This document provides clarification and examples regarding spellcasting procedures in the game system. It outlines the sequence of spellcasting and explains that the key components are remembering the spell and any accompanying gestures, incantations, or use of a focus. Different spellcaster types have prescribed methods of manifestation during the remembering process. It also discusses targeting spells, the effects of distractions on concentration, and guidelines for using magical devices that contain preset spells.
This document provides clarification and examples regarding spellcasting procedures in the game system. It outlines the sequence of spellcasting and explains that the key components are remembering the spell and any accompanying gestures, incantations, or use of a focus. Different spellcaster types have prescribed methods of manifestation during the remembering process. It also discusses targeting spells, the effects of distractions on concentration, and guidelines for using magical devices that contain preset spells.
This document provides clarification and examples regarding spellcasting procedures in the game system. It outlines the sequence of spellcasting and explains that the key components are remembering the spell and any accompanying gestures, incantations, or use of a focus. Different spellcaster types have prescribed methods of manifestation during the remembering process. It also discusses targeting spells, the effects of distractions on concentration, and guidelines for using magical devices that contain preset spells.
This reviews sections 9.05, 9.06, 18.03, 18.09, 18.19 of the rules and clarifies them (hopefully)
The procedure for casting spells indicated in Targeting.
section 18.03 is the following: For example, an IQ 23/ WIS 21/MKL13 hex 1. The magician has first to remember the master tries to cast from memory the spell spell CONFUSION, COMMAND. lvl 5 that he 2. When this is completed the spell is perfectly knows, with the help of his focus (a considered as being cast. wand) at two goblins of low level. He will try to remember it, chanting and waving his wand The whole casting resides then in at the targets. He basically has 110%- • The remembering 20%=90% to remember, but decides a hurried • The incantations 1 min. quick thinking to boost his chances to • Gestures or other physical 95% at cost of 1 FP. The total takes him 6 min. manifestations of the casting that have He rolls with success. Then the spell is cast at to occur during the remembering targeting % of 80% (minor arcane vs Inferior process, and can be thought as goblin)+ 1% for WIS 21, the goblins are necessary remembering tools as well as stationary and in view thus +10%, so targeting a focus for the magical forces. is at 91%. The goblins save at command LVL 4 (area targeting). Let's recapitulate the sequence of spell casting: Importance of physical manifestations of 1. Decision/choice of spell concentration/remembering/spell casting 2. remembering Each mage type has its own way of • Chance of success = (IQ ability dealing with them, and the ways may - 5%x(spell lvl-1) + reflection vary with the spell types. (1% per minute, or 5% per minute at a cost of 1 fp/min) Primitive Talent • Time spent is 1 turn (5 min)+ Some kind of gesture, like sniffing for reflexion. MKU has to express detection spells, use of voice for his concentration in his command spell, briefly the most intuitive particular mode, and display his method for doing something. focus if used. Drug Trance OR Through drug induced trance 3. Reading can be substituted to Dance/chant remembering Through possession by totem, and focus • Success = IQ ability (drum) is used only to summon totem • Duration is Shaman • 60 min-IQ if first Have to incantate or dance or sing or be reading and fluent in a trance • (60min-IQ)/2 if first Medium Through trance or through crystal reading and learnt as ball, used by peering into it and/or stroking it. native Alchemist/healer • 30min-IQ, if known text, Some gesture is here required, like +5 minutes imposing hands to heal, or hold part of 4. Casting the spell, effect immediate. the body to diagnose Diviner right glyph. Foretelling should be made by drawing Magick Square cards (tarot or others), examining As described in the rules, and they have entrails, flight of birds, etc following the to wear their focus and grip it when particular type of diviner he is. casting through it. Hex Master The Hex Master has the greatest freedom How to use magical devices of power in spell casting. He should optimally Magical devices of power and focuses both incantate and gesture, but it is usually require some specific handling possible for him to utter his incantation techniques if to work in the expected in his head or at a very low voice, and way. The way to use them is related to without gesturing: In this case the type of the device and its intended remembrance chance is minus 25% (- use. 40% if neither sound, nor gesture). Magical devices of power (and also When using the focus, the focus should simple magical devices) discharge their be waved around and pointed at the spells instantly, without the mage having target. to remember the spell, but with the mage Enchanter having to perform the expected sequence As explained in the rules, the Enchanter of movements or wordings or whatever. must sing or recite through all the For example, the magical harp that is the remembrance process and the spell focus of an enchanter has its spells going casting; the Focus must be played if with pre-chosen melodies or short used. groups of notes; one has to know the Conjuror melodies in order to use the device. The Conjuror never needs to remember The same is true for wands which have spells before casting, the intake of a to be waved or tapped or rubbed in potion rendering spell casting specific ways (the freedom of the mage immediate. putting the spells into it), rings to be Thaumaturgist pointed at or turned around the finger He must use a physical support to cast (but rings, armbands and other pieces of spells and incantation and gestures are jewellery or clothing allow for less necessary in the same way as for Hex variation so one just has to know which Master. spells are contained to cast them (but it Necromancer makes very hard to try to find out They also have to incantate and gesture, randomly what's in the device)). and their focus is used like a hex Some devices may have very master's wand (use of displays same as complicated mechanisms. This is why for hex master) one must really have precise information Power Word about a device before using it (special They have to incantate the whole spell handlings may hide traps). while remembering and the spell is cast Casting spells under stress at the utterance of the final, single WORD. They can bypass the rest of the Breaking concentration of a mage while he's incantation at -40% in remembering. trying to remember or cast a spell results in They have to wave or stomp their staff if stopping the spell short, the mage having to using it restart the whole remembering in order to cast Symbolist the spell. Any kind of disturbance can distract The symbolists have to remember the a mage, depending on the mage's ferocity, spell before casting in either the normal wisdom and sometimes constitution. A mage or the fast method, but they don't have to in a trance cannot be disturbed. If the nature of utter any sound or make any movement, the disturbance is non-threatening for the they remember visually how to form the mage, just noise or people, then a WIS CR is called for, with minuses reflecting the intensity disturbance causes the mage to roll a WIS CR, or the surprising quality of a disturbance. If the which he succeeds. Then the apprentice starts disturbance is of a frightening or scaring to talk to him, not having noticed his master nature, then a FER CR must be played with was casting. This calls for a second WIS CR, appropriate minuses. One can also choose to which the mage also succeeds. The apprentice go on trying with a disturbance acting: in this then gets closer to his master and trips in a fold case a minus is applied to the remembering of the carpet spilling the boiling tea all over chance, ranging from -5% to -50%. his master, causing him to abandon his remembering or rolling a WIS CR-10 and a For example, a mage is trying to cast a spell, CON CR-7 (and taking some fatigue damage quietly sit in his usual armchair at home. He's due to the boiling water). If the mage succeeds in the second minute of his remembering. and is not disturbed any further, his Quietly the door opens to let his apprentice in, remembrance chance is subject to minus 35%. carrying a tray of good hot tea. This slight As a guideline for minuses WIS CON FER Rem Disturbance CR CR CR Spell Background noise -0 -5% Movement around caster -0 -5% Uncomfortable heat/cold -0 -0 -5% Noise, voices, movement near caster -2 -5% Hot/cold surroundings -1 -1 -10% Water trickling on caster -2 -1 -10% Loud noise -4 -20% Someone touching caster -5 -20% Very hot/cold surroundings -3 -3 -20% Frightening sight like enemies rushing towards, common -3 -3 -20% monsters, a danger nearing Pain (normal hit Fatigue Expended) -7 -5 -1 -35% Someone shaking caster -7 -3 -35% Monster, grave threat -5 -5 -35% Great pain (crit. hit) -10 -7 -5 -50% Awful threat -7 -7 -50% The CR is applied for each disturbance, the minus to Remember Spell, only for the gravest disturbance. If the mage has to concentrate on something else he cannot start remembering a spell unless he is of IQ 20+, and even then at a price of halved Remember Spell chances.