Valdorian Age - Rising Power on the Frontier
All magic in Valdorian Age is dangerous to perform. As a general rule the most powerful magic takes time to cast and is not particularly useful in combat situations. The following limitations apply to all magic in the Valdorian Age.
- Requires either a successful Magic or Faith roll
- Knowledge Skill of 13- (INT based) is required for the school of magic that is studied
- If a spell exceed 40 active points, each 5 points above 40 costs an addition 1 point of END. For spells which exceed 80 active points each 5 points above 80 costs an additional 2 points of END. This cannot be reduced. It also cannot be made into charges.
- Side Effects – all spells will have a side effect that effects the spell caster.
- Initially no spell can have more than 40 active points
- Only one school of magic is available at a time
Being a spell caster
There are essentially two types of spell casters, apprentice and master. All spell casters will start out as an apprentice or novice. In order for an apprentice to become a master they have to accomplish the following.
- Have two spells from each major area within their particular school of magic.
- Study with a master for the appointed time to “pay off” all the side effects on all their spells.
Advantage of being a master include the following:
- Ability to learn new spells without a master
- Ability to teach other’s the spells your character knows.
- Ability to research and develop new spells in your School of Magic.
- Ability to learn spells outside your School of Magic.
Time to learn a new spell
- For Apprentice/Novice
- If they have someone teaching them the spell the time is Hours = (Active Points * Real Cost) / 4. During the time the character is in intense study and can spend a minimum of 4 hours of day and up to 8 hours a day studying for the new spell. They cannot take a break longer than one day otherwise they have to start over again.
- If they learn the spell based on self study and some kind of written material (scroll or spell book) the time is Days = (Active Points * Real Cost) / 4. During the time the character is in intense study and can spend a minimum of 4 hours of day and up to 8 hours a day studying for the new spell. They cannot take a break longer than one week otherwise they have to start over again.
- For Master the time is cut by 50%
- Halfway through the learning process the spell caster can roll their skill roll. If they make the roll by -3 they cut the remaining time in half. If they miss their roll by +3 the time remaining will double. If the roll is between -3 and +3 then it takes the remaining time to finish.
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