Magick Styles

 

Convention Magicks.

Convention Magicks are divided into two main types: Inventions and Techniques (Techne).

Inventions are devices constructed as the primary focus for a Willworking. They differ from Talismans in that they do not store Prime and wholly rely upon a true Genius to function at all. An invention deviates from a technique in that an invention relies upon a tangible construct. Whether the use of an invention is considered coincidental or vulgar depends upon how far it deviates from the current stage of Progress (the Order of Reason’s World Historical model or paradigm.) Every member of the Order of Reason can use "inventions" whether or not they have designed the construct, as long as they have the appropriate spheres. Ex Machina is well known for building such resources on commission for other conventions.

Techniques (Techne) are forms of Order Willworking based upon scientific principles, but not based upon the use of a technological device. The Order of Enlightenment and High Financiers, for example, are quite fond of techniques based upon principles of psychology, parapsychology, physiology, economics or phrenology during this time. Techniques, unlike inventions, must be studied and learned. Often the discipline of thought that governs the technique must be adequately understood before the technique can be performed. Techniques are quite apt to be coincidental effects, but not necessarily so.

 

Rotes are embarrassing leftovers of the Old Hermetic Science. The few Order Willworkers who maintain these vestiges of Occult Science practice in secret. The Convention most apt to use these has been eliminated (Craftmasons), yet a few fringe technomancers retain these vulgar spells and rituals for emergencies....

 

 Hermetic Style Magicks

1) Each Magus begins the game with ten rotes which describe specific spell effects. These go into the charcaters tome or grimoire.

2) When casting magics I differentiate between four types of Magicks. First Rote magic (see above) . This Magic begins at difficulty six to enact. Modifier may result for quality and complexity of foci. An example of this would be casting Parma Magica, a rote taught to just about all hermetics

Second, spontaneous magics. This is ability to fluidly weild reality. In this WoD, spontaneous magics are much more difficult to achieve. Begging at an Arete rating of 3 a magi may begin to attempt to cast spontaneous magics if she wishes. At such a level the difficulty begins at 9 and requires one WP to enact

(pittting the magus' will and control against the flux of True Magicks.)

Upon reaching Arete 4, a Magus may choose a sphere to lower the difficulty by 1. For example a magi reaching arete 4 chooses the Spirit sphere to begin specializing in. As a result any

spontaneous magicks are worked starting at dif 8. Furthermore, once your difficulty is reduced below 9, you no longer need to spend a WP to enact spontaneous magicks in that sphere. In the

example this Magus would not have to spend a WP to enact spontaneous magicks in Spirit, however she would in Prime, and all other spheres.

The third type is Coincidental magicks. This includes types of Magicks that add flavor and character to the Magi without giving the player a edge on plot. For example, Bob wants Prosepro the weather magician to have a dramatic entrance. Channeling his affinity in Forces, the doors fly open in the wind

and lightening crashes behind him as he enters the scene, muttering to the crowd "Good evening Gentleman, I hope I am not disturbing you." The effect must be within the realm of believability, (electricity couldn't be dancing around his eyes).

 

The final type is ritualistic magick which is verbatim from the Mage 2nd edition. The only comment I will add is that every round of ritualistic magicks in which spontaneous magicks are included the difficulty is increased by 1 (due to the wild and temporary nature of harnessing True Magicks.) For example, Merlin is using spontaneous magicks in the Prime sphere to heal a node. His difficulty for the first round will be 9, the next round 10, and the next round the spell will fizzle, (or much worse the magic

will run amok!).

 

Dark Magicks (Chakravantic, Euthanatoi)

The Dark Practitioners call on the aid of Dark Powers to produce mystick effects. Each working of Magick is called an Invocation or Calling. In each calling, the magi channels the powers of spirits, ghosts, the living and dark gods to do his bidding. There a three types of Callings.

  1. The first is a simple Calling. Ancient Dark Masters made pacts with demons and djinns in exchange for the names of minor and major Powers to do their bidding. These names and rites were transcribed and passed on from Master to Apprentice for generations. After time, these ritualized Callings became considered relatively safe to practice with little fear of retribution from the powers Called. The most Ancient of these pacts are to be the most trusted. Each Chakravani begins the game with 10 Callings + Rotes total. Note: the powers called upon are not necessarily Demonic, the Chakravanti merely call upon the aid of powers with a darkly aspect (ie. Dark gods, Angels, Vengeful spirits,)
  2. Rotes/Spells. The Chakravanti also retain spells and rotes borrowed (stolen) from other traditions. The contents of a beginning Chakravanti’s spellbook will often be determined by the history and tastes of his mentor. (Hermes, Bachaan Rites, Wyck Spells.)
  3. Complex Callings. By drawing and invoking higher Powers (beyond those bound in rituals or simple Callings) the magi can produce powerful or spontaneous mystic effects. Complex callings are notoriously difficult to control...

 

Blood Magicks (The Wyck)

The covens of Europe practice a unique form of pagan sorcery. Witches and warlocks rely upon ancient communal ritual, blood sacrifice and elder pagan gods even during the Age of Reason. Druidic practitioners are sensitive to the patterns of the Tapestry -- their magicks tend not to effect any permanent change and their practitioners are wary of the effects of Paradox.

Blood Magicians differ also in that they specialize in spontaneous magicks. In order to enact an "on the fly" spell effect, Blood Magicians needn't spend the Willpower point normally required. They are still subject to the higher difficulties.

Also, the Wyck only begin the game with five ritual spells.

As stated above, the Wyck find it difficult to enact permanent change. Most spontaneous castings will unweave themselves in a matter of minutes. The covens do have ways to make their Workings more enduring. The first way to do so is by casting a ritualized spell with the aid of coven members. United, a witches' coven is a potent force indeed. Together they are able to waken the most Ancient of Pagan gods from their immortal slumber. The second way to enact permanence is by blood sacrifice. (Hey, Old School Pagan practices were creepy for a reason!) The potency of the sacrifice effects the potency of the sending (Sacrificing animal blood vs. Sacrificing human blood vs. Sacrificing a dangerous amount of your own blood vs. Sacrificing the life's blood of a human vs. Sacrificing your first born's life blood etc.)