thecity

 

Magic

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Mages tend to exhibit mutually contradictory personality traits: excessive caution, to the point of obsessive-compulsive behavior, combined with almost suicidal self-confidence. Thaumaturgy requires many years of study - while some very simple magic can theoretically be performed by anyone, more advanced and powerful use is based upon knowledge of an elaborate system of symbols, as well as an understanding of !Fnaarlic, the language of the builders of the original City. It is theorized that, as the !Fnaar (pronounced with an initial glottal click, ending with a gurgling snarl) were present before the Gods gave the rest of the world its form, their language has the ability to modify the shape of reality.

 

The symbols used in magic serve as speed bumps, since magic texts must be written in !Fnaarlic. Key words and concepts are replaced with ideograms to prevent a casual reading from triggering an unexpected spell. Years of study are required first to understand the complex alphabet of the !Fnaar, then more time is spent learning each symbol and what it stands for. Finally, the student is taught how to replace the symbols in spells and becomes a full-fledged mage. Students are apprenticed at an early age, when the mind is still flexible enough to adjust to the alien structure of magic use. The years of intense study and necessary self-control and restraint tend to make mages socially inept and solitary by nature. It is rare that a mage has a taste for alcohol or other intoxicants, as a slip in concentration at the wrong time would be disastrous for the mage and, possibly, the entire city. In general, a mage is treated on the streets with a wary respect, if not for the mage then for his or her power.

 

Approximately 1 in 1,000 have some magical talent in the population as a whole, with Elves skewing closer to 1/300 and Dwarfs trending the opposite direction. Most mages know only a few spells and do little or no research. These "Shop Mages", as they are called, will specialize in one school of magic and operate a storefront or on-call business, performing searches or healings and charging all the market will bear. They protect their turf jealously, but have managed to band together to form a small (but relatively powerful) trade association to serve as a means of resolving internal conflicts. More powerful mages - the older and/or more talented - are almost always very wealthy, as their skills allow them to set their own price. Most of these dedicate themselves to research, both theoretical and prehistoric.

 

In terms of gameplay, the semantics-based magic makes no difference - the "Magery" advantages represent training in the theory and practice of magic rather than an inborn talent, and the system is still spell-based. The GM could optionally allow mages with extensive knowledge in a school to attempt to cast spells in that school they do not know at a severe penalty with the attendant risk of a catastrophic backfire.

 

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