MAGIC SYSTEMS

OVERVIEW

All life has mana, and all people are capable of using magic, though the teaching of it is secretive.

Each mage is dedicated to a specific System of multiple Paths, a set of symbols that can be used to channel mana into an effect in the world.

Effects are categorized as “Minor” and “Major”. Minor effects are subtle and may not be easily seen as supernatural (picking a lock or divining the location of something). Major effects disrupt common reality ina dramatic way (fireball, healing). Spells can contain more than one Major effect, at increased cost.

Spells of any meaningful strength require more mana than any one person has on hand. Therefore, they must spend time to pull mana from the surrounding environment. This can be ambient energy, mana given by other participants in the ritual, or mana from sacrifices of sentient or non-sentient life.

Although casting a spell is generally slow, they can also be channelled into a Shortcut, allowing completion of the casting at a later time.

Magic is also more dangerous. Critical failures in casting create a spell backlash equal to 3x the cost of the intended spell, with the exact effects of the backlash to be determined by the GM.

MAGIC IN MIRAI CITY

Mages are generally unwelcome in Mirai City – and mages generally disapprove of public exposure of this ‘unnatural magic’ of psi powers. Rumors persist that psi powers were created by a disgraced mage. Regardless of rumors, mages in the city will be aware that they are being observed at all times, on many fronts, including magical. A small number of mages, heretical or followers of tech-friendly syncretic paths, do live within the city for their own various reasons.

Spellcaster players should be aware that any mage in the city is only there on the unspoken permission of city authorities.

CREATING SPELLS

Systems and Paths

Each System contains a set of Paths that describe the world in a set way. Path skills are what is rolled to perform a spell; if a spell uses multiple paths, the lowest of all skills is rolled. A failure simply means that the spell fails, but a critical failure creates a spell backlash.

Generally, each System contains Paths that are of roughly equal utility and accommodate all possible spells. However, some Systems do contain ‘holes’ where certain types of spells are not possible. When creating a new System, if these exist they should be explicitly noted and not a surprise for players using them.

Syncretic Systems follow a slightly different route, pulling Paths from two or more classical Systems. These are often designed with a specific focus in mind, and leave large gaps in Paths.

Spells must be defined clearly in terms of System, Path and modifiers for the effect. There can be different ways to accomplish the same goal within a given System, so as long as the logic is plausible, the GM should allow some variation.

Major vs Minor

Minor effects are ones that could be believable or plausible under a given set of circumstances, and generally subtle. Major effects, on the other hand, can be as unrealistic or fantastical as possible. If in doubt, consider a spell a Major one.

SPELLCASTING

Each spell's mana cost is based on Effect(s) with modifiers to the mana cost based on desired strength, duration, and so on, with the total then finally multiplied for Major effects.

If the spellcaster does not have enough mana, they can gain it in one of three ways:

* Ambient energy, gained at the rate defined in the Power Table for the character. * Voluntary contribution, with another person giving their mana to the ritual. This person does not need to be a spellcaster, only participate in the ritual. * Sacrifice: A nonsentient creature grants 3 mana, a sentient grants 10 mana.

Spells require a minimum of one minute (10 rounds) to cast.

Once sufficient mana has been collected, the caster rolls the lowest applicable Path skill, modified by circumstances such as:

* Connection: -25% unless subject is present or have something closely related to them.

* Consecrated Space: -25% unless a special ritual area is prepared. Spellcaster characters can be assumed to have somewhere already prepared – if a new space is required, it takes a minimum of 1 hr every day for 1 week to create a new consecrated space. There is no way to speed this up.

Spell Failure

In most cases, if a Path roll fails, the casting simply fizzles out. However, spells can also fail if used in a situation that doesn’t match the intended effect or modifiers for reasons unknown to the caster: for instance, if an object is far heavier than it appears, or if a target is not actually a human being, but a well-disguised robot.

Spell Backlash

On critical failure only, the worst case scenario, an unintended spell with an effect equal to three times the cost of the original spell is cast. For this reason, even though the chance is slim, spellcasters are wise to be careful with the amount of mana channelled into any one spell. Reckless casters throwing around vast amounts of power exist, but not for long.

Places of Power

Gathering mana is easier or more difficult in certain places. Spells that sense magic can be used to find these locations.

PREPARED SPELLS

By handling most of the ritual well in advance, mages can prepare ‘shortcuts’ to activate a spell quickly, spending the last 1 mana to activate the effect. A mage can only have their secondary System skill (Theology/Occultism/Hidden Lore)/10 number of shortcuts prepared at once. A shortcut takes a minimum of 30 minutes to prepare. There are two main types of shortcut:

* Charms: A single-use physical object enchanted ahead of time that breaks or disintegrates on casting. * Performance: A short verbal recitation or gestures. Also one use, then spell vanishes from mind as the body’s channel for the prepared mana is cleared. Caster must be free to speak and move.

When you make a shortcut, you should note which type it is ahead of time.

Charms are favoured because they are less ‘obvious’, and commonly made of things that are naturally easily destroyed such as paper or glass. A charm must be initiated purposefully; they cannot be used accidentally.

Conditional Spells

Spells can also be cast conditionally, to go off when a predetermined condition or trigger is met. These can be cast on oneself or on objects, such as a bullet set to go off when fired, or a door warded to prevent entry from certain people.

Conditional spells require no special modifiers, but the condition must be clearly defined at the time of casting.

Mage Conflict

In a battle of spells, as with opposed rolls, a caster can freely choose to oppose an attack spell with a defensive one.

Defensive spells can be prepared with additional ‘unused’ mana, to make them equal or greater than the spell cast.

Metamagic and Counterspells

Any spell targeting another spell has a base surcharge of mana equal to the spell that the player is attempting to counter.

However, each System also has inherent assumptions about the state of the world that can often be used to partially or fully counter magical effects, sometimes even with purely mundane solutions. Casters can make use of these assumptions to make the mana cost lower or the skill roll easier, but for those with understanding of the specific System, they can make use of this information A successful roll of the mundane associated skill, or appropriate History or Literature at -50% skill, is necessary to determine if a mundane counter is available.