The Base System
Chapter 5
Magic, Faith & Related Topics
Magic is the manipulation of the Threads of Reality, also known as the Threads of Magic, which compose the Tapestry of the universe. A character’s ability to use magic is measured by his Level in Magical Ability. Not all magic, however, is truly magic. With Faith, the character can achieve results that resemble magic, but are “granted†as a result of his belief.
Magic in The Game includes everything from shamanism and witchcraft to wizardry to direct manipulation of the Threads of Magic. This chapter provides a “framework†for magic that can be used in whole or in part (or not at all) in any campaign world.
The Tapestry
The collection of all universes and realities is the Tapestry. Every physical reality has its place within the Tapestry, and is the center of a specific domain. Each domain has its own Dream World and Spirit World.
There are an infinite variety of physical realities, and all of them are contained within the Tapestry. The Tapestry also contains all possible variations on a given physical reality, from its Beginning to its End.
The Spirit World is composed of many layers and completely encompasses the physical reality and its Dream World. It is through the Spirit Worlds that all physical realities are “connected†in the Tapestry. This connection includes some overlap as certain layers of Spirit Worlds within the Tapestry are actually shared by many different domains. Additionally, the Spirit World of a domain is “connected†to all possible outcomes of its physical reality.
The “veil†describes the separation between the Spirit World and the physical reality. The veil ranges from barely there to nearly impenetrable.
The Dream World is completely contained within the domain. In a sense, the Dream World is what connects the physical reality to its Spirit World. From within the Dream World, an entity can only travel to the Spirit World of the domain or its physical reality. Every sentient being in a physical reality has a small “dream world†of his own, but occasionally, whether by accident or intent, the being finds himself in the true Dream World. Within his own “dream world,†the being is usually completely safe. But within the true Dream World, anything can happen. Fortunately most beings do not linger long in the Dream World before re-entering their own dreams.
All “realities†are possible and are woven with the Threads of Magic.
Is there a Great Weaver, somewhere, who is overseeing the weaving? Or is every sentient being weaving his destiny unaided? Does it matter?
The Threads of Magic
There are six Threads of Magic: Energy, Life, Matter, Mind, Space, and Spirit. All magic is accomplished via manipulation of these Threads, either separately or in combination.
The Strands of the Threads
A single Strand of a Thread is the minimum amount of magical energy. The more Strands of a Thread used in a casting (also called a “weavingâ€) the more potent the effect of the casting. However, each additional Strand manipulated makes the spell that much more difficult, time-consuming and/or costly.
Chart: Strands Required for Effect
|
Strands |
Effect |
Influence. With a single Strand of a particular Thread, the effect can influence something within the scope of that Thread. A Strand of Energy could make a light brighter or dimmer. A Strand of Mind could cause someone to fail to notice a minor irritant.
Control. With 3 or more Strands of a Thread, the effect can exert greater control within the scope of the Thread. With Life, the effect could heal injuries. With Matter, the effect could shape rock.
Transmute. Transmutation causes something within the scope of the Thread to become something else, but still within the scope of the Thread.
Destroy. Destruction of the scope of the Thread removes the Thread from the target of the effect. Destroying Life, the effected creature would be killed instantly.
Create. The opposite of destruction, creation can add the Thread to an object or creature.
Creating Magical Effects
The Game supports a wide variety of magical “formsâ€. A campaign world can use any, all, or none of these approaches. The four classifications, Direct Manipulation, Indirect Manipulation, Direct Invocation, and Indirect Invocation are included to help with the creation of campaign-specific forms of magic.
Direct Manipulation. Direct Manipulation of the Threads of Magic involves the character “grabbing†Strands of Magic and “weaving†them to create the desired effect.
Though Direct Manipulation is the most versatile form of creating magical effects, it is directly limited by the character’s Magical Ability.
Indirect Manipulation. Indirect Manipulation uses various “buffers†and “foci†to control and manipulate the necessary Strands of Magic. Though not as infinitely versatile as Direct Manipulation, and slower, Indirect Manipulation generally allows more “power†to be present, and effects are more specific in nature.
Indirect Manipulation relies on spells and rituals that must be known to the character before he begins casting. Thus, Wizardry is the most common form of Indirect Manipulation.
Direct Invocation. Direct Invocation utilizes the magic inherent in all creatures and objects to achieve the desired effects. Since the magic is “tapped†from certain objects and creatures, the nature of the magic cannot be opposed to the nature of its source. This limits the kind of magical effects that can be created. Druids and Healers are examples of magical forms that work with Direct Invocation.
Indirect Invocation. Indirect Invocation further “abstracts†Direct Invocation, drawing magic through the exercise of a skill or activity. Indirect Invocation is the most limited form of magic, but is also the easiest to use. Skill Masters often utilize Indirect Invocation when they use a Skill Specialization.
Magical Ability
The Magical Ability “skill†is the basis for all magic in The Game. Without at least 1 Level of Magical Ability, a character cannot perform any type of magic.
Using Magical Ability
There is no “using†Magical Ability. Instead, Magical Ability allows other skills to have access to magic and create magical effects.
For Direct Manipulation, Magical Ability determines the number of Strands the character can safely wield in a single casting. The Strands can be from any Thread, even from multiple Threads, but the total number of Strands cannot exceed the character’s Level of Magical Ability. Attempting to use more Strands in a casting than the character has Levels of Magical Ability, runs the risk of Overextension and Burnout, which are described in the section “Overextension, Burnout, & Fadingâ€.
Creating a Character with Magical Ability
A character can be created with “born†Magical Ability up to Level 3.
When creating the character, the player can choose to take 1 “level†from his Fitness, Intelligence, and Psyche Attributes and apply those to Magical Ability. By taking a level from 1, 2 or 3 of those Attributes, the character may begin with Magical Ability Level 1, Level 2, or Level 3.
NOTE: These rules assume the character being created is a beginning or “low-level†character. Higher-level characters may be created with more Magical Ability, though the first 3 levels must be purchased as described above.
Developing Magical Ability
Most characters with Magical Ability are born with it. It is possible, however, for a character to develop Magical Ability.
There are many ways of developing Magical Ability. The most common way is through the mastery and specialization of a non-magical skill. After the character has mastered a skill (Level 5), he may choose to “specialize†in the skill as way of understanding magic. This requires that the character use one of his Level 6-10 specialization choices. The character only needs to do this with a single skill.
A less common but faster (and more dangerous) method of developing Magical Ability is through the Awakening Ritual. The specifics of the Awakening Ritual vary according to the culture and the teacher. Because of the time involved and the risk of death, many teachers are reluctant to attempt the Awakening Ritual.
The Awakening Ritual is not a pleasant or gentle experience. The teacher must be at least Magical Ability Level 5. After the character has spent adequate time preparing (a minimum of 3 months), master and student are “linked†and the Awakening Ritual begins.
Simply beginning the Awakening Ritual causes 1 Critical Damage to the student. Once begun, the student either develops Magical Ability or dies in the attempt.
To survive the Awakening Ritual, the character must perform both a Challenging Intelligence Feat and a Magical Ability Skill Check as though at Level 1 (Level Score 10). The Intelligence Feat must be performed successfully before the Skill Check is attempted. Each attempt takes roughly 1 hour to complete. Each failure, whether Intelligence Feat or Skill Check, causes 1 point of Critical Damage to the character. If the character has not succeeded at both the Intelligence Feat and the Skill Check before his Critical Points are exhausted, he dies.
Having successfully completed the Awakening Ritual, the character has Magical Ability Level 1.
The Awakening Ritual cannot be attempted without a teacher.
Advancing Magical Ability
For advancing up to Level 5 of Magical Ability, the character requires a teacher. The teacher must have Magical Ability at least two Levels higher than the character in order to train him.
Advancing in Magical Ability is similar to undertaking the Awakening Ritual, though seldom as fatal. The teacher and student link, and the teacher begins the advancement attempt.
The student will take 1 Critical Point of damage for each Level of Magical Ability he has, plus 1 for the new level. Once the advancement has begun, the student must now perform a Challenging Intelligence Feat and Skill Check as though at the new level. The Intelligence Feat must be performed before the Skill Check. Each failure, whether Intelligence Feat or Skill Check, causes 1 point of Critical Damage to the student. If the student has not succeeded at both the Intelligence Feat and the Skill Check before his Critical Points are exhausted, he dies. The student is not required to succeed or die, however, and can stop at anytime. Failure to succeed at both the Feat and the Skill Check leaves the character at his current Level, with any experience points spent to advance now lost.
Advancing past Level 5 no longer requires a teacher, though if one can be found it reduces the risk to the character. Without the assistance of a teacher, the character faces the risks of Overextension and Burnout during the process.
With no teacher, the character must begin the process himself. This requires a Skill Check against his current Level with a penalty of –5. Failure at this step causes the advancement to fail. After that, the requirements for advancing are the same as before.
Alternatively, a character can use a Skill Specialization choice to increase his Magical Ability 1 level. Any skill the character has that is already Level 5 or higher can be used for advancing his Magical Ability up to Magical Ability Level 5.
Magical Awareness
Magical Awareness is sensitivity to the effects of magic, both active and passive, as it occurs around or near the character. As the character’s Magical Ability increases, so does his Awareness.
The character must concentrate and perform a Skill Check to actively use his Magical Awareness. The time necessary for concentration decreases with training, until no time is necessary at Level 5 and higher. The Skill Check is always required, however. For the next ten minutes the character will be able to detect the magical aura, if one exists, around objects and creatures that pass within his Personal Space. The character will be able to recognize the types of Threads present or being used. The character will be able to “see†magic spells woven and cast, though with the same restrictions. Creatures casting magic spells will be surrounded by a swirling magical aura, with streamers extended in the direction of the cast.
One aspect of Magical Awareness, Sensitivity, requires no concentration, but may require a Skill Check if the Gamemaster decides it is necessary. Sensitivity is the knowledge that someone has used magic nearby. How far the character can sense magic depends on the character’s Magical Ability. Sensitivity is subject to the same restrictions described above.
Chart: Magical Awareness & Sensitivity
|
Level |
Concentration Time |
Personal Space |
Maximum Sensitivity |
Direct Manipulation
In Direct Manipulation, Strands of Magic are "woven" to achieve an infinite number of magical effects. Similarly, there are an infinite number of ways to achieve the same magical effect.
Direct Manipulation is the most basic form of creating magical effects. The character is literally “grabbing†Strands of Magic and creating the effect from them, as though from nowhere. Direct Manipulation typically requires only 3-6 seconds per Strand used, so it is very fast. Direct Manipulation only requires that the character be conscious. There are no other restrictions.
But with the freedom and versatility of Direct Manipulation, the character also has the risk of Overextension and Burnout. Additionally, the character is limited by her knowledge of how magic works and how the various Threads interact. Attempting an effect without really understanding how the magic should be woven can be dangerous. Finally, the character is ultimately limited in the power and scope of her effects. Assuming that she has the maximum Magical Ability (Level 10), the most Strands she can safely include in a single effect is limited to 10.
The character can safely use 1 Strand per Level of Magical Ability. This applies to all Threads the character wishes to use in a weaving. It is considered “overextending†if the character exceeds this restriction. See the “Overextension, Burnout, & Fading†section below for more details.
If the character already knows the effect she is attempting, then the effect happens based on a Skill Check against her Direct Manipulation skill. Attempting to create an effect the character has never accomplished before is considered “experimenting.†See the “Creating New Magical Effects†section for more information.
While it is possible for the character to achieve an effect using “raw magicâ€, the result is often very simple and/or very crude. More sophisticated and complex effects require training in the sophisticated and complex weavings necessary.
Direct Manipulation Fatigue
Direct Manipulation is primarily a mental and spiritual activity, but it does take its toll on the physical body. The more Strands used in a single effect, the more fatiguing the effect will be. Thus, the more often that the character must perform Activity Rest Checks.
Chart: Activity Level by Strands Used
|
Strands |
Activity Level |
Relatively simple effects (1-4 total Strands) are not very fatiguing, but if they are done continuously the character will need to take a 15 minute “breather†every 10 minutes or so. With more complex weavings of 5-9 total Strands, the interval is 2 minutes. For extremely complex effects with more than 10 total Strands, the character must rest after each casting or suffer Activity Penalties.
Direct Manipulation in Combat
The number of Strands used in Direct Manipulation count as the number of Combat Phases required for the effect. Thus the number of Strands is added to the characters Combat Initiative.
Direct Manipulation cannot be Rushed successfully, but can be aborted at any time. During Direct Manipulation, the character cannot move at more than ¼ normal combat movement.
If the character is attacked while performing a Direct Manipulation, the weaving can continue to completion provided the following conditions are met: (1) the character is still alive; (2) the character is still conscious; and (3) the weaving has not been disrupted. Most Direct Manipulations are considered disrupted only if the character was knocked off of his feet (or pulled onto his feet, depending on the circumstances) or otherwise moved by the attack from the space he was occupying before the attack.
Learning New Effects
Learning new magical effects requires only a willing (or well-paid) teacher, or by experimenting (†See the “Creating New Magical Effects†section for more information).
When learning from a teacher, the teacher links with the student and performs the weaving. The student must perform a Normal Intelligence Feat to learn the effect. Failing the Feat means that procedure must be repeated.
Remembering Magical Effects
If the character has ever known a magical effect, she can attempt to remember it.
So long as the character has used the effect within the last 4-6 months, there is little chance she will forget it. Mages, after all, have very keen minds and good memories. If it has been longer than that, then the character must perform a Normal Intelligence Feat to remember the effect.
Failing the Feat, so long as it wasn’t with a roll of 20, means only that she could not remember the effect “right now.†She will be able to attempt to remember again at a later time, at least 12-24 hours later. If the attempt to remember results in a fumble (a roll of 20) then the effect is gone from her mind and she must re-create the effect from scratch.
Attempting an effect that can’t be remembered is the same as experimenting.
Creating New Effects
Creating new magical effects involves several steps. The character must first decide what effect she is trying to achieve. Then she must research to find either a skill that will teach her how the magic must work, or find an existing effect that achieves at least a portion of what she desires, or (most often) both. The final step is to experiment and create the effect. The Gamemaster will need to be involved with the character at all steps.
Deciding on the Effect. First, the character must determine what effect or effects she is trying to achieve. With the assistance of the GM, she can determine exactly how many Strands of each Thread she will need for the effect. Assuming she has the necessary Magical Ability to safely create the effect, she can then proceed to the research step.
Research. The research step is crucial. Just because the player has read the rules of the various Threads of Magic does not mean that her character understands everything there is to know about a Thread and how it can be used. Instead, the character knows only what her own skills have taught her and how the magic works in the effects she does know.
The simpler and more direct the desired effect the less time will be needed for researching. But even a simple effect could require that the character learn a totally new skill if it requires knowledge she doesn’t have.
The simplest case is an effect that is a reproduction or an enhancement of something the character can already do, whether mundane or magical. For instance, the character wants a spell that makes her run faster for a short time. If she has Running skill then she already knows about as much as she needs to know. In general terms, the character must be able to demonstrate knowledge in amounts equal to the magic that she intends to use. Continuing the above example, if she wanted to use 2 Strands of Life to enhance running speed, she would need to be at least Running Level 2 to know “enough†about what she wants to do.
Some magical possibilities have little in common with mundane skills. Space effects such as teleportation and Matter effects involving transmutation are good examples of these. In this case it is important for the character to have a basis for knowing that the effect she wants is even possible. Knowledge: Magic can be used for this. Each Level of Knowledge: Magic includes knowledge of the abilities of all Threads of Magic at that level. Simply observing an effect in action is not considered sufficient research, though it can be helpful.
An alternative to learning a new skill is learning from an existing magical effect. If the character already knows a magical effect that includes a use of magic that is similar to the one she wishes to create, she can base at least a part of her research on this known effect.
The GM will need to be involved with the research step, or at least informed of how the character expects to conduct her experimentation.
Experimentation. The experimentation step is where the character attempts to apply everything she’s learned to create the desired effect.
The character must perform a Challenging Intelligence Feat and a Skill Check against her Magical Ability. The Feat is unmodified, but the Skill Check is modified negatively by the number of Strands and positively by the Levels of the skill the character used to research the effect. Fumbling either a Feat or a Skill Check may have disastrous results, depending on the nature of the experiment.
Once the character succeeds in the Feat and Skill Check, she has learned how to achieve the effect. Once she has learned the effect, she can use it at will.
GM Note: If the character creates a new magical effect and adequately role-plays the research and experimentation steps, it should be worth 1-3 Experience Points (XP).
Direct Manipulation in the Campaign World
Direct Manipulation is merely the “technical†description for the process. More prosaic and interesting terms are used to refer to characters that use Direct Manipulation within a campaign world. Examples are Mage or Sorcerer.
Direct Manipulation often requires special training in addition to Magical Ability. The exact skill varies according to the specifics of the campaign world. Generally, the particular skill includes membership in a magical “society†of some sort, though this isn’t always the case. Whether the society provides training in particular effects, depends on the type of society.
Generally, magical societies built on Direct Manipulation focus on a subset of the 6 Threads of Magic, usually only 2-4, and this is reflected in their collection of known effects. The members of these societies could learn effects outside of their “normal†range, but they usually stick to what they know best.
Special Case: Psionics
In a sci-fi or “modern†campaign world, psionics are considered a valid alternative to magic. Psionics can be considered a variation of Direct Manipulation.
Psionics do not require Magical Ability. Instead, each psionic ability requires a different skill.
Indirect Manipulation
Indirect Manipulation functions similarly to Direct Manipulation, but the wizard never directly “touches†the Strands of Magic. Instead, “buffers†are used, such as rituals or “spell componentsâ€, that “shape†the magic to create the effect. This use of buffers and catalysts allows the wizard to handle more total Strands than with Direct Manipulation, but also limits her options and narrows her focus.
Though not easy to do as with Direct Manipulation, it is still possible for the character Overextend herself with Indirect Manipulation. See the “Overextension, Burnout, & Fading†section below for more information.
Indirect Manipulation is different from either Direct or Indirect Invocation because the Threads of Magic are manipulated to create the desired effect. The magic is not “invoked†through any of the “laws of magic†such as contagion, similarity, et al. Even when a “spell component†is used, and that component seems to emulate “similarityâ€, it is important to realize that the magic is being manipulated by the wizard through the component, and is not invoked from the component.
Indirect Manipulation effects are most often called “spellsâ€. Spells vary in potency depending on the level of Magical Ability required to cast the spell. This often referred to as the “level†of the spell.
A spell generally uses 2 Strands of Magic per required Level. If the wizard is willing to take longer to cast the spell, the number of Strands used can become much greater. Thus, Indirect Manipulation spells can be significantly more powerful than Direct Manipulation weavings.
Preparing & Casting Spells
Due to the complex nature of Indirect Manipulations, they must be Prepared before they can be cast.
Preparing a spell requires 5 minutes per level of the spell. Preparing spells requires that the character be concentrating for the entire time. Any interruptions and the Preparation must be begun again.
Once Prepared, a spell can usually be cast in a matter of seconds or minutes. Some spells, though, require significantly longer casting times.
There is no Skill Check for casting Prepared spells. The character simply chooses to cast the spell, performs the appropriate ritual or uses the appropriate spell component, and the spell takes effect. Once cast, the spell must be Prepared again.
A wizard is limited in how many spells he can have Prepared. A wizard can only have 1 spell Prepared per Magical Ability Level. The wizard’s IN Bonus adds to this number.
Indirect Manipulation Fatigue
Except for spells that require more than a few minutes to cast, Indirect Manipulation incurs little to no fatigue.
Spells that take 1 or more hours to cast incur 1 Activity Penalty per hour of casting.
There are some spells that require "days" to cast. The maximum length of time a character may spend casting in one day is 8 hours. This translates to the indicated number of days with the mage spending 8 hours each day concentrating on the spell, and suffering 8 Activity Penalties from the exertion. During the casting, the character must be sequestered, away from all distractions and interruptions. Any interruption requires that the spell be begun again.
Indirect Manipulation in Combat
In general, the “level†of a spell counts as the number of Combat Phases required for the spell. Thus the level of the spell is added to the characters Combat Initiative.
Indirect Manipulation cannot be Rushed successfully, but can be aborted at any time. During Indirect Manipulation, the character cannot move at more than ¼ normal combat movement. Depending on the definition of the spell (how it is cast), the character may have to meet requirements to cast: having hands and feet free, having access to spell components, and so on.
If the character is attacked while casting a spell, the spell can continue to completion provided the following conditions are met: (1) the character is still alive; (2) the character is still conscious; and (3) the spells various components have not been disrupted. Most spells are considered disrupted only if the character was knocked off of his feet (or pulled onto his feet, depending on the spell) or otherwise moved by the attack from the space he was occupying before the attack.
Learning & Recording New Spells
Schools of Indirect Manipulation tend to be very strict in what spells a wizard has access to. The wizard’s access corresponds to his level within the school.
The wizard needs some mechanism of recording the necessary “steps†for a particular spell. The most common method of doing this is with a “spellbookâ€. Usually created of magically prepared paper, the spellbook is the wizard’s trademark.
There is no universal “code of magic†by which all spells are recorded. While a particular culture may adopt certain standards, each school of magic will use its own particular jargon and techniques in recording spells. So unless the wizard is trained in how to read a school’s magical writings, he will be unable to decipher the written spells of that school.
Indirect Manipulation in the Campaign World
Some schools of wizardry are built on spells that perform specific functions. Others use a composite system, mixing and matching “generic magic parts†(e.g., runes) to achieve specific effects.
Note that a school of magic that uses Indirect Manipulation is not necessarily aware of the six Threads of Magic.
A school of wizardry typically has one or more skills of its own that must be learned in addition to Magical Ability. The character’s level in these skills determines, more than anything else, what spells the character has access to.
Direct Invocation
Direct Invocation is the invocation of magic that is contained within creatures, objects and entities. The invoked magic is then used to create a particular effect. While limited in scope compared to either Direct Manipulation or Indirect Manipulation, Direct Invocation is more powerful than Direct Manipulation and more flexible than Indirect Manipulation.
The effect of Direct Invocation is related to the “source†of the magic, and the effect cannot be contrary to the “nature†of that source. Thus, magic invoked from a body of water cannot be used to create an effect of fire. Magic invoked from a flaming brand could not be used to chill. And so on. But within these limitations, the effects of Direct Invocation can be extremely flexible.
The magic invoked from a source can be used to effect that source. This is how healing magic is most often accomplished. The Healer invokes the “life force†of the hurt creature and directs it to heal itself.
In order to invoke magic from a creature, object, or entity, the mage must be aware of how magic works within that creature, object, or entity. Thus, the mage’s depth of training in and experience with the source thus invoked directly contributes to his “options†with that source.
It is possible to “weave†magic from multiple sources. The sources tapped cannot be opposed to each other.
In the same vein, there are few established “spells†or “weavings†with Direct Invocation. Instead, the mage forms the desired effect from what he has available that he has knowledge of. For instance, a druid does not need to have a specific “entangling†spell. Rather, he knows how to invoke the magic of the grass, brambles, or trees available and causes them to “reach out†and entangle the target. In the desert, however, without the thriving and plentiful plant life of the forest around him, the druid’s “entangling†options would be limited.
It is possible to Overextend in Direct Invocation, but the danger is not Burnout, but Fading. A mage that Overextends a Direct Invocation risks Fading, thereby “losing himself†in the attempt. See the “Overextension, Burnout & Fading†section below.
A Direct Invocation basically uses 2 Strands of Magic per required Level. Thus Indirect Manipulation spells can be significantly more powerful than Direct Manipulation weavings.
Direct Invocation Fatigue
Direct Invocation, like Direct Manipulation, is primarily a mental activity, but it does cause a certain amount of physical strain. The higher the level of the attempted effect, the more fatiguing creating the effect will be. Thus, the more often that the character must perform Activity Rest Checks.
Chart: Activity Level by Effect Level
|
Level |
Activity Level |
Relatively simple effects (Levels 1-4) are not very fatiguing, but if they are done continuously the character will need to take a 15 minute “breather†every 10 minutes or so. With more complex spells (Levels 5-9), the interval is 2 minutes. For extremely complex spells (Level 10 or higher), the character must rest after each casting or suffer Activity Penalties.
Direct Invocation in Combat
The “level†of the effect created with the Direct Invocation counts as the number of Combat Phases required for the effect. Thus the level is added to the characters Combat Initiative. More far-reaching invocations, such as those involving weather, take considerably more time.
Direct Invocation cannot be Rushed successfully, but can be aborted at any time. During Direct Invocation, the character cannot move at more than ¼ normal combat movement.
If the character is attacked while performing a Direct Invocation, the weaving can continue to completion provided the following conditions are met: (1) the character is still alive; (2) the character is still conscious; and (3) the effect has not been disrupted. Most Direct Invocation are considered disrupted only if the character was knocked off of his feet (or pulled onto his feet, depending on the weaving) or otherwise moved by the attack from the space he was occupying before the attack.
Learning New Effects
Because of the personal nature of this form of magic, learning new Direct Invocation effects requires a mentor or willing teacher. Otherwise, learning a new effect is similar to the process used in Direct Manipulation. The teacher links with the student and performs the effect. The student must perform a Normal Intelligence Feat to learn the effect. Failing the Feat means that procedure must be repeated.
Remembering Magical Effects
See “Remembering Magical Effects†under Direct Manipulation.
Creating New Magical Effects
See “Creating New Magical Effects†under Direct Manipulation.
Direct Invocation in the Campaign World
Druids and Healers are the most prominent schools of Direct Invocation.
Since Direct Invocation uses the magic of the source, and the effect of the source is felt by the magic, there is not necessarily any knowledge of the Threads of Magic.
Direct Invocation schools generally involve only a single skill that must be learned, though the mage can improve his ability with knowledge gained from other skills. The Healer, for instance, would learn the essentials of healing from his Level of Healer skill. But with additional training in Knowledge: Physiology, he may be able to accomplish more powerful healing, and possibly even enhancements.
Indirect Invocation
Indirect Invocation can only be achieved using skills the character knows. By "focusing" her Magical Ability through the exercise of the skill, the character enhances the effect or result of using the skill. The use of the skill does not "hide" the magic being used, instead it works as a conduit for the magic. The skill provides the knowledge and understanding of what the magic is supposed to cause or do.
There are two types of Indirect Invocation. The first uses magic to enhance the character’s performance with the skill. For example, a character with Artisan: Singing may use Life magic to enhance the quality of her voice. The other type of Indirect Invocation uses magic to enhance the final result with the skill. In this case, the same character could use Mind magic to enhance the emotional content of her singing to have a greater effect on the audience.
The physical cost of Indirect Invocation depends on the nature of the task. If the use of the skill or the result of the skill happens in a very short timeframe and requires minimal or no resources, then the time required for the skill is the same and the character suffers no physical strain or damage. Where the use of the skill is complex or the result of the skill requires a lot of time and/or resources, the character suffers 1 Activity Penalty per 2 Strands utilized for each half day he spends on the task. In addition, each Strand adds 10% to the “normal†time required.
If the magic enhances the use of the skill, then the character first performs a Skill Check against her Magical Ability. So long as the character doesn’t fumble, she can try once per minute until she succeeds. Once the magic is activated, she can start using the skill with the desired enhancement. If she wishes to change the nature of the enhancement, she will have to perform another Skill Check.
Chart: Example Skill Use Enhancement Effects
| Thread | Enhancement |
For magic that enhances the result of the skill, the character must first perform a successful Skill Check with the skill, indicating that she is successfully accomplishing her task with the skill. Then she must perform a Skill Check against her Magical Ability to incorporate the magical enhancement. She must perform such a Skill Check for each enhancement desired.
When the skill involves the creation or modification of implements, it is the implement (created or modified) that carries the effect of the magic. For more information about creating magical items, see the “Creating Magical Items†section below.
With Indirect Invocation, the character may not attempt to exceed her Magical Ability Skill Level in Strands used. Thus there is no danger of Overextension or Burnout.
Life Among the Threads of Magic
Mage Archetypes
Throughout history and literature certain archetypal (or “standardâ€) mages have come into being. Examples of mage archetypes are druids, wizards, alchemists, and so on.
Chart: Archetypal Mage Approaches
|
Archetype |
Direct Manipulation |
Indirect Manipulation |
Direct Invocation |
Indirect Invocation |
Overextension, Burnout, & Fading
Attempting to use more magic than she has the ability to handle puts the character at risk.
In Direct Manipulation, if the character attempts to use more Strands than she has Levels of Magical Ability, then she is Overextending. Each Strand the character is attempting to Overextend causes a –1 modifier to the Skill Check.
With Indirect Manipulation, the character is considered to be Overextending if she attempts a spell that requires a Magical Ability of higher Level than she has. Each Level of Overextension causes a –1 modifier to the Skill Check.
Similarly, the character is Overextending if she is attempting a Direct Invocation that requires a Magical Ability of higher Level than she has. Each Level of Overextension causes a –1 modifier to the Skill Check.
When Overextending, whether the attempt succeeds or fails, the character must successfully Resist Forgetting. If the Resistance Check is failed, the character suffers Critical Hit Point damage equal to the Overextension, and the character must make a second Resist Forgetting Check. Failing the second Resistance Check causes Burnout (Direct or Indirect Manipulation) or Fading (Direct Invocation).
Burnout. Burnout reduces an Attribute of the character by an amount equal to the Overextension. Use the Attribute Burnout Chart below to determine which Attribute suffers the results of the Burnout. If his current Attribute level is reduced to zero or below, the character dies.
Chart: Attribute Burnout
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d10 |
Attribute |
For example, a character with Magical Ability 5 attempts a Direct Manipulation using 10 Stands, which means she will be Overextending by 5. If she fails her Resist Forgetting after casting the spell, she will take 5 Critical Points of damage from the backlash. If she fails the second Resist Forgetting, one of her Attributes will be reduced 5. If the Attribute was at 13, it would now be at 8.
Fading. Fading is the slow disintegration of the character’s self. Fading is similar to Burnout in that the character’s Attributes are reduced. But the reduction is caused by the character taking on attributes and characteristics of the source used for the Direct Invocation. The character becomes less human (or Dwarf, or Elven, or Roswell-Alien, or whatever) and more like the source tapped.
Use the Attribute Fading chart to determine the Attribute that is Faded. The amount Faded reduces the Attribute. In addition, the amount Faded represents the amount of transformation the character undergoes in relation to the Attribute.
When a character Fades to zero (0) in an attribute, the character may or may not be dead, depending on the source of the Fade, and the Attribute affected. Dead or not, the character is generally no longer playable, though could become an interesting NPC.
Chart: Attribute Fading
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d10 |
Attribute |
Example Effects |
Linking
It is possible for two or more characters with Magical Ability to “link†together and combine their abilities. Linking is available with all forms of magic.
There is no limit to how many creatures or characters can be linked, but only one of these can be the “focus†of the link. The focus character determines the effect of the weaving and actually performs the weaving. Only characters with Magical Ability Level 1 or higher may be linked.
If the characters being linked are willing participants, then they need only be in physical contact with the focus character. In this case, only a single link weaving or “spell†needs to be done. So long as the linked characters remain in physical contact, directly or indirectly, with the focus character, the link remains active.
A voluntarily linked character may unlink at any time. As soon as she unlinks herself, her abilities, and all the abilities of all those who were “down link†from her are lost to the current weaving and any further weavings.
The link requires 2 Strands each of Spirit and Space. Thus, for Direct Manipulation, the linking character must have Magical Ability Level 4 or higher (or risk Overextending). For all other magical forms, Magical Ability Level 2 is required.
Most schools of magic teach a form of linking.
The focus character of a link has his own Magical Ability, plus ½ the Magical Ability of all linked participants. Fractions are important only for determining the total number of Magical Ability Levels (and, therefore, Strands) available.
Overextension is possible while linked, if the focus character wields more Strands than the linked group is capable of. Each participant, including the focus character, faces the risk of the full Overextension and Burnout.
Because of the requirement for physical contact, linking unwilling characters is difficult. The unwilling character may make a Resist Coercion Check. The number of additional Strands of Spirit used in the link modifies the Resistance Check. Successfully Resisting prevents the link from forming.
Permanent Linking is possible, but is an effect that requires 6 Strands of Spirit (Control) and 3 Strands of Space (Influence). The permanent link is one-sided, and still requires physical contact. If 6 Strands of Space (Control) is used on a permanent link, then the link no longer requires physical contact to be effective.
Dispelling Magic
Any spell that is not permanent or instantaneous has the possibility of being dispelled. Of course, the mage is able to cancel any non-permanent, non-instantaneous magical effect of her creation merely by willing it so. Dispelling the magic of others, however, is more challenging.
Dispelling or canceling a spell cast by someone else requires analyzing the spell and “unweaving†the Strands involved.
Permanent Spells. There are two primary definitions of permanent spells: (1) spells that have permanent duration, and (2) spells that have been made permanent through the application of magic. The first are called permanent-duration spells and the second are called magically permanent spells.
Permanent-duration spells, once cast, cannot be canceled or dispelled. The effect(s) of permanent-duration spells can be reversed or modified through the application of additional magic, but not undone as such.
Magically permanent spells, however, can be dispelled once the character analyzes it.
Anti-Dispel Magic. There exist certain spells that make dispelling much more difficult. The purpose of these spells is to significantly extend the analysis phase of dispelling. Until a magician understands a spell, she has no chance of dispelling it. These effects are most often cast after and on the primary spell. The effectiveness the anti-dispel is limited by the specifics of the effect and the abilities of the caster.
Creating Magical Items
Being able to weave the Threads of Magic opens up many amazing possibilities, not just in what the character can do, but in what she can create!
Magically Enhanced Items
The simplest form of magical item is one that is magically enhanced during its creation, such as those created in Indirect Invocation. In this case, the magical item has no abilities or “powers†other than that normally possessed by a non-magical item of the same type. It is these inherent properties of the item, however, that can be enhanced with only minimal effort. See the Magical Enhancement Examples chart below.
How extensively an item’s properties are enhanced depends on the Magical Ability of the character creating the item. This enhancement is generally used to modify Skill Checks with the item, but is not limited to this.
The time necessary for creating an item with Indirect Invocation is based on the task performed. How much longer the task requires when the item created is being magically enhanced depends on the amount of magic being incorporated. In general, each desired enhancement (+1) adds 10% of the "normal" time required for the task.
Enhancement of this nature is automatically a permanent part of the item and will last as long as the item. Some items, such as potions, are strictly one-use, but other items, such as musical instruments or weapons, can have a long and happy enhanced life.
The cost of magically enhanced items is usually +100% (of the normal price of the item) per enhancement (+1) of the item.
Chart: Magical Enhancement Examples
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Thread |
Example |
Magically Enhanced Weapons. Weapons are a popular choice for magical enhancement. They also provide a convenient example of how magical enhancement works.
There are a number of properties of weapons that can be magically enhanced: speed and weight, damage and lethality (Critical Number), and range, just to name a few. It is also possible to affect Skill Checks with the weapon and to make the weapon useful against spiritual targets.
Weapon speed is a direct result of the materials used. Lighter materials provide a weapon that is easier to pick up and swing around. Matter is the obvious choice here, with each enhancement reducing the speed of the weapon by 1. The weapon is still limited to a minimum speed of 1. Weapon speed enhancements also affect the rate of re-fire (if any) of the weapon, again with a minimum of 1.
Similarly, weapon damage is based on materials, but in a different way. For edged weapons, greater damage requires a keener, sharper edge. For blunt weapons, the weight of the weapon’s head or striking area and the hardness of the material are important. And for piercing weapons, the point must be both very sharp and very strong. Matter is again the obvious choice. Enhancing the damage done by a weapon also enhances its lethality (Critical Number).
Any use of Matter in the creation of a weapon makes the weapon that much harder to break. If a sword is both +2 Speed and +2 Damage, then it has an effective +4 to Resist Breaking.
For range weapons, such as long bows, it is possible to enhance the range. This is achieved with Energy. Each enhancement raises the effective range of the weapon by 25%. To increase the effective range of the ammunition used, however, depends on the nature of the ammunition. For “passive†ammunition such as arrows or darts, Matter is necessary. For “active†ammunition like bullets, Energy is required.
A weapon can be made “easier†to use with Mind magic. In a manner of speaking, the weapon has a “sense of itself†that it imparts to the wielder. In ammunition, as well, this type of enhancement is useful. Each enhancement of this nature improves the character’s Skill Check when using the weapon. If both the weapon and ammunition, such as a long bow and arrow, are both enhanced in this manner, their bonuses add together.
To create an enhanced melee weapon that is +1 for Speed, Damage, and Skill Check requires the use of 1 Matter, 1Matter, and 1 Mind (Magical Ability Level 3). The Resist Breaking on this weapon would be at +2.
To create an enhanced range weapon that is +1 for Speed, Range, and Skill Check requires the use of 1 Matter, 1 Energy, and 1 Mind (Magical Ability Level 3). The Resist Breaking for this weapon would still be +1 since only 1 Matter was involved.
Magical enhancement overrides any quality modifiers that the weapon is created with. Thus, if the weapon is given +1 Damage as a quality modifier, as well as +1 Damage from magical enhancement, the result is still +1 Damage.
Magically Enhanced Armor. Like weapons, armor is another popular choice for magical enhancement. Armor can be made lighter and faster as well as stronger, and even more silent.
Armor speed, like weapon speed, is a result of the materials used and how much of the material is used. Through enhancement with Matter, the armor can be made lighter and, therefore, faster. Each enhancement reduces the speed of the armor, down to a minimum of 1.
Armor Rating can also be enhanced with Matter. Each enhancement increases the Armor Rating by 1. This type of enhancement also affects the armor’s Resist Targeting.
Any use of Matter in the creation of armor makes it that much harder to break. If a suit of armor (or a shield) is both +2 Speed and +2 Armor Rating, then it has an effect +4 to Resist Breaking.
Metal armor is notoriously non-silent. This can be offset through enhancement using Energy to muffle the sound. Each enhancement makes the armor that much “quieter.â€
To create enhanced armor that is +1 for Speed, Armor Rating and Silence requires 1 Matter, 1 Matter, and 1 Energy (Magical Ability Level 3). The Resist Breaking would be at +2, and the Resist Targeting at +1.
Complex Magical Items
Magically enhanced items are considered “simple†magical items. The nature of enhancement limits what can be accomplished to only what is “normal†for the item. A sword can be made incredibly sharp or even easier to use, but it cannot be “enhanced†to the point where it automatically decapitates its targets or quickly counts all the coins in a treasure chest. To create items with abilities like these requires much more complicated magic and significantly more time.
Preparation. The item to carry the effect or effects must be made by a Master Craftsman of the best materials available. Further, the item must be created as a result of Indirect Invocation and must have had at least Energy enhanced in order for it to be an adequate “container†for more elaborate magic.
Each enhancement of Energy involved in the creation of an item allows for a single additional effect to be added either during the initial creation, or afterward. In this case an effect is a single magical effect, regardless of the form of the magic or the number of Strands involved.
Each time an item is used, the magic for the effect is drawn from the Energy that served as a foundation for the effect. A single enhancement of Energy will allow most effects to operate once. When the Energy for the magic is exhausted, the effect ceases to operate. Additional enhancements of Energy may be used when creating the item to provide a longer “life†for a magical item. See the Effect Duration per Enhancement of Energy chart below.
By incorporating Spirit with the Energy it is possible to create a self-sustaining effect. The effect will not be available for every use of the item since it must “recharge†after it is used. The more Energy and Spirit enhancements incorporated, the more often the effect can be activated. Using an item during its recharge time will reset the recharge time, causing it to take more time to recharge. If there is an effect in the item that can be activated, then it will not reset the recharge time.
Effects added to the item are triggered by the use of the item. If there are multiple such effects, then all activate simultaneously. Whether an effect is targeted at the character using the item or the character the item is used on is specified as part of the definition of the effect. Similarly, if the effects are to “cycle†instead of activating simultaneously, or if the effects are to be triggered “at willâ€, these will have to be specified when the effects are added to the item. If the trigger is to be a mental command, then an enhancement of Mind will be required.
When creating an item with additional effects as described, each effect requires 1 week of preparation. Actually casting the effect or spell into the item will require an additional 1 day per Strand (or Level) of the effect.
Chart: Effect Duration per Enhancement of Energy
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Enhancement |
Duration |
Chart: Recharge Rate of Magical Effects
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Spirit |
Essence Strands |
Scrolls. A magical scroll is a special type of “spell container†item. Paper and parchment (and a few other forms of writing surface) exist almost exclusively to record information. Because of this, it’s possible to create a form of paper or parchment that has this aspect of “recording information†significantly enhanced using a combination of Energy and Mind (+1 each).
Special Cases
Special Case: Magical Effects via Weapon Use Skill
Weapon Use is a skill, and as such it is possible to use it with Indirect Invocation.
For this discussion, “weapon use†also refers Unarmed Combat: Grappling and Unarmed Combat: Striking.
When using a weapon skill with Indirect Invocation each Level of Magical Ability “used†adds +50% to the time required. The character’s actual speed with the weapon is used for the “base†time. Thus, if a character has a speed of 4 with the weapon, each Level of Magical Ability adds 2 to his combat initiative. The minimum per Level of Magical Ability is 1 Combat Phase.
Indirect Invocation enhances the use or result of the skill, as described above. For most weapons, this means doing additional damage or increasing accuracy over range.
When using Weapon Use for Indirect Invocation, rushing the attack aborts the effect of the Indirect Invocation.
Chart: Weapon Use Indirect Invocation Effects
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Thread |
Example Enhancement |
Special Case: Effects Requiring Eye Contact
There are effects that require the caster to establish eye contact with the target. If the target of the effect is in position facing the caster, the target must Resist Influence to not look in the caster's eyes. If the Resistance Check is successful, the effect is blown. If the caster performs a Challenging Intelligence Feat he can maintain the weaving/spell and attempt eye contact again on a later Combat Phase.
Special Case: Effects Requiring Touch
Some effects require the caster to touch the target. If the target of the effect is within 1 meter of the caster, the touch is accomplished as part of the weaving. If the target creature is aware of the attempt to touch, the touch may be Dodged, parried with a weapon, or Sidestepped, thus preventing the effect and forcing the caster to "blow" the spell. Depending on the effect, parrying the attempt to touch may or may not prevent it from having effect. If the mage performs a Challenging Intelligence Feat he can maintain the weaving and attempt to touch again on a later Combat Phase.
Special Case: Adjudicating Illusions
Certain effects based on Mind rely heavily on illusions, drawing on the energies of the Dream World and the mind of the mage and/or target creature to create a "waking dream." However, adjudicating the effects of these illusions can be tricky. The circumstances surrounding the illusion and the personal experience of the affected creatures must be considered by the Gamemaster as he decides the effects. As always, the GM's decisions about the effect(s) of the illusion are final.
Illusions that "spring" into sudden existence are seldom successful, unless this is anticipated by the character and adequately prepared for. Illusions must be carefully prepared by the character to achieve maximum results and to minimize the chance of successful disbelief. A successful illusion of guards or guardians could save the mage a bundle in mercenary fees, but let him slip up in just one detail and BOOM! the coffers are empty.
There are several illusory situations that require mention: death-trap; magical effect imitation; phantom weapons; and, monsters.
Death-trap Illusions. These illusions are of situations that would normally cause the death of a character or party: ceiling collapse, cave-ins, sky falling, massive fireblast, etc. Their imminent deaths allow the characters a final attempt to disbelieve. Failure means they die the indicated death. If they successfully disbelieve, then they must attempt to Resist System Shock. Success indicates the character was unaffected by the illusion (i.e., "woke up" from the dream), but is perhaps a trifle confused ("Hey [looking around at the lack of wounds and debris], I thought the ceiling fell!"). Failure results in the character going into shock and collapsing unconscious for 10-60 minutes. Damage taken prior to disbelief does not disappear.
Illusory Magical Effects. Using an illusion to mimic the effect of another magical effect can only succeed if the caster has had experience with the spell being imitated. If the imitated effect varies by Level, the mage’s Level should be used but the effects are limited to those the caster has had experience with. Characters with training in the imitated effect may be able to spot the fakery. If the illusory facts of the imitated effect are not recognized the effect functions normally. If the illusory effect would result in the death of the target or targets, refer to the above rules concerning Death-trap Illusions.
Phantom Weapons. Phantom weapons are illusory weapons wielded by the character against other characters or creatures. If the character has skill in the weapon, then he may use it normally (attack, parry, etc.) with normal results, except that Critical Damage is not possible from a phantom weapon. Only if the affected creature or creatures saw the phantom weapon spring into existence are they allowed an attempt to disbelieve. If the character is unfamiliar with the weapon, however, his ill-handling will improve the chance of disbelief. Phantom range weapons, such as bows or crossbows, have effect only if the target creature has seen the phantom weapon wielded by the character prior to the attack. Phantom weapons cannot be used for Backstabbing since Critical Damage is impossible. The phantom weapon can absorb Breaking Damage equal to the character’s IN Bonus before being destroyed. If the destruction of the weapon is handled properly, it may prevent the opponents from realizing that the weapon was illusory.
Creature Illusions. Any creature that the character has experience with can be used in an illusion, provided the size of the creature permits it to fit inside the area of effect. The larger or more fearsome the creature, or the more numerous, the more opportunities for mistakes that indicate the falseness of the image. Movement by the illusory creatures is limited to the area of effect of the spell. Special abilities of the creatures can only be included if the character has experienced them. Normal attacks made by the illusory creature have normal effect on any characters that have not successfully disbelieved.
Disbelief. Disbelief is successfully recognizing that an illusion is an illusion. To attempt to disbelieve an illusion, the player must be able to state what sensory facts enable the character to spot the false nature of what he sees. If the GM wishes, he may require a Disbelief Feat. Multiple attempts to disbelieve may or may not be allowed. Any damage or other effect of the illusion prior to the disbelief are not removed by the disbelief. Once a character has disbelieved an illusion, he can improve the chances (+5 to disbelieve) of other characters to do the same. This assumes that the necessary information can be communicated. If the character attempts to disbelieve a real occurrence, he forfeits any Resistance Checks that might have been allowed.
Damage From Illusions. Damage taken from illusions does not disappear once the character disbelieves, because the damage is real. Dreams can kill. A slice from a phantom weapon remains in the flesh (though not necessarily in the garment).
Faith
Where Magical Ability measures the character’s ability to manipulate and control the Threads of Magic, Faith measures the character’s belief. And this belief translates into an ability to manipulate the very fabric of reality, to bring into being that which does not exist, but what the character believes should exist.
All possibilities exist within the Tapestry. Faith allows the character to “bridge†his reality with a possibility, and draw the possible into the real.
A character can have both Magical Ability and Faith, but use of Magical Ability in place of Faith can erode Faith. This is because using magic to achieve the desired result alleviates the need for Faith.
Belief & Developing Faith
Belief does not necessarily imply Faith. Most worshippers of a deity, for instance, will really believe, but only a relative few will have Faith. Most worshippers are content to simply believe, but those with Faith actively strive to bring about the worldview dictated by their beliefs.
Belief does not only mean in a deity or higher power. Belief in a concept, purpose, or person, can also inspire Faith. Whatever the belief, it must be based on something outside the character.
A beginning character can have Faith up to Level 3.
When creating the character, the player can choose to take 1 “level†from his Dexterity, Judgment, and Charisma Attributes and apply those to Faith. By taking a level from 1, 2 or 3 of those Attributes, the character may begin with Faith Level 1, Level 2, or Level 3.
NOTE: These rules assume the character being created is a “low-level†character. Higher-level characters may be created with more Faith. The first 3 levels of Faith, however, must be purchased as described above.
Belief Modifiers. Belief in a Major Deity provides a certain benefit because the belief of possibly millions of others aids the character. Belief in a Minor Deity or a Fated Purpose offers no modifiers.
Chart: Belief Modifiers
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Belief |
Modifier |
A Fated Purpose is a belief that the character will achieve a particular purpose or task, not chosen by the character. The “fate†is laid upon the character by an outside entity.
Faith in a Deity
The most common form of Faith is based on belief in a particular god or goddess, and that god’s or goddess’s ability to influence the Real World.
Though a character may believe in multiple deities, only one of them can inspire Faith. If a character changes the basis of his Faith, that is considered a conversion. See the “Conversion†section below for more information.
Faith in a deity generally limits available acts of Faith to the spheres of influence controlled by that deity. Anything outside those spheres of influence is considered 1 step higher in “scope†than it otherwise would.
Growing Faith
Faith does not require a teacher, because no one can teach Faith to another person. If the character has sufficient Experience Points, he can increase his Faith by 1 Level. Before he can increase his Faith beyond the new Level, however, he must perform an act of Faith.
Acts of Faith
An act of Faith is the use of Faith to draw the possible into the real.
In game terms, the character must commit 1 or more Levels of Faith, up to his current Level of Faith. The number of Levels committed determines the Base Faith Check. The scope and purpose of the act of Faith modify the Base Faith Check.
If an act of Faith is successful, it comes into effect based on the Time to Achieve chart below.
If an act of Faith is unsuccessful, however, the character risks losing Faith. The character must Resist Intimidation, modified by the Purpose of the failed act of Faith. If the Resistance Check is failed, the character loses the Levels of Faith committed in the act of Faith.
Chart: Base Faith Check
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Levels Committed |
Base Faith Check |
Scope & Purpose. The deity, purpose or person that is the basis of the character’s Faith limits acts of Faith possible for the character. The scope of the act of Faith, as well as the ultimate purpose of the act of Faith, modifies the chance of success. Scope is, in a sense, the “area of effect†of the act of Faith. Purpose, on the other hand, is tied to the motive behind the act of Faith.
Chart: Scope & Purpose Modifiers
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Scope |
Purpose |
Modifier |
The Gamemaster generally judges the purpose of an attempted act of Faith. The player, and almost certainly the character, will seldom admit that what he wants isn’t exactly “in line†with the nature of his Faith.
Chart: Scope Area of Effect and Time to Achieve
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Scope |
Area of Effect |
Time to Achieve |
Area of Effect and Time to Achieve are given as general guidelines. The specifics will depend on the particular act of Faith attempted.
Conversion
It is possible for the character with Faith to change his beliefs, but undergoing such a conversion will erode the character’s Faith by 1 “levelâ€.

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