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.
- 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.
- 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.
- 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.
- Agriculture. Examples of Spells: Call Pollinators, Ensure Harvest,
Fertilize Soil, Predict Yield, Protect Harvest, Repel Pests, Ripen Harvest,
Strengthen Roots, Till the Soil.
- Angels. Examples of spells: Befriend Angel, Control Angel,
Detect Angel, Exorcise Angel, Protection
from Angel, Summon Angel Servant.
- 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.
- 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.
- Armor. Examples of spells: Care for Armor, Enhance Armor, Lighten Armor,
Mark Weak Point, Produce Armor, Repair Armor.
- Astral Projection. Exampl es of Spells: Astral
Projection, Astral Shield, Astral Wall, See the Astral, Sense the Aura.
- Balance. Examples of Spells: Enhance Agility, Enhance Acrobatics.
- 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.
- Beauty. Examples of Spells: Enhance Allure, Enhace Attractive.
- Being of Myth. Examples: Call Being of Myth
(specific), Protection from Being of Myth
(particular power).
- Binding: Examples of Spells: Bind Companions, Link Objects, Seal
Enclosure, Tighten Knot
- Chaos. Examples of Spells: Detect Chaos, Unleash
Chaos.
- Childbirth.Examples of Spells: Acccelerate Childbirth, Detect Pregnancy,
Ease Birth, Ensure Pregnancy.
- Cold. Examples of Spells: Cold Blast, Cool the Skin, Icy
Weapon, Preserve Fish, Preserve Meat, Resist Cold, Slow Spoilage, Wall of Ice.
- Combine Elements. Example: Armor of Pure Air, Cold Fire, Spirit Shield.
- Concealment: Examples of Spells: Bland into Background, Blend into Shaodows, Blur Outline,
Conceal Intent, Dim Scent, Muffle Sound, Obscure Object, Obscure Trail, Veil Presence
- Consumption. Examples of Spells:
Consume Sound, Consume
Spell, Consume Waste, Consume Waelth.
- Control. Examples of Spells: Control Target, Direct the Gaze, Guide the
Step, Remove Control, Silence, Stop.
- Countermagic. Examples of Spells: Break the Binding, Counterspell, Region of Antimagic.
- Courage. Examples of Spells: Enhance Bravery, Fear.
- Creation. Examples of spells: Create Armor, Create Servitor
Creature, Create Weapons.
- Curse. Examples of spells: Alter Curse, Detect Curse,
Impose Curse, Know Curse, Remove Curse.
- Darkness. Exmples of Spells: Bolt of Darkness, See in the Dark, Sphere of Darkness, Wall of Darkness.
- Death. Examples of Spells: Death Bolt, Death Touch, Protection from Death, Repel Death.
- Decay. Exaamples of Spells:Decay Item, Decay Organ, Decay Structure, Decay Target,
Whither Limb.
- Deception. Examples of Spells: Alter Visage,
Confuse Scent, False Trail, Glamour, Lying Skillfully.
- Demons. Examples of Spells: Befriend Demon, Control Demon,
Detect Demon, Exorcise Demon, Protection
from Demon, Summon Demon Servant.
- Disease. Examples of Spells: Analyze Disease,
Detect Disease, End Disease, Enhance Constitution,
Learn of the Cure, Learn of the Disease, Produce Disease.
- 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.
- Domination. Examples of Spells: Dominate
Target, Issue Command, Tell the Truth.
- 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.
- 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.
- 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.
- Electricity, Examples of Spells: Ball of
Lightning, Lightning Bolt, Lightning Weapon, Resist
Lightning, Shock, Wall of Lightning.
- Eloquence. Examples of Spells: Convince Others, Eloquence, Oration.
- Emotions. Examples of Spells: Fear, Hate, Sense Emotion, Remove Emotion.
- Environment (Specific). Examples of Spells:
Camouflage, Enhance Survival, Find Food, Find Water, Pass Without Trace.
- Exorcism. Examples of Spells: Exorcise Spirit. Prevent Exorcism.
- Familiar Spirits. Examples of Spells: Befriend Familiar, Control
Familiar, Detect Familiar, Exorcise Familiar,
Protection from Familiar, Summon Familiar
Servant.
- Fascination. Examples of Spells: Distract Target, Fascinate
Target, Remove Fascination.
- Fertility. Examples of Spells: Degrade Fertility, Enhance Fertility,
Ensure Harvest.
- Fire. Examples of Spells: Explosive Fireball,
Extinguish Fire, Fireball, Flaming Weapon,
Resist Fire, Set Fire, Shape Fire.
- Fire Spirit Spirits. Befriend Fire Spirit, Control Fire Spirit,
Detect Fire Spirit, Exorcise Fire Spirit,
Protection from Fire Spirit, Summon Fire
Spirit Servant.
- Flight. Examples of Spells: Flight, Remove Flight.
- Food and Drink. Examples of Spells: Produce
Drink, Produce Food, Purify Drink, Purify Food.
- Friendship. Examples of Spells: Befriend
Target, Remove Friendship.
- Glory. Examples of Spells: Disgrace, Glory.
- Guidance: Find the Path, Guide My Choice.
- Happiness. Examples of
Spells: Produce Happiness, Sadness
- Healing. Examples of Spells: Cure Disease, Heal Wounds, Remove Poison,
Stabilize
- Health. Examples of Spells: Enhance Constitution, Improve PF, Lend Vitality.
- Heat. Examples of Spells: Heat Strike, Resist Heat, Warmth.
- Hiding. Examples of Spells: Enhance Hiding, Hide Object, Hide Person, Hide
Place, Reveal Hidden.
- Honors. Examples of Spells: Honors, Remove Honors..
- Hunting. Examples of Spells: Enhance Hunting, Enhance Traking, Find the Path,
Follow Trail.
- Illusion. Examples of Spells: Complicated
illusion, Detect Illusion, Glamour, Simple
Illusions.
- Imprisonment. Examples of Spells: Imprison Target, Release Target.
- Industry. Examples of Spells: Establish Production Line, Improve
Production, Reduce Production
- Invisibility. Examples of Spells: Curse of Invisibility, Invisibility
at Will, Make Visible.
- Invulnerability. Examples of Spells: Invulnerability
to Fire, Invulnerability to Sword Damage.
- Knowledge. Examples of Spells: Gain Knowledge, Remove Knowledge, Share
Knowledge..
- Life. Examples of Spells: Detect Life, Ressurection, Protect Life.
- Light. Examples of Light: Aura of Light,Light
Bolt, Project Light, Sphere of Light.
- Liquid. Examples of Spells: Shape Liquid, Walk upon Liquid.
- Local Spirits. Examples of Spells: Control
Local Spirit, Detect Local Spirit, Exorcise
Local Spirit, Protection from Local Spirit,
Summon Local Spirit Servant.
- Locks. Examples of Spells: Lock Opening,
Unlock Opening.
- Longevity. Examples of Spells: Longevity, Remove Longevity.
- Love. Examples of Spells: Love, Remove Love.
- Luck. Examples of Spells: Bad Luck, Good
Luck.
- Magical Power. Examples of Spells: Detect
Magic, Drain Power from a Spell, Recover
Magical Energy, See the Astral, Transfer
Magical Energy.
- Memory. Examples of Spells: Enhance Memory, Gain Memory, Remove Memory.
- Mental Detriment: Examples of Spells:
Forget, Ignorance, Reduce IN, Reduce IU.
- Mental Enhancement. Examples of Spells: Ehance IN, Enhance IU, ESP, Telekinesis, Telepathy.
- Movement. Examples of Spells: Haste, Slow, Target
is Unable to Move, Trip Target.
- Nightmares.Examples of Spelld: Inflict Nightmares,
Protection from Nightmares.
- Oaths. Examples of Spells: Blood Oath, Family Oath, Remove Oath.
- Oracle. Examples of Spells: Oracle of the
Future, Oracle of the Past, Oracle of the
Present.
- Order. Examples of Spells: Arrange Objects, Calm Discord, Find Pattern,
Harmonize Rhythm, Impose Order, Restore Order, Stabilize Structure.
- Pain. Examples of Spells: Headache, Pain Strike, Reduce Pain.
- Peace.Examples of Spells: Impose Peace, Pacify, Remove Anxiety, Serenity,
Sooth Emotions.
- Physical Detriment. Examples of Spells: Affliction,
Paralyze Limb, Produce Clumsiness, Produce
Itch, Produce Pain, Produce Spasm, Reduce MA, Reduce PF, Tickle.
- Physical Enhancement. Examples of Spells:
Alter Body, Climbing, Enhance Agility, Enhance
Endurance, Enhance MA, Enhance PF, Enhance Strength.
- 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.
- Plants.Examples of Spells: Control Plants,
Enhance Knowledge (Plants), Identify Plant,
Wall of Wood.
- Poison. Examples of Spells: Analyze Poison,
Antidote, Detect Poison, Enhance Constitution,
Produce Poison, Protection from Poison.
- Portals to Other Planes. Examples of Spells:
Open Gate to Another Plane, Summon from Another
Plane.
- Preservation. Examples of Spells: Preservation, Remove preservation.
- Prophecy. Examples of Spells: Prophesize
the Future, Prophesize the Past, Prophesize
the Present.
- Protection. Examples of Spells: Counter Misfortune, Grip Objects,
Resilience, Resist Taint, Shield.
- Psychic Enhancement. Examples of Spells:
Hide Thoughts, Mind Reading.
- Purification. Examples of Spells: Cleanse Taint, Expel Impurity, Purify
Aura, Purify Thoughts, Sanitize, Self-Purification.
- Reality. Examples of Spells: Alter Reality, Anchor Reality, Bind Shape,
Fix Form, Glimpse Truth, Preserve Reality, Reveal Essense, Stabilize Presence.
- Reconciliation. Examples of Spells: Bridge Silence, Heal Bond, Mend Words,
Mutual Accord, Reconcile
Former Friends, Restore Trust, Share Empathy, Sooth Grudge.
- Regeneration. Examples of Spells: Accelerate Natural Healing, Regenerate
Fiber, Regrow Plant, Renew Vigor, Restore Limb, Self-Regereration.
- Relief. Examples of Spells: Burn Relief,
Cold Relief, Relieve Pain.
- Repulsion. Examples of Spells: Avert Gaze, Deter Beast, Push, Repel
Debris, Repel Enemy, Repel Insect.
- Scrying. Examples of Spells: Scry a Person,
Scry a Place, Scry a Thing.
- Senses. Examples of Spells: Enhance Magical
Senses, Humble Service, Improve Hearing, Keen Scent, Keen Sight, Keen Taste,
Sense Direction, Sensitive Touch.
- Servitude. Examples of Spells: Fetch an Object, Impose Loyalty, Servitude,
Urge to Assist, Urge to Follow.
- Shapechange. Examples of Spells: Shapechange
to Animal, Shapechange to New Identity.
- Silence. Examples of Spells: Quiet, Sphere
of Silence.
- Size. Examples of spells: Grow, Shrink.
- Sleep. Examples of Spells: Awaken, Produce
Sleep.
- Sound. Examples of Spells: Speak with the
Target, Wall of Sound.
- Strengthening. Examples of Spells: Bolster Resolve, Fortify Grip, Harden
Surface, Reinforce Material, Strengthen
Armor, Toughen Skin.
- Success. Examples of Spells: Clear Deecision, Flawless Effort, Insure Success,
Opportune Moment, Precision, Steady Hand.
- 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.
- Teleportation. Examples of Spells: Blink Dodge, Blink Step, Return, Shift
Object, Swap Places, Teleportation.
- Theft. Examples of Spells: Distract Mark, Loosen Fastening, Magical
Pocket, Muffle Sound, Obscure Ownership, Protection from
Theft, Slippery Object, Swift Snatch, Theft.
- Thought. Examples of Spells: Clear Thinking, Quiet Thought, Recall Detail,
Spark Insight, Telekinesis.
- Time. Examples: Knoow Time, Slow Time, Speed
Time.
- Totem Spirits. Examples of Spells: Control
Totem Spirit, Detect Totem Spirit, Exorcise
Totem Spirit, Protection from Totem Spirit,
Summon Totem Spirit Servant.
- Travel. Examples of Spells: Fast Travel.
- Undead. Examples of Spells: Raise Undead
Servant, Sense Undead, Summon Undead.
- Vision. Examples of Spells: Enhance Keen
Vision.
- Wards. Examples of Spells: Ward Against Fire.
- Warfare. Examples of Spells: Blur, Deflect
Missile, Quick March, Sense Foes, Shield.
- Water. Examples of Spells: Breathe Water,
Find Water, Produce Water, Purify Water,
Wall of Water.
- 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.
- Weakening.Examples of Spells: Weaken Limb.
- Wealth. Examples of Spells: Attract Coin, Bargaining, Enhance Wealth,
Preserve Wealth, Propsperity.
- Weapons.Examples of Spells: Enhance Weapon
Damage, Improve Weapon Skill, Prevent Disarm.
- 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.
- 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.
- Wisdom. Examples of Spells: Advice, Deliberate, Discern Reason, Enhance Wisdom,
Foresight, Prudent Choice, Reflection, Resist Impulse.
- Wounds.Examples of Spells: Heal Wound, Produce Wounds.
- 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):
- Consecration Items: Brazier, Gong, Potion.
- Focus Items: Brazier, Crown, Dagger, Medallion,
Potion, Ring, Rod, Staff, Sword, Wand.
- Protection Items: Amulet, Bell, Brazier,
Crown, Dagger, Goblet, Gong, Potion, Ring,
Rod, Sword.
- Power Items: Bell, Brazier, Crown, Dagger,
Goblet, Gong, Medallion, Potion, Ring, Rod,
Staff, Sword, Wand.
- Items to Call Upon Forces: Bell, Brazier,
Crown, Dagger, Gong, Medallion, Potion, Ring,
Rod, Staff, Sword, Wand.
- Items to Compel the Forces: Bell, Brazier,
Crown, Dagger, Gong, Medallion, Potion, Ring,
Rod, Staff, Sword, Wand.
- Items for Dismissing the Forces: Amulet,
Bell, Brazier, Dagger, Gong, Potion, Ring,
Rod, Staff, Sword, Wand.
- Items for All Stages in Spell Casting: Bell,
Brazier, Dagger, Goblet, Gong, Medallion,
Ring, Rod, Staff, Sword, Wand.
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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