Glossary Of Magical Terms Activate: When you cast a spell or create a Gizmo (as soon as you pay the casting cost) it is activated. Even though a magic is activated, does not mean the effect is occurring. Active: After a spell has been successfully cast, until it is deactivated. Counts for Gizmos also. A spell or Gizmo's effect does not need to be occurring for it to be active. Augment Spell Forces: A discipline which allows a mage to add to one of their spell's or talisman's Forces from their Psyche Pool. Charges: The number of times a Gizmo can be triggered. Deactivate: To break or bring down a spell or Gizmo. Force: The magical strength of a held spell, totemic contract or Gizmo which protects it from being brought down. When a spell or Gizmo's Force goes to 0, it is deactivated. Gizmo: A talisman, potion or magic item (including holy relics). An item enchanted to cause a magical effect. Held Spells: A spell that is activated, and then causes an effect for as long as it is maintained, or for as long as the Force remains above 0. Holy Relics: A magic item which is created by a Divine spellcaster using the Divine spell school. The power used to create the relic is supplied by the deity of the caster. Initiate: A mage who has spent at least 10 years studying in their Spell Subschool. Initiates may cast any spell in their subschool if they have the hardcopy for it. Instant Spells: A spell that is activated, causes an effect for a short duration, then automatically deactivates. Life Force: The natural force which is the energy used during spellcasting. Magic: Using psyche to cause an effect. Magical Protection Counters: Spells or Gizmos whose purpose is to deactivate Magical Protections. Magical Protections: Spells or Gizmos whose purpose is to protect against attacks. Magic Item: An item imbued with magic to cause a spell-like effect. Master: A mage who has spent over 50 years studying their Spell Subschool. Masters may make up new spells in the subschool they know. Novice: A mage who has spent as least 1 year studying a Spell Subschool. Novices may not cast spells in their subschool unless they a supervised by an Initiate. Potions: A magically imbued chemical substance which, when triggered, will cause a spell-like effect. Psyche: Life force: The energy used in casting spells. Psyche Pool: The amount of Psyche a mage has currently available. Sledgehammer: The discipline used to contest the Force of a spell or Gizmo. Spell Force Limit: The maximum Force a mage can give to a spell or Gizmo. Spells: Figure it out. Spell School: The theoretical structure in which spells are created. Spell Subschool: The specific cultural context in which spells are created. Suck Soul: The discipline for draining others of their Psyche and giving it to you. Talismans: Items which are imbued with magic to cause a spell-like effect. They must be maintained to remain active. Totemic Contracts: Spells which make a deal with a Totemic Spirit to lend you some of that Spirit's powers. The contract must be maintained. Totemic Spirit: The astral entities which symbolize the natural forces and creatures of the planet. Trigger: To turn the effect of a Gizmo "on." Can be either, automatic, mental, verbal or gestural. Untrigger: To turn the effect of a Gizmo "off." Can be either, automatic, mental, verbal or gestural.
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