Fictive Hack: Spell Workings of Mages

Spellbook Capacity. Spells take up about 10 normal-size pages per spell. The paper must either be enchanted, high quality, or thick. Most spellbooks are about a foot across, and 9 inches or so wide, and 3 inches thick. They can be taller, wider, thicker, and so on as needed.

  • Every 10 spells in a grimore count as a load for the book. A book with 5 spells counts as a weapon, for encumbrance purposes.
    • A regular spellbook is bound with sturdy materials and metal-shod on corners and spine, and can be used as a light weapon.
  • Spellbooks are too awkward to be more than a light weapon, no matter how heavy they are.

Creating a new spellbook costs about 5 gold per page, so about 50 gold per spell. This takes about 1 hour per page of writing with specialized ink, and it can only be done under the influence of the “Read Magic” spell.

Studying Magic. Spending an hour and using the “Read Magic” spell to peruse spells allows mystic power to suffuse the caster’s mind, reinforcing and reconnecting with arcane energies.

  • Studying a spellbook allows the caster to be familiar with its contents, able to spend 3 Awesome Points and cast its spells even though they have not been internalized yet.
    • It takes 6 hours and 6 uses of Read Magic to be familiar with a spell and able to use it untrained; this familiarity lasts for about a week, then fades unless the character periodically reviews the spell in that time. It can be regained with 1 hour and 1 use of Read Magic.
    • A familiar spell can be cast spending 3 Awesome Points, but it takes longer and requires reading aloud from the book.
      • A focus action would expand to 2 focus actions, a move or shoot action would expand to a focus action.
  • Spells can be studied without using “Read Magic” for the benefit of learning, but without using “Read Magic” the mage does not get any Awesome Points.

Spell Components. Some components are consumed, others are reusable; that’s noted in the description.

  • Casting without components is +3 Awesome Points to the cost. It cannot be done with all spells.
    • Identify and Escape, for example, require components.
  • Getting a component out and using it for casting, then returning it or letting it go, takes a focus action. For spells that don’t take that long, the component can be yanked out and used, but not replaced.
  • Make a space for components off to the side, and mark how many you put aside for each spell you might cast. Mark them off as you cast spells.
  • Learning spells from different sources may allow for different components needed.
  • Enchanted or special components can reduce the Awesome Points needed to cast a spell, or increase its potency.

Enchanting Components. These generally cost a minimum of 50 gold for materials, and much more for creation labor. They can be created by giving up the +1 Attribute upon leveling, by any mage that has the spell talent in question. Skill as a tattoo artist, weaponsmith, jewelry maker, and so on can be acquired as an artistic ability either at generation or by giving up +1 to an Attribute upon leveling.

Staves and wands can be infused as the component for multiple spells. A gem can generally be enchanted to be a component, and multiple gems can be set in a weapon or bracelet or necklace. Some wizards get the components for each spell they know tattooed onto their skin, others load up their staff, others sprinkle components among their jewelry. Wizards can use the enchanted components of other wizards to cast, except for tattoos.

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One Response to Fictive Hack: Spell Workings of Mages

  1. Pingback: Friday Knight News – Gaming Edition: 14-SEP-2012 | Gamerati

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