The metamagical ability that shadowalkers wield can function on any Shadow, even those that have no magical energy available, unlike “regular” magic. Casting Sorcery spells takes several minutes and is extremely specific. Most sorcerers prepare theirs spells in advance, leaving open certain key aspects (target, duration, etc.), called lynchpins, in order to maximize their flexibility. This reduces casting time to several seconds.
Once a spell is prepared, it must be “hung”. A sorcerer can hung only one spell on his mind. Additional slots can be obtained by acquiring an artifact that has the Spell Rack quality.
The time needed to prepare or cast a spell depends on the number of lynchpins and Sorcery components, magical building blocks that are assembled in different ways for each spell. Undefined lynchpins use the maximum value for their category in preparation.
- Preparation: (lynchpin values x number of Sorcery components) x 5 minutes
- Casting: (undefined lynchpin values x number of Sorcery components) rounds
A round is 6 seconds long, so a spell that takes 12 seconds to cast requires 2 full rounds. Break down the total casting time in blocks of 6 seconds. Tally up the remaining seconds after this. If they are up to 3 seconds, then the spell goes off in the character’s action after the last full round. If it’s more, then it requires the full round to cast and will go off next round.
Example: a spell with a casting time of 17 seconds takes 3 full rounds to cast: two blocks of 6 seconds plus 5 remaining seconds. Since 5 is greater than 3, it doesn’t go off in the third round.
LYNCHPINS
The list below includes the factor by which time is increased for each category. Higher values prolong a spell’s preparation/casting time.
Target
- Nobody: 0
- One person: +1
- 2-10 People: +2
- Up to 100 People: +3
- A large percentage of people in a town (everyone downtown, for example): +4
- An entire town: +5
- Anything bigger: +6
- Limited target selection (vampires, demons of a given subspecies, Slayers, redheads etc.): -1
Effect Strength
- Minor: 0. Anything that does not significantly alter or damage the subject. The spell may annoy or amuse, but not kill or heal. Examples: causing an unsightly rash; inflicting one point of damage per Success Level; creating a small globe of light.
- Noticeable: +1. The effect is strong enough to injure people, break things and produce impressive lightshows. Objects (and living beings) cannot be transformed (either physically, mentally or spiritually), just harmed or healed. Examples: inflicting damage equal to the magician’s Willpower for every Success Level; shattering all the glass or other fragile objects in a room or a small house; starting a large fire.
- Severe: +2. The effect can alter a person’s emotions and senses, inflict several injuries, and reshape (but not transform matter). Beings from other dimensions can be summoned at this level. Examples: paralyzing a victim (reduce Dexterity by one per Success Level); inflicting damage in the amount of Willpower (doubled) per Success Level; changing a person’s feeling (a love spell or turning grown people into teenagers); shattering or molding rock or metal; creating illusions that fool at least three senses; striking somebody blind, deaf or mute; summoning a demonic minion; raising a zombie.
- Major: +3. The spell can transform living beings, reshaping their very essence and soul. Destructive spells are very destructive to both living and inanimate things. A spell of this level can summon a dangerous spirit entity. Examples: turning a person into an animal or demonic creature; summoning a powerful demon (not a quite a Big Bad, but lieutenant types); changing the properties of a material – turning metal as soft as mud or hardening air into a barrier; inflicting damage at a rate of 3 x Willpower points per Success Level.
- Awesome: +5. The spell can do incredible things, like restore a vampire’s soul, throw lightning bolts, create impenetrable walls of force or summon a demon that will eat the world. Examples: inflicting 5 x Willpower points per Success Level; bringing back the dead; summoning a Big Bad-level creature.
Duration
- Instantaneous: 0
- Short (One Turn/Success Level): -1
- Medium (One Minute/Success Level): 0
- Long (One Hour/Success Level): +1
- Very Long (One Day/Success Level): +2
- Permanent (or until dispelled or canceled): +3
Shadow Rules
- One Shadow: +1. Works with a specific Shadow’s magical rules
- Related Shadows: +2. Works in similar Shadows, like all Marvel realities
COMPONENTS
It should be fairly simple to identify which components make up a specific spell. The GM is the final arbiter on the feasibility of a spell.
- Shadow Opening: creates temporary intra- or inter-Shadow gates. Used for teleportation or to channel elemental attacks.
- Shadow Manipulation: alters or changes Shadow stuff. Used for transmutation, shapeshift and, in conjunction with Mind Touch, mind alteration (Shape Shift Shadow Items); preparing items to store or use magical energy or hang spells (Prepare Item or Area for Magical Energy); and creating magic wards, circles and barriers (Define Channel for Magic Energy). Each change requires one use of this component.
- Magical Energy: creates raw magical power. Used to sustain long-running spells. Objects can usually hold one hour’s worth of energy, while magic fields can last for up to 12 hours.
- Mind Touch: opens a mind link between caster and subject. Used for spells that directly affect another being.
- Measure Substance: assesses information. Used for spells that detect, analyze and locate. The more specific the spell, the greater the detail returned. Usually, it only works in a single Shadow, but may be extended to reflections or Shadows with the same magic rules.
At the GM’s discretion, the following components may only be available to advanced practitioners of Sorcery.
- Granted Intelligence: grants a degree of intelligence to spells. Used to make spells somewhat autonomous and capable of discerning information, like attack spells that can distinguish between targets based on clothing.
- Invoke Power: links the spell to a Power. Used to create spells that operate across Shadows independently of their magic rules, thus eliminating the respective lynchpin. Depending on which Power is invoked, other secondary benefits may be present.
CASTING
To cast a spell, a sorcerer rolls WILL + Occultism and must score a number of successes equal to the spell’s power level – the sum of the closed lynchpin values. If the roll fails (i.e, the total is less than nine), the spell doesn’t work. If the number of successes is less than the spell’s Power Level, something magical happens — but it may not be exactly what the caster intended. The spell’s intent may be twisted or perverted, and the caster may be injured — or even killed — as the magic draw on her life force to fulfill their purpose.
SAMPLE SLEEP SPELLS
Here are three versions of a Sleep spell so you can see the system at work. The
Time entry lists time to cast and to prepare.
Sleep (PL 2-7, Flexible)
Puts a single target to sleep for an indefinite amount of time.
Lynchpins: One Person [+1], Noticeable [+1],
Undefined [+3],
Undefined [+2]
Components: Shadow Manipulation, Mind Touch
Time: 10 rounds/70 minutes
Sleep (PL 2-6, Flexible for use on Shadow Earth)
Puts a single target to sleep for an indefinite amount of time on Shadow Earth.
Lynchpins: One Person [+1], Noticeable [+1],
Undefined [+3], Earth [+1]
Components: Shadow Manipulation, Mind Touch
Time: 6 rounds)/50 minutes
Sleep (PL 3, against humans on Shadow Earth for a defined duration)
Puts one human on Shadow Earth to sleep for hours.
Lynchpins: One Human [0], Noticeable [+1], One hour/success [+1], Earth [+1]
Components: Shadow Manipulation, Mind Touch
Time: 0 round (1 action)/30 minutes
SPELL LIST
Quell (PL 3-4)
Puts a single target to sleep and lasts as long as the target is allowed to sleep.
Lynchpins: One Person [+1], Noticeable [+1], Instataneous [0],
Undefined [+2]
Components: Mind Touch, Shadow Manipulation
Time: 4 rounds/40 minutes
This message was lightly edited by the GM at 23:56, Sat 07 Mar 2020.