Wizards, warlocks, magic-users, witches, call them what you like, these are people who use magic. There are a staggering variety of magical traditions out there. Nobody knows how long magic-users have existed in our world, certainly there are legends and mythologies thousands of years old that deal with them, but it is only in the last century or so that the reality of magic was scientifically proven. Even still many magic-users are very secretive and/or most of the public still doesn’t buy in to the idea of real magic. Most of the public believes that magic-users are just oddly manifesting Espers, or simple charlatans.
Magic is this campaign is spirit-based, meaning that the caster calls upon spirits to manifest their magical powers. An animistic sorcerers (common Asian traditions) call upon the spirits of nature to do their bidding, tribal shaman call upon their animal totems (a form of spirits), hermetic sorcerers (common western traditions) and kabalistic sorcerers (another western one) borrow the powers of Celestial Angels to do their bidding. Elementalists call upon on the spirits that dwell within pure elements to fulfill their will. There are many other traditions that exist as well, but at their root all rely on either requesting the aid of spirits or borrowing power from spirits.
Magic is usually constructed using a Variable Power Pool but a Multipower is also possible.
All sorcerers, regardless of how powerful they are, can detect mystical aura that surrounds another sorcerer. The more powerful the sorcerer, the easier the signature is to detect. Thus, any sorcerer character must take one of the following forms of Distinctive Features:
Weak Sorcerer (Easily Concealable, Noticed and Recognizable, Detectable Only with Unusual Senses; 0 points): The sorcerer only creates a detectable mystical signature when actively using his powers. If he wishes to avoid detection by other sorcerers, he simply needs to stop using magic. A Weak Sorcerer can’t be detected if he’s not using magic, otherwise standard bonuses apply. Only the weakest of sorcerers can take this level.
Sorcerer (Concealable, Noticed and Recognizable, Detectable Only with Unusual Senses; 5 points): The sorcerer generates a detectable magical signature at all times, but can dampen it if he concentrates. While concentrating on controlling his mystical signature, he can perform simple tasks (such as making lunch), but not complex ones (such as computer repairs), and may break concentration if surprised. Concentration is lost automatically if the sorcerer becomes involved in combat, is rendered unconscious, or falls asleep. Any attempt to detect an Obvious Sorcerer is at +2 (on top of any other bonuses), +0 if they are concentrating on dampening their power. This is the default level for sorcerer characters.
Powerful Sorcerer (Not Concealable, Noticed and Recognizable, Detectable Only with Unusual Senses; 10 points): The sorcerer is so powerful she can’t dampen her magical signature, no matter how hard she tries. She’s easily detectable by other sorcerers, and her signature can often be picked up long before she’s visually apparent. Any attempt to detect a Powerful Sorcerer is at +5, whether she is using her powers or not. Only the most powerful Sorcerers can take this level.
Magic is best simulated by the use of a framework, in almost all cases this should be a Variable Power Pool thought it is possible to rely on a Multi-power instead. A sorcerer without a framework isn’t really a sorcerer after all, merely an individual with a few odd talents which will be difficult (but maybe not impossible) to explain or rationalize as a character design in this campaign. Note that it is acceptable for a sorcerer, or other character, to have mystical items of power. Such items will have to be built using character points and cannot be taken as free equipment.
Special allowances are permitted for magical VPPs. In most cases the GM will allow Special Powers, Talents, Naked Advantages and Enhanced Senses to be purchased within a Magical VPP. This permission DOES NOT apply to other frameworks.
All magic in the game must have the Incantations & Gestures limitations. Normally these are taken at the (-¼) level but can be higher.
Variable Power Pools: must require at least a Half Phase to change powers; they cannot be bought to a Zero Phase action. VPPs must rely on a magic skill roll to adjust the pool. The limitation Magic Spells Only (-½) is also required. A player who uses a VPP is expected to provide a list of known spells to the GM. It is possible to make-up spells on the spot but such spells require a Magic Skill with a -1 penalty per 5 Active Points in the improvised spell.
Multi-powers: must take the limitation Requires a Half Phase to Switch Slots (-¼). The rub is that preparing spells for casting requires a Half Phase regardless of whether the power is derived via a framework or not. An MP framework will not allow the character to cast improvised spells.
END for Spells: Most spells draw on the personal END of the spell caster or the spell caster can create a separate END Reserve for their spells. Either the sorcerer’s spell casting tradition is tiring (uses personal END) or the sorcerer can only task the spirits for so much power at a time (separate END Reserve). Any such END Reserve must take the Limitation Personal REC (-½). Remember that powers must specify their END source when they are written up.
It is also possible to have a magic END Reserve within a focus; in this case the object is either inhabited by a helpful spirit or acts as a focal point for drawing energy from accommodating spirits. Any mystical object that acts as an END Reserve will be limited in how fast it recharges. The REC of such a focus can be no more than 1/10 the END value, rounded up.
Any magically generated Force Wall or Force Field gains the Advantage Hardened for free.
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