Magic Overview
What is magic?
The scholars and sages of the current era still debate as to whether magic truly existed before the Long Fall, but none doubt its existence and its impact upon the World Beyond the Fall. It is a supernatural occurrence created by sorcerous will or anomalous happenstance in defiance of normal physics. Examples of magic include inflicting summoned fire onto one’s enemies, discerning a person’s secrets with a focused stare, and areas suffused with withering shadows.
An invisible, intangible energy is used by magic. It is called “Ether”, “Mana”, “Devilry”, “Brujeria”, “Grace”, or any other name, depending on their upbringing and its source. Sometimes it flows from the Earth itself, as natural as river water or snowfall. Other times, it comes from eldritch dimensions or fell existences, harrowing and warping all that it touches.
Magic and Humanity
Despite its frequency of supernatural occurrences and creatures, magic can only be harnessed by few individuals or by those with the technology to do so.
Channelers: The ranks of the former are humans blessed and cursed with Stigmata that allows them the use of magic through bloodline or implant. Any of the Bloodline Stigmata will allow for spellcasting but only some of the Grafted Stigmata allow the same boon.
Nueva Sci: Alternatively, magic can be harnessed like any other energy via the wonders of human ingenuity. The new sciences of the day feature gigantic engines or small tools alike that utilize magnetic mana or other etheric energies such as Necrotheurgy for their various purposes.
Arcane Traditions
Many untrained Channelers end up without a Tradition, stymieing their sorcerous prowess by preventing them from properly attuning to magical energy. On the other hand, those with training are able to tether themselves to one of three Arcane Traditions - different methodologies of willfully harnessing magic.
Most ancient of Traditions, conjuring an invisible spirit as part of its method.
A recent discovery, uses a symbiotic entity to express magic through pain and blood.
Uses jewelry and Rune Wands to wield sorcery.
Though difficult, a Channeler may eventually learn more than one Arcane Tradition. However, casting a spell with them is mutually exclusive, one can only use one Tradition when casting a spell.
Etheric Spheres
If Traditions are the methodologies of using magic, then the six Etheric Spheres are magic itself. According to scholars and academics, every use of magic adheres to at least one such Sphere, if not more. Each Sphere has a relationship with the concepts of Body, Spirit, and Energy. Because of this, the Arcane Pyramid (an upside down triangle inside an equilateral triangle) has become a nigh universal symbol for magic use.
Some Arcanists choose to specialize in one or two Etheric Spheres -- attune to more than three is possible but can be burdensome to one’s spirit.
Perceive things beyond your normal senses.
Shield individuals with energy or use those same energies to enhance items.
Hide yourself or hinder the senses of others.
Spells allow you to summon and expel destructive energies.
Cure wounds, purify diseases and repair fractures.
Alter, damage, or repair physical items.
Casting Spells
Spells are a special kind of Skill that involves expressing and wielding Ether into one’s whim. This can be as destructive as throwing poisonous wind into an enemy or as protective as bolstering an ally with Etheric energy.
Etheric Arcana: Etheric Arcana skill is integral to the casting of most non-Ritual spells, allowing a Channeler to focus Ether into the form of a spell. This process, called Etheric Concentration or EConc, renders its user temporarily vulnerable to many forms of attack, including those that would normally be deflected by one’s shield or weapon. Furthermore, this vulnerability persists for a few seconds after the spell is cast. This means that a Channeler must choose their time wisely when casting spells or have allies that can protect them.
Etheric Arcana and Arcane Traditions
A Channeler’s Arcane Tradition can also assist them and enhance their spells when used properly. This requires that a Channeler have an Arcane Tradition and that they attune themselves with that spell’s Etheric Sphere (via that Sphere’s Adept skill).
The Benefits of Adept Attunement: This enhancement can take several forms, including removing the Focus cost of a spell or allowing a beneficial Spell to affect allies. As a Channeler progresses in the lores of a Sphere, they may unlock additional functions or additional enhancements to a single spell.
The Costs of Adept Attunement: Adept Attunements such as Restoration Adept or Obfuscation Adept are not free boosts to one’s power. Such power requires the expenditure of Components, an Attunement dedicated to that Sphere, and for some individuals, a slight change to their behavior as that Sphere affects their spirits. In addition, using an Adept Attunement with a Spell requires a “Somatic Gesture”, a physical action that is reflective of the Arcane Tradition that is being used -- this will signal to others what Tradition an individual is and may render them even more vulnerable to attack. This is covered in greater detail within that Arcane Tradition’s section.
— Animancy: Touch your Animus Crown and concentrate for longer
— Diablerie: Grab your wrist or neck while casting and suffer incredible Pain after the spell is cast
— Talismanry: Attunement requires a Rune Wand and that Wand must be held aloft during casting.
Casting Rituals
Ritual Spells are a type of spells that take far longer to cast but have more powerful or lingering effects. These spells take at least 10 minutes to use, cannot be done in dangerous situations (such as combat), and expend an individual’s Ritual-Craft action for that Period. The latter means that the user cannot perform another Craft or Ritual action until they have completed a Rest and the next Period has begun.
The specifics of each Ritual is dependent on the individual’s culture, their Tradition, and the spell’s Sphere. This can mean that a Templar’s Ritual can involve worshipful convocation and ritualized bloodletting whereas a Grailguard’s Ritual of the spell can be meditative drawing of runic circles upon the soil. On an out-of-game level, Game Staff is content to allow Players to determine the specifics of their Ritual provided that these adhere to the situational and time requirements.
Tradition Rituals: Some Rituals do not draw from a single Sphere and instead are more general in their source, dependent instead on one’s Arcane Tradition. These are learned via the Etheric Arcana skill and its upgrades: Empowered Arcana and Arcane Proficiency. For example, the basic Diabolic Ritual might allow them to alter their blood to bestow themselves a temporary, beneficial mutation. On the other hand, a Talismanic Ritual allows a Talismonger to create or upkeep their own Rune Wands or that of others.
Sphere Rituals: Most Rituals, on the other hand, are specific to their Etheric Sphere. For instance, the Infuse Form Ritual allows its caster to radiate protective energies. On the other hand, the Transmute Component Ritual can assemble simple items from parts or draw out a disease and turn it into a Component.
Theurgic Anchors
Channelers are accustomed to power being co-mingled with danger and discipline. Those who seek more strength from magic may invest themselves in a Theurgic Anchor, tying their spirit to an Eldritch power source.
Doing this requires the Theurgic Anchoring skill, which allows a Channeler to choose among three types of Anchors (see below). This also requires Attunement to those Anchors, which will affect an Attuned individual in certain ways -- for example, the Necrotheurgic Anchor corrupts the vital forces of its user but allows a Channeler to drain life energy from their enemies.
Deotheurges steep their magics with prayer and a faith in the divine. They Anchor their magics via a Shrine of their Faith or through group prayer.
Necrotheurges tap into the macabre domains of death and decay. Their healing abilities are stymied but they are able to feed upon soul energy.
Xenotheurges may allow their mind a glimpse into the maddening depths beyond sanity. They can inflict madness or even slip from others’ sight.
Eldritch Corruption or Spell-Sever
Whenever an Arcanist or a Channeler (any character that can use a Spell) gains a new Milestone, they are affected by Eldritch Corruption. While the character does not make this choice, the Player chooses which effect (see list below) they receive. Spell-Severs may be cured as though they were an Anathemic Curse that requires 3 Pure components to cure.
If you currently have at least one uncured Eldritch Corruption, then you no longer gain Eldritch Corruption whenever you gain a Milestone.
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Something calls from beyond and the spell-user listens.
You suffer minor visual and auditory hallucinations which confuses your perceptions of what is real. Some organizations consider this a major problem and relinquish status or influence from an individual known to have this. This has the following effect:
You are unable to use Detection Spells
You are unable to use Inquiry and Sense effects.
Once per Period, Game-Staff may give you special information or inflict a Dominate Strike or Wound upon you from a distant entity.
Phys-rep requirements: Black veins near the eyes and/or dark spots beneath the eyes.
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Your Animus shines brightly and it shines through you as well, as a mirror to a flame.
For some Shamans, their Animus is an entity of flame, of truth, or of honor -- examples include an Eagle spirit, an honorable ancestor, and a Sun spirit. Mentalists with Bright Animus tend to think of their Animus with vivid and/or fiery colors.
In all cases, something intangible alerts the other party to your attempts at deception.
You cannot lie or hide yourself, though you can still omit information from your speech.
You cannot use Deception skills
You cannot use spells of the Obfuscation Sphere.
You cannot use Conceal or Escape effects unless they are bestowed upon you by an ally.
Phys-rep requirement: Flame or Sun themed, and/or Flame colored (yellow, orange, red) mask for the Animus Crown.
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Your Animus is placid and calm, like a still pond or a quiet sky.
For some Shamans, their Animus is an entity of peace, of waters, or of life -- examples include River spirits, Turtle spirits, and healer ancestors. Mentalists with Languid Animus tend to think of their Animus with calm and/or serene colors or visions.
In all cases, you find it difficult to raise your hands or spellcraft in violence. This can be something as benign as pacifism or as simple as laziness. Furthermore,
Your Spells and Weapons cannot inflict more than one point of damage
You are unable to perform Death Blows
Phys-rep requirement: An ocean-themed , cloud-themed, and/or Ocean colored mask for the Animus Crown.
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Your Animus is a passionate spirit, like a raging storm or a feral beast.
Shamans with this effect tend to dress with furs, feathers, or other animal-based clothing, perceiving their Animus as hunter spirits, warrior spirits, or bestial spirits. Mentalists have no such compunction, but they favor less layers and coverage than normal -- their Animus tend to be primal Id mentalities.
Regardless, you tend towards recklessness and emotions, exhibiting powerful passions and ideals.
You cannot negate or cure Frenzy effects that affect you, although allies may do so for you.
You may not benefit from Heavy or Ultraheavy Armor, although you are able to wear it.
Phys-rep requirement: Animalistic qualities (fangs, furs, feathers) and/or colored mask for the Animus crown. Alternatively, a lightning/storm themed mask for the Animus crown.
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Your soul has been fractured by unstable magical energies during your use of them.
Individuals with this effect are sometimes lost in their thoughts or harboring some intangible ache in their chest.
This has the following effects:
Two of your ATN become unusable, labeled as “Shivered Soul 1” and “Shivered Soul 2”. They cannot even be occupied by Afflictions.
You are unable to Augment the Iron Defiance Skill, although you can still use it if it is Unaugmented.
Phys-rep requirement: Black veins near the eyes and/or dark spots beneath the eyes.
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Magic has wasted away at your flesh, warping your immunities and resistances.
This has the following effects:
You are not able to use any Skill to negate or cure any Wound, Blight, or Disease effect on yourself.
Phys-rep requirement: Black veins near the eyes and/or dark spots beneath the eyes.
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You are addicted to magic and to the wielding of it.
Left untreated, this can be particularly costly for a magic-user and it drives many to debt or the patronage of an Arch-Faction.
Your dependence on magical items results in an Incurable Curse called “Talismanic Withdrawal”. This occupies 1 ATN and has the following effects while you are not attuned to at least two Etheric Spheres or carrying/touching the Attuned Runewands to those Spheres
You cannot spend Focus or use Skills that require its expenditure.
You suffer a Rot effect, preventing you from receiving Heal effects. Revive and Resolve effects are unaffected.
This Curse is only cured when this Spellsever is cured.
Phys-rep requirement: Two Rune Wands which must be carried everywhere. Rune Wands are a necessity for Talismongers that are attuned to an Etheric Sphere.
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The following Spell Severs exist, but they are not given as options to Player Characters for gameplay reasons. However, non-player individuals in the World Beyond the Fall may suffer from these. As such, they are only given the barest of descriptions.
Eldritch Inhabitation (Any or No Tradition): You are possessed and altered by an unknown entity, becoming its puppet and avatar in the world. Worse yet, you become a conduit that allows entry to more entities and monstrosities.
Memetic Obliteration (Any or No Tradition): This is more rumor than actual fact, but sometimes the cost of magic is such that an individual is erased from existence and their tethers to the world are similarly severed.
Netherworld Delirium (Any or No Tradition): You fall unconscious, your soul separated from your body and put into a ethereal realm. If not cared for, your body rots away. If uncured within several years (varying with each person), the separation between spirit and body becomes permanent. There are rumors of individuals who return from this, but they have massive changes in personality and outlook. They also have little memory of their Delirium.
Ravenous Soul Worms (Any or No Tradition): Strange otherworldly parasites devour your essence bit by bit from the inside. This turns you sickly and then permanently kills you after several months.
Sorcerous Burnout (Any or No Tradition): Sometimes just called Burnout, you lose the ability to cast Spells while you have this Spell Sever. It takes 1 Superior Component to cure this, instead of the normal cost.