You are on page 1of 3

OF MAGICK & MAGICIANS,

an addendum by Bernard Kaufmann


Casting Spells, trying to be precise at last

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.

You might also like