Copyrights® august 2003 by Diogo de Souza
This is an alternate magic system for the Generic Universal Role Playing System (GURPS). To understand it you do not need any prior knowledge of GURPS Magic, but you need to be familiar with the basic rules of the GURPS system. It uses a system very similar with the improvised spells described under GURPS Magic, but with touches of other systems such as Ars Magica and the old AD&D.
Therefore, if you do not know what GURPS is about, stop reading right away. If you do know, or like to be utterly puzzled, then, by all means, read on.
Index:
The system is called “Titan Magic”, for it centers the spells it creates around great powerful beings called Titans. To weave a spell, the caster must be connected with a Titan, for it is the entity which drives the magical force through the caster and effectively creates the spell the caster is asking for. Thus, the mage does not need an intimate knowledge of the workings of the universe to create these spells, it only needs the connection with a Titan. If he, however, does have this intimate knowledge, he can weave spells of his own, without the aid of a Titan, in what is called “Independent Magic”.
Let us drill these concepts a little further.
Magical Words:A spell is in itself a phrase, which describes its effect. Such phrases are created by words, and, each word has a specific correlation in the many styles of magic. Therefore, mantric spells (see further on) are created by chanting words of power, while runic spells are created by carving the words on pieces of parchment or stone through runes.
Every word a mage uses in its casting reduces the amount of energy for the creation of a spell. Therefore, words can be added to a spell until its cost is zeroed. There is no benefit in going further on.
However, each word added increases the complexity of the spell and leaves it more difficult, requiring a greater concentration. In this fashion, every word added incurs in a penalty for the magician’s skill roll.
Every magic needs at least 2 words to work. One verb and one noum (unless someone has the “Archmage” advantage). Beyond these 2 words, every additional word placed on the spell gives the magician a –2 penalty for the magic skill. Thus, a spell with 10 words will incur a –8 skill roll penalty, but would most certainly be cast without any energy cost.
During the creation of the spell, the words used can be divided in verbs, noums and adjectives. Verbs define what the spell does. Noums define what the spell controls or change, and adjectives alter the way the skill roll works. There is another class of words called “prepositions”, which indicate through what the spell acts, or over what. Prepositions can be added freely without adding to the penalty of the roll, and without reducing the spell cost.
Every magical word is learned as an advantage and has no skill related to it. The mage simply knows the word and that is it, he can use it in his spells. The cost for each word is listed individually.
Verbs define what the magic will do, and, unless in very specific circumstances, a magic only needs one verb to work. The GM must interpret the verbs as he sees fit, but it may not be possible to replicate an effect of one verb with another, even if they are alike in meaning.
For instance: A damage spell is performed with the “Damage” verb (noceo). The verb “destroy” (perdo) has not the same effect. It would destroy the whole of a subject, but not damage it partially. Therefore, a “destroy body” spell (perdo corpus) would disintegrate the target, leaving nothing but ashes, but would not destroy it or damage it at all if the energy were nothing but all that is needed. The GM is the final arbiter for such doubts and his word must be law.
In describing the magical words, the reader will realize that many of them are similar to latin words. Yes, I have taken them all from latin, but by no means I intend to teach latin to the readers or even hint for possible meanings for these words. I do not know latin myself, and have here just created a “pseudo-latin” list of words that sound fun when uttered by a player or NPC. I have absolutely no intention of saying this word is correct or wrong, or that this form is mistaken and the correct one is that form. Thank you for your understanding.
Titans:When a mage does its spells, he does so through a connection with beings that, having become so powerful in life, changed into the utmost expression of one or another aspect of reality in the afterlife. These are called “Titans”, and they are very real entities which effectively perform the spell. A mage’s spells, unless made independent, cannot occur unless through a Titan, which demands a price for the spell they are performing, and their price is the very essence of the Mage, its magical energy. Therefore, the energy a mage spends when performing a spell goes entirely to the Titan, which feeds upon it and grows stronger. In exchange, the titan performs the spell that the mage requested.
Titans are spiritual beings with no physical manifestation. They are also amoral, and, in most of the cases, perform any spell requested if the tribute in energy is paid.
The only exception to using a titan is in the case where the mage can perform its spell without any energy expenditure. If this is the case, he is in condition to perform that specific effect without the aid of a supernatural being. Such spell is said to be “independent”, and any mage can perform independent spells. Even if he has no Titan to ask for spells.
Only a very experienced mage can perform strong Independent Spells. In most cases, independent spells are limited to small, simple effects in which the mage cannot or will not spend more energy.
When a mage calls for a titan. He is limited to that titan’s sphere of influence. Thus: Ifrit is the titan of fire. He could be called upon to create a bonfire, but not to read someone’s mind, because that is outside its realm. For a specific spell, the mage must use the determined titan, or create an independent spell if he has no titan for that effect.
Titans are purchased by the character as a M/H skill, modified by the Magery advantage, and that is the actual skill that the mage rolls for its spell. Independent spells are created using the Mage’s IQ + Magery.
Using Titans as Words:If a mage knows how to summons a specific Titan for a spell, he may choose to place the Titan's name on the spell as an extra word. In this fashion, instead of making a spell which says “damage by fire” (noceo per ignem), he would say: “Ifrit damages by fire” (Ifrit nocea per ignem). The magic is still the same, but the extra word reduces even more energy from the spell (also adding to the penalty).
Every magic which uses the patron’s name must spend at least one point of magical energy.
To use the titan’a name, a mage must use the imperative form of the verb instead of the infinitive. The imperative is obtained by altering the final vowel of the name for the imperative form (described after each verb’s name). Thus: Noceo(a) has an infinitive of Noceo and Imperative of Nocea.
| Name: | Energy Bonus: | Realm: |
| Ifrit | 2 | Fire. |
| Salamander | 3 | Heat. |
| Undine | 2 | Water or oceans |
| Shiva | 3 | Climate |
| Criga | 2 | Cold and Ice |
| Nymph | 3 | Rivers and current water |
| Sylph | 2 | Air |
| Tífon | 1 | Winds and hurricanes |
| Ramuh | 1 | Electricity and lightning |
| Sention | 1 | Mind reading and other being’s feelings. |
| Muse | 1 | Emotional Control |
| Asura | 2 | Healing and purifications |
| Terrato | 2 | Earth and stones |
| Cristalos | 1 | Crystals, jewels or translucent objects |
| Amagon | 1 | Magics which affect magics |
| Kujata | 3 | Irrational animals |
| Dríade | 3 | Plants |
| Hades | 2 | Death and spirits |
| Jormungand | 1 | Protection |
| Fôlix | 1 | Bodies |
| Scylla | 1 | Enslavings and will subduing |
| Taramis | 1 | Transport and travel |
| Ereo | 3 | Sound |
| Cognos | 2 | Perceptions and mundane knowledge |
| Rarel | 2 | Fight and combats |
| Saphriel | 2 | Images and illusions (including sounds) |
| Tergan | 1 | Magical knowledge |
All, or nearly all spells use the magical energy of the caster. This energy, accounted in the character sheet as MP (Magic Points) is the very own life essence, which flows through the beings and animates their spirits, present in all things and underlining all nature.
A mage has as much MP as his IQ + Magery advantage.
The maximum MP that a mage can spend of his own in a single spell is given by his level with the given Titan minus 10.
When a mage performs a spell, he must determine all of its effect (what it will do and in which target(s)) BEFORE rolling against his Titan level. Based on the magnitude of this effect, he will, then, determine the amount of energy he will have to spend for the creation of the spell. The amount of energy depends on the force of the spell.
Generically speaking, most spells can be built considering that 1 MP can:
The cost for a damage spell is given on the following manner: The first Dice of damage Costs 3 MP. The second, costs the previous plus the number of dice desired (thus: 3 + 2 = 5). The third costs the previous plus the amount needed, thus: 5 + 3 = 8. The fourth costs the same (8 + 4 = 12), and so on, indefinetly.
See below for a detailed definition of effects not covered by these guidelines.
For effects not described here, the GM is the final arbiter.
Once determined the energy cost of the spell, the mage must, then, decide how many words he will put into the spell. Every word added subtracts from the cost of the spell, but increases its difficulty. With skill enough, a many number of spells can be made independently.
Some words alter the behavior of the energy points spent into a spell. They are:
Grandis (big): This word makes every energy point spent behave as 2 points. Therefore, 1 MP could heal 2 HP, ou alter 2kg of matter. The words Ingens, Grandis and Exigo are exclusive among themselves. This word increases, instead of decreasing the cost of the spell, and the energy it adds is not altered by the effect of the word.
Ingens (enormous): With this word, every energy point spent into a spell behaves as 4. Therefore, 1 MP could heal 4 HP, ou alter 4kg of matter. The words Ingens, Grandis and Exigo are exclusive among themselves. This word increases, instead of decreasing the cost of the spell, and the energy it adds is not altered by the effect of the word.
Exigo (small): This Word causes every energy point spent into the spell to behave as ½ a point. The advantage of this is the decrease in energy this word represents, allowing weak spells to be performed almost independently. The words Ingens, Grandis and Exigo are exclusive among themselves.
The nature of magical energy:The energy that mages use, which they deliver to the titans, is the very force which compose their souls. When a mage reaches 0 MP, he reaches a point beyond which spending energy is dangerous for his own soul. It is safe to stop there. However, if he so wills it, he can go beyond, and withdraw more energy at the expense of a possible danger to his own essence.
If a mage uses a spell which will reduce his MP below zero, take the total amount of negative MP the mage has and roll against his IQ + Magery minus a penalty equal to the amount of his total negative MPs. If he passes this check, nothing happens. If he loses it, a part of his own self is lost with the spell, and he must spend a number of days recovering to restore his wholeness.
What is lost is based on the margin by which he missed the test:
| Margin: | Loss: |
| 1, 2 | 1d10 days of memories. |
| 3, 4, 5 | All that happened on the campaign until now, or 1 month of memories (whichever is worse). |
| 6 to 9 | Memories about someone important in his life (memories of his mother, his love, his son, etc). |
| 10 to 14 | An important personality trait (his anger, his compassion, his vengeance) |
| 15 to 20 | Who he is, what he wants of his life, who his friends are, etc |
| 21+ | All of his identity. |
To recover his lost soul, he must take note of the margin by which that loss happened and spend an equal number of days resting without performing any spell at all. During this period, he will gradually remember what was lost little by little until he fully returns to himself.
Is his roll is a critical miss (18), roll again and calculate the amount of loss (roll until some loss happens). This new loss will be permanent, and the only way to retrieve it will be to (somehow) get in communication with the Titan and ask it for his soul back. I give no rules for that: GMs, be creative.
If the critical miss happened on a wild spell (see below), the loss will be permanent, without any chances of recovering it.
Recovering Magical Energy:The magical energy, being present in all things, can be easily recovered by draining this very force from the environment around the mage. The rate at which the mage recovers MP depends on the amount of free energy on the environment in which he is now:
| Place: | Recovery: |
| Virgin forest, some unexplored region. | 1 MP per second; |
| Forest, woods. | 1 MP each 30 seconds. |
| Fields, countryside. | 1 MP each minute. |
| Small city (up to 200 inhabitants) | 1 MP each 3 minutes |
| Medium city (up to 2000 inhabitants) | 1 MP each 10 minutes |
| Big city (up to 1 million de inhabitants) | 1 MP each 30 minutes |
| Megalopolis (over 1 million de inhabitants) | 1 MP per hour |
| Prison, dungeon, torture room | 1 MP each 3 hours |
| Castle, fortress | 1 MP each 10 minutes |
| Cave | 1 MP each 5 minutes |
Let's say that the caster wishes to do a traditional fireball spell. The GM states that this is a "Damage through fire" spell (Noceo per Ignem), which, in itself, would imply on a reduced cost of 6 MPs, allowing for a traditional fireball which delivers 2 dices of damage in itself (two dices cost 5 MP, the mage could spend more of his own MP to increase this damage).
However, the caster decided he has enough skill with the Ifrit Titan and will use more words in his casting. He decided on a phrase which is "Create Damage Through Fire Movement on a Being" (Creo Noceo per Ignem Rego Animatio). This mouthful would give him a 11 points of MP bonus, allowing for an independent fireball which delivers 3 dices of damage (cost 8), with a skill roll of -6 (3 extra words above the second).
If the caster will spend MP, he could increase this spell even further on by adding the Titan name to it: "Ifrit Crea Noceo per Ignem Rego Animatio", handling him a 14 MP bonus and a mandatory 1 MP cost for the spell. A truly powerful fireball indeed for a roll of -8 in his Titan skill.
Wild Spells:Using the Word “Caos” (meaning chaos), a mage can perform a wild spell.
Wild spells give the mage an extra bonus in his energy depending on the level of the “wildness”. Wild spells have levels ranging from 1 to 5, and the mage determines the level of the wild spells he wants to use.
When a wild spell happens, some extra energy is retrieved from the environment around the mage. The more energy the spell supplies, the more obvious these effects will be: plants wither and die, animals grow sick, objects get weaker, and other mages may lose 1 or 2 points of their own MP.
The exceeding energy is rolled depending on the declared level of the spell, by the following table:
| Level: | Energy: | Roll for backfire: |
| 1 | 1D – 2 | 17 |
| 2 | 2D – 4 | 15 |
| 3 | 3D – 6 | 12 |
| 4 | 4D – 8 | 9 |
| 5 | 5D – 10 | 6 |
After the exceeding energy is applied to the spell, the mage must roll against a wild spell backfire. This is a simple roll against a number defined by the table above. If he misses this roll, then he must roll 1D100 in the Wild Backfire Table to see what backfire (if any) he took. The spell, however, still happens (though it may be modified by the Backfire).
Note that, although backfires can be beneficial, there is a 2% chance that the caster will die instantly in a wild backfire.
Wild Spell Backfire Table:| Roll: | Backfire: | Roll: | Backfire: |
| 1 | Caster loses 1 point of ST | 51 | The target blows up in smithereens. |
| 2 | Caster loses 1 point of DX | 52 | The spell is reversed. |
| 3 | Caster loses 1 point of IQ | 53 | The next thing the caster says will become true. |
| 4 | Caster loses 1 point of HT | 54 | The next thing the caster says will become false. |
| 5 | Caster loses 2 points of HP | 55 | All allies forget about the caster. |
| 6 | Caster loses 2 point of permanent fatigue | 56 | Caster forgets what he is doing there and why. |
| 7 | Caster loses 2 points of willpower | 57 | The spell becomes a living magic. |
| 8 | Caster loses 4 points of permanent MP | 58 | The caster’s next spell will not use any MP. |
| 9 | Caster loses 1 level of Magery (magery can become negative with this backfire) | 59 | Caster sprouts wings (featherly or demonic depending on his personality) |
| 10 | Caster loses 10 character points | 60 | The spell’s effect is enhanced five times. |
| 11 | Caster gains the “Berzerk” disadvantage | 61 | The spell fails. |
| 12 | Caster gains the “Lecherousness” disadvantage | 62 | The spell becomes permanent. |
| 13 | Caster gains the “Cursed” disadvantage | 63 | Caster’s personality is reversed. |
| 14 | Caster gains the “Sense of Duty towards all living beings” disadvantage | 64 | Caster switch places with the target just after the spell hits. |
| 15 | Caster gains the “Sadism” disadvantage | 65 | The spell’s target suffers a backfire as if he had cast a wild spell on the caster (roll again for the effect). |
| 16 | Caster loses an arm | 66 | Roll twice |
| 17 | Caster loses a leg | 67 | All caster’s rolls will have a 2D-7 modifier (rolled each turn). |
| 18 | Caster becomes blind | 68 | A random caster’s ally loses 10 character points. |
| 19 | Caster becomes deaf | 69 | All caster’s sounds are immensely amplified. |
| 20 | Caster becomes mute | 70 | Everyone in 100m of the caster recovers all HP. |
| 21 | Caster loses both his hands | 71 | Everyone in 100m of the caster recovers all fatigue and MP. |
| 22 | Caster gains the “Tourette Syndrom” disadvantage | 72 | Caster gains 10 points in a musical instrument skill at GM’s choice (the sillier the better). |
| 23 | Caster forgets the words of the spell he just cast. | 73 | Caster develops an insectoid exosqueleton of DR 5 and PD 3 |
| 24 | Caster loses his ability with the Titan he just used. | 74 | Caster becomes an iron golem (DR 6, PD 4) |
| 25 | A wave of 10D explosive blasts from the caster (caster is unaffected). | 75 | Caster gains “Body of fire”, always on. |
| 26 | Caster and all allies take 10 points of damage. | 76 | Caster starts to glow with an eerie, inconvenient light. |
| 27 | Caster gains the “hideous” disadvantage. | 77 | Nothing happens |
| 28 | Caster must make a fright check at –15. | 78 | Caster starts to make no sound, as if he were in a permanent silence area. |
| 29 | Caster gains “Total amnesia”. | 79 | Caster’s body becomes air. |
| 30 | Caster loses the ability to cast spells. | 80 | Caster gains 20 character points. |
| 31 | Caster’s neck blows up sending his head flying into the air. | 81 | Caster gains 1 point of ST |
| 32 | Caster and all allies are teleported to a random location in the world map. | 82 | Caster gains 1 point of DX |
| 33 | Caster is petrified. | 83 | Caster gains 1 point of IQ |
| 34 | Caster dies, and NOTHING is left of him. | 84 | Caster gains 1 point of HT |
| 35 | Caster and all allies travel 22D days in the future. | 85 | Caster gains 2 points of permanent fatigue |
| 36 | A neverending rain stats to fall wherever the caster is. | 86 | Caster gains 2 points of total HP |
| 37 | Caster exchanges bodies with the target. If the target is an object, caster’s mind is trapped therein. If it’s a place, caster becomes a spirit trapped in that place. | 87 | Caster gains 4 points of total MP |
| 38 | Any inanimate object the caster touches loses 1 HP per second. | 88 | Caster gains 2 points of willpower |
| 39 | Caster changes sex. | 89 | Caster stops aging |
| 40 | Caster becomes rooted in place. | 90 | Caster gains a magical word at his choice. |
| 41 | Everyone in 100m radius of the caster loses all of their money, precious metal (gold, silver, whatever) and jewels. | 91 | Caster increases 1 level of Magery (magery can become greater than 3 with this backfire) |
| 42 | All caster’s magical items crumble to dust. | 92 | Caster gains the “Very handsome” advantage |
| 43 | Caster turns into an animal that best represents his personality. | 93 | Caster becomes invisible (always on, only his body, no possessions) |
| 44 | Caster gains a penalty of –3 in all of his rolls | 94 | Caster gains the “Luck” advantage (30 points version) |
| 45 | Caster gains the “On the edge” disadvantage | 95 | Caster loses all wild spell backfires he may have in effect so far. |
| 46 | Caster ages 1D-1 years | 96 | Caster gains the “Empathy” advantage |
| 47 | Caster’s greatest fear becomes true. | 97 | Caster loses one mental disadvantage at GMs choice. |
| 48 | People will always subvert the meaning of whatever the caster say to the worst possible interpretation. | 98 | Caster’s character points with the used Titan skill double. |
| 49 | Everyone who ever knew the caster will forget about him. | 99 | Caster’s greatest wish becomes true. |
| 50 | The person the caster loves most suffers a wild backfire (roll again for the effect). | 00 | Caster gains an extra life and is aware of that. |
Backfires, unless specifically noted as being immediate, stay in effect until removed. To remove the effects of a wild backfire, one needs a successful “Remove Curse” spell cast a him with a modifier equal to the margin of the successful original magic roll. A “Remove Curse” spell may be attempted with a “Heal Magic” (Percuro Vim) roll. This spell also must use at least as much energy as the complete wild spell which generated this backfire. Therefore, when assuming backfires, each one must be noted with their energy cost and skill margin for further reference.
Backfires must be noted in the order they are assumed. When removing backfires, one cannot choose which backfire he will remove. Backfires must be removed on the FIFO order (first IN, first OUT), as if they were in a “line” on the poor mage’s body.
Living Magic:Wild spells can end up becoming alive themselves.
Since magical energy is the energy of a soul, and considering that the wild spell retrieves energy from the environment, and this energy is not reverted to a Titan, it can turn the spell into its own victim and creates a soul of it s own, thus becoming a living being itself.
If the wild spell is not an instantaneous spell, but has a duration of at least 1 minute, the exceeding energy may develop a soul around the spell, of which intensity may depend on the amount of energy placed in the spell.
The GM rolls for a generic value of 5, with a bonus equal to the exceeding energy that the wild spell captured from the environment. This roll also has a bonus based of the duration of the spell:
| Duration: | Modifier: |
| 1 minute | 0 |
| 10 minute | 1 |
| 1 hour | 2 |
| 3 hours | 3 |
| 10 hours | 4 |
| 1 day | 5 |
| 3 days | 6 |
| 1 month | 7 |
| 1 year | 8 |
| Forever | 9 |
If this roll is successful, the magic is born and becomes alive, and will develop some aspect of a living being, depending on the margin by which its “birthing” roll succeeded:
| Margin: | Soul “strenght”: |
| 1 to 4 | Imitates the personality of the mage which created it. No memories or will |
| 5 to 8 | Imitates the personality of the mage and has short term memory (5 minutes), but no will. |
| 9 to 12 | As before, but has tastes and preferences of its own. |
| 13 to 16 | As before, but has a long term memory, and is very capricious and futile. |
| 17 to 20 | As before, but is able to thing logically and learn skills with time. |
| 21 to 24 | As before, but can rethink its own personality and evolve. |
| 25+ | As before, and is capable of kindness, compassion, True Faith and True Love |
The magic, as a living being, will have a willpower equal to the Skill of the caster (or his will, whichever is lower) and hitpoints equal to its MP (the MP used to create it). It will recover MP as a normal mage, and, if it can pay its own maintenance cost with its MP, it can keep working indefinetly. What it will do is unpredictable, just as what will be its goals, but, as a general rule, it comes as a kind of imperfect copy of its creator. Living spells can become allies, but in most cases, are maddened enemies.
Reach of spells:As a rule of thumb, a magic has a penalty equal to the square root of the distance between the caster and the target in meters. Therefore, to strike at a target at 16 meters, the mage has a –4 in his skill roll. To strike at a target at 30 centimeters, he has no penalty.
The mage MUST see the target to perform a spell.
These rules can be altered by the use of the adjectives: Seductus (far), Circa (near) and Vulgo (known):
Seductus (far): With this word, the mage can reach much distant targets. The GM is free to veto this word in any spell he deems abusive (as damage spells). With it, the distance penalty drops to the square root of the distance im quilometers (instead of meters). Note that this word increases instead o reducing the energy cost of the spell.
Circa (near): This Word turns the range penalty to 1 per meter.
Vulgo (known):With this word, the caster can perform spells in targets he cannot see, based on how familiar he is with them. Again, the GM is free to veto this word in any spell he deems abusive (as damage spells), or alter its cost. The range penalty becomes based on the knowledge the caster has of the target:
| Penalty: | Familiarity: |
| 0 | Loved one |
| 1 | Close friend |
| 3 | Someone of his relations (friend, boss, employee) |
| 5 | Someone he knows |
| 8 | Saw some times, famous personality |
| 11 | Has only a photo or detailed description |
| 15 | Has a vague Idea of who the target is |
As a rule of thumb, the mage as a penalty of 1 for every minute he wants the spell to last minus 1 (with a margin of 0, the spell lasts for 1 minute). This can be altered with the use of the words Celero (quick) and Compar (lasting):
Celero (quick): This word turns a spell effect into something instantaneous. Instantaneous spells cannot become alive. A damage spell which is not instantaneous will deliver its damage along the time it takes, thus becoming ineffective in combat.
Compar (lasting): With this word, the penalty for magical duration is greatly reduced. The duration of the spell will be equal to 2 to the power of the margin of the skill roll, in hours. For instance, for a margin of 3, the spell will last 2 to the power or 3 hours (8 hours). For a margin of 10, the spell lasts 1024 hours, and so on. As before, the GM is free to veto this word in any spell he deems abusive (as damage spells), or alter its cost. Note that this word increases instead o reducing the energy cost of the spell.
Resistance of spells:Every spell cast directly over a target can be resisted with the attribute that the master deems apropriate, plus willpower. The target has a penalty in his resistance equal to the margin by which the spell succeeded, after applied all modifiers of words, duration and range.
Damage Spells:Damage causing spells in beings or objects can be performed in one of two ways, at the will of the caster.
Spells are visible thingies. They are jets of light, beams of plasmic energy, voltaic arches, fairy dust, but SOMETHING visible. When a mage casts a spell into a target, it can dodge the spell as it would any other ranged thingy (but cannot parry or block, it would count as the spell hitting its target).
However, a magic can be cast invisible with the use of the word “Invisibilis” (invisible). These spells cannot be dodged, and always hit their targets (providing the caster succeeds in the spell roll). They can only be countered by a person which is looking at the caster the moment the spell is done, and knows who the target is. Invisibilis is one of those words which increase he energy cost of a spell.
Styles of Magic:Magic can be performed in one of many ways. Each of these ways is called a “stlye” of magic. Each style has its own advantages and disadvantages, and appropriate characteristics:
Mantric Spells:These are spells cast through the intoning of words of power, called “mantras”. This is the most traditional style of magic. A mantric spell is performed through the use of the words of power as described.
A mantric spell must have some level in the skill “Arcane Language” (M/A), which allows him to know the words and intone them properly. A mantric spell is limited to a maximum number of words in his spell equal to his level in “Arcane Language” minus 9, divided by two.
A mantric spell takes one turn per each 7 words used to be cast. Thus, a spell with 5 words is out in 1 turn, while a spell with 10 words is out in 2 turns.
Runic Spells:In a runic spell, the mage uses each magic word as a pictogram called a “rune”. To do so, he must have some level in the skill “Rune Lore” (M/A). He cannot use more runes in a spell than he has levels in Rune Lore minus 9, divided by two.
To perform this spell, the mage must have the runes carved in some sort of surface (stones, cards, coins, etc), but they must exist physically and must be interchangeable, for the creation of different combinations of words (thus, the runes cannot be tatooed into the caster’s body unless he wants to cast the same spell over and over, since they cannot change).
This style has the advantage that, if the mage can prepare his spells in advance, he can leave blocks of spells readied and use them in only one turn of concentration. If he chooses to create a runic spell on real time, he must have the runes in someplace accessible and, if he knows where they are with some forewarn, he can connect up to 2 runes per turn in a spell (one for each arm he caster has, actually).
The mage may also have some level in painting, or rune carving to actually create the runes. However, outside the caster’s trained hands, the runes have no power in themselves.
Mudric Spells:Mudric spells are created with hand gestures called “mudras”. To every magical word there is a corresponding hand gesture. To perform this spell, the caster do not need any special skill, in such a way that a mudric spell has no teoric limit of words per spell. However, he can only connect 2 words at a time (1 per hand), and, for this technique in specific, prepositions count as words.
Alchemical spells:Alchemy makes uses of potions and ingredients to perform its effects. It allows for the mage to create spells beforehand and afterwards use them without any expenditure of energy. In a tense or combat situation, it takes 1 turn to drink a potion or hurl it at the enemy.
Every magical word has a corresponding magical ingredient. When the mage prepares a potion, he can mix as many ingredients as he likes, but his effective Titan level will be limited by his Alchemy (M/H) level.
When the mage creates a potion, he must spend the magical energy on the moment that the potion is created. When it is used, there will be no energy spent. Anyone can use a magical potion, not just the caster mage.
For a potion to be used against a target, it must drink the potion (which is unlikely), or the potion must be hurled at it, which requires a Throwing skill roll.
Potions tend to be weaker than normal spells. This is due to the fact that each potion has a duration, which is the time in which it must be used before it wears off. When the caster creates the potion, it must direct an amount of successes to the potion duration beyond those directed to range, spell duration and resistance:
| Successes: | Potion duration: |
| 0 | 1 hour |
| 1 | 1 day |
| 2 | 3 days |
| 3 | 1 week |
| 4 | 1 month |
| 5 | Forever |
Thus, permanent potions have 5 successes less than a standard spell of the same strength.
If an alchemical mage wants to make mass potions, he does not have to roll each and every one of them. He can assume that the result of the Titan roll (or Alchemy, whichever is lower) is always 10 (the average in 3D6). Thus, he distributes his successes for the making of a potion with a pre-established result.
Alchemy is expensive. Unless the mage can gather the ingredients himself, they tend to drain the mage’s money very quickly. The apparatus required to create a potion is also very expensive and fragile, unsuitable for long travels or roleplaying campaigns. For all these reasons, an alchemical potion is usually very expensive.
Mixing Styles:A mage can mix two or more styles into one single spell (the most common being mudras and mantras). For every style beyond the first that a mage uses, he gets a bonus of 2 in his skill roll OR in his energy (choose which). However, the mage will be limited in the time to cast by the worse of the 2 styles.
This table is still incomplete in its magical ingredients list. I will get to finishing it some time.
| Name: | Meaning | PointCost: | Ingredient: | MP | Effect: |
| Accio (ae) | Summon | 3 | 3 | Brings an object/ being into the caster’s presence. | |
| Amplio (a) | Enhance | 3 | 2 | Amplifies, increases or betters something. | |
| Creo (a) | Create | 7 | 1 | Conjures up objects/ beings from nothingness. | |
| Defendo (ae) | Protect | 3 | 3 | Prevents damage, spells, etc. | |
| Desino (a) | Stop | 5 | 1 | Stops, ends, eliminates something ongoing. | |
| Domino (a) | Control | 5 | 1 | Controls the actions of a being or mechanism. | |
| Eximo (a) | Free | 2 | 3 | Release from imprisonments, chains, spells, etc. | |
| Integro (a) | Reform | 4 | 2 | Returns to something its natural qualities. | |
| Mensa (ae) | Know | 4 | 2 | Informs the caster about something. | |
| Muto (a) | Transform | 7 | 1 | Alter something’s composition. | |
| Noceo (a) | Damage | 4 | 2 | Weakens something, removes HP, disintegrates targets. | |
| Percuro (a) | Heal | 3 | 2 | Heals afflictions, illnesses, etc. | |
| Rego (ae) | Move | 5 | 1 | Moves or floats objects/ beings. | |
| Algor | Cold | 2 | Melted snow | 1 | |
| Animal | Animal | 2 | Lion’s mane | 3 | |
| Animatio | Being | 3 | Mandrake root | 1 | |
| Aquam | Water | 3 | Sea salt | 1 | |
| Auram | Air | 3 | Quartz crystal | 1 | |
| Caelum | Climate | 2 | Dawn blossom | 3 | |
| Canor | Sound | 2 | 2 | ||
| Cibus | Food | 2 | 3 | ||
| Cogito | Thought | 5 | 1 | ||
| Corpus | Body | 4 | 1 | ||
| Dimensio | Dimension, Plane | 10 | 1 | Deals with planes and dimensions | |
| Fortiduo | Strength | 2 | Horse’s mane | 1 | |
| Futurus | Future | 5 | 1 | ||
| Herbam | Plants | 2 | 3 | ||
| Hostis | Enemy | 2 | Blood of a soldier | 2 | |
| Ignem | Fire | 3 | Sulphur Ash | 1 | Deals with fire or heat in general |
| Imagonem | Image | 3 | 2 | ||
| Intellego | Inteligence | 4 | Owl brains | 1 | |
| Locus | Local, place | 10 | Earth from the given place | 1 | |
| Lux | Light | 2 | 2 | ||
| Manem | Spirit | 4 | Eye of a deceased | 1 | |
| Memoria | Memory | 5 | 1 | ||
| Meus | Friend | 2 | Tears of a dog | 2 | |
| Nomine | Name | 10 | Dark rose’s petal. | 0 | Alters the real name of a being/ object/ place. |
| Persona | Personality | 5 | 1 | ||
| Potio | Drink | 2 | Cactus spike | 3 | |
| Terram | Earth | 3 | Mineral salt | 1 | |
| Venus | Charisma | 3 | Mink fur | 2 | |
| Vetusta | Past | 5 | 1 | ||
| Vim | Magic | 4 | Snake’s skin | 1 | |
| Celero | Quick | 3 | 3 | Blocking spells, reduces a spell’s duration. | |
| Compar | Lasting | 5 | -6 | Increases the duration of a spell. | |
| Grandis | Big | 5 | -4 | Multiplies the effective energy of a spell by 1.5. | |
| Ingens | Enormous | 7 | -8 | Doubles the effective energy of a spell. | |
| Exigo | Small | 1 | Mustard seed | 6 | Reduces the effective energy of a spell to half (round up). |
| Seductus | Distant | 5 | -4 | Increases a spell’s range. | |
| Circa | Near | 1 | 3 | Decreases a spells’s range. | |
| Vulgo | Known | 7 | 0 | Makes magics by familiarity. | |
| Invisibilis | Invisible | 5 | -6 | Invisible magics. | |
| Per | Through | 0 | None | 0 | Indicates the means by which a spell occurs (damage through fire: noceo per ignem) |
| Ex | Of | 0 | None | 0 | Indicates over what a spell acts (protect from fire: protego ex ignem) |
| Specials | |||||
| <Name> | Varies | 5 | A shard or piece of the target. | 5 | Uses the real name of a person/ object/ being in a spell. The target has a –3 penalty in resisting. |
| In- | Negation | 5 | Bat’s foot | 0 | Inverts the meaning of a noum. Does not count as a word in casting time and penalties. |
| Caos | Chaos | 5 | The eye of a dead mage | Var | Makes a wild spell |
This word deals with summonings. It can replace a use of "Rego" when the objective of the spell is to bring something at the caster's presence.
The summonings created with Accio must deal withexisting targets. Accio doesn't create anything.
Usually, Accio spells must pay for the weight and speed at which the target moves. However, with accio, each point if energy can move 1kg at 3 m/s instead of 1.
AmplioThis word is abotu enhancing spells. These are spells which increase or enhance something. It can replace a use of Muto when the target of the spell is being enhanced.
Enhancing spells are not cumulative. This means that if a spell enhances someone's ST by 4, a new spell enhancing his ST by 5 would result in a total enhancement of 5, not 9, because only the better enhancemente spell is counted at a time.
CreoThis is the word used for creating things. All creations must be paid for its weight, and no magical creations are permanent.
When creating complex things, the mage must know how to build them himself in order for them to be usable. For instance, any mage can create a sword, it is easy to imagine something like that, but an ornate, fine quality sword could only be created by a mage with some skill in weaponsmithing (and it would require a weaponsmithing roll along with the magical roll).
When creating very complex things, like a computer, a gun or a piece of flesh, the creation appears very slowly. For instance, when creating a computer, not only the mage would have to roll against electonics with a severe penalty, but the computer would not appear right of. Rather, each piece of it would appear one at a time. First the chassis, then every little piece of the mainboard, then the phycisal memory, and so on, taking, thus, a long time to create. The GM is the final arbiter when regarding such durations.
DefendoThis word allows the caster to create protections. They can be DR protections or magical ones alike.
When creating magical protections, for a spell to surpass the protection given, it must spend at least the same amount of enerfy and overcome the caster's margin of successes in the protection spell.
DesinoThis word causes something to cease funtion while not destroying it. It can be used for paralysis of any kind, suspension of enchantments, cancellation of weather conditions, And even slow someone down.
This word can be used when the spell's effect doesn't necessarily stop the target, but only lowers it.
Desino replaces "Domino" when the spell's effect is related to prevention, cancellation or slowing down of things.
DominoThis word is related to control of a body's functions. It allows for the caster to determine how the target will behave, but not create new behaviors to it. For instance, "Domino" cannot be used to make someone fly, but could be used to make someone jump off a cliff.
All living targets can resist "Domino" spells with their willpowers.
Effects:| Degree of control | MP |
| Control a simple and small function (moving fingers, itches) | 1 MP |
| Control a significant function (an arm or leg, spasms) | 3 MP |
| Control an important function (walking, balance) | 5 MP |
| Control a vital function (heartbeats, breath) | 9 MP |
| Full body control of a one-hexed target | 12 MP |
Control of greater or smaller beings are affected proportionately. Consider the costs giver as for a one-hex creature.
EximoThis word works opposite to Desino. It releases something or free a target's movement. On normal conditions, it has no use. This word is generally only useful if the target is already afflictede by a spell or binding situation.
This word cannot free someoen from diseases ir curses. It deals with physical movement and the ability to move alone. Thus, it could be used to untie a knot, undo a paralysis spell, or open a cage, but not to remove mental disadvantages or curses.
IntegroThis word restores a target's condition to what it used to be. It can be used to reshape objects, reform broken things, restores someone's health or mental state to sanity, or remove magical impairments.
This word can create lost things. A lost limb may be regrown and a broken furniture may be rebuilt.
However, if a thing is shattered and an "Integro" apell is cast on some of its shards to create it back, the other shards will automatically count as never being part of the previous. This means that Integro spells cannot be used to duplicate items by cutting them in half and then restoring each half to wholeness.
Integration is usually permanent and instantaneous unless the spell had to create a lost part of the target, in which case it can never be permanent.
MensaThis is the word used to sense and know things in general. No Mensa spell can be instantaneous, they all must have a duration, and if the duration expires before the GM finishes telling the player what he sense or known, he must stop telling at that very moment.
A new "Mensa" spell used to clarify the results of another "Mensa" spell, or used over the same subject with the same purpose, is very difficult business indeed. The second spell must use all of the previous spell's energy PLUS his own energy. Also, it will have an additional penalty equalling the previous spell's margin of successes.
MutoThis is the generic word used to transform the target from one thing to another. It deals with internal transformation, not functional. For instance, a muto spell can turn someone into Rock, but it could not make someone fly. It could, however, give a target wings.
Muto cannot be used for healing or damaging targets, but it could alter them in ways that will deal damage later on.
Muto can also not be used to alter a target's movement, You cannot "transform movement". Use Rego for that.
NoceoThis word damages a target. All damage spells are here. It can deliver partial or total damage, can leave a damaged body or destroy it entirely.
PercuroThe word for healings, purifications and cures in general. In some ways, it overlaps with "Integro".
Percuro can also be used to remove curses, magical impairments, regrow lost limbs (with the same limitations as for "Integro", or even heal a place or an object, removing demonic or "evil" energies.
RegoThis word moves a target. Usually, the movement is given as per the general rules of weight and movement.
Rego can also be used to hinder movements by giving a penalty to targets.
Also, Rego can be used to teleport a target through the use of the "Locus" noum, or through planes, by use of the "Dimensio" noum.
This noum deals with Ice and Cold. It does not affects water in its liquid state.
Effects:| Cover an area with ice: | 1 MP per hex. |
| Cools an environment: | 1 MP per hex per each 5 degrees Celsius. |
| Cools an inanimate object: | 1 MP per kg per each 5 degrees Celsius. |
| Cools a living being: | 1 MP per kg per each degrees Celsius. |
This Word is used for controlling irrational animals of all kinds.
Effects:| Change into an animal: | 6 MP plus 2 per hex of animal. |
| Transform an animal into another: | 2 MP per hex of animal. Use the largest size between the greater and the smaller animals. |
This word affects living beings in general. Its uses are like that of Corpus, but it only affects something living. It rules all aspects of biological life.
A spell cannot use "Animatio" in conjunction with "Meus" or "Hostis".
Effects:| Drink anything | 3 MP |
| Eat anything | 4 MP |
| Perfect Ballance | 5 MP |
| Imunity to heat | 9 MP |
| Immunity to cold | 9 MP |
| Immunity to poison (not gases or acids) | 6 MP |
| Infravision | 4 MP |
| Normal move underwater | 2 MP |
| Normal movement on ice | 1 MP |
| Do not drink | 12 MP |
| Do not eat | 10 MP |
| Do nor sleep | 12 MP |
| Do not breathe | 13 MP |
| Do not gets tired | 8 MP |
| Damage Resistance (per level) | 1 MP |
| Breathes underwater | 3 MP |
| Breathes anything | 6 MP |
| Unlimited pressure support | 7 MP |
| Vaccum support | 15 MP |
| 360 degree vision | 4 MP |
| Spectrum vision | 8 MP |
| Unobfuscated vision | 3 MP |
| Dark vision | 6 MP |
| Levitation | 2 MP per hex per m/s |
| Alter small features (color of skin, of hair, shape of eyes, etc) | 2 MP |
| Alter facial features (remake one’s face, alter skin texture, etc) | 6 MP |
| Alter complex features (alter bone structure, sprout new members) | 10 MP |
| Alter unnatural features (hands become swords, squeeze through orifices, etc) | 15 MP |
| Alter one’s mass | 1 MP per 1 kg plus or minus (min = 1 kg of being) |
These are spells that use or affect water in any form. This word does not affect cold, ice or steam, only liquid state water. To affect steam, use Aquam with Ignem.
Effects:| Body of water: | 4 MP. |
| Turn the target into ice: | 6 MP. |
This Word allows for the control of air and gases in general. One cubic meter of air keeps a person breathing normally for 20 minutes.
Effects:| Body of Air: | 5 MP. |
This word affects the climate. For climatic changes, what matters is the difference between the current climate and the desired one. For that, use the following climatic scale:
| Climatic scale: |
| Scalding sunny, dry day |
| Sunny day |
| Slightly cloudy |
| Cloudy |
| Raining thinly or snowing weakly |
| Raining or snowing. |
| Strong rain or snow |
| Storm or snowstorm |
| Floods of snowslides |
Where every level of change refers to an expenditure of 2 MPs.
Effects:| Area covered by a climatic change: | 2MP per kilometer. (0 MP = 200 meters) |
| Creating or undoing hurricanes or windstorms: | Use the table below. |
Beauford Scale:
| MP: | Description: | Wind Speed (km/h): | Size of waves at sea (cm): |
| 0 | Still air | 0- 1,6 | 0 |
| 1 | Normal day | 1,6- 4.8 | 0 |
| 2 | Slow breeze | 4.8- 11,2 | 0-30 |
| 3 | Normal breeze | 11,2- 19,2 | 30-61 |
| 4 | Moderate breeze | 19,2- 28,8 | 61-123 |
| 5 | Fresh breeze | 28,8- 38,4 | 123-246 |
| 6 | Strong breeze | 38,4- 49,6 | 246- 400 |
| 8 | Fresh wind | 49,6- 60,8 | 400- 615 |
| 10 | Wind | 60,8- 73,6 | 400-615 |
| 12 | Strong wind | 73,6- 86,4 | 400-615 |
| 14 | Windstorm | 86,4- 100,8 | 615- 922 |
| 16 | Tempest | 100,8- 115,2 | 922- 1384 |
| 18+ | Hurricane | 115,2 +8 pl | 1384 |
For every 2 MPs over 18, add 8 km/h in the speed.
CanorThis word deals with sounds in general. From hushes and whispers to playing orchestras.
Effects:| Create incompreensible sounds (hushes) | 0 MP |
| Create mono or bi-tonic sounds | 1 MP |
| Create a music up to 3 instruments | 2 MP |
| Create coherent speech | 3 MP |
| Create an orchestra playing | 4 MP |
| Increase or decrease a volume | 1 MP per each level on the intensity table. |
| Leave a person in involuntary silence (she makes NO sounds) | 4 MP |
| Create an area of silence | 1 MP per hex |
| Leave a person in voluntary silence (she makes sounds when she wants to) | 6 MP |
| Create a deafening “bang” | 4 MP |
| A pin dropping |
| People talking at a distance |
| Normal speech |
| People speaking loud (an actor at the theatre), ambient music |
| People yelling, loud music |
| Hand megaphone, airport sound system |
| Rock show, crowded stadium speaker |
| Airplane turbine |
This Word deals with food. Nourishment, meals or the appearance of.
Effects:| Create a meal for 1 person for 1 day | 2 MP |
| Purify / test a meal | 1 MP |
| Destroy a meal | 1 MP |
| Give someone 1 day’s hunger | 2 MP |
| Remove 1 day’s hunger | 0 MP plus 1 per extra day |
This word rules thoughts. Magic divides the human psyche in four distinct parts: thoughts, memory, intelligence and personality. Therefore, this word cannot be used to alter someone’s memories or find out how she is, personally. Cogito rules immediate thoughts: what the target is thinking now.
Effects:| Mental speech | 4 MP |
| Talk with one’s subconsciousness | 7 MP |
| Suggest a thought | 3 MP |
| Send a clearly foreign thought | 1 MP |
| Read a mind | 1 MP |
| Read the subconscious mind (thoughts and their associations) | 5 MP |
This word rules bodies, be they alive or not. As “body” understand anything material in general. This word can be used to affect living beings, but not their biology (like healing or damaging).
A spell cannot use "Corpus" in conjunction with "Animatio", "Meus" or "Hostis" when the target is a living thing.
Effects:| Raise a zombie | 10 MP |
This word rules physical strength. Generally, it refers to a living being’s strength, but could be about a mecanism’s strength.
FuturusAs the name implies, this word is about the future. It allows for visions, knowledges or manipulations with the world of ideas: of what is not yet. To look into the future or do anything through time, there is an energy cost regarding the temporal distance from the mage with the target:
| MP: | Future time: |
| 0 | 1 turn |
| 1 | 1 minute |
| 2 | 1 hour |
| 3 | 1 day |
| 4 | 1 week |
| 5 | 1 month |
| 6 | 4 months |
| 8 | 1 year |
| 10 | 10 years |
| 15 | 50 years |
| 20 | 200 years |
| 25 | 1000 years |
| 30 | 10000 years |
This word is about anyone who have hostile intent with the spell’s target. It can replace “Animatio” if the target is an enemy.
A spell cannot use "Animatio" in conjunction with "Meus" or "Hostis".
IgnemThis word is about fire. Not heat, properly speaking, but that indescribable flicker of blazes.
Effects:| Heat an environment: | 1 MP per hex per each 5 degrees Celsius. |
| Heat an inanimate object: | 1 MP per kg per each 5 degrees Celsius. |
| Heat a living being: | 1 MP per kg per each degree Celsius. |
| Extinguish fire | 1 MP per hex. |
| Shape fire | 1 MP per hex |
| Immunity to fire | 10 MP |
| Body of flames | 4 MP plus the damage caused with touch |
This word is used for the control of images and illusions.
Effects:| Create a simple illusion (few colors and definitions, looking like a cartoon) | 1 MP per hex. |
| Create an elaborate illusion (like a well done computer animation) | 2 MP per hex. |
| Create a complex illusion (may seem somehow unreal, but tricks the viewer at a distance) | 3 MP per hex. |
| Create a perfect illusion | 4 MP per hex. |
| Destroy an illusion | 2 MP per hex. |
| Identify an illusion | 0 MP |
| Superimpose an illusion to an object or being | 2 MP |
Magic divides the human psyche in four distinct parts: thoughts, memory, intelligence and personality. This word rules intelligence, understood as the ability to reason and logically deduct things, as well as a general perception of the environment around one’s own. It also rules the five senses.
Effects:| Multi-frequency hearing | 1 MP |
| Ultra-sensitive hearing | 3 MP |
| Discriminatory smell | 5 MP |
| Sound memory | 4 MP |
| Empatic smelling | 5 MP |
| Hipersensitive touch | 3 MP |
| 360 degree vision | 4 MP |
| Bifocused vision | 3 MP |
| Penetrating vision | 2 MP plus 1 per hex of distance |
| Density vision (medical X-Rays) | 5 MP |
| Spectrum vision | 15 MP |
| Unobfuscated sight | 3 MP |
| Infrared sight | 4 MP |
| Dark vision | 7 MP |
| Sound vision | 5 MP |
This word talks about spaces and places. It allows the transport of something, or the protection from one. To transport an object or being, the mage must pay for its distance and weigth, by the following table:
| MP: | Distance: |
| 0 | 4 meters |
| 1 | 20 meters |
| 2 | 40 meters |
| 3 | 100 meters |
| 4 | 300 meters |
| 6 | 1 km |
| 8 | 3 km |
| 10 | 10 km |
| 15 | 30 km |
| 20 | 100 km |
| 25+5pn | 300 km +300pn |
| Portals: | The mage pays the normal cost of the teleport for the distance, but not the weight. Instead, pays 4MP for each square meters of portal. This spell has a duration. |
| Temporary teleports | Like the permanent version, but with a duration. |
This word rules physical light, as well as its absence.
Effects:| Create / Alter a small source of light. | 1 MP |
| Create / Alter an intense light (120W lamp) | 2 MP |
| Create / Alter a penetrating light (fireplace) | 3 MP |
| Create / Alter a blinding light (sun) | 4 MP |
| Lower local luminosity | 1 MP per –1 penalty |
| Invisibility | 15 MP |
| Create an area of darkness | 2 MP per hex. |
| Shape an area of darkness | 1 MP per shaped hex |
| Body of darkness | 10 MP |
This word rules spirits. Usually, it refers to the result of a person’s life, which stays after he/she moves on, an echo of its real spirit. However, if performed in someone living, it can really affect its spirit. This word also rules willpower.
Effects:| Summon a dead’s spirit to the material plane | 15 MP |
| Imprison someone’s spirit into a jewel or jar | 10 MP |
This word, unlike Hostis, affects intelligent being which are strongly and connected with the targer (if he knows it or not). It replaces the use of “Animatio” when the mage wants to affect allies.
A spell cannot use "Animatio" in conjunction with "Meus" or "Hostis".
NomineThis word affects the real name of a being, place, or thing. With it, the mage can alter, create and transform real names, thus easing greatly other spells. Every intelligent being resists a change in its real name with a bonus of +5.
Effects:| Destroy a real name | 7 MP |
| Alter a real name | 10 MP |
| Create a real name | 5 MP |
This is one of the 4 words which describe mind. Persona refers to someone’s personality. Why the target does things and how he feels, its preferences and desires.
Effects:| Sense what someone is sensing | 1 MP |
| See auras | 3 MP |
| Predict someone’s action | 5 MP, the duration of the spell will say how far in the future the prediction reached. |
| Alter an emotion | 3 MP |
| Make someone like someone else | 5 MP |
| Cause a very strong emotion in someone (absolute loyalty, invincible depression, extreme pleasure). | 15 MP |
| Alter the whole of someone’s personality | 20 MP |
This word affects drinks, just as Cibus affects food. The effects are the same for Cibus, but regarding drinks.
TerramThe word of earth. As earth, understand not only earth in itself, but also rock, and all things mineral, except crystals and jewels.
Effects:| Shape earth | By the weigth: 1 MP por kg. |
| Transmute earth to rock | Weigth plus 4 MP |
| Transmute rock to metal | Weigth plus 10 MP |
| Body of rocks | As for DR plus 3 MP |
| (un)Petricifation | 15 MP |
This word affects the personal charisma of the target. It works, under certain aspects, as Persona.
Effects:| Bonus or penalty in a reaction | 1 MP por ponto |
| Make everyone in an area (or not notice) notice the target | 1 MP per hex radius |
| Seem to be something he is not (like a king or a general, but not “That” king or “that” general). | 5 MP |
This word deals with the past. It works kind of like Futurus, but for things which already were. To look into the past or do anything through time, there is a cost related to the temporal distance between the caster and the target, exactly like Futurus, but for the past:
| MP: | Past time: |
| 0 | 1 turn |
| 1 | 1 minute |
| 2 | 1 hour |
| 3 | 1 day |
| 4 | 1 week |
| 5 | 1 month |
| 6 | 4 months |
| 8 | 1 year |
| 10 | 10 years |
| 15 | 50 years |
| 20 | 200 years |
| 25 | 1000 years |
| 30 | 10000 years |
This word allows for a mage to deal with other magics. It allows spells to be negated or altered. GMs are free to veto any effect they deem abusive at any time. Basically, any spell which enhances or improves another must spend at least as much as the original one in MP.
You are not limited to 2 words when casting a spell. You can cast a spell with only 1 word (it must be a verb), or no words at all. For each word less than 2 which you suppress, you gain a +2 bonus in your skill roll, but must pay the full cost of energy for the effect you are about to create.
This advantage applies to mantras, mudras and runes, but not for alchemy.
When casting a spell with no words, it can be cast in half a round. This means you can cast a wordless spell and still a normal spell on the same round, providing you have energy for that.
When casting a spell with less than 2 words, the mage is still limited to the magical words that he knows. For instance, he cannot light a fireplace without words if he does not knows the create and fire magical words. The fact that he doesn't need to use the words does not exempt him from having to know them. Therefore, a mage CANNOT cast any spell he can think of without words, but only those which he could normally cast if he were using words.
Subtle Magic (10 points)You can make mudric magic without actually doing the necessary hand gestures for that, just by focusing you mind on them. Someone watching you will not notice you are making any spell until you actually cast it. All other modifiers apply, including the 2 words per round limitation. You gain no bonus or penalty for performing the normal hand gestures.
Quiet Magic (10 points)You can cast mantric spells without actually spelling out the mantras, just by focusing your mind on them. Someone watching you will not notice you are making any spell until you actually cast it. All other modifiers apply, including the 2 words per round limitation. You gain no bonus or penalty for performing the normal mantras. If this advantage is assumed along with “subtle magic”, then you have a limit of ONE word per round for a spell that uses both subtle and quiet magics.
Apt Alchemist (10 points)When creating magical potions that use at least 3 magical ingredients, you can choose any one of these ingredients and suppress it from the potion, and it will work as if you had used it.
Magic Might (2 points per level)Every level of this advantage adds 1 MP to the maximum pool of the character.
If you have any comments about this magical system, or would like to add some constructive criticism, please, email me at titan_magic@exatas.com.
Copyrights® august 2003 by Diogo de Souza