Magic – Part Two

Magic Orders

Each order contains any Advantage that order may have. Any Disadvantages it may have. Any modes that are not available. Spell modes that have either a bonus or penalty are listed and this alters the TN of those modes of spells. Finally any special requirements for that order of magic are listed.

Cartomancy
Advantage: No obvious lights, or noises
Disadvantage: May not be cast without the cards
Not Available: Transform, Summon
Requirements: Requires one free hand to shuffle a deck of cards.

Cryptomancy
Advantage: May hold the spell in stasis until a certain trigger  is activated
Disadvantage: Takes 1 extra round to cast
Not Available: Transform, Influence
Bonus: Ward, Reveal
Penalty: Illusion
Requirements: Must be able to trace a pattern with one hand on wall, floor, paper that leaves mark.

Crystalomancy
Advantage: Can store spells in crystals that are used once
Disadvantage: Each effect requires a different type of crystal (listed in the Big Blue Book)
Not Available: Transform, Conjure
Bonus: Defend, Heal
Penalty: Attack, Summon
Requirements: Requires specific crystals.

Elemental Magic
Advantage: Is immune to one element of choice
Disadvantage: The spell cannot be concealed
Not Available: Alter, Heal, Illusion, Influence
Bonus: Conjure plus one from: Attack, Move, Defend, Transform
Requirements: Must pick one element from: Air, water, earth or Fire.

Invocation
Advantage: If spell pleasing to Patron magic is easier -10 TN
Disadvantage: If not actively pleasing patron magic is normal TN.
Bonus: Two of choice
Penalty: Two of choice
Requirements: Use icons such as holy symbols, ritualistic objects

Mysticism
Advantage: Spells cannot be detected
Disadvantage: Noise and distraction make spell harder
Not Available: Transform, Conjure
Bonus: Influence, Reveal
Penalty: Attack
Requirements: The mystic has to be at peace and meditate when conducting a spell

Natural Magic
Advantage: Get a bonus in the wild for casting
Disadvantage: Get a penalty in urban areas
Bonus: Reveal, Heal
Penalty: Attack, Transform
Requirements: Require a song or chant with simple gestures to cast

Necromancy
Advantage: May earn CP through killing
Disadvantage: They are treated with fear and suspicion by all.
Not Available: Illusion, Conjure
Bonus: Summon, Heal
Penalty: Influence
Requirements: Must gesture with both hands and speak aloud to cast. Special fetishes must be chosen by spellcaster

Shamanism
Advantage: Must choose one animal totem that helps with one effect
Disadvantage: Must use a drug or hallucinogen
Not Available: Conjure
Bonus: Heal, Reveal
Penalty: Attack
Requirements: Requires complex dances, chants, fetishes and gestures.

Witchcraft
Advantage: If something personal of the target is in possession distance is no penalty
Disadvantage: If a 1 is rolled on the Wild Die the spell fails
Not Available: Conjure
Bonus: Heal, Ward, Reveal
Penalty: Attack
Requirements: Must use both hands and speak aloud. Must use some object which is destroyed.

Wizardry
Advantage: May pick one effect that is their signature and gets a bonus
Disadvantage: Very hard to hide thus subtle illusions are not very convincing
Not Available: Transform, Summon
Bonus: One of choice
Requirements: Requires two hands and phrases spoken aloud. A wand or staff may also be used.

Scrolls

A scroll may hold only 1 spell but it has its advantages and disadvantages.

Advantage: They are one level easier to cast -10 TN, GM decides. They are not affected by the Wild Die roll of a 1 (do not remove the highest die rolled and the wild die.)

Disadvantage: They take 10 rounds to cast. It turns to ash after cast.

Learning Spells

Learning a new spell costs 2CP.

Counterspells

To counter a spell the cast must use the same Mode as the attacker adding +5 to the TN. If using the same Order as the caster the TN is the same as the original spell.

Author: Pete Jones

The Welsh Savage

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