The Mage Class
Devoted scholars, philosophers, and ascetics, mages have dedicated
their lives to understanding and harnessing the power of arcane magic:
hidden energy that flows within all things. Characters with the mage
class have learned to manipulate this omnipresent magical energy
source to create miraculous—and often destructive—effects.
Mages summon and channel arcane magic to create unique effects (an
action the uninitiated call “spellcasting”) via a combination
of intense concentration, bodily contortions, and material components.
In the game, the cinematic means by which individual mages cast spells
often vary widely, subject to Narrator approval. Some mages cast spells
by brandishing their oaken wands and chanting complicated Hermetic
incantations learned from ancient spellbooks. Other mages cast spells
by drawing arcane energy from magical stones from a forgotten age,
the petrified hearts of extinct dragons, or tiny fragments of dead
gods. Still other mages summon arcane energy from deep within themselves,
using little more than a channeling staff and hand contortions to safely
focus that raw energy into spells.
A mage channels arcane energy by the force of his will. Unfortunately,
the human body is far too weak to safely channel these powerful energies,
so every mage wields an arcane focus—a magically fortified physical
symbol of the mage’s power—through which he channels arcane
magic. In order to perform mage class gimmicks, a mage must be holding
or wearing his arcane focus. A mage without his arcane focus cannot
use any of his mage gimmicks.
Mechanically, an arcane focus is a physical object no smaller than
size one. An arcane focus does not have to possess great monetary value,
but it cannot be created on the spur of the moment. In order to create
an arcane focus, the mage (or someone else) must actually construct
the focus, a process that typically takes several hours to several
days. After the object is created, the mage casts any spell he knows
into the focus; doing so transfers the spell energy directly into the
focus and binds the focus to the mage. At that point, the mage may
use the object as his arcane focus. Mages often carry several arcane
focuses.
Note that many beginning mages do not possess the Cast Spell gimmick.
If these mages lose their arcane focus, they must seek out another
mage who can cast a spell into their arcane focus for them.
Learning New Spells
Mages do not learn new spells like they learn new gimmicks. Unlike
new gimmicks which are purchased with Style Points, new spells must
either be found or learned through the course of the game, depending
on the cinematic way in which spellcasting operates in a given game
setting. In a game in which mages draw arcane energy from magical stones,
for example, a mage might simply need to study a newly discovered magic
stone for a few hours to a few days in order to learn its stored spell.
In a game where mages learn spells from ancient spellbooks from lost
civilizations, a mage must study a new spell and perhaps roll an Occult
check each day until he finally understands the spell. The Narrator
decides on the method by which mages in his game learn new spells.
It’s also the Narrator’s job to provide mages with opportunities
to learn new spells (and more powerful versions of spells they already
know) through the course of the game.
Tiered Spells
Many spells have multiple levels of power that are organized into three
tiers. Tier 1 spells are the most common and weakest spells that a
mage is will encounter. Tier 2 spells are specialized spells or more
powerful versions of tier 1 spells. Tier 3 spells are unique spells
with mighty effects or more powerful versions of tier 2 spells. If
a spell has multiple tiers, the tier number is listed as part of the
spell name. For example, there are three tiers of the Fire spell: Fire
1, Fire 2, and Fire 3.
All mages with the Cast Spell gimmick may learn and cast tier 1 spells.
Mages must spend additional GP on the Cast Spell gimmick to learn to
cast tier 2 and tier 3 spells. However, every mage must undergo some
sort of cinematically appropriate training or trial in order to gain
the knowledge required to cast higher tiered spells. At appropriate
times during the course of the game, the Narrator should provide training
events that appropriately test the mage’s abilities before allowing
the mage to spend additional GP on increasing his Cast Spell gimmick’s
tier allowance.
Mage Gimmicks
Sense Magic (6GP/0PP/A)
By spending a full turn to visually scan a small area (up to about
20’ x 20’, such as a living room or a king’s burial
chamber), you automatically detect all magical items, magical characters,
magical creatures, and active spells therein and learn their approximate
power, direction, and approximate distance from you. Spending additional
turns on this action allows you to detect magical sources within larger
areas.
When you initially detect a magical source, you learn only that it
is magical; you do not learn its function. That is, if you detect magic
within a small treasure chest, you do not learn if that magic emanates
from a valuable magical object contained within the chest, a magical
trap placed on the chest, or both. Spending additional time studying
the magical source, however, provides you with more information. For
each full turn you spend studying a magical source, you learn another
of its magical properties. Thus, studying the chest for a second turn
shows that only the chest itself is magical. A third turn of study
shows that the chest has a Fire 2 spell placed on it. A fourth turn
of study shows that the Fire Blast spell was altered through Metamagic
to operate whenever the chest is opened. The Narrator has the final
say on the type of information you receive each turn you study a magical
source.
Prerequisite: None
Abjuration Aura (4GP/3PP/S)
When you activate this gimmick, you surround yourself with a weightless
suit of magical armor for the entire scene. While protected by this
armor, you gain a +3 bonus to your Resistance Factor against all attacks.
This armor even protects against attacks that normally ignore armor,
though the armor does not protect against attacks that cannot be Resisted.
Activating this gimmick counts as a normal action.
In addition, while the aura is active, you may spend 3 PP as a defensive
action to create a temporary magical shield to parry incoming brawling,
melee, firearm, and energy-based attacks. When you do so, you use your
Resolve +9 as your Defense Total against the attack. If you successfully
parry the incoming attack, the shield absorbs the damage and you remain
unharmed. Regardless of whether or not you successfully parry the attack,
the shield instantly vanishes after it’s used. Creating a shield
is an act of will, so you may perform this action without penalty even
while being grappled or pinned.
You may create shields as often as you like to parry multiple incoming
attacks, though you may not attempt to parry a given incoming attack
more than once. You must be aware of an attack in order to use the
shield against it. The shield may not be used to defend anyone other
than yourself, nor can the shield parry attacks with large areas of
effect (such as explosions, hailstorms, or landslides). This gimmick
does not operate if you are wearing armor. If you don armor while this
gimmick is active, the gimmick instantly ends.
Prerequisite: Sense Magic, Occult 3
Cast Spell (6GP+/0PP/A)
You are able to learn and cast tier 1 spells. By spending an additional
3 GP on this gimmick (9 GP total), you may learn and cast tier 2 spells.
By spending yet another 3 GP on this gimmick (12 GP total), you may
learn and cast tier 3 spells. To cast a spell you know, you must wield
your focus and spend the PP cost of the spell. Casting a spell takes
up your entire turn.
Prerequisite: Sense Magic, Occult 3
Telekinesis (6GP/0PP/A)
Through an act of will, you can manipulate and move physical objects
without touching them in any way. When you use this gimmick, you may
choose to perform one of the following effects.
Remote Manipulation: You can grab, pull, push, turn, tie, untie, throw,
and otherwise physically manipulate one or more objects within 25 feet
whose total weight does not exceed 100 pounds per point of your Resolve
as if your own two hands were upon them. This allows you to grapple
opponents, make brawling attacks, shove or trip others, turn doorknobs,
and press buttons and flip switches from up to 25 feet away. When you
use remote manipulation to grab or grapple with an opponent, you use
your Resolve score to resolve any required ability checks. When you
use remote manipulation to move heavy objects, you may move those objects
at up to your Normal Move as an instant action or your Max Move as
a full-turn action.
Performing an attack via remote manipulation counts as a standard action
and requires you to roll a Brawling check to strike. A successful attack
inflicts an amount of damage equal to your Resolve +3 (plus the result
of the Luck Die). A remote manipulation attack is a physical attack,
so a defender may attempt to parry or dodge the attack normally and
situational modifiers (range, cover, etc.) always apply.
You must maintain concentration to perform remote manipulation. If
you are damaged by an attack while using remote manipulation, your
manipulation automatically ends and you cannot use it again until a
full round has passed. Actions taken via remote manipulation count
as if you have taken them yourself. Thus, remote manipulation attacks
count as standard actions, using remote manipulation to parry an incoming
attack (this uses your Brawling Defense Total) counts as an instant
action, using remote manipulation to lift and carry yourself over long
distances will take up your entire turn, and so on. The Narrator has
the final say on what sorts of actions can be performed via remote
manipulation.
When you use remote manipulation, a physical manifestation appears
that can be seen by others. Cinematically, this manifestation can appear
however you desire, though it typically takes a form appropriate to
the action it is being used to perform. When remote manipulation is
used to strike others or press buttons, its manifestation might take
the form of a glowing ghostly hand or a rippling wave of "force." When
remote manipulation is used to grab or pin others, its manifestation
might take the form of an animated pair of handcuffs or a powerful
claw. When remote manipulation is used to carry you aloft, its manifestation
might take the form of a horizontal floating disk or a chariot made
of clouds. The Narrator has the final say regarding the appearance
of the manifestation.
Concussion: During your turn, you may create a spherical blast of force
radiating outward from yourself that pushes nearby objects up to 10
feet away. Unattended objects that weigh no more than 100 pounds per
point of your Resolve are automatically thrown 10 feet from you. Characters
within 10 feet of you who weigh no more than 100 pounds per point of
your Resolve are knocked off their feet and shoved up to 10 feet away
from you unless they beat you in a Strength check contested against
your Resolve check. If there are multiple characters in the concussion
area, you roll only one Resolve check against which all characters
within the area contest their Strength checks. Characters knocked into
a hazard (such as off a ledge or onto a bed of spikes) by the concussion
may roll a Reflexes check with a –2 penalty to avoid the full
effects of the hazard. Using concussion takes up your full turn.
Prerequisite: Sense Magic, Occult 3
Metamagic (6GP/0PP/A)
You have learned to augment the power of the spells you cast. As an
instant action, you may spend additional PP as you cast a spell to
increase the spell’s damage, range, duration, and other statistics.
The ways in which you can alter your spells’ statistics are described
below.
Additional Damage: You may spend additional PP to increase a spell’s
damage. The spell must already inflict damage in order to have its
damage increased. Every 1 PP you spend increases the spell’s
damage by two points. A spell’s damage may be increased by no
more than six points through the use of this gimmick. Note that this
aspect of Metamagic may also be used to increase the damage of your
Telekinesis attacks.
Range Increase: You may spend an additional 2 PP to double a spell’s
normal range. The spell must already a range of at least 10 feet in
order to have its range increased. A spell’s range may be increased
no more than double its normal range through the use of this gimmick.
Note that this aspect of metamagic may also be used to increase the
range of the remote manipulation ability of the Telekinesis gimmick.
Duration Increase: You may spend additional PP to increase a spell’s
normal duration. The spell must already have a duration greater than
one round but less than one scene in order to have its duration increased.
Every 2 PP you spend increases the duration of a spell by one round.
A spell’s duration may be increased by no more than four additional
rounds through the use of this gimmick.
Area Increase: You may spend an additional 2 PP to double an area effect
spell’s normal area of effect. The spell must already affect
an area in order to have its area of effect increased. A spell’s
range may be increased no more than double its normal range through
the use of this gimmick. Note that this aspect of Metamagic may also
be used to increase the area of the concussion ability of the Telekinesis
gimmick.
Concentration: You may spend additional PP to allow a focused spell
to remain in effect for a short period of time after you end concentration.
Each additional 2 PP you spend allows the focused spell to remain in
effect for one round after you end concentration, to a maximum of five
rounds. If the focused spell has not yet ended, you may spend a full
turn to regain concentration without losing the spell. If you again
end concentration, the focused spell again will remain in effect for
the full additional duration you purchased.
Intensity: You may spend additional PP to increase the effectiveness
of your spells. Each additional 2 PP you spend grants you a +1 bonus
to strike with a directed spell, a +1 bonus to your Resolve check when
you cast an invoked spell, or it imposes a –1 penalty on the
defender’s Reflexes check to evade when you cast an area effect
spell. You may spend no more than 4 PP on this aspect of Metamagic.
Note that this aspect of metamagic may also grant you a bonus to strike
when you perform attacks via the remote manipulation ability of the
Telekinesis gimmick.
Prerequisite: Cast Spell, Occult 4
MultiSpell (6GP+/0PP/S)
Cast any spell twice during your turn. These spells may be cast on
the same or different targets. The attack roll for each spell (if required)
is rolled separately. You do not suffer the multiple action penalty
when casting these spells. If you strike a target with multiple damage
spells, each successful attack after the first adds an additional two
points of damage to the damage inflicted by the first spell.
By spending an additional 3 GP on this gimmick (9 GP total), you may
cast a spell up to three times during your turn. By spending yet another
3 GP on this gimmick (12 GP total), you may cast a spell up to four
times during your turn. When casting these spells, you pay the casting
cost of the spell (once) and spend 1 PP for each additional time you
cast the spell that turn. Using this gimmick takes up your full turn.
Spending an additional 5 GP on this gimmick allows you to cast different
spells when you use MultiSpell. The GP you spend on this option are
spent separately from any GP you spend to increase the number of spells
you can cast when you use MultiSpell. When you cast different spells,
you pay the casting cost of the spell with the highest casting cost
plus 1 PP for each additional spell you cast that turn. If you strike
a target with different damage spells, the target suffers damage equal
to that of the most damaging spell plus two points of damage for each
additional damage spell that successfully strikes.
Note that, even if you possesses MultiSpell, some spells (like Command
and Invisibility) cannot be cast more than once on the same target
in a single turn. In addition, some spells (like area effect spells)
cannot be cast more than once in a single turn. Refer to a spell’s
description for additional information regarding how it may be cast.
Prerequisite: Cast Spell, Occult 4
Enchantment (5GP/0PP/A)
You have learned to temporarily and permanently enchant creatures and
objects with your spells. The types of enchantments you can create
are described below.
Contingency: When you cast a spell, you may spend an additional 10
PP as an instant action to make a spell (or MultiSpell group of spells)
take effect only when a certain physical condition is met. The contingent
spell remains dormant until the condition is met, though it can be
detected through the use of Sense Magic. When the condition is met,
the spell is instantly cast in the area or on the target you chose
when you originally cast the spell. After a year and a day, an unused
contingent spell fades from its target and no longer operates.
Contingent spells have nearly limitless uses. More than one mage has
used a contingent Teleport to escape to a friendly healer when reduced
to 0 HP. Some of the more paranoid mages have been known to place multiple
contingent attack spells around their sleeping areas in the hopes of
killing would-be assassins. The Narrator has the final say on what
sorts of effects you may create with contingent spells.
You may place up to three contingent spells on an object or area, but
a character may have only one beneficial contingent spell placed on
himself at a time. Casting a second beneficial contingent spell on
a character forces him to drop one of the contingent spells (his choice).
Contingent Charges: You may spend PP to allow a contingent spell to
function more than once before being expended. Each additional 3 PP
you spend increases the contingent spell’s “charges”—the
number of times the spell can be activated—by one, to a maximum
of five charges. Adding charges (or restoring spent charges) to a contingent
spell requires you to spend at least one hour channeling arcane energy
into the spell for each charge you want to add. If the spell uses up
all its charges before you “recharge” it, however, you
must recast the original contingent spell and spend additional time
adding charges.
Permanency: You may spend your own Style Points to create contingent
spells that are permanently in operation. It costs 12 Style Points
per spell tier to make a spell permanent. Thus, by casting a contingent
Fire 2 spell on a wand and spending 24 Style Points to make the spell
permanent, you can create a “Wand of Fire 2.” Alternatively,
you could spend 24 Style Points to put a permanent contingent Fire
2 spell on a chest that would activate any time the chest is opened
by anyone who does not first speak a secret password. Only contingent
spells cast on areas and objects can be made permanent. Contingent
spells cast on living (or animated) creatures can never be made permanent.
Any permanent contingent spell on an area or object that becomes animated
(such as via the Animate spell) automatically deactivates until the
area or object becomes inanimate. The Narrator has the final say on
exactly which spells can be permanently added to an area or object
and what effects the permanent spells will have.
Prerequisite: Cast Spell, three Mage gimmicks, Occult 5
Spell Specialization (3GP+/0PP/A)
You have learned to cast a specific spell more efficiently. At initial
purchase, choose one spell that you know in which to specialize. The
casting cost for that spell is permanently reduced by half its base
cost (rounding up). In addition, for each additional 1 PP you spend
on this gimmick beyond its initial cost, you further reduce the casting
cost of the specialized spell by 1 PP. You may reduce the casting cost
of the spell to as low as 1 PP in this way.
You may purchase this gimmick multiple times to specialize in additional
spells. Each specialized spell must have its casting cost reduced individually.
However, if a spell you specialize in has multiple tiers, you gain
specialization benefits for all tiers of that spell. Thus, if you specialize
in Fire 1, reducing its casting cost by half, you also reduce the casting
cost of Fire 2 and Fire 3 similarly, provided that you eventually learn
those spells.
Prerequisite: Cast Spell, three Mage gimmicks, Occult 5
Spellstorm (15GP/10PP/S/Limit)
Cast 10 spells this turn. These spells have a casting cost of 0 PP
and may be cast on the same or different targets. You do not suffer
the multiple action penalty when casting these spells. If you use Metamagic
to increase the statistics of any of your spells, you must spend the
normal Metamagic PP cost to do so. Using this gimmick takes up your
full turn.
Prerequisite: Cast Spell, five Mage gimmicks, Occult 6
