Magic

New House Rules for Rifts

The Metaphysics and Ethos of Magic

The Pursuit and Mastery of Magic

Step One: Belief

The first step in becoming a practitioner of magic is believing that magic is a real part of the universe. It is a force of nature, a tool, neither good nor evil.

Step Two: Understanding Magic

To become truly proficient with magic, a mage must understand its workings, how and why it does what it does. This involves learning the basics and fundamentals of spell casting, P.P.E. channeling, the physics (or metaphysics) of ley lines and nexus points, theories concerning magic, the five laws, and more. It’s around this point that the young student must decide to focus his mystic development toward a particular School of Magic and a particular Casting Style.

Step Three: Study and Training

Like anything else, the mastery of magic only comes with hard work and sacrifice. A mage must spend years solely dedicated to the mystic arts, learning its secrets and his own personal limits. He must acclimate his body to holding large amounts of P.P.E., and solidify his vast repertoire of spell knowledge. He must learn how to channel P.P.E. through his body and how to release it through his Casting Style.

 

The Laws of Magic

Although magic in Rifts Earth is for the most part, belief-based, this does not make it all-powerful or without its limits. Magic is a force of nature, and like any force in the universe, it follows certain rules. These rules, called “The Five Principles of Magic” or “The Five Precepts of Magic”, are a quintet of laws founded on various constants that mages have noted in the behavior of magic. This set of rules composes the foundation of almost all Schools of Magic. Despite the fact that magic is still a mysterious energy source and not entirely understood, these guidelines offer a rough elucidation of how magic is known to work.

The Five Laws: 

#1: The Law of Credence: This is the first and most important principle behind magic. For someone to be able to use magic, he or she must believe that it is real and that it can be mastered and controlled. However, this goes beyond mere half-hearted faith or lip service. The person must believe in magic with his heart and soul. He must make a deeply primal and psychological acceptance of magic as a very existent part of reality and the Universe. The individual must have faith in magic to the point of being almost obsessive. A mage can’t throw a fireball at someone just because he believes he has the power to do so; he must also fundamentally believe that the fireball has to be possible, that the universe makes no sense if the fireball couldn’t occur. Learning the mystic arts represents the acknowledgement of a massive paradigm. A mage doesn’t just learn magic, he also completely accepts a particular view of reality. This must be done with 100% conviction. The person cannot fear or doubt magic. Any glimmer of either will destroy the ability to wield it. A loss of faith is very devastating for a practitioner of magic.

#2: The Law of Exchange: What you get out of magic depends on what you put into it. That’s what this law basically boils down to. When it comes to magic, there’s rarely a free ride. Learning the magical arts requires dedication, conviction and a lot of hard work. Study and training are essential. Even shamans, who receive their magic intuitively, spend countless hours meditating, fasting and performing other preparatory activities. All mages must spend years developing their ability to channel and control P.P.E. They must learn how to will it into fantastic physical effects, a process that involves incredible mental discipline and boundless determination. This is why most people cannot learn magic. Though theoretically, anyone who believes in magic can learn the mystic arts, few people have the mental stamina and drive to move to the next step. Consequently, practitioners of magic tend to be a confident and determined breed. However, this law also applies to P.P.E. Investment. Belief and training are only two-thirds of the equation. Potential Psychic Energy is the physical component of magic. Without it, magic cannot work, no matter how much one believes it can. Every magical effect requires an expenditure of P.P.E. based on the power of the spell. The more powerful the magical effect desired, the more energy the mage must invest.

#3: The Law of Restriction: Also known as “The Principle of Force and Resistance”, this law addresses the fact that there are limits to the amount of P.P.E. a mage can safely channel at one time. Potential Psychic Energy acts as a sort of metaphysical stressor on the body. Everyone has metaphysical limits that can only be adjusted through training and gradual acclimation, similar to building a muscle. Because the body is resistant to excessive P.P.E., attempting to cross one’s Channeling Limit too quickly can cause the body to effectively “overload”. When this occurs, a partial amount of the magical force invested into the desired spell backlashes against the mage. This feedback effect on the practitioner of magic is always related to the nature of the spell, and can range from being merely inconvenient to being extremely deadly. Mages who don’t pay heed to this law don’t live long.   

#4: The Law of Figurative Relationships: An important, though largely unrecognized, principle in magic. This pertains to the line walker who spreads his arms out like an eagle in order to fly, the sorcerer who dons wolf hide to transform into a wolf, or the necromancer who uses a detached eyeball to give himself magical sight. A common element of the mystic arts is that of the relationship of shared similarity between cause and effect. The importance of qualitative relationships in magic should never be undervalued, especially for practitioners of the Shamanistic Tradition. Though no one is quite sure why this is, it is acknowledged that it is easier to influence a target when using something related to it. Perhaps such relationships help to solidify belief or focus one’s mind. Whatever the reason, the concept “like affects like” has a great deal of validity in magic. 

#5: The Law of Psychological Tension: Magic, unlike psionics, is an often unstable force, easily affected by one’s moods and mental states. Strong emotional responses, such as anger or terror, can have unpredictable effects on magic. Sometimes, these effects can be inadvertently beneficial. However, more often than not, negative results occur. Consequently, mental discipline and self-control are very important for practitioners of magic. A mage who cannot regulate his emotions is potentially very dangerous. He may unwittingly hurt himself or others because he cannot control his magic. “To master magic, one must first master himself” is a common proverb among the magic-using community.

 

The Two Arcane Traditions

The most general way of looking at magic is by one’s approach to how it should be studied and mastered. As with many other things, there are various ways to practice magic. Each way is different in its application but all are fundamentally the same, for they all create magic. Along these lines, there are two schools of thought concerning how magic should be studied and used. These methodologies are known as “Traditions”, general areas of technique that represent the nature of a mage’s approach to the practice of magic. The two traditions both represent opposite ends of the spectrum in terms of how magic is used. They are called Hermeticism and Shamanism.

Hermeticism takes an intellectual approach to magic similar to the methods of a scientist or scholar, which depend on the accumulation of information. When people envision the stereotype of an old grizzled wizard, with a long white beard and pointy hat, meticulously studying ancient scrolls and books for hours on end, they are thinking of a Hermetic mage. Hermetics are reliant on learned knowledge and use magic like a mundane person would use technology, basing its ability to work off of a preconceived set of complex theories. Although magic is not nearly as ordered and immutable as science, Hermetics depend on the constants and predictabilities that exist within magic. They base their tradition on what is proven and known about magic. As for the many mysteries and unknowns within the mystic arts, most Hermetics believe that magic, like the rest of the universe, follows rules that just aren’t fully understood yet. In fact, The Five Principles of Magic are considered to only lightly touch upon the metaphysics of the mystic arts. However, simply because a mage follows the Hermetic tradition does not mean that he views magic as a science. Many Hermetics have spiritual views on the nature and power of magic. It’s simply that they work their magic in a very ordered and structured way. 

Shamanism, also known as Spiritualism (the two terms are used interchangeably), is the second tradition. It focuses on feelings, intuition, communication with supernatural beings, and spiritual concepts to use magic. Basically, it takes a more metaphysical than scientific approach to the mystic arts. This tradition is predominantly utilized by mages from “primitive” and traditionalist cultures such as the Native Americans, African tribesmen, Aborigines, South American Indians, etc. However, the occasional member of a more technological culture has been known to adopt Shamanism over Hermeticism. Shamans learn to trust their feelings and hunches, and tend to disregard formal education in favor of following a “cosmic” or “spiritual” path. They work magic through emotion and instinct, and frown upon the dependency of Hermetic mages on structures and formulas to control magic. Although Shamanistic magic is fairly ordered, it is also much more chaotic and unpredictable than Hermetic magic. Spiritualism’s focus on capricious elements to utilize magic (like emotion and intuition rather than formulas and logic) gives Shamans less of a degree of control over their magic, but allows their spells to be less reactive to intense emotions.

Traditions could be considered similar to Casting Styles, as each represents a way of using magic. However, a Casting Style focuses on how one channels his P.P.E. and the foci one is dependent on. A tradition is much more broad and prevalent than a Casting Style or Casting School, because it focuses on the underlying techniques of a Casting Style. Mages of both traditions can learn and use almost any of the same Casting Paths (though there are a few exceptions). A Hermetic, as well as a Shaman, can practice Verbalism or Somatics or whatever else. However, their approach to each Casting Style would differ. For example, a Hermetic with Verbalism would speak a specific, pre-determined sentence with importance placed on the pronunciation, intonation, accenting, and syllables of each word. By comparison, a Shaman with Verbalism would speak what is in his heart, improvising the words of the spell as he goes. As long as the words deal with the nature of the spell, he can say the focus differently each time he casts the spell. Basically, the Casting Styles of a Hermetic depend on exactness, whereas the Casting Styles of a Shaman are much more freeform.

A magic-user’s inclination towards one tradition or another is induced during his formative stages of development (i.e. childhood and adolescence). It is usually influenced by environmental factors, such as one’s culture, society, religious upbringing, and/or family teachings. However, some argue that every potential mage feels a metaphysical pull toward whichever tradition he is suited for; that this feeling is a natural instinct telling the mage what feels right and what makes sense to him in regards to the workings of magic. It should be noted that a mage can only adhere to ONE tradition at a time. Though it is possible to switch traditions during the course of one’s life, it is extremely difficult. This is because an arcane tradition represents a mage’s whole conception of magic. It reflects his views, opinions, and outlook on the form and function of magic, and to a broader degree, reality and the universe. A tradition isn’t just a way of approaching magic, it’s also a whole lifestyle and belief system in and of itself. As such, changing traditions is no small decision. It is a HUGE paradigm shift for a mage. To do such a thing, he has to completely alter his way of thinking in respect to the mystic arts. It is a life-changing and drastic readjustment of one’s beliefs, akin to a fundamentalist Christian becoming a Satanist, or vice versa. Consequently, it does not often happen. However, when it does, it is usually the result of a very traumatic occurrence or a revelation of mind-shattering magnitude. The choice to change from one tradition to another is never a quick or easy one, and requires a great deal of time for contemplation and reflection.   

Although many Magic Paths can be practiced by followers of either tradition, certain Schools of Magic are only compatible with one tradition. Primarily intuitive Disciplines or Disciplines focused on mystical bestowment, such as Witchery and Elemental Magic, are Shamanistic in nature and can only be practiced by mages of the Shamanistic Tradition. Likewise, very exact and precise Disciplines or Disciplines focused on learned knowledge, such as Rune Magic or Techno-Wizardry, are Hermetic in nature and can only be practiced by mages of the Hermetic Tradition. Never can a Hermetic mage practice a strictly Shamanistic School of Magic, or vice versa. This is because Schools of Magic from an opposing tradition utilize an entirely different way of thinking and approach to the mystic arts.

Rules for Switching Traditions

As a rule of thumb, if a mage who is already established in a strictly Shamanistic/Hermetic School of Magic wishes to switch to a different tradition, he retains all his spell knowledge. However, all magical O.C.C. powers vanish and most of the benefits bestowed by the abandoned tradition (availability of certain Arcani, special resistances to the effects of emotion, etc.) also disappear. For all intensive purposes, the mage no longer has that O.C.C., only its skills and magic knowledge. He still follows the experience table of his selected O.C.C./R.C.C. but only his skills, spells, psionic powers and other abilities not related to his O.C.C. will increase in level. The character retains the mental attribute bonuses and extra P.P.E. granted by his former tradition, but now uses his Casting Styles differently, as per tradition. A practitioner of magic changing from Shamanism to Hermeticism will gain the Principles of Magic skill for all of his spells at first level proficiency (60%). Alternately, a former Hermetic mage moving to Shamanism will find he no longer requires Principles of Magic rolls for his spells, but can no longer use the Quick-Casting Arcanus if he has it.  

Hermeticism

Advantages:

·        +1 I.Q.

·        +1 M.E.

·        +6D6 P.P.E.

·        Any and all of the Arcani are available for the mage to learn.

·        Mage can select the Spellcrafting skill.

Disadvantages:

·        Dependency on exactness. Every Hermetic spell requires a Principles of Magic roll to determine whether it is successfully cast or not.

·        Spells are more reactive to the caster’s emotions. Suffers the full effects of emotion on magic.

Shamanism/Spiritualism

Advantages:

·        +2 M.E.

·        +1 M.A.

·        +4D6 P.P.E.

·        Spells do not require a Principles of Magic roll to cast successfully.

·        Spells are more resistant to being affected by the caster’s emotions. Reduce emotional effects on magic by half.

Disadvantages:

·        Cannot create brand new spells or spell variants.

·        Spells have less protection against magical Backlash.

·        Cannot select Quick-Casting as an Arcanus.

 

 

Schools of Magic

African Ceremonial Magic

      Concentration: Protection

Tradition: Shamanism only

Casting Styles: GM’s discretion.

Alchemy

      Concentration: Magic Item Creation

Tradition: Either, usually Hermeticism

Casting Styles: GM’s discretion.

Mage Class:

Astral Magic

Concentration: The Astral Plane

Tradition: Either

Casting Styles: GM’s discretion.

Biomancy

      Concentration: Life, Nature

Tradition: Either; usually Shamanism

Casting Styles: GM’s discretion.

Bio-Wizardry

      Concentration: Enslavement, Biological Organisms

Tradition: Either

Casting Styles: GM’s discretion.

Blade Magic

Concentration: Blades

Tradition: Either

Casting Styles:

Blood Magic

      Concentration: Blood

Tradition: Shamanism only

Casting Styles: Bloodletting only

Celestial Calligraphy

      Concentration: Calligraphy

Tradition: Either

Casting Styles: Script only

Celestial Magic

      Concentration: Outer Space

Tradition: Either

Casting Styles: GM’s discretion.

Chi Magic

      Concentration: Chi

Tradition: Either

Casting Styles: Strength of Belief only

Cloud Magic

      Concentration: Clouds, Light

Tradition:  Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, or Tattoos 

Conjuring

      Concentration: Item and Creature Creation

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Tattoos

Crystal Magic

      Concentration: Crystals

Tradition: Either

Casting Styles: Materialism only

Diabolism

      Concentration: Writing

Tradition: Hermeticism only

Casting Styles: Circles and Script only

Dreamtime Magic

      Concentration: Dreamtime

Tradition: Shamanism only

Casting Styles: Dance, Musical Instrument Playing, Ritual, Somatics, Song, Trance, Verbalism

Dweomer Magic

      Concentration: P.P.E. Channeling, Potential Psychic Energy

Tradition: Hermeticism only

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, or Tattoos

Elemental Magic

      Concentration: the Four Elements

Tradition: Shamanism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Fleshsculpting

      Concentration: Flesh

Tradition: Either

Casting Styles: Any, except Circles, Sacrifice, Song, Tattoos

Golemancy

Concentration: Flesh

Tradition: Either

Casting Styles:

Herb Magic

      Concentration: Herbs, Plant Life

Tradition: Either, usually Shamanism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Ley Line Walking

      Concentration: Ley Lines

Tradition: Either, usually Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Life Force Magic

      Concentration: Life Force

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Song, Tattoos

Living Fire Sorcery

      Concentration: Fire

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Ludicrous Magic

      Concentration: Ludicrousness, Hilarity

Tradition: Either

Casting Styles: Any

Magic of the Three

      Concentration: Combat, Magic Item Creation, Magic

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Mirror Magic

      Concentration: Mirrors/Reflective Surfaces

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Mysticism

      Concentration: Metaphysics

Tradition: Shamanism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Native American Shamanistic Magic

      Concentration: Protection, Nature, Spirits

Tradition: Shamanism

Casting Styles: Any, except Bloodletting, Circles, Tattoos

Nature Magic

      Concentration: Nature

Tradition: Either, usually Shamanism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Tattoos

Nazca Line Magic

      Concentration: Nazcan Line Patterns

Tradition: Either

Casting Styles: Script

Necromancy

      Concentration: Death, Undeath

Tradition: Either

Casting Styles: Any, except Circles, Tattoos

Ocean Magic

      Concentration: Ocean

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Rain Making

      Concentration: Rain

Tradition:  Shamanism

Casting Styles: Song, Dance, Ritual

Rune Magic

      Concentration: Runes, Enslavement

Tradition: Hermeticism

Casting Styles: Script

Shadow Magic

      Concentration: Shadows, Darkness

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Shifting

      Concentration: Rifts, Summoning

Tradition: Either

Casting Styles: Any, except Tattoos

Spatial Magic

      Concentration: Space, Dimension

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Spell Breathing

Concentration: Living Magic

Tradition: Either

Casting Styles:

Song Magic

      Concentration: Music, Emotions

Tradition:  Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Tattoos

Spoiling Magic

      Concentration: Spoilage

Tradition: Either

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Stone Magic

      Concentration: Stone

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Tattoo Magic

      Concentration: Tattoos

Tradition: Either

Casting Styles: Tattoos

Techno-Wizardry

      Concentration: Technology 

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Temporal Magic

      Concentration: Time

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Trickster Card Magic

      Concentration: Cards

Tradition: Hermeticism

Casting Styles: Any, except Bloodletting, Circles, Sacrifice, Song, Tattoos

Voodoo

Concentration: Loas

Tradition: Shamanism

Casting Styles:

Weapon Magery

      Concentration: Magic Weapon Creation

Tradition: Either

Casting Styles: Materialism

Whalesinger Spellsongs

      Concentration: Conditions, Behavior

Tradition: Either

Casting Styles: Song

Witchery

      Concentration: Empowerment through Servitude

Tradition: Either

Casting Styles: Any, except Circles, Tattoos

 

 

Magic-User Classifications

Full Mages: Also known as “Generalists”, these are magic-users who primarily practice magic from the General Invocations School. Though their spell repertoires are unspecialized, they have the largest variety of spells to choose from. This well-roundedness makes them better prepared for all manner of situations as opposed to more specialized mages. Full Mages can and do still learn spells from specific Schools but the majority of their spells are always General Invocations. This category includes Ley Line Walkers, Mystics, Shifters, Lord Magi and Alchemists, among others.   

Specialized Mages: Also known as “Specialists” or “Aspect Mages”, these are magicians whose spell repertoires consist mostly of spells that are not General Invocations, and whose particular Schools possess their own inventory of spells. This category includes Necromancers, Temporal Wizards, Warlocks, Blood Shamans, Cloud Weavers, Native American Shamans, etc. Even if a specialized mage were to learn more invocations than spells of his School, his classification does not change and he is still considered specialized.

Mystically Bestowed: These are magic-users who have been bestowed or given their magical knowledge and abilities through a connection to a greater power (i.e. alien intelligences, gods, demon lords, etc.). This category includes witches, warlocks and the corrupt, among others.

Innate Mages: Also known as “Inborns”, this category encompasses any creature that can spell cast as a natural ability. This includes a variety of supernatural creatures and creatures of magic such as, but not limited to, dragons, silhouettes, lanotaur psi-hunters, faerie folk, sowkie, elementals, lyn-srial, psi-goblins, tautons, and temporal raiders, among others.

Secondaries: This category is for characters who are not primarily magic-users of some kind. This means they practice the mystic arts second to some other skill or occupation. This includes Battle Magi, Temporal Warriors, Mystic Knights, Russian Slayers, etc.

 

General Magic Rules

Magic Categories

There are four major categories for magic. These categories represent four different mediums through which magic can be used. Magic-users generally only use one or two of them, though some may utilize more.

Spell Magic: The use of short, quick foci to create magic effects. All practitioners of the Sorcery Arcanus use spell magic.

Ritual Magic: The use of long, drawn-out, complex foci to create magic effects. Anyone with the Ritual Casting skill can use rituals.

Magic O.C.C. Powers: These are special magical abilities only available to mages from particular O.C.C.s/Schools of Magic. They tend to cost no P.P.E.

and cannot be taught to others. Ley Line Transmission is an example of a magic power possessed by ley line walkers.

Channeling: This is the specialized use of P.P.E. channeling to create magic effects. Channelers cannot use spell magic or ritual magic.

Spell Strength

The player must generally roll a…

·        12 or higher against magic-users who are 1st, 2nd, or 3rd level in experience.

·        13 or higher against magic-users who are 4th, 5th, 6th, or 7th level in experience.

·        14 or higher against magic-users who are 8th,  9th, 10th, or 11th level in experience.

·        15 of higher against magic-users who are 12th, 13th, 14th, or 15th level in experience.

·        16 or higher against magic-users who are 16th level or higher in experience.

Saving Throws

In many cases, when magic is used to attack or influence somebody, that person, or any living creature, automatically gets a saving throw. A saving throw is like a mental or magical parry to fight off or block the influence of magic. A successful saving throw against magic means the magic has no effect on that person. A failed roll to “save vs. magic” means the magic has full effect on the victim. Physical magic assaults, such as cloud of smoke, energy bolt, fire bolt, telekinetically hurled objects, call lightning, and similar attacks in which a visible, real, physical force is being used, can not be avoided by rolling a saving throw. In those instances, the saving throw does not apply. However, physical magic attacks can be dodged like any regular physical attack. Non-living objects get no saving throws. Animals are –4 to save.

To save vs. spell magic, the player must roll equal to or higher than the Spell Strength of the mage who cast the spell. This normally ranges from 12 to 16, though a mage with the Wizardry Arcanus may have a Spell Strength that is much lower or much higher.

To save vs. ritual magic, the player must generally roll a 16 or higher. This may increase if the ritualist has the Wizardry Arcanus.

To save against a physical magic attack, the player must roll a 20 sided die and match or better the strike roll.

Canceling Magic

The caster of a spell can stop/cancel its effects or influence instantly at any time. Likewise, the spell caster does not have to create the magic for its full duration, but can impose any amount of time, as long as it does not exceed the maximum possible duration for the mage’s current level.

Interrupting a spell caster in the process of casting a spell will force him to stop and start over. Though no P.P.E. is lost, the mage has lost time and has to take another moment to work his magic. This can be bad if the mage is in a situation where every second counts, such as combat. A mage can also stop his own spell in mid-casting without losing any P.P.E. or causing any side effects. The details for canceling rituals can be found in the Magic Skills section under the Ritual Casting skill.

The primary way to interrupt a magic-user in mid-casting is to attack him. Successfully striking a magic-user will always cause him to fail. Even if the attack does no damage, the mere distraction of it will cause the mage to falter. No matter what circle you are, magic requires immense concentration, even though many mage’s make it look effortless. A magic-user can attempt to defend himself if he is in the middle of casting a spell that takes more than an action to cast. However, the act of defending oneself is distracting to a mage and may cause him to lose his concentration, failing the spell. Consequently, for each parry or dodge (or any other defensive action) attempted in mid-casting, the mage must roll an Extremely Difficult M.E. check (2D20). A failure on the check means even if the mage parried or dodged the attack, he lost his focus and fumbled the spell. A successful M.E. check means the mage maintained his focus and can continue casting the spell (assuming he was not hit). Each time the mage is attacked in mid-casting he must perform another M.E. check. Yet, if a practitioner of magic completes his spell, he must still roll for Principles of Magic (if applicable). Remember that if the mage is successfully struck at any time while trying to cast his spell, he automatically fails.

Magic Order of Operations

The following is the order in which modifiers are applied to magic spells:

P.P.E. Investment modifiers, then Arcani Modifiers, then Casting Style modifiers, then Ritual modifiers, then Group Casting, then Number modifiers, then Tradition modifiers.

Casting Styles

Also known as “casting paths”, these are the methods through which a mage works his magic. Because magic is an energy coloured by moods and thoughts, the psychology of a mage is very important. Casting styles do not have power in and of themselves. Rather, it’s the mage’s belief in the necessity of the casting style to work his magic that has the power. Think of them as extremely sophisticated psychological tools. If a mage believes with all his heart that he needs to wave his hand to summon a fireball, than he will not be able to summon a fireball unless he can wave his hand. It’s basically power by association, with the focus acting as a crutch. Magic-users are mentally dependent on foci. So much so that, without them, their magic will not work. In essence, this is a sort of subconscious, self-imposed block created by the mage’s own mind. In reality, magic only requires sheer belief and the appropriate quantities of P.P.E. to function, nothing else.Yet, most mages’ belief systems are constructed around the idea that casting paths are key in the mastery of magic. Consequently, when unable to use the appropriate focus, a mage becomes doubtful in his abilities and when one becomes doubtful, magic will not work (remember, it takes 100% conviction).

Each style differs in speed, appearance and physical prerequisites. All are equally effective in regards to working magic, though each confers various advantages and disadvantages to the user. Every practitioner of magic selects one casting style to begin with. An additional style may be acquired at the cost of three skill selections, with the exception of Strength of Belief, which costs four. There is no limit to the amount of casting styles a mage can learn, though most only know one or two. There are four primary casting styles, these being Strength of Belief, Verbalism, Somatics and Materialism. Countless other casting styles exist, though they are all merely derivatives of the latter three. The more rare or obscure casting styles are often difficult to learn or restricted to specific schools of magic. Note that certain magic disciplines only adhere to one Casting Style and are not compatible with others.

Since casting styles are just ways of working magic, there can be countless types. Though a majority of magic-users primarily practice one or more of four styles mentioned above, there are Schools that utilize their own specific casting paths. In addition, individual mages may come to develop their own unique styles that no one else has ever seen. However, it should be noted that casting styles work to create magic only because of their grounding in belief. This cannot be stressed enough. The power of magic is inseparably wound up in belief. Consequently, mages tend to practice styles that are proven and trusted among the magic community. This is why most practitioners of magic use Verbalism, Somatics, or Materialism. These are styles that have withstood the test of time and are used by hundreds of thousands of magic-users. As a result, they are more easily accepted as being able to work magic than less known, obscure styles.

That having been said, any mage can have his own unique casting style. Magic-users come from a milieu of backgrounds and are affected by everything and everyone they interact with. Foci and casting styles reflect the belief a mage uses to work his magic. Even when a mage knows he doesn’t need a casting style to use magic, he still retains a great deal of faith in the principles that allow him to manipulate P.P.E.. Though personal casting paths are considered by some magicians to be unreliable, this is a misconception. The true reliability of a style is based on the confidence and belief devoted to it. It can be assumed that a mage with a one-of-a-kind casting technique was introduced to his distinctive style at an early age or discovered it on his own and has used it for many years. Therefore, he has developed enough confidence in the style for it to function as well as one of the more established ones. Whatever the case may be, personal casting styles are uncommon but do exist. They are most common among isolated areas or groups.

Players may create their own casting styles. GMs should work with their players to determine casting time, advantages, disadvantages, and special rules that reflect the nature of the style. The following is a list of just a few possible styles. Many of these are exclusively practiced by specific Schools of Magic or magical guilds. Most casting styles are merely specialized derivatives or refined spin-offs of Verbalism, Somatics, and Materialism (since those three are very broad paths).

The Four Casting Schools

These are four general groupings for the many Casting Styles based on their root similarities. They are as follows:

·        The School of Conviction: This school focuses on the use of belief and force of will without the need for physical or verbal foci. The only Casting Style in this school is Strength of Belief.

·        The School of Sonics: This school focuses on the use of one’s voice, and sound in general, to cast spells. The Casting Styles of Verbalism, Rhyme, and Song fall under this school.

·        The School of Somatic Movement: This school focuses on the use of precise gestures and movements of the body in order to cast spells. The Casting Styles of Somatics and Dance fall under this school.

·        The School of External Foci: This school focuses on the use of external physical materials to work magic, rather than one’s body, voice or sheer belief. The Casting Styles of Materialism, Script, Circles, Musicianship, Mathematics, Bloodletting, Focal Object, Tattoos, and Sacrifice fall under this school.  

The four most common styles are…

Strength of Belief: This is the use of magic in its raw, purest form. Although all magic, no matter the Casting Style, requires intense belief to function, a mage of this Casting Path can work his magic solely through sheer belief and nothing else. The mage’s focus is not his hands or voice, but rather, his faith. However, this is also the most difficult style to learn. Some practitioners of magic spend decades trying to develop enough conviction to cast through Strength of Belief, while others are never able to do it at all. In many ways, Strength of Belief transcends other casting styles because it lacks the need for any crutches, other than extraordinary belief     a prerequisite for all magic in general. However, a honed ability to concentrate is still required and mages who use Strength of Belief can still be interrupted in mid-casting. An M.E. of 14 or higher is necessary to use this Casting Style. Practitioners of this style also get a +10% bonus to all their Principles of Magic rolls.

Low level characters can cast…

·        Low Level spells in 2 actions

·        Mid Level spells in 3 actions

·        High Level spells in 4 actions

·        Spells of Legend in 5 actions

      Mid level characters can cast…

·        Low Level spells in 1 action

·        Mid Level spells in 2 actions

·        High Level spells in 3 actions

·        Spells of Legend in 4 actions

      High level characters can cast…

·        Low Level spells in 1 action

·        Mid Level spells in 1 action

·        High Level spells in 2 spell actions

·        Spells of Legend in 3 actions

      Masters of Magic can cast…

·        2 Low Level spells in 1 action, or one Low Level spell without the cost of an action (counts as a sort of auto-spell cast)

·        Mid Level spells in 1 action

·        High Level spells in 1 action

·        Spells of Legend in 2 actions

Verbalism: This is the use of one’s own voice to cast spells. Mages of this style who cannot speak will not be able to use their magic (silently mouthing a spell will not work, as the mage must be able to hear his own voice     it is a sound-based style after all). Verbalists follow the Casting Time chart below, though every verbalist, no matter the level, has the ability to temporarily speed up his spell casting whenever he wishes. At the cost of raw power, a verbalist can shorten the casting time required for a spell. Through the use of a single, mystical utterance called a “Word of Power”, a verbalist can reduce the casting time of a spell to one spell action! However, any spell cast using a Word of Power will have only part of its original strength. The remaining power of the spell depends on how long it normally takes to cast. A spell that takes the verbalist four actions to cast will only have 25% of its strength if cast as a Word of Power. A spell that takes the verbalist three actions to cast will only have a third its strength if cast as a Word of Power. A spell that takes two actions to cast will have 50% its strength if cast as a Word of Power. Range (unless the range is Self only), area of effect, duration (unless the duration is instant), and damage all drop accordingly, as will any bonuses or penalties conferred by the spell. Words of Power can only be used on low, mid, or high level spells, and cannot be coupled with modifiers from Arcani or increased P.P.E. investment. Spells of Legend cannot be cast this way and follow the standard casting time chart. The P.P.E. cost of the spell remains the same whether cast using a Word of Power or not.

Low level characters can cast…

·        Low Level spells in 2 actions (1 action with a Word of Power)

·        Mid Level spells in 3 actions (1 action with a Word of Power)

·        High Level spells in 4 actions (1 action with a Word of Power)

·        Spells of Legend in 5 actions

      Mid level characters can cast…

·        Low Level spells in 1 spell action (1 action with a Word of Power)

·        Mid Level spells in 2 spell actions (1 action with a Word of Power)

·        High Level spells in 3 spell actions (1 action with a Word of Power)

·        Spells of Legend in 4 spell actions

      High level characters can cast…

·        Low Level spells in 1 spell action (1 action with a Word of Power)

·        Mid Level spells in 1 spell action (1 action with a Word of Power)

·        High Level spells in 2 spell actions (1 action with a Word of Power)

·        Spells of Legend in 3 spell actions

      Masters of Magic can cast…

·        Low Level spells in 1 spell action (1 action with a Word of Power)

·        Mid Level spells in 1 spell action (1 action with a Word of Power)

·        High Level spells in 1 spell action (1 action with a Word of Power)

·        Spells of Legend in 3 actions

Somatics: This is the use of one’s own bodily movements, primarily hand gestures, to cast spells. Mages of this style can cast two spells simultaneously or combine this casting style with another casting style in order to cast two or even three spells at the same time. Spells generally require a pair of hands to be cast properly. Spells can be cast with only one hand, but this will double the casting time. Consequently, a low level spell being cast by a 3rd level mage using only one hand will take four spell actions rather than two. Likewise casting two spells simultaneously, one with each hand, will make each spell take twice as long to cast. However, if a magic-user combines two-handed Somatic casting with a second casting style, such as Strength of Believe for instance, then both spells can be cast at the same time without any affect on casting time. Creatures with more than one pair of hands have the most to gain from this casting path. For each additional pair of hands possessed by a Somatic mage, an additional spell can be cast simultaneously without affect on any other spells’ casting times.  

Low level characters can cast…

·        Low Level spells in 2 actions

·        Mid Level spells in 3 actions

·        High Level spells in 4 actions

·        Spells of Legend in 5 actions

      Mid level characters can cast…

·        Low Level spells in 1 action

·        Mid Level spells in 2 actions

·        High Level spells in 3 actions

·        Spells of Legend in 4 actions

      High level characters can cast…

·        Low Level spells in 1 action

·        Mid Level spells in 1 action

·        High Level spells in 2 actions

·        Spells of Legend in 3 actions

      Masters of Magic can cast…

·        Low Level spells in 1  action, or one Low Level spell without the cost of an action (counts as a sort of auto-spell cast)

·        Mid Level spells in 1 action

·        High Level spells in 1 action

·        Spells of Legend in 3 actions

Materialism: This is the use of physical objects/ingredients to cast spells. There are two types of materials used in this Casting Style; “reagents” and “components”. Reagents are ingredients or substances that are consumed during the casting process. These tend to be organic materials like herbs, powders, liquids, etc. Components are ingredients that are not destroyed during the casting process. These are usually objects like candles, knives, pentacles, bowls, etc. Each type of spell requires specific ingredients to successfully cast. A materialist mage who lacks the proper materials for a spell will not be able to work his magic. However, due to their use of physical substances in spell casting, the effects of magical Backlash are reduced by 25% for materialists (the substances help to absorb some of the wild, backlashing magic energies). If he wishes to reduce the effects of Backlash further, a materialist can make specially prepared objects called “buffers” to protect himself from the feedback.

Buffers can only be components, and the amount of protection a buffer affords to its owner depends on the amount of time and P.P.E. invested into it. This investment is performed through a lengthy meditation in which the materialist holds the target object and channels his P.P.E. into it. Buffers must weigh about one pound per 25 points of P.P.E. expended. If an object is too small, it won’t be able to hold the amount of energy desired by the mage. One hour of meditation per twenty points of P.P.E. invested is required. Every time a buffer absorbs P.P.E. from spell effects, an equal amount of the P.P.E. invested into the buffer is cancelled out. Consequently, absorbing 25 points of P.P.E. Backlash will neutralize 25 P.P.E. in the buffer. If the buffer is not refilled and continues to absorb further Backlash, it will eventually run out. Buffers that lose all their P.P.E. are no longer buffers. Backlash that comes in the form of physical damage can also be absorbed by a buffer. The total amount of damage that can be soaked is equal to the amount of P.P.E. invested in the buffer. As a buffer absorbs this kind of Backlash, damage will actually begin to materialize on the buffer befitting the nature of the spell (Backlash from fire spells will cause burns and charring, etc.). It doesn’t matter what the object’s durability is. An object that has been turned into a buffer will absorb the effects of spells or mega-damage, even if the object itself is S.D.C. However, this only applies to magical Backlash. Attempting to use a S.D.C. buffer to block a mega-damage attack (even a magical blast) would be a tragic mistake, unless the object’s natural durability can endure the damage. Buffers are very minor magical items and they register as such. They only work for those who created them and no one else since only a mage’s own P.P.E. can defend him from his own Backlash.  

Low level characters can cast…

·        Low Level spells in 4 melee rounds

·        Mid Level spells in 5 melee rounds

·        High Level spells in 6 melee rounds

·        Spells of Legend in 7 melee rounds

      Mid level characters can cast…

·        Low Level spells in 3 melee rounds

·        Mid Level spells in 4 melee rounds

·        High Level spells in 5 melee rounds

·        Spells of Legend in 6 melee rounds

      High level characters can cast…

·        Low Level spells in 2 melee rounds

·        Mid Level spells in 3 melee rounds

·        High Level spells in 4 melee rounds

·        Spells of Legend in 5 melee rounds

      Masters of Magic can cast…

·        Low Level spells in 1 melee round

·        Mid Level spells in 2 melee rounds

·        High Level spells in 3 melee rounds

·        Spells of Legend in 4 melee rounds

Other possible casting styles…

Sub-Sets of Verbalism

Rhyme: This Casting Style requires that all the mage’s words and phrases have a rhyming scheme of some sort. If the mage’s verbal incantation does not rhyme, he cannot cast his spell. It’s an odd Casting Path, but more widespread than most realize. It is often used by Witches, Mystics and Warlocks.

Language: The mage can only cast his spells by speaking a specific language or set of languages. Often, these languages are sacred or secret tongues only known to a certain few. They can also be dead languages that may be very old or long lost. Whatever the case, casting a spell in any language except the one chosen by the mage will not work for him.

Song: This Casting Style requires the mage to sing in order to cast a spell. The song can be the spell incantation in musical form, or merely a particular series of wordless notes. Only Song Mages and Whale Singers are known to use this Casting Style. 

Sub-Sets of Somatics

Dance: This Casting Style strictly involves the use of dancing in order to cast a spell. Only African Rain Magic solely uses this Casting Path. Native American shamans and African Ceremonial priests use dance in various rituals.

Pain: This masochistic casting style involves the mage inflicting terrible pain upon his body to cast his magic. The ordeal does not have to leave any physical wounds for the magic-user simply needs the pain itself as his focus. He can induce the pain himself or someone else can do it for him. 

Trance: This Casting Style requires the mage to enter a deep meditative state in order to cast a spell. After a certain amount of time within a trance, the spell takes effect and the mage leaves his entranced state. It’s similar to Strength of Belief in that the mage requires neither sound, movement nor external materials to use his magic. However, it is still a crutch. If the mage cannot slip into a trance, his magic will not work (unless he knows an alternate Casting Path). While in his trance, the practitioner of magic is oblivious to everything around him and is very difficult to wake up. Leaving the trance-state before the spell has taken effect automatically cancels the casting process and forces the mage to start over. A mage of this style requires some time to fully enter a trance. This is roughly measured at about one minute per level of the spell being attempted. For example, it would take five minutes to become entranced deeply enough to cast a 5th level spell. After the five minutes, the spell follows its standard casting time before going off. Methods of entering a trance vary from person to person and range from putting one’s body in yoga-style positions, to humming softly with one’s eyes closed. This style is mainly used by Native American shamans, African priests, Voodooists, and Aboriginal shamans.

Sub-Sets of Materialism

Art: This requires the mage to create a work of art for his magic to function. The art form can be anything, including painting, drawing, sculpting, and computer graphics design, among others. However, the artist must have the proper skill to use this style. The artistic piece must also be related to the spell in some way (a mage who wants to turn his enemy into a frog could paint a picture of just such a thing happening, etc.). 

Bloodletting: This involves the drawing of the mage’s own blood in order to cast a spell. It is a style of self-mutilation that is almost exclusively used by Blood Shamans, although occasionally adopted by Necromancers and evil Shifters.

Circles: This Casting Style is a sub-set of Script, but focuses strictly on the use of circles (and a little mystic symbology) to cast spells. It is used by, obviously, Circle Masters, and Diabolists to a lesser degree.

Focal Object: This Casting Style requires that the mage have a special item or type of item through which he can cast his spells. The item, called a “focal object”, becomes an extension of the mage. He channels his P.P.E. and casts his spells through it, though the item itself is not intrinsically magical. Rather, the object is a focus through which he can work his magic. The Focal Object Style differs from normal Materialism in that the mage is dependent on one particular item for his magic, and this item is never consumed during the casting process. Unless damaged or destroyed, the item is used repeatedly to work magic. Without his focal object, a mage of this Casting Path cannot cast his spells.

Focal objects fall into four categories: common, uncommon, rare, and one-of-a-kind. A common focal object can be somewhat easily replaced (for example, a plain staff). An uncommon focal object is a more difficult to replace (a millennium tree staff). A rare focal object is extremely difficult to replace, but not impossible (a millennium tree staff made from the Tree of Sorrows in Egypt). A one-of-a- kind focal object is just what it sounds like; an object that is exclusively unique and irreplaceable (a millennium tree staff from the Tree of Sorrows blessed by a long dead Egyptian God). If such a focal object were ever destroyed or stolen, the mage’s magical power would be crippled unless who knew other casting styles. When determining advantages as the GM, remember that the rarer and harder to replace the object is, the better the player’s bonuses should be.  

Mathematics: This Casting Style is another sub-set of Script. It focuses strictly on the use of written mathematical formulas and equations to cast spells. The only two Schools of Magic known to use this Casting Path are Techno-Wizardry and Atlantean Stone Magic. Some Techno-Wizards use it to a small degree to design and build their gadgets. Stone Masters use it extensively in the construction of their magical Pyramids.

Musicianship: This style is very similar to focal object but requires the performance of a song on some kind of musical instrument (not counting the vocal chords) to cast a spell. It is mainly used by Song Mages in conjunction with the Song Casting Style.

Sacrifice: This abhorrent Casting Style requires that the mage kill another living being for his magic to work. A creature’s life is taken and, in return, the mage can cast a spell. The power of the spell is in proportion to the power of the creature sacrificed. The practice of this Casting Path is prevalent among many evil practitioners of magic, especially Necromancers.

Script: This involves the use of runes, mystic symbology, ward phrases and other forms of writing in order to cast a spell. Diabolists, Rune Smiths and Tao Shih are masters of this Casting Style. It is also used to a lesser degree by Circle Masters.

Sex: This style involves the use of sexual acts (not necessarily intercourse, though often times so) to work one’s magic. The spell usually takes place as the practitioner reaches orgasm or shortly afterward.

Tattoos: A third sub-set of Script, this Casting Style focuses strictly on the use of designs created by ink placed in the non-exfoliating layers of the skin. It is used predominately by the Splugorth, True Atlanteans, the Danzi, and Chiang-Ku. It’s also occasionally used by the Yakuza of Japan. Most tattoos are specially prepared and applied by Tattoo Masters, and the recipients are primarily T-Men, Maxi-Men and Undead Slayers. True Atlanteans, as a race, are all minor practitioners of this Casting Style.

Magic Skills

Divination: This is a semi-magical skill that allows a person to glean facts about the past, present or future from apparently random or unconnected phenomena. It can be taken by anyone, not just magic-users, so long as the character has an M.E. of 13. The method through which a person gains his insights varies greatly, though with Divination, it always involves the manipulation of a specific process. This process tends to reflect one’s cultural or spiritual background, and ranges from comical to obscene. When this skill is selected, the character must decide which one process he is conversant with. To use more than one method, this skill must be taken repeatedly. In order to make use of Divination, the character must spend several minutes (or more) in peace and tranquility, and exactly what information is gained (probably vague) is at the discretion of the GM. If a person is stressed out, under intense pressure, or in pain, he will not be able to find the calm and focus necessary to divine anything. Note that the information received by each type of divination will differ. So, reading someone’s palm may reveal a great deal about that specific person, but nothing about broader issues, while divination from watching the clouds may reveal information on major events in the vicinity. Base Skill: 24% + 3% per level of experience.

Methods of Divination

The following are just a few examples.

Aeromancy: Gleaning information by watching local weather conditions (wind, clouds, etc.).

Animals: The character can interpret “natural omens” involving animals. This including watching the behavior of cats, the flight of birds, etc.

Astrology: Working out horoscopes based on the current positions of the stars, a person’s birth time and date, etc. See the specific skill.

Bibliomancy: Opening a book at random and just happening to find the appropriate phrase or sentence there. Traditionally, the Bible has been used for this, but others books or magazines might all be options.

Bone Casting: Throwing bones down onto a cloth or on the ground and drawing conclusions from the patterns they fall in.

Cartomancy: Gleaning information from a deck of playing cards.

Crystal Gazing: Looking into a crystal ball for images.

Palm Reading: Getting information about a specific person from examining his palm.

Phrenology: Getting information about a specific person from examining the bumps on his head.

Pyromancy: Divination by staring into a fire, listening to its sounds, watching the shapes of the flames, observing how certain things burn in the fire, etc.

Rune Casting: Throwing rune stones down on a cloth or on the ground and drawing conclusions from the patterns and order they fall in.

Sand Reading: Divining information from watching the patterns that sand forms.

Tarot Cards: Cartomancy, using special Tarot cards.

Tea Leaf Reading: The character drinks a cup of tea and draws conclusions from the patterns the tea leafs form at the bottom of the cup.

Yarrow Sticks: Throwing down long, thin sticks on a cloth or on the ground and finding patterns from the I Ching in the sticks.

Group Casting: This skill allows for a group of mages to pool their magical power together to create formidable spell effects. Casting spells as a group is usually done in a fairly tight circle formation, facing inward (this provides 25 additional P.P.E. to each mage involved). Sometimes the mages hold hands, though this is not necessary. Any mage may cooperate with other magicians to cast a group spell, so long as (1) all participating mages know the spell that is to be cast, (2) all have the Group Casting skill, and (3) all use the same Casting Style for the spell. For every practitioner of magic present, the power of the spell increases. The spell’s new traits are equal to the combined ranges, durations, damages, and target capacities of all the mages in the group. Each magician pays the standard P.P.E. cost for the spell, although the mage may invest extra to modify the spell’s power if he wishes. Modifiers from Casting Styles and Arcani still apply (all modifiers are applied before adding everyone’s spell traits together). In a group casting, one individual must be designated the leader of the group. Working magic as a group requires coordination and skill. Consequently, the leader is usually the most experienced mage out of the participants. The leader is the focal point for everyone’s P.P.E., and it is he who controls the casting. During a group casting, all the group’s P.P.E. goes unto the leader, who both begins and ends the process. Only he can cancel the spell before its duration elapses. The maximum number of magicians who can cooperate in a Group Casting is equal to the experience level of the leader. Having this skill reflects experience with working magic in cooperation with others, and possessing the honed ability to link and harmoniously merge P.P.E. with a group for the purposes of tandem magics.

Mystic Herbology: This skill is only available to the Herbalist O.C.C. and certain druid O.C.C.s. Holistic medicine gives a character a limited knowledge of herbs specifically in regards to their applications in healing and medicine. It does not include knowledge of rare or legendary plants or magic. This knowledge of plants and medicine will allow the character to assist a druid or herbalist, but does not enable the character to instill magic in plants nor to make magic potions. The mystic herbology skill is far more expansive and complete. It includes where to find these herbs, when to pick them, how to prepare and dry/preserve them, a complete knowledge of poisons, plant lore and legends, magical properties, protection against the supernatural, instilling an herb with magic, and the creation of ordinary magic teas, elixirs, potions, salves, and balms. Base Skill: 20% + 5% per level of experience. A failed roll means the treatment is flawed or will not work.

Principles of Magic: This skill is specific to each spell. Every spell is coupled with a Principles of Magic skill. Hermetic Spell Casting, no matter the Casting Style, requires very precise acts that, even if only slightly blundered, will affect the outcome of the spell. This skill reflects the mage’s training with a particular spell and how proficient he is at casting it. Each time a spell is cast, the character rolls Principles of Magic (this only applies to mages of the Hermetic tradition). A successful roll means the spell goes off without a hitch. A failure means the spell doesn’t work, indicating that the magician performed the casting process of the spell incorrectly.

As stated earlier, Casting Styles work to create magic because the mage unfalteringly believes that is what they do. Consequently, if a mage performs a focus incorrectly (mispronouncing a word, not making the proper hand gesture, etc.), and he notices the mistake, his spell simply will not transpire. This is due to the fact that knowledge of an error in the spell’s casting will cause doubt, and doubt undermines a mage’s confidence. Since all magic-users are psychologically dependent on their Casting Styles to create magic, knowledge of a casting error causes the mage to, in effect, subconsciously sabotage his own spell. Without getting too deep into the psychology of it all, the mage’s belief in the necessity of his Casting Path will prevent his spell (any spell) from working if he knows he’s made a mistake in its casting. This is made all the more complicated by the fact that Hermeticism focuses on exactness, so all spells performed by Hermetic mages require precision and accuracy, making mistakes fairly likely to happen. However, it is possible for a practitioner of magic to slip up on a spell casting and not notice, meaning his spell will still function. Because the ability for magic to operate is based on belief, it doesn’t matter whether a Casting Style is performed correctly or not. As long as the mage believes it was, the spell will continue to work. As a result, every time a character fails a Principles of Magic roll, he follows up with a perception roll. A successful perception roll means the mage noticed his mistake, so the spell doesn’t go off. A failed perception roll means the spell still goes off because the mage never noticed his mistake. Note that the freeform and less exact nature of Shamanism is why shamans do not require Principles of Magic rolls for their spells. Base Skill: 60% + 3% per additional level of experience. I.Q. bonuses apply. 

Ritual Casting: There are two ways in which a mage can cast his spells. Spell Casting or “spell magic” is the use of short, quick foci in order to create spell effects. In this case, the words “short” and “quick” refer to a range of seconds to minutes. Ritual Casting or “ritual magic” is the use long, drawn-out, complex foci (rituals) in order to create spell effects. Although spell casting is fast, spells performed by ritual result in being much more powerful. Any mage who takes the Ritual Casting skill can cast his spells through rituals. Ritual Casting is not technically a Casting Style. Rituals are simply supplementary foci that serve to “soup up” standard spells. However, when casting a spell as a ritual, one achieves greater power but at the cost of speed. Rituals require great time and preparation. Consequently, ritualists use their own Casting Time table (see below).  

Ritual Casting can be used for any spell regardless of level, unless stated otherwise. The proper performance of a ritual requires the incorporation of multiple Casting Styles. This is what helps to make a spell cast by ritual more powerful. The Casting Styles involved in a ritual can be of almost any combination, but typically use only Verbalism, Somatics and Materialism. Each type of Casting Style used in a ritual is known as a “rite”. The number of rites in a ritual depends on the level of the spell. Spells levels 1-3 require 2 rites, spells levels 4-6 require 3 rites, spells levels 7-9 require 4 rites, spells levels 10-12 require 5 rites, and spells levels 13-15 require 6 rites. Spells of Legend require 7 rites! The mage can select which rites to use in a ritual. The only limitation is that he can only use Casting Styles that are compatible with the spell’s School of Magic. For example, since the Necromancy School of Magic restricts its practitioners from using circles as a Casting Style, circles cannot be used in rituals for Necromantic spells. This means that a School of Magic that allows only a few different Casting Styles can probably only cast low level spells as rituals. If the School is restricted to one single style (like Blood Magic) then spells from that Discipline can’t be cast as rituals! Keep a careful eye out for this.

Others can participate in a ritual and help perform rites for the caster (this is useful if the ritual requires more Casting Styles than the caster knows) as long as the participants invest some of their personal P.P.E. (at least 10 points), and the caster performs at least one of the rites himself. It is only the caster who can cancel the ritual, even though others may have invested some of their own energy. Preventing the caster from performing the ritual for more than 30 seconds destroys the whole process. If this happens, the ritual will need to be performed again from the beginning. 30% of the total available P.P.E. will also leak away unused. Interrupting any member of the ritual besides the caster, for more than 30 seconds, will not ruin the ceremony but will reduce the amount of total P.P.E. available. Rituals start with a Spell Strength of 16. Although a ritual’s Spell Strength doesn’t increase through normal level advancement, the Spell Strength bonus from level advancement in the Wizardry Arcanus is applicable (the caster is the one who must have the Arcanus). The successful performance of a ritual means the spell will be five times more powerful! Damage, range, target capacity, area of effect, and duration are multiplied by five! This multiplier is applied after any modifier made by P.P.E. investment and/or Arcani. If a ritual’s casting time is extended to seven days (168 hours), the spell’s power will then increase again by a multiplier of four.

Group Casting is not necessary for individuals working together to perform a ritual.

Note: For the purposes of these rules, I’ve elected to eliminate the standard Ritual rules used in the Palladium system. Absolutely no spell can be performed as a ritual unless the Ritual Casting skill is selected. If so, then any spell possessed by the magician and learned from that point on can be cast in ritual form (even if the spell says otherwise). This rule overrides any specific limitations or considerations in the spell description regarding the spell’s use as a ritual. I am aware that there are spells that are designated “rituals only”, and there are spells that cannot be cast as rituals. Ignore these conditions. If a mage does not possess Ritual Casting then NO spell in his possession can be cast as a ritual and must be cast according to the specifications of his casting style. Modify the spell if necessary so that it functions appropriately as spell magic. Alternately, with the Ritual Casting skill a mage can cast ANY of his spells as a ritual if he wishes, even if the spell specifically says one cannot. Use the Ritual Casting time table.

This rule may seem unfair for certain Schools since it prevents the use of their spells as rituals. Unfortunately, the way I see it, Schools that are so focused to the point where only one casting style can be utilized are probably just too limited in arcane scope to include ritual magic in addition to spell magic. I know these rules may seem odd or out of place, but it’s how I like to run things. If you don’t like it, don’t use it.

Low level characters can cast…

·        Low Level spells in 6 hours

·        Mid Level spells in 12 hours

·        High Level spells in 18 hours

·        Spells of Legend in 1 day (24 hours)

      Mid level characters can cast…

·        Low Level spells in 3 hours

·        Mid Level spells in 6 hours

·        High Level spells in 11 hours

·        Spells of Legend in 17 hours

      High level characters can cast…

·        Low Level spells in 1 hour

·        Mid Level spells in 2 hours

·        High Level spells in 5 hours

·        Spells of Legend in 8 hours

      Masters of Magic can cast…

·        Low Level spells in 15 minutes

·        Mid Level spells in 30 minutes

·        High Level spells in 45 minutes

·        Spells of Legend in 1 hour

Spellcrafting: This skill represents an intricate and vast knowledge of the inner workings of P.P.E., belief and willpower (the building blocks of spells) and how they interact with each other for the purposes of developing new spells or altering pre-existing ones. The mage is so familiar with the bare functions and processes of magic that he can manipulate P.P.E. to the point that he can construct brand new spells of his own design, spells that have no basis in known magics. However, such knowledge is very analytical and of a scientific nature, making Spellcrafting a skill only allowed to magic-users of the Hermetic Tradition. Also, spell creation or alteration requires vast resources in the form of libraries, workshops, arcane materials, and lots of P.P.E. to play around with, as well as areas where one can perform tests and experiments. Often times a magician may have the knowledge, but not the supplies essential to creating spells. Time is another necessity, as Spellcrafting is a very exhaustive and arduous task that relies greatly on luck. Only practitioners of magic may take this skill. Requires: Literacy, Lore: Magic, and Math: Basic. Base Skill: For creating new spells: (I.Q. + M.E.) + (Principles of Magic Base Skill for target spell divided by 10      rounded down) + 3% per additional level of experience. For creating spell variants: ( I.Q. + M.E.) + (Principles of Magic Base Skill for target spell divided by 5 rounded down) + 4% per additional level of experience.

Using Magic Defensively

It is inevitable that mages will try to use spells to parry or evade (dodge) attacks during combat. This includes things like catching attacks in mystic portals, teleporting out of the way of blasts, summoning magical shields to deflect incoming projectiles, etc. Such defensive responses are known as magical parries or magical dodges. For physical attacks with spells, only bonuses to strike from Physical Prowess and W.P. Sharpshooting: Magic Blasts apply. However, things change when a mage is on the defense. When using spells defensively in combat, conventional combat training plays only a small part in determining bonuses. This is due to the fact that standard hand-to-hand training deals with the speed, strength, and reflexes of the physical body. The speed or accuracy with which one casts a spell has directly to do with one’s mental faculties, not physical training. Still, conventional combat training does increase reflexes and reaction time. Consequently, it does factor in to a certain degree.    

When a mage is performing a magical parry or dodge, he rolls a straight 1D20. The only bonuses that apply are the ones from the Magic-User Level Advancement Combat Bonuses (see below) and the mage’s initiative. This is where conventional combat training plays its part. The init. bonus can come from many sources: a hand to hand combat skill, other physical skills, exceptional I.Q., R.C.C., O.C.C., previously activated/cast psychic powers or magic spells, chi abilities, etc. The only initiative bonuses that do not apply are those with specific conditions. This pertains to weapons (usually init. bonuses provided by weapon martial arts or Ranged Combat skills), vehicles, or particular situations. However, the initiative bonus only applies to the initial defensive action in which the spell is cast. Using the same spell in subsequent actions without recasting it negates the init. bonus. Rather, the mage continues to use his magical parry and dodge bonuses and can begin using P.P. bonuses for parrying and dodging.        

For example, there is a 7th level somatic Battle Magus being fired upon by a mercenary with a laser rifle. The mercenary rolls a 19 to strike. The magus uses his defensive action to cast the Deflect spell in response (being 7th level, he can cast the spell in one action). The Battle Magus has an initiative bonus of +9 and +3 magical parry/dodge from the Magic-User Level Advancement Combat Bonuses (a total defensive bonus of  +12 for this action). He rolls a 14, which gives him a total of 26. He beat the strike roll and was able to intercept the laser blast with his Deflect spell. However, the spell will last for seven melee rounds, assuming it isn’t cancelled. Consequently, since the initial spell casting action has passed, the magus’ initiative no longer applies. This means if the Battle Magus blocks any further attacks with that same deflection field, without recasting it, he can no longer apply his init. bonus. From then on he would use his standard P.P. parry/dodge bonus.    

The following is a list of basic level advancement bonuses for all practitioners of magic in general. These bonuses reflect the skill one develops in magical combat due to repeated practice. The strike bonuses below are applicable, in addition to the mage’s P.P. strike bonus, ONLY when firing magical spell blasts (fireballs, annihilation orbs, orbs of cold, particle beams, etc.). The bonuses to magical parry/dodge are applicable whenever a mage casts a spell defensively. 

Magic-User Level Advancement Combat Bonuses

·        Level 1: +1 to magical parry/dodge with spells

·        Level 2: +1 to strike with spell blasts

·        Level 4: +1 to magical parry/dodge with spells

·        Level 5: +1 to strike with spell blasts

·        Level 7: +1 to magical parry/dodge with spells

·        Level 8: +1 to strike with spell blasts

·        Level 10: +1 to magical parry/dodge with spells

·        Level 11: +1 to strike with spell blasts

·        Level 13: +1 to magical parry/dodge

·        Level 15: +1 to strike with spell blasts

·        Level 16: +2 to magical parry/dodge

The Arcani

All spells are characterized by various traits, these being the following:

Duration: The maximum amount of time a spell’s effects last.

Damage Infliction: The amount of damage (physical or not) that a spell can inflict.

Range: The maximum distance and/or area of effect of a spell.

Target Capacity: The number of targets (people and/or objects) that can be affected by a spell.

Casting Time: The amount of time required to cast a spell.

Spell Strength: The power of a spell based on the difficulty of saving against it. This last trait is not determined by spells, and is consequently the same for every spell.  Rather, it is a characteristic solely determined by the mage’s level of experience.

An Arcanus is a specialization in one of the particular traits of a spell listed above. This specialization allows a practitioner of magic to greatly enhance a specific characteristic of his spells, depending on his area of choice. Training in an Arcanus gives a mage very precise control over that specific property of a spell. There is no limit to how many Arcani a mage can learn, though most only have one. The benefits of some Arcani can be combined into one spell. In such a case, the spell will cost an additional 10% of the spell’s total P.P.E. cost for each extra Arcanus used beyond one. The exception is that Quick-Casting cannot be combined in a spell with Enchantment or Ceremony. Otherwise, all other combinations of Arcani modifiers are acceptable. The specific limitations of each Arcanus must still be adhered to.

The mage must select, beforehand, which Arcanus (if he has more than one) he will enhance the spell with. The modifiers given by an Arcanus and a Casting Style are cumulative, though the benefits of the Arcanus are always applied first. It should be noted that focusing very heavily on one particular trait usually detracts from another. Consequently, each Arcanus has a major drawback that accompanies its various advantages.

The Arcani:

Sorcery: This is not technically an Arcanus. Rather, it represents a lack of training in an Arcanus. This category encompasses all mages who practice standard spell casting and are unspecialized in spell traits. Spells cast by Sorcerers have unmodified traits (with the exception of modifiers from things besides Arcani). Most practitioners of magic don’t elect to learn Arcani and are consequently Sorcerers in this regard.

Quick-Casting: This Arcanus focuses on the Casting Time of a spell. Quick-Casters can get off spells much faster than other practitioners of magic, even high level ones. The major drawback is that Quick-Casting can only be used to cast instantaneous spells. Spells with durations beyond one melee action (1-3 seconds) are not capable of being used. However, mages of this Arcanus are the only practitioners of magic who can multi-action with spells! Quick-Casters use the following table for their Casting Time.

Low level Quick-Casters can cast…

·        1 Low Level spell in 1 action

·        1 Mid Level spell in 2 actions

·        1 High Level spell in 3 actions

Mid level Quick-Casters can cast…

·        2 Low Level spells in 1 action (counts as magic multi-actions)

·        1 Mid Level spell in 1 action

·        1 High Level spell in 2 actions

High level Quick-Casters can cast…

·        4 Low Level spells in 1 action (counts as magic multi-actions)

·        2 Mid Level spells in 1 action (counts as magic multi-actions)

·        1 High Level spell in 1 action

Masters of Magic with Quick-Casting can cast…

·        8 Low Level spells in 1 action (counts as magic multi-actions)

·        4 Mid Level spells in 1 action (counts as magic multi-actions)

·        2 High Level spells in 1 action (counts as magic multi-actions)

Wizardry: This Arcanus focuses on Spell Strength and damage. Wizards have much more potent and damaging spells than other practitioners of magic. The major drawback is that non-damaging spells or spells that don’t require a save vs. magic are not capable of being used, which applies to most healing spells, protection spells, and other spells with common applications. Casting Time using this Arcanus is standard.

·        At Level 1, the mage can alter his Spell Strength by +1 and can reduce it to any number he chooses. Damage of the spell can be increased by 25% and can be reduced to any amount chosen (after damage is rolled).

·        At Level 3, the mage can increase the damage of his spells by 50%.

·        At Level 5, the mage can alter his Spell Strength by +2. He can also double the damage of his spells.

·        At Level 7, the mage can increase the damage of his spells by 150%.

·        At Level 9, the mage can triple the damage of his spells.

·        At Level 10, the mage can alter his Spell Strength by +3.

·        At Level 12, the mage can increase the damage of his spells by 250%.

·        At Level 13, the mage can alter his Spell Strength by +4.

·        At Level 14, the mage can quadruple the damage of his spells.

·        At Level 16 and beyond, the mage can alter his Spell Strength by +5. He can also quintuple the damage of his spells.

Enchantment: This Arcanus focuses on the duration of a spell. Enchanters can cast spells that last for extremely long periods of time. The major drawback is that spells with instantaneous durations cannot be used, which applies to most attack spells that involve energy expulsion or something similar. Only spells with effects that last longer than a melee action are possible (at least 4 seconds). Casting Time using this Arcanus is standard.

·        At Level 1, the mage can increase the duration of his spells by 25% and can reduce the duration to any amount of time he chooses.

·        At Level 3, the mage can increase the duration of his spells by 50%.

·        At Level 4, any spells with durations listed in seconds turn into minutes.

·        At Level 5, the mage can double the duration of his spells.

·        At Level 7, the mage can increase the duration of his spells by 150%. Any spells with durations listed in minutes turn into hours (this doesn’t include the spells that went from seconds to minutes at Level 4).

·        At Level 9, the mage can triple the duration of his spells.

·        At Level 11, the mage can increase the duration of his spells by 250%.

·        At Level 12, any spells with durations listed in hours turn into days (this doesn’t include spells that went from minutes to hours at Level 7).

·        At Level 14, the mage can quadruple the duration of his spells.

·        At Level 16 and beyond, the mage can quintuple the duration of his spells. Any spells with durations listed as seconds turn into hours, minutes turn into days, hours turn into weeks, and days turn into months.

Ceremony: This Arcanus focuses on the range and target capacity of a spell. Ceremonialists can cast spells that go extremely far, have very wide areas of effect, and influence many people or objects at once. The major drawback is that the practitioner of magic cannot cast spells on himself. If the spell’s range only applies to the mage himself, than it cannot be used. However, other magic-users can still cast spells on the mage. This Arcanus uses the casting times listed under the Ritual Casting skill. If the two are used together, the Casting Times are doubled.

·        At Level 1, the mage can increase the range/area of effect of his spells by 25% (this does not apply to spells that require touch) and reduce the range to whatever amount he chooses. Spells can affect +1 additional target (this does not apply to spells with a range of Self).

·        At Level 3, the mage can increase the range/area of effect of his spells by 50% (this does not apply to spells that require touch).

·        At Level 4, the mage’s spells can affect +1D4+1 targets (this does not apply to spells with a range of Self).

·        At Level 5, the mage can double the range/area of effect of his spells (this does not apply to spells that require touch).

·        At Level 7, the mage’s spells can affect +10 targets (this does not apply to spells with a range of Self).

·        At Level 8, the mage can increase the range/area of effect of his spells by 150%.

·        At Level 10, the mage can triple the range/area of effect of his spells (this does not apply to spells that require touch). Spells can affect double the target capacity +15 targets (this does not apply to spells with a range of Self).

·        At Level 12, the mage can increase the range/area of effect of his spells by 250%. Spells with ranges listed as Touch can now be cast at up to 10 ft. away + 10 ft. per additional level of experience.  

·        At Level 13, the mage’s spells can affect triple the target capacity + 1D4x10 targets. Spells with ranges listed as Self can now be used on other individuals (however, as stated earlier, not on oneself).

·        At Level 14, the mage can quadruple the range/area of effect of his spells.

·        At Level 15, the mage’s spells can affect quadruple the target capacity +1D6x10+20 targets.

·        At Level 16 and beyond, the mage can quintuple the range/area of effect of his spells. Spells can affect 1D4x100 targets.

Rules Concerning Potential Psychic Energy (P.P.E.)

P.P.E. Recovery Rates:

·        3 points per hour of inactivity or sleep (per level of experience).

·        5 points per hour of meditation (per level of experience).

·        +10 P.P.E. to Recovery Rate per half hour at a ley line.

·        +20 P.P.E. to Recovery Rate per half hour at a nexus point.

·        +50 P.P.E. to Recovery Rate per minute during a Partial Solar Eclipse.

Consequently, a 5th level mage recovers P.P.E. at a rate of 15 points per hour of rest, and 25 points per hour of meditation!

Personal and Ambient P.P.E.

Potential Psychic Energy exists in two forms. Personal P.P.E. is the P.P.E. base that exists naturally within all living things. For mages, this reservoir of magic energy is built up and developed through years of training in the mystic arts. The size of a mage’s personal P.P.E. base determines what spells he can typically cast without supplemental energy and how much energy he can safely channel. Spells that require a permanent sacrifice of P.P.E. can only utilize the mage’s personal P.P.E. base for the sacrifice. Ambient P.P.E. cannot be used. 

Ambient P.P.E. is the P.P.E. that exists outside of all living things, in ley lines, nexus points and the surrounding environment. This form of P.P.E. acts as a sort of supplement to personal P.P.E., giving mages a temporary boost in power. A mage’s personal P.P.E. base rejuvenates itself using ambient P.P.E. absorbed from the area around him, which is naturally converted by the body into personal P.P.E. However, ambient P.P.E. beyond the maximum of one’s personal base can only be contained within the body for short amounts of time (one minute per point of P.E.), after which it will totally leak from the mage. Ambient P.P.E. can, of course, be used to power spells, items, or even batteries but can only be introduced into these things after having been absorbed by the mage’s body first and converted to personal P.P.E.

It should be noted that at ley lines and nexus points or during times of power, it is a mage’s personal P.P.E. base that is increased. Though ambient P.P.E. also swells, a mage has more energy to cast spells because his personal P.P.E. increases due to the sheer magnitude of magic. Thus, additional P.P.E. from such locations or during such times can be used for permanent P.P.E. sacrifices.

P.P.E. Usage and Investment

As stated by the Law of Exchange, the more P.P.E. one puts into a spell, the more powerful the effects of that spell will be. The strength of a spell’s effects is proportional to the amount of P.P.E. invested into it. Consequently, putting twice as much P.P.E. into a spell as required for the base cost will make the spell twice as powerful. Range, duration, damage, and target capacity are all doubled. A spell can be increased by any percentage increment the mage chooses (e.g. 5%, 10%, 30%, 50%, 250%, etc.). Only Spell Strength and Casting Time remain unaffected, as these have directly to do with the mage’s experience level and/or arcanus, not P.P.E. expenditure. Specific bonuses or penalties conferred by a spell DO NOT increase proportionally. They remain the same regardless of any additional P.P.E. invested into the spell. Spell effects can only be proportionally increased beyond the standard effects of the spell. Spell effects cannot be decreased by investing less P.P.E. than what is required for the spell’s P.P.E. cost.

Sources of External P.P.E.

·        P.P.E. from another living being: This is a fairly easy task. As is known, all living creatures have a certain amount of P.P.E. and taking it from them does no damage. However, there are certain conditions under which P.P.E. can be taken from others.

1.      Drawing P.P.E. without a person’s knowledge: A mage can usually draw on anybody’s P.P.E. without his or her consent or knowledge. The mage must simply focus his concentration on the target from which he intends to plunder the magic energy and try to absorb it. The intended target(s) automatically gets a save vs. magic and must roll a 12 or higher to save. A successful save means that the mage is not able to the energy to him and must try again or abandon the plan. Failure to save vs. magic means the mage was successful in absorbing half of the target’s P.P.E. A mage can never absorb more than half of the victim’s total P.P.E. without the individual’s consent. Also note that P.P.E. can be drawn from animals as well as people. The spell caster can attempt to simultaneously absorb P.P.E. from several individuals, as many as two targets per level of experience. Range is 10 ft. per level of experience.

2.      Drawing P.P.E. with a person’s knowledge and consent: Having willing donors of P.P.E. is much more effective than stealing it from people. When the person is willingly donating his or her magic energy, the attempt is an automatic success (no save vs. magic) and the mage can absorb 70% of the person’s energy. Better yet, several people can link together by holding hands and concentrating on giving their P.P.E., enabling the mage to use 70% from each person simultaneously. There is no limit to the number of people who can join in an offer of their energy. This is the basic purpose behind a cult or coven and ritual magic.

3.      Drawing P.P.E. from an unwilling subject: Anyone who is aware that a mage wishes to absorb his P.P.E. can put up great resistance and prevent his energy from being used by the mage. It doesn’t matter why the individual resists, whether it’s out of fear, hate, anger, etc., only that he or she resists is enough. A person who refuses/resists to give his or her P.P.E. (such as a fearful animal), will not give up any of its energy. The mage must look for a more receptive target. In a combat situation, most opponents are on the defensive and considered to be unwilling subjects.

4.      Drawing P.P.E. from another practitioner of magic: This is impossible to do. These men and women of magic are too attuned to and in control of their magic energies for it to be plundered. Years of training have built in numerous mental defenses. Of course, any mage can willingly give his P.P.E. or have it taken when he dies.

·        P.P.E. from a magic item: Some magic artifacts act as P.P.E. batteries from which a mage can draw additional magic energy. These items are fairly uncommon, but immediately recognized by practitioners of magic.

·        P.P.E. from ley lines: Being at a ley line or one mile from a nexus point provides a mage with 10 additional P.P.E. per level of experience every 12 hours. The range, duration, and damage of spells double.

·        P.P.E. from nexus points: Being at a nexus point or within 200 feet of one provides a mage with 30 additional P.P.E. per level of experience every 6 hours. The mage enjoys a +2 to save vs. magic and a +2 to save vs. horror factor. Also, his Spell Strength increases by +1. Super nexus points provide 60 additional P.P.E. per level of experience every 6 hours.

·        P.P.E. from times of the day: Midday and midnight are two points in the day when magic energy is at its peak. Consequently, at each of these times, the mage receives 20 additional P.P.E. per level of experience (for the whole hour). Also at sunset, a rather large energy flare erupts. The mage receives an additional 200 P.P.E., but this only lasts for about five minutes. 

·        P.P.E. from times of the year: Energy runs high during the daylight hours of the vernal equinox (March 21st) and the nighttime hours of the autumnal equinox (September 23rd). During these times a mage will receive 100 P.P.E. per level of experience. Summer and winter solstice occurs twice a year, when the sun is farthest from and closest to the earth’s equator (June 21st, summer, and December 21st, winter, the longest and shortest days of sunlight in a year). These two days send the ley line nexus points boiling with energy. The P.P.E. available during the 24 hour period is the same as the equinox.

·        P.P.E: from magic symbols and substances: Many symbols used for years by the occult have a great deal of power. It appears that certain geometrical configurations attract P.P.E. naturally, acting like magical magnets or lightning rods. Certain common household materials also have inherent power. The following examples are the most common, though others exist.

1.      Circles: A circle represents infinity, as it is a line without beginning or end. Any mage, even one without the Circle Casting Style, will find that using a circle when working a spell or ritual attracts 15 additional P.P.E. for use in that desired spell, provided he is standing or sitting within the circle. Circle Masters and others with the Circle Casting Style gain 25 additional P.P.E. when using circles.

2.      Pentagrams: This has long been a symbol of magic. Popular culture once wrongly associated these five-pointed stars with Satanism. However, they were in use long before Christianity ever existed and have come to represent many different things. In the mystic arts, the Pentagram often represents the four cardinal points, which also coincide with the Four Classic Elements. The fifth point is said to represent the Fifth Element, Spirit. Standing within a Pentagram or wearing a Pentacle around one’s neck provides a mage with an additional 10 P.P.E. Standing or sitting inside a Pentagram within a circle provides an additional 15 P.P.E. on top of what the circle provides.

3.      Runes: These symbols have been used for script and divination for thousands of years. They have been used by various peoples, most notably the Splugorth, Dwarves, and humans from Northern Europe. Depending on the runic alphabet one uses, the number of symbols can range from 20 to 60. Each rune generally represents a concept as well as a letter. Carrying runic stones or pendants on one’s person provides 1 P.P.E. for each symbol, although carrying more than one of the same symbol offers no extra P.P.E. Carving or drawing runes on an object or person provides a +2 save vs. magic until the runes are erased or destroyed. Most mages who use runes stay with one particular alphabet, Futhark (Norse) runes being the most common.

4.      Crystals: Crystalline formations have special shapes that seem to interact with P.P.E. in a manner similar to magic symbols. Carrying a crystal on one’s person attracts 8 P.P.E. A crystal worn against the skin acts as a sort of weak natural buffer against magical Backlash (all effects of Backlash are reduced by 25%). Using a crystal as the basis for a magical symbol or amulet provides an additional 1D10 P.P.E.

5.      Other Items: There are many other items a mage can use that will attract extra P.P.E. and/or confer special bonuses. These objects are often things of religious or cultural significance to the mage, and generally won’t be of any use to magic-users without corresponding beliefs. Such items include crucifixes, vevers, sacred geometries, etc.

·        P.P.E. from the dead: For reasons unknown by scholars and mages alike, a living creature’s P.P.E. doubles at the moment of death. The death can be of any kind and for any reason. Any mage within a six-foot radius of the energy release can absorb it (however, only the closest mage gets the P.P.E.). This leads many evil practitioners of magic to use sacrifices in order to obtain more P.P.E.

·        P.P.E. from astronomical phenomena: A Lunar Eclipse occurs when the Earth is in a straight line between the sun and the moon. It happens once a year and lasts about an hour and a half. During this 90-minute period, practitioners of magic can tap into an extra 400 P.P.E. per level of experience. A Partial Solar Eclipse occurs when the moon passes in front of the sun and the earth, but is close enough to the Earth that the sun is blocked from sight. This rare solar event happens about once every ten years and lasts for about two to eight minutes (roll 2D4). It has a profound effect on ley line junctions. The mage can tap into 1000 P.P.E. per level of experience. All spell duration, range, and damage are increased by 10 times, mages are +6 to save vs. magic, and recover P.P.E. at a rate of 50 per minute. The same effects occurs when three or more of the planets’ orbits put them in a straight line every 20 years.     

The Effects of Emotion on Magic

As stated in the Law of Psychological Tension, magic can be greatly affected by intense emotional responses. When a mage is in a highly emotional state, he has less control over his magic, should he choose to cast a spell at that moment. This has to do with the simple fact that strong feelings can disrupt one’s focus and make one sloppy; a very bad dilemma when dealing with an art as delicate as magic. The effects of emotional instability on magic can be inadvertently beneficial, but are usually not. A spell may become more powerful than the mage desired, or may decrease in power at a very bad time. The mage may unconsciously expend more P.P.E. than he had intended to use. The specific effects are connected to the particular emotion the mage is feeling at that moment. Each emotional modifier lasts until the mage is no longer in his highly emotional state. The three following emotions are the base emotions known to affect spell casting. Other emotions not listed here generally boil down to one of below three.

GMs should take it fairly easy with these effects. Remember that these modifiers only come into play when the mage has an exceptionally emotional reaction while casting a spell.

Terror

This goes beyond failing a mere save vs. horror factor. This is pure, unbridled horror. The mage is so scared and terrified that his one instinct is to do EVERYTHING in his power to FLEE! If the mage isn’t frozen in place or hasn’t fainted, he’s probably had some sort of messy physical reaction involving bodily functions. Possible causes for this degree of fear are Old Ones, Gods, greater demons, fighting an entire army by oneself, a severe failure with save vs. horror factor (lost by over 14), etc.

Effects on Magic: Range, damage, and target capacity are doubled. All modifiers that confer penalties upon the target of the spell are doubled. Duration reduces by half. P.P.E. cost reduces by 25%. Modifiers that confer bonuses to the mage are doubled (this applies only to the mage himself and no one else). Spell Strength remains the same.

Depression

This is much stronger than mere gloominess or sadness. This is a very bleak emotion characterized by extreme grief, despair, sorrow, and melancholy. The mage is feeling despondent, dejected and in low spirits. He will be pessimistic and tend to shun the company of others. Possible causes for this degree of sadness are usually related to the sufferance of a great personal loss, such as the death of a loved one, the loss of a beloved object, or physical disfigurement. However, depression can also be caused by chemical imbalances.

Effects on Magic: Range, duration, target capacity, and damage reduce by half. Spell Strength drops by 2. Everything else stays the same.

Rage

This term is used to describe feelings of intense and overpowering anger, far more than simply being annoyed, frustrated, or mad. The mage is seething with uncontrollable fury and barely contained animosity, and his reaction to most things will probably be a violent one. He is seeing red, and is on the brink of going berserk (if he hasn’t already). A person feeling this level of hostility is most likely beyond comfort and reasoning. He will probably do almost anything to stop or punish the source of his ire. This may even include uncharacteristic acts, things that don’t fit one’s alignment (betraying a cause or principle, disobeying an order, hurting a friend or loved one, etc.). Possible causes for this degree of infuriation are a great betrayal, the injury or murder of a loved one, the destruction of a prized possession, an extreme disappointment or failure, personal humiliation, etc.

Effects on Magic: Target capacity is doubled. Damage is tripled. All modifiers that confer penalties upon the target of the spell are doubled. Spell Strength increases by 2. P.P.E. cost increases by 50%. Everything else remains the same. 

Definitive Rules for Creating Magic Items

The spell described below is required for the creation of common magic items. Any mage who possesses this spell can imbue mundane items with mystical abilities. Note that there are Schools of Magic that specialize in the creation of magic items. However, these Magic Disciplines tend to be very focused. The four main ones are Techno-Wizardry, Alchemy, Weapon Magery, and the High Magic of the Three. Techno-Wizards, inarguably the most well-known, build combinations of magic and technology such as high tech guns, power armor, vehicles and countless other devices. Alchemists are creators of mundane magic items. They can make any general item, including magic cloths, scrolls, statues, books, powders, jewelry, weapons, armor, etc., though they are very good with chemicals and metals. Weapon Mages focus on the creation of magic weapons of archaic design, primarily swords. The High Magi of the Three focus on the creation of objects for military service, primarily ancient weapons, armor, talismans, and golems (i.e. Automatons), though this also extends to architecture and civil constructs. Other Schools that create magic items also include (but aren’t limited to) Bio-Wizardry, Herb Magic, Biomancy, and Necromancy. For the purposes of these rules, the spell Enchant Weapon (Minor) no longer exists.

Create Magic Item (Spell)

Level: 11

Range: Touch.

Duration: Permanent, or one month per level of experience.

Saving Throw: None.

P.P.E. Cost: Temporary: 400 + total cost of spells/abilities being induced.

                    Permanent: 1,000 + (total cost of spells/abilities being induced x 2).

This spell is used to create magic items without drawing on the secrets of Rune magic. Items are limited to anything that is not high technology. That includes energy weapons, modern vehicles, computers, televisions, radios, power armor, grenades, etc. Any object that contains electronics or requires a power source is not acceptable (such objects are dealt with by techno-wizardry). Objects with moving mechanical parts such as gears and pulleys are acceptable. Living (and dead) creatures cannot be affected by this spell. Only one item can be enchanted at a time, and the item can weigh no more than 10 lbs. per level of the caster. The process takes 1D4 hours of meditation per each spell/ability to complete, despite whatever the character’s casting style or level of experience may be. At the end of the indiscriminate period, the spell caster finally expends the P.P.E. cost required for the spell. The mage also permanently loses 2D4 of his own personal P.P.E for each ability/spell instilled. The sacrificed P.P.E. returns once the duration of the enchantment has elapsed or if the item is destroyed. It is a physically and mentally exhausting task. 

The item can be instilled with any spell that the mage performing Create Magic Item knows. The item’s casting time is instantaneous. The item will be able to cast the spell immediately, in one melee action, whenever the mage wills it. Every item has a P.P.E. reservoir made from 20% of the total P.P.E. expended in the item’s creation. This P.P.E. can be drawn upon by the mage, and the P.P.E. costs of any spells or abilities used by the item are subtracted from the reservoir. If this is not enough P.P.E. to cast the spell, then the item can cast the spell at no P.P.E. cost once per day for every 500 points of P.P.E. expended in its creation. Spells retain their normal P.P.E. costs, and the power of a spell is frozen at the mage’s level of experience during the time he was imbuing the item with said spell. Of course, spells can be enhanced for increased potency by expending extra P.P.E. Arcani and Casting Style modifiers cannot be applied during the imbuing process. The P.P.E. recovery rate of the magic item is equal to the creator’s own recovery rate at the level in which he performed the creation.

Objects can also be imbued with various magical abilities that are not spell-based. These magical abilities come naturally to the item and have no P.P.E. cost. However, this can only be done by Alchemists, High Magi and Weapon Mages (see each respective O.C.C. for further details).

Creating Spell Variants

When a mage is powerful enough, he is likely to eventually want to develop his own magics. The creation of a new spell is the sign that a practitioner of magic has reached a new plateau with his abilities. Now, rather than just using spells previously developed by others, the mage can mold magic his own way and contribute to the world of the mystic arts, essentially leaving his mark. However, the development of a brand new spell is a difficult undertaking, even for Masters of magic. It requires months, if not years, of experimentation, trial and error, and research. It is a very exhausting, very time consuming task. Only through great skill and dedication can a mage finally hope to create a spell of his own design. Consequently, many mages opt to create spell variants rather than new spells, which are much easier to make and require less time to develop.

It is important to note that specialized mages can only create new spells or spell variants that fit their Schools of Magic (i.e. a necromancer can create or modify necromantic/death-related spells, etc.), even if they know spells from other Disciplines (this includes General Invocations). However, non-specialized mages can create or modify a huge variety of spells. They can craft time-related spells, death spells, life spells, and spells of almost any other nature because of the broadness of the General Invocation School. Practitioners of General Invocations cannot modify specific spells from specialized Schools, even if they know them. The following is my own version of the rules and guidelines for player-created magics found in Nightbane World Book 3: Through the Glass Darkly, pg. 36-40.

Spell Variants

These are existing spells that the mage has modified and enhanced to suit his own needs. Unlike the temporary modifiers imposed by arcani, casting styles, or P.P.E. expenditure, the changes made to a spell variant are done on a very fundamental level so that the variations are permanent. Range, duration, target capacity, and damage, as well as bonuses, penalties, and other spell effects can all be altered. The difficulty of creating a spell variant is based on the spell’s level, the mage’s mental attributes, and the extent to which the mage wishes to change the spell (the more drastic the change, the more difficult the task will be). Obviously, spell variants cannot be too different from the original spell. Otherwise, the mage is actually creating a brand new spell, which is an entirely different process. The GM determines the degree to which a modification differs from the original spell. This skill can be taken at any level, though can only be used once the character is high level.

A mage must fulfill the following requirements in order to be able to develop spell variants:

·        Must follow the Hermetic Tradition.

·        Must have the Spellcrafting skill.

·        Must know the spell that he desires to modify.

·        Must be at least a high level magic-user (11th level or higher).

If the mage meets all requirements, then he can potentially develop spell variants. To determine the chance of success, use the mage’s Spellcrafting skill with the following modifiers:

·        A cumulative –1% penalty for each level of the spell being modified (1st level spell gets a –1%, 10th level spell gets a –10%).

·        A –30% penalty for each modification that is opposite or very alien to the original intent/nature of the spell.

·        A +5% bonus for each modification that is harmonious to the spell’s original design, purpose, and nature. For example, increasing the damage of an offensive spell, altering a defensive spell so it better protects someone, etc.

·        A cumulative –2% penalty for each 25% increment that the spell’s traits are increased or decreased.

·        A cumulative –5% penalty for each additional +1 bonus or –1 penalty conferred by the spell’s effects.

·        Modifications that do not have any real affect on the spell impose no penalties or bonuses.

The mage must research and experiment for 100 hours per level of the spell being modified. For all intensive purposes, variant spells are always considered one level higher than the original spell, even if the variation is a minor one. After the mage spends the required time to develop the spell, he must then roll for success. Failure means that the spell is non-functioning and all the time spent on it was a waste. If he wishes to try again, the mage must start over from the beginning and put in the same amount of time and work. However, for each additional attempt after the first, the mage gets a cumulative bonus of +10% to his success roll (the mage learns from his mistakes). Characters with an exceptional I.Q. attribute over 25 and the skills Research, Study Skills/Memorization, and Speed Reading (or the equivalent psychic ability) can create spell variants in half the time.

Here is an example of the process. A 12th level ley line walker wants to create a variant of the 6th level invocation Fire Ball. He wishes to double the range, triple the damage per level, make the fire ball –2 to dodge, and have the fire ball look blue rather than red. He has an I.Q. of 15, an M.E. of 13, and a Principles of Magic with Fire Ball at 98%. He has had the Spellcrafting skill since level 9. Consequently, he has Spellcrafting at 59%.

Being a 6th level spell, the line walker gets a –6%. He also gets –8% from doubling the range, -16% from tripling the damage, and -10% from the imposed dodge penalty. The total penalty to his Spellcrafting skill is –40%. However, increasing the damage of this attack spell works harmoniously with the spell’s nature, so the mage gets a +5%. Changing the color of the fire ball works neither for nor against the spell’s nature, so there is no bonus or penalty for this. In conclusion, the mage has a 24% chance to successfully create a spell variant of Fire Ball, which will take him a total of 700 hours to develop (about two months of straight work, one month for those who don’t require sleep).

 

Glossary of Magic-Related Terms

Arcanus (plural: Arcani): A specialization in one of the traits of a spell, such as duration, range, damage, etc.

Arch-Mage: A master of magic; 16th circle or higher.

Backlash: The result of a mage breaking his Channeling Limit. The effects of a Backlash depend on the nature of the spell being cast. Also known as magical Recoil or P.P.E. Feedback

Buffer: A form of mystical protection that shields a mage from magical Backlash. In spells, a buffer is often a sub-spell that is integrated into a regular spell. As long as the spell is not modified, the buffer always remains intact. For Materialist mages, a buffer can also be a specially prepared object that will receive Backlash on behalf of the mage, protecting him.

Casting: A verb referring to the process of putting a spell into effect.

Casting Path: See Casting Style.

Casting School: A general grouping of Casting Styles based on root similarities.

Casting Style: The way in which a mage casts his magic. More specifically, the style of foci he uses. Also known as a Casting Path.

Channeling Limit: The maximum amount of P.P.E. a mage can safely channel at one time.

Circle: An in-game term I use to describe a person’s degree of mastery in magic (level of experience). A 5th level practitioner of magic is effectively 5th circle.

Concentration: The fundamental theme or central concept of a School of Magic. For example, the concentration of Temporal Magic is Time, the concentration of Necromancy is Death and Undeath, the concentration of Living Fire Sorcery is Fire, etc. Schools of Magic can have more than one concentration, and often times the exact concentration of a Magic Path can be very vague. Concentrations can be mere intellectual concepts or tangible things.

Focus (plural: Foci): The specific action or object a mage uses to channel P.P.E. and cast his spells. A verbal incantation, hand motion, or musical chant are all examples of foci. Casting Styles categorize types of foci (i.e. if a practitioner of magic uses a spoken phrase as the focus for his spell, that focus would fall under the Verbalism Casting Style, etc.).  

General Invocations: This is a vast School of Magic whose concentration is universality. The spells of this School are very common. Nearly every mage, no matter the Discipline, knows spells from this unspecialized School, making it “universal” among practitioners of magic. Mages who practice spells solely from this School are known as “generic,” “common,” or “petty” magic-users.  

Hermeticism: An arcane tradition that focuses on structures, systems and formulas to use magic. This tradition takes a scientific and analytical approach to the study and mastery of the mystic arts. All spells and rituals are precise and highly structured.

Magic: The Hermetic definition of magic is “…the science/art of manipulating P.P.E. in order to make reality conform to one’s will.” The Shamanistic definition of magic is “…the power of one’s spirit manifested in the surrounding world.” Various other definitions exist based on differing beliefs.

Magic Discipline: See School of Magic.

Magic Path: See School of Magic.

Master of Magic: A term reserved for any magic-using character beyond 15th circle. Also known as an Arch-Mage.

Metaphysics: The study of magic, reality, and the meaning of existence.

Mystic Arts, The: The practice of magic.

P.P.E.: Potential Psychic Energy. A scholarly term for magic energy coined by Victor Lazlo.

School of Magic: An area of magic that revolves around a particular concentration. The spells and abilities within a School of Magic are all related to the manipulation of its concentration. A mage’s Magic Path often determines his strengths, weaknesses, and even personality traits. Many schools also prescribe to their own views of magic and the Universe. Also known as a Magic Discipline or Magic Path.

Shamanism/Spiritualism: An arcane tradition that focuses on feelings, intuition, communication with supernatural beings, and spiritual concepts to use magic. Effectively the opposite of Hermeticism. Less emphasis is placed on the technical aspects of magic and more on its naturality.

Spell: A magical effect created through the channeling and manipulation of P.P.E. by willpower and belief.

Spell of Legend: A very powerful spell that is beyond 15th circle. These spells tend to be ancient, complex, and extremely rare.

Spell Strength: A numerical attribute that indicates the power of a spell based on the difficulty of saving against it.

Tradition: The nature of one’s approach to the study and practice of magic.