Magic Skills

The Three main forms of magic are Spellcasting, Incantation and Channelling. Spellcasters and Incantors can also purchase the ritual magic skill and all three can purchase the contribute to rituals skill. For full descriptions of spells and other magical effects please refer to the forms of Magic

Power Cards
Power cards are an out of character record used to aid you in keeping track of the number of spellcasting, incantation or channelling powers you have cast and to show targets and recipients of your powers that a magic effect has been cast on them. Power cards are an OOC representation of your character's power and as such cannot be stolen in character. Players found stealing power cards may be asked to leave the site.

Power cards are only valid for the day stated on them. For events with a 24-hour time in, a day is considered to be dawn to dawn. Dawn is standardised for ease of reference as 6am. For the main Lorien Trust events a day is considered to be the time in period, which is 10am-2am. Any cards that have not been used by time out are invalid and cannot be used on the next day. Anyone found littering power cards may lose their allocation for the next day.

When using a power card you must tear the power card(s) in half. If you do not have a power card of the correct level for spellcasting or incantation then you may tear up a power card of a high level. Channelling effects take a minimum of ten seconds to work, unless stated otherwise in the description of the effect.

Spellcasting and Incantation
A character with these skills can cast a number of spells each day, dependent on their level of skill; they know all the spells in the spell list for their skill level. A character wearing heavy armour cannot cast spells or incantations and a character wearing medium armour cannot cast level two or three spells or incantations. Light armour or any type of helmet will not interfere with starting characters. Spellcasting 3 and Incantations 3 are not available to starting characters. A character may not purchase both spellcasting 2 and Incantations 2, but may purchase spellcasting 1 and incantations 2 or vice versa. The table below shows the number of spells available to characters with each level of magic and the number of character points each level costs.

Magic Level First Level
Cards
Second Level
Cards
Third Level
Cards
Points Cost
Spellcasting or
Incantation 1
4005
Spellcasting or
Incantation 2
5308
Spellcasting or
Incantation 1 and 2
94013
Spellcasting or
Incantation 2 and 3
96220

Channelling (Healing)
With this skill a character has received training in the art of healing. For 7 character points the healer can perform ten heals per day. For every extra character point spent on healing, the healer can perform an extra heal per day. Healers can heal the damage caused by a number of effects such as certain poisons and diseases, as well as wounds gained in combat.

All character in Erdreja possess the ability to identify an obvious wound, but only characters with specific training in healing can identify the effects of a disease or special effect, or of more serious injuries such as fatal wounds. Healers can identify whether a being they are attempting to heal is under the effect of a poison, but only characters with Poison lore may gain specific information about the nature of the poison. Once a healer or other character with poison lore has identified that a being is poisoned, a healer, mage or incantor may attempt to remove those effects using the purge poison or purge all poisons spells or channelling effects. Incantors can identify and cure a diseased being, but will gain no information on the nature of the disease.

This specialised identification takes a few seconds of concentration after which the healer will be aware of any injury or other affliction affecting that person. If the injury or affliction is something that the healer can normally heal or remove, they will be aware of the nature, effect, location and necessary cure. If the injury or affliction is something that the healer cannot normally heal or remove, they will usually be able to determine the general nature of the problem (i.e. disease or wound), but will not gain any specific information about the effects or the cures required. This identification generally only works on creatures with a living pattern, although some occupational skills allow this identification to work on alien or other such life patterns.

Healers have a constant link to the plane of life from which they draw their powers; this link can be disrupted by some very powerful unliving or necromancers and can be weakened by travel to some other planes. Healers travelling to other planes may find themselves weakened or rendered disrupted if this link is interrupted in any way. A healer will know as soon as their link has been disrupted and will be informed of this by a referee. Extreme examples would be that a healer on the plane of unlife would have no power available whilst a healer on the plane of life would have far more than their normal power.

Ritual Magic
This skill allows your character to use ritual and transport circles for transport and to perform rituals, together with a number of contributors (a ritual group). If you spend one basic character point on ritual magic your character becomes a ritualist with a ritual power level of 1. Every extra basic character point spent on this skill increases your character's ritual power level by one. You cannot buy this skill unless you already have spellcasting or incantations (of any level). In order for a ritual to be attempted the ritualist must have a combined ritual group strength of at least 15. This means that a ritualist of power level ten requires at least 5 contributors to attempt a ritual. A ritualist may perform no more than one ritual per day. See the section on ritual groups for more information. No child under the age of 14 may purchase this skill.

Contribute to Ritual
With this skill, your character can contribute to a ritual group. By doing so, your character contributes a point of ritual power to the ritualist that leads the ritual group, increasing his ritual power level by one. You cannot buy this skill unless you already have some form of magic or channelling (spellcasting, incantation or healing). There are no restrictions to the type of ritualist you can contribute to. A contributor may contribute to one ritualist on one day and another ritualist on another day, although a contributor may support no more than one ritual per day. No child under the age of ten may purchase this skill.

Invocation
With this skill your character is able to use certain magic items. You must also purchase literacy if you wish to use invocation on magic scrolls or incantation glyphs. Tour hand must touch the item you are attempting to invoke and you must concentrate for ten seconds. It you are unsure whether you are able to invoke an item, please check with a referee or Games Control.

Sense Magic
With this skill your character can sense if there is any magic within an object or item. The character's hand must either touch or be within one inch of the item and the character must concentrate for 10 seconds. This skill gives a general idea as to the nature and powers of the magic within the item, but does not give you any information on how to activate the item. The presence of long duration magical effects such as chants and armours will also be detected by this ability. Lore sheets for this skill are available from Games Control and are valid for one year.