Magister - Revolution
The traditions of magick, both new and old, are ways in which the magick of the practitioner takes form. The traditions are tools, frameworks that grant structure to a force of Terrestrial reality that can shatter the minds of unprepared mortals. Many traditions of magick exist, each with their own unique approach and limitations.
Each tradition has one skill it uses to create its effects. This skill is modified by three extras (each one acts like a stunt and costs the same) that allow the practitioner to work their magick. In addition, all of the magical traditions require the Sagacity stunt.
Sagacity; You are able to directly sense the presence of supernatural activity and phenomena with a successful Notice check. If you take an action to shift your senses, you may use Notice and Investigation work normally to view and analyze supernatural activity and phenomena as well.
Below are some examples of traditions:
Wizardry or University Magick
A tradition steeped in understanding the Terrestrial world as well as possible, this is the most trusted and used tradition within the civilized nations. This knowledge is applied through a keenly visualized spell matrix to create spell effects.
Evocation; Use Lore to make physical attacks involving forms of physical energy
Alteration; Use Lore to create advantages involving the manipulation or change of the environment, as well as defend against Magickal effects.
Ritual; Create Rituals using Lore as the skill component.
An ancient tradition as well respected as it is feared. This art uses finely crafted magical tools to manifest power. It is also one of the most subtle of the magical arts, relying on seeming coincidence and luck to protect or harm. Some variants, usually referred to as Black Magic, use more direct energy spells similar to Wizardry.
Hex; Use Craft to make physical attacks involving ill luck or accidents
Charm; Use Craft to create advantages involving good luck or chance, as well as defend against Magickal effects.
Ritual; Create Rituals using Craft as the skill component.
Another ancient magick, this tradition instead calls upon spirits to aid them. Deep understanding of spirits and their ways is required to practice this art. Instead of channeling power into a spell form or tool, it is instead channeled to spirits, who use the power to manifest and aid the Shaman.
Castigation; Use Empathy to make physical attacks involving momentary spiritual manifestation.
Petition; Use Empathy to create advantages involving the favor or disfavor of spirits, as well as defend against Magickal effects.
Ritual; Create Rituals using Empathy as the skill component.
This infamous tradition specializes on the warping of perceptions through mnemonics and visualization. These illusions are said to be powerful enough that some can kill, without anyone else the wiser. Very few who practice this art do so openly, due to the somewhat unfair reputation this tradition has gained over the centuries.
Apparition; Use Deceive to make mental attacks involving very real seeming illusions.
Phantasm; Use Deceive to create advantages involving illusions, as well as defend against Magickal effects.
Ritual; Create Rituals using Deceive as the skill component.
San’anrith (Elven Magic)
The tradition of the Elven people is more focused than human traditions, in that it focuses on the forest and those that call a forest home. Humans would find the tradition stifling in its narrow medium of plants and wildlife found in a forest, but Elves have often surprised humans with their magic. Within the element of a forest, an Elven practitioner has near total mastery. Outside of a forest, the practitioner can still use trees, plants and some animals but has far less of an advantage. In some places, such as a desert or high mountain, the Magic can be rendered nearly totally impotent.
Elven Magic can still be taught to humans, just as Elves can learn human traditions, yet Elves have a much more difficult time learning human ways. Humans have a great difficulty learning the Elven Magic as well. In addition, the Elven culture sees an Elf learning human magic as an abomination and teaching a human Elven ways much the same. Humans don’t hold quite as much antipathy for this as Elves, but many humans often harbor similar feelings.
Branch; Use Will to make physical attacks involving the plants and animals of a forest.
Root; Use Will to create advantages involving the plants and animals of a forest.
Ritual; Create Rituals using Will as the skill component.
Ritual magick is a versatile tool in a practitioners arsenal but also takes the most time and work.
Limitations of Rituals
Time – Rituals take time to both research and execute
Symbols – Symbols give structure to a spell to more efficiently use the spells power
Scope – Limited by the Tradition’s scope of effect
Power – A power source is required
Crux – A stable power source that is readily able to be used for a spell, such as a bonfire, windmill or waterwheel.
Fulcrux – An enchanted device that stores refined magickal energy for use with a spell or ritual. Generally compact and easily portable.
1. 1 Determine Complexity
2. 2 Determine Preparation
a) If =< Skill Then No further preparation needed
b) If => Skill Then Preparation Need
Preparation – You must make up difference. You may use the following in any combination:
Research (Single Scene) + 1
Invoke an Aspect + 2
Create Advantage + 2
Consequence + Stress Value of Consequence
Reduce Time 1 Shift – 1
Additional Practitioner + 2(Same Tradition)/ + 1(Other)
3. Begin Ritual
a) Rituals take a certain amount of time based on their complexity to complete;
0 An Action
1 Half a Minute
2 A Minute
3 A Few Minutes
4 Several Minutes
5 Half an Hour
6 An Hour
7 A Few Hours
8 Several Hours
9 Half a Day
10 A Day
b) After Time has passed, roll Tradition skill, if result with modifiers from preparation equals complexity, then Ritual has succeeded. Below that result, the Ritual will fail or succeed with cost.
Summoning – Calling spirits and otherworldly entities to you
Binding – Containing said entities within a confined space
Conjuration – Creating temporary matter and energy
Divination – Gathering information and details on a subject
Wards – Creating an area of specialized protection
Enchanting – Creating magickal items and devices
Transformation – Changing and altering a target
Disruption – Damaging a target
Transportation – Moving a target over significant distances or unusual mediums