Magic Quick Reference

CASTING A SPELL

1) Casting Roll
Sorcery Skill Dice + Spell Pool Dice (No more spell pool dice than the level of the skill may be used) V.S. TN# listed on spell or Target’s attribute listed on spell.

2)Target’s Resistance Roll
Target rolls resistance to try and stop your spell. He gets x number of successes.

3)Stage Damage
If you have more successes that your opponent, you can increase the damage your spell does one level for every 2 successes.
If your target has more successes, he can decrease the damage by one level for every two successes.

4)Drain Resistance Test
Roll Willpower V.S. Force of spell, divided by two, rounded down. Every two successes you roll allows you to stage the Drain Damage down one level, down to below light, after which it performs no drain. Any remaining damage is taken as Stun damage. Overflowing Stun Damage becomes physical damage.

RESISTING A SPELL

Someone casts a spell at you
Dodge or resist
If it is an elemental spell, you can do an ordinary dodge plus a damage resist.
Resisting: roll the amount of dice in the appropriate Attribute that the spell targets V.S. the Force at which the spell is being cast

3)Stage Damage
If your target has more successes, he can decrease the damage by one level for every two successes.
If you have more successes that your opponent, you can increase the damage your spell does one level for every 2 successes.

Spells

Type: Mana or Physical
Physical spells affect physical properties of a target. Only physical spells can harm non-living objects.
Mana spells affect mental physical or emotional things. Only Mana spells can be used against astral forms.
Target: Attribute of target to beat or a set number if non-living target, use (OR) Object Resistance table (p183).
Duration: Instantaneous or Sustained or Permanent
Instant spells take effect and then vanish.
Sustained spells can be maintained over time. A caster cannot sustain a spell if unconscious or asleep. A caster who takes damage while sustaining a spell must make Sorcery test against the Force of the spell (plus injury modifiers) to continue sustaining the spell. Characters sustaining spells have a +2 target modifier per sustained spell applied to all tests, including Drain, (but not normal damage resistance tests). You can sustain a number of spells equal to your Sorcery rating.

Permanent spells must be Sustained for a specific amount of time for them to become permanent. Caster can allocate successes to reduce the base time to become permanent. Time to become permanent is based on the Drain Level of the spell.

PERMANENT SPELL BASE TIME
Drain Level Time Required
Light 5 Turns
Moderate 10 Turns
Serious 15 Turns
Deadly 20 Turns

Drain: Modifier to damage level of spell that indicates the amount of drain (in stun) that the caster must resist.

DISPELLING A SPELL

  • Dispelling a spell uses the Sorcery skill (and spell pool dice can be used)
  • Each attempt takes a Complex Action.
  • Target number is the target spell's Force; successes are deducted from the original spell's successes.
  • If the original spell had a treshold, the spell is dispelled once the remaining successes are below the treshold; otherwise the spell is dispelled once there are no more remaining successes.
  • After each attempt the mage doing the dispelling must make a drain resistance test as if casting the original spell.

CONJURING

Conjuring: Conjuring skill V.S. Force of Spirit/Elemental.
Drain: Charisma attribute V.S. Force(See Conjuring Drain Table)

Shaman

CONJURING DRAIN
Spirit’s Force is Drain Level (Stun damage)
½ conjurer’s Charisma or less L
Conjurer’s Charisma or less M
Greater than the conjurer’s Charisma S
Greater that 1.5 x the conjurer’s Charisma D
A Shaman can summon and control nature spirits. Shamans can only summon and use a spirit in its Domain.
  • Summoning requires an Exclusive Complex action. Shaman decides on Force of spirit to be conjured. The force will be the target of the Conjuring test. Totem modifiers and extra dice from Spirit Foci can be applied to this test Conjuring dice can be held in reserve to help with the drain resistance test. Each success from the conjuring test represents one service that the spirit agrees to perform for the shaman.
  • If the shaman rolls no success, no spirit appears.
  • Drain must be rolled regardless of whether any successes are made on the Summoning test or not.

Hermetic Mage
Mages can summon and control Elementals. Elementals arise from the four hermetic elements: Earth, Air, Fire and Water.

Preparation
The mage needs a Conjuring library and a hermetic circle of the correct type, both with ratings at least equal to the Force of the elemental to be summoned. The summoning ritual also requires special ritual materials, available from a talismonger for approximately 1,000¥ times the Force of the elemental. The elemental also needs a source from which to materialize.

Summoning Elementals 101
The ritual takes a number of hours equal to the elementals force and is an Exclusive action. After this time make a Conjuring Test V.S. the force of the elemental. Extra dice may be added from spirit foci, and the mage may set aside dice to help resist drain. If the ritual is interrupted, it automatically fails and the summoner must resist Drain.
If the Conjuring test is successful, the Conjuring material is used up and the Elemental appears outside the hermetic circle. The number of successes gained translate to the number of services the elemental will perform for the owner. If there are no successes, no elemental appears, but all the materials purchased for the summoning are used up.

Regardless of whether or not the Conjuring test is a success, the mage must perform a drain resistance test.
Charisma + any spirit foci dice + any left over from conjuring test V.S. Force(Conjuring Drain Table)

Once an elemental has appeared before it’s summoner it disappears from the physical and astral plane and is now on call. To use the services of an elemental, take an exclusive complex action and call it to appear. It will appear before it’s master in astral form. More than one elemental can be called with the same action if they are of the same element. They can now be commanded with a simple action. It only assumes physical form if
ordered. If twenty-four hours pass while an elemental is present in astral or physical form (even while performing a service) it uses up an additional service.

NOTE: This does not apply while an elemental is awaiting it’s master’s call, only when it is actually present.

The summoner of an elemental can order it to obey another character, magical or mundane, as it’s master. This cost’s one service.
If an elemental is present when it’s master is killed or becomes unconscious, it becomes uncontrolled.

Astral Space

Astral Perception

Astral Perception allows the character to interact with both the physical and astral planes at once. However, sensory input from both planes can be confusing, whenever the character performs a completely mundane task they suffer a +2 TN. It takes a Simple action to shift to or from Astral Perception Characters use their normal physical Attributes and Skills when perceiving.

Astral Combat

Astral Initiative

Dual natured beings use their normal reaction and initiative dice.
Astrally projecting characters use Intelligence as Astral Reaction.
Astral Initiative = Intelligence + 20 + 1D6

Astral Combat Tests

ASTRAL DAMAGE CODES
Attack Type Damage Code
Unarmed Attack (CHA)M
Armed Attack (CHA)+Foci Damage Code
Dual Being (STR)M (or by type)
Spirit, Focus or Barrier (Force)M
* Astral combat uses the same rules as normal melee combat.
* Dual beings use their normal physical attributes, skills and Combat Pool in Astral Combat. Dual being must move on both planes together, their bodies cannot be in a different location from their Astral Forms.
* Projecting characters use their normal mental and special attributes, but use their mental attributes in place of their physical attributes. They have an Astral Combat Pool = the sum of their mental attributes divided by two and rounded down. (Int + Cha + Wil) / 2
* Use armed combat skill if armed with a weapon focus
* Unarmed if not armed with a weapon focus or use Sorcery.
* Spirits and other astral entities use their Force for all Astral Combat tests, unless they are materialized.

NOTE: Using sorcery in Astral combat, uses up Sorcery dice set for spell defense.

* Resist Damage using Willpower or Force for astral beings, or Body for dual beings.
Dual beings with natural physical armor gain the benefits of their armor in astral combat. Physical armor worn, has no effect in Astral Combat.

* Astral Damage can be Physical or Stun at the choice of the character inflicting it. The physical body manifests any damage inflicted on the astral form and vice versa, immediately. Healing techniques used on the one also affect the other. If your astral form is killed, your physical body dies as well.

* An astral form suffering Deadly Stun damage is disrupted. It immediately disappears from the astral plane. Characters return to their body regardless of any barriers in the way. The character is unconscious at Deadly Stun and must recover normally.

* A character who is disrupted in astral combat must immediately check for Magic Loss.

* Spirits disappear and cannot reappear in astral space or the physical world for a number of days equal to 28 – Force.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License