Magic

Starting characters have several options for starting the game with magic powers. In order of ascending cost, they are:

2 pts – 10 Pt Mana reserve, 1 pt Mana REC. This is the absolute minimum a starting character may begin with, and the character wouldn’t actually be able to use any spells at this level.

Divine Magic (Priests, Druids)
- Minimum of 10 pts in actual spells.
- 3 Pts – Magic Skill (no inherent penalty to casting spells) Magic roll is based on EGO.
Variable Power Pool:
- Divine spells only (-1/4)
- Total spell pool may not exceed EGOx4. (-1/2)
- No single spell may have active pts greater than 2xEGO. (-1)
- Changing spells takes time (1 hour/10 active pts). (-1/2)
- Magic skill roll needed (-1/2)
Total Modifer: -2 3/4

Note that divine spells can not have the Gestures limitation, except with special GM permission. (Can be used in armor.)

Arcane casters (Wizards and Sorcerers)
The difference in terms in how magic is used in Julan is that Wizards are specialist, of varying range of ability, and the Sorcerer is essentially a jack of all trades type of wizard, but usually can not cast the really powerful spells that a wizard is capable of casting.

Wizards are limited to a particular type of spells (elemental). Some rare wizards are able to cast elemental spells of any type, but there are only a few known every generation. Wizards and sorcerers get 2 free starting spells .

- 5pts Arcane magic skill roll, with -4 penalty to magic skill (INT based); 2 pts per +1to skill roll; -1 per 10 active pts in spell. (may be bought as ‘untrained’ with an activation roll)
In addition, an arcane caster must buy a variable power pool with the following limitations:
- May only cast specific type of spells.
– (Wizard Only) Spells over 10 active pts: Elemental (1 type) (-1) OR Elemental (any type) (-1/2) [This allows wizards to have minor useful spells that would otherwise be unavailable to them.]
- Must have bulky spellbook. (-1/2)
- Total spell pool may not exceed INTx4. (-1/2)
- Wizards: No single spell may have active pts greater than 4xINT. (-1/2)
- Sorcerers: No single spell may have active pts greater than 2xINT. (-1)
- Pool is only used for spells in spellbook. (-1)
- Changing spells takes time (1 hour/10 active pts). (-1/2)
- Magic skill roll needed (-1/2)
Total Modifier (-4 for sorc, -4 or 4 1/2 for wizard)

All spells are powered by Mana an END reserve.
- END reserve must be at least 10x END Reserve REC (-1/2)
- Can still use own END when reserve is gone. (+1/4)
- Max # of active spells = INT/5.

Spells with Gestures take the following additional penalties when being cast with armor or heavy encumbrance:
No Armor: No penalty.
Light armor (avg. DEF 1-2): Magic Skill Roll -1
Medium Armor (avg. DEF 3-5): Magic Skill Roll -2
Heavy Armor (avg. DEF 6+): Magic Skill Roll -4

The magic skill roll is modified by encumbrance based on the END cost/Turn (Rulebook, page 150).

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Magic

Julan Campaign Wylann