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Cheat Sheet - Magic
Cheat Sheet - Magic
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.
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.