The Dark Eye 4 Conversion
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Magery
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Summary A Discussion of Magery in The Dark Eye

It is always nice to see how simple concepts get bloated and then ignored in the TDE 4 ruleset. The Gurps concept of Magery is one such thing. In TDE 4, mages are mages are mages, in their specific power, and the only "talent" you can have is an affiliation with one or more types of magic.

In Gurps, we have a Magery advantage that is labelled, and thus allows mages of different inherent Power.

Let's have a look at how TDE 4 could be assumed to handle magery. According to sources lost in history, one of 150 aventurian citizens has magical talent, though this talent does diminish when in contact with iron for polonged periods of time (as much as iron is pretty much bad for any magic in TDE 4, out of an old attempt to limit the armor that mages can use). Mages, though, are very rare in the TDE 4 environment - more than the 1/150 quote would suggest.

As a aresult, it is strongly assumed that:

* Magery happens at level 0 in one of 150 born people.

* It is taken from there to limit each further level of magery at a factor of 12 (after all, ther eare 12 gods). This would result in Magery 1 happening at one of 1800 people, and Magery 2 at one of 21600 people. Finally, Magery 4 might happen in one of 259200 people - surely a very rare incident.

Magic colleges will not accept anyone with a Magery of 0, and it would not be hard to say that some may not even accept people with a Magery of one. Among them, most prominently, the academy of Punin, which is something like the aventurian version of the MIT (naturally for magic), and it can thus be assumed that it will only take the most talented pupils.

This Wiki handles the conversion rules for the The Dark Eye setting.

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8/29/2005 3:06:21 PM
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