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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