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Magic Skills


These are the skills available for those playing mages - graduates in Elemental Theory - in Treasure Trap. Each night as they sleep they regain a certain amount of power, represented by points of Mana, which they may use to cast those spells that they know. Each spell has a level; this is how many points of mana it costs to cast. If a mage does not have enough power remaining, then they can not cast that spell except by Overcasting (see the Magic Rules page).
Magic skills available are:
- Create Mana Store (10xp) [Elemental Skill VII]
- Allows you to create a magical storage device for mana points.
- Elemental Lore (3xp) [Elemental Skill n]
- Provides access to higher level spells in the chosen colour.
- Elemental Power (10xp) [Elemental Theory]
- Gives increasing numbers of mana points.
- Elemental Might (20xp) [Elemental Power N]
- Gives increasing numbers of mana points. Requires Elemental Power of equal level.
- Elemental Skill (10xp) [Elemental Theory]
- Allows the purchase of higher levels of elemental lore.
- Elemental Spell (special xp) [Elemental Skill of spell level]
- Gives the ability to cast a spell.
- Elemental Theory (20xp)
- Provides access to the magic tree skills, and gives read/write tengwar.
- Empower Magic Weapon I (3xp) [Elemental Skill I]
- Allows the character to enchant a weapon so that it does not count against metal limits.
- Empower Magic Weapon II (7xp) [Elemental Skill IV and Empower Magic Weapon I]
- Allows the character to create a magical weapon.
- Grey Elemental Lore (2xp) [Elemental Skill n]
- Provides access to higher level grey spells.
- Ritual Magic (10xp) [Elemental Theory]
- Allows a character to perform rituals in a competent manner (usually).
Elemental Theory (20) INFO
The character is a graduate of one of the Colleges of Magic, or has elsewhere learned to harness their innate ability to control the force of elemental magic. This skill is required for all other Magic Skills. They gain the ability to call 'DETECT Magic' at 10cm range. They gain the ability to participate in, but not to lead, a ritual (see below). They gain the ability to overcast (see the Magic Rules page). They gain the ability to speak and read Tengwar, if they did not already have it. Elemental Theory is discounted by 1xp for each of read/speak Tengwar you already have.
Elemental Skill (10) [Requires Elemental Theory]
Through long hours of study, the character has learned a greater degree of finesse and control in the harnessing of magical energy. The character regains one mana point per level of Elemental Skill per hour of sleep. This skill is required for all colours of Elemental Lore, and for Grey Lore. This skill may be bought more than once; in order to buy the next level of Elemental Skill, a Brotherhood mage must know at least the two syllabus spells of their current level of Elemental Skill. Non Brotherhood mages must know any two spells at their current skill level.
Elemental Power (10) [Requires Elemental Theory]
Through much practice, the character has learned to draw upon and store a greater quantity of magical energy. A mage's maximum mana capacity increases by five points per purchase of this skill. This skill may be bought more than once.
Elemental Might (20) [Requires Elemental Power]
Through much practice, the character has learned to draw upon and store an even greater quantity of magical energy. A mage's maximum mana capacity increases by ten points per purchase of this skill. This skill requires Elemental Power of equal level, and may be bought more than once.
Elemental Lore (3) [Requires Elemental Skill of equal or greater level]
The character's study of a particular colour of magic has granted them additional understanding of the magic of that colour. There exist six versions of this skill, one for each element (Light, Dark, Fire, Water, Air and Earth), which may be bought independently. A mage may learn spells of equal or lower level to the level of the appropriate Elemental Lore that they possess. Please notify the refs if you intend to purchase more than one Elemental Lore. It is not possible to purchase opposing Elemental Lores.
Grey Elemental Lore (2) [Requires Elemental Skill of equal or greater level]
The character's study of general magic theory has granted them additional insight into Grey magic. This skill allows a mage to buy Grey spells of equal or lower level to the level of Grey Elemental Lore they possess. This skill is available to all Brotherhood mages whether or not they possess Elemental Lore; non-Brotherhood mages must consult their master for training in this lore.
Elemental Spell (special) [Requires appropriate Elemental Lore of equal or greater level]
The character has studied and learned an elemental spell. The cost of this skill is (level of spell + 1) / 2 experience points; that is, cantrips and first level spells cost 1 xp, second and third level spells cost 2, and so on. Buying multiple spells does not count as double-buying. Brotherhood mages must buy the two syllabus spells of a level and colour before buying other spells of that level and colour.
Ritual Magic (10) [Requires Elemental Theory]
The character has studied under a master ritualist and has become qualified to lead a magical ritual. The character may now design and lead rituals - see the Magic Rules page for more details. It is advisable to inform the refs in advance of attempting to perform a ritual.
Empower Magic Weapon I (3) [Requires Elemental Skill I]
The character gains the ability to enchant a weapon so that it no longer counts towards the limit on the amount of metal they may be carrying. The empowerment requires one hour of lab work, and will last while the weapon is within 2m of the character who enchanted it, but will fade after one hour outside this range. A character may have only one such empowered weapon at any time.
Empower Magic Weapon II (7) [Requires Elemental Skill IV and Empower Magic Weapon I]
The character gains the ability to create a more powerful magic weapon, in a variation of the procedure required to create a focus. The empowerment requires one hour of lab work, and will last while the weapon is within 2m of the character who enchanted it, but will fade after one hour outside this range. This weapon will no longer count towards the limit on the amount of metal that the mage is carrying. If the wielder would naturally do Half or less damage with the weapon, the weapon adds one degree of damage. The weapon does Magic damage; this effect cannot be suppressed. This damage increase is considered natural, and therefore is applied before, and stacks with, any other increases from spells cast upon the weapon. The weapon is unaffected by any DISARM, DISARM [item] or DISARM N call. A character may have only one empowered magic weapon at any time, including a weapon enchanted by Empower Magic Weapon I.
Create Mana Store (10) [Requires Elemental Skill VII]
The character gains the ability to create an item which will store a number of mana points equal to their Elemental Skill at the time of the item's creation. This item will transfer all its mana points to the mage's reserve upon the mage reaching 0 mana or wishing to cast a spell which they do not have enough mana to cast. It may be used by any mage who is attuned to it; a mana store requires a week of meditation and lab work to attune to, and a mage may only attune to one mana store at a time. The mana store takes a week of lab work to create, and once created will regain its mana at daybreak every day. A mage may create any number of mana stores.