic Shell (6), Energy Immunity (7)
Path of DragonsClaws (1), Scales of the Lizard (1), Acid Splash (3), Wings (3), Speak with Dragons (4), Dragon Form (6)
Path of the Celestial ArcherAccuracy (1), Magic Missile (1), Rain of Needles (1), Fire Shuriken (2), Ether Bolt (2), Snake Darts (4)

Copyright Notice

  • Open Game License v 1.0a Copyright Wizards of the Coast, Inc.
  • Systems Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Ried, James Wyatt, based on original material by E. Gary Gygan and Dave Arneson.
  • "Paths of Power" by Wolfgang Buar & Steve Kurtz, Dragon Magazine No. 216, April 1995.
  • Basic Fantasy Role-Playing Game Copyright 2006-2016, Chris Gonnerman.


Cover image: by Lleij Schwartz