Lords62: Magic

From ThroneWorld

Jump to: navigation, search
LOTE Symbol Small.JPG

Campaign: 62

Main Rules Index page. Lords62



Mechanics of Magic


Most nations possess a capability to engage in magical activities.

These capabilities, which may of course be expanded and upgraded, are represented by the national Magic Stats:

Magic Operations Capacity (MO), Magic Operations Bonus (MB)

National Magic Ability

Each nation or player position has a Magic Ops rating, which is increased in a manner similar to Intel Operations. Casting a spell requires the use of a Magic Ops point. No nation or leader of a nation can cast a spell of a higher rank than the nation's Magic Ops.

Each nation also has Quality Ratings (QRs) for various schools of magic, much as it does for Infantry, Cavalry or Intelligence. These QRs also limit the maximum rank of spell of that school a nation can cast, and also determines the chance of successfully casting that spell.

In addition, each nation has a rating for Magic Bonus, which works in a matter similar to Intel Bonus.

Leader Magic Ability

In addition to the usual Leader ratings, all Leaders have a chance of being born with a Sorcery rating. For those born with magic in their blood. These will begin play with a non-zero number, and are capable of sorcery.

These Leaders can act as a point of Magic Ops or Magic Bonus via the Cast Magic Spell action. Unless otherwise noted such Leader spellcasting is still limited to the spells available to the nation.

Artifact Magic Ability


The Schools of Magic


Abjuration are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

Conjuration spells belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell's range, but it does not have to remain within the range.

Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.




Evocation are enchantment spells that affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.


Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Transmutation spells change the properties of some creature, thing, or condition.

Personal tools