MAGIC RULES FOR THE MAJESTIC WILDERLANDS
Order of Thoth
As per GURPS rules with the following changes
All Thothian mages have a magical resistance of their magery * 5. Magery cost is normal. This resistance is a learned skill of the Order of Thoth called the parma magica, not found in any other magical order. This resistance does not effect the casting of any spell by the mage. This resistance can be extended to any non-mage by touch (wizard staff counts here) at a penality of -2 (to the level of resistance) per individual added. A magery 3 mage with 3 non-mage touching will give a 9 magic resistance to all the individual including HIMSELF.
Magic is as per GURPS Magic except that improvised magic works different.
All magical colleage are considered nouns. This includes Communications, Healing, Knowledge, Making & Breaking, Movement, Protection & Warning. Five verbs are added Control, Create, Know, Mutate, and Destroy. Each of the Verbs are a M/VH skills and learned separately. Plus there is a Magic Theory that is also at M/VH.
Inprovised Magic skill is the average of the colleage skill (figure as per GURPS Magic) + verb skill + magic theory.
Ceratmen is the accepted means of combat between members of the Order of Thoths. The Challeged picks the Noun (Form) and the Challedger picks the Verb (Techinque). From this each figure their level as they were casting a improvised speel of that Noun and Verb.
Certamen itself is resolved as a series of contest of skills. The losers takse the difference in die rolls to fatique. Optionally the loser can take some or all as body damage. Normal fatique and/or health rules applies. It is considered extermly crass to take body damage in Ceratmen.
Order of Thor
Magery for member of the Order of Thor is 10/8/8 and directly adds to the computed skill to cast a rune spell.
All rules in GURPS Magic applies to the casting of Rune Magic
Order of the Trehaen
Magery for members of the Order of the Traehaen is 10/8/8 and applies to all magic spell rolls
All Trehaem magic is improvised. The same rules to nouns and verbs apply to the Treahan improvised magic from the Order of Thoth, plus all nouns are M/H. There is a Trehaen theory skill M/VH instead of a Magic Theory skill.
Also for every -5 to the magic skill roll the spell caster can halve the casting time. Also the optional gestures/verbal modifiers are used if the Trehaen Mage wishes to use less Gestures or less verbal components. Elaborate rhymes or peotry, should give +1 to +3 bonus to Traehaen Magic.
Order of the Viridian Eye
The Viridian Eye focuses primarily on the creation of Magical Items.
Magery skill is at 10/8/8.
No spell can be casted by the Viridian Mage directly. Only the Enchantment can be conducted by the Viridian mages. But Viridian Mages have discovered a ritual that allows them to instill a one charge of the spell in a focus for one-tenth of the enchantment cost. Casting time and fatique from the focus are as per spell description.
Order of Set
The Order magics is very ritual oriented. The Order's battle mages have learned to use the link spell to "store" spells to be released in battle. The effect is similar to traditional AD&D magic, with the mage re-casting the spell ritual to charge for the next battle.
Magery skill is at 10/8/8. For a 10 point unusual backgrond a Set mage can have the parma magica magery at 25/10/10.
All Set magic are rituals. This means that they follow the ritual rules and takes at least 10 times the normal casting time. Typical Set battle mages, use the Delay spell to enable them to quick-cast spells. Set mages will usally cast a delay, followed by the spells, delay followed by the spell, etc. This means the for every spell delayed a additional -2 is applied to the casting roll of the next spell. With the automatic 10x to cast time for rituals and the use of trading engery for skill, it takes a Set mage several hours to stock 10 to 12 delayed spells.