Folk Magic

All creatures of Krynn carry with them their own magical "field", sometimes going by the name of an "aura" or "life-force". Intelligent beings in general have a more powerful aura than animals. This aura can sometimes be unconsciously manipulated by persons with no magical knowledge, and such manipulations are called by the Mages of High Sorcery as "folk magic". The ability to perform these manipulations are innate and unpredictable.

First amongst the folk magic abilities is "sensitivity". This is an innate awareness of magic and magical creatures, usually manifesting as an "eerie feeling" or "hearing voices". Sensitive persons are more likely to see ghosts or have a heightened empathy to people, animals and natural surroundings. Seers, mediums and horse-whisperers are all sensitives.

"Fortification" is the name given to the ability to focus the will and is most often used by those with high sensitivity. It can be used to block out or focus more clearly the impressions gained by sensitivity. It also provides a little protection against "true" magic.

A person's aura can sometimes rub off onto inanimate objects, providing them with slight magical powers. This process is known as "imprinting". The longer an object remains with a person, the more likely imprinting is to occur. Simple imprinting merely allows a sensitive to learn who the owner of an object is. Complex imprinting occurs when particular properties are ascribed to an object, resulting in the creation of "lucky charms" or, as the Mages call them, "foci".

The powers ascribed to a focus seem to be linked to the beliefs of a person owning it. If a pickpocket stole a person's "lucky penny" without knowing it's significance, the coin would soon revert back to an ordinary coin with no magical properties. However, if the owner of the lucky penny gave it to a friend and told them of its luck-giving qualities, the new recipient could benefit from it.

Sequential ownership of a focus can also increase its imprinted powers. The swords and armour of Solamnic Knight families often have powerful imprinted magic since they are usually very old heirlooms.


All characters have the three "folk magic" skills: Sensitivity, Fortification and Imprinting. If using RuneQuest mechanics, these are equal to half POW (rounded up) as a percentage. If using some other system, base them on some willpower/aura based attribute in a similar fashion. The skills should be low and cannot be increased by experience.

Use of the skills is unconscious and they are checked by the GM. Check Sensitivity when near areas of strong magic, zone of spirit activity and so on. If successful, the user gets a general impression in the form of emotions. If the success is critical the user can pick up speech if applicable (eg. if in a haunted house).

Fortification is a means of temporarily increasing magical skill, by concentration, saying a mantra or whatever. In RQ terms it is identical to the Ceremony skill, except that its use is unconscious. It explains how a person can gain extra mental strength under pressure.

Roll for imprinting if a character comes to associate a given item with a particular type of charm (for example, they might notice that whenever they wear a particular pair of boots they come out of combat unscathed. This may start off as a coincidence, but the moment they come to believe that their boots are lucky then it is time to check for Imprinting. Check again each year that the character keeps the item. If it is already imprinted, continue to check since it can gain in power.

In RQ terms, an imprinted item becomes a focus for a particular Spirit Magic spell. Multiple imprintings increase the point value of the spell by one point each time. Thus a character would need to keep a sword for at least four years (and successfully imprint each year) to turn it into a focus for Bladesharp 4.

Note that not all RQ Spirit Magic spells are suitable for imprinting. Ones pertaining to protection or the enhancement of weapons and characteristics make the most sense. Spells like Lightwall or Befuddle seem less likely to be given as imagined powers and so far less likely to imprint.

To activate an imprinted item, the user must be holding it and simply "wishes" for the effect to occur. The chance of success is POWx5 as a percentage, but there is usually no obvious indication of whether or not the effect is successful. Successful use costs one magic point per point of effect. Failure costs one magic point.


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