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  1. Temerant
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Magic Systems Overview 2

Consequence of Failure:

- Mind-shattering (permanent insanity)

- Physical backlash (burns, freezing, drowning from within)

- Binding (forced servitude to the partially-named thing)

- Death (usually)

### C. Learning Names

University Teaching:

- Master Namer teaches through riddles, experiences, paradoxes

- No direct instruction; understanding must arise organically

- Process takes years/decades; most students never approach success

Self-Teaching:

- Observe the thing obsessively; understand its essence

- Meditate on its nature until understanding becomes intuitive

- Attempt to speak the name (usually fails catastrophically)

Ancient Methods (Lost or Forbidden):

- Adem songs may contain name-teaching (suppressed)

- Ruh ballads preserve fragments of naming knowledge

- Amyr archives contain dangerous name research

### D. True Names in Use

Practical Application:

Once you know a name, speaking it grants power:

Wind Name spoken = command over wind (calm it, accelerate it, create storm)

Fire Name spoken = command over fire (ignite, extinguish, shape flame)

Limitations:

- Name only works once active; speaking uses it

- Cannot speak name carelessly (wastes the power)

- Continuous command requires holding the name in mind (exhausting)

Cost:

- Speaking a name doesn't drain body energy like sympathy

- Cost is existential: using a name changes the namer

- Repeated use may corrupt the user or bind them to the named thing

## V. GLAMOUR (FAE MAGIC)

Glamour is reality-bending through will and desire. It is not sympathy (no links) and not naming (not understanding essence). It is Fae magic—alien, intuitive, and fundamentally different from mortal approaches.

### A. What Is Glamour?

Glamour is the power to:

- Create illusions indistinguishable from reality

- Reshape perception (mortals see what Fae want them to see)

- Alter physical reality within limited domains

- Amplify desire and emotion

- Bind mortals through promises and bargains

Key Difference from Sympathy:

- No links, no correspondence, no energy transfer

- Works through shaping reality directly

- Mortals cannot learn or replicate (Fae magic, not mortal)

- Resists logical analysis (works on emotion, not reason)

### B. Glamour Applications

Illusion:

Perfect deception of senses

Example: Felurian appearing as different person to different viewers

Cost: Fae attention/power; weaker Fae limited to small areas

Shape-Shifting:

Fae altering own form

Example: Becoming animal, human, elemental

Cost: Concentration; reverting breaks glamour

Desire Amplification:

Making mortals want specific things

Example: Mortal cannot resist hunger, attraction, fear

Cost: Fae willpower; strong-willed mortals partially resist

Reality Warping:

Changing local physical law

Example: Endless rooms, paths looping, time flowing backward

Cost: Massive; only in Fae courts/domains

### C. Resisting Glamour

Fae Cannot Lie:

- Their glamour is "true" deception, but verbal lies are forbidden

- Humans with strong will can notice inconsistencies

- Adem discipline makes them partially immune

Iron/Salt/Running Water:

- Glamour weakens near iron; disrupted by salt

- Fae cannot cross running water; glamour fails

- These weaken but don't dispel active glamour

Disbelief:

- If you truly doubt glamour, it weakens for you

- But Fae are master manipulators; doubt itself can be glamoured

- Stronger willpower = more resistance

---

## VI. LETHANI (ADEM DISCIPLINE)

The Lethani is not magic in the mortal sense. It is a philosophy encoded in practice—right action so internalized that it shapes reality.

### A. Core Principles

What Is Lethani?

A framework for action based on ninety-nine foundational stories. Adem who truly understand Lethani move, fight, and speak with impossible grace and precision because their actions align with universal rightness.

Practical Effect:

- Adem fighters predict movement before it happens

- Adem healers apply medicine with perfect technique

- Adem judges make decisions that satisfy all parties

- Adem living in Lethani waste no motion, no words, no energy

Cost:

- Decades of training required

- Constant self-examination; any deviation is failure

- Emotional suppression becomes habit (Adem seem cold)

- Complete commitment; half-measures fail

### B. The Ninety-Nine Stories

The foundational teaching of Rethe/Aethe; each story illustrates proper action:

- How to fight honorably

- How to grieve without breaking

- How to lead without tyranny

- How to love without possession

- How to teach without imposing

Stories are memorized, meditated upon, and lived. Understanding deepens over years.

### C. Is Lethani Magic?

Technically: No. It is discipline, practice, philosophy.

Practically: Yes. Results are indistinguishable from magic (superhuman skill, impossible reading of situations, perfect technique).

The Mechanism:

- Perfect alignment between intention and action

- Minimum wasted motion or effort

- Reading subtle environmental/social cues others miss

- Decisions made with full information and perfect clarity

---

## VII. OTHER MAGICAL TRADITIONS

### A. Knot Magic (Yllish)

Nature: Weaving fate through knotwork and symbolism

Practitioners: Yllish sailors, fate-weavers

Mechanism: Patterns tied in cord create sympathetic links to events

Limitation: Works only on possible futures; cannot change fundamental destiny

Risk: Misinterpreted knots create opposite effect

### B. Church Healing (Faith-Based)

Nature: Miraculous healing through prayer and divine intervention

Practitioners: Tehlin priests, Hospitalers

Mechanism: Believed to be direct divine action (not explained rationally)

Evidence: Some healings work; many fail; no clear pattern

Skepticism: University views as placebo + basic medicine; Church insists on miracles

### C. Iron Druid Magic (Shamanic)

Nature: Communion with spirits; shape-shifting; primal power

Practitioners: Grey Druids (Iron Druids), wild mages

Mechanism: Unclear; possibly Fae-touched or Chandrian-corrupted

Results: Dangerous, unpredictable, often horrifying

Question: Are they channeling or corrupted?

## VIII. MAGICAL LIMITATIONS & COSTS

### A. Energy

All Magic Costs Energy:

Sympathy: Caster’s body heat (primary cost)

Sygaldry: Pre-stored at inscription; released at activation

Naming: Existential transformation (unknown cost)

Glamour: Fae willpower/essence (Fae only)

Lethani: Decades of discipline (not renewable; intrinsic cost)

### B. Knowledge

Access Requires:

- University training (Arcanum admission)

- Apprenticeship (Doctors, Adem, Ruh traditions)

- Discovery (self-taught, often deadly)

- Stolen (dangerous; sources hunt you)

### C. Talent

Not Everyone Can:

- Most cannot touch sympathy meaningfully

- Naming requires specific cognitive structure (rare)

- Glamour impossible for mortals; Fae-blooded glimpse it

- Lethani requires decade+ commitment

Variance:

- Some show immediate aptitude; others struggle for years

- Age, culture, personality affect learning

- Natural talent + training = exponential improvement

### D. Sanity & Humanity

The Price of Power:

- Excessive sympathy use: dissociation, emotional numbness

- Naming: fundamental personality shift (speaking names changes you)

- Glamour study (mortals): madness (Fae think differently)

- Lethani mastery: emotional suppression becomes permanent

Long-Term Cost:

Powerful mages are often isolated, dangerous, or inhuman by choice or necessity.

## IX. PRACTICAL MAGIC FOR PLAYER CHARACTERS

### A. Sympathy (Most Accessible)

Baseline Rules:

Simple working: 1-5 silver talents energy cost (body heat)

Complex working: 10-50 talents cost

Dangerous working: 50+ talents cost (risk of hypothermia/death)

Usage:

- Create heat/light (practical applications)

- Move objects (limited by energy cost and distance)

- Combat (difficult; requires focus and correspondent targets)

Learning:

- University Arcanum admission required (expensive, competitive)

- Takes months to years to become proficient

- Ongoing cost: tuition, materials, energy

### B. Sygaldry (Knowledge-Based)

Baseline Rules:

Simple gram: 5-10 talents to inscribe (one-time cost)

Moderate grammarie: 50-100 talents (requires rare materials)

Complex grammarie: 1000+ talents (master-level)

Usage:

- Permanent solutions (locks, alarms, lighting)

- Combat applications (limited; pre-set traps)

- Utility (mechanical advantage, persistent effects)

Learning:

- Requires understanding sympathy first

- Artificer training (workshop access, materials)

- Years of practice; mistakes are dangerous

### C. Naming (High Risk, High Reward)

Baseline Rules:

Attempting partial name: likely failure and catastrophic backlash

Learning true name: months/years of obsessive study

Speaking name: massive power spike (once per dramatic moment)

Usage:

- Game-changing power (command over elemental forces)

- Extremely limited (one name learned over entire campaign)

- Lasting consequences (using name changes character)

Learning:

- Self-taught (dangerous)

- Elodin's teaching (cryptic, requires player patience)

- Ancient texts (Amyr archives, lost knowledge)

---

## X. CREATING MAGICAL ENCOUNTERS

### A. Hostile Sympathist

Threat Level: Moderate (dangerous in 1v1, manageable with numbers)

Tactics: Maintain distance, link to heat sources, target multiple enemies

Vulnerability: Hypothermia; limited energy; alar can be shattered

Countermeasure: Tackle them (breaks concentration); shield with heat (blocks transfer)

### B. Sygaldric Trap

Threat Level: Variable (depends on grammarie complexity)

Common Types: Alarm runes, lock grammarie, kinetic trap (explosion)

Disarming: Sympathist can overwrite; physical destruction breaks seal

Failure: Energy release (explosion, fire, uncontrolled force)

### C. Fae Glamour

Threat Level: High (mortals nearly helpless against)

Defense: Disbelief, iron, salt, running water

Vulnerability: Cannot lie; clever use of literal language corners them

Countermeasure: Academic study (University) or Adem discipline

## XI. MAGIC SYSTEM QUICK REFERENCE TABLE