Physical Magic [the quick-and-dirty]

Physical magic deals with the manipulation of physical objects utilizing etheric forces. All objects are made up of the Four Elements: Earth, Air, Fire and Water. The manipulations of such objects is thus the manipulation of these elements in space. The spells required are further categorized by the relative density of the element being manipulated and referenced against the type of manipulation being attempted.


Casting Physical Magic

First determine the difficulty of the spell you are casting. Make the difficulty test against your own Magic Proficiency Rating. Success indicates that the spell is properly cast - failure indicates an error in casting, for now there is simply no affect. Regardless of your success you must expend the required fatigue upon completion of casting.

Only after successful marshalling of the proper etheric forces do you determine any damaging effects. The Detach manipulation causes the material to move, forcibly. This movement may be targeted at enemies or other physical entities. This is managed as for Combat; Missile Weapons using the attack matrix below except that one-half the Magic Proficiency is added to the matrix values (rather than Combat Proficiency).

Material 0 1 2 3 4 5 6 7 8 9 10 Damage Vigor
Rock, Dense 50 45 40 35 30 25 25 20 15 10 5 10/vol. Vol. X2
Rock, Porous 50 45 40 35 30 25 25 20 15 10 5 6/vol. Vol. X1.5
Sand 20 20 20 20 25 25 30 30 25 25 20 1d10/vol. Vol.
Water 15 20 25 30 35 40 45 50 55 60 65 none Vol.
Fire 30 30 30 30 30 30 35 35 35 40 45 1d6/vol. none
Etheric Fire 30 30 30 30 30 30 35 35 35 40 45 1d20/vol. none

Physical Magic Spells

I'm not going to do spell descriptions right now, those of you interested either know where to find the proper reference or can e-mail me directly.

Create Detach Affix Amplify Accelerate Conc/Intense Remove
Dx Fat Dx Fat Dx Fat Dx Fat Dx Fat Dx Fat Dx Fat
Earth
Dense Rock 4 2 6 3 6 3 7 3 7 3 6 3 4 2
Porous Rock 4 2 4 3 4 3 6 3 6 3 5 3 4 2
Sand 2 1 2 1 3 1 3 2 3 2 4 2 2 1
Dust 2 1 2 1 3 1 3 2 3 2 3 2 2 1
Air
Wind 3 2 2 2 4 2 3 3 3 4 3 3
Poison Gas 4 6 4 6 4 6 4 7 4 7 3 3
Fire
Heat/Cold 3 3 3 3 3 3 3 4 4 5 4 6 3 2
Smoke 3 1 2 1 3 1 3 2 3 3 3 4 3 1
Light/Dark 2 1 3 1 3 1 3 3 3 4 3 4 2 1
Flame 3 2 3 2 3 2 3 3 3 4 4 5 3 2
Fire 3 1 3 1 3 2 3 4 3 4 4 5 3 2
Etheric Fire 1 3 2 3 2 3 3 4 3 4 4 4 1 3
Water
Ice 4 3 4 3 4 3 6 3 6 3 5 3 4 2
Liquid 3 1 4 2 4 2 4 2 6 2 5 2 3 1
Spray 3 1 3 1 3 1 4 1 4 1 4 1 2 1
Mist 3 1 3 1 3 1 4 1 4 1 4 1 3 1

Dx indicates the base difficulty level of the spell. Up to three manipulations of a given material may be cast simultaneously. The difficulty of such combination spells is equal to the highest difficulty listed for an included manipulation plus one die per additional spell.

Fat indicates the cost (in fatigue points) of casting that manipulation only. Combination spells require the expenditure of this amount of fatigue for each component spell.


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comments to bholty@slonet.org

updated on:   11 Feb 1999