
Table of Contents
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BOOK I: BASIC SPELLCASTING
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THE APOCRYPHA OF THE MAGE
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I-A Spellcasting
The natural force which mages manipulate is called life force or psyche. Magic is the title for the action of manipulating psyche. Spells are the formuli which allow mages to manipulate psyche, hence causing magic. Tee hee. To manipulate psyche to cause effects around them, mages must use spells.
I-A.1 Knowing and Learning Spells
To do anything magical, your character (henceforth referred to as "you") must be trained in the kind of magic you want to use. These different kinds are called Spell Classes (sometimes also known as Subschools), each being a different system for creating spells. Spell Classes are collected in groupings, because of their theoretical basis, called Schools. When you are trained in a Class, you automatically have a general familiarity with the other Classes in that School, but you may not cast spells in any other Class until you are trained in it specifically. To cast the most elementary spell in any Class you need to have 1 year of training in it, making you a Novice. To be considered an Initiate in a Class; able to cast any spell of that Class you have a hardcopy for; you must have spent 10 years studying it.
To learn how to use a spell Class, you need to be trained in it by a teacher who already knows that Class. If you attempt to learn a Class by studying writings on it, it will take you twice to ten times longer to become proficient in that Class.
I-A.2 Casting Spells
You may only cast spells belonging to the Spell Classes in which you have been trained. To cast a spell you must have the hardcopy of the spell (proving that your character does know how to cast that particular spell), all the necessary components, and God's approval. When casting you must perform as much of the procedure which is realistic and safe, wait a minimum of 5 minutes in "concentration" (play solitaire, I don't care), Activate the spell by paying the stated psyche point cost, then seek God's approval if you haven't gotten it already (at this time God will inform you if the spell worked, oooh!).
When you successfully cast a spell, one of two things will happen; you will have caused an effect (either instant or continuous) or you will have created a Gizmo (which will cause the effect for you). There are three specific types of spell results within each of the two categories. The three types of results which cause an effect are: Instant Spells, Held Spells, and Totemic Contracts. The three types of results which create gizmos are: Talismans, Potions, and Magic Items. When instant spells are activated they cause an effect without a contest of psyches between caster and target. Held spells, talismans, magic items and totemic contracts also "go up" without a contest, but are imbued with a varying degree of Force which protects them from being "brought down" after activation. Potions "go up" without a contest, and until they are Triggered, also have a Force, but once they are triggered they act as an instant spell. If, when an instant spell, held spell or totemic contract is cast, its intended target has an Active protection specifically against it, the spell being cast will fail without a contest. Any psyche points spent in the activation of a failed spell are lost, but any points spent on Force are returned to the caster.
I-A.2.1 Casting Summary
SPELLCASTERS WHEN ATTEMPTING TO CAST MUST:
- Be trained in the appropriate Spell Class.
- Have the hardcopy of the spell formula.
- Have the components.
- Do the required procedure.
- Concentrate for 5 minutes or the time stated.
- Spend the stated psyche pt. cost (for Activation and for Force).
- Appropriately dispose of any personal items used in procedure.
- Get approval from God.
I-A.3 Maintenance
Once a held spell is cast or a talisman is created, the only mage who can maintain it, supply it with the psyche to increase its Force or Deactivate it without a contest is the mage who originally cast it. Once a magic item or potion is created no mage can add to its Force or deactivate it without a contest, not even the mage who created it. Once a totemic contract is cast, the only mage who can maintain it is the original caster. Only the spirit the contract is with determines the exact Force of the contract, and only the spirit can deactivate the contract without a contest.
I-A.4 Force
The Force of a held spell, talisman, potion, magic item or totemic contract is achieved by expending psyche at the time of casting or creation and during maintenance. The minimum Force of a held spell, talisman, potion or magic item is 1, the maximum Force cannot exceed the caster's Spell Force Limit. Once the contract is set up, the Force of the spirit defending the contract is determined by the appropriate die roll (1D10 roll for every psyche pt. spend towards the Force). The Force of a totemic contract is supplied by the spirit called, so it may exceed the Spell Force Limit of the caster. A mage's Spell Force Limit is found by using the following formula: Psyche Maximum Capacity multiplied by 17, divided by Generation (if you do not have a generation, use 15).
I-A.4.1 Force Summary
THE FORCE OF A HELD SPELL, TALISMAN, POTION, MAGIC ITEM OR TOTEMIC CONTRACT IS USED WHEN:
- Defending vs. the effect of another spell, talisman, potion or magic item (whose job is to deactivate yours).
- Defending vs. the Sledgehammer discipline.
- Attempting to deactivate another held spell, talisman, untriggered potion, magic item or totemic contract.
Continue on to the next engrossing section...
I-B Spells Which Cause An Effect!
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