• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Temerant
  2. Lore

Magic Systems Overview 3

## XI. MAGIC SYSTEM QUICK REFERENCE TABLE

Magic Type | Cost | Learn Time | Power | Accessibility

Sympathy | Body heat | 1-2 years | High | University only

Sygaldry | Pre-stored energy | 2-5 years | Mod | Artificer training

Naming | Existential | Months/yrs | Extreme| Self-taught/mentor

Glamour | Fae essence | Impossible | Extreme| Fae/Half-Fae only

Lethani | Discipline | 10+ years | Mod | Adem training

Knots | Focus/intention | 1-2 years | Low | Yllish tradition

Church | Prayer/faith | None/all | Low | Belief

Iron Druids | Spirits | Unknown | High | Corrupted/Fae-touch

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## XII. CAMPAIGN INTEGRATION

Early Game:

- Players discover magic exists and is costly

- Encounter Sympathists (University agents)

- Find sygaldric traps or tools

Mid-Game:

- Players learn magic seriously (tuition, apprenticeship)

- Encounter Naming (cryptic Elodin, Amyr research)

- Fight Fae glamour

Late Game:

- Players acquire names (game-changing power)

- Navigate Fae courts (glamour as dominant force)

- Discover Lethani philosophy (Adem allies)

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## XIII. SUMMARY

Magic in Temerant is:

- Costly: Every working has a price

- Rare: Most mortals cannot access it

- Dangerous: Failure often means death or madness

- Systemic: Each magic type follows coherent rules

- Limited: No godlike power; even Masters have constraints

The most powerful mages in Temerant are not defined by their ability to cast spells. They are defined by their understanding and their willingness to pay the price.