5.0 The Forms of Magic.   Posted by The Arbiter.Group: 0
The Arbiter
 GM, 35 posts
 The Creator
 The Judge
Sat 18 Jul 2015
at 21:07
5.0 The Forms of Magic
Magic is the quintessence of a Wizard. The true unique use of Mana has allowed Wizards to perform magic that the most powerful magicians of many world would call miracles. There is a science to this wizard's method. While Mana is the fuel for the Wizard, the methods that they use are split into 6 different Forms. These Forms of magic the true universal separations of Magic across all worlds. While some worlds might have greater pulls to some elements or even alternate methods that work, these 6 Forms cover all bases of Magic possible either individually or for the creative Wizard, in concert with one another.

5.01 Universal Properties of Magic

There are three main methods for using Magic. Spells, Rituals, and Incantations.

Incantations are specific procedures defined by their own descriptions, each one unique. These are created by the GM and learned by the Wizard through their Codex, by dealing with outsiders, or on rare occasions found in the ruins and tombs of ancient sages, magicians, or possible even annihilated Wizards of eons past.

Spells are a Wizards main use of magic. The method of a Spell is determined by the Form. Any perpetration for a spell, magical tools used in the process can aid in their effects, but any spell can be done instantly. A hand gesture, a word of power, or any other focus is helpful for the Wizard for targeting and concentration, but ultimately not necessary. When performed a Spell, no matter the Form, it will have a Spell Potency (SP). This can be calculated by the Wizard easily. SP = Mana*(Strength+Form).

While the Spell Potency is a nice number to go with the spell, but the effect you are trying to have will have a great deal of impact into the translation of that Spell Potency. When you have an effect which covers a large area or which affects a great deal of things, the Spell Potency is quickly divided out among the effects. A spell's effect if generally permanent. What you create with magic, what you summon with magic, what you divine with magic, the curses you pronounce, the blessing you grant are all more or less permanent! These will exist through time because. This is the true powerful use of Mana.

That is not to say that your magic cannot be broken. The world is fluid, while magic creates great effects, nothing you create truly lasts forever in the state it was made. The effects of a Spell, while permanent, are still subject to the laws of reality. Lifting a massive bolder with magical force is easy with magic, but unless you put a pillar, magical or physical, it will fall when you stop concentrating the spell. Your magical fire will eventually burn out, your ice will melt, your winds will settle, even your magical shields will fade as small amounts of damage happen over time.

There are multiple way to make your spells last longer than a moment: Concentration, Short Term Continued Effects, Rituals, and Mana-Fed.

Concentration is little more than "continuing to cast". To make a spell last longer than a moment a Wizard only need to continue to focus and concentrate on that spell. The spells effects will keep up as long as the Wizard continues to flare the flames of the Mana he has burned. While concentrating the Wizard cannot cast any more spells, or perform any extreme physical actions as he spends all his effort to squeeze out every drop of Mana from the spell. Concentration is needed when a spell would normally end otherwise and you want it to. For instance, making a direct alteration via Invocation doesn't require concentration past the end of the spell, the change is more or less stable. But Channeling a spirit, or keeping a rock hovering in the air are not stable states, and you must concentrate on them to have them remain that way.

Short Termed Effects allow you to push the spell to act beyond it's original casting time. This allows a Spell's continued effect to last longer than your concentration. Truly all you are doing is putting the magic in a complicated weaving, looping it around itself before it finally unravels. This does take away from the Spell Potency though. Using the previous example, you could lift a boulder with the less mass and thus less need for the SP, and have it linger in the air unnaturally even as you move onto another spell. This is a way to make your Wall of Fire burn for much longer than it should, to turn your single-blast healing into a regenerative effect, or your counter-spell into an magic hammering vibration. At least for a short while.

Rituals are a when you want a long term repeating magical effect, a spell you want to continuously unnatural effect, or something that you want to constantly recharge then a Ritual is what you are looking for. A ritual is very much like a spell except that it takes a fair amount of time to cast, not something to do in the midst of a fight. A Ritual costs twice as much Mana as a spell with the same effect, and will have a continuing cost every cycle (for at least one cycle). Ritual Cost = Spell*2. Upkeep Cost = Ritual Cost/(Form+Discipline). A ritual will last as long as the Wizard pays the upkeep. When you want a spell that keep something hovering, or you want to transform your body at a whim or be able to lift something repeatedly without having to cast the spell each time. Rituals will also be used for things like Contracts or Prophecy that have a Cycle cost to them.

Mana-Fed magical longevity owes itself to a property of Mana. Most Mana-resources show this property, the Mana-Resource fuels some magic without using all the Mana up! This is how petty magicians make their "magical objects" or create long lasting blessing or spells, this or getting some outsider to do it for them in exchange for raw Mana. All a Wizard need to is match the SP of the spell he cast with 1/3rd the amount of Mana and the effect will continue or repeat itself. The Mana must be in some container (usually a Wizard's Stone). That protects it from the outside world. Things of Mana are hard to destroy with mundane means. There is only one real drawback to this method: The Mana is vulnerable to theft. Any Wizard can steal it, and spirits, demons, outsiders, or even the petty magicians of the world will be drawn to it just like Foci. While all the spirits may do is degrade the effect a little, the other potential thieves all have the ability to steal the Mana you have feeding your long lasting effects.


5.02 Mastery of Magic
Every Wizard aspires to become a Master of a Form of Magic. Mastery of a form mean not only you are the most powerful force of magic in that Form and gain quite a huge advantage from achieving that rank, but it also instantly grants the Master +5 Votes in the Wizard's Parliament. Mastery of a form can quickly lead to mastery of your world or even many worlds!

Achieving Mastery is no easy. Advancing in the Forms after character creation normally costs 100 Mana times the number of the Rank. (Rank 3 Evocation costs 300 Mana after you are rank 2). For a Master though, they must be prepared to give up much more. Mastery only requires 500 Mana like the previous rank, but also requires the Wizard to give up entirely on another Form of Magic. Any Mana that was spent on that from will be refunded and it will be permanently brought to 0. Once this is done, the Wizard will be granted a Master's Quest. This must be completed before he is known as the one true Master of that form of magic.

More might be added to this chapter, but for now. We can move on to the Forms of Magic!

This message was last edited by the GM at 10:18, Thu 30 July 2015.

The Arbiter
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Thu 23 Jul 2015
at 18:26
Re: 5.0 The Forms of Magic
5.3: The Form of Evocation



Evocation is the summoning of magical force outward, and is usually immediate and effective. It is the raw enforcement of will onto the world. Fireball-throwing, arc lightning, earthquake forming, external healing, mutating others, etc. are all covered by evocation. Evocation takes more raw energy than other forms, but makes up for that with raw power and unpredictability.

The Evoker means to use Mana in it's purest reason... to forge existence itself. They exert force on the world around them. He aspires to cause earthquakes to ruin a city, create huge volcanoes capable of spewing ash and smog, to cause and define the rains and winds of the world. He is capable of annihilating any in his way directly with magic, creating what items he might need, and can even warp the form of a beings body with vicious mutations.

Targeting: Evocation is all about immediacy and the harnessing of the extraordinary raw power of magic. As such, it can target within touch or sight. You can also target a direction and distance away from your body but you lose the precise targeting capabilities of the magic. Distance away from you will be a factor in your Spell Power.
Targeting Self- This is possible, but the magic energies flow from outside to within, so any magical protection (including your natural defenses) also blocks spells you target yourself with, making it difficult.

Preparation: Evocation requires very little preparation, though having a rough idea of what you want to achieve before you start casting is always a good idea.

Attributes: For raw power, Evocation is unmatched. As such, Evokers benefit from having a high score in Strength. This is most important when attempting to smash magical defenses, burn things down, etc. Discipline is also important, especially when it comes to the ancillary uses of evocation, such as complex spell effects, timing and so forth. Lore's use in the Form is the insight into what kind of Magic would be most effective in a situation.

1. At Rank 1 the wizard now possess the ability to cast Evocation spells at will, changing the world to his liking as long as you pay in Mana. You must have a elemental, physical, or energetic property to your spells.

2. At Rank 2 the wizard can now target the incorporeal and ethereal with Evocation. The magical potency of his normally physical spells also affect these spirits to a small degree.

3. At Rank 3 the wizard is no longer penalized by distance as long as he can recognize his target with his own physical senses.

4. At Rank 4 the wizard evocation comes naturally enough he can concentrate on keeping one evocation spell cast while also simultaneously casting any another.

5. At Rank 5 the wizard has reached his full potential in Evocation, he need not spend any Mana to cast his smaller evocation spells (This SP = Str+Form-2).

6. At Rank 6 the wizard is a true Master of Evocation, all Mana costs for Evocation are halved or doubled at his own whim. This happens across all Worlds and Wizards in orbit around this Master.

This message was last edited by the GM at 10:13, Thu 30 July 2015.

The Arbiter
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Fri 24 Jul 2015
at 17:15
Re: 5.0 The Forms of Magic
5.4: The Form of Invocation



Invocation is the drawing of magical energies inward, channeling them through the wizard. Changing shape, mending your wounds, granting luck, breathing fire, channeling gods, making the flesh as tough as iron etc are all feats of Invocation. It's different to evocation in that it can affect only the wizard and is very difficult to dispel. Generally the costs of Invocation spells are standardized. Self-induced changes are the most expensive as the scale of Mana required is equal to the scale of the effect. Invoking other sentient beings is much cheaper, and can range from small amounts to power to very powerful ones. It is not the effects which determine the cost, but what one is invoking.

The Invoker uses mana to adapt to change to survive anything the world throws at him. The channeling of spirits is only the attempt to embolden his own, and make himself become something greater than the universe has ever seen. To the Invoker his body is nothing but a pallet to which he may attribute his magics to.

Targeting: Invocation deals with the channeling of esoteric forces through one's self. For that reason, Invocation always targets the wizard who is casting it. Anything different is, by definition, not Invocation.

Preparation: Invocation's great strength is that it is simple and reliable. Often it only takes a moment's worth of meditation in order to draw the magical forces, but it can be more complicated. Invoking the spirits of the world around you require your either house or imprison them. Invoking demons and archons (never advised, but the benefits can, somehow, outweigh the risk) often involve preparing the requisite Conjuration rituals (and cleansing yourself before and, importantly, after). Channeling a god, often involves weeks of preparation, meditation, questing for and developing a relationship with the deity in question, and more...

Attributes: While Strength allows for more powerful changes, it is Discipline which allows much more flexibility, complexity, and most importantly continuity of the changes he makes. Lore, too, can be important, especially when channeling something sentient or getting information about the spirits (divine or otherwise).

Ranks:

1. At Rank 1 the wizard now possess the ability to cast Invocation spells that alter his body and mind. He may also channel minor spirits native to his land. These spirits must be tethered to the wizard, hosted within his body, or captured in some manner to invoke.

2. At Rank 2 the wizard can channel major spirits including Outsider forces such as Demons or Archons. He is also protected against intruding spirits naturally equivalent to his rank in the Form of Invocation.

3. At Rank 3 the wizard may create and use channel Masks. The Wizard is so adept at channeling that he may cast normally while concentrating on Channeling a single spirit or Mask.

4. At Rank 4 the wizard can learn to bond with willing spirits. This bonding is a permanent fusing of the souls, and will alter the wizard and his body forever. He may also do this with Masks.

5. At Rank 5 the wizard is able to invoke the Divine. Gods of any alignment or nature may be called upon should the wizard foster a relationship with it.

6. At Rank 6 the wizard may become an Avatar of a God. This enables him to essentially become one with a god (though he defiantly maintains spiritual dominance over in this fusion). This enable him to access the world in ways that neither the god nor wizard could before!


Spells vs Channeling:
In a Invocation Spell, one is invoking a change upon themselves. The shape, strengths, weakness, abilities, or other aspects this create are all paid directly for in Mana by the cost of the change. Channeling a spirit is a way to cut the cost of a direct change in exchange for some of that flexibility. Channeling a spirits allows it to change your body or even grant you it's abilities without paying the full cost of doing so directly. Usually you can only channel a single spirit at a time. Channeling a spirit though is not a permanent effect you create, it is an action that ends when you are done concentrating. The moment you are done channeling the spell is complete and you revert back to normal. It is possible to concentrate on this spell and perform other actions, but until Rank 3 you cannot cast magic. While channeling you allow a spirit to act through you as much as you use it to change your body. Occasionally there might be a battle of wills should the spirit attempt to force your hand. Be warned... a powerful spirits can  force you to continue channeling it, at which point it has gone from a channeling to a possession! In addition every spirit that you invoke touches your own a little bit, so spiritual cleansing is highly recommended to keep you "yourself".

Masks:
Masks are false personae created by the wizard and worn in order to protect himself from divination while enhancing his ability at certain tasks. Consider them fictional characters, aspects of the wizard's personality, which can take charge and cause change in a very powerful way. A wizard may create any number of Masks as he wishes, but since they are channeled like spirits to gain it's abilities usually only one may be channeled. Every Mask the Wizard creates leave an imprint of his own spirit upon it, thus usually they only work for their creator. As a Mask is created from the personality or imagination of the Wizard itself, there is no risk to spiritual contamination, unless the Mask you channel is not the creation of the Wizard who channels it!

Divinity:
Invokers by their very nature study the mystical arts in order to further their relationship with the universe at large. The ultimate pinnacle of this art is their rumoured ability to contact and form relationships with the strange and terrible deities that roam the deadliest, most inhabitable areas of the planes. These creatures are nothing more than beasts filled with seething power, ruled by instinct and pattern... By paying homage, committing acts in their name, or whatever else might please them the Invoker may be able to channel the god, allowing the divine power to flow through them! When a wizard, upon forming a symbiotic bond with a god, they can become much more. An Avatar. The God become intelligent, fully aware of their surroundings, and their potency expands and consumes all about them. The Wizard becomes one with the divine being and is able to access it's power and ability (and Mana) at will!

This message was last edited by the GM at 01:37, Sun 04 Oct 2015.

The Arbiter
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Sun 26 Jul 2015
at 16:47
Re: 5.0 The Forms of Magic
5.5: The Form of Divination


Divination is the art of gleaning information from magic and the manipulation of destiny and fate through Mana. If you want to trap someone in a geas, glimpse the future, obtain knowledge of the past, spy upon your enemies, or identify a particular artifact, divination is what you need. If you want to play a master wizard-spy this is the art you need.

Diviners see Mana as the gateway to fate. The ability to perceive Fate is a minor feat in divination, and thus allows you to glean knowledge of the past, the present, even the future. The real power of divination comes in the ability to change Fate. While other magics deal with things directly, the Diviner takes hold of the reigns of the universal constant and most powerful force of Fate.

Targeting: Divination can target an object ‘near-by’, generally meaning you are able to perceive it or would have been able to perceive it if you had the ability. Divination outside of this, however, requires a sympathetic link in order to function - a metaphysical link to the target in question. Thus, in order to spy upon a rival wizard, it is necessary to possess something he once owned (and preferably cherished), or a strand of his hair, etc.

Preparation: Divination offer requires a great deal of preparation in order to be used at maximum efficiency. Often, a sympathetic link must be obtained, requiring a little bit of non-magical ingenuity. In the creation of oracles - self-aware, intelligent servitors capable of seeing through time and space - a physical basis is needed, an artifact capable of holding the spirit. Often this is a crystal ball, a mirror, mask, or a set of bones or cards created by the wizard himself. The formation and casting of geas, however, must be spontaneous - any true thought put into the casting of the prophecy is enough to disrupt it.

Attributes: Discipline is the most connected to Divination, as the complex requests upon Fate, the ultimate and only true deity, require a sharp and flexible mind. Lore is surprisingly useful, granting knowledge of how to interpret vague glimpses and signs. Of course Strength's ability to milk everything out of the Mana will be useful when creating your own prophecies!

Ranks:

  1. 1. At Rank 1 the wizard is capable of gleaning information about the past, present or future in regards to individuals, objects, spells or places. With each rank this ability increases in power.

  2. At Rank 2 the wizard understand the past lies in the memories of things. He is now capable of communing with spirits of the past. He is also now able to create a False Oracle, an occasionally malevolent, trickster spirit trapped in a physical object capable of seeing much more than the wizard can alone and able to provide advice, knowledge and magical aid.

  3. At Rank 3 the wizard understands the future is locked in a finite number of possibilities! Understanding how the future comes, he is capable of whispering personal prophecies, courting the Fates to his side.

  4. At Rank 4 the wizard has honed his Inner Eye, the cost of directly using it for divination if halved. In addition, he may also speak False Prophesy, that tricks and deceives the Fates. While a False Prophesy isn’t guaranteed to happen, it requires a great deal of effort to resist!

  5. At Rank 5 the wizard is an extraordinary powerful Diviner. He may speak a Geas, shackling others to his intentions. In addition, with work and effort, he may create a True Oracle, a minor Fate trapped within an object, attached to the strings of Fate themselves, providing immense aid in almost any magical effort and guiding the actions of the wizard.

  6. At Rank 6 the wizard has truly mastered the form of Divination. He no longer needs sympathetic links to target anything upon his current plane, his Inner Eye gleans all. Furthermore, he may speak True Prophesy, a Geas upon Fate itself, capable of affecting the destiny of an entire plane, either to benefit himself or wreak havoc upon his enemies.


Oracles:
Oracles are created spirits - servitors - capable of seeing through the illusion of time and space and informing their master on exactly what they know. They do not use Mana, but must feed upon the wizard in order to sustain themselves.

False Oracles are spirits, crafting, intelligent, and incredibly useful. But they are not infallible. They may be warded away, they may be tricked, bribed, or threatened by other beings. They are generally reliable, if not always helpful in the way the Wizard wants though.

True Oracles on the other hand do not seek knowledge, they simply know. It is not known how they know, but they do. What they do get information on generally cannot be chosen like a False Oracle. Truth is control, and yet it is controlling.

They are often summoned within crystal balls, mirrors, masks or costumes, though many can also be bound within certain sacred sites, or decks of cards, carved bits of bones, etc. They have powerful personalities, and while they are unwaveringly loyal to the wizard, they cannot be forced to obey his commands. Consider them close friends and allies more than servants. They can, of course, be threatened and bartered with...

False Prophecy:
Fate is a hard one to pull, and by its very nature is controlling, and not easy to control.

The first touch of Fate a Diviner may use is a Personal Prophecy, which is little more than a Promise to fate sealed in Mana expenditure. This respectful gesture to the overarching entity of all might cause Fate to become less apathetic to the Wizard’s Efforts.

The Second is False Prophecy. Fate is the ultimate spinner of destiny, but it can be tricked. Speaking False Prophecy, and spending the necessary Mana will vastly increases the chances of the scenario happening. Suddenly all events surrounding the prophecy will begin to unfold in it's favor. The stronger the False Prophecy, the more this pull affects the world.

Geas:
Destiny is the Diviner's greatest weapon. The powerful Diviner has the ability to manipulate it against his enemies, trapping them in a geas - shackles of fate - and forcing them to bend to the will of the universe. A wizard may spend an amount of Mana and declare a goal in order to have prophesy rush forth from his mouth. Upon this casting the receiving end of the Geas is trapped by it, and cannot overcome it. A geas can be either curse or blessing, but must overcome both their magical defenses and any plans Fate had in store for them. This makes destined heroes and kings much harder to Geas than your simple pig farmer.

A geas may only be cast upon a target in sight. A geas can only be broken by removing it with Sorcery, fulfilling the prophesy (every prophesy has an 'escape clause', allowing the victim to defeat it, though it is often ridiculously cryptic and self-damaging) or casting a geas upon yourself to remove the previous gaze ("I wish to speak a geas to render me immune to the previous geas". In a battle between different geas, it will come down to it's Spell Potency and the clever web of prophecy that is woven.

True Prophecy:
The Master of Divination is the only Wizard with the right to speak True Prophecy. True Prophecy requires dedication from the Wizard, and nothing short of a massive expenditure of Mana to trap Fate. Though when a True Prophecy is spoken there is no escape clause, there is no stopping it. It will happen. Such is the ultimate power of Divination.

This message was last edited by the GM at 19:15, Tue 28 July 2015.

The Arbiter
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Tue 28 Jul 2015
at 19:12
Re: 5.0 The Forms of Magic
5.6: The Form of Conjuration


Conjuration is the summoning and binding of extra-planar creatures. It covers your necromancy, demonology, archonosophy, etc., as well as the tools for manipulating both those creatures and the planes themselves. Conjuration seems fairly simple but is an ancient and deadly art - the first sorcerers were conjurers - and despite being archaic it potentially offers the most power. If you wish to bargain with the Coil, summon into existence the Legion of the Black Sea or call a manticora from the Thrice-Headed Star, conjuration is your form.

The Conjurer uses mana to bond and bind. These base of creation is in the bonds between things, and so summoning is simply connecting outsiders with the physical world. Animating the dead or even inert matter is simply binding spirits to them. They use their talent for these binding to weave the fabrics of reality, warping or even creating planes and spaces as needed.

Targeting: Conjuration can target 'within knowledge'. This means that you need to know, through research, Divination, or past experience of what you wish to summoning beforehand. The same goes for any Binding or Contract you create with Conjuration. To alter and warp the planes or their access points (such as portals, demon-doors, rainbow bridges, ect...) you must have some sort of link with that plane, usually where it touches the physical world, or the drawing of a specific symbol or planar-spacial address.

Preparation: Conjuration requires a large amount of preparation to be used at its full potential. Almost nothing can be improvised immediately. It, of all the magical forms, requires the wizard study and precaution himself before the actual magic begins. Mana itself can do nothing without the instructions, and so the Wizard must draw the lines and write the glyphs connecting what he wishes.
In order to successfully conjure an entity, the wizard must know two things: the name and the nature of the being. The wizard must, thus, have knowledge of the creature's full name and title (name) and the way in which it may be summoned, beseeched, coerced or forced (nature).

Attributes: By far the most important attribute for Conjurers is Lore. As it represents their knowledge of the arcane, and minimizes their need for pondering over dusty tomes, it is vital for conjurers. Strength, too, is important, for occasionally the creatures must be shackled by raw will. Discipline assists the wizard in correctly conjuring the entity, and allows him to deftly manipulate his magics into complex patterns.

Ranks:

1. At Rank 1 the wizard may commune with, and summon outsiders or bind natural spirits to things. He knows the basics of the planes, and what types of symbols and lines may work to restrict spirit and outsider movement or even banish them. He may create bindings upon those creatures he traps or negotiate contracts with beings of a higher mind and power.

2. At Rank 2 the wizard is now able to warp the space of his own native world. Portals, teleportation, or spacial skewing aid the wizard in his travels. These spacial warps allow for intraplaner summoning of native objects or entities.

3. At Rank 3 the wizard's Bindings and Contracts carry a much heavier weight than before and also require no physical manifest, making them twice as hard for third-parties to break or edit.

4. At Rank 4 the wizard is now able to planar-shift to other planes taking his body (or perhaps a spiritual representation of it), directly into the source of other planes. While extremely dangerous, at this vantage point the ingenious wizard can work all sorts of magic.

5. At Rank 5 the wizard is a true planar master. Able to create pocket planes or world within others. He sees no difference between his world, the planes and any other besides scope and size, and as such has the tools and knowledge to begin to edit the reality of the plane he is in.

6. At Rank 6, the wizard can force a god itself to manifest and bind it to his will should he possess the Mana to. Furthermore, the wizard's Contracts cannot be tampered with except by a Master Sorcerer or himself. He has a sympathetic link to all contracts made by any wizard, and so can target them at will.


Communing:
Often before summoning an entity, the wizard would wish to speak with it. To do this, the wizard must create a bond usually empowering a glyph or written name of the being in question. Some idea of what you are trying to communicate with must also be known. This bond lasts only as long as the spell and fades quickly without it being concentrated upon. Usually this communion is safe, the other entity cannot send their spirit through it, but can be used for the targeting of some spells.

Summoning:
Summoning an entity, be it spirit, object, native being, outsider, or god requires a good idea of who, what, and where they are. Spirits (and so also Outsiders and Gods) are naturally connected to their own name and nature, and often lack a "where" except for the plane they are in. Every being has a natural resistance to summoning which they can lower or raise considerably by their willingness to be summoned. Once summoned, every being will feel the pull of the summoner and know who or what is summoning them. There is also the consideration of the natural resistance of a plane you summon from.

Physical things or beings are much harder because in addition to the above issues, it must be known where to summon them from. Generally this can be overcome with the creation of a glyph in a known location to hone in on. The physical distance of the world is a challenge that the spell must overcome as well, a barrier of space in it's own right.

Bindings:
Spirits are, by definition, loose spirits. These may be spirits of the dead, elemental workings, magical creations, outsiders, ect... Spirits have a singular weakness against magic in that they are not bound, and as such magic can Bind them to things: objects, places, even physical entities. With the correct markings based on what you attempt to bind and expenditure of Mana the wizard may force a spirit to fuse with some corporal thing. The object (having spirit now) will often take on some quality and aspects, even abilities, of the spirit. The wizard may also, in the writing of the Binding, define rules which either force the spirit into action, inaction, to inhibit or focus his abilities. This enable the wizard to use spirits to animate objects, give bodies to demons, or a great deal of many things, all while keeping the being under the control of the binding. The spirit can resist the Binding if it wishes, and fight against it, even break it completely. In case this happens it is possible to a wizard to put a final sealed spell on the binding which activates upon it breaking (generally a last ditch effort to banish or destroy the rebelling spirit). The Binding and it's magic exist within the physical shell for the spirit itself, so with enough damage to the object it is bound to, the binding can be broken.

Contracts:
Contracts are forged of will, written in blood, and sealed in Mana. They are the absolute cornerstone of conjuration, allowing the wizard to make deals with powerful extra-planar beings. Unlike a binding, since a Contract is willingly accept it is extremely hard to break! It causes a resistance much stronger than the spell that cast it as compared to a Binding. The Contract must have some medium to hold the contract in place (until a third rank Conjure). The rule and dictations that define the contacts (and are thus enforced by the contracts) are entirely up to he one who casts the Spell, but must be agreed upon by all parties involved in the contract. In addition to the enforcing terms of the contracts, Mana can be stored in the contract (defended by it) for use within the contract. Most often this use is in the Breech of Contract. There are 2 ways to end a contract: Reaching a Termination Clause (ending it) or Breech of Contract (breaking it).

A Termination of Contract is specified by the contract itself. When a termination is reached, the Mana stored in the contract will either go as instructed by the Termination Clause, or back to the one who cast the contract if undefined.

A Breech of Contract unleashes the seal on it, and enables the contract to activate precast spells ( written in by the contract's creator) within the contract using the Mana stored within it. Since a contract is bound to the participants it can target them, and only them.

This message was last edited by the GM at 19:16, Tue 28 July 2015.

The Arbiter
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Tue 28 Jul 2015
at 20:28
Re: 5.0 The Forms of Magic
5.7: The Form of Sorcery


Sorcery at once borrows from the other forms and transcends them. It is the manipulation of magic itself, and involves creating servitors out of raw will, creating protective wards, counter-spelling the magic of others, editing or even copying spells. It can also be used to identify, and locate, and things of a magical nature, especially Mana. It can be used to combine magic of various forms to make crazy effects, or perhaps "cheat the rules" a bit when it comes to magic and other magical things. Its not very practical in the mundane world, with very little flair in itself, but is the undisputed magic of Magics.

Sorcerers don't just use Mana like other magic users. Mana to them IS the mystery itself, because if one can unlock the secrets of Mana, they may understand everything, and perhaps have unlimited power. Sorcery affects what is at the fundamentals what it means to be a Wizard: Magic!

Targeting: Very, very loosely, most Sorcery spells are 'within touch' or 'within sight', and it can only target magic itself. There are spells that break this guideline, and spells that allow other spells to break these guidelines, but that's Sorcery for you. Typically the nature of the spell will inform you as to how and when it should be cast.

Preparation: Again, it depends on the exact spells utilized - counter-spells are, naturally, prepared and cast on the fly (evoked, even), while identifying a magical item usually involves studying the artifact itself. Disenchantment often involves interacting with the enchanted object, location or individual. Magical Enhancement requires many, many hours of study, meditation and patience. Creating servitors often requires material components which must be gathered... Sorcery is uniquely diverse in it's own strange ways.

Attributes: Discipline is the most important attribute to a Sorcerer. Every sorcery requires the wizard to outmatch (or at least out-pace or evade) the natural and created protections of the target, and technical skill is incredibly important as one mistake could ruin an entire spell. Strength, too, can also be useful, especially when wizards are evenly matched or Discipline isn't enough: smashing a spell to pieces is often a viable strategy. And, of course, Lore has its infinite uses in understand just what those strange of woven magic mean.


Ranks:

1. At Rank 1 the Sorcerer understands a the basic theories underlying magic. He is capable of counter-spelling magic as it it being created. He may make Wards to protect himself against magic of others. He may twist and edit his own magics with ease, warping just what the other Form means. He is able to identify and feel the pull of magical objects.

2. At Rank 2 the Sorcerer can now affect the magics of others in twisted and creative ways. This allows him to edit continuously fed magic or if he is quick enough to change the spells of others as they cast it. He may dampen or end effects of spells that have left their mark on something (such as removing an enchantment or geas). He may also remove Conjuration Bindings, or cause a Breach of Contract should he get his hands on one. He is capable of shielding himself in the invisible shadows, removing himself from Divination of the future, making him a wildcard of Fate.

3. At Rank 3 the Sorcerer able to create and destroy Servitors. The Sorcerer is capable of deflecting, editing, or completely removing spells already cast including Conjuration's Contracts or even Invocations Channeling. The Sorcerer can also influence his own Body's need for Mana, supplementing it with sorcery-touched physical nutrients, and can use Mana to enhance his own raw magical abilities.

4. At Rank 4, the Sorcerer now can now work with Mana itself, stretching it, poking into it, or experimenting with it in any way he likes. He may use Sorcery to absorb Mana from any source, even unrefined or from another Wizard's Body. He may shield other things in the invisible shadows, making them invisible to seers of the future.

5. At Rank 5, the Sorcerer's understanding of Mana and Magic is so great that his Mana requirements for Sorcery is halved. With enough mana he can completely undo the effects that were magically even after the effect, or create complete anti-magical voids or filters that skew how magic is cast. Servitors of the Sorcerer are much hardier than before physically and magically.

6. At Rank 6 the Master Sorcerer can edit any magic he comes across, including any natural flows of the world around him. His study of Mana has afforded him the knowledge and ability of creating Foci out of massive amounts of Mana mixed into critical events, places, people, objects, stories, or anything else to anchor it to the Source.


Identification:
As magic is written on objects, things, or people, so can it be read. With the proper dedication of magical prodding, time, and effort, the Sorcerer can learn the details of any Enchantments,  Contracts, or other magical effects he sees. With a powerful enough skill and high enough lore they may well be able to determine exactly what magical properties the supposedly mundane world has to offer. What's more is one the specific and detailed flows of magic are recorded, they can then be edited to fit the purpose of the identifier, including copying their properties with sorcery.

Counterspell & Wards & Fields:
The most famous ability of the Sorcerer is his ability to destroy the magic binding a spell together, dispersing the magic so that it naturally grounds itself. He can do this in response to a spell being cast upon or near him, grounding the magic as it is created, though it takes some force and skill to do so.

Wards make it much harder to be cast upon directly. This won't stop an evocation created fireball from hitting you (or protect you physically at all), but it can prevent your instant incineration and remove the means of the magic to target you giving you a chance to out-maneuver it. Wards also make you much harder for spirits to enter.

A Ward Strength is always 1/5th of the SP of the spell unless otherwise said.

Fields, be they magical dampening, enhancing, or simply anti-magic, affect all magic cast in an area. While much harder and more costly than a Counter-spell or Ward they can be used more offensively. Fields dissipate over time, the stronger the field the faster is does so.

Servitors:
The Sorcerer, with proper understanding and dedication, is able to break down the nature of the extra-planar spirit to its most basic form: a mathematical formula built on the symbols of numbers and letters. He is able to use these formulas to create psudospirits, which must be specialized towards their purpose and needs. While much more costly and potentially much weaker than a spirit summoned from beyond, they can be tailored to almost any purpose, and unlike summoned spirits are 100% loyal and at the will of their creator.

Enhancement:
The Sorcerer, with enough power and ability is able to enhance his own magical casting abilities. This allows him to grant bonuses to his own casting and spells for the cost of Mana. These effects fade quickly or require concentration, or must have a ritual performed to continue.

This message was last edited by the GM at 23:24, Mon 26 Oct 2015.

The Arbiter
 GM, 46 posts
 The Creator
 The Judge
Wed 29 Jul 2015
at 18:49
Re: 5.0 The Forms of Magic
5.8 Enchantment


Enchantment is the magic of the mind and soul. Enchantments are used to twist the most powerful things each person has: their perception. Their emotions, senses, even beliefs and thoughts, all exit in the mind of the creature. Enchantment can attack, embolden, change, and warp the minds of your target. Enchantment can be used to charm others, put someone to sleep, making yourself invisible or unremembered, create illusions that force their reality on those fooled by them, or even attacking the will and minds of something directly.

The Enchanter uses Mana to change the base of observed reality. Without perception of events, the events would be meaningless. The enchanter would go so far as to say, that without perception, there IS no reality. And so instead of attempting to bash into the "agreed rules" of a world, instead the Enchanter simply changes those rules by changing the minds of those in them. They know all too well that an illusion backed with Mana can be all to real.

Targeting: You can either target directly into someone's mind with an established mental connection, touch, or eye-contact. An alpha on the other hand affects everyone who senses it (and the percent of strength of the effect it has is based on this).

Preparation: Enchanting's need for preparation is entirely based on the spell being cast. Direct attacks on someone's will or the creation of an imagined effect is instant. Creating an Alpha which affects everything around it often requires a bit more effort to make sure the Wizard gets all the details right.

Attributes: Discipline is very important for the Enchanter. Not only does it reinforce his own natural mental defense, but also allows him to make longer lasting and more influencing enchantments. Strength is next with it's ability to push more raw force into your enchantments. Lore will grant you knowledge of how the mind of something might work, and thus can reveal a weakness or breech to exploit.

Ranks:

At Rank 1 the Enchanter is capable of establishing mental contact with something either by touch or eye contact. Once established this mental contact can be used to attack the mind of the being directly, which can be anything from making them feel an emotion or sensation, or total mind domination. Once the mental link is established it stays active as long as the wizard wishes and the enchantment cast upon them will linger as long as it is not cut.

At Rank 2 the Enchanter may create an Alpha that establishes a reality for any who sense it, allowing for illusions rather than simple hallucinations. The mind of the Enchanter is also hardened, enforcing his will against attacks.

At Rank 3 the Enchanter can use direct enchantment to not only alter someone's mind, but convince their body to change as well, altering their very form, causing them harm, or even simply convincing them that they are dead.

At Rank 4 the Enchanter's Alpha are potent enough to cause physical effects. Their illusions can affect the world around them. Walls created are actually solid as long as they are believed to be, and monstrous illusions can really tear people in half.

At Rank 5 the Enchanter can being to alter the very spirit of something, using Mana to not only change their Form, but also their Essence; this allows the Wizard to grant or remove Aspects with Mana. The Enchanter's Alpha can now have second-degree effects, meaning not only would it affect those sensing it, but those sensing it can pass this to others around him.

At Rank 6 the Master Enchanter knows the secrets of the gods and can pull Mana directly from the life-force and emotions of living beings. He is never fooled by other Enchantments and can alter them with ease.


Mental Alterations:
The Enchanter may alter the mind of something, changing their emotional state, altering their perceptions, or even outright attacking their mind. The base mental defense of something is attributed to their Discipline, but this is only if they don't realize they are being mentally attacked. Once something braces for mental attack, up to their entire essence (equal to their natural Body Score) may fight against the intrusion with singular concentration. Distraction can lower this considerably. Any Aspects pertaining to mental discipline, increased will, psionic actions, ect... all must be dealt with as well. And of course any knowledge of Enchantment also helps defend against attacks.

Bodily Alterations:
When using enchantment to alter someone's physical form, you are convincing their mind to alter their own body. This can cause things like induced paralysis, cause physical harm, or even cause them to move against their will without total mind control.

Spiritual Alterations:
Now you can not only convince the reality of someone's bodily state, but can change how they view themselves entire. This requires nothing short of total mental dominance over the entity as you are altering their very soul. This allows you to change what natural aspects they have. With this you can also change and reprogram their very nature into anything you desire.

Alpha:
An Alpha is a mental-social construct brought to physical existence with Mana. Either it can be established through will with a Spell and concentrated on or the Wizard writes an alpha upon an object, place, or person before activating it. The Alpha when activated causes effects upon any who sense it. This effect can be anything the wizard can do with his enchantment as if he were casting into the minds of those effected directly. Since an Alpha must be sensed to work the effect it has is lowered the less it is sensed. Generally this means distance from the Alpha causes it's effect to dampened as sight, sound, and smell all are reduced with distance. This also opens up holes of disbelief should the alpha not be carefully considered. Once someone has overcome an Alpha with disbelief they may ignore it's effects it would otherwise cause.
The Arbiter
 GM, 47 posts
 The Creator
 The Judge
Wed 29 Jul 2015
at 20:13
Re: 5.0 The Forms of Magic
5.9 How to Cast Magic

It has been said before:
Spell Potency = Mana*(Stregnth+Form).

But for simple ease and role play explanation, I will attempt to explain and also provide examples on how to cast Magic.

In short, Casting magic is as easy as telling the GM what you are attempting to do with magic, how you are attempting to do that, and how much Mana you are spending on that effort.

Evocation is a very easy to give examples with. Should you come across a group of goblins in your travels and decide that a singular blast of magic shall do away with them. Here is an example of a good post:

Player Post:
Seeing the 8 Goblins surround me, demanding that I give them all my possessions I smile, how fortunate I get to try and flex my not to often used magical might. I decide I will let one live to tell this tale. Picking one a little farther than the others I know have my limit of range for all the others. With my trusty staff (blasting rod) in hand I raise it up slightly focus and bring it down upon the ground. A pulse shoots outwards in a circle upon the ground, the moment it touches the feet of the goblins surrounding me spikes of metal shall shoot up from the ground and impale them.

Private to GM:
Evocation, I spend 5 Mana. Str:2, Form:2, Total SP: 20+blasting rod.
Mana Left In Body: 65.


The GM reviews the Post and does a quick secret calculation and decides 20 SP is more than enough to murderfy 7 goblins like this. Unfortunately the nature of the spell, while deadly, is not purely destructive; it is, in fact, creative.

GM Response:
As you raise your staff one of the goblins decides that was enough to try and end up, and unleashes an arrow, but your staff is on the ground and the spell cast before it leave the bow. A pulse runs under the ground even as the arrow flies towards you, and in it's wake pointed metal spears shoot out and impale the goblins around you. One actually dodges the first that shoot upward under his feet only to land and have several more puncture through his body. The action comes to an abrupt end as you dodge the arrow launched at you letting go of your concentration for the spell. Only one goblin remains, taking a second to process what had just happens before throwing down his own horrid sword and running in full flight in the opposite direction of you. Leaving you alone on the path with 7 impaled goblins dangling around you, 4 dead already, the stronger ones will be in moment.

Private to Player:
Unfortunately the nature of the spell, while deadly, is not purely destructive and thus you don't get the blasting bonus; it is, in fact, creative. But you feel that 20 SP was just right to kill them. Much less and the one who dodged at first might have avoided the spell with only some injury, the other 6 peons still would have died though.


As you can see, each spell you cast is also a minor learning effort, a little experimentation will always go a long way toward getting "good" at the game. And writing out a nice clear post will always be easier for the GM. Putting your Mana Expenditure and pre-calculating your SP of the spell will go very far in making it easy for the GM to reply quickly and without issue.

Something like Invocation doesn't necessitate Action, but lets take a look at that, but this time lets have an example of a post with a few issues:
Player:
Seeing the long stretch of water before him, he had a couple choices. Build a boat, swim, or fly. He thought about a spell to walk on water, but swimming would just be faster and easier. Deciding to become a whale he uttered the words and made some motions of power with his hand before he began to transform himself into a black and white orca! Diving under the waves the got used to his new form before he began swimming off towards the tiny island in the distance.

Private to GM:
Invocation, 4 Mana, Str: 2, Form: 2. SP: 16
Mana remaining: 40


The GM reads the post and some flags quickly come up. First of all, I saw nothing about him entering the water prior to becoming an orca, but we can assume the Wizard has common sense and waited to activate his spell before doing so, I will always give the player the benefit of the doubt in things like that. The next flag is that the player assumed the spell was 100% complete and continued going about his business. This too could be acceptable except for the last part: There is no way with 16 SP the Wizard is becoming an Orca.
As the GM I look for any way to do this: Orca's have a large mass, strong thick bodies, a large bite, and a massive breath-time. I consider all of this as the new Body Score they are trying to achieve. Without the breath time and strong swimming there would be no point of the spell. I notice that the Lore of the wizard is 0, but the Form is still 2. The Wizard would be able to tell if the spell would succeed part of the way through at least.

GM:
As you cast the spell, it quickly become apparent to you that while your spell is on the verge of failure, though you have already invested some Mana in the spell it is not too late to change it!

Private to Player: Orca's are large, strong, and have amazing breath-times. As you are naturally none of those things, you feel you would need around double (4 more) your current Mana expenditure to become your average orca. You may add Mana to the spell to continue the casting, or may end the casting prematurely and only lose 2 Mana.


Again post on your spells shall provide a bit of basis on the spell. The fact is, as you cast more spells you get used to them as Character and Player. You will know what it takes to do what quickly.

As a general rule, I always encourage experimentation. It may not always work, but you always gain some knowledge out of it!

This message was last edited by the GM at 10:37, Thu 30 July 2015.