The Manipulations

The creation of magical effect through the mechanistic ascription to procedure and form. The ability to move freely while performing such magics restricts practitioners of these methods from wearing armor during the performance of their spells.

Cabal Method

The magical power of the written symbol or rune is especially powerful in the expression of Physical and Traumatic magic such that spells of these two types are cast as if one additional level of advanced training is possessed. Miracles, Coercive and Therapeutic magics cannot be cast through Cabalistic methods. All magic of this type must be written or drawn. The medium is unimportant as long as a physical visible manifestation of the Cabalistic patterns is expressed. When written with permanent media, such patterns can be left behind, to be triggered by some specific event occurring within a field of visibility to the symbol itself. One hour is required to draw such symbols for every level of difficulty in the initial casting test for the spell. An additional hour is required for each constraint worked into the symbols as to its triggering requirements.
It is possible to draw patterns in the air for immediate casting. These hastily drawn symbols are more difficult to pattern properly, difficulty ratings off all spells cast using this method are increased by +2D. These symbols are also physically exhausting, requiring the expenditure of two times (2X) the usual number of fatigue points. Casting times are per normal, however, combinable spells must add the total amount of time. There are no temporal advantages for combined spells using this method.
Magical Artifacts fashioned as a Brush, Quill, Ink or Inkpot significantly enhance the creation of symbols and thus the casting of spells with this method.

Magic Square Method

The magical power of numbers and their interaction is especially powerful in the expression of Coercive, Protective and Traumatic magic. Every spell of Coercive or Traumatic magic is cast as if two additional levels of advanced training are possessed for that spell skill. Miracles and Therapeutic magics cannot be cast through Magic Square methods.
All magic of this type must be written or drawn. The medium is unimportant as long as a physically visible manifestation of the number patterns is expressed. One minute is required to draw such patterns for every level of difficulty in the initial casting test for the spell.
It is possible to draw patterns in the air for immediate casting. These hastily drawn symbols are more difficult to pattern properly, difficulty ratings of all spells cast using this method are increased by +2D. These symbols are also physically exhausting, requiring the expenditure of two times (2X) the usual number of fatigue points. Casting times are per normal, however, combinable spells must add the total amount of time. There are no temporal advantages for combined spells using this method.
The creation and use of a Magical Artifact fashioned as a Book allows the mystic to write his patterns permanently. Casting of such spells thereafter requires only the reading of the patterns aloud or the passing of a hand across them in a prescribed mystical manner. A Magical Artifact fashioned as a Mystical Robe may significantly enhances the creation of patterns and thus the casting of spells with this method.

Thaumaturgy Method

The Thaumaturgist (or Illusionist) practices a magic of illusion, slight-of-hand and deceit. In fact, this practice is so mechanistic that it is almost moot that he uses etheric power at all - he may not even know it. It's even possible to have a Thaumaturgist "Anti-Mage", his Method/Skill might convince him that "magic" doesn't work at all. These mystical powers of Vapors, Mists and Powders enhance the casting of Illusions and Coercive magic. Every spell of Illusion or Coercive magic is cast as if two additional levels of advanced training are possessed for that spell skill. Miracles and Physical magics cannot be cast through Thaumaturgy methods.
Each spell cast with this method requires a unique “potion” of organic and/or essence materials that must be warmed into a vapor or mist or tossed into the air as a powder as the spell is cast. The recipe for each spell and each spell castor is different as the attunement to the individual's technique is as unique as his/her fingerprint. Without the specific materials for a spell, casting is impossible. Each batch requires a full day to make, produces [4 + 1d6] "doses" and will remain potent for [10 + 1d10] days.
A magical powder, created as a Magical Artifact, enhances each recipe to which it is added and entirely prevents the spoilage of that batch.

Ritual Method

The magical powers of Patterned Movement may be used alone or in combination with any other method to enhance casting of any spell type as if adding an additional level of advanced training for each level of Ritual training.
Each spell cast with this method will require twice (2X) the normal casting time, but the effects will linger for four times (4X) longer and the fatigue requirements will be reduced by 1/4 (round up).


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updated on:   11 Feb 1999