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 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%
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.
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 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
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.).
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..
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).
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.
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).
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 0These penalties are in addition to any others for EKF etc.
* 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 0This 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