MAGIC GLOSSARY [ APOCRYPHA ] [ SHADOWBOOK ]

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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