The Two Basic Types of Magic.
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Power drawn from the physical world. | |
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Power drawn from raw energy. | |
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Power drawn from the natural fields created by the motion and existence of energy and matter. | |
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Power drawn from the complexities of organic matter. | |
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Power drawn from the workings of the brain. | |
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Power drawn from the spirit world, the "spark of life". | |
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Power drawn from the fabric of space itself, and of other realities. | |
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Power drawn from the fabric of time. | |
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Power drawn from the natural progression towards disorder. |
Often the people of a place, region, or even the whole world will view a natural force or phenomenon as something with Spirit, and will try to enter into a bargain with these forces to gain power and influence in return for something else, usually worship. Thus the Spirit of the force or phenomenon is shaped to the minds and beliefs of those who worship them, and they take on the conscious personality expected by their worshippers. Thus a Forest Deity can be created by those who live in and near the Forest, providing its priests and shamans with powers and abilities in return for the benefits of worship. As more worship the forest deity it grows stronger, and as it grows stronger it can give its followers more power. So too can Fire Deities, Ice Deities, Mother Goddesses, Sky Gods, Storm Gods and all manner of entities come into existence. Some of these are small, such as elementals, angels and demons, often the spirits of loyal worshippers elevated after death or servants created by the deity from itself. But each area of significance has a single, powerful Spirit, powerful enough to earn the title of God.
On occasion the Gods will battle as earthly forces battle. Fire may rage against Forest, Water against Earth, Ice against Meadows. Sometimes similar gods from different places will meet and war, such as the kind Forest God of a kind people, and the cruel Forest God of a cruel People. Sometimes cities and kingdoms will have a strong enough identity to create their own Gods, a product of national or civic pride, and these Gods will rise and fall with the fate of their people or city. Sometimes time separates deities, as a long lost God, devoid of worshippers and slowly fading to nothing, finds a people worshipping a newer and similar God. Gods may fight and war, they may also ally and co-operate, they may even merge two or more into a single entity. But always they work best through their people and their priesthoods, who are skilled in the arts of war and use the deity’s power to its greatest effect.
Sphere Magic contains nine skills, one for each of the Nine Spheres of Power. Each of these skills is general, and does not involve specific spells. Usually a mage will learn a few spells from his teacher, but he is not bound by these spells, and can come up with new ideas. Each level allows the mage to do certain things within his sphere, and how he formulates these into spells is mostly up to his (and his player’s) imagination.
Priest Magic is quite different. The power of a Priest (or Agent) comes from a specific god or spirit, and the mage is forbidden to acquire "skills" with other gods (there is nothing to actually stop him from seeking out the power of another god, although he must foreswear his powers from the original god, who may become peeved and send out agents to kill him). Priest Magic contains only one skill: Worship. This is the proven ability of the character to serve his god in the way in which the god wishes to be served. There is one Worship skill per god, but as transition between gods is rare and inadvisable this means that there is generally only one Worship skill (if a character does go to worship another god he loses his original Worship skill and starts afresh with his new god).
Sphere Magic uses power from mindless natural forces, and the mage’s abilities are limited only by his skill in using that force and the amount of energy his Aura can handle. This is done in Magic Points, and generally speaking a character has 3 magic points for each level of Aura (thus Aura 4 = 12 magic points). When a player character is first generated (or when the referee creates an important NPC) the player instead rolls 1d6 for each level of Aura. If this is greater than Aura x 3 then the character has this number of magic points, if it is less then he simply takes the normal Aura x 3. Thus PCs and important NPCs may have a greater ability to cast spells.
To cast a spell a Sphere Mage works out the spell effects, what he is trying to do, along with any parameters such as range, duration, damage etc. The referee then determines whether the character has the necessary skill to cast this spell, and if so works out its cost in magic points. Cost is usually 1 MP per level of the spell, skill 4 being required for 1st level spells, skill 5 for 2nd level, skill 6 for 3rd level and so on. Boosting the spell by increasing normal ranges, durations etc. will increase the cost, but not usually the level. If the mage has the MPs left he can cast the spell, using up those MPs.
MPs are regenerated through rest. A good night’s sleep will normally regenerate MPs back up to their full level. Casting spells reduce the number of MPs, and eventually cause harmful effects. When MPs fall to 0 the mage is exhausted and, although still conscious, is like a runner who has just finished an Olympic marathon - do not expect much from him. If MPs fall below 0 the mage falls unconscious, and remains unconscious for one hour for every negative MP. This unconsciousness regenerates the negative MPs, so that when he regains consciousness he has 0 MPs. In this way a mage can cast powerful spells even though he does not have the MPs to do so normally. Going into the negative can also have detrimental effects, such as the unpleasant effects of Entropy magic.
A mage can never cast a spell if this will take him beyond -12 MPs. Going beyond -6 MPs may also be fatal. If the mage falls to -1 through -6 then he simply sleeps for the 1 to 6 hours and regains consciousness. If the mage falls to -7 then he rolls 1d6 - on a roll of 1 he has died. At -8 a roll of 1-2 means he has died, and so on, increasing the chance by 1 for every further MP. Although Fate Points can be used to ensure survival (if he rolls and "dies" the player may use a fate point to reverse this and ensure that he has survived) going beyond -12 is not possible, and a mage cannot cast a spell that will do so. At -12 itself a roll of 1-6 will kill the mage, which is automatic, therefore a Fate Point must be used or the mage dies. -13 is simply not possible, if casting a spell would take the character to -13 or below then the spell may not be cast.
0 MPs | still conscious but exhausted | -7 MPs | dies on a 1, or unconscious for 7 hours |
-1 MP | unconscious for 1 hour | -8 MPs | dies on a 1-2, or unconscious for 8 hours |
-2 MPs | unconscious for 2 hours | -9 MPs | dies on a 1-3, or unconscious for 9 hours |
-3 MPs | unconscious for 3 hours | -10 MPs | dies on a 1-4, or unconscious for 10 hours |
-4 MPs | unconscious for 4 hours | -11 MPs | dies on a 1-5, or unconscious for 11 hours |
-5 MPs | unconscious for 5 hours | -12 MPs | dies on a 1-6, or unconscious for 12 hours |
-6 MPs | unconscious for 6 hours | -13 MPs | may not cast a spell to drop to this level |
Casting Priest spells is quite different. Each god supplies the mage with a number of spells according to his Worship skill, the higher the Worship the more and more powerful the spells he has at his disposal. These spells have specific effects and specific limitations, and the mage cannot twist them to perform differently.
How they are used, however, is quite different. Each Priest has what is called Favor. This is measured in points and is essentially the degree to which he has found favor in the eyes of his god. This favor is limited, and he is allowed to use Favor Points to cast spells or for specific effects, after which he is lost. Even a character well-loved by his god will eventually be abandoned if he relies too much on the god’s power.
A starting character has Favor Points in the same way as Magic Points, but based on his Worship skill. Thus a player rolls 1d6 for each level of his Worship skill, and if this is higher than his Worship x 3 then this is his total Favor Points, if not then he has Worship x 3 Favor Points. Unlike MPs, which can never rise beyond this limit, FPs are dynamic, and can go as high as the mage can get them. Thus although a character may start off with, say, 24 FPs, he can increase these to 50, 100, 200, 1,000, or as high as he wishes and is able to. Unlike MPs, however, FPs do not regenerate. FPs can only be gained by performing the god’s work, by behaving correctly, by sending souls to him, and by fervent prayer. Likewise wrong behavior and transgressions can result in a reduction of FPs. Exactly what actions increase or decrease FPs is dependent on the god.
FPs may fall to 0 without any bad effect. At 0, however, the character feels lost and alone, abandoned by an uncaring god (at 0 the god does no longer care about him).
If FPs fall below 0 the character incurs the god’s disfavor. At -1 to -10 the character has fallen into disfavor, and can no longer call upon his deity for any purpose (i.e. he can’t use FPs any more). He is generally given a quest by the temple, or must undertake some quest himself, to redeem himself. Although he cannot use FPs for spells or other effects he may still gain or lose them through his actions. When he again reaches 0 the ledger is even, he is no longer in disfavor, and can use his FPs for spells and other effects again.
If FPs ever fall to -11 to -20 then the god is most annoyed, and will send a servant (elemental, demon, agent, priest-assassin etc.) to kill him. If he manages to kill the assassin the character is immediately struck down by the god for his audacity, his soul devoured. If he manages to get back to -10 or above before the servant kills him then the servant will be withdrawn, and he can redeem himself with a normal quest.
If FPs every fall to -30 then the god intervenes personally and strikes him down, devouring his soul. Needless to say any spell that drops him that low will fail, so it is pointless trying to cast a spell that drops you below -30. Normally only a heinous act will cause such a drop.
Although the god can always send servants after the character to kill him, it is only able to strike him down directly while he is a servant of that god himself. At any time a character can renounce his god, thus removing his Worship skill permanently and incurring an immediate penalty of -50 FPs. This will normally make the god hopping mad (only a very high level of favor can survive this act without having a servant sent out), but it also removes its ability to strike the character down.
If the player so desires his character can convert Fate Points into FPs, at a rate of 50 FPs per fate point. He may only do this if his total FPs are 0 or less, and only enough to bring it into the positive. In this way the god misses the transgression, or sees it but forgives it because the character’s a helluva guy.
An Effect is something that requires a spell to be cast, and therefore a 3d6 roll. As with all skills the skill level, plus any penalties or bonuses, is added to the 3d6 roll, a result of 15 or higher is a success.
An Ability is something that the mage can inherently do. The most common of these are senses, the ability to sense time, the ability to sense danger and so on.
While all abilities are specified the player may claim that this ability should allow him to do something that is not specified. Whether this is so is up to the referee.
Effects may be listed quite precisely, but are more a guide than any limitations. A player who believes that his character’s skill level should allow him to cast a particular spell may request to do so. The referee must then determine which skill or skills at which level or levels are required to cast the spell. If the character has the necessary skills then he may do so. Note that some effects may be possible only with a combination of two or more skills.
A spell will normally cost its level in MPs, plus whatever is required to boost it to the desired parameters. Remember that the base parameters are maximums, a mage can cast a spell of lesser effect without penalty or bonus for doing so.
Each sphere has two different levels, the Simple Sphere and the Complex Sphere. This is a divide between the things of the sphere that are relatively basic and simple and the things that are complex and more difficult.
All Sphere spells follow the same basic pattern:
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The character can cast spells to be aware of the presence, nature and parameters of the sphere using basic range (12m) as a radius. For example Matter skill 4 allows the character to be aware of all matter within 12m, its mass, its density, its composition and so on. |
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The character is able to manipulate the nature, shapes, patterns and amounts of the simple sphere that are present. This effect requires touch, however a 1 MP boost allows a basic range of 12m. In addition the Awareness effect of level 1 becomes an Ability, within 12m. Over 12m (but within 24m) it is an effect but requires no boost. Every 12m beyond that requires a 1 MP boost. |
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The character is able to create new amounts of the simple sphere from nothing, calling it into existence. |
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The character is able to manipulate the nature, shapes, patterns and amounts of the complex sphere that are present. This effect requires touch, however a 1 MP boost allows a basic range of 12m. |
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The character is able to create new amounts of the complex sphere from nothing, calling it into existence |
Awareness:
Aside from the real world there are many other planes of existence (including the Spirit World), which include entirely different "real worlds". Dimensions deals with the barriers between these planes and how they can be traversed. In the real world Dimensions involves the nature of space itself.
Awareness:
Awareness:
Temporal Ranges:
The way this is handled is like this. Whenever a mage casts any Life spell, other than a spell which destroys or breaks down life in any way, he gains a number of Life points equal to the MPs that he used to cast the spell. When a mage cast an Entropy spell that actually preserves something (i.e. he is driving away entropy) he also gains Life points equal to the MPs used to cast the spell. However when a character casts Entropy magic that uses entropy, or Life magic that destroys life, he acquires a number of Entropy points equal to the number of MPs used to cast the spell. MPs that are drawn from talismans and other objects of power do NOT attract Life or Entropy points.
Life and Entropy points are directly opposed to each other, and cancel each other out. If a character, for example, has accumulated 27 Entropy points and uses 5 MPs to cast a Life spell, he reduces his Entropy total to 22.
The effect of these balances only holds sway while the Life or Entropy total is at a particular level. Thus the effects of Entropy can be negated by Life points, and vice versa.
For every 10 points of Life a character has he ages 1 day less. Thus a character who is 72 years and 94 days old who has a Life total of 380 points is physically only 72 years and 56 days old.
For every 10 points of Entropy a character has he ages 1 day more. If the above character had an Entropy total of 380 points he would physically be 72 years and 132 days old.
This effect is not overly huge, and will normally be ignored by the players unless they rack up a rather hefty total. However Entropy has another effect far more immediate. When a character gains an Entropy total of 100 points the referee rolls on the Mutation Table. At this point the character has started to notice the effects of the rolled mutation, although he may not know what it is (e.g. if the mutation is growing an extra arm the referee might describe the effect as a strange lump on his ribs under his arm). By the time the character reaches 200 Entropy points the mutation has reached full form. Until then it shifts between the just noticed and the full form (e.g. at 150 points the extra arm will be a half length stump with half-developed fingers).
At 300 Entropy points the referee rolls for a second mutation, which is fully developed by 400 points. At 500 a third is rolled for, which is fully developed by 600 points. And so on. If Life points reverse a mutation back beyond its beginning then it ceases to exist, and if Entropy pushes it again over this total a new mutation is rolled for. For example, a character reaches 102 Entropy points and the referee roll up Rotting Flesh. The character then casts Life spells and drops to 96 points. The Rotting Flesh is gone and he is healthy again. The character then uses a bit of Entropy and goes back up over 100. The referee rolls again and gets a Third Eye.
<tbi
The Things You Can Do With Spheres.
The normal way for a Sphere mage to cast a spell is for the player to tell the referee what he wishes to achieve (and perhaps what Sphere skills he thinks he can use to do so). The referee then tells the player if he can cast the spell, how he can do so, what effects he will have, and how many MPs it will cost. As a guide for referees a number of common spell effects are listed below, and what can be used to achieve them. These are not "rules" and are not binding on referees, but they give both player and referee an idea of how the Sphere magic system works.
Using Two Spheres: Using two (or more) spheres requires two (or more) spells to be cast at their various levels. This is treated as a single spell so far as time and ultimate success goes. If either roll fails the combined spell fails, if both succeed then the spell succeeds. For example, turning flesh into stone (see Transmutation below) requires a Life spell at level 4, and a Matter spell at level 2. If this is not boosted in any way the total flesh to stone spell would cost 6 MPs (4 for the Life and 2 for the Matter). The character would then cast his spell as he would any other spell, but make two rolls instead of one, one on his Life skill and one on his Matter skill. If both rolls succeed then the flesh turns to stone (remember that the flesh might resist this with a Body roll and therefore make the Life roll fail if the flesh rolls higher). If either or both fail then the spell fails.
Thus using two spheres to achieve a complicated effect requires two skills and therefore more training, two rolls and therefore more chance of failure, and costs more MPs. But it can be done.
Destruction:
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