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 ¤ Overview
 ¤ Paradigm 
 ¤ Resonance and Surges

TALENTS:

 Mentalism:
 ¤ Animism
 ¤ Transferance
 ¤ Sentient
 ¤ Spirit

 Sorcery:
 ¤ Alchemy
 ¤ Elemental
 ¤ Force
 ¤ Form
 ¤ Time

 ¤ Templates

 

 

 

 

 

 

 

 

MENTALISM AND SORCERY

Magic in Telgard is divided into two disciplines: Mentalism and Sorcery. Each discipline has its own 'talents' which are the individual skills a mage may acquire; Mentalism talents include Sentient, Animism, Transferance and Spirit, while Sorcery talents include Alchemy, Elemental, Force, Form, and Time.

MENTALISM: Mentalist mages use thier inner reserves. They do not need a focus because they cannot go beyond their own limits. However, mentalist magics are influenced by surrounding energies (emotion, magic, etc) and so such mages are at risk from these energies--which can actually use the mages' own power against them. Mentalists call this influence "resonance", and while rarely physically damaging, resonance can cause a weak mage to develop psychoses or even become completely insane. Resonance affects the magic of mentalists, possibly decreasing, increasing or even changing the spell that the mage intended to cast.

A pure mentalist-one who has only mentalist skills-is usually very disciplined with a strong personality. His or her magic is not as powerful as that of a sorcerer, because one's energy is limited, but their magics are subtle and only the most blatant of spells will be noticed by the common person.

SORCERY: Sorcerous magics use outside sources of power. They draw their energy from around them; for instance, they use fire to cast fire magics. Sorcerors lack the sensitivities of mentalists and are thus immune to the direct effects of resonance; however, the energies they use are not their own and so sorcerors must use something to focus those energies or become Scarred or destroyed by uncontrollable Surges of power. The focus' usefulness depends on two things: the focus' relationship with the magic being cast; and the similarity to the sorcer's paradigm and its famiiliarity to him. The sorceror is limited to what energy he can find; some areas have less ambient magic than others, but by not using his own energy, he does not tire nearly as easily.

The magics of a sorcerer are often powerful and flashy; mages using this kind of talent must make a supreme effort to hide the visual effects of their magic. However, they do not tire as swiftly as mentalists do, and their magics are often much stronger. A mage with both disciplines is in general the strongest type of mage, but all their spells also tap outside energies and so will cause a surge.

 

PICKING MAGIC TALENTS:

At character creation, you can pick up to four magic talents depending on your intelligence. How many talents you can choose can be seen on the following chart:

IN = 2, pick one magic talent
IN = 3, pick two magic talents
IN = 4, pick three magic talents
IN = 5, pick four magic talents.

Delfae, and players with the advantage Blood of the Magi, can choose one more talent at each level of intelligence; that is, if their intelligence is four, they may pick four talents. They still may not have any magic talents if their intelligence is one.

PROGRESSION:

How high a level may be achieved in your magic talent ALSO depends on your intelligence. The following chart outlines the highest level of skill which can be achieved in any one of the character's talents:

IN = 2, the highest level is Apprentice
IN = 3, the highest level is Journeyman
IN = 4, the highest level is Mage
IN = 5, the highest level is Adept.

You may only advance ONE talent to your highest level, ONE MORE to the next-highest level, ONE more to the level below that, and so on. For instance, if you have an IN of 4, and three talents, ONE may advance to Mage, ONE MORE may advance to Journeyman, and the third may advance to Apprentice.

A Delfae who has taken the option to have one more talent, or a non-Delfae who has the Blood of the Magi advantage, can have their extra talent at any level, up to the highest.

 

ADVANCEMENT

Every character will eventually advance in thier magic skills...here is how it works.

A mage's power-level depends on his highest level in any talent. A mage with Adept in Force and Journeyman in Sentient Thought will cast sentient thought spells with the power (but not skill) of an Adept.

To begin with, all your magic skills are at "None" and your talents are unawakened (With the exception of those with the Prodigy advantage--see the Advantage section for more details). As you begin to play, one or more of your magic talents may be 'Awakened.' Awakening is specific to each talent, and also means it's the first time your character is aware he or she has magic at all.

NONE: If your character is unawakened, you have no inkling of your ability. Mentalists that are awakened but have no skill are highly susceptible to resonance and mental attacks. Sorcery skills, once awakened, almost always proceed to the "Apprentice" level of skill. Thus it is possible for mentalist skills to be awakened and at 'none' but nearly impossible for Sorcery skills to be.

APPRENTICE: This is when your character begins seeking training, almost always from a magical guild. Mentalist skills tend to begin the most subtle of detections and manipulations at this point. Sorcery skills tend to work at detecting the forces they will be working with, since those forces are outside of their body.

JOURNEYMAN: Despite its appearance, this is a gender-neutral term borrowed from the mundane guilds. It implies a time of seeking and journeying while exploring the limits of one's magic. Practically, however, many magic users do not journey to improve their skills but instead stay in tutelage with their master.

MAGE: At this point, a magic-user has reached the pinnacle that most mages can acheive; the position of Full Mage. Fully capable of teaching in their own right, Mages (as opposed to the uncapitalized 'mages' which is another term for 'magic-user') have achieved more power than many dream of and most are content at this level.

ADEPT: Some few magic-users are possessed of unparalleled genius or uncommon skill (that is, must have an intelligence of 5), and proceed even beyond what most people consider the 'limits.' Their powers are vastly superior and many abilities are available to them.

 

Finally, there are some basic skills that all magic-users are capable of. They may all perceive magic--as symbols, colours, or mists, depending on their paradigm. Magical script is readable by all magic-users because magic is a universal ability and magical script is a universal concept...despite what language it 'appears' to be in.

In addition, all mages are capable of dispelling spells--in theory. In practice, it depends on the relative power-levels of the casting mage and the dispelling mage. A spell that's in place and not being maintained has a chance of being dispelled by a 'lesser' mage if the mage is willing to work very hard at it. Dispelling is an act of will and does not require a focus.

Lastly, all mages can 'maintain' a spell, extending its duration beyond a simple instantaneous casting. The more a mage extends a spell, the more power and energy it will require; correspondingly, the higher-level a mage is, the more power they have at their disposal to extend a spell.

Some mages can 'hide' their magic or 'trap' it, making searching for magic difficult or dispelling a spell risky. All mages are capable of it, though not all mages learn it...and relative skill in hiding or trapping a spell depend on practice as well as level of magic.

 

 

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