Over the Edge
Scholarly Magic
Basic Rules
The gift of magic has to be included in the central trait of your character in some way, it cannot be a side trait. The central trait for a "typical" Scholarly Magician includes the following: Wizardry, Runes of Power, Read & Write, Detect Magic, and Theology or Magecraft (recognize spells, the history of magic, etc.).
Magic traits count as Unusual traits.
| Trait | Standard | Unusual | Narrow | Narrow & Unusual |
|---|---|---|---|---|
| Superior | 4d | 2d | 6d | 4d |
| Good | 3d | 1d | 4d | 2d |
| Average | 2d | 0d | 2d | 0d |
Spells are made up of combinations of one Domain and one Element. Each spell is a unique side trait.
Domains and their techniques
| Domain | Techniques |
|---|---|
| Create | enhance, heal, repair, etc. |
| Destroy | diminish, injure, break, etc. |
| Sense | read, understand, seek, etc. |
| Control | hold, command, direct, etc. |
| Transform | shape, change, form, etc. |
Create
Enhance, Heal, Enlarge, Repair and Sharpen
This technique allows you to produce objects from nothing. It Turns dreams into reality. When using a Create spell, you enter a momentary state of transcendent meditation and contact the realm of Elements, in which all the objects that ever were and ever could be exist as perfect ideas. Your magic finds the proper Element and impresses it on the real world, creating an expression of it. Object created this way are closer to the world of Elements than normal objects, so they are always perfect and flawless. You can also use the Technique of Creation to perfect things that have deteriorated from their ideal nature, such as to heal a broken arm or to mend a broken vase.
A Create spell might grow back a severed hand or create a bird, but it cannot grow wings on a person (that would be a Transform spell). Things created are either independent or a natural part of a larger being or object. Independent objects usually appear in your hand or directly in front of you.
You cannot create things inside of people to harm or kill them, nor can you perform other tricky maneuvers unless a spell specifies that you can. Nothing created by magic is ever permanent unless raw mana is used to extend the duration of the spell.
Destroy
Diminish, Injure, Reduce, Break and Dull
The one trait held in common by all objects and creatures in the temporal world is that some day, inevitably, they will cease to exist. The magus who understands the technique of Destroying knows this, and uses magic to control the universal process whereby things are destroyed. Aging, disease, decay, and dissolution are all properties inherent to objects and living things and can be drawn out through this technique.
Most Destroy spells affect their targets directly, using no intervening medium. Therefore, targeting rolls are rarely needed. Destroy spells with the duration momentary destroy something in a moment. The duration does not describe how long the object is destroyed, as the effects of the destruction last until the target regenerates itself (which could very well be never).
Sense
Read, Seek, Inform, Determine and Understand
Sensing is the technique of perception. All things in the world are connected to each other, and Sense allows magi the ability to see, read, and learn from those connections.
Sense lets you perceive things or see through them. A Sense Earth spell, for instance, can let you see through walls. Sense cannot affect the subject of its spells (the person you are watching), save that those who are sensitive to magic (for example, those with magic resistance) might realize they are being spied on with it. Sense spells are always of limited duration, even when extended with raw mana.
Control
Hold, Command, Direct and Dictate
The technique of Control allows a magus to regulate matter or compel the actions of living things. One kind of Control spell might lift someone into the air, and another might make a person act in a certain way.
A control spell does not change the target, it merely moves or controls it. For instance, you can slam someone into a wall with a Control spell. The easiest way to move things is to move the whole object evenly. To spin the object or to move just part of it is usually more difficult.
Transform
Shape, Form, Transmutation and Change
This is the technique of transformation and transmutation. Through this technique, magi can direct and control the essential mechanisms of change itself. A transformation is easiest when there is a strong connection between the original object and that resulting from the transformation: for example, it is relatively easy to turn a leaf into an apple. However, turning a leaf (living, flexible, and vegetable) into a sword (inert, unyielding, and mineral) is quite difficult.
There are two types of Transform spells, those that change the shape of an object and those that change the substance of an object. Although Transform spells are normally of limited duration when raw mana is not used, the shape of an object may be permanently changed if the substance is altered, because although the original substance eventually returns, the shape may not. For example, a Transform Earth spell can be cast to change a stone wall into dirt, which falls to the ground. The dirt eventually becomes stone again, but it is now a pile of stone, instead of the wall it once was.
Transform spells that change the size or weight of a target cannot be used multiple times in order to cause the target to continue to change. A spell that doubles a creature's size, for instance, doubles its normal size, not its current size. To triple a creature's size, a more powerful spell is needed.
Elements and their forms
| Element | Forms |
|---|---|
| Ether | time, dimensions, raw magic, etc. |
| Earth | matter, physical health, needs, etc. |
| Water | soul, spirit, empathy, auras, etc. |
| Fire | emotion, inspiration, creation, etc. |
| Air | the mind, thoughts, technology, etc. |
Each element dominates one other and is itself dominated by another element, as follows in this list:
Ether over Earth over Water over Fire over Air over Ether...
Earth
Body, Shapes, Physical Health and Needs
Earth Magic is the magic not only of soil, metal, rock and other solid material with no mind, but also of the physical body of both sentient beings and animals, of plants, and of health and physical needs. Any attempt to reshape a body (live or dead), directly alter health for good or ill, grow or kill plants, and so on is Earth Magic.
Water
Soul, Spirit, Empathy and Auras
Water Magic is the magic not only of water and other simple fluids, but of the soul and spirit. That which normally inhabits and animates a body, or that which no longer inhabits a body, or that which unnaturally inhabits a body or other dwelling (undead, etc.). Spells that contact the soul and see it's state (revealing auras), and spells that summon and direct spirits, are Water Magic. Most weather magic is either Air or Water.
Air
The Mind, Thoughts, Technology and Design
Air Magic is the magic not only of wind and lightning, but of the mind and intellect and its creations and manipulations of the physical world. Spells involving electricity, technology, and intelligence are all Air Magic, as are magics related to mind control, contact, and reading. Illusions and phantasms that affects the senses, not matter. Any form of sensory or mental illusions, images, sounds, etc.
Fire
Emotion, Passion, Inspiration and Creation
Fire Magic is the magic of flames, heat and cold, and of darkness and light, but is also the magic of emotion, passion, inspiration and creativity. While Air is the magic of design, Fire is the magic of creation... A painting is subject to fire magic; blueprints are subject to Air. Fire magic can inspire deep emotion.
Ether
Time, Dimensions, Raw Magic and Magical Power
Ether is the element of mystery, time, and magic itself. Magic that changes the perceptions or positions in time, space, or planar dimensions are Ethereal magic. This includes astral travel, divination, demon summoning, teleportation, and the creation of pocket realities. Spells involving raw magical force - mana, or the manipulation of other spells are also Ethereal. Demons and other magical beings are affected by Ethereal magic.
Spells
Spells are created by combining one Domain with an Element, such as Create and Fire for that ever popular fireball. This is perhaps best illustrated using the matrix below. Start by picking one Domain, all verbs, a magic technique you will use to create the desired effect. Next pick one Element, all nouns and add them together in the following manner: "I Domain Element!"
| Domain | Techniques | Element | Forms |
|---|---|---|---|
| Create | enhance, heal, repair, etc. | Ether | time, dimensions, raw magic, etc. |
| Destroy | diminish, injure, break, etc. | Earth | matter, physical health, needs, etc. |
| Sense | read, understand, seek, etc. | Water | soul, spirit, empathy, auras, etc. |
| Control | hold, command, direct, etc. | Fire | emotion, inspiration, creation, etc. |
| Transform | shape, change, form, etc. | Air | the mind, thoughts, technology, etc. |
Sample Spells
- I Create Fire
- To throw a classic, or cliché, fireball at the monsters.
- I Exorcise the Spirit
- Driving an evil spirit out of a walking corpse.
- I Seek Magic
- Searching for magic, such as magically enhanced items for instance.
- I Hold the Mind
- To freeze an opponent by locking up his mind.
- I Shrink the Monster
- Quite obvious isn't it?
Mana
Roll 1 die per highest trait level in magic, use the result as mana. Blow the top results do not apply.
If you raise another trait to the same level, roll same number of dice and accept new result only if it's better. You may not increase Mana by more than 12 points this way.
Use the first column as daily mana or the "Double" column with the regular FUDGE system of mana recovery every 5 rounds.
| Dice | Avg. Mana | Max Mana | Double |
|---|---|---|---|
| 1 | 3 | 6 | 2 |
| 2 | 7 | 12 | 4 |
| 3 | 10 | 18 | 6 |
| 4 | 14 | 24 | 8 |
| 5 | 17 | 30 | 10 |
| 6 | 21 | 36 | 12 |
Alternatively, base the mana system on the one in the OtE rules. That is, roll 1d for your magician's starting mana, each additional point of mana costs 2d from your experience pool.
Mana Recovery
- Regain all lost mana at dawn.
- Rest for one hour to regain 1 mana.
- Meditation; roll against your magic, clergy or meditation trait versus a difficulty of your current mana. Regain one lost mana for each point of success (i.e. your new mana total is equal to the result of your successful meditation roll), a blotch results in more mana lost. Must meditate for at least one hour.
- Use the same rule that applies to HP recovery, i.e. recover half the spent mana following rest. Treat this as the mage recovering his wits and whereabouts following the "heat of the moment" action of spell weaving.
Unlimited Mana
| Threshold | 20t |
|---|---|
| Recover | 6r |
| TOTAL | 120 pts. |
| Threshold | Recovery |
|---|---|
| 120t | 1r |
| 60t | 2r |
| 40t | 3r |
| 30t | 4r |
| 24t | 5r |
| 20t | 6r |
| 15t | 8r |
| 12t | 10r |
| 10t | 12r |
| 6t | 20r |
| 4t | 30r |
| 3t | 40r |
| 2t | 60r |
| 1t | 120r |
The Power Tally
Whenever a magician casts a spell, record the mana cost in a running tally, rather than subtracting it from a mana score. Magicians using Unlimited Mana no longer have a mana rating as described above. Mana cost is still computed normally, but simply added to the Power Tally.
Threshold
Each magician has a Threshold that defines the safe limits of magic. As long as his tally remains at or below his threshold, things are fine. If the tally exceeds the threshold, bad things happen, and the wizard must roll on the Calamity table. The recommended Threshold is 20, though individual Storytellers may adjust this to control the overall power level in the campaign.
Calamity Checks are made by rolling 2d and adding the the amount by which the threshold has been exceeded. The first spell that causes the tally to exceed the threshold triggers a check; afterward, any spell cast by the wizard (even if it has zero mana cost) requires a calamity check at the current level of excess. Calamities occur immediately, although the effect may not be immediately apparent to the magician. A calamity does not automatically mean the spell failed, but rather is a side effect of excessive magic use.
Example: Grom the Mage has a tally of 18, and decides to cast a 9 point fireball at some orcs. This will push his tally to a total of 27... since the campaign threshold is 20, this requires a calamity check at 7 points. Grom rolls 2d and gets 7, so the Storyteller consults entry 14 in the calamity table... ouch!
Recovery
The magician's tally slowly goes down. The recommended default rate is 6 points per day. This could be at sunrise, after a night's sleep, one per four hours, or anything else the Storyteller feels is appropriate.
Calamity Table (2d + Excess)
| Roll 2d+x | Calamity |
|---|---|
| 2-4 | Nothing bad happens, AND the mage's gets 1d points of free, instant Recovery! |
| 5-6 | The wizard experiences a chilling sense of foreboding... |
| 7-10 | The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes." |
| 11 | The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns. Result 10 also applies. |
| 12 | The mage becomes horribly nauseous and weak, taking a -1d penalty to all traits. This lasts a number of hours equal to the cost of the spell (minimum 2), after which the mage must make a health check every hour to get over the sickness. |
| 13 | The mage is cursed with nightmares for 3d days (plus a number of days equal to the spell's cost). After the first night, the mage is at -1d to all traits. The penalties last until the mage gets a normal night's sleep! |
| 14 | Any failed casting check that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks. |
| 15 | The mage's mind is bent. The Storyteller should assign one debilitating mental flaw by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a hard willpower check to shake it off. |
| 16 | The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies. |
| 17 | The caster gains a new flaw. After 3d days have passed, the mage has the option of buying it off, and have it simply fade away, for the usual 5d from the experience pool. If the mage does not wish to, or doesn't have the dice, then it becomes permanent. Any flaw is legal; the mage can get ugly, go insane, and so on. |
| 18 | Roll again (same modifier) but the result affects a companion of the mage (chosen randomly). |
| 19 | As per 17, but receive 2 flaws, Storyteller's pick! |
| 20 | The mage's Threshold is reduced by 4d+(the spell's cost); the change lasts 1d months, after which the Thresh "heals" back to normal at a rate of 1 point per day. Thresh cannot be reduced below zero. In addition, the mage's spell casting will be at a -1d penalty for 2d weeks. Result 10 also applies. |
| 21 | The mage is aged 2d+13 years, or a number of years equal to the mana cost of the triggering spell, whichever is worse! |
| 22 | The mage gains multiple flaws, 1 + the square root of the spell's mana cost; minimum of 2 flaws. These are permanent. |
| 23 | The mage loses 1d from a randomly chosen side trait. |
| 24 | The mage becomes a wandering Mana-Scar! Spells cost double within a 2d+3-mile radius of the mage, and Recovery is HALTED in the same area! Every mage in the region will be gunning for him . . . The duration, in days, equals the cost of the errant spell, plus one. Result 10 applies for the ENTIRE duration. |
| 25 | The spellcasting trait that triggered the calamity is lowered by 1d. |
| 26 | A plague or curse (locusts, storms, pestilence, etc) descends on the region, lasting for 3d weeks. No one will be able to trace this to the mage (near impossible divination attempt), but the mage will know the fault is his . . . Be grotesque and CRUEL! |
| 27 | The spell propagates out of control. It will affect everybody and everything nearby, allies and enemies alike. Beneficial spells will do likewise, but will go "over the top" and cause dangerous side-effects (a healing spell might raise all the local dead, creating a horde of restless zombies out for revenge!) Information magic will overload the mage's mind; missile spells will seem normal to the caster, but have so much punch that they drill through their target and through EVERYTHING ELSE FOR MILES beyond, and so on. The Storyteller should be creative and unpredictable with this result. |
| 28 | The mage permanently loses the ability to use a single Domain or Element ever again! Roll 1d, an odd roll results in the loss of the last Domain used, while an even roll results in the loss of the last Element used. |
| 29 | The mage permanently loses the ability of spell casting, (but not the skills - small comfort). At this level and above, the spell that causes the roll fails unless a willpower check is made by the mage. The difficulty of the check is equal to the spell cost. |
| 30-39 | As per 29, and something happens to the region the mage is in. If the result on this table was an even number, magic itself is changed (the region becomes aspected, certain spells function erratically, or some such). If the result was odd, the change is to the physical world - the weather, birth rate, crops, or something else. Sometimes the result is good, sometimes bad, sometimes just strange - determine the nature of the result randomly, or by fiat, or whatever is deemed most amusing to the Storyteller. The duration of the change is typically equal to the cost of the spell, in days, but some very dramatic effects last only a moment, and some very subtle ones last indefinitely. |
| 40+ | As per 30-39, but a GLOBAL change occurs. In addition, the mage must make an almost impossible (d5) toughness check. If this check is failed, the mage is consumed in a backlash of magical energy, and explodes. The explosion does concussion/burn damage equal to the mage's highest magic trait times 4d! If the toughness check is made, the backlash is less dramatic; the wizard takes 2d of internal burning damage, and doesn't explode. |
Regional Mana
Each region has a mana endurance for each of the 5 elements. See below for examples.
| Element | Cities | Plains | Woods | Mountains | Oceans |
|---|---|---|---|---|---|
| Ether | 3 | 4 | 5 | 1 | 2 |
| Earth | 2 | 3 | 4 | 5 | 1 |
| Water | 1 | 2 | 3 | 4 | 5 |
| Fire | 5 | 1 | 2 | 3 | 4 |
| Air | 4 | 5 | 1 | 2 | 3 |
| Terrain | Description |
|---|---|
| Cities | Settled areas from villages to towns to cities. |
| Plains | Open fields, plains, sand deserts and low hills. |
| Woods | Forests, woods, parks and large gardens. |
| Mountains | Mountains, crags, high hills and other rocky landscapes (such as rock deserts). |
| Oceans | Oceans, rivers, lakes and swamplands. |
Endurance works just like HP for characters. The values in the above chart lists the average number of dice of endurance against each element different areas have. This can fluctuate wildly depending on the areas background and specific location.
When magic is used the region's endurance for that element is drained just like HP. An hour or so after magic use has faded the area regains half the lost endurance, the rest is regained at a rate equal to the dice level in endurance per day.
If an endurance level is drained completely the area could become barren to this element of magic forever!
Casting Bonuses (propitious places)
| Dice | Mana | Description |
|---|---|---|
| -0d | -4m | Ley line, aspected mana |
| -1d | -8m | Minor mana node |
| -2d | -16m | Sanctified place, temple, laboratory, mana node |
| -3d | -32m | Very holy place, major node, huge temple |
Casting Penalties (bad places)
| Dice | Mana | Description |
|---|---|---|
| +0d | +4m | Poor mana |
| +1d | +8m | Inversely aspected mana, desecrated place |
| +2d | +16m | Inversely aspected mana node, evil temple |
| +3d | +32m | Inversely aspected mana major node, major temple of evil |
Spell Casting Difficulty
| Difficulty | Dice | Avg | Mana | Dramatic Necessity; Description |
|---|---|---|---|---|
| Trivial | * | * | 1 | The spell has no practical effect to speak of. |
| Simple | 1d | 4 | 2 | The spell will make things more fun for everybody. |
| Ordinary | 2d | 7 | 4 | The spell would be nifty. Nothing special. |
| Complex | 3d | 11 | 8 | The spell would hog the scene a bit. |
| Difficult | 4d | 14 | 16 | The spell would upstage the other characters. |
| Dangerous | 5d | 18 | 32 | The spell would upstage the whole scenario. |
| Legendary | 6d | 21 | 64 | The spell would upstage the Storyteller. |
Legendary Magic
Any attempt to utterly wreck the campaign world or campaign plot line goes here. This is subjective; if the campaign is a universe-hopping powerfest, then merely destroying ONE version of an entire city isn't that big a dent in the setting as a whole. Legendary Magic usually require elaborate rituals and tacky decorations too, at the Storyteller's whim. Luck of any sort does not affect the casting check for Legendary Magic.
Dangerous Magic
Any attempt to directly kill dozens of people goes here. Ditto for attempts to incapacitate hundreds. Teleporting the whole group to another planet is a Dangerous Magic. Looking for the complete solution to the current session's mystery in a crystal ball is likewise Tempting the Wrath of the Gods. Dangerous Magic can permanently create or destroy up to 4 tons of worthless matter (dirt, ice cubes), or up to $100,000 worth of more civilized matter. Any attempt to create an intelligent being, or a big ass beastie, is Dangerous.
Difficult Magic
If the mage just wants to (directly) kill a dozen or so people, that's Difficult. He could also conjure up a weapon of mass destruction and kill a lot more on his own. The mage could visit another planet by himself with this, or take the whole party to any city on earth. Any one significant hidden fact can be revealed, and freakish, unseasonal weather is possible. In general, any attempt by the mage to act as a one-man party of adventurers is Difficult. Difficult Magic can permanently create or destroy up to 2,500 lbs of worthless matter, or $10,000 worth of stuff. Any attempt to create large animals or humanoid slaves with animal intelligence go here.
Complex Magic
Good for directly killing (or saving!) a single person with a good roll, or injuring a small crowd. Any attempts to shut off building power, extinguish a house-fire, feed a small army, teleport the mage long distances or the party short ones, or manipulate the emotions of a small gathering goes here. Creation/Destruction is limited to 800 lbs of worthless matter, $1,000 worth of stuff, small animals, or big plants.
Ordinary Magic
A spell is "ordinary" if it is meant to overcome a single obstacle that faces the mage, or the mage's share of an obstacle that faces the group. Unlocking a door, receiving divinatory insights and random clues, cleaning up a small building, summoning a brief summer rainfall (in the summer!), or a standard Fireball go here. Ordinary magic won't kill with a single spell, but it stands an even chance of putting a single foe down, or seriously inconveniencing a large group. Ordinary magic can't be used to upstage a group of skilled adventurers, but it will allow the mage to pull his own weight. Creation/Destruction is limited to 250 lbs of worthless matter, $100 worth of valuable stuff, reasonably large quantities of lower plants, or an insect or two.
Simple Magic
Any spell that helps the party achieve something as a whole, or acts as a tool to achieve an end, is Simple Magic. Any spell that actually achieves something directly is probably Ordinary. Giving the party a bonus to Climbing trait, or giving foes a defense penalty by dazzling them with a flash of light, is Simple Magic. Creation and destruction is limited to 80 lbs of worthless matter, $10 worth of useful stuff, or trivial amounts of minor plant life or a mushroom.
Trivial Magic
Any attempt to magically warm a beverage, open an unlocked door, tie shoelaces, or fill an ice-chest are Trivial. Trivial Magic is stuff that the mage could do himself if he weren't so darned lazy. Creation and Destruction is limited to 25 lbs of worthless stuff or $1 worth of goods. Trivial Magic always costs just 1 mana and requires no casting roll.
Casting a Spell
To begin casting a spell, the mage must have the desired components at hand, be able to recite or perform any incantations or gestures, and have the necessary mana available.
Once he has started casting the spell, an unintentional interruption of the spell results in failure as though he had failed his trait roll. If the mage is wounded, he should make a willpower check to avoid interruption (wound penalties apply). The mage may voluntarily release the spell at any time before actually finishing it at no penalty. The source of mana whether the mage himself or some other source does not recover mana while casting a spell. When the spell is complete, the player must make a trait check against the Difficulty of the spell for the spell to succeed.
Once cast, the mage may "hold" the spell and not release it right away. It costs 1 mana per level above one round on the Casting Time modifiers chart, during which time the mage may cast no other spells and he, or any device providing him mana, regains no mana.
Spells normally do not require a to hit roll and get no bonuses to damage for relative degree of success, that being the nature of magic. A spell either does its damage or it does not.
Cosmological Assumptions
Once a spell is cast, the results are out of the hands of the sorcerer, unless he casts further spells to keep control of things. A summoned demon, for instance, will usually require further spells to bind it into servitude, and/or force it back home. Some of the binding spells can be cast ahead of time (Pentagrams and Magic Circles, natch).
Most spells are assumed to be either instantaneous or permanent, unless the player describes them otherwise. Other than setting the initial duration, the mage has no control over duration once the spell has been cast. Cancelling a spell, even one of your own, requires a new spell.
Mages are assumed to have handy the trappings and gizmos and symbols appropriate to the culture(s) they studied under. Loss of such trappings may cause penalties, at the Storyteller's whim.
Backlash and Spell Failure
If a blotch roll occurs when casting a spell, the caster suffers damage equal to the number of mana he was trying to channel.
| Failure Margin | Description |
|---|---|
| 1-3 pts. | No effect. The spell dies harmlessly. |
| 4-7pts. | The spell misfires mildly, creating an effect similar to the one intended, but which differs in some irritating and undesired way. |
| 8-10pts. | The spell misfires seriously, creating a nasty and potentially harmful effect which might bear little resemblance to the desired spell. |
| >10 pts. | The spell misfires dramatically, creating an effect which might be entirely unrelated to the desired spell. Lethal consequences are possible. |
Magical Laws and Physical Props
The mana cost of a spell can be paid for, in part or whole, by applying the Laws of Similarity, Contact, and Sacrifice. The Law of Similarity says that similar things affect each other, like produces like, or effect resembles cause. The Law of Contact says that things once in contact with each other still have an effect on each other when they are separated. The Law of Sacrifice says that giving up something of value to the caster or the target makes the magic more likely.
The Law of Similarity
To apply the Law of Similarity, one must use material components that are similar to the desired effect. Examples are a feather for a flight spell, a bit of sulfur for create flame, a drawing of a wolf to summon a real wolf, a twig to be broken during casting for a spell that breaks down the wooden castle gate, etc.
The Law of Similarity depends completely on world view. If the mage does not view a particular item as being relevant to his spell, then that item is not Similar, regardless of the knowledge the player has. For instance, the player may know that sulfur burns readily, but if his character knows nothing of this, a pinch of sulfur will do nothing for his flame spells.
The Law of Contact
To apply the Law of Contact, one must use material components that have once been in contact with the target of the spell; the longer or more personal the contact, the better. Examples are the victim's hair and nail parings used in a death spell, a piece of jewelry worn by an enemy in a spell of defense to protect the mage from that enemy, a piece of the castle gate to be broken with a spell, etc.
The Law of Sacrifice
To apply the Law of Sacrifice, the component must be of personal value to either the caster or the target of the spell and fulfill one of the other Laws. Examples are a family ring, a lover's lock of hair, the tooth of a dragon, etc. (A dragon's tooth is valuable to the caster if he had to go to great pains to get it. It is hardly valuable if he walked down to the corner store and picked one out of a bowl full of them.)
Determining Bonuses of Physical Props
The same object may meet the requirements of both of the first Laws, such as hair clippings used on a voodoo doll. The hair of the victim fulfills the Law of Contact while the doll itself fulfills the Law of Similarity. Using props will provide extra mana for the spell. The caster may use as many different props as the Storyteller feels reasonable, but duplicates (props that serve identical functions) are generally disallowed.
Base Value
- Similar prop (Law of Similarity)
- +1 Mana
- Contagious prop (Law of Contact)
- +2 Mana
| Value | Multiplier | Description |
|---|---|---|
| Worthless | x1 | the feather of a sparrow |
| Minor | x2 | the feather of an eagle |
| Major | x3 | the feather of a gryphon |
| Priceless | x4 | the feather of unique creature |
Personal meaning bonus (add to multiplier)
| Meaning to Owner | Bonus | Description |
|---|---|---|
| Meaningless | +0 | hair clippings |
| Minor | +1 | a ring |
| Major | +2 | a ring given by a lover |
| Priceless | +3 | a hand, severed |
Creating Magic Items
To create a magic item, the mage must perform lengthy rituals involving the Domain and Element necessary for the effects he wants the item to have. For instance, to create a sword that increases the wielder's trait would require Create and Earth.
A good guideline for item creation time is to take the mana cost of the desired spell and square it. The mana needed at the end of creation is the mana cost of the spell doubled. (If the final mana cost of the desired spell is 5, it would take 25 days to create a magic item that could cast that spell and would cost 10 mana.) This produces a magical item that allows a person to cast the item's spell at the same casting time, mana cost, and other requirements as normal. Essentially, it grants the user the ability to cast that particular spell as if he were a mage with the proper traits, even if he isn't. To create an item that requires no mana, double the creation time.
To create an item that requires no trait roll, double it again. If the player suggests limitations on the item, such as single use, the Storyteller is encouraged to reduce the creation time and mana requirements.
When the character has reached the end of the creation period, the chance of successfully finishing the item is the same for successfully casting the basic spell. If the item has more than one spell, roll for each spell as it is enchanted into the item. To increase the chance of success, the caster can modify the casting cost of the creation in the same ways as an ordinary spell.
Making Sources of Power and Enchanted Props
Mana stores are items that store mana and are therefore important tools. They provide the mana necessary to cast large spells, or to cast a large number of spells in a short time. The suggested average for a mana store is three mana.
Creating a mana store usable with any form of magic requires Control and Ether for a Bind Mana spell. The more mana the store can hold, the more mana the Bind Mana spell will require. To create a mana store that works with a specific kind of magic requires only that particular Domain or Element.
A mana store recharges at the same rate as the caster's personal mana. A character may carry any number of mana stores, but can use only one at a time. The user will recover all of his mana before any of his stores recharge, and when in close proximity to other stores, only one mana store will recharge at a time, largest to smallest.
Another important tool is the item which reduces the mana cost of every spell of a specific type. Generally, these are enchanted props. Their mana value is calculated as normal for a prop, but being enchanted they are not consumed in the casting of a spell. Enchanted props are made in the same way mana stores are, but enchanted props do not contain mana; they reduce the mana cost of any spell they apply to.
To create a mana store or enchanted prop requires a number of days equal to the mana bonus plus one for every Domain or Element it can be used with, doubled. The mana cost of the enchantment is equal to the number of days required to cast it.
Runes of Power
The use of arcane symbols to cast spells and enchant items. Rune magic isn't so much a "flavor" of magic itself, as it is an aid to performing magical feats. Runes are symbols that are inherently predisposed to attracting mana and shaping magical power toward a desired end. When incorporating Runes of Power into a ritual to perform a magical feat, the mage rolls against the feat's difficulty level twice: once using the Runes of Power trait and again using the Scholarly Magic trait. A successful use of Runes of Power in a ritual adds +1d to the mage's trait roll in actually performing the magical feat.
The appropriate Rune must be carefully and correctly drawn for Rune of Power to provide any bonuses to a magic ritual. Simple Runes may be traced in the air or on the ground with a finger; more complex Runes may require the mage to draw them in blood on a ritually prepared skin, or painstakingly create them in colored sands on a flat, swept surface. Generally, the more complex the magical feat being attempted, the more complex the Rune required to aid the mage, hence the more time required in applying the Rune.
A botched roll indicates the Rune was drawn incorrectly (or the wrong Rune was used). The Storyteller may simply have the magical feat fail, or may substitute an unexpected alteration to the feat's outcome. It is possible to combine Runes of Power and Wizardry in the same ritual, thereby doubling potential bonuses, but if either the Runes of Power or Wizardry trait roll fails, the magical feat will fail as well.
Wizardry
The "Wise Arts." The most scholarly of Scholarly Magic, Wizardry concerns itself with the laws of magic, the flow of mana, and the underlying structures of spells, incantations, and enchantments. Wizards know many ways to gather Magical Power, and how to use it most efficiently.
Like Runes of Power, Wizardry isn't so much a way to perform magical feats as it is a collection of knowledge that can be applied to enhance the performance of any magical feat. When applying Wizardry to a ritual to perform a magical feat, the mage rolls against the feat's difficulty level twice: once using the Wizardry trait and again using the Scholarly Magic trait. A successful use of the Wizardry trait in a ritual adds +1d to the mage's trait roll in actually performing the magical feat.
A Wizard must take some time considering the exact nature of the desired magical effect, and possible circumstances present at the time of casting that could affect the outcome including difficulty, mana use, time to cast, and so on.
A botched roll indicates the Wizard misjudged the circumstances at work entirely. The Storyteller may simply have the magical feat fail, or may substitute an unexpected alteration to the feat's outcome. It is possible to combine Wizardry and Runes of Power in the same ritual, thereby doubling potential bonuses, but if either the Wizardry or Runes of Power roll fails, the magical feat will fail as well.
Mages Sigil
All spells are assumed to have some sort of side effect - a pretty trail of sparkles from caster to subject, a blue ray, a shimmering light, a strange smell, weird music, or whatever. Some spells have only visual effects, some have only sounds; most have both. Spells with either sights or sounds already implied in the effect, are the only exceptions, the sigil is then slightly subdued.
The general nature of ANY visual effects varies with the mage; it's a side effect of the "aura" of the wizard's personality. Some wizards might have spells that are all one color, or always heralded by electric crackling noises. It's up to every mage player to describe, in general terms, the nature of the sounds and sights that accompanies his magic. Sensory side effects may be "muffled" at a cost, when necessary for stealth reasons.