Magic

In this guide, we will delve into the rules and mechanics that govern magic within the world of Fayhaven. From understanding the two schools of magic to learning to cast spells, this comprehensive resource is REQUIRED READING for all aspiring Mages.

  • Elves were the first to discover what is known as Arcane Magic. They sought a deep understanding of the intricate forces that govern the universe and eventually used this knowledge to harness and manipulate them. The Elves believe that only through years of disciplined study can one begin to master this form of magic.

    Gnomes were the first to harness what is known as Wild Magic. Being intimately connected to the natural world and its untamed energies, they discovered the ability to tap into a raw power that flows through the land like a living, breathing entity. Gnomes view this form of magic as a gift to be used freely, despite its unpredictable nature.

  • Mages must choose between practicing Wild Magic or Arcane Magic. Once their decision is made, it cannot be changed, given the two forms of magic can never mix without grave consequences.

    Humans, Dwarves, and Halflings can choose to practice either form of magic. Elves only practice Arcane Magic and Gnomes only practice Wild Magic, but each have a proficiency bonus (see Mage Stones).

  • All spells within the game have a corresponding incantation which activates the spell when read aloud. The words of the incantation must be heard by whomever or whatever the spell is being cast upon for it to take effect. Players can learn new spells during the game from elder Mage scholars who will teach them the incantation and the properties of the spell.

  • All Mages carry with them a book/journal/tome/grimoire, which serves as their spellbook. Within their spellbook, they write down the names of the spells and corresponding incantations as they learn them. As their studies continue, they will add more and more spells to their spellbook, making them a more powerful Mage.

    ***This is NOT a resource provided by the game runners***

  • Each Mage can cast up to 8 spells per half-day. Players will track this using a spell card about the size of a bookmark indicating 8 spell slots. Each time a Mage casts a spell, they will tear a notch into one of the spell slots on the card. At 4pm, players can turn in their used spell card for a new spell card with a fresh set of 8 spells.

    ***This IS a resource provided by the game runners***

  • All Mages carry with them a small pouch containing their mage stones. Every time a player casts a spell, they must reach into their pouch and blindly pull out a stone which will indicate if the spell succeeded or failed. For Wild Mages, a green stone indicates a success and a red stone indicates a failure. For Arcane Mages, a blue stone indicates a success and a red stone indicates a failure.

    Human, Dwarf, and Halfling Mages carry 3 success stones and 1 failure stone, giving them a 75% chance of successfully casting a spell.

    Elves and Gnomes carry 4 success stones and 1 failure stone, giving them an increased likelihood of successfully casting a spell.

    Each year a player returns to the game as a Mage, they receive an additional success stone to add to their pouch, representing an increased skill and proficiency in the use of magic.

    ***This IS a resource provided by the game runners***

  • Once you are ready to cast a spell, you must follow the steps below, in order.

    1. Tear a notch in a spell slot on your spell card.

    2. Reach into your pouch and pull out a mage stone. If the stone indicates a failure, the spell attempt has failed. If the stone indicates a success, proceed to step 3.

    3. Open your spellbook and read aloud the incantation of the spell you wish to cast.

      Note: You must be loud enough for the subject of your spell to hear you so they can properly react to your spell.

Spells

The following is a preview of SOME of the spells that exist within the world of Fayhaven. During the game, you will have the opportunity to learn the specific incantations to activate these spells (and MORE) and add them to your spellbook.

Arcane

  • Surrounds one player with a magical barrier, allowing them to receive 2 hits in battle before receiving normal damage. Spell lasts for one hour or until broken.

  • Detects whether or not an item or player/NPC is under the influence of magic.

  • Renders all enemies within earshot blinded for 10 seconds.

  • Requires one enemy to keep a pivot foot planted in one spot for 25 seconds.

Wild

  • Imbues one player with a wild spirit, which allows them to get back up after being downed in battle and fight with a wild fury until either taking 2 hits or 30 seconds passes. Lasts for one hour or until used.

  • Enthralls one player/NPC to desperately seek to earn the approval of the caster and do as they say, but not to the extent of harming themselves or losing their sense of self. Lasts for 2 minutes.

  • Allows the caster to ask a question to one player/NPC and that person must respond with 3 distinct answers, two of which being lies and one being true.

  • Allows the caster to restore full HP to up to 2 downed players at the same time, in exchange for the caster falling unconscious.