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Magic and Spellcasting
Nov 2nd, 2009 at 10:30pm
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   Magic is the ability to tap into the various forces and manipulate them to your will. This is a great power, but it takes a lot of intelligence and knowledge to utilize it effectively.  No magician was created overnight.  It takes a long time and a lot of patience to become a mage.  Magic is treated as a secret and is guarded by powerful orders.    There are a few Orders in my game: The Coven, (You need to Login or Register to view media files and links), the Esoteric Order of the Dragon, and the Freemasons.   Each has its own agenda.  They don’t take kindly to rogue practitioners. Each leader of an order is called a Magus, and the best magus on earth is called the Arch magus.  There is only one Archmagus at a time.
  Magic is manipulating the natural forces.  A magician studies the (You need to Login or Register to view media files and links) and uses the language of the creator to alter reality as they see fit.   The better one understands this Language, the better they are at wielding magic.  Look at magic like this,  God created the Code and the Code governs how the universe works.  When you learn God's code, you can alter the code to suite your whim.   Magic is, in a nutshell, the cheat code to the Cosmos!
    No one knows all 52 characters in God's Alphabet.  Due to this, no magician is able to perfectly wield magic.   One must substitute for the missing letters.  This is why material components, or more commonly called reagents, are needed.   Reagents are symbols or representations of the affect we wish to create.    If we knew all 52 letters, then reagents would not be needed.    Wizards are constantly looking for better reagents, or better yet,  undiscovered letters. 
Many religions have regarded Magi with, at best, suspicion, or at worse, persecution.   The wizard sets himself up as a substitute for god and this is offensive to most religious people.    The word Warlock is an example of this.  The world literally means, "word breaker".   The Warlock literally breaks the word of god and replaces it with his own.   This is why Warlocks are considered evil in the modern world. Blasphemy, or speaking out against the word of god, used to be a word for condemning magic or witchcraft.   Its meaning has changed in the modern world.   
   A true Magician must study constantly to hone their craft.   Learning the correct puncuation and grammar is a very difficult task when one doesn't even have all the letters to work with.   This is why magic is more an art, then a science, and two magicians my have two different spells for the same affect.
   One must learn mysticism to learn to think the correct symbols, and proper perspectives.   Occultism must also be learned to reveal things that are hidden to most eyes.  Presdigitation is also needed to make the hands flexible enough to outline the difficult words formed by the Byzantine symbols of the Primordial Language.    Then all this is synergized by an understanding of Spell Craft.   The last knowledge is a heavily guarded secret.   Orders and Schools are formed to keep that knowledge from the hands of amateurs and unworthies.    This knowledge must be taught.  It is said that Angels taught this skill to the first human magicians.   It is counter intuitive and no human has ever stumbled upon it by accident.

    





                

« Last Edit: Nov 3rd, 2009 at 4:38pm by John »  

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Re: Magic
Reply #1 - Nov 2nd, 2009 at 10:38pm
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To cast a spell the magician must gather all the needed knowledge, all the needed reagents, and then form the needed thoughts.   He then, with his hands,  traces the symbols of the Language of Creation in the air.   The magician is literally rewriting reality with a wave of his hand.   This takes intelligence,  agility and will. 
« Last Edit: Nov 2nd, 2009 at 10:38pm by John »  

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Re: Magic
Reply #2 - Nov 2nd, 2009 at 11:02pm
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  Solomon organized magic into seven different types.   These are explained in his seminal book of magic called The Seven Keys.
    The seven types, or schools, of magic are as follows.
   Abjuration  The Abjuration school of magic encompasses protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. A wizard who specializes in abjuration is known as an abjurer.
    Alteration
Alteration is the magic of changing the traits of an object, being, creature or  the physical world.  Specialists in alteration are called Transmuters.
   Conjuration
Conjuration is a magic arts skill that allows a player to summon and command creatures, beings and objects.  A specialist in conjurations is called a conjurer
  Divination
  The art or act of foretelling future, past or unknown present events or revealing occult knowledge by means of augury or a supernatural agency.  Specialists in divination are called Diviners or Augurs.
  Enchantment
  Enchantments are spells that affect the perceptions and or mind of a target.  They also can empower magic in beings, objects or creatures.   This is the broadest school of magic, and the most common.  Specialists in this school are called enchanters.
Evocation 
  Evocation magic is utilizing natural forces.  Evocations can create strokes of lighting,  explosive bursts, or walls of fire.  This is a very dangerous, and flamboyant school of magic.  Evokers, as these specialists are called,  are very bold, and arrogant.
  Necromancy
    Necromancy is the art of death.   This school is concerned with healing dead tissue, regeneration lost limbs,  causing living tissue to die, manipulating souls and of course, animation of corpses.  Specialists are called Necromancers.   The good necromancers are healers, the evil are death obsessed Dark Wizards.
  

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Re: Magic
Reply #3 - Nov 2nd, 2009 at 11:07pm
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  Ok now for some V&V rules.

   To use magice one must have the knowlege areas of Occult, Mysticism, Presdigitation and spell craft. 
   

Each school of magic is also its own knowledge area.   

Then a wizard can learn as many spells as they have intellgence points.

If all this is met, and they have the needed reagents, they can then cast the spell.

To cast a spell one must concentrate and move.   This takes time.   For example, the spell  “Fulmination” (evocation magic)  cost 4 power and it casts a lighting bolt.   The caster spends 4 power, and 4 movement points.  For the next four phases he is casting this spell.  If the mage’s action was on phase 20, then the spell will fire off on phase 16. If he is hit and takes damage, or hindered during the casting time, the spell is lost, the power and movement spent.  This is why most mages will have goons to protect them. Or carry amulets that instantly fire off prepared spells.  Magic can be very deadly but it can also be hard to do.



  

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Re: Magic
Reply #4 - Nov 2nd, 2009 at 11:08pm
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If a player wants to create a new spell, they must first learn the knowledge area of Spell Theory.   This is an even harder secret to learn than spell craft.    There are only handful of mages on Earth with this knowledge.
  

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Re: Magic
Reply #5 - Nov 2nd, 2009 at 11:10pm
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All of the above was for Spell Magic.  There are other types of magic, but spell magic is the most famous.     The second most comon type of magic is sorcery.
  

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Re: Magic
Reply #6 - Nov 2nd, 2009 at 11:17pm
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Some beings have such a mastery of the Language of Creation that they become godlike.  While not God, they are closer to god then mere mortals.  As such, they generate their own magic the way a star generates light.    Sorcerors invoke these beings for power, aid, or boons.    A sorceror is taping directy into these beings for power.   How they do so depends on that Source.  Typically a bargain is made and the sorceror furthers the agenda of the being it is invoking.  Some sources may not be intellegent in the normal sense of the word.  Witches, for example, tap into the vast power of the Earth itself.   Chaos Magicians may invoke the aid of one of the terrible Lords of Chaos for power.   Each Source exacts its own payment for tapping into their power.   Sorcery is the fine art of barganing, wheeling and dealing.  Its also dancing on a razor's blade.  Many sorcerors have been found homless muttering the name of Arioch or some other dreaded Power.     Becarful whom you ask for power, they may ask for too high a price!
  

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Re: Magic
Reply #7 - Nov 2nd, 2009 at 11:21pm
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Some V&V rules for Sorcery.

Sorcery:  The Magician must be able to think and concentrate. He must think of the effect he wishes to employ and then roll Id20.  Since this is magic, the magician need not know any knowledge areas.  Then the magician rolls Cd20 to make it happen.  There are no bonus as there are in Pcionics as the magic either happens or it does not.    If a 20 is rolled on either die roll to summon the effect, then a Magic Backlash occures.  This us up to the GM. 
   When the two rolls are made successfully, then the effect happens.  The damage is based on the actual power copied or 2d8 if one can not be substituted.     Power cost is as the power copied +2, or 5 if no particular power could be copied.   


Range is as the power copied or IxCxLevel if unknown.

This magic can be an innate ability some people are just born with, or it can be gained through some Cosmic Being's intervention or what have  you.  The key to understanding this power is that the magician or superhero is tapping a source for their power.   This source can be malevolent or benign.  This source can have its own agenda.   The power would not be permitted to act against the source's interests.

  Think of this the Green Lady is a sorceress.  She calls up the power of Nature to grant her power over the earth.  Since she is acting in accordance with her Sponcer, she can utilise a fraction of Nature's powers to cast spells.   She can not say, cast an oil slick spell to cause a car to crash into a Nuclear Reactor!   

Consider the deals you make with Powers!  What may be a bargan to day may be a horror tomorrow!
« Last Edit: Jul 19th, 2011 at 11:47pm by John »  

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Re: Magic
Reply #8 - Nov 3rd, 2009 at 4:04pm
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A being that a sorceror invokes for magical energy is called a Power, Source, or sometimes a god.  What makes them a source is their understanding of the Language of Creation.  Each source has its own agenda, its own personality and its own wants and desires.   To stay in good standing with such a source,  the sorceror must stay in its' good standing.  How this is done is on a case by case basis.   
   Some sources are areas such as the Earth, and may not ( or may) be intellegence.   Ley Lines are non intellegenct sources.  The Phillosopher's Stone is another.   All magical Items are sources to a small extent, in that they store magic for someone to use later.
     Here is a partial list of some known sources that may be tapped by a sorceror.

Angels. This group consists of the beings created by Elohim (god) as his minions. Once in a great while, a mortal is born that can transcend it’s own limitations and become an angel



Devils:  This group is made up of angels that fled this universe to be free of Elohim. They sometimes return using avatars so they can remain hidden and free of Elohim’s influence.



Anarchs:  These are beings from the Plane of Chaos.  They are extremely powerful. Most surpass Angels or even Elohim.  Some Anarchs are Arioch,  Jubilex,and Balo.



Orders:  These are beings from the Plane of Order. They are extremely powerful. Most surpass Angels or even Elohim. Some Orders are Nodens, Krios, and Arawn.



Elders:  These are vastly powerful beings older than the universe. Their origins are unknown. Their motivations are beyond human understanding. They outrank Elohim as Elohim outranks humans.  Some Elders are Azathoth, Yog Sothoth,  Shubniggurath,



Demipowers:  These are powers that reside in another power’s realm. Through either their understanding of the Language of Creation, or through some unknown means they have become Sources of Power. Orcus rules a sub realm within Elohim’s, as does Riyanion. Other Demipowers are The Keeper of the Inn Between, The Last Place, the gods of Arcadia, Dispater, and  Cain.



Metas:  Rarely does a meta acquire enough power to become a Source on it’s own. The Rift was one of these rare metas.



Uniques: This is a catchall for other beings that don’t quite fit in with the other categories. Some known unique Sources are Elohim, O, Chronos, The King of All Tears, and the Logos. They vary in power to supreme in their own realm ( Elohim) to supreme almost everywhere ( O).

And rarely but it has happened, Human Wizards.  The ultimate goal of wizardry is to achieve an understanding of the Language of Creation so well that one becomes a source in their own right. 

Not much is known about Powers. Just finding  a name can take a lifetime. 

  

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Re: Magic
Reply #9 - Nov 3rd, 2009 at 4:09pm
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Alchemy  Alchemy is the blending of Magic and Science.  Rare is the being that can understant both the workings of nature and the supernature.    With all the difficulties one encounters learning the arts of Wizardry, the Alchemist is not satisfied until he understands  everything. 
  Most alchemists become alchemists as a means to cheat and boost their magical skills.  Using computers to decode the Language of Creation, or to figure out mystic symbolism, the alchemist rarely understands the nuances of magic or science. 
    Once in a great age a wise and powerful Alchemist may arise, one driven not by a quest for power, but the honest thirst for knowledge.  Just imagine the awsome power a wizard may hold if he were to convert the terrible power of the atom for spell weaving!
« Last Edit: Nov 3rd, 2009 at 4:09pm by John »  

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Re: Magic
Reply #10 - Nov 3rd, 2009 at 4:15pm
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Wands

     When one thinks of a wizard, they often picture a man with a wand waving it about as if he  were conducting some invisible orchestra.     This is not a bad way to think of it.   What the wizard is doing with his wand is drawing the glyphs of the Language of Creation in the air with his wand.   This gives a better inscription.  It focus the engergy.  Its like painting with a brush as opposed to fingerpainting.    The wand must be specially crafted from the finest woods, and enchanted with the subtle's of spells.   In order for a wand to work its best, it must be crafted by the wizard himself.


When using a wand, the spell cost 4 power less.  This makes the spell quicker to cast and they spend less energy.  This is due to the more effiencent use of magical energy.
« Last Edit: Nov 14th, 2009 at 11:33am by John »  

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Re: Magic
Reply #11 - Nov 3rd, 2009 at 4:21pm
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Staves
  A staff weilding wizard if one of the most iconic images of wizardry.   The staff is a mighty weapon in the hands of a skilled magician.  Carved in the wood of the staff are many glyphs, symbols and images.  These symbols can represent many of the reagents needed to cast a spell.   So a properly prepared staff can act as a proxy for some material componets.   A wizard will usually prepare his staff with symbols to act as some of his most expensive, rare, or just plain dangerous materials needed.   Commonly found or cheap items are usually carried in the hidden pockets of their cloaks.  Why go through the bother  and expensense to create a glyph on your staff for sand for a sleep spell when sand can be found almost anywhere?
   A crafty mage will hide his glyphs with obfuscation spells so only he will know how his staff is prepared.
   Stealing a wizard's staff is not recomended unless one is willing to suffer the consequences of a very angrey magus!
« Last Edit: Nov 3rd, 2009 at 4:29pm by John »  

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Re: Magic
Reply #12 - Nov 3rd, 2009 at 4:28pm
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Spellbooks
   Since spells are formulas written down,  a wizard needs a place to keep them.  Hard covered books are the most common. Spell books are usually sturdy books designed to weather the ages.  Considering the cost in time and resources to replace damaged pages, anything less is just plain silly.
   Spell books can be great tombs of prodigious size, or they can be small pamphlets with only one or two spells.  Most of the larger grimoires  are covered with protective wards.   Most wards protect the book from water, vermin, or time.  Some, however, will unleash a bolt of lighting at the person who opens the book without the magic word to disable the ward.  Some, even release enchanted clouds of poison, or leperous curses!  When finding a spell book, be very careful.

Scrolls are simply spell books with only one or two spells rolled up for easy access.  They are usually copies of spells the magician has stored elsewhere.  They are used for sale, or for quick reading of a spell the wizard has yet to memorise. 

When casting a spell from a book or scroll that one has not memorised, the wizard suffers a -4 on their intellegence for purposes of making the needed saves.

For each power point of the spell,  a page in the book is used up to write the formula.
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Re: Magic and Spellcasting
Reply #13 - Nov 4th, 2009 at 6:40pm
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   Oh, this is really way too much to absorb in one reading. Perhaps we could schedule a power lunch and break this down a bit further. My head is still spinning and my fingers are still throbbing after that visit to England last month.

   Now a wand on the other hand, that sounds very interesting. How about a nice looking walking stick? Something with a little style.

   Regards,
  Richard Dante, MD
  
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Re: Magic and Spellcasting
Reply #14 - Nov 4th, 2009 at 6:52pm
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Now keep in mind a totem pole is just a large staff.   The symbols on the pole perform the same purpose.   This makes it easier for the shamen to perform their magic for the village that hosts the pole.

And some sneaky architects have snuck some spires into their buildings.    Can these Freemasons have been secretly casting spells all over Manhattan?
  

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Re: Magic and Spellcasting
Reply #15 - Nov 4th, 2009 at 7:41pm
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   I wonder if there are any in my condo in California? Maybe they could do something to make all that traffic dissappear.

( not very confident laughter follows)

   Richard Dante, M.D.

  
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Re: Magic and Spellcasting
Reply #16 - Mar 7th, 2010 at 12:48pm
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Great stuff, John.

Any distinctions on Magic Enchanted Items.  How would these differ from technological devices which provide Super Powers.

Thanks
R. Richards
  

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Re: Magic and Spellcasting
Reply #17 - Mar 7th, 2010 at 10:55pm
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I like to think that magic is the thing that is different.  Technology, pcionics and such all have a logic to them, but magic varies depending on the magician.  So I take each magic item  and try to give it its own flavor.   I try to keep the logic OF the item consistent, but each one has its own little system.   Does that make sense?
  

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Re: Magic and Spellcasting
Reply #18 - Mar 8th, 2010 at 9:33am
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Yes, it makes sense.

Do you find that this method puts more restrictions or freedom on the PC to create their own magic item?

As a GM do you have few magic items or does this inspire you to create more?
  

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Re: Magic and Spellcasting
Reply #19 - Mar 8th, 2010 at 6:45pm
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So far no player character has created one.   And I have the first player character magic user right now exploring the rules as we go along.   So far, I would like to think there are no problems.
  

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Re: Magic and Spellcasting
Reply #20 - Mar 8th, 2010 at 9:17pm
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cool.

thanks
  

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Re: Magic and Spellcasting
Reply #21 - Mar 8th, 2010 at 9:42pm
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There are no problems. Playing a character who starts out with no powers at all and is slowly working his way through the learning stages of magic is pretty enjoyable. A lot more roleplaying and thinking than blowing things up with power blasts and massive strength. I'm enjoying it thoroughly.

Can't wait till I can blow something up with a Mystic Bolt though. Smiley
  
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Re: Magic and Spellcasting
Reply #22 - Mar 8th, 2010 at 10:08pm
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Oni,
   I am enjoying it too.   I am glad you like the roleplaying more than the fighting.  Its refreshing.   AND you remember the clues I drop which is great.  ANd you remember when I crappity smack up, which is frustrating, but it keeps me honest.
    I am having a blast with Dick Dante, and I am thinking of having one player over on the "OFF" Fridays for a bit to do some more character driven stuff.
  

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Re: Magic and Spellcasting
Reply #23 - Mar 9th, 2010 at 8:33pm
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I'm there......
  
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Re: Magic and Spellcasting
Reply #24 - Mar 9th, 2010 at 10:40pm
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Ok not this week,  as I have a ton of class work to do,   I will start a rotation to see who wants to "solo".
  

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Re: Magic and Spellcasting
Reply #25 - Mar 10th, 2010 at 9:50pm
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John wrote on Mar 9th, 2010 at 10:40pm:
Ok not this week,  as I have a ton of class work to do,   I will start a rotation to see who wants to "solo".


Tease....
  
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Re: Magic and Spellcasting
Reply #26 - Jun 25th, 2010 at 8:48pm
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Male and Female Magic

Magic can be said to have three genders; male, female and neuter.    Abjuration, Evocations, and Alteration are male magic.  Divination, Enchantment, and  Conjuration is female.  Since death comes to all, Necromancy is neuter.

Due to this Spires can store male magic easier, whereas cairns store female magic.   This is why you see witches with cauldrons rather than staves.
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Re: Magic and Spellcasting
Reply #27 - Jun 28th, 2010 at 8:34pm
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Dick needs a Rod........
  
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Re: Magic and Spellcasting
Reply #28 - Jul 13th, 2010 at 1:10pm
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I like all of this except the references to a particular god.  It does make people with spells more flexible at the cost of speed and efficiency.

  
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Re: Magic and Spellcasting
Reply #29 - Jul 19th, 2011 at 8:18pm
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The die roll, or the Horrors of the Botch!

I said that magic is a skill, a very rare and misunderstood skill, but a skill nonetheless.  This means you have to make a roll every time you use a spell.   Usually you roll vs your I score.   If you roll a natural 20, you botch, and just like with a normal skill botch, something bad happens.    With botched magic,  something magically bad happens.  What happens depends on two things; the type of magic being used, and  the situation.
    The magic manipulates forces and powers and that power has to go somewhere, and when you botch it all up, it usually means some sort of back fire.  Amulets and talismens prepared to protect you from this are smart things to have.
      Now back fire from an alteration can manifest in something as silly as having your hair change color, or your nose grow long.   A back fire from necromancy can cause leprosy, or age you.    Evocation backfires can be very destructive!
      If the back fire isn't instantaneous like an explosion then the caster must save vs their level d20 per day for the effects to wear off.   Be warned, if the save roll is ever botched, it becomes permanent, and it will take a lot of magic and effort to erase the jinx.  Look at Harry Dresden and the effect he has on electronics!

Now the good news.  Rolling a natural one means something good has happened.  Again, just what it is depends on the type of magic and the situation. One homely wizard was rumored to be turned rather comely after a rather inspired used of an enchantment.   As with jinx's,  if the caster rolls a 1 on his daily save, then the effect becomes permanent.   Keep in mind, that one must roll UNDER their level d20 to retain the benificial effect of a natural one. 
     Life is not fair.
« Last Edit: Jul 19th, 2011 at 11:52pm by John »  

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Re: Magic and Spellcasting
Reply #30 - Jul 19th, 2011 at 11:12pm
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Potions

Potions are just spells held in a suspension.   A potion maker needs to know how to cast magic, as well as learn the art of Potion  Making.  Needless to say, this is a rare art.
 
   The magician needs to first craft a vessel to hold the potion.   This needs to be of some earth type base.  Metals, glass, ceramics are all fine. Plastics, and wood are no good.  Once the container is made,  then the suspension must be prepared.  This is where the art of it all comes in.
    Each suspension must be made unique for each spell.  The suspension must be symbolic and sympathetic to the magic being contained.   Oil based suspensions are good for fire type magic, while a sugary fluid would be ideal for a haste type potion.
    Each suspension should cost between 100-1000 dollars and take 1-10 hours.   Of course increasing the money will decrease the time and vise versa.
    The magician makes a Id20 roll to see if he can come up with a good idea for a suspension, then roll Id20 to actually make the suspension.
   After this is done, the spell is cast into the fluid, and then the container is hermetically sealed.
    The potion should last for years if it is sealed well.  Once the seal is broken, or the container comprised  its a matter of minutes before the potion's potency is lost.
    A potion is a generic term for spell held in a suspension, as they can be in liquid form as well as paste, gels, poweders and sometimes, gum.
  

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Re: Magic and Spellcasting
Reply #31 - Jul 19th, 2011 at 11:32pm
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Logomancy

Logomancy is the most common form of magic.  It is  the casting of spells through the use of words, formulas and such to manipulate magical energy.  Most wizards use logomancy as their bread and butter.  There are other ways to use magic.  Sorcery is the next most common.

 
   Sorcerors tap sources and use their power.   I Have already discused sources above.       There are other sources of magic that I have not yet discused.  Here is a partial list of sources.

Cruormancy
Blood is  very powerful source of magic.   Vampires tap into the power of blood to sustain their undead life. Necromancers use blood magic in a lot of their spells.  A cruormancer is definately the black sheep of the magical world.   Fresh blood ( 3 hits=1 power point for purposes of spell casting) can be used to fuel spells.  But use it quick, for once it cools down, the potency is lost.

Geomancy
  The Earth itself is a great source of magical power.  A wizard can tap into this power, but beware, it can be dangerous.  Different areas, and different phenomena can affect what spells can be cast. 
     For instance,  Storms, earthquakes, volcanoes and such can be tapped for evocation magic, while fields and meadows can provide manna for enchantments.
     Graveyards, ghostowns, or areas of devastation are full of necromantic energies.    Forests and Oceans are great wells of abduration magic.  Underground and the night sky are best for divinations.  The desert,swamps, rivers the day sky are good for alterations.
     Cities are excellent for conjurations, while all forms of magic are abundant at the poles.

   To tap the earth the Geomancer must roll W minus the amount of power they are trying to use d20.   If they fail that roll then they failed.  They then take the number that they failed by and roll that vs d20.   If the die roll is equal to or under the number they failed by, then there is a backlash.  That backlash depends on the source of the magic, the type of the magic, and the situation.

  Using the wrong source divides the power by a third.  So if you are taping a storm to provide necromantic power and you need only 5 power to power a spell, you must pull down 15 power instead.  This increases your chance of a misfire, so be careful!
   The benifit of this, just like normal sorcery, is that its instantaneous, and you don't drain your own power.   
« Last Edit: Jul 19th, 2011 at 11:55pm by John »  

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Re: Magic and Spellcasting
Reply #32 - Jul 25th, 2011 at 12:09pm
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Interesting and detailed stuff. I tend to go more freeform with magic in my V&V games (or have rules particular to a given magician or group), but this is the sort of subsystem that could become the backbone of an entire campaign of interconnected magic-related characters.

Well done.
  

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Re: Magic and Spellcasting
Reply #33 - Jan 12th, 2013 at 4:18pm
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Complex Magic:

To cast a spell one needs to roll under their intellegence roll d20 if they know how to,  d100 if they are amatures poking their heads where it doesn't belong.  Simple, right?

Not so fast, Merlin.

For each school of magic after the first,  due to the complexity of the magic,  you suffer a cumulative -1 per school of magic. 
  So if you wanted to cast a spell like Commune with the Dead ( Necromancy/Divination)  You would suffer a -1 on your casting roll.
  

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Re: Magic and Spellcasting
Reply #34 - Jan 12th, 2013 at 11:33pm
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Ok this crude drawing is the seal of Soloman.  Its an occult symbol that is a powerful magic circle and a map of how spell casting works.   The five points represent the five elements, either, air, fire, water, earth.  The center, the Pentagon represents the castor's will, and the circle is the caster's intellegence.    Also,  mystically, the five elements correspond to the five parts of a spell.

Either, or Time is how long the spell takes to cast.

Fire or thought represents the imagination  that the caster must have to work magic.

Air or the words the caster must make to utter the spell into existance.

Water, or movement, the gestures the wizard draws in the air to guide the magicall forces to the desired shapes.

and last, earth, or the reagents needed to create the anchor for the magic to manifest.

This is all powered by the castor's will, the center of the spell, and contained and defined by the castor's intellegence, symbolised by the circle.
  

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