The Magick of Alquennas

Magick
Magick is the ability to manipulate the world with the will us the user. The user of magick by expending personal energy can draw on the realms of the arcane and or divine to create, manipulate and cause effects.

There are many forms of magick in the living world of Alquennas. There are two major categories that user of magicks can be divided into. These two categories are Mages and Priestly Mages.

Magical Power Levels in Alquennas
Magical Power Levels for a world can be rated by three groupings. The three groupings are:

Low Mana
Medium Mana
High Mana

The grouping is an average of the worlds Mana level. The Living world of Alquennas is a Medium Mana world. There are areas where there is little or Low Mana and there are areas that contain a greater density of Mana or High Mana areas. For the most part Alquennas is a Medium Mana World.

The Magical Universities of Alquennas

Mages
Mages include wizards, mathematic mages, Power word mages, etc. One can find the vocations and descriptions of mages in the pages of any source book or companion of Chivalry & Sorcery: The Rebirth. The Mage uses his or her will to manipulate the world. They use their own energy to gain access to the magical current.


Arcane Trinity Bow Spells

Name:Arcane Trinity Bow Bolt of Damage
Magick Resistance:6
Fatigue Cost:13
Casting Time:Sorcery
Range:1 foot x ML
Duration:1 minute x ML
This spell uses Create Arcane Energy to shape a bolt for use in a Trinity Bow. The bolt created is a Trinity Bow Bolt of damage. The Arcane Trinity Bow bolt will do Trinity Bow Bolt damage + 7 x ML of energy damage.

Name:Arcane Trinity Bow Bolt of Greater Damage
Magick Resistance:10
Fatigue Cost:23
Casting Time:Ritual (1 minute)
Range:5 foot x ML
Duration:3 minute x ML
This spell uses Create Arcane Energy to shape a bolt for use in a Trinity Bow. The bolt created is Trinity Bow Bolt of Greater damage. The Arcane Trinity Bow bolt will do Trinity Bow Bolt damage + 10 x ML of energy damage.



Priestly Mages
Priestly mages include Druids, Witches, Shaman /Shamanness, Orphic Priestly Mage, etc. One can find the vocations and descriptions of priestly mages in the pages of any source book or companion of Chivalry & Sorcery: The Rebirth. A Priestly Mages draws their powers from their faith in the divine. There are many different types of priestly mages.

Divination Spells

Name:Least Detect Gate Portal
Magick Resistance:5
Fatigue Cost:13
Casting Time:Sorcery
Pre-requisite: Detect Magick, Detect Supernatural and Prophecy
Range: 10 feet x ML
Duration: 15 seconds x ML
The spell Least Detect Gate Portal allows a user of magick to sense the presence of a Gate Portal within their radius described above even if it is hidden physically or magically. If the Gate Portal is concealed with an illusion, the caster uses their Will Power PSF% to resist the illusion.

Name:Lesser Detect Gate Portal
Magick Resistance:7
Fatigue Cost:15
Casting Time:Sorcery
Pre-requisite:Least Detect Gate Portal
Range:25 feet x ML
Duration:1 minute x ML
The spell Lesser Detect Gate Portal allows a user of magick to sense the presence of a Gate Portal within their radius described above even if it is hidden physically or magically. If the Gate Portal is concealed with an illusion, the caster uses their Will Power PSF% to resist the illusion.

Name:Great Detect Gate Portal
Magick Resistance:9
Fatigue Cost:19
Casting Time:Ritual (1 minute)
Pre-requisite:Lesser Detect Gate Portal
Range:50 feet x ML
Duration:5 minutes x ML
The spell Great Detect Gate Portal allows a user of magick to sense the presence of a Gate Portal within their radius described above even if it is hidden physically or magically. If the Gate Portal is concealed with an illusion, the caster uses their Will Power PSF% to resist the illusion.

Name:Greater Detect Gate Portal
Magick Resistance:11
Fatigue Cost:24
Casting Time:Ritual (5 minutes)
Pre-requisite:Great Detect Gate Portal
Range:100 feet x ML
Duration:10 minutes x ML
The spell Great Detect Gate Portal allows a user of magick to sense the presence of a Gate Portal within their radius described above even if it is hidden physically or magically. If the Gate Portal is concealed with an illusion, the caster uses their Will Power PSF% to resist the illusion.

Name:Greatest Detect Gate Portal
Magick Resistance:14
Fatigue Cost:30
Casting Time:Ritual (10 minutes)
Pre-requisite:Greater Detect Gate Portal
Range:250 feet x ML
Duration:1 hour x ML
The spell Great Detect Gate Portal allows a user of magick to sense the presence of a Gate Portal within their radius described above even if it is hidden physically or magically. If the Gate Portal is concealed with an illusion, the caster uses their Will Power PSF% to resist the illusion.

Name:Lesser Discern Gate Portal Address
Magick Resistance:7
Fatigue Cost:18
Casting Time:Sorcery
Pre-requisite:Detect Magick, Lesser Detect Gate Portal
Range:Touch
Duration:30 seconds
The spell Lesser Discern Gate Portal Address allows the caster to acquire the last address that was activated in the gate portal. On a successful casting, the Crit Die Result will determine how much of the address the user of magick can discern. The Lesser Discern Gate Portal Address requires the user of magick to touch the control stand of the gate portal physically.
Successful Casting
of Lesser Discern Gate Portal Address
Crit Die Result Comment
01-04 One of the four parts The destination continent
05-07 Two of the four parts The destination continent and country
08 Three of the four parts The destination continent, country and prefecture
09 Three of the four parts and 1/2 of the last part The destination continent, country, prefecture and area of the prefecture
10 All four parts The complete destination
Failure Casting of Lesser Discern Gate Portal Address
Crit Die Result Comment
10-08 Minor Failure The caster knows they did not acquire the gate portal address. However, they can eliminate 2 continents out of their search
07-05 Normal Failure The caster knows they did not acquire the gate portal address
04-03 Major Failure The caster believes they have 1/4 of the correct gate portal address
02 Severe Failure The caster believes they have half of the correct gate portal address
01 Critical Failure The caster believes that they have the correct gate portal address

Name:Greater Discern Gate Portal Address
Magick Resistance:10
Fatigue Cost:26
Casting Time:Ritual (1 minute)
Pre-requisite:Lesser Discern Gate Portal Address
Range:5 feet x ML
Duration:30 seconds x ML
The spell Greater Discern Gate Portal Address allows the caster to acquire the last address that was activated in the gate portal. On a successful casting, the Crit Die Result will determine how much of the address the user of magick can discern. The Greater Discern Gate Portal Address requires the user of magick to be within 5 x their ML feet of the control stand of the gate portal.
Successful Casting
of Greater Discern Gate Portal Address
Crit Die Result Comment
01-04 One of the four parts The destination continent
05-07 Two of the four parts The destination continent and country
08 Three of the four parts The destination continent, country and prefecture
09 Three of the four parts and 1/2 of the last part The destination continent, country, prefecture and area of the prefecture
10 All four parts The complete destination
Failure Casting of Greater Discern Gate Portal Address
Crit Die Result Comment
10-08 Minor Failure The caster knows they did not acquire the gate portal address. However, they can eliminate 2 continents out of their search
07-05 Normal Failure The caster knows they did not acquire the gate portal address
04-03 Major Failure The caster believes they have 1/4 of the correct gate portal address
02 Severe Failure The caster believes they have half of the correct gate portal address
01 Critical Failure The caster believes that they have the correct gate portal address

Name:Greatest Discern Gate Portal Address
Magick Resistance:12
Fatigue Cost:30
Casting Time:ritual (5 minute)
Pre-requisite:Greater Discern Gate Portal Address
Range:25 feet x ML
Duration:1 minute x ML
The spell Greatest Discern Gate Portal Address allows the caster to acquire the last address that was activated in the gate portal. On a successful casting, the Crit Die Result will determine how much of the address the user of magick can discern. The Greatest Discern Gate Portal Address requires the user of magick to be within 25 x their ML feet of the control stand of the gate portal.
Successful Casting
of Greatest Discern Gate Portal Address
Crit Die Result Comment
01-04 One of the four parts The destination continent
05-07 Two of the four parts The destination continent and country
08 Three of the four parts The destination continent, country and prefecture
09 Three of the four parts and 1/2 of the last part The destination continent, country, prefecture and area of the prefecture
10 All four parts The complete destination
Failure Casting of Greatest Discern Gate Portal Address
Crit Die Result Comment
10-08 Minor Failure The caster knows they did not acquire the gate portal address. However, they can eliminate 2 continents out of their search
07-05 Normal Failure The caster knows they did not acquire the gate portal address
04-03 Major Failure The caster believes they have 1/4 of the correct gate portal address
02 Severe Failure The caster believes they have half of the correct gate portal address
01 Critical Failure The caster believes that they have the correct gate portal address


For additional information, it is recommended that one refer to "Chivalry & Sorcery: The Rebirth: Volume 2: Magicks and Miracles" from BGD, LTD. and or "The Book of Additional Magick for Chivalry & Sorcery: The Rebirth" from Mystic Station Designs, LLC.

Elven Magick

Elven Mages

Elven Magick wields over the realm of plants and herbs. Their mastery of the plant vocations is second to none. Their ability to manipulate and control plants and herbs surpasses all other races. Elven Mages cannot have access to any other forms of magick.

Elven Priestly Mages

History
When the True Elves of Alquennas abandoned the Great and Wood Elves the true elves ripped a hole in the social, spiritual, and cultural needs of the Great and True Elves. The True Elves believed that the lesser elves were only created to serve the True Elves and were no longer needed. The True Elves took with them into hiding what they believed would be enough stock of the Great and Wood elves to serve them until they were ready to travel back the Realm of Faerie.

An Eloann (first one) came fourth and instructed the Great and Wood Elves on the teaching of the Monarch (the King of the deities) and the vassals of the Monarch (the lesser deities). These teachings filled the hole left by the abandonment of the True Elves. As time progress the Monarch and his vassals taught the Great and wood Elves how to tap the Alquennas realms of priestly magick.

The result is that Great Elves and Wood Elves have the ability to learn, practice and wield any priestly magick within the game system. The only exceptions are the racial specific priestly mage vocations that exclude Elves. True Elves and Cannot and Will Not even consider learning priestly magick as their faith does not include the options.

Thus in the Elven culture priestly mages have the ability to wield a greater range of magicks.

Magick of the Centaurs

Centaurs are closely tied to the land and their practicing of magick reflects this. Centaurs can practice both Magick and Priestly Magick.

Centaur Mages
The magical vocations that are opened to centaurs are Garden Mages, Rose Mages, Diviners, and Metalsmith Artificer. One can find the vocations and descriptions of mages in the pages of any source book or companion of Chivalry & Sorcery: The Rebirth. The Mage uses his or her will to manipulate the world. They use their own energy to gain access to the magical current.

Centaur Priestly Mages
The Priestly Mage vocations that are opened to centaurs are Witches, and Shaman \ Shamannesses. One can find the vocations and descriptions of priestly mages in the pages of any source book or companion of Chivalry & Sorcery: The Rebirth. A Priestly Mages draws their powers from their faith in the divine.

Magick of the Dwarves

Dwarves are by nature magical. The have the ability to wield a great variety of magick.

Dwarven Mages
All magical vocations with the exception of enchanter, Dance Mage, Rose mage and Spinner mage are available to dwarven character.

Dwarven Priestly Mages
Dwarves have a special type of clerical mage that is explained in the up coming book "Runic Magick for Chivalry & Sorcery: the Rebirth" that is due to be released in 2007 by Mystic Station Designs, LLC

Magick of the Saurian: Dragon Kin

Saurians: Dragon Kin are a force to be reckoned with their natural power and constitution make them ideal for wielding magick. Their culture defines the types of users of magick they can become if they choose a mystical path or a path of faith.

Saurian: Dragon Kin Mages
Male Saurian Mages are rare only about 1% of the male population has the gift of magick. The females of the Saurian: Dragon Kin race are more adept in areas of magick. Roughly, 40% of the female Saurian Dragon Kin race are gifted with the ability to wield magick.

Saurian: Dragon Kin Priestly Mages
In Saurian: Dragon Kin society both the males and females are equal when it comes to defending the clan and raising offspring. However when it comes to the practice and teaching of faith only the female Saurian: Dragon Kin become the clerics of the Saurian: Dragon Kin race. The priestly mage vocations opened to the female Saurian: Dragon Kin are Witches, Shaman /Shamanness, and Orphic Priestly Mage.

Magick of the Haeflins

Haeflins have the gift of language and the ability to wield all magicks. Haeflins may not tower over any of the other races in height. However, they have the ability to wield all known magical vocations. This includes the vocations and magick that are normally racially limited. This includes the magicks of the dwarves and trolls.

Haeflin Priestly Mages
The haeflins do not have priestly mages.

Magick of the Shadow Elves

The Shadow Elves of the Living World originally developed from the First Ones also know as Eloanns. Eventually they started including members of Great and Wood Elves. It is stated that the Goddess of Light and her husband the God of Thunder the Artificer gave them the ability to blend into the surrounding areas on the horde continent. This would explain their grayish colorization. Another major divergence from normal elves is their ability to wield magick.

Shadow Elven Mages
The Shadow Elves have the typical natural magick vocations as normal elves that include; Gardner mage, and Earth mage. In addition, Shadow Elven Mages include in their vocational list Power Word Mage, Dance Mage, Symbolist, Illusionist, Magical Healers, Diviners, and Mediums.

Shadow Elven Priestly Mages
The Shadow Elven vocational list for priestly mages include; Witch, Shaman / Shamanness, Orphic Priestly Mage, and Dance Priestly Mage

Magick of the Saurian: Solamans

The Solamans believe in magick surrounds their creation myth. That they defeated the evil gods in a match of guile and won. Their prize was access to magick besides their clerical magick.

Solamans Mages
The vocations that are open to the Solamans include; Gardener mage, Necromantic mage, Magical Healer, Dance Mage Stone (earth) Mage, Mediums and Diviners.

Solamans Priestly Mages
The Priestly Mage vocations opened to the Solamans include; Witch, Dance Priestly Mage, Priest of the Sands and Brother of the Sands.

Magick of the Saurian: Lizardmen

The Saurian: Lizardmen only access to wield magick is through the path of the Shaman.

Magick of the Scorpionmen

The Scorpionmen wielders of magick tend to reside in their females. Only the royal male Scorpionmen have the ability to wield magick or priestly magick.

Scorpionmen Mages
The Scorpionmen mage vocations include Weaver Mages, Spinner Mages, and Diviners

Scorpionmen Priestly Mages
The only priestly mage vocation opened to Scorpionmen is the Shaman path