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0% found this document useful (0 votes)
69 views44 pages

SHARP Magical Traditions - x76F8H

Uploaded by

aferinsinus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SHARP

Magical Traditions

Simple Handy Adaptabtable Role-Playing

Tivadar Farkas
CREDITS

Tivadar Farkas
Game Design, Writing, Layout

Attila Gerényi
Art, Logo

Márk Hatvani
Logo

Viktor Veréb, András Tóth


Proofreading

Copyright © 2021 Tivadar Farkas

All rights reserved.


CONTENTS
1 INTRODUCTION .................................................................................4
2 BLOOD MAGIC ...................................................................................5
3 CHAOS MAGIC ...................................................................................9
4 CHARMING MAGIC.........................................................................12
5 CORRUPTION MAGIC ....................................................................15
6 DIVINE MAGIC .................................................................................17
7 HERMETIC MAGIC .........................................................................19
8 ILLUSION MAGIC ............................................................................20
9 MARTIAL ARTS ................................................................................22
10 NATURE MAGIC ...............................................................................24
11 PSIONICS ............................................................................................26
12 RUNE MAGIC ....................................................................................30
13 SERAPHIC MAGIC ...........................................................................33
14 SONG MAGIC ....................................................................................35
15 SPIRIT MAGIC ..................................................................................37
16 TROPHY MAGIC ..............................................................................39

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.

2.1 HOW IT WORKS


The first domain the magic user has to learn is ‘blood’. It enables her to
control the living material required to fuel her magic. Then she can learn any
other domains.
Whenever the character casts magic using domains other than ‘blood’, or
when she wants to increase the magnitude of her blood magic, it causes harm.
But this doesn’t need to mean that the magic user is hurt. The character can
use the lifeblood of victims to fuel her magic.
The magic user can create magic using the ‘blood’ domain within the default
values of attributes without any harm. If she uses any of her other domains,
the minimum level of harm caused by casting the magic is level 1. If any of
the attributes of magic cast is above its default level, for each level of
improvement the level of damage is increased by 1 (in case of using ‘blood’
domain as well).
The magic user has three options on how to deal the received damage:
 The magic user suffers the damage. In this case the maximum level
of damage is level 4 (very severe harm), which can cause the death
of the magic user. The magic user has to shed her blood during the
casting.
 One or more victims present suffer the damage. 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

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

2.3 ALTERNATIVE OPTIONS

If an NPC is not a worthy enemy of the player characters, because he is much


weaker, or his fighting and magical skills are way below of the PCs’, he can
suffer a maximum of level 2 damage when he is the victim of a blood 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.

3.1 HOW IT WORKS


The users of chaos magic are very emotional people, and strong emotions
may initiate the creation of magical effects. The magic user can achieve
partial control, so she can evoke and strengthen her emotions to cast magic,
but uncontrolled extreme emotions may also create such effects
unintentionally.
It seems that the chaos magic has its own will, and its goal is to protect the
magic user. Usually the strong negative emotions (fear, pain, anxiety) caused
by threats to the character initiate the use of magic, as a kind of subconscious
defense mechanism. However, extreme positive emotions also can be the
trigger of creating magical effects, but usually the goal of these effects are
not harming others or protecting the magic user.
If the character wants to cast magic, she needs to invoke a strong emotion,
either by firing up her current emotion, or by evoking memories when she
was affected by the required emotion. The result of a test, considering the
magical domain traits of the magic user, defines if she managed to reach the
required strength of emotions. The GM has the right to request a test for
creating a magical effect if the character is under the influence of strong
emotions, even in the opposition of the player controlling the character. The
GM also has the right to decide that in case of extreme threat the magical
effect appears without a test.

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.

4.1 MAGICAL EFFECTS


A character using charming magic can make her target to do what she wants
by awakening the lust for herself. The outcome of a magical charm may be a
sexual act, but it can also be a simple task such as making the guard letting
the magic user into the house. However, during a sexual act the target can be
bound to the magic user.
The characters can choose ‘charming magic’ as a domain magical trait.
Choosing additional magical traits in order to increase the possibility of
success is not possible, this single domain covers the total knowledge of
charming magic.
The magic user should spend at least 5-10 minutes in the presence of her
target. If the final goal of charming is binding the target, the character has to
have sexual act with him, which requires at least 30 minutes being close to
the target. During this time, the magic user has to focus on him. It’s a kind of
concentration, but for example in a social event, she can speak also to others
than the target, but cannot leave his close proximity. She has to have direct
conversation with the target, and has to touch him at least once.
The player should roll for a test. During this test the ‘charming magic’
domain is considered, and additionally any non-magical trait which could
help charming the target, e.g. ‘stunning look’, ‘charming smile’, ‘bombshell’,
etc.

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

4.3 ALTERNATIVE OPTIONS


If multiple playable races exist in the setting, the ‘charming magic’ trait can
be limited to a single race, and the character can choose this trait multiple
times for different races. In this case, only one ‘charming magic’ trait is
considered during resolving a test, which is relevant to the race of the target.

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.

5.1 HOW IT WORKS


There are several magical traditions which enable the magic user to kill an
enemy in a quick and efficient way. The users of corruption magic reach the
same result, but during this the target will experience the suffering.
The typical domains of corruption magic are ‘poisons’, ‘diseases’, ‘curses’
and ‘depravity’. The target can be killed using any of these domains by
infecting him with deadly poisons or diseases, by transforming his fate or by
deforming his body in a deadly way. However, death is not always the worst
outcome of corruption magic.
The use of this type of magic corrupts not only its target, but also the magic
user. Each time the character uses corruption magic, she receives a level 2
moderate harm. It is usually a physical harm, like an open wound in the
chest, or stomach bleeding. These harms, caused by using corruption magic
can be healed in the regular way, but the magic user has another option. She
can create a magical potion from common herbs, which transforms all of her
harms caused by using corruption magic to a single moderate harm ‘drained’.
If the magic user receives a very severe harm due to the use of magic
(because her level 2 and 3 harm slots were already used), she doesn’t have to
leave the scene if she immediately drinks one of his magical potions. The
potion can be used maximum once per day, and the harm ‘drained’ can be
removed only with a full night sleep.
If the target of the magic is a living being, the magic user can cast on a single
target at most that has to be in line of sight, or farther if the magic user
possesses a belonging to him. If the target is not a living being (e.g.
corrupting a field of wheat with a disease) the size of it can be extended.

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

5.2.1 TARGET IS A LIVING BEING


 Range of effect: Line of sight or Possession of belongings
 Size of target: Human

5.2.2 TARGET IS NOT A LIVING BEING


 Range of effect: Line of sight
 Size of target: Extended

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.

6.1 HOW IT WORKS


The magic user can define any magical domains as traits that are provided by
the god she follows. A priest is usually able to truly believe in one god only,
and it is not possible to select a domain from a different one. However, the
GM may define a pantheon of gods in a way that a priest is not a follower of
a single good, but of all the gods in the same pantheon. This usually happens
if the gods have power in only one or maximum two domains each, and the
pantheon together is able to provide the ability to possess several different
domains as traits for a character.
A follower of a god has to follow the regulations of her religion and of the
selected god. These regulations may be various in type (protect the innocents,
or, on the contrary, show the mighty power of the god to the weak ones), but
the character has to live by them. The regulations usually include the regular
pray and offerings for the god. The character cannot use her magic for a goal
in opposition of the nature and objectives of her god.
If she violates any of the regulations, the GM has the following options
depending on the magnitude of the violation:
 The next time the character wants to use magic, it will not work.
 The character suffers a direct punishment from the god, e.g. a
lightning strikes her as a warning, or bad luck follows him. The
exact type of punishment depends on the nature of the god.
 The character loses the ability of casting magic.
If the violation was a minor one, the character may repent in order to recover
his belief in her god. The exact way of repentance will be defined by the GM.
If the violation was major, or happened several times, the penalty may last
forever, and finally the character will lose the ability of casting magic.

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.

7.1 HOW IT WORKS


Hermetic magicians can learn the use of any domain. In case of each domain,
the default level of attributes of the casting is the same. The magic user can
increase the level of a casting attribute above its default level by certain
number of levels in exchange for decreasing the levels of other attribute(s)
with the same number of levels in total.
Eriel wants to cast a magic which lasts until the end of day instead
of a short duration. It means she exceeds the limit of effect duration
with 2 levels. In exchange she has to decrease the level of other
conditions by 2 levels all together, e.g. decreasing the range of
effect from short to touch (1 level) and increasing the duration of
casting from very short to short (1 level). The same result can be
reached by only decreasing the range of effect to herself (2 levels
from default short).

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.

8.1 HOW IT WORKS


An illusion affects some or all of the target’s senses: vision, hearing, smell,
taste, touch. These are the five domains an illusionist can learn as traits.
However, even using only one of these domains a believable illusion can be
created in the proper circumstances.
When the magic user creates an illusion, she transforms her environment. For
example if a target can see an illusory vision of an object, he doesn’t just
imagine it in his mind, but the magic user transformed the behavior of the
light in front of the target. It has two main consequences: (i) a created illusion
can be sensed by any number of targets at the same time, and (ii) if any of the
targets assumes or is convinced that there is an illusion, this will not cause
the illusion to disappear.
The magic user has to decide how many domains she wants to involve in the
illusion, i.e. how many senses she wants to affect with it. If 3 or more
domains are involved, there is a chance for her to receive a mental harm. In
this case, if the result of the roll is a partial success, or a failure, she receives
a level 2 moderate harm ‘distracted’. In case of a success, she is not harmed.
If the result of the roll is a success, the magic user created a perfect illusion,
and the targets can find out that it is not real only if the character makes an
obvious mistake on purpose (e.g. the illusion cat walks above a chasm, in the
air). In case of a partial success, the targets have some chance to recognize
the illusion. In this case the GM should create situations which increase the
chance of being caught, and the magic user has to react to these events (e.g.
one of the targets wants to give something to the illusion soldier, and the
magic user has to find an excuse why it doesn’t want to take it; or the targets
asks a question directly from the magic user, who cannot answer due to the
concentration required to maintain the illusion).

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.

9.1 HOW IT WORKS

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.

The exact effect of using a domain is determined by the GM (e.g. providing


extra die, increasing the effect of a test, or decreasing the negative
complications and harms in case of a partial success or of a failure). Usually

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.

10.1 HOW IT WORKS


The magic user can choose the domains of ‘plants’ or any group of animals,
like ‘predator birds’, ‘rodent mammals’ or ‘domestic animals’, etc. Using
these domains the following options will be available for the character.
The magic user can communicate with the plants and animals of the chosen
groups. In case of plants, this will be a very basic communication, because
plants have memories of only very strong emotions or especially significant
events, and even the exact time of happenings will be difficult to determine.
A tree is not able to remember e.g. if a group of people passed by it in the last
hours. However, if those people tried to cut it, or lighted a fire at its bottom,
that would be a memorable event. In case of animals the level of
communication is much higher, but it is still at the level of about a 5 years
old child. The details of information received from the plants and animals
may depend on the result of the test rolled for the magic.
The magic user can borrow one of the selected creature’s features. Using the
smelling of the wolves, the tracking of a target based on his smell can be
easier. The ferocity of a grizzly comes handy in combat. The grace of the cat
helps in stealth. If the result of the roll is a success, the character receives the
desired feature without any complication. In case of a partial success, she
receives the advantage of the feature, but also negative traits of the creature,
e.g. not only the ferocity of the grizzly, but its wrathful mood is borrowed, or
the grace of the cat comes with its stubbornness. If the result of the roll is a
failure, the character receives only a negative feature of the creature, but not
the required beneficial trait. In case of a partial success or a failure, also the
body of the character transforms a bit, e.g. her eyes looks like the cats’ ones,
or her nose takes the shape of the wolf’s nose.
The magic user has the ability to fully heal one individual of the creatures
once per day. The effect doesn’t depend on the level of damages of the target.

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

10.3 ALTERNATIVE OPTIONS


The domains of the magic user may need to define a single specimen instead
of a group of animals, e.g. ‘tiger’ instead of ‘carnivore mammals’.

NATURE MAGIC 25
11 PSIONICS
Psionics is based on the mental energy of the user. With concentration you
can do many things.

11.1 HOW IT WORKS


As part of the psionics, usually the following domains are available as
magical traits: ‘extrasensory perception’, ‘force attack’, ‘precognition’,
‘psychic surgery’, ‘retrocognition’, ‘telekinesis’, ‘telepathy’. The GM may
decide which of these (or additional domains) are available for the player
characters in the actual setting.
In all cases, the use of psionics requires concentration, and the duration of
casting is very short. Usually the character can maintain the effect with
concentration (except using ‘force attack’ and ‘psychic surgery’), but after a
certain time the character will be exhausted. This should happen after
10 minutes or so.
The default level of attributes can be exceeded in case of each trait. For
exceeding the default level of a single attribute by 1 level the magic user
receives an ‘exhausted’ moderate harm. For each additional level of excess
the level of harm received is increased by 1. The received damage can be
healed in the normal way, or using meditation. The duration of meditation
should be the tenth of the regular healing duration. If the character stretches
the duration of concentration for too long (more than 10 minutes), it can be
considered as 1 level of exceeding in the attribute of duration of effect.
Extrasensory perception means the ability to see and hear events from a
certain distance. In certain settings it could happen only by astral projection
of the character to the location of the event, in other settings the pure
concentration is enough. It may be a prerequisite that a character had to visit
the witnessed location earlier. It is possible that the persons at the witnessed
event can sense the presence of the magic user with proper abilities.
Force attack is the only psionics trait that can be used to harm the target
directly. The magic user can cause at most severe harm to the target by

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

11.2.1 EXTRASENSORY PERCEPTION


 Range of effect: Special – Magic user has visited the location.
 Size of target: Extended
 Duration of effect: Concentration
 Damage: Nothing

11.2.2 FORCE ATTACK


 Range of effect: Short
 Size of target: Human
 Duration of effect: Short
 Damage: Severe harm

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

11.2.4 PSYCHIC SURGERY


 Range of effect: Touch
 Size of target: Human
 Duration of effect: Short
 Damage healed: Severe harm

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.

12.1 HOW IT WORKS

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).

If a character wants to use rune magic to create several parchments with


different runes on them, the GM should handle it as if the character possessed
the proper spell written with runes, and a detailed list of available parchments
shouldn’t be created. The cast of magic (reading the runes) will take very
short time, and it requires taking out the parchment and reading it.

Hargold wants to create a pendant with runes, which releases a


lightning bolt at a certain command. He wants to make a magical
item with an ongoing effect, so the pendant needs to be created as
part of the process as well. In order for the item to be able to
include the energy of the runes, he wants to use silver as raw
material, but the GM requires the use of moonsilver. In the next
adventure, Hargold manages to get enough moonsilver, so he starts
the creation process.

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.

13.1 HOW IT WORKS


Several different parchments exist containing the method of making a deal
with a demon. In each case the price is the soul of the character, the demon
will take it at her death. Until that point, the demon provides her with the
ability to use magic. However, it always has an additional price.
The demon possesses the magic user. According to the theories, only a part
of the demonic entity, its essence becomes part of the character, and the same
demon can possess several persons at the same time. The gain for the demon
is that it can affect the world through the activities of the possessed one in
order to get closer to its goals. These goals are usually not clear, but in
general, the demon tries to increase the chaos and the bitterness of people.
However, it may have a very exact and detailed plan on how to reach its
goals, and how the possessed magic user will help in it.
After the deal is made, the character can define domains as magical traits
which are provided by the demon. The demon receives the inputs of all the
senses of the character, and she can communicate with it by speaking at
normal volume or by whispering. The demon can talk to the magic user, who
hears its voice in her head. The demon cannot control the character, but it can
drive her crazy with continuous speaking in her head, and sometimes it can
cause her discomforts (e.g. a fire demon slightly increases her body
temperature causing her sweating), but it cannot cause her direct harm.
Each time the character wants to use magic, she has to make a deal with the
demon negotiating the price. The demon requests a service, and its magnitude
depends on the magnitude of magic. Minor effects, e.g. creating a fire as a
lighter, can be created without price, but if she uses it too frequently, the
demon may request something in exchange. For medium effects, e.g. deleting
the memory of a single person about the last five minutes within close range,
a minor service is required. This can be to say a toast for the demon in a

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.

14.1 HOW IT WORKS


The characters can choose ‘song magic’ as a domain magical trait. The
further increase of the chance of success by choosing additional magical traits
is not possible, this single domain covers the total knowledge of song magic.
The character using song magic has to choose among two available goals:
intensify a particular emotion of the audience or quiet down a very strong
passion. Song magic can be used to spark an uprising, and also to calm down
a rioting crowd.
During the casting of song magic, the character plays a song using her
musical instrument. The length of the song has to be at least 10 minutes, and
the targets need to hear it.
The player should roll for a test. During this test the ‘song magic’ domain is
considered, and additionally any non-magical trait which could be used to
improve the performance of the character, e.g. ‘musical talent’, ‘lute’,
‘charming voice’, etc. The magic user may select the targets among the
audience, not everybody hearing the music has to be affected.
If the result of the test is a partial success, the magic works while the magic
user is performing. The duration of the music can be extended even to some
hours. After the end of the song, the emotions of the targets are driven by its
natural way. However, the calmed targets will not be excited again without a
reason, and the intensified emotion will slowly calm down without a spark to
keep it up. If the result of the test is success, the effect of the magic will work
at least an additional hour after the end of the song even if other effects
would work against it.

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

14.3 ALTERNATIVE OPTIONS

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.

15.1 HOW IT WORKS


The magic user first has to learn the ‘trance’ magical trait. This enables him
to get into trance, what is required to communicate with spirits. Using only
this trait doesn’t provide the ability to call for a spirit, but to communicate
with present ones only. This is enough to identify the source of curses, and to
get information from the spirit what is required to remove the curse. The
magic user also can ask for support, but for this first she has to find the spirit
and locate it in the real world.
The character can learn domains, what represents the types of spirits she can
call and affect. These are generally local spirits (e.g. ‘mountain spirits’ or
‘lake spirits’) and nature spirits (spirits of plant and animal specimens, or of
weather). Using these domains the magic user can call the selected type of
spirit, and then she can communicate with them using the ‘trance’ trait.
However, powerful spirits cannot be called, the magic user has to approach
them in the physical world. During the resolution of the test, the trait ‘trance’
and the domain of the selected type of spirit are considered to increase the
number of dice rolled.
The shaman can cast magic only in trance. In order to get into trance, she has
to use drugs, shaman dance around a campfire, and her props, like drum,
shaman rod and mask. The trance is very exhaustive, and as a result, the
magic user receives an ‘exhausted’ harm. It is at least a level 1 lesser harm,
but its level can be higher depending on the magnitude of favor requested
from the spirit. A small favor, what fits in the nature of the spirit, and doesn’t
require extra effort from it to do (e.g. asking a lake spirit to provide good
catch for the fishers) causes a lesser harm. A medium favor also fits in the
nature of the spirit, but it requires some effort from it (e.g. asking the totem

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.

16.1 HOW IT WORKS


The magic user chooses the ‘trophy magic’ magical trait. This single trait
includes everything needed to use trophy magic.
The magic user takes a trophy from her defeated enemies. It is acceptable if
her allies help her, but she has to take major part in defeating this enemy. The
trophy from a humanoid enemy can be a personal belonging, or a lock of
hair, but in more grim settings it can be an ear, a finger or a tooth. If it was a
beast, the trophy can be a horn, a fang or something similar. The enemy has
to be killed in order for the character to be able to cast trophy magic using his
trophy. The player of the magic user character has to record the trophies
available to her.
When the character wants to exploit the power of the trophy, she has to touch
it. The power provided by the trophy depends on how powerful the enemy
was. If it was a worthy enemy, meaning it was a challenge to defeat it, it can
provide greater benefit than an enemy easily defeated.
 If it was a beast, but not a worthy enemy, its trophy cannot provide any
benefit using trophy magic.
 If it was not a worthy humanoid enemy, the magic user can evoke his
memory about a specific thing. It works like a mind reading spell as the
enemy is still alive. This ability can be used also on the trophies of
worthy enemies.
 If it was a worthy enemy (humanoid or beast) without magical ability,
the character can evoke its combat abilities. This method can provide an
extra die for the magic user in combat.
 If it was a worthy enemy with magical ability, the magic user can use
this ability for a scene. It works as if the character owned the same
magical traits as her defeated enemy did, and she can use these in the

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

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