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. Air.
  2. Air Elemental Spirits.
  3. Angels.
  4. Animal Spirits.
  5. Animals.
  6. Astral Projection.
  7. Balance.
  8. Battle.
  9. Beauty.
  10. Chaos.
  11. Childbirth.
  12. Cold.
  13. Consumption.
  14. Control.
  15. Countermagic.
  16. Courage.
  17. Creation.
  18. Curse.
  19. Darkness.
  20. Death.
  21. Deception.
  22. Demons.
  23. Disease.
  24. Divination.
  25. Domination.
  26. Dreams.
  27. Earth.
  28. Earth Elemental Spirits.
  29. Electricity.
  30. Eloquence.
  31. Exorcism.
  32. Familiar Spirits.
  33. Fire.
  34. Fire Elemental Spirits.
  35. Flight.
  36. Friendship.
  37. Glory.
  38. Happiness.
  39. Healing.
  40. Health.
  41. Heat.
  42. Hiding.
  43. Honors.
  44. Illusion.
  45. Imprisonment.
  46. Invisibility.
  47. Invulnerability.
  48. Life.
  49. Light.
  50. Local Spirits.
  51. Locks.
  52. Longevity.
  53. Love.
  54. Luck.
  55. Magical Power.
  56. Mental Enhancement.
  57. Movement.
  58. Nightmares.
  59. Oracle.
  60. Order.
  61. Pain.
  62. Peace.
  63. Physical Enhancement.
  64. Plant Spirits.
  65. Plants.
  66. Poison.
  67. Portals to Other Planes.
  68. Prophecy.
  69. Protection.
  70. Psychic Enhancement.
  71. Purification.
  72. Reality.
  73. Reconciliation.
  74. Regeneration.
  75. Relief.
  76. Repulsion.
  77. Servitude.
  78. Silence.
  79. Size.
  80. Sleep.
  81. Sound.
  82. Strengthening.
  83. Success.
  84. Survival.
  85. Teleportation.
  86. Theft.
  87. Totem Spirits.
  88. Travel.
  89. Undead.
  90. Wards.
  91. Warfare.
  92. Water.
  93. Water Elemental Spirits.
  94. Weakening.
  95. Wealth.
  96. Weapons.
  97. Weather.
  98. Wisdom.
  99. Wounds.
  100. Youth.

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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