The gods are dead, but they are not gone. Those brave enough to seek out their remains can gain great power. The most potent of these powers is the ability to manipulate the world with a mere thought. This is what the unitiated refer to as magic.
There are eight distinct Aspects of magic. The first four correspond to the Elements; Air, Earth, Fire and Water. The second four correspond to the Realms that make up the Great Cycle itself; Dream, Life, Spirit and Void.
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The Elements
Air- this aspect is the most ephemeral and unpredictable of the eight. It allows the caster to command the winds, summon bolts of lightning and even allows them to fly. Air is the elemental componment of both Illusion and Enchanting, two of the most potent and underestimated Greater Paths.
Earth- this aspect is the most unyielding and solid of the eight. It allows the caster to command not only stone, mud and earth, but also grants dominion over all plants. Earth is the elemental component of both Protection and Nature, two very powerful Greater Paths.
Fire- fire is the most volatile and destructive of the eight aspects. It allows the caster to control flame, harnessing it provide warmth or destroy foes. Fire is the elemental component of both Destruction and Divination, two highly coveted Greater Paths.
Water- this aspect is fluid and ever changing. It allows the caster to control water or ice. Water is the elemental component of both Summoning and Binding, two of the most highly feared Greater Paths.
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The Realms
Dream- this aspect is ephermal and ever changing and is tied to the Dream Realm. It allows the caster to put others to sleep, manipulate dreams and to use glamours to charm others. Dream is the realm component of both Illusion and Divination, two of the most utilitarian Greater Paths.
Life- this aspect is the most tighly bound with the world, as it is connected to the Mortal Realm. It allows the caster to create light, cure poisons and diseases and to heal the injured. It is the realm component of both enchanting and nature, the two most highly sough paths by every kingdom in the West.
Spirit- this aspect is tied to the Spirit Realm. It allows the caster to communicate with the dead and to inflict horrible suffering on the souls of others. It is the realm component of both Binding and Protection, giving it enormous utility.
Void- this aspect is tied to the Endless Void, which encompasses the Great Cycle itself. It allows the caster to unmake objects, both living and dead. It also grants the caster the power to places curses. Void is the realm component of both Summoning and Destruction.
These eight Aspects collectively form the Circle of Eight, something all mages are familiar with. See the diagram of the circle below.
A mage can cast spells from any Aspect they have mastered. There are two ways to master an Aspect. The mage either journeys to a Catalyst and gains the Aspect from it, or they are born godtouched and have the Aspect as an innate ability. As a mage adventures they may gain access to other Aspects, allowing them to master a variety of spells.
The first Element they unlock (Air, Earth, Fire or Water) grants them access to the Elemental Spell List. The first Realm they unlock (Dream, Life, Spirit or Void) grants them access to the Realm Spell List.
If a mage masters a Realm and an Element that are adjacent on the Cirle they may also unlock one of the greater paths listed in the diagram below. This Greater Path requires an immense amount of study to master, and most classes only allow a mage to access a single Greater Path during their career.
[Figure 1.3- Greater Paths]
Example: Terwynn is a 1st level mage. At creation he selects the Aspect: Fire. This gives him access to both the Fire Spell List and the Elemental Spell List. At 2nd level he gains another Catalization and chooses the Aspect: Void. This grants him access to both the Void Spell List and the Realm Spell List.
Since Void and Fire are adjacent on the Circle of Eight, they fulfill the requirements to unlock the Greater Path of Destruction. Terwynn’s class, Battlemage, grants him access to this path, which means he gains the Destruction Spell List. Terwynn’s spell Lists Look like this:
Fire Spell List
Void Spell List
Elemental Spell List
Realm Spell List
Destruction Spell List
Terwynn may add spells to his spellbook from any of these spell lists, but cannot learn spells from any other spell list he has not mastered. If he later goes to a water catalyst and gains the Aspect: Water he could add spells from the Water Spell List.
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Learning & Casting Spells in Shattered Gods
Mages may learn as many spells as they’d like, however they must have a scroll, spellbook or mentor to teach them the spell. In order to learn it they must meet the spell’s requirements, usually a specific Aspect or Greater Path.
For example, a Fireball spell requires the Fire aspect and the ability to cast 3rd level spells. To cast this spell the Mage must unlock Fire Magic from a catalyst, and also be high enough level to cast 3rd level spells.
Learning a spell takes 40 hours of study per spell level. This represents the fact that spells are complicated and take great study to fully understand.
A Mage may cast any spell they know as long as they have the spell points required to do so.
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Spell Points
Whenever a Mage casts a spell it drains a number of spell points from their pool equal to the spell’s level. Using our Fireball example above, each time the Mage cast the spell it would cost 3 Spell Points. If they wanted to cast a 1st level Elemental bolt it would only cost one spell point.
Pure Mages gains a number of spell points equal to 3 x their caster level, plus their Focused Attribute Modifier.
Hybrid casters gain spell points equal to 2 x their caster level, plus their Focused Attribute Modifier.
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Recovering Spell Points
Mages do not regain their entire pool of spell points each day. Instead, they regain a portion equal to their Recovery score. A Mage’s Recovery is equal to their caster level plus their CON modifier. Certain feats or Catalizations may increase this.
After each full night’s rest a caster regains a number of spell points equal to their recovery. They must have a full night’s rest, though that rest can be broken. So if a Mage was awoken for 3rd watch, but still had a total of eight hours sleep they’d get their recovery in spell points when they awoke the following morning.
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The Greater Paths
Each adjacent Realm & Element combine to form a Greater Path. These Greater Paths are described below:
Binding
Required Aspects: Spirit, Water
Binding is one of the most frightening Greater Paths, often evoking distrust among other mages. Binders dominate others through the use of magic. From animals to people to demons, all are playthings.
Binders are outlawed in some nations and barely tolerated in others. Those guilty of using their powers on other people are often executed. For this reason most binders prefer to keep their powers hidden.
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Destruction
Required Aspects: Fire, Void
Destruction is the most widely feared of the greater paths simply because it is the most efficient at killing. From hurling balls of fire to disintegrating a foe, destruction presents many ways to end the life of an opponent.
Battlemages can destroy entire units with a few spells, making them a force to be reckoned with.
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Divination
Required Aspects: Dream, Fire
Divination is very powerful, as it allows its practicioners to perceive things as they really are. They pierce illusions as well as piercing the very bounds of time to catch glimpses of the future. This makes them almost a requirement for any court in the West, as all wish to know what their enemies are plotting.
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Enchanting
Required Aspects: Air, Life
Enchants are the most highly sought mages in the West, for they and they alone are able to create Eldimagi. WIthout them enchanted armor, weapons and staves would not be possible. Kings will often move entire nations simply to secure the services of a single potent enchanter.
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Illusion
Required Aspects: Air, Dream
Illusion allows the caster to change the way things appear. From altering their appearance to disappearing entirely to inventing phantom sounds the illusionist has complete mastery over the perceptions of others.
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Nature
Required Aspects: Earth, Life
The path of Nature grants the caster dominion over plants and animals. It allows them to heal, alter and even control nature.
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Protection
Required Aspects: Earth, Spirit
Protection allows the caster to shield themselves and others from harm. Whether the attack is energy, fire, physical, mental or…well anything…protection will stop it.
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Summoning
Required Aspects: Water, Void
Summoners harness the powers of the void to summon objects, animals, demons, or other minions to do their bidding.
