There is a hidden energy that powers creation. It has been called many things by people across history and culture; Mana, Aether, Orgone, Chi.
This "Essential Force" permeates all of creation, and veiled humans perceive it as cosmic microwave background radiation.
Mages accumulate EF in their blood. If they learn to harness and control the EF they can become spellcasters. If they don't learn to control it, they eventually die from the radiation, a condition called "Essence Rot"
You can also absorb EF from your environment by performing personal meditation, uninterrupted, for at least an hour. Personal mediation will differ from mage to mage and requires a mindful activity in alignment with your Sphere of Magic.
This requires a Spirit Roll:
• On a Failure: Your EF is drained
• On a Minor Success: You receive EF up to half your maximum
• On a Major Success: You fill your EF to max.
If a Mage's total EF exceeds their maximum EF, they will begin to take damage:
• 1 EF over: Nosebleeds, nausea, dizziness; -1 to all rolls
• 2 EF over: Crippling pain, disorientation, hallucinations; -2 to all rolls
• 3 EF ever: Necrosis, internal bleeding, loss of consciousness; -3 to all rolls, 1 wound per turn (unmitigable)
• 4+ EF over: Instant Character Death, followed by transformation into an Arcane Husk.
When a Mage casts a spell that affects a person directly, they are casting that spell on a person's Pattern, changing them. When a person is aware of a spell being on them, they experience pattern fatigue. Mages are always aware of a spell cast on them, even if they do not know the effect of the spell. Too much pattern fatigue will cause it to warp. All mages can support at least one spell on themselves even if they have a negative spirit score. Mages can support an additional number of spells equal to their Spirit. Once a mage reaches the limit of their patterns flexibility, they can try to push themselves further, making a spirit role to maintain their pattern's integrity each time another spell is cast on them, gaining a warp on a failure. Each spell, even if it has multiple effects, is still only counted as one spell on a pattern.
Every mage manifests magic in a different way, known as their "Animus". It may be a shimmer of lights, spontaneous butterflies, a change in the atmosphere, or any other supernatural effect. The more powerful a spell is, the stronger the Animus. Veiled humans who witness an Animus may experience a Broken Veil if they are unable to explain it away naturally. Mages who see another Animus will know that a spell is being cast, but unless they are personally close to the caster, will not be able to tell anything about the spell.
Basic Spells are quick, improvisational castings, taking usually less than a minute and requiring that the Mage stay focused on the spell during the entire casting. They are used in combat and during investigations. A Mage can combine multiple spell effects together as long as they are not 5th level spells and are all from one practice of magic.
Ritual Spells are slow, methodical castings, sometimes taking days to accomplish. They require specialized research, materials, and a secure location for the ritual site. Ritual spells allow the mage to take breaks and divide the casting up, making big spells easier and safer to cast.
Combined Spells use the efforts of 2 or more casters. Complex spells often require the application of skills from outside a single mage's sphere of magic, or the EF cost of a spell may be too high for one Mage to manage. Casting a spell with another mage requires a familiarity with them, and often a comradery. You have to know their Animus, and how they see the world. If you don’t understand them, you can't visualize their spells as they cast them, and won’t be able to mix yours in. Thus the formation of covens and Mage societies.
Some spells require that the mage maintain focus on the effect for it to be sustained. If the mage becomes distracted or is attacked, they must make a Wits roll to maintain their concentration. If they fail, the spell ends.
Most spells have a limited range of self, or touch. By using the next level of skill, a spell can be upcast, changing its range from self to touch, or from touch to sensory perception. A spell can also be double upcast to bring it from self to sensory perception. Upcasting can also be used to expand the range or area of effect of a spell, or to add multiple targets to the spell.
When we interact with things we build up sympathetic connections to them. These are subtle threads that bind us to the things in our world. Many spells require or benefit from having a sympathetic connection to the target. This is the origin of the use of objects like locks of hair, blood, and personal keepsakes in spellcraft.
Unless it is a requirement, having a sympathetic connection to your spells target gives you a +1 to the spellcasting roll and consumes the connection.
1: An environmental effect
2: Everyone in the scene
3: The whole party
4: The caster
5: A random party member
6: A random person in the scene
1: Unmake or Transform
2: Create
3: Dominate or Decay
4: Tinker or Fray
5: Nudge
6: Obfuscate
1: Until dispelled
2: 1 Month
3: 1 Week
4: 1 Day
5: 1 Scene
6: 1 Turn
Magic is naturally broken down into 3 groups or "Circles", with each Circle having 3 Practices of Magic. A mage can only have an affinity for one circle, they can learn to cast spells using skills within their circle affinity, but not from others. This has led to the common tradition of spell casters working in multiples of 3.
The study of the physical dimensions within which all things exist.
Dimension, Distance, Teleportation, Warding, Scrying
The study of the flow of time.
Temporal Acceleration &
Deceleration, Prophecy, Divination, History
The study of the connections between things and the intricacies of probability.
Destiny, Probability, Connection, Blessings, Curses, Fate
The study of the structure of lifeless material.
Matter, Raw Elements, Alloys, Chemistry, Transmutation
The study of the structures and principles of Magic and Essential Force itself.
Essential Force, Spell Construction, Illusions, Patterns, Auras, Enchanting
The study of the forces and energies of the universe.
Electricity, Gravity, Kinetic energy, Light, Physics, Radiation, Sound
The study of life, evolution, and organics.
Disease, Evolution, Healing, Metamorphosis, Stamina, Biochemistry
The study of the universal consciousness shared by all thinking creatures.
Communication, Hallucinations, Mental projection, Telepathy, Mind Control
The study of the intangible, spirits, and the worlds in-between.
Souls, Spirits, Ghosts, Extraplanar Creatures, Summoning
Unlike normal skill points, skill in magic requires study and experimentation as part of your character's downtime and doesn't level up with the advancement track. Work with the Weaver to find activities you can do to increase your skill in magic.
Cost 1 EF and Take 1 Action to Cast
Seek
“Gain mystical knowledge of an element”
Obfuscate
“Briefly conceal an element”
Mage Sense
“Gain heightened sensory perception of elements”
Cost 2 EF and Take 2 Actions to Cast
Nudge
“Compel an element to do something improbable”
Mage Armor
“Protect yourself against attacks”
Gift of Sight
“Cast Mage Sense on others”
Shroud
"Cast obfuscate on others"
Cost 3 EF and Take 3 Actions to Cast
Tinker
“Alter the capabilities, function, or form of an element”
Fortify
“Improve an element”
Fray
“Degrade an element”
Gift of Protection
“Cast Mage Armor on others”
Cost 4 EF and Take 4 Actions to Cast
Dominate
“Compel an element to do something impossible”
Decay
“Mutilate an element”
Cost 5 EF and Take 5 Actions to Cast
Transform
“Change the essential nature of an element”
Create
“Create an element from nothing”
Unmake
"Destroy an element"
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