Orders[cite: 7]

Most Talislantans are exposed to only one kind of magic in their lifetimes and know little, if anything, about other styles.[cite: 7] Cultural traditions, taboos, and local mythology all shape magical practice in a given region.[cite: 7] It is for this reason that certain styles of spellcasting are peculiar to particular peoples or regions and have spread little in the six centuries since the Great Disaster.[cite: 7] These styles are referred to by Talislantan magicians as Orders.[cite: 7]

The twelve Orders of magic practiced by magicians of the New Age are:[cite: 7]

Orders marked with an asterisk (*) above are detailed in The Gamemaster’s Guide to Talislanta.[cite: 7]

Order Format[cite: 7]

Each Order is described according to the following format:[cite: 7]

*GM’s note: The special modifiers and restrictions listed here for Modes are optional.[cite: 7] Use them if you want to further emphasize the differences between Orders in your campaign.[cite: 7] If not, members of every Order should be allowed to learn any of the twelve Modes.[cite: 7]


Astromancy[cite: 7]

This magical field governs all aspects of the suns, moons, and stars of the Talislantan skies.[cite: 7] It is related to the field of astrology and concentrates upon the art of reading starsigns, predicting and controlling the weather, and similar uses.[cite: 7] Astromantic magic is often used to reveal the future, divine the past, or quite often, to attempt to control or alter fate, be it personal or more general as in meteorological control.[cite: 7]

Just as Elementalists harness and manipulate elemental powers, Astromancers draw upon the latent magical energy of the Aetheric Sea or Astral Plane.[cite: 7] It is from this source that Astromancers draw their power and as such, many Astromancers are also scholars of metaphysics and other planes of existence.[cite: 7] Astromancers often serve as advisors and administrators of windship crews, for their knowledge of navigation and their skills at weather magic is unparalleled.[cite: 7]

Physical Components[cite: 7]

Astromancers require star charts and other astrological devices in order to work their magics.[cite: 7] In order to manipulate the ebb and flow of aetheric energy, most Astromancers employ astrolabes, sextants, and other astromantic tools in addition to charts and tables.[cite: 7]

Advantages[cite: 7]

Astromancers receive a +5 bonus on all spellcasting rolls for spells that are attuned in some way to the current month.[cite: 7] Attack spells are more powerful during the month of Jhang, while spells of Divination often benefit by being cast during the month of Phandir, for example.[cite: 7]

Limitations[cite: 7]

Astromancers suffer a -2 to -5 penalty to their casting roll when underground or otherwise separated from the open sky (-5 in a cavern or mine, -2 in a building).[cite: 7]

Astromantic Influences[cite: 7]

Suns:[cite: 7]

Moons:[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Astromancers typically enchant items that aid them in their works or talismans that bring good fortune to their wearers.[cite: 7] Some examples include:[cite: 7]

Sample Astromancy Spells[cite: 7]

Astromantic Bolt[cite: 7]

Homeward Star[cite: 7]

Astromantic Sight[cite: 7]

Sign of Phandir[cite: 7]

Sign of Zar[cite: 7]

Sunburst (Illusion)[cite: 7]

Sign of Laeolis[cite: 7]

Sunform[cite: 7]

Sign of Strength[cite: 7]

Sign of Jhang[cite: 7]

Astromantic Shield[cite: 7]

Sign of Drome[cite: 7]


Cartomancy[cite: 7]

To most Talislantans, luck, fate, and destiny are nebulous forces beyond the province of mortal beings.[cite: 7] Though few common folk can grasp the power and meaning of the vagaries of chance, those who know the secrets held within the cards of the Zodar can.[cite: 7] It is with this key that a Cartomancer unlocks his powers.[cite: 7]

The Zodar was originally a divination tool of an ancient people, long lost to history.[cite: 7] In the hands of a skilled Cartomancer, the twenty enigmatic cards are a powerful magical instrument.[cite: 7] Each card has both a symbolic meaning in the realm of destiny, and an actual meaning, in the realm of action.[cite: 7] Cartomancers believe that the interaction of these two realms creates reality as they know it.[cite: 7]

Cartomancers invoke the destiny aspect of the cards when they attempt to divine the future or the past.[cite: 7] This is the most commonly known use for the Zodar deck, and is practiced by many Cartomancers to earn a living as a gambler or fortune teller.[cite: 7] Destiny readings are usually vague, metaphorical, and difficult to understand.[cite: 7] With practice, however, a Cartomancer can learn to better interpret the cryptic pronouncements of the cards.[cite: 7]

The action aspect of the cards provides Cartomancers with their more tangible spellcasting abilities.[cite: 7] Each card is tied to a real-world effect that the Cartomancer can invoke.[cite: 7] For example, the Sun cards can produce light or heat, the Warrior card is useful for attacking enemies or resisting attacks, and the Mystic card can be used to reveal secrets, lies, or hidden knowledge.[cite: 7] Unlike the destiny aspect of the deck, spellcasting with the cards uses the inner-power of the magician, and can be very tiring and even dangerous.[cite: 7] Most Cartomancers keep this element of their magic hidden and use it only when absolutely necessary.[cite: 7]

Cartomancy is typically self-taught and there are few treatises on the Order or spellbooks.[cite: 7] After studying the Zodar cards for a certain period of time, the neophyte Cartomancer begins to understand their innate capacities for magic.[cite: 7] Of course, anyone can use the deck for a friendly game of Zodar, but it takes cartomantic abilities to fully attune to the forces of chance within the cards.[cite: 7]

Physical Components[cite: 7]

A Cartomancer must have one hand free in order to manipulate the cards and cast spells.[cite: 7] No spoken words or specific gestures are required.[cite: 7]

Advantages[cite: 7]

Spells of Cartomancy can be quite subtle since the magician need only handle her Zodar deck to produce the magic.[cite: 7] No lights, noises, or other tell-tale signs emanate from the magician while she is casting a spell.[cite: 7] Of course, those familiar with Cartomancy may realize what is happening as soon as the magician begins an innocent shuffle...[cite: 7]

Limitations[cite: 7]

As noted under Physical Components, Cartomancers must use their Zodar deck to cast spells.[cite: 7] Without his cards on his person, a Cartomancer is powerless.[cite: 7] If the magician's personal deck is ever lost or stolen, a new one can be obtained and used after the magician spends one week attuning to it.[cite: 7]

The Zodar Deck[cite: 7]

The twenty cards of the Zodar are:[cite: 7]

  1. Zar: The Dark Moon.[cite: 7] An ill-aspected card, signifying evil, conspiracy, black magic.[cite: 7]
  2. Laeolis: The Blue Moon.[cite: 7] Sorrow, disappointment, heartbreak.[cite: 7]
  3. Jhang: The Crimson Moon.[cite: 7] Rage, violence, dark passions.[cite: 7]
  4. Ardan: The Purple Moon.[cite: 7] Romance, passion, desire.[cite: 7]
  5. Phandir: The Green Moon.[cite: 7] Mystery, things unknown.[cite: 7]
  6. Drome: The Amber Moon.[cite: 7] Peace, repose, relief.[cite: 7]
  7. Talisandre: The Silver Moon.[cite: 7] Good fortune.[cite: 7]
  8. The Lesser Sun.[cite: 7] A matter of little import.[cite: 7]
  9. The Greater Sun.[cite: 7] A matter of great import.[cite: 7]
  10. The Charlatan.[cite: 7] Deception or deception discovered.[cite: 7]
  11. The Rogue.[cite: 7] Loss, thievery, distrust.[cite: 7]
  12. The Warrior.[cite: 7] Confrontation, conflict, vigilance.[cite: 7]
  13. The Assassin.[cite: 7] Treachery, betrayal, death.[cite: 7]
  14. The Peddler.[cite: 7] Opportunity, the chance for profit or loss.[cite: 7]
  15. The Wanderer.[cite: 7] Travel and adventure.[cite: 7]
  16. The Wizard.[cite: 7] Sorcery, chance, uncertainty.[cite: 7]
  17. The Mystic.[cite: 7] Hidden knowledge, secrets.[cite: 7]
  18. The Alchemist.[cite: 7] Change, transformation, the unexpected.[cite: 7]
  19. The Reaper.[cite: 7] Inevitability.[cite: 7]
  20. The Archon.[cite: 7] Victory.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Cartomancy:[cite: 7]

Sample Cartomancy Spells[cite: 7]

Hand of Destiny[cite: 7]

Fortune's Purchase[cite: 7]

The Warrior's Heart (Alter)[cite: 7]

Prestidigitation[cite: 7]

The Fold (Illusion)[cite: 7]

The Bluff (Illusion)[cite: 7]

Cardplay (Influence)[cite: 7]

Luck of the Draw[cite: 7]


Cryptomancy[cite: 7]

Cryptomancy is the art of inscribing, manipulating, encrypting, and decoding magical and mundane writing.[cite: 7] Cryptomancers are generally intrigued by symbology of all kinds and believe that every form of written communication contains magical power.[cite: 7]

Cryptomancers cast spells by inscribing magical sigils.[cite: 7] During the process of inscription, the Cryptomancer infuses the writing with a portion of his will, thereby bestowing its magical properties.[cite: 7] This procedure is often fatiguing, but once completed, the spell is in place and may take effect at a later time or when certain conditions are met.[cite: 7] With this Magical Order, the line between Spellcasting and Enchantment is a fine one, indeed.[cite: 7]

Because of its subtle yet enduring nature, Cryptomancy is often used by the Trapmages of Kasmir to protect valuables and vaults.[cite: 7] The founders of the art, the Callidians, employ their spellcraft primarily to decode and translate ancient texts, or for other scholarly purposes.[cite: 7]

As would be expected, Cryptomancers learn spells by memorizing written formulas of magical symbols.[cite: 7] Books, scrolls, and tomes of Cryptomancy are always in cipher, and are all but impossible to decode.[cite: 7] Cryptomancers across the continent share a specialized runic language that bears no resemblance to any contemporary alphabet.[cite: 7]

Physical Components[cite: 7]

A Cryptomancer must be able to trace a pattern with at least one hand in order to cast spells.[cite: 7] For many cryptomantic spells, the magician must make an actual mark of some sort.[cite: 7] Cryptomancers often carry papers, inks, brushes, pens, and chisels for just this reason.[cite: 7]

Advantages[cite: 7]

The Trigger Effect:[cite: 7] When casting any cryptomantic spell, the magician may choose a circumstance that will trigger the forces of the rune.[cite: 7] Until this condition is met, the spell will remain in stasis.[cite: 7] Spells in stasis are subject to all forms of magical detection and countermagic.[cite: 7] When the triggering circumstance occurs, the spell will discharge, expending all of its energy.[cite: 7] A trigger increases the spell's Degree of Difficulty by 5 levels, and the rune must be clearly inscribed upon the subject.[cite: 7] A given spell can only be triggered once.[cite: 7] If a Cryptomancer wishes to create a permanent effect that can be triggered many times, she must enchant the rune, as per the rules for Enchantment which can be found at the end of this chapter.[cite: 7]

Limitations[cite: 7]

Because of the often complex symbology employed by this Order and the need to actually inscribe its spells, cryptomantic magic takes longer to perform than other styles of spellcasting.[cite: 7] Unless specifically stated otherwise, all cryptomantic spells take 2 rounds to cast.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Cryptomancy include:[cite: 7]

Sample Cryptomancy Spells[cite: 7]

Exploding Runes (Attack)[cite: 7]

Symbol of Lightning[cite: 7]

Sigil of Deterrence[cite: 7]

Shaladin’s Blade-Icon[cite: 7]

Seal of the Forbidden Passage[cite: 7]

Sigil of Summoning[cite: 7]

Mark of Midnight[cite: 7]

Mark of Stealth[cite: 7]

Symbol of Clarity[cite: 7]

Rune of Battle[cite: 7]

Talking Runes[cite: 7]

Symbol of Protection[cite: 7]

Archonic Heptagram[cite: 7]


Crystalomancy[cite: 7]

The Gnomekin Crystalomancers view their magic as a reflection of Terra, the Earth Mother, and regard Crystalomancy as a divine gift.[cite: 7] Both the Crystalomancers and Daughters of Terra use magic of this Order, refusing to burden Terra with requests for aid, and working their spells in accordance with Her protective nature.[cite: 7] Like caring gardeners, they tend to the crystals, grow new ones, and use them for the good of their people and the environment.[cite: 7] But protect also means defend.[cite: 7] Crystalomancers do not hesitate to use destructive forces when needed; creating landslides, producing cave-ins, or blasting their enemies with harmful magics, if their homesteads are threatened.[cite: 7]

However, these powers are used with strict discrimination.[cite: 7] The thought of violating the harmony of nature for personal gain is completely alien to the Gnomekin.[cite: 7] Therefore Crystalomancy is considered a great responsibility and requires unclouded judgement.[cite: 7] Only those who have a deep respect for life, a compassionate nature, and an acute sense of balance and harmony can become Crystalomancers or Daughters of Terra.[cite: 7] Few non-Gnomekin are judged to meet these requirements; and outsiders are rarely, if ever, allowed to learn Crystalomancy.[cite: 7] All are Terra’s children, but experience has taught the Gnomekin that those who do not understand Her nature cannot be entrusted with Her secrets.[cite: 7]

Crystalomancers do not use written works.[cite: 7] The precepts of this Order are passed down by oral tradition.[cite: 7] Every aspiring Crystalomancer or Daughter of Terra also spends a lot of time tending crystals, and learning their properties by taking part in their growth.[cite: 7] Over time, the student develops a deep understanding of the nature of the crystals.[cite: 7] Often a kind of bond is established, and most Crystalomancers, including Daughters of Terra, prefer to use crystals they have grown themselves.[cite: 7]

Use of Crystalomancy is subtle, drawing magical energies from and through the appropriate crystal, causing it to glow and sometimes pulse softly, and the majority of Crystalomantic spells are cast by softly speaking a humble incantation in Terra’s name.[cite: 7]

Physical Components[cite: 7]

All Crystalomantic spells require appropriate crystals (see Limitations).[cite: 7]

Advantages[cite: 7]

Store Crystalomantic Force:[cite: 7] A Crystalomancer can store spells in crystals, to be used at a later time.[cite: 7] This effect, basically a one-use enchantment, requires a storage procedure of 10 rounds per level of the spell.[cite: 7] The stored power can be used by the caster or by someone else, all at once or a little at a time; but it cannot be reused, or even restored.[cite: 7] Once a Stored crystal is emptied of its powers, it is dead and thus useless for all magical purposes, including regular enchantment and spellcasting.[cite: 7] This limitation is due to the storage procedure, during which a total merging between the crystal’s innate properties and the properties of the spell takes place.[cite: 7] Reluctant to burn out the precious crystals in this way, Crystalomancers are very restrictive in their use of Storing.[cite: 7] Also note that Stored crystals count against the maximum number of enchanted items a person can carry.[cite: 7]

Affinity:[cite: 7] Crystalomancers get a +1 bonus to spell-casting rolls when using crystals they have grown themselves.[cite: 7]

Limitations[cite: 7]

A Crystalomancer cannot perform magic without the requisite crystals.[cite: 7] Each Mode requires a specific type of crystal (see Modes and Crystals below), and the level of the spell cannot exceed the number of carats of the crystal.[cite: 7] Also note the ethical restrictions of Crystalomancy.[cite: 7]

Modes[cite: 7]

Crystal Growing[cite: 7]

The art of growing crystals is covered by the skill Agriculture (Crystals) in the standard rules.[cite: 7] Crystals grow at a rate of 1 carat per week, and need close supervision during this time.[cite: 7] A Crystal Grower can maintain one growing crystal per level of ability; thus, a +10 skill means being able to nurture 10 crystals at the same time.[cite: 7] Once harvested, a crystal cannot be grown further.[cite: 7] Note that a Crystal Grower does not necessarily have to be a Crystalomancer.[cite: 7]

Wild Crystals[cite: 7]

The Earth Mother also harbors wild crystals, not grown by Crystal Growers.[cite: 7] Such crystals are unpredictable; most of them cannot be used for Crystalomantic purposes at all, and the rest only at the Crystalomancer’s own risk.[cite: 7] Any Crystal Grower can determine which crystals (1 out of 10) are pure enough for spellcasting and enchantment, but, short of Crystalomantic Scrying, there is nothing that can tell which of these will yield the desired results.[cite: 7] One quarter will have properties other than expected, and even those that are what they look like are difficult to control (-5 penalty on all spellcasting and enchantment rolls).[cite: 7] Still, Crystalomancers value the wild crystals and take care of all they find.[cite: 7] These crystals are Terra’s gifts, just as cultivated crystals are, and they should be handled and appreciated accordingly.[cite: 7] Also, despite all their modesty, Crystalomancers are not completely without ambition.[cite: 7] There is always the possibility that the unknown properties of a wild crystal will lead to the discovery of new uses for Crystalomancy.[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items made by Crystalomancy include:[cite: 7]

Modes and Crystals[cite: 7]

Sample Crystalomancy Spells[cite: 7]

Glassine Eye[cite: 7]

Sense of Terra[cite: 7]

Sharpen with Stone[cite: 7]

Fortify with Terra’s Strength[cite: 7]

Sapper’s Spell[cite: 7]

Hidden Portal[cite: 7]

Terra’s Concealment[cite: 7]

Amethyte Persuasion[cite: 7]

Terra’s Courage[cite: 7]

Azurite Hand[cite: 7]

Tunnel Hold[cite: 7]

Terra’s Touch[cite: 7]

Amberite Aura[cite: 7]

Safe Passage[cite: 7]

Earthward[cite: 7]


Elementalism[cite: 7]

Elemental Magic is the catch-all Order for the various magical traditions that harness and manipulate one of the four elemental powers: Fire, Water, Earth, and Air.[cite: 7] Magicians study a single element at a time, often exclusively.[cite: 7] Such magicians are known as Pyromancers, Aquamancers, Geomancers, or Aeromancers, respectively.[cite: 7]

Elemental power is thought to originate on the Green World, also known as the Elemental Plane.[cite: 7] This plane is the primal birthplace of every naturally-occurring being, entity and element, be it a creature of flesh or mountain of stone.[cite: 7] Magicians can learn to contact the Elemental Plane to draw forth raw elemental power, or to consort with the denizens of these realms (which are known as Elementals).[cite: 7]

Physical Components[cite: 7]

Elementalists often incorporate elemental substances into their spellcasting, such as bits of coal and flint for a pyromancer, a vial of water for an aquamancer, a fistful of earth for a geomancer, or a flute or fan for an aeromancer.[cite: 7] Such physical accoutrements are not required, however.[cite: 7] An elementalist must have their hands free to gesture in order to cast their spells.[cite: 7]

Advantages[cite: 7]

Each elemental power bestows a special ability on magicians that study its ways.[cite: 7] A magician must have at least one Elemental Mode rating of +10 or better to receive the abilities below.[cite: 7] A magician must focus on a single type of Elemental magic to receive these special benefits.[cite: 7] If a magician studies both Air magic and Fire magic for example, he receives no special abilities.[cite: 7]

Limitations[cite: 7]

All spells of Elementalism lack subtlety.[cite: 7] They produce loud noises, bright lights, and strong scents, and are impossible to conceal.[cite: 7] Elemental magic is also very limited in the kinds of effects it can produce (see Mode restrictions, below).[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Elementalism include:[cite: 7]

Sample Elementalism Spells[cite: 7]

Ice Blade[cite: 7]

Crackling Fist[cite: 7]

Pyromantic Blast[cite: 7]

Fists of Granite[cite: 7]

Breathe[cite: 7]

Noxious Cloud[cite: 7]

Summon Sub-elemental[cite: 7]

Summon Earth Demon[cite: 7]

Rolling Stone[cite: 7]

Banish Frost Demon[cite: 7]

Mists of Obscurement[cite: 7]

Whispers in the Wind[cite: 7]

Earth Sense[cite: 7]

Vortex[cite: 7]

Choke[cite: 7]

Purify Water[cite: 7]

Stone Steps[cite: 7]

Ward vs Stone[cite: 7]

Protection from Pyro Demons[cite: 7]

Lightning Shield[cite: 7]

Armor of Ice and Snow[cite: 7]


Invocation[cite: 7]

Invocation is a means of attaining magical power by calling upon the aid of supernatural entities and forces.[cite: 7] The type of being called upon varies greatly among Invokers, and is usually dependant upon their superstitious or religious beliefs.[cite: 7]

A variety of Talislanta’s cultures use Invocation, calling upon entities benevolent and foul.[cite: 7] Aamanian Archimages believe they are mortal vessels of their patron deity, Aa the Omnificent, and that their spells are essentially the Will of Aa.[cite: 7] Mirin Priests of Borean beseech the God of the North Winds to bestow gifts of magic.[cite: 7] Diabolists and Demonologists gain dark powers in exchange for consorting with creatures from the lower planes.[cite: 7]

Regardless of their sources, all orders of Invocation share a common philosophy: in order to receive magical power, the Invoker must first gain the favor of the supernatural patron.[cite: 7] There are many rites and rituals to accomplish this, depending on the style and beliefs of the Invoker.[cite: 7] All Invokers realize that if they fail to act according to the wishes or ideology of their patron, they will find themselves bereft of their powers (or worse).[cite: 7]

Physical Components[cite: 7]

Invokers generally incorporate the icons and trappings of their beliefs into their spellcasting, using such items as holy symbols, ritual vestments, incense, votive candles, and so forth.[cite: 7] Invocation also requires that the magician be free to gesture and speak clearly, to better beseech their patron and proclaim their loyalty and faith.[cite: 7]

Advantages[cite: 7]

When acting in the interests of their patron, Invokers often find that their magic becomes more powerful and easier to use.[cite: 7] Likewise, for those that follow the codes and strictures of their patron.[cite: 7] The GM may award a casting roll bonus of +0 to +20, depending on how well-favored the actions or intentions of the magician are in the eyes of his patron.[cite: 7] Note that this bonus does not apply to every casting roll, only those situations that warrant the special attention of the patron.[cite: 7]

Limitations[cite: 7]

As an Invoker’s magic becomes easier when he is faithful, so too does it grow weak when he fails to please his patron being.[cite: 7] The GM may subtract a casting roll penalty of -0 to -20, depending on how ill-favored the Invoker’s actions are in the eyes of his patron.[cite: 7] Note that the GM does not have to reveal these penalties to the player.[cite: 7]

Modes[cite: 7]

Sample Religion Mode Modifiers:[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Invocation include:[cite: 7]

Sample Invocation Spells[cite: 7]

Lance of Light[cite: 7]

Deaths Touch[cite: 7]

Demonblast[cite: 7]

Demon Bile[cite: 7]

Holy/Unholy Weapon[cite: 7]

Mana from Above[cite: 7]

Banish Night Demon[cite: 7]

Cool Breeze of the North[cite: 7]

Communion[cite: 7]

Aa’s Blessing[cite: 7]

Aberon’s Curse[cite: 7]

Freezing the Joints[cite: 7]

Urman’s Fog[cite: 7]

Aa’s Commanding Presence[cite: 7]

Word of Command[cite: 7]

Conversion[cite: 7]

Attentive Student[cite: 7]

Demonsbane[cite: 7]

Touch of Aberon[cite: 7]

Faith Healing[cite: 7]

Shield of Faith (Aura)[cite: 7]

Sanctuary for the Faithful (Barrier)[cite: 7]


Mysticism[cite: 7]

Thought over Action.[cite: 7] Will over Instinct.[cite: 7] Mind over Matter.[cite: 7] These are the tenets of the Order of Mysticism.[cite: 7] Mystics cultivate the powers of their will in order to perform supernatural feats.[cite: 7] They also seek to comprehend the unseen world of spirits and the soul.[cite: 7] The powers of this Order include the ability to confuse or manipulate the minds of others, fortify the body or soul with energy, perceive invisible auras, read emotions, and commune with spirits of all kinds.[cite: 7]

Mysticism has been practiced on the Talislantan continent for untold millennia by many different cultures; most notably, the ancient and enigmatic Ariane, who may have originally brought the discipline to Talislanta from another realm.[cite: 7] Conversely, Mysticism has little in common with the magical traditions of the Archaens and their descendants.[cite: 7] There are no formal schools or institutions of the mystic arts.[cite: 7] Most mystics prefer to study in private or with a personal “guide” as their instructor.[cite: 7]

Physical Components[cite: 7]

Mysticism requires very little in the way of physical components.[cite: 7] The mystic must be at peace while casting spells, however.[cite: 7] Emotional or mental turmoil interferes dramatically with a mystic’s abilities.[cite: 7] During especially stressful situations, a mystic will first meditate before attempting to cast a spell (see Limitations).[cite: 7]

Advantages[cite: 7]

Mysticism has entirely invisible spell effects.[cite: 7] It produces no images or sounds and cannot be detected by normal magical means.[cite: 7] A mystic employing Aura Reading on another practitioner of Mysticism may “see” forces emanating from the mystic, but cannot be sure what sort of spell is being cast.[cite: 7] In addition, spells of Mysticism require no gestures, incantations, rituals, or foci of any kind.[cite: 7]

Limitations[cite: 7]

A mystic must be at peace in order to perform any spell casting.[cite: 7] Loud noises, bright lights, emotional or physical distress, or any kind of distracting stimulus can cause spells to be cast at a penalty of -5 to -10.[cite: 7] A successful Meditation skill roll, using the level of distraction as the Degree of Difficulty, negates this penalty.[cite: 7] It is for this reason that Mystics devote themselves to increasing their Meditation skills.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Mystics rarely practice enchantment, preferring to spend their time meditating and contemplating the deeper mysteries of the omniverse.[cite: 7] When they do indulge in it, however, they most often fashion the following:[cite: 7]

Sample Mysticism Spells[cite: 7]

Repel Summoning[cite: 7]

Summon Paramane[cite: 7]

Astral Travel (Unique)[cite: 7]

Lifesight[cite: 7]

Detect Astral Presence[cite: 7]

Down in All Directions[cite: 7]

Tower of Solitude[cite: 7]

Skin of Iron[cite: 7]

Deepen Shadows[cite: 7]

The Listening[cite: 7]

Mandalan Mind Trick[cite: 7]

Mystic Push[cite: 7]

Lock/Unlock[cite: 7]

Healing Touch[cite: 7]

The Forbidden Touch (Harm)[cite: 7]

Pure Thoughts[cite: 7]

Meditative Focus[cite: 7]


Natural Magic[cite: 7]

The magic of the natural world is subtle, mysterious, and in harmony with its environment.[cite: 7] The magicians that practice this Order are similarly at peace with their surroundings.[cite: 7] Natural Magic has much in common with Witchcraft, Shamanism, and Mysticism, known collectively in magic circles as “the quiet arts.”[cite: 7]

Unlike the destructive sorcery of the Archaens, natural magic comes from a tradition of nurturing and communing with the spirits of nature.[cite: 7] One should not be fooled by its placid appearance, however.[cite: 7] Nature also has its fury, and should not be trifled with.[cite: 7]

Spells of Natural Magic usually involve communion with source of all life—a plane known to Talislantans as the “Green World”.[cite: 7] It is from this plane that all natural life-forms draw their sustaining power, and it is this power that fuels Natural spells.[cite: 7] The spirits of the Green World take shape on the material plane in the form of trees, grasses, stones, or rivers.[cite: 7] These spirits always blend harmlessly with the landscape around them.[cite: 7]

Natural Magic is passed down by oral tradition.[cite: 7] There are no tomes or scrolls dedicated to its study.[cite: 7] In addition, aspiring natural magicians must be “right” for the teachings to work for them.[cite: 7] Overly violent or destructive attitudes conflict with this Order, making the magic ineffective.[cite: 7]

Physical Components[cite: 7]

Spells of natural magic require a verbal component, often a song or chant.[cite: 7] They also require simple gestures and signs to communicate with the spirits who do not comprehend spoken language.[cite: 7]

Advantages[cite: 7]

In wilderness areas such as forests, lakes, rivers, and mountains, Natural Magic works very well.[cite: 7] The GM may award a casting roll bonus of +0 to +5, depending on how removed the magician’s surroundings are from the taint of “civilization.”[cite: 7]

Limitations[cite: 7]

Natural Magicians suffer a casting roll penalty of -0 to -5 while using their magic in cultivated areas such as cities or settlements.[cite: 7] Note that the settlements of the Ariane, Aeriad, Gryph, Sawila, Green Men, and Mandalans are designed specifically to enhance the flow of nature’s forces, not restrict them.[cite: 7] Natural Magic use in any such area receives a casting roll bonus of +5.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Most Natural Magicians do not practice enchantment.[cite: 7] Those that do sometimes create:[cite: 7]

Sample Natural Magic Spells[cite: 7]

Speak with Nature’s Spirit[cite: 7]

Viridian’s Silent Messenger[cite: 7]

Find the Path[cite: 7]

Imbue with Nature’s Force[cite: 7]

Treeskin[cite: 7]

Hidden Spring[cite: 7]

Nature’s Sustenance[cite: 7]

Passive Camouflage[cite: 7]

Lost Path[cite: 7]

Cry of the Predator[cite: 7]

Animal Friendship[cite: 7]

Animate Plants[cite: 7]

Nature’s Boon[cite: 7]

Infliction of the Slaver’s Weakness[cite: 7]

Poison Thorn[cite: 7]

Swarming Defense[cite: 7]

Plant Barrier[cite: 7]


Necromancy[cite: 7]

Necromancy deals with the power of death and the life-force of living beings.[cite: 7] Many Necromancers believe death is sacred, and even ascribe a character and personality to death.[cite: 7] The Black Magicians of Rajinnar have developed an entire religion around the worship of death, while the carrion-eating Stryx of Urag view Death as a provider-spirit.[cite: 7]

Necromantic spellcasting always applies to death in some way, whether it be communing with the soul of a deceased companion, repairing the body of a reanimated corpse, or draining the life essence of a victim.[cite: 7] Necromancy is not inherently evil, but, regardless of the morality or intentions of its practitioners, it has a long-standing reputation as "black magic".[cite: 7] The sometimes grisly rituals associated with the art do nothing to help change this perception.[cite: 7]

Because of its morbid applications, practitioners of Necromancy accumulate knowledge of anatomy, physiology, and the general workings of the body.[cite: 7] A character's Necromancy rating may be used as an Anatomy skill during play.[cite: 7] Due to cultural taboos regarding the dead across Talislanta, Necromancers are among the only experts in this field.[cite: 7]

Necromancers learn their spells by studying the magical writings of ancient black-magicians such as Urmann, Mordante, Narishna, and Drax.[cite: 7] Aspiring Necromancers need great numbers of corpses and living beings to practice on, another reason why this Order is unpopular in "civilized" lands.[cite: 7] Necromantic spellcasting is usually unpleasant in some way.[cite: 7] Spells can be painful for the caster, the subject, or both.[cite: 7] Bizarre and gruesome fetishes must be used to focus spells.[cite: 7] In some extreme cases, actual death or suffering must be inflicted to empower the magic ritual.[cite: 7]

Physical Components[cite: 7]

A Necromancer must be able to gesture with both hands and speak aloud in order to cast spells.[cite: 7] Certain necromantic devices and fetishes are also required, such as a necklace of bones, a bag filled with corpse-dust, a preserved skull, etc.[cite: 7] Each Necromancer chooses his or her own personal fetishes.[cite: 7]

Advantages[cite: 7]

Death and pain are not only the subject of necromantic magic, they are also its ally.[cite: 7] Necromancers are the only characters in the Talislanta game who earn Experience Points for killing other creatures.[cite: 7] In order to earn XP, a killing must be accompanied by the ritual burning of incense and the use of a ceremonial dagger, axe, or fire.[cite: 7] 5 Experience Points are earned per victim.[cite: 7] In ancient times, the necromantic Torquarans subjected untold numbers of Xambrians to ritual murder in the Fire-Pits of Malnangar.[cite: 7]

Limitations[cite: 7]

Necromancers are regarded with fear and suspicion by most decent folk, and are welcome in few lands.[cite: 7] Nature spirits and other benevolent entities will not willingly cooperate with spell casters of this Order, whom they consider cruel and vile.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Necromancy include:[cite: 7]

Sample Necromancy Spells[cite: 7]

Ebon Harbingers[cite: 7]

Raj-Kal's Visceral Fingers (Attack)[cite: 7]

Black Mists of Malnangar[cite: 7]

Bone Shards[cite: 7]

Unlife[cite: 7]

Eyes of Narishna[cite: 7]

Deathly Visions[cite: 7]

Dark Sight[cite: 7]

Energy Drain[cite: 7]

Dark Coercion[cite: 7]

Hands of Urmaan[cite: 7]

Face of Death[cite: 7]

Corpus Weaving[cite: 7]

Claw Hands (Transform)[cite: 7]

Darkening Veil[cite: 7]

Ebon Armor[cite: 7]

Wall of Souls[cite: 7]

Protection from Scrying[cite: 7]


Shamanism[cite: 7]

Shamanism is the magic of spirit and dream.[cite: 7] By connecting with his unconscious dream-self, a shaman can interact with the spirit-gods of the Dreamrealms, known as Totems.[cite: 7] Totems are the spiritual representation of all the primal energies that inhabit the material realm.[cite: 7] For example, the Hunter Totem embodies the spirits of all great hunters, both humanoid and beast.[cite: 7] The specific creatures and qualities represented by the Totems vary from region to region.[cite: 7]

Most shaman see spirits in abundance in the world.[cite: 7] Every natural form is an extension of one Totem or another.[cite: 7] The span-oak trees are the many arms of Giver-of-Life; the exomorph is the embodiment of Hunter.[cite: 7] When in communion with a Totem spirit, a shaman may either seek the spirit's council or take on the powers and aspect of the Totem.[cite: 7] Attaining the dream-like state necessary to commune with the Totems often requires the ingestion of herbs, mushrooms, or other natural psychotropic substances.[cite: 7] Some shaman also train themselves to visit the Dreamrealms while sleeping or meditating.[cite: 7]

Like Witchcraft and Natural Magic, Shamanism is an oral tradition, without scrolls or spellbooks.[cite: 7] Shaman initiates are usually chosen by their instructors and trained in private.[cite: 7] In tribal communities, the Shaman is often the leader or chief council to the tribal head.[cite: 7]

Physical Components[cite: 7]

Shamanism relies on complex chants, gestures or dances, and specific natural fetishes.[cite: 7] For example, to summon up an Avian-Totem, the Shaman might cry out like an avir, wave his arms like wings, and brandish a fetish made of avir feathers.[cite: 7]

Advantages[cite: 7]

Personal Totem:[cite: 7] Every shaman has a specific totem animal that guides them in the spirit world.[cite: 7] When casting spells appropriate to their totem, the shaman receives a casting roll bonus of +3.[cite: 7] The player may pick one Mode that this bonus applies to, according to the nature of the chosen totem.[cite: 7] For example, a Nighthawk totem might give a bonus to Divination spells (due to the animal’s keen perception).[cite: 7] A Shaman will never be attacked or threatened by an animal of the type that corresponds to their totem.[cite: 7]

Limitations[cite: 7]

A Shaman must first attain the dream-state to cast her spells.[cite: 7] This can be accomplished by ingesting a natural hallucinogen such as Skullcap Mushroom, K'tallah, Blue Lotus, or ritual chanting, drumming, dancing or by careful meditation.[cite: 7] For those Shaman that employ the former methods, a full 2 rounds of this action is required before spellcasting may be attempted.[cite: 7] Without the benefit of drugs or ritual activity, the shaman suffers a casting roll penalty of -5.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Shamans rarely practice complex enchantment, though they are known to create simple fetishes or charms.[cite: 7]

Sample Shamanism Spells[cite: 7]

Retribution[cite: 7]

Call Totem Animal[cite: 7]

Spirit Track[cite: 7]

Far-Seeing[cite: 7]

Dreamwalker[cite: 7]

Altered State[cite: 7]

Totemic Aspect[cite: 7]

Hunter's Moon[cite: 7]

Mists of the Dreamrealms[cite: 7]

Subconscious Fear[cite: 7]

Dreambane[cite: 7]

Totemic Form[cite: 7]

Giver-Of-Life[cite: 7]

Spirit Guardians[cite: 7]


Witchcraft[cite: 7]

Witchcraft is perhaps the oldest Magical Order on the continent, tracing its heritage back to the dawn of the Archaens.[cite: 7] The principles of the Order operate according to the ancient Law of Association, which states that “like breeds like”, and all things are connected.[cite: 7]

Witchcraft relies heavily on physical components for its spells to work.[cite: 7] A connection must always be made between the witch, the materials of the spell, and the target.[cite: 7] This connection is often metaphorical - a witch may break a handful of twigs to symbolize the breaking of bones, for example - but the spell will work so long as the metaphor has meaning for the witch.[cite: 7] The act of association connects magician, materials, and target as if they were one.[cite: 7] The most powerful spell components are personal effects owned by a subject, or, better yet, discarded parts of the target; for example, a splinter from a wagon wheel or a lock of hair.[cite: 7]

The magic of witchcraft is about relationships, not power.[cite: 7] If a witch wants to break a stone in two, he does not hurl destructive energy at the stone.[cite: 7] Rather, he associates the stone with a bit of clay, and breaks that instead.[cite: 7] To bring a curse on someone, the witch might obtain an article owned by the victim and cast his magic upon it, thereby doing harm to the intended victim.[cite: 7] Witchcraft is one of the most subtle forms of spellcasting, often having none of the obvious external effects of other Orders, such as lights or loud noises.[cite: 7]

Several Talislantan cultures (primarily the Aamanians) consider witchcraft to be “black magic”, and openly persecute its practitioners.[cite: 7] For this reason, Talislantan witchcraft is taught and practiced in secret.[cite: 7] Passed down from generation to generation, Witchcraft is an oral tradition without texts, scrolls, or magical tomes.[cite: 7] For example, the Dhuna absolutely forbid the instruction of “outsiders” in the ways of the Art (as they call it), and the Sarista rarely teach anything of value to those who aren’t members of their clan.[cite: 7]

Physical Components[cite: 7]

A witch must have both hands free and be able to speak aloud in order to cast spells.[cite: 7] Some sort of symbolic object must also be used, and is often destroyed as part of the magic ritual.[cite: 7] The player is free to improvise appropriate metaphors for the spell components.[cite: 7]

Advantages[cite: 7]

Witches possess the power of Binding, allowing them to work their magic across any distance, provided they have a strong mystical connection to their target.[cite: 7] Any object that has been on the target’s person for three or more days, or a physical piece of the target (such as hair, fingernails, or blood) will suffice.[cite: 7] This material can be used for a single ritual only, and is consumed as the spell is cast.[cite: 7] Spells that incorporate the power of Binding act as if the witch is touching the target.[cite: 7]

Limitations[cite: 7]

The forces that empower a witch’s magic can be somewhat capricious.[cite: 7] On a natural casting roll of 13, the spell has no effect, regardless of the various modifiers involved.[cite: 7]

Modes[cite: 7]

Enchanted Items[cite: 7]

Common enchanted items created with Witchcraft include:[cite: 7]

Sample Witchcraft Spells[cite: 7]

Jinx[cite: 7]

Conscience[cite: 7]

Open Witchgate (Unique)[cite: 7]

Hide Magic[cite: 7]

Second Sight[cite: 7]

Enfeeblement[cite: 7]

Aura of Allurement[cite: 7]

Blurred[cite: 7]

Step Away[cite: 7]

Obsession[cite: 7]

Fear[cite: 7]

Eldritch Flight[cite: 7]

Levitation[cite: 7]

Altered Visage[cite: 7]

Shrink[cite: 7]

Eldritch Healing[cite: 7]

Cause Boils[cite: 7]

Rumors[cite: 7]

Ward against Hexes[cite: 7]

Eldritch Aura[cite: 7]

Eldritch Barrier[cite: 7]


Wizardry[cite: 7]

The omniverse is permeated by waves of fluctuating magical power, known to Talislantan spellcasters as Arcane Energy.[cite: 7] During ancient times, certain Talislantan magicians developed incantations, gestures, and rituals that could tap into the flow of Arcane Energy that surrounds Talislanta.[cite: 7] These procedures, known as Wizardry, have survived almost unchanged to the New Age.[cite: 7]

In its natural state, Arcane Energy is an ambiguous, flowing force with no discernible positive or negative characteristics.[cite: 7] When directed into the Primal Plane, Arcane Energy can take on a nearly limitless range of forms (excluding elemental forces, which cannot be replicated by Wizardry).[cite: 7]

Arcane Energy can be used to surround the caster with a shimmering aura of protective energy; to conjure simple shapes such as ropes, swords, or walls of force; or to manipulate the physical world with grasping tendrils or “magic hands”.[cite: 7] Arcane Energy can also manifest as destructive beams of force or the intricate conglomerations of swirling light and shadow used to create illusions.[cite: 7]

Compared to more esoteric arts such as Witchcraft or Cryptomancy, Wizardry is a relatively simple magic Order to learn and use.[cite: 7] As a result, it is popular among the Cymrillians, Farad, Zandir, Thaecians, and other magic-oriented cultures.[cite: 7]

Physical Components[cite: 7]

Wizards must gesture with both hands and speak Archaen phrases aloud in order to cast spells.[cite: 7] A device such as a wand or staff is sometimes used to direct spells, but is not required.[cite: 7]

Advantages[cite: 7]

Specialization: The wizard may pick one Mode to represent the type of spells they regularly practice.[cite: 7] This Mode receives a bonus of +3 to its overall rating.[cite: 7]

Limitations[cite: 7]

Obvious: Spells of wizardry are always accompanied by glowing lights, an electrical charge in the air, and a strange humming sound.[cite: 7] Anyone nearby that makes a successful PER roll with a +5 bonus will be aware that magic is being used and will be able to discern its source.[cite: 7] Because of this, subtle illusions that are meant to appear “real” are very difficult to accomplish with this Order.[cite: 7] Likewise, anyone affected by a spell of wizardy (magical influence, protection) will have a noticeable glow and shimmer about them.[cite: 7]

Modes[cite: 7]

Enchantment[cite: 7]

Common enchanted items created with Wizardry include:[cite: 7]

Sample Wizardry Spells[cite: 7]

Arcane Bolt[cite: 7]

Arcane Blast[cite: 7]

Arcane Blade[cite: 7]

Wizard’s Rope[cite: 7]

Glittering Cloud[cite: 7]

Hidden in the Folds (Conceal)[cite: 7]

Seek the Path[cite: 7]

Enhance Weapon[cite: 7]

Enhance Armor[cite: 7]

Arcane Strength[cite: 7]

Illuminating Globe[cite: 7]

Lighting the Way[cite: 7]

Induce Sleep[cite: 7]

Trance[cite: 7]

Subjugating Force[cite: 7]

Arcane Fingers[cite: 7]

Arcane Flight[cite: 7]

Minor Disruption (Harm)[cite: 7]

Healing of the Body’s Wounds[cite: 7]

Incitement of the Spinning Sickness[cite: 7]

Ward vs Magical Attacks[cite: 7]

Arcane Aura[cite: 7]

Wizards Wall[cite: 7]

Honorable Duel[cite: 7]


Creative Cantrips[cite: 7]

Magic, in particular spellcasting, is one of the cornerstones of the Talislanta setting.[cite: 7] The great masters of the past wove enchantments so potent that modern magicians can but marvel at their achievements.[cite: 7] Even so, latter day magicians are still capable of producing wondrous magics, though these are but a pale shadow of the past.[cite: 7]

With magic being of such importance to the game, it is worth making it that bit more exotic, and enriching the roleplaying experience in the process.[cite: 7]

The Talislanta magic system actively permits and encourages players and GMs to create their own, unique, imaginative spells, and presents fantastic opportunities for the creative individual.[cite: 7]

However, creating a spell can prove daunting for some players, and as a result, many spellcasting descriptions in-game can become seem dull or cliched.[cite: 7] This need not be the case, for creating a memorable spell requires but a little thought, and is easier than might at first be believed.[cite: 7]

Here is a step-by-step guide:[cite: 7]

Intent[cite: 7]

When creating a new spell, the first thing to do is decide precisely what you want it to achieve.[cite: 7] This might be as simple as “Hurt my enemy at range”, or as involved as “Steal the keys from the guard’s belt and place them in my grasp”.[cite: 7]

Basic Idea[cite: 7]

Taking your Intent, and the restrictions of your Order into account, think for a moment of how it might be achieved.[cite: 7] Take a moment to consider what the spell could possibly do.[cite: 7] In the case of one designed to cause injury, think what things can hurt someone.[cite: 7] For example, being cut, impaled, burnt, bludgeoned, frozen, crushed, or electrocuted.[cite: 7]

Describing the Spell[cite: 7]

Suppose you decide that you want your enemy to burn in a ball of flame (in essence the classical “Fireball”).[cite: 7] Well, now you have the idea, you can go on to describe the spell itself.[cite: 7] Just by considering each of the following components of a spell’s description, you can make it far more unique:[cite: 7]

Appearance[cite: 7] What exactly does the spell look like?[cite: 7] What substance forms the physical aspect of the spell?[cite: 7] A Fireball, for example, need not look like a simple ball of flame.[cite: 7] It could like a flaming winged skull, a fiery fist, incandescent heart, or glowing phoenix.[cite: 7] It’s still a fireball, but it need not look so basic.[cite: 7] Also consider the color or colors of the spell; where magic is concerned you need not adhere to the expected.[cite: 7] Why not make the fireball green, blue, purple or even pink?[cite: 7] Giving the spell an unusual appearance is entirely permissible, providing it makes no change to the effect of the spell (in this case, burning someone).[cite: 7]

Another part of the spell’s appearance is its motion.[cite: 7] If the spell has to cover a distance, how does it do so?[cite: 7] Does it erupt, or does it travel?[cite: 7] Following the fireball example, does it fly through the air, and if so, does it fly straight, spiral, or zigzag?[cite: 7] Does it simply appear out of nowhere to engulf the target?[cite: 7] Does it bounce or roll along the ground?[cite: 7]

Sound[cite: 7] What does the spell sound like?[cite: 7] Sound accompanies the casting of many spells, and can range from the tinkling of bells to the rumble of thunder, from echoes of chilling laughter to the crackle and sizzle of energy.[cite: 7] Once again, giving just a little thought to this aspect of a spell gives it much more depth, and the sound need not necessarily match the spell.[cite: 7] Why not have your fireball sing as it flies through the air?[cite: 7]

Smell[cite: 7] The least important of the descriptive elements in most cases, describing the scent of the spell can make it seem far more real in the mind’s eye.[cite: 7] Once again, the scent of the spellcasting, if indeed there is any, can be unique or unexpected.[cite: 7] For example, the fireball may well smell of brimstone, but it could just as easily smell of lavender, or anything else.[cite: 7]

Naming the Spell[cite: 7]

Now you have decided what your spell does, and described it, it is time to give it its all-important name.[cite: 7] Even the most mundane spell can be made exciting when given an impressive title.[cite: 7]

Given the eccentricity and egotism of many magicians, it is hardly surprising that even the most banal of cantrips may often bear a flamboyant title.[cite: 7] Precious few magicians, having spent weeks or months in toil creating a new spell, would then give their unique creation a humdrum name.[cite: 7] Instead, they would make it grandiose, taking pride in their personal achievement.[cite: 7]

Giving a newly created spell a good title is satisfying and easy.[cite: 7] All spell-titles are composed of one or more of the following components, although two three components is the optimum.[cite: 7]

Descriptor[cite: 7] The most vital part of any spell name informs of the spell’s effects, appearance, or less commonly, results, and in many cases, a truly evocative Descriptor is often all that’s needed to make a spell sound fantastical.[cite: 7] When describing the spell, try to avoid the most mundane descriptions, and choose those less immediately obvious.[cite: 7] For example, while “Fireball” does accurately describe the spell producing the ball of fire, it is hardly flamboyant.[cite: 7] Take a second to think of alternate or related words that can be used to describe the same thing; a quick look through a thesaurus can provide all manner of cool alternatives.[cite: 7] In this case, such words as Flaming, Blazing, Incendiary, Conflagrating, Scorching, Burning, Searing, and Lambent, as well as Sphere, Orb, and Globe, are also appropriate substitutes for “Fire” and “Ball”.[cite: 7] “Searing Orb” sounds far more exotic than “Fireball”.[cite: 7]

Creator’s Name[cite: 7] A common spell-naming convention, especially as regards the more egotistical or famous creators of spells, is that of appending the individual’s name to the front of the spell’s title.[cite: 7] For example, the infamous pyromancer Sassan may very well have created the Searing Orb spell, and named it “Sassan’s Searing Orb”.[cite: 7]

Famous Talislantan Magicians:[cite: 7]

In the sidebar is a brief list of magical luminaries responsible for creating many existing spells, along with their appropriate Orders, although one should not feel restricted to these names; there were a multitude of powerful and creative magicians, so making up a name is always a viable option.[cite: 7]

Embellishment[cite: 7] Spell creators sometimes added certain extravagant descriptors to their spell titles, particularly if especially proud of a spell, or excessively egotistical.[cite: 7] For example, if Sassan was particularly delighted with his Searing Orb spell, he might add such a word as Excellent, Magnificent, Superior, Superlative, Brilliant, or Triumphant, to the spell’s title.[cite: 7] It might have been named “Sassan’s Triumphant Searing Orb” in this case.[cite: 7]

Spell, Cantrip, or Dweomer[cite: 7] Another common spell-naming convention is the actual referral to the spell as being a spell, placed before or after the main description.[cite: 7] For example, Sassan might have named his Fireball spell, “Sassan’s Searing Orb Spell” or “The Spell of Searing Orbs”.[cite: 7] Alternately, he could have chosen to use a different word, such as Cantrip, Dweomer, Enchantment, Charm, Glamour, Weird, or Incantation.[cite: 7]

Mode Name[cite: 7] Adding a direct referral to the type (i.e. Mode) of the spell is also a common spell-naming option.[cite: 7] For example, Sassan might have named his Searing Orb spell, “Sassan’s Searing Orb Attack”, or might have substituted such words as Assault, or Strike.[cite: 7] In the case of an Illusion spell, such words as Illusory, Phantasmal, Ephemeral, Deceptive, or False, can just as easily be used, and so on.[cite: 7]

Signature Spells[cite: 7] The ability to be truly individual when creating new spells means that it is quite possible for all of a magician’s spells to bear some kind of personal trademark or signature, if desired, that makes all their spellcastings instantly recognizable as their work, for better or worse.[cite: 7] For example, the spells of Moncarr the Mauve might always feature a particular red hue in some way, irrespective of the spell’s appearance or effect.[cite: 7] His “Crimson Fist of Justice” spell might resemble a clenched fist of cracking red energy, while his “Invocation of Carnelian Regeneration” might turn the skin of the individual he is healing temporarily red.[cite: 7]

A signature need not be a color, nor necessarily even a visual clue.[cite: 7] A specific scent, sound, or other theme, is just as appropriate.[cite: 7]

Making magic memorable does take imagination, and a little thought, but the result is always worth it, as it will entertain all concerned, enrich the game, and perhaps even garner an additional XP or two from an appreciative GM.[cite: 7]

Any semi-encephalon can say “I cast a Fireball! A ball of fire flies forth and strikes my target!”, but stating something like “I invoke Sassan’s Searing Orb! A ball of vivid green flame spirals swiftly through the air, shrieking, the scent of brimstone in its wake!”, makes the tired old fireball exciting, and magic as magical as it should be.[cite: 7]


Creating and Maintaining the Grimoire[cite: 7]

As any experienced roleplayer knows, keeping notes can be vital to the success of a game, and scraps of paper, torn notes, and other hastily scribbled messages can be easily lost.[cite: 7] When keeping a record of a character’s spells, relying on scraps of paper to record the character’s them can waste a lot of time if such pieces are misplaced.[cite: 7]

It is worthwhile investing in an attractive notebook to act as the character’s spellbook; one with an unusual cover, such as a mottled or marbled effect, or a fake leather binding, is especially appropriate.[cite: 7] Such a notebook can even be used as a physical prop, embellished as desired with gold pen, transfers, or stickers, and need not be expensive.[cite: 7]

Treat the notebook as if it is the character’s traveling spellbook, and record any custom designed spell descriptions in it; use pencil when scribbling down spontaneous creations, or descriptions that lack spell mechanics, as these can easily be written in properly with ink later, and the pencil erased.[cite: 7] Try and use the same color ink throughout the notebook to give the spellbook a more uniform look.[cite: 7] Using a fountain pen or quill, while extremely authentic, is not necessary.[cite: 7] Don’t worry about ink blotches or errors either, as magician’s spellbooks are stereotypically replete with such marks.[cite: 7]

If possible, try and write as the character would, because doing so is a good roleplaying experience, and can provide the character with more depth.[cite: 7]

The spellbook need not be restricted solely to the containment of the character’s spells either.[cite: 7] Magicians often scribble notes in their traveling grimoire, especially in the margins, and many also keep their journal, details of notable events, dates and times of meetings, important clues, personal theories, and so on, in them as well.[cite: 7] Some even add sketches and diagrams of things they have seen, such as magical symbols they wish to investigate or research later.[cite: 7]

Few magicians are particularly artistic in nature, so it doesn’t matter if these illustrations are rough.[cite: 7] Physical clues, such as fragments of parchment, and letters used as props in a game can also be kept in the pages of the spellbook, or even glued in.[cite: 7] Printing off pieces of text using the Talislan or High Talislan fonts (available on the Talislanta website) on a computer, or any number of other arcane-looking fonts, can add even more realism to the grimoire, and the translated or legible text can even be printed off and glued onto the back of the page, so it can be easily read.[cite: 7]

Just a little preparation and thought when playing a spellcaster can make the game more enjoyable for all concerned, and keeping and maintaining a notebook as if it is the character’s eclectic traveling grimoire, can be one of the most enjoyable aspects of playing a spellcasting character.[cite: 7]