WIZARDS use their KNOWLEDGE Attribute to master the Quadra Practica, the Four Practices, which are technical Skills:
The Focus Skill (PRESENCE) is a psychospiritual Skill used to express Willpower. Wizards are required to Focus when maintaining spells, and must check Focus when their concentration would be disrupted. Focus is also known as Concentration.
The Wizard continually improves these practical skills throughout and their lifetime, but the most exciting work is done within one of the Octo Artis, the Eight Arts:
Symbol | Cantrips | First Spelling | ||
---|---|---|---|---|
Divinata (Divination) - the Art of Observation | TRUTH, the sun | Cartomancy | Detect Magic | |
Abjurata (Abjuration) - the Art of Defense | CLOSED, a barred door | Sympathy | Alarm | |
Conjurata (Conjuration) - the Art of Calling Forth | LIGHT, an open door | Palm, Vermin | Grease | |
Transmutata (Transmutation) - the Art of Change (self: Mutata; another: Variata) | BODY, a bull's head CHANGE, a ram and bull | Color, Trim | Mage Hand | |
Evocare (Evocation) - the Art of Projection | OPENED, a starburst | Candle, Chill, Shove | Arcane Arrow | |
Encantare (Enchantment) - the Art of Manipulation | MIND, an open eye | Sneeze | Beguile | |
Ludare (Illusion) - the Art of Deception | LIES, the moon | Flicker, Ring | Light | |
Antitheare (Antithemancy) - the Art of Entropy | DARK, a gravestone | Pesticide | Chill Touch |
Each Art has a controlling Casting Skill (KNO):
Each Spell has its own complexity and rarity, colloquially known as the "Level" of the Spell. The base Difficulty to successfully cast a known spell is 10 + 5/Level of the Spell.
Lvl | Rarity | Casting | Learning | ||
---|---|---|---|---|---|
V | 1 | Vulgate | 15 | 20 | |
T | 2 | Typical | 20 | 30 | |
S | 3 | Specialty | 25 | 40 | |
R | 4 | Rigorous | 30 | 50 | |
Q | 5 | Quixotic; "Elite" knowledge | 35 | 60 | |
P | 6 | Priceless | 40 | 70 | |
O | 7 | Obfuscated by history | 45 | 80 | |
N | 8 | Numinous; Nearly Divine | 50 | 90 | |
M | 9 | Majorly Divine | 55 | 100 |
FAILURE to meet a Spelling Difficulty causes the spell to be DELAYED: the Mage must continue to present and chant over the Talisman; add 5 to the total for each additional time period, until the total is >= Difficulty. Roll a Wild Die each round to check for Fumbles. The Power of the Spell is still the original roll. The Mage may cancel the casting rather than complete it.
FUMBLING a Spelling roll: the Mage may elect to "fix" the Fumble by taking 1 INSANITY (see below), rerolling the Wild Die for a result of not '1'. If the Fumble is not "fixed", the Talisman Charm is destroyed. (NPCs take Insanity on odd totals, lose the Talisman on even totals.)
Kit Bag: Wizards carry a bag of instruments, reagents, etc. used to analyze the world. A mage will carry “kit” measured in q, milliQuintessence, each valued at 200sp*, in the amount of at least 1q/Casting Die. Weight of the kit bag is 2 pounds, plus another pound per 1000q or fraction thereof. Creating a new Talisman requires 2^L * q be consumed from the Wizard's Kit Bag.
*Purchase price: the materials inside are only worth this to Wizards, possibly Gnomes/Alchemists. Represents specially gathered and prepared materials & tools: (Black Pearl, Blood Moss, Garlic, Ginseng, Mandrake, Nightcap, Spider Silk, Sulfurous Ash), willow branches, dried toad parts, newts, wing of bat, exotic candles, incenses, chalks, powders, wire coils, tuning forks, crucible, flint, lodestone, pendulum, balance, acids, bases, salts, compounds, plant & animal parts, gemstones, etc etc etc.
Grimoire: the Spellingbook containing the Mage's spells, casting notes, and talisman notes. Travel Spellingbooks weigh 4 pounds each and contain 96 pages. Spells take 1 page/Level + 1 page for the Talisman. Most Mages start a new Grimoire for their 2nd-Level Spells.
Radix, "(establishing) Roots": Casting spells requires a Wizard to read the astrological & mystical signs each morning. For each day a Wizard does NOT do this, the Fumble threshold is increased by 1 (ie, autofumble on Day 5). This process takes 1 minute per Casting Dice, total (ie 5D Personas/4D Externas/4D Stellaras takes 13 minutes). This time is doubled if the Wizard does not have their Kit, and doubled again if the Wizard cannot observe the outdoors, ie, if below ground.
Memini, "Review": Spells must be periodically reviewed to refresh the Wizard’s knowledge & technique. A spell requires 10 min/Level to Review; this spell will be very clear in the caster’s mind for the rest of the day, lowering the base difficulty to cast by 5. If a spell is not reviewed for 30 days, the base difficulty to cast is increased by 5 each month, to a maximum difficulty of 10 + 10/Level.
Flourish, "light hands": the skill of seemingly instantaneous retrieval and storage of a Talisman Charm. By successfully making a Talisman Roll, a Wizard can "fast draw" their Spelling Charm and begin Spelling the same round; Difficulty is 5 per Spell Level. Failure to make this roll consumes the entire round searching for the Talisman.
Focus, "concentration": Wizards must check Focus when their concentration would be disrupted & are required to Focus when maintaining any spells. The Difficulty of a Focus check is (10 + (5 * All Maintained Spell Levels)) or the Action Roll (Dodge, Run, Attack, Stamina etc), whichever is highest. Focus checks do not require any time.
Concentration is a Focus check before additional Spelling. Normally, a Spell's difficulty is increased by 10 for each maintained Spell. If successful, the difficulty of the intended Spell is NOT increased for each maintained Spell. Failure does not affect the Maintained Spells (the new Casting simply keeps the normal +10 penalty per maintained Spell). However, if the Focus check is under the base Difficulty of the new Spell, it is considered a failed Focus check, and all Spells end.
Ritual Casting: by taking an additional 10 minutes, the Spelling Roll is given a +5 bonus. This may be extended to a total of one extra 10 minutes per Spell Level.
Many Spells check for degree of Success: 0-4+ Difficulty is '1 Success'; each 5 greater than the target Difficulty counts as an additional Success.
RANGE | per Success | Example |
---|---|---|
Touch | Zero | Distance of CHILL TOUCH |
Local | 2 ft | Distance of BURNING HANDS |
Near | 10 ft | Diameter of FIREBALL damage |
Short | 20 ft | Diameter of FIREBALL flame |
Long | 50 ft | Distance of a FIREBALL burst |
Far | 100 ft | Distance of a LIGHTNING BOLT |
Distant | 500 ft | Distance of TELEPORT |
Remote | 1 mile | Distance of SCRYING |
DURATION | per Success |
---|---|
Instant | Zero |
Concentration | as maintained |
Beats | 1 second |
Breaths | 5 seconds |
Minutes | 1 minute |
Hours | 1 hour |
Day | 4 hours |
Days | 24 hours |
Weeks | 7 days |
Months | 28 days |
Seasons | 3 months |
Years | 12 months |
Decades | 10 years |
Centuries | 100 years |
Millenia | 1000 years |
Permanent | Permanent? |
The base Difficulties for the Four Practices are 10 + 5/Level, the same as the Known Casting Difficulty.
Tutoring Modifiers:
+5: No tutelage available, notes only
0: Tutelage available (ie, typical Collegia Lectures)
-5: Intense one-on-one tutelage for the full learning period (ie, Collegia graduate advisor)
Documentation Modifiers:
+0: Fully documented instance of the spell; grimoire+notes available
+5: Poor documentation: full notes, no grimoire; or, damaged grimoire, no notes
+10: Bad documentation: just a casting scroll
+15: Misleading documentation: notes of an Insane Mage (qv)
Pace Modifiers:
Rush Day: By increasing difficulty +5, the total time will be reduced by 1 day. The maximum Rush reduction is once per die of KNO. The minimum total time is 1 day.
Plod Week: By reducing the difficulty -5, the total time will increase by 1 week. The maximum additional Deliberations are one per die of KNO. Ex: "Plod Week" adds a week of time per -5 difficulty; for a 4D KNO Mage, up to 4 additional weeks could be taken, for a total of -20 difficulty.
A Mage who fumbles any Magickal Skill Roll and elects to receive an Insanity Wound rerolls to override that fumble. Note which skill/spell was rolled for the fumble.