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 MagicFirst 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).
Physical Magic SpellsI'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.
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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