Creating A Spell

If a Mage has no book available to find the corresponding spell, or if the spell he is looking for does not exist, he may try to invent one and make one of his own. This is a long, hazardous but rewarding task. The Magick User must spend a period of (13 –ML) x MR of the spell in days (minimum 3 days), without being disturbed by anything. Then he must make a successful Method of Magick skill roll in the method corresponding to the spell he wants to create. If he fails, he must spend a further 7 days x MR of the spell before recommencing the research process. If he fails twice in a row, he cannot try again until he receives a minimum 5% increase in his TSC% in the related Magick of Method.

Creating A Spell ‘On The Spot’

It may happen (although it is not recommended), that a Mage needs a spell he does not know. This may be during the course of an adventure or for a specific action. In this case, he may try to invent the corresponding spell ‘on the spot’. He needs 1 minute of complete, undisturbed concentration, in order to gather his thoughts. Then he must make a successful skill roll using the (Method of Magick TSC% + his PSF in his Mode of Magick) / 10. If he is successful, he may try to cast the spell but suffers a penalty of -10% to his TSC% for each MR of the spell. Failure to properly cast the spell results in an automatic Backfire, unless the Mage rolls less than or equal to his PSF% in the related Method of Magick on a 1D100.

Spell Magick Resistance

When learning spells a mage must “enchant” the spell. This is done by the Mage spending a period of time memorising the nuances and meter of the spell, learning to breathe in rhythm with the spell etc. The amount of time required by a Mage to learn the various levels of spells is shown in Table – Time Taken to Learn. A mage may spend no more than 2 hours per day on any one particular spell but may opt to learn more than one spell at a time. The number of spells that can be learnt is shown in Table – Number of Spells.

The times shown in Table – Time Taken to Learn are cumulative, so that a Mage who is ML 5 wishing to learn a MR 3 spell requires (9 + 6 + 3) = 18 days. This can be represented by the formula 21 x (MR / (ML +2)) (round down). In addition the maximum Spell MR that can be learnt is a Mages ML +2.

In addition, the spell MR may be reduced for enchantment purposes depending on the type of Mage. The MR modifiers are shown in Table 8.5 – Spell Magick Resistance Modifiers.

Table – Spell Magick Resistance Modifiers shows the various modifiers to the MR of the many spells within the Methods of Magick. Each Mode of Magick has differing attunements to the methods of magick and this affects the ability to learn spells. The modifiers reduce or increase the MR of spells, for example a Diviner enjoys a –3 reduction in the MR of Divination spells, but an increase of +3 with Illusion spells.

The minimum MR of a spell is always 1 and the maximum MR is always 10. If the modifier takes the MR of a spell above 10, then the MR remains at 10 but the Fatigue Point cost of the spell increases by 3 FP per point above 10.

Therefore a Diviner learning a MR 8 Transmutation spell can do so as if it was a MR 10 spell but the casting cost would increase by 3 FP. This due to the modifier of +3 for Transmutation spells increasing the MR to 11. With a maximum MR of 10 there is one excess point, which gives an additional cost of +3 FP.

Starting Spells

Initially, when creating a Mage character it is essential that they have some knowledge in spells to commence the game. To this end we have a simple calculation to determine how many spells may have been learnt. This is:

1. Add together the total number of levels the Mage possess in the various Methods of Magick,

2. Multiply by The final Magick Level (ML) of the Mage, plus Half of the Mage’s Attribute Bonus for Heroic Mages or his full Attribute Bonus for Super-Heroic characters. Historical characters receive no additional bonus.

This gives the total number of Spell Points available to the character to purchase his initial starting spells. The spells can be purchased at a rate of 1 Spell Point equals one Spell MR. A Mage can use 10 Spell Points to purchase a simple focus with which to start the game.

Casting Spells

The Metaphysical Current flows through the world and the world is part of it. Only a handful of gifted characters are able to feel this Current and to use it to achieve their goals. Those are called Magick Users. They have the power to ‘bend’ reality to their will and their will thus becomes reality. In order to successfully cast a spell and obtain the desired effect, a Magick User must go through a complex mental process, involving several distinct steps.

First, a Magick User must cast the desired spell. This is achieved through a secret formula, song, rune, etc., depending on the character’s speciality. A Magickally enchanted item can also be used by a non-Magick User to cast a spell, if he knows the formula or word of command to be used with the corresponding item. In that case, the Magickal item is considered to actually cast the spell, and the character releasing the spell from the item is the trigger, as he does not play an active role in the spell effect. We will hereafter refer to any character/ creature/Magickal item casting a spell as the caster.

Following a successful casting the Magick User must target the desired spell or effect. The target may be another character or living creature, but it may also be a non-living creature (undead), an animated object (golem) or a simple object or area, Magickal or not. We will hereafter refer to the creature, object or place targeted by the spell as the target.

Third, if targeting has been successful, the target may try to resist the spell effect. If the target succeeds with a Resistance Roll, the spell effect may be attenuated, or even totally cancelled.

Note: Some spells do not allow Resistance Rolls.

Finally, if the Resistance Roll failed, the target is affected by the full impact of the spell!

Spatial Range Of Spells

All spells have a maximal range in space, depending on the Magick User’s experience. Spatial Ranges can be found under the spell descriptions. A Magick User can increase the range of any given spell by 50% by doubling the amount of Fatigue Points he spends when casting the spell.

Temporal Range Of Spells

All spells have a time limit, after which they rapidly decay and within 1D10 minutes become ineffective. This limit before decay sets in depends on the Magick User’s experience. Temporal Ranges can be found under the spell descriptions. A Magick User can increase the time limit of any given spell by 50% by doubling the amount of Fatigue Points he spends when casting the spell.

A Magick User may increase both Spatial and Temporal Ranges by quadrupling the amount of Fatigue Points he spends when casting the spell.

The Casting Of A Spell

A Mage is able to automatically cast a spell that has been fully learnt. Once he has cast the spell he must target the spell. Before explaining how spell targeting is accomplished, a few words are needed to describe how a spell effect manifests itself. Magick is invisible on the ‘Physical plane’, our world. The Metaphysical Current travels from the caster to the target, through the ‘Shadow World’ also known as the ‘Astral plane’, the world of Spirits, Demons and Mystical Forces. Anyone able to see into the Shadow World (by using a spell or by travelling in Shadow) will also see Mana fluxes manipulated by Mages and devices. Anyone on the Physical plane, including Mages themselves, will not see the metaphysical current but will be able to visualise its effect, if any. In order to understand this somewhat paradoxical assumption, one has to make the distinction between a ‘spell’ and a ‘spell effect’. A spell is the manipulation of energy in the Shadow World, whilst a spell effect is the result of energy transfer from one location on the Physical plane to another one, through the Shadow World. A spell travels through the Shadows, but the resulting spell effect actually appears at its target location on the Physical plane.

This is the reason why CASTING a spell (creating a specific energy pattern) is different, and independent, from TARGETING a spell (transferring the energy pattern from one place to another).

This distinction becomes very important when the spell effect manipulates various amounts of Basic Magick materials. The manipulation occurs on the Shadow World, but unlike other spells its effect is clearly visible on the Physical plane, since it involves physical matter. So, if the Metaphysical Current necessary to create the Basic Magick - Fire spell Fireball and to cast it at a creature is only visible on the Shadow World, its effect is clearly visible on the Physical plane! This implies that any sentient target may try to avoid being the target of a spell when the spell effect is of a physical nature. However, spells travel almost instantaneously on the Astral plane and their effects travel at a very high velocity on the Physical plane. It is thus very hard to escape a physical spell effect, even though the target is experienced and fully conscious of what is happening.

Now, the spell effect has been created and the caster may try to direct the spell at the desired target. If a Magickal device is the actual caster, the character or creature triggering the device chooses the target.

Fatigue Costs To Cast Spells

To cast a spell the Mage must tap the Metaphysical Current around him to create the desired effect. This costs the Mage Fatigue Points (FP), or if exhausted, Body Points. The Fatigue cost to cast a spell depends on the particular spell and the mana level of the place. In an average Mana level environment the costs to perform Magick are as indicated for the spell. In a low Mana environment the Fatigue costs are doubled due to the additional Fatigue spent in tapping into the Metaphysical Current. In a high Mana environment the Fatigue costs are halved. The Shadow World is considered to be a High Mana environment with and gives a bonus of +10% to any Method of Magick or Mode of Magick TSC%.

• Cast a spell from a scroll or book, known or unknown spell:½ normal FP (round up)

• Activate a spell in a Magickal device, known or unknown spell: ½ normal FP (round up) for Non-mages, or ¼ for Mages plus the spending of 1 charge

• Cast a spell through his own Focus, known or unknown spell: See Creating Magickal Items of Power.

Targeting A Spell

To successfully target any spell, the caster must first succeed with a skill roll under the appropriate Mode of Magick that relates to the particular style of Magick employed by the Mage. Some creatures are particularly resistant to Magick, due to their only partial existence on the Physical plane (like Faeries, Ghosts, and Wraiths), or due to other reasons, such as Dwarves who have close links to the earth. Such creatures have an intrinsic basic Magick Resistance or MR. A target’s MR is subtracted from the caster’s TSC% when computing the chances of targeting the spell. If the spell is a ‘touch’ spell then the targeting roll can be considered as the chance to hit. If the target wishes the spell to be cast, then the caster receives a 50% bonus to his Targeting TSC%.

Finally, if the spell effect is of physical nature (i.e. a Basic Magick spell), the target may try to dodge the spell effect. The target needs to be fully alert (not surprised for example) and a minimum of 50 feet from the caster. If the target is closer than this distance he has no time to dodge the spell effect.

Even Basic Magick effects have a very high velocity! If the target succeeds with his Dodge roll, his Dodge PSF% is subtracted from the caster’s chances of targeting.

To calculate the caster’s Targeting %:

1. Caster’s Mode of Magick TSC%, less

2. Target’s MR, less

3. Any Movement, Range and Obstacle penalties, less

4. Dodge PSF% if the spell effect is of physical nature, plus

5. Method Bonus as detailed under Modes of Magick in Chapter - Skills

To find out the target’s MR consult Table – Target’s Magick Resistance to find the creature’s MR, or use the values given in the Creature’s Bestiary.

Other adjustments relating to movement, range and obstacles must be taken into consideration while computing a Mage’s chances of targeting.

When targeting using Astrology, Divination or a scrying device (crystal ball, enchanted mirror, etc.) the target is always considered to be at Maximal Range (in addition to the penalty for targeting through an obstacle, given below).

The spell effect materialises at the target location. That is why spells might be cast through solid objects, like walls. The spell travels through the Shadow World and is not stopped by a physical barrier. However, Basic Magick spell effects also travel on the Physical plane, since they are made out of matter.

Such spells cannot be targeted through solid objects. When they hit a wall they do not penetrate, but instead their energy is released at the point of impact. Some wise and knowledgeable Mages believe that the spell itself or the Metaphysical Current keeps on travelling to its target on the Shadow World but no matter is ‘attached’ to it on the Physical plane. It thus has no effect.

If the Targeting fails, the caster rolls a 1D100 against Table 8.11 - Willpower Failure, with a result of 86-100% indicating that he actually managed to correct the targeting and hit the correct target.

Overcoming Target Defences

If the target is protected by Magick, the spell may have to overcome those protections before the intended victim may himself be targeted:

If a Circle of Protection or Ward defends the intended target, the Circle or Ward must itself be targeted in order for the spell to penetrate. Circles and Wards are targeted as if they were the Mage who created them.

If the intended target is wearing an Amulet of Protection, the Amulet must be targeted to penetrate its defences. An amulet will have a MR equal to 5% per level of the spell placed in it. In addition, an amulet will automatically increase its MR by 2% for every 25 years of its existence. If such an amulet is overcome, the defensive spell will discharge for 1D10 days if the spell overcoming it was of a harmful nature and directly injurious.

If the intended target is carrying a Focus, the Focus has a MR equal to 5% per level of the highest spell placed in it, with an increase in MR of 2% for every 25 years of its existence. The Mage may elect to use the Focus defensively, like an Amulet. However, there is a 20% chance of a backfire occurring if the Focus fails to stop the spell.

If a Word of Guard or Prayers had been spoken, the penalties against targeting are subtracted from the percentage needed to target the outermost Magickal defence.

Targeting and Meditation (Optional)

It is also possible to enhance the targeting probabilities through Meditation and fasting. A Mage may select one spell per ML that he has learnt and enhance it. An enhancement of + 1% x ML per day of meditation to his Targeting TSC% may be gained. The enhancement will be raised to + 2% x ML if he fasts and does nothing else during his meditations. This process can be used to raise the targeting probabilities by up to + 25%. Only one spell may be raised in this manner at a time. The period of time that the enhancement will endure is equal to the time spent x ML of the Mage, after which meditation enhancement is lost.

Note: At no point can the Targeting enhancement be greater than +25%. However, a Magician can accumulate different bonuses, coming from Meditation, material components, astrological Influence, etc. up to the maximum enhancement of +25%.

If a Major Component is used, the Mage gains a bonus of +3% to his TSC%. If a Major Component and 2 Minor Components are used, the Mage User’s gains a bonus of +7% to his TSC%. This increase is temporary and reverts to normal when the spell has been cast.

A Major Component is the secret component of the spell (usually learnt with the spell). A Minor Component is a material that is of the same Element as the spell (if applicable) or the same as the caster’s astrological sign. Components must be partially enchanted by reducing their MR by at least three levels to be used in such a way, and they are “disenchanted” in the process to their natural state. This is a direct application of the Law of Resistance (see The Laws of Magick).

Partially Learnt Spells & Backfires

If the spell is not fully learnt and the Mage wishes to try to cast the spell he has to make a roll to attempt to cast the spell successfully. A skill roll is made against his Method of Magick with a penalty of -10% per MR over 0. If the Casting fails there is the potential of a backfire and the severity of this is shown by the Crit Die. The result is compared to Table – Severity of Spell Backfiring.

Non-Mages Casting Spells

It often happens that a non-mage acquires an item that contains spells activated through the use of a command word or the spell’s 'Trigger'. Targeting a spell through a device is not easy for someone who was not born to be a Mage. Any non-Mage trying to target a spell (unless it is a touch effect whereby a blow is required) must first succeed with a Willpower roll. If the roll is successful, the correct target was aimed at, and targeting may occur.

If the Willpower roll fails, proper targeting fails too, and the spell effect misses its intended target. The Gamemaster rolls 1D100 and compares the result to Table – Willpower Failure to find the final target of the spell.

If the character or creature triggering the spell succeeds with his Willpower roll (or if he failed but managed to correct his error in time), actual target may occur. Mages never need to check their Willpower when using a Magickal device, since they are attuned with Magick and know how to target spells. Some particular or powerful Magickal devices may give penalties to the Willpower roll, due to their nature, but this is at the Gamemaster’s discretion. For instance a Wand of Fire will certainly try to target a Water Elemental before any other available target, and will probably give a non- Magick User a penalty to his Willpower roll.

Partially Learnt Spells

Optional Rules

As an option the Gamemaster may require a Mage attempting to cast a partially learnt spell to remember the spell. The Mage ‘triggering’ the spell must remember the exact secret formula, rune or word of command. The chances are equal to an INT AR, modified by the level of the spell as shown in Table – Spell Level Penalty.

Reflection can improve chances of remembering, by giving a bonus of +1% per minute spent reflecting (or remembering) to a maximum +25%. If pressed, the Mage can furiously try to remember the formula, by expending 1 FP per minute. He benefits by a bonus of +5% per minute to his chances of remembering (maximum of +25%). A remembering roll (or INT AR) may be made every minute after the first try, until the Mage remembers the exact formula. Whenever this happens, the Mage may try to keep the formula in mind for as long as 20 minutes if he has the skill Concentration.

For every minute after the first one he must make a successful Concentration skill check to maintain the formula in his mind. After 20 minutes, he cannot maintain his concentration anymore on the same formula and must start the process over again. Remembering the exact formula of a given spell can take as little time as five seconds (if the first roll is successful without reflection) or precious minutes for one who is under a great deal of pressure! If the Mage does not have the skill Concentration, he may still attempt to remember the formula using his Intellect. An INT AR roll is required for each minute with a cumulative penalty of –10%. Once the secret formula, rune or word of command has been remembered, the caster may cast the spell. If the spell is not remembered correctly and the caster continues with the casting he suffers the chance of a Backfire as detailed in Table – Severity of Spell Backfiring.

Casting a spell through a Magickal device or item is always successful, since the spell would be at MR 0 (or fully learnt) when being placed in the device (see Enchanting Magickal Items). In other words, when the caster uses a Magickal device, or when the caster has fully learnt the spell, the casting is always successful.

Meditation adds a +1% x ML chance per day spent meditating, of correctly casting a spell that is not learnt to MR 0. This enhancement is raised to + 2% x ML per day if the Mage is fasting at the same time (maximum 21 days of fasting) and does nothing else whilst meditating. When meditating (and/or fasting) a Mage may enhance a maximum of one unlearnt spell per ML at the same time. Once an enhanced spell is cast, the effect of Meditation is lost. Meditation can take place either prior to any adventure or, if there is time, during the actual adventure itself. This bonus applies to the caster’s Method of Magick TSC%, which he must roll against to successful cast the spell.

Resisting A Spell Effect

Some spells, essentially those affecting mind, like Charms or Illusions, may be resisted by the target. These spells are shown in Chapter – Spells and each spell states how it may be resisted. As a rule of thumb, the Gamemaster should allow a Resisted Roll to any living creature targeted by a spell effect which affects mind, by trying to charm, command, lure, frighten, hold, confuse, panic, or hallucinate its target.

To make a Resisted Roll, the target must make a Willpower TSC% - Caster’s Method of Magick PSF%. An unmodified 1D100 roll of between 01- 05% is always a success, and an unmodified die roll of 96%+ is always a failure. If the Resisted Roll is successful, the target is not affected by the spell effect, unless otherwise specified in the spell description.

Resisting Spells Optional Rules

Saves can be reduced through Meditation and fasting, or through the use of Mantra gestures, Chants, etc. Meditation reduces saves against Commands and Illusions spells and all spells that involve a Willpower roll to resist. Such saves are reduced by - 1% per day spent meditating on the spell, to a maximum of -25%. This form of enhancement is a ‘one-shot’ technique and a spell so enhanced can be cast only once with such an advantage.

Resisting Commands & Charms

If the caster’s Second Attribute is either Appearance or Bardic Voice, reduce the save percentages by -5% for every 2 points the Attribute is over 14 (rounded up). i.e. if the Attribute is 19, then the save percentage will be reduced by 15% (19-14 = 5 / 2 = 3 rounded up) If the caster uses a Mantra gesture, saves are reduced by a further -5%. Only Hex Masters, Thaumaturges and Enchanters are able to learn Mantras as part of their Mode of Magick. The time to cast the spell as a Mantra is increased, so therefore a Cantrip is cast as a Hex, a Hex is cast like a Sorcery, both Sorcery and Rituals take twice the normal amount of time.

Resisting Illusions

The use of smokes such as those produced by burning incense, fogs against which an Illusion can be projected, perfumes and essences to produces mysterious odours, or cauldrons of steaming brew reduces the chances of a save by -10%. Dancing or chanting reduce saves by a further -5%, but only Shamen and Enchanters can use them as they are automatically learnt as part of their Mode of Magick.

Common Terms

MR: Magic resistance

PMF:To calculate the Personal Magick Factor (PMF) of a Magus, add together the following:

1. The Mage’s PSF% in his selected Mode of Magick, plus

2. His Aspect Bonus. This is +10 for Well and Poor Aspected Mages and +10 for Neutral Aspected Priest-Mages.

The PMF determines the Mage’s Magick Level (ML). This affects his ability to enchant materials and learn and cast spells. Table – Magick Levels shows the Magick Level (ML) gained for the various levels of PMF.

Cost: A Fatigue Point cost is typically associated with an Act of Faith and will be assessed against the person(s) named.

Crit Die Result: A certain result on the Spirit AR Crit Die is needed for Act of Faith to be successful or else there is an enhancement to the benefit received.

Time: This is the time needed to perform an Act of Faith, Sacred Ritual or Special Power. Duration: The length of time the effects of the Acts of Faith, Scared Ritual or Special Power last.  

FP: Fatigue Points

Fatigue is a measure of a character’s endurance and general level of energy. Fatigue is measured in Fatigue Points (FP).

Determining Basic Fatigue Points

To calculate a PC’s Fatigue Points choose the most favourable of:

• The sum of the character’s Constitution and Strength attributes, or

• That of the character’s Constitution and Discipline Recovering Fatigue Points

Fatigue is typically quickly used up in highly stressful situations, particularly during combat or in during Magickal practice. The Fatigue Recovery Rate (FRR) reflects how quickly they can recover personal energy levels and is dependent on Constitution. After 10 minutes of rest a character will regain an amount of Fatigue Points, as shown in Table - Fatigue Recovery Rates. This is the amount of Fatigue Points recovered in the first 10 minutes of rest following any activity. The PC is simply required to rest and do nothing to 'get their breath back'.

This resting period can be extended up to a maximum of 1 hour to recover additional Fatigue Points. After the first 10 minutes of rest the recovery rate drops to 1 FP per 10 minutes of additional rest for PCs with CON 15 or less and 2 FP per 10 minutes of additional rest for those with CON 16+. If a PC wishes to recover more, sleep is required. Recovering Fatigue Points at the sleeping rate has no maximum time period.

Total Success Chance (TSC%)

By this point the character will have all the numbers necessary to calculate his chance to succeed in a skill. The Total Success Chance (TSC%) is calculated as follows:

1. Basic Chance of Success (BCS%) as shown in Table – Difficulty Factors (either skilled or unskilled as appropriate plus

2. The character’s Personal Skill Factor (PSF%) in the skill; plus

3. Any modifiers effecting the character’s performance of the skill, these may relate to the circumstances in which the skill is being performed, etc.

It is conceivable that a character that is highly skilled with many levels in a particular skill may possess a TSC% above the Maximum Chance of Success (Max%) for a skill at that DF. Table – Difficulty Factors shows the minimum and maximum chances of success available for each Difficulty Factor.

In this instance the TSC% is equal to the Maximum Chance of Success (Max%) for the given skill. The reverse may also be true in that a character’s TSC% may be lower than the Minimum Chance of Success (Min%) for a given DF especially if he is unskilled. In this case the character’s TSC% is equal to the Minimum Chance of Success (Min%) for the skill.

However, any amounts above or below the maximum and minimum levels are not ignored, they provide either bonuses or penalties to the Crit Die result. For further details see the section Min% and Max% Success Chances later in this Chapter.

Making a Skills Check

A skills check is made to find out whether a character succeeds or fails with a particular skill at a given moment. The skill check is made up of two elements, the result of the Percentile Pair or 1D100 roll and the result of the Crit Die or 1D10 roll.

The Percentile Pair (1D100)

The Percentile Paid are a paid of ten-sided dice with one die having '0' after the number (this is the 10’s die) and the other being the units die.

If you do not have these specialised dice, roll two ten-sided dice of different colours, one designated a ten’s die and the other the one’s die.

The Crit Die (1D10)

The third ten-sided die should be a different colour from the percentage dice. This is the Crit Die and it should be rolled at the same time as the Percentile Pair.

It is used to indicate the magnitude of the skill check, the larger the result the greater the magnitude of the skill check whether it is a success or failure. The Crit Die result is compared to the appropriate table and the result noted.

A 10 (or higher) result is always a Critical whether it is a Success or Failure. Certain occasions give modifiers to the crit die to increase the chance of a critical result for example using a charging Lance. A critical result brings its own special penalties and bonuses.


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