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Only characters with Magic need take a Magic Sheet. It accompanies the character sheet and gives extra information about magic use and a place to record magic abilities and spells. 'Mage' refers to any character with magic. Wizard refers to a character that also has Darkness.
- Display just the Magic Sheet for printing -
set your margins to 1mm then hit your print button (should work, wait till loads)
- Character Sheet explanation - for all characters -
- Display just the Character Sheet for printing -
set your margins to 1mm then hit your print button (should work, wait till loads)
Character Sheet for printing. or right click to save to disk to print later
Magic Sheet for Printing or right click and 'save target as' to save to disk to print later
The sheets can be downloaded and printed in a graphics package, paint brush etc. or they can be printed with Internet Explorer. Select 'for Printing..'above. Set 'Page Setup' (under 'File') to have its margins all set to 0 (or minimum) and 'Header' and 'Footer' sections cleared. Then hit 'Print'. This might also work properly on other browsers but I don't know. (E-mail me if you have trouble or success.)
See Also
Character Sheet, the main character sheet.
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Somewhere to put your eggplants. I don't know what your likely to use it for but it's blank, you'll find something, I'm sure, I trust you.
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This area records what spells the wizard knows, the Sphere (School or Element) requirements. Space is also provided to pre-calculate roll and success level bonus for each known spell.
Spell : Mages may find or buy spells from many places. To start with the character has one spell for each magic sphere, the spell chosen must represent that Sphere. Work out the required roll and Success Level bonus and record next to spells owned, this will speed and simplify play. Spells are the easiest of all the ways of casting, only one of the two spheres is needed and if the mage has both, both the spheres are added for the roll.
The Wizards Circle controls the Northern continent and make the laws there. They have decreed that 'Weavings' are too random and dangerous. Also that mages with darkness exceeding their other magic skills is similarly dangerous. They hunt these mages calling them rogue mages. Demon magics are universally banned and so to are technological magics as they are believed to have a similar effect.
Each Spell varies, there are many different versions of the same spells, due to slight differences in casting techniques depending on which wizard created it in the first place. Wizards with 'Darkness' may attempt to make new spells, Anytime a Wizard casts a 'weaving' and achieves a Critical Success (rolling the exact number needed) the wizard may make the effect into a written Spell. To cast a 'weaving' the wizard must have the School AND the Element for the effect but only the better one effects the roll. Also see weaving
Element/School : Collectively known as spheres or simply Magic Skills. Element and School make up the 'what' and 'how' of magic. A character only need be proficient in one of the two listed to be able to use a spell. (However if a character does not have the spell and wishes to create an effect similar to that spell BOTH spheres are required, casting in this manner is called a weaving.)
Once Success Level is know compare it to the Damage/Result table. The number given is the damage, the amount healed, the base duration or what ever is required.
Character Sheet : This further explains, Area of effect, armour, wounds, and Shock
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Determines the skill maximums; N/A, MAX,+1 :
N/A : means the character is magically inept and cannot take magic (Don't bother printing the sheet out!!)
LIMIT-> : Characters that have not specialized in magic nor specialized away from magic have a Maximum of 3 and have No Darkness.
+1 : Those that have specialised in magic gain +1 to all magic skills and may take Darkness. (yes at +1)
Colour in the boxes that do not apply.
Also see Character Sheet for an explanation od specialisation
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'What' the character can effect.
Energy - Fire, lightening, kinetic energy
Gas - Air, smoke, generic gases and steam.
Life - Living or once living things (Bio mechanical items can be partially effected (+2 effect))
Light - Light and how images are viewed, infrared, ultraviolet, magnetic fields (auras)
Liquid - Water, liquids other near liquids eg. mud
Solid - Earth, Matter, solid Living items can be partially effected (+2 effect)
Thought - emotion, knowledge, will, can tap into the general consciousness. (ie everyone and everything)
Time - ageing, Speeding or slowing time, traveling etc
Demon/Spirit - Magical Energy, spirits etc
Technological Elements
Biomechan' - Replicants, bio-computers any highly genetically modified creatures (short for biomechanics)
Chemical - Fuels, Batteries, Hi Tech Polymers, specific gases etc.
Electrical - Powered items. Batteries(charging), circuitry etc
Mechanical - Machines and the like.
Note: Spheres refers to both Elements and Schools. Some Spheres overlap, Complex items falling into more than one element (eg Life & Solid or Chemical & liquid). In these cases the more complex sphere is preferred when the magic requires that complexity to be addressed.
eg. 'Moving' a chemical spill away from the characters could use 'Liquid' where as to 'Alter' the chemicals to water would require 'Chemical'. 'Liquid' could still be used but at +2 to the effect level (ie +2 MP Cost, and require +2 higher skill level)
'Life' type 'items' complicate most magics. If the item is Living the mage requires the Life element to correctly effect it (+2 higher effect requirements).The exceptions are dead once living objects, but not always.
"Thought' is more complex than life. Life can effect 'thought' at a 2 level increase to magic level in some circumstances. (Solid can not effect Thought. Even at +4 higher effect level.)
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Schools determine 'How' a mage may effect an element. Also see Casting Magics
Alter : a Change is brought about in the target.
Create: Creating something out of thin air.
Dissipate : destroy magic, or destroy matter etc.
Divine : Divining, seeing, psychometry Etc
Enspirit : Binds a spirit to provide power or will to an item, or a connection.
Move : To Move an Item.
Note: Spheres refers to both Elements and Schools. Some Spheres overlap, Complex items falling into more than one element (eg Life & Solid, Chemical & liquid). Eg Teleporting living person across a room with 'Solid' and not 'life' would be harder. Use the closest skill rule.. -2 penalty per level removed.
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This is represents fine honing of a wizards skills.. Unless a character is specialised in magic maximum Darkness is 0. It is rarely rolled against but rather adds to Success Level to improve results and increases Duration. It provides more Magic Points and faster recovery from casting. However being closer to magic is taxing on the mind and the Sanity. For every point of darkness penalises Sanity Checks.
Darkness can act as a Sixth Sense, the GM may allow players to roll under Darkness (no Stat) to gain premonitions or detect spirit/demon presence or in fact notice anything that isn't quite right. Darkness improves Empathy as they can sense what type of spirits the others mood is attracting.
Specialisation is best explained in the section Character Generation
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The first Arcana Skill a character takes has a cost multiplier of x2, it costs double the normal number of point to buy or improve. Each extra skill is added at an increasing cost, the multiplier increases by one, x3,x4,x5 and so on.
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A magics Range and Size is limited by the character's magic skill. (Rituals allow casting 2 levels higher)
Ranges assume line of sight, level is 2 higher for not.
eg a Character with 2 in 'Move' and the spell Levitate could effect a medium sized object from across a room. This would cost 2 magic points, 2-Darkness SHK, the caster would have to speak a phrase & gesture.
The Mage is 'Required' to perform certain movements or to speak. Gesture refers to what movements must be performed for the magic to work. The Ref(reflexes) and SHK (shock) references are the minimum physical requirements for that effect level or higher. A 'Circle' means the mage must first cast a 'protection' spell, creating a protected 'circle'.
Clever use of Spell Components makes play more interesting, such as wolves bane of special feathers. Roleplaying a clever component use will add to a game and GM's should reward such, with reduced component costs, XP or lucky finds. Adding imagery with the characters casting style adds to roleplaying.
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Aggressive spells have a base duration of rounds. Passive spells of Effect in minutes. Darkness increases spell duration. Those with darkness can better control magic and can make the effects last longer. The base duration is multiplied by the 'Result', given by the comparing the Success Level and the Damage/Result Table
Spell effects may be set to await a trigger indefinitely, but the 'sprint' that 'minds the magic and triggers it could become bored and corrupt the definition of the magic if they wait too long.
Total Damage cannot be increased by increasing the duration, however it can spread the damage over time. Damaging spells last till they reach the total of their damage, or the duration (Effect in Rounds) is reached
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When a mage casts magic MP (Magic Points) are spent to simulate the draining of magical power. Characters start with MP equal to the AcMP of their 'best' Sphere (Element or School). Characters with Darkness may also add Darkness. This total is recorded in the circle provided and the current tally recorded in the box below.
Magics cost MP based on the Range/Size. Should the roll fail a shock check must be made at a penalty of the spent MP-Darkness
AcMP is short for Accumulated Magic Points. It describes the way that magical power builds up.
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Magic has a toll on the sanity. The human mind is not designed to be constantly reaching into the Chaos to bring about magics, eventually this takes its toll. Every point of Darkness reduces Sanity checks by one. A Magic Fumble costs 1 point of Sanity, the mage loses part of himself in the chaos that is magic. They then must make another sanity check to avoid being possessed by a demon.
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A mage absorbs MP from nature at a rate of 1 MP per hour whilst resting. Characters with Darkness can add Darkness per hour. Technological surroundings have less MP to offer the mage.
In certain places little separates magic and reality, there MP is recovered so quickly that it builds up even beyond the character's normal MP total. Mages that are charged beyond their normal maximums become edgy and nervous, the extra MP reducing their Sanity by an equal amount -2. Mages traveling through Demonground often have to 'waste' this extra MP to remain sane. The normal side effects of low sanity do apply. Maximum extra MP equals what would be absorbed in a day. All are effected even those with no magic, only the magically inept are immune (n/a for magic specialization)
The maximum amount of extra MP a character can have is equivalent to what would be gained in 24hrs.
Demonground: 1 point every 2 hours is a generalisation, some places it might be as much as one point per hour or none at all.
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Darkness : reduces the SHK(shock) penalty of a magic by the amount of Darkness the wizard has. Shock checks are required for failed castings or for augmenting success level with extra MP at a penalty of the total MP used (-darkness)
Characters have a choice of three ways to cast magics.
Weaving : the mage requires both the 'element' and the 'school' for the effect. Element determines 'what' can be effected and School is 'how' it will be effected. One of these two (highest) is combined with a Stat (GM discretion) then rolled under. The MP and SHK cost is based on what it effects and the range (see Effect Chart). Should a critical success be rolled the mage may write the effect down as a 'spell' and gain the benefits of a 'spell'.
Spell : The mage only requires 'one' of the two elements required for the 'Spell'. The roll is based on both the mages 'Element and School' and a Stat (Gm digression). Spells are easier than Weavings as they have already been tested and are understood, requiring no 'improvisation' on the mage's part. The MP and SHK cost is based on what it effects and the range (see Effect Chart).
Rituals : In situations where the mage has plenty of time to prepare but limited ability a Spell may be cast as a ritual. The mage may raise the effect '+2"... The MP and SHK cost is equal to the AcMP(Accumulated Magic Points). To cast rituals that cost more MP (or shk) the mage has, a 'Protection' spell must be cast, from within this 'protection circle' the mage may spend MP over time, resting to regenerating MP/SHK in between. The mage may not leave the 'Circle' till finished doing so causes the Ritual to fail and the dice must still be rolled to check for fumbles. The size of the protection circle must be of sufficient size for the mage to perform the required 'Somantic'/gesturing component.
Also see Range/Size Table and the Arcana section