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There are three types of magic: Talent Magic operates more or less automatically, while Ritual and Spell Magic requires a period of preparation before they become operational. Generally, the more difficult a task, the longer the period of preparation required. Spells may be prepared within seconds, but Rituals can take hours (and even days) to perform. Whenever an Adept desires to cast a spell (and usually when he desires to perform a Ritual), the character executes the following steps: 1. He prepares the Spell or Ritual by drawing on energies from other dimensions. 2. He then "Looses" the Spell or completes the Ritual. A Cast Check must be made for all Spells and most Rituals to determine if the operation has had the desired effect. The Cast Check can result in the Spell or Ritual (a) failing, (b) impacting for the desired effect, (c) impacting for double or triple effect, or (d) backfiring in one of a variety of possible ways. 3. If the Spell or Ritual was designed to take effect over a particular entity with a Magical Resistance, the entity's player (or the GM if the entity is a monster or NPC) may then make a "Resistance Check" to determine if the entity is affected by the Spell or Ritual. 4. Unless the magic fails, backfires, or is resisted, it takes effect over the specific entity, object, or area that it was designed to affect. These four steps are implemented for almost every attempt at using non-Talent Magic. Where this sequence is altered or suspended, note is made in the in the description of the particular Spell or Ritual. There are countless Colleges of Magic. Each represents a specific type of magic, and each has a list of Spells, Rituals, and Talents common to all Adepts of that College and usable only by those Adepts. House Rule: I have allowed casting to take place in one pulse. IF an adept chooses to take two pulses to cast a spell they can avoid backfiring except on a roll of 99 or 100. It is possible then for concentration to be broken twice, once while preparing and a second time when the spell is loosed.
DEFINITION OF MAGICAL TERMS
The following terms are used frequently as part of the rules governing magic and are listed in the order that they are encountered in the rules: Mana: The stuff of magic, mana is a type of energy common to other dimensions. Talent Magic: Talent magic consists of those special abilities that make use of the small amounts of mana existing on this plane and that therefore operate automatically. Spell Magic: Spell magic consists of magical formulas which require anywhere from a few seconds to perform and which result in specific alterations of Natural Law. Ritual Magic: Ritual Magic consists of those procedures and techniques of magic that require the magic user to spend large amounts of time (hours, usually) to prepare the powers he intends to use. College of Magic: All magic is divided into distinct forms called "Colleges" which give order to the multitude of magic techniques available to magic users. Each College specializes in a particular type of magic (e.g., Fire Magics, Necromancy) and teaches its Adepts the techniques and disciplines necessary to perform its special type of magic. The knowledge governed by each College is of two types: General and Special Knowledge: General Knowledge: All Colleges of Magic have a body of spells, talents, and rituals which are classified as General Knowledge. Such knowledge is taught to all Adepts of the College during their initial training. Special Knowledge: All Colleges of Magic have a body of secret spells, talents, and rituals which are not taught to all Adepts as part of their apprenticeship, but may be learned later by an expenditure of time and effort. Such knowledge is termed Special Knowledge. Adept: A member of a College of Magic is termed an Adept. Cast Check: The process whereby an Adept's player determines if he has successfully performed a spell or ritual. Cast Chance: The modified Base Chance of effectively casting a spell or performing a ritual. Resistance Check: The check that is made to determine if a resisting entity is affected by magic or if the magic dissipates. Magic Resistance: All sentient beings have the capacity to resist magic directed against them. This ability is termed their Magic Resistance and is a function of their Willpower, modified by their knowledge, the presence of counter spells, where the magic is performed, and how powerful it is (among other things). Backfire: The process whereby a spell or ritual is so spectacularly ineffective that it has unpredictable and usually unwanted results is termed "backfire". Cold Iron: All metals in a non-liquid state that are composed of wholly or substantially of iron ore products are termed Cold Iron. These include both iron and steel. Such metals in a liquid state (in a crucible, for instance) are not "cold". Cold Iron inhibits the ability of individuals to use mana. Counter spell: A special type of magic spell which protects, either specific individuals or areas, against the effects of a particular brand of magic is termed a counter spell. Thaumaturgies: One of the five branches of Magic. Sorceries of the Mind: The fifth of the five branches of Magic. Elementals: The second of the five branches of Magic. Entities: The third of the five branches of Magic. Shamaninistic: The fifth of the five branches of Magic. Consecrated Ground: Any ground that has been consecrated to the service of the "Powers of Light" as defined by the GM is consecrated ground and affects the abilities of all characters to resist magic. There is no College specifically dedicated to the Powers of Light, because it is assumed that they are non-magical in nature and are, in effect, opposed to magic. Most temples and monasteries and some graveyards will be consecrated ground.
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HOW MAGIC WORKS
Magic is of three distinct types: Talent, Ritual, and Spell Magic. Talent Magic in the form of the talents accessible to Adepts of a particular College is described in the section dealing with the College to which it applies. Ritual Magic is discussed in detail in the appropriate colleges. Spell Magic is the subject of most of the rest of this section, since most magic will be of that type. In game terms, Talent Magic is distinguished from the fact that (1) it is common to all members of the race or College of which it is a characteristic part and is never "learned," (2) magical talents are usable automatically without the necessity of preparing a spell or ritual. Ritual Magic is distinguished from other forms of magic by the fact that (1) it requires the expenditure of large blocks of time (several hours, usually) and (2) a magical effect resulting from Ritual Magic will often be of a prolonged and/or delayed nature. In addition, Ritual Magic usually requires a large number of special tools and substances and may be restricted to particular times or places (e.g., moonrise on unhallowed ground). Certain rituals may require a check similar to that implemented for spells to determine if they have the intended effect. Spell Magic constitutes the great majority of the magic available to characters. Unless otherwise stated, all magic mentioned in these rules is Spell Magic. All Spell Magic has the following characteristics in common: 1. The magic consists of individual spells, each having a defined effect, duration, range, and Base Chance of being effective. 2. No spell may be cast unless prepared by the caster through a process of incantation to draw power to activate the spell from another plane. 3. Spells are inexact in their workings and may fail entirely or have unexpected effects on the caster or anyone else in the vicinity. 4. Magical spells are almost always more effective against inanimate objects than against animate objects and against non-sentient than against sentient beings due to the ability of higher orders of conscious beings to resist the effects of magic in proportion to their level of consciousness and the power of their life force. 5. The casting of a spell drains energy from the caster in the form of Fatigue Points expended to cast the spell. 6. Magic users are limited as to the number, type, and rank of spells they may use by their Magical Aptitude, College, and experience. 7. Spell magic is the primary type of magic that will be used directly during the Tactical Procedure.
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