FUNDAMENTAL PRECEPTS OF MAGIC ----------------------------- 1. The power behind magic is an intangible force called "mana," which permeates all of reality. Some call it a fifth element; others call it a different form of energy; most who have worked with it say that it is neither of the above. 2. Whatever mana is, it is the essence of chaos; it is what allows anything at all improbable to happen. If mana were not present in an area, matter would not be able to combine to form objects, the stars could not shine, etc. (In fact, most variants of the "disintegration" spell operate by sucking most of the mana out of the target area.) 3. Wherever there is matter in the universe, there is some amount of mana; however, the amount varies from area to area. In places where the amount of mana present is just more than the amount required to sustain life, the laws of nature are relatively predictable, and high-technology items can work. In areas with substantially higher mana levels, the universe is too unpredictable for technological items to work properly; however, this excess mana allows magic to exist (see below). 4. Unlike all other known forms of energy, mana has "reverse entropy"; it seeks to flow from simpler substances, like air and rocks, into more complex ones, like living beings and technological items. Living beings have evolved defenses which prevent this mana buildup from reaching hazardous levels; no one has ever managed to design an equivalent defense for technological items, so in higher-mana areas, the flow of mana into a technological item continues to increase until it blows up or turns into something simpler. 5. Since mana is what allows the other forms of matter and energy to exist, it follows that by manipulating mana, one should be able to manipulate matter and energy. This is how magic works; it is the art of channeling the mana flow in an area into certain patterns, which produce the desired effect on the rest of reality. 6. Mana (and therefore magic) is an inherently fickle, unstable, unpredictable force; even the most powerful mages of the world are far from any claim of understanding it. Therefore, no mage is ever quite sure of what effect his or her spells will produce. Given any spellcasting, no matter how powerful the caster is and no matter how well he or she knows the spell, there is about a 10% chance that nothing will happen, and about a 4% chance that some disaster will happen (the spell affects a friend instead of a foe, or a demon is summoned by mistake). 7. There are certain rare people, called mages, who are born with the gift of sensing and using these magical energies, seeing the magical auras within enchanted items, etc. These are the powerful wizards of the world; others may be able to learn simple effects, but they will never een be close to the mages in control or power. Trained mages can recognize each other on sight. 8. Most spells can be cost with only a few seconds of concentration; the better the caster knows the spell, the faster the casting process is. Unless the spell is extremely well-known, hand gestures and spoken words are also required, to channel the mana flow. 9. Spells do not "erase" themselves from the caster's memory when cast, and do not have to be re-memorized. However, each spell cast physically fatigues the caster to some degree. (The more powerful the spell is, and the less skill the caster has in its use, the more fatiguing the spell will be. Powerful mages may know simple spells so well that the fatigue cost is effectively zero, but a spell can never *reduce* the caster's fatigue level.) In an emergency, the caster can draw on his or her own life energies to power spells, resulting in physical injuries. 10. Many spells only last for a few minutes, or even a few seconds in some cases. However, by keeping some degree of concentration on the spell, a mage can maintain most of these spells for as long as desired. This is a continual fatigue drain on the caster, but usually not quite as much as was needed to cast the spell in the first place (so the caster's skill with a well-known spell may lower the maintenance cost to zero, even if the spell cost fatigue to cast). Maintained spells require some degree of continual concentration; it becomes much harder for a mage to cast new spells when he/she is trying to maintain existing ones simultaneously, and only the most powerful of mages can maintain more than four or five spells at once. 11. ANY SPELL THAT DIRECTLY AFFECTS A LIVING TARGET CAN BE RESISTED BY THAT TARGET; THERE ARE NO EXCEPTIONS. (Note that not all hostile spells directly affect a target. Putting an opponent to sleep or turning him into a toad would require a resistance roll, but dropping a ceiling on him or casting a fireball at him would not.) For purposes of this board, figure resistance as a normal saving throw versus spells. If the caster is powerful, or the spell is very well-known, a penalty may be applied to the save. 12. Many spells affect an area. Such spells tend to be very easy to cast over small areas (a few yards' radius), but the fatigue cost builds extremely quickly as the area increases beyond this. Ten yards' radius is the practical limit for the average caster casting the average area-effect spell. This means that the usual tactic for covering a large area is to cast the spell a number of times over smaller areas, rather than all at once. 13. In cases where a single caster does not have enough energy to cast a spell, several casters who all know the spell well can join together in casting it, sharing the fatigue cost. However, the time needed to cast the spell is greatly increased, and failures are more likely and much more spectacular. 14. In addition to casting the specific spells they know, experienced mages can often improvise spells to fit the current needs. Spells cast this way take longer to cast and are more fatiguing than "formula" spells, and don't work nearly as often (and when they do work, the results often don't quite match what the caster had in mind). When figuring the likelihood of successfully improvising a spell, consider the caster's expertise in the specific area of spellcasting being dealt with; a caster who knows a dozen spells dealing with plants will be much more likely to successfully improvise a plant-related spell than someone with only four or five, and someone with less than three would probably have no idea where to begin with an improvisation.