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Magick System |
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Misc Gaming Mechanics Index | Comparisons and Conversions Index | ||||||||||||||||
Casting magical Effects |
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Every magical effect must affect reality in some way. The principal thing to remember when crafting a magical effect is to first of all work the magical effect into your paradigm and magical style. If you cannot do this, then your mage should not believe it possible, and thus the effect cannot be cast. Secondly, if the effect is successfully cast, determine what the target or anyone witnessing the magical effect would see or experience as a result of the magical effect? This second part must also take into account the paradigm and magical style of mage. A Son of Ether casting a Mind effect would look drastically different than, say, a Verbena casting the same effect. When this is done, when you have determined all aspects of the magical effect, only then should you move on to the testing. This is truly the deciding factor as to whether your mage game is going to be a live-action mage game or a paper-rock-scissors festival. | ||||||||||||||||
Non-resisted Effects |
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A non-resisted effect is a magical effect that does not directly affect another player. To cast one, the mage must risk an appropriate trait (mental, physical, or social) and win an Arete challenge vs. the Sphere Level of the effect. If the mage wins, the magical effect is successfully cast with an effect rating equal to the mage's Arete, and may have any or all of the parameters as determined by the tables below. In the case of a tie, and the sphere rating of the effect is the same as the mage's Arete, then keep testing until there is a winner. The mage may spend a willpower to temporarily increase his Arete total by one for the magical effect, but this must be declared before the magical effect is tested. The difficulty of the magical effect may be influenced by +/- one with the magical effect influences listed below the tables, to a maximum or +/- two. If the mage fails the magical effect test, but is eligible to over-bid the magical effect test, an appropriate Ability may be spent to re-test the effect. If the mage succeeds the effect is successfully cast at an effect rating equal to the mage's Arete. If the mage fails the second test, it is considered botched, and the mage accumulates Paradox as per the Paradox table below. | ||||||||||||||||
Resisted Effects |
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A resisted effect is a magical effect that directly effects another player, who can try to resist the effects of the magical effect. The mage chooses whatever trait category would be the most appropriate to resist the magical effect test (IE physical for direct damage, mental for mind control), and must defeat the target of the effect in an Arete vs whatever trait category was deemed most appropriate challenge, where the mage has four times their Arete in the case of a tie. Again, the mage may spend a willpower point to temporarily increase their Arete total for the magical effect, which must be declared before any testing is done. Each positive/negative magical effect influence influences the opponent's total in the case of a tie by two, to a maximum of +/- 4. Success has the magical effect casted at an effect rating equal to the mage's Arete rating, and the target may be effected with any or all of the parameters specified in the tables below. If the mage fails the magical effect, they may spend an Ability to re-test as described in the non-resisted Effects section above. | ||||||||||||||||
Magical Effect Power Levels |
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Effect Rating | Maximum Duration | Max Area Effect (#people/area/volume/mass (weight) |
Max Damage or Healing | |||||||||||||
1 | 1 round | 1 person/1 ft rad/1 cu ft/1 lb | 0 | |||||||||||||
2 | 1 hour | 1 per/5 ft rad/5 cu ft/5 lbs | 1 | |||||||||||||
3 | 1 day | 1 per/20 ft rad/10 cu ft/50 lbs | 1 | |||||||||||||
4 | 1 week | 2 per/300 ft rad/50 cu ft/1000 lbs | 2 | |||||||||||||
5 | 1 month | 3 per/500 ft rad/300 cu ft/2000 lbs | 4 | |||||||||||||
6 | 1 year | 4 per/1000 ft rad/500 cu ft/5000 lbs | 6 | |||||||||||||
7 | Permanent | 5 per/5000 ft rad/1000 cu ft/10000 lbs | 8 | |||||||||||||
8 | Permanent | 6 per/10000 ft rad/5000 cu ft/50000 lbs | 10 | |||||||||||||
9 | Permanent | 7 per/50000 ft rad/10000 cu ft/100000 lbs | 12 | |||||||||||||
10 | Whatever you damn well want | 20 | ||||||||||||||
Notes |
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Correspondence Effect Table |
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Effect Rating | Range / Connection | |||||||||||||||
1 |
Line of Site Blood Relation Body Sample | |||||||||||||||
2 |
Very Familiar (home/office) Best Friend Prized Possession | |||||||||||||||
3 |
Familiar (local mall) Co-Worker Possession | |||||||||||||||
4 |
Visited Once Acquaintance Anything Used Once | |||||||||||||||
5 |
Saw or Heard of It Stranger Item Touched Casually | |||||||||||||||
6 |
Anywhere on Earth No Connection | |||||||||||||||
Gauntlet Penetration Table |
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Effect Rating | Gauntlet Rating Penetrated | |||||||||||||||
1 | 2-4 (Node / Cairn) | |||||||||||||||
2 | 5 (Deep Wilderness) | |||||||||||||||
3 | 6 (Rural Countryside) | |||||||||||||||
4 | 7 (Most Urban Areas) | |||||||||||||||
5 | 8 (Downtown) | |||||||||||||||
6 | 9 (Technocracy Lab) | |||||||||||||||
10 | Paradox Gauntlet | |||||||||||||||
Time Effect Table |
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Effect Rating | Effect Timespan | |||||||||||||||
1 | Within a Year | |||||||||||||||
2 | Five Years | |||||||||||||||
3 | Twenty Years | |||||||||||||||
4 | Fifty Years | |||||||||||||||
5 | 100 Years | |||||||||||||||
6 | 500 Years | |||||||||||||||
7 | 700 Years | |||||||||||||||
8 | 800 Years | |||||||||||||||
9 | 900 Years | |||||||||||||||
10 | 1000+ Years | |||||||||||||||
Positive and Negative Influences on Magical Effects |
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Positive Influences |
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Negative Influences |
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Acting in Concert |
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Multiple mages may combine their powers to cast one big magical effect. There are three different 'levels' of acting in concert, each having a different set of requirements.
Unfortunately, if any mage botches the effect, the entire effect is botched, and all the paradox gained in the effect by any mage who botched the effect is totaled, with EACH member of the concert receives the paradox total. A mage may spend a willpower trait to avoid taking paradox. | ||||||||||||||||
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