The Consilium Magica
Edition 1.1
Compiled and Written by Del Webb
Note: This book is a compendium of rules originally published for Torg:
Roleplaying the Possibility Wars, (R), TM, and copyright, 1990, 1991, 1992,
1993, and 1994 by West End Games. This edition of the Consilium Magica
contains a few revisions,
clarifications, and explanations added by Jasyn Jones.
Credits:
Torg Boxed Set:
Original Mythos and Game Design: Greg Gordon
Mythos/System Developement: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul
Murphy
Aysle Sourcebook:
Design: Greg Farshtey, Greg Gordon, Paul Murphy, Bill Slavicek
Contributing Design: Jonatha Aridne Caspian, Michael Nystul
Magic Theory Assistance: Dr. Michael R. Fortner, Louis J. Prosperi
Pixaud's Practical Grimiore:
Arcane Lore: Greg Gordon, Greg Farshtey
Development and Editing: Greg Farshtey, Bill Smith, Ed Stark
Part 1: The Building
Divination: Used to produce a pattern which gives
information. Divination is
used for spells of detection, clairvoyance, and telepathy; spells which sense
or communicate use divination.
When used as a information spell, the pattern is the type of information you
are discovering, and the result is the target of inquiry (The Detect folk
evil spell has a pattern of divination/darkness and a result of folk; it
detects darkness in folk). When used as a communication spell, the pattern
is the source or medium of the information conveyed, and the result is the
recipient of the information (Vorgal's metal tale is divination/metal with a
result of folk; it gives information to folk through the metal).
The divination component of a spell (like that used in wards) can only be set
up to detect the full range of its pattern knowledge (i.e., a spell can
detect anger (darkness), or a dwarf (folk), but not angry dwarves. In fact,
these spells would detect all darkness or folk, respectively. Note, however,
that an entire spell to detect angry dwarves is possible
(Divination/darkness, with a result of folk, with an Exclusion of dwarves).
APPORTATION: Used to produce a pattern which allows the
mage to move something. Spells involving the attraction or repulsion of
the target are also apportation. Any physical mass or energy can be
apported. Essences may not be apported. Nature will concede the
apportation of physical mass. In other words, any
object moved by a spell remains moved even after the duration expires, unless
another force moves it. Attributes moved by apportation magic return to
their original object or kindred once the spell's duration expires. Other
intangible properties, such as skill values, also return if they cannot
naturally be gained or lost in a short period of time. Things such as spells
and shock points, since they can be gained and lost quickly, do not return if
moved by an apportation spell.
ALTERATION: Used to produce a pattern which allows the
mage to increase, decrease, or change something. An alteration spell
must begin its work on something which already exists in the natural world.
There are two types of alteration spells; modification and transformation.
Modification changes a target by degree. Modifications may use any
knowledge as a mechanism and produce real (not illusory) effects. A
modification spell may only affect a quality the target possesses naturally
(i.e., all humans have a Strength, so that can be modified; but no human is
naturally transparent, so a spell to make someone transparent is not a
modification spell). Modification spells cannot push a kindred attribute
past the larger of these two values:
- The Ayslish cosm limit of that attribute.
- The attribute plus the maximum gain possible from the Speed Push (+2) or
Power Push (+6) table, whichever is appropriate.
A transformation spell changes the target into a different kind of element,
kindred, or knowledge. A transformation is also necessary to increase or
decrease an attribute beyond the range of a modification. Transformations
must have an essence as the mechanism to produce real effects; otherwise they
are illusory. The final result points of a transformation spell must equal
or exceed the greatest attribute differencebetween the original and the
transform. For example, a spell to transform a giant (TOU 19) into a frog
(TOU 1), would need at least 18 result points. If magic is the mechanism, an
effect value of 37 is necessary (37 - 19 = 18), but this makes the spell
illusory. Any other mechanism requires an effect total of 70 or more! (70 -
19 = 51, read through the Power Push Table gives 18).
CONJURATION: Used to create or destroy a pattern. The mage can either bring
a supernatural pattern into the natural world, or reduce a part of the
natural world to its supernatural pattern, then undo the pattern.
All conjurations are transformations, involving the creation of something out
of nothing. Conjurations with real effects must have an essence knowledge as
the pattern or mechanism; otherwise they are illusory.
THE ARCANE KNOWLEDGES
ESSENCES
True transformation requires essences as either result or mechanism.
Conjuring or transforming something real requires essences as pattern and/or
mechanism. A spell with an essence pattern may have an essence mechanism,
but not an essence result. There are no Apportation/essence spells known to
exist.
- Death:
- Corruption, non-existence, death, the Void
- Pattern:
- Manipulate the death knowledge within a being or object or
bring destruction into existence.
- Conjuration:
- Create death to inflict on other knowledge
- Alteration:
- Reanimate the dead
- Apportation:
- None known
- Divination:
- Find corruption or source of destruction
- Mechanism:
- Allows a pattern to be altered through death. Can
corrupt, kill,or diminish its target. May be used to create real effects only for results
consistent with its nature.
- Result:
- Complete destruction of pattern knowledge. Makes death,
corruption, or destruction continual.
- Life:
- Creation, renewal, life, honor, growth, steady change, ideas
- Pattern:
- Find life or the honorable; enhance life, honor,
creativity;create living beings
- Conjuration:
- Create life
- Alteration:
- Accelerate healing or growth
- Apportation:
- None known
- Divination:
- Detect life, honor, one of Seven Kindred
- Mechanism:
- Imbues the result with life, honor, etc. Can transform one
Kindred to another. May be used to create real effects only for results
consistent with its nature.
- Result:
- Makes renewal or creation continual for duration. Can
tell the nature of Kindred, Living Forces, Light, or Magic on a Kindred.
- Time: Change in being or nature, time, radical or random change
- Pattern:
- Manipulation of change and time
- Conjuration:
- Bring element of change or time
- Alteration:
- Accelerate or decelerate time
- Apportation:
- None known
- Divination:
- Determine when an event occurred
- Mechanism:
- Transform one Inanimate Force into another. Make
conjurations
with Magic or Inanimate Forces real. Making effects real must be consistent
with the nature of Time.
- Result:
- Fix a process in time. Gain information about nature of
Magic or Inanimate Forces on an Element.
- True Knowledge:
- Knowledge of physical substances and their properties,
location, distance, mass
- Pattern:
- Changing or creating an Element, travel between and within
dimensions
- Conjuration:
- Extradimensional gates, create Element
- Alteration:
- Change an Element, teleportation
- Apportation:
- None known
- Divination:
- Seeing far away places or other dimensions
- Mechanism:
- Allows an Element to be transformed into another. Make
conjurations involving Light, Darkness, Inanimate Forces real, if result is
consistent with principles of True Knowledge.
- Result:
- Give information about nature of an Element; information
may be gained about Element, Light, Darkness, or Inanimate Forces.
PRINCIPLES
The principles are pure forces of a high order, derived from the essences.
All conjurations using principles are illusory unless an essence is used as
the mechanism. The most effective illusions use the principles as their
patterns, requiring a Mind total of 15 to disbelieve.
- Darkness:
- Physical darkness, spiritual darkness, evil, confusion,
doubt, negative emotions
- Pattern:
- Used to create, change, convert, detect, or move the
aspects of Darkness
- Conjuration:
- Create darkness, illusion of Kindred or Living Forces
with an element of evil
- Alteration:
- Increase/decrease darkness, convert Darkness
- Apportation:
- Moving darkness, moving dark emotions
- Divination:
- Detecting hostility or negative feelings
- Mechanism:
- Detecting darkness in living beings. Cause negative
emotions. Manipulate living energies to have negative effect.
- Result:
- Create physical darkness, emotional turmoil, confusion.
- Light:
- Physical light, positive emotions, insight, intellect
- Pattern:
- Used to create, change, convert, detect, or move Light
- Conjuration:
- Create light, illusions of Kindred or Living Forces
with an element of good, illusions of Elements or Inanimate Forces
- Alteration:
- Increase/decrease light, convert Light
- Apportation:
- Moving light, moving good emotions
- Divination:
- Detecting good will, positive feelings
- Mechanism:
- Detecting goodness in beings. Cause positive emotions.
Manipulate living energies to have positive effect.
- Result:
- Create physical light or emotional harmony.
- Magic:
- Knowledge of change, the supernatural; the most
ideal mechanism
- Pattern:
- Creation, detection, or manipulation of magical forces
- Conjuration:
- Illusions of Inanimate Forces or Elements
- Alteration:
- The changing or dispelling of magic
- Apportation:
- Removal of magic from an area
- Divination:
- Detection of magical energy
- Mechanism:
- The most effective mechanism, can be used for any pattern,
especially those of Element and Inanimate Forces.
- Result:
- Controlling magic in a being, object, or area.
MIXED FORCES
There are only two mixed forces. They are combinations of the opposed
essences, and thus are as difficult as principles to control. Illusions
using mixed forces as a pattern are disbelieved with a Mind total of 12.
- Inanimate Forces:
- Link to the Elements. Can affect Kindred, but not
change them. The forces which affect and are associated with Elements,
such as heat, electricity, gravity, magnetism, atomic bonds, etc.
- Pattern:
- Converting one Inanimate Force to another, or using Inanimate
Forces on objects.
- Conjuration:
- Creating a force
- Alteration:
- Changing one force to another, or changing the degree of a
force
- Apportation:
- Using forces to move objects
- Divination:
- Detection of objects or hidden forces
- Mechanism:
- Used to apport any physical object (including Kindred).
Used as mechanism for results of Light, Magic, Mixed Forces, Elements.
- Result:
- Creates any effect not covered by another knowledge. Needed
when result is to apply to all Elements equally.
- Living Forces:
- Link to the Kindred. Can only apport Elements.
Covers the attributes of living things (Strength, Mind, etc.) as well as
vitality.
- Pattern:
- Used for spells which will work on any Kindred
- Conjuration:
- Create health, charm and persuasion spells
- Alteration:
- Change the attributes of a being
- Apportation:
- Transfer health or attributes between creatures
- Divination:
- Detect presence and/or level of Living Forces
- Mechanism:
- Can be used for results of Mixed Forces, Kindred, Elements,
Light, and Darkness.
- Result:
- Needed when result is to apply equally to all Kindred.
SEVEN KINDRED
Covers all living things. Kindred can be used as a pattern if the
result is a Kindred, Living Forces, Darkness, or Light. Kindred cannot
be mechanisms. A Kindred must be the result if the spell alters or transforms
a Kindred.
- Aquatic:
- Covers all creature which live in the ocean or other water
bodies; fish, whales, crabs, frogs, sea snakes, mollusks, even bacteria.
- Avian:
- All flying creatures; birds, insects, bats, flying reptiles.
Dragons are not included.
- Earthly:
- All ground-based creatures which are still influenced
primarily by instinct. Humans and other Folk are not included.
- Elemental:
- Beings made directly of the Elements.
- Enchanted:
- Creatures which rely on magic for their existence,
often the
creatures of myth and legend; dragons, manticores, unicorns, fairies.
- Entity:
- Creatures which are alive unnaturally, which do not exist
naturally in the real world; demons, undead, golems, ghosts.
- Folk:
- Intelligent beings who relate closer to their own kind than any
Element or the supernatural; humans, elves, dwarves, trolls, harpies.
ELEMENTS
The Elements represent all unliving or spiritless things. The Elements
described here do not necessarily correspond to Core Earth definitions.
Often an Element is described as having an intellectual aspect. Elements
are used as patterns for spells with results of Element, Inanimate Forces,
Magic, or Light. Elements cannot be used as mechanisms. Changing an Element
requires a result of Element.
- Air:
- All substances which are gases at room temperature. Often a
cooling influence. Intelligence is impatient and quick tempered.
- Earth:
- All materials made from earthen components. Intelligence is
slow, patient, and thick-headed.
- Fire:
- Any form of natural combustion. A nuclear blast is Inanimate
Forces, not Fire. Intelligence is destructive and hungry.
- Metal:
- All earthly substances which are pliable when flame is applied.
Intelligence is strong willed and loyal if well-treated.
- Plant:
- That which grows on earth, sun and water alone, or which is
derived
from such elements. Includes petroleum products. Intelligence is patient
and pleasure seeking.
- Water:
- Considered to be water only. All other liquids are either
mixtures
or elements with a proclivity to Water. Intelligence is playful and gentle
unless enraged, when it becomes violent and vindictive
PART TWO:
Step-by-Step Design
This section details the design of a spell from beginning to end. There
will be several references to the Spell Laboratory Sheet, as well as several
other tables and figures. All of these can be found in Part Four. In order
to design a spell, a mage must know all four magic skills, and have at least
one add in the pattern knowledge he or she is using.
STATE
- Decide what spell you want to design. This is an obvious step, yet many
aspects of it are overlooked by mages. There are certain things to remember
when you come up with an idea for a spell. First of all, remember; one spell
produces one effect. When you get an idea for a new spell, ask yourself; are
all of the effects of this spell necessarily consequences of the basic
effect? For example, suppose a mage was trying to design a spell to summon a
demon. However, he wants the demon to be loyal to him. This would require
two spells; one to summon the demon and one to make it loyal. A spell
designed to summon a charmed demon would fail; since it is possible to summon
an unfriendly demon, the charming is a secondary effect.
- Decide upon the state path of the spell. The state path consists of the
magic skill used, the pattern, the mechanism, and the result. The pattern
knowledge is what you are starting with, the result knowledge is what you end
up with, and the mechanism is what causes the pattern to become the result.
Use the information in Part One to decide which knowledges to use. There is
often more than one way to build a state path; use the path you feel is most
appropriate for the effect you want. Record the skill and knowledges used on
the Spell Laboratory Sheet, at the upper left. Once you have decided on a
state path, consult the Magic State Paths diagram. Find the pattern
knowledge of the spell and record the enclosed value on the Spell Laboratory
Sheet under "Pattern Knowledge" (box at upper left). Trace the path from the
pattern to the mechanism, adding together the values on the arrows. You do
not add the values of the mechanism or any intermediary knowledges. If your
path takes you against an arrow, the cost is two. If you are looping back on
the same knowledge, however, you cannot go against the arrow. Record the sum
in the box labelled "Mechanism Knowledge". The use of the box labelled
"Additional" will be covered in a later section. Trace the path from the
mechanism to the result knowledge, using the same rules as before. Record
the sum under "Result Knowledge".
- Decide upon a casting method for the spell. There are four ways to cast
a spell; direct, focused, impressed, and ward. Direct means that the spell
is linked to the caster, and is released as soon as it is cast. Choosing
direct as a casting method adds nothing to the state path, so record a zero
in the Casting Method box. Focused spells are linked to another object or
person; theystate path. Impressed spells are linked to the caster, but can be held in
the mind until released. Impressing a spell adds three to the cost. A mage
may impress a number of spells equal to the sum of his adds in conjuration
and the state knowledge. A spell can be impressed and focused at the same
time; this spell is held in the caster's mind until released, causing it to
focus on the chosen object. Impressing a spell into anther being or an object
is covered in Part Three. Wards are guardian spells, designed to activate
when they detect a certain condition. Wards are, in effect, impressed and
focused spells that can release themselves without the caster being present.
Casting a ward adds five to the cost of the spell, plus an additional amount
for the divination component (discussed later).
- Add together the costs for the knowledges and casting method. record
this value under "State Total". Record the same value in the oval to
theright, labelled State. This is the cost of the State Path. Take your
skill value in conjuration magic, and add the number of adds you possess in
the pattern knowledge. Generate a bonus number to this value (using the
Bonus Chart). Record this under the box labelled Conjuration. (Example: a
mage designing an Alteration/Water spell has a conjuration magic value of 17,
and 3 adds in Water. He generates a +2 on the Bonus Chart, and records 22 in
the appropriate box [17 + 3 + 2 = 22]). A Possibility may be used on this
roll, but no card play is allowed. Subtract the Conjuration total from the
State total; the difference is recorded in the oval to the right of this row.
If the difference is -5 or less, record -5 in the oval.
PATTERN
- Decide on the area and/or volume the spell will affect. The area value
is the radius for the two-dimensional area the spell affects. An area may be
horizontal or vertical. Consult the Value Chart to determine the value. The
area will be a circle, unless otherwise stated (in Aspects, below). The
volume is the radius of the third dimension of the spell. If volume is
purchased, area must also be purchased. The volume is assumed to be a sphere
unless changed in Aspects. The values of volume and area should be equal; if
not, the area affected equals the smaller of the two values (which wastes the
extra points of the larger value).
- Decide on an effect total. This is how powerful the spell will be. This
value is usually compared to some quality of the target (its weight,
Dexterity, Toughness, etc.). A spell's effect value may have more than one
game effect; the sum of these effects is the effect total (Example: Floater
lifts up to 100 kilos (value 10) at a speed of four meters per round (value
3). The effect value is 13). If magic is used as the mechanism, the effect
total is translated directly into game effects; if not, the effect total is
read through the Power Push table. Note, however, that a spell using magic
as a mechanism is an illusion and can be disbelieved. [Example: a human
(STR 8) has a Strength spell cast on him (effect value 14). If magic is the
mechanism, he adds 6 to his Strength (14 - 8 = 6). If another mechanism is
used, he adds 3 to his Strength (14 - 8 = 6, 6 on the Power Push table yields
+3. Note that if the human's Strength was already 14, no result points would
be generated; the spell would have no effect.]
- A result modifier can be added to any spell which does not use magic as
its mechanism. The result modifier is added to the final result points of a
spell. In the example of the Strength spell above, if the mage had added a
result modifier of 4 to the spell, the human would have added 7 points to his
Strength (3 points from the effect total, plus 4 from the result modifier).
The maximum result modifier that can be bought is equal to the effect value
of the spell read through the Power Push table (for the Strength spell above,
the maximum result modifier is 5).
- Add together area, volume, effect, and result modifier. Record the value
under Pattern. Add together your value in the magic skill used for the
spell, your adds in the pattern knowledge, and a bonus number. Record these
in the the oval labelled Pattern Skill. (For the Alteration/Water spell
example used earlier, the mage has alteration magic 15, water +3, and gets a
-1 bonus. His value is 17 (15 + 3 - 1 = 17). A Possibility can be used, but
no cards. Subtract Pattern Skill from Pattern; record this total to the
right. If the difference is -5 or less, record -5 in the oval.
A NOTE FROM KANSAS JIM:
To avoid confusion this should probably note somewhere that the Bonus
Value is apparently not being added to the Effect Value - in fact by
this point in the spell design process it should be determined what the
Bonus Value is applied to and I don't remember seeing that in any of
the previous installments or this one.
Also, it is incorrect in saying that if the Effect Value is equal to the
attribute being increased there is no effect - zero result points will
still return a +1 on the Power Push Table.
Kansas Jim
CONTROL
-
- If the spell will affect the attributes or skills of the target, the
caster must include Multi-Attributes. A spell will affect one attributefor
free; after that, they must be purchased. Decide how many attributes or
skills you wish to affect; this number is read on the Multi-Attributes and
Aspects chart. (Example: If the spell affects just Dexterity, there is no
cost; for Dexterity, Strength, and Toughness, the cost is 6; for those three
attributes, plus the dodge and fire combat skills, the cost is 8.) If an
attribute is affected, the attribute and all skills under it are raised or
lowered by the result points (A woman with DEX 9 and fire combat 11 that has
her DEX raised by three will have a DEX of 12 and a fire combat of 14). If
an individual skill is purchased with Multi-Attributes (called derived
effects), only that skill's value is raised. Derived effects are raised by
the value of the effect total read through the Power Push. It is possible to
raise both an attribute (for all purposes) and a derived effect with the same
spell; the spell that affects DEX, STR, TOU and the dodge and fire combat
skills is one such spell. First the attributes are raised (or lowered) by
the result points of the spell; then the result points are read through the
Power Push table, and this value is added to the derived effects. Note that
if magic is not used as the mechanism, the result points will be filtered
through the Power Push for the attributes, and Pushed again for the derived
effects. Examples of both cases are given below.
Example 1: The spell affecting the STR, DEX, TOU, dodge, and fire combat
skills of the target is designed using magic as the mechanism. The target has
DEX 9, STR 10, TOU 8, dodge 10, and fire combat 11. The spell generates an
effect total of 16; this gives 6 result points to all three attributes
(effect totals are compared to the largest attribute; in this case,
Strength). The target now has DEX 15, STR 16, TOU 14, dodge 16, and fire
combat 17. Now the result points are read on the Power Push table; a 6
yields a +3. The 3 is added to the skill values, giving the target these
values: DEX 15, STR 16, TOU 14, dodge 19, fire combat 20.
Example 2: The same spell is designed using living forces as the mechanism.
Cast on the same target, it also generates an effect total of 16. Read the
result points (6) on the Power Push; this gives a +3. The target now has DEX
12, STR 13, TOU 11, dodge 13, fire combat 14. Now the 3 result points are
read through the Power Push table again; this gives a +2. This is added to
the derived effects, for a final result of: DEX 12, STR 13, TOU 11, dodge 15,
fire combat 16.
- Multi-target may also be purchased under Multi-Attributes. The caster
may decide how many people to target in any area spell. Take the number of
people you wish to target, and read it through the Multi-Attributes and
Aspects chart (If the mage chooses 5 people, the cost is 8; if he chooses 20,
the cost is 14). If the number of people in the area of the spell is equal
to or less than the Multi-Target number, the caster may choose who is
affected by the spell. If the number in the area is greater, all are
affected. (Example: A mage designs a spell to deliver an electric shock to
anyone in a 10-meter radius circle. He wants to design it so he can shock
only his enemies when his Storm Knight team is also in the area. He builds
in a Multi-Target of 13 (cost 12). As long as there are 13 or fewer beings
in the affected area, the mage may choose who is affected by the spell. If
more than 13 are in the affected area, all are shocked.)
Note that a spell can have Multi-Attributes and Multi-Target built in (such
as a spell which raises the Spirit, Charisma, and faith skill of all
creatures in an area, where the mage may select the targets when there are 10
or fewer beings in the area), but this can get expensive! (In this example,
add 6 for affecting two attributes and one skill, and add 10 for a
Multi-Target of 10, for a cost of 16).
In addition, any gate or teleport spells must have a Multi-Attribute for all
seven attributes built in; otherwise the attributes are not carried across.
- Record all Multi-Attributes and Multi-Targets, add up their costs, and
record it under "Multi-Attributes".
-
- Decide on any Aspects you want to use. There are several Aspects that
can be built into a spell; Change Target, Effect, Form, Area, Volume,
Apportation, Duration, Accuracy, and Divination. To determine the cost, read
the number of Aspects used through the Multi-Attribute and Aspects table.
Unlike Multi-Attributes, the first Aspect is not free. Do not add in
Accuracy or Divination if they are used; their cost is figured separately. An
explanation of each Aspect follows.
Change Target - The spell's effect can change targets. If a new target is
chosen, the original target is no longer affected. When designing the spell,
decide who can change targets; the caster or the recipient.
Effect - The effect of the spell can be turned on and off if the spell is
permanent (permanent magic is discussed in the next section). The effect can
also be lessened in any spell with this Aspect, but it cannot be increased.
Form, Area, Volume - These Aspects can only be used on elements, mixed
forces, or principles. Controlling Form allows the caster to change the
shape of the spell within the bounds of the spell's area or volume (a circle
or sphere). Manipulating Area allows a mage to shape the effect beyond the
confines of the original circle, as long as the value of the area is
maintained. Volume lets the mage shape the effect outside the bounds of the
original sphere, as long as the value of the volume is preserved. The
following chart tells you what must be included in order to produce some
common shapes:
- Shape (Aspects)
- Circle (None)
- Sphere (None)
- Rectangle ( Area)
- Cone (Volume, Form)
- Cylinder (Volume)
- Cube (Area, Volume)
- Pyramid (Volume, Form)
Included in Part Four are equations for the areas and volumes of these
shapes, so that a mage will know how large a shape will be.
Apportation - If the apportation is not controlled, the spell travels in a
straight line to the target. If Apportation is purchased, the spell will
travel in any path the caster wishes.
Duration - The spell may be turned off before the full duration. Otherwise,
it continues for the entire duration.
Accuracy - Any spell which targets an unwilling creature (such as combat
spells) needs to hit to succeed. The mage casting a spell generates an
apportation magic total, which is compared to the relevant defensive skill
(dodge, Dexterity, etc.). Adding Accuracy to the spell gives a bonus to this
roll. The cost of Accuracy equals the bonus given; a +3 to-hit modifier
costs 3.
Divination - This Aspect is usually added only to ward spells. A ward must
be able to detect something in order to set it off; this is where that
ability is built in. The cost of Divination is 8 (for the skill) plus the
number of adds the spell's designer has in the knowledge to be detected. The
spell will then have a value to detect the knowledge equal to the designer's
skill and knowledge total. (Example: A mage designs a ward to set off in
the presence of undead. He has divination magic 16, entity +5. The cost of
the Aspect is 13 (8 + 5 = 13). The spell now has a divination/entity total
of 21 to detect undead.) The divination component of a spell has limits;
these are discussed in Part One under "Divination".
- Add up the costs for Aspects, and record it in the oval marked "Aspects".
- Transformations or conjurations which do not use an essence as the
pattern or mechanism are illusory and can be disbelieved. The difficulty of
disbelieving is based on the pattern knowledge; for Kindred and Elements, it
is 8; for Mixed Forces, it is 12; for Principles, the difficulty is 15.
Buying a Disbelief modifier increases the difficulty of disbelieving the
spell. Record how many points you want to increase the difficulty by in the
oval labelled "Disbelief".
- Consult the table Pattern Skill Values under the heading "Control Cost".
Find the value listed for the type of magic you are using in the spell, and
record this number in the oval labelled "Pattern Skill Cost".
- Add together Multi-Attributes, Aspects, Disbelief, and Pattern Skill
Cost. Put the sum in the oval labelled Control. In the oval labelled
Divination, put your divination magic total, plus the adds you have in the
pattern knowledge, plus a bonus number (You can use a Possibility, but not
cards). Subtract Divination from Control, and put the difference in the oval
to the right. Again, if the difference is -5 or less, put -5 in the oval.
APPORTATION
- Decide on a speed for the spell. Use the Value Chart to determine the
value, and record it in the oval marked "Speed". The speed must be high
enough so that the spell can reach its maximum range within the duration. The
formula to use for this is:
- Minimum Speed = Range - Duration + 5
(Examples: A spell with a range of 1000 meters (value 15) which lasts 15
seconds (value 6), must have a minimum speed of 14 (15 - 6 + 5), which
translates to 600 meters per round. A spell with a range of 40 meters (value
8) which lasts 2.5 minutes (value 11) has a minimum speed of 2 (8 - 11 + 5),
which is 2.5 meters per round.)
- Decide on the spell's range. Use the Value Chart to determine the
value, and place it in the "Range" oval. Be careful when assigning the
range. If a mage designs a fireball with a volume of six, and a range of
five, he will be blasted by the edge of his own fireball!
- Add together Speed and Range, and record the sum in the oval labelled
Apportation. In the oval to the right, also labelled Apportation, record
your apportation magic skill, plus the adds in the pattern knowledge and a
bonus (Possibilities but no cards). Subtract the Apportation on the right
from the Apportation on the left; record the difference in the oval to the
far right. As before, if the difference is -5 or less, put -5 in the oval.
DURATION
- Decide on a duration for the spell, using the Value Chart to get a
value. Try and select the lowest duration possible, for two reasons:
- A character cannot be affected by a two spells of the same pattern
knowledge at the same time. In order to affect someone with the second
spell, the caster must beat the effect total of the first spell. For
example, a character has Enhanced Aura cast on himself, which is an
alteration/living forces spell with a base effect of 21 and a duration of one
week. The character is wounded in battle. A mage has a Heal spell, but
cannot use it; Heal is also alteration/living forces. The character can
either wait for the Enhanced aura to end (a week), or the mage can attempt to
beat the effect total of the spell (Heal has a base effect of 15; good luck!).
- A low duration can help offset a high state total or effect value.
- In the oval labelled Alteration, put your alteration magic total, plus
your adds in the pattern knowledge and the bonus number (As before,
Possibilities but no cards). Subtract this from the duration. Record the
difference in the oval to the far right. But this time, if the difference is
-5 or less, record the actual value (If the difference is -8, write -8 in the
oval). This is why a low duration can help offset the higher costs.
BASIC COMPLEXITY
- Consult Pattern Skill Values under the heading "Complexity". Find the
value for the magic skill used in the spell, and record it in the oval marked
"Magic Type".
- Take the highest number from among these totals: State, Pattern,
Control, Apportation, and "Duration". Record this number in the oval
labelled "Process Maximum".
- Add together all of the totals obtained in the far right column
[Conjuration - State, Pattern Skill - Pattern, etc.]. Record this sum in the
oval marked "Spell Sum". If the Spell Sum is less than zero, write zero in
the oval.
- Decide on a Cast Time for the spell. Some things to remember:
- Since an impressed spell is stored in the mind until released, mages
often assign long cast times to impressed spells.
- A combat round is 10 seconds (value 5). Therefore, any spell that has a
cast time less than 5 will take effect in the round the casting is begun;
otherwise, the spell is released in the next round. (Example: A spell with
a cast time of 4 seconds (value 3) will release in the same round it is
started; a cast time of 10 seconds (value 5) will release on the second
round, requiring the mage to cast the spell for the entire round). Note that
this extends to longer cast times as well; a spell with a cast time of 40
seconds will take four full combat rounds to cast, releasing on the fifth
round.
- Add together the Magic Type, Process Maximum, and Spell Sum. Subtract
from this the Cast Time. Record this number under "Basic Complexity". The
time required to observe this much of the spell is one hour; if less time is
spent, the value of the time cut short is added to Pattern. This becomes a
factor in casting on the fly, discussed in Part Three.
THEOREMS
Theorems are applied to make a spell easier to cast. Theorems are the most
time-consuming part of spell design; each theorem takes at least a week to
observe. The mage may apply as many or as few theorems as he or she wishes.
The theorems are applied one at a time, and the mage may stop at any time
(i.e., if the mage puts six theorems into a spell, and stops applying them
after the third, the spell is finished with three theorems; the other three
are lost). When applying a theorem, the value is determined as follows; the
value of the number of weeks the theorem is studied (on the Value Chart),
plus the skill adds (process theorems only), plus a bonus number. When
generating a bonus number for theorems, no Possibilities or cards can be used
to augment the roll. The total(s) are subtracted from the Basic Complexity.
There are two types of theorems; process theorems and pattern theorems. Each is detailed below.
Process Theorems
Process theorems are learned just like arcane knowledges. They are used for
two purposes; making a spell easier to cast and manipulating a spell
(manipulation is discussed in Part Three). There are six process theorems:
Cast Time, Control, Duration, Range, Speed, and State. The adds in these
theorems are figured in with the value of weeks studied and the bonus number
to determine the theorem total. Note that using a process theorem does not
affect the part of the spell it is named after; using the Duration theorem
does not affect the duration of the spell in any way.
Pattern Theorems
Pattern theorems can be applied to any spell; they do not need to be
learned. Pattern theorems not only reduce complexity, but also affect how
the spell operates. There are nine pattern theorems, and their effects are
described below.
Concentration - As the mage casts the spell, his or her mind mirrors the
pattern. If the mage continues to concentrate on the pattern after it is
cast, the pattern is easier to maintain in the natural world. If
Concentration is applied, the mage must concentrate on the spell, doing
nothing else until the effect is ended.
Contagion - A part is always linked with its whole. Therefore, having a
part of the affected material will make it easier to affect the whole. If
Contagion is applied, the mage must have a physical object which represents
either the pattern knowledge or the result knowledge.
Specific Contagion - This may be applied when the object used comes from the
target of the spell itself. Thus, a human hair can be used as a Contagion
for a spell affecting folk, but if Specific Contagion is used, the hair must
come from the target of the spell. If Specific Contagion is applied,
Contagion may be applied automatically.
Exclusion - The less of a knowledge which is necessary for a pattern or
result, the easier the spell. A spell which affects only a sub-group of a
knowledge uses Exclusion. Exclusion can be applied only once to the pattern
and the result (Thus, you can use Exclusion to affect only dwarves, but you
can't use it again to affect left-handed dwarves. However, if you had a spell
that turned dwarves into dragons, you can use Exclusion twice; once on the
pattern of folk to Exclude dwarves, and once on the result of enchanted to
Exclude dragons). Emotional states are beyond the bounds of Exclusion (You
cannot use Exclusion to affect only friendly folk, or angry entities, etc.).
The Exclusion must be a sub-group that already exists naturally in the
knowledge (You cannot design a fireball that only burns dwarves; the pattern
and result of fireball is fire; there is no such thing naturally as fire
that only burns dwarves).
Uniqueness - Uniqueness may be applied when the spell affects only one
particular individual. When Uniqueness is applied, Exclusion may be applied
as well. Uniqueness follows the same rules as Exclusion in its use.
Similarity - Whenever the mage mimics the process or result of a spell while
casting it, Similarity is applied. The mage mimes what the spell will do
when cast.
Touch - Direct contact between the caster and the target of a spell makes
the transfer of the result easier. Touch is applied when the caster is
required to touch the recipient of the spell (which may require an unarmed
combat total against an unwilling target).
Self - Since the observer of the pattern (the mage) is closest to the
pattern of the spell, he or she is most easily affected by it. Using Self
means that the spell will only affect the caster. Since a being whose spirit
is in their physical form is touching their physical form, the theorem of
Touch can be applied, too. This also implies that any spell using Self will
end if a person's spirit is separated from their body.
Voice - The path from supernatural pattern to natural world is similar to
the path from thought to voice. Thus, if the caster speaks or vocalizes
sounds while casting, Voice may be applied. The spoken part must have some
relation to the spell's effect, and these spells cannot be cast while under
any form of silence.
FINAL COMPLEXITY
In the lower right-hand corner of the Spell Laboratory Sheet, record the
Basic Complexity in the oval just below the oval with the same label. Add up
all totals from theorems, and place the total in the oval marked "Theorem
Sum". Subtract the Theorem Sum from the Basic Complexity, and record it
under "Final Complexity". Reference this number with the magic skill listed
in Pattern Skill Values under "Final Complexity". If the number in Pattern
Skill Values is greater than the Final Complexity determined, use the number
from the table instead. This number will be divided between the backlash and
difficulty of the spell.
RECORDING THE SPELL
In the box at the top right of the Spell Laboratory Sheet labelled "SPELL
LOG", record the following data:
Spell: The name of the spell.
Axiom Level: The Magic axiom necessary to produce the effect of the spell.
This is determined by referencing the Magic Axioms. A spell with an axiom
higher than the region it is cast in and/or the caster will cause a
contradiction. Impressed spells will have two axioms; the first is the axiom
level of the spell's effect, the second is a parenthetical value of 17, the
axiom level at which impressing is possible.
Skill: Record the magic skill used, the pattern knowledge, and the sum of
the designer's skill value and knowledge adds. In order to cast this spell,
a mage must have a skill/knowledge total that equals or exceeds this number.
Example: A mage designs a divination/metal spell. He has a divination
magic skill of 16, and 7 adds in metal. He records the Skill as
"Divination/metal 23". Another mage must have a total of 23 or greater in
divination/metal to cast this spell. It is possible to design a spell
without using your full skill. This is covered in Part Three.
Backlash and Difficulty: Divide the Final Complexity between these two
values. It does not have to be equally divided. Difficulty is the number
that a caster needs to beat to cast the spell; backlash is the measure of the
spell's resistance to the natural world. When a mage generates a spell total
(his skill plus a bonus), he or she checks it against both of these numbers.
If the spell total equals or exceeds the difficulty, the spell is cast.
Whether or not the difficulty is overcome, the mage also checks backlash.
Compare the backlash to the character's Mind or the spell total, whichever
is higher. Read the result points on the damage chart as mental stun damage
(I.e., the first wound becomes a knowhen the character "knows" the spell, that is, has spent a Possibility to
learn it. It is possible for characters to cast an "unknown" spell directly
from a grimoire, however, in this case backlash is compared to the spell
total, never to the caster's mind.
Example: If a mage casts a "known" spell poorly and gets a spell total of
2, he will compare the backlash (16, let us suppose) to his Mind (10),
causing 6 result points, or O 2 damage. If cast from a grimoire, rather than
comparing backlash to his Mind, he must compare it to the spell total of 2,
for 14 result points (2 Wnd K/O 5).
A mage must remain conscious after backlash for the spell to work. There are
exceptions to the rules on backlash, which are noted.
Effect Value: Record the effect value here.
Bonus Number To: A mage generates a bonus number when casting a spell. The
bonus may be applied to one of three areas; effect, range, or duration.
Write down where the bonus will go.
Range: Write down the range of the spell. It is usually a good idea to
write the range as a measurement and as a value, like this: Range: 100 m
(10).
Duration: Write down the spell's duration. Again, it is good to record it
as a measure and a value, such as: Duration: 5 min (4).
Cast Time: The Cast Time of the spell. Record it as a measure and a value
[Cast Time: 1 hour (18)].
Manipulation: Write down any process theorems used in the spell. These are
used to determine whether or not a mage can manipulate a spell (discussed in
Part Three).
Once this information is recorded, the spell is complete. On a blank paper,
record all of the information in the SPELL LOG, and include a description of
what the spell does. Be sure to mention the casting method used, the effects
of any pattern theorems used, whether or not the Power Push table is used,
any result, disbelief, or accuracy modifiers, Multi-Target numbers, the
divination skill of a ward, the effects of Aspects, and so on.
PART THREE: Advanced Spellcraft
OPTIONS FOR IMPRESSED SPELLS
A spell may be impressed into another being or object. Doing this requires
the mage to alter the state path to include the being or object. To impress
a spell into another creature, start at the pattern knowledge as before. But
before going to the mechanism, the mage traces a path to the knowledge
representing the recipient of the impressed spell (Folk for humans, Enchanted
for dragons, etc.). The cost of this is recorded under "Additional" on the
Spell Laboratory Sheet. The path proceeds from this knowledge to the
mechanism and result, as normal. The spell, when complete, will be impressed
into the mind of the recipient, who can release it even if they have no magic
skills.
Impressing a spell into an object is even more difficult. After determining
the pattern knowledge, the mage traces a path to living forces, then to folk
(assuming that the caster is a folk), then to the element knowledge that best
describes the object. Record this cost under "Additional", and then follow
the path to mechanism and result as normal. This spell can be impressed into
the specified object, and released from it by the caster.
PERMANENT MAGIC
There are several ways in which a mage can make a spell permanent. In all
cases, a permanent spell is cast with a -15 modifier to the spell total. The
mage must beat the difficulty at -15 to cause a spell to exist permanently.
For example, a mage (alteration magic 16) wants to make Haste permanent
(difficulty 15). The mage would have to roll at least a 51 to be successful
(51 gives a bonus of 14; 16 + 14 - 15 = 15, the spell's difficulty). One
other disadvantage to permanent magic is that backlash is always compared to
the spell total, never the Mind of the caster. (In the example above, the
backlash of Haste is 18; if the mage had only rolled a 16 (for a bonus of
+3), he would have a spell total of 4. Not only does the spell fail, but the
mage takes 14 result points of mental damage (2Wnd K/O 5).
The -15 modifier is baed on the following formula: (Magic Axiom of the Cosm)
- 33. Thus, for Aysle, the modifier is 18-33, or -15. Modifiers for other
cosms do vary.
Making the Process Permanent
Making the process permanent causes the effect of a spell to last forever
(or until dispelled). A fireball will burn forever, a man will stay a frog,
a mage will be forever hasted, etc.
Making the Pattern Permanent
Making the pattern permanent means that the potential of the spell is always
there. Since the pattern exists, the spell can be cast without knowing the
pattern knowledge (the magic skill is still necessary, however). Any theorem
restrictions required by the spell are still necessary to use the spell.
Example: A mage has an altered fireball spell. Normally, the spell would
be cast, and the mage would then light the ball of pitch required by altered
fireball to activate the spell. The spell would then have to be recast. If
the pattern were made permanent and cast on a gem, the pattern of fire would
be in the gem forever; anyone with an alteration magic skill could use the
gem to make fireballs. The burning pitch is still necessary, however.
Enchanting Items
There are four types of enchanted items:
- An item with a permanent focused spell. The spell is cast at -15, and
the process is declared permanent. The effect can be illustrated with the
spell Command Obedience. If this impressed and focused spell is cast with a
permanent process, then the spell will affect the target forever (as long as
it is within range of the focused object; if the creature exits the range and
then returns, it will be under the command of the mage again). This type of
enchantment would not be useful for a spell such as Withering Touch, which
would keep the withering glove of darkness on the caster's hand forever; this
makes shaking hands uncomfortable, to say the least.
- Placing a permanent pattern into an object. This is discussed above.
- An item that holds impressed spells to be released by the caster. The
item must be prepared with a spell, with a state path like this:
- Conjuration
- Pattern Knowledge (material of object)
- Mechanism (Life)
- to Living Forces
- to Folk (allows a folk to cast the spell)
- Result (the pattern knowledge of the spells to be impressed)
The number of spells that may be impressed equals the result points of the
spell (through Power Push) plus any result modifier. For the duration of
this spell, the object will hold impressed spells of the specified knowledge
(Note that these impressed spells do not have to be designed to be impressed
into an object; the spell allows the object to hold normal impressed spells
through the use of Life as a mechanism).
The preparation spell can be cast permanently; cast it at -15 and make the
process permanent. This creates an permanent item that holds the specified
number of impressed spells.
- A spell designed to be impressed into an object may be cast as permanent
magic. This requires two castings; one makes the process permanent, the
other makes the pattern permanent. If either casting fails, the item is not
enchanted. This causes the spell to cast itself over the cast time, then sit
until released by the user of the item. The spell then recasts itself. A
ward may be made permanent in this way; the ward will sit until activated,
then recast itself.
CASTING ON THE FLY
Casting on the fly is the term used to describe the casting of spells a mage
has not learned for himself. Casting on the fly is dangerous, since backlash
is always compared to the spell total, never the Mind of the caster. The
mage creates the spell as normal, using the Spell Laboratory Sheet. There
are two differences; first, the mage must determine the time spent designing
the spell, and subtract it from one hour. The value of this time is added to
the Pattern. Second, no theorems may be applied to the spell, so the basic
complexity is the final complexity. The mage divides the final complexity
into difficulty and backlash, and then must either cast the spell the next
round or lose the pattern. The mage cannot be interrupted while observing
the pattern.
Invitation to Madness
When creating a spell on the fly, a mage can make use of a dangerous option;
the invitation to madness. Using this option, a mage gets a bonus of +3 to
all six generated totals (Conjuration, Pattern Skill, Divination,
Apportation, Alteration, and the spell total). The drawback is that the
spell must be cast regardless of the complexity, and the backlash must be
equal to or greater than the difficulty.
MANIPULATION
Under certain conditions, a mage can manipulate a spell to vary the effects.
If a mage has at least one add in all of the process theorems listed under
Manipulation, he or she can manipulate the spell. The process theorems known
do not affect how the spell can be manipulated (i.e., if a mage knows
Duration and Cast Time, he can still fully manipulate the spell; he is not
limited to altering the duration and cast time only).
A mage can manipulate a spell in one of four ways:
- They can re-allocate the final complexity between difficulty and
backlash, as long as the total is the same. This takes one round.
- They can re-allocate points from effect to either range or duration,
points from range to either effect or duration, or points from duration to
effect or range. Effect and duration points are transferred on a point-for-
point basis. Range has a speed component, so one range point is worth two
effect or duration points, and vice versa. Each such manipulation takes one
round.
- They can increase the cast time of a spell, adding these points on a
one-for-one basis to either effect or duration, or a two-for-one basis to
range. They may also decrease the cast time, decreasing the effect or
duration on a point-for-point basis, or decreasing two points of cast time
for one point of range. Each such manipulation takes one round.
- They may increase backlash in order to increase effect, range, or
duration. They can also increase backlash to decrease cast time. The
backlaor subtracted. This can be done as the spell is being cast, but before the
die is rolled.
DESIGNING SIMPLER SPELLS
There are times when a mage may want to design a spell without using their
full skill, such as when designing a spell intended for students or lesser
mages. This is especially true if the designer's skill in a particular area
is high; if a mage has a conjuration/folk total of 37, it will be difficult
for other mages to cast his conjuration/folk spells! A mage may reduce his
skill in two ways:
- He may reduce the number of knowledge adds used in the Pattern Skill.
If he does so, he must also use this reduced number for the Conjuration,
Divination, Apportation, and Alteration values.
- He may reduce the number of skill adds used in the Pattern Skill. Again,
he must also reduce the other values by the same amount.
One advantage the mage has in designing simple spells is that the theory
knowledges are applied at full adds. This is another case in which process
theorems are useful.
PART FOUR:
Wherein Del includes some insanely useful stuff for the Magician's players
TABLES AND CHARTS
CASTING METHOD
- Direct:
- +0 to State Path
- Focused:
- +2 to State Path
- Impressed:
- +3 to State Path
- Ward:
- +5 to State Path
PATTERN SKILL VALUES
Skill (Control Cost/Complexity/Final Complexity)
Divination (8/17/14)
Apportation (10/19/16)
Alteration (13/22/19)
Conjuration (16/25/22)
AREA AND VOLUME
- Circle (Area):
- A = pr2
- Square (Area):
- A = s2
- Rectangle (Area):
- A = lw
- Sphere (Volume):
- V = 4/3(pr3)
- Cube (Volume):
- V = s3
- Box (Volume):
- V = lwh
- Cone (Volume):
- V = pr2h3
- Cylinder (Volume):
- V = pr2h
- Pyramid (Volume):
- V = Ah
s = side l = length w = width h = height r = radius A = area of base p= pi (3.1416)