Before Finster Ascended

Finster has ascended, magic is returning to the World of Legon

If you have been keeping up with the adventures, Finster has ascended into the godplane. This levels the magic, and allows it to return to the world in a safe manner. Things that were stunted because of this, will now flourish. People performing magic can do so without the fear of catastrophic events. It will take some time to completely manifest, but the deed is done. Magic has returned!

Below is the information prior to the ascension of Finster. To get the current status of magic, please click here.


In Legon, magic is banned because it is highly unpredictable and very dangerous

Magic in Legon“Just… wait, want to know how I got on the boat?” Khamyra says with an eyebrow raised. She grabs some goop from her pouch, rubs it on her wrists. Cassie recognizes spell components and starts to unsheathes her weapon. Xavier stops her, and gives his sister a look. Khamyra writes a symbol in the air that the air holds with a faint golden glow and she says a word “neviden” and she slowly disappears. Cassie cringes and then looks around. Xaviers eyes are real big. Xavier, apart from being a little wigged out says “that was pretty awesome.” Cassie hits him and gives him a scolding glance, “NOT awesome, it could of blew us all to pieces.” (Episode 39 – The Connection)

The Basics of Magic on Legon

In the world of Legon magic is based in 6 “elements.” Those six are earth, wind, fire and water with good and evil. The 4 basic elements is common knowledge, and well researched. What the people don’t realize is that good and evil guide those elements during the casting. Year 348 on Legon is missing one key component to spell casting and it is evil. Between prophecies and ambitious citizens there has been a aggressive push to have the demi-god Finster ascend to the god plane. This will align all 6 elements and allow magic to safely be used again.

Each element has some weak spell possibilities and the alignments are completely dependent on the corresponding god. There are some who have distorted the elemental magic, but it comes with a price. Over-all magic on Legon is dangerous, and where it is not, it is weak and sketchy.

Cassie starts talking, “When magic is trying to be used, the 4 base elements are present, and Good. There is no Evil component available on Legon. Imagine a railed cart going down a slope. Now imagine it without one of the rails? Sure some of them will make it and the spell works, other times it falls off and tumbles down a ravine or explodes into a million pieces.” Chance nods his head, eyes wide “So that is why everything about magic is dangerous!” (Episode 28 – Gods Walk Among Us)

Elemental Magic and Incantations

Some magic can be performed safely on Legon and it is derived from elemental magic as well as “good.” For this section we will discuss elemental magic.

To even understand magic one must possess the ability to understand and comprehend it. Anyone equal or below an intelligence score of 12 can never perform magic of any kind. Probably a natural way to protect the lesser intelligent people of Legon. Obviously the higher the intelligence, the more they understand and the better they can perform it. Wisdom is tied into the incantations as well, a low wisdom score means a much higher failure rate, while a high wisdom score allows for faster, more precise incantations along with some possible bonuses.

The following classes have the ability to tap into the elemental magic:

  • Druid, Monk – These classes tie into “good” and following Animax, they can also tap into the elemental magic to supplement their potions and incantations.
  • Witch, Warlock, Gypsy – While some levels of Witches, Warlocks and Gypsy’s can perform very low level spells like “growth” or “light” most of the magic is based in potions and salves. Things that can be derived directly from an element.
  • Mender (druid), Healer (witch) – These two subclasses have little outright magic but have a bit more powerful potion and salve creation.
  • Alchemist (witch) – The most common and the lest likely to cast any spell or incantation. But very proficient in potion and salve creation.
  • Witch Blade, Crusader, Strider, Tempest – All have varying degrees of abilities and magic. These are cross classes currently available on Legon.

Magic bestowed upon people of Legon

The quarter-elf looks over to her, dark symbols and shapes form on his face, his eyes turn from the orange-ish red to a deep vibrating blue. High Priestess of Animax, Rosalinda stops twirling her staff, backs up stumbles and falls to the wall with a heavy thud. The Priestesses eyes reflect the power and are huge with fear. “Animax help me!” she yells in terror. The newly anointed champion of Finster looks left, then right and then back at the red headed woman trembling in fear. “Hate to tell you this but he is not here, and you do not want ME as your enemy.” (Episode 31 – Acceptance)

When it comes to good and evil, Animax and Finster are the gods of those magical elements. They have the ability to bestow their power into them so they can perform certain magical feats.

ANIMAX
For Animax he will bestow what is called “Tears of Animax.” Very few people get the full power, but when they do, they rise in the ranks of the Animax religion and head up temples and sects. The majority just get a taste of it allowing them to heal a little or perform other “good” tasks.

  • Priest / Priestess – Very powerful healing magic. Abilities that very few possess in Legon.
  • Deacon, Scribe of Animax – Extremely weak power, can do very little but they are devout to the god.
  • Cleric – “A fighting priest” is what they are called, roughly are 50% as powerful, but still can heal well and perform other tasks.
  • Druid, Monk, Mender – Little to no power but finds way to combine other things to boast their over all effectiveness.

FINSTER
Finster does not have the power to grant nearly as much strength to his people, but he finds a way. It really doesn’t have a name, though some say its called “The Silent Gift.” Only the Champion has extreme power, while others have medium to little. Think of it like half power of Animax; A priestess of animax would be 100%, the Priestess of Finster would be half that.

  • Champion – A unique position created by Finster after his first failed attempt to ascend. This person will have many powers and strength to help the demi-god to ascend.
  • Priest / Priestess, Vizier – Half as strong as Animax but has the ability to turn any healing into pain. Any “good” feat can be reversed.
  • Shade – Is a “cleric” of Finster. A fighting Priest so to speak. Again about 50% less powerful than a cleric in terms of magical abilities.
  • Invoker – Very dangerous and rare. They have the ability to call upon the powers and creatures of the “Underearth.”
  • Tempest – A mix of a Shade and an Assassin, many times are the “CIA, FBI” of a Finster cult or sect.

How magic works in Legon

Flame, destructive magic being castIf magic was viable or for the only true mage on Legon, Khamyra:

Every spell that is cast, requires mana, a physical component, an identification symbol and a spoken word. The physical component grounds the spell, gives the incantation the worldly ability to manifest. The symbol signifies the “category” of spell whether it be destruction, illusion, etc. The spoken word zero’s in on the specific spell that is being cast, almost like you accessed it in a database. With enough mana and the 3 steps complete, the spell will finalize and manifest.

PHYSICAL COMPONENT: Grounds the spell to the physical realm, helps identify the type of spell.
SYMBOL: Puts the spell into a certain category whether it be destruction, illusion, etc.
SPOKEN WORD: Identifies the particular spell in that category to manifest.
MANA: Is the amount of magic someone has. (Explained a little further down)

If these are not spoken in the right order, or if they are done too slow the spell will fail. The current state of Legon, the failure could range from nothing happened (the magic never triggered) to a stinking cloud, to a similar style nuclear explosion. Thus the reason magic is banned everywhere.

The power of the spell depends on the level of the caster, their intelligence and their wisdom. The difficulty of the spell also relates to how much mana it costs (explained below)

EXAMPLE:A fireball spell that does 1d6 damage might only do 1d4 with a 2nd level magician with a bad wisdom and marginal intelligence score. It could do 2d6 with a 8th level magician with a high wisdom and intelligence score. It is usually predetermined by the player ahead of time.

Many things have to taken in account, in a windy field, throwing dust in the air could severely change the spell or its trajectory. Tracing the wrong symbol or doing it sloppy could make the spell fail or worse. A word spoken poorly, unintelligent could also make the spell fail or worse.

MANA, It’s what is inside everyone

Mana is what everyone has on Legon, most people can’t access it, even more people have no idea it exists. But it is what allows an individual to cast a spell.

Everyone has Mana, some more than othersEveryone starts with 3 mana, child, teen, adult, elder, everyone will have at least 3 mana. Like explained before, 12 intelligence or less results in no access or understanding to this craft. As a mage advances, they will receive more mana. Much like if you work out a muscle all the time, it will grow stronger. How much depends on INT, WIS and levels. The following is a chart you can follow.

  • Level 1 = 3 Mana
  • Level 2 & 3 = +1 per level
  • Level 4 = +2 Mana
  • Level 5-7 = +1 per level
  • Level 8 = +2 Mana
  • Level 9-11 = +1 per level
  • So on, so forth, you see the pattern…

Intelligent OR Wisdom scores of 16-18 can get an extra mana with a 1d20 roll of 18,19,20. If they have a 16,17,18 score or higher on BOTH INT and WIS then 16-20 on the 1d20 will result in a +1.

EXAMPLE: Khamyra, mage level 10. She has a 16 INT and a 16 WIS. Her base mana is 14. She has scored a +1 mana on her 8th level with a good roll. So her total mana is 15.

To regain their mana, it works in 24 hour increments. To find the regeneration of mana, you will divide amount of mana by 24 hours.

EXAMPLE: 15 mana / 24 hours = 1.6. So every hour and a half they will get 1 mana returned to them. Whether they sleep, run a marathon, battle or dine, the mana returns at the same speed no matter what. If Khamyra used 8 mana, it will take her 12 hours to regain her full mana back.

When magic fails, everyone is in danger

There was a time in the history of Legon, more exact; the history of Camerondale that truly started this fear of magic.

A great battle ensued on the fore front of the growing town of what would eventually be Camerondale. The newly erected walls were getting beat down by trebuchets and catapults. But for Redford, it was not enough. He ordered his court magician to do something to expedite the removal of the wall. The mage told the King of its dangers, but he did not care. Upon casting this great spell, it failed; a ear ringing noise was heard, and an explosion with a circular wave expanding out started. The mage was killed instantly, everyone in a radius of 100 yards took great damage; lower level guards and fighters died instantly. Even 500 yards it was felt with damage and a wall of power that knocked everyone over as well as weaker points of the wall.(Tragic beginning of Camerondale)

There is a straight 50% chance of a spell failing. There are no bonuses. (NOTE: If the champion is present, in champion form, the spell will work) When the spell fails the following could happen 2d10. Some options in each roll.

  • 01-15 – Nothing happens.
  • 16-40 – Stinking cloud erupts, the caster grows hair on face, Someone close by is burnt for 1d4
  • 41-60 – Acid splash 10ft (1d6 damage), wall of force moves out radial (no damage just knocks everyone and everything over), caster is confused for 1 day
  • 61-80 – Ball of lightning forms 1d6 damage to everyone in 50ft radius for 3 turns, random disease forms on anyone within 20 ft, Caster takes 1d6 permanent damage
  • 81-95 – Firebomb, 4d6 damage anyone within 50ft, plus 1d6 for 3 rounds after,
  • 96-00 – Nuclear style explosion, 4d10 damage anyone within 50ft, 2d10 damage anyone 50-200ft, 1d10 200-500ft, ground underneath collapses and the underearth comes up, Caster is incinerated, anyone in 10 ft get 2d6 of damage.

Over use, distortions and there ramifications

“These veins on her arms, I believe they are marks of retaliation. When someone distorts or mis-uses base elemental magic, the element retaliates in its own way. Drains life forces and the like” Cullun says while looking over the unconscious witch, “I don’t think they understand the true ramifications of misusing elemental magic.” (Episode 41 – Dagger Point)

ABUSING ELEMENTAL MAGIC
Abusing magic can be dangerous and life threateningThere are ways to boost magic and its power but it comes at a great price. It is called “the retaliation” and it is a way to protect the integrity of the magic element. Each time the distortion of magic is used, it takes away from the life force of the individual. 1d4 permanent damage. PERMANENT. After (3) times, 1 point of constitution will be removed, permanently.

OVER USE OF MANA
Much like the abuse of elemental, the over use of mana comes at a cost to the player. It varies depending on how far they over-use.

  • 1 point – The player can’t use magic for 24 hours, no mana will return during that time. All bonus’s of any kind are disabled.
  • 2-4 points – The player is incapacitated. Bad headaches, no energy and no ability to do anything. They lose the ability to perform magic for 3 days, and no mana will return to them during that time. They also take a 1d4 damage permanently.
  • 5+ points – The player goes into a coma for 1 week. No mana will return to them for 2 weeks time, no magic can be performed in that time frame. They will also take 2d4 damage permanently. They will lose either 1 point of intelligence or 1 point of wisdom.

Stand alone Psionic and Healing Abilities

“Next thing I know she strips down and gets in the water and then beckons me to come in the water…” he says again trailing off. “Noo no no no please don’t… oh son of a…” Britney says, shaking her head realizing what the Princess and Chance did. “Now it all makes sense, Cassie is the Princesses mom and she can read minds to a point, I don’t believe she is 100% human… I am not sure what else she is…” (Episode 10 – Oh, So You Can Read Minds?)

There are special abilities that certain people can perform. It is rare and it is not known where it came from. The abilities can range from Far Vision (like Whitlock Ashford), basic healing (like Talia Stotz) or a compilation of Psionic abilities (like Cassie and Affinity). These abilities do not have any element, alignment of god attached to them. They just exist within the individual.

  • Healing – Base healing that mimic’s a Clerics ability. 2D6 healing. It usually drains the player and they need 1-2 hours to recover
  • Far Vision – Is as much a deformity as it is magical ability. They can focus an eye and use it like a 10×50 binoculars. Usually split eye colors merge as a symptom.
  • Move objects – One of the more simple things they can do, but it takes practice.
  • Telepathy – Is tied in with the Psionic abilities. Many times the accuracy of the mind read depends on the person getting read. If they are thinking strongly of one thing, it is easy to decipher. If they are not thinking of anything, they do not get much.
  • Pain transfer – Very rare but they player can give another person a headache dealing 1d4 of damage.
  • Future Sight – Very rare but it allows the player to get a glimpse of the future, usually only one or two bits of important information

Let’s suck that soul!

Very few people have ever had the power to suck on the tit of a soul. The following is a guideline to how it works against opponents and the benefits.

  • Can only suck the soul of humanoids, no other creatures
  • Victim must make a wisdom savings throw DC18
    Victims from Challenge 0 to 2 roll at a disadvantage.
    3 to 8 roll straight
    9 to 12 roll with advantage
    13 and up roll with advantage +4
  • Only has one attempt per long rest.
  • Soul sucker will get a +1 bonus to the victims highest stat, if there is a tie with the stats, they can get up to two, max. This will last until a long rest.
  • Temporary hit point boost of 3 hp per challenge level.
  • She takes over the memories of the victim, generalized in visions. Only about powerful moments in their life. Not if they took a dump yesterday after eating dirty beats.
  • The victim then no longer exists. Their souls get cast out into the void.
  • Attempting and failing results in temporary loss of hp, 3hp per level, up to 20.

The World of Legon