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Magic is well-known and commonly practiced on the Jadiwan
Continent. Most of the continent is a high-mana area, which
allows many non-mages to cast spells; in fact, most farmers know
just enough Plant magic to guarantee large, healthy harvests (not
coincidentally contributing to the general economic wellbeing of
most nations).
While simpler spells are common knowledge, and "beginner's
grimoires" for all colleges abound in bookstores, the knowledge
of more advanced magic is divided up among groups known as
Orders. See the Orders of Magic page
for more information about these. In general, they act as
schools and professional guilds. No one order has all the
colleges of magic available to it, and few mages ever leave their
order to join a new one to learn more.
Certain mages have access to an extradimensional realm known as
Cerebrospace, in which they can store
objects and information. These cerebromagi, as they are called,
come from many different orders, and have no special organization
of their own, save for a loose agreement about how matters
involving Cerebrospace are to be handled.
Many nations have laws governing the use of magic. Necromancy is
generally outlawed, and careless mages may find themselves in the
dock for reckless endangerment!
Some magic item manufacture has been all but mass-produced; many
middle-class homes have at least one labor-saving gadget made by
magic.
The elves and dwarves have also been able to blend magic with
their technology, often with great success.
Familiar creatures are available, but usually only to the older,
more powerful mages.
Magic in Game Terms
In game terms, almost all spells from the Basic Set,
GURPS Magic and GURPS Grimoire are in
use in the Jadiwan. The only spells that are not available
are the Radiation and Plastic Subcolleges of the Tech College,
the Awaken Computer spell, and the Create Mana Co-Processor
spell from GURPS Robots.
Aspected Magery is allowed, and common for some -- those bards
gifted with magical abilities frequently have Magery limited to
use with music.
The Gate College spells can reach many different places,
including the Dream Realms and Cerebrospace, but with few
exceptions cannot reach any of the more remote planes of
the gods beyond their various vestibule planes. (See Cosmology.)
Grimoire Spells with a "/TL" suffix are limited to TL5.
Any level of the "Blessed" or "Power Investiture" advantages
(see Characters) counts as "Holy" for
the purposes of those spells that have holy status as a
possible prerequisite.
Players who want a familiar for their mage character should email me for the details --
specifics on familiars are unknown to non-mages and will not be
posted publicly. |
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This web page is Copyright © 1994- 1999, by Robert M. Schroeck. Narth and Narth 2000 are trademarks of Robert M. Schroeck. GURPS is a trademark of Steve Jackson Games, Inc. |
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