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True Magick


True magic, as used in Mage, is represented by the Sorcery schtick in The End, but with some serious modifications.

First the Sphere/Schtick correspondences. A Mage in The End must still keep track of his Spheres; they govern how he can develop his schticks, both sorcery schticks and others.

Avatar, Foci and Magick Use

Then there is Avatar, represented by the Magic attribute. A character with a strong Avatar has a high Magic attribute. There are foci and spellcasting. In The End, there are three ways of casting Magick; Ritual, Focused and Willed. These two factors combined determine Paradox. Some magic is also vulgar, and thus has an even greater risk of paradox.

Ritual Magick

This covers all forms of ritual magic, where the casting time is measured in minutes, hours or days. Generally, the effects of such spellcasting is covered under Item schticks or resolved through roleplaying. There is generally no risk of paradox unless some truly momentous task is attempted or the task is fumbled.

Focused Magick

This is the "standard" type of Magick use. All Mages use foci from time to time, psychic crutches or fuses based in their tradition and personal style. Most foci are small and unobtrusive objects; they can be taken away from you, but will pass most security inspections. Technomancer foci are usually more unusual, and may attract attention.

Focused magick is a standard 3-shot action, and has some chance of attracting paradox. If the result of the dice roll is more negative than the caster's currently remaining Magic points, then paradox occurs.

Willed Magick

The mage pits her willpower against the universe without using the security of the focus. A simple act of will causes the effect to manifest in but a moment, but with no "fuse" between herself and the powers of the universe, the risk of backlash is extreme.

Willed magick takes but a single shot to do. If the result on the negative die is greater than the mage's currently remaining Magic points, she suffers paradox. There is no action value modifier.

Example:
Sonia casts a focused spell. Her Magic attribute is 5, all her Magic points remain, and her Sorcery is 15. If she rolls -6 or lower on the dice, she will suffer paradox with focused magic. If the negative die (alone, and ignoring the positive die) is 6 or grater, she will suffer paradox from willed magick. She rolls a 6 on the negative die and a 3 on the positive die for a final die result of -3; this would cause paradox on willed magick, but not on focused magick. Regardless of paradox, her magic has an Action Result of 12.

Vulgar Magick

Most Mage magic is inherently subtle and thus coincidental. This is much different from the usual Feng Shui magic. Even quite strange effects will be explained away by sleepers under the currently governing axioms, so an effect needs to be rather extreme to be mandatory vulgar. But there is power in rebellion, and mages can deliberately make an effect vulgar in order to increase it's power.

Vulgar magic is when you spend Magic points; some effects are thus always vulgar (because they cost Magic points to perform), while others become vulgar because the mage wishes to spend Magic points to increase the effect. Some ways of using magick are so out of the ordinary that the GM will say that it's vulgar, demanding that you spend Magic points in order to make it work.

The Magic points expenditure is the only inherent effect of vulgar magick; as paradox is resisted with your remaining Magic points, the risk of paradox will increase each time you use vulgar magic. Some slight paradox effects may also manifest, but these are mostly ephemeral.

Paradox

Paradox is the negative reaction from static reality to the mage's attempts to affect reality. Normally, only Sorcery generates paradox. If some breach of reality using another ability is particularly drastic, the GM may impose paradox for that, too.

Paradox manifests as paradox flaws, either minor or major. Minor flaws result on a margin of one to five on the paradox roll. Major flaws result from greater margins. These are comparable to the paradox flaws from Mage; minor flaws are two or three point flaws, while major flaws are four or five point flaws and can be truly dangerous.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Fri, Dec 17, 1999.