Magic was everywhere in the old world. Countless generations of scholars studied it, categorised it, and bent it to their will. Then the Cleansing came, and the gods fell silent. Nature spirits died, and the classical elements became uncontrollable.
But in return, as if the Cleansing took pity on us, magic seems to suffuse from everything. There is scarcely a child born today that does not have at least a small amount of magical ability. New elements that do not quite match the old make themselves available to us, and strange new spirits speak to us. This then, is what we know of this new magic. There are seven elements, as opposed to the classical four, or the formerly controversial five. None of the elements have an exact opposite, but each in turn is opposed by two conflicting elements.
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Game MechanicsEach encounter's location will have descriptors that make it obvious which types of magic will be strong or weak. For instance, if an encounter takes place at the top of a tall tower at night, High would make Air strong, and Earth and Water weak. Night would make Dark and Cold strong, and Light and Earth weak.
If a certain type of magic is weak in a specific area, treat all spells of that type that you know as if you knew them at one rank lower. If you already know them at their minimum rank, they have half the effect, or last half as long, if the effect cannot be halved. If a certain type of magic is strong in a certain area, treat all spells of that type that you know as if you knew them at one rank higher. If you already know them at their maximum rank, they have twice the effect, or last twice as long, if the effect cannot be doubled. |