The Three Types of Magic: Magic Basics
Before we dive into the magic itself, let us start with a brief introduction into position of magic in the world. If we speak of magic, we speak of something that is rare, not understood by most and supernaturally powerful. As such, magic users are treated with fear and distrust in almost all cases, they live outside of settlements, on the outskirts of town, abandoned keeps or keep their talents secret for most, exception being only Sorcerers, Sorceresses and Druids who all have their set place with important people of the world, however that does not typically remove the mistrust or fear. And as the history teaches, rightly so.
Generally, we have three types of magic:
1. Low-grade Magic (the Magic talent use)
Low-grade magic is capable of several different effects that most of the casters are not entirely capable of all. Basically, they tend to be specialized through their natural inclination and inner drives, with a little overlap to other areas. Considering the nature of the low grade magic, it is rare for such individuals to pursue knowledge past their instinctive use, due to the very natural flow of their power from their inner self.
Magic in this form typically focuses on weaker and longer lasting effects which are typically not very strong, though a craftily composed set of curses can for example lead even to death of the victim through series of seemingly random misfortunes over time. This magic is almost never instant in effect, it needs ritualistic preparation, tools and carries it's own risks of setbacks and backfires - mistakes in rituals can lead to unforeseen effects on the surroundings or the ritual practitioner(s), or lure in monsters.
This type of magic is available to those who pick Magic Talent in character creation.
2. Witcher Signs
The witcher signs are generally known among educated magicians as a half-magic, lesser magic, and in some cases even 'circus tricks'. The fact is, such circus tricks can be fairly deadly if well used. When speaking about witcher signs we are talking about simple, instant magic tricks that serve to enhance witcher's ability to deal with monsters. They are never long-lasting, relatively weak in effect, and easy to cast by one hand and silently. Even in their simplicity they take a great deal of time to master through training. They are also a well-guarded secret by the witchers and even though a thaumaturgist could probably replicate them, they are never seen in use by anyone else than the witchers.
3. Thaumaturgy
The thaumaturgy is the scientific and artistic higher magic practice in use by the sorcerers and sorceresses. Unlike all other types of magic, this one requires not only a large amount of talent but also extensive study spanning over many years and in some cases even a whole lifetime. In return, the thaumaturgy is capable of great things and give the wielder great amount of power. That is also a reason why the thaumaturgist are picky on who they actually take in for a study and there is no assurance they will not decide to terminate the studies midway through if they see such an effort as too dangerous or futile.
When it comes to effects, the thaumaturgic tradition holds a large degree of variations when it comes to use. From cosmetic enhancements, over to bodily enhancements and conjuration of weapons and beings, over to regenerative spells including prolonging of life into downright combat magic single target or area effect and lasting higher curses.
Generally, we have three types of magic:
1. Low-grade Magic (the Magic talent use)
Low-grade magic is capable of several different effects that most of the casters are not entirely capable of all. Basically, they tend to be specialized through their natural inclination and inner drives, with a little overlap to other areas. Considering the nature of the low grade magic, it is rare for such individuals to pursue knowledge past their instinctive use, due to the very natural flow of their power from their inner self.
Magic in this form typically focuses on weaker and longer lasting effects which are typically not very strong, though a craftily composed set of curses can for example lead even to death of the victim through series of seemingly random misfortunes over time. This magic is almost never instant in effect, it needs ritualistic preparation, tools and carries it's own risks of setbacks and backfires - mistakes in rituals can lead to unforeseen effects on the surroundings or the ritual practitioner(s), or lure in monsters.
This type of magic is available to those who pick Magic Talent in character creation.
2. Witcher Signs
The witcher signs are generally known among educated magicians as a half-magic, lesser magic, and in some cases even 'circus tricks'. The fact is, such circus tricks can be fairly deadly if well used. When speaking about witcher signs we are talking about simple, instant magic tricks that serve to enhance witcher's ability to deal with monsters. They are never long-lasting, relatively weak in effect, and easy to cast by one hand and silently. Even in their simplicity they take a great deal of time to master through training. They are also a well-guarded secret by the witchers and even though a thaumaturgist could probably replicate them, they are never seen in use by anyone else than the witchers.
3. Thaumaturgy
The thaumaturgy is the scientific and artistic higher magic practice in use by the sorcerers and sorceresses. Unlike all other types of magic, this one requires not only a large amount of talent but also extensive study spanning over many years and in some cases even a whole lifetime. In return, the thaumaturgy is capable of great things and give the wielder great amount of power. That is also a reason why the thaumaturgist are picky on who they actually take in for a study and there is no assurance they will not decide to terminate the studies midway through if they see such an effort as too dangerous or futile.
When it comes to effects, the thaumaturgic tradition holds a large degree of variations when it comes to use. From cosmetic enhancements, over to bodily enhancements and conjuration of weapons and beings, over to regenerative spells including prolonging of life into downright combat magic single target or area effect and lasting higher curses.
Low-Grade Magic
Every caster can pick between one and three areas of knowledge of magic. The less areas of knowledge the caster addresses, the more effective they get at casting them:
If you pick three, you gain nothing.
If you pick two, you gain one point of Aura bonus permanently. What is Aura? see below.
If you pick one, you gain two points of Aura bonus permanently. What is Aura? see below.
Where the mechanics of the casting are concerned, the premise is very simple.
- The Target number you are trying to hit normally is 16.
- Each day of the preparation of a ritual you spend reduces the number by 1 up to 5 five days.
- Then you invest your Aura.The Aura is equal to your Endurance value, and you can pick how much you invest, and each point reduces the target number by 1. The Aura points spent restore at speed of 1 per a day until full pool. You can use all your Aura points at once, however the result of this is that the caster will become indisposed for a minimum of several minutes regardless of the success or failure of the magic due to the drain this places on them. Examples include suddenly fainting or falling unconscious, suffering sudden onset dehydration and malnourishment, hoarfrost forming on and around the caster and inflicting them with mild hypothermia and debilitating chills; be creative with the roleplay of it, and how it fits your character and the types of magic they use.
- Roll a chance dice, Add precision. If you rolled HIGHER or EVEN than your modified Target number, the spell is cast successfully. However, if you roll a 0, the spell is a failure on grand scale, see further down: The Critical Failure cast.
A success.
Full or partial effect is cast. Success effects are explained in specific areas of magic.
A failed cast.
The failed cast is relatively safe, relatively. The usual effect is that the ingredients are burned, the Aura is burned, and nothing happens.
The Critical Failure cast.
If you manage to roll a 0 on your chance dice, something has gone really, really wrong during the cast. Magic is not an entity that is easy to contain and it is prone to fire back. Every caster is aware of this, and accordingly should know to use their abilities rarely and with wisdom. This is manifestation of what could happen. If you want to conclude the sad results of the failed cast, you can use this table to get your results. These are generalized, please remember that being creative with your disasters is just as rewarding as succeeding! Roll a chance dice:
0 - The caster and whoever present for the ritual are a victims of a magical setback. In rather spectacular manner they all suffer Bad or Life threatening injuries. This does not need to be anything like an explosion. Can be subtle. Blood starts running out of nose, mouth, ears and pretty much any body orifice you want or can imagine. Head starts to ache, everything gets dizzy, Or... something completely different, you get the idea.
1-3 - The caster and whoever present for the ritual are victims of a lesser magical setback. Usually amounts to weakness, headaches. Each of the present suffers a light injury.
4-6 - If your spell is using a Focus Item, that item gets destroyed in the process. The spell still failed and burned all the other ingredients and Aura, of course. If the focus is a living being, they are Life threateningly injured.
7-9 - The reverse effect. The cast seems successful on all accounts. Just with a tiny difference, the effects are unknowingly to the caster reverse. If they were trying to find an item, they might get entirely wrong location. If they were trying to create hex of misfortune, they just created lucky charm. Be creative, and enjoy.
10 - A monster gets lured. Might not be immediate, or also might be. The subtle vibes in the magic weave are like a beacon to many mythical beings. It is likely that before long one settles in the area of the ritual. Or in the general area. Please announce this fact to any of the gamemasters or admins.
The Ritual is how the magic is actually cast. No low grade magic can be cast casually, and it is always subject to some preparation where magic circle is made, or ingredients mixed, or meditation entered, or mix of all. Items and places of power aid the processes involved, the more personal the better, also specific conjunctions, full moons, etc. Be creative - this is the flavor part of the deal, but… it is something that can keep your profession feel actually as mysterious as it should be.
The distinct areas of knowledge are:
If you pick three, you gain nothing.
If you pick two, you gain one point of Aura bonus permanently. What is Aura? see below.
If you pick one, you gain two points of Aura bonus permanently. What is Aura? see below.
Where the mechanics of the casting are concerned, the premise is very simple.
- The Target number you are trying to hit normally is 16.
- Each day of the preparation of a ritual you spend reduces the number by 1 up to 5 five days.
- Then you invest your Aura.The Aura is equal to your Endurance value, and you can pick how much you invest, and each point reduces the target number by 1. The Aura points spent restore at speed of 1 per a day until full pool. You can use all your Aura points at once, however the result of this is that the caster will become indisposed for a minimum of several minutes regardless of the success or failure of the magic due to the drain this places on them. Examples include suddenly fainting or falling unconscious, suffering sudden onset dehydration and malnourishment, hoarfrost forming on and around the caster and inflicting them with mild hypothermia and debilitating chills; be creative with the roleplay of it, and how it fits your character and the types of magic they use.
- Roll a chance dice, Add precision. If you rolled HIGHER or EVEN than your modified Target number, the spell is cast successfully. However, if you roll a 0, the spell is a failure on grand scale, see further down: The Critical Failure cast.
A success.
Full or partial effect is cast. Success effects are explained in specific areas of magic.
A failed cast.
The failed cast is relatively safe, relatively. The usual effect is that the ingredients are burned, the Aura is burned, and nothing happens.
The Critical Failure cast.
If you manage to roll a 0 on your chance dice, something has gone really, really wrong during the cast. Magic is not an entity that is easy to contain and it is prone to fire back. Every caster is aware of this, and accordingly should know to use their abilities rarely and with wisdom. This is manifestation of what could happen. If you want to conclude the sad results of the failed cast, you can use this table to get your results. These are generalized, please remember that being creative with your disasters is just as rewarding as succeeding! Roll a chance dice:
0 - The caster and whoever present for the ritual are a victims of a magical setback. In rather spectacular manner they all suffer Bad or Life threatening injuries. This does not need to be anything like an explosion. Can be subtle. Blood starts running out of nose, mouth, ears and pretty much any body orifice you want or can imagine. Head starts to ache, everything gets dizzy, Or... something completely different, you get the idea.
1-3 - The caster and whoever present for the ritual are victims of a lesser magical setback. Usually amounts to weakness, headaches. Each of the present suffers a light injury.
4-6 - If your spell is using a Focus Item, that item gets destroyed in the process. The spell still failed and burned all the other ingredients and Aura, of course. If the focus is a living being, they are Life threateningly injured.
7-9 - The reverse effect. The cast seems successful on all accounts. Just with a tiny difference, the effects are unknowingly to the caster reverse. If they were trying to find an item, they might get entirely wrong location. If they were trying to create hex of misfortune, they just created lucky charm. Be creative, and enjoy.
10 - A monster gets lured. Might not be immediate, or also might be. The subtle vibes in the magic weave are like a beacon to many mythical beings. It is likely that before long one settles in the area of the ritual. Or in the general area. Please announce this fact to any of the gamemasters or admins.
The Ritual is how the magic is actually cast. No low grade magic can be cast casually, and it is always subject to some preparation where magic circle is made, or ingredients mixed, or meditation entered, or mix of all. Items and places of power aid the processes involved, the more personal the better, also specific conjunctions, full moons, etc. Be creative - this is the flavor part of the deal, but… it is something that can keep your profession feel actually as mysterious as it should be.
The distinct areas of knowledge are:
Witcher Signs
Ard
Igni
Yrden
Quen
Axii
Igni
Yrden
Quen
Axii
Thaumaturgy
Thaumaturgy