Powers and Power Building

Introduction

One aspect of fantasy, horror, and science-fiction role-playing games is the strange and wondrous powers that can be encountered. In this game any skill based upon the PY or MP of a character or a creature is classified as a power.

The Nature of the Psychic World

If your game has psychic powers then it also has a realm that only those with PY or PY-based abilities can perceive. Anyone having a PY greater than 0 is called a psychic. This realm is called the psychic world. Depending on how your game world is developed this can be an unseen part of the everyday world, or it van be a separate place called a plane of existence. This might be called the psychic plane.

The Psychic World

No matter what the psychic world is called it will have the same basic components. In some worlds these will be separate regions accessible only to those with specific types of skills. In others they might all be together in the same place, but only accessible to those with certain skills. Don't think of these as places in the physical sense, they are just a way of looking at how a psychic is aware of things.

The Realm of Thoughts

This is the most structured part of the psychic world. Rational thought is very stable and thoughts tend to last for a long time within the psychic world. A separate place of thought will be very logical, and what you find there will always make sense. This realm requires at least Sensitivity to perceive.

The Realm of Perceptions

Similar to thoughts, perceptions are clouded by preconceived notions. They are not as stable as thoughts, but what stability they have is from the reality they are based on. A separate place of perceptions will look a lot like the real world, though there will likely be distortions. This realm requires at least Sensitivity to perceive.

Emotions

The feelings generated within an individual can have a powerful presence in the psychic world. The presence of strong emotions or the emotions of large numbers can overwhelm a psychic. A separate place of emotions will be a very chaotic place, and dangerous. This realm requires at least Cooperative Empathy to perceive.

Memories

Strong memories have nearly as much stability as thoughts, though they will change with time. Strong memories can tell you a lot about the past. A separate place of memories can be very useful if you are willing to face the dangers of getting caught up in someone's memories. This realm requires at least Sensitivity to perceive.

Dreams

Dreams are very difficult to interpret easily. Dreams always mean something to those having the dream. A psychic who can enter the land of dreams can learn mush, and gain great powers and skills; but there are extreme dangers, not least of which is the risk of losing a sense of reality. This realm requires Lucid Dreaming to perceive in any meaningful way.

Future Influences

The most vague psychic impressions are those from the future. Since the future has not happened there is no guarantee that what is perceived will occur. A separate place for future influences will be a bizarre and confusing montage of images, feelings, etc. This realm requires at least Sensitivity to perceive.

Beings of Psychic Power

The Psyche

The most common psychic being encountered in the psychic world are normal people. Some are dreamers, some are deep in thought, others are psychics themselves.

Thought-Forms

These are formed by particularly strong thinking. They represent the purest of ideas, so pure they seem to take on a life of their own. It is possible for a thought-form to possess an individual. Thought-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Perception-Forms

These are formed by particularly strong perceptions. They represent the strong prejudices of individuals applied to what they see. These can take on a life of their own. Perception-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Emotional-Forms

These can take the shape of anything and represent pure emotion detached from any individual. It is easy for an emotional-form to possess an unprotected person. Emotional-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Memory Ghosts

These are beings that exist only due to strong memories. It is easy for a memory ghost to possess an unprotected person. Memory ghosts may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Dream-Beings

Usually found in the dream world, these are the characters of our dreams. Some can become so real that they can travel throughout the psychic world. Dream beings may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Shades of Time

These vague and shadowy forms flit about and are very difficult to catch. They can reveal glimpses of the future or the past. The farther into the future they come from, the more unlikely it is that what they reveal will come to pass. Shades of the Future may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Generation of Psychic Powers

Training and Discipline

Many psychics will gain their powers only after intense training and mental preparations. Through such strenuous efforts the groundwork is laid for the acquisition of powers of even the most powerful sort. Any psychic power is theoretical open to this path to power.

Heredity

Some psychic powers are passed down from parents. In this case, without further training, the psychic advances little in levels of skill.

Trauma

In some cases an extreme trauma can awaken a psychic power. The shock is so great that some part of the mind of the individual is essentially rewritten and the new ability is manifest.

Manifestation of Psychic Powers

Power Detriments

Except for special cases every use of psychic power causes a power detriment. Basic powers increase the power detriment by 1, difficult powers increase the detriment by 2, and extreme power increase the power detriment by 3. Psychics recover from the detriment at a rate of 1 per hour, or 2 per hour when resting.

Internal Powers

These are the most basic of powers since they effect only the individual. Internal powers incur no power detriment.

Powers of Touch

These powers require that the psychic actually physically touch their objective to perform their powers. If the target is willing there is no detriment incurred.

Powers of Thought

These powers either read, interpret, or project thought-forms into the psychic world. These always incur a detriment.

Powers of Perception

These powers allow the psychic to learn and experience using their thought-forms. These always incur a detriment.

Powers of Emotion

These powers either read, interpret, or project emotional-forms into the psychic world. These always incur a detriment.

Powers of Dream

These powers either read, interpret, or project dream-beings into the psychic world. These always incur a detriment.

Psychic Powers

Below is a list of psychic powers to choose from. These are only representative and are not to be considered as exhaustive. If you think there should be a skill talk to the GM and try to get it introduced.

Basic Psychic Powers

These are powers that are completely passive or require the cooperation of the target.

Bodily Control

This skill allows the psychic to enhance their physical capabilities. The level of success is split between the level of effect, and the duration (see Modifiers below). This power may be acquired by spending History Points or by spending at least ten weeks (less the PY of the character) in daily meditation (with at least eight hours of meditation daily). Use of this skill has no psychic power detriment.

Cooperative Empathy

Must have the power Sensitivity to acquire this power. This skill allows the character to experience the emotions of others so long as they are willing to allow it. The level of success is the distance to the target. Development of this skill is spontaneous, though it appears frequently after the character experiences someone else's emotion trauma. This is a passive skill and incurs no power detriment.

Cooperative Healing

Must have the power Sensitivity to acquire this power. This skill allows the psychic to heal others who are willing to be healed. The level of success is split between range to the target and level of healing. Development of this power is spontaneous, though it is frequently manifest after sustaining a wound. This is an active skill and incurs a -1 power detriment.

Cooperative Telepathy

Must have the power Sensitivity to acquire this power. This is the ability to transfer thoughts from one mind to another. The level of success is split between the effect, the range to the other mind, and the duration. This power develops spontaneously (spend the necessary HP). Using this skill results in a -1 detriment.

Lucid Dreaming

This skill allows the dreamer to control their dreams and to learn better what the dream is trying to reveal. This is a passive skill and incurs no power detriment.

Personal Psychic Shield

This skill allows the character to defend against psychic attacks directed at themselves. The level of success is split between the duration and level of protection. This power develops spontaneously. This is an active skill and incurs a -1 power detriment.

Psychic Bonding

Must have the power Sensitivity to acquire this power. This skill allows the psychic to create a psychic bond with another individual for a period of time. The level of success is split between the effect and the duration. All psychic skills performed by the psychic on the bonded individual have a bonus equal to the effect. In order to acquire this skill the user must meditate for a period of ten weeks (less one per PP) or spend the necessary HP. There is -1 psychic detriment at the time this power is used to establish a link.

Sensitivity

This skill allows the psychic to be open to the manifestations of the psychic world. It allows them to notice that things are happening, powers are in use, and can even provide insights as to what is happening. This power develops spontaneously. This is an active skill and incurs a -1 power detriment.

Difficult Psychic Powers

These are powers that are active, but are also limited in some way; or they are passive and do not require the cooperation of the target.

Empathy

Must have the power Sensitivity to acquire this power. This skill allows the character to experience the emotions of others. The level of success is split between the distance to the target and the ability to overcome defenses. Development of this skill is spontaneous, though it appears frequently after the character experiences someone else's emotion trauma. This is an active skill and incurs a power detriment of -2.

Healing

Must have the power Sensitivity to acquire this power. This skill allows the psychic to heal others. The level of success is split between range to the target and level of healing. Development of this power is spontaneous, though it is frequently manifest after sustaining a wound. This is an active skill and incurs a -2 power detriment.

Infuse Psychic Power

Must have the power Psychic Bonding to acquire this power. This skill allows the psychic to load a psychic power into a physical object. The level of success is treated as though it were HP used to acquire the psychic power. The psychic power item loses a level of the skill every day. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment. See the section Psychic Power Items below.

Location

Must have the power Sensitivity to acquire this power. This skill allows the psychic to detect something specific. The level of success is split between range to the target and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Postcognition

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know the past. The level of success is split between range to the target, how far back in time the psychic can perceive, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Psychic Shield

This skill allows the character to defend against psychic attacks directed at themselves. The level of success is split between the duration and level of protection. This power develops spontaneously. This is an active skill and incurs a -2 power detriment.

Read Surface Thoughts

Must have the power Sensitivity to acquire this power. This skill allows the psychic to read the surface thoughts of an individual, that is thoughts that are immediately on the mind of the target. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Telepathy

Must have the power Sensitivity to acquire this power. This is the ability to transfer thoughts from one mind to another. The level of success is split between the effect, the range to the other mind, the duration of contact, and any defenses that must be overcome. This power develops spontaneously (spend the necessary HP). Using this skill results in a -2 detriment.

Tracking

Must have the power Sensitivity to acquire this power. This skill allows the psychic to locate and follow the rail of a specific individual. The level of success is split between age of the track, the duration of the effect, and ability to overcome any attempts made to conceal the trail or protect the individual. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Extreme Psychic Powers

These are active and do not require the cooperation of the target.

Awaken Power

Must have the power Psychic Projection to acquire this power. This is the ability to cause psychic powers to suddenly appear in the target item or individual. The level of success is split between the effect (this is treated as though it were HP used to acquire the psychic power), and the duration of the power. If the target is an item, or an individual with no PY, then there will be a -10 modifier (this will raise the PY to 1, or grant an item a PY of 1). The individual or item may then gain powers at their PY. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment. See the section Psychic Power Items below.

Cause Fear

Must have the power Psychic Projection to acquire this power. This is the ability to generate fear in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Cause Harm

Must have the power Psychic Projection to acquire this power. This is the ability to generate wounds in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Cause Madness

Must have the power Psychic Projection to acquire this power. This is the ability to generate insanity in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Clairvoyance

Must have the power Sensitivity to acquire this power. This skill allows the psychic to perceive something specific. The level of success is split between range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Confusion

Must have the power Psychic Projection to acquire this power. This is the ability to generate indecision in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

ESP

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know something specific. The level of success is split between range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Hold

Must have the power Psychic Projection to acquire this power. This is the ability to prevent the target(s) form moving. The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Layering Psychic Powers

Must have the power Psychic Projection to acquire this power. This is the ability to place psychic powers within a physical item. The level of success is split between the effect (this is treated as though it were HP used to acquire the psychic power), and the duration of the power. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment. See the section Psychic Power Items below.

Medium

Must have the power Sensitivity to acquire this power. This is the ability to allow spirits to possess the psychic. The level of success is split between the effect, the range of the projection, the duration of the projection, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Melting

Must have the power Sensitivity to acquire this power. This skill allows the psychic to become invisible. The level of success is split between the effect, and the duration of the invisibility. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Precognition

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know the future. The level of success is split between range to the target, how far into the future the psychic can perceive, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Psychic Projection

Must have the power Sensitivity to acquire this power. This is the ability to project thought-forms of the psychic as required. The level of success is split between the effect, the range of the projection, the duration of the projection, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Pyrokinesis

Must have the power Telekinesis to acquire this power. This is the ability to alter temperature. The level of success is split between the effect, the range to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Read Thoughts

Must have the power Sensitivity to acquire this power. This skill allows the psychic to read the thoughts of an individual. The level of success is split between the effect, the range to the target, the duration of thought-reading, and the ability to overcome defenses. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Suggestion

Must have the power Psychic Projection to acquire this power. This is the ability to force the target(s) to do the psychic's bidding. The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Telekinesis

Must have the power Sensitivity to acquire this power. This is the ability to project thought-forms to manipulate physical objects. The level of success is split between the effect, the range to the target, the duration of the telekinesis, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

True Sight

Must have the power Clairvoyance to acquire this power. This skill allows the psychic to know the truth about something, even to the point of seeing past an illusion. The level of success is split between the effect, the range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Psychic Power Items

How to Create Psychic Items

The first way to create psychic items of power is to use the skill Infuse Psychic Power, described above. Such items are rare since they do not last for long. Longer lasting items may be found that have been made using the Layering Psychic Powers skill. A way to make an item with permanent psychic powers is to use the skill Awaken Psychic Powers to grant the item a PY of 1 or more and then teach it powers.

Power Detriment Devices

There are two kinds of psychic devices to help with power detriments. The first is to improve the recovery from the psychic detriment. Such items will improve the recovery rate by 1 for every 10 levels of success.

A second kind of device is a power pool. The level of success is the pool of points from which power detriment is drawn. These points can be used immediately to recover from any existing detriment. After that any additional detriments are drawn from the pool until it is exhausted.

Items of Psychic Power

There are two kinds of items of psychic power. The first enhances the abilities of the psychic. These items are based on specific powers. Only a psychic can use such items.

The second kind of item has a power within it that is conferred to the individual using the item. This allows non-psychics to use psychic powers.

The Magical Nature of the World

If your game has magical powers then it also has a realm that only those with MP or MP-based abilities can perceive. This realm is called the magical world. Depending on how your game world is developed this can be an unseen part of the everyday world, or it can be a separate plane of existence. This might be called the astral plane.

The Magical World

No matter what the magical world is called it will have the same basic components. In some worlds these will be separate regions accessible only to those with specific types of skills. In others they might all be together in the same place, but only accessible to those with certain skills. The magical world is an abstraction where place, time, and shape have no meaning.

The Astral Plane

Beyond the psychic world is a realm that is in the middle ground between absolute stability and the chaotic malleability of the psychic world. In fact the psychic world is the lowest region of the astral plane. For this reason psychic abilities are never as powerful as magical abilities, nor are they as potentially dangerous. Like the psychic plane, the astral has regions.

The Realm of Undead

The lowest level of the astral plane is also the most obviously dangerous. It is a shadowy place where the traveler risks attack by those who would absorb their life essence.

The Astral Sea

This is not really a sea, though many imagine this place to be a sea of stars, each leading to another plane of existence. The substance of magic is the light from these "stars" and it permeates the astral plane. The attribute MP is the ability to manipulate this astral light.

The Realm of Stability

Upon the astral sea are places that seem to be asteroids. These are called regions of stability. When a magician settles down and builds a place to work, it is represented on the astral plane as a small asteroid. As the place becomes more magically powerful, its representation on the astral grows in size.

The High Astral

The high astral is represented by planets. These are the realms of mythology. They are reflections of strong religious beliefs from the physical world, and they can also be reflections of spiritual and divine powers from the higher realms.

Magical Beings

Undead

A being is undead when after death their spirit does not rest. It clings to some element of the world it knew in life and a magical form is created over time in this realm of the astral. Some undead create a link to their body in life, these are lesser undead. Some create a link to any lifeless form, these are a kind of undead called hauntings. Some create a link to vulnerable people (those who are ill, insane, tainted, or spiritually deficient in some way) to take their body away from them, such undead are another form of haunting. Some undead maintain their existence by force of will from feeding off of the living, such are called greater undead. Some become undead through their own choice by dark and terrible magics, these and sufficiently powerful undead of other types are called undead lords, as they can command all other undead below their station.

The Beings of Myth

Creatures of myth and legend can be found traveling the astral sea. Any creature from any myth, belief, or work of fiction can be found here (so long as the GM allows it). Anything from Bugs Bunny to Cthulhu can be found here.

Generation of Magical Powers

Initiation

This is where the candidate for the power undergoes the equivalent of a short adventure, undergoing a series of trials to determine their worthiness. At the end the initiate undergoes a mystical conversion that confers whatever powers are being sought. This is a key point, that power is now a part of the character. There can be a series of initiations, each with increasing levels of difficulty and increasing levels of power. This option lends itself to the development of new initiation ceremonies designed by the player to acquire powers that they create for their characters (subject to GM approval of course). For example, a magical tradition requires a death and rebirth initiation before gaining the ability to speak with spirits. It is decided that this initiation requires the candidate to explore a cave that has a spiritual foe within it. The candidate will be ritually killed by this spirit, and then brought back into a new existence. The manifestation of this new existence would be the skill Speak with Spirits of the Dead (MP) (d).

Instruction

The magician is instructed by a master magician. This requires that the GM develop the available master magicians. Eventually, you will exhaust the master's training, but that should take a long time. Check to see if you can develop new powers once you have exhausted the spells of the master and how this can be done. Instruction normally takes two months for basic powers, a year for difficult powers, and two years for extreme powers. For example, a master magician decides to train your character in the skill Speak with Spirits of the Dead (MP) (d). This skill is difficult and it will take a year to learn less 1 day per MP of the character.

Inheritance

The power is inherited from some other magician. You must check with the GM to determine if this option is available and what requirements exist for the transfer of power. You also need to know what the magician who is giving up the power receives in return, if anything. A magician who is nearing the end of her life passes on the skill Speak with Spirits of the Dead (MP) (d) to your character, rather than allowing it to die with her.

Transfer of Power

The power is transferred from one magician to another by magical means, or the magician can use magic to learn new powers on their own. Such powers exist only for the duration of the magical effect. In either case the level of success will be split between the duration and the effect. Here the effect is a number, these are treated as though they are history points. The cost is based on the level used to transfer the power.

Bestowal from Higher Powers

This is identical to Transfer of Power, except in this case the power is granted by a spiritual or divine power.

Genetics

Some races have intrinsic magical powers.

Manifestation of Magical Powers

Knowledge of Magic (IN) (d)

This skill is an understanding of the principles of magic. Specials can include specific laws of magic from the list below.

The Law of Animism

This is the principle that everything has a presence on the astral plane and thus can be manipulated magically. Knowledge of this law allows for a favorable modifier of 1 in any attempt to make a magic item.

The Law of Association (Sympathy)

This is the principle that symbols of an action are magically equivalent to the action; for example, raising the hand is equivalent to lifting a distant object. Knowledge of this law allows for a favorable modifier of 1 in any attempt to perform a ritual.

The Law of Attraction

This is the principle that like attracts like; for example, growing angry makes those around you angry. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically manipulate an individual.

The Law of Causality

This is the principle that states that every effect has a cause, and the cause always precedes the effect. Knowledge of this law allows for a favorable modifier of 1 in any attempt to discern the reason behind a magical effect.

The Law of Contagion

This is the principle that things in contact maintain a magical connection even after being parted. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically manipulate an individual using something that belongs to them.

The Law of Evocation

This is the principle that communications with magical entities can be established outside of yourself. Knowledge of this law allows for a favorable modifier of 1 in any attempt to contact spirits.

The Law of Identification

This is the principle that allows you to magically become so attuned to another individual or entity that you can become them; sharing their power and knowledge. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically commune or share power with another entity or person.

The Law of Imagination

This is the principle that in order to perform a magical working you need to have the goal of the working firmly in your mind. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Infinite Information

This is the principle that there is always more information to discover. Knowledge of this law allows for a favorable modifier of 1 in any attempt to learn something magically.

The Law of Infinite Planes

This is the principle that states there are an unending number of planes of existence. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically find or conjure something in specific.

The Law of Invocation

This is the principle allowing you to magically communicate with an entity or individual internally. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically communicate.

The Law of Knowledge

This is the principle that knowledge brings magical power. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Limited Senses

This is the principle that no one can perceive everything. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically perceive something.

The Law of Names

This is the principle where knowing the true name of an individual, either symbolically or verbally, will give you power over that individual. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically influence or control something.

The Law of Perception

This is the principle that you cannot control your interaction with anything until you can perceive it. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Polarity

This is the principle that opposing emotions conflict. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically protect something.

The Law of Power

This is the principle that you do not have the power to do magic, it comes from outside. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Reality

This is the principle where nothing that exists is impossible. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Regions of Power

This is the principle that certain places are more conducive to magic than others. Knowledge of this law allows for the recovery of an additional point of power detriment each day in such a region.

The Law of Self-Knowledge

This is the principle that it is vital to know yourself when performing magic. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Similarity

This is the principle that causes and effects will have a similarity. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Simultaneity

This is the principle that things happening at the same time are magically connected. Knowledge of this law allows for a favorable modifier of 1 in any magical divination.

The Law of Synthesis

This is the principle that combining seemingly unrelated facts can produce new facts that allow for deep revelations. Knowledge of this law allows for a favorable modifier of 1 in any divination or other acquisition of information.

The Law of True Falsehoods

This is the principle that just because something is not true under the present circumstances, does not mean it is untrue everywhere. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Words of Power

This is the principle that certain words contain the ability to alter reality. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

Low Magic

The most commonly practiced magic is useful for everyday applications and is called low magic. This does not mean that it is of low power or little importance, just that it draws upon power from the lower levels of the astral plane. Those who practice low magic are generically called magicians.

Development and Classification of Low Magical Powers

All Magic is Hard to Do

The first thing to remember about magical powers is that using them is always hard, even under the best circumstances. In terms of skills the easiest circumstances for using magic result in a -4 modifier, so keep this in mind. This can be offset by knowledge of magical laws (see the previous section of the rules).

Power Detriments

Except for special cases every use of low magic causes a power detriment. Basic powers increase the power detriment by 1, difficult powers increase the detriment by 2, and extreme powers increase the power detriment by 3. You recover from the detriment at a rate of 1 per unless other circumstances apply.

Magical Intentions

Most low magic powers are ways of performing magic, they have no immediate application. A power becomes a spell (or working) only when you have an application for it. For example, the power Talismanic Magic is not in itself a spell, but making a Talisman of Healing is a spell. Here is a list of common magical intentions that can form the basis of spells when combined with a power.

  1. Air.
  2. Air Elemental Spirits.
  3. Angels.
  4. Animal Spirits.
  5. Animals.
  6. Astral Projection.
  7. Balance.
  8. Battle.
  9. Beauty.
  10. Chaos.
  11. Childbirth.
  12. Cold.
  13. Consumption.
  14. Control.
  15. Countermagic.
  16. Courage.
  17. Creation.
  18. Curse.
  19. Darkness.
  20. Death.
  21. Deception.
  22. Demons.
  23. Disease.
  24. Divination.
  25. Domination.
  26. Dreams.
  27. Earth.
  28. Earth Elemental Spirits.
  29. Electricity.
  30. Eloquence.
  31. Exorcism.
  32. Familiar Spirits.
  33. Fire.
  34. Fire Elemental Spirits.
  35. Flight.
  36. Friendship.
  37. Glory.
  38. Happiness.
  39. Healing.
  40. Health.
  41. Heat.
  42. Hiding.
  43. Honors.
  44. Illusion.
  45. Imprisonment.
  46. Invisibility.
  47. Invulnerability.
  48. Life.
  49. Light.
  50. Local Spirits.
  51. Locks.
  52. Longevity.
  53. Love.
  54. Luck.
  55. Magical Power.
  56. Mental Enhancement.
  57. Movement.
  58. Nightmares.
  59. Oracle.
  60. Order.
  61. Pain.
  62. Peace.
  63. Physical Enhancement.
  64. Plant Spirits.
  65. Plants.
  66. Poison.
  67. Portals to Other Planes.
  68. Prophecy.
  69. Protection.
  70. Psychic Enhancement.
  71. Purification.
  72. Reality.
  73. Reconciliation.
  74. Regeneration.
  75. Relief.
  76. Repulsion.
  77. Servitude.
  78. Silence.
  79. Size.
  80. Sleep.
  81. Sound.
  82. Strengthening.
  83. Success.
  84. Survival.
  85. Teleportation.
  86. Theft.
  87. Totem Spirits.
  88. Travel.
  89. Undead.
  90. Wards.
  91. Warfare.
  92. Water.
  93. Water Elemental Spirits.
  94. Weakening.
  95. Wealth.
  96. Weapons.
  97. Weather.
  98. Wisdom.
  99. Wounds.
  100. Youth.

Basic Low Magic

Basic magical powers all require at least a week of preparation. Use the table below when creating a basic magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).
Magical Requirement Explanation Modifier Failure
Standard Requirement One week of self-preparation including daily purification and prayers to the God worshipped by the magician. 0 20
Additional Self-Purification One additional day of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 1 1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 3 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Day of a Month The spell can only be cast on a specific day of any month. 4 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 2 The spell will fail.
Time of Day The spell can only be cast at a certain time of day. 2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbibed at the climax of the spell casting. 1 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Here is a list of common lesser magic items used to perform common tasks in spell casting:

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least an hour (each additional hour of consecration adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another hour (each additional hour of gathering power adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then calls upon the forces to perform the spell. This will take another hour (each additional hour of calling upon the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then compels the forces to perform the spell. This will take another hour (each additional hour of compelling the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a basic power detriment.

The magician then dismisses the forces. This will take another hour (each additional hour of dismissing the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician. Each attempt of this stage incurs a basic power detriment.

Difficult Low Magic

Difficult magical powers all require at least a day of preparation. Use the table below when creating a difficult magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).
Magical Requirement Explanation Modifier Failure
Standard Requirement One day of self-preparation including hourly purification and prayers to the God worshipped by the magician. 0 5
Additional Self-Purification One additional hour of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 1 1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 0 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Day of a Month The spell can only be cast on a specific day of any month. 4 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 0 The spell will fail.
Time of Day

The spell can only be cast at a certain time of day.

2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbedded at the climax of the spell casting. 1 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least ten minutes (each additional minute of consecration adds +1 to the level of success). Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another ten minutes (each additional minute of gathering power adds +1 to the level of success). Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then calls upon the forces to perform the spell. This will take another ten minutes (each additional minute of calling upon the forces adds +1 to the level of success). Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then compels the forces to perform the spell. This will take a half hour (each additional block of five minutes adds +1 to the level of success). If the entire ritual has taken over an hour by this point then Endurance, Mental Endurance, or PF must be a modifier. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a difficult power detriment.

The magician then dismisses the forces. This will take another ten minutes (each additional minute of dismissing the forces adds +1 to the level of success). Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician. Each attempt of this stage incurs a difficult power detriment.

Extreme Low Magic

Extreme magical powers require no preparation. Their other requirements and general structure are specified below. If you are inventing new extreme powers, then use those below as guidelines.

Magical Effects

No matter what power or intention you use, the end will be a spell or working. The result of this spell can be a focused result, or it can be treated like a skill. A focused result is split between the various parameters of the spell; duration, volume of effect, number of specific targets, etc. If a spell is used to gain a skill, then the result is split between duration and effect; the effect being converted into HP and the new skill acquired with those HP for the duration. If the magician or recipient of the spell purchases additional levels in the skill then they will still have it when the duration ends, though it will be reduced to the level of HP spent by the magician to raise it.

Natural Magic

This is magic that utilizes the phenomena and elements of nature to perform magic.

Animal Paint-Maker, Basic Low Magic Power

The magician uses animal parts combined with oils and pigments to make paints. The lesser magic items for this include paint pots, and a mortar and pestle. These paints will capture some ability of the animal it is made from; this ability is the spell.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Animal Potion-Maker, Basic Low Magic Power

The magician uses animal parts combined with water and other liquids to make potions to be imbibed. The lesser magic items for this include potion bottles, a cauldron, and a mortar and pestle. These potions will capture some ability of the animal it is made from; this ability is the spell.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Beast Master, Basic Low Magic Power

The magician uses his power to summon and control animals and then acquire their abilities through a ceremony. When this power is first purchased the beast master is allowed to choose one animal (or suitable monster) and one magical intention suitable to the chosen creature. This intention should be one of the abilities of the animal. The magician is able to summon and control animals of the type specified, where the level of success is split between the number of animals, the level of control (the animal acquires the magical condition Controlled (b) purchased with the split for control as though they were HP), and the duration of the control. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. With each subsequent level the magician will either acquire a new animal species to summon and control, a new magical intention, or some other special to add to the description of the power.

Fasting, Basic Low Magic Power

This is the ability to fast for days, living on only water and a culturally acceptable form of bread or similar substance. For each day that you fast after the first you will gain a +1 modifier to the final success of the fast. At the end of the fast a Fasting roll is made, either Endurance or PF must be used as a modifier (or some similar skill). The level of success is split between duration and effect. The effect is a favorable modifier for all spells or other uses of power for the duration. You will suffer the effects of hunger during this time.

Fetish Magic, Basic Low Magic Power

This power allows the magician to cast spells through significant objects found in nature. When this power is first acquired the magician learns one intention and the necessary fetish to perform it. With each subsequent level the magician learns a new intention and fetish, or gains some other special. The fetish must be prepared as a lesser magic item. When the ritual is over the fetish becomes a magic item for the duration, conferring the power of the spell to anyone who carries it.

Herbal Power, Basic Low Magic Power

This power allows the magician to cast spells with magical herbs. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one herb. With each subsequent level the magician can either gain a special, can learn another magical intention of the same herb (if there is one), or can learn an intention of a new herb. The herb is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is consumed in the ritual.

Magical Senses, Basic Low Magic Power

The magician can sense the use of powers and the presence of higher powers.

Metal Power, Basic Low Magic Power

This power allows the magician to cast spells with magical metals. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one kind of metal. With each subsequent level the magician can either gain a special, can learn another magical intention of the same metal (if there is one), or can learn an intention of a new kind of metal. The metal is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Prepare Place, Basic Low Magic Power

This power allows the magician to instill places with magical power. When this power is first acquired the magician learns one intention for a particular place. With each subsequent level the magician learns a new intention for that same place, learns a new intention for an additional place, or gains some other special. When the ritual is over the place becomes magical for the duration, conferring the effects of the spell to anyone who enters it.

Salve Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical oils, creams, and ointments. When this power is first purchased the magician knows how to perform one magical intention and the recipe for one salve. With each subsequent level the magician can either gain a special, or can learn another intention and a new recipe. The salve is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Stone Power, Basic Low Magic Power

This power allows the magician to cast spells with magical stones. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one stone. With each subsequent level the magician can either gain a special, can learn another magical intention of the same stone (if there is one), or can learn an intention of a new stone. The stone is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Suffumigation Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical perfumes and scents. When this power is first purchased the magician knows how to perform one magical intention and the recipe for one perfume. With each subsequent level the magician can either gain a special, or can learn another intention and a new recipe. The perfume is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Tap Power Source or Flow, Basic Low Magic Power

This power allows the magician to tap into a source or flow of power that they have found. The level of success is split between the duration of the tapping and the effect. The effect is a pool of power collected from the tapping that removes existing power detriments. Any remainder in the pool absorbs additional detriments until it is exhausted, or the duration ends.

Tattoo Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical tattoos. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, can learn another magical intention. An ink pot, ink, and a needle are required as limited magic items that are only active when consecrated at the beginning of a ritual, the ink is consumed in the ritual. These spells can be cast on the magician, by creating the tattoo themselves, or the spell can be conferred to another by having the magician tattoo them.

Air Magic, Difficult Low Magic Power

This power allows the magician to use the power of the wind to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A wind vane is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Beast Companion, Difficult Low Magic Power

The magician uses his power to attract animal friends and then acquire their abilities through a ceremony. When this power is first purchased the magician is allowed to choose one animal and one suitable magical intention. This intention should be one of the abilities of the animal. The magician is able to summon and influence animals of the type specified, where the level of success is split between the number of animals and the duration of the influence. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. With each level of the power the magician will either acquire a new animal friend, a new magical intention, or some other special to add to the description of the power.

Earth Magic, Difficult Low Magic Power

This power allows the magician to use the power emanating from the ground to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. The ritual must be done on a rocky outcropping, or on sand.

Fire Magic, Difficult Low Magic Power

This power allows the magician to use a specially prepared fire to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A brazier is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Mind of the Beast, Difficult Low Magic Power

The magician is able to possess a particular animal. A possessed animal is little more than a robot of the magician. Those who love nature or animals consider this power to be a great evil. When this power is first purchased the magician is allowed to choose one animal and one suitable magical intention. This intention should be one of the abilities of the animal. With each level of this power the magician will either acquire another new animal to possess or obtain an ability from an animal already possessed.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Place Magic, Difficult Low Magic Power

This power allows the magician to use a magical place to perform magical workings. The place must already be magical (such as with prepare place). When this power is first purchased the magician knows how to perform one magical intention within a specific place. With each subsequent level the magician can either gain a special, can learn a new magical intention for the same place, or can learn another magical intention for a different magical place.

Power Ritual, Difficult Low Magic Power

This is the power to perform a ritual while within either a ley line or a power source. The magician is able to perform their magic by manipulating the flow of power. When this is first acquired the magician learns one magical intention. With each subsequent level the magician can learn another intention.

Water Magic, Difficult Low Magic Power

This power allows the magician to use a specially prepared cauldron of water to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A cauldron and water are required as a limited magic items that are only active when consecrated at the beginning of a ritual.

Dance Ceremony, Extreme Low Magic Power

This is the power to cast spells through a ten minute dance. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. In order to raise the level of this power, you must first purchase a level in either Endurance (PF) (b) or Agility (PF) (b).

Heart of the Beast, Extreme Low Magic Power

The magician is able to change into the shape of a particular animal. When this power is first purchased the magician is allowed to choose one animal and one ability of the animal shape chosen. With each level of this power the magician will either acquire a new animal shape or obtain an ability from an animal shape already acquired.

Spontaneous Magic, Extreme Low Magic Power

This power allows certain beings to develop magical powers without study. This power should be limited to magical races. Using this power requires some manifestation; an incantation, a gesture, a period of meditation, a prayer, etc. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Song Spell, Extreme Low Magic Power

This power allows the magician to use singing to cast magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Astrological Magic

This is the magic based on the supposed influence of the heavenly bodies upon the inhabitants of your game world.

Interpret a Chart, Basic Low Magic Power

The individual, place, or thing represented on a chart is called the subject of the chart. The magician can use a prepared chart to learn about the subject. When this power is first acquired the magician can ask the general state of the subject as specified by the chart. With each level of power the magician can learn to ask a new question.

Zodiacal Ritual, Basic Low Magic Power

This is a ritual that allows the magician to perform a spell, so long as the zodiacal signs are right. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. You must prepare a progressed chart to perform this ritual.

Prepare a Natal Chart, Basic IN-based Skill

Given the name, place of birth, and date of birth of the subject, the magician can prepare a chart whose general state will reveal trends of behavior and how successful the subject of the chart will be. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires three hours to complete.

Prepare a Progressed Chart, Basic IN-based Skill

Given the name, place of birth, and date of birth of the subject, the magician can prepare a chart whose general state will reveal the current state of the subject and any divergence from the trends shown in the natal chart. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires three hours to complete.

Cast a Spell Chart, Difficult Low Magic Power

The magician can cast a spell using a special chart. When this power is first purchased the magician is allowed to choose a magical intention. You must have these items as limited magic items: ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. Preparing this chart requires an hour. Casting the spell is instantaneous.

Planetary Ritual, Difficult Low Magic Power

This is a ritual that allows the magician to perform a spell, so long as the planets are in the right alignment. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. You must prepare a progressed chart to perform this ritual. You must prepare a specific chart to perform this power.

Prepare a Specific Chart, Difficult IN-based Skill

This is a quickly prepared chart that is designed to answer one specific question. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires an hour to complete.

Construction Magic

This is the magic generated by making things.

Talismanic Magic, Basic Low Magic Power

This is the power to produce a kind of magic item. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The first task is to make the item that will contain the talisman. This need be nothing more than a sheet of parchment, but it may be anything (a sword, a book, a medallion, etc.) This process should take no less than a week of praying, fasting, and/or meditating. A successful Talismanic Magic must be made in order to proceed. The level of success is the Magic Potential of the talisman. At this point the talisman has no magical ability. You must then perform another ceremony to activate it. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the talisman as though the level of the talisman were their level of skill. Anyone using this device will suffer no detriment.

Ring Magic, Basic Low Magic Power

This is the power to make a mundane ring magical. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the ring as though the level of the item were their level of skill. Anyone using this item will suffer no detriment.

Enchantment, Difficult Low Magic Power

This is the power to make a mundane item magical. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the item as though the level of the item were their level of skill. Anyone using this item will suffer no detriment.

Image Magic, Difficult Low Magic Power

This is the power to cast spells on something using an image. The subject of the spell is called the target. The image must be of the target, even if it is a crude image, and must contain something belonging to the target. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration and effect. The effect is a condition acquired by the target of the spell and the numerical result is converted into difficult magic pips, as if you were spending HP.

True Enchantment, Extreme Low Magic Power

This is the power to produce permanently enchanted items. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. There are four phases to True Enchantment; material preparation, item foundation, spell creation, and sealing.

The material preparation phase requires one full day for every kilogram of weight of the item, this time is reduced by one day per MP of the magician, and is increased by one day per level of magic resistance of the material (to a minimum of one day). Failure means that you must begin again.

Item foundation requires a daily ritual of eight hours length (one modifier must be either Endurance or some similar skill, or PF), the result is turned into HP and is used to purchase (in order) MP, PY, IN, and IU for the item; only MP is required. Recall that it takes 10 HP to raise MP by 1. All attributes start at -2. You must perform the daily ritual until you accumulate enough HP to purchase the MP you desire. Failure of any ritual means you must begin again.

Spell creation also requires a daily ritual, similar to item foundation. The level of success will be converted to extreme magic pips for the items skill in the spell. Failure means you must begin spell creation again. You can continue to load spells until you have achieved the item you are trying to make. In essence, a true enchantment is like making a new character. Over time the item can become better at the spells it knows; true enchantments can acquire HP!

Sealing is identical to material preparation. Failure means that you must begin again from scratch.

Divination Magic

This is the ability to use specific methods to gain information about the past, present, or future. Examples of such methods would be the tarot cards, crystal gazing, pyromancy, and many others.

Cast Augury, Basic Low Magic Power

This is the ability to perform and interpret a divination by some prescribed ritual. The tools of this ritual must already be prepared using another power (Prepare Augury). When this power is first purchased the magician is allowed to choose a very general question to ask of the augury. The magician is also allowed to pursue only one augury per subject. With each subsequent level of skill the magician may choose another question to ask, to add another augury per subject, or gain some other special.

Prepare Augury, Basic Low Magic Power

This is the power to prepare some kind of ritual to perform divinations, called an augury. Examples of auguries are the tarot cards, palmistry, reading tea leaves, etc. You must acquire this skill for each specific kind of augury you acquire.

Ritual Magic

Rituals are the standard means by which spells are cast.

Candle Ritual, Basic Low Magic Power

This power allows the magician to use a specially prepared candle to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention and has one candle recipe. With each subsequent level the magician can either gain a special, or can learn another magical intention for the same candle, or acquire another magical intention for a different candle. A candle is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Common Ritual, Basic Low Magic Power

This power allows the magician to use a specially prepared ritual to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Imagination, Basic Low Magic Power

This power allows the magician to fix their intention firmly in mind.

Potion-Making, Basic Low Magic Power

This power allows the magician to use recipes of various ingredients to perform spells. When this power is first purchased the magician knows the recipe to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another recipe. For each ingredient the potion will take a day to prepare and then another day to cure. The limited magic items will be the ingredients, a cauldron to prepare the potion, a curing tank, the potion bottle, sealing wax, and a bit of wire to seal the potion bottle.

Power, Basic Low Magic Power

This is the ability to gather the astral light to perform a working.

Power Meditation, Basic Low Magic Power

This power allows the magician to recover power detriments after an hour.

Ritual Correspondences, Basic Low Magic Power

This power allows the magician to use magical correspondences according to their system of magic. When this power is first purchased the magician knows how to perform one magical intention (and the requisite correspondences). With each subsequent level the magician can either gain a special, or can learn another magical intention (and those correspondences).

Spirit Ritual, Basic Low Magic Power

This power allows the magician to summon the manifestation of a spirit (see the section on spirits below) to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). There are two modes that can be done. The first is where the spirit is called upon to grant the magician the power to perform the magical intention in the manner desired, this is called invocation. In an invocation the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. The other mode is where you request that the spirit cast the spell itself, this is called evocation. In an evocation your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Geometrical Magic, Difficult Low Magic Power

This power allows the magician to use a geometrical design to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Greater Spirit Ritual, Difficult Low Magic Power

This power allows the magician to summon the manifestation of a spirit (see the section on spirits below) to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). There are two modes that can be done. The first is where the spirit is called upon to grant the magician the power to perform the magical intention in the manner desired, this is called invocation. In an invocation the level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the MP of the magician. The other mode is where you request that the spirit cast the spell itself, this is called evocation. In an evocation your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Inscription Magic, Difficult Low Magic Power

This power allows the magician to use an inscription on paper to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Magic Squares, Difficult Low Magic Power

This power allows the magician to use special arrangement of letters or numbers to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. The first task is to make the item that will contain the magic square. This need be nothing more than a sheet of parchment, but it may be anything (a sword, a book, a medallion, etc.) A successful Magic Squares roll must be made in order to proceed. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the talisman as though the level of the talisman were their level of skill. Anyone using this device will suffer no detriment.

Number Magic, Difficult Low Magic Power

This power allows the magician to use mathematical formula to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Chanted Spell, Extreme Low Magic Power

The magician can perform a spell by chanting words of power and the statement of magical intent for five minutes. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention.

Gestures of Power, Extreme Low Magic Power

This power allows the magician to use a magical gesture to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. This is very fast, up to a couple of seconds, but has a -8 modifier due to difficulty.

Incantations of Power, Extreme Low Magic Power

This power allows the magician to use a magical incantation to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. This power takes up to a minute to cast.

Musical Magic, Extreme Low Magic Power

This power allows the magician to use music performed on a musical instrument to cast magical workings. When this power is first purchased the magician knows how to perform one magical intention on one musical instrument. With each subsequent level the magician can either gain a special, or can learn another magical intention on the same or some other instrument.

True Names, Extreme Low Magic Power

This power allows the magician to use a true name to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention and the necessary true name for that intention. With each subsequent level the magician can either gain a special, or can learn another magical intention (and a new true name). This power takes up to a minute to cast.

Magic Items

Magic items exist as tools for the magician, or as magical tools to grant some level of magical power to a non-magical wielder. There are several ways to make magic items.

Infusion of power

This is the simplest way of making a magic item, it is also the least permanent. You simply put the power into the item. In time this just leaks away. It does have the advantage that you need have no specific skill in making magic items. This is how limited magic items are made.

Layering of power

A slightly more sophisticated method is to put the power into the item repeatedly. Each time this layering takes place it increases the power level by a magical pip (basic for basic magic power, difficult for difficult magic powers, and extreme for extreme magic powers), the remainder of the effect goes into duration.

A variation of this is that with each layering of power the item gains another time it can be used, the remainder here goes into magic pips added to the level of the power.

Yet another variation allows the item to be used a number of times within a time interval. With each layering of power the item gains another time it can be used within the interval, the remainder here goes into magic pips added to the level of the power. The most common interval is a day, this gives a -10 modifier to the end result. If the interval is a month, the modifier is -5, and if the interval is an hour the modifier becomes -20.

In any of these cases more layers can be added as you go.

Talismans

These are explained under the relevant powers, but they are spell that confer powers to whomever wields the magic item for as long as the talisman lasts, and as long as they continue to wield the item in a manner consistent with its purpose.

True Enchantment

This is explained under the power True Enchantment above. This is one way to make a true magic item, not something that is the product of a spell.

Limited Magic Items

As the name suggests these are items that are somehow limited.

There are the tools of the magician in their rituals. Normally they have no magical presence. Only when a specific consecration ceremony is performed do they take on their magical significance, and that ends with the close of the ritual for which they are intended.

Some items are limited to the place where they can be used. Other items can only be used at specific times. Still others can only be used for specific tasks.

Magic Items

These are items with no limitation on when or where they can be used.

A common kind of item is to assist in power detriment recovery. Such items will add to the rate of detriment recovery their level of effect.

A related type of item is a power pool. When using such a pool you subtract from its reservoir before incurring a detriment onto yourself.

Another kind of device improves a power or skill. You may either use the item as the basis for a skill roll (with no power detriment) or you can use it as a modifier to a skill attempt.

A related type of magic item confers a magical power, even if you don't have any magical ability yourself.

Other items are designed to protect against certain things. Here the magician uses a power they already have to develop a protection from that power.

Manifestations of Magic

Whenever a nonmagical individual encounters immediate magical power they will suffer either the condition Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d). Awe of Magic is the inability to act in the presence of magic, and it fades at a rate of 1 HP per day. Fear of Magic is the desire to immediately move away from any display of magic, and it fades at a rate of 1 HP per day. Distrust of Magic is a prejudice against using magic, and it fades at a rate of 1 HP per day. Lust for Magic is the intense desire to learn anything possible about magic, or to acquire magic items, books, and the like; this fades at a rate of 1 HP per day.

Whenever an individual with MP greater than 0 encounters magic, there is a chance of detecting it. Unless the individual has skill in sensing magic, then the roll must be based on MP. There will be a positive modifier equal to the effect of any magic encountered. Strong effects will be felt by many people. Magical effects greater than 15 will be felt by those with MP 0; effects greater than 25 will be felt by those with MP -1, and those greater than 35 will be felt by everyone and everything. These effects will decrease with distance unless the individual is within the volume of effect of the spell. See the tables at the end of this chapter for detriments due to distance. This with MP of 0 or less who feel the presence of a spell suffer the effects listed in the first paragraph of this section.

Taking someone into the astral plane (or any other kind of magical travel) who is not trained as a magician is very dangerous. They will gain either Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d) as a true condition that will not fade unless it is bought down.

Spirits

The Spirit World

The spirit world is a place of near-prefection. Everything within it is created by divine inspiration of direct divine action. There is no way to begin to describe the world of spirits. Few ever attain a level of insight and power to reach this level. More often than not the inhabitants of the spirit world (spirits) will create places on the astral plane to deal with those mortals who know the ways of magic.

There are different places and times within the spirit world. Cause precedes effect, things are here or they are not. That is the limit of similarity with the space that any characters will be familiar with. While there are definite places, every place is connected to every other place, so that if you know how you can simply step to anywhere.

Any inhabitant of the physical world who ventures into the spirit world for more than an instant will suffer either Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d) and either Religious Zealot (e) (mystical) or Insanity + 1 (e).

Spirits

These are the inhabitants of the spirit world. When they appear they are manifesting themselves on the astral plane (something they can do arbitrarily many times simultaneously). In this form they are an invisible presence in the physical world. If conjured into physical form they will either create a magical body to inhabit (with all of the problems associated with encountering magic) or they will possess an existing body.

Angelic Spirits

These are spirits who are created by, and serve, divine powers of "good." This is a necessarily fluid notion that can change from game to game, and even time to time within a game.

Animal Spirits

These are spirits who are created by, and serve, divine powers that are dedicated to animals in one form or another.

Demonic Spirits

These are spirits who are created by, and serve, divine powers of "evil."

Elemental Spirits

These are spirits who are created by, and serve, divine powers of the traditional alchemical elements of air, earth, fire, and water. In this scheme air also represents creativity and sight, earth represents stability and strength, fire represents change and power, and water represents adaptation and motion.

Local Spirits

These are spirits who are created by, and serve, divine powers that represent locations within the world such as streams, forests, mountains, and even households or cities.

Plant Spirits

These are spirits who are created by, and serve, divine powers that are dedicated to plants in one form or another.

Other kinds of spirits

Those listed above are only a sampling of the possibilities. Many other kinds of spirits are possible. Look to mythology, religion, fiction, and your own imagination when developing spirits. Examples are djinni, efreeti, the Greek muses, Chinese dragons, etc.

Developing Spirits

Spirits are developed using the Creature Building rules in the Game Master's Reference. It is important to know that there are four classifications of spirits. The most common kind of spirit is the lesser spirit, they have one area of power at a score of 50 and all other areas are at 5. Greater spirits have two areas of power at 100 and all others at 10. Noble spirits (knights, lords, and barons) have three areas of power at 200 and all others at 20. Royal spirits (counts, dukes, kings, and emperors) have four or more areas of power at 400 and all others at 40.

Interacting with Spirits

There are three ways to interact with spirits. The first is to encounter them in a physical manifestation in the physical world. If the spirit is lesser or noble it takes someone with MP greater than 0 to sense their presence, and even then they may not realize what they are encountering. A trained magician or priest will feel their presence and understand what they are, if not exactly who they are.

The second way is to feel their presence emanating from another plane. Only noble or royal spirits have the power to be detected in this way.

The third way is to summon them. There are three kinds of summoning. The most blatant, resulting in a physical manifestation, is conjuration. The least blatant relies upon awakening that part of the magician that already exists in the spirit world and having the spirit interact internally within the magician, this is called invocation. The final kind is to have the spirit manifest astrally and travel to meet it, this is called evocation. These are the basis for Spirit Magic, below.

Spiritual Items

Spirit Made Items

Spirits can use their power to generate true magic items. They pay the -50 cost for permanent items when they do this. Other results go into the effect of the item like any other magic item.

Spirit Bound Items

Spirits can also bind a part of themselves, or have a part of themselves bound, into an item. This can be done as part of a pact, it can be the result of a religious ceremony, or an extremely powerful magician (or group of magicians) can generate enough power to do force a spirit to be bound to an item. If forced there will be an adverse modifier of 5 for a lesser spirit, 10 for a greater spirit, 20 for a noble spirit, and 40 for a royal spirit.

Such items have two innate powers for each level of the spirit bound; 2 for lesser spirits, 4 for greater spirits, 6 for noble spirits, and 8 for royal spirits. Each power will be at the level of success from the binding.

Some magical effects can only be used by those attuned to the item. This process requires at least a month of study in preparation (less one day per IN). Then it requires an MP roll. Success will grant a new skill at the level of success, Attuned to (item name here) (MP) (e). The first such magical effect is that of a power source. In this role the item always increases your daily power detriment recovery rate by one.

There will also be one power for every level of the spirit. Once attuned to the item, the wielder will be able to use the power at the level of the spirit. Such use will require the Attune skill as the primary power. The power level of a spirit is 50 for lesser spirits, 100 for greater spirits, 200 for noble spirits, and 400 for royal spirits.

Spirit Magic

This is the magic of dealing with spirits.

Beast Magic

This is the magic of dealings with animal spirits. Anyone practicing this form of magic will gain the condition, Animal Friend (e). Animal Friend is a magical condition that allows the magician to befriend any animal, and to communicate on a rudimentary level.

Animal Ritual, Basic Spirit Magic Power

This power allows the magician to summon the presence of an animal spirit to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser elemental. With every additional level of power the magician may choose another intention (and animal spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell. If the elemental is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Speak with Animals, Basic Spirit Magic Power

The magician can speak to animals and animal spirits.

Animal Pact, Difficult Spirit Magic Power

The magician is able to bargain with an animal spirit in return for the power to perform a specific spell at the power level of the spirit. You must have the power Speak with Animals before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser animal spirit who can provide the intention. With every additional level of power the magician may choose another intention (and the name of the spirit associated with that intention). The magician must sacrifice some PF- or MA-based skill (or even the attribute itself) to gain the duration of the pact; the number of HP worth of skills or attributes lost will be the duration of the effect.

Additionally, you have a detriment to your roll based on the level of the animal spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.

Each pact will result in an increase in Animal Friend and the gain of a pip in the condition, Wild Aura (d ), for each level of the spirit (lesser, greater, noble, and royal). Wild Aura is a magical condition that makes those who are civilized distrust and feel uneasy around the magician, while those who are more rural or in the wilderness will find comfort.

Black Magic

This is the magic of dealings with demonic spirits. Anyone practicing this form of magic will suffer the taint of evil on their souls.

Black Rite, Basic Spirit Magic Power

The magician can perform a ritual to get a demon to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). If gaining a spell from the demon, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the demon is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Hateful, Jealous, Unattractive, or Vengeful, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Speak with Demons, Basic Spirit Magic Power

The magician can speak to demons.

Symbol of Evil, Basic Spirit Magic Power

The magician can perform a ritual to inscribe a magical symbol of power onto some item. This magical symbol will have the ability to perform a spell. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. The symbol is a representation of the demon's name coupled with the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the symbol based on the MP of the magician. Note that the ritual can only be performed once per symbol, you cannot add new rituals to increase the duration of level of an existing symbol.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Hateful, Jealous, Unattractive, or Vengeful, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Black Pact, Difficult Spirit Magic Power

The magician is able to bargain with a demon in return for the power to perform a specific spell at the power level of the demon. You must have the power Speak with Demons before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power you must use a sacrifice. The value of the victim is given on the table below.
Nature of the Victim Bonus to your roll

Personal Detriment

Innocent Child Total all of its attributes and triple this.

Tainted (e) 3 pips

Innocent Virgin Total all of its attributes and double this.

Tainted (e) 2 pips

Other victim Total all of its attributes.

Tainted (e) 1 pip

You have a detriment to your roll based on the level of the demon you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. If your result is negative, the demon will take the number of point required to get a result of 1 from your attributes (you will regain the points at a rate of one per week, assuming they do not all fall below -2, in which case you are dead.)

Knowledge of Demons, Difficult IN-based Skill

This skill allows you to know about demons, their names, powers, and forms.

Dark Incantations, Extreme Spirit Magic Power

The magician can perform a five minute incantation to get a demon to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). If gaining a spell from the demon, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the demon is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the condition Tainted (e) (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Conjuration Magic

This is the ability to conjure spirits into physical existence for a time. Each conjuration of a spirit will result in a pip being added to the magical condition, Fearful Aura (d ), for each level of the spirit (lesser, greater, noble, and royal). The Fearful Aura is an atmosphere of power and intimidation that surrounds the conjurer. People sense the power and tend to shrink from it.

Ritual of Conjuration, Basic Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Conjuration, Difficult Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Incantation of Conjuration, Extreme Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). This power requires ten minutes to perform. If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into extreme magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Elemental Magic

This is the ability to deal with the spirits of air, earth, fire, and water.

Elemental Ritual, Basic Spirit Magic Power

This power allows the magician to summon the presence of an elemental spirit to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser elemental. With every additional level of power the magician may choose another intention (and elemental). If the task is to gain a spell from the elemental, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the elemental is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell. If the elemental is being tasked then the effect is the time the elemental will spend working on the task (until it is completed, then the elemental will automatically depart).

Speak with Elementals, Basic Spirit Magic Power

The magician can speak to elementals.

Elemental Pact, Difficult Spirit Magic Power

The magician is able to bargain with an elemental spirit in return for the power to perform a specific spell at the power level of the elemental. You must have the power Speak with Elementals before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser elemental who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). The magician must sacrifice some PF- or MA-based skill (or even the attribute itself) to gain the duration of the pact; the number of HP worth of skills or attributes lost will be the duration of the effect.

Additionally, you have a detriment to your roll based on the level of the elemental spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.

Each pact with an elemental spirit will result in a pip being added to the magical condition, Fearful Aura (d), for each level of the spirit (lesser, greater, noble, and royal). The Fearful Aura is an atmosphere of power and intimidation that surrounds the conjurer. People sense the power and tend to shrink from it.

Evocation Magic

This is the magic that allows the magician to call a spirit to a place on the astral plane and then meet it there.

Ritual of Evocation, Basic Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, transport the region where the ritual is taking place into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Evocation, Difficult Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, transport the region where the ritual is taking place into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Gestures of Evocation, Extreme Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, personally transport into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Invocation Magic

This is the magic of awakening that part of the magician on the spirit world, and thus performing the magic within the self of the magician.

Ritual of Invocation, Basic Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Invocation, Difficult Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Invocation, Extreme Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally within a matter of a few minutes. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell fr