Using Powers in the Game

There are three separate issues involved in making magic work in the game.

  1. Magic is never mundane.
  2. Magic attracts the powerful.
  3. Knowledge of magic is power.

If someone attempts to use magic in such a way as to suggest that it is either easy or not due proper respect, then a 10 point detriment to their level of success is taken away. If proper role play is used suggesting the mysterious nature of power, this modifier is not applied.

Expenditures of magical power will not go unnoticed. Small-scale uses of power (less than 5 success) will largely go without undue notice. Results above this will gain some notice. Above 10 and the rulers of the land will begin to become interested enough to begin interfering with the character in an effort to manipulate or control the character; or to have them removed as a threat.

Duration Table

This chart lists the modifiers required to produce certain time periods. The duration can be specified in advance, or it can be taken from the level of success. All such fractions are rounded up

Duration Modifier
One Hour or less 0
Day or Night -1
Entire Day -2
Up to ten days -3
Month or less -4
Half-Year or less -5
Year or less -6
5 years or less -7
Decade or less -8
Half century or less -9
Century or less -10
5 Centuries or less -11
Millennium or less -12
Several millennia -12 - the number of millennia
Forever -50

Spirit Power Chart

This chart is used to determine the difficulty of operating against a spirit or divine being (summoning such a being, for example). Such a modifier can be taken into account in advance, or it can be subtracted from the level of success.

Spirit Power Level Modifier
Lesser -5
Greater -10
Noble -20
Royal -40
Divine -80
Lesser, Area of Power -50
Greater, Area of Power -100
Noble, Area of Power -200
Royal, Area of Power -400
Divine, Area of Power -800

Distance Chart

This chart is used to determine at what distance from the individual using the power the origin of the effect takes place. The distance over which a spell can function can be specified, or it can be subtracted from the level of success. You can also use this chart to determine the cost for areas by doubling the modifier, or volumes by tripling the modifier.

Distance Modifier
Within reach 0
10 meters -1
100 meters -2
1 km -3
10 km -4
100 km -5
1000 km -6
10000 km -7
Within the disk of the world -8
Within the plane of existence -9
Adjacent plane of existence -10
Alternate physical plane of
Astral world -20
Spirit world -40
Divine world -80

Damage Effects

The level of damage can be specified in the description of the power. If magical damage is not specified, then it is assumed that the spell does Light damage on the Medium/Magic scale. If spirit magic damage is not specified, then it is assumed that the spell does Light damage on the Large/Spirit scale. If religious or high magic damage is not specified, then it is assumed that the spell does Light damage on the Huge/Divine scale.

Damage Modifier
Light 0
Medium -5
Heavy -10
Extreme -20
Great -40
Tremendous -80
Small Scale 80
Normal/Psychic Scale 0
Medium/Magic Scale -80
Large/Spirit Scale -160
Huge/Divine Scale -240

Working Effects

The effect of a working, either magical, spiritual, or religious is a numerical result that will quantify what was done. The effect may be a direct effect, such as damage done. The effect may be History Points to gain or increase a skill level. The effect might be a modifier to a die roll. It is up to the GM to decide such matters. The following paragraph may help in this.

After all aspects of the spell or power being used are taken into account a power roll is made and the die roll is modified as required. The result is the level of success for the working. There are three areas in which such workings can have factors: duration, distance (or area, or volume) of effect, and specific effects unique to the working. If any of the three areas are not included in the modifiers, then the level of success is divided evenly among them. For example, you specify a duration and distance for a damage causing spell, but you do not specify the damage effect or the volume of effect; in this case the level of success is divided evenly between the effect (in this case the damage of the spell) and the volume of effect (or the number of targets struck).

It is possible to specify all areas of a power, in which case any level of success indicates that the working succeeded. Any left over levels of success will then apply to overcoming any defenses of the target. For example, the result of a power where all aspects are specified is a 5; the target has a 5 point defense; the power succeeds in penetrating the defense with no loss of effectiveness.

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