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OOC: Notes for Playing Characters

Remember that the research of the Syrithian guild is not public information. The preceding magic pages contain information that you as a player should read and use for developing your history and choosing your character's magical talents. However, your character's experience and understanding of magic IC will be shaped by their particular upbringing, culture and personal paradigm. For more information regarding local attitudes toward Magic, please see your location's Culture board.

PICKING MAGIC TALENTS:

When creating a character with magic, there are two factors to consider: 1) the number of talents your character has, and 2) the level of magical ability your character will begin with.

The number of talents your character can choose depend on your character's intelligence. You may choose one fewer talents than the number of your Intelligence stat:

IN = 2, pick one magic talent
IN = 3, pick two magic talents
IN = 4, pick three magic talents
IN = 5, pick four magic talents.

Delfae and players with the advantage Blood of the Magi, can choose one more talent at each level of intelligence; that is, if their intelligence is four, they may pick four talents. They still may not have any magic talents if their intelligence is one. Dwarves and ss'tiss have other limits to the talents they can choose.

Remember, you do not have to choose the maximum number of talents your character is allowed. You do not have to choose any talents. However, you will not acquire new talents during the game... at least not without paying a terrible price.

The level of magic you begin play with will depend both on the number of skill points you are willing to spend and the authenticity of your character history. With one point, you can buy a magical talent that will remain inactive (and unusable) until it is awakened during play. See the Levels page for an explanation of what your character would be able to do by spending the following number of points per talent:

1 pt = Dormant Talent
2 pt = Awakened
3 pt = Initiate
4 pt = Apprentice

If you assign more than one skill point to a talent, you MUST explain the impact of magic in your character history. Delfae, ixit and minotauri may spend up to four skill points per talent. These races generally live in cultures that are more accepting of magic and would have access to training opportunities. Other races should keep to a limit of two points per talent to develop a history authentic to the world of Telgard. Read more about cultural attitudes and approaches to magic in the Kingdom Culture sections on the main boards.

Back to Magic Overview

Click on the buttons in the overhead banner for more information on individual talents.

Overview || Talents || Levels || Resonance || Surges || Notes

 

 

 

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