## 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)
---
## 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
---
## 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 |
---
## 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.