The Book of Magic Created and Written by Denny Hill² Edited, Proofread, and generally Reality Checked by Bil Lockwood Now, for the legal hub-bub: Marvel Super Heroes is a © and ™ of Marvel Characters, Inc. Super Hero is a dual © and ™ of Marvel Characters and D.C. Comics, Inc. However, Universal Heroes, the Book of Magic, and all the neat new ideas within are the © of me, Denny Hill. No, I don't claim to have invented magic, or even all of the magic schools listed here, but I did create a bunch of new spells from scratch, so there. Feel free to use any of my ideas as you please, as long as you don't claim to have made them up yourself. Enjoy the book! The Basic Idea What exactly is magic, you ask? Well, in game terms, we define magic as the manipulation of probability to achieve effects that would be impossible under normal circumstances (or, at the very least, incredibly unlikely). Now, a body that can alter probability in order to manifest magic is usually known as a mage, magician, wizard, thaumaturge, or sorcerer. Lots of colorful names, to be sure, but all of them are essentially the same thing: people that use magic. Through long and intense studies, just about anybody can learn how to use magic. Sure, some people have a bit more... potential than others, but this doesn't matter. When it comes down to it, any sentient being can master magical practices if he wants to. This is because, more than sleepless nights studying and researches into the crypts of long dead sorcerers, the desire to master the arts arcane is what it truly takes to become a wielder of magic. In the following sections, the essential principles of sorcery are described in detail so you can learn how magic can function in a game, whether you plan on making your very own mage, or just expect to encounter one during your many adventures. Core Principles Before you generate a magic wielding player character all your own, there are several basic ideas that you've got to understand first. Spells The principal thing to remember about magical powers is that they are not powers, in the standard sense of the word. They are instead like talents, as they are arcane formulae that a person can use to manifest magic. As such, standard methods of power negation do not work on practitioners of magic, as their powers are derived from what they know, not some inherent effect of their physiology. These arcane formulas are known as spells. As opposed to the dangerous means necessary for ordinary heroes to acquire powers, a mage can learn a new spell with only a bit of studying and hard work. Research, also, is a large part of spell acquisition. Further, spells all affect reality in the same way, regardless of the various types of raw energy they use to fuel their effect. Types of Magical Energy In essence, there are three kinds of magical energy: personal, universal, and dimensional energy. Now, each mage has access to all three types of magical power, generally speaking, but players can limit their mage's access to energy types as a character limitation (see character generation, below, for more on this). The forms of magical energy function as follows: Personal Energy: derived from the spell caster, personal energies can fuel spell effects without relying upon any outside sources whatsoever. While magic of this type is more exhausting for a mage to utilize, it is not at all hindered by the whims and dictates of outside agencies or beings. Personal energies are used primarily to affect a caster's own body or equipment, as opposed to affecting others or the outside world. Universal Energy: this form of magical energy is drawn from the ambient and infinite power of the universe itself. The power inherent in universal energy can be used to affect people and things other than the mage himself, and is the power source of most of your more legendary spell effects, such as bolts of energy, matter transformations, etc... Universal energy magic is less stressful to use than personal energies. Dimensional Energy: this last form of magical energy is extremely potent, as it is drawn from outside a spell caster's own plane of existence. Spells that use dimensional energy are the least stressful on a mage, as the power that fuels them does not subtract from his own energies at all. However, energy of this type is often granted to a mage by some being or race of great power, which is a risky idea, at best. Unless, of course, you like the idea of a vengeful god taking notice of you... Types of Magical Spells In addition to there being several types of magical energies, there are several special types of magical spells that use them. Sure, some magic spells can be defined as just 'personal' or 'universal' spells, but some don't easily fit into this mold. In the spirit of enlightenment, then, here's the skinny on these special types of magic spells: School Spells: these are special magic spells that are usually, but not always, unique to one magical school of study (see below). They can be of any type of magical energy, of course, but only the mages who study a magic school will have access to its particular school spells. Group Spells: a group spell is in fact several spells, normally of dimensional energy, that acts as a sort of multiple choice spell. It is actually five or six different spells, of similar type, and a mage can choose one to use each day. He need not choose it until he actually needs to use the group spell, though. Entreaty Spells: these spells have the greatest potential power, as well as the greatest inherent risk. Dimensional energy effects also, these spells are an attempt to draw power from a specific entity, item, or plane. Planes and items usually don't cause too much trouble, but power requests from gods tend to get a mage into trouble, as the gods eventually ask for favors in return. Schools of Magic Okay. Now that the basics of magic itself have been described (in terms of game use, of course), it's time to talk about schools of magic. Magic schools are lots of things. They describe a sort of magical philosophy, a belief about how the world works - and how it can be manipulated. They also represent a way to make a character's magic spells work together in a common framework. Alternately, they provide a great way to make one spell a totally different affair for mages of two different schools. For example, specialists of elemental vapor can create lightning by stimulating air friction, while an entreatist would ask extradimensional beings for the power to spontaneously conjure the energy from nowhere. The same applies to most every other spell available, given a little bit of creative thought. There are thirteen known schools of magic, each of which is detailed below. Now, several of these schools qualify as Combination Character (CmC) types of magic, as they blend aspects of magic with technology, psionic power, or deific energies. However, these are included here simply for the sake of completeness, as well as to just have all the magical rules in one place. At any rate, the schools of magic include: Alchemy: "It is the art of manipulating life, and consciousness in matter, to help it evolve, or to solve problems of inner disharmonies." - Jean Dubuis In other words, alchemy is the magic of material things. An alchemist produces magical effects by making otherwise ordinary materials magical, and then mixing said materials together in new and exciting ways. Typically, this will involve the brewing of magical potions, oils, pills, or even dusts, though the magic can come in any expendable form the alchemist can think of. In order to 'cast' his magic, then, an alchemist will drink that potion, spread that dust into the wind, or even smoke that curious cigar he rolled up the other night. Now, while it is quite simple for an alchemist to perform research on new magical concoctions (they receive a twenty five percent discount when they purchase new spells), the amount of magic he can use at any given time is limited by the amount of alchemical mixtures that he can carry with him. As you can guess, one of the greater advantages of alchemical magic is that it is incredibly portable; alchemists can simply give a potion or whatnot to an ally in order to share their magic. On the down side, an opponent can also swipe their mixtures and render them temporarily powerless. This can be quite a bother, mind you, as it normally takes hours, if not days, for alchemists to brew up just one of their bizarre creations. This is one reason that alchemists are not noted for the mass production of magical compounds, you see. Simply making the ingredients of their mixtures magical is quite easy with the base school spell of enchantment; however, it is the process of carefully brewing, cooking, and mixing (not necessarily in that order) of alchemical compounds that takes time. Lots of time. Of course, in addition to the making of essentially one-shot magical items, the art of alchemy allows for the creation of permanent magical devices. Again, the alchemical school spell of enchantment makes this possible, and the karma cost alchemists have to pay in order to produce a permanent magical item is also cut by twenty five percent (since they spend most of their time imbuing their magic into things to begin with). Clericism: "There are those who scoff at the school boy, calling him frivolous and shallow. Yet it was the school boy who said, Faith is believing what you know ain't so." - Mark Twain This is a type of magic that is derived from the worship of immortal beings. You see, in exchange for their absolute faith, deities will often grant some of their followers special powers. Clerics are very special priests of such deities, priests who are granted the use of magical spells by their god (or gods) so that they may use them as they see fit. Most often, this is so they can help spread the gospel of their patron. When determining what kind of spells a cleric will utilize (either during character generation or later on), it is important to keep in mind the general goals and personality of the cleric's god. For instance, if said deity is a so-called God of Thunder, its is more likely than not that a cleric will receive the use of spells that are of a loud and obvious nature (like eldritch bolts and such), as opposed to stealthy and underhanded magic (like invisibility, etc...). One advantage to being a god's cleric is that, well, one need not lurk about tombs and old libraries in order to learn spells. A god, if he wants his priests to be effective, will simply impart the knowledge necessary to use a spell into their minds. Sure, the priest still has to pay the karma point cost for such spells, but this makes the learning process that much easier. Of course, there's a potential bad side to this. For one thing, the spell advancement of a priest is totally dependent on the whims of his god. If his deity doesn't think him worthy of the new spell he's saved up his karma for, he just may not get it (though he won't lose the karma, mind you). The same applies if said deity simply doesn't want a body to gain a certain spell. At this point, the priest is essentially out of luck. Unless, of course, he can convince his god to change his mind. You see, by completing quests and other bizarre assignments for their god, priests can often impress their deity enough to get him to bend the rules a little bit in their favor. This can alleviate the problem described above, or even impress the cleric's patron enough to grant free spells or spell rank improvements. It's ultimately hard to tell, where gods are concerned; after all, they're famous for being fickle... Eclecticism: "To be nobody but yourself -- in a world which is doing its best, night and day, to make you everybody else -- means to fight the hardest battle which any human being can fight; and never stop fighting." --e. e. cummings A mage who ascribes to the eclectic method of sorcery is one who typically rejects the standard schools of magic, instead stealing any and all knowledge he can from other wizards, regardless of the school of magic they themselves practice. As such, eclecticists will most often have a bizarre mixture of magical abilities that don't seem to complement each other at all; however, the spells of an eclectic mage are most often the precise abilities he needs the most. This lack of structure has a penalty, of course. In order to learn a new spell, an eclectic mage has to spend twenty five percent more karma than other wizards have to. On the other hand, if an eclectic sorcerer learns a spell from another wizard (or a spell book, etc...), he will wield the spell at the rank the wizard that taught him said spell did, -1 CS, as opposed to the standard rank a mage must pay for a new spell. This by far makes up for the karmic penalty in the long run. In addition to this, eclectic mages can learn the special school spells of all the other schools of magic, an ability that no other wizards can claim. Of course, it may take them some time to gain access to such spells as, having no school of magic to study from, eclectic mages typically don't have anybody to lean on for instruction. Unless, mind you, a rarely charitable eclectic mage takes another under his wing. However, considering how hard it is for them to track down a willing source of magic in the first place, an eclectic mage isn't likely to share his magic – not for cheap, at any rate. More likely than not, however, an eclecticist will simply study under various instructors for a time, moving on when he's either learned all he needed to or (much more likely) his ersatz teacher gets sick of him... Elementalism: "So this chemist says I'm mad for believing that the world's made from earth and water and air and fire, and not these new-fangled 'atoms' of his. Must've been 'fire atoms' that burned down his lab, yeh? Arrh." - Cap'n McGillicutty The sorcerer that follows the path of elemental magic believes that all of his reality can be reduced to thirteen basic 'elements'. By acquiring control over these various elements, the wizard can then gain control over various aspects of reality. Essentially, this entails him learning a version of the school spell elemental control that is appropriate to an element he wishes to control, and then mastering three additional spells related to that element somehow. For example, say a sorcerer learns the elemental control spell for the element of time. Afterwards, if he learns three more spells reflecting the manipulation of time to some extent, he's considered a master of that element. This mastery has the benefit of granting a sorcerer a +1 CS to all spell ranks involving this element, whether he's already learned them or not. Once he's achieved this mastery of one element, the mage can then begin again with another element, and so on, until he's learned them all. Just for reference, here's a description of all thirteen elements. They and their uses are described in greater detail in the elemental control spell variants, but this will do for now: Antimagic: this unique element allows a mage to control those energies that negate or dispel ordinary magics. Death: control over the forces of death and spiritual energies, this element is powerful and dangerous indeed. Energy: allowing a mage to control raw energy, this elemental form consists of shaping energy in all kinds of ways. Faith: this element allows a mage to tap into and utilize the psychic energy generated by a belief in deific beings. Fluid: representing liquids of all types, elemental fluid magic is used to alter anything from water to toxic sludge. Life: this magical element involves the manipulation of any type of life form, as well as the life forces that sustain them. Magic: the raw aspect of magic, this element involves changing and twisting the very core of magical effects. Philosophy: good, evil, and everything in between, this element offers control over the manifestations of morality. Quintessence: this element involves space and the effects that matter within has on it. Effects like gravity. Rock: representing solid manner of all types, rock magic can control anything from buildings to mountains. Time: this is the element of motion and entropy, representing that nothing truly ceases to move or change. Unity: the junction of other elements, this element allows for comprehensive manipulation of reality itself. Vapor: representing gaseous matter of all types, mastering this element allows a mage to manipulate all gases. Elemental Specialists: a variant type of elementalism or geomancy, this school of magic represents a mage that has chosen to utilize only one type of element instead of several, as others of their school do. By specializing in this fashion, a mage gains a +1 CS to all of his spell ranks, whether he gained them during character generation or later in his career. Further, after the specialist has learned thirteen spells, thus gaining the rank of mystic master, he receives a further +1 CS in all of his spell ranks, a bonus that again applies to both existing and new spells. While this does limit the mage's versatility to some extent, it does allow him to come up with all sorts of spells and spell effects that revolve around the mage's chosen element. Entreatism: "We all go down for the god of the moment." - Rob Zombie Entreatists are strange fellows, in that a majority of their magical power flows not from themselves, or even the world around them, but instead from a variety of extraplanar entities. You see, these mages traffic heavily in the lore of the gods, either those classically known to mankind or not, and spend a very large portion of their time learning how to draw power from them. This tends to make others believe that practitioners of entreatism are lazy (as such spells are the easiest to cast) or insane (as such spells are the most dangerous to utilize), or both. To be sure, your average entreatist will know one or two spells that do not siphon power away from extraplanar entities, but that's about it. The rest of his magical lore, then, will involve asking various gods, sentient planes of existence, and potent magic artifacts for power. And of course, they'll almost always grant it – almost. The key problem here is that this tends to make such entities eventually take notice of the entreatist, at which point they may 'ask' him to perform some favor or another in exchange for their energies. This may not sound like such a bad idea, to start with, but if an entreatist continually grabs the attention of an entity, it's likely that he may be taken down a peg or two for his dependence on the god in question, or even drawn into service for an extended period of time – a very bad thing for one's social life. In the end, this is why entreatists of a more successful bent try not to lean on any one god for too long. In other words, the wise entreatist will distribute his entreaties equally among his extraplanar contacts. This has both the effect of minimizing his contact with any one entity, and at the same time keeping him in good graces with the majority of his power sources. Sure, drawing on extraplanar entities all the time is a bad thing, but ignoring some altogether after working with them for years can be just as bad... Faerie Magic: "Strength and courage can sometimes be lonely friends, but those who dream walk in Faerie dust." - unknown Faerie magic is a type of sorcery that did not, in fact, originate on the earth, having been brought to this plane by extradimensional creatures known as Fae (or Fay, or however one likes to spell it). These beings, living in planes adjacent to our own, have crossed over to the earthly realm many times in the past, thanks to several paths between their worlds and ours. One point of confusion regarding Fae folk is that they hail from several planes simultaneously; Alfheim, realm of elves in Norse mythology, is one such home. Furthermore, Faerie folks come in all manner of shapes and sizes, from the approximately human sized elf to the positively tiny fairy, which is only a few inches in height. These differences, in the end, mean little, as most wielders of Faerie magic are, in fact, mostly human - at least, the ones on earth are. Such casters, however, invariably have a trace of Faerie blood in them, and as such, will have some hint of such in their appearance. For instance, these descendants of Fae beings may have pointy ears, the ability to see at night, or be somewhat slight in build. Or, if their Faerie background came about more recently, they may possess even more odd characteristics, like the wings of a fairy. Most importantly, however, they gain the ability to utilize Faerie magic, if taught to do so properly. Faerie magic is essentially a mix of geomancy and philosophical magic, as it appreciates nature, but is tainted with concerns of right and wrong. Well, good, evil, or balance, depending on the individual caster. Similarly, then, a Faerie mage has all the benefits and penalties of a geomancer – and more. For instance, while in an area that is linked to the home plane of Fae beings, a Faerie mage can add a +1 CS to his spell ranks. This bonus also applies if the Faerie mage is holding powerful Fae artifacts of any type, regardless of his location. However, Faerie mages hold a potent vulnerability to iron; they must make a red FEAT to cast spells while in contact with the substance. Geomancy: "I catch the rain that turns me to rust, I stand in the flame that turns me to dust." - Gravity Kills A school of magic that has its roots in the druidic orders of ancient England and Ireland, geomancy is the magic of nature. Those mages that practice the ways of geomancy, then, are folks who worship, protect, and draw forth magical energies from the earth itself. These magics take the form of the traditional elements, as opposed to the general types one can study in the elemental school of magic. For instance, a geomancer wields the mystic forces of earth, air, fire, water, animal, plant, and weather. These are the seven elements that a geomancer believes are the building blocks of the world. Likewise, a geomancer uses these forces to define how his magics manifest once cast, and masters the various elements in the same way. The similarities end there, however. For one thing, as ardent worshippers of the earth, geomancers can potentially make entreaties to the earth itself, as if it were a true deity (and, for some of them, it is). They might also utilize a few spells more noted for being in the sphere of clerical magic, like healing, blessings, and the like. These will, of course, be of an elemental nature, but will function just the same. Geography also plays a role in the magic of a geomancer. For one thing, he will receive a +1 CS to all magic he casts in natural areas; these being defined as zones free (or mostly free) of man-made buildings or items. But, on the down side, geomancers are at a –1 CS to all spells cast while in more... urban zones, like a city, or (worst of all) a garbage dump. Keeping this in mind, most geomancers work to make the earth a more natural place, not only to enhance their magic power, but to look after their deity or charge (depending how they look at it). It is the rare geomancer that bends his arts to the darkness, doing evil deeds with it; of course, when one blows up half a city in order to cleanse it of impurities, his motivations might be in the right place, if his means aren't... Paraprobabilitism: "Chaos in the midst of chaos isn't funny, but chaos in the midst of order is." - Steve Martin Magic is a dangerous, yet powerful force of nature, and those who wield it are fearsome individuals indeed. They must poke and prod into ancient tomes to uncover secrets of the ages, secrets that were developed long ago by men of intelligence and power. However, some mages feel that a dependence on this ancient material is causing an overall decline in magical knowledge. As such, these stalwart explorers of the unknown delve into the true nature of magic - a twisting of probabilities to cause a seemingly impossible action to occur – and play around with it. When casting an existing spell, a mage of the paraprobabilitist bent can make a spell FEAT roll to change its very nature; the difficulty of this FEAT roll depends on several factors. The first is how much different an effect the paraprobabilitist wishes to produce; turning a teleportation spell into one that crosses the dimensions is easier than transforming a flight spell into an eldritch blast. The second factor is preparation time; is this alteration being done on the fly, or has the mage trying it been planning this act for days? Last, but not least, is the Judge's whim; if he feels such an effect can't happen, it is within his power to make it very, very difficult to produce. Once the relative intensity of such a spell FEAT has been determined, the paraprobabilitist need make only one roll; if he passes, the new spell can be further researched until he can cast it normally. If he fails – well, he fails, and nothing happens... unless he fails with a white FEAT roll. If this happens, the spell he was casting erupts in a way that is totally unexpected, and usually rather inconvenient. The game Judge is encouraged to be rather nasty in this regard, though it is not very sporting to kill the offending mage off with this backfire – at least, not directly. However, the blast area of such a spell gone awry will nonetheless be blanketed with what is known as thaumaturgical fallout, a raw, unformed magical radiation that has a mutagenic effect on space, time, matter, energy, and life itself. This is why other mages don't like paraprobabilitists very much – they give all mages a bad name. Of course, those same mages love to utilize all of the magical knowledge and new spells a paraprobabilitist uncovers. As such, they often occupy a rather unique position in magical circles... Philosophical Magic: "Philosophy is a study that lets us be unhappy more intelligently." - unknown Sorcery of this variety is based on the idea that the world is shaped by the interaction of five powerful conceptual forces, forces of morality that vie for domination constantly. A sorcerer who wields philosophical magic, then, will put this idea into practice, choosing one ethical force and spending the rest of his days working to increase said force's influence in the world. The tricky thing with philosophy magic is that, in the end, these five forces are not black and white in nature; where they are not diametrically opposed to each other, they will tend to flow into one another, creating new expressions of their philosophical components. In other words, the five major forces of philosophy combine to create these thirteen different expressions of power: Balance: one of the five major forces of philosophy, balance is the equalizer of the cosmos, making all the same. Chaos: unpredictability, randomness, and inspiration are the hallmarks of chaos, a major philosophical force. Codification: where order and balance meet is codification, the bringing of order to that which has none. Conscription: order imposed by evil is rarely accepted voluntarily, and these chains of law serve dark ends. Corruption: when balance is tainted by evil, corruption results, twisting all with darkness until it is unrecognizable. Creation: chaos and goodness merge to reflect the creative urge, and the rejection of entropy. Destruction: chaos and evil, on the other hand, merge to sow entropy, and bring an end to all things. Disruption: when chaos alters balance, the bindings of order are thrown to the wind, often with bizarre results. Evil: dark selfishness incarnate, evil is the spreading of entropy with disregard for all else. Good: the proponent of life in the universe, this major philosophical force strives to foster harmony in all. Order: stability and knowledge come with order, a major philosophical force that acts to organize all things. Purification: when balance is touched by good, a cleansing of entropy occurs, and glorious things can ensue. Reparation: where order and good are combined, systems can be restored to their full strength and vitality. How does all this work together, you ask? Well, once an aspiring mage has chosen his favorite philosophical force, he can determine what other types of spells he can wield effectively. For instance, a philosophical mage can use his chosen force, as well as any other force that holds a similar component within at no penalty. A chaos mage, for example, can use creation, disruption, and destruction magic with no penalty whatsoever. However, a philosophical mage applies a -2 CS to the casting of any other type of philosophical energy spell for each additional step away from his prime energy source he attempts. Our chaos mage, for instance, would be at -2 CS to cast good, evil, or balance magic, and -4 CS to cast any codification, conscription, corruption, purification, or reparation spells. This is if he bothers to learn such spells in the first place, of course. Finally, a philosophical mage cannot, under any circumstance, cast a spell that uses philosophical energies that are diametrically opposed to his own, personal favorite. Good mages cannot cast evil energy spells, wizards of destruction cannot utilize a spell of reparation, etc... Only sorcerers of the force of balance lack this restriction, as their nature includes the use of each and every philosophical force to some extent; however, their road is indeed the hardest path to walk... Physiomancy: "We become what we repeatedly do. Excellence then, is not an act but a habit!" - Aristotle Sorcerers of this bent believe that the forces of magic are a tool that can and should be used to stretch the human body to its very limits – and then far, far beyond. Physiomancy allows a mage to channel magical power into his very body, and grant it powers beyond his wildest imagination – well, beyond it until he actually makes a practice of doing so, that is. Wizards of this variety are often those who strive for perfection in all things, including their bodies, or those who simply refute the notion that a wizard is usually a plump, senile bag of flesh. As you can guess, then, your average physiomancer often puts his body to task much more often than any other type of mage, usually as a slam-bang adventurer of some sort. With this in mind, it is important to note that a majority of spells wielded by a physiomancer utilize personal energy; they are simply using their own energy to enhance themselves somehow. On the other hand, this doesn't mean that any other form of magic is barred to them – it's just less likely that a mage of this stripe will wield it, unless it acts to augment his body in some way. In other words, why learn how to cross the dimensional barriers when one can become impervious to injury instead? Well, if a physiomancer thought it were necessary, he could learn how to do both, but he would have to rationalize that against the study of more spells to enhance his physical perfection. And, speaking of physical perfection, the practice of physiomancy has one rather nifty advantage. Essentially, when a physiomancer is casting a spell of any type, he can choose at any time to instead channel the energies of that spell into either his Agility, Strength, or Endurance scores, as he sees fit, transferring the spell's rank number to said ability score on a point per point basis. However, this ability boost is only a one-shot deal; for each use of an enhanced ability score, the physiomancer must channel a spell into said ability score to boost it first. Technomancy: "As far as the laws of mathematics refer to reality, they are not certain, and as far as they are certain, they do not refer to reality." - Albert Einstein While it is true that all schools of magic follow a general 'scientific' principle or two, a basic methodology that allows a wizard to gather and shape the forces of probability, a technomage takes this one step further. Utilizing the science of today (or perhaps tomorrow), these magicians strive to enhance their arts above and beyond those of their many compatriots. The simplest form of technomancy involves a symbolic focus of standard spells through mundane devices, which basically causes said device to work much better than it otherwise should. For example, a flight spell shunted into a kite or glider will allow it to carry the mage at impressive air speeds, while an eldritch bolt focused through the barrel of a gun just might make for unexpected explosive power. These are handled as are any other spells, with the limitation that they must be focused through the correct type of device (if not a specific object) in order to function properly. The severity of this 'limitation', then, notes how potent the spell effect can be; a spell limited to a single class of object (any aircraft) should offer a +1 CS, but one requiring a specific focus (say, a megaphone the technomage himself constructed) may offer as much as +2 CS or even +3 CS. Now, while these symbolic spells may come in handy (and can be very, very potent), it should be noted that the true ideal of technomancy is a combination of both magic and technology meant to achieve things that neither can do by themselves. Now, a technomage may 'simply' enchant an existing item (like alchemists do), granting it a magical power or two, but this isn't the same as true, all-out technomancy. In other words, when a technomancer really gets down to it, he creates both the technological and magical parts of his work at the same time, weaving them together to form something that is more than the sum of its parts. This new creation should have aspects that are based upon the nature of the many components used to build it, but it may also have altogether unexpected traits. Now, the only limits to this process should be the imagination of the player behind a technomage and the nature of the campaign he resides in, but the sky is usually the limit. Any viable creation the technomage builds will count as one spell for the purposes of mystic mastery, and he only needs to pay for it as he would any other new spell. However, the karma cost may be a bit higher if a technomage creates a new item at a power level higher than the standard new spell rank – such details should be worked out with one's game Judge, or course... Thaumentalism: "Man's mind, once stretched by a new idea, never regains its original dimensions." - Oliver Wendell Holmes The basic idea behind thaumentalism is that the mind is capable of anything - anything - but needs a healthy kick to jumpstart its many nascent abilities. A thaumentalist, by using magical powers to look into his own mind, can activate such mental abilities over time. This is a perversion of the method ordinary psis use to gain their powers, and most of those meditative folks look down on your average thaumentalist. Nonetheless, thaumentalists are most definitely on to something, as their odd practices allow them to wield both psi powers and magical spells. You see, a mage of this bent learns spells as do other sorcerers, although their magic primarily involves the manipulation of the mind to some extent or another. The key is that these spells can work on the mind of the thaumentalist as well as the brains of others. Such spells allow these sorcerers to eventually unlock the psionic abilities inherent to their own mind. Once this is done, they can acquire powers as can any other psi, even if they unlock such abilities artificially; in order to do so, refer to the Manual of the Psi to view the options of psionic schooling and power disciplines available. This may put a crimp in the thaumentalist's studies, however, as concentrating on two paths of power is somewhat tricky. However, a thaumentalist is easily the counterpart of a psychoturge (a psi that dabbles in magical power), in that his magic grants him psionic abilities as well as the power to mess with the psi powers and mental faculties of others. Essentially opposite sides of the same coin, the two both have the potential to master both the psionic and mystical arts, and this makes them singularly dangerous beings. Voodoo: "Voodoun is a very interesting religion for the whole family, even those members of it who are dead. - Terry Pratchett In the simplest game terms, Voodoo is a practice that originated in Haiti, and has spread throughout the Caribbean region. It has incorporated aspects of various religions into itself, and is in a state of constant change; the Voodoo we know today will likely be a different animal fifty years from now. Similarly, Voodoo utilizes several aspects of the other schools of magic as well, making it quite versatile in game use. You see, Voodoo priests (houngans for males, mambos for females) have at their disposal chunks of the philosophy, alchemy, and clericism schools. They can produce temporary magical items (potions, powders, oils, etc...), invoke the forces of good and evil for magical aid, and may even acquire power from the many spiritual entities that roam this world (and beyond). They can do all this, of course, within the context of their faith. What this means is that priests of this curious religion will normally use their magical powers to defend or otherwise help others, instead of furthering their own ends. They might perform healing or other magic as is necessary, protect the innocent from vengeful spirits, or otherwise do what it takes to keep their chosen community alive. They can do this primarily due to their relationship with the spirits of their ancestors. On the other hands, both bokors (male) and sorciιres (female) are those who have sank so low that they wield magic to benefit only themselves. Most often, a priest of this stripe is known to work magic with 'both hands', using 'good' and 'evil' magic to further their personal agenda and aspirations of power (this is where the philosophical bent to their magic comes in). Corrupted priests of this type are the bane of all followers of the Voodoo faith. Either way, belief plays a big part in the relative power of a Voodoo priest. This is because the very power of Voodoo magic is drawn from those who witness it in action, or are subjected to it. If a priest is admired (or feared) by others, he receives a +1 CS to his spell FEAT rolls, +2 CS if in the context of a magic ceremony. Similarly, if a priest loses this respect (or is made to appear the fool), this boost is transformed into a -1 CS penalty, -2 CS if the priest is particularly humbled in an encounter. The duration of such spell modifiers is dependent on the overall standing of a Voodoo priest, of course, and a game's history as a whole. Note: there is much more to the actual practice of Voodoo than is presented here, but this space is truly inadequate to go into it in proper detail. However, this material (and the included school spells) should be enough to get a basic handle on running a 'comic book' character of this stripe. Anyone interested into bringing a more 'real life' flavor to their Voodoo priest PC is heartily encouraged to do their own research into such matters. Character Generation For all their vaunted powers, sorcerers are, in the end, merely normal humans. As such, when rolling up ability scores for a mage, use table A to generate his Ftg., Agy., Str., and End. scores. After this, use table D to determine his Rsn., Int., and Psc. ranks. Table B may be used to determine the nascent wizard's initial Res. These tables (and all of the other tables mentioned hereafter) are in the Sorcerous Character Generation Insert - SoCGI - situated at the end of this Book of Magic. Once all of his primary ability ranks are known, go ahead and gamble on two of them; just make sure that your new mage's ability scores remain within the traditional human limits. The gambling tables are (of course) found right after the rank rolling tables. To finish, split up your ability scores as is desired, and determine your mage's Hpts, NH, MH, Kpts, and (if the character will belong to one) his Karma pool total. Magic Schooling Once all of a new mage's vital statistics have been generated, a magical school of study must be chosen for him. While tables 1 and 2 exist for the generation of a random school (mostly for Judges to use), a player may choose which of the 13 schools he wishes his character to follow (if the three optional schools are, in fact, available in his game world; if not, there are only ten options, then). This is a very important choice, for a mage character is stuck with the school he starts out with for a very long time. Choosing Initial Spells Once a character's magical school has been chosen, he can determine which spells he will begin play with. Start by rolling on table 3 to find out how many spells the sorcerous character wields at first. Then, the player may utilize the tables that list the personal, universal, dimensional, and group spells, as well as the table devoted to his own magical school, to see what he comes up with. This brings up one sticky point where character generation is concerned. A major point of contention is the random roll vs. character choice conundrum. Many players choose to simply pick the spells they will utilize, without random rolls entering the equation. Similarly, many game Judges want players to roll up spells randomly, in order to keep them from 'repeating' a character idea over and over. As you can guess, this can be somewhat tricky. While it is ultimately up to the game Judge, I have to personally recommend a mixture of both methods of spell generation be used, choosing half and rolling up half. This helps a player get the spells he really wants for his mage, and makes new characters refreshingly different each time. However, a couple schools require a character to take on specific spells at certain points (such as the elemental / geomancy school, where elemental / nature control spells are involved), so this can still be tricky. Choosing a Magic Item In addition to the magical spells at his disposal, a new wizard should begin a game with at least one magical item. This helps to bolster him as he gets his feet wet in an adventuring career, as it often comes in handy to have access to at least one magic power that does not require incantations or the like to be activated. Generate a magical spell as you did before, but make it inherent to a device - any device - as long as it makes sense. You know, a wand for a magic blast, a carpet to fly, etc... Determining Spell Ranks Once you have figured out what spells your new mage wields, and choose the nature of your magical item, it is time to determine just how potent these magic powers are. In order to do this, simply roll once on table D for each magical power the character possesses. Once you have done this, you may 'gamble' on one spell rank of your choosing (or the rank of your magic item's special power) if he have three or less magic spells, or twice if he has more than three spells. Character / Spell Limitations Often, a player may not be happy with the ranks he's come up with for his new mage. Even after he adjusts his spell ranks for any bonuses granted by his school or from gambling attempts, he's just not satisfied with what he's come up with. This isn't necessarily a bad thing, as sometimes one has a specific vision in mind for their character; this is where limitations come in. A player may subject his sorcerer to additional limitations (above and beyond the ones offered by his school) in order to make him more powerful. Limitations come in two distinct flavors: spell and character limitations. A spell limitation is just that, an altering of how said spell works to the detriment of the player (as compared to others who can use this spell). A spell so limited may not affect certain objects or beings, can take longer to cast (initiative penalties), may require a mage to provide extra materials that are expended upon the spell's casting, etc... Character limitations, however, change the nature of every spell a mage uses, not just one. Such limitations include the inability to use one type of magical energy (universal, dimensional, etc...), a required focus necessary for all of a mage's spells (which may or may not be replaceable), or possibly a temporal restraint on spell use (can't cast spells at night, on Thursdays, etc...). At any rate, the severity of the limitation determines just how much of a power boost the character may receive. For example, a relatively minor crimp in the use of a spell is worth +1 CS, while a particularly severe limitation may offer a +2 CS or even a +3 CS. Alternately, a mage can take a limitation on a spell to replace one that is already built in to it; some spells, like those involving luck or time, have several such constraints already worked into them... Talents The talents your sparkling new mage will start out with can be determined as per any other character type, beginning by rolling up his number of initial talents on table **. Then, roll for the category each talent will belong to on table **. To finish up, roll for individual talents using tables ** through **, one table for each applicable category of talents. However, the actual talents a character has really should be determined by his origin. Keeping this in mind, the Judge may very well opt to let a player choose the talents his mage will have, allowing him a lot more creativity in the following three sections. Contacts Also presented in the SoCGI for your convenience is that table used to detail the initial number of contacts a new character will have; it is present as table ** here. Also, table ** lists the types of contacts a sorcerer may have upon the start his career, if the player needs any ideas - he need not roll up contact types if he doesn't want to. Quirks Again, for your convenience, the tables for determining quirks for a character are provided. Quirk type is shown on table **, and the individual quirk tables run from **-**. Again, though, quirks are something that shouldn't be rolled up randomly; the charts just make for a convenient form of list. Filling in the blanks Once all the basic details concerning a mage have been determined, it is time to 'fill in the blanks', or to detail all of his personal and background information. Who is he? What does he look like? Where is he from? What is he like? Why has he spent time to learn the arts arcane? Who trained him how to wield these potent abilities? Why? With the sole exception of your mystic mentor (who the Judge must generate, with maybe the exception of a name), all other character information must be determined by the player in order to make it truly his character, and to really 'flesh him out'. This is often the most difficult part of the character generation process, the part where many will fail. However, with a little effort and some serious consideration, the answers to these questions can make that simple little piece of paper with all the funny words on it really come alive! A Day in the Life of A Sorcerer A man or woman of a wizardly bent is not what one would consider a 'nine-to-five' type of person; you know, putting in a hard day's work at the office, only to return to one's home to deal with concerns of a familial nature. Yes, a few may fit this description, but that's not the image that most people have of spellcasters - at least, those who know that such individuals really exist. No, most sorcerers walk on the fringes of society, often going to great lengths to develop or uncover new means of manipulating the forces that give them power. A relatively new mage usually has the benefit of a mystic mentor, an older spellcaster that has taken him in and is teaching him how to utilize the forces of magic. Not all wizards are so lucky, however. Some may have never had a mentor, may have been dismissed from such a helpful person's service, or may have even lost one to a tragic accident. So, a lot of a mage's time is devoted to the discovery of new knowledge, through either exploration, trade (one spell for another), or even entreaties to powers alien and bizarre. While the results are all the same, this often eats up a lot of one's time. This is why mages tend to live irregular existences - they often vanish for days, weeks, or even months on quests for new magical skills. This makes it hard to be a working class stiff most of the time, and is even harder on the career of a magical hero (or villain). It's hard to fight crime in your home town when you're off in Tibet, digging up ancient tomes full of magical writings - unless your home town is in Tibet, that is. Furthermore, exposure to the obscure and arcane knowledge that is both their bread and butter (so to speak) tends to give mages of all stripes at least some disregard for normal earthen societies and their quirky standards. Travelling to new worlds - new planes of reality - will have that affect on a body. This doesn't prevent them from caring about their home, mind you, it just helps to explain why they can be so mysterious. This is not to say, however, that mages spend every waking moment seeking out new knowledge. A mage might be content to simply hone the spells he already knows, and may not currently be on a quest for power. When mages do need new spells, however, and they don't have a readily apparent source of knowledge, a quest of some sort may be the one and only way for them to find their own. Ceremonies / Ceremonial Areas Though it is possible to whip spells out quickly, especially in battle, sometimes it pays to work magic in more prepared, controlled forms. This often involves the execution of special rituals, the use of some school-specific magical item, or special research into whatever task the spell is being used to complete. A casting of a spell in this fashion is what is known as a magical ceremony. Though a ceremony takes much longer to complete than the regular use of a spell does, often anywhere from a few minutes to several days (depending on the situation), they offer the benefit of a +1 CS to the effective rank of the spell so cast. Every benefit of a higher rank applies to this enhancement, which is what truly makes a ceremony desirable to the average mage. In fact, this enhancement can be raised further if executed within a ceremonial area, to +2 CS. A ceremonial area is a specially prepared zone attuned to the magic of a wizard's particular school; a magical grove for geomancers, a lab for alchemists, etc... All wizards learn how to make such zones during their 'basic training', but doing so isn't easy; it should take time. Or, alternately, it should be the subject of a special adventure or quest, which helps to acquire needed magical items or whatnot vital to its creation. Of all the possible types of wizards, only an eclectic mage lacks the training needed to perform ceremonies or build himself a ceremonial area, but he may make use of the ceremonies and ceremonial areas meant for any school (naturally). Entreaties The most powerful kind of dimensional magic available, an entreaty involves a sorcerer calling upon magical items, an extraplanar entity, other dimension, or metaphysical force for power. While a few general entreaties are described in this Book, the rest are left intentionally vague, as the Judge must decide what may be entreated in his campaign, and to what effect. Now, entreaties are generally handled as per popularity FEATs, because any mage can make an entreaty, whether or not he has the proper spells to do so. Of course, if a mage has learned a proper spell to cast an entreaty (i.e., he paid karma for it), he can use his spell rank to do so instead of his popularity score. Entreaty FEAT roll difficulties are described as follows. Entities the Judge deems in sync with a wizard's character and motivations, or those who properly research entreaties to them are friendly for the purposes of this roll. Those who are unaware of this character or indifferent to his cause are considered neutral for the purposes of this FEAT. Entities that are at odds with a sorcerer's philosophy for some reason, but not specifically opposed to the character in particular, should be considered unfriendly on this roll. An entity that has a personal vendetta against a sorcerer is inherently hostile towards him, and will never grant him an entreaty unless doing so would be specifically beneficial to its goals. On the other hand, this usually means the mage casting such an entreaty digs his own grave by associating with such an unfriendly entity, but when in need, one takes what he can get. Now, at their simplest, entreaties work by granting a +1 or +2 CS to spells a sorcerer is attempting to cast – the raw power of the boost being dependent on the affinity of an entity for the sorcerer making the entreaty. However, almost every entity of power will have a staple of 'stock' spells that they'll grant to one who entreats them for power. These are always intimately tied to the nature of their very being, and an entity won't usually offer a wizard the use of a spell that doesn't match its profile or its general mindset. One last entreaty concern is the wrath of the gods. Wizards who entreat an entity too often risk the ire of those they ask for power. When an entity decides it has had enough (Judge's discretion), it will most often grab the sorcerer as he makes yet another entreaty, taking him to its realm, and dispensing its own form of justice upon the hapless mortal. This most often takes the form of some quest or another to appease the god's wrath, but not always. Similarly, the god may punish the mage with physical or mental torment, or just a stern talking to. The form this divine retribution takes should depend on the nature of the deity and the nature of the offense. However, it's never sporting to simply kill a wizard because of this, even if he may wish that he's dead by the time the god gets done with him... Optional Spellcasting Concerns Unlike those heroes who utilize powers of a biological nature (mutants, altered humans) or others that are based upon knowledge (psis, high techies), wizards utilize a power that is sometimes fickle, and may not always work the same every time. In game play, this aspect of magic can be simulated by adopting one or more of the following ideas; the rules presented here are optional. Counterspells: when he encounters a spell that he himself knows, a sorcerer can, if he doesn't like the way such a spell is being used, attempt to counter it. By passing a spell FEAT against the intensity of the active spell, a mage can counter it. Once this is done, the mage may either cancel the spell effect or take control of it, whatever is best in a given situation. However, if the original caster of said spell is still in the vicinity, there's nothing stopping him from trying to regain control of his own magic... Fatigue: spellcasting is difficult work, and it can quickly tire a sorcerer who exhausts his energies too quickly. This can be easily represented by a fatigue intensity; nominally at Shift 0 rank, this intensity is increased by the casting of spells, some draining more energy than others. For instance, the casting of a personal spell adds 3 to one's fatigue intensity, universal and school spells add 2, and spells of a dimensional or group nature add one. As you can see, entreaty spells drain absolutely no energy from a mage, and this is one reason they are utilized so often, despite the inherent risk of doing so. At any rate, fatigue intensity only comes into play as it approaches the rank of a thaumaturge's psyche; he can only cast spells in a round if he can first pass a psyche FEAT roll against this fatigue intensity; if his fatigue exceeds his Psyche score by more than +1 CS, he cannot cast spells. How does one avoid this loss of spell use, one asks? Quite simply, by not using magic. A sorcerer who refrains from using magic in a given turn can reduce his fatigue by one point; he may not cast any spells, but a spell cast in a previous round that has a continuous effect (like flight, armor, etc...) that is still active will not hamper this loss of fatigue. Where fatigue is concerned, it is best to cast spells in moderation (or to end a conflict quickly). Initiative Modifiers: there are six types of spells in all, and each of them utilize unique energies and techniques when producing the required spell effect. To better represent this, initiative modifiers can be applied to a spell, based on the basic spell type. Personal spells gain a +2 initiative modifier, School spells gain a +1 initiative modifier, universal and group spells are normal (no modifier), dimensional spells receive a -1 penalty to initiative, and entreaty spells suffer a -2 initiative penalty. Spell Components: thanks to the odd formulae for casting them, a few spells may require the use of material objects to make them function, in addition to the necessary physical movements and the verbal chanting. This is technically a limitation on a spell, and offers a CS boost dependent on how difficult it is to procure these components; boost from +1 to +3 CS are possible if components are exceptionally hard to acquire. Spell Disruption / Distraction: normally, spells are cast when a mage passes a spell FEAT roll - that's all it takes. But sometimes, a sorcerer will find himself in a distracting situation, one that will disrupt his spellcasting concentration. Some situations include seeing others placed under the threat of immediate death, taking damage equal or greater than one's endurance rank in a given turn, or intense sensory assaults (like deafening sounds, bright light, severe pain, and so on). If any of these conditions occur as a mage tries to cast a spell, he must also pass a yellow psyche FEAT roll to pull off his spell correctly. Failing this, the spell so disrupted will fail to materialize, fizzing out with a possible sizzle in the air, or perhaps an audible pop or flash of light. In fact, if the FEAT fails with a white result, something unexpected just might occur, such as a different spell or even thaumaturgical fallout! Spellcasting Restraints: the stronger a spell is, the more it requires gestures and chanting to manifest its effects. If a sorcerer is restrained somehow, he may be unable to cast certain spells. For instance, if he is bound (hands behind his back), a mage cannot cast any universal energy spells. If gagged, he cannot wield his dimensional energy spells (as well as group or entreaty spells). If blinded or blindfolded, a wizard casts spells that require visual contact with a target as if said spell were -4 CS in rank. Character Advancement After undertaking many adventures, or simply vanquishing the forces of evil for a time, a wizard may have gained new insight into the world and how it works; in other words, karma. For the most part, wizards use karma much like any other character type, spending just as much when purchasing new talents or contacts, or when enhancing a current ability or power rank; this is handled as is defined in the Creative Campaigning book. One facet of karma use that is different for a wizard is the purchasing of new spells. Purchasing New Spells Since magical spells are defined as the equivalent of talents (as far as standard mechanics go), a mage can learn new spells for the same cost - 1000 karma points. Generally, new spells begin at Good (10) rank, unless modified by the school of an individual mage. This will allow a mage to acquire a respectable roster of available powers, though he must work on them constantly to make them very effective overall. Spell Stunts Over time, a mage may wish to work with a spell in order to develop a new use for it, instead of simply researching a new spell. Such new uses are called spell stunts. Every attempt to create a new spell stunt costs 50 Kpts per try, but they are otherwise governed by the same basic rules that exist for all other characters. So, if you have a new idea for the uses of a dusty old spell, give it a shot, already! Mystic Mastery All magicians have a rank, if you will, by which others judge their prowess in the mystical arts. All of a mage's spells and magical items contribute to such a rank, and this helps to quantify just how dangerous he is. A sorcerer who has from one to four spells under his belt is considered a novice wizard. One who knows between five to eight spells can be considered a disciple of the magical life. A mage who wields from nine to twelve spells is an adept of sorcery. Any mage who can utilize thirteen or more spells is truly a mystic master. All this has little bearing on game play, of course. Now, some spells may have different effects in the hands of folks of different magic rank, or may not be at all usable by folks of a certain rank, but other than that, mystic mastery is only a measuring stick of character ability. It may be one that virtually every mage adheres to, and possibly even one that they use to determine their reactions to others, but nonetheless, that's it. That is, save for the below ability. Adopting New Magical Schools Once a character chooses his school of magic, he is stuck with it for a very long time – that is, until he achieves mastery of said school. Once a thaumaturge is in full command of his initial school, he may begin the study of another. While studying this second school, he can research spells from either his original or his new school, as he sees fit. It is important to note that a mage may not have more than one unfinished school of magic at a time. The Comprehensive Spell List The following dozens of pages define and codify the hundreds and hundreds of magical spells available to players of the Universal Heroes game. They are, of course, presented in an alphabetical format – a through z – so it should be easy for a body to find any spell listed in the SoCGI. Also, they type of spell is denoted in parenthesis after the spell name; for instance, the armor spell has a 'p' listed with it (for personal energy). I hope you enjoy reading them all! A Um... not there yet, by the by. Have just finished producing the final spell list for the overall mayhem to ensue. Also, I should be doing a conversion to Saga rules for the basic magic system, so I can define spells for both games simultaneously. So, until then, feel free to take the system presented apart and send me your comments and the like... Adaptation (p) – per TxC power Additional Sense (p) – just what it sez (sonar, radar, blah blah) Adjoining (g) – sendings, telepathy, empathy, tongues, communication Admittance (p) Alchemical Analysis (s – alchemy) Alteration (g) – contact absorption, growth-self, shrinking-self, healing-self, invisibility-self Anchor (p) – was immovability Animation (u) – with manipulation added for effect Annulment (u) – general dispellation Anonymity (s – entreatism) – makes it difficult for entreatees to see who is entreating them Armor (p) Astral Projection (p) Augury (p) - was foretelling Aura Shield (u) – was shield-aura Bands (u) – include 'net' spell Banishment (d) Bless (s – clericism) – bonus to godly type actions... er Chameleonskin (p) – was chameleonic coloring Charm (u) Clairaudience (p) – was sensing-clairaudience Clairvoyance (p) – was sensing-clairvoyance Clarity (u) – was revival, include spell of exorcism Combat Edge (p) – was learning Commune (s – clericism) – talking with one's deity Communication (u) – four types, animal, plant, things, other (energy, etc...) Componentry (s – technomancy) – dinking with one half of a techonmantic device, for good or ill Concussion Conversion (p) – was damage absorption Confusion (u) Conjuration (u) – was conjure Contact Absorption (p) – was absorption Contingency (d) Curse (u) Danger Sense (p) – was sensing-danger Deific Impersonation (s – entreatism) – clogging the Karma stream, posing as an entity for the purpose of manipulating entreaty spells for good or ill Deliverance (s – clericism) – miracle type doings Density Control-Others (u) Density Control–Self (p) Dimensional Aperture (d) Dimensional Transit (d) – one man travel w/no portal Disguise (p) – was alteration-appearance Dissolution (s – alchemy) – demagic-ing something magic-y Dream Walking (d) Eldritch Attacks (g) – eldritch blast, eldritch bolt, eldritch crystals, eldritch barrier, eldritch wave Eldritch Barrier (u) – was eldritch flames Eldritch Blast (u) Eldritch Bolt (u) Eldritch Crystals (u) Eldritch Wave (u) – was wave Elemental Aura (s – elementalism) Elemental Control (s – elementalism) – the 13 elements: antimagic, death, energy, faith, fluid, life, magic, philosophy, quintessence, rock, time, unity, vapor) Elemental Sense (s – elementalism) Emotion Control (u) Empathy (p) Enchanted Eye (p) Enchantment (d) – making magic stuff – special breaks for alchemist / technomage types, for sure Enlightenment (s – thaumentalism) – awakening psi powers with magic – on either temp or permanent basis – needs some work yet Energy Absorption (p) – was damage absorption Enhancement 1 (p) – was vapors-enhancement Enhancement 2 (d) – permanently ensorcelling folk, was enhancement Environmental Independence (d) Extend 1 (p) – manipulating properties of one's own magic Extend 2 (d) – manipulating properties of someone else's magic Fear (u) Fey Sense (s – faerie) Field Sense (p) – was sensing-fields Find (p) – as in telelocation Flaw Sense (p) – was flaw Flexibility (s – physiomancy) – was alteration-bone Flight (p) Flux (s – paraprobabilitism) – sheer, unadulterated, unshaped magic hoo-haa Forgetfulness (u) Glamour (u) – was glamour Glow (u) Growing-Others (u) Growing-Self (p) – was growing Great Shield (p) – was shield-great Healing-Others (u) Healing-Self (p) – was healing Identity Sense (u) Illusion (u) Image Projection (p) Inanime (g) – animation, topological manipulation, glow, conjuration, transduction Incorporeality (p) – was apparition Individual Shield (p) – was shield-individual Inspiration (s – faerie) Invisibility-Others (u) Invisibility-Self (p) – was invisibility Invulnerability Aura (d) Layered Shield (d) – was shield-multiple Life Extension (d) – per TxC longevity Life Sense (p) Link (d) Luck (d) – both good and bad luck spells I concocted, rolled into one Magic Sense (p) – was sensing-magic, includes bit of 'probability sense', another spell I went without Masking (g) – chameleonskin, disguise, glamour, illusion, vapors Mesmerism (u) Mesmermechanism (s – technomancy) Mimicry (s – eclecticism) – pretending to be a member of a given school, for the purpose of spellcasting Mind Control (u) – was mental control Motivity (g) – flight, teleportation, dream walking, dimensional transit, dimensional aperture Move (s - physiomancy) – enhanced personal movement (running, leaping, whathaveyou) Mystery (s – faerie) – working on specifics here Mystic Servant (d) – was servant, and was personal energy spell Mystic Trap (u) – was trap Nativity (d) Nature Control (s – geomancy) – seven types: earth, air, fire, water, plant, animal, weather Nature Sense (s – geomancy) Paralysis (u) – was paralyze Passing (g) – admittance, incorporeality, astral projection, density control-self, transformation Personal Weaponry (s – physiomancy) – was alteration-body weapons Philosophical Aura (s – philosophical magic) Philosophical Sense (s – philosophical magic) Pishogue (g) – confusion, fear, forgetfulness, mesmerism, paralysis Planar Bridge (d) – dimensional interface / flow Planar Sense (d) Planar Stability (d) – planar blur / merge / separation (woo) Postcognition (p) Power Block (d) Power Duplication (d) Precognition (p) Protected Senses (p) Proxy (u) – casting through someone else Psi Sense (s – thaumentalism) - er Psionic Duplication (s – thaumentalism) – copying psi powers Psychic Barrier (p) – was mental barrier Psychic Probe (u) Psychometry (p) – was Gramarye Purge (s – philosophical magic) – removing a given philosophical force from someone/thing Reflective Aura (p) Resistance Aura (p) Resuscitation (d) – was vapors-resist death Schema (s – technomancy) – kinda like an alchemical analysis, for technomantic stuffs Scrying (g) – augury, enchanted eye, clairvoyance, clairaudience, postcognition Sendings (p) – semi-sentient message dingii as seen in Dr. Strange series Sensing (g) – danger sense, field sense, magic sense, flaw sense, life sense Sensory Increase (p) Shape-Change (p) – rolls shapechange-limited and –unlimited into one spell, but offer –limited form as limitation (heh) Shields (g) – resistance aura, reflective aura, armor, aura shield, concussive conversion Shrinking-Others (u) Shrinking-Self (p) – was shrinking Sleep (u) – was vapors-sleep Sorcerous Invisibility (d) – was invisibility 3 + 4, combo illusion invisibility that makes magic inviso and weird costumes look normal, etc... Sorcerous Literacy (s – eclecticism) – reading magical stuffs in order to glean spells for personal use, etc... Spell Duplication (s – eclecticism) Spell Manipulation (s – paraprobabilitism) Spirit Sense (s – voodoo) Spiritual Link (p) – was dual persona Static Shield (s – paraprobabilitism) – protection from flux effects Summoning (d) Swirl (s – geomancy) Sympathetic Magic (s – voodoo) – whee! Synchronicity (s – entreatism) – manifesting a portion of some entreating thing in oneself Telekinesis (p) Telepathy (p) Teleportation (u) Thaumaturgy (g) – bands, curse, mystic trap, annulment, warding Tongues (p) Topological Manipulation (u) – was matter rearrangement Trance (p) Transduction (u) – was energy conversion type effect Transformation (p) Transmutation (s – alchemy) Vampirism (d) – various types, figure it out as we go Vapors (u) – was vapors-obscurity Vodun (s – voodoo) – not easily summarized Warding (u) Witchery (g) – density control-others, growth-others, shrinking-others, invisibility-others, healing-others Zombification (d) – making undead minions and whatnot (heh)