There are strange forces at work in the Wraith universe - arcane lore and esoteric rituals are often more successful at warding off the unnameable horrors that lurk in the shadows than any amount of guns, TNT or blunt instruments.
Magic comes in many flavours. As well as the traditional occult traditions from around the world there is also the altogether darker and more dangerous eldritch lore of the Cthulhu Mythos.
It goes without saying that dabbling in the Dark Arts and upsetting the natural order of the cosmos can seriously impair your character's ability to function sanely
Use wisely.
This score is essentially a reflection of a character’s innate willpower, mana or spiritual strength.
Certain spells and rituals require MP to cast.
There are 3 ways of players having MAGIC in the game:
In points ii and iii this is left to GO discretion and will vary from game to game.
All spell lists share the same 8 basic spells:
| Mana Meld | Draw mana from other sources - caster cannot exceed starting MP and can only draw from a person/source once per day. |
| Sensitivity | Impressions recent or historic events from a person/place/object. |
| Cure | Regain HP – possibly 2MP per 1HP. |
| Bless | Protect a target from HP or MP loss. |
| Protection | Prevent something/one passing a line. |
| Seeing/scrying | Forms of remote seeing. |
| Identify Artefact | Insight/information on occult artefacts etc. |
| Communicate | Gaining info from Refs – usually in the form of yes/no questions. |
Some spells can only be cast once per day.
Some spells cannot be 'stacked' (ie repeatedly cast on the same target.)
Each spell list will have these 8 spells in some form, adjusted to fit the nature of list.
For example, Mana Meld may work in the TIBETAN spell list by joining hands with people and chanting/meditating. The same spell in the NECROMANTIC system may be called SOUL STEAL and only allows the caster to draw MP from a corpse or when cast in a graveyard etc. In other words, the design and effect of the spell is essentially the same but the manifestation is specific to each school of magic.
The 8 basic spells will be relatively easy to cast and should not need too much casting time or too many material components. (Again, these requirements will change from list to list. CURE might be a very quick spell in the CATHOLIC system but more involved in the NECROMANTIC version.)
Every spell created in the system must have the following details specified:
In training, spell casters will be given a 'source' by their Mentor. This becomes a conduit for the casting of most of their spells (a ring, crucifix, amulet etc). Not all spells require the source but many do. If the source is required it will be listed under Material Components.
The mage may then create a spell list specific to that school of magic with a further 9 - 12 spells. (We are already developing TIBETAN, EGYPTIAN, WICCAN and CATHOLIC. These lists will follow soon.) Some of these specialist spells may be basic and simple, others may be more advanced and costly. Some may come with a very high MP or even SAN cost. In some spells (with high MP) the SAN loss may effect others as well.
Don’t forget, the really big spells (raising the dead, altering time, summoning the Old Ones) should be restricted to the realm of MAGIC MASTERY.
Upon gaining a spell list, a character may begin with:
NB. To gain your full amount of spells will cost 1SP per level.
To learn new spells requires either a MENTOR or a written source. (Most P7 agents are sent to HAVEN to develop their spell casting abilities.)
You may not learn spells if you are in therapy.
The Magic Resistance Score (MR) is a reflection of a character’s resistance to the effects of magic and mind control.
A player’s MR is the inverse of GRAPPLE, in other words, it is equal to their level:
As in GRAPPLE, the higher score wins.
A third level intellectual will have MR5 (level 3 + 2 for intellectual) and if confronted with BEGUILE 4, will therefore resist.
A spell description must clearly state whether or not it can be resisted.
Consequences for spell failure will be left to the refs.
The Spell Level is equal to the MP required to cast the spell plus any additional MP the caster uses to 'back it up'.
For example, Beguile may cost 4MP to cost in some systems – its level is therefore 4 and will not work against anyone with MR of 4. However, If the caster adds an additional Mp to the casting it becomes spell level 5 and therefore succeeds.
Magic resistance may be increased by spending Skill Points on it. 1SP will increase the character's MR by 2.
Member Total: 15.
There are 0 registered members and
5 guests viewing the site.
You are the 121,198th visitor to this site and no, you don't win a prize.