Magic in
Legend of the Bones is rare, difficult to master, and dangerous. Mages
are rare, and as such held in awe and revulsion in equal measure.
On average, mages make up just 0.01% of the population
There are 2 disciplines of magic, and whilst there is some overlap, in the spell lists, the disciplines are distinct.
Hedge Magic is the discipline attuned to the natural world. It is linked to the folk belief known as ‘The Old Ways’ and is practised extensively in cultures considered pagans by followers of The Nine. Mages practicing this sphere of magic could be seen similarly as the legendary mage-like figures from the iron-age British Isles. for example, Merlin, Nimue and Rhiannon.
Sorcery is chiefly concerned with dark, malevolent magic, and is often practised by those seeking power over demons and the dead. Sometimes known as Demonologists, Necromancers or most commonly Sorcerers; these dark mages seek to harness forbidden, malevolent knowledge in order to grow their own personal power.
Penalties and Restrictions
Hedge Magic and Sorcery are incompatible with each other, though some spells are common to both. In order to learn a unique spell from the opposite discipline, the mage must permanently relinquish all spells unique to their original discipline.
The following rules also apply to mages:
Mages who cast ostentacious spells before common folk will incur a -2 penalty to any subsequent reaction roll (unless it directly benefitted them)
Mages wearing any type of armour cannot cast spells
There is no restriction on weapons a mage can use, but tradition dictates that blades longer than daggers are not used.
There is no Detect Magic spell, all mages have an innate ability to sense magic, although the specific powers cannot be determined
There is no Read Magic spell, all mages have the ability to read magical runes
Spells can only be memorised after at least 6 hours sleep
In order to cast a spell, a successful Intelligence check must be made. This reflects the need to invoke the correct words and gestures.
A roll of Nat 1 results in the spell overcharging as the Mage channels raw magical power (roll on Overcharge table).
A roll of Nat 20 results in a miscast (roll on the miscast table)
Bards
A third adjacent discipline of magic applies to Bards. My Rules for Bards and Bardic magic can be found here
Spell Miscast/Overcharge Table
Roll 1D6 | Miscast | Overcharge |
1 | Half the effect (e.g. duration, damage, area of effect) | Double the effect (e.g. duration, damage, area of effect) |
2 | The target or effect is reversed (e.g. affects the caster, benefits a foe) | The caster’s mind is flooded with inspiration and the ability to cast 1 random spell of the same level enters their mind for 1 day. |
3 | Spell affects a random person or object | Spell affect multiple targets as determined by the mage |
4 | 1 random non-living object in 10 yard radius of the caster instantly disintegrates | 1 random non-living, non-magic object in 10 yard radius of the caster instantly duplicates |
5 | The caster mind becomes blocked to the magic for the spell which cannot rememorized for 1D4 days | The spell does not leave the caster’s memory and can be cast once more that day. |
6 | Caster suffers 1D4 hit points of damage per spell level as the spell backfires sending uncontrolled raw magic through the caster’s body | Roll again but in addition, the caster suffers 1D4 hit points of damage per spell level as the spell overcharges, sending uncontrolled raw magic through the caster’s body |
Spells Lists & New Spell Descriptions
Hegde Magic
Sorcery
Bardic Magic
New Spell Descriptions
Ritual Magic
Ritual magic allows the mage to channel far more power than that which can be achieved by a spell. Magic Users level 7 and greater may attempt to perform a ritual.
Certain spells can only be cast via a ritual. These are indicated in spell lists above.
A ritual requires the correct materials, and an accurately drawn pentagram, or the sanctity of an stone circle to protect the caster. Attempting a ritual without such protection results in the results in an automatic miscast. A ritual takes 1 hour per level of the ritual., so a Level 6 ritual will take the mage 6 hours to perform. A successful intelligence check must be passed every hour. Any failed check will require the ritual to be re-started.
A roll of Nat 1 reduces the ritual time by 1d4 hours. A roll of Nat 20 results in the ritual going catastrophically wrong, consult the Ritual Miscast Table below:
| Roll 1D6 | Sorcery Ritual Miscast | Hedge Magic Ritual Miscast |
| 1 | An area of 60' radius around the caster becomes permanently desecrated. Any creature of good intent entering the space become subject to the Blight spell while they remain. Creatures of evil intent gain the benefits of the bless spell. | An area of 60' radius around the caster becomes permanently spoiled. All plant life withers, and nothing will grow. Any living creature entering he space suffers the effects of Famish and Thirst while they remain. |
| 2 | The caster is struck by a demonic blight. For the next 2d6 days, all Reaction Rolls, Saving Throws, and attribute checks made by the victim suffer a -4 penalty as malicious spirits whisper maddening distractions into their mind. | The caster is struck by a nature's wrath as it rejects the magic. For the next 2d6 days, all animals act with hostility towards the caster. Small animals may shun the caster, larger animals will attack. |
| 3 | A burst of Raw magic flows backward into the earth. Every non-living, non-magical object within a 30-foot radius of the mage instantly rusts, rots, or shatters into dust (including stone dungeon pillars, weapon iron, and castle foundations). | A burst of Raw magic flows backward into the earth. Every non-living, non-magical object within a 30-foot radius of the mage instantly rusts, rots, or shatters into dust (including stone dungeon pillars, weapon iron, and castle foundations). |
| 4 | The caster completely forgets the ritual they were casting, along with 1d3 other random spells currently in their spell library. These spells are permanently erased from their mind and must be found and re-learned from scrolls or old spellbooks. | The caster completely forgets the ritual they were casting, along with 1d3 other random spells currently in their spell library. These spells are permanently erased from their mind and must be found and re-learned from scrolls or old spellbooks. |
| 5 | A malign entity breaks free from Hell. The caster must pass a Save v Death or become possessed. If a PC, the character is no longer playable until the entity is exorcised | Nature complete rejects the caster. They immediate lose 'The Sight' and all levels and abilities gained as a magic user. They effectively become a 1st level character and cannot retrain as a mage. |
| 6 | A permanent Rift is opened between the material world and Hell. The everyone within a 30' radius must pass a save v wands or be immediately sucked into the void. | The veil between the mortal realm and the Otherworld (afterlife) is torn open for an instant. The caster must pass a Save v Death or their soul is pulled in, killing them instantly. |
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