Midgaad Magic

Gary Ashburn

Magic use is still somewhat rare, though less so than in past times when Sauron sought out those who dared its use. In the times following Sauron's fall and the rise of Arnor, a school of magical knowledge was formed in Ann™minas based on the magical tomes found there. Their teachings were divided into realms of knowledge different than those used by the Dark Lord's students, but in each case the realms were further divided into disciplines (areas of study) with associated spell lists.

Universal Principals: Light, Darkness, and Magic

This well structured system now available to most who would desire to learn magic became the basis for all known human practitioners of magic. While the elves maintain their own ways and there are still rumors of practitioners of the old forms: Necromancy (body-spirit) Sorcery (mind-spirit) The Universal principles of light and darkness are taught in each realm to a limited extent thus most practitioners are able to include these principals to a limited extent. But these principals are studied as a separate Realm of Magic -- Light/Darkness whose disciplines include light law, illusions, etc... To a similar extent any of the adjacent Realms of Magic can be used to a small extent within a spell, however never the Realm's opposing Realm or element which is often proof against the spell, able to cancel its effects or difficult to effect/cast in the presence thereof. The universal principle of Magic is studied both as a discipline of - Spell Ways - by which many includes useful magic affecting magic spells such as dispel, etc. and as a Realm of True Magic able to be mastered only by those versed in (see Grey Mage) each of the Realms of Magic, but many seek to learn spells (with penalty for not knowing the Realm). True Magic spells include spells that combine more than one Realm of Magic in their casting and thus more than one i.e. a mixture of principals & are less or even unaffected by the presence of other elements/principals.

Note: True Magic Realm is completely separate from the Spell Ways discipline and spells in one area will not familiarize a caster with the other.

Time Frames to Learn Magical Skills

		Time Frame (months)	Without Guidance
Reading/Writing		(30-Int)	x 2 - x 3

Advanced/Additional Languages  	[Two languages plus Two Scripts]
		[Orig. to SB+80, 2nd to SB x 4]
		[(Scripts to 70+(SB x 1.5)/70+SB)]

Research Skills/General Lore	[15-(.5Int)]	x 1.5

Acquire/study Esoteric Knowledge	(30-Int)	x 2
[Research: Int+Int+Will(SB x 4)
Gen. Lore: I+I+W(SB x 2),   Est. Lore:I+I+W(SB x 2)]

Mental Discipline		 ((25-Will) x 2)	x 2
[additional Will + ((15-Will)/3) points] GM option*

Attunement to magical energies	((25-AAI) x 2)	x 2
	[open pseudo-sensitivity skill SB=0 -- ML=((AAW-8) x 3)]

Drawing/Controlling/Guiding 
of Magical Energies & Building of	(25-AAI)	x 3
Spell Form

Learning/Casting	1st Spell	 (1/3)(24-SBo)	x 2
	  2nd Spell	 (1/4)(24-SBo)	x 2
	  3rd Spell	(1/6)(24-SBo)	x 2
	  4th-6th Spells	  approx. 1 month each	x 2

Total (approx.)    (210 - (5 x Aura) - (3 x Int) - (2 x Will))	 x 2
		4 to 7 years	 8 to 14 years

Note: + 24 - 36 OPís per additional year.
Characters with natural sensitivity skill may reduce times to learn by
10%

The Mage Character

The young adventurer desiring to become a mage will have commenced upon his career goals at an age of approximately 14 years, if poor and without access to magical instruction / knowledge he may spend an additional 3 to 5 years acquiring the necessary funds / support (during which time he may have acquired some basic skills which he will fall out of practice with during his magical studies) and then 8 to 14 years in learning the use of magic and associated skills (4 to 7 years if proper instruction is available) resulting in a beginning mage aged 25 to 33 years for most, 21 to 26 years for the lucky few, and 18 to 21 years minimum with these skills:

Native Language: 80 + SB	Native Script: 70 + (1.5 x SB)
2nd Language: (I I W) SB x 4	2nd Script: (IWW) 70 + SB
Research skill: (I I W) SB x 3	Lore Skill:  (I I W)  SB x 2
Additional Willpower ((15-Will)/3)
Pseudo-Sensitivity SB=0, MLo= (AAW-8) x 3 (or Sensitivity at SB2)
and having option points equal to [100-(2 x AAI)] in order to open and improve spells or improve natural psionic ability (two option points will advanced pseudo-sensitivity by one AAW) and may open one or two chosen disciplines:

open spell to SB x 3	1 OP per complexity
improve open spell by 1SB	1 OP per complexity
improve psionic ability 1SB	1 or 2 OP GM option*
Non-related skill	3 OP to OML + 4/SB*
Related skill	2 OP to OML + 2/SB
Skill appropriate to character / history	2 OP to OML + 2/SB
Beyond ML 80 half improvements, Beyond 90 a third, beyond 100 a quarter.

* - one additional SB maximum - alternately double cost for second SB,
triple for third.

Finding / Learning Spells

Many spells learned by characters will be learned from established spell lists or the works of other spell casters due to the difficulties involved in creating new high complexity spells from scratch and is the reason for many mages to take up adventuring.

    Method of	Time Required	TL	Opens
Spell Research	 (C=Complexity)	 	 MS=SB4  CS=SB5
Original Research	(12hr. x C(4/3))	SB4  
Spell Formulas/	(10hr. x C(4/3))	 SB3+
Instructions 	*	(Writerís SI/2)=1-6  (3)
Spell List/	(8hr. x C)	SB3+
Disquisition 		(Writerís SI)=4-12  (7)
Personal Instruction	 (6hr. x C)	SB4+	+SI	+SI/2
		(Teacherís SI)=8-12 (10)
Instant Creation 	 ~(10 min. x C2)	SB2+2 x EKF	SB3	SB4
	varies
Spell Modification			ML
Normal 	(8hr. x á(C(4/3))**	SB3(+4 to 12)(SI)	 -5 x áC	-2 xáC
Instantaneous	 ~(5 min. x á(C2)**	SB2(+4 to 12)(SI)	-8 x áC	-5 xáC
** minimum time = á(Cx)  =>  (C+1)x - Cx  =>  xC+1
Other Research Learn: new Realm (24-SBo*) days TL= SBo* x 4 new Discipline (18-SBo*) day TL= SBo* x 4 times above based on spell list/disquisition - half for personal instruction, x1-2 for instructions/notes, and x3 for original research. ìMasterî 4-8(6) spells in first discipline in a realm to learn another discipline in the same realm. ìMasterî 2 disciplines in a Realm to learn any adjacent Realm SB penalty for an unknown Discipline -3 / Unknown Realm -6 (inclusive) SB penalty for Spell Ways -2 / True Magic -4 --- (unless a "Grey Mage") *Minimum SBo modification in a new Realm (EKF) is equivalent to 1/6th the number of all known spells (i.e. 30spells/6 = 5spells equiv. => -4 min. SBo modifier). á - is used in place of the mathematical symbol DELTA - meaning difference. Thus áC2 between a second and a third complexity spell would be: (32) - (22) = 9 - 4 = 5. Complexity 1 2 3 4 5 6 7 8 9 10 11 C(4/3) 1.0 2.5 4.3 6.3 8.5 10.9 13.4 16.0 18.7 21.5 24.5 Instantaneous Creation and Research Instantaneous spells In instantaneous creation the caster has voluntarily disregarded some or all of the safe practices assumed in most spellcasting in order to quicken the process thus time to create and cast becomes:

spell casting time: normal - no penalty half - double fatigue research time: > 30 min. per complexity2- no additional effects <30, but >10 min./C2 - fatigue x 1.5 <10, but >2 min./C2 - fatigue x 1.5 & 1.5 x casting time <2min./C2 - double fatigue & double casting time CF add 1/10th of (10 x C2) min. not researched as required to the roll on critical misfire table. MF MF necessitates MF misfire roll on Instantaneous MF table modified by: .05(10xC - (time spent/C2) Instantaneous Modification As above with 1/2 the required research time for effects penalty = .05(10áC - (time spent/áC)2 Learning New Realms/Disciplines One may attempt to learn an adjacent realm or any of the universal principals anytime after mastering the original realm of study. The Mage can attempt to learn another discipline in a realm anytime after mastering the first discipline in each realm of study. Minimum and Maximum time frames for research If less time is devoted per sitting than 3 hours at a time the first hour of study each session can be discounted as ineffective. If more time is devoted per sitting than 5 hours at a time the last hour of study time each session can be discounted as ineffective. A normal study day is assumed to be 12 hours of effective research, consisting of 3 to 4 study sessions of 3 to 5 hours each - with rest breaks between each and a full night's sleep.

Attunement

Attunement to an object can be obtained manually (meditation/study), magically (spells), or through long-association. The closest attunements are those obtained through magical or long-term association attunement and magical means is also the quickest and easiest means, thus it is preferred by those who have the means available (i.e. spell-neutral/convocational).

Attunement to one's focus or other magical item in the process of its creation is automatic and of the deepest levels allowing the caster to feel the presence of the object across long-distances (general direction & distance) as long as attunement has been maintained and even after attunement lapses, may more easily become reattuned and or even notice the presence of the object nearby in an "active state" (used/in a state of maintained attunement [however one is unlikely to notice item even if searching if it has been rarely touched, worn or used recently several months to years). Length of time to acquire attunement will depend on factors including attunement of previous owners, objects and resistance to attunement and degree of exclusivity thus secondarily length of possession.

Fatigue in the use of devices is highly dependent on degree of attunement: Spell functions with the original spell fatigue of 4 x (15 -SI) is equivalent SI (or maker's original SI if lower) to level of attunement, an "Attunement Index", AI. Likewise spell effects are limited in an identical way as far as higher ML options range, duration, extent, etc..

Having another attune to an object you were already attuned to will result in a loss of 20% from present AI (i.e. 5AI -> 4AI) and will result in a continuous penalty for as long as they maintain their attunement of -1 to increase AI (-2 if more than two others are attuned).

Loss of attunement is a matter of time, circumstance, and/or desire: normally attunement decreases by 10% per month of separation (or 10% per week if no desire to remain attuned or if another attempts attunement), more slowly in uninhabited or deserted areas.

Reattunement to an item is much quicker and more effective - unless another has attuned to the item is resisting or the item itself is resisting attunement.

Attunement Gained in the original creation of the item	10+(Aur/6)
	with few exceptions only one item at a time may
	progress AI beyond 8+(Aur/6) even with net bonus
	effect unless all items involved were created by user
Attunement through use of spells: general thumbrules:
	AI=  MS=1 x (ln(x)) + (Aur/6)    	CS=1.3 x (ln(x)) + (Aur/6)
	x= time (hrs.) x SI x complex.    	100+2*Aur max. attunement
Attunement through	Time	TL	AI
meditation / attempt to attune	12 hrs.	4 x Aur	MS=(Aur/6)+1 	CS=(Aur/4)+1
study(need not realize its nature)	24 hrs.	1.5 x Aur	MS=(Aur/6)	     CS=(Aur/4)
Continuing Attunement
Actively seeks greater attunement and:                                 Frequency
	travel with in possession				     once per month
	worn on person/close contact			    twice per month
	used once per day					      once per week
	used 4xís per day					      twice per week
	used 10xís per day					      three per week
	used x  times per day			          1+(2 x log(x)) per week      
roll d10 + (Aur/6) vs. present AI to max. of 8 + (Aur/6)
Modifications to Loss of Attunement and AI
	Item Aiding/Resisting                        +/- 1 or (item Ego/6)
	Additional persons attuned		    (-20%),-1, or -2(>3 total)
	Original creator of item			     +1
	untouched/unused in years	     -1 per log(years/10),penalty 
						    decreases by 1 each 6 months
	Maximum AI*				   10 + (Aur/6)
	Minimum opening AI		   1/2 previous AI +/- modifications
	(if previously attuned)
Time to Attune						time required
	Item aiding/resisting				   1/2 / x 2
	reattuning						       1/2
	another attuned person resisting			      x 1.5
Loss of Attunement				          rate
normal rate = 1 LOA per month
	no interest in maintaining				x 4
	in possession of another (holds/wears)		x 2
	                  (attempting/is attuned)		x 4
	unpossessed but area is void of life		1/10
	mostly deserted area separated by 100+ft	1/5
	lightly frequented, animals only			1/2
	heavily trafficked by large #ís of sentients	x 2 - x 5

Value of Magical Tomes & Books

Original spell lists are almost priceless due to their rarity, magical protection from harm, veracity, and detail. Other works will vary depending on the individual work, the buyer, condition, completeness, etc., but in general an individual spell disquisition will be worth 5 GP per complexity2. Values for complete volumes can run at several times this price if contents can be verified as being reasonably close to a true magical text. Good spell notes are worth approximately 1-2 GP per complexity(3/2).

Development and research costs for developing spells/learning new lists are normally about 2 SP per complexity per day (can be 1 to 4 SP depending on luck, individual, & location) for expended materials (e.g. pen, ink, paper, minor experiments, etc.).

Magic History

Magic Past and Present

Sauron had the ability to sense the use of magic especially strong magics and made a point to find and destroy it, his presence could be felt around the user and by the user himself --- a touch of Sauron's power and the greater power behind him --- Morgoth. Gandalf and the other Istari mostly avoided the use of their powers except when in dire straits in order to avoid drawing the attention and wrath of Sauron and most certainly less when near Mordor.

In the second age therefore magic use by humans was fairly rare though there were more than a few Elven and dwarven magics scattered about for the adventurer to find. In the fourth age magical knowledge become available in obscure texts, schools of magic in Angmar and Ann™minas, back page notes, and many copies of captured, stolen and unburied knowledge from Mordor and Angmar, much from untouched texts from the second age, etc..

Guild of Mages

Since the establishment of a School of Magic in FA 17 by Arnor's King Aragorn II, magical knowledge has become the province of men as well as those of the Elves, Dwarves, and followers of Sauron. However, few who knew ought of magic existed at the time of the school's establishment many years of study and of delving into the treasuries and libraries of Arnor and newer , more adept personnel to study this knowledge would ensue prior to the school of mages being much more than a sideshow of crackpots and a few individuals of note. By FA 50 the School of Magic is a money raising establishment have five Mages of note, four of which were taught there as students, and the fifth, the most junior, came from a school established a few years after theirs in service of the King of Angmar (from which service he fled -- Angmar being much the same place it had been in the past). Knowledge he - the Mage Gilbur - who had fled from Angmar brought, aided greatly to their knowledge though much of it must be carefully used, for the greater portion had come from the Witch King's libraries and carried much dark knowledge.

When thus established and having refilled the Kingdom's coffers of all that had been gifted to them and more, their leader at the time, the most gifted of the number and wise, sought to loosen the ties between the school and the Crown "for the school need to become independent if it were to accomplish more [and] else those who seek that which is now beyond us will seek elsewhere." The school was granted charter to be the Guild of Mages subject no more nor less to the Crown than any other guild and allowed access to the libraries of Ann™minas which included the Tomes of Magic a ten volume Grimoire of magical knowledge of Numenorian origin uncovered in Ann™minas's library, a hidden compartment, during its reconstruction.

By FA 133 when King Vanrin passed on one of the former rings of power to the Guild of Mages for study they had become a small, but powerful group of individuals functioning both independently and in service of the Crown as advisors, aids, and many were employed through the Guild by the Crown. The Guild agreed to restore some or all of the rings of power and divine its history which they did and the news of their success led many more to seek for the lost rings of old (and others to believe that perhaps others had accomplished this before -- perhaps the Serpent Mage whose span of years seemed beyond that of the human kind she seemed to be).

Schools of Magic

The Arnor and Angmar schools of magic though similar in basis disagree on the correspondence of the convocations, use of older magic systems, and some other minor points of philosophy. Though the schools themselves no longer exist as such they have had a history of animosity and followers of the two schools tend to distrust and/or dislike each other (even more than the mages of their schools).

While both the schools of magic teach the octahedral philosophy of magic the Arnor school philosophy leaves no room for the learning of older magics while the Angmar school thinks of the octahedron as a convenient tool while dealing with the disciplines it involves. Never the less both schools are at a -2 SBo penalty when trying to learn magics not included in their basic philosophy. The older students of magic - predating the octahedral philosophy - are at a -1 penalty to learn any but their primary form (which they use at +1). Students of the older styles of magic are almost non-existent now (though the Serpent Mage and most spell using dragons fit in this category).

The elves and dwarves also study similar to that of the old school, but more directed in scope.

The elves receive:

+2 in Nature and Mind, +1 in Air, +0 in Water, -1 in Stone, and -2 in Fire.

The dwarves receive:

+3 in stone, +2 in Earth and Fire, and -3 in Mind, Air and Water.

The penalties and bonuses for the Elven and dwarven magics are due to both the method of teaching and the nature of those involved, thus an Elf or Dwarf attempting to learn human magic would retain all penalties but receive no bonuses. Similarly humans attempting to learn either of the above would receive only penalties. Dwarves or Elves attempting to learn the others magic would just be silly.

Common Spells

While some spells are unique to each discipline, others seem to have similar or nearly identical effects dealing with another element. Common spells are not related to any particular discipline or Realm and are the heart of a mage's magic which includes such basics as gathering magical potential energy from the N- dimensional planes (not written in spell format as it is a common to all spell casting) this energy is only a magical potential and thus harmless until given form (spell structure). The type of magical potential to be gathered varies with the type of spells being cast and strange catastrophic effects can occur from attempting to place incorrect structure on gathered energy. The gathering of correct energy for a given structure is the keystone of magical success, however at times the type of energy gathered can be as much luck as the caster's skill or desire sue to the shifting of the N-dimensions. Therefore a spellcaster will often modify his structure to compensate for differences in the magical energy or discard the energy as unsafe for the intended effect. The ability of a mage to correctly modify his structure and to gather the desired potential energy is a function of his skill as is often his decision to abort a spell. Common spells include multi-dimensional effects - shifting, substitution, expansion.

Shifting includes shifting of an object/person partially or completely out of phase with prime reality or into a different reality all together. Such spells as Kemdal's Gate use this effect and are beyond the ability of all but the greatest mages to create or master. Shifting spells effecting only partially only a being's/object's phasing and for a short period may be learned (but not created) by most mages. However most rely on restricting their shifting spells to that which lies within their discipline. A spell to shift a dead body or amount of water, etc. depending on the discipline partially out of phase with reality is relatively simple and could be attempted by any mage of appropriate disciple while shifting of equipment, a body, and a spirit of a living being into phase with another reality (of geometry beyond the control of a spell caster to duplicate directly) requires divination, spirit, body, metals, etc. in short a highly complicated spell (complexity V and up depending on the degree of directivity, control etc.) of multi-discipline basis thus a spell only able to be cast/created by a master of all branches of magic.

Substitution (common or discipline depending on use and Realm)- much more easily done is attuning to an elemental principal source of the appropriate discipline and shifting partially out of phase with standard reality and partially into phase with the principle substituting the principle summoned. The caster is then effectively ethereal and the principle occupies the volume of the caster's body would normally occupy and will allow the caster to pass under cracks etc. however will not allow the caster in any means the principle would not (i.e. as fire he could pass under/through a door etc., but could not pass through an airless void). Generally passing through cracks etc. for a distance greater than the length of the caster's body is not possible as the principle becomes too separated from the caster. Also the principle must not be dense in comparison to the volume into which it is summoned air/fire in air is possible, but earth/water is only possible within their respective mediums themselves.

Endowment/Expansion - is a process by which an object is made present (partly) in many dimensions at one time - an object capable of manipulating magical forces/energies must have a multi-dimensional nature (thus partially a magic user's spirit (Aura) is multi-dimensional in nature, but only slightly unless actively using magic). An object is expanded as a first step toward magical endowment or merely to increase the object's toughness with respect to non- magical objects - making any material subjectively several times harder to break in collision with non-Expanded objects depending on its original strength and degree of endowment.

The extra-dimensional nature of spells/magic items is what sensitive persons are able to sense, while it is highly unlikely for them to sense the N-dimensional interactions with a living Aura, the greater the disturbance involved with active gathering of energies, casting spells, or reasonably endowed objects may be noticeable depending on the alertness and sensitivity of the individual. This effect also seems to be the cause of the extended life spans of those who deal with the basic internalized working of magic on a daily basis. Although those who use magic often have spent 15 years or more (most use at least 9-12 years) to develop the most rudimentary magical skills and many years beyond that prior to developing these skills to a fully developed level. Most enter the arena of respectable mages at the age of 30 to 50 years ( most about 35), but few mages suffer the effects of advanced aging prior to 50-60 years of age (other than their basic grey hair and many mages are rumored to bleach their hair themselves to allow the visual effect though for most this is not necessary).

True Magic and Spell Ways List

True magic is the application of magical energy devoid of any major convocational association, that of a combination of convocational energies simultaneously or applying convocational energies in a manner normally impossible to do because of conflict between opposing principle and element. Normally this is only attempted by highly accomplished mages with a great deal of experience and skill in manipulating the various energies involved. Until mastering a number of Realms of Magic (3 for the Spell Ways spell list and 6 for the True Magic spell list) the caster will be unable to fully grasp the principles involved and will have difficulty casting due to lack of inexperience with manipulating the energies involved. For purposes of this mastery of a realm will be considered when 5 spells of 2nd complexity or higher are ML 80+.

Thus:

	When a mage has MASTERED		Receives these SB penalties
	this number of Realms 	Spell Ways	True Magic
	0	-6	-8
	1	-4	-6
	2	-2	-4
	3	0	-2
	6	0	0
These penalties are in addition to any others for EKF etc.

Errata

The basic difference of the system, and the reason for operating it so differently, is that there is

* No Convocational Attunment *

such as that used by the Shek-Pvar.

All spells are neutral and have an original SB penalty of -6 (goes up with experience - EKF).

Somehow this was such a central point of the system it never even got written into the explanation - my players and I have been using it now for a year or two - and it works great.

Everyone starts as a "Grey Mage" with no experience - or put better everyone starts as a "Neutral Mage" who knows only enough magic to get by in one area. It is so much more difficult without convocational attunement that these "areas" (convocations or Realms) have to be broken down into sub-areas (disciplines or lists) - not just "Fire" but the discipline that deals with the intricacies of the "Projection of Fire" thus "Fire Law" to steal a name from MERP.

On the other hand once the mage begins to develop outside his original area the lack of convocational attunment soon becomes an advantage - never having to worry about having to deal with a -12 or more SB penalty to learn your diametric convocation - in fact you have no diametric convocation in any real sense - only areas of higher and lower experience - effecting your SB in those areas.

This system tends to favor "Natural Mages" - Humans of high aura, any Elves, and Dwarves working in thier specialties. The lack of convocational attunement makes it too difficult for a moderately gifted individual to get started - but aids those with good abilites in the long run.

This is the EKF chart (simple compared to the Harnmaster version of EKF - though you could easily rig an analog if you prefer the other):

Number of Spells:
IN REALM    or      TOTAL     =>     EKF
  <2                 <12             -6
   2                  12             -5
   4                  24             -4
   8                  48             -3
  16                  96             -2
  32                 192             -1
  64                 384              0
This system allows the development of knowledge to aid later practice in Realm - and to a later extent - practice in the other realms.

Skill Base for any convocation is computed by:

        AAI +/- RACIAL ADJUSTMENT - EKF  = SBo

        SB for any particular spell is SBo - COMPLEXITY.
A HUMAN with aura and int of 16 (AAI = 16) has 15 spells in "Fire" and 6 in "Air"

This results in:

SBo of (16-3=) 13 in Fire, (16-4=) 12 in Air, and (16-5) 11 in any other Realm / Convocation

For those in Midgaad I don't use sunsigns - partly because I don't have astrological charts and sunsign information for Middle Earth. So it doesn't seem like astrological tendancies impact the Midgaadian Philosophy as greatly.

For those practitioners from Harn / Ketheria using the system though it becomes simply:

        AAI +/- SUNSIGN +/- RACIAL ADJUSTMENT - EKF  = SBo