Mage Page

The rules on magic and other  miscellany will go here with the Spells as sub pages.

 

All Known Research Capabilities  
  – Detective – Mental
  – Fire – Vegetative
  – Air – Illusionary
  – Earth – Physical immunities
  – Water – Audio (includes silence and ventriloquism)
  – Emotional (includes fear, charm, sleep and dance) – Magical immunities
  – Organic

  -Healing (includes heal and death spell)
-Metamorphic (includes create monster and shapechange)
-Micro-organic (includes disease spells and poison spells)
-Muscular (includes haste and some of timestop)
– Transportative (includes dimension door and teleport)
   Extra-planar communication
  – Force (includes levitate, fly and telekinesis)
  – Magic Alteration (includes permanence and contingency)>
  – Life-force (includes magic jar, animate dead and reincarnation)
two

    The Library of Mealidor:

-Detection
-Emotional
-Fire
-Earth
-Air
-Mental
-Vegetative
-Illusionary (incomplete collection)
-Magic alteration (incomplete)

-Organic
  Metamorphic
  Healing

one

 

three  

    The Library of Catalon

 

The Catalonian library is one of the finest libraries
on the prime plane.
The following fields of research are supported:

 

Air Water
Mental (I) Illusionary
Organic Audio
  -healing Life-force
  -metamorphic Magic Alteration (I)
  -muscular (I) Runes

Note: (I) denotes incomplete.

 

 
Behind all good mages is a library, and behind Catalons mages is one of the best. Arcane studies are the base for a researcher of spells. The various books of magic cover every concievable aspect of the magical spectrum, from turning lead into gold, to making flowers bloom, to turning a mans skin into acid its all there, inside the sacred books of the great receptacle of knowledge: the Library. Also contained here are the mysteries behind item creation!

 

The equation of the creation of magical items.

Ok, I know we all are a little fuzzy on what it takes to make a magic item. Since the Two Moons Event, the Immortals got jiggy on magic users and new rules apply to the lucky folk!

Heres what the damge looks like:

  On the average item the general rule of thumb looks something like this.

[( leve l + intelligence ) x 2] 
MINUS
[( level of enchantment + # of prior enchantments ) x 10] 
EQUALS Chance of Success

  So Al Armor would look something like this for the next enchantment I attampt to put on it.

[(29 + 18 = 47 ) x 2 = 94] 
MINUS
[( 3 for Als Cakes + 2 , 
1 for + 5 armor, 
1 for pro from Fire = 5) 
x 10 = 50] = ???

Therefore 94 -50 = 44. Efrim has a 44% chance to put Al Cakes of Madness and Mirth not too shabby!