Magic Rules

(Last update: 15/8/96)

Back to the House Rules

Back to the Home Page

This page includes some minor tweaks to the magic system, as well as some totally new rules.


Index


Magic Botches

After the rules on Confidence had been changed, we decided that it was also necessary to make some rules for Magic botches. The below system does not apply for extended lab activities or for Fast-Cast spells:

A magus character makes a magical Stress roll and a zero comes up. The character then has to decide on one of three options (before rolling botch dice): Ignore, Abort or Control.

Ignore

The character knows that something is not quite right with the magical roll, but chooses to ignore it. Roll for botch and resolve as normal.

Abort

This is the "safety first" option whereby the magus abandons the spellcasting roll and directs all of his/her attention to defusing the magical energies safely. Roll for botch. If there is no botch, the Abort is automatically successful - the magus gets a misguided hunch that something is going badly and defuses the spell needlessly. However this takes an extra round, or costs one Fatigue level, depending on how fast the magus wishes to Abort. If there is a botch, make an Intelligence + Finesse Stress roll of 3+3*(botch magnitude)+(spell magnitude) to successfully Abort. If the roll fails, roll for botch as normal. (Note that "botch magnitude" means the number of zeros in a roll for botch.)

Control

This is the option whereby the magus tries to control the unexpected magical energies to avoid disaster and still cast the spell (although possibly with an altered effect). It is obviously harder than the Abort option. It is recommended that Confidence is added to this roll. A Stress roll of 9+3*(botch magnitude)+(spell magnitude) is required to Control. Note that even if the botch magnitude is 0 (no botch) you still make a Control roll. Successful Control means the spell activates as normal, otherwise it's still a botch (a zero-magnitude botch is just a fail). It is possible to botch this roll, botch dice = 1 + Cnf risked. Then overall botch magnitude = initial botch magnitude + Control botch magnitude. This represents a bungled attempt to control the magical energies, instead amplifying the effect of the botch.

Vis Extraction

We allow Vis extraction in our Saga and use the following lab total to calculate the amount of Vim Vis yielded:

( Int + Magic Theory + Creo + Vim + 3*Aura ) / 5 (rounding down)

This means that we do have some Vim Vis coming into the Covenant's stores. As a result, the Covenant as a whole has managed to use this to make a reasonable amount of magic items. Vim Vis is also used for powering the Aegis of the Hearth, 2 pawns per year is consumed in a sacrificial ritual to Hades, and it has also been used in the past to fund Mandator's research into Aura Theory. However, the Covenant only allows extraction from its Aura upto twice per year, and not in consecutive seasons. Also, it is postulated that only an amount of Vim Vis less than or equal to the square of the Aura strength can be extracted per year without draining the magical environment (ie. lowering the Aura). Given our current Aura strength of +4, this means an effective maximum of 16 pawns per year. This is mostly used on the Aegis, and for making Covenant items.

We also include the Change the Nature of Vis spell. This is useful, but is used quite rarely as it is wasteful.


Certamen Final Strikes

We decided that the restriction stipulating that a spell used as a Final Strike must match the Technique and Form of the Certamen was unrealistic, and so we have removed it. If, however, the victor's Final Strike spell does match the Technique and Form, then they receive a bonus to their casting roll equal to their Certamen skill.


[Back to the Home Page]