Low Magic Powers

Introduction

The most commonly practiced magic is useful for everyday applications and is called low magic. This does not mean that it is of low power or little importance, just that it draws upon power from the lower levels of the astral plane. Those who practice low magic are generically called magicians. Here are some general principles for developing low magic:

1) All Magic is Hard to Do

The first thing to remember about magical powers is that using them is always hard, even under the best circumstances. In terms of skills the easiest circumstances for using magic result in a -4 modifier, so keep this in mind. This can be offset by knowledge of magical laws (see the previous section of the rules). In cases where everything has not been prepared with the utmost care, impose a -5 to -8 modifier. In cases where the magician is under stress, this modifier should be more difficult than -10 (in combat, for example).

2) Power Detriments

Except for special cases every use of low magic causes a power detriment. Basic powers increase the power detriment by 1, difficult powers increase the detriment by 2, and extreme powers increase the power detriment by 3. You recover from the detriment at a rate of 1 per day unless other circumstances apply.

3) Magical Intentions

Most low magic powers are ways of performing magic, they have no immediate application. A power becomes a spell (or working) only when you have an application for it. For example, the power Talismanic Magic is not in itself a spell, but making a Talisman of Healing is a spell. Here is a list of common magical intentions that can form the basis of spells when combined with a power.

  1. Adaptation: Examples of Spells: Acclimate Breath, Adjust Stride, Adjust ot Tempreature, Chill, Improve Agility, Dampen Vibrations, Flex Form, Knot Rope, Mask Scent, Sound Filter, Tolerate Scent, Warmth.
  2. Air. Examples of spells: Blast Wave, Carry Voice, Dry, Lift, Predict Weather, Produce Air, Produce Odor, Purify Air, Remove Air, Remove Odor, Slow Fall, Still Air, Wall of Air, Walk on Air, Whirl, Wind.
  3. Air Spirit. Examples of spells: Befriend Air Spirit, Control Air Spirit, Detect Air Spirit, Exorcise Air Spirit, Protection from Air Spirits, Speak with Air Spirit, Summon Air Spirit Servant.
  4. Agriculture. Examples of Spells: Call Pollinators, Ensure Harvest, Fertilize Soil, Predict Yield, Protect Harvest, Repel Pests, Ripen Harvest, Strengthen Roots, Till the Soil.
  5. Angels. Examples of spells: Befriend Angel, Control Angel, Detect Angel, Exorcise Angel, Protection from Angel, Summon Angel Servant.
  6. Animal Spirits. Examples of spells: Befriend Animal Spirit, Control Animal Spirit, Detect Animal Spirit, Exorcise Animal Spirit, Protection from Animal Spirit, Summon Animal Spirit Servant.
  7. Animals. Examples of Spells: Call Animal, Calm Animal, Control Animal, Ease Birth, Encourage Milk, Find Animal, Heal Animal, Possess Animal, Repel Pests, Ride Animal, Rouse Animal, Shapeshift Target to Animal, Shapeshift Self to Animal, Speak with Animals, Strengthen Fleece/Pelt, Summon Animal, Track Animal.
  8. Armor. Examples of spells: Care for Armor, Enhance Armor, Lighten Armor, Mark Weak Point, Produce Armor, Repair Armor.
  9. Astral Projection. Exampl  es of Spells: Astral Projection, Astral Shield, Astral Wall, See the Astral, Sense the Aura.
  10. Balance. Examples of Spells: Enhance Agility, Enhance Acrobatics.
  11. Battle. Examples of Spells: Block Enemy Signals, Break Unit, Combat Awareness, Disrupt Enemy Unit, Enhance Friendly Unit, Feed Unit, Fog of War, Locate Enemy Unit, Mark Unit Path, Signal Unit, Slow Unit.
  12. Beauty. Examples of Spells: Enhance Allure, Enhace Attractive.
  13. Being of Myth. Examples: Call Being of Myth (specific), Protection from Being of Myth (particular power).
  14. Binding: Examples of Spells: Bind Companions, Link Objects, Seal Enclosure, Tighten Knot
  15. Chaos. Examples of Spells: Detect Chaos, Unleash Chaos.
  16. Childbirth.Examples of Spells: Acccelerate Childbirth, Detect Pregnancy, Ease Birth, Ensure Pregnancy.
  17. Cold. Examples of Spells: Cold Blast, Cool the Skin, Icy Weapon, Preserve Fish, Preserve Meat, Resist Cold, Slow Spoilage, Wall of Ice.
  18. Combine Elements. Example: Armor of Pure Air, Cold Fire, Spirit Shield.
  19. Concealment: Examples of Spells: Bland into Background, Blend into Shaodows, Blur Outline, Conceal Intent, Dim Scent, Muffle Sound, Obscure Object, Obscure Trail, Veil Presence
  20. Consumption. Examples of Spells: Consume Sound, Consume Spell, Consume Waste, Consume Waelth.
  21. Control. Examples of Spells: Control Target, Direct the Gaze, Guide the Step, Remove Control, Silence, Stop.
  22. Countermagic. Examples of Spells: Break the Binding, Counterspell, Region of Antimagic.
  23. Courage. Examples of Spells: Enhance Bravery, Fear.
  24. Creation. Examples of spells: Create Armor, Create Servitor Creature, Create Weapons.
  25. Curse. Examples of spells: Alter Curse, Detect Curse, Impose Curse, Know Curse, Remove Curse.
  26. Darkness. Exmples of Spells: Bolt of Darkness, See in the Dark, Sphere of Darkness, Wall of Darkness.
  27. Death. Examples of Spells: Death Bolt, Death Touch, Protection from Death, Repel Death.
  28. Decay. Exaamples of Spells:Decay Item,  Decay Organ, Decay Structure, Decay Target, Whither Limb.
  29. Deception. Examples of Spells: Alter Visage, Confuse Scent, False Trail, Glamour, Lying Skillfully.
  30. Demons. Examples of Spells: Befriend Demon, Control Demon, Detect Demon, Exorcise Demon, Protection from Demon, Summon Demon Servant.
  31. Disease. Examples of Spells: Analyze Disease, Detect Disease, End Disease, Enhance Constitution, Learn of the Cure, Learn of the Disease, Produce Disease.
  32. Divination. Examples of Spells: Analyze Magic, Answer Question, Crystal Ball, Detect Curse, Detect Illusion, Detect Invisible Entities, Detect Magic, Detect Traps, Detect Undead, Dowsing Rid, Find Object, Read Omens, See the Astral, Sense Aura, Sense Foes.
  33. Domination. Examples of Spells: Dominate Target, Issue Command, Tell the Truth.
  34. Dreams. Examples of Spells: Analyze Dream, Awaken, Calm Dream, Deepen Sleep, Dream Control, Dream Sanctuary, Enter Dream, Mark Dreamer, Plant Image in a Dream. Recall Dream.
  35. Earth. Examples of Spells: Alter Terrain, Dig Hole, Dig Trench, Enhance Knowledge (Stones), Find Stone, Petrification, Shape Earth, Transform to Stone, Shape Stone, Transform Stone to Flesh, Wall of Earth, Wall of Stone.
  36. Earth Spirits. Examples of Spells: Befriend Earth Elemental, Control Earth Spirit, Detect Earth Spirit, Exorcise Earth Spirit, Protection from Earth Spirit, Summon Earth Spirit Servant.
  37. Electricity, Examples of Spells: Ball of Lightning, Lightning Bolt, Lightning Weapon, Resist Lightning, Shock, Wall of Lightning.
  38. Eloquence. Examples of Spells: Convince Others, Eloquence, Oration.
  39. Emotions. Examples of Spells: Fear, Hate, Sense Emotion, Remove Emotion.
  40. Environment (Specific). Examples of Spells: Camouflage, Enhance Survival, Find Food, Find Water, Pass Without Trace.
  41. Exorcism. Examples of Spells: Exorcise Spirit. Prevent Exorcism.
  42. Familiar Spirits. Examples of Spells: Befriend Familiar, Control Familiar, Detect Familiar, Exorcise Familiar, Protection from Familiar, Summon Familiar Servant.
  43. Fascination. Examples of Spells: Distract Target, Fascinate Target, Remove Fascination.
  44. Fertility. Examples of Spells: Degrade Fertility, Enhance Fertility, Ensure Harvest.
  45. Fire. Examples of Spells: Explosive Fireball, Extinguish Fire, Fireball, Flaming Weapon, Resist Fire, Set Fire, Shape Fire.
  46. Fire Spirit Spirits. Befriend Fire Spirit, Control Fire Spirit, Detect Fire Spirit, Exorcise Fire Spirit, Protection from Fire Spirit, Summon Fire Spirit Servant.
  47. Flight. Examples of Spells: Flight, Remove Flight.
  48. Food and Drink. Examples of Spells: Produce Drink, Produce Food, Purify Drink, Purify Food.
  49. Friendship. Examples of Spells: Befriend Target, Remove Friendship.
  50. Glory. Examples of Spells: Disgrace, Glory.
  51. Guidance: Find the Path, Guide My Choice.
  52. Happiness. Examples of Spells: Produce Happiness, Sadness
  53. Healing. Examples of Spells: Cure Disease, Heal Wounds, Remove Poison, Stabilize
  54. Health. Examples of Spells: Enhance Constitution, Improve PF, Lend Vitality.
  55. Heat. Examples of Spells: Heat Strike, Resist Heat, Warmth.
  56. Hiding. Examples of Spells: Enhance Hiding, Hide Object, Hide Person, Hide Place, Reveal Hidden.
  57. Honors. Examples of Spells: Honors, Remove Honors..
  58. Hunting. Examples of Spells: Enhance Hunting, Enhance Traking, Find the Path, Follow Trail.
  59. Illusion. Examples of Spells: Complicated illusion, Detect Illusion, Glamour, Simple Illusions.
  60. Imprisonment. Examples of Spells: Imprison Target, Release Target.
  61. Industry. Examples of Spells: Establish Production Line, Improve Production, Reduce Production
  62. Invisibility. Examples of Spells: Curse of Invisibility, Invisibility at Will, Make Visible.
  63. Invulnerability. Examples of Spells: Invulnerability to Fire, Invulnerability to Sword Damage.
  64. Knowledge. Examples of Spells: Gain Knowledge, Remove Knowledge, Share Knowledge..
  65. Life. Examples of Spells: Detect Life, Ressurection, Protect Life.
  66. Light. Examples of Light: Aura of Light,Light Bolt, Project Light, Sphere of Light.
  67. Liquid. Examples of Spells: Shape Liquid, Walk upon Liquid.
  68. Local Spirits. Examples of Spells: Control Local Spirit, Detect Local Spirit, Exorcise Local Spirit, Protection from Local Spirit, Summon Local Spirit Servant.
  69. Locks. Examples of Spells: Lock Opening, Unlock Opening.
  70. Longevity. Examples of Spells: Longevity, Remove Longevity.
  71. Love. Examples of Spells: Love, Remove Love.
  72. Luck. Examples of Spells: Bad Luck, Good Luck.
  73. Magical Power. Examples of Spells: Detect Magic, Drain Power from a Spell, Recover Magical Energy, See the Astral, Transfer Magical Energy.
  74. Memory. Examples of Spells: Enhance Memory, Gain Memory, Remove Memory.
  75. Mental Detriment: Examples of Spells: Forget, Ignorance, Reduce IN, Reduce IU.
  76. Mental Enhancement. Examples of Spells: Ehance IN, Enhance IU, ESP, Telekinesis, Telepathy.
  77. Movement. Examples of Spells: Haste, Slow, Target is Unable to Move, Trip Target.
  78. Nightmares.Examples of Spelld: Inflict Nightmares, Protection from Nightmares.
  79. Oaths. Examples of Spells: Blood Oath, Family Oath, Remove Oath.
  80. Oracle. Examples of Spells: Oracle of the Future, Oracle of the Past, Oracle of the Present.
  81. Order. Examples of Spells: Arrange Objects, Calm Discord, Find Pattern, Harmonize Rhythm, Impose Order, Restore Order, Stabilize Structure.
  82. Pain. Examples of Spells: Headache, Pain Strike, Reduce Pain.
  83. Peace.Examples of Spells: Impose Peace, Pacify, Remove Anxiety, Serenity, Sooth Emotions.
  84. Physical Detriment. Examples of Spells: Affliction, Paralyze Limb, Produce Clumsiness, Produce Itch, Produce Pain, Produce Spasm, Reduce MA, Reduce PF, Tickle.
  85. Physical Enhancement. Examples of Spells: Alter Body, Climbing, Enhance Agility, Enhance Endurance, Enhance MA, Enhance PF, Enhance Strength.
  86. Plant Spirits. Examples of Spells: Befriend Plant Spirit, Control Plant Spirit, Detect Plant Spirit, Exorcise Plant Spirit, Protection from Plant Spirit, Summon Plant Spirit Servant.
  87. Plants.Examples of Spells: Control Plants, Enhance Knowledge (Plants), Identify Plant, Wall of Wood.
  88. Poison. Examples of Spells: Analyze Poison, Antidote, Detect Poison, Enhance Constitution, Produce Poison, Protection from Poison.
  89. Portals to Other Planes. Examples of Spells: Open Gate to Another Plane, Summon from Another Plane.
  90. Preservation. Examples of Spells: Preservation, Remove preservation.
  91. Prophecy. Examples of Spells: Prophesize the Future, Prophesize the Past, Prophesize the Present.
  92. Protection. Examples of Spells: Counter Misfortune, Grip Objects, Resilience, Resist Taint, Shield.
  93. Psychic Enhancement. Examples of Spells: Hide Thoughts, Mind Reading.
  94. Purification. Examples of Spells: Cleanse Taint, Expel Impurity, Purify Aura, Purify Thoughts, Sanitize, Self-Purification.
  95. Reality. Examples of Spells: Alter Reality, Anchor Reality, Bind Shape, Fix Form, Glimpse Truth, Preserve Reality, Reveal Essense, Stabilize Presence.
  96. Reconciliation. Examples of Spells: Bridge Silence, Heal Bond, Mend Words, Mutual Accord, Reconcile Former Friends, Restore Trust, Share Empathy, Sooth Grudge.
  97. Regeneration. Examples of Spells: Accelerate Natural Healing, Regenerate Fiber, Regrow Plant, Renew Vigor, Restore Limb, Self-Regereration.
  98. Relief. Examples of Spells: Burn Relief, Cold Relief, Relieve Pain.
  99. Repulsion. Examples of Spells: Avert Gaze, Deter Beast, Push, Repel Debris, Repel Enemy, Repel Insect.
  100. Scrying. Examples of Spells: Scry a Person, Scry a Place, Scry a Thing.
  101. Senses. Examples of Spells: Enhance Magical Senses, Humble Service, Improve Hearing, Keen Scent, Keen Sight, Keen Taste, Sense Direction, Sensitive Touch.
  102. Servitude. Examples of Spells: Fetch an Object, Impose Loyalty, Servitude, Urge to Assist, Urge to Follow.
  103. Shapechange. Examples of Spells: Shapechange to Animal, Shapechange to New Identity.
  104. Silence. Examples of Spells: Quiet, Sphere of Silence.
  105. Size. Examples of spells: Grow, Shrink.
  106. Sleep. Examples of Spells: Awaken, Produce Sleep.
  107. Sound. Examples of Spells: Speak with the Target, Wall of Sound.
  108. Strengthening. Examples of Spells: Bolster Resolve, Fortify Grip, Harden Surface, Reinforce Material, Strengthen Armor, Toughen Skin.
  109. Success. Examples of Spells: Clear Deecision, Flawless Effort, Insure Success, Opportune Moment, Precision, Steady Hand.
  110. Survival. Examples od Spells: Breathe Easily, Endure Weather,  Endure Hunger, Find Shelter, Find Sustenance, Resist Fatigue, Survive in a Mundane Environment, Tolerate Extreme Temperatures, Withstand Thirst.
  111. Teleportation. Examples of Spells: Blink Dodge, Blink Step, Return, Shift Object, Swap Places, Teleportation.
  112. Theft. Examples of Spells: Distract Mark, Loosen Fastening, Magical Pocket, Muffle Sound, Obscure Ownership, Protection from Theft, Slippery Object, Swift Snatch, Theft.
  113. Thought. Examples of Spells: Clear Thinking, Quiet Thought, Recall Detail, Spark Insight, Telekinesis.
  114. Time. Examples: Knoow Time, Slow Time, Speed Time.
  115. Totem Spirits. Examples of Spells: Control Totem Spirit, Detect Totem Spirit, Exorcise Totem Spirit, Protection from Totem Spirit, Summon Totem Spirit Servant.
  116. Travel. Examples of Spells: Fast Travel.
  117. Undead. Examples of Spells: Raise Undead Servant, Sense Undead, Summon Undead.
  118. Vision. Examples of Spells: Enhance Keen Vision.
  119. Wards. Examples of Spells: Ward Against Fire.
  120. Warfare. Examples of Spells: Blur, Deflect Missile, Quick March, Sense Foes, Shield.
  121. Water. Examples of Spells: Breathe Water, Find Water, Produce Water, Purify Water, Wall of Water.
  122. Water Spirit Spirits. Examples of Spells: Control Water Spirit, Detect Water Spirit Spirit, Exorcise Water Spirit, Protection from Water Spirit Spirit, Summon Water Spirit Spirit Servant.
  123. Weakening.Examples of Spells: Weaken Limb.
  124. Wealth. Examples of Spells: Attract Coin, Bargaining,  Enhance Wealth, Preserve Wealth, Propsperity.
  125. Weapons.Examples of Spells: Enhance Weapon Damage, Improve Weapon Skill, Prevent Disarm.
  126. Weather. Examples of Spells: Control, Winds, Dissipate Clouds, Dissipate Rain/Snow, Dissipate Wind, Predict Weather, Produce Clouds, Produce Fog, Produce Rain/Snow, Produce Storm, Whirlwind, Wind.
  127. Wilderness. Examples of Spells: Enhance Swimming, Find Food, Find the Path, Fins Shelter, Find Traps, Find Water, Fire Starting, Hide Others, Hide Tracks, Hide Self, Night Vision, Purify Food, Purify Food, Set Traps, Silent Moving, Tracking, Walk in the Trees, Walk on the Water, Weather Prediction.
  128. Wisdom. Examples of Spells: Advice, Deliberate, Discern Reason, Enhance Wisdom, Foresight, Prudent Choice, Reflection, Resist Impulse.
  129. Wounds.Examples of Spells: Heal Wound, Produce Wounds.
  130. Youth. Examples of Spells: Curiosity, Nimblle Reflexes, Playfulness, Youthen, Youthful Energy, Youthful Glow.

4) Spells

Spells are the combination of a magical intention coupled with a power to produce a specific effect. The specific effect is some expansion of the magical intention. For example, if you choose an intention of healing, you might choose the specific effect of curing diseases,.

Basic Low Magic

Basic magical powers all require at least a week of preparation. Use the table below when creating a basic magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).

Magical Requirement Explanation Modifier Modifier for Failure to Perform the Requirement
Standard Requirement One week of self-preparation including daily purification and prayers to the God worshipped by the magician. 0 -20
Additional Self-Purification One additional day of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 1 -1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 0 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Magical Requirement Explanation Modifier Modifier for Failure to Perform the Requirement
Day of a Month The spell can only be cast on a specific day of any month. 4 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 2 The spell will fail.
Time of Day The spell can only be cast at a certain time of day. 2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbibed at the climax of the spell casting. 0 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Here is a list of common lesser magic items used to perform common tasks in spell casting (these items will require a week to make; for each additional week spent in the making, the magician will gain a +1 to the chance to make them):

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least an hour (each additional hour of consecration adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another hour (each additional hour of gathering power adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then calls upon the forces to perform the spell. This will take another hour (each additional hour of calling upon the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then compels the forces to perform the spell. This will take another hour (each additional hour of compelling the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a basic power detriment.

The magician then dismisses the forces. This will take another hour (each additional hour of dismissing the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician in . Each attempt of this stage incurs a basic power detriment.

Difficult Low Magic

Difficult magical powers all require at least a day of preparation. Use the table below when creating a difficult magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).

Magical Requirement Explanation Modifier Modifier for Failure to Perform the Requirement
Standard Requirement One day of self-preparation including hourly purification and prayers to the God worshipped by the magician. 0 -5
Additional Self-Purification One additional hour of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 0 -1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 0 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Day of a Month The spell can only be cast on a specific day of any month. 0 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 0 The spell will fail.
Time of Day The spell can only be cast at a certain time of day. 2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbedded at the climax of the spell casting. 1 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least ten minutes (each additional minute of consecration adds +1 to the level of success). Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another ten minutes (each additional minute of gathering power adds +1 to the level of success). Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then calls upon the forces to perform the spell. This will take another ten minutes (each additional minute of calling upon the forces adds +1 to the level of success). Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then compels the forces to perform the spell. This will take a half hour (each additional block of five minutes adds +1 to the level of success). If the entire ritual has taken over an hour by this point then Endurance, Mental Endurance, or PF must be a modifier. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a difficult power detriment.

The magician then dismisses the forces. This will take another ten minutes (each additional minute of dismissing the forces adds +1 to the level of success). Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician. Each attempt of this stage incurs a difficult power detriment.

Extreme Low Magic

Extreme magical powers require no preparation. Their other requirements and general structure are specified below. If you are inventing new extreme powers, then use those below as guidelines.

Magical Effects

No matter what power or intention you use, the end will be a spell (also called a working). The result of this spell can be a focused result, or it can be treated like a skill. A focused result is split between the various parameters of the spell; duration, volume of effect, number of specific targets, etc. If a spell is used to gain a skill or power, then the result is split between duration and effect; the effect being converted into HP and the new skill or power acquired with those HP for the duration. If the magician or recipient of the spell purchases additional levels in the skill then they will still have it when the duration ends, though it will be reduced to the level of HP spent by the magician to raise it.

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