SHARP Magical Traditions - x76F8H
SHARP Magical Traditions - x76F8H
Magical Traditions
Tivadar Farkas
CREDITS
Tivadar Farkas
Game Design, Writing, Layout
Attila Gerényi
Art, Logo
Márk Hatvani
Logo
CONTENTS 3
1 INTRODUCTION
SHARP (Simple Handy Adaptable Role-Playing) is a rules light system that
enables players to create characters without any restriction of pre-defined
classes, skills or spells. Consequently, the GM has great responsibility, she
has to handle the creativity of the players and the freedom provided by the
rules.
The task of the GM becomes more difficult in case of magical traits. Without
the detailed definition of spells, the use of magic may raise a lot of questions.
These can be answered at character creation by defining magical traditions,
or at least clarifying the conditions and the limitations of casting magic when
a character chooses a magical trait. In case of a knack or a spell-like ability,
any of the spells or feats in other role-playing games can be used as basis to
define the magical effect and the conditions of casting. However, the use of
domains in high magic settings can be challenging without practice.
The goal of this book is to provide a list of magical traditions for the GM.
These traditions can be used in any setting as written, or as a basis for the
GM creating her own magic schools and orders. Feel free to modify any
details or totally twist a tradition in order to make it fit better into your
setting.
At each chapter you will find a description of a magical tradition. However,
these descriptions include mainly the method of how the player characters
can use magic and the elaborate rules of the traditions using the framework in
the SHARP core rules. The history and goals of the orders are not detailed, in
order to not limit the use of these traditions in different settings.
1.1 CLARIFICATION
In the descriptions of magical traditions, the pronoun ‘she’ is used to refer to
the magic user and to the player, and ‘he’ for the target. In the examples
(written in italic style) the pronouns are adjusted with the gender of the
characters named.
4 INTRODUCTION
2 BLOOD MAGIC
Blood magic originates from the dark past, when the followers of an ancient,
cruel god used blood to fuel their magic – usually the blood of slaves.
Legends say that sacrificing thousands of slaves at the same time enabled
them to bring total darkness to their whole empire in the middle of the day.
The name of the god was forgotten, but the tradition of blood magic survived.
The current users don’t know that during their initiation they become the
priests of an ancient god currently slumbering and waiting for return.
BLOOD MAGIC 5
decided by the magic user. The magic user has to shed the blood of
the victims during casting.
One or more bound victims suffer the damage. The distance of the
bound victims from the magic user doesn’t matter. The maximum
level of damage may be more than 4 if multiple victims are affected.
The distribution of the total level of damage among the victims is
decided by the magic user.
The victim of blood magic has to be an intelligent being, e.g. animals cannot
be used for this aim. If an unbound victim is used, present at the scene, he has
to be unconscious or constrained to be motionless. During combat the magic
user cannot use one of her opponents she is currently fighting with as victims
of a current blood magic.
The binding of a victim requires a ritual about one hour long, during which
the victim has to be unconscious or constrained to be motionless. At the end
of the ritual the magic user drinks from the blood of the victim, who becomes
bound to her. From this moment the magic user can use the life force of her
victim to fuel her magic from any distance. There isn’t any known method to
break this binding.
The magic user can use the same victim multiple times by causing additional
damage to him (e.g. a victim with a level 2 harm can later suffer a level 3
harm), or wait enough time for him to recover from the previous harm.
However, it can happen that the bound victim is not healthy at the casting of
magic (injured due to independent reasons), and cannot suffer the required
level of damage. In this case the magic will not come into effect, and the
victim may die due to the blood magic. The magic user can feel if any of her
bound victims dies due to any reason.
The player of the magic user character has to record the available bound
victims of her character. It is recommended not to use infinite number of
bound victims (for example binding all the citizens of a village), but the
stalking and binding of new victims should be part of the game.
6 BLOOD MAGIC
2.2 RULES
Source of magical ability: Channeled magic (No communication) –
The magic user is the follower of an ancient god, even if she doesn’t
know about it.
Source of magical energy: Inner energy – In case of victims used, the
source of energy is outside the character, but the energy level of the
environment cannot limit the use of magic.
Method of casting: Concentration, vocal and somatic components
Duration of casting: Very short
o Long – Only for the binding ritual what is about one hour long.
Range of effect: Short
Size of target: Human
Duration of effect: Short
Damage caused: Severe harm
Limitations: Damage
o If any domain other than ‘blood’ is used, the minimum level of
damage is level 1 (lesser harm).
o For each level of improvement in any of the casting attributes
above its default, the level of damage is increased by 1.
o The damage may be dealt to the magic user, or to present or bound
victims.
Timing of limitation: At the time of using magic
The victim of blood magic cannot survive the harm caused by it. If the magic
user harms a present or bound victim during blood magic, all of his life force
is drained. Even if the level of the caused harm is below the maximum level
the victim can suffer, the victim dies during the casting of magic.
BLOOD MAGIC 7
Amber wants to threaten the four thugs surrounding her. She wants
to slash a deep wound on the chest of one of the thugs with her
blood magic. She uses her primary domain ‘blood’, and in all the
casting attributes she stays within the default limits. In this way she
can cause severe harm to the selected thug after a few seconds long
(very short) casting time.
If Amber doesn’t want to risk that the thugs can attack or grapple
her during casting the magic, she can decrease the duration of
casting to immediate. As it is one level above the default limit of
duration of casting (instead of very short), the harm suffered due to
casting the magic is increased by 1 step. Even if she uses ‘blood’
domain, she will suffer a level 1 lesser harm.
If her goal is not only to threaten but to defeat her opponents, she
can cause very severe harm (1 level above the default severe harm)
to all the thugs (group target is 1 level above the default human
target). If one of the thugs is outside of short range, she can increase
the range to line of sight (1 level above the default short range). She
wants to be faster than the thugs, so the duration of casting is
decreased to immediate (1 level above very short). Altogether these
modifications increase the level of suffered harm by 4. As she uses
‘blood’ domain, the final damage will be a level 4 very severe harm.
If she would choose herself to suffer the harm, she would die from it.
Therefore, she rather deals this harm to one of her bound victims,
who will die from this harm. If she has at least two bound victims,
she can distribute the total level of harm, and both of them will
suffer a level 2 medium harm, or one of them suffers a level 1 lesser
harm, and the other one a level 3 severe harm. They will stay alive
and can be used as energy source of further magic.
If Amber wants to use one of her domains other than ‘blood’, e.g.
‘lightning’, the total level of harms suffered is increased by 1.
8 BLOOD MAGIC
3 CHAOS MAGIC
The chaos in the name of chaos magic doesn’t mean the goal of the magic it
is used for, but the way it is created. The magic user is not in full control of
her ability, and strong emotions can cause magical effect even in the
opposition of her will.
The source of chaos magic is not clear. Some individuals have the ability to
use this type of magic, they even can develop new related abilities over time,
but it is not clear if this ability is inherited or received due to other reasons.
CHAOS MAGIC 9
The magic user cannot control the magical effect. If the character has
multiple traits defining domains, and she wants to create a magical effect
intentionally, she can select the domain used, but the exact effect is defined
by the GM. The magic user also cannot control the target of her magic. If the
character has multiple threats around her, the magical effect usually appears
in a sphere around the magic user, but in case of a specific single threat the
effect is usually shaped as a cone – however, not only the threats but
everybody in the range will suffer the effect of the magic, even the allies of
the character.
The magical effect is proportional to the threat’s level and the strength of the
magic user’s emotion. In life threatening danger the magic can kill the
threats, but in less dangerous situation it may only stun the targets. The level
of harm caused may depend of the outcome of the test casting magic.
The magical effect is usually a strong burst which is fueled by the mental
energy of the magic user, therefore, it results in a ‘burnt out’ mental harm to
the character. In case of a single, human sized threat, it is a level 2 medium
harm, but if the cause of the magic is multiple threats or an extreme danger,
the damage is a level 3 severe harm. As a result, the magic user character
starts to behave as an emotionless mechanism until the harm is removed
during a long, resting sleep (also in case of level 3 harm). However, even in
such a condition magic can be cast in case of further threats.
The protecting magical effect can appear even if the character is unconscious
if her life is under direct threat. However, the magic will never kill the magic
user. If the use of magic caused a level 4 very severe harm to the character
(because she received a level 3 ‘burnt out’ harm when she already had
another level 3 harm), she will not die due to this damage, only become
unconscious, and she will wake up after 24 hours with this and any other
‘burnt out’ harm healed.
Mira and two of her companions are exploring the catacombs under
an abandoned temple ruin. Their presence attracts the attention of
some zombies who surrounds them. Unfortunately, most of the team
members were already harmed, and Mira’s allies lose their
10 CHAOS MAGIC
consciousness in the fight. Mira knows that she has no chance in
close combat against the zombies, so her fear reaches extreme level.
Mira has the ‘fire’ chaos magic trait. She rolls 3 dice for the test
using her chaos magic initiated by the character’s fear. The result is
a partial success. Flames burst out from Mira covering the zombies
and also her allies. The strength of the magic is not enough to burn
the zombies to dust (because the result was not a full success), but
the zombies start burning, and it provides enough distraction for
Mira to cut them into pieces.
After the fall of the zombies, Mira extinguishes the fire on her allies.
Both of them received a level 3 severe harm caused by the chaos
magic. When they regain their consciousness thanks to magical
healing, Mira is so happy that sparks are bouncing in her hair.
3.2 RULES
Source of magical ability: Innate magic – However, its exact source
has not been identified.
Source of magical energy: Inner energy
Method of casting: Special (strong emotions)
Duration of casting: Immediate
Range of effect: Short
o Line of sight – In case of extreme threat, causing severe harm to
the magic user.
Size of target: Human – Causing moderate harm in default.
o Giant/group – Causing severe harm.
Duration of effect: Instant
Damage: Very severe harm – The main objective of the magic is to
eliminate the threats threatening the magic user.
Limitations:
o Damage – The magic user suffers ‘burnt out’ level 2 moderate
harm, or level 3 severe harm in case of extreme threat.
o Uncontrollable – The magic affects everybody within range.
Timing of limitation: At the time of using magic
CHAOS MAGIC 11
4 CHARMING MAGIC
Attractive women and men have the ability to charm people, to awaken lust
and desire – and to use this power to make their victims do what they want.
Rumor has it that some special individuals also use magic for this aim, not
only their natural beauty.
Charming magic is usually the tool of female witches, but males can learn it
as well. The attractive look is not a prerequisite, but future students must be
able to show at least the sparkle of the natural ability of charming.
12 CHARMING MAGIC
If the gender of the character matches the sexual orientation of her target, and
the objective of the test is a minor task not in contradiction with the
principles of the target, he will fulfill this task even on a partial success. If the
target has different sexual orientation, and/or the task is in contradiction with
the principles of the target, full success is required to fulfill the task. This can
be a concrete task (e.g. bring me the key of my prison), or a triggered event
(e.g. you will ignore me and my fellows the next time we meet). The
performance of the task has to happen within one day, or the magic
dissipates. If the task would evidently harm the target, the magic dissipates
before the task performed. If the target is harmed accidentally due to the task,
the magic also immediately dissipates. The target later will remember what
he has done, but he will not find any objection in it until someone else
highlights the strange circumstances and asks for his reasons.
If the objective of the charming is to bind the target, the result of the test has
to be full success. Binding is not a possible goal of the magic if the target has
different sexual orientation than the magic user. If the sexual act happens
(even if it isn’t the result of a successful test of charming magic), the target
becomes the slave of the character, and the main objective of his life will be
to make her happy, whatever it takes. The target doesn’t become mindless,
and doesn’t lose his ability of complex thinking, only satisfying the desires of
the magic user will be the highest priority for him. The binding during sexual
act can be performed maximum once per day.
The binding dissipates if the sexual act is not repeated within a week after the
last one, or if the target witnesses the magic user using her charming magic
on another target. The character can have maximum one slave at a time. If
she uses her magic to bind another target (even if it happens not in the
presence of her current slave), the previous binding immediately dissipates. It
will not be obvious for the released slave that he was a target of magic, but he
probably will not be able to find reasonable explanation for his behavior.
CHARMING MAGIC 13
4.2 RULES
Source of magical ability: Innate magic – The natural charm of the
character is enhanced.
Source of magical energy: Inner energy
Method of casting: Focusing on target and speaking – Light
concentration focusing on the target, and also praising him verbally.
Duration of casting: Short – 5-10 minutes aiming a minor task. At least
30 minutes aiming sexual act and binding.
Range of effect: Touch – The magic user cannot leave the short range
of the target during the casting, and she has to touch him at least once.
Size of target: Human
Duration of effect:
o One day – In case of a simple task to be performed. Harm or
evident possibility of harm due to the task break the magical
effect.
o One week – In case of binding without the renewal of the
sexual act. The bound slave is released immediately if the
character uses her charming magic on another target in the
presence of the slave, or when she binds another target.
Damage: Nothing – The magic user cannot harm directly her target
using charming magic. However, a bound slave may even sacrifice
himself at the command of the character.
Limitation: Frequency – Binding sexual act can be performed
maximum once per day.
Timing of limitation: At the time of using magic
14 CHARMING MAGIC
5 CORRUPTION MAGIC
Corruption magic is mainly used by warlocks. The main objective of it is to
harm the target. However, usually it doesn’t cause direct damage, but hurts in
slower and more sophisticated ways.
CORRUPTION MAGIC 15
The duration of the magical effect is usually short, but the spells of
corruption magic work as magical transformations: the effect is permanent.
The result of the magic will not disappear unless it is removed by another
magic user. Diseases and poisoning can be treated using non-magical
methods.
Usually the final goal of the magic (e.g. killing the target or completely
degenerating the arms of the target by atrophy), is achieved within a month.
However, the magic user can decide for the process to be slower.
5.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Outer energy
Method of casting: Concentration, vocal and somatic components
Duration of casting: Short
Duration of effect: Short – The magical spell ends within minutes, but
the final objective of the spell is achieved within a month, or it can take
more time.
Damage: Very severe harm – The death of the target is achieved within
about a month from the casting of magic, or it can take more time.
Limitation: Damage – Moderate harm ‘drained’ to magic user.
Timing of limitation: At the time of using magic
16 CORRUPTION MAGIC
6 DIVINE MAGIC
Priests receive various abilities from the gods they follow. They can possess
as high powers as magicians, if they follow the regulations of their religion.
DIVINE MAGIC 17
When the character casts magic, she has to use the holy symbol of her god
which can be a pendant on a medal with the symbol of the god, a consecrated
sacrificial dagger, etc. The magic user has to keep it in her hands during
casting.
The magic user can create a magical effect within the default values defined
by the attributes of the magic. However, she has the ability to exceed any of
these limits with an offering besides the regular ones. The type of offering
depends on the nature of the god, but its magnitude defines how much the
magical effect will be improved. Small offerings (e.g. a portion of food or
drink, the weapon of an enemy defeated easily, a simple item created by the
character) provide 1 extra level in any single condition. Medium offerings
(e.g. multiple portions of food, several weapons of multiple enemies
defeated) provide 2 extra levels in any single condition. Major offerings (e.g.
food enough for a feast, weapon of a major defeated enemy, a unique or
magical item) usually provide 3 extra levels, or even more based on the
decision of the GM, and these levels can be divided to different conditions.
The extra power provided by such an offering has to be used within 24 hour,
or the effect will be lost.
6.2 RULES
Source of magical ability: Divine magic (No/Limited communication)
Source of magical energy: Outer energy – Channeled from the plane of
the god.
Method of casting: Concentration, verbal and somatic components
Duration of casting: Very short
Range of effect: Short
Size of target: Human
Duration of effect: End of scene
Damage: Very severe harm – Only for the enemies of the god.
Limitation: Regulations
o Props – Holy symbol
o Ritual – Offering to increase magnitude once within 24 hours.
Timing of limitation: In general / At the time of using magic
18 DIVINE MAGIC
7 HERMETIC MAGIC
Hermetic magic has a very long history. Hermetic magicians have the deepest
understanding on how the magic works, and they can use this knowledge to
stretch the boundaries of using magic.
7.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Outer energy
Method of casting: Concentration, verbal and somatic components
Duration of casting: Very short
Range of effect: Short
Size of target: Human
Duration of effect: Short
Damage: Very severe harm
Limitations: Nothing
Timing of limitation: At the time of using magic
HERMETIC MAGIC 19
8 ILLUSION MAGIC
Illusionists have the ability to make you think something is real what doesn’t
even exist.
20 ILLUSION MAGIC
If the illusion used the ‘touch’ domain, the magic user can modify how the
targets feel the surface of an existing object, or the targets can touch a
completely virtual illusion. In the latter case any movement with force greater
than a soft touch will penetrate the illusion, therefore, the chance of failure is
extremely high. The magic user cannot cause direct harm with an illusion, but
e.g. covering a deep hole with an illusion carpet can cause damage indirectly.
The magic user can create an illusion with at most a giant size (considering
its vision part) if it has three dimensions. However, if she wants to affect only
a single target, this limitation still enables her to create an illusion with
extended size – imagine it as a giant size two dimensional screen close
enough to the target to cover his entire field of vision. However, in this case
it will be obvious to anybody else that there is an illusion.
If the magic user wants to create and control multiple (maximum half a
dozen) three dimensional visual illusions at the same time, or she wants to
control a single illusion for longer than some minutes (until the end of the
scene), there is a chance for her to receive a mental harm (see above).
8.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Inner energy
Method of casting: Concentration
Duration of casting: Very short
Range of effect: Short
Size of target: Giant/group – Maximum size of the visual illusion.
Duration of effect: Concentration (maximum End of scene)
Damage: Nothing
Limitations: Damage – The magic user receives a level 2 moderate
harm ‘distracted’ in case of a partial success or a failure if:
o The illusion affects 3 or more senses.
o Multiple three dimensional visual illusions are controlled.
o Duration of effect is longer than short (some minutes).
Timing of limitation: At the time of using magic
ILLUSION MAGIC 21
9 MARTIAL ARTS
Legends say about legendary warriors who could make impossible things
with their body, even imbuing it with elemental forces and energy.
Martial artists are beyond regular warriors. They developed their combat
abilities far above average, moreover, they can use the khi, the inner energy
of the body to exceed the limits of their physical capabilities.
The first domain a martial artist learns is usually ‘body’ – however, it is not
mandatory. The use of this domain enables her to increase the capabilities of
her body: e.g. to run faster, jump higher, fell wood with bare hands. The
‘body’ domain can be considered in any (melee and ranged) combat and
athletic related tests, providing an extra die.
The martial artist can learn additional domains which can be used to imbue
her body and weapons. For example using the ‘fire’ domain her sword will be
engulfed in flames, the ‘stone’ domain hardens her skin providing extra
protection, the ‘darkness’ domain improves her stealth skill and makes it
easier for her to attack from surprise.
Once per day the martial artist can use any of her domains to accomplish an
incredible task. For example using her ‘body’ domain she can regenerate her
harms ten times faster using meditation, create a hole in a stone wall with a
single hit, or move as fast as being able to avoid arrows and bullets for some
seconds. Her other domains can also provide exceptional effect, e.g.
transforming her body into liquid using ‘water’ domain to be able to cross
iron grids, or becoming invisible using ‘air’ domain. The duration of these
incredible effects is very short.
22 MARTIAL ARTS
the ‘body’ and only one additional domain can be considered in a test
simultaneously. Special circumstances are required to consider two or even
more domains other than ‘body’.
Liu is a martial artist with ‘body’, ‘water’ and ‘force’ domains. He
can use the ‘body’ and ‘water’ domains to increase the time spent
underwater, or decrease the chance of suffering a deadly hit by
creating ice shields on her body – however, in this case ha cannot
use the ‘force’ domain to increase the power of his hits.
9.2 RULES
Source of magical ability: Learned magic – It takes several years to
learn the control of body at the required level.
Source of magical energy: Inner energy – The khi force of body.
Method of casting: Concentration
Duration of casting: Immediate
o Short to Long – In case of regeneration.
Range of effect: Herself – The martial artist can imbue her body and
weapons (including ranged weapons).
Size of target: Human
Duration of effect: Short
o Very short – In case of incredible effects.
Damage: Nothing – The use of domains may increase the damage
caused by the martial artist, what is already deadly.
Limitations: Frequency – The martial artist can use her domains to
create an incredible effect maximum once per day.
Timing of limitation: At the time of using magic
MARTIAL ARTS 23
10 NATURE MAGIC
Druids have a close connection to nature. They can communicate with plants
and animals, take on their features or take the shape of them.
24 NATURE MAGIC
The magic user can take the shape of the creature of the selected domain, and
she receives all the features of it. The magic user is still able to think
logically, however, her thinking is strongly influenced by the instincts of the
creature. The personal belongings of the character are also transformed. The
character in this form is not able to cast magic, and her communication is
limited by her actual form. In case of a partial success or a failure, the
transformation may be only partial and/or the instincts of the creature
override the intellectual thinking of the character.
10.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Outer energy – The life force of living
beings around the character is used. In urban environment her magical
abilities may be limited.
Method of casting: Concentration, verbal and somatic components
Duration of casting: Short – Some minutes.
Range of effect: Touch – The magic user has to touch her target if it is a
creature.
Size of target: Giant – It can be a huge animal or tree as well.
Duration of effect: End of the scene
Damage: Nothing – The magic user cannot harm her target.
Limitation: Ritual – The magic user has to rest a full night in the nature
after casting healing or full transformation before she can use these
abilities again. The frequency of communication and partial
transformation is not limited.
Timing of limitation: When recharging the magical power
NATURE MAGIC 25
11 PSIONICS
Psionics is based on the mental energy of the user. With concentration you
can do many things.
26 PSIONICS
default. The target feels terrible and has a hurting headache, but in some
settings the attack appears as lightning bolts shot from the hands of the magic
user.
The magic user can predict future events using precognition. This trait works
in a different way than any other magical trait, because it is a tool for the GM
to provide information for the characters. It means that it is not the player
who decides when she wants to use this ability, but the GM informs her when
she has a vision about a future event. Usually the vision is not absolutely
clear and unambiguous, its interpretation depends on the character. It depends
on the GM’s decision if a character with precognition can see the
unchangeable future, or the reaction to the vision may cause changes in the
future events.
Psychic surgery is a special psionics trait, and in most settings it is not
available. The magic user can heal physical and mental harms of the target,
but it is not capable to treat the effects of diseases and poisons. The
maximum level of harm the character can heal is severe by default.
Retrocognition is similar to precognition, but the character can see and hear
past events using this ability. The character has to be in the location where
the event happened, and she can use this ability on purpose. The magic user
can witness events which happened not so long ago (exact time limits depend
on the GM), or happened in the far past, but evoked major emotions.
Telekinesis is the ability to move objects with the power of mind. The weight
of the target cannot be more that what the character can lift with bare hands
by default. She can move it with the speed of a walking human. This speed is
not enough to cause harm to a living being, but if the magic user moves the
object above the target at a certain high, and then stops using telekinesis, the
falling object can cause moderate harm. The harm caused can be severe, if
the object was a weapon. A special type of telekinesis is levitation. Using it,
the character can levitate herself about 10 cm above the ground. During the
levitation she cannot move, and cannot be moved. The duration of levitation
can be much longer than the realistic 10 minutes limit.
Telepathy enables the character to share information with the target without
saying a word. The sent message can be words, and the target can hear them
PSIONICS 27
in his head, or even pictures and emotions can be shared. Usually the target
needs to be trained in telepathy for a two way communication. The magic
user can communicate with the target if she can see him (she is able to
identify the target), or from greater distance, if she knows the target very
well. The more powerful version of the telepathy could be mind reading or
mind control, but these are not available in all the settings.
11.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Inner energy
Method of casting: Concentration
Duration of casting: Very short
Limitation: Damage – Level 2 moderate harm ‘exhausted’ for
exceeding the default level of an attribute by 1 level. Level of harm
increased by 1 for each additional level exceeding.
Timing of limitation: At the time of using magic
28 PSIONICS
11.2.3 PRECOGNITION
Range of effect: Special – The witnessed event can be anywhere.
Size of target: Extended
Duration of effect: Concentration
Damage: Nothing
11.2.5 RETROCOGNITION
Range of effect: Short
Size of target: Extended
Duration of effect: Concentration
Damage: Nothing
11.2.6 TELEKINESIS
Range of effect: Line of sight
Size of target: Human
Duration of effect: Concentration
Damage: Severe harm – Indirectly, by dropping weapon on target.
11.2.7 TELEPATHY
Range of effect: Line of sight or Special – If the magic user knows the
target well, he can be out of line of sight.
Size of target: Human
Duration of effect: Concentration
Damage: Nothing
PSIONICS 29
12 RUNE MAGIC
Rune magic originates from the dwarves. They were the first who used the
runes of their alphabet to imbue objects with magical effects.
The magic user first has to learn the ‘rune magic’ trait. This enables her to
read runes and disengage magical effects fixed by them. However, it is not
enough to create rune magic items. The character can learn additional
domains as traits to be able to imbue items with magical effects.
The magic user has two options what kind of magic item she wants to create:
one that can be used only once, or one with ongoing magical effect.
If she wants to create an effect for a single use, she can use an existing item,
and imbue it with rune magic. In this case, the magical effect can be triggered
by reading the rune (using the ‘rune magic’ trait), or at certain trigger (e.g. if
someone takes a look at the rune). The lifetime of the runes depends on the
method used to write them: the power of runes written with ink will dissipate
within a month; if the runes are carved into the item, the natural degradation
of the item around the runes speeds up to about 10 times of the natural
degradation, and when the rune is damaged, the magical energy included will
dissipate. The creation of a magical effect (either by reading the runes or
caused by a trigger) may damage or destroy the item. If the rune is written on
a parchment, it will be definitely destroyed; stone items usually survive the
release of magical energy; the destiny of wooden objects depends on the
magnitude of the energy released.
If the magic user wants to create a magical item with ongoing magical ability,
the item is required to be created as part of the process. For this aim, the
character also needs to learn the relevant artisan skill (e.g. ‘weapon smith’,
‘carpenter’ or ‘stonemason’). In order for the item to be able to contain the
magical energy of the runes for an extended time, special, durable raw
materials are required. In the game the procurement of these raw materials
30 RUNE MAGIC
should require some time and/or wealth. Such a magical item can provide an
ongoing effect (e.g. a weapon improving the ability of fighting with it), or an
effect triggered to happen (e.g. a cape enabling the user to fly for some
minutes). In the latter case the daily use of the magical item is limited (e.g.
three times a day), as recharging the energy of the runes requires certain time.
When the magic user writes the runes, the ‘rune magic’ trait and the domain
of the required attribute are considered during the test. If the character uses a
special method to write the runes (e.g. carving into stone), or the item is
created as part of the process, the related artisan skill is also considered. In
case of a success, the magic will work as intended when it is released, and the
degradation time of the runes is the same as it was defined above. In case of a
partial success, the magical effect will be reduced and/or the degradation time
is increased. It may mean that a magical ability of an item with ongoing
effect will not take forever, and the magical effect will dissipate sometime. If
an artisan trait is used to write the runes, the regular time of creating the item
and the runes can be doubled in order to roll with an extra die during the test.
In this way a maximum of 2 extra dice can be received (requiring quadruple
time of creation).
RUNE MAGIC 31
During the resolution of the test, the traits ‘rune magic’, ‘lightning’
and ‘silversmith’ are considered, providing 3 extra dice. The
duration of creating the fine pendant and writing the rune on it is
defined as one week. The player of Hargold decides to double this
time in order to receive an extra die, and she rolls 6 dice.
The result of the roll is a partial success. The GM decides that the
magical effect works as it was planned (causing at most very severe
harm on a maximum human sized target within short range), but the
magical energy will dissipate within a year due to the increased
degradation of the item. The lightning can be released with a
command by the person bearing it, and the runes require 12 hours
to recharge the released energy. Hargold gives the item to another
player character, who defines a new positive trait ‘rune necklace’.
12.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Outer energy
Method of casting: Concentration and somatic components –
Writing/creating the runes and the item.
o Vocal component – Releasing the effect by reading the runes.
Duration of casting: Short or Long – Depending on the method of rune
writing.
Range of effect: Short – The range at releasing the magical effect.
Size of target: Human – The maximum size of the item, and also the
maximum size of the target at releasing the magical effect.
Duration of effect: Short – At releasing the effect.
o Until degradation – If the runes intended to be used once, or if
the result of the test for ongoing effect was a partial success.
o Forever – If the test result for ongoing effect was a success.
Damage: Very severe harm
Limitations: Ritual and Resources – During the writing of the runes.
o Frequency – In case on ongoing effect needs to be triggered.
Timing of limitation: At the time of using magic
32 RUNE MAGIC
13 SERAPHIC MAGIC
The magic user makes a deal with a demonic entity enabling her to use
magic.
SERAPHIC MAGIC 33
crowded tavern, or give some money to a certain person in the market. For a
major effect, e.g. defeating several enemies of the character, or change the
weather, the service can be significant, e.g. sacrificing a certain target to the
demon, or spending a week in the service of a thief. The GM has several
options to make interesting deals and define services. Usually the plans of a
demon are so complicated, that the magic user cannot grasp the intent of the
individual tasks.
During the deal the statements are meant exactly as being said. It provides
some space for the player and also for the demon (i.e. for the GM) to twist
the meaning of a deal if she follows it to the letter.
The character has to finish the service before she can use magic again.
However, if the life of the magic user is in danger, the demon may be a bit
more permissive. The final prize of the demon will be the soul of the
character, but until her death it can use her to progress its plans.
13.2 RULES
Source of magical ability: Channeled magic (Continuous connection)
Source of magical energy: Outer energy
Method of casting: Vocal component – Negotiate with the demon.
Duration of casting: Very short or Short– Depending on the length of
the negotiation.
Range of effect: Line of sight
Size of target: Extended
Duration of effect: Full moon
Damage: Very severe harm
Limitations: Service
Timing of limitation: When recharging the magical power
It can be seen that based on the maximum level of attributes, the seraphic
magic users can create extreme magical effects. However, it is rare that the
level of multiple attributes is above the regular level (short range of effect,
human sized target, short duration of effect) at the same time, because the
character usually isn’t willing to pay the huge price of it.
34 SERAPHIC MAGIC
14 SONG MAGIC
Music can change the mood of people. Fast rhythms can cheer you up, a
melancholic tune can make you cry. Bards are great musicians, and some of
them have the ability to imbue their music with magic. Anyone can learn
song magic, if she finds a master willing to teach her. However, not all the
musicians and minstrels use magic during their performance.
SONG MAGIC 35
14.2 RULES
Source of magical ability: Innate magic – The natural musical ability of
the character is enhanced.
Source of magical energy: Outer energy – The power of emotions of
living beings are used.
Method of casting: Concentration and music
Duration of casting: Short – At least10 minutes.
Range of effect: Line of sight – The targets need to hear the music.
Size of target: Extended – The number of targets is limited only by the
volume of the music. However, the magic user cannot increase the
volume to shouting if this is not driven by the music.
Duration of effect: Concentration – Until the end of the music. In case
of a success, the duration is extended at least with one hour.
Damage: Nothing – The magic user cannot harm her targets directly.
However, if the goal of the song magic is to intensify the violence of the
targets, they can be hurt during the actions caused by the magic.
Limitations: Props – A musical instrument is required to create the
music.
Timing of limitation: At the time of using magic
The music can be created only by singing, without any musical instrument if
the player specified the musical traits of her character as singing (like ork
skalds).
36 SONG MAGIC
15 SPIRIT MAGIC
Spirit magic is mainly practiced by shamans of primitive tribes. The shaman
has the ability to contact the protective spirit of the tribe and nature spirits, to
provide protection from the malicious ones, and to ask for favors to support
her tribe.
SPIRIT MAGIC 37
spirit of the tribe to support all of their warriors in the incoming battle), and it
causes a moderate harm. Great favors may be in opposition to the nature of
the spirit, or have major effects (e.g. asking a malevolent spirit to leave in
order to stop a curse, or asking a rain spirit to bring rain in the middle of the
dry season), and cause severe harm. The huge favors risk the life of the magic
user, and have effects that will be remembered even generations later (e.g.
asking a mountain spirit to open a new spring big enough to supply the whole
tribe). Huge favors cause very severe harm to the shaman, who will be
unconscious for a week or more.
In case of huge favors, three or more shamans can combine their efforts, in
order to receive only severe harms.
15.2 RULES
Source of magical ability: Innate magic – Shamans have a minor
deformity, e.g. born with teeth or with an extra finger.
Source of magical energy: Outer energy
Method of casting: Concentration, song, music, dance
Duration of casting: Long
Range of effect: Short – The target spirit has to be close, or it is called
there. The spirit can do the favor beyond line of sight.
Size of target: Extended
Duration of effect: Full moon – Favors with long duration has to be
renewed at least monthly.
Damage: Moderate harm – Spirits don’t kill the targets directly.
However, a curse can cause the target to atrophy to death if it is not
removed.
Limitations: Props – Shaman rod, drum, mask.
o Damage – ‘Exhausted’ harm. Its level depends on the magnitude
of the favor.
Timing of limitation: At the time of using magic
38 SPIRIT MAGIC
16 TROPHY MAGIC
In the ancient times, there was a tribal tradition to take a trophy from your
defeated enemy. This trophy was a sign of your victory, but the using of
trophy magic enables you to use it for more as merely a sign.
TROPHY MAGIC 39
same way, with the same conditions and limitations. It means that if the
trophy was taken from a priest of a god, but the magic user doesn’t
follow the same regulations, or she wants to use the evoked magic to
attack the allies of the religion of the priest, the evoked magic will not
work. Also, if originally props were needed to cast magic (e.g. the holy
symbol of the priest), those are needed for the character as well to use
the evoked power. When the magic user takes the trophy, she will learn
immediately if the target was a magic user, and what kind of magic he
could create, and its conditions and limitations.
All the trophies can be used maximum once to evoke its power. After this,
the trophy still can be used as a sign victory, but the magic user cannot evoke
its power any more.
16.2 RULES
Source of magical ability: Learned magic
Source of magical energy: Outer energy
Method of casting: Concentration
Duration of casting:
o Very short – To evoke the power of a trophy.
o Short – To take the trophy from the defeated enemy.
Range of effect:
o Himself – Only the magic user can use the evoked power.
o Special – Same as of the evoked power.
Size of target: Special – Same as of the evoked power.
Duration of effect:
o End of scene – For the character to use the evoked power.
o Special – Same as of the evoked power.
Damage: Special – Same as of the evoked power.
Limitations: Special – Same as of the evoked power.
Timing of limitation: Special – Same as of the evoked power.
40 TROPHY MAGIC
MAGIC
CONDITIONS OF CASTING MAGIC
METHOD OF CASTING SIZE OF TARGET
Concentration 1. Palm
Vocal component 2. Human
Somatic component 3. Giant/group
4. Extended
DURATION OF CASTING
1. Long (hours) DURATION OF EFFECT
2. Short (minutes)
1. Instant
3. Very short (seconds)
2. Short (seconds or minutes)
4. Immediate
3. End of scene
RANGE OF EFFECT 4. End of day
1.Herself 5. Full moon
2.Touch 6. 1 year
3.Short (meters) 7. Forever
4.Line of sight Concentration
Possession of belongings DAMAGE
Maximum level of damage
caused directly
LIMITATIONS OF MAGIC
TIMING OF LIMITATIONS LIMITATIONS
At the time of using magic Damage
In general Frequency
When recharging the Props
magical power Regulations
Resources
Ritual
Service
Stigma
Uncontrollable
MAGIC
LEVEL OF MAGIC SOURCE OF MAGICAL
ABILITIES
No magic
Low magic Learned magic
High magic Innate magic
Channeled magic
SOURCE OF MAGICAL • No communication
ENERGY • Limited communication
Inner energy • Continuous connection
Outer energy
MAGICAL ITEMS
FREQUENCY DURATION OF EFFECT
Non-existent Forever
Rare Ages
Moderate Until used
Frequent Short time
METHOD OF CREATION
No game time necessary
Significant game time and
activity necessary
Description and elaborated rules of 15 magical traditions:
Blood Magic
Chaos Magic
Charming Magic
Corruption Magic
Divine Magic
Hermetic Magic
Illusion Magic
Martial Arts
Nature Magic
Psionics
Rune Magic
Seraphic Magic
Song Magic
Spirit Magic
Trophy Magic