

Arcane Magic
Magic in the heroes and Dragons is designed to be intuitive and ritualistic, this guide is the beginnings of the players progress through the realms of magic and the descriptions are designed for various interpretation while laying down the frame work for game mechanics, For example the more vocals and theatrics employed the greater the reaction from the game and the crew.
A mage must take Arcane lore as a skill and then pick a school of magic. There is the ability to learn new schools but this will take along time, Each school also as an opposing school and a Mage cannot learn that school. Each school has a starting list of eight spells, this is not an exhaustive list and Mages have the ability to create thier own spells.
When creating a spell the player must write down a description of the spell and the vocals required and components used. It is up to the player to keep this information and to decide if the spell is a Minor/Major or Epic spell (see below) If in doubt please speak to a ref at the event or contact us before hand. The player should also bear in mind the school they have chosen and the spell should reflect that particular school of Magic. See the example spells in each school to give you an idea of what type of magic you can cast.
Casting a spell that belongs to an opposite school can lead to dire consequences for the castor.
Spells are catergorized in three catergories- Minor, Major and Epic. You will see that all of the spells we have supplied are catergorised and should help when you are catergorising your own. As a basic point of reference if a spell does more than one point of damage it will normally be a Major spell.
There are limits to casting spells, each Mage can cast per day
Minor spells-8
Major spells-3
Epic spells-1
If a mage takes read/write scroll skill then they can put a Minor spell onto scroll, once cast the scroll is destroyed and you can only carry up to two scrolls on your person.
A Mage can also take prepare crystal and can charge the crystal with a Major spell, once cast the crystal will need to be prepared again. A mage can only carry one crystal on thier person.
(Remember even if casting from a scroll or crystal good vocals are still required)
Epic spells are ritualistic and cannot be stored, once an Epic ritual is completed the castor will be exhausted. Greater rituals can be obtained using more than one Mage.
Casting Spells-
When casting spells the Mage should use good vocals, 1-2 word spells will not work, they may even backfire on the caster. As a guide a min of 7 words for a Minor spell and a min10 words for a Major spell, these are however there bare minimum. Epic spells being rituals obviously require alot more, all levels of spells can involve chanting as well.
When casting the the last words of the spell should be the actual spell effect.
Example- For in the darkness you will be, with my power you will not see,I strike you BLIND
Blind spell in the enchanters list- this is a major spell
Vocals should be clear and the intended recipetent/target should be able to hear them and understand the effects.
During battles and noisy encounters vocals can often be drowned out and it maybe advisable to cast spells upon yourself or another player to aid in the battle rather than trying to get your magic missile heard over the melee.
When there is more than one castor please try not to cast at the same time as another Mage (not always possible but if you hear someone has started casting wait till they have finished) when this happens it can become confusing usually leaving both spells unheard or not understood.
We want to encourage good props, components and vocals in roleplaying Magic users and the Magic system has been designed with this in mind.
(This magic system was in part influenced by the Creative Spell Casting system used by Mythlore and written by Mark Cordory)
Schools of Magic