Magic

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Path of Creation

Time Magic

Guild Magic

 

The magic system in Everway is something that causes a lot of issues.  Iím not going into them here.  But for this reason I havenít played a lot of mage characters, and when I have I havenít used the example magics.  I did create once magic schemes for Pyromancy, Necromancy, Druidic, Sorcery, and a few others and may at some point put them up here.  However one of the best parts about playing a mage is the ability to come up with a school of magic they can use.  I will say that these magics have been agreed upon with myself and the relevant GM of the game in hand, but that Magic more than anything seems to be a GM decision.  So if you think these are too powerful thatís fine, but I can say that for the most part they ran OK with the particular Heroes, but that may be due to the level the heroes had the magic at.

 

Path of Creation

Linked to Air

 

The path of creation is all about creating or copying objects.  Copying objects is easier, as you have a template to work from, but obviously you might not always have the real thing to hand.  This creation cannot be done out of thin air.  The established school of this type of magic is famed for the golden glow that surrounds itís members, the larger the glow the more powerful the mage, usually.  This is in essences true.  The mages use a complex ritual to create glowing creatures called Shards.  These are very small, but glow with an intense golden light.  The ritual takes about 3 hours, and uses up twice as much blood as the amount of Shards being made.  Shards are semi-intelligent and will obey the spoken commands of their creator.  They can be used to create objects temporarily; the length of time depends on the Earth of the mage, 3 would be about 30 minutes.  After this length of time or at the mages command they return to their glowing form.  Even if all the Shards arenít used they cannot make another form whilst some are involved in another with one exception, a mage can make a Shards form permanent, but then he will have lost the amount of Shards used to make that form and will need to make more to replace them.

 

            Two things increase for each level of proficiency in this magic, the first is the amount of Shards that can be controlled, effectively limiting the size of creations, and the second is the skill the mage has in controlling the Shards, or how well they can make their creations.  At higher levels they can affect existing objects, assume that it needs a quarter the amount of Shards that would be needed to make an object to alter one.  The following list was the guide I used.  Thereís also an example of use every level to demonstrate what can be achieved.  Note there is an inherent flaw in Level 10 control, in that the mage could split the atom, but would be there whilst it was done.

 

Level 1:

500 ml of Shards

Objects will pass for real only from a distance.

e.g. Create a letter, but when close it obviously has no writing on.

 

Level 2:

1 L of Shards

Objects will pass for real under a cursory inspection

e.g. Create an apple that someone not really looking at might bite intoÖ

 

Level 3:

2 L of Shards

Objects look real except for under scrutinised inspection by an expert.

e.g. Create a copy of the mystic dagger that looks real unless inspected by a smith

 

Level 4:

4 L of Shards

Objects are as good as the real thing

e.g. Create an exact copy of a painting, even down to age and brush strokes

 

Level 5:

8 L of Shards

Objects function as well as the real thing

e.g. create a copy of a magic shield, complete with the same enchantments.

 

Level 6:

16 L of Shards

Objects function better than real, can add extra properties

e.g. create a door that never breaks, or a hat that can talk

 

Level 7:

32 L of Shards

Shards can be used to alter existing objects slightly

e.g. change the colour of clothing, make a shield more durable

 

Level 8:

64 L of Shards

Shards can be used to alter existing items greatly

e.g. make a wall transparent

 

Level 9:

128 L of Shards

Shards can move things at an atomic level

e.g. turn graphite to diamond

 

Level 10:

256 L of Shards

Shards can interfere with protons and neutrons

e.g. turn lead into gold, make an object radioactive, split an atom

 

Time Magic

Linked To Water

 

Controlling time is something attempted by many mages in many spheres, but perhaps one of the most proficient schools is that of the Priests of Cronus.  Their power is granted by appealing to Cronus, God of Time, himself to use his power at the priests direction.  As such to use any of the magic requires a prayer by the priest.  High level abilities may require a sacrifice, generally animal, depending upon how favourably Cronus looks upon the servant asking.  The devout who ask for little may not need to give as much, where as those who frequently ask for Cronusí aid or are lax in giving him praises will find a heavy toll for his help.  Due to the nature of Cronusí power he can have no effect on the air (Zeusís domain), the sea (Poseidonís domain) or death (Hades domain).

 

            In game terms this difference is up to the GM, and depends upon how the character is being played.  Itís easy enough to say a quick prayer in combat, but not to stop and cut the throat of a goat.  Whilst it is feasible that the hero could use one of his enemies as a sacrifice combat would have already taken place by that stage, and the priests arenít known for their fighting prowess.  Therefore a priest of Cronus will learn quickly to stay in their godís good graces.  For each level of the magic I will give a detail of the sort of power available.

 

Level 1:

Priest can slightly alter perception of events, seeing things happen a fraction slower than everyone else

 

Level 2:

Priest can have glimpses of the past and future, a second in front or behind their natural time

 

Level 3:

Priest can slow or speed up time by a power of 2, half or double.  This does not alter anything but the priestís own ability to see things, he cannot move faster or slower.

 

Level 4:

Priest can age an object or person prematurely, or reduce aging in an object.  This takes a lot of time and energy.  Cannot be used to kill.

 

Level 5:

Priest can appear to speed up to act at twice their normal speed for a short time, e.g. number of minutes equal to their Earth.

 

Level 6:

Priest can stop objects in time through touch.  People/animals stopped in this manner are immune from harm until they are returned to normal.

 

Level 7:

Priest can stop objects in time by thought, or speed up a person through touch.

 

Level 8:

Priest can peer back through the mists of time up to 24 before, at their present location.

 

Level 9:

Priest can remove himself and companions from time, so that for a short while they cannot be harmed.

 

Level 10:

Priest can affect past events to rewrite history.

 

Guild Magic

Linked To Earth

 

Guild Magicians train at the Academy in the realm of Highlow.  They are chosen from the high born members of the houses, those with magical potential.  In effect they function like batteries, each has a slightly different level of power they can hold, and they can use this for many different forms of energy manipulation.  For example they can send out energy strikes, form shields, create light or heat, assist the body in healing, or telekinesis.  After their training they chose to specialise in one of three areas, Healing (primarily of humans, but also some may learn how to heal animals.  Only works through touch), Warriors (specialising in not just magical attacks but also tactics) and Alchemy (pretty much everything else).  Perhaps their most useful skill however is the ability of mind communication with each other.  This allows two guild magicians in the same realm to communicate, even to share knowledge of skills.  This is not private, and anyone with magical ability will be able to hear the conversation, though it is considered bad manners to eavesdrop.  In terms of abilities when a mage has access to his or her magic they can perform any task using said magic.  However it might not be easy for them without having been taught to see how to accomplish something, or even to know they are capable of it.  It will also be less refined than if they have practiced and been shown what to do, so it might not achieve quite the results hoped for, and use up far more energy.  Finally due to the volatile nature of their magic, if the magician dies whilst still having magic power in them they will explode, and deal damage to anything nearby.  The strength of the explosion depends on how much magic the mage had in them, but it is possible an entire city could be destroyed in the right circumstances.

 

Level 1

Mage can perform mental communication through touch, create small lights, speed own healing slightly, ignite flammable objects

 

Level 2

Mage can perform mental communication at a distance, alter temperature of objects, heal cuts, mildly injure with energy bolts

 

Level 3

Mage can project mental images, shape stone, heal breaks, shield themselves from magic attacks (takes a lot of energy even more if the shield is struck), levitate

 

Healers

Level 4

Create medicine to heal minor ailments, set broken bones correctly

 

Level 5

Force poison from a body, heal severe internal damage

 

Level 6

Create medicine to heal most poisons, slow down a body to aid healing, diagnose through touch

 

Level 7

Slow or stop parts of the body, heal scars

 

Level 8

Create antibodies in a person to fight of virus, regenerate lost limbs

 

Level 9

Immunize a realm from disease

 

Level 10

Bring the recently dead back to life

 

Warrior

Level 4

Create invisible strikes of energy (no wasted power).  Give strength to another mage through touch.

 

Level 5

Create strikes that affect the mind of the target, cause the ground beneath a foe to churn to distract them

 

Level 6