End of Ages
Arcane Magic in Meridia is derived from stones, minerals, crystals, and elements (henceforth called only “minerals”) within the earth. Each magical school is inextricably linked with a particular mineral, the presence of which may heighten the potency of related spells, and the absence of which may weaken them.
A spell’s potency is always increased if the related mineral is carried on the magic-user’s person. A minimum of one pound of the mineral is required to produce a beneficial effect. For a wizard to cast spells most effectively, it is just as important for that wizard to have his or her minerals as it is to have his or her spellbook.
Those who wield arcane magic—bards (of at least 4th level), sorcerers, and wizards—may become aware of the mineral composition of the surrounding environment. This may be done in one of two ways: (1) as a standard action spent concentrating on the magical essence available to draw upon, or (2) while attempting to cast a spell. If it becomes known that the environment is not attuned to the spell being cast, the caster has the option of casting the spell regardless, choosing a spell from a different school, or losing their action.
In places that have two or more ground minerals, the dominant mineral usually negates the effect of the secondary mineral. In cases where diametrically opposed minerals are in equal amount, the effects of the minerals are ignored.
Though minerals in their natural form are essential items for any arcane magic-user, the potency of a mineral is diminished by 90% if the mineral undergoes a transformative alternation such as forging. Ten pounds of a transformed mineral are needed to produce the beneficial result achieved by one pound of raw mineral.
Often, a wizard will specialize in the school which is inherently enhanced by the land upon which the wizard lives. Mages, or wizards who study all schools of magic, are very rare, for to have full use of their spells they must first acquire the necessary minerals, then carry the additional weight on their person.
Players choosing to play wizards or sorcerers may choose two minerals of one pound each during character generation. The character will start with these two minerals.
Below is a list of the magical schools and the minerals related to each.
Below is a chart outlining the effects on spells given the mineral composition of the surrounding area and whether the magic-user has the related mineral on his or her person.
*- Detrimental effects may be negated by carrying an increased weight of the mineral related to the spell. To change the effect one range, 10lbs of the (raw) mineral is needed; two ranges, 100lbs; three ranges, 1000lbs. A Rich Environment effect cannot be attained in an area diametrically opposed to the spell being cast unless the caster possesses more weight of the mineral required for the spell than there is weight of the diametrically opposing mineral within the land.
**- Areas that have no definable amount of any magical mineral within 10 miles, or have such equal balance of minerals as to cancel effectively negate any benefits, are considered Neutral Environments.
^- When an arcane magic-user attempts to cast a spell without the related mineral in an area of diametrically opposite mineral composition, Retribution may occur. In essence, Retribution is the very land rejecting the spell cast. The effects are dramatic. First, the caster may roll a saving throw vs. Will. If successful, the caster will receive Mental Damage in the amount of 1d6+2/spell level, and all further spells memorized of the school cast will be stricken from memory. The caster will be stunned for 1d4 rounds, during which the only actions that may be taken are standing, sitting, or walking. The caster will be unable to speak or communicate in any way during this time. Damage taken in this way will be compared with the caster’s current hit points, and the caster will fall unconscious should his hit points reach 0. However, hit points lost to Mental Damage of this type will be returned to the caster if magically healed or after an eight-hour rest. If, however, the saving throw is failed, the 1d6+2/spell level is physical damage, all spells memorized are lost, and the caster is immediately stricken unconscious. This coma is temporary, and will end naturally in 1d8 hours, or after 1d6 minutes if magically healed.
Below is a list of the relationships between schools of magic and the minerals associated with each: