Player's Guide to the Magic System

This document serves as the player guide to the magic systems of the Atari Isev campaign.

There are 4 (yes 4!) different systems. Magery/sorcery is the most versatile and involves the manipulation of fundamental magical principles to build spells. It will receive the most attention. Priestly magic describes the abilities that a priest may receive from their god or its associated spirits. Shamanism is the ability to interact with the spirit world and obtain powers or supernatural results through deals with spiritual entities. Finally, [True] Smithcraft is the ability to work metals or gems so that they contain virtues beyond their ordinary properties.

Magic System Overview

Mages/Sorcerers create their spells by combining certain fundamental magical principles over which the mage has partial control or understanding.

The magic principles are represented by the cards of a tarot or similar deck. Players throw spells for their characters by laying down cards to compose a spell. The more cards the more powerful the spell is (however that might be defined--duration, range, damage potential etc.) but the harder to cast. Full details of the tarot aspects of the system are described in a separate document Tamasys, the current document simply describes how the tarot systems interfaces to the FUDGE mechanics.

Specifically mages have a skill known as Cast (for quick spells) or Ritual (for slower, more careful spells) which is rolled against when a spell is cast. The more cards that compose a spell the higher the result of the roll must be. If the roll quality is high enough the spell works, otherwise it fails.

What Does it Take to be a Mage

There are at least two levels of magery. The first lower level is a sort of hedge wizard or witch, while the higher level is far more powerful (potentially).

Each level costs 1 Gift (so to be a "full" mage costs 2 gifts).

Hedge Mage (1 Gift)

The abilities and limitations of the Hedge Mage are:

Initial Hand Size: 2 cards

Max Hand Size: 3 cards

Initial Deck Size: 6 cards

Max Deck Size: 10 cards

Initial Throw Rate: 1/2 T.U.

Max Throw Rate: 1/1 T.U.

Initial Refill Rate: [Sub] 1/1 T.U. [Others] Disallowed

Max Refill Rate: [Sub] 2/1 T.U.

Can Buy: One of either Cast or Ritual. Not both.

Max Skill Level: Fair

Full Mage (2 Gifts)

The abilities and limitations of a "full" mage are:

Initial Hand Size: 3 cards

Max Hand Size: 7 cards

Initial Deck Size: 8 cards

Max Deck Size: ??

Initial Throw Rate: 1/1 T.U.

Max Throw Rate: 3/1 T.U.

Initial Refill Rate: [Sub] 3/2 T.U. [Guided] 2/1 T.U. [Search] 4 T.U.

Max Refill Rate: [Sub] 3/1 T.U. [Guided] 4/1 T.U. [Search] 2/3 T.U.

Can Buy: Both Cast and Ritual.

Max Skill Level: Superb

Basic Mechanism for Spell Creation

The basic mechanism of spell creation (throwing) is an un-opposed skill roll with the difficulty based on the power (number of cards) of the spell.

Cast: Cast + 4dF vs. Number_of_cards - 3

Ritual: Ritual + 4dF vs. Number_of_cards - 5

For instance to cast a spell of three cards requires a Fair result.

To ritual a spell of three cards (equal power) required merely a Poor result.

Note that rituals are much easier to cast. This is because they take much longer.

Result of the Roll

result < required failure (possible backfire)

= required reduced effect (1 less power)

= required + 1 full effect

= required + (2/3) full effect plus can alter range, duration or number affected by one setting

= required + (2n/2n+1) full effect plus can alter a combination of range, duration and number by n settings

Time Units

The basic unit of time (T.U.) is different for ritual and cast skills.

For Cast the unit of time is the combat round - 3 seconds.

For Ritual the unit of time is one hour.

For example if a character has a throw rate of 2/1 T.U. and were throwing a 4-card spell the spell would take 6 seconds if cast and 2 hours if ritualed.

The Three Parameters of a Spell

There are 3 basic parameters of a spell that can be altered based either on rolling additional successes above those required or explicitly using cards that compose the spell.

The three parameters are range, duration, and area/number affected.

Below is given a table containing the progression for each of these three parameters. The default setting is that found at the head of the table. Bracketed entries apply to some spells or can be used as a "step-down" from the default setting.

Range                Duration                 Area                         
(self)               (instant)                                             
touch                1 round (3 seconds)      1 person/ 10 cm3             
5 metres             10 rounds (30 seconds)   2 people/ 1 metre3           
20 metres            5 minutes                5 people/ 3 metre3           
100 metres           1 hour                   15 people/ 10 metre3         
1 km                 1 day                    50 people/ 30 metre3         
10 km                1 week                   150 people/ 100 metre3       
100 km               6 months                 500 people/ 300 metre3       
1,000 km             5 years                  5,000 people/ 1000 metre3    
10,000 km            1 century                25,000 people/ 3000 metre3   

Each two whole successes above that required allows the shifting of one parameter by one place.

Similarly cards may be used to alter the parameters. Generally one card equates to a shift of one place and correspondingly decreases the power of the spell by 1. Particularly appropriate cards may be given a shift of two or even three places.

For instance Marthinet the Mage casts a 5 card "fireball" spell and receives a Superb (two above that required) result on the roll. With no modifications the spell is range touch and will affect only one person or a small area (it will be very hot though). However Marthinet's player included two cards explicitly to alter the parameters. One shows a number of arrows expanding in all directions from a centre point (looks like an explosion and will give an increased area affect), the other shows the winged messenger Hermes and is loosely linked to range (Hermes' speed). Thus Marthinet's "fireball" becomes a 3-power spell with range increased by two categories (one for the extra successes and one for the Hermes card) to 20 metres, and Area of affect increased to 10 metre3 (the arrow card was deemed particularly appropriate and given a shift of 3 places). The spell is somewhat weaker but now has a much better range and is engulfing a big area.

Costs at Generation

The following tables give costs of skills, hand size, cast rates etc. in initial skill points.

Throw Rate: 2 skill pts. per 1/2 T.U. above default for gift level

Hand Size: 4 skill pts. per card above default for gift level

Cards in Deck: 3 skill pts. for every two cards up to a maximum of 10 in the hand. After that 2 skill pts. per card.

Affinity: 3 skills pts. for first card and 5 skill points for second. Card must already be part of deck.

Mastery: 5 skill points. Only one allowed and must already have purchased affinity.

Cast/Ritual: As for a Very Hard skill

The following table gives the three refill rates. Each must be bought independently.

Subconscious        Guided              Search              Cost                
1/2                 0                   infinite            -2                  
1/1                 2/1                 4                   0                   
3/2                 5/2                 3                   2                   
2/1                 3/1                 2                   4                   
5/2                 7/2                 1                   6                   
3/1                 4/1                 2/3                 8                   

For instance, a full mage with a 5 card hand, and a deck of 15 cards and a throw rate of 2/1 would cost (8 + [3+10] + 4) 25 skill points...and he hasn't even bought Cast or Ritual yet, nor improved the refill rate.

Costs to Improve During Play

To find the experience cost for a mage to improve during play simply multiply the generation costs (in skill points) by 1.5 to obtain the cost in experience.

For example to improve spell throwing rate from 2 cards per time unit to three cards per time unit would cost 6 exp. points ([2+2]*1.5)

Cast and Ritual have the same experience costs as other Very Hard skills.

Resisting Spells

Many spells are of the form where they directly attack the mind or body of a creature (e.g., read someone's mind, shrivel their limbs, take control of their body etc.). In these cases the creature may try to resist the effects of the spell.

Resistance is adjudicated as opposed Willpower rolls.

If the spell-caster's willpower result equals or exceeds the target's result the spell has full effect (as dictated by the cards).

If the target's willpower result is higher the power of the spell is decreased by 1 for each level of differences in results.

Werna the mage casts a 4-power mind-read spell on Fiona. Fiona resists. Each make willpower rolls. If Werna's equals or exceeds Fiona's then he has full access to her memories. However if Fiona achieved a Great result and Werna only a Fair (a difference of two), Werna would only be able to discern surface thoughts (like: "What the ^(*# is that skinny runt of a mage up to?").

Gesticulation & Articulation

The throwing of a spell typically has a physical component or action requirement for the caster. This includes the utterance of certain keywords and phrases and some gesticulation.

The caster may ignore these requirements but the difficulty of the spell increases. If either the gesticulation or articulation requirements are ignored then 1 higher degree on the success roll is required. If both are ignored then a degree two higher than normal is required.

Fiona has tied up Werna for throwing a spell at her and won't let him out till he says he's sorry. Werna's pride drives him to try to escape by magic. He casts a 2-power unknot spell. Normally he'd need only a Mediocre result on his cast roll. However because he can't make any gestures and is also trying to keep quiet he now needs a Good result.

Association:- The Laws of Contagion & Similarity

If two things share something in common then a link exists between them and one can be used to affect the other.

In magic this is most commonly exploited by using The Law of Contagion - once something has been in contact with an object it retains that link (e.g., the hair or clothing of a person can be used to help throw a spell on them); or The Law of Similarity - objects that look like the effect trying to be achieved can help achieve the effect (e.g., using bird's feathers when trying to throw a Fly spell).

Characters can exploit these laws in the spells they are throwing.

The Law of Contagion can be used to cancel any range requirements for spells cast on the contagioned character. The number of range steps cancelled depends on the strength of the contagion.

For instance having items of clothing that someone wore automatically gives a range of 10 km for spells cast on that person, while hair and toe nail clippings of the person give a range of 1,000 km.

Alternatively The Law of Contagion can be used to directly reduce the required cast/ritual result for a spell. Again, depending on the strength of the contagion the required result could be reduced by 1 to 3 levels.

Werna is casting a 3-power Stun spell on the groups old enemy. Normally Werna would need a Fair or better result on his cast but he has a sample of the enemy's blood from an earlier encounter (off Max's sword) and hence only needs a Poor result on his cast roll (shift of two).

The Law of Similarity can also be used to make the throwing of a spell easier. Again the strength of the similarity of the object to the spell effect determines the easing of the required result.

Werna is casting a 5-power Armour of Earth spell. Normally he'd need a Great result on his Cast roll. However he is holding a polished black pebble with no blemishes that he gathered from the beach. Using its damage resistant properties the difficulty of the spell is eased somewhat and only a Good result is required.

Only one instance of the Law of Contagion and the Law of Similarity can be used in a single spell.

The physical component that allows the contagion or similarity is consumed, destroyed or its link broken with the spell target/effect after the spell is thrown (even if the spell fails).

Werna's Armour of Earth spell is successful and the polished pebble crumbles to dust in his hand. He'll have to search for another such stone of he again wants to use the Law of Similarity in throwing the spell.

Counter-Magic and Interruptions

A spell may be partially or totally cancelled during casting by another mage working against the caster. After a spell has taken effect it can be cancelled by another spell meant to destroy it. A mage in mid-spell may be interrupted or distracted and lose control of the spell.

A mage interrupted in mid-spell (e.g., slapped on the back) must make a willpower roll to continue. The willpower result must be equal to Fair+(the wound level received, if appropriate). If the mage fails to meet the required result she has lost control of the spell. It is the GM's decision based on what makes best story whether the spell fizzles, backfires or goes off with weakened effect.

Werna is hit with an arrow during mid-cast. The arrow causes a Hurt wound. In order to continue the spell Werna needs to make a willpower roll and obtain a result of Great or better (Fair as default +2 because it was a Hurt Wound). Note that the -1 penalty for Hurt was not assessed but any other pre-existing penalties would be.

A spell in mid-cast can be partially or totally nullified by another mage. The cancelling mage must first identify the spell being cast by making either a ritual or cast roll. Any result of Fair or better will give the cancelling mage an idea of the spell. Alternatively she can simply guess.

The nullifying mage doesn't throw a spell as such but rather random spell elements that are as opposite as possible to those that are composing the spell to be cancelled. Each cancelling element reduces the final (after cast/ritual roll is made) power of the spell by 1 point.

Werna's rival Soctin is casting a 4-power spell to sour all the wine and beer of the wine merchant that just snubbed him. Werna guesses at this and throws two spell elements (one involving purity and the other growth and nature) before Soctin's spell is released. Soctin makes his cast roll as if throwing a 4-power point spell but only 2 points will take effect due to Werna's partial cancellation.

A mage can cancel a spell that has been throw but who's duration has not yet expired. The mage must identify its core element (ritual/cast roll of Fair or better) and then throw a cancel spell of power at least one greater than the spell being cancelled.

Werna can't cancel Soctin's weakened Souring spell because it is of instantaneous effect. However Soctin also threw a 2-point stuttering spell on the merchant with additional power to make it last the next hour. Werna constructs a 4-power cancellation spell (he's not sure how powerful Soctin's spell might have been) to negate the Stuttering and is successful. Note that Werna did not have to cancel any of the power that was spent to increase the range or duration, just that of the core enchantment.

If the Cancel spell is not of sufficient power it has no effect what so ever.

Synergistic Magic

It is possible for mages to co-operate in the casting of a spell to make it more powerful than any of them alone could achieve.

All mages cast their spell (or their contribution) at the same time. One mage is the master of the spell (the others are all channelling energy to him) and must throw the entirety of the spell. The other mages merely throw their contribution.

The master of the spell makes her cast/ritual roll based on the power they are personally placing into the spell +1 (i.e., slightly harder). The secondary mages make their rolls based on the power they are personally expending.

The final power of the spell is equivalent to the power of the master's spell plus one for every two power contributed by the secondary mages.

Werna and Soctin are strolling down the street arguing when they see a house on fire with a child trapped at the window. They decide to co-operate to attempt to extinguish the flames. Werna will be master of the spell and Soctin will lend additional power. Werna throws a 4-power water creation spell with 2 power being used to make the range to the building. Soctin throws a 3-power supplement spell and both make their Cast rolls. The final spell's power is 6 (4 from Werna and 1.5 rounded up to 2 from Soctin) which is enough to create a 3 metre3 volume of water above the burning roof.

Slow Cast

Mages may optionally throw their spells at a slower speed. If they take twice as long as required the required cast/ritual result is reduced by 1.

Werna is throwing a ritual to enchant a gem as a gift for Fiona. He has a cast rate of 2/TU and is throwing a 6 power spell. Normally it would take him 3 hours of work and require a ritual result of Good. However if he is extremely cautious and takes 6 hours he'll only need a result of Fair or better on the ritual roll.

Spell Examples

With such an open-ended topic as magic and a creative method for spell composition as the tarot method its easy to create nearly any spell but at times difficult to determine what power is necessary for what effect.

The following subsections contain a number of examples of spells that players can use as guides in creating spells and effects of their own.

Direct Damage

Direct damage spells such as fireballs are a popular choice of any adventurous mage. So, how much damage do these spells do?

Damage: (1 - 2.5) * spell_power + 4dF

The multiplier per spell power depends exactly on how damaging the form of attack is. Bolts of fire, electricity or acid might cause 2 to 2.5 points of damage per point of spell power while weaker attacks like an icy wind might only cause 1 point of damage per point of spell power.

Armour

Improving armour is a common spell for combat situations.

Each power-point of spell confers 1.5 points of protection which is cumulative with any non-magical protection being warn. Round the total up.

For instance Werna throws a 2-point Armour spell on Fiona (who is wearing soft leather armour worth 1-point of protection). For the duration of the spell Fiona has 4 points worth of protection (3 from the spell and 1 from the leather).

Haste and Slow

Spells to speed up the actions of the caster or an ally, or slow down an enemy are common.

For each point of spell power the caste's initiative is altered by 1 for the duration of the spell (+1 if hasted, -1 if slowed).

For every two whole points of spell power a combat action (attack or avoid [parry/dodge]) is added or subtracted.

For instance Werna casts a 4-power Haste spell on Fiona. For the duration of the spell Fiona's initiative is +4 and she can perform an additional attack and avoidance (dodge/parry) per combat round.

If Werna had cast a 4-point slow on an enemy they would be at -4 initiative and able to make an attack or avoid once every other round.

Healing

Healing by magic is common. Here are guidelines relating the power of a spell to its healing ability.

Only one healing spell may be used per wound received.

To reduce a Wound to the next lowest Wound Category (e.g., Very Hurt to Hurt) costs n-power, where n is the wound level:

Wound Category             Wound Level                
Scratched                              1              
Hurt                                   2              
Very Hurt                              3              
Incapacitated                          4              
Near Death                             5              

A wound can be healed several categories in one step (one spell).

For instance Fiona is Incapacitated after being trampled by the team of a runaway carriage. It would take a 4-power spell to reduce the Incapacitating wound to a Very Hurt Status, 7-power to reduce it to Hurt (4+3) and a 10-power spell (wow!) to totally eliminate the wound.

Note that if all lower Wound status's are filled the Wound is simply eliminated.

Healing can not bring back a dead character.

Transferring wounds from the target of the spell to the caster costs one less power per wound level.

For instance Werna could transfer Fiona's Incapacitating wound to himself using a 3-power point spell. Fiona would be left at Very Hurt status. For 5-points Fiona would simply be Hurt, and for 6 the wound would totally disappear from Fiona.

Control and Suggestion

Controlling the mind or actions of a character, or making suggestions is another common form of spell.

Fundamentally, the more contrary an action is to the target the more power the spell must possess to work. This is a case by case situation in which the GM must decide. For example to suggest to a lazy guard that he should wander off and take a leak might only require one (does it a minute or so later), or two power (does it immediately). However to make someone stab their husband in the back might require 5-power or more.

As for all these type of spells both the caster and target make willpower rolls. If the final power is insufficient for the effect the spell not only fails but the target is aware they were under mental attack and who did it.

To take control of a character's body requires a 5-power spell. Each round the caster and target make willpower rolls (the target at +1). As soon as the target's result exceeds the caster's result control is broken. During the period of control the spell caster's body remains motionless. The difference in quality of the willpower rolls each turn reflect how smooth a control the caster has over the new body:

0 difference body stands rigid due to conflicting commands

1 difference body moves woodenly, slowly, and mechanically under the caster's control

2 differences body moves slightly unnaturally under the caster's control

3+ differences full, natural control including the ability to talk with the target's voice.

Communication and Thoughts

Another form of spell is direct mental communication with another person or taking the thoughts of a person without their consent.

The following costs show the spell power required to communicate to another person. It costs one more power if the communication is two-way.

1 power surface feelings, sensations and emotions

2 power verbal communication (steal surface thoughts)

3 power images and complex data

For instance Werna has somehow talked Fiona into his bed. A simple 1-power spell will let him share the sensations he is feeling with Fiona (won't she be impressed :-). A 2-power spell would allow him to also feel what Fiona is experiencing (if she is willing).

To take (steal) this data from an unwilling target requires one more power than that listed above for the equivalent effect (e.g., 3 power spell to steal surface thoughts, and a 4 or 5 power spell to search a character's memory). Again an opposed willpower roll is made for the caster and target.

Teleportation

Teleporting a person or object is a difficult power.

It costs 4-power to blink (move something a metre or so in any direction) a character. It costs 3-power to blink a small object.

Range needs to be paid for twice for teleportation. The first is range to the target and the second is range to the destination.

Werna wants to teleport Max behind the line of the enemy so he can attempt to take out their leader. The base cost is 4-points for teleporting a person. Max is about 5 metres away (1 range shift), and the enemy leader is over 10 metres away (2 range shifts). Werna needs to cast a spell that has 4-points of power plus 3 range shifts.

Teleportation is line of sight to both the target and destination.

An unwilling target has a willpower resistance roll as usual.

Invisibility

It takes a 3-power spell to turn a human or similar sized object invisible for 1 round.

Flying

A 3-power spell allows a character to fly about as well as a chicken for one round. Additional power allows faster and higher flight (e.g., 5 power for the abilities of a gull).

Transformations and Appearance

Spells can be used to change the physical appearance, size, and even abilities of a target.

For size changes each power-point corresponds to a 10% increase or decrease in mass. Strength and Wound Charts may be affected.

The following chart gives the power-cost of spells to change the appearance of an individual:

3 power alter appearance within race, gender, and general body type

4 power alter appearance within species

5 power alter appearance to be anything humanoid

6 power anything (e.g., rock, dragon etc.)

It costs 1 extra power to alter clothing also, and an additional power if the altered individual is to actually undergo the change for the duration of the spell (including the abilities of the transformed object).

For instance the classic "Turned into a Frog" spell would require a 7-power spell (and then only last 1 round). On the other hand to simply make Fiona look like another woman of roughly the same physique would require a 3-power spell.

Unwilling targets of transformations get a willpower resistance roll.

Attributes and Skills

Temporarily raising or lowering the Attributes or Skills of a character is another form of spell.

Attributes are adjusted at the cost of 2 Attribute points for every 3-power points of a spell (i.e., 1 Attribute for a 1 or 2 point spell, 2 Attribute points for a 3-power spell). An Attribute cannot be reduced past Terrible nor raised past the maximum of Legendary or the base Attribute level+2, whichever is higher.

Intuition, Empathy, and Reasoning may not be raised, but can be lowered.

Unwilling targets receive a willpower resistance roll.

Werna throws a 4-power Raise Strength spell on Max. Max's base strength is Good. The spell will raise Max's strength by 3 levels to Legendary, which is the maximum possible--any additional spell power would have been wasted.

Skills can be adjusted at the cost of 1 skill level per 2-power points of the spell. A skill cannot be reduced past Terrible nor raised past the maximum of Legendary. "Unique" skills (e.g., Cast, Ritual, Shamanism, a Duerager's Calling, etc.) may not be adjusted.

Enchanted Weapons

Weapons can be enchanted at the cost of 1 spell power point to alter either the damage or "to hit" power by 1.

Werna casts a 2-power Enchant Weapon spell on Max's sword. The sword can either cause 2 extra damage on each hit, add 2 to all Werna's attack rolls (this +2 is not added onto the damage when adding in the skill differences) or have +1 in each category.

Illusions

Illusory objects, sounds, and smells are another form of spell result.

It costs 1 power point per each sense (sight, sound, touch, taste, hearing) that an illusion must affect.

If an illusion is dynamic then the caster must either maintain it through concentration (can't do anything else) or pay the following costs to "automate" it:

1 point simple repetitive program (e.g., someone pacing the floor)

2 point variations within a simple program (e.g., pacer occasionally pauses, coughs, or scratches chin)

3 point complicated actions including the apparent response to outside events.

Werna wants to create the illusion 3 guards pacing in front of a doorway. The illusion will affect both sight and sound (2 power), and because it will represent 3 people will require another 2 power (Area table) for a total of 4 points. While Werna does nothing else he can maintain the illusion. If Werna wanted to he could have animated the illusion at the time of casting and left it to run by itself. This would have cost additional power based on the level of programming.

Summoning

Calling up "creatures of the dark" etc. is another form of spell.

The basic mechanism of summoning is, the more powerful the spell the more powerful the creature that can be summoned. The caster builds/designs the creature summoned based on the power-level of the spell.

The default (0 power) creature has 5 Attributes at Mediocre and 4 Attributes at Poor. In addition all skills are Poor.

Each power-point of spell allows the caster to spend 3 Attributes or 9 Skill Points, or 1.5 Gifts on the creature.

The summoned creature is under no binding to the caster's will.

For instance a 1-power spell might call a sparrow or rabbit that was in the immediate vicinity...power would need to be pumped into range and area to call multiple animals from farther afield.

No range is required for supernatural and other-worldly creatures.