Starting Magic

In the world of Othonia, magic is largely unheard of, left to children's stories and tales from long ago.  As such, Magic spells, Mana, and Rituals cannot be purchased at Character Creation.  Once players cross through the Periphery, Magic is bestowed upon them, and they are gifted with a single spell.  Additionally, the player receives a single Mana which can be spent to cast this new spell.  There are six basic elements: Fire, Water, Air, Earth, Light, Shadow.  


New players can now start with one Base Spell, have a Magical Affinity of one of the six elements, and purchase up to 15 Mana at Character Creation, as well as Rituals Level 1.  Justification for these expenditures must be present in your Character Background.

Base Spells

Dart - Deals one point of elemental Magic Damage. Tag line: [Element] Dart.

Stabilize - Stops target bleed out, and target will become fully healed in 8 hours.  Additional healing can later be applied to speed up the recovery process.

Ward - Stops the next non-beneficial Magic spell. Tagline: Ward.

 

All Basic spells can be learned in play from anyone who already knows this spell and requires 5 minutes of teaching from the teacher to the student.  Players can also learn Elemental Spell Conversion in play from anyone who already knows this ability and also requires 5 minutes of teaching from the teacher to the student.  This ability allows players to convert their Basic Spells into any of the six elements.


Ward spells of multiple elements do not stack.  Elemental magic wards do not defend against Dream magic.

Mana Regeneration

Mana Regeneration and Elemental Spell Conversion for Basic Spells can also be learned in play from anyone who already knows this ability and also requires 5 minutes of teaching.  When learning Mana Regeneration, you gain the Basic Ritual: Meditation.


Meditation - You meditate for 1 minute, and you get 1 mana back.  This ability has no EXP cost and can be taught in play by anyone who knows this ability with 5 minutes of teaching.  Meditation and Rituals are Unlimited; they have no per day requirement or limitation.

These abilities are NOT available at Character Creation, but can be learned In Play at the event.

Rituals

Ritualism and Magic traditionally go hand-in-hand, and even in contemporary Othonia’s cultures you can see traces of where rituals were once integral to society. In Ejheria, mantras and mudras are enacted as part of their prayers. In Vikara, chanting at the onset of ceremonies and spirit-quests to earn one’s cultural adulthood are simply a way of life. Just so, once they did more, and more directly. When one is capable of storing significant amounts of mana, Rituals take on a new level of depth, bringing one’s self in tune with the workings of magic itself, even generating new and unique adaptations upon the concepts of elemental ties.

Rituals can be purchased independently from Magic Circles. There is no Circle requirement to purchase Rituals.  Once you have learned "Meditation," you have access to the skill “Rituals.”  Each level of Rituals costs 5 EXP, and can be taught in play or in IBGAs by anyone who knows this ability with 5 minutes of teaching.  Each level of Rituals involves adding additional elements to your character's ritual, such as incorporating a ceremonial item, task, chant, dance, or wardrobe.  Shown below is an example of adding complexity to your Ritual, although what you choose to do is entirely up to your character, pending Plot approval.

Meditation and Rituals are Unlimited; they have no per day requirement or limitation.

Rituals Level 1 is available at Character Creation, and justification must be present in your Character Background for this expenditure.

Ritual Level

Description

Example

1

A one minute ritual and you will get 2 mana back

Meditate while holding incense cupped in hands