Pen and Paper RPG House Rules

Making our favorite games even better

Shadowrun Overhaul: My original Magic House Rules

Shadowrun Mystic Adepts and Power Points:

With the errata increasing the cost of Power Points for Mystic Adepts from 2 to 5 per point it would make sense to allow a Mystic Adept at character creation to apply their allocated spells, rituals, and preparations towards power points. In other words an ‘A priority’ Mystic Adept receives 10 Spells as part of their package. They could then have 6 spells, a ritual, and 3 Power Points of Adept Powers and if they wanted to they could also spend their karma for more Power Points just like they can for spells.

In gameplay a Mystic Adept may purchase more Power Points just like they would purchase a spell or preparation. They spend 5 Karma per Power Point up to their limit of their Magic Rating. So, a Mystic Adept who only purchased one power point in character generation to represent that the PC had just discovered their Adept abilities but had a Magic Rating of 5 could then purchase 4 more Power Points for 20 Karma during gameplay.

Use the rules on SR5 for learning new spells. Increasing Power Points requires a teacher or experimentation. Each day the Mystic Adept must spend 8 hours practicing or studying or start over.

With Teacher: Arcana + Intuition [Magical Lodge] Test. The time is equal to 12 days divided by the number of hits. Teacher can add extra dice (SR5 p 141.)

Without Teacher using experimentation: Arcana + Logic [Magical Lodge] Test. The time is equal to 28 days divided by the number of hits.

Magical Lodges:

Maximum Magical Lodge Force = Arcana + Magic.

As a consequence a magician lacking any skill in Arcana would be unable to construct a Magical Lodge as Arcana cannot be defaulted on. This makes sense as Arcana represents the character’s theoretical understanding of magical theory. A magician without Arcana is running purely on instinct and would have no reason at all to even suspect that a Magical Lodge is something that even exists let alone something they could create. Magic represents the character’s magical power which should of course have an effect on the upper limit of power for a magician’s sanctum sanctorum.

New Rituals:

Magic Staff Ritual:

[Metamagic: Attunement, Spell]

This metamagical Ritual allows the mage to “enchant” or more properly ensorcel a staff (or other item) to become an extension of the magician. This allows the initiate to cast touch spells through the staff as if the mage is touching the target and also allows the casting of elemental spells onto the item. This adds that type of elemental damage for as long as the combat spell is sustained. If the staff successfully damages an opponent when used normally as a melee weapon the elemental spell channeled into the staff provides its Secondary Effect. Only one spell at a time can be channeled through the staff or on the staff so if an elemental spell is active then it can’t be used to channel touch spells until the elemental spell is no longer sustained.

The item is attuned by spending time in meditation with the item in a Magical Lodge with a Force equal or greater to the Ritual. The force of any spell cast through or on the newly magical staff is limited by the Force of the Ritual. The Ritual cannot have teamwork as the Initiate mage is working alone and others can’t help him or her make the attunement. The ritual takes as many hours equal to Force to cast and lasts as many days equal to hits on the Ritual Sorcery test against the Object Rating of the item limited by the Force of the Ritual. The Initiate may spend Karma equal to the Force to make the attunement permanent immediately after handling Drain.

New Metamagics:

With a soft cap in 5th edition on achieving high grades of Initiation because of the Grade being limited by the Initiate’s Magic Rating and because I think Metamagics should do more than just one thing I have added quite a few new and old metamagics with idea of looking at what the metamagic does directly and what it might offer access to for the Initiate’s Magical Skills to do that a regular practitioner wouldn’t be able to do. Also, I am expanding on Metamagical Qualities that are learned in gameplay that offer neat expanded abilities or enhanced abilities within the purview of a metamagic.

Adept Centering: (SR5 p 325)

Centering: (SR5 p 325)

Fixation: (SR5 p 325)

Flexible Signature: (SR5 p 325 and p 326) {Astral Impersonation Quality and rituals detecting astral traces}

Masking: (SR5 p 326) {Astral Impersonation Quality and Rituals that involve manipulating Awakened Astral Forms}

Power Point: (SR5 p 326)

Quickening: (SR5 p 326)

Spell Shaping: (SR5 p 326)

Shielding: (SR5 p326) {Absorption and Reflecting Qualities}

Possessing: {Requires Attunement}

This Metamagic is rare and banned by most governments and corporations. It grants access to powerful new rituals and qualities which can allow the Initiate to possess or help others possess prepared Constructs or Vessels, animals, and unwilling mundane targets. With the metamagic alone however the Initiate can only possess dual natured beings that are unconscious or willing. The most common way the possessor dominates a victim is by defeating them in astral combat using stun damage which disrupts the astral body and knocks the victim unconscious.  The victim doesn’t begin recovery of the stun damage until the possessor dismounts from the body.

The Initiate can possess a body equal to their Grade in hours but must be careful as that time counts as Astrally Projecting time for the Initiate. An Astrally Projecting magician can’t be possessed this way as they aren’t dual natured when projected or protruded unless they should be knocked unconscious while projecting.

The possessor only has access to the puppet’s physical abilities and innate magical capabilities. The victim will usually not remember anything about any activities done while possessed though they might have dreams about it. If the Initiate casts magic while possessing a target their drain is automatically physical and any mana based magic that targets the possessor effects the Initiate normally however physical damage only blemishes the host.

Research has shown that heavy use of this metamagic can be mentally destabilizing and lead to heightened ratings of the Dark Tetrad traits of Sadism, Pyschopathy, Narcissicism and Machaivellianism. There are rumors of Initiates who master this metamagic capable of transcending death and permanently inhabiting bodies though that might be equating magicians with shedim or the children of the shedim but probably involves dangerous spirit pacts or other metamagics.

Ceremonial Magic:

Ceremonial Magic allows the Initiate to use already attuned Sympathetic Links and Symbolic Links as a substitute for Material links when performing Ritual Sorcery and offers access to learning or creating many new and more powerful Rituals that work with Conjuration or Enchanting. If the leader of a ritual has this Metamagic and spends an hour training any participants in the ceremonial practices of a specific Ritual then the -2 Dice Penalty for participants having a  different Tradition is eliminated for the Teamwork Test. (For more info on Sympathetic and Symbolic Links check page 29 of Street Magic and the Attunement Metamagic.)

Attunement:

Attunement is a Metamagic that allows the Initiate to create or enhance astral connections between items, people, and locations. Sympathetic and Symbolic Links are attuned for Ritual Sorcery as a replacement for Material Links (without Ceremonial Metamagic the Initiate would be unable to personally use the Links for Ritual Sorcery purposes.) With Attunement many new and powerful Rituals become possible as well as the purchase of new Qualities. Adepts can learn some of these Qualities which involve connecting deeply with a type of animal or item or even a location (see Home Ground).

Exotic Metamagic:

Gives the Initiate access to a new unusual power including those of spirits and critters.  There has to be good reason for the magic and a source for the magic such as an hermetic mage writing their phd thesis on some new type of magic he has invented or a Dragon teaching his Drakes Dragonspeech. The GM and the player should sit down and make up the rules on how it works. It also makes for more interesting bad guys who have unique abilities not seen before. As a general rule for Critter Powers is a number of uses per day equal to the Initiate’s Magic Rating with the GM deciding if instead the number of uses should be based on Grade per day if the Critter power looks imbalancing. As a general rule for moderately powered abilities the Force is equal to the Initiate’s Magic rating and for very powerful critter powers equal to the Initiate’s Grade.

Examples: Shapeshifting, Dragonspeech for Drakes, Movement, and Walk Through Earth.

Blood Magic: 

This metamagic focuses on sacrifice, blood, life, essence, and death. Twisted magicians use this for blood rites, animal and human sacrifice, and tap into forbidden sources of magic to increase their power. Other less tainted magicians use Blood Magic to empower their own spells with parts of their own self which allows them to surpass their limitations though it is a dark road they take which leads most who walk it to the Tainted and Corrupted Paths. Blood magic by itself opens up a few magics and qualities but really begins to shine when combined with attunement and ceremonial magic in particular. With Quickening the Initiate can sacrifice a sapient life form and take its permanent Edge rating as Karma to be spent on quickening the spell. The Blood Mage who masters Invoking can summon Great Form Blood Spirits into the world. With Divining the Blood Mage can read the future in the bowels of animals and sentients as they bleed to death to give a few examples of how blood magic complements other metamagics. The most feared of the Twisted magicians master Blood Magic and Nethermancy and are capable of feats beyond the pale of most magician’s imaginations.

Self sacrificing grants 10 reagents worth of magic to a spell cast as the Blood Mage self injures themselves as a combined complex action. This does one box worth of damage that must heal naturally or the Blood Mage loses a Karma point for every sacrificed box healed with magic.

Divining: {Requires Attunement and Geomancy}

With Divining the Initiate learns how to access even more information through their ability to Assense mana, astral forms, and astral/emotional residue. It opens up many new spells, rituals, preparations, constructs, and qualities that involve reading past events, predicting future events, seeing far off events, or detecting specific items or signatures such as the Dowsing Quality, Psychometry Spell, Hunch Preparation, Enhanced Danger Sense/Combat Sense Adept Powers, The Third Eye Quality which lets the Diviner add to their Assensing Dice Pool their Grade, Magical Forensics Rituals, access to a superior remote viewing ritual and clairaudience/clairvoyance spells, uncontrolled visions, with Dream magic the Diviner can get glimpses, omens, and clues about events or futures through the veil of dreams, and create constructs involving divination like I Ching, runes, tarot cards and such.

Invoking: {Requires Ceremonial Magic}

This metamagic provides advanced conjuring techniques and access to new Conjuration Rituals. The most popular uses of this art is for the Ally Conjuration Ritual, Summoning and Binding Great Form Spirits Rituals, Calling the Wild Hunt or the faerie Rituals, and summoning spirits from the deep metaplanes like the shedim or insect spirits as well as helping said spirits handle evanescence and metamorphosis.

Geomancy: {Requires Attunement}

Geomancers see and manipulate the flow of mana around them. With the Arcana Skill and its new specialization Geomasonry; the Geomancer can alter mana flows by altering a landscape or designing various shapes or buildings that channel the mana. Things such as building artificial lakes, cathedrals, Wuxing skyscrapers, roads, pyramids, walls, and bridges which work with the Geomancer’s magic in manipulating mana flows and causing or preventing Sha and Shen events, mana storms, and other phenomena. Common uses of Geomancy involve the Create Domain Ritual, Harden Regional Mana Ritual, the Sensing Quality, Home Ground Quality, Filter Matrix Spell, Cleansing Ritual, Patronage Quality, Steward of the Land Ritual, Constructs which influence or cleanse mana, and the Dam the River Ritual. The Geomancer automatically detects when Assensing the Background Count of the region and the amount of Ambient Mana and degree of Aspected Mana at their locale if their Grade is equal or higher than their rating.

Shaping: [Attunement]

Shapers are master artisans and craftsmen who can create magical constructs called Objets d’art. Objets d’art can be so powerful to astral perceivers as to enthrall them and can even alter mana flows and aspect based on the theme of the art. While someone is influenced by an Objet d’art the artisan can add the rating of the piece as extra dice to any mundane or magical test involving influencing that individual as long as that influence goes with the theme of the Objet. The rating of the Objet’s aspected mana is equal to their Grade plus any net hits on an Intuition + Artisan [Lodge] Test. The range of the Aspected Mana is equal to the artisan’s Magic rating in meters though the range drops precipitously if recently moved. Shapers also can add their Grade to the rating of any Telesma or Lynchpin Art they craft for Artificing purposes.

Bardic Metamagic: {Requires Attunement}

Bards are able to use their Performance + Charisma + Grade [Magic] to cast a slow form of sorcery called Spellbinding that takes minutes x Force rather than a Complex action to cast. The bard slowly weaves mana into her performance and becomes the focus of the audience. Those who are actively unwilling to focus on the performance are able to do so with no roll. Once paying attention the target audience is distracted from paying attention to anything else and suffers a -4 penalty to Perception tests during the performance. The effect can mimic any Manipulation [Mental] or Illusion [Mana] spell and can only effect an individual or group who are actively paying attention or enthralled by the bard.  The bard handles drain just like a sorcerer would if they cast whatever spell the bard chose. The Performance has to match the desired goal of the spell such as a thrash metal ban controlling a mob to be violent with each other or a play about greed or lust encouraging that emotion or action inspired by that emotion. Adepts can learn this metamagic and in fact be amazing at it.

Nethermancy: {GM decision on Requirements though it should include Attunement, Dreaming, Masking, and Fate’s Edge}

The rarest of the known metamagics Nethermancy is an art covered in rumor and supposition. It deals with Essence, metaplanes particularly the deep metaplanes, aberrant and wild spirits, veils, pathways, and the boundary of life and death. It opens up many new magics including the highly secretive and powerful cybermantic rituals and constructs used in creating cyberzombies and the advanced magics used to handle faerie ways in Tir Nan Og.

Exorcism:

Metamagic that enhances Banishing by severing the bond of a spirit to this plane which painfully wrenches the spirit out of the Gaiasphere and back to its home metaplane or metaplace. Once Exorcized the spirit can’t return to the Gaisphere for 28 days per hit on the Exorcizing test. There are rituals, preparations, and constructs that the Exorcist can learn that can more permanently banish or destroy spirits especially should they have the spirit’s true name. The exorcist can add their Grade to Banishment Tests and can banish possessing spirits. There are rumors of an Ares Ceremonial Magic Ritual that has a chance of reversing an unfinished Metamorphosis into an Invae. The Sylvestrine Order has mastered several spells, rituals, and constructs that aid in dealing with the Shedim.

Dreaming: {Requires Attunement}

Dreamers can enter the dreams of other people for short periods of time with Dream spells that can find out information without being noticed like Mind Probe (Dream) or Mind Link (Dream) which lets you pass on information to a dreaming person to be recalled at a later time. For longer dream walking Rituals are required. Certain constructs can protect against Dream Magic.

Fate’s Edge: {Requires Attunement}

This somewhat rare metamagic allows manipulation of Edge, blessings, curses, and karma. New spells, rituals, constructs (luck charms), and preparations are opened up upon learning this art that are either more powerful than the versions known to vanilla magicians or allow the Initiate to do things that are seemingly impossible. This art is most often practiced by the gypsy clans, a sect within the Order of St. Sylvester that focuses on apotropaic blessings, magical societies that have extensive truck with free spirits as this metamagic allows rituals that can transfer karma, wiccans/hedge witches, and houngans.

Astral Protrusion: {Requires Astral Perception Adept Power}

This metamagic allows an Adept or Mystic Adept to manipulate their astral form and have it leave the physical body. To learn this metamagic the Adept or Mystic Adept must purchase Astral Perception as an Adept Power as a requirement. This Metamagic was developed by the Great Dragon Professor Schwartzkopf’s research team at the Charles University of Prague that has been focusing on a Grand Unifying Theory of Magic for decades and lead to the discovery by MIT&M in 2075 on how Adepts and Mystic Adepts can learn the Power of Astral Projection.

With this metamagic the Initiate can Astrally Protrude for free for the Initiate’s Grade in minutes a day and after that the character has a limit of her Magic Rating in minutes a day before her astral form starts to degrade which can lead to death or psychosis. This time doesn’t recover until the character gets a full 8 hours of rest. The Initiate’s astral form is connected to their physical body by a different colored cords or threads with at least one being silver which represents the character’s awakened gift. This astral thread can be attacked with Astral Combat or by a dual natured strike from the physical realm but since the thread has a natural sense of self preservation it gets a chance to defend itself normally though the character cannot use an interrupt defensive action. The speed of the astral form is limited to 100 meters a Combat Turn.

The Initiate uses their Physical Realm Initiative instead of the normal Astral Realm Initiative typical of a magician astrally projecting as they are so tied to the limitations and capabilities of their physical bodies that it transfers over to their astral bodies.The Adept Power Astral Projection requires this metamagic.

This metamagic also opens up more functionality with other Adept Powers in the Astral Realm.

If the Adept had Improved Strength +2 than that would also augment their Astral Form giving a +2 to their Charisma Rating to find out their Astral Strength. Traceless Walk transfers usefulness to the Astral Realm with the Adept leaving little or no traces of astral passage or trail and being undetectable to some forms of Astral Security by exerting control over her astral presence and the reaction of the astral realm’s mana to her form. Some Improved Senses work in the Astral Realm giving the Adept such as increasing visual acuity or transferring usefulness like heightened sense of smell allowing the Initiate to pick up a “smell or odor” when a particular type of spirit was in the area for example.

The Initiate can learn Astral Combat Martial Art Maneuvers and use them with their astral form.

For example the maneuver Ghost Lightning Strike allows the Adept to take advantage of the blinding speed of her astral form and strike a distant opponent with a close combat attack as long as they are within Magic Rating x 2 Meters. This strike can use Killing Hands or a Weapon Focus and the target must be an astral form or dual natured form to have any effect. This strike uses the Astral Combat Skill.

(This maneuver has the visual appearance of the Lord Marshall from the Chronicles of Riddick movie)

http://www.youtube.com/watch?v=WPqtCfbLQug

Enchanting:

-Alchemy:

New Triggers:

Break: (+2 Drain) Works like the Contact Trigger but the target is the closest to the location where the lynchpin is broken. Using this trigger actively requires a ready weapon simple action and a throw weapon simple action using Throwing Weapons and the grenade rules.

Burn: (+1 Drain) Often a scroll or piece of paper covered in runes, chinese taoist calligraphy, enochian, or other magical symbols and languages. This trigger is activated when the lynchpin is lit on fire. Once any part of the lynchpin is on fire the magic is released and the item flashburns extremely quickly and releases its magic on the person who burned it or the nearest living thing to the burnt scroll. Requires a simple ready item action and a simple action to light the lynchpin on fire.

Drink: (+2 Drain) This trigger has lynchpins that are potions, elixers, philtres, and other assorted drinks. Whomever consumes the lynchpin is the target of the magic and requires a ready item simple action and a simple action to drink the lynchpin. Preparations made with this Trigger takes hours instead of minutes to make and require an alchemy lab or microlab which are extremely expensive. Two advantages of this trigger is the ability to make batches (Can make up to Alchemy rating in different potions) and the ability to use time to your advantage and have the Preparations finish when you need them to be done to avoid loss of Potency as the Preparation doesn’t start losing Potency until it is finished brewing. The Force x Minute creation time is spent at the start of the potion making process so the Alchemist doesn’t need to do anything else when the potion stops brewing. An Alchemist can have as many different Preparation batches being made at once as their Alchemy Skill. Other activities can be undertaken while the lynchpin brews including other preparations. Remember Healing preparations require the Command trigger.

Read at Loud: (0 Drain) Whomever reads the item is the target of the preparation. It takes Force x Combat Turns to read the lynchpin.

Lynchpin Art: An alchemical artist can use an appropriate Artisan skill to craft a superior container for the preparation’s magic. Intuition + Artisan [Arcana] (F) Test. The Alchemical Artist adds 1 + net hits to her dice pool that can be spent relating to the preparation either on its creation or handling drain.

Alchemy Lab: Takes up a large room filled with herbs, spices, minerals, and other oddities. Often reminds people of apothecaries. The brewing apparatus includes a whole range of glass beakers, pipets, strange glassware, mortar and pestles, and bunsen burners. They cost 50,000 nuyen and each Preparation batch costs 10 nuyen x Force in ingredients and energy.

Alchemy Microlab: A pair of suitcases one of which includes the ingredients and the other the equipment. They cost 100,000 nuyen and each Preparation batch costs 25 nuyen x Force in ingredients and energy. The increased cost is partly for the highly concentrated ingredients that make it possible to fit everything into a suitcase which obviously cost more.

-Artificing:

–Focus Creation:

The current rules for Focus creation from ability to make and the costs of the goods don’t make much sense to me. For one thing there would be an huge proliferation of low force foci and there is really no reason to create from an economic standpoint or from a magician’s standpoint most of the foci or to even use most foci other than Power and Weapon. By changing the costs and formula equations there is now a difference in how difficult it is to design and create different Foci. I also added more options and levels to Foci giving more choices plus options for beginning artificers to actually make low level foci and survive.

In another post I covered putting a limit on Magical Lodges equal to the magician’s Arcana + Magic.

In another post I will elaborate on Telesma rules but for the purposes here assume a normal mundane item has a Telesma Rating of 0.

Telesma size:
Size 0 a ring, earring, amulet or small medicine bag. An item with a Concealibility of -6 to -4.
Size 1: a wand, rod, elaborate necklace or small weapon with a reach of 0. An item with a Concealibility of -2 to +2.
Size 2: a crown or a weapon with a reach of 1. An item with a Concealibility of +4 to +6.
Size 3: a weapon with a reach of 2, full body armor, or a tower shield. An item with a Concealibility of greater than +8.

Focus Multiplier is the “Cost in Karma” depicted on page 318. For example a Qi Focus is Force x 2 in karma thus the multiplier would be 2.

Focus Formulas:

It is assumed that a Formula has a narrow depiction of the Telesma and that most that available on the market are generic lik ring or an Horizon Rapier or a Evo Combat Axe. Thus a weapon focus formula with a Force of 3 using a MCT Katana would need to be retooled to use an awakened Telesma made from a dragon’s talon into a dagger.

Create Original Formula: Arcana + Magic [Astral] (Force x Focus Multiplier + Telesma Rating, 1 day) Extended test.

Retool Formula for different Telesma: Arcana + Magic [Astral] (Force + Telesma Rating, 1 day) Extended test.

Retool Formula for different Tradition: Arcana + Magic [Astral] (Force, 1 day) Extended test.

Formula for upgrading an existing Focus: Arcana + Magic [Astral] (Change of Force + Telesma Rating, 1 day)

Formula for stacking a Focus:  Arcana + Magic [Astral] 2(Original Formula for effect 1 + Original Formula for effect 2…, 1 day)

Step 5: Task equation changed.

Artificing + Magic + Telesma Rating + Telesma Size [Lodge] v Focus Multiplier + Object Rating (OR)

Step 6: No change.

Step 7: Determine status of Focus.

Net hits must equal or surpass the Focus Formula’s Force Rating or the Focus is flawed or can fail completely in which case the telesma is ruined for any further artificing. For upgrading the net hits must equal or surpass the change in Force and Karma spent is the difference in cost between the original and the new + 1 Force. So a Qi Focus upgrading from 2 to 5 would have a change of 3 Force +1 for upgrading x 2 for the Focus Multiplier with a total of 8 Karma being spent.

Missing by 1 hit drops the Focus down 1 level of sophistication or has a minor flaw like not working in complete darkness. Missing by two drops the Focus by 2 levels of sophistication or has a major flaw like not working at night.

For Weapon and Qi Foci failure to reach the required net hits either results in failure or the focus has a flaw.

Types of Foci: (xrepresents a loss of one level of sophistication, xx two levels and so on)

Qi x2

Weapon x4

Power x6

xEnchanting x3

xxBy Skill x2

xxxBy Specialization x1

xxxBy Specific Preparation or Formula x1

xSorcery x5

xxBy Skill x3

xxBy Spell Category x2

xxBy Specialization x2

xxxBy Specific Spell x1

xConjuring x4

xxBy Skill x3

xxBy Spirit Category x2

xxBy Specialization x2

xxxBy Specific type of Spirit

xMetamagic x3

xxBy Specific Metamagic x1

xShielding x3

xxBy specific spell category x1

Cost of a Focus: (1 + Force^2) x Focus Multiplier x Object Rating of Telesma x 200 + cost of Telesma

Availability of a Focus: 2(Force) + Focus Multiplier.

New Attunement Metamagic Qualities:

Familiar: (Base 5 Karma. +5 Karma for very large animals or swarms, +5 for a Combat capable critter, +5 for a Critter that can perform Magic, +5 Karma for each Power a Paracritter might have)

Over a period of at least a lunar month an Initiate with Attunement can discover and familiarize themselves with an animal or critter. If they are conscious of the process they slowly thread and weave mana from themselves to their familiar and in the process weave part of themselves into the familiar as well in the form of Karma. For most Adepts and many others they simply spend time studying, conversing, playing, hunting, and in general spending time and energy with each other to come to understand each other. This is a willful process the majority of the time and must be wished at least subconsciously by both parties however this kind of attunement can emerge naturally (The GM can offer it happening in game if the player accepts). As the attunement takes hold the Initiate and the Familiar develop an empathic sense of the other in addition to the Sense Link Power once the attunement is finished and the Karma is spent. Combat capable critters could be anything from a Wolf to a Jaguar to an Hellhound. A domestic cat can be scary when angry but isn’t a serious threat to life in most occasions. The smarter the creature the more free willed it is likely to be which means that it can at times disregard the will of the “master”. Various examples of familiars could be a faerie domovoi for an hedge or hearth witch, blackberry cats for hermetics and wiccans, Jaguars for Nahuatls, a Wolf for a Shapechanger Shaman or the most common case is the type of creature the Initiate has as a mentor spirit or that lives in the environment of that mentor spirit like an eagle or a goat for a follower of the Mountain.

The Initiate and the familiar develop a strong connection and often start to take mannerisms and personality traits from the other. As a general rule the familiar will follow the Initiate’s lead.

In game terms the gain an empathic connection with each other giving a general sense of distance and direction, general well being, and their emotional state. The Sense Link Power (see Street Magic 4th edition) is available to either bondmate which can be awkward in certain situations. There is a metamagical ritual that allows an Initiate to perform long distance Sense Linking mimicking Remote Viewing that many ritual sorcerers learn. After an Initiate spends Karma on this Quality should the familiar die or the “bond” be broken through mistreatment the Karma is lost and can’t be recovered. An Intuition + Assensing [Astral] 2 Test will give more specific information about the other unless there is some form of mana barrier between the two. A character may only have as many Attunement Qualities as Initiate Grades. The Initiate and the Familiar are Material Links to the other for the purposes of Ritual Sorcery.

Cherished Item: (The Object Resistance of the Item in Karma, x2 OR for items larger than a Bike or high tech weapons, x3 OR for Vehicles with built in weaponry)

Over a period of at least a lunar month an Initiate with Attunement can discover and familiarize themselves with an item. If they are conscious of the process they slowly thread and weave mana from themselves to the device and in the process weave part of themselves into the item as well in the form of Karma. For most Adepts and many others they simply spend time studying, practicing, and coming to understand the properties of the cherished item. For those with a fanatic appreciation of a specific device this kind of attunement can emerge naturally (The GM can offer it happening in game if the player accepts) but usually it is done on purpose.

In game terms the Initiate gains bonus dice with the item equal to half their Initiate Grade rounded up. Should the item be destroyed or lost the Karma has been spent and doesn’t return. The Cherished Item can be used as a Material Link for the purposes of Ritual Sorcery. A character may only have as many Attunement Qualities as Initiate Grades. Weapons that are cherished items can bypass the Immunity to Normal Weapons Power including ranged weapons as the weapons have become fused with a greater than normal amount of mana and have become part of the Initiate and the Initiate’s will and that energy transfers temporarily to ammunition. Traces of the Initiate’s astral signature remain on the ammo as if the ammo was a spell cast at the bonus dice as Force. For guns and other high tech weapons the Karma cost doubles.

BFF: (5 Karma/10 Karma)

This is an attunement between two metahumans one of which must have the Metamagic Attunement. Over the period of at least a lunar month the Initiate and another must spend a large amount of time around the other and learn about the other person. This kind of attunement can happen accidentally between lovers, best friends, teammates, or parent and child. Bodyguards who have had the Ritual Aegis of the Protector cast on them periodically can also have this quality emerge over time but usually it is on purpose.

In game terms the two individuals develop an empathic sense of the other person’s emotions, a general sense of their well being, and a general sense of their direction and distance. The second level of this Quality grants the two the Sense Link Power. Both characters must spend the requisite Karma to develop this connection and should the other die or should their “bond” be broken the Karma has been spent and doesn’t return. An Intuition + Assensing [Astral] 2 Test will give more specific information unless there is some form of mana barrier between the two. A character may only have as many Attunement Qualities as Initiate Grades. Either person is an Sympathetic Link to the other for the purposes of Ritual Sorcery.

 New Metamagical Qualities:

Astral Impersonation:

This is a positive Quality that costs 10 Karma after character creation and requires the Metamagic Masking and/or Flexible Signature and the ability of Astral Projection or the Adept Metamagic Astral Protrusion. With this Quality the Initiate can alter her astral form (with Masking) and/or astral signature (with Flexible Signature) to match that of another being that they have Assensed with 4 net hits or have an Material Link or an Artifact made by the target. With Ceremonial Metamagic and a Magical Lodge the Initiate can use a Sympathetic or Symbolic Link after an Assensing + Intuition [Magical Lodge] Test with 4 net hits. An Initiate with this Quality automatically succeeds in impersonation with Spirits if she knows the Spirit’s Formula or True Name.

The Initiate performs an Impersonation + Charisma  [Astral] Test with the number of hits providing the base threshold to see through the disguise of their Astral Form when the Initiate opposes an Assensing Test with their Magic + Grade.

For forging Astral Signatures add Arcana + Grade to the threshold of detecting a forged astral signature. Thus, the Forensic Magician would make an Assensing Test on a forged signature using this formula: Assensing + Magic + Grade [Astral] 3* + (Arcana/3) + Grade Test. They would see the false signature with 3* net hits and would need to match the forger’s Arcana bonus added to their Grade to see through the forged signature.

Depending on how familiar the entity is that the Initiate is trying to pretend to become there are penalties to the above total that need to be applied. A GM may rule that the Adept Power Voice Control can provide bonus dice per level to the Impersonation Test above.

Different Gender: -1 Die

Different Tradition: -1 Die

Different Species: -1 to -3 Dice. A vampire was once human so would get a -1 while a Blackberry cat would get a -2 as it is still a mammal and a Dragon would get a -3 as they are radically different than metahumanity.

Different Plane of existence: -4 to -10 Dice. A spirit close to metahumanity like a Guidance spirit might get a -4 while a Shedim would get a -10.

By Impersonating the Astral Form of another astral being the Initiate can bypass magical security as if they were the creator and even spoof commands to astral servitors like Watchers or Spirits that they can visibly interact with.

By Impersonating the Astral Signature of another astral being the Initiate can remove the actions of themselves or another and forge their astral signature to look like something completely different such as a spirit for example.

Shielding Metamagical Qualities:

After character creation and the Initiate learning the Shielding Metamagic she can develop new techniques that improve her ability to Shield herself from magic or develop new enhancements to her Shielding. These Qualities can be taken together and combined for additional effect.

Mass Shielding:

This Quality costs 10 Karma after character creation. The Initiate can protect an area with her Counterspelling equal to her Magic Rating + Grade in meters or a number of individuals within LOS equal to twice her Magic Rating + her Grade. This is a popular Quality amongst military and mercenary magicians.

Absorption:

This Quality costs 10 Karma after character creation. The Initiate gains the ability to absorb magical energy directed at her and channel it into her sorcery. Whenever the magician uses her Shielding/Counterspelling she may add the net hits from that Test up to and equal to her Grade as a dice pool bonus for her Spellcasting and Drain Tests on a single spell cast within that Combat Turn or the next Combat Turn.

State of the Art Shielding:

This Quality costs 10 Karma after character creation. It allows the Initiate to apply her Grade in dice as a defense against any type of magical effect from any source.

Reflection:

This Quality costs 10 Karma after character creation. This Quality allows the magician to use her Counterspelling ability to redirect a Spell back at the original caster. The magician must be aware of the spell, be within LOS of the caster or target or be a target of the spell or within the area of the spell’s effect, and have an Arcana equal or greater than the Force of the spell in order for her to be able to comprehend the spell, unravel control of the spell, and send it back to its original caster. Attempting to Reflect a spell is an Interrupt action at -10.

The first step is to check if the magician succeeds on a Counterspelling + Grade [Magic] v Spellcasting + Magic [Force] Opposed Test (Add +3 Dice to the Counterspelling if the spell was cast recklessly). If she fails she still blunts the attack by subtracting her net hits from the Spellcaster’s net hits and goes on to take a defense test as normal. If she succeeds then the spell is sent back to the caster. The Force of the returning Spell is equal to the Grade of the Initiate with any net hits on the Reflecting Test acting as net hits for the spell. The targets completely evade the original spell and the reflected spell goes off as if it was a normal spell of whatever type the original caster cast. Area effect spells go off but do not harm any of the individuals protected by the Initiate with her Counterspelling which is a number equal to her Magic Rating.

Enhancing and becoming a Mystic Adept

One of the main differences in 4e and 5e is how Mystic Adepts are more powerful and capable now that they can apply their full Magic rating to both Adept powers and Magician skills. In fourth edition a Mystic Adept was forced to divide their abilities between Adept Powers and Magical Skills like Sorcery. Now in 5e they are able to apply their entire Magic Rating to their Magical Skills and develop with Karma expenditure up to their Magic Rating with Power Points.

As I have previously mentioned I love using the Draco Foundation’s awards as a way to introduce new technologies and magics to the player characters. In this case the Draconis Awards give an opportunity to explain or retconn why things are different now and how to explain why and how converted characters from 4e to 5e would gain their new gifts. It also allows for a new beginning for Awakened characters converting from fourth edition to fifth edition. Enjoy the surprise the when the PC’s archvillain who was just a physical adept suddenly drops a manaball on them.

If you used the year of 2074 as a downtime year for conversion to fifth edition then you can just use the time for any Mystic Adepts to take a class or classes and have lifestyle cover any costs and use the story of going to school to explain increasing academic knowledges or skills. Going to the University is a great excuse to pick up new contacts for your runner during conversion. Adepts and Magicians becoming Mystic Adepts can also use 2074 as a downtime year to change their Awakened Qualities but must pay at least the Karma costs.

If playing before this or during this research being released there are many potential run opportunities because of this research. One might ask why this whole idea necessary at all? Well, the better the background the more stories arise. How much you want to bet an early version of the Mystic Adept Enhanced Theory of Magic would be worth to lets say a megacorp or a magical group? Maybe the Black Lodge had it two years before it was released to the public. That would make them really dangerous and give them recruiting power and maybe their rivals want their secret. Maybe another group or organization tried to kill Schwartzkopf to prevent this from going public. The mystic adepts that have this increased power would have a major advantage if the public lacked it. All sorts of run potential. Maybe there is an even better more refined theory that Schwartzkopf is sitting on to give his Benandanti an edge and Lofwyr wants hit for his drakes and elite operatives.

 Primer on Mana:

Posting onto Magicknet on 6/1/2075

Everything you needed to know about mana but were too bored to ask.

By Goldeneye

One of the most confusing things to beginner magicians is mana. Mana is what enables us to perform magic whether it is casting a spell or summoning a spirit. Mana flows everywhere there is life and thus extends from kilometers deep into the earth’s crust and around 80 kilometers up. This is called the Gaiasphere. The Gaiasphere contains two coupled realms: the physical and the astral. Mana flows through both realms with limited back and forth transfer of mana from the two realms because there is a barrier between the realms which prevents an astral being from casting a spell at a physical being and vice versa.

When a magician astrally perceives she becomes a dual natured being in which she is both in the physical realm and in the astral realm which means that she can use magic on targets in either realm but she can also be targeted by enemies in either realm. When a magician astrally projects she leaves her meat body behind and becomes an astral being who exists in the astral realm. This is one of the best ways to explore, reconnoiter, and spy.

Adepts are for the most part immune to fluctuations in mana as they and their abilities are centered on themselves. However there are a few Adept Powers that have some degree of variation in use and require drain resistance and in those cases the amount and flavor of mana can make a difference. There are rumors of Adepts finding advantage in staying for at least a lunar month in an high mana area and adapting and storing that higher mana density within their essence. This may be the origin of legends of fighting monks and clerics of many faiths who hole up in holy locales the majority of the time.

Mana can vary by region and by locale. Background Count is the normal amount of mana in a region usually on par with a metro area or a county in the UCAS. The amount or density of mana is measured by academic hermetic mages using the Schwartzkopf Scale of Ambient Mana Density which is shortened by normal people to Ambient Mana and is averaged at 0 with a minus rating showing less than normal and a positive rating showing more than normal. As you might guess having more mana makes magic a bit easier and having less makes it harder.

Mana can also be distorted in a locale or region. The amount of mana turbulence is measured by hermetic mages using the Schwartzkopf Scale of Aspected Mana Vicissitude which begins at 0 (no distortion) and rises as the mana is distorted or flavored by disturbances in the physical realm, experiences in the astral realm, metaplaces and even metaplanes. Personally I shorten that mouthful to Aspected Mana when talking outside of academia to non-hermetics.

Now most of the old textbooks on mana seem to ignore that there is a difference between the amount of mana in an area and the degree of “flavor” to that mana. They just used the term Background Count for any old area whether it was an house or an entire temple complex rather than the modern usage for the density of mana in a large area like a city or county. So, be careful about being confused by this.

A way to look at the decoupling of Ambient Mana and Aspected Mana is to imagine a mighty river of liquid representing say the ley line from Alexandria to Saqqara. Now, if it was unaspected at all we could say the river was made of water. If it was aspected towards your tradition we could say it was flavored with arabica coffee and if it was a toxic domain it would be poisoned. Now if it was only slightly aspected the coffee would taste watered down and the poison would be slow acting but if it was strongly aspected the coffee would be beautiful or the poisoned river could be as slow as molasses as nasty sludge.

In my studies of history I am convinced that there were successful Magicians and Adepts in the Fifth World. Even though the rivers were instead creeks and maybe dried out periodically there would have been surges on occasion and Domains. I imagine that ancient Tibetan temples were the Shao-lin practiced might have had a fair amount of mana and a very strong Aspect. Stonehenge, the Pyramids, Nazca and Chartres Cathedral and the druid grove that preceded it would’ve been places of power and with a strong enough aspect and a strong enough magician miracles could’ve happened.

An important thing to realize is that because of the barrier between the physical and the astral realms there isn’t always a balance on the amount of mana in each realm. With Dragon Paths and Ley lines a magician might find it is easier to cast Physical spells or Mana spells in an area because of the difference in mana density. When mana is balanced between the realms and flows along or collects at a locale they are simply called mana lines and mana nodes.

Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

This brings up mana voids and warps. Space is exceedingly dangerous to the Awakened because of the severely low amount of mana. There are a few places on earth where the mana has been stripped from an area usually by combative geomantic magic from my experience. A way to look at casting spells in a mana void is to imagine yourself as a balloon filled with air out in space. Once you do magic or astrally perceive you are basically putting a needle to your balloon and since there is a differential in pressure you pop! All your mana within yourself wants to fill up that vacuum by leaving yourself which if you aren’t careful can easily kill you.

With mana warps you get too much of a good thing. The greater the density of mana the more likely it is going to Aspect somehow either connecting with a metaplace or metaplane or being targeted by every magical group or powerful spirit, critter, or dragon or just spontaneously creating a Domain which I wll go into more details later. Now with this extreme amount of mana and extreme amount of distortion the very fabric of the realms’ mana warps. To reuse the balloon analogy in this case it is like being underwater. The mana around you is denser then the mana within you so when you do magic or perceive astrally you are popping your balloon which just makes the mana want to flood into you and since it is powerful and turbulent it can make it all but impossible to cast magic and in extreme cases kill you on the spot simply for astrally perceiving.

Mana can be distorted in the astral realm by powerful emotions or experiences and in the physical realm by environmental damage or loss of life. This can cause temporary or ephemeral aspecting along with turbulent mana making it more difficult to take magical actions contrary to the nature of the aspect or distortion.

This often leads to Domains which are regions which have a Genius Loci spirit with aspected mana. Some magicians use Ritual Sorcery and Geomancy to convert ephemeral aspecting to persistent aspect by using the Create Domain Ritual while others use Constructs applying Geomasonic principles. In those cases it is common for the Aspect to include the individual, Tradition, or Magical Group. The advantage of having a place that improves your magic and counters that of your enemies is priceless.

One of the most important techniques that any magician can learn is to filter their mana. This can remove mana turbulence and make it far easier to cast spells in some environments. For initiates the metamagic of Cleansing allows Spells, Rituals, and Preparations that can remove Aspects and eliminate or in some cases cause mana pollution and distortions.

For talismongering it is very useful to pay attention to mana as areas with strong aspects or mana density have higher than the usual amounts of reagents.

Hopefully, this quick breakdown of mana helps novice Magicians become more aware and understanding of the nature of the mana that we manipulate every day. Key terms I discussed are below with a further in depth definition to help answer any questions.

Here is an academic paper on Mana: An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory.

Game Mechanics:

Official Rules:

Background counts impose a negative dice pool penalty equal to their rating for all tests that are linked to or utilize magic in any way (i.e., spellcasting, summoning, assensing, any test made while astrally projecting, and any active skill that benefits from active adept powers such as killing hands, critical strike, great leap, or improved skills, etc). Dualnatured creatures and spirits suffer this penalty to all actions. 

Aspected background counts grant a boost to any limit that utilizes magic in any way (see above) to any metahuman, spirit, or dual-natured creature that matches the aspected domain. This includes spellcasting Force limits, so spellcasters need to be careful as it can be hard to control the additional surge of mana. Any magically active being that does not match the aspected domain should treat this as a normal background count and suffer penalties. 

Background counts above 12 are called either a flux (for aspected domains) or a void (for magically dead zones), and are very dangerous. Any being that is magically or astrally active in any way (dual natured, astrally perceiving, casting a spell, has an active adept power, has an active foci, etc.) takes background count – 12 unresisted Stun Damage each turn that they are active and exposed to the flux or void.

The main differences between my rules and the semi-official rules above are that Background Count is split into two main branches: Ambient Mana and Aspected Mana. Ambient Mana is how much or little mana is an area. Aspected Mana is the flavor or orientation of the mana in the area. Ambient Mana can be further split into Physical Realm and Astral Realm (Parageology points this out with Dragon Paths) as the evenflow of mana is prevented by the barrier between the realms so there can be imbalances there. Physical Realm spells would be effected by the Ambient Mana of the Physical Realm while Astral Realm spells (or Mana Spells) would be effected by the Ambient Mana of the Astral Realm. Aspected Mana has been flavored by the environment, actions, thoughts, experiences, or living beings in the area. If reinforced for long enough or after the Create Domain Metamagical Ritual this Aspected Mana will become a Domain and the mana will actively support actions and individuals in line with the philosophy of the domain and resist those who are contrary to it.

Allies/ally actions to a domain get extra dice rolled after the Limit is applied while concordant entities/actions get net hits that are applied to the total after the Limit is applied. Everyone in the domain gets the same effect from the Ambient Mana of the locale which is applied to Limits on their magical actions. For mana warps and ebbs the character has a chance to handle it by resisting Drain.

Example: 

An hermetic mage by the name of Tomas Firebringer rules his Domain which is tied to the metaplace of Knowledge. At his sanctum sanctorum or magical lodge the Domain has a +3 Ambient Mana Rating which drops off to +2 for the rest of his home and +1 to cover his yard and the three mana lines that form the nexus leaving his home to connect to other places of power. The Aspected Mana Rating for the entire Domain is +2. The Background Count of the metro Tomas lives in is 0.

A team of runners with a street shaman raid his Sanctum thinking that he was gone but he was in deep meditation. The street shaman would have -2 dice penalty on all magical tests from the Aspected Mana and +3 to his Limit from the Ambient Mana since they are in Tomas’s sanctum. Should the shaman do any magical activity that would destroy or harm Knowledge in any way such as casting flamethrower in a room full of books then he would have two net hits subtracted from his total after the Limit/Force had been applied. The Magus would have +3 to his Limit from the Ambient Mana and +2 net hits to all his magical activities unless they should directly cause damage to Knowledge as that would be contrary to his philosophy and that of the metaplace his Domain is connected to. Should the battle continue to the lawn then Tomas would have +1 to his magical Limits and +2 net hits on magical activities while the Street Shaman would have +1 to his magical Limit and -2 dice on magical activities that didn’t directly oppose Knowledge.

The Schwartzkopf Scale of Ambient Mana provides an awakened character or critter, a spirit, and anything that is dual natured a bonus or penalty to their Limit on all magical actions equal to the rating of the mana they are physically or astrally located at. The normal range on earth is from -7 to +7. A dual natured or otherwise physical being like a ghoul is going to be effected by the Physical Realm Ambient Mana on all their actions except any ‘Mana Spells’ they might cast while a Spirit would be effected by the Astral Realm Mana for most any action unless they Materialize into the Physical Realm.Other than on a narrow band of a mana line and at places of power for the most part awakened beings are effected by the background count of the area (metro or country county) which is usually 0 on the bell curve with the occasional 1 or -1 and the rare 2 or -2 in places like Crater Lake or hidden jungle cities in Amazonia or within 30 miles of the Pyramids. On certain days the background count of an entire area can increase such as the nights of December 24th and October 31st or solstices/equinoxes.

The Schwartzkopf Scale of Aspected Mana Vicissitude is a scale that represents the amount of agency the mana in the locale has to support or deny support to magical activities and beings. The normal range on earth is from 0 to 5. Most areas of Aspected Mana are quite small and could be a closet, or a chapel or a basement. Should a Domain

Mana Turbulence: For contrary actions the awakened being subtracts dice from any magical actions equal to the Aspect Rating. For antithetical actions subtract net hits from any magical actions.

Domains: Areas that have been solidly converted to an orientation, flavor, or perspective of magic and thus aid those who match the Aspect of the Mana in the region of the Domain. Ally actions gain bonus dice equal to the Aspect Rating. Concordant Actions gain net hits equal to the Aspect Rating. Concordant Spirits have an “Acting Force” equal to their original Force plus the Aspect Rating but don’t gain any other bonuses from Concordant Actions. Range 1 to 5 and uses the Aspect Rating. If the Domain Rating is equal or higher than an antithetical Spirit’s Force it is automatically disrupted. For a spirit with an higher Force simply subtract the Domain Rating from its Force to find its “Acting Force” when within the Domain. The regions a Domain covers is usually any mana line/dragon path/ley line/song groove that flows in the area and where they connect. The strength of a Domain radiates outward from the line or place of power and drops precipitously the farther you go until it merges with the area’s background count.

Dragon Paths/Nests, Ley lines/nodes, and Song grooves/pools:  They have two ambient mana ratings; one for physical realm mana and the other for astral realm mana. If the mana is Aspected or Turbulent it would have a third trait of ‘Aspect’. Mana lines/Nodes would only have two traits as their physical and astral realm mana levels are equal.

Example: Mount Shasta has one of the strongest Dragon Nest’s in North America at the top where Hestaby has a lair. It is rated under normal circumstances at Physical 5, Mana 3, and Domain 3 (Air). So, when one of her shamans (an ally) casts a flight spell from the top of the mountain to go to the bottom quickly (concordant action) they would have their limit increased by 5,  and have+3 Net Hits added to their roll.

Mana Voids and Mana Warps:  If the Absolute Rating of the Ambient Mana Scale is over an Awakened Being’s Magic + Grade +5 and they take any magical action or action that is enhanced by magic then the awakened or dual natured character must resist a Drain Value with (Force=Ambient Mana Rating)  as if it was a spell at the beginning of every Combat Turn adding an Initiate’s Grade to the roll (Adepts and most critters/spirits use Intuition + Willpower + Grade). The Ambient Mana also has an effect on handling the normal Drain a character might experience using their magical gifts in that Combat Turn and it is important to remember if the mana in the area is Aspected against the magician then it acts as a penalty to dealing with this Drain as it does with all magical actions.

Filtering: A complex Action that lasts a number of Combat Turns equal to the Magician’s Arcana and counters penalties for lack of mana or mana turbulence equal to the magician’s Assensing Rating. If the mana turbulence or the absolute value of the Ambient Mana is greater than their Assensing Rating than they can’t handle the complexity of the mana in the area and fail to filter the mana in their area. Each time a filtering action is made in an area with low mana the next filtering attempt suffers a -1 penalty to Arcana and Assensing.

Definitions:

Geomancy: A metamagic that allows the manipulation of mana through the use of metamagical Ritual Sorcery.

Geomasonry: A metamagic that allows the manipulation of mana through the use of Artificing to create Constructs which shape and alter mana flows and can prevent or lessen Sha and Shen events. Wuxing Towers is probably the greatest modern example while Stonehenge and the Pyramids would be the greatest ancient examples of Geomasonry.

Mana Lines: A path of varying length containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms.

Mana Nodes: A locale or power site containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms. Nodes tend to be stronger than the lines that feed into them.

Sha and Shen: Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

Mana Voids: Places that have excessively low amounts of mana in them. Space is dangerous because of the lack of mana which is caused by the lack of life. Lack of mana can make it dangerous to astrally perceive or perform any magic ability.

Mana Warps: Places that have excessively large amounts of mana in them that are also extremely turbulent in nature which can make it dangerous to astrally perceive or perform any magic ability.

Domains: A region with aspected mana that is protected by a Genius Loci. Domains can be created by casting a metamagical ritual or can spontaneously arise. Domains are often connected to a metaplace or metaplane making it easier to summon spirits of that type and use magic appropriate to the Aspect of the Domain. Mana in a Domain can also oppose or resist certain types of spirits and magical actions depending on the nature of the Aspect.

Aspected Mana: Mana that is flavored or distorted and only aids certain individuals, groups, types of magic, categories of magic,  traditions, spirits, or species. There are also types of Aspected Mana that aid certain types of actions depending on the source of the Aspect. A locale with mana aspected towards Fear would provide enhancement towards magic that caused Fear while an area aspected towards Fire would provide enhancement towards fire magic, fire aligned critters, and spirits. Usually Aspected Mana has something antithetical to it that it provides a penalty towards such as a water aspected locale penalizing fire magic and spirits.

Turbulent Mana: Mana that is in a state of flux and hard to use and drain is stronger. Can be temporary or persistent. Annoys spirits greatly and in some cases can disrupt them. Astral pollution or turbulence interferes with ‘mana’ based spells like stun bolt or influence while Physical realm pollution or turbulence interferes with physical spells like a lightning ball or physical mask. This increase in difficulty represents how mana pollution or turbulence disrupts the mage’s fine control and equations from an hermetic perspective or by disrupting the intuitions of a shaman by having an unpredictable flow of mana. Turbulent Mana can happen in a Domain which can make antithetical magic really difficult to perform.

Schwartzkopf Scale of Ambient Mana Density: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the amount of mana in a given region, locale, or mana line or power site. The scale is normalized by the worldwide median average mana level in 2075 at a 0 rating with a minus rating showing lower than normal mana and a positive rating showing a greater than normal amount of mana. It is known that the higher the mana density the easier it is to perform magic and the lower the mana density the harder. At the extremes of the Scale such as found in space or powerful magical locales during Sha events it can be hazardous to magicians and other dual natured awakened entities to astrally perceive or perform magic. A good way to look at it is using Boyle’s gas law. If the amount of mana differential between that contained within the magician and that of the surrounding environment becomes too great then harm can happen to the magician should they become dual natured which connects the magician’s mana to the ambient mana around her. If the ambient mana is too low then astrally perceiving or casting a spell is like taking a needle to a water balloon surrounded by air (which is lower density than the water) and watching the water explode out. If the ambient mana is too high compared to the magician’s mana then when the connection is made the water rushes in like a submarine punctured by a rock. This uncontrolled flow of mana in rare cases can kill those without sufficient talent or skill.

Schwartzkopf Scale of Aspected Mana Vicissitude: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the degree of distortion or change in mana within a Domain. This distortion is measured using an analogous system starting at 0 with higher numbers representing greater mana distortion or aspect. This can be caused by anything from a murder which causes an Ephemeral Domain which can sometimes last just a few hours to the holy aura found at a place of worship to a place of natural power like a volcano or river. Mana Vicissitude in a Domain makes magic use easier for those who are aligned with its Aspect and harder for those who oppose it. There are ceremonial rituals that can create a domain and are usually designed to make an Aspect that aligns the mana in the area towards that magician’s tradition or magical group. A Domain can be created by environmental disaster in which case the Domain is Toxic and the mana is connected to the Physical Realm or an invasion of Insect Spirits in which case the Domain is aligned towards insect magic with the mana connecting and colored or flavored with the Hive metaplane’s mana.

Background Count: This is the normal amount of mana (or density) in a region usually about the size of an American county or traditional City State. There are often many fluctuations or deviations from this at different locales within the region depending on the actions of geomancers, plate tectonics, mana lines, and other causes but for the most part the region has a norm. Worldwide the median average mana density is a 0 on the Schwartzkopf Ambient Mana Scale which spiked up to a 1 during the Year of the Comet and was a -1 prior to the comet and a -2 in 2050. The change in the world’s Background Count effected some magical principles in particular interactions between the Astral Plane and the Physical Plane involving grounding spells. This change wasn’t local but global so even though there are regions today with a Background Count lower than the norm in 2050 a magician can’t ground spells from the Astral to the Physical at those locales or during a Shen event.

Dragon Paths/Nests: Mana lines and Power Sites that have an excess of physical realm mana compared to the locale’s astral realm mana. This has shown to be advantageous to Magicians casting spells that target the Physical Realm but it has also shown to be extremely dangerous to incautious or lower skilled Magicians. Most Dragon locales are in places of great beauty, rarity, clashing elements, exemplar of an element, or obvious physical power such as volcanoes, cliffs, fault lines, lakes, rivers, mountain tops, subterranean caves, coral reefs, heart of the jungle, hidden groves, straits, geysers, hot springs, or places full of non-sapient life and places of great physical tragedy such as a crater from a meteorite, a locale that survived a drastic and sudden flood or flash fire, or an environmental disaster such as an oil spill, toxic waste dump, or radioactive fallout. Dragon Paths and Nests are likely to spontaneously create a Domain upon particular powerful Sha events or after a powerful Magicians, Spirits, or Critters live in the area or after sudden drastic change in the physical environment. Dragon Paths can link to Metaplanes appropriate to the nature of the physical environment such as a river connecting to the Water Metaplane, a volcano connecting to the Fire Metaplane, a coral reef connecting to the Beasts Metaplane, a crystal cave connecting to the Earth Metaplane, a millennia old oak tree connecting to the Wood Metaplane, and a Mountaintop Eyrie for Griphons for Air. Dragon Nests connected to a Metaplane provide extra bonuses to magical actions relating to the Metaplane. Genius Loci tend to be dracoforms though it is not uncommon for the dominant local paranormal animal to influence a Dragon Nest Domain with a Genius Loci representing them. When Dragon locales move or shift it can have effects on the land around it. Living things tend to be healthier in Dragon Regions.

Song Grooves/Pools: Mana lines and Power Sites that have an excess of astral realm mana often from metaplanes and even deep metaplanes compared to their physical realm mana. They are designed for travel and navigation in the physical and astral realms but don’t have the same kind of flex to them that other Mana locales have. This can lead to mana storms, greater mana turbulence in general, and more common Shen and Sha events. They tend to have no influence over the land or the people. There are rumors of Shedim hijacking a Song Pool’s Domain in South America in order to open an Astral Rift to bring in more Shedim from their home metaplane. The rumors say that slavers working for the cartels were hired to bring cargo containers full of SINless people to the site. Tales also suggest that such a thing happened in Chicago.

Ley Lines/Nodes: Mana lines and Power Sites that follow man made and fey features that have an excess of astral realm mana compared to the locales’s physical realm mana. With Geomancy which is a metamagic that allows advanced Initiates to cast advanced metamagical rituals and Geomasonry which opens up the ability to create magical constructs using Artificing they have successfully created modern Ley Lines and Nodes. Very quickly Ley locales tend to become Aspected and form Domains once they flow through areas where sentient creatures congregate and emote powerfully. The original creators of Ley locales can also Aspect or flavor the mana towards different ideas, traditions, and magical groups. The astral realm mana can be influenced by connections to Metaplaces of Battle, Charisma, Destiny, Fear, Knowledge, and Magic in addition to the influence of the geomantic features and the living experiences of the minds in the region of the ley lines and nodes. Ley Regions can also connect with the metaplane of Man and Hy Brasil and other metaplanes of the Faerie. People tend to be happier in Ley Regions.

Genius Loci: Spirits that are formed in some Domains that represent, reflect, defend, and are connected intimately to the Domain. It is a type of spirit with its own personality influenced by its environment and history. A genius loci at a Sylvestrine Cathedral might take the form and personality of an angel while most Dragon Nests have dracoform style spirits. Many also take forms that seem connected to mentor spirits, passions, old pagan gods and christian or buddhist saints. It is rumored that Zebulon is a genius loci spirit. Recently Ares has released that some Hives (which usually have Domains) now have a new type of Insect Spirit that seems to be a Genius Loci Insect Spirit. The Force of the genius loci is usually equal to the amount of Ambient Mana plus the degree of Aspected Mana as represented by the Schwartzkopf Scales. The Force is dependent on those ratings at the specific location of the genius loci so since most Domains have an interior region with the most mana the Spirit is strongest at the heart of the Domain. Killing or Banishing a genius loci can severely disrupt mana flow in an area leading to a Sha or Shen event or even semi-permanent changes in mana lines and Aspects. The effect on Dragon Nests or Paths with Domains can cause physical realm disruptions like a Volcano going off or an earthquake or tsunami or sudden storms. Any Domain connected to a foreign deep metaplane such as the Hive metaplane for example can have unpredictable effects upon the death of the genius loci from Aspected Mana flowing into the region from the metaplane to Aspected Mana flowing out of the region into the metaplane or out and tainting the rest of the mana network in the area.

 Ephemeral Aspect: Temporary distortion of mana towards an Aspect. Aftera powerful experience there can be temporary aspecting of an area’s mana which usually lasts a number of hours equal to the degree of aspecting using Schwartzkopf’s Aspect Scale. In some cases it can last days or weeks especially if the event is reinforced by continuing action. If persistant enough the mana can at some point spontaneously form a Domain.

Aspect Neutralization: Aspects can sometimes be dealt with by removing the cause of the mana pollution which could be as easy as cleaning up the toxins in the soil and planting a garden or by finding an abusive parent and freeing the children from their terror. Sometimes in a matter of hours the degree of mana Aspecting can start to disperse. This can cause problems with Genius Loci who are just fine with the status quo usually. Another way of Neutralizing an Aspect is by taking actions that would dominate the area by basically “covering up” the Aspect with a new and stronger one. Some magicians call this “Hijacking the Aspect.”

Filtering: A complex action that allows a Magician to lessen or eliminate mana turbulence for a temporary period making it easier for her to use magic in the area.

Cleansing: A metamagic that allows a Magician to remove with an Ephemeral Aspect or weaken mana turbulence within an area using Ritual Sorcery or Preparations or Constructs. The filter matrix metamagical spell allows for filtering out aspected mana along with mana turbulence for a temporary fix.

Constructs: The magician uses the Artificing skill to create magical items that influence and manipulate mana.

Antithetical Entity: An awakened being or spirit that is directly opposed by a Domain or Aspect.

Antithetical Action: A magical action that is directly counter to the philosophy of a Domain or Aspect.

Contrary Entity: An awakened being or spirit that isn’t an ally of the Domain.

Contrary Action: A magical action that is from a contrary being that isn’t directly opposing the Domain or Aspect.

Ally Entity: An awakened being or spirit that is an ally of the Domain.

Ally Action: A magical action that is cast by an Ally Entity.

Concordant Entity: An awakened being or spirit that is closely connected to the Genius Loci and/or a metaplane linked to the Domain.

Concordant Action: A magical action directly connected to the metaplane or Aspect of the Domain that is cast by an Ally or Concordant Entity.

Today on Magicknet!

Astral Total War college semifinals: MIT&M’s blue doubles team faces UW’s purple doubles team live in the meat world and the astral at Three Crones in Boston at 7 PM East Coast Time tonight! {Buy Meat Tickets} {Buy Astral Tickets} {Watch on high definition Trideo}

How the Fashion spell can make a smelly loser into a winner with the ladies. {Buy Article} {Buy Spell Formula}

Ryan Two Tusks takes on Kamol “The Smasher” in Mixed Martial Adept Arts for the Ork heavyweight Championship next week. {Watch Live} {Buy Tickets}

Can too much magic lead to a radical change of personality? -By Martina Novoliska {Read Opinion Piece}

How to deal with the inherent difficulty of applying micro effects in a wide area. -Essay by Thomas Bonesage {Read Journal}

Astral Total War:

Astral Total War is a relatively new and very popular game that has spread like wildfire and has been very quickly codified and organized into various teams on every campus with a major magical program in North America, Japan, Australia, and Northern Europe. The standard freeform or professional game involves five players called pentacle games and a Ritual team that acts as judges, casts the ritual, and prevents outside interference. University play focuses almost entirely on doubles games with many Universities putting out several collegiate teams which compete against each other within the same conferences that they compete in with sports and matrix games.

The Ritual begins by the lead Sorcerer beginning the ritual and using the Attunement Metamagic to link via mana threads to each player and to an item usually a large cup or award at the center that acts as an anchor for the ritual. The players arrange themselves around the cup. The Force of the Ritual is decided with higher Force Rituals giving an advantage to stronger magicians and lower Force Rituals giving an advantage to weaker magicians as the Force of the Ritual acts as a Limit for each player for their magical actions. Once the Force has been decided then the Ritual leader begins the spell and each player begins to astrally craft his or her defenses, offensive forces, and sculpt their terrain which is visible from the Astral but each player is blocked by a Mana Barrier that prevents their observation of what their opponents are doing. From above in the astral a pentacle game looks like a pizza with five pieces with the people playing with miniatures.

The ritual is fully ready when Force x hours are spent with the setup. The moment that happens the Judge orders the mana barriers dropped and combat begins. There are various rules for winning range from having the most astral territory to who has the most Wizard’s Towers to control of the heart or area around the Cup in the center of the players. Some games have a built in time limit while others go until there is only one magician standing. Each player has a Wizard’s Tower which is key to their connection to the Ritual which if an enemy takes makes it impossible for the player to create or craft any new servitors and makes it harder to handle drain on any spells cast into the game.

The audience can watch in the physical realm since part of the ritual is a variation of the Trid Entertainment Illusion which makes an exact co-locational duplicate of the Astral Realm in the play area within the physical realm for those who can’t astrally perceive and for viewers on their commlinks or home trid player. The audience can zoom in and watch a single battle between champions called Tactical View or enjoy a fanned out Strategic view showing a Phalanx of melee troops fighting cavalry units. In pentacle games viewers will have alerts on their commlinks about surprise attacks or treacherous dealings going on. It can be hard to keep up with all the action. In doubles play it tends to be less chaotic then your typical pentacle game.

The kind of troops, defenses, creatures, and spells the Wizard can cast in his Tower depend on his skill set.

Ritual: Astral Total War: (Material Link, Spells, Anchored, Leader must have the Attunement Metamagic)

The Ritual Leader casts the Ritual which includes for the initial part a mana barrier in the form of a five fingered starfish for a standard individuals game (pentacle game), quarters for a standard double duel partner’s game, or a single barrier for personal duels and once the ritual is complete the Trid Entertainment spell which reflects the goings on in the Astral Realm so those without Astral Perception can watch the game. The Ritual Leader also has a Material Link for each player and for the cup which binds the players together.

The game concludes based on whatever the rules of the event say is a winning requirement. Standard collegiate rules are that the winner of a pentacle game is a player with three Wizard’s Towers. For a doubles partner game it is when you have both Wizard’s Towers of your opponent.

Rules of the Game:

The force of the Ritual is chosen. High School play is capped at Force 3 to prevent the chance of players passing out from Drain. Collegiate Student play is capped at Force 6. Professional games tend to sit at Force 8 or 9 when the players are all Initiates especially duels between Professors.

Each hour prior to the game is time that the mage uses his magickal skills to the fullest spending time shaping terrain, building units, spy networks, defenses, traps, creating champions, and the infrastructure to support them. The game copies many factors from popular Matrix games like Civilization 23 Orichalcum Edition and Age of the Fourth World: Total Conquest.

Once the prep is done then game play begins with most games lasting one to three hours. Many games involve treachery and social skills especially Leadership for partners games. Often the most powerful magician in University play ends up falling first to more subtle players in pentacle games as they tend to lack the diversity of skills and knowledges the sneakier players tend to master. In doubles play it is extremely common for teams to pair up as a powerful magician and a jack of all trades or a powerful magician and a face.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: