Rules: True Magic

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Last Updated:  2008-03-29

Background:  True Magic does not require a special skill to conduct.  All it requires is some basic knowledge, and the will to use it.  Where the actual power comes from is anybody's guess.

Controlling Asset:  The controlling asset for Magic is Willpower (Intelligence + Willpower).  Characters without a Willpower Skill level may check against Intelligence at one level of difficulty greater.

Base Difficulty Levels:  Like Psionics and Empathy, the difficulty level for casting spells depends upon the situation:

Situation Difficulty
Relaxed Environment Average
Normal Stress Difficult
Great Stress, Combat Formidable
Incredible Stress Impossible

Characters roll against their Willpower Asset.  Characters who do not have the Willpower skill can still attempt to cast spells.  They check against their Intelligence Attribute at one difficulty level higher. 

The character rolls for success once per turn while attempting to cast the spell.  On a normal success, the casting succeeds.  On an Outstanding Success, double the power level of the spell.  On a normal failure, the character may attempt to cast the spell again on a succeeding round.  On an Catastrophic Failure, the character may suffer a backlash, depending upon the spell.

Power Levels:  Again, like Psionics and Empathy, spells have power levels.  The actual effects of the spell will depend upon its power level. 

The power level is equal to the (caster's Willpower Asset + 1D10) - (the Target's Willpower Asset).

Power Level Stage of Success
0 or less No Effect
1 - 9 Basic Success
10 - 18 Stage 2
19 - 27 Stage 3
28 - 36 Stage 4
37 - 45 Stage 5
46 - 54 Stage 6
55 - 63 Stage 7
64 - 72 Stage 8
73 - 81 Stage 9
82+ Stage 10

Research:  Some spells come "ready made," and may be found in dusty old tomes, scrolls, spell books, computer files, etc.  Characters wishing to use these spells must be able to read and speak the language in which the spell is written (a successful Language check would be sufficient).  However, many spells are written in "lost languages."  If the character is fluent in a related language, or has Linguistics skill, he may attempt to translate the spell.  The difficulty level is up to the referee, but should be at least Difficult.  The character should not know his success until he actually attempts to cast the spell.  Note, the character need not actually have to translate the spell to cast it -- all he or she needs to know are the words and how to pronounce them.  However, the character may need to understand the meanings of the words or the background behind them if he or she plans to use the spell for further research, or if he or she wants to create a modern-language version of the spell.

Characters may wish to create new spells.  One thing they should remember -- there is truly nothing new under the sun when it comes to magic.  Some enterprising spell caster somewhere has tried to do what the characters want to do.   Characters wishing to research a new spell should check against their History or Research asset once per month of research.  If the character is starting from scratch, this will be an Impossible task.  If the character has access to some magical reference material, it will be a Formidable task.  If the character has access to magical reference material pertinent to the type of spell he is trying to create, the task becomes Difficult. 

Creating a new spell is initially an Impossible Research task.  For each successful monthly research roll, the task becomes one level easier.  On an Outstanding Success on a monthly research roll, the task becomes two levels easier.

No other activities should take place while the character is conducting research.  If the character does something else during the month, make the monthly research difficulty level one greater for every week or fraction thereof spent doing stuff other than research.