
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-B Spells Which Cause An Effect
Upon casting, instant spells, held spells and totemic contracts create an effect which is either instant or continuous. The duration of the magic's effect must be constant, it cannot be turned off and on (untriggered and triggered) repeatedly during the duration. Once one of these spells is turned off (deactivated), it cannot be turned back on, it must be re-cast.
I-B.1 Instant Spells
When an instant spell is cast, the magic is set in motion and nothing (except a protection already set up against it) will stop the effect from happening. The effect may not happen immediately upon the casting, there may be a time delay factor, but once the effect begins, it continues until the end of its duration, and then is over. The time delay and actual effect duration of an instant spell is always short (a few minutes or hours).
Activation cost: 1 psyche pt. minimum
Initial Force cost: none
Maintenance cost: none
Casting or effect fails if:
- The spell is incorrectly cast.
- Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
I-B.2 Held Spells
When a held spell is cast, it continues to cause an effect over a long period of time (hours, days, months or years). A held spell requires some sort of object to act as a Focus for the magic, which the target character must carry. The spell must be imbued with a Force and must be maintained. As long as the caster does not deactivate the spell, the focus does not leave the target character, the Force remains intact, and the spell is maintained, it remains active.
Activation cost: 1 psyche pt. minimum
Initial Force cost: 1 psyche pt. minimum
Maintenance cost: 1 psyche pt. minimum
Optional Force Increase: add 1 psyche pt. to the Force total per month (in addition to basic maintenance cost)
Casting or effect fails if:
- The spell is incorrectly cast.
- Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
Deactivated if:
- Focus leaves affected person or is physically destroyed.
- Maintenance cost is not paid.
- The spell's Force is beaten by the Sledgehammer discipline in a Psyche Contest.
- The spell's Force is beaten by a spell or gizmo with a Sledgehammer ability.
I-B.3 Totemic Contracts
When a spell which creates a contract with a Totemic Spirit is cast, the spellcaster and the spirit come to an agreement about an exchange of services. In return for appropriate sacrifices, the spirit will grant the effects of a held spell on the caster. The caster must maintain the contract with sacrifices and a psyche point cost, but the spirit supplies the Force of the contract. A totemic contract may only be cast on the caster, the caster may not cast one for someone else, and the resulting effects will only directly effect the caster, such as with an Augmentation.
Activation cost: 10 psyche pt. minimum
Initial Force cost: determined and paid by the spirit contracted
Maintenance cost: 1 psyche pt. minimum per month
Optional Force Increase: none
Casting or effect fails if:
- The spell is incorrectly cast.
- Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
Deactivated if:
- Sacrifice is not correctly performed.
- Maintenance cost is not paid.
- The spell's Force is beaten by the Sledgehammer discipline in a Psyche Contest.
- The spell's Force is beaten by a spell or gizmo with a Sledgehammer ability.
- The Spirit is offended.
Continue on to the next titilating entry...
I-C Spells Which Create A Gizmo!
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