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Enchantment: Effects intended to imbue objects or beings with Drawing the Symbols
magical power are special cases, in a class of their own. Details The wizard then prepares the magic by writing the symbols (see
vary by setting, but this kind of magic tends to be slow and Parchment Symbol Casting, pp. 173-174), arranging symbol
require a lot of effort. The item being enchanted almost always tokens (see Symbol Tokens, p. 174), tracing the symbols in the air
has to be physically present. (see Finger-Tracing, p. 174), or inscribing the symbols on an
object (see One-Off Enchantments, p. 175). The time required
Special: It’s perfectly possible for an effect not to fit in any depends on the method. If someone attacks the caster or otherwise
standard category, just as a spell can be classed as “Special.” tries to disrupt the magic during this time, then apply Distraction
and Injury (p. B236).
For each use of each symbol, the caster rolls against the lower of Parchment Symbol Casting
Symbol Drawing and his skill with that symbol to see if he draws
A symbol-wizard can write symbols on parchment or paper to
or places it successfully. Doubling the time required gives +1,
create a temporary magic item. This concept is easy to adapt to a
while halving it gives -2; alternatively, the GM can use Time
particular setting’s writing technologies: symbols might be
Spent (p. B346). Using materials that aren’t traditional for the
impressed on clay tablets that are then carefully baked; painted on
symbol set may give -1 or worse. Having other effects or spells in
silk scrolls, leather, etc.; carefully carved into thin bark; subtly
operation at the same time (if they don’t require actual
encoded as images stored on digital memory chips; and so on.
concentration) doesn’t give a penalty; drawing a symbol isn’t a
The GM may even let casters mark symbols on their bodies,
magical action in itself.
although he’ll probably want to limit this to magics that affect the
body itself (e.g., ST enhancements worked through symbols on
Activating the Symbols
the limbs) or that originate from the body in some way (e.g.,
After successfully creating or placing the symbols, the caster
flaming breath conjured using markings around the mouth). Thus,
must activate them with another roll against the lowest of Symbol
while these rules use the term “parchment” for convenience, this
Drawing and his skill with any of the symbols involved. He
can refer to any substitute that the GM allows – with suitable
cannot activate the inscription if it includes any symbols he
changes to the Artist specialty involved, as necessary. In all cases,
doesn’t know. Activation takes a second per symbol involved
these things are faster to make than scrolls in the standard spell-
(and can be interrupted). At the GM’s option, this roll takes range
based system, but harder to use.
modifiers as for a similar spell.
Drawing the symbols correctly is crucial here. The roll for each
Information effects normally use Long-Distance Modifiers (p.
symbol is against the lowest of the creator’s Artist (Calligraphy)
B241); offensive workings are often better treated as Missile
skill, his skill with the desired symbol, and his Symbol Drawing
effects. If the wizard has other effects or spells active that require
skill. The time required per symbol depends on the difficulty of
any kind of input or attention, then apply the penalties under
the associated symbol skill: one hour if Easy, three hours if
Casting Spells While Maintaining Other Spells (p. B238).
Average, six hours if Hard, or 12 hours if Very Hard. The person
Success activates the symbols – and note that if these were flawed who draws the parchment defines the magic’s effect.
due to failures during the creation process, they may still be
The parchment can be carried indefinitely, by anyone, until
activated, flaws and all! Use this roll in the Quick Contest for a
needed. However, any damage to the symbols – or to any part of
resisted working; see Resisting Effects (p. 167). In all cases,
the parchment – will render it useless. The eventual user must
critical failure means what it does for a spell: a roll on the Critical
have a good idea of how the parchment works and what it does. If
Spell Failure Table (p. B236) or an alternative table from
he created it, then this is automatic. Anyone else must study it
Appendix B (pp. 256-260).
first, taking 10 minutes per symbol and making a Symbol
The working also has an energy cost. Normally, the caster pays Drawing roll at -1 per symbol after the first (e.g., -2 for a three-
this out of his FP on activation. See Energy Cost (p. 175). symbol parchment).
A person can only have one parchment ready for use at any given
Mana Levels
time, plus one more per two skill levels by which his Symbol
The local mana level mainly affects activation. Drawing works
Drawing skill exceeds IQ: one at skill levels up to IQ+1, two at
the same everywhere except in areas with no mana. There, it’s
IQ+2 or IQ+3, three at IQ+4 or IQ+5, and so on. A new creation
impossible to draw symbols effectively due to the lack of latent
or study displaces the oldest – and when he uses one, he must
magical forces to work into the process.
create or study a new parchment if he wishes to replace it. Even if
it’s one that he made previously, he must study it anew.
Activating symbols requires mana, however. The rules are the
same as for spells; see Mana (p. B235). Activation is impossible
Example: Corbin the Inscriber has IQ 12 and Symbol Drawing-
in no mana. It’s at -5 in low mana, and may require Magery; see
14. His skill level is IQ+2, so he makes up two parchments to
Symbol Magery (p. 168). It takes no penalty in normal mana
carry around. He then discovers an interesting four-symbol
(where it might still require Magery) or high mana. In very high
parchment made by somebody else. He spends 40 minutes
mana, activation costs less energy overall, but all failures are
studying it for use, and makes a successful roll against effective
considered critical failures.
skill 11. This means he’s no longer able to activate the older of
his own parchments.
Symbols and Wild Mana
In wild mana (p. 59), even drawing symbols is risky! Critical Later that day, Corbin uses one parchment. He can now restudy
failure means the symbol explodes or otherwise misbehaves the one that he lost track of how to use, regaining the ability to
dramatically. Even perfectly drawn symbols shed excess magic in activate it.
a worrying fashion – glowing fiercely, emitting sparks, etc.
To trigger a parchment’s encoded magic, the user contemplates it Casters may try many unusual – and humorous – effects in
and makes the usual activation roll. He rolls at -4 if trying to extreme situations!
activate a parchment created by someone else. If he succeeds, he
pays the energy cost. Succeed or fail, the parchment becomes Unfortunately, flexibility comes at a price. Activating an effect
useless at this point. It crumbles, or the symbols simply fade. In a produced with tokens takes three times as long as usual, which
cinematic game, it may burst into flame! normally means three seconds per symbol. As well, the relevant
skill is at -2 per token used. Each wizard must handcraft his own
Symbols and Dust set of tokens. Others cannot use these. If he loses a token, then
The GM may permit symbol-wizards to trace symbols in earth or replacing it calls for appropriate materials and considerable effort.
sand much as if on a parchment, but at -2 to the skill used to draw The time required depends on the difficulty of the symbol skill:
them. Times are as for a parchment. These symbols can be two hours if Easy, six hours if Average, 12 hours if Hard, or 24
activated repeatedly while they last (GM’s decision, but the lesser hours if Very Hard.
of 3d hours or 2d uses is reasonable, and such symbols are certain
to become blurred, scuffed, and useless within a week). Such In some traditions, symbol tokens are also used for divination.
inscriptions aren’t portable – disturbing the material, even to They might serve as the required materials for a Divination
move it very gently, disrupts the subtle web of magical forces. (Symbol-Casting) spell, as the focus for divination effects of
Symbols in earth or sand are extremely easy to damage, by other sorts, or as props for a specialty of the Fortune-Telling skill
accident or by hostile action; furthermore, any critical failure (p. B196).
rolled while drawing or activating them destroys them
immediately. Finger-Tracing
In an emergency, a symbol-caster can use a finger to trace the
Symbol Tokens symbols he needs in the air. In a “low fantasy” campaign, the GM
A symbol-wizard may carry a collection of tokens (typically may wish to prohibit finger-tracing, or at least require wizards to
made of wood, shell, bone, or stone), each inscribed with a single draw the symbols using a glowing pointer (e.g., a white-hot metal
symbol from a lexicon he has studied. This needn’t be a complete tip). Whatever the details, this method doesn’t create a temporary
set – but obviously, that’s more versatile. The wizard must carry magic item – it simply casts the desired effect.
his tokens together in a case or a bag. To work magic with them,
To draw the symbols, the wizard must make a successful roll
he lays out or holds up the required combination of symbols and
against his skill with each symbol involved, at -3. If mana level
then makes the usual activation roll, which is subject to penalties
affects symbol magic, then in low mana, this penalty becomes -8
(see below).
and each symbol costs the caster 1 FP. The time required per
Define the desired effect and determine its energy cost in the symbol depends on the symbol skill’s difficulty: two seconds if
usual way. If the wizard must ready the tokens quickly, then the Easy, six seconds if Average, 12 seconds if Hard, or 30 seconds if
time required depends on the method he uses to find them – but Very Hard.
each symbol always takes at least a second to prepare, even if the
When the wizard finishes tracing, he must immediately attempt
set is first neatly spread out on a flat surface in a standard order.
his usual activation roll for the symbols.
Extracting a particular symbol from a bag or a case usually takes
longer. The GM can and should impose reality checks on this!
One-Off Enchantments
Thus, the drawback of having more symbols is that it often takes
A symbol-caster can mark or carve symbols onto an item (door,
longer to find the ones you need.
book, etc.) to create a one-off instantaneous effect that will occur
Wizards in a hurry may grab randomly and use whatever they get. when something triggers it. Possible trigger conditions include
Many accept that this is inevitable, and develop the art of someone touching the object, viewing the symbols from no more
improvising with whichever symbols come to hand; some claim than a yard away, or performing some other easily defined action
that fate will give them whatever is most mystically appropriate, involving close proximity. Details are up to the wizard, but the
and even that an element of randomness is required, as this magic GM is the final judge of what’s reasonable.
draws on the power of chance. In such cases, the GM chooses the
Drawing works much as it does for a parchment; see Parchment
symbols in any manner desired – usually by rolling dice. The
Symbol Casting (pp. 173-174). The roll to mark or carve each
wizard generally can’t produce an effect until he has extracted
symbol is against the lowest of the wizard’s skill with that
both a verb and a noun; he can continue drawing until he gets
symbol, Symbol Drawing, and an appropriate artistic skill – Artist
both, or return the set to the bag and start again at any time. If he
(Calligraphy), Artist (Woodworking), etc. This process normally
keeps drawing, then the eventual working must use all the
takes as long as creating a parchment. The wizard may reduce the
symbols he has in hand at that time (the GM decides if a proposed
time to minutes equal to the usual number of hours by taking -2 to
effect does this).
all skill rolls (including activation) and doubling energy cost – or
to that number of seconds by accepting -4 to all rolls and tripling that harm the spirit as well as the body) may also cost
energy cost. more, at the GM’s option.
Magical effects are typically instantaneous. For an effect
The wizard must make his activation roll, with any penalties for analogous to a spell with a continuing effect that must
haste, the moment he finishes drawing. Success means the magic be maintained, base duration is usually a minute, but
remains active, waiting to be triggered, for a period set by the may be longer (10 minutes, an hour, or even a day) if
caster. Treat this as a maintained effect with a base duration of a similar spells have such extended durations and the GM
day and half energy cost to maintain per additional day; see considers this justified. Protective combat magic rarely
Energy Cost (below). The wizard pays the full energy cost for this needs to last longer than a minute, while a working that
period – possibly multiplied for rushing – upon making the lets you go without sleep is useless if it won’t even get
activation roll. you through the night! The GM may increase energy
cost or assess skill penalties for magic with an unusually
long duration. Temporary effects can normally be
ENERGY COST maintained at half the cost to cast – but if the effect is
linked to symbols that are written on the subject, then
The GM can base the energy cost of a symbol-working on that of the GM can rule that it lasts without maintenance until
the closest spell in the standard spell-based magic system; e.g., a the symbols are erased.
magical fireball might cost 1 FP per die of damage.
Whatever method is used, there’s no cost reduction for high skill.
He’s free to add a point or two to balance symbol magic’s greater As with a failed spell, failed activation costs 1 FP if success
flexibility. Alternatively, especially if no similar spell exists, use would have had any cost, unless it’s a critical failure or involves
these guidelines: an Information effect, in which case it has full cost.
Fiona the Astromancer has Symbol Drawing (Astrological)-16 Fiona orders the guards to secure the position while she recovers
and knows the skill for every symbol in the corresponding lexicon from exhaustion.
at 16, too. She also possesses eight enchanted symbol tokens –
gems inscribed with the symbols for Mars, Jupiter, Mercury,
Venus, Aries, Cancer, Gemini, and Sagittarius. While exploring a
Minimal Representations
A quick sketch, made with a successful Artist (Drawing) roll,
can act as a minimal sympathetic representation, granting no
bonus or penalty. Pieces of clothing or small articles
belonging to the target might also serve here (GM’s option).
Bonuses
Apply only the highest bonus:
The notion of magical “conductors,” “insulators,” and Nail or hair clippings from the subject: +1
“resistors” is discussed in Materials (p. 87). The skill modifiers
Symbolic representation of the magic’s effect (feather for a
below are examples, and strictly optional in any magic system
Flight spell, flashlight for a Light spell, etc.): +1
– a normal, unmodified working would be almost impossible
if everything reputed to affect magic were to produce Formal portrait or sculpture of the subject, made with a
modifiers! successful Artist roll in the subject’s presence: +2
diverse roles in different traditions; what follows is just one Live animals: +2 to +4
interpretation. Rock or granulated salt is a resistor, giving -2
to -4 to castings across or into it. A pool or dish of salt water Human beings, if acceptable: +1 (homeless stranger) to +5 (beautiful
virgin, royalty)
can “ground” energies; when magic is cast within scent of salt
water, a critical failure only produces harmful effects if a Ranges represent variations in symbolic value and quality. Typically,
second roll against the same effective skill also critically fails. some system of correspondences used in the campaign determines
symbolic value; e.g., when using Hermetic Astrology (pp. 248-253) and
Saltwater bodies large enough to show tides (seas, estuaries,
working magic associated with Aries, sacrificing a red ram gives a higher
and oceans) keep their salt in flux; therefore, magic cast on or bonus than killing a random chicken. As for quality, sacrifices should be
across them is at anything from -5 to +5 (roll 2d-7). This highly flavored, notably valuable, or otherwise superior to the normal run
doesn’t apply to Water magic, and the GM may also exempt of things; the better the item, the larger the bonus.
other “ocean-flavored” workings. A supernatural example of a given category gives +1 over the highest
bonus. For instance, one of the Golden Apples of the Hesperides would
grant +3; a magical sonnet in Byron’s own hand, +4; a live wyvern, +5;
and a vampire king, +6.
Sacrifices must belong to the caster or be fully within his power to count.
Notably, killing an enemy in battle is never an effective sacrifice.
Self-Sacrifice
Wizards may be able to make a sacrifice of themselves. This is usually
done only in extremis, for obvious reasons! If it’s possible, then the
magician gets +1 per full 20% of his HP spent. Details vary. A magician
might ritually shed his own blood or simply gash himself with a knife, or
expend psychic energy in an extreme way that causes internal bleeding,
bruises, tears of blood, and stigmata. The GM can require a Will roll. If
the roll is made exactly, then the expenditure succeeds but the first roll
the magician makes for the magic takes a shock penalty appropriate to the
HP spent. High Pain Threshold is a good advantage for blood magicians!
Some vicious spirits may accept self-sacrifices that cause severe pain (p.
B428) with minimal actual injury. This might require a Surgery or
Interrogation roll as well as a Will roll, and is unlikely to grant more than
+1. Failure on the skill roll inflicts a few HP of real injury.