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Inner Magic

Magic powered by the will of the caster. While this is the most difficult of three types it is also the most flexible





Hermetic Magic
(please note; this is not meant ot be Ares Magica, it is just when you work from the same sources you end up with similar conclusion, Honestly)

Required Limitations

Incantations
Extra Time; 1 Phase for spells 10 active points or less, 1 Turn for spells 11 - 50 active points, and +1 level for every 10 points over 50 active points
Expendable Focus (at a monetary cost of the active points x soldie)
Gestures
Increased Mana cost: as is for spells less that 10 active points, 2x for Spells 11-50 points, +1 level to the multiplier for every 10 points over 50. All spells must cost a minimum of 1 MANA.
Concentration
Knowledge Skill Required
Side Effects (note: spell fumble chart is considered the side effect)
(Note: 50+ active point spells; these can occur during play but are typically out of the reach of PCs)

Variable Power Pool
Hermetic Magicuser Character must purchase a Variable Power Pool with the following limitations;

-1/2 Only changes between adventures
-1/2 Pool is restricted to only spells the Character knows
-1/2 Needs bulky spell book to change spells
Starting Spells
New Characters have as many spells equal to 1/2 their INT when they start out from their education and previous experience. Additional spells must ether be acquired (threw purchase or theft) or researched.

Researching Spells

Cost (in grossen) = Active Points
Research Time (days) = Active x 1/5 Magic Knowledge Skill
Success = Magic Knowledge Skill

Character Kits

Gnostic Mystic

 "The world was created by a false God and but threw meditation and asceticism one can achieve enlightenment and connect to the true God. "

This form of magic may have been around since the Ancient era and in fact may be rather common. It is just rather hard to tell since by definition its' practitioners are solitary hermits. This art is heavily steeped in personal mediation and religious mysticism (a fact that makes them very unpopular with the church). Not the ideal kit for an adventurer but it is included for completeness. Gnostic Mystics are more likely to talk the monster to death than cut it down with magic.

Use the Hermit Wizard Kit using the Dreamer Magic School

added the following limitations to their spells

0DCV while concentrating
Gradual Effect; 1 turn for 0-10 active point spells, 1 Minute for 11-50 active points, and +1 level for every 10 active points over 50.
Add the following advantage to their spells
 
Reduced MANA cost: 1/2 for 0-10 active points, x1 for 11-50 active points, +1 per 10 points over 50.
 add the following disadvantages:
Hunted:  by Church (Gnosticism has been considered a heresy sense ancient times) -10 points
Kabalistic

"God intended Adam to finish the act of creation but the fall from grace prevent this. Adam's divine powers were scattered among his children and a wise person may unlock them. This wisdom is in a secret numeric code in the bible  which gives the secrets to control all things."

Simply put the Kabala is a combination of Jewish mysticism and numerology. It has been around since the late ancient period at lest. Well when you get down to it is not really Hermetic but it is similar enough. To be Kabalist requires the character to be Jewish which is a 5 points disadvantage in the Campaign due prevailing social attitudes (on the other hand with much stranger things running around the Campaign Jews do not get dump on as much as in real life).

Added the following Limitation to character's spells;
 

-1/2 Spell only works on animate objects
The  Namer Magic User School is recommended
 Change Language: Maldaric to Language: Hebrew


Neo-Platonic Sorcerer

 "Humans are made in Gods image thus have his divine powers latent in them.  They can  achieve perfection in the here and now and remake the word. "

This fashionable practice is very posh with the humanist Anoboran nobility and the Neo-Platonics have stepped on many a well established sorcerous toe. Unlike most other practices Neo-Platonics are very much in the open, in your face types and are noted for their bravado, flashy dress, and flashy spell casting. Pretty much the baseline for Player Character Magicuser in the Campaign.

Use the Thaumeturge Kit

 Change Disadvantage: Watched by other Thaumeturges to Watched by Church
Pathergerian

 "There are five perfect shapes that control creation (pyramid, square, circle, hexagon, and  the secret dodecahedron) how things fit into these shapes determines who they act and the wise can manipulate them this way."

 Very trendy and at the  occult cutting edge with the republication of  Pathegerous' Geometry. Being a Pathergerian is very much an open book and the practical applications for this art's theories can make a man rich without ever casting a spell. Tends to attract number freaks.

add the following Limitation to their spells

-1/2 Spell only works on inanimate objects
Character needs learn Ancient Botheian language with reading and writing

Ophitc

"All creation is a harmony and threw singing the wise can shape it."

 The Orphecitcs are the bold bleeding edge of occult theory, claims to be a revile of an ancient tradition. Then again it may be just a revival of the old bardic tradition and many scholars feel this art stands a good chance of dying. If anything Ophetic's are even more flashy and extroverted than the Neo-Platonics.

Added the following Limitation to the Character Power Pool

1/2 Must use a Musical Instrument to access pool
Add the Following Limitations
-1/2 requires Incantation throughout
the  Bardic Magic Collage is recommend
Must take PS: Musician



 Inner Magic from Naturally Magical Characters

Some non humans can cast spells easily. These characters buy their spells as normal powers with the following limitations:
 

Incantations
Gestures
Side Effects (note: spell fumble chart is considered the side effect)


Elves

Elvish characters may use the Collage of Fairy magic with the following limitation:
Physical Vulnerability: Cold Iron (uncommon), x2 damage

Otherwise elves do not cast spells
 

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