User:Lykos/Magical proficiency

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Magical Proficiency

NOTE: THIS CONTENT IS NOT APPROVED FOR PLAY.

The following document is intended as a preliminary guideline for mage players. It is not a list of magical spells, and it does not try to explain every effect possible; in fact, it focuses not at all upon the individual schools of magic and instead tries to provide a basic understanding of the five levels of study as they apply generally to all schools of magic, along with some few examples of how to apply them to the three core magical schools. Players are expected to define their own specific "spellbooks" of what their character can do within the schools and levels of magic they have been approved to play, using this document as a guideline for what is considered expected of a mage at each level.

Novice

As a novice, a mage is trained in the fundamentals of all of the three major schools of magic. They are expected to learn the most simple of cantrips in each school, and how to identify magic of each type. At the end of a Novice's training, they will be able to perform the following types of magical phenomena in each of the three elementary magic schools:

  • Gain sensory perception of preexisting phenomena, allowing a mage to see the unseen and analyze it. (Witness the flow of magic between a transportation mage and his 'to me' spell, observe the magical properties holding a fire bound within a sphere, scrutinize the magical features of an illusory wall)
  • Craft effects which provide exceptionally limited manipulation over the phenomena (create a spark, move an unattended object at slow speeds over a short distance, alter a very simple flavor in a dish, etc.)

Beginner

Beginner-level magic is focused on only one of the numerous schools. Magic becomes more focused at this point, and a mage becomes more capable of crafting effects. By the end of a Beginner's training, they will be able to perform the following types of magical phenomena in their chosen school:

  • Exert elementary command and control over phenomena within the perview of their school (create a fire about the size of a candle, causing a fire to leap from one source to another, reducing the heat from an object, moving an object at velocity, drawing shadows out of a corner and increasing their depth, and so on).
  • Provide some protection against attacks against the magic of that school.

Journeyman

A mage who has attained the rank of Journeyman begins to find themself far more acquainted with their school of magic. Their magical training extends beyond very basic effects into things which might truly be of consequence. By the end of a Journeyman's training, they will be able to perform the following types of magical phenomena in their chosen school:

  • Alter the capabilities or functions of phenomena within their school (transfer tactile sensation into sight, remove all the heat from a fire, convert kinetic energy into potential energy for an object in motion; freezing it in place).
  • Fortify, bolster, or improve phenomena within the school's perview (harden a sword to make it unbreakable, alter an existent illusory wall to make it more difficult to see through and add tactile affects, increase the speed of a man in motion)
  • Exert moderate creativity over the phenomena within the school's perview (create a ball of fire from nothing, create an illusory force that is real enough to engage in full interaction so long as the mage may witness what the force is experiencing to have it react appropriately, alter the dimensional location of a small object so that it seems to 'teleport' from one location to another--including a person).
  • Conceal or destroy phenomena within the school's perview (craft spells of invisibility, transport objects or themselves into a 'between' that is neither here nor there, destroy an entire bucket of water)

Master

Masters of their craft have excelled beyond the average, and have reached a state of exceptional power in the school they study. Magic at this level is often approaching theoretical, and can achieve exceptional effects. By the end of a Master's training, they will be able to perform the following types of magical phenomena in their chosen school:

  • Exert exceptional creativity over phenomena within the school's perview (teleport several people at once over a distance of miles, summon a large pocket of air in the midst of the ocean's depths, create a perfect illusory simulacrum that is almost impossible to tell from a real creature)
  • Greatly alter existing phenomena within the school's perview (alter the dimensional space or size of an area, alter a torch's flame to shed no light yet continue to burn, completely cut off a person from sight by altering their visual senses)

High Mage

Mastery at this level is dififcult to define in concrete terms. A mage who reaches this level must work with staff to assist them in defining the level of power which they hold.

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