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MAGIC Also reduced by anything which reduces Essence.

If reduced to 0, you are burned out and can never use magic again.
Force An attribute of magical items and Foci, acts as a LIMIT for magic.
Astral Limit In the Astral Plane, your Limit is based on your Mental or Social limit,
whichever is highest.
Drain The price paid for spellcasting, listed in each spells description as Stun or Physical damage.
Power Points Adepts receive Power points equal to their Magic rating to spend on permenant powers.

1. Choose Spell Choose one of your character's spells to cast.


To cast mutlipel spells at once, split your Spellcasting + Magic dice pool between the spells
with a minimum of one die each before applying modifiers. Limited by Magic attribute.
2. Choose Target Select the target of your effect.
Line Of Sight must use natural sight or reflections, and works through transparent
surfaces (such as windows) but technological aids (such as cameras) do not.
Magicians in the physical weorld can only affect the physical world, and those in the Astral
Plane can only affect the Astral Plane.
3. Choose Force Declare the Force you are putting into the spell. This acts as a Limit to the roll.
4. Cast Spell Complex Action. Roll Spellcasting + Magic [Force].
Apply modifiers for injury or sustained casting, then compare to Threshold or Opposed
roll as normal.
Reckless: Cast as a Simple rather than a Complex, but add +3 to Drain value.
If you cast two as separate Simple Actions, apply this to both.
5. Apply Resolve the spell as described in its description.
6. Resist Drain Work out Drain Value based on the Spell description. It will always have a minimum of 2.
Resist based on the dice pool of your tradition.
Hermetic: (logic, and learning) Logic + Willpower
Shamanic: (mystical, earth power) Charisma + Willpower
If Hits (after applying Limit) exceeds Magic, Drain damage becomes Physical.
7. Ongoing Effect If the spell is ongoing, and you choose to sustain it, take -2 on all other rolls while it
is sustained. Area effects which are sustained can be moved with a Complex Action.

GLITCHES Traditionally will apply +2 Drain, as well as causing the spell to invoke a different element,
hit the wrong target, or other mishief. A Critical Glitch will do wildly out of control, and
can result on no resistance to Drain.

TYPE [P] Physical affects only the physical world. [M] Mana affect the Physical and Astral planes.
RANGE [LOS] Line Of Sight, [T] Touch or a specified distance.
DAMAGE [P] Physical or [S] Stun.
DURATION [I] Instantaneous, [S] Sustained, or [P] Permenant.
DRAIN The formula for working out Drain, based on Force. Never lower than 2.
1. Choose Leader Select a single character to be the leader of the Ritual. Other participants do not need to
know the Ritual, but must be willing.
2. Choose Ritual Leader chooses a Ritual to perform.
3. Choose Force Determines general power AND the Force of any spell woven into it.
4. Foundation Must be performed in a Lodge appropriate to the Leader's tradition
MAGICAL LODGE: a stationary collection of symbols, writing tools, fetishes
in a single place. Basically a home area surrounded by magical items and talismans.
5. Offering The Leader must expend Reagents equal to the Force of the Ritual.
6. Perform Ritual As the Ritual description.
7. Seal Leader makes a Ritual Spellcasting + Magic [Force] V. (Force x 2) test
Other participants make a Teamwork test to assist. Each Ritual's description details
how net hits are used.
After the spell goes off, each participant takes Drain equal to twice the number of hits on
the Defence side of the test (minimum of 2). If the number of Hits the Leader got is
double their Magic rating, the damage is Physical.
The Leader can spend [Force] is further Reagents to reduce the drain by 1, to the usual
minimum of 2.

FAILURE The Ritual fails if a participant leaves the Foundation after it is prepared, but before the
spell resolves. When a Ritual fails, all participants suffer Drain. Roll (Force x 2) as though
the spell has been cast. Drain is equal to twice the hits rolled, as Stun damage.

You can declare that you are protecting yourself or a visible ally as a Free or Interrupt Action which
reduces your Iniative by 5.
Each Combat Turn, you have a pool of defence for Counterspelling equal to your
Counterspelling attribute.
When a spell is cast, you can roll any number of of this pool to protect a number of
people equal to your Magic rating. They each add these dice to their defence tests.
DISPELLING Counter a Sustained or Quickened Spell.
Roll Counterspelling + Magic [Astral] V. spell's Force + caster's Magic (+Karma spent to
Quicken the spell).
Each net Hit reduces the the number of Hits the caster had on the spellcasting test,
reducing its effectiveness. If reduced to 0 net Hits, the spell ends.
However it goes, you suffer Drain as if you'd cast the spell, Physical if the spell's
Force was higher than your Magic rating.

Rituals can also be Dispelled if it contains a spell keyword and is ongoing (sustained, or has
a duration). Roll opposed Counterspelling + Magic [Astral] V. Force of spell + sum
of Magic of all Ritual participants. Each Hit reduces Hits on the Ritual test.
You take Drain equal to 2x Hits on opposing test. If the Ritual's Force is greater than your
Magic, it is Physical damage.
1. Spirit/Force Choose a Spirit of a type available to your Tradition.
Hermetic: Fire, Air, Man, Water, Earth
Shamanistic: Beasts, Water, Earth, Air, Man
Also choose the Spirit's Force. The more Force you put in, the stronger the Spirit is.
Spirits can have one optional power for every full 3 points of Force you use.
Once a Spirit has been summoned, its optional powers can not be changed.
2. Summon Roll Summoning + Magic [Force] V. spirit's Force.
You may soend reagents to change the limit of this test.
If successfully summoned, the spirit owes you one service (single action) per net hit.
Multiple Magicians can assist in a summoning with teamwork, but only if they can
all mornally access the type of spirit being summoned.
3. Resist Drain Whether you successfully summon a spirit or not, roll to resist Drain equal to double
the Hits on the summoning defence test, with a minimum of 2.
If the spirit's Force is higher than your Magic, the damage is Physical.

GLITCHES Glitches can result in the wrong spirit type appearing, a spirit of lesser Force, or extra Drain.
On a Critical Glitch, Drain could double or the spirit could be angry and out of the
summoner's control.

A spirit will expire at the enxt sunset or sunrise, even if its services have not been fulfilled.

Used to compel long term services from spirits alrady summoned.


Takes 1 hour per Force of the spirit and requires (Force x 25) drams of
reagent be used up.
The test is an Opposed Summoning + Magic [Force] V. spirit's Force x 2, with Drain equal to double the
Hits on the defence side of the test, to a minimum of 2.
Once bound, a spirit does not expire at the next sunrise or sunset, but will stay until its services are used.
A bound spirit can be called to the Magician with a Simple Action.
A Magician can bind a number of spirits equal to their Charisma attribute.

Used to severe the bond between a spirit and summoner.


Once severed, a spirit will return to its own plane immiadetly.
Complex Action. Opposed Banishing } Magic [Astral] V. spirit's Force (+ summoner's Magic if the
spirit is bound). Each net Hit reduces the services owed by the spirit by one.
Drain is equal to twice the Hits on the spirit's defence with a minimum of 2.
If the spirit's Force is greater than your Magic, the damage is Physical.
1. Choose Spell Choose a spell to imbue into an item. These have the same names as Sorcery spells, and
have the same effects, but are different and must be learned seperately.
2. Choose Force Declare how much Force you are putting into the Enchantment.
3. Lynchpin The object which will be enchanted. It must be small enough to lift, handle and manipulate.
It must also not have an aura already, and not be living.
4. Trigger Choose the method by which the spell is activated.
Command Adds +2 Drain
Contact Adds +1 Drain
Time Adds +2 Drain
5. Preperation Spend time crafting the lynchpin into a preperation. This takes minutes equal to Force.
Once the time has elapsed, roll Alchemy + Magic [Force] V. Force. Net Hits become the
preperations Potency.
6. Drain Drain is the same as for the spell, plus extra depending on Trigger.
If Hits on the test are great than your Magic, the damage is Physical.

FINISHED A alchemnical preperation is temproary, and lasts for Potency x 2 hours.


Each hour after that reduces the Potency by 1.
ACTIVATE When released, the spell acts as if cast by a Magician, using Potency in place of Spellcasting
and the preperations Force in place of Magic.
If the spell is sustained, it lasts for (Potency) minutes.
Targets must be on the Physical Plane, and there is no Drain.

ADEPTS get Power Points equal to their magic rating.


This can be spent at character creation to buy Adept Powers.
Each powr has its own description, and details how it can be used, when, and what
sort of action it is.
Drain from Adept powers is always Stun unless specific in its description, and is
resisted with Body + Willpower.

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