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:
- Damage: 1 Hit Point per Spell Level
- Range: 50 feet (+1 to Difficulty per additional 10 feet)
- Duration: Instant or 1 minute (+1 to Difficulty per additional minute)
- Area: +1 to Difficulty per foot of radius
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:
- Maximum Mass: 10 lbs. (+1 to Difficulty per additional 10 lbs)
- Maximum Area: 1 cubic foot (+1 to Difficulty per additional cubic ft)
- Ability Level of Summoned Creature: 1 per Spell Level
- Range: 50 feet (+1 to Difficulty per 10 extra feet of range)
- Casting Time: 1 Round (or 1 minute per Spell Level for summoning)
- Duration: Conjured Items: 1 minute (+1 to Difficulty per additional minute); Summoning: Varies (maximum 24 hours)
The Conjuration Mode covers spells that bring things into existence: inanimate objects and otherworldly creatures.
Procedure for Summoning Spells
- The Offering: Incenses, oils, or magical fumes.
- 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).
- The Summoning: Cast while standing within the Circle of Protection.
- 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:
- Sense: +1 PER per Spell Level
- Range: 50 feet (+1 to Difficulty per 10 extra feet of range)
- Scrying Range: 1 mile (+1 to Difficulty per extra mile of range)
- Duration: 1 minute (+1 to Difficulty per additional minute)
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:
- Specific Alteration: +1/-1 per 3 Spell Levels
- Broad Alteration: +1/-1 per 5 Spell Levels
- Range: Touch
- Subjects: 1 subject (+1 to Difficulty per additional subject)
- Duration: 1 minute (+1 to Difficulty per additional minute)
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:
- Basic Illusion: Level 1
- Features: +3 Spell levels per each additional feature
- Range: 50 feet (+1 to Difficulty per 10 extra feet of range)
- Duration: 1 minute (-1 to Difficulty per extra minute)
Creates phantasmal images devoid of substance. Additional features (senses, motion, complex detail) add +3 Spell Levels each.
Influence
Influence in brief:
- Range: 5 feet (+1 to Difficulty per extra 5 feet)
- Duration: 1 minute (+1 to Difficulty per additional minute)
- Area: Single Target (+1 to Difficulty per 1 foot radius)
- Resistance: WIL roll modified by (MR - 1/2 Spell Level)
Used to control a being’s thoughts and emotions. Higher levels allow for more complex commands or severe emotional trauma.
Move
Move in brief:
- STR: -9 (20 lbs) +1 Strength per spell level
- SPD: -4 (10 feet per round) +1 to Difficulty per +1 Speed
- Range: 50 feet (+1 to Difficulty per additional 10 feet)
Used to levitate or move objects and beings. Requires the magician’s full concentration.
Transmutation
Transmutation in brief:
- Healing/Harming: 1 HP or level of disease per Spell Level
- Range: Touch
- Duration: Transformations: 1 min; Healing/Harming: Instantaneous
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:
- Range: Touch
- Hit Point Rating: 2 HP per Spell Level
- Protection Rating (Barriers): +1 per 3 spell levels
- Protection Rating (Wards): +2 per spell level
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.