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[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic]] [[Rough_Magic|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic_3e_EN:Contents]] [[Rough_Magic_3e_EN:Contents|Contents]]
{{TOC right}}
{{TOC right}}


Commanding the arcane forces of the universe is not as straightforward as performing a mundane activity; if it were, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. This opposition is represented by the fact that the difficulty value (DV) of a non-trivial spell can never be lower than 3.
Magicians manipulate the raw essence of the universe through a combination of training, education, and inherent ability; if it were easy, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. Unless otherwise indicated, using Occult to cast a spell is a remarkably difficult (DV 6) task.


==Avenues Of Magic==
==Avenues Of Magic==


The Société Impériale de Thaumaturgie divides magic into five approved "avenues", or categories: Alteration (changing one type of matter or energy to another type of matter or energy), Conjuration (creating matter or energy from nothing), Divination (perceiving through time, space, or both), Enchantment (influencing the minds of others), and Illusion (creating images without substance). If a magician has chosen to specialize in one of these avenues, they receive a bonus die on their Thaumaturgy roll when working within that avenue of magic. However, they incur a penalty die when working with any other avenue of magic. When dealing with magic of a general nature, the magician receives neither a bonus nor a penalty. A bonus or penalty due to magical specialization is in addition to any expertise the character may have in the Thaumaturgy skill itself.
The Société Impériale de Thaumaturgie divides magic into five approved "avenues", or categories: Alteration (changing one type of matter or energy to another type of matter or energy), Conjuration (creating matter or energy from nothing), Divination (perceiving through time, space, or both), Enchantment (influencing the minds of others), and Illusion (creating images without substance). If a magician has chosen to specialize in one of these avenues, they receive a +3 bonus on their Occult roll when working within that avenue of magic. However, they incur a -3 penalty when working with any other avenue of magic. When dealing with magic of a general nature, the specialized magician receives neither a bonus nor a penalty.


* '''Alteration''' is concerned with the magician's ability to change, often radically, the structure and composition of any object. Alteration may change one form of matter or energy to another form of matter or energy.
* '''Alteration''' is concerned with the magician's ability to change, often radically, the structure and composition of any object. Alteration may change one form of matter or energy to another form of matter or energy.
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There are two additional avenues which the SIT has prohibited, and which carry a harsh sentence for those convicted of using them: '''Diabolism''' ‎(communing with entities beyond the mortal world) and '''Necromancy''' (manipulating the forces of death and undeath).
There are two additional avenues which the SIT has prohibited, and which carry a harsh sentence for those convicted of using them: '''Diabolism''' ‎(communing with entities beyond the mortal world) and '''Necromancy''' (manipulating the forces of death and undeath).


==Identifying Spells==
==Jazz Sorcery==


If a character with the Thaumaturgy skill witnesses a spell being cast, or is able to examine a spell currently in use, they may make a moderately difficult (DV 3) Thaumaturgy (Reason) roll to identify the avenue of the spell, and whether it is offensive, defensive, or utilitarian in nature. If they make a remarkably difficult (DV 6) Thaumaturgy (Reason) roll, they are able to analyze the spell in great detail: the range, the scope, the intended effect, and so on.
Jazz Sorcery has roots in the magical and musical expression of West Africa and the western Sahel, in the magical traditions of the Savages of the American West, and in European military sorcery. After originating in African American communities in the late 19th century, Jazz Sorcery became internationally known by the 1920s. Since then, Jazz Sorcery has had a profound influence on other magical styles worldwide.


If the character has expertise with Thaumaturgy, they gain a bonus die on this roll. If the spell was cast with [[Rough_Magic:Magic#Being_Subtle|subtlety]], they incur a penalty die on this roll.
'''Jazz Sorcery''' is not explicitly prohibited, but neither is it recognized by the SIT as legitimate. However, due to its pagan associations, Jazz Sorcery is condemned by the Gallican Catholic Church as a heresy, and its practitioners may run afoul of the law for that reason. Jazz Sorcery was originally developed by African musicians around the beginning of the 20th century. As the first original magical style to emerge from the Confederation of American States, Jazz Sorcery has been described as "American thaumaturgy". Its practitioners often rely upon musical rituals, pagan symbolism, and sympathetic magic.


==Mage Sight==
The Société Impériale de Thaumaturgie refuses to recognize Jazz Sorcery as a legitimate branch of magic because its practitioners steadfastly refuse to submit themselves to the authority of the SIT. In fact, some in the Société maintain that such resistance to authority is one of the basic tenets of Jazz Sorcery.


Any character with a Power attribute greater than zero has the gift the Société Impériale de Thaumaturgie calls "mage sight". Mage sight is equal parts clairvoyance, telepathy, and good old-fashioned intuition. A person with mage sight can tell if a person is lying, hiding something, or simply misguided. A person's general character could be discerned with mage sight, as well as their motivations or basic personality traits. The person with mage sight may have a sense for the "rightness" or "wrongness" of a situation, even if she does not consciously recognize what makes her feel this way.
==Identifying Spells==


<center>'''Mage sight is 2d6 [+ Perception or Power]'''</center>
If a character with the Occult skill witnesses a spell being cast, or is able to examine a spell currently in use, they may make a moderately difficult (DV 3) Occult (Reason) roll to identify the avenue of the spell, and whether it is offensive, defensive, or utilitarian in nature. If they make a remarkably difficult (DV 6) Occult (Reason) roll, they are able to analyze the spell in great detail: the range, the scope, the intended effect, and so on.


In game terms, a character with mage sight may use their Power rather than their Perception when making a roll to understand another person's motivation or state of mind, or to assess the safety of their current surroundings. Mage sight is not directly useful for making Manipulation or Social rolls to influence other people's behaviour, but it might provide the magician with an insight that helps them focus their efforts in a useful direction.
If the spell was cast with [[Rough_Magic_3e_EN:Magic#Subtlety|subtlety]], the character attempting to identify it incurs a -3 penalty on this roll.


Mage sight has other uses, as well. For example, if a character with mage sight is being spied upon using Divination, they may attempt a moderately difficult (DV 3) Thaumaturgy (Perception) roll or Thaumaturgy (Power) roll to notice the fact (a person without mage sight does not have the ability to notice when they are being magically spied upon). If they succeed at a remarkably difficult (DV 6) Thaumaturgy (Perception) or Thaumaturgy (Power) roll, they also notice whether the person spying on them is in the past, present, or future.
===Mage Sight===


Two things mage sight does not do are detect magic in a general sense, and detect if another person is a magician or supernatural creature. Obtaining that kind of information requires the use of Divination magic.
Any character with a Power Level of 1 or greater has the gift the Société Impériale de Thaumaturgie calls "mage sight". Mage sight allows a character to use a standard action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 3) Perception (Presence) roll. If the target of the magician's attention is another magic-using being, the magician knows their opponent's Power Level. If the target of the sorcerer's attention is a magic object, the sorcerer learns the general purpose of the object's magic, and has a rough idea how to activate it.
 
Mage sight has other uses, as well. For example, if a character with mage sight is being spied upon using Divination, they may attempt a remarkably difficult (DV 6) Perception (Presence) roll to notice the fact (a person without mage sight does not have the ability to notice when they are being magically spied upon). If they succeed at an extremely difficult (DV 9) Perception (Presence) roll, they also notice whether the person spying on them is in the past, present, or future.


==Casting Spells==
==Casting Spells==


Invoking magic has two prerequisites: the character must have a Power attribute greater than zero, and the character must have the Thaumaturgy skill. A character who meets these requirements may attempt a Thaumaturgy skill roll in order to create or invoke a magical effect. The core game mechanic for casting spells is the same as for any other action: the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 2d6 plus a difficulty value (DV), also called the target number. If the player's total equals or exceeds the target number, the character's attempt to cast the spell succeeds.
Casting a spell has three prerequisites: the character must have a Power Level of 1 or greater, the character must have the Occult skill, and the character must have the Arcane Caster gift. A character who meets these requirements may attempt an Occult skill roll to cast a spell.


<center>'''2d6 + action value vs. 2d6 + difficulty value'''</center>
Casting a spell has three steps:


===Basics===
* '''Count the aspects''' to determine the level of the spell
* '''Make an Occult roll''', incurring a penalty equal to the level of the spell
* '''Reduce the Power Pool''' by an amount equal to the level of the spell


A basic spell takes one round (six seconds) to cast, has short range (10 meters), affects one person or two cubic meters of material, and requires the caster to recite magical phrases or make magical gestures. If the spell inflicts Endurance damage or accomplishes some straightforward goal, the effects are essentially permanent. If the spell causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict.
===Cantrips===


The action value or attack value (AV) of the spell is equal to the magician's Agility + Power or their Will + Power (as appropriate). If the spell is not being cast on another person, the roll is moderately difficult (DV 3). If the target of the spell is another person, the target's defense value (DV) is usually equal to their Agility or Will (as appropriate), plus the rating of any defensive equipment.
A very simple spell, or "cantrip", has the following:


* Requires a '''standard action''' to cast
* Requires the caster to repeat '''magical phrases and gestures'''
* Affects a '''single target''', or less than a two meter diameter area
* Has '''hand-to-hand range'''


{| cellpadding="4" cellspacing="1"
And does '''one''' of the following:
|+Table: Typical spells
|- class="h1row"
! class="aligncenter"|Task
! class="alignleft"|Action Value
! class="alignleft"|Difficulty Value
|- class="oddrow"
| class="alignleft"|Physical ranged attack
| class="alignleft"|Thaumaturgy (Agility) + Power
| class="alignleft"|Target's Agility + defensive equipment
|- class="evenrow"
| class="alignleft"|Mental ranged attack
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Will + defensive equipment
|- class="oddrow"
| class="alignleft"|Unusual ranged attack
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Agility + defensive equipment
|- class="evenrow"
| class="alignleft"|Creating a defensive ward equal to Power
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="oddrow"
| class="alignleft"|Creating a useful effect
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="evenrow"
| class="alignleft"|Moving a willing target a distance
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="oddrow"
| class="alignleft"|Transforming an unwilling target
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Agility + defensive equipment
|}
 


The appropriate defensive equipment depends on the nature of the attack. Ordinary armor is effective attacks which inflict Endurance damage, but against other attacks, only a magical defense (such as a ward or a [[Rough_Magic:Equipment#Protective_Charms|protective charm]]) is effective.
* '''Creates an ordinary object''' of mediocre quality, up to 5 kg
* Inflicts or restores at most '''1 Endurance damage'''
* '''Moves a 5 kg object''' up to 5 m (but not as an attack)
* '''Protects against natural attacks''' (adds character's Power Level to their defense roll)
* Causes a noise, odour, taste, image, or other '''simple sensory effect''' (but not as an attack)
* Has a result that is '''found in nature'''
* Has an otherwise '''ordinary effect''' that would take a person with proper tools and training up to an hour to accomplish


<center>'''A magician can only have one spell active at a time.'''</center>
A cantrip does not require a skill roll unless the target is a person or a creature, and it does not reduce the character's Power Pool.


A magician can only have one spell active at a time. If a magician casts a spell, any previous spell ends (although the lasting effects of a spell, such as physical damage, remain).
===Aspects===


===Complexities===
The number of aspects a spell has is called its "spell level". The level of the spell determines the penalty on the caster's Occult roll and the amount deducted from the character's Power Pool.


Inevitably, a magician will want to affect more people, or transmute a larger object, or cast a spell on a more distant target. In such cases, the difficulty of the Thaumaturgy roll will be higher than normal.
* '''Area:''' The spell affects everything within an area (maximum area based on the caster's Power Level)
* '''Creation:''' The spell creates an ordinary object of good quality (maximum mass based on the caster's Power Level)
* '''Duration:''' The spell lasts beyond a single round (maximum duration equal to "general effect", based on the caster's Power Level; rounds for combat spells, hours for noncombat spells)
* '''Information:''' The spell provides information about a person, place, or thing (maximum range based on the caster's Power Level)
* '''Injury:''' The spell inflicts or restores +1 Endurance damage
* '''Motion:''' The spell moves an object to a location (maximum mass and range based on the caster's Power Level)
* '''Perception:''' The spell allows the caster to perceive a person, place, or thing (maximum range based on the caster's Power Level)
* '''Protection:''' The spell grants protection against both natural and unnatural attacks (adds character's Power Level to their defense roll)
* '''Range:''' The spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
* '''Salvo:''' The spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
* '''Sensation:''' The spell creates a convincing illusion with all associated sensory effects (maximum area based on the caster's Power Level)
* '''Summoning:''' The spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
* '''Transformation:''' The spell changes a person, place, or thing into something else (maximum attributes of a creature is equal to "general effect", based on the caster's Power Level; if a transformed creature is reduced to 0 Endurance, the transformation ends)
* '''Travel:''' The spell moves a person or a creature to a location (maximum range based on the caster's Power Level)
* '''Unnatural:''' The spell has a result that does not occur in nature, such as a [[Rough_Magic_3e_EN:Supernaturals|supernatural power]]
* '''Utility:''' The spell has an otherwise ordinary effect that would take a person or persons with proper tools and training more than an hour to accomplish


{| cellpadding="4" cellspacing="1"
A spell may have the same aspect multiple times. For aspects pertaining to quantity, distance, or area, each additional level of that aspect multiplies its effect tenfold. For aspects which help or harm the target directly, each additional level of that aspect adds +1 to its effect.
|+Table: Typical spell difficulties
|- class="h1row"
! class="aligncenter"|Complexity
! class="alignleft"|Action Value
! class="alignleft"|Difficulty Value
|- class="oddrow"
| class="alignleft"|Physical ranged attack
| class="alignleft"|Thaumaturgy (Agility) + Power
| class="alignleft"|Target's Agility + defensive equipment
|- class="evenrow"
| class="alignleft"|Mental ranged attack
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Will + defensive equipment
|- class="oddrow"
| class="alignleft"|Unusual ranged attack
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Agility + defensive equipment
|- class="evenrow"
| class="alignleft"|Creating a defensive ward equal to Power
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="oddrow"
| class="alignleft"|Creating a useful effect
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="evenrow"
| class="alignleft"|Moving a willing target a distance
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
|- class="oddrow"
| class="alignleft"|Transforming an unwilling target
| class="alignleft"|Thaumaturgy (Will) + Power
| class="alignleft"|Target's Agility + defensive equipment
|}


Count the number of aspects the spell has: this is its level.


====Being Subtle====
===Techniques===


A magician can cast a spell with subtlety (without using audible incantations or obvious gestures), but this imposes a penalty die on their Thaumaturgy roll.
The spell level can be reduced by the use of techniques. Each technique used reduces the spell level by 1. The spell level can be reduced by up to half (rounded in the character's favour), to a minimum of 1.


====Distance====
* '''Contagion:''' The caster has an item important to the target, or a part of the target itself
* '''Focus:''' The caster holds a wand, staff, amulet, holy symbol, or other obvious object
* '''Material:''' The caster uses rare or valuable materials which are consumed by the casting of the spell
* '''Ritual:''' The caster spends 20 minutes or more to cast the spell
* '''Sacrifice:''' The caster ceremoniously kills something... an animal, let's say


The default spell is cast upon someone the magician is physically near (10 meters or less), or upon someone with whom she is (or has been) physically or emotionally intimate. If neither of these is the case, consult the following table, and apply the difficulty modifier that would make the spell '''easiest'''. If the spell is to be cast on a sibling on the other side of the continent, for example, use the difficulty modifier for "immediate family".
====Extra Effort====


The caster can expend more of their Power Pool than necessary in order to offset the spell level penalty on their Occult roll. For every extra point the character spends from their Power Pool, the penalty on the Occult roll is reduced by 1, to a maximum of -0. The points spent to improve the Occult roll are deducted from the character's Power Pool even if the skill roll is unsuccessful.


{| cellpadding="4" cellspacing="1"
===Rolling Dice===
|+Table: Spell distance
|- class="h1row"
! class="aligncenter"|Range
! class="aligncenter"|Familiarity
! class="aligncenter"|Penalty Dice
|- class="oddrow"
| class="alignleft"|Short range (10 meters)
| class="alignleft"|Intimate
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="alignleft"|Medium range (50 meters)
| class="alignleft"|Immediate family
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="alignleft"|Long range (500 meters)
| class="alignleft"|Close friend
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="alignleft"|Across the continent
| class="alignleft"|Extended family
| class="aligncenter"|3 penalty dice
|- class="oddrow"
| class="alignleft"|Across the world
| class="alignleft"|Acquaintance
| class="aligncenter"|4 penalty dice
|- class="evenrow"
| class="alignleft"|Another world
| class="alignleft"|Stranger
| class="aligncenter"|5 penalty dice
|}


====Duration====
If the spell's level is 1 or greater, or the target is a person or a creature, the spell requires a skill roll to cast. The caster makes an Occult roll, adding attributes according to the type of spell. The level of the spell is then subtracted from the roll.


If a spell inflicts Endurance damage or accomplishes some straightforward goal, the spell itself is instantaneous, but the effects are essentially permanent. If the spell causes some unusual effect or affects the target in some unusual way, it fades at the end of the current scene or conflict, or shortly thereafter. The magician may extend this time, but this increases the difficulty of the spell. Spells which inflict direct damage may be extended to inflict that same Endurance damage again on successive rounds, while spells which normally last for a scene may be extended to last days, months, or even years.
The spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or a creature.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Spell duration
|+Table: Typical spell difficulties
|- class="h1row"
|-  
! class="aligncenter" colspan="2"|Duration
! class="aligncenter"|Task
! class="aligncenter"|Penalty Dice
! class="alignleft"|Skill Roll
|- class="oddrow"
! class="alignleft"|Difficulty
| class="alignright"|1 round
|-  
| class="alignright"|1 scene
| class="alignleft"|Normal attack
| class="aligncenter"|No penalty dice
| class="alignleft"|Occult (Agility + Power Level)
|- class="evenrow"
| class="alignleft"|Target's Ranged Combat (Agility) plus armor, etc.
| class="alignright"|2 rounds
|-  
| class="alignright"|1 hour
| class="alignleft"|Mental attack
| class="aligncenter"|1 penalty die
| class="alignleft"|Occult (Power Level)
|- class="oddrow"
| class="alignleft"|Target's Mental Combat (Presence) plus Mental Resistance (Power Level)
| class="alignright"|3 rounds
|-
| class="alignright"|1 day
| class="alignleft"|Alteration attack
| class="aligncenter"|2 penalty dice
| class="alignleft"|Occult (Power Level)
|- class="evenrow"
| class="alignleft"|Target's Ranged Combat (Agility) plus Alteration Resistance (Power Level)
| class="alignright"|4 rounds
|-
| class="alignright"|1 month
| class="alignleft"|Unusual attack
| class="aligncenter"|3 penalty dice
| class="alignleft"|Occult (Power Level)
|- class="oddrow"
| class="alignleft"|Target's Ranged Combat (Agility)
| class="alignright"|5 rounds
|-  
| class="alignright"|3 years
| class="alignleft"|Creating a defensive ward equal to Power Level
| class="aligncenter"|4 penalty dice
| class="alignleft"|Occult (Agility + Power Level)
|- class="evenrow"
| class="alignleft"|Remarkable (DV 6)
| class="alignright"|6 rounds
|-  
| class="alignright"|1 century
| class="alignleft"|Creating a useful effect
| class="aligncenter"|5 penalty dice
| class="alignleft"|Occult (Reason + Power Level)
|- class="oddrow"
| class="alignleft"|Remarkable (DV 6)
| class="alignright"|7 rounds
|-  
| class="alignright"|1 millennium
| class="alignleft"|Moving a willing target a distance
| class="aligncenter"|6 penalty dice
| class="alignleft"|Occult (Agility + Power Level)
|}
| class="alignleft"|Remarkable (DV 6)
 
 
====Ritual Magic====
 
A prepared ritual enables a character to invoke more potent magic successfully. Using the tools of her trade, the character prepares a ceremony suitable for the spell being cast and the style of magic that the character employs. At the conclusion of the ceremony, the character commands the arcane forces of the universe as she wishes. If the character takes an extraordinary amount of time to prepare her ceremony, the magician gains one or more bonus dice, based on the length of the ritual. The magician may eat, sleep, and attend to matters of personal hygiene, but may engage in no other significant activity while performing a ritual.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Spell casting time
|- class="h1row"
! class="aligncenter"|Casting Time
! class="aligncenter"|Modifier
|- class="oddrow"
| class="alignright"|1 round
| class="aligncenter"|No bonus dice
|- class="evenrow"
| class="alignright"|1 hour
| class="aligncenter"|1 bonus die
|- class="oddrow"
| class="alignright"|1 day
| class="aligncenter"|2 bonus dice
|- class="evenrow"
| class="alignright"|1 month
| class="aligncenter"|3 bonus dice
|- class="oddrow"
| class="alignright"|3 years
| class="aligncenter"|4 bonus dice
|- class="evenrow"
| class="alignright"|1 century
| class="aligncenter"|5 bonus dice
|- class="oddrow"
| class="alignright"|1 millennium
| class="aligncenter"|6 bonus dice
|}
 
 
====Scope====
 
Whether conjuring blasts of fire, transmuting lead to gold, or conjuring walls of ice from thin air, the default spell is cast upon a single person or a small area (up to one meter radius). If the spell is to affect more than a single target, or is to affect a larger area, the difficulty of the spell increases commensurately. Consult the following table, and apply the difficulty modifier that would make the spell '''most difficult'''. If the magician casting the spell can pick and choose who gets affected by the spell and who does not (a plague that bypasses some households but strikes others, for example), add an additional penalty die.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Spell scope
|- class="h1row"
! class="aligncenter"|Size
! class="aligncenter"|Mass
! class="aligncenter"|Value
! class="aligncenter"|Penalty Dice
|- class="oddrow"
| class="alignleft"|One target (1 meter radius)
| class="alignright"|250 kg
| class="alignleft"|Expensive meal for two
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="alignleft"|One house (10 meters radius)
| class="alignright"|2 tonnes
| class="alignleft"|Luxury car
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="alignleft"|A city block (50 meters radius)
| class="alignright"|16 tonnes
| class="alignleft"|Opulent villa
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="alignleft"|A neighborhood (500 meters radius)
| class="alignright"|128 tonnes
| class="alignleft"|Grand palace
| class="aligncenter"|3 penalty dice
|- class="oddrow"
| class="alignleft"|A city
| class="alignright"|1,000 tonnes
| class="alignleft"|King's ransom
| class="aligncenter"|4 penalty dice
|- class="evenrow"
| class="alignleft"|A country
| class="alignright"|8,000 tonnes
| class="alignleft"|National treasury
| class="aligncenter"|5 penalty dice
|}
 
====Sympathetic Magic====
 
A magician can cast a spell more reliably by using the principles of sympathetic magic, particularly the Law Of Contagion and the Law Of Similarity. The Law of Contagion (or Law of Contact) holds that two things which have interacted, or were once part of a single entity, retain their connection and can exert influence over each other; the Law of Similarity holds that things which are similar or treated the same establish a connection and can affect each other.
 
Using a lock of the target's hair or a valued personal item which belongs to the target would be an example of using the Law Of Contagion. Using a photo of the intended target, or drawing a depiction of the intended effect, would be an example of using the Law Of Similarity. An effigy that has been crafted to resemble the target, and which includes a lock of the target's hair, is partaking of both laws of sympathetic magic (wise magicians hedge their bets).
 
Using sympathetic magic grants the magician a bonus die on their Thaumaturgy roll.
 
===Specifics===
 
Here are some specific applications of the above guidelines.
 
====Attacks====
 
Spells used to physically attack a target inflict [[Rough_Magic:Actions#Endurance_And_Recovery|Endurance damage]]. Such spells could be blasts of fire, shards of ice, blades of magical force, or even summoned knives and axes. The character who casts the spell decides what form the spell takes.
 
For physical combat spells, an attacker's attack value (AV) is equal to their Agility + Power, and a defender's defense value (DV) is equal to their Agility + the rating of any defensive equipment. If the attack ignores normal forms of protection such as armor, the attacker's attack value (AV) is equal to their Power.
 
====Blessings====
 
Magic can be used to increase a character's attributes beyond their natural level. For example, a magician can attempt to increase an ally's Agility or Brawn. In such cases, the action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is equal to the base value of the attribute being increased: Brawn for Brawn, Reason for Reason, and so on. It is not possible to increase a character's Power attribute.
 
Blessings and similar benedictions ignore all normal forms of protection such as armor.
 
If the magician succeeds on their benediction roll, the subject's selected attribute increases by one. The effect of a blessing is temporary: the gained attributes fade after the fight is over.
 
====Creation====
 
Magic can be used to create physical objects, apparently from nothing. For example, a magician can attempt to create an automobile, a gold coin, or a brick wall. In such cases, the action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the [[Rough_Magic:Magic#Scope|scope]] of the created object.
 
If the magician succeeds on their Thaumaturgy roll, the object is created, and is indistinguishable from an ordinary object of its type. However, created objects are temporary: if they have not been destroyed by the end of the current scene, they will fade away shortly thereafter.
 
====Curses====
 
Magic can be used to cause less overt forms of harm. For example, a magician can curse a target to be weak or clumsy, or could cause their mind to be confused. In such cases, the attack value (AV) of the spell is equal to the attacker's Power. The defense value (DV) is equal to the base value of the attribute being cursed: Brawn for Brawn, Reason for Reason, and so on. If the magician is attempting to curse the target's Will, the defense value (DV) of the target is equal to their Will. It is not possible to reduce another character's Power attribute.
 
Curses and similar maledictions ignore all normal forms of protection such as armor.
 
If the attacker succeeds on their malediction roll, the defender's selected attribute decreases by one. It is not possible to [[Rough_Magic:Attributes|reduce an attribute below zero]]. The effect of a curse is temporary: the lost attributes return after the fight is over, when the character has had a chance to rest and recuperate.
 
====Healing====
 
Magic can be used to heal as well as harm. For example, a magician can attempt to remove a curse or restore lost Endurance. In such cases, the action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is equal to the total amount lost from the affected attribute. If the target of the healing spell has lost any Endurance or been disfigured due to the [[Rough_Magic:Magic#Unintended_Consequences|unintended consequences of a failed Thaumaturgy roll]], this difficulty modifier is doubled.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Magical healing
|- class="h1row"
! class="aligncenter"|Endurance Lost
! class="aligncenter"|Unintended Consequences
! class="aligncenter"|Difficulty Modifier
|- class="oddrow"
| class="aligncenter"|1
| class="alignleft"|Minor (1)
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Moderate (2)
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|
| class="aligncenter"|3 penalty dice
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|Severe (3)
| class="aligncenter"|4 penalty dice
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Critical (4)
| class="aligncenter"|5 penalty dice
|}
 
 
Spells of healing and restoration ignore all normal forms of protection such as armor.
 
If the magician succeeds on their restoration roll, the subject's Endurance is fully restored, any curses are lifted, and any disfigurements are removed. The effect of a healing or restoration is essentially permanent.
 
====Illusions====
 
Magic can be used to create constructs of light, sound, and shadow. For example, a magician can attempt to create an illusion of a roaring lion, or attempt to create an illusion of a solid floor where there is a gaping chasm. In such cases, the action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the [[Rough_Magic:Magic#Scope|scope]] of the illusion.
 
If the magician succeeds on their Thaumaturgy roll, the illusion is created and is completely convincing until a character interacts with it (generally by touching it or walking through it). However, merely attacking an illusion will not dispel it, as long as the illusion reacts to the attack in a reasonably convincing manner: controlling an illusion to respond in this manner (or any manner) requires a free action by the magician who created the illusion. Illusions are temporary: if they have not been dispelled by the end of the current scene, they will fade away shortly thereafter.
 
====Mage Hand====
 
The magician can use their magic to move or manipulate objects. The Brawn they may exert is equal to the magician's Power. If the magician wants to exert this strength to cause physical harm, use the guidelines for [[Rough_Magic:Magic#Scope|attack spells]], above.
 
====Mending====
 
Magic can be used to mend physical objects, just as it can be used to destroy them. For example, a magician can attempt to recreate a burned painting from its ashes or restore a shattered vase. In such cases, the action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the [[Rough_Magic:Magic#Scope|scope]] of the repaired object.
 
If the magician succeeds on their Thaumaturgy roll, the object is restored to its undamaged condition. The effect of a mending spell is essentially permanent.
 
====Mental Attacks====
 
Spells used to mentally attack a target inflict [[Rough_Magic:Actions#Endurance_And_Recovery|Endurancedamage]]. Such spells could take the form of monstrous hallucinations, painful memories from the target's past, or simply brutal migraine headaches. The character who casts the spell decides what form the spell takes.
 
The attack value (AV) of a mental attack spell is equal to the attacker's Power. The defense value (DV) of the target is equal to their Will. Mental attack spells ignore all normal forms of protection such as armor.
 
Damage from mental attacks is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate. Mental attack spells have no effect on inanimate objects, since the "damage" exists only as pain in the target's mind.
 
====Phantasms====
 
A phantasm spell causes the target to see things no one else can see, but which the subject believes to be absolutely real. The hallucination is so convincing that the target believes that they are injured by its attacks. Protective spells and equipment are as efficacious against these phantasms as they would be against the real thing. The damage inflicted can even "kill" the target (rendering them unconscious), but in fact any damage inflicted is "[[Rough_Magic:Actions#Stunning|stunning]]", and therefore temporary.
 
The attack value (AV) of a phantasm spell is equal to the attacker's Power. The defense value (DV) of the target is equal to their Will.
 
The victim of a phantasm spell may use an action to try and break free of it. To break free of a phantasm, the target must use a task action to make a successful defense value roll against the attack value of the attacker. For example, if a character is affected by a phantasm spell from a character with attack value 5, they would need to make a Will roll against 2d6 + 5. If the target has not broken free of the phantasm by the end of the scene, then it fades from the target's mind shortly thereafter.
 
====Protection====
 
Magic can be used to create protective barriers, which are often called "wards". Wards are as effective as normal forms of protection such as armor. Anything which ignores normal forms of protection also ignores a magical barrier.
 
The attack value (AV) of a protection spell is equal to the magician's Power. The difficulty value (DV) is based upon the rating of the protective barrier. If the ward is invisible to those without mage sight, the difficulty is 3 higher than would otherwise be indicated by its rating.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Magical protection
|- class="h1row"
! class="aligncenter"|Rating
! class="aligncenter"|Difficulty Modifier
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="aligncenter"|6
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="aligncenter"|12
| class="aligncenter"|3 penalty dice
|}
 
 
Any attack which succeeds against the protective barrier reduces its rating by one. If the barrier has not been worn away by attacks by the end of the scene, then it fades away shortly thereafter.
 
====Scrying====
 
With a scrying spell, the character can attempt to perceive things at a distance. The action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the [[Rough_Magic:Magic#Distance|distance]] of the target. If the target of the scrying spell is in the future or the past, the difficulty is 3 higher than would otherwise be indicated by the target's distance. Additionally, if the magician is trying to find a specific person, the target's Will is added to the difficulty value if they have Mind Shield. Scrying spells are never completely reliable: they are primarily a roleplaying spell under the control of the GM.
 
====Sleep====
 
A sleep spell places a target into an unconscious state. They are not able to move or take any actions. The attack value (AV) of a sleep spell is equal to the attacker's Power. The defense value (DV) of the target is equal to their Will. The subject of a sleep spell will wake up if roughly jostled or injured, but will otherwise be oblivious to loud noises and movement. If the character has not awoken by the end of the scene, then they will eventually wake up naturally.
 
====Suggestion====
 
A suggestion spell can influence a living creature's behaviour, forcing the target to obey the character's command. Characters under the influence of a suggestion spell are not as effective as those whose wills are their own. Other than rolls to attempt to break free of the suggestion, any roll attempted by a character under the influence of a suggestion spell incurs a roll penalty (-3), and a character under the influence of a suggestion spell is not able to spend plot points.
 
The attack value (AV) of a suggestion spell is equal to the attacker's Power. The defense value (DV) of the target is equal to their Will. If the suggestion is something the target would like to do anyway, the attacker gains a bonus die on their attack roll.
 
If the target of a suggestion spell is about to do something self-destructive, or something to which they would normally be violently opposed, the target may use a free action to try and break free of the suggestion. The target must make a successful defense value roll against the attack value of the attacker. For example, if a character is affected by a suggestion spell from a character with attack value 5, they would need to make a Will roll against 2d6 + 5. If the character breaks free of the suggestion, they are aware of the spell, and they remember what they have done while under its influence. However, if a character under the influence of a suggestion spell completes the task that they were commanded to perform, the suggestion ends, and the character will go on their way none the wiser. Similarly, if the character has not broken free of the suggestion by the end of the scene, then they break free of it shortly thereafter, not remembering what they were commanded to do or that they were under the influence of the spell.
 
====Summoning====
 
Summoning spells are among the most difficult and rewarding uses of magic. With a summoning spell, the character can attempt to retrieve a creature (or swarm of creatures) from another reality and have it do the magician's bidding. The action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the abilities of the summoned creature. Consult the following table, and apply the difficulty modifier that would make the spell '''most difficult'''. "Maximum Attribute Value" usually pertains to just one of the summoned creature's attributes; as a general rule, its other attributes are half this value. "Supernatural powers" may also refer to [[Rough_Magic:Gifts|gifts]]. If the target of the summoning spell can cast magic of its own, the difficulty is 3 higher than would otherwise be indicated by the creature's abilities.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Summoned creature abilities
|- class="h1row"
! class="aligncenter"|Maximum Attribute Value
! class="aligncenter"|Supernatural Powers
! class="aligncenter"|Difficulty Modifier
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="aligncenter"|6
| class="aligncenter"|6
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|9
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="aligncenter"|12
| class="aligncenter"|12
| class="aligncenter"|3 penalty dice
|}
|}




Summoned creatures may be agreeable, or they may complain bitterly about their service. Some may see the magician as their temporary liberator; others may consider the magician as a kidnapper and abuser. Regardless of the summoned creature's temperament, it will follow the magician's instructions to the best of its ability for the duration of the spell. If the summoned creature is killed in our world, it is dispelled and returns to wherever it came from. If the summoned creature is still alive at the end of the scene, it returns to its place of origin shortly thereafter.
====Subtlety====
 
====Telepathy====
 
A telepathy spell permits a character to communicate directly with the mind of another person. With a willing target or a successful attack roll, the magician may mentally communicate with the target and may read their thoughts and memories.
 
The attack value (AV) of a telepathy spell is equal to the attacker's Power. The defense value (DV) of the target is equal to their Will.


The target of a telepathy spell may use an action to try and break free of it. To break free of the telepathic contact, the target must use a task action to make a successful defense value roll against the attack value of the attacker. For example, if a character is affected by a telepathy spell from a character with attack value 5, they would need to make a Will roll against 2d6 + 5. If the target has not broken free of the telepathy by the end of the scene, then the spell ends shortly thereafter.
A magician can cast a spell with subtlety (without using audible incantations or obvious gestures), but this imposes a -3 penalty on their Occult roll. Subtlety does not alter the level of the spell.


====Transmutation====
====Specialization====


Magic can be used to change creatures and objects into other creatures and objects. For example, a magician can attempt to turn a prince into a frog, a lead ingot into gold, or a bottle of water into wine. In such cases, the action value (AV) of the spell is equal to the magician's Power. If the spell is not being cast on another person, the difficulty is based on the [[Rough_Magic:Magic#Scope|scope]] of the transmuted object (either before or after, whichever would be more difficult). If the target of the spell is another person, the difficulty value (DV) is based upon the Will + Power of the target.
If a magician has chosen to specialize in one of the [[Rough_Magic_3e_EN:Magic#Avenues_Of_Magic|avenues of magic]], they receive a +3 bonus on their Occult roll when working within that avenue of magic. However, they incur a -3 penalty when working with any other avenue of magic. Neither the bonus nor the penalty alter the level of the spell. When dealing with magic of a general nature, the specialized magician receives neither a bonus nor a penalty.


If the magician succeeds on their Thaumaturgy roll, the object is transmuted, and is indistinguishable from an ordinary object of its new type.
==Power Pool==


The target of a transmutation spell may use an action to try and break free of it. To return to their natural form, the target must use a task action to make a successful defense value roll against the attack value of the attacker. For example, if a character is affected by a transmutation spell from a character with attack value 5, they would need to make a Will + Power roll against 2d6 + 5. If the transmuted object or creature has not returned to their original form by the end of the scene, then the spell ends shortly thereafter.
An arcane caster has a Power Pool, which is an expendable resource used to empower their spells. The character's maximum Power Pool is equal to their Power Level ×2.


====Transportation====
If a character's Occult roll is successful, and they cast a spell, they then deduct the spell level from the character's Power Pool.


Magic is often used to transport a magician from one place to another. Typically, this is done either with flight or with teleportation. The advantage of flight is that the spell will last as long as the current scene: each time the magician uses a movement action during their their turn, they can fly the distance granted them by the spell. The advantage of teleportation is that the magician can bypass obstacles, but unlike flight, the spell's duration is instantaneous: once the magician reaches their destination, the spell ends.
The character regains all of their spent Power Pool after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. They may recover half of their spent Power Pool (rounded in the character's favour) by studying their magical texts and meditating for about an hour.


The action value (AV) of the spell is equal to the magician's Power. The difficulty value (DV) is based upon the distance the magician wishes to go.
==Consequences==


If the spell inflicts Endurance damage or accomplishes some straightforward goal, the effects are essentially permanent. If the spell causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, a spell that deprives a character of their movement or free will can be opposed.


{| cellpadding="4" cellspacing="1"
To "break out" of a spell with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to make a successful Athletics (Presence) roll or Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll.
|+Table: Transportation by spell
|- class="h1row"
! class="aligncenter"|Distance
! class="aligncenter"|Difficulty Modifier
|- class="oddrow"
| class="alignleft"|Short range (10 meters)
| class="aligncenter"|No penalty dice
|- class="evenrow"
| class="alignleft"|Medium range (50 meters)
| class="aligncenter"|1 penalty die
|- class="oddrow"
| class="alignleft"|Long range (500 meters)
| class="aligncenter"|2 penalty dice
|- class="evenrow"
| class="alignleft"|Across the continent
| class="aligncenter"|3 penalty dice
|- class="oddrow"
| class="alignleft"|Across the world
| class="aligncenter"|4 penalty dice
|- class="evenrow"
| class="alignleft"|Another world
| class="aligncenter"|5 penalty dice
|}


To "break out" of a spell with an ongoing mental effect, such as mind control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll.


====Wheel Of Fortune====
If the target's roll equals or exceeds the attacker's roll, they recover from the ongoing effect, and the spell ends.


''Divination''
If a spell transforms a target physically, or it affects one of the target's attributes other than Endurance, the transformation ends if the transformed creature is reduced to 0 Endurance. The target's Endurance returns to its pre-transformation value, and any damage taken while physically transformed is ignored. (This assumes that the transformation is against the will of the target. If the caster is using transformation magic to try and make their warrior friend immune to damage, it won't work, and it may backfire horribly. The fates are cruel to people who try to find loopholes in the laws of magic.)
 
Magic can spin the wheel of fortune, making unlikely events likely and likely events unlikely. The action value (AV) of the spell is equal to the magician's Will + Power. The Thaumaturgy (Will + Power) roll is moderately difficult (DV 3).
 
If the magician's roll is successful, they may describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a bonus die if the circumstance is favorable or to impose a roll penalty (-3) if the circumstance is unfavorable. Magically spinning the wheel of fortune could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the spell. Each spin of the wheel should be roughly as useful as a bonus die or a penalty die: significant, but not game-breaking.


==Unintended Consequences==
==Unintended Consequences==
Line 543: Line 182:
Magic is not natural to mortals. It is alien at best, and at worst magic is an insidious and corrupting force. Careful and skilled magicians can avoid the negative consequences of magic for a while, but no one escapes them forever.
Magic is not natural to mortals. It is alien at best, and at worst magic is an insidious and corrupting force. Careful and skilled magicians can avoid the negative consequences of magic for a while, but no one escapes them forever.


When a magician attempts to cast a spell but fails their Thaumaturgy roll, the uncontrolled magical forces wreak havoc with their body, twisting and corrupting it. The worse they failed their roll, the more severe is this corruption. In the interests of simplicity, this usually results in the magician taking Endurance damage. Alternately, the player may choose to roll on the fun and terrifying "Optional consequences of failed Thaumaturgy" table below. If the player chooses to roll on the optional consequences table, the character does not take Endurance damage: they suffer the optional consequences, instead.
When a magician attempts to cast a spell but fails their Occult roll, the uncontrolled magical forces wreak havoc with their body, twisting and corrupting it. The worse they failed their roll, the more severe is this corruption. In the interests of simplicity, this usually results in the reduction of the magician's maximum Endurance. Alternately, the player may choose to roll on the fun and terrifying "Optional consequences of failed Occult roll" table below. If the player chooses to roll on the optional consequences table, the character's maximum Endurance is not reduced: they suffer the optional consequences, instead.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Consequences of failed Thaumaturgy
|+Table: Consequences of failed Occult roll
|- class="h1row"
|-  
! class="aligncenter"|Thaumaturgy Roll<br />Failed By
! class="aligncenter"|Occult Roll<br />Failed By
! class="aligncenter"|Endurance<br /> Lost
! class="aligncenter"|Maximum Endurance<br /> Lost
! class="aligncenter"|Typical<br />Consequence
! class="aligncenter"|Typical<br />Consequence
! class="aligncenter"|Optional<br />Consequence
! class="aligncenter"|Optional<br />Consequence
|- class="oddrow"
|-  
| class="aligncenter"|1-3
| class="aligncenter"|1-3
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Trickle of blood from the nose
| class="alignleft"|Trickle of blood from the nose
| class="alignleft"|Minor
| class="alignleft"|Minor
|- class="evenrow"
|-  
| class="aligncenter"|4-6
| class="aligncenter"|4-6
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Bleeding from the nose and ears
| class="alignleft"|Bleeding from the nose and ears
| class="alignleft"|Moderate
| class="alignleft"|Moderate
|- class="oddrow"
|-  
| class="aligncenter"|7-9
| class="aligncenter"|7-9
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Blood flowing from the eyes, ears, and nose
| class="alignleft"|Blood flowing from the eyes, ears, and nose
| class="alignleft"|Severe
| class="alignleft"|Severe
|- class="evenrow"
|-  
| class="aligncenter"|10-12
| class="aligncenter"|10-12
| class="aligncenter"|4
| class="aligncenter"|4
Line 576: Line 215:




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Optional consequences of failed Thaumaturgy
|+Table: Optional consequences of failed Occult roll
|- class="h1row"
|-  
! class="aligncenter" colspan="4"|Roll 2d6
! class="aligncenter" colspan="4"|Roll 2d6
! class="alignleft" rowspan="2"|Consequence
! class="alignleft" rowspan="2"|Consequence
Line 586: Line 225:
! class="aligncenter"|Severe
! class="aligncenter"|Severe
! class="aligncenter"|Critical
! class="aligncenter"|Critical
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|
| class="aligncenter"|
Line 592: Line 231:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|White hair
| class="alignleft"|White hair
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|
| class="aligncenter"|
Line 598: Line 237:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Obsession
| class="alignleft"|Obsession
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|
| class="aligncenter"|
Line 604: Line 243:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Hair loss
| class="alignleft"|Hair loss
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="aligncenter"|1
| class="aligncenter"|1
Line 610: Line 249:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Phobia
| class="alignleft"|Phobia
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="aligncenter"|2
| class="aligncenter"|2
Line 616: Line 255:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Pallor
| class="alignleft"|Pallor
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="aligncenter"|3
| class="aligncenter"|3
Line 622: Line 261:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Stench
| class="alignleft"|Stench
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="aligncenter"|4
| class="aligncenter"|4
Line 628: Line 267:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Lame
| class="alignleft"|Lame
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="aligncenter"|5
| class="aligncenter"|5
Line 634: Line 273:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Webbed digits
| class="alignleft"|Webbed digits
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="aligncenter"|6
| class="aligncenter"|6
Line 640: Line 279:
| class="aligncenter"|
| class="aligncenter"|
| class="alignleft"|Hunched back
| class="alignleft"|Hunched back
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="aligncenter"|7
| class="aligncenter"|7
Line 646: Line 285:
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignleft"|Blight
| class="alignleft"|Blight
|- class="oddrow"
|-  
| class="aligncenter"|11
| class="aligncenter"|11
| class="aligncenter"|8
| class="aligncenter"|8
Line 652: Line 291:
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|Tumours
| class="alignleft"|Tumours
|- class="evenrow"
|-  
| class="aligncenter"|12
| class="aligncenter"|12
| class="aligncenter"|9
| class="aligncenter"|9
Line 658: Line 297:
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Bulbous eyes
| class="alignleft"|Bulbous eyes
|- class="evenrow"
|-  
|- class="oddrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|10
| class="aligncenter"|10
Line 665: Line 304:
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignleft"|Lesions
| class="alignleft"|Lesions
|- class="evenrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|11
| class="aligncenter"|11
Line 671: Line 310:
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignleft"|Glowing eyes
| class="alignleft"|Glowing eyes
|- class="oddrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|12
| class="aligncenter"|12
Line 677: Line 316:
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Scaly skin
| class="alignleft"|Scaly skin
|- class="evenrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
Line 683: Line 322:
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignleft"|Face rot
| class="alignleft"|Face rot
|- class="oddrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
Line 689: Line 328:
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignleft"|Polymorph
| class="alignleft"|Polymorph
|- class="evenrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
Line 695: Line 334:
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|Eye stalk
| class="alignleft"|Eye stalk
|- class="oddrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
Line 701: Line 340:
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignleft"|Gelatinous skin
| class="alignleft"|Gelatinous skin
|- class="evenrow"
|-  
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
| class="aligncenter"|
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| class="aligncenter"|11
| class="aligncenter"|11
| class="alignleft"|Extra arm
| class="alignleft"|Extra arm
|- class="oddrow"
|-  
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* '''Scaly skin:''' The character's skin becomes hard and scaly, like that of a desert lizard or alligator. This doesn't provide any protection from injury; it's simply ugly.
* '''Scaly skin:''' The character's skin becomes hard and scaly, like that of a desert lizard or alligator. This doesn't provide any protection from injury; it's simply ugly.
* '''Face rot:''' The character's nose, ears, and lips rot away and fall off. This doesn't impair their senses; it's simply grotesque.
* '''Face rot:''' The character's nose, ears, and lips rot away and fall off. This doesn't impair their senses; it's simply grotesque.
* '''Polymorph:''' The character is transformed into a ordinary animal no smaller than a cat, and no larger than a medium-size dog. They can think and speak normally, and their Power attribute is reduced to 1. On the bright side, the polymorph removes any other magical consequences from which the character may be suffering: when they recover from the polymorph, they are their normal, human-appearing selves again.
* '''Polymorph:''' The character is transformed into a ordinary animal no smaller than a cat, and no larger than a medium-size dog. They can think and speak normally, and their Power Level attribute is reduced to 1. On the bright side, the polymorph removes any other magical consequences from which the character may be suffering: when they recover from the polymorph, they are their normal, human-appearing selves again.
* '''Eye stalk:''' The character grows an additional, completely functional eye on their face or head, on the end of a 20 centimeter long stalk.
* '''Eye stalk:''' The character grows an additional, completely functional eye on their face or head, on the end of a 20 centimeter long stalk.
* '''Gelatinous skin:''' The character's skin becomes sticky and translucent, and has a wet, gummy texture. The doesn't make the character more vulnerable to injury; they're simply grotesque.
* '''Gelatinous skin:''' The character's skin becomes sticky and translucent, and has a wet, gummy texture. The doesn't make the character more vulnerable to injury; they're simply grotesque.
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* '''Tentacles:''' The character's arms become boneless tentacles. They are as useful for grasping and manipulating objects as hands; they're just grotesque.
* '''Tentacles:''' The character's arms become boneless tentacles. They are as useful for grasping and manipulating objects as hands; they're just grotesque.


The player of the magician who has been disfigured should make a note of the severity of the failure, because this may have an impact on the difficulty of reversing the effect.
The player of the magician who has been disfigured should make a note of the severity of the failure (minor, moderate, severe, or critical), because this will have an impact on the difficulty of reversing the effect.


===Recovering From Magical Consequences===
===Recovering From Magical Consequences===


Normally, a character suffering from the consequences of a failed Thaumaturgy roll recovers one Endurance after they have refrained from any use of magic for half an hour or so. After that, a character who completely abstains from using magic will regain one Endurance per day; a character who has used magic in the past 24 hours will not. (This applies only to Endurance lost as a result of a failed Thaumaturgy roll, and not to any other sort of injury or Endurance loss.)
Normally, a character suffering from the consequences of a failed Occult roll recovers one maximum Endurance after they have refrained from any use of magic for half an hour or so. After that, a character who completely abstains from using magic will regain one maximum Endurance per day; a character who has used magic in the past 24 hours will not.


A character who has been altered or disfigured by an optional consequence does not recover from that consequence until they completely abstain from using any magic for 24 hours. Additionally, a character who continues to use magic while suffering from an optional consequence risks their condition becoming permanent. Each morning after the first day, the player rolls 2d6. On a roll of 2, their character's disfigurement has become permanent.
A character who has been altered or disfigured by an optional consequence does not recover from that consequence until they completely abstain from using any magic for 24 hours. Additionally, a character who continues to use magic while suffering from an optional consequence risks their condition becoming permanent. Each morning after a day in which the character used magic, the player rolls 2d6. On a roll of 2, their character's disfigurement has become permanent.


Using magic to reverse the unintended consequences of a failed Thaumaturgy roll [[Rough_Magic:Magic#Healing|is possible]], but difficult.
The minimum level of the spell needed to reverse the unintended consequences of a failed Occult roll is based on the severity of the failure.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Reversing the consequences of failed Occult roll
|-
! class="aligncenter"|Failure
! class="aligncenter"|Spell Level
|-
| class="alignleft"|Minor
| class="aligncenter"|1
|-
| class="alignleft"|Moderate
| class="aligncenter"|2
|-
| class="alignleft"|Severe
| class="aligncenter"|3
|-
| class="alignleft"|Critical
| class="aligncenter"|4
|}
 
 
To reverse the unintended consequences of a failed Occult roll, the character attempting to cast the restorative magic must succeed at a remarkably difficult (DV 6) Occult (Power Level) skill roll.


==Counterspells==
==Counterspells==


During their turn, or as a [[Rough_Magic:Actions#Forcing_An_Action|forced action]], a character who is able to cast spells may use a task action to counter a spell cast against them (no Thaumaturgy roll is required). A counterspell might entail conjuring a magical shield to block the spell, or it might involve using finesse to harmlessly divert the spell away: the choice is up to the player.  
During their turn, or as a [[Rough_Magic_3e_EN:Actions#Forcing_An_Action|forced action]], a character who is able to cast spells may use a standard action to counter a spell cast against them (no Occult roll is required). A counterspell might entail conjuring a magical shield to try and block the spell, trying to neutralize the spell with an inverse effect, or it might involve using finesse to try and divert the spell away: the choice is up to the player.  


XXX add rules from dodge
Casting a counterspell grants a +3 bonus to the character's defense roll against all spells until they take their next turn.


A character may choose to cast a counterspell after the attacker has determined that the attack will successfully hit: there is no need to counterspell an attack that misses.
A character may choose to cast a counterspell after the attacker has determined that the attack will successfully hit: there is no need to counterspell an attack that misses.
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==Empowering Objects==
==Empowering Objects==


Any character with Power of 1 or greater can temporarily imbue non-living materials with magic. In practice, this allows a character to create pieces of magical "equipment" which operate similarly to ordinary equipment one can buy at a shop. This allows a character to create a charm that grants a character expertise with the Deception skill, a potion that grants an additional two character points of Brawn, a bracelet that grants the protection of rating 3 armor, and so on.
Any character with a Power Level of 1 or greater can temporarily imbue non-living materials with magic. In practice, this allows a character to create pieces of magical "equipment" which operate similarly to ordinary equipment one can buy at a shop. This allows a character to create a charm that grants a character Expertise with the Deception skill, a potion that grants an additional two character points of Brawn, a bracelet that grants the protection of rating 3 armor, and so on.


The rating of each piece of such equipment may not exceed the character's Power, and the maximum number of objects a character can have temporarily empowered at one time is also equal to their Power. If the character creates a new empowered object which would place them over this limit, one of their previously empowered objects ceases to function (the player may choose which one). The time it takes to empower a new item depends on the rating of the object. The magician may eat, sleep, and attend to matters of personal hygiene, but may engage in no other significant activity while empowering a new item.
The number of days it takes to create an empowered object, or a number of identical empowered objects, is equal to the object's spell level (techniques may be used to lower the spell level of an empowered object). The magician may eat, sleep, and attend to matters of personal hygiene, but may engage in no other significant activity while empowering a new item.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Time to empower an object
|- class="h1row"
! class="aligncenter"|Rating
! class="aligncenter"|Creation Time
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|1 day
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|2 days
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|6 days
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|24 days
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|120 days
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|720 days
|}


The maximum number of objects a character can have temporarily empowered at one time is equal to their Power Level. If all of the empowered objects are identical, the magician may prepare multiple objects simultaneously. If the character creates a new empowered object which would place them over their limit, one of their previously empowered objects ceases to function (the player may choose which one).


Empowered objects last about a week before the magic fades, unless the character spends a number of character points equal to the rating of the item. This makes the empowerment permanent, and that item no longer counts against the character's maximum number of empowered items.
Empowered objects last about two weeks before the magic fades, unless the character spends a number of character points equal to the spell level of the item. This makes the empowerment permanent, and that item no longer counts against the character's maximum number of empowered items.




[[Category:Magic]]
[[Category:Magic]]
[[Category:Rough_Magic]]
[[Category:Rough_Magic]]
[[Category:English]]

Latest revision as of 13:26, 30 December 2021

Arrow up 16x16.png Contents

Magicians manipulate the raw essence of the universe through a combination of training, education, and inherent ability; if it were easy, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. Unless otherwise indicated, using Occult to cast a spell is a remarkably difficult (DV 6) task.

Avenues Of Magic

The Société Impériale de Thaumaturgie divides magic into five approved "avenues", or categories: Alteration (changing one type of matter or energy to another type of matter or energy), Conjuration (creating matter or energy from nothing), Divination (perceiving through time, space, or both), Enchantment (influencing the minds of others), and Illusion (creating images without substance). If a magician has chosen to specialize in one of these avenues, they receive a +3 bonus on their Occult roll when working within that avenue of magic. However, they incur a -3 penalty when working with any other avenue of magic. When dealing with magic of a general nature, the specialized magician receives neither a bonus nor a penalty.

  • Alteration is concerned with the magician's ability to change, often radically, the structure and composition of any object. Alteration may change one form of matter or energy to another form of matter or energy.
  • Conjuration is concerned with the magician's ability to create matter or energy out of nothing. In truth, creating something from nothing is impossible, even for a magician, but the actual source is somewhere far enough away that it makes no difference.
  • Divination is concerned with obtaining information through magical means. Divination can find hidden things, reveal the truth behind deceptive magic, and see into the future or the past.
  • Enchantment is concerned with beguiling and controlling the minds of others. Enchantment can make someone see something that no one else can see, can influence someone's behaviour, or even alter their memories.
  • Illusion is concerned with appearances. Illusion spells can be used to camouflage, illuminate, or obscure something without changing its structure or fundamental nature.

There are two additional avenues which the SIT has prohibited, and which carry a harsh sentence for those convicted of using them: Diabolism ‎(communing with entities beyond the mortal world) and Necromancy (manipulating the forces of death and undeath).

Jazz Sorcery

Jazz Sorcery has roots in the magical and musical expression of West Africa and the western Sahel, in the magical traditions of the Savages of the American West, and in European military sorcery. After originating in African American communities in the late 19th century, Jazz Sorcery became internationally known by the 1920s. Since then, Jazz Sorcery has had a profound influence on other magical styles worldwide.

Jazz Sorcery is not explicitly prohibited, but neither is it recognized by the SIT as legitimate. However, due to its pagan associations, Jazz Sorcery is condemned by the Gallican Catholic Church as a heresy, and its practitioners may run afoul of the law for that reason. Jazz Sorcery was originally developed by African musicians around the beginning of the 20th century. As the first original magical style to emerge from the Confederation of American States, Jazz Sorcery has been described as "American thaumaturgy". Its practitioners often rely upon musical rituals, pagan symbolism, and sympathetic magic.

The Société Impériale de Thaumaturgie refuses to recognize Jazz Sorcery as a legitimate branch of magic because its practitioners steadfastly refuse to submit themselves to the authority of the SIT. In fact, some in the Société maintain that such resistance to authority is one of the basic tenets of Jazz Sorcery.

Identifying Spells

If a character with the Occult skill witnesses a spell being cast, or is able to examine a spell currently in use, they may make a moderately difficult (DV 3) Occult (Reason) roll to identify the avenue of the spell, and whether it is offensive, defensive, or utilitarian in nature. If they make a remarkably difficult (DV 6) Occult (Reason) roll, they are able to analyze the spell in great detail: the range, the scope, the intended effect, and so on.

If the spell was cast with subtlety, the character attempting to identify it incurs a -3 penalty on this roll.

Mage Sight

Any character with a Power Level of 1 or greater has the gift the Société Impériale de Thaumaturgie calls "mage sight". Mage sight allows a character to use a standard action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 3) Perception (Presence) roll. If the target of the magician's attention is another magic-using being, the magician knows their opponent's Power Level. If the target of the sorcerer's attention is a magic object, the sorcerer learns the general purpose of the object's magic, and has a rough idea how to activate it.

Mage sight has other uses, as well. For example, if a character with mage sight is being spied upon using Divination, they may attempt a remarkably difficult (DV 6) Perception (Presence) roll to notice the fact (a person without mage sight does not have the ability to notice when they are being magically spied upon). If they succeed at an extremely difficult (DV 9) Perception (Presence) roll, they also notice whether the person spying on them is in the past, present, or future.

Casting Spells

Casting a spell has three prerequisites: the character must have a Power Level of 1 or greater, the character must have the Occult skill, and the character must have the Arcane Caster gift. A character who meets these requirements may attempt an Occult skill roll to cast a spell.

Casting a spell has three steps:

  • Count the aspects to determine the level of the spell
  • Make an Occult roll, incurring a penalty equal to the level of the spell
  • Reduce the Power Pool by an amount equal to the level of the spell

Cantrips

A very simple spell, or "cantrip", has the following:

  • Requires a standard action to cast
  • Requires the caster to repeat magical phrases and gestures
  • Affects a single target, or less than a two meter diameter area
  • Has hand-to-hand range

And does one of the following:

  • Creates an ordinary object of mediocre quality, up to 5 kg
  • Inflicts or restores at most 1 Endurance damage
  • Moves a 5 kg object up to 5 m (but not as an attack)
  • Protects against natural attacks (adds character's Power Level to their defense roll)
  • Causes a noise, odour, taste, image, or other simple sensory effect (but not as an attack)
  • Has a result that is found in nature
  • Has an otherwise ordinary effect that would take a person with proper tools and training up to an hour to accomplish

A cantrip does not require a skill roll unless the target is a person or a creature, and it does not reduce the character's Power Pool.

Aspects

The number of aspects a spell has is called its "spell level". The level of the spell determines the penalty on the caster's Occult roll and the amount deducted from the character's Power Pool.

  • Area: The spell affects everything within an area (maximum area based on the caster's Power Level)
  • Creation: The spell creates an ordinary object of good quality (maximum mass based on the caster's Power Level)
  • Duration: The spell lasts beyond a single round (maximum duration equal to "general effect", based on the caster's Power Level; rounds for combat spells, hours for noncombat spells)
  • Information: The spell provides information about a person, place, or thing (maximum range based on the caster's Power Level)
  • Injury: The spell inflicts or restores +1 Endurance damage
  • Motion: The spell moves an object to a location (maximum mass and range based on the caster's Power Level)
  • Perception: The spell allows the caster to perceive a person, place, or thing (maximum range based on the caster's Power Level)
  • Protection: The spell grants protection against both natural and unnatural attacks (adds character's Power Level to their defense roll)
  • Range: The spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
  • Salvo: The spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
  • Sensation: The spell creates a convincing illusion with all associated sensory effects (maximum area based on the caster's Power Level)
  • Summoning: The spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
  • Transformation: The spell changes a person, place, or thing into something else (maximum attributes of a creature is equal to "general effect", based on the caster's Power Level; if a transformed creature is reduced to 0 Endurance, the transformation ends)
  • Travel: The spell moves a person or a creature to a location (maximum range based on the caster's Power Level)
  • Unnatural: The spell has a result that does not occur in nature, such as a supernatural power
  • Utility: The spell has an otherwise ordinary effect that would take a person or persons with proper tools and training more than an hour to accomplish

A spell may have the same aspect multiple times. For aspects pertaining to quantity, distance, or area, each additional level of that aspect multiplies its effect tenfold. For aspects which help or harm the target directly, each additional level of that aspect adds +1 to its effect.

Count the number of aspects the spell has: this is its level.

Techniques

The spell level can be reduced by the use of techniques. Each technique used reduces the spell level by 1. The spell level can be reduced by up to half (rounded in the character's favour), to a minimum of 1.

  • Contagion: The caster has an item important to the target, or a part of the target itself
  • Focus: The caster holds a wand, staff, amulet, holy symbol, or other obvious object
  • Material: The caster uses rare or valuable materials which are consumed by the casting of the spell
  • Ritual: The caster spends 20 minutes or more to cast the spell
  • Sacrifice: The caster ceremoniously kills something... an animal, let's say

Extra Effort

The caster can expend more of their Power Pool than necessary in order to offset the spell level penalty on their Occult roll. For every extra point the character spends from their Power Pool, the penalty on the Occult roll is reduced by 1, to a maximum of -0. The points spent to improve the Occult roll are deducted from the character's Power Pool even if the skill roll is unsuccessful.

Rolling Dice

If the spell's level is 1 or greater, or the target is a person or a creature, the spell requires a skill roll to cast. The caster makes an Occult roll, adding attributes according to the type of spell. The level of the spell is then subtracted from the roll.

The spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or a creature.


Table: Typical spell difficulties
Task Skill Roll Difficulty
Normal attack Occult (Agility + Power Level) Target's Ranged Combat (Agility) plus armor, etc.
Mental attack Occult (Power Level) Target's Mental Combat (Presence) plus Mental Resistance (Power Level)
Alteration attack Occult (Power Level) Target's Ranged Combat (Agility) plus Alteration Resistance (Power Level)
Unusual attack Occult (Power Level) Target's Ranged Combat (Agility)
Creating a defensive ward equal to Power Level Occult (Agility + Power Level) Remarkable (DV 6)
Creating a useful effect Occult (Reason + Power Level) Remarkable (DV 6)
Moving a willing target a distance Occult (Agility + Power Level) Remarkable (DV 6)


Subtlety

A magician can cast a spell with subtlety (without using audible incantations or obvious gestures), but this imposes a -3 penalty on their Occult roll. Subtlety does not alter the level of the spell.

Specialization

If a magician has chosen to specialize in one of the avenues of magic, they receive a +3 bonus on their Occult roll when working within that avenue of magic. However, they incur a -3 penalty when working with any other avenue of magic. Neither the bonus nor the penalty alter the level of the spell. When dealing with magic of a general nature, the specialized magician receives neither a bonus nor a penalty.

Power Pool

An arcane caster has a Power Pool, which is an expendable resource used to empower their spells. The character's maximum Power Pool is equal to their Power Level ×2.

If a character's Occult roll is successful, and they cast a spell, they then deduct the spell level from the character's Power Pool.

The character regains all of their spent Power Pool after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. They may recover half of their spent Power Pool (rounded in the character's favour) by studying their magical texts and meditating for about an hour.

Consequences

If the spell inflicts Endurance damage or accomplishes some straightforward goal, the effects are essentially permanent. If the spell causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, a spell that deprives a character of their movement or free will can be opposed.

To "break out" of a spell with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to make a successful Athletics (Presence) roll or Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll.

To "break out" of a spell with an ongoing mental effect, such as mind control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll.

If the target's roll equals or exceeds the attacker's roll, they recover from the ongoing effect, and the spell ends.

If a spell transforms a target physically, or it affects one of the target's attributes other than Endurance, the transformation ends if the transformed creature is reduced to 0 Endurance. The target's Endurance returns to its pre-transformation value, and any damage taken while physically transformed is ignored. (This assumes that the transformation is against the will of the target. If the caster is using transformation magic to try and make their warrior friend immune to damage, it won't work, and it may backfire horribly. The fates are cruel to people who try to find loopholes in the laws of magic.)

Unintended Consequences

Magic is not natural to mortals. It is alien at best, and at worst magic is an insidious and corrupting force. Careful and skilled magicians can avoid the negative consequences of magic for a while, but no one escapes them forever.

When a magician attempts to cast a spell but fails their Occult roll, the uncontrolled magical forces wreak havoc with their body, twisting and corrupting it. The worse they failed their roll, the more severe is this corruption. In the interests of simplicity, this usually results in the reduction of the magician's maximum Endurance. Alternately, the player may choose to roll on the fun and terrifying "Optional consequences of failed Occult roll" table below. If the player chooses to roll on the optional consequences table, the character's maximum Endurance is not reduced: they suffer the optional consequences, instead.


Table: Consequences of failed Occult roll
Occult Roll
Failed By
Maximum Endurance
Lost
Typical
Consequence
Optional
Consequence
1-3 1 Trickle of blood from the nose Minor
4-6 2 Bleeding from the nose and ears Moderate
7-9 3 Blood flowing from the eyes, ears, and nose Severe
10-12 4 Blood gushing from every orifice Critical


Table: Optional consequences of failed Occult roll
Roll 2d6 Consequence
Minor Moderate Severe Critical
1 White hair
2 Obsession
3 Hair loss
4 1 Phobia
5 2 Pallor
6 3 Stench
7 4 1 Lame
8 5 2 Webbed digits
9 6 3 Hunched back
10 7 4 1 Blight
11 8 5 2 Tumours
12 9 6 3 Bulbous eyes
10 7 4 Lesions
11 8 5 Glowing eyes
12 9 6 Scaly skin
10 7 Face rot
11 8 Polymorph
12 9 Eye stalk
10 Gelatinous skin
11 Extra arm
12 Tentacles


  • White hair: All of the character's hair turns luminescent white, all over their body.
  • Obsession: The character develops an uncontrollable obsession or fascination with an object, color, or circumstance. Pick a word randomly from the dictionary: the character will seek this thing out, cut out photos of it from magazines, collect it, and so on.
  • Hair loss: All of the character's hair falls out, all over their body.
  • Phobia: The character develops an uncontrollable fear or revulsion toward an object, color, or circumstance. Pick a word randomly from the dictionary: the character will avoid this thing at all costs.
  • Pallor: The character's skin becomes ashen grey in color, and powdery in texture.
  • Stench: The character exudes a putrid smell, like rotting flesh and sewage.
  • Lame: One of the character's knees, or ankles, or hips becomes painful, giving them a pronounced limp.
  • Webbed digits: The character grows membranes of skin between their fingers and between their toes.
  • Hunched back: The character's back twists and bends, giving them a hunched-over appearance.
  • Blight: Plants within ten meters of the character wither and die. Milk-producing animals stop producing, or give milk that is sour.
  • Tumours: The character develops numerous benign skin tumours, ranging in size from as small as an olive to the size of a tangerine. This doesn't impair their movement; it's just grotesque.
  • Bulbous eyes: The character's eyes triple in size and protrude slightly from their head. This doesn't affect the character's vision; it's just freaky looking.
  • Lesions: The character's skin is covered in oozing sores. This isn't painful; it's just gross.
  • Glowing eyes: The character's eyes becomes translucent, and they glow with a sickly yellow or green light. This doesn't impair the character's vision; it's just freaky looking.
  • Scaly skin: The character's skin becomes hard and scaly, like that of a desert lizard or alligator. This doesn't provide any protection from injury; it's simply ugly.
  • Face rot: The character's nose, ears, and lips rot away and fall off. This doesn't impair their senses; it's simply grotesque.
  • Polymorph: The character is transformed into a ordinary animal no smaller than a cat, and no larger than a medium-size dog. They can think and speak normally, and their Power Level attribute is reduced to 1. On the bright side, the polymorph removes any other magical consequences from which the character may be suffering: when they recover from the polymorph, they are their normal, human-appearing selves again.
  • Eye stalk: The character grows an additional, completely functional eye on their face or head, on the end of a 20 centimeter long stalk.
  • Gelatinous skin: The character's skin becomes sticky and translucent, and has a wet, gummy texture. The doesn't make the character more vulnerable to injury; they're simply grotesque.
  • Extra arm: The character grows an extra arm from their torso. This new appendage is somewhat clumsy, and not entirely under the character's control.
  • Tentacles: The character's arms become boneless tentacles. They are as useful for grasping and manipulating objects as hands; they're just grotesque.

The player of the magician who has been disfigured should make a note of the severity of the failure (minor, moderate, severe, or critical), because this will have an impact on the difficulty of reversing the effect.

Recovering From Magical Consequences

Normally, a character suffering from the consequences of a failed Occult roll recovers one maximum Endurance after they have refrained from any use of magic for half an hour or so. After that, a character who completely abstains from using magic will regain one maximum Endurance per day; a character who has used magic in the past 24 hours will not.

A character who has been altered or disfigured by an optional consequence does not recover from that consequence until they completely abstain from using any magic for 24 hours. Additionally, a character who continues to use magic while suffering from an optional consequence risks their condition becoming permanent. Each morning after a day in which the character used magic, the player rolls 2d6. On a roll of 2, their character's disfigurement has become permanent.

The minimum level of the spell needed to reverse the unintended consequences of a failed Occult roll is based on the severity of the failure.


Table: Reversing the consequences of failed Occult roll
Failure Spell Level
Minor 1
Moderate 2
Severe 3
Critical 4


To reverse the unintended consequences of a failed Occult roll, the character attempting to cast the restorative magic must succeed at a remarkably difficult (DV 6) Occult (Power Level) skill roll.

Counterspells

During their turn, or as a forced action, a character who is able to cast spells may use a standard action to counter a spell cast against them (no Occult roll is required). A counterspell might entail conjuring a magical shield to try and block the spell, trying to neutralize the spell with an inverse effect, or it might involve using finesse to try and divert the spell away: the choice is up to the player.

Casting a counterspell grants a +3 bonus to the character's defense roll against all spells until they take their next turn.

A character may choose to cast a counterspell after the attacker has determined that the attack will successfully hit: there is no need to counterspell an attack that misses.

Empowering Objects

Any character with a Power Level of 1 or greater can temporarily imbue non-living materials with magic. In practice, this allows a character to create pieces of magical "equipment" which operate similarly to ordinary equipment one can buy at a shop. This allows a character to create a charm that grants a character Expertise with the Deception skill, a potion that grants an additional two character points of Brawn, a bracelet that grants the protection of rating 3 armor, and so on.

The number of days it takes to create an empowered object, or a number of identical empowered objects, is equal to the object's spell level (techniques may be used to lower the spell level of an empowered object). The magician may eat, sleep, and attend to matters of personal hygiene, but may engage in no other significant activity while empowering a new item.

The maximum number of objects a character can have temporarily empowered at one time is equal to their Power Level. If all of the empowered objects are identical, the magician may prepare multiple objects simultaneously. If the character creates a new empowered object which would place them over their limit, one of their previously empowered objects ceases to function (the player may choose which one).

Empowered objects last about two weeks before the magic fades, unless the character spends a number of character points equal to the spell level of the item. This makes the empowerment permanent, and that item no longer counts against the character's maximum number of empowered items.