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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.

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