Here we will discuss the differences with magic in the 1st Era. We will not be going over the rules that are the same from the main game. If you need a refresher, go here. Here we will only highlight the differences, which are quite a few...

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1) The Limited Availability of Magic

Magic in the First Era wasn’t as easily accessible as it is in the 2nd and 3rd Eras. Even though all things were still born under runic elements, the ability to access those elements was extremely rare, if at all possible. Occasionally once in a while an elemental sensitive person would be born who’d have some minor elemental effects and maybe even able to form some spells. Their power was weak and uncontrollable.

In the later portions of the 1st Era, some scientists discovered the elemental containing and releasing properties of ylem. With that they were able to create rune stones that individuals would be able to attach to their guns or outfits. Once trained to do so, those individuals were able to tap into the stones to create elemental effects and even able to use magic from the stones. These rune stones would become the basis of weaponry for both sides of the Great Magic War, and some would speculate that these stones along with the nuclear fallout helped to awaken the natural ability in people to learn and use magic. Others of course would point to the fact that Zodo was freed from his orb prison, and that perhaps his orb which limited greatly his control also prevented the magical awakening in sentient life. Perhaps even that the magical awakening is just the means in which Zodo controls all people and his tampering with people left an imprint on their runic soul letting them be able to use it?

Regardless, in a world with Zodo trapped and magic not freely available, rune stones is the primary way to use magic.

Reason One: The potency of magic is affected by the presence of Zodo. Magic is very much created to Zodo, as it radiates from him like heat and light radiate from a flame. The magic left over from creation and the constant magic that radiates from Zodo had become a part of all things, a fundemental fact and energy. However, in the First Era Zodo is still entrapped within a powerful construct known as the Orb of Power. It was created to constrain his influences, and so it is like putting a shade over a burning lamp - power gets out, his influences escape, but it is dimmed. This dimming would make it more difficult to connect fully to the runic energies of the world and produce magic.

Reason Two: While some forms of life may have had a natural connection to the runic energies of the world, most did not before the Great Magic War. In the timeline of the base game, the Great Magic War was a massive nuclear war in which Zodo had escaped his orb and possessed another. So not only did you have Zodo free from the confines of the orb, but you also had the effects of nuclear fallout and its mutative alterations on all life. Generations of mutations combined with the much more brilliant runic energies of the world awakened within people a greater connection with their runic soul and allowed everyone to be able to tap into the mystical energy of magic. In the Bearers of Power campaign, this just doesn't (or hadn't) happened.

Because of these two reasons, people cannot naturally use magic like they can in the main game. It just isn't available to them. Not without help anyways.

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2) Rune Stone Magic

The enterprising people of Nor'Ova have of course, in their in depth studies of the world, found a way to access the runic energies. Runic Scientists came to discover a certain material that would allow for the storing of runic energy in greater concentrations. This material, known as ylem, would allow them to make rune stones. They have found a way to store so much runic energy in them that should someone learn how to use them they could indeed pull from the stone and cause magic to happen. These stones have become conduits of a sort, between a person's runic soul and the energies stored within. It is due to these rune stones that mankind has been able to cause magic in a similar way to the people after the Great Magic War would have.

Not only that, but the runic scientists, who would later become known as runic mages, developed the stones further. They have come up with ways to permanently learn magic from the rune stones, and to let the energies of the rune stones pass to their armor or weaponry giving them magical properties.

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3) Rune Stone Magic Vs Elemental Magic

In the main game, you can only use magic that is of your element. In this campaign, you don't have such a connection. Instead you have to use magic that is from the rune stone.

In the main game you can only learn magic of your element. In this campaign, once you've mastered the spell from the rune stone, you know it and can use it without the rune stone. It doesn't matter the element. However, if the element is the same as yours, the spell will be more effective.

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4) Unique Benefits of Rune Stone Magic

There is a strange benefit of rune stone magic that later magic users of the 2nd and 3rd era do not enjoy. Rune Stone magic doesn’t draw from its wielder's element, instead it uses its own element. This means that through the use of several different rune stones, a wielder could have some fire spells, some air spells, and some earth spells. This is vastly different than in later eras where the user could only really use their magic of their element and only that. You can also swap stones among your allies to learn from them.

Perhaps surprisingly (or not) the understanding and use of Rune Stones seemed to be more advanced in the later 1st Era than the later eras. This could be explained due to the fact that the people of the 1st Era needed rune stones to do magic, so they invested a lot of research and practice into them. The people of the 2nd and 3rd era can use magic normally and naturally, so they really didn’t mess around with rune stones as much – save for some magic effects to their attacks and for SA banks. So they would have forgotten how to learn spells from them, and how to do a few other things. Users of the 1st Era, by the time the Great Magic War got started, could do many more effects with their rune stones simply because they learned how to out of need.

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5) Obvious Disadvantageous

There is of course some obvious disadvantageous

  • They can only learn spells via rune stones.
  • If they unequip a rune stone, or the rune stone runs out of SA before the spells can be mastered, then the user can no longer use the spell until that stone is reequipped and / or recharged.
  • Recharging rune stones requires you to still be of the same element as the stone, which makes it harder to utilize rune stones of different elements.
  • The spell levels you can learn depend upon the purity of the ylem stone. If you have a black rune stone for example, you would only learn and access level 1 of each spell in that stone’s spell tree.
  • In the 1st Era, regular people can’t yet make rune stones. You’ll have to get these from rune masters, or maybe find them if you are lucky – but those might not be fully charged.
  • 1st Era rune stones don’t have the same purity levels as later rune stones. Clear ylem has yet to be discovered.
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6) Runic Souls

Runic Souls still exist, however you may not be able to tap into them quite yet. Instead you need to have mastered 5 spells of your element to be able to tap into your runic soul.

Instead, perhaps due to the fractured nature of having less of a connection to your runic soul, you have your affinity soul. You affinity soul will provide different benefits and allow you to make some minor elemental manipulations.

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7) How To Use Rune Stones To Learn and Cast Magic

To use a rune stone you must have the rune stone equipped. You can equip it on your weapon or armor that has a rune stone space available.

You can only learn the spells from the rune stone that you have. The level of the spells that you have access to depends on the clarity of the stone. The spells in the stone depends on… the spells in the stone. You’ll see what I mean later. Your element doesn’t have to match the stone’s element to learn the spells as the spell pulls from the stone. Each time you use a spell, you gain your character point rate which you can use to increase your mastery of that spell. Once you hit the spell’s mastery limit, you have that spell and can use it even without the stone.

7.1) Using Spells From the Stone


To use spells that you haven’t mastered yet, you have to roll at or below your current success rate. If this is your first time using the spell, you’ll have the success rate that the spell starts out with. Otherwise, you’ll have to hit your success rate.

½ of the spells stat cost will come from your character. The other half is drained from the stone. Once that stone runs out of SA, it looses everything in it and becomes a normal ylem stone. Therefore you’ll need to be careful. Remember, you can only charge it if it is your element!

The spell’s casting speed is dependent upon your character only.

7.2) Using Spells You Mastered Without a Stone

This is the same as always. You roll your success rate, all of the SA comes from you.

Please Note: even if the spell is mastered, if you have a stone that has the spell equipped, it will take have the SA cost from the stone. The only way to have it take the SA cost from you is to not have the stone equipped.

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8) Spells in a Rune Stone

The spells in a rune stone depends on the initial spell of the spell chain, and includes all of the spells of that spell chain. For example...

The first spell in the chain is Dust Devil. That means that rune stone is the Dust Devil rune stone. Until you have mastered level 1 of Dust Devil, that is the only spell accessable to you. However, once you've mastered that spell, you can access Gravel Pelt. You can access all the spells connected to Dust Devil, but you have to master each one is sequence just like with any skill.

The level that you can reach in the spell depends on the clarity of the rune stone.

  • Black: Level 1 spells and effects
  • Gray: Level 2 spells and effects
  • Teal: Level 3 spells and effects
  • Silver: Level 4 spells and effects

If Dust Devil is in a black stone, then you can only ever get to level 1 in Dust Devil and connected spells. However, if it is in a Silver stone, then you can get all the levels of the spell.

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9) Accessing Rune Stone Effects

As you go through the spells available to you on your Rune Stone, you will notice that some spells have a weapon effect, armor effect, or both. Basically these are effects that are available to your weapon or armor if equipped in the right spot. These effects become active once you've mastered that spell. In this way it rewards you for having a spell mastered and still keeping the stone equipped.

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10) Recharging Rune Stones

You can restore a rune stone’s spent SA points by putting in some of your SA points. It takes 1 hour for every 40 stat points you spend to recharge the stone and you can only do this as long as it

Remember, Rune Stones can only be recharged by a mage of the same element as the rune stone. So if the rune stone has a pyromancy spell in it, it requires someone of the fire element to recharge it.

is already a rune stone. You can only recharge the stone if it is of your element. Every rune stone has an element, and that element is the same as the one who created the stone.

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11) Selling and Buying Rune Stones

Already created rune stones may be available in certain localities and in certain campaigns. The worth and price for these rune stones could be determined by the GM, however, here is a simple way to deal with the values of rune stones.

  • Enchanting rune stones could be bought at the cost of the ylem increased by the skill point cost of spell. So if it cost 100 skill points to get that spell on the skill grid, then you'r add 100 to the ylem cost.  To sell a spell rune stone could be valued at ½ the cost of the ylem increased by the skill point cost of spell.
  • Energy Reserve rune stones could be bought at double the cost of the ylem. They can be sold only at the cost of the ylem.

Ylem stones value differ depending upon their purity.

- table coming soon, please use the Old Wiki for now...

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12) Anima Stones

Anima Stones are soul stones used to call forth a stored spirit. There are several types of Anima Stones.

  • Blood Stone: Blood Stone is an Anima Stone that holds an ancestral spirit. These tend to be passed down through families. These are popular among dragon and dracoling tribes, with the most sought after blood stone being that of the Great Dragon.

  • Angelus Stone: These are Anima Stones that call forth angelic spirits, including angels of Elysium. Unlike Blood Stones or most Anima Stones, these don't hold the full spirit of an angelic being. Instead they hold a part of it that is just enough for the summoner to summon the angelic being when needed.

  • Daemon Stone: As its name suggests, these are Anima Stones that call forth the demonic spirits of Xodod. Some Daemon Stones will contain a full fledge demonic spirit, which often is a lesser demonic spirit or demon. Demon Lords and Demon Princes though will sometimes provide Daemon Stones that contain a portion of their essence so that they can be summoned by the summoner.

  • Bestia Stones: Bestia Stones contain the spirit of a magical creature or spirit. These are the most common Anima Stones simply because they are the easiest to create.

  • Aduro Stones: Aduro Stones contain the spirit or essence of a being from the Light Realm. These are very uncommon.

  • Umbra Stones: Umbra Stones contain the spirit or essence of a being from the Shadow Realm. These are more common than Aduro Stones and Angelus Stones, but still somewhat rare.

12.1) Creating Amina Stones

Creating Anima Stones require 0.5 pounds of Pure Crystal – that is crystal that has yet to be affected by elemental magic and thus is clear. The method of creating Anima Stones varies based on the type of stone, but they all require use of the Amina Stone Theory ability.

Skill Stat Cost Description Level Effects Cost to Acquire
Anima Stone Theory 10 SA

This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones. 

Level 1: Blood Stones; 10 SA
Level 2: Bestia Stones; 20 SA
Level 3: Angelus and Daemon Stones; 30 SA
Level 4: Aduro and Umbra Stones; 40 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Creating Bestia Stones: These stones are the easiest of the Anima Stones to create. You simply spend 25 SA with the Create Anima Stone ability next to the recently killed beast. It takes 3 full rounds to create a Bestia Stone and you cannot be interrupted or distracted. The Bestia Stone must be created within 3 rounds of the creature's death. Bestia Stone's cannot be created from any killed beast. Instead they can only be created from specific magical beast types and spirits. The following are the Bestia Classifications of foes that can be turned into Bestia Stones: Imp, Elemental, Dragon, Spirit, and Undead.

Creating Blood Stones: Blood Stones can only be created by the summoner at the moment of his or her death. Basically, knowing that death is coming, the summoner will use the Create Anima Stone ability and channel all his thoughts and feelings into the stone. The stone will catch his spirit at the moment the summoner draws his or her last breath.

Creating Angelus of Daemon Stones: Creating Angelus Stones and Daemon Stones with demon lords or princes require making a pact with the creature. Once a pact is made, the Create Anima Stone ability can be used to create the stone. For all other Daemon Stones you create them in the same fashion that you create Bestia Stones.

Creating Aduro or Umbra Stones: You can only create these stones if you can make pacts with one of the two realms. You can only make pacts with one of the two, once you make a pact with a realm the other realm will refuse you. Making a pact should be an RP campaign.

12.2) Using Anima Stones

In order to use an Anima Stone, you use the Amina Stone Theory ability. The cost of using an Anima Stone depends upon the type of stone and the power of the spirit attached to the stone. Since Anima Stones and what gets put in them would vary greatly depending upon the campaign and the GM, it would be impossible to list all the potential costs of using an Anima Stone. That should be up to the GM. However here is a guide that could be followed based on stone type.

  • Blood Stones: The cost of the Blood Stone shouldn't vary greatly as it would be deeply connected to the summoner. 15 to 25 SA should be a good range.

  • Angelus or Daemon Stones: The cost would depend upon the power level of the angelic being or the demon. A low level being could cost 20 SA while an arch angel or demon prince could cost 50 SA.

  • Aduro or Umbra Stones: These would be similar to Angelus or Daemon Stones, so would vary from 20 SA to 50 SA.

  • Bestia Stones: The cost of using a Bestia Stone would depend on the kind of beast stored in the stone.

    • Imp: 5 SA

    • Undead: 10 SA

    • Spirit: 15 SA

    • Elemental: 25 SA

    • Dragon: 45 SA

Again the above costs are simply suggestions. The GM could assign other costs to using Anima Stones. When in doubt, ask the GM.

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13) Final Words

There are a few things that are a benefit of this time period. There is no unstable magic, no magic radiation and no magic storms. Also you should ignore everything about rune stones from the main game.

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14) Chapters in Magic

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Submitted by mythus on Sun, 06/19/2022 - 22:23