Magic Guidelines
The practice of magic is a rigorous, methodical endeavor. It relies on the convergence of mathematical application with abstract symbolism and
mental imagery which the magus must combine and concentrate upon intensely
to ensure the flow of mana to evince a magical effect. Working
magic begins with honing the ability to observe mana.
Mana perceived can then be interacted with, using an occult reserve. The exploration, experimentation and practice is codified into methodologies,
allowing the magus a means of control by way of structured rules, formulae, and abilities.
Magical formulae are imprinted in the magus’s Occult Reservoir
to be invoked in a technique appropriate to the methodology (such as Sorcery) and the
it's associated mundane skills they relate to, powered by mana from the magus. Using magic effectively requires magic ability,
and a pool of mana.
Path of Power
Mana Sense
> All methodologies require the magus be proficient in the Mana Sense skill.
The reliance is absolute; No methodology level may never be greater than twice their Mana Sense level, until Mana Sense reaches a proficiency level of 4.
Rank
> A magus' ability is measured in ranks of power they can wield. This is determined by
magic ability and methodology skill level; each methodology is ranked independently.
Magi with a higher magic ability achieve ranks faster.
The rank of power directly correlates to the rank of formulae the magus may implement.
Standard Magic Path of Power
| Rank Name | Apt. 2 | Apt. 3 | Apt. 4 |
| Apprentice | Level 1 | Level 1 | Level 1 |
| Novice | Level 5 | Level 4 | Level 3 |
| Adherent | Level 10 | Level 8 | Level 6 |
| Adept | Level 15 | Level 12 | Level 9 |
| Master | Level 20 | Level 16 | Level 12 |
Ranking by Level: This is based on the base proficiency level, not adjusted level of use.
Achieving a Higher Rank: There is no specific activity one must perform to advance in rank; however, institutions or mentors may require a magus prove themselves worthy of a rank they claim.
Occult Reservoir
The occult reservoir engages a distinct part of memory and concentration on which formulae are imprinted so they can be readily woven into the greater pattern at will.
Normally, only formulae contained within the Occult Reservoir can be invoked, otherwise they are indistinct and fail.
It is a place of energy set aside which allows them to constantly focus part of their mind on complex patterns that integrate the associated effects into the cosmic flow of mana. Like all knowledge though, magic is stored in deep memory - not lost or forgotten.
This is actively built with the Occult Reserve trait, against which formulae are affixed.
Using: Each formula occupies an amount of space dictated by its
occult factor. Affixing formulae within it is automatic, but requires the magus to spend time in study upon the formulae for an uninterrupted amount of time equal to the formulae's
occult factor in hours. Removing formulae is accomplished instantaneously.
Formulae are instances of application of methodology to achieve a specific effect. All formulae are reflect their complexity and power and directly correlate to the same rank of ability required for a magus to implement the formula. Unless noted, a magus can only learn or implement formulae of their rank of ability or lower.
Formula Properties Summary
| Formula Rank | Mana Cost | Mystic Principle |
| Apprentice | 5 | 1 |
| Novice | 10 | 2 |
| Adherent | 15 | 3 |
| Adept | 20 | 4 |
| Master | 25 | 5 |
Mystic Strength:
Formulae of a particular rank share a quantifiable measure of difficulty and power;
this is used in the following ways:
- Minimum level of mundane ability associated with a methodology, to use formulae of the rank.
- Used as a measure in weeks for learning new formulae or as hours for affixing formulae in the Occult Reservoir.
Occult Modes
Modes are the specific approach and body of knowledge taken to implement formulae.
These modes amount to 'schools of thought' and can be varied within a single setting. A magus must be
familiar with one in order to study formulae and use any recorded reference materials.
Beginning Formulae Summary
| Condition | Formulae for each Methodology |
| Methodology |
One (1) of each rank |
| Equipment Trait |
One (1) apprentice rank |
| Library Trait |
One (1) apprentice, novice and adherent rank |
| Reason Attribute |
One (1) apprentice rank if RSN > 6 |
| Studious Trait | One (1) apprentice and novice rank |
A beginning character starts play having learned a number of formulae dependent upon what may be implemented by rank. This is also determined by a variety of conditions including
skills, traits, attributes, and aptitude. Formulae may be chosen by whatever method the GM desires, usually reflecting the source of the learning (e.g. mentor, institution, etc.).
All a magus's beginning formulae are learned and affixed in their occult reservoir, unless outside their capability.
Formulae granted beyond the character's ability to learn must be recorded in written form for study later.
Characters possessing a formulae library (trait) of any kind are assumed to have all their beginning formulae recorded in it.
Invocation is the rote implementation of a formula, allowing the magus to bring about it's effects. This requires following a series of steps defined by the appropriate methodology and formulae that includes any number of means for harnessing, directing, and focusing magical energies - possibly involving verbalizations, motions, visualization, and the use of objects. The steps are codified and largely immutable. This rote procedure ensures formulae are executed correctly every time. Normally a formula may only be invoked if it is affixed in the Occult Reservoir.
Failure: Invocations always succeed unless they are interrupted, avoided or resisted by the target.
Stacking: Unless noted, all magic powers conform to the standard rules of stacking multiple similar effects.
Strength: In measuring the power of magic based mystical elements, especially as one effect may relate or attempt to overcome another, the base line
strength is based on methodology level; The ALU of the Sorcery skill level in the case of sorcery.
Targeting: Magic uses both
pathed and occurrence targeting.
Effects delivered via the touch maneuver (melee ability)
already takes the maneuver AM value into account.
Discern Magic
Discern Magic is an ability natural to those of at least minimal Magic Aptitude which
expands upon the normal capabilities of Mana Sense. With slightly greater
effort, a character may gain a window to a fuller world: discerning the gradients of power
and gaining more information than simply whether or not something is considered magical.
A magus’s perception has no direct correlation and can only be explained to the
blind by metaphor. Some choose to speak of it as air or water flowing in streams
and gathering in pools, differentiated by content, pressure and temperature. To
others it is like the stars of the night sky formed into three dimensional
constructs, differentiated by color, distance, and concentration. Yet others speak
of it as a tapestry or spider's web, differentiated by color, concentration,
thickness, and vibration. No metaphor is wholly correct.
Discerning magic is an augmentation to the normal Mana Sense ability. When activating
Mana Sense the character expends two (2) mana instead of one (1). This still requires
the character to concentrate for one (1) round, at the end of which the normal ability
check is made.
All the information derived from discerning magic is relative. The character does
not necessarily gain all the knowledge but instead gains a fingerprint of sorts which
the character may compare against an accumulated body of knowledge and experience.
Results
In addition to the simple scanning ability granted from normal uses of Mana Sense,
the character may also gain knowledge of the relative power of magical targets. A
character that actively scrutinizes a single target for the duration may gain additional
knowledge. The [dos] on the Mana Sense check dictates the depth of
information gained. The maximum [dos] is, however, limited by the
character's Magic Aptitude (e.g. a character with a Magic Aptitude of one (1) can
never gain better than an average result.).
Discern Magic Result Details
| Result |
Minimum Aptitude |
Knowledge |
| Full |
3 |
Duration; Power |
| Major |
2 |
Nature |
| Average |
1 |
Relative Power |
| Simple |
1 |
Presence |
Duration: The character can, with a degree of certainty determine how long
the magic will remain in effect.
Nature: The general purpose or flavor of the magic (e.g. fire based,
healing, etc.) is discernable by the character. This does not grant the character
any greater knowledge with regards to any observed magical effect.
Power: The character may determine the degree of power of the effect
(e.g. the damage it could cause).
Presence: Large pools of mana are noticeable by the character. The
character can identify magical items and effects as magical, but little else
about them.
Relative Power: The character may gain a general estimation of the
level of power for the effect.
Sorcery
Formulae Label: Spell
Invocation Act: Casting
Interruption Conditions: [WPR check] As refined activity; check is penalized by conditions of non-encumbered & the Mystic Principle of the spell as well.
Mundane Skills: Mathematics, Language and/or Literacy
Sorcery is a skill that uses a combination of words, gestures, and mental imaging to weave the
flows of magic. Practitioners are called sorcerers or simply magus. Sorcerers
invoke formulae called spells through the processes of casting. Spells include words that must be said, actions that must be performed, images and patterns
that must be visualized, and calculations that must be made. The natures of these all
serve as guides for the spell's effects. Sorcery is often seen as a baseline methodology; it is the
thread against which others are compared. This is the method most associated with
magic and is retold throughout myth and fable.
The sorcerous art requires great feats of mathematical calculations for time and distance along with spoken word.
The magus must possess a level of proficiency in these skills as dictated by the occult factor of the formula the magus wishes to cast.
Sorcery: Apprentice Rank Spells
Sorcery: Novice Rank Spells
Sorcery: Adherent Rank Spells
Sorcery: Adept Rank Spells
Sorcery: Master Rank Spells
Sorcery Formula Descriptions
Animate Greater Earthen Guardian
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT
This spells animates a volume of minerals to create a Greater Earthen Guardian for a short time. The exact form of the animation is dependant upon the material used and the magus's imagination. See Greater Earthen Guardian for details.
This has no affect upon sentient or animated minerals.
Animate Lesser Earthen Guardian
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT
This spells animates a volume of minerals to create a Lesser Earthen Guardian for a short time. The exact form of the animation is dependant upon the material used and the magus's imagination. See Lesser Earthen Guardian for details.
This has no affect upon sentient or animated minerals.
Archer's Boon
Double's Range
ALU x 1 hr; continuous
1 target
VIT
When cast upon a projectile launcher (e.g. a bow, gun, sling, etc.), that weapon doubles its range (+100%) for all range categories save point blank.
Attention of the Many
Fascination
50m
ALU x 10 rnds; continuous
10 targets
SAN
Up to ten (10) targets become better predisposed towards the magus. The targets are under the effect of Fascination with regards to the magus.
Basalt Shield
ALU x 10 AR
1 hr; continuous
1 target
WPR
As the spell completes a glossing of dark, striated stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target before any other damage absorption effects (e.g. armor), until it is exhausted. The amount of damage this spell can absorb is equal to ten times the magus's Sorcery skill level (ALU x 10).
Beguiling Voice
Charm
50m
ALU x 10 rnds; continuous
1 target
SAN
The target of the formulae becomes beguiled by the magus and easily manipulated. The target is under the effect of Charm with regards to the magus.
Burning Words
See Description
ALU x 1 hr; continuous
1 target
VIT
Once the spell is completed the target object touched by the magus will take on the spoken words of the magus. The magus may automatically choose what words appear and what words do not appear. The words themselves appear as though burned or charred onto the surface, though in the same hand as the magus. Text fills in upon the object as is most logical to the magus (e.g. writing on the pages of the as opposed to across its spine, unless appropriate). The written words are permanent in nature and cannot be erased through mundane means; however, this affords no protection to the object upon which the writing appears. If the target fills with text then the spell ends prematurely.
Calcification of the Flesh
See Description
50m
ALU x 10 rnds; continuous
1 target
VIT
Target living creature's flesh stiffens, becoming chalky white. As the spell completes the target becomes solid limestone. All of the target's bodily functions are suspended for the duration and when the spell's duration expires, they are returned to normal. Alterations to the target while transformed are carried through to their real form once they revert back. A target completely altered (e.g. pulverizing the calcified target and using them in mortar), will not revert after the duration has expired.
Collapse of the Craven
Dread
50m
ALU x 1 rnd; continuous
10 targets
WPR
A low rumbling welcomes the ensnaring black wisps that wrap themselves about the chosen targets. All affected are under the effect of Dread with regards to the magus.
Collapsing Blades
ALU x 2 Slashing Damage
50m
10 rnds; continuous
1 target
WPR
The target is surrounded by a series of grey phantom like blades. Though not initially detrimental to the target, if the target is struck, the blades collapse inward, damaging the target further. While the spell is active, any melee attack that comes in contact with the cocoon of blades triggers the affect, which causes the blades to damage the target. The amount of slashing (physical) damage dealt is equal to twice the magus’s Sorcery skill level (ALU x 2). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.
An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.
Collapsing Knives
ALU x 1 Slash Damage
50m
10 rnds; continuous
1 target
WPR
The target is surrounded by a series of pale grey phantom like knives. Though not initially detrimental to the target, if the target is struck, the knives collapse inward, damaging the target further. While the spell is active, any melee attack that comes in contact with the cocoon of knives triggers the affect, which causes the blades to damage the target. The amount of slashing (physical) damage is equal to the magus’s Sorcery skill level (ALU x 1). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.
An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.
Curling Flash
ALU x 2 Fire Damage
50m
Instant
1 target
HLT
Flames manifest briefly, curling about and singeing the magus’s target of choice. The target is automatically struck for an amount of fire (elemental) damage equal to twice the magus’s Sorcery skill level (ALU x 2). Where this attack automatically hits the target (cannot be blocked, dodged, or parried), it must still contend with armor and other protections.
Desireous Candor
See Description
50m
ALU x 10 rnds; continuous
1 target
WPR
The target feels naturally compelled to only speak or act in a truthful manner. For the duration of the spell the target has the Honest trait.
See Description
Self
ALU x 10 rnds; continuous
1 target
VIT
The magus's eyes turn a steely grey as their perception shifts. Now they are capable of perceiving the world in terms of metals. The magus can discern the type and purity in relation to their frame of reference of any metal they perceive.
Distant Voice
1km radius
Self
ALU x 1 hr; continuous
1 target
WPR
Upon invocation the magus names a single target within one kilometer (1km) with which to communicate. The magus may choose to have any of their spoken words heard by the target at the volume at which the magus speaks. Others near the target do not hear the magus's voice unless they are near enough to hear magus speaking directly. Likewise the target may communicate with the magus in turn. Communication by both the magus and the target are done by speaking. So where those around them will not hear who they are talking to, those gathered will hear them speaking.
The target must remain within one kilometer (1km) for communication to be possible. Exceeding this distance while the spell is active does not prematurely end the spell.
+1 CS Bonus
ALU x 1 hr; continuous
1 target
VIT
The target non-living object takes on an aqua hue under white light for the duration of the spell; it grants a +1 CS bonus on all action associated with its normal function.
Feather Pack
Halves ENC
ALU x 1 hr; continuous
1 target
VIT
Target item seems lighter and remarkably easier to handle. For the duration of the spell the target's encumbrance is half (-50%) of what it normally would be. When used upon a container, the container and all of its contents are only half as encumbering as they normally would be. Once removed from the container the encumbrance of the items returns to normal.
Flame Hand
ALU x 2 fire damage
Instant
1 target
None
Flames curls and contorts about the magus's hand, burning the touched target. The magus must touch the target for this spell to take effect. If successful the spell deals amount of fire (elemental) damage equal to twice the magus’s Sorcery skill level (ALU x 2) to the target.
Flickering Flames
ALU x 1 Fire Damage
1 hr; continuous
1 target
WPR
The target is surrounded by a series of flickering flames. This fire does not harm the target, instead it harms those that attack them. While the spell is active, any melee attack comes in contact with the fiery shield and is damaged in turn. The amount of fire (elemental) damage is equal to the magus’s Sorcery skill level (ALU * 1). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.
An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.
Frightful Eyes
Fright
50m
ALU x 1 rnd; continuous
10 targets
WPR
The magus projects a palatable aura of fear felt only by the target(s). The target(s) cannot meet the magus's gaze and attempts to flee their presence. The target(s) is under the affect of Fright with regards to the magus.
Granite Shield
ALU x 20 AR
1 hr; continuous
1 target
WPR
As the spell completes a shimmer of dark stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target first, before any other defensive measures, until it is exhausted. The amount of damage this spell can absorb is equal to twenty times the magus's Sorcery skill level (ALU x 20).
Guarded Repose
See Description
ALU x 1 hr; continuous
1 target
VIT
The target gains a measure of alertness while resting. For the duration of the spell the target has the Light Sleeper trait.
Hear Afar
100m radius
Self
ALU x 10 rnds; continuous
1 target
WPR
The magus may project their sense of hearing to any single point within a hundred meters (100m) that they may perceive at the time of casting. The character may hear things as though they were at that point so long as they remain within a hundred meters (100m) of the point. There is no visible manifestation of the projected hearing.
Holding
ALU
50m
10 rnds
2 Surfaces
MUS
This effect causes 2 surfaces to be bound together. The 2 target surfaces will attempt to bind to one another the next instant they touch, within the duration of the effect. The strength of the bond is treated as if it had a MUS rating equal to the caster's ALU. This could bind a shoe to a floor, keep a door or window closed, etc.
Hone the Edge
+2 Base Damage
ALU x 1 hr; continuous
1 target
VIT
Target non-living object briefly glows red. Thereafter, for the duration of the spell, it appears to catch the light slightly differently as though it were more reflective than normal. The target gains a +2 bonus to its base damage.
Immolation
ALU x 20 Fire Damage
1km
10 rnds; discrete
10m radius sphere
HLT
the target location explodes in a sea of flame that churns in a spiral pattern over the course of ten (10) rounds. Each round those in the volume of effect take an amount of fire (elemental) damage equal to twenty times the magus's Sorcery skill level (ALU x 20).
Isolated Conflagration
ALU x 20 Fire Damage
50m
10 rnds; discrete
1m radius sphere
HLT
A large flaming hand manifests and closes upon the target location, which explodes in a sphere of fire. Those in the volume of effect take an amount of fire (elemental) damage equal to twenty times the magus's Sorcery skill level (ALU x 20).
Leaden Force
Doubles ENC
50m
ALU x 10 rnds; continuous
1 target
VIT
With a brief, bass thrum, the target non-living object becomes heavier and less balanced. It is now almost a chore to carry as its ENC is doubled (+100%).
Lesser Recovery
ALU x 2 Resilience
Instant
1 target
HLT
The target’s wounds are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The target recovers an amount of resilience equal to twice the casting magus’s Sorcery skill level (ALU x 2). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.
Locate the Weave
10m radius
Self
ALU x 10 rnds; continuous
Self
WPR
For the duration of the spell, the magus is aware of the presence and location of any magical effect within ten meters. The magus is not aware of the quantity or quality of said magic, merely its location and presence.
Mass Recovery
ALU x 5 Resilience
Instant
10m radius sphere
HLT
The wounds of all targets within the volume of effect are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The targets recover an amount of resilience equal to five times the casting magus’s Sorcery skill level (ALU x 5). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.
Mass Refresh
ALU x 5 Fatigue
Instant
10m radius sphere
HLT
All targets within the volume of effect become flushed as the energy of their bodies are substantially renewed. The targets recover an amount of fatigue equal to twice the casting magus’s Sorcery skill level (ALU x 5).
Minor Resolve
+1 WPR Bonus
ALU x 1 hr; continuous
1 target
WPR
The target’s soul and mind become steeled, gaining a measure of confidence and inner strength. The target’s WPR is increased by one (1) for the duration of the spell.
Minor Weakness
-1 MUS Penalty
50m
ALU x 1 rnd; continuous
1 target
VIT
Target’s muscles become soft and flabby, losing a measure of strength previously possessed. The target’s MUS is lowered by one (1) for the duration of the spell.
Reduced Damage/-2 CS
ALU x rnds
1 target
WPR
The target becomes ghostly white and takes on the appearance of being shrouded in heavy mist. All damage to the target suffers a -1 base damage penalty (or -4 if a set amount) with no damage bonus from MUS or Size, half damage from electrical sources and double damage from fire sources, and all attacks directly targeting them suffer a -2 CS (-4 CS from outside of point blank range). Conversely, the objects worn, held or used have the same material alteration, imposing penalties to hit and damage on items they target. While in mist form they can move through tight areas easily - as if they had a size of half normal. They also suffer no penalties for trivial encumbrance.
Monkey Paw
ALU/2
50m
1 rnd
1 Spot
MUS
A translucent hand can work/manipulate distant non-living objects which are not being prevented from movement in some way. The manipulation is relative to the caster's position as if they were in front of the object. If the object moves, it may go out of reach. The caster has no tactile feedback, and delicate things such as picking locks cannot be accomplished. This can be used to open windows, turn door handles, push something off a ledge, push a button, pull a lever, etc. The hand has a MUS equal to 1 for each 2 levels of sorcery ALU.
Obsidian Rain
ALU x 10 Slashing Damage
1km
10 rnds; discrete
10m radius sphere
HLT
Dark whisping shards manifest in a torrential cascade of cutting shards that rains over the area for ten (10) rounds. Each round those in the volume of effect take an amount of slashing (physical) damage equal to five times the magus's Sorcery skill level (ALU x 10).
Obsidian Shield
ALU x 2 AV
1 hr; continuous
1 target
WPR
As the spell completes, a shimmer of glossy black stone crosses over the target. For the duration the target is wrapped in a field that will negate a certain amount damage that would normally strike the target. This negation occurs before any other defensive measures. The amount of damage this spell can negate is equal to twice the magus's Sorcery skill level (ALU x 2).
Periaptery
Apprentice Spell
Permanent
1 target
N/A
This creates a simple periapt, grafting an apprentice spell to an object. The magus who casts this must make a Sorcery check in order to succeed, -1 RS penalty for each magic aptitude they have less than 4. If successful, the caster grafts twice the mana to cast the grafted spell on the target, permanently removing it from their total. The points of each are based on the spell the caster immediately follows this spell with - which must be held in their own Occult Reservoir. The fetish confers a +1 ALU when the caster casts the spell grafted to it; but only when the fetish is held or worn by the caster. A fetish made this way only benefits the maker. Only a single spell per item can be grafted this way. A magus can only benefit from a number of periapt's equal to the highest occult factor they may achieve.
The caster cannot be interrupted during the casting, otherwise the spell fails. Additionally, the spell can only be cast in a 'clean room' - a room cleansed of all other influences. No other person may have been the last to handle any object or touch any surface of the room. The fetish must be cleansed and laid upon a clean surface along with the materials of the spell. No others may have been the last to touch any materials or items used in the spell during the last month or equivalent period. If not, the sorcery check made when the spell is complete suffers a - 1 RS penalty. The cost of the preparation and cleansing materials should roughly be equal to the mana of the grafted spells multiplied by the normal starting currency of the milieu.
Preserve Plant Sample
Vegetable Matter
ALU x 1 day; continuous
1 target
VIT
The target becomes locked in a state of suspended animation; natural function and deterioration of the object is suspended for one (1) day. The object may still affected by outside interference such as a fire or a blow from a weapon. This only affects vegetable matter and cannot be used on sentient beings.
Pumice Shield
ALU x 5 AR
1 hr; continuous
1 target
WPR
As the spell completes a shimmer of sandy porous stone crosses over the target. For the duration the target is wrapped in a field. This will absorb all damage that would normally strike the target first, before any other defensive measures, until it is exhausted. The amount of damage this spell can absorb is equal to five times the magus's Sorcery skill level (ALU x 5).
Razor Wind
ALU x 5 Slash Damage
50m
Instant
10m radius sphere
HLT
A dull grey orb manifests at the center of the target volume then explodes into small cyclone of ghostly blades. All targets within the volume of effect suffer cuts and lacerations receiving an amount of slashing (physical) damage equal to five times the magus's Sorcery skill level (ALU x 5).
Recovery
ALU x 2 Resilience
Instant
1 target
HLT
The target’s wounds are lit with a yellow inner glow that expands to fill the entire surface area of each wound. As the spell completes the glow recedes leaving (partially) healed wounds behind. The target recovers an amount of resilience equal to twice the casting magus’s skill level (ALU x 2). Aggravated wounds that are not completely healed continued to bleed, and all wounds will scar as they might normally.
This spell also allows for the partial use of fetish objects that are bound to dead magi. The item will let go of its enchantment on a successful VIT check of the invoker. Success means that the fetish contains a single point of mana which may be drawn on by anyone with a magic aptitude of 1 or more who is in contact with the drained fetish. If the attempt fails or when the object is finally drained, it turns to dust.
Refresh
ALU x 5 Fatigue
Instant
1 target
HLT
The target becomes flushed as the energy of their body is renewed. The target recovers an amount of fatigue equal to five times the casting magus’s Sorcery skill level (ALU x 5).
Scouring
See Description
Instant
1 target
VIT
All dirt, grime, ink, stain, dye, etc upon the target sloughs away leaving the target clean. This affects both transient and permanent material. Thus it can bleach dyed clothing and remove tattoos. Clean is a relative state depending upon the target and should be adjudicated by the Game Master.
Searing Dart
ALU x 5 Fire Damage
50m
Instant
1 target
None
The magus generates a flaming dart as long as their forearm over their hand. With a flick this is flung towards a single target of the magus's choice. This attack uses the magus’s Sorcery adjusted skill level to hit. If the target is struck, they suffer an amount of fire (elemental) damage equal to five times the magus’s Sorcery skill level (ALU x 5). This attack may be blocked or dodged as normal, but it may not be parried. It must be fully dodged to avoid damage.
Serviceable Repair
ALU x 5 Structure
Instant
1 target
HLT
Rips, tears, dents, gouges and other signs of damage on the target object become laced by thin golden threads that pull together and mend structural damage to the target. The target object recovers an amount of structural damage (resilience) equal to five times the implementing magus’s Sorcery skill level (ALU x 5). This only affects non-living targets.
Sharing Basic Knowledge
Level 1
ALU x 10 rnds; continuous
1 target
WPR
The touched target gains temporarily gains a single skill at level one (1). This skill must be one that the magus already knows at or above level one (1) as the magus is sharing their knowledge of the skill with the target. This is a real level of skill and is not an increase to existing skill levels. If the target already has the skill at level one (1) or higher then the spell has no affect upon the target.
Shielding Flames
ALU x 2 Fire Damage
1 hr; continuous
1 target
WPR
The target is surrounded by a series of swirling flames. This fire does not harm the target, instead it gravitates towards incoming blows and harms those that attack the target. While the spell is active, any melee attack comes in contact with the fiery shield and is damaged in turn. The amount of fire (elemental) damage is twice the magus’s Sorcery skill level (ALU * 2). This damage cannot be avoided (e.g. blocked or dodged), but it can be absorbed or reduced by armor or similar protections.
An unwilling target of the spell may resist; this is a simple check. If successful then the spell has no effect. Once the spell is in effect the target receives no further resistance checks.
-2 CS penalty
50m
ALU x 1 rnd; continuous
1 target
VIT
The target non-living object appears to wither or rust though no change in structural integrity takes place. For the duration of the spell it incurs a -2 CS penalty on all action associated with its normal function.
Sightless Eyes
Sight
50m
ALU x 1 rnd; continuous
10 targets
VIT
The targets' eyes glaze over, becoming milky white as they lose all sight. The targets are Blind for the duration of the spell.
Soften the Steel
-2 base Damage
50m
ALU x 1 rnd; continuous
1 target
VIT
Target non-living object briefly glows green. Thereafter, for the duration of the spell, it appears dull and less reflective than normal. The target receives a -2 penalty to its base damage.
Steadfast is the Shield
Doubles AR
ALU x 1 hr; continuous
1 target
VIT
A dark green pulse emanates from where the magus touches the target object. As the spell completes it settles as a light shading.
For the duration of the spell the target's current and maximum structure (resilience) or AR is doubled (+100%). When the spell ends the extra structure is lost and the maximum returns to normal. This only affects non-living objects.
Strength of the Herd
+4 MUS
Self
ALU x 10 rnds; continuous
10m radius sphere
VIT
Those gathered around the magus at the time of casting gain a +4 bonus to their Muscle for the duration of the spell. This is considered a real increase to the Muscle score. As such it will also impact related skills, encumbrance capacity, and damage adjustment.
Sudden Mist
-4/-2 CS Penalty
50m
10 rnds; continuous
ALU x 5m radius sphere
VIT
The targetted volume suddenly seethes with mist. The mist causes moderate obscurement. Ranged attacks into or through the affected volume suffer a -4 CS. Melee attacks suffer half this.
Torchlight
Full Light; 5m radius
ALU x 1 hr; continuous
1 target
VIT
The target object touched by the magus glows a pale yellow. The object becomes a light sources giving full illumination for a primary radius of five (5) meters.
Touch of Composition
Composition
Instant
1 target
WPR
The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth knowledge of the target’s composition and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The formula grants insight into the physical composition and structure of the target. This is one level beyond the subject’s current state. Thus analyzing a body would yield knowledge of its component systems, analyzing a specific system would yield knowledge of the component organs, analyzing a specific organ would yield knowledge of its component cells, and so forth. All knowledge gained is still subject to the magus’s frame of reference.
Touch of Identity
Identity
Instant
1 target
WPR
The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth the target’s identity and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The magus gains basic knowledge pertinent to the identity of the subject. This includes what it is in classification terms the character understands (e.g. weapon, armor, animal, vegetable), the primary purpose of the subject, and the name of the subject. If the subject has other, meaningful names attached to it the magus may learn those at the Game Master’s discretion. The more well known the name is, the more likely it is that it would be learned as that identity has permeated the object.
Touch of Operation
Operation
Instant
1 target
WPR
The magus’s fingers trace across the target object’s surface as the spell is invoked, then across the magus’s face, lifting forth the operating procedures associated with the primary purpose of the target and placing it in the mind of the magus. The results require the magus to make a successful RSN check. The magus learns all the basic functions of the object and how to implement them. If the object requires a phrase, code, particular button configuration or similar, that is learned. The magus does not gain any level of skill with the target object, however.
Unnerving Stare
Panic
50m
ALU x 1 rnd; continuous
1 target
WPR
The target is overcome with fear and attempts to flee from the magus. The target(s) is under the affect of Panic with regards to the magus.
Watchful Hound
See Description
Self
ALU x 1 hr; continuous
10m radius sphere
VIT
When cast the magus forms a ten meter (10m) radius sphere. Should any creature with hostile intent towards the magus or those in contact with the magus when the spell is cast enter the area, an ephmeral hound appears at the location of the interloper howling loud enough to wake any but a deep sleeper. Those with the Deep Sleeper trait may make an Awareness check to wake. The hound is also triggered when an individual already within the volume of affect forms hostile intention to those protected, even if it is one of the protected. Once the hound is triggered, the spell effect ends.
The hound may spy magically hidden or obfuscated targets with the appropriate check.
Watery Lungs
See Description
ALU x 1 hr; continuous
1 target
HLT
The target takes on the ability to breathe in water and synthesize oxygen from it as though it were air. This may be uncomfortable and even disorienting when the subject is first exposed to its effect. When the duration ends the subject will automatically expel excess liquid from the lungs so they can breath normally again if they have not already.
Worm Tooth
ALU x 1 Fatigue Damage
50m
Instant
1 target
VIT
Grey haze manifests and contracts about the target swiftly. If the spell is successful then a portion of the target’s life force is drained from the target and transferred to the magus. The amount of fatigue that is transferred is equal to the implementing magus’s Sorcery skill level (ALU x 1).
Decided to create a magic oriented character?
Sample Core Powers
Sample Powers Source: Core Milieu.
Decided to play a character of magic? The core powers of magic only demonstrate the most fundamental powers as an example of what may be available within a milieu.
Each setting and brotherhood or school will have powers unique to them.
The next step is to check out the Magus Archetype...