Menu

Magic in The Vesper Linder World

Magic is wild. Magic is like the wind, it runs all over the place. We are only beginning to understand it, and even then it changes course.

In other worlds, magic has a lot more structure. In the VL world, there really is no difference between spells and just pure magical ability, aside from the school of magic and its related logic. ie. books and verbal incantations.

The Vesper Linder world’s ‘magic’ consists of something more akin to the Force from Star Wars, in that it is far less specialized than magic in other game systems or worlds. That is, anyone can try and imagine something into the ether or ‘Linder’ as it is referred.

Linder

Linder is the energy-substance by which everything is held together, and the core of the entire Universe. No one actually knows what it is, aside from the supposed few of the fewer, who keep its true secret hidden from the world at large.

Everyone knows it has something to do with a creature's vital essence, and the rifts of portals, planes and dimensions. Beyond that and there isn't much public knowledge past utilization.

Linder can be seen in many forms and thus is nearly impossible to pinpoint its actual physical existence. Some like many peasants and Lords of Cambian deny that it exists at all.

Nevertheless, here are the most common forms Linder as it is currently understood:

- Consciousness
- Metaphysics
- Linder Dust
- Vital essence
- Plants and Biological Material
- Light

- General: The Elements: Water, Fire, Earth, Air - concrete objects, like storms, weather etc. Note that the general category of magic is only general because it is less researched and known. Any PC can pioneer any one of these as a new school. See New Sorceror class for more.

Despite these more obvious forms, Linder can appear as virtually anything such as talking wind or angry fire, but these are not regarded as core 'substances.'

Spells versus 'pure magical ability' or 'DM' - Direct Magic

Spells are mere formalized magic ability that is or can be far more effective. One is simply tapping into the Linder Ether or 'Linder Essence ' with the use of spells. One's mind is primary tool of all direct magic, meaning that one is willing something to life. That is, anyone can try and do this in forms other than verbal incantations. Keep in mind, that DM is far more volatile and even dangerous than formalized verbal incantations and rituals.

List of Direct Magic Per Domain or 'School'

Consciousness and Metaphysics are direct when it is willed from the brain. They are the only magical schools that don't require physical substances to be tapped into. Execution: Is done via pure will or Imagination. Affected Object: Minds.

Linder Dust actually requires the possession of actual Linderian Dust to be direct, and can only be found by others who already possess it like Dragons or in places like sacred Linder Trees, stones or temples and churches. See Linder Dust for more. The spells of the Linder Dust school of magic don't always require the possession of the dust, but often tend to. This is a school of magic like the Biological and Light which requires physical substances. Execution: Will + Dust + imagination. Affected Object: Anything Dust comes in contact with.

Light also requires the use of actual light to use its inherent magic. Typically this is done by touching and bending light to the wishes of the magic user as seen in classes like Sundialers. Execution: Anything that manipulates physical light + Imagination. Affected Object: Anything the light touches.

Plants and bio material are required physically to tap into their magic.

The Linderian school of Vital Essence is a special one. It requires actual souls. Vital Essence Linder is found in the spirits of the living. See Vital Essence for more.

One's EM score determines how effective a player can be at using Linder without spells.

The following chart is used to see the ability percentile of how effective one is with Direct Magic and determines in what form one can access and use magic. As you can kinda already see, casting a spell might tend to have a much easier rate of success per EM score. See Spells after Direct Magic section, here.

Success rates for direct magic:

See the chart following this one 'Magical Side Effects Hazards,' for side effects.

Direct Magic Chart Based On EM Score

Upon Direct Magic Attempt (DM or DMA) or Spell, the player must make at least 2 rolls:

1. Chance of Success Rate, (SR)
2. % of the Chance of Side Effects, (SE) and
3. Saving Throw against Side Effects if roll for SE fails.

1-3 : 2% chance of success, 95% chance of side effects, -15 to side effect EM saving throw
4-6 : 7% success, 93% side effects, -12 to side effect EM saving throw
7-8 : 9% success, 90% side effects, -10 to side effect EM saving throw
9-10 : 10% success , 85% side effects, -9 to side effect EM saving throw
11 0 : 12%, 75%, -6 to side effect EM saving throw

At an EM Score of 12 or greater, one begins to be able to raise the rate of success, and lower the rate of the chance of side effects--per level gained. This is in addition to the listed percentiles of Success and Side Effects.

i.e. - One has a 15 EM Score at level 1, which means a Success Rate of 20%, and a Side Effects Chance of 55%. At 2nd level, without any other modifications gained along the way, the character would then have an SR of 25%, and an SE of 50%. Savings throws on this chart do not accumulate by level.

12-13 : 15%, 65%/ +2% Chance of success/-2% Chance of side of effects per level, -7 to side effect EM saving throw
14-15 : 20%, 55%/ +5%/-5% per level, -4 to side effect EM saving throw
16-17 : 25%, 50%/ +5%/-5% per level, -3 to side effect EM saving throw
18-22 : 30%, 45%/ +7%/-7% per level, -2 to side effect EM saving throw
23-26 : 35%, 35%/ +10%/-10% per level, -1 to side effect EM saving throw
27-29 : 40%, 25%/ +12%/-12% per level
30-33 : 50%, 15%/ +15%/-15% per level, +1 to side effect EM saving throw
34-37 : 55%, 10%/ +20%/-20% per level, +2 to side effect EM saving throw
38-40 : 65%, 5%/ +25%/-25% per level, +3 to side effect EM saving throw

Magical Side Effects Hazards

Whether a success or failure, the DM, or Spell has a roll for side effects, the chances of which are partitioned above.

Spell or DM (Direct Magic) is miscast, leading Linder energy to leak into the player. A roll under one's EM is required to avoid amassing too much magic power. Roll 1d10 on the following chart to see what the extra energy leak does if saving throw fails.

1 - Dreadful accident - Magic user loses complete control of a spell. -75% to Direct Magic rolls for 1d10 hours, plus spell casting blocked for same amount of time, also a respective backfire of magic at GM discretion, plus a 70% chance of rift-rip and unintentional plane or dimensional opening.

2 - Magic pops out of the player in the form of a familiar, a small creature that follows the player around until magic runs out. Roll 1d4 hours for lifespan. Roll of 4 means additional rolls, infinitely. Saving throw of EM to stop it.

3 - Some bodily appendage grows to a massive size, x 1d6 times its size. 1d6 roll of: 1: Head, 2: Arm, 3: Leg, 4: Belly, 5: Neck, 6: Genitals, 7: Feet, 8: Hand, 9: Eyes, 10: GM Discretion.

4 - Opposite of spell or Direct Magic occurs for one round.

5 - Energy dissipates into PC along with 1 other player, causing 1d10 damage. Roll of 10 means additional rolls, up to 3 times. EM saving throw to stop it.

6 - Unintended benefit to magic user. Spell inflicts double damage or conversely, double health if a healing spell.

7 - Damned to the Dead Lands for 1d4 hours. Time is relative to whatever that time converts to, once inside the Dead Land. See Dead Lands.

8 - Percentile roll of all Linder Points are depleted for 1d4 days.

9 -

10 -

EM Score To Related Magic Schools

Endowed Magic ability score applies to one of the above 6 'Linder substances' that the PC must specialize in upon character Creation, as well as the ability to gain ability scores when raising levels. This depends on your class. See classes for rules governing raising EM scores per level.

One's EM score (determined previously when you rolled your character abilities) holds the modifier for any check that involves general or unknown magic. It also stands as the total from which one then divides among 6 known realms of Linderen Magical Domains. The player gets to choose how this is divided. The maximum one can give to a single domain is 10 at 1st level.

An ability check or saving throw is done as normal, on a 1d20. And per usual a roll under the score is a success, above is a failure.

The following universal charts govern all schools or domains of magic abilities of Linderen. Note that in addition to these below initial specialized starting spells, the general EM ability score yields a number of - general - starting spells as well. See general spells.

This chart - only - pertains to related spells and magic checks, i.e. - Open Portal is a Light ability check and spell, while Empty Room is from the general spell list.

1 - 9 to Intelligence and EM checks related magic / can have max of 1 spell l, entire

2 - 8 to Intelligence and EM checks related magic / can have max of 2 related spells, entire

3 - 7 to Intelligence and EM checks related magic / can have max of 3 related spells, entire

4 - 6 to Intelligence and EM checks related magic / can have max of 4 related spells, entire - per 3 levels

5 - 5 to Intelligence and EM checks related magic / can have max of 5 related spells per level - per 2 levels

6 - 3 to Intelligence and EM checks related magic / can have max of 7 related spells per level - per level

7 +1 to Intelligence and EM checks related magic / can have max of 12 related spells per level - per level

8 +3 to Intelligence and EM checks related magic / can have max of 15 related spells per level - per level

9 +4 to Intelligence and EM checks related magic / can have max of 15 related spells per level - per level

10 +6 to Intelligence and EM checks related magic / can have max of 25 related spells per level - per level

Spells

Thus far we have been talking about Spells as verbal sayings that churn up magic. They are often far more than this without direct magic. It must be noted that many spells use magic that can only be accessed via spells relative to what is known.

However before getting into their more professional nature--let us cover what they mean and how they exist to general people and creatures as most of the Linderen world have written spells lying around somewhere. Your grandma or grandpa or local antique dealer often have some trinkets they think can cast spells and often they do.

Every player gets initial, general spells with an EM score of 12 or greater.

Initial General Spells Relative to Endowed Magic - EM

12-15 - 1d6 starting spells
16-19 - 1d8 starting spells
20-25 - 2 + 1d10 starting spells
26-29 - 4 + 1d10 starting spells
30-35 - 6 + 1d12 starting spells
36-40 - 9 + 1d12 starting spells

Spell Creation

Like other skills, everyone can either pick or create their own spells. Below is the criteria for creating ones own spells.
Like all other proficiency skills, creating spells cost Linder points.

Here are the rules governing the creation of ones own spells, initial or ongoing:

1. 2,000 Linder points per spell.

2. Range limitation: 500 Linder points per 21 feet or 3 meters.

3.