The Pirates Of Atlantis
Greater Atlantean Magic
The second category is the Arkanoi Segalos, or “Greater Powers”. These are spells of much greater power than the Arkanoi Legoteros — often vastly greater power. A sufficiently accomplished wizard can devastate the world around him with but a few words and gestures… and then rebuild it as casually.
Atlantean wizards organize the Arkanoi Segalos into seven categories:
Air: spells that involve or manipulate the Element of Air.
Earth: spells that involve or manipulate the Element of Earth.
Fire: spells that involve or manipulate the Element of Fire.
Water: spells that involve or manipulate the Element of Water.
Light: spells that involve or manipulate the Element of Light (including the absence of Light, the Element of Shadow, though Shadow magics are considered dangerous and evil).
Order: spells that involve or manipulate the Element of Order (including the absence of Order, the Element of Chaos, though Chaos magics are considered dangerous and evil).
Arcane: spells that involve or manipulate pure magical force.
Of these categories, Air, Earth, Fire, and Water are “basic” categories — the easiest ones to learn and use. Light, Order, and especially Arcane are more difficult to master.
Buying Greater Powers Spells
In game terms, Atlantean wizards buy these categories of spells as special Multipowers. They must buy one Multipower per category, and put all spells belonging to that category in that Multipower.
A character cannot buy Multipowers for Light or Order until he has bought Multipowers for Air, Earth, Fire, and Water, and the number of points in the reserve of his Light and Order Multipowers cannot exceed the number of points in the smallest of his Air/Earth/Fire/Water reserves.
A character cannot buy a Multipower for Arcane until he’s bought Multipowers for both Light and Order, and the number of points in his Arcane reserve cannot exceed the number of points in whichever of those two reserves is smallest.
However, while the other Multipowers are governed by the standard rule that the Active Points of a slot may not exceed the reserve size, for the Arcane Multipower only the Real Point cost of the spell must fit within the reserve. The Active Points in an Arcane spell can exceed the reserve size; otherwise the high cost of most Arcane spells would prevent characters from ever buying them.
Example: Korudon is an Atlantean wizard. Early in his career he has the following four Multipowers: Air (80 point reserve); Earth (100 point reserve); Fire (120 point reserve); Water (90 point reserve). After earning some Experience Points, Korudon decides he’s been studying Light magics long enough to develop proficiency in them, so he buys a Light Multipower. Since the smallest of his four “basic” reserves is 80 points, his Light Multipower cannot be larger than 80 points. A few Experience Points later, Korudon expands his magical knowledge to the field of Order. The largest Order Multipower he could have would be an 80-point reserve, but he only has enough points to buy a 60-point reserve. A few months later Korudon reaches the pinnacle of wizardly achievement by buying an Arcane Multipower. Since his Light and Order Multipowers have 80 and 60 points in their reserves, respectively, his Arcane Multipower can have no more than 60 points.
Greater Powers Multipowers are not bought exactly like standard Multipowers:
Air, Earth, Fire, and Water Multipowers cost 1 Character Point per 10 points (or fraction thereof) in the reserve.
Light and Order Multipowers cost 1 Character Point per 5 points (or fraction thereof) in the reserve.
Arcane Multipowers cost 1 Character Point per 2 points (or fraction thereof) in the reserve.
The slot cost for any slot, regardless of the Multipower it’s in and regardless of its Active or Real Point cost, is 1 Character Point. All slots are considered Flexible.