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  1. Temerant
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Magic Systems Overview 6

## Restrictions & Taboos

Not all magic is equally forbidden, but certain workings are universally dangerous or taboo.

### Forbidden Magics

Summoning Demons:

- Extremely risky; requires Summoning Ritual (weeks of preparation)

- Summoned demon is hostile; must be bound or contained

- Breaking a binding kills the summoner

- Church executes summoners on discovery

- DC 20+ Arcana check to even attempt

True Names of People:

- Learning someone's true name grants dominion over them

- Using a personal name for control is slavery

- Other mages will hunt and kill you

- Chandrian use personal names; deeply taboo for humans

- DC 22+ Arcana to learn; Wisdom save DC 18 for madness

Naming & Reshaping Life:

- Creating life, unmaking sentient creatures, etc.

- Attempts often result in twisted abominations

- Heavily regulated by University

- Violation results in expulsion, banishment, or death

Erasing Memory/Names:

- Only the Chandrian can truly erase names

- Humans who attempt it risk catastrophic backlash

- Victims of erasure are "gone"—no one remembers them

- Detecting erasure requires Tier 4+ naming knowledge

### Social Taboos

Sympathy in Combat:

- Using sympathy to directly wound in a duel is considered cowardly

- Will permanently damage reputation

- Adem refuse to fight sympathists honorably

Glamour Promises:

- Accepting Fae glamour creates debt

- Refusing Fae glamour marks you as ungrateful; Fae take revenge

Breaking Sygaldry Contracts:

- Violating a binding contract inscribed in sygaldry activates magical penalty

- Penalties vary but usually severe (curse, disease, loss of ability)

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## Magic & Combat

Magic cannot be cast in armor (too restrictive; prevents necessary somatic components). Exception: Sygaldry-inscribed items (runes on weapons, clothing) function normally.

Casting Time in Combat:

- Sympathetic links: 1 action to establish, then maintained

- Naming workings: 1 action (except legendary, which are 1 minute)

- Sygaldry effects: Instant (if already inscribed)

- Glamour: 1 action or 1 minute (depending on complexity)

Interrupting Spellcasting:

- If caster takes damage while casting, must make concentration save (DC = 10 + damage taken)

- Failure: Spell fails, energy dissipates, no effect

- Success: Spell continues; cast on next turn

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## Magic Scaling by Level

As characters advance, magical capability increases:

| Level | Alar Increase | New Naming Access | Sygaldry DC | Notes |

|-------|--------------|-----------------|-----------|-------|

| 1-2 | 1 | Tier 1 (wind, basic) | 10-12 | Novice |

| 3-4 | 2 | Tier 2 (fire, water, stone) | 12-14 | Intermediate |

| 5-6 | 3 | Tier 3 (advanced elements) | 14-16 | Proficient |

| 7-9 | 4-5 | Tier 4 (forces, life) | 16-18 | Expert |

| 10-12 | 6-7 | Tier 5 access (rare) | 18-20 | Master (1 name known) |

| 13-17 | 8-10 | Multiple Tier 5 access | 20-22 | Grand Master |

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## Quick Reference: Magic Costs

| Magic Type | Primary Cost | Secondary Cost | DC Range | Risk |

|-----------|--------------|-----------------|----------|------|

| Sympathy | Alar (focus) | Exhaustion | 8-20 | Moderate |

| Naming | Knowledge/Madness | Lifespan | 12-20 | High |

| Sygaldry | Time/Materials | Research | 10-18 | Medium |

| Glamour | Names/Life | Debt | 12-18 | High |

| Lethani | Daily discipline | Mental clarity | N/A | Low |

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## GM Notes for Magic Integration

1. Magic is rare: Most commoners never see true magic. Finding an Arcanist is notable.

2. Magic is costly: Every use has consequences. Don't let players spam spells.

3. Magic is dangerous: Failures should have teeth. Alar fractures, madness, exhaustion matter.

4. Magic requires study: A player can't just learn Tier 5 naming in a single session.

5. Magic is opposed: Church hunts magic users. Other mages are rivals. Resources are limited.

Treat magic as rare, dangerous, and wonderful—exactly as Rothfuss does in the books.