Sorcery |
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| Sorcery in my amalgam
universe runs a bit differently from the way the books details it. I will preface it by
saying that, until this current campaign started in WebRPG, I did not allow any magic
wielding in my games, save for the occassional NPC. I did allow mystic origins, but no
true magic users. I also never had the Realms of Magic books until I downloaded them in
PDF format a short time after I started running this WebRPG game. I've yet to thoroughly
read them either, so these rules have evolved and are constantly evolving. These have been
created jointly by myself and Shadowwalkyr, who played the LEGION's resident mage, Scarlet Speaker. With that in mind,
below you will find magic as it exists in my campaign All sorcery/magic in this world flows to and from The Crystal of Magic, and is actually channeled through persons who are linked to this crystal. As of the time of this writing, the actual physical location of the crystal is unknown to all but the most powerful sorcerers. The Crystal of Magic's origins are unknown, but it is believed to be related to various mythological pantheons. What is known of the Crystal is that it is tied to Armageddon/Ragnarok. The Lords of Chaos seek to take and destroy the crystal, so the various deities are powerless to stop the Age of Chaos from coming. Legend dictates the Council of 12 are all that stands between the Age of Chaos and the Age of Order. (NOTE: We are currently in the Age of Order, but the pendulum is swinging towards chaos currently. Every two thousand years the pendulum swings the other way.) It has been said, that one does not choose the way of sorcery, but that it chooses them. That being said, in order to even be an apprentice, one must have this link to this crystal. (NOTE: Most of the time, most apprentices are unaware of this, until the time of their initial test.) Then they must seek out someone to teach them the skills necessary to channel to and from it. If they succeed, they are known as an Apprentice. Apprentices are trained by thier teacher for a time, before being encouraged to go out and explore the world around them. (NOTE: There is no established time limit before the apprentice must learn on their own. For some, they were with their teacher for years, while for others, it was only a month.) It is important that the teacher helps his pupil as little as possible during this time of exploration, because the apprentice must learn on his own how to deal with prejudices others have about sorcery and magic. (NOTE: This is a direct result of the Salem Witch Trials.) Additionally, the apprentice has to prepare himself for his test to become a Sorcerer, which he/she must go through alone. All apprentices are aware that they have to take the test, but no one actually knows when the test is supposed to happen. There is no set time frame in which the apprentice must take the test, but they are encouraged to do so after they have prepared themselves sufficiently. There have been cases where a person was an apprentice for ten years, however most take their test within a year of going off on thier own. The Test itself is a highly guarded secret, by all sorcerers. Sorcerers are forbidden from revealing any details of their own tests to anyone, including their own apprentices. It is as-yet unknown what the consequences are for doing so. Compound that with the fact that everyone's test is believed to be different, one never knows what to expect with their test. More than a few apprentices have been killed during their test, but success makes one a Sorcerer. The test has altered newly christened sorcerers as well, physically & mentally, but that is not always the case. One side effect of the test is a voracious appetite that lasts for about a week. It is believed the tests are overseen by the Sorcerer Supreme, the Council of 12(the 12 most powerful sorcerers), and apprentice's teacher, rather it has been hinted at by sorcerers in the past. New sorcerers are able to take apprentices of their own, but they are discouraged from doing so for at least a year. A sorcerers next goal is to become a Master Sorcerer, Another test must be passed to be a Master Sorcerer, but very few have failed it. Additionally, it is usually a few years before a Sorcerer is skilled enough to attempt the second test. Only the most skilled sorcerers can hope to become a Master Sorcerer. At most 10 percent of all Sorcerers will become a Master Sorcerer. A Master Sorcerer works closely with the Council of 12, when the need arises, however they are otherwise free to do as before. If there is an opening on the Council of 12, the remaining members will elect a Master Sorcerer to take that opening. There is no test involved should the Sorcerer accept the job, but they do have the right to not accept it. Usually when someone turns down the appointment, it is because they do not want to deal with the politics of it. The Council of 12 are the most powerful sorcerers in the universe, each a specialist in thier particular school. To attain that honor is a great achievement. They serve as the judges on the Wizard's Council. They also must protect the Crystal of Magic, at all costs. They are among the few who know the location of it. The Council of 12 do not necessarily serve the cause of mankind, but serve the cause of magic. In the past their actions have clashed with super-powered beings, specifically on Earth (which seems to be an important nexus in more than one regard). Currently the Sorcerer Supreme, Dr. Fate - Nabu, has been a humanizing factor for the Council. The Sorcerer Supreme is always the being who can channel the most magic through the crystal. Quite literally, you are chosen (usually from the Council of 12, but not always) to be Sorcerer Supreme by the Crystal itself. Now for some specifics: 1> To create initial stats, the hero must roll on the normal humans tables, unless their classification falls under another category (such as alien). For starting numbers of spells, you will roll for powers & talents just as an altered human would, using the tables provided here Starting sorcerer characters are restricted to just the spells using Personal or Universal Energies. Spells that use Dimensional Energy will only be accpeted pending Judge approval. As with normal heroes, certain powers I do not allow. .2> Apprentice PC's will be rewarded should they pass their test. The reward can be any number of things, but your character is always more powerful than when they were first created. I do this, because, to be honest, when rolling from the normal humans table, you're gonna be quite weak. I usually ask for a wish list from the player sometime before I give them their test, and most of the rewards will come from that wish list. 3> To augment the sorcerers, they have access to minor cantrip type spells. These spells encompass, such items as tagging a certain car magically, overhearing a conversation, minor illusions, stage tricks, etc. A being must spend 5 karma to do these minor cantrips, but they must be approved by the judge ahead of time. There is no need to roll a feat when doing so, unless the situations demands it or is particularly extraordinary. 4> There is evidence of Ley Lines existing on Earth, but it has not been explored enough by anyone to say exactly where the Ley Lines are. One spot evidently where true sorcerers cannot wield their magic is under the lake bed of Lake Erie. Schools of MagicAtlantean Atlantean magic is a flowing magic that is often attracted to large amounts of water. As such, it is often found in and around islands, lakes, oceans and certain celestial features that primarily include water, such as ice comets. Atlantean magic is primarily divinatory in nature, and was used by the inhabitants of the (now sunken) continent of Atlantis in their studies of the universe, and is a major reason they had advanced so much further than the rest of the world. Atlantean magic has also been used to good effect in creating "Hermes' Portals," rifts in space that allow travel between two or more areas with little effort. Minor Atlantean spells typically require a few seconds of chanting (usually in the tongue of Ancient Atlantis) and a few simple gestures to enact. Major workings of magic often involve long sessions of chanting (multiple days are not uncommon) and favorable astrological conditions. Sorcerers using Atlantean magic gain +01CS when attempting to divine an answer or when dealing with the Astral Plane. They gain -02CS when attempting to create or destroy anything. Practitioners of Atlantean magic are called "Atlantean Wizards" or simply "Wizards."Chaos Chaos magic is an unpredictable magic that is rarely attracted to any one thing. It is often thought of as wildly destructive, but that is only partially accurate. Although it can be used easily to destroy, it can be used to create as well. Despite this, it has a bad reputation among many sorcerers, who, at best, consider it "Magic for the Desperate." While its results are often wildly unpredictable, they are rarely detrimental to the user. Chaos spellcasters have no set style used for casting; rather, they typically have an eclectic style of spellcasting preferred over any other. Sorcerers using Chaos magic gain +/-01CS whenever the Judge feels like it. Practitioners of Chaos magic are called "Chaos Mages."Dimensional Dimensional magic flows evenly over the universe, connecting every point to every other point. As such, it is an unparalleled way to move throughout space; some more advanced mages claim it is possible to move throughout time as well. It also is extremely easy to create spaces between dimensions, creating "pocket" universes. It is the most efficient manner of traveling between the various dimensions known to magic. As such, it is commonly studied by mages of all stripes, though few choose to specialize in it, as it is seen as useful only for "going places and storing stuff"; it does not have the versatility that most mages crave. Dimensional spells typically involve grand gestures and few incantations. "Hermes' Portals" can easily be created using these spells, and a mage gets +01CS if using an existing portal (such as a doorway) as a frame. Sorcerers using Dimensional magic gain +01CS when attempting to teleport within a single dimension. Sorcerers attempting trans-dimensional travel using any other kind of magic have a -02CS. Practitioners of Dimensional Magic are called "Dimensionalists."Divine Divine magic is the only truly sentient magic extant. It manifests primarily as "gods," who grant "miracles" to the practicing mage. Often, the mage thinks of him (or her) self as a priest or avatar of the god granting the miracle. Although Divine magic can be used easily for any kind of effect, certain gods may decline to grant certain magical favors. Gods typically gather into pantheons; such pantheons may or may not acknowledge each others' existences. Divine magic typically involves prayer, and as such is more likely to involve incantation than gesture. Major workings typically require high ritual in a consecrated location. Sorcerers using Divine magic gain no set benefits or penalties, though certain gods may choose to help/hinder for reasons of their own. Practitioners of Divine magic are called "Priests."Elemental Elemental magic is actually several closely related flavors of magic, each of which is attracted to a single elemental force. An Elementalist typically studies all such flavors, although most have two or three as particular favorites. More than just the four classical elements, as many laymen believe, other forces are considered to be elements. Air, Blood, Cold, Darkness, Earth, Fire, Light, Lightning, Metal, Vacuum, Water and Wood are all elements. Even apprentice Elementalists can typically manipulate at least two of these. Elemental spells often involve invocations, these invocations typically involve incantation supported by gesturing. In addition, they often require a ready supply of the element in question. Sorcerers using Elemental magic gain +01CS when creating, manipulating, or destroying raw elemental force. They suffer -01CS when attempting to deal with anything other than actual elements. Practitioners of Elemental magic are called "Elementalists." Many add the names of favorite elements to this ("Fire Elementalist" "Light Elementalist" and so on.)Fey Fey magic, attracted to sylvan lands in general and the British Isles in particular, was often attributed to the "faerie," immortal nature spirits who were both helpful and malicious by turns (and often human sorcerers in disguise). Fey magic lends itself well to illusion, trickery, and general mischief. It can also be used to create copies (even improvements) of items, though creating new ones is extremely difficult. For reasons few mages understand, even Fey mages, Fey magic is bent and disrupted by iron and iron ores. Different alloys containing ferrous materials affect the magic differently, and these amounts can be measured. Some of the more scientifically minded Fey mages have learned to use shaped iron to focus their spells for maximum effectiveness. Many Fey Masters develop an allergy to iron due to their long sympathy with Fey magic. Fey spells often involve simple rhymes and gestures. Most spells are minor, and the creative Fey mages tend to do more with tiny amounts of magic than many others do with truly huge amounts. Sorcerers using Fey magic gain +01CS when creating or destroying illusions. They gain -03CS when trying to create an object that is not a copy of something immediately on-hand.Practitioners of Fey magic are called "Sidhe," pronounced "shee."Lemurian Lemurian magic is the magic of sound. Attracted primarily to crystals and vibrating objects, it tends to stay put for long periods of time. As such, it is possible for a Lemurian mage to have a great number of prepared spells waiting to be released at a moment's notice. Lemurian Mages are rare, and have been since Lemuria's destruction in a cataclysm much like the one that sunk Atlantis (some consider the two to be related events). Most Lemurian mages are very secretive of their practices, and no one can manipulate sound like a Lemurian Master. Most Lemurian spells are composed entirely of songs and chants, and most every Lemurian Sorcerer is an accomplished singer and musician in addition to anything else. Sorcerers using Lemurian magic gain +01CS when attempting to create, manipulate or destroy sound or when focusing spells through a crystal (flawless quartz works best). They suffer a-02CS when attempting to use magic in extremely quiet or cold environments. Practitioners of Lemurian magic are called "X'ichil," which is "Wizard" in the ancient Lemurian language.Mechanical Once called "Alchemy," Mechanical Magic is magic attracted to inanimate objects. Its mages often seek to invest magic into an item, thereby creating an enchanted item. Like Lemurian mages, Mechanical mages tend to have many spells stored in inanimate objects, just waiting to be used. Like mystic Boy Scouts, they try to be prepared for anything. Mechanical spells are typically placed into inanimate items and stored until used. Easy to make, one shot items (which are used and in the process disenchanted or destroyed, such as potions) are known as "talens" while permanently enchanted items are known as "artifacts." Artifacts are much harder to make and have to be done "just so," often taking weeks or months. Sorcerers using Mechanical magic gain a +01CS when attempting to enchant a talen or artifact. They suffer -01CS when trying to affect living things or when casting spells on the fly. Practitioners of Mechanical magic are called "Talents" if they usually make talens and "Artificers" if they prefer making artifacts. Other mages use "Alchemists" or "Machinations" to refer to both groups, but neither accepts the use of these terms.Necromantic Necromantic magic invests itself in places and things associated with death, not the least of which is corpses. Ancient battlefields, burial grounds and catacombs are often ripe with Necromantic magic also. Manipulation and creation of undead beings is the primary purpose to which Necromantic magic is used, although no few Necromancers study the so-called "Dark Art" to destroy such travesties. Necromantic magic, like all magic, is considered to be neither good nor evil in and of itself, only the mage may be judged. That said, most mages find Necromantic magic to be distasteful, and few use it. Necromantic spells are often cast with a low chant with a few magical runes and sprinklings of blood or bone. Few such spells are flashy, but many are effective nonetheless. Sorcerers using Necromantic magic gain +02CS when attempting to create, control, repair or destroy undead beings, to include zombies, revenants, vampires (of all stripes) and other such creatures. They suffer -02CS when attempting to deal with living things or inanimate objects. Practitioners of Necromantic magic are called "Necromancers."Order Order magic finds itself attracted to places where things are orderly. Most forms of civilization become fine resting places for order magic, as do salt flats and peaceful areas in nature. Order magic can be used to greater effect to create or heal/repair than it can to deal direct damage. Most Order spells are cast using arduous magical formulae, often memorized ad nausem during apprenticeship. Most mages do these formulae in their heads, while some scrawl their calculations in glowing characters on the air. Some Order mages find it hard to improvise, although others have no such trouble. Most Order spells have an accompanying element, either invocation or gesture. Sorcerers using Order magic gain +01CS when attempting to create or repair something, or when in a city. They suffer -01CS when attempting to damage or destroy anything, or when not in urban or suburban areas. Practitioners of Order magic are called "Wizards" or "Hermetics."Rune Rune magic is the magic of symbol and gesture, of rune and sigil. It finds itself mostly in areas of harsh climate--the Arctic, the Middle East, and such places. Rune magic lends itself towards enhancing or negating already extant traits of things. Although it can be used to create or destroy, it doesn't work quite as well as some of the others and is rarely called upon for those purposes. Rune spells are usually cast by marking the item to be enhanced/negated with one or more sigils. Like Mechanical magic, Rune spells are difficult to cast at a moment's notice, so they are usually prepared in advance (particularly by mages expecting trouble). Sorcerers using Rune magic gain +01CS when attempting to enhance or negate traits of beings/items. They suffer -03CS when attempting to create or destroy anything. Practitioners of Rune magic are called "Skalds" if they use the Norse version or "Quabbalists" (alternatively, "Kabbalists") if they use the traditional Jewish version. "Runesmiths" may refer to either one, but the more modern "Runecasters" is not generally accepted and will often lead to a conflict.Wiccan/Druidic "Wiccan" and "Druidic" are two different styles of using the same flavor of magic. Druidic magic is falling out of fashion with most sorcerers, being replaced by the more modern Wiccan style. Although either term may be used to describe the magic itself, one must be careful how one refers to the practitioner in question. Wiccan magic is the magic of life and rebirth, and often invests itself in places associated with healing, childbirth, and natural splendor (some sorcerers consider it odd that hospitals attract both Wiccan and Necromantic magic, others think it's the most natural thing in the world). It can be used to great effect to create, change, restore or heal, but to little effect to destroy anything. Wiccan magic can also be used to connect people and/or to facilitate communication. Wicca and Druidism are also religions, and nearly every practitioner of either style will be a follower of the accompanying religion. It is important to note, however, that not every member of the religion will be a sorcerer of any stripe. Not everybody has the talent. Sorcerers using Wiccan/Druidic magic gain a +01CS when attempting to heal a being or when dealing with nature. They suffer -01CS when dealing with or in urban environments (but not suburban). Most Wiccan spells are cast using simple herbal formulas, acupressure, and simple prayers. Most works are minor and most involve the mage or a single subject. Druidic spells are more complex (and, according to Wiccan mages, less refined) than Wiccan and are more suited to major taskings. Both styles of magic lend themselves to group workings. Practitioners of the Wiccan style are called "Witches" and practitioners of the Druidic style are called "Druids."Notes: Each school has a name or variety of names for their practitioners (see above), but the terms "Mage" and "Sorcerer" may be used interchangeably to describe any spell-caster. The vast majority of Sorcerers are familiar with all of these terms.Most mages will use many flavors of magic during their careers. However, most specialize in one or two. In the case of one sorcerer who specializes in two flavors, both terms are used, with the less used flavor used as a modifier for the primary. For example, Jesse Messah, a Wizard who makes good use of Wiccan magic also, is known as a "Wiccan Hermetic." If he were to do it the other way around, he'd be a "Hermetic Witch." As is, Jesse makes good use of the Order magic found in Cleveland, his base of operations. If he were to find himself in the woodlands, he'd probably find his Order magic weakened a bit while finding his Wiccan spells enhanced.It is important to note that any flavor of magic can be used to perform any effect. It is, however, considerably easier to accomplish certain ends by more appropriate means. Want to demolish a building with Wiccan magic? Sure. Just expect to be spell-casting for at least a week and probably three. A Chaos Mage, on the other hand, could simply wave his hand and watch the building decay between blinks.There is some question among some as to whether it's better to use Rune or Mechanical magic to enchant an item. Which form of magic is better depends on exactly what you want to do. If you want to enchant a gun so that it's invisible, use Rune magic (you're negating its opacity ). If you want to enchant a gun so that it doesn't require bullets anymore, use Mechanical magic (you're adding something that wasn't there before). Also, Rune effects tend to be more constant than Mechanical ones. If you want the gun to be invisible only when a certain person is holding it, only when drawn or only to the person it's being pointed at, use Mechanical magic. Finally, Rune effects really only effect one thing at a time. If the gun makes its wielder invisible too, it's best to use Mechanical magic. |
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This page last updated on 11.22.02.