Sorcerous Role Play

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. A few may fit this description, yes, 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 much 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 difficult 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. Traveling 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 though, 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.

The following is a series of concerns that set the life of a practitioner of magic apart from other super human entities. Some involve their day to day life, some examine basic details about how certain facets of magic function, and still more are optional details that can be used to add 'flavor' to one's magic wielding character. Specifics on character advancement are also included.

Mystic Instruction

Most sorcerers begin play with the benefit of a magical mentor of sorts, a man or woman (or group of such) well-versed in the mystic arts. This individual is likely the reason the sorcerer began to study the arts arcane in the first place, and assists him in the mastery of his magical powers. In other words, one's mystic instructor likely has a significant role in the very origin of a sorcerer.

The character advancement rules for mages (below) assume that one has the benefit of such instruction while learning how to cast their spells. If a character lacks such instruction, mastering the mystic arts is much more difficult. While an eclecticist has this penalty built in, mages of other schools without a mystic tutor will suffer a fifteen percent increase in the cost of new spells and spell advancement.

This is not quite as steep as the penalty for an eclecticist, which is because most schools have a coherent set of rules (such as they are) to detail how their magic works. If one starts play with no master or manages to lose him during play, it may behoove him to find another instructor as soon as possible - assuming he wishes to. Some players don't mind the Karma penalty as it liberates them from their would-be master's agendas.

And make no mistake, anyone that takes a student or students in to train them in the ways of magic isn't doing so purely out of the good of their heart. Most 'training' missions a magical mentor will send his students on double as exercises built to advance whatever schemes (whether beneficial or nefarious) they have already set in motion. Remember: there's no such thing as a free lunch.

Maintaining Spells

Some spells, such as an eldritch bolt, are of instantaneous effect; you cast it, it fires, and that's it. A large number of spells are not quite so cut and dried, however. Many spells have a duration that is variable in nature, and can be extended even further if the caster desires. This is called spell maintenance. A sorcerer may cast a new spell with each action, but can only maintain so many at once.

The number of spells a character may maintain at any given time is dependent on his Reason (mem) score. If the mage has a Reason (mem) rank of Typical (6) or less, he may only maintain one spell at a time. For each rank of Reason (mem) he holds above Typical (6), he may maintain an additional spell simultaneously. A mage with Incredible (40) ranked Reason (mem), for instance, can maintain five spells at one time.

Unless he is a novice spellcaster, most mages cannot maintain all of their spells concurrently - the more he has, the harder it is to keep them all running at once. A mage with a lesser memory can work around this limitation by juggling his spells. The actual casting of a spell does not count against spell maintenance, after all, so one could oscillate their defenses and other spells as is necessary to maximize effectiveness.

This can involve a recasting of spells as is necessary, while maintaining those that are most important to the sorcerer in question. Juggling spells may seem to be a hassle, but that's the price a sorcerer pays for the versatility of his abilities. Mutants and the like may not need to bother with such problems, but then mutants can't learn all new powers with just a bit of research, now, can they?

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 ancient rituals, the use of some school-specific magical item, or special research into whatever task the spell is being used to complete. The casting of a spell in this fashion is what is known as a magical ceremony.

While ceremonies 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 or she may make use of the ceremonies and ceremonial areas meant for any other school (naturally).

Entreaties

The most powerful kind of dimensional magic available, an entreaty involves a sorcerer calling upon magical items, extraplanar entities, other dimensions, or even metaphysical forces for power. That which may be entreated for power depends entirely upon the campaign setting, so ask your game Judge if you are interested in entreaties for power from the various sources of such throughout his or her multiverse.

At their simplest, an entreaty is handled as per a Popularity FEAT roll, because any mage may make an entreaty, whether or not he has any actual entreaty spells. Such an entreaty is generally a plea for raw power, which is added to a spell the entreater is currently casting. If successful, a basic entreaty will add a +1 CS to the casting rank of the spell, +2 CS if the spell specifically reflects the nature of that which is entreated.

Entities the Judge deems in sync with a wizard's character and motivations, or those who the wizard has properly research entreaties to (in other words, mages who master a specific entreaty spell related to such entities) 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 - attempting such an entreaty is done at one's peril.

Entreaty Spells

Instead of just invoking a source of power for a magical pick-me-up, a mage may instead study said source of power in much greater detail. This almost invariably involves magical research of some sort or another, but it allows the mage to develop actual spells related to that which he is entreating for power. Such spells can come in the form of 'standard' magic spells or unique magical capabilities, and don't require Popularity FEATs.

As an example, say the Greek pantheon of gods is active in the Judge's campaign. Perhaps a sorcerer in the campaign wishes to develop entreaties to Nike, the Greek goddess of victory. Reading about her online, the player finds she is a small winged goddess, who has a tendency to bless her favored mortals with luck. Using this information, the player can easily develop entreaties to reflect her nature and goals.

Speaking with the Judge, the player finds he can learn entreaties to Nike for flight (temporarily manifesting large, billowy wings to carry himself aloft), luck (either good or bad, depending on those who irk the ire of the mage), and shrinking (Nike is of Titanic descent yet six inches tall). Additional, unique spells could reflect Nike's nature even more, such as her prowess with weaponry and her intolerance for incompetence.

This is but one example of the development of entreaty spells. There are any number of items, beings and places that can be developed in this fashion, either by the Judge directly or alongside his player(s) who wish to wield magic. This process can make the nature of one's campaign even more dynamic and collaborative if desired, assuming the game Judge doesn't already have this all worked out to begin with.

Entreaty Combinations

Of course, there are even more ways to wield entreaties. For one thing, a mage may decide to invoke more than one entity simultaneously when casting a spell. Doing this can add a further +1 CS to the spell which is being enhanced for every doubling of entities so named; for instance, invoking eight different death gods when casting a spell to kill one's arch-nemesis would add a +4 CS to its overall effect!

This is not an easy process however, and requires multiple Popularity FEATs - one for each entity invoked. This involves a whole lot of dice rolling, but admittedly doing so adds a whole lot of weight to a specific casting of one's magic. If any one of these Popularity FEAT rolls fails, the entreated power source is not added to the spell, but this alone does not cause the entreaty as a whole to fail.

What can cause such stunts to fail is invoking two or more entities in a spell which are on unfriendly terms or otherwise opposed to each other. This does not mean invoking an entire pantheon (such rivalries are assumed), so much as specific beings of power who do not like each other, either directly or metaphorically. Attempting an entreaty in this fashion is a sure-fire way to get on several angry deities' short list of things to smite.

Alternately, one can cast a specifically researched entreaty spell, and then attempt to enhance it with an invocation for even more power from another source. This can boost unique entreaty spells even further, but the danger of causing offense or indignation for abusing their power such when combining entities remains. These problems can be avoided with careful research into the subject entities.

Abusing Entreaties

Entreaties call on vast sources of power to fuel their effects, no matter their origin. That's why entreaties are so popular with mages, as they spare them their own energies when wielding magic. This can lead to problems where a spellcaster leans upon an entreated source for power too much. 'Too much' is subjective though, and can be anything from more than twice per day to more than seven times per week (Judge's discretion).

Drawing might from items of power is the least risky to an entreater. If the item itself is not sentient, excessive entreaties to such may simply cause the spell it would enhance to fail - whether a derived spell or an enhancement to an existing one. A sentient item, or a non-sentient item owned by a powerful being, might take the entreater to task for abusing its power if it can, but otherwise there isn't too much risk here.

Excessive entreaties to places of power can be a bit more dangerous. If a mage abuses such calls for aid, he might be drawn to the place of power he's been siphoning energies from - or something from said place of power may be drawn to him! Alternately, in extreme cases, the 'last straw' in entreaty abuse might cause the formation of a rift between the caster's current location and the realm from which he's been draining power.

Beings of power are the most dangerous form of entreaties to abuse. If a sorcerer drains an entity's power too much, he may be summoned forth by that entity and pressed into service to pay for his perfidy. This may involve a special quest, a period of punishment, a stern talking to, or anything else this being of power wishes. When dealing with inexplicable alien intelligences, you never know what will appease them.

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 Core Rules.

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 - one thousand Karma points. Generally, new spells begin at Feeble (2) rank, unless modified by mage's school or limitations / enhancements. This allows a mage to acquire a respectable roster of available powers, though he must work on them constantly to make them very effective overall.

On the other hand, one can spend more Karma if he wishes a spell to begin at a higher rank to start with. This can be done by paying one thousand Karma points for the 'base' spell, plus one hundred times the final rank number. For instance, purchasing a brand new spell at Amazing (50) rank would be 1,000 (base cost) plus 5,000 (the rank number of 50 times one hundred), for a grand total of 6,000 Karma.

This is a lot of Karma to spend at one time, but is a) a very powerful new spell, and b) can actually be cheaper than raising it up the hard way; it's just a more 'front loaded' expenditure. Schools which allow new spells to begin at a higher rank may reduce this cost considerably (as is the case with an elemental specialist). Either way, if the price to raise a spell point by point would be cheaper, defer to that lower cost instead.

All of the above assumes a spell with 'standard' costs; in other words, a spell that has a listed cost of one point per rank. If a spell is listed as having a cost equal to 2 points per rank, double its final Karma cost, while one with a cost of 3 points per rank triples the cost. If a spell is listed with a 'flat cost', the price is only 250 Karma points per point; invulnerability aura, for instance, would cost 2,000 Karma.

Mystic Mastery

Mystic mastery is a rank that sorcerers ascribe to both themselves and to others, in order to gauge their prowess in the arts arcane. All of a mage's spells and magical items contribute to such a rank, and this helps to quantify just how skilled and powerful he is. This rank has no direct 'game mechanic' associated with it, but is nonetheless one that most thaumaturges keep abreast of.

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, and will be recognized as such by all in his field of study.

Being a mystic master in a given school has some advantages. For one thing, one does not require the patronage of a mystic instructor within that school any longer; there is no longer a penalty to advance without a tutor for mystic matters. If one continues to study under a master even after mastering a school themselves, they in fact benefit from a fifteen percent discount on further advancement within that school.

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 - but a mage may not have more than one unfinished school of magic at a time.

It's important to keep in mind that a mage does require an instructor in this new school in order to study it without penalty. While he may no longer suffer from such in his old school, and even has a discount if he retains his original master, a sorcerer needs to find an instructor well-versed in this new school as well if he wishes to avoid the Karma penalty for dabbling in one without the proper education.

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 Karma points 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!

A spell stunt starts out at -1 CS of the original spell, but it doesn't count as a spell for the purposes of mystic mastery. One can earn a spell stunt to short-cut certain obstacles in their school (the elemental control and nature control spells come to mind for this), which can save one unnecessary duplication and Karma cost, or one can pay the higher cost to gain mystic mastery faster - character's choice.

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.

On the other hand, if a given rule is not in play in one's campaign, it can make for a great character limitation! Requiring spell components can be a great limiter to a wizard (alchemists already have this problem, but it can easily spread to other characters), while fatigue rules can really put a damper on a thaumaturge in a long-running battle.

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.

Mind you, not every spell can be affected by a counterspell. A spell with an 'instantaneous' duration is difficult to counter, as it has an immediate effect. If forewarned of an opponent's intentions (with the use of an augury, for instance), a caster may counter such, but otherwise he's out of luck. Similarly, 'permanent' magics cannot be countered; the effects of such are too ingrained for a counterspell to affect.

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; normally 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.

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 is still being maintained (like flight, armor, etc...) 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. If an entreaty invokes more than one source of power, add an additional -1 penalty for each one inserted into the spell's casting.

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 to 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 Probability 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.

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