General Magic Rules

This page will discuss how Magic works and resisting harmful magic.

The Existence of Magic
Depending on the setting you want to run, Magic may or may not be apart of that setting. The existence of magic is entirely up to the GM, and even then there are levels.


 * High Fantasy: Magic is pervasive and common. Practitioners of magic may be fewer in number and generally mistrusted, but as a whole it is not surprising to see a Wizard walking down the street.
 * Middle Fantasy: Magic is everywhere, but due to either society suppressing its existence or some secret cabal keeping it from the everyday man, practitioners of magic are few and far between.  Additionally, they have to keep the fact that they wield magic a secret from the general populace.  This can involve some fancy Enchantment spells to affect memory (detailed later).
 * Low Fantasy: Magic is excessively difficult to tap into.  Those few that do are either extremely powerful or can barely pull off a basic cantrip.  There is no middle ground really.  In game terms, it means all TNs are doubled and practitioners are usually non-player characters of varying repute.
 * Sci-Fi or No Fantasy: In this setting, magic does not exist and it is not necessary to read any further. However, may include Psionics instead, but it depends on how much you are going to lean on Science instead of Fantasy.

The Magic Skill
The Magic skill is only granted by taking the talents Apprenticeship or Vows (which acctually grants Thaumaturgy). Without taking these talents, your character will not have access to these Skills. The only exceptions are the talents Paladin and Ranger/Scout which grant access to Thaumaturgy, albeit at a reduced level.

Like any other skill, Magic has ranks and is combined with a base attribute. For those who choose Apprenticeship, Magic will be combined with Intelligence. For those who choose Vows, Thaumaturgy will be combined with Wisdom. In either case, just like with any other skill, your Magic skill cannot exceed its base attribute.

The Specializations
Below are the available Specializations under Magic and Thaumaturgy. These are general descriptions with more detail to come and they are only in alphabetical order.


 * Abjuration (Thaumaturgy): This Specialization focuses on the interference to existing spells and sometimes the banishment of otherworldly beings and entities. Like the Magic skill Alteration, it is sort of a catch-all Specialization. It is used when no other specialization would generate the desired effect.
 * Alteration (Magic): This Specialization focuses on "altering" reality. It includes things like bending space/time, teleporting, and is a general catch-all when a desired effect is not covered by any other specialization.
 * Destruction (Magic): Like the name implies, this Specialization covers magic spells that destroy the physical world. Any spell that would physically damage a person or thing falls under this Specialization. Elemental or pure energy spells are possible with this Specialization.
 * Divination (Both): This Specialization allow for glimpses either into the future or far away. It also helps locate lost people, items, or even places. It allows for seeing, smelling, and hearing at great distances. And lastly, it allows for communication, not only over distances, but with otherworldly beings/entities in their otherworldly places.
 * Enchantment (Magic): This Specialization covers all mind-affecting spells such as Charms, Beguilements, and Domination. It can do mind-effecting illusions, thus only seen by the target of the enchantment, but not physical "light generated" illusions.
 * Illusion (Magic): This Specialization covers all spells to fool the senses, but mostly the eyes. Though it is possible to produce auditory illusions, "light generated" or visual illusions are the bulk of this Specialization's list.
 * Ministration (Thaumaturgy): This is the opposite of Destruction. This specialization covers spells that heal, soothe, and remove unwanted effects on a target.
 * Necromancy (Thaumaturgy): This Specialization is different from most other RPG systems, in that it is not only controlling the dead/undead. Though this is possible with this Specialization, it is mostly meant to commune with the dead or banish the unquiet dead from an area. Spirit magic would be closer to a better description, but it's not limited to just spirits.
 * Protection (Thaumaturgy): This Specialization, as the name implies, has spells that protect the target either physically or spiritually or even both.
 * Retribution (Thaumaturgy): This Specialization covers spells that smite the unfaithful and generally cause "destruction" to those who incur a god's wrath.
 * Summoning (Magic): This Specialization not only handles the summoning of otherworldly beings, but also minor conjurations as well such as summoning food or drink from nothingness or summoning an object to you.

Access to Spells
There are no "Spells" in the sense that a spell of a particular name is stated with said qualities an effects. Instead, it is up to the player to use their Magic or Thaumaturgy skill and their own creativity to create a spell of their choice. However, there are limitations based on rank. Essentially, each rank gives you access to a Effect Type, increases your Range, allows you to Augment, and allows you single or multiple Targets (but only applies to mind-effecting spells such as those from Enchantment, otherwise as many targets/creatures/enemies as you can fit into an Effect Type will affect those targets/creatures/enemies). What you can actually do, or attempt to do, with each Specialization under Magic or Thaumaturgy is detailed under Spells.

Spell Effect Types
There are 8 Effect Types that you may use on your spells. They are Bolt, Ray, Circle, Cone, Sphere, Plane, Cylinder, and Cube. Each one requires a certain number of ranks in your Broad Skill of Magic or Thaumaturgy. Below are the descriptions of each Effect Type. Each description follows this format.

(Name of the Effect Type)

Required Ranks: ''the number of ranks required in your Broad Skill in order to cast it. If you do not have the require ranks, you cannot cast that Effect Type''.

Default: ''this is the default measurements/dimensions of the Effect Type. You can change these by Augmenting the spell (detailed under Augument).''

Description: a brief description of the Effect Type's shape and capabilities.

Here are the descriptions.

Bolt

Required Ranks: 1

Default: 4 in diameter "teardrop". Size cannot be Augmented.

Description: This is your basic "attack" spell, or healing as the case may be. It is pretty much just a projection of energy or of a particular element. It projects from the caster's hand, palm, or fist (player's choice) towards its target at a little slower than an arrow fired from a bow. Roll to "hit" as normal.

Ray

Required Ranks: 1

Default: 2 in diameter line. Size cannot be Augmented.

Description: This is a more focused projection of energy that starts at the caster and ends with the target. It is a sustained, but concentrated, spell meaning you cannot just cast it and sustain it with a talent such as The Quickening. Instead you must concentrate on keeping the ray focused on the target. You continue to roll as normal, but for each success you can add half your Attribute Bonus to the damage for each attack you sustain it. For example, if you have an Intelligence of 4 and you sustain your ray on the same target for 4 Actions/Attacks you gain +2 damage on the second, third, and fourth Action/Attack. It does not stack, it is a general +2 to each damage roll.

Circle

Required Ranks: 2

Default: 2 ft radius circle

Description: This is a flat circular area that can be a vertical or horizontal surface. It doesn't have to be a "circle" though that it the name of the effect. It can be an oval, egg-shaped, but essentially (by default) takes up as much area as a 2 ft radius circe (or ~13 square feet). Whatever spell you apply this effect to will only take place within that area. For example, a protective circle using this effect will only protect those inside the circle, or if used as a portal the portal will only be as wide as the circle effect.

Cone

Required Ranks: 3

Default: 2 ft radius, 30 ft cone.

Description: This is a cone shaped projection whose tip starts with the caster and the 2 ft radius circle is projected out 30 feet (by default). This requires a roll to target the center of the circle, 30 feet away. Once that is determined, anything within the cone is affected by the spell.

Sphere

Required Ranks: 3

Default: 2 ft radius.

Description: Like Circle, but in 3 dimensions. Normally this is an explosion outward, but you can also project it as a ball, rolling it from you towards your target. You can either manifest its center point on the target, or as mentioned, roll it. In either case, you will need to roll to hit. If successful with the instant manifestation, all creatures/targets within the sphere will be affected by the spell. If you roll it towards a target, you must roll to hit each target, but it must be within a straight line. Instant manifestation takes 1 action. Rolling takes 1 action per 10 feet you roll it.

Plane

Required Ranks: 4

Default: 5 ft square.

Description: Plane is just the name of this effect. Obviously a plane is infinite and not limited to 25 square feet. Additionally, it is not just a thin surface. It can be thickened to make a wall. Like Circle, this can be place vertically or horizontally. Also, it doesn't have to be square. It can be a rectangle, but must be (by default) 25 square feet, or a total of the square feet you augment it by.

Cylinder

Required Ranks: 5

Default: 5 ft radius, 60 ft cylinder.

Description: Like Cone, but the cylinder does not have to start with the caster. It can be moved and placed as the caster wants.

Cube

Required Ranks: 6

Default: 5 ft cube.

Description: Like Plane but 3 dimensional. Also, like square it just has to comprise of 125 cubic feet. Additionally, it can be solid or hollow (as in a "cube of force" prison/box).

Again, the Default dimensions is the result if you just cast the spell using that effect without Augmenting it. Augmenting (detailed later) requires an additional roll.

Spells with these effects usually have "an effect" to them, meaning that something is happening (or being prevented from happening) within those dimensions such as some sort of destructive energy or element, an illusion, conjuring material (water, food, etc. not otherworldly beings) of those dimensions. Mind-effecting spells, "Buff" spells, and the like can be used with a few of these effects (such as a "Ray of Beguilement" or a "Circle of Strength"), but will normally only effect Targets (also detailed later).

Range
Range is relatively simple, but depends on the specialization. It is usually your ranks in your Broad Skill times a certain distance. The ranges listed for each Specializations are default increments, meaning without modification, you can cast your spell at that distance. Adding another increment means modification to your roll (to hit or to cast depending on Specialization. Magic Broad Skill Thaumaturgy Broad Skill Again, all of these are the default increments that are multiplied by your ranks in your Broad Skill. The distance your target is away is how many increments you will use to determine any penalties. For example, Rodger the Mage has a Magic skill of 5.  He is firing an energy bolt at some street urchin who just lifted his purse.  The urchin is quick and is already 20 yards away (60 feet).  That is just shy of Rodger's short or default range, but only within the second.  So to hit the urchin, Rodger is only at a -1 for his Destruction spell roll to hit.
 * Destruction: Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * Illusion: Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * Summoning: Your default increment to summon something on the same plane of existence to you (for example, summoning your staff to you from your house) is 1 mile.  For each increment you add you take a -2.  Summoning from another plane of existence or conjuring from nothingness is not covered by Range.
 * Enchantment: Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * Alteration: Since this is the catch-all Specialization, there are a few different variants.
 * When projecting something, like a kinetic force, Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * When warping/altering something, such as transmuting one substance to another, Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * When teleporting using an Effect Type, such as a "dimensional door" (Square effect) or a portal (Circle effect), Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * When teleporting yourself (or targets), Your default increment is 5 miles. For each increment you add to the distance you take a -3.
 * Divination: Like with Alteration, there are a few options.
 * When divining without a focus, just "by feel", Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * When diving with a focus, such as a cauldron, scrying dish, or crystal ball, Your default increment is 5 miles.  For each increment you add to the distance you take a -3.
 * Retribution: Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * Protection: Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * Ministration: Your default increment is 5 feet.  For each increment you add to the distance you take a -3.
 * Abjuration: Since this is the catch-all Specialization, there are a few different variants.
 * When projecting something, like a kinetic force, Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * When warping/altering something, such as transmuting one substance to another, Your default increment is 5 feet. For each increment you add to the distance you take a -3.
 * When banishing a possessing spirit/entity from another being, the range is Touch only. There are no increments.
 * When banishing/dismissing an otherworldly spirit/entity from a place, such as a ghost haunting a house, you must be within 40 feet of the location. Outside of that an you cannot perform the banishment.  There are no increments.
 * Necromancy: Since this is mostly communing with the dead and the spirit world, there are no real increments/ranges to this. The spirit/ghost will either answer your call depending on your connection or not.
 * Divination: Like with Alteration, there are a few options.
 * When divining without a focus, just "by feel", Your default increment is 10 feet per rank. For each increment you add to the distance you take -1 from your dice.
 * When diving with a focus, such as a cauldron, scrying dish, or crystal ball, Your default increment is 5 miles.  For each increment you add to the distance you take a -3.

Augment
Augmenting a spell is taking it beyond its normal parameters. You can augment Range and Effect, but also you can augment damage and strength of the spell. Any augmentation will require an additional roll on top of any other roll required to cast the spell (roll to hit, set TN for resistance, etc.).

Augmenting Effect
Apart from adjusting the dimensions of an Effect Type you can also change the nature of the affect. However, you can only do one or the other not BOTH.
 * To change the dimensions of the Effect Type, you make an additional Magic/Thaumaturgy roll at TN 30. For every 5 you roll over, you may add an additional "measure," meaning that Cone that defaults at 2 feet radius and 30 feet long you can add another 1 foot to the radius and length for every 5 you roll over 30. With a Sphere, for every 5 you can add another foot to the radius. For the Square, you can add another square foot for every 5. And so on.
 * Changing the nature of the Effect Type can be done in a few ways.
 * Wave: this can be used on Cone and Plane. You create a wave that pushes any creatures/beings/targets caught in the area back. First you roll a Magic/Thaumaturgy skill roll at TN 35. For every 5 you roll over 35, you get an additional success in the Contested roll which is handled like a Knockdown/Trip where you use your Magic/Thaumaturgy and the affected target(s) use their AGI or appropriate skill.
 * Split: This can be done with Bolt, Ray, and Cone. You split the effect into multiple branches or manifestations, essentially doubling the effect (perhaps more). First make a Magic/Thaumaturgy roll at TN 40. If successful, you split the effect into 2 and for every 10 you roll over you can add an additional split. With a Ray or Cone the 2nd branch has to target another creature/target. Roll to hit normally, but on each target. Since it is the same spell, no recoil is incurred on the 2nd roll and only 1 recoil value is added to your next action or spell. In the case of splitting a Bolt, you can have it target 1 target twice, or 2 separate targets. All rolls are handled the same.
 * Bounce/Chain: This can be done with Bolt or Ray. This is similar to Split in that you roll multiple times to hit, but instead it is from a single cast that does not split. First roll a Magic/Thaumaturgy skill check at TN 30. For every 3 you roll over, you can affect another target beyond the first. For example, if you rolled a 39, you can affect 4 targets. You roll to hit 4 separate targets. The spell cannot bounce or chain repeatedly the same target. Defenders defend normally and if you score a hit you do damage. However, for each bounce/chain you lose 1d6 from the damage/heal. However, you will always do at least 1d6 damage/heal.

Augmenting Range
Augmenting range will essentially add to the base increment. To do so, make a Magic/Thaumaturgy skill roll at TN 35. For every 5 you roll over, you can treat your base increment as if you had another "rank" in your skill. For example, you roll a 44, and you have a 6 in Magic. You can now for this spell pretend you have 7 in Magic, but only for calculating range. Regular range incremental rules apply after the base has been Augmented.

Augmenting Damage and Strength
There are 2 ways to Augment the power of your spells. First, increase the damage. Second, increase the TN to resist the spell. In the case of increasing the damage, roll a Magic/Thaumatugry (can count for increasing the healing as well) at TN 40. For every 10 you roll over, you can add another dice. Simple, but it does double the recoil of that spell. You can charge your spell and for every action you spend charging, you can subtract 2 from the total recoil, but you will have at least -1 recoil regardless. For example, you initially roll a 51 for your Damage Augmentation getting 2d6. However, that will be a -6 to your next spell/action (normal -3 recoil for an attack spell). So you decide to charge for 2 actions, meaning you will go next round. While charging all you can do is defend, but next round, when it's your turn, you release and your next spell/action that round will only have a -2 recoil. In the case of increasing the TN, roll a Magic/Thaumaturgy at TN 35. For every 3 you roll over, you can add another 2 to the TN your spell resistance. For example, you are going to charm a guard to make him forget you where there. Your Magic skill is 5. Your Enchantment specialization is 3. Your Intelligence is 5. You roll your Augment roll and score a 37, giving you an extra +4 to your normal TN of 33 for resisting your Enchantment spells, so it is now a TN of 37. You also roll really well to charm the guard and get an additional +2. Now your total to resist is TN 39.