Talislanta 4th Edition: Magic Modes

Modes

Every spell that can be cast in Talislanta has one primary effect, or Mode. This idea holds true regardless of the outward form the spell takes. Does the spell heal injury? Does it move objects? Does it create illusions? Once you know the spell’s primary effect, you know its Mode, and how it works in the game.

Modes can be acquired at a cost of 20 weeks of training (20 XP), and can be improved as per the rules for Skills.

Talislantan magicians never refer to Modes by name. Instead, they discuss specific spells and their effects, such as the fiery tendrils of “Zorian’s Flame Whip”.

Choosing the Right Mode

Choosing the right Mode to represent a spell is a process of determining what the spell’s primary effect is. The appearance and form of the spell make little difference when picking a Mode.

Crucially, the magician character does not "know" the Modes; they know many specific spells that fall into 9 broad categories represented by the Modes. If a spell falls into a category that the magician has not studied, it cannot be cast.


Mode Descriptions

Attack

Attack in brief:

The Attack Mode deals with channeling destructive magical power and hurling it at an enemy. Attack Mode spells have an instant duration and do damage in Hit Points equal to the spell’s level (e.g., a level 6 Attack spell has a Damage Rating of 6).


Conjuration

Conjuration in brief:

The Conjuration Mode covers spells that bring things into existence: inanimate objects and otherworldly creatures.

Procedure for Summoning Spells

  1. The Offering: Incenses, oils, or magical fumes.
  2. The Ritual Inscriptions: Inscribe the traditional Circle of Protection and Summoning Triangle. Preparation time bonuses: 1 min (base), 5 min (+1), 1 hour (+2), 1 full day (+3).
  3. The Summoning: Cast while standing within the Circle of Protection.
  4. Sealing a Pact: The summoner must seal a pact with the entity. Methods include Offering Riches, Offering a Service, Offering a Sacrifice, Threat of Harm, Threat of Imprisonment, or Magical Constraint.

Reverse: Banishment Used to dispel conjured objects and return summoned creatures to their home dimension. Difficulty penalty equals the creature’s overall ability level.


Divination

Divination in brief:

Used to simulate supernatural senses (detecting lies, seeing in darkness, etc.). Scrying allows viewing a distant locale via a reflective surface.

Reverse: Conceal Used to hide objects, beings, or areas from normal senses and Divination spells.


Enchantment

Enchantment in brief:

Enchantment modifies a creature's or object's physical qualities or abilities. It can also be used to permanently imbue items with magical effects.


Illusion

Illusion in brief:

Creates phantasmal images devoid of substance. Additional features (senses, motion, complex detail) add +3 Spell Levels each.


Influence

Influence in brief:

Used to control a being’s thoughts and emotions. Higher levels allow for more complex commands or severe emotional trauma.


Move

Move in brief:

Used to levitate or move objects and beings. Requires the magician’s full concentration.


Transmutation

Transmutation in brief:

Changes the shape and form of a subject. Can also heal hit points or inflict damage/disease via touch (Harm Spells).


Ward

Ward in brief:

Types: Auras (personal protection), Barriers (stationary shields), and Wards (protection against specific threats like weapons, diseases, or modes).

Reverse: Hex Renders a being or item more susceptible to harm.