“Low Magic” or “Spirit Magic”

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The term Goetia refers to the spirits that typically perform this sort of magic on the behalf of humans in exchange for Mana or other favors. It is becoming less accepted to refer to Goetia as “low magic,” and the terms “regular magic” or “spirit magic” are being used more often these days. Among other reasons, the majority of Supernaturals work magic through their Bargain with their patron spirits rather than using Theurgy. Several scholars who are not Mages wonder why the less-common form of magic should be given more respect than the magic most people use.

Requirements for Goetia Talents: any Supernatural Type, minimum Magic Ability for that type of 3

Goetia in general are already listed in the M:AGE pages 90-109, F:AGE pages 66-76, or F:AGE-C pages 32-52. sourcebooks as either Arcana or Psychic Powers, and the individual spells for each. Any Supernatural may take any of these Arcana (or Psychic Power; the distinction between the two doesn’t exist in this game) with GM approval. Note that some combinations, such as vampires throwing fire magic or an Avatar of an Earth Elemental with water magics, may not be approved by the GM.

Adjustments to Existing Arcana/Powers: Some Psychic Powers from M:AGE include the Empathy, Psychic Projection, and Telepathy. Here these are combined into the Psychic Arcana. The Psychic Power of Telekinesis in M:AGE is now part of the Force Arcana.

The Machine Arcana, listed in M:AGE, pages 97-98 is now part of the True Smithing Arcana.

Additional Magical Talent Benefits

In general, the various Magical Talents either give access to Arcana or Powers. The Arcana, for example, give you a certain number of Spells based on the rank in the Talent. However, in this setting there are a few other benefits of Magical Talents that are shared by all Arcana in common.

Novice degree sharpens your natural ability to Sense Mana and attunes it to your Arcana. While anyone can feel large accumulations of Mana, your Perception roll + (Focus in the Arcana, if you have one), if you beat TN 11, you can instantly identify whether a given magical effect is based in your Arcana. If you have the Spell in question, you can identify it instantly. Otherwise, you can roll Intelligence + (Focus in this Arcana), TN 9 (+2 each degree above your own that the Spell is, so an Expert caster is at TN 13 to identify a Grandmaster spell) to guess what the Spell does and the basic parameters of how it works. This sense can also be used to do things such as determine remaining duration on an effect, or whether it has been altered with Theurgy or a Ritual, or other such things.

Expert degree already gives you a Focus in the Arcana, which can be used not only for Magical Tests but in conjunction with Perception or Intelligence to sense or understand things about the Arcana. After Level 11, you can spend a new Focus advancement in an Arcana Focus to increase the bonus to +3. But your understanding and greater control over this magic can also protect you; if you are targeted by a Spell or effect based in this Arcana, you may add the Focus bonus to your roll to contest or resist its effects if you do not already have an appropriate Focus. If you do have the correct Focus to resist the Spell, you may spend one Mana to also add your Arcane Focus to the contested or resistance roll.

Master degree allows you to instantly identify Novice level Spells from the Arcana without a need for a roll. You  may add your Arcane Focus to your Defense,  Toughness, or resistance rolls against Master rank or lower Spells from your Arcana.

Grandmaster degree allows you to instantly identify any Spells from your Arcana up to Master rank. If you have the Spell in question and have not acted yet this round, you may spend the same Mana Cost and make a contested Magic Test against the spell being cast. If you succeed, you force the Spell casting to fail, but you lose your Major Action for the round.

Apex degree allows you to instantly identify any Spell from your Arcana, or quickly determine a new Spell’s purpose. If a Spell has a lasting duration or effect, you can spend the same Mana Cost as the Spell and roll a Magic Test against the Magical Force of the Spell. If successful, you may take apart the Spell harmlessly, or in the case of Permanent effects, cause the magic to stop working for the next hour.

Clarification of Spell Parameters

Range: If the Spell’s description does not clearly state how far away it can reach a target, use these rules of thumb. Novice-rank Spells are usually Touch or Magical Ability x 1 meter distance. Expert Spells may reach up to Magical Ability x 2 meters. Master-rank Spells can reach Magical Force x 2 meters. Grandmaster-rank Spells can reach Magical Force x 5 meters, and Apex-rank Spells can reach Magical Force x 10 meters. More distant ranges are usually the purview of Rituals, although some specific Spells may be modified with additional Mana or Target Number costs to modify the distances in other ways.

Spell Duration: If a duration is unclear or not listed in a source book, use the following rule to determine how long it lasts. Direct damage, healing, or effect meant to last a character’s turn or a single combat round is considered Instant. Effects that last for an entire combat are  Combat Encounters (up to 10 rounds). An scene focusing on social or investigative work is an Encounter and last from 10 minutes to 30 minutes, based on  GM judgment. Extended durations are 30 minutes to an hour. A Sun Cycle lasts from sunrise-to-sunrise or sunset-to-sunset. (Spells cast in the middle of the day or night will be use whatever cycle will give the longest duration). Longer durations are usually only achieved through Rituals.  These durations include a Week (always seven days, starting at the next sunrise or sunset), a Month (on the lunar cycle, not the usual calendar), a Season (from equinox-to-solstice or vice versa), or a Year (which is the sidereal year exactly, and not the solar year).

New Spells

The following spells are available if you have taken the appropriate Arcana through the use of Magic Talents. Given the expanded options, the descriptions of those Arcana s

Getting More Spells: When a character spends a Talent Advancement on a new degree of power in an Arcana, they may gain two Novice spells at Novice degree, one Journeyman or two Novice spells at the Journeyman degree, and one Master or Journeyman spell, or three Novice spells when taking the Master degree. Characters can choose from any of the Arcana’s available spells for that degree.

Also, another Talent Advancement may be used simply to purchase more Spells: you get a Talent Advancement, rather than choosing a degree of skill in that Talent to get more spells: up to one Master, two Journeyman, or three Novice spells. These do not have to be from the same Talents. (Note that Grandmaster and Apex Talent Advancements have their own limitations and cannot be used to purchase Spells in this way.)

Swapping Out Spells: Whenever you gain a level, you may choose to select new Spells for your Talents. You simply remove the old Spell and put in a new one of the same degree (Expert for Expert, for example). You may also take a moon cycle (roughly one week) to swap a single Spell without waiting to level up. If you want to swap spells of different degrees, you can do so: Master is worth two Expert or three Apprentice spells, and vice versa.

Death Arcana

This Arcana and its Spells can be found in  F:AGE-C, page 45

The Veil: Note that many uses of this Arcana will be affected by the local Veil to the Ghostlands. If this spell reaches across the Veil in any way (and many do), the base TN will add +1 for every 3 ranks in the Veil (rounded up).

For purposes of this setting, a “ghost” is a conscious entity with its own goals, a “spirit” has its own existence that did not come from a living human, a “wraith” or “specter” are ghosts (and sometimes spirits) that have lost all sanity but are not able to fully leave the living world behind, and “undead” applies to any being with either the Revenire or Undying Powers. Conscious undead, such as Revenants and Vampires, may use Willpower to contest these Spells rather than the caster using the listed Target Number, if the option was not already presented in the Spell description.

Novice 

Command Ghost

Requirements: Death Arcana (novice). Cost: 8 Mana.  Time: Minor Action  Target: Contested Willpower

You are able to give a single order to any ghost or other denizen of the Ghostlands you can see. If the ghost loses the contest, they must follow your command for at least one full round, using all actions to accomplish the task. Subtract the value of the ghost’s Stunt Die from that of the caster, with a minimum of 1. This is how many rounds the command will last.

If the ghost or spirit is manifested in the physical realm, you do not need to account for the Veil rating, but if so, remember to add +1 to the target’s Contested Willpower roll for every 3 ranks of Veil. 

See Ghostlands

Requirements: Death Arcana (novice). Cost: 3 Mana.  Time: Minor Action  Target: 9

You gain the ability to see into the Ghostlands. While you’re doing so, you have a +2 to all Perception TNs in the physical realm. This spell allows you to get an estimate of the local Veil to the Ghostlands, spot ghosts in either the physical realm or Ghostlands, see other denizens of the Ghostlands such as Reapers or poltergeists, and determine if someone is using necromantic magics (which include the Revenire or Undying powers).

This spell lasts for one encounter or 10 minutes.

Expert

Glimpse of Death

Requirements: Death Arcana (expert). Cost: 9 Mana.  Time: Major Action  Target: 11

The target experiences death from the perspective of a nearby ghost. If the target doesn’t wish to endure this experience, they may make a Willpower test against the caster’s Magical Force. However long the experience seems to take subjectively, in reality it only lasts for a single combat round, during which time the target has the Helpless Condition. Once the target finishes the experience, they must roll 1d6 and will have the Fatigue Condition for that many rounds.

Haunting

Requirements: Death Arcana (expert). Cost: 6, 8, 10 Mana.  Time: Full Round  Target: 13

You may choose a target, either a single individual, a group of people, or location such as a house, and lower the Veil around them and mark them as excellent targets for ghosts, wraiths, or other dead entities to assault in some way. The Veil around the target is reduced by 4, 6, or 8 (based on Mana spent, with a minimum possible Veil of 1) and any entity from the Ghostlands will be immediately Hostile to the target. Until the next sunset or sunrise, the dead will want to harass or possibly even attack the target, who will have to find their own way to handle the problems that arise.

Master

Possession

Requirements: Death Arcana (master)   Cost: 12 Mana.  Time: Major Action  Target: 14.   Roll Required: Contested Willpower

You are able to force a ghost or other entity from the Ghostlands into the body of a living person. Casting this Spell will put the target into the Dazed Condition while they try to resist the possession, until the beginning of your next action. At that time, the target may attempt a Willpower test against your Magical Force to resist. If the ghost or spirit in question is also unwilling, it may make its own Willpower test against your Magical Force. If it is willing, the ghost may roll Willpower at TN 11; if successful, it may add the result of its Stunt Die to your total Magical Force.

A possessed individual loses their mental or social Abilities (Communication, Fighting, Intelligence, Perception, Willpower) which are replaced by the entity’s Abilities and Focuses. The possessor may spend a Major Action to rifle through the target’s memories and skills, taking on one of their mental Focuses for a while or at least just gathering information with an appropriate test against TN 11.

The person is possessed at least until the next sunrise or sunset, at which time the possessed may try another Willpower test against the caster’s Magical Force -2 (this reduction is cumulative for each transition between day and night). This continues until the possessed individual frees themselves. If the body falls unconscious or takes the Dying condition, the entity must make an immediate contested Willpower to stay where it is. A possessed individual remembers what they did, but only has vague ideas what the possessing entity’s goals or desires were.

You gain one Backlash for successfully casting this spell.

Exorcism

Requirements: Death Arcana (master). Cost: 10 Mana.  Time: Full Round  Target: Contested Willpower

You can eject a ghost or other spiritual entity from a person’s body. This is primarily meant to be used on entities from the Ghostlands, but can be targeted against any other kind of spiritual entity. The entity may roll a Willpower test against your Magical Ability test to resist, although it can spend Mana (its own or the possessed individual’s) to add +1 to its roll for every 2 Mana. If the entity is not from the Ghostlands but is human-like in thinking, it may add +2 to its roll for every 2 Mana. If it is from other spirit planes but is not human-like, it will receive +3 to its roll for 2 Mana. This spell does not work on an entity bonded to a Supernatural through a Bargain.

This spell does not necessarily end even if you fail the first attempt. You may keep casting it each round until either you or the entity run out of Mana and stop struggling.

You gain one Backlash for successfully casting this spell.

Grandmaster

Ghost Body

Requirements: Death Arcana (grandmaster). Cost: 14 Mana.  Time: Major Action  Target: 16

For a short time, you place your body in the Ghostlands and use the raw ectoplasm of that realm to manifest an ethereal form in the physical world. In this form, you cannot be harmed by physical or energy attacks, although certain kinds of magic (especially those directly affecting Mana, minds, or spirits) function as normal. You can pass through most solid objects at half your Speed, and metal objects at one-quarter normal Speed. You can enter living bodies with a contested. Willpower roll to learn what the person knows, or to directly attack souls or spirits with a penetrating 3d6 damage+Ability attack. The if the target succeeds in the Willpower roll to resist damage, they will take only 1d6+Ability damage.

You can also choose to be invisible to anyone who cannot see magic or spirits.

Your body in the Ghostlands is temporarily protected from the life drain that normally occurs in this realm, but if the body suffers damage, the spell ends immediately, your ghost body evaporating and the physical form materializing where you left it with an additional 1d6 penetrating damage and the Dazed Condition for the next combat encounter.

You will gain one Backlash for using this spell.

Influence Reaper

Requirements: Death Arcana (grandmaster). Cost: 15+ Mana.  Time: Minor Action  Target: Contested Willpower

You can contact a Reaper, a powerful type of Ghostlands entity that is committed to harvesting souls newly released into their realm. If you succeed in overcoming its Willpower, the Reaper will temporarily serve your interests. It can manifest in the physical realm (which costs the caster another 15 Mana), transport itself and another person anywhere in the Ghostlands, and is a powerful spirit with may other powers that can be called on.

This spell lasts for one hour. Reapers are often hostile to those that try to control them, unless they are bribed successfully with Mana or other short-term Bargains.

Apex

Capture Soul

Requirements: Death Arcana (apex). Cost: 20 Mana.  Time: Full Round  Target: 23.  Roll: Willpower vs. Magical Force

You can drag a soul from a living body, capture one that is about to leave a Dying body, or has just been released into the Ghostlands. If the soul has been reaped, it might still be possible to hunt down if you wish, but the Spell TN will be 28.

If the soul is unwilling to be captured by you, the target may roll Willpower against your Magical Force to resist. A soul that has become a ghost adds +4 to their roll, because their soul has been transformed. You can continue casting the spell each round until either you run out of Mana or the target succumbs. If the target is Dying but not yet Dead, you are at +4 to your effective Magical Force.

Once you have captured the soul, you can do many things with it, such as placing it in a prepared vessel, into another body, or its own dead body—although the body will either need to repaired or healed immediately after doing this, at +2 target number and +2 Mana Cost for each die of healing, for each hour that it has been dead (and one Backlash for each hour it has been dead).

Enchantment Arcana

This Arcana and Spells can be found in F:AGE-C, page 47. It should be noted that the Novice Spells of Enchant Armor, Enchant Weapon, and Spell Glyph, the Journeyman-level spell Imbue Item and the Master-level spell Empower Item, on pages 47-48, are modified for use in this game. Remember that long-term item creation rules are the province of the Enchant Items Ritual.

Novice

Bind Spirit

Requirements: Enchantment (novice).   Cost: 4+ Mana. Time: Full Round. Target: 8  Roll: Communication (Persuasion or Spirits) vs. Willpower.

You can place a spirit into a prepared object and have it stay there for some time. This can also be the basis of the Enchantment Ritual to create a longer-lasting item, but the purpose of this spell is to quickly make a short-term enchantment powered by the spirit.

This spell opens a negotiation with a spirit, although the spirit in question is usually simple and might not be capable of a complicated Bargain. If you are in a hurry or do not feel like bargaining, you can place some amount of Mana (minimum of 4, maximum of 10 per degree in this Talent) in the item and if the spirit does not agree to a Bargain, you can force it to make a contested Willpower roll against your Communication (Persuasion). If the spirit fails, it will be bound for a short while.

While it is bound, the spirit will use one of its Spells or Powers on your behalf, once a round, paying half the Mana cost itself and half using the Mana you placed in the item. This sloppy binding will lose one Mana every hour. When the binding runs out of Mana, the enchantment ends. Under no circumstances will a spirit use its last remaining Mana to power this sort of enchantment. If the only alternative is that it will use all of its Mana to perform the spell, it can draw on all remaining Mana in the binding to pay the last of the costs.

Spirits that were forced into a short-term enchantment without agreeing to it may be angry with the enchanter afterward, if they encounter them again and are capable of remembering them.

Borrow Enchantment

Requirements: Enchantment (novice).   Cost: 8+ Mana   Time: Major Action    Target: 11+

You can temporarily move an enchantment from a specific object or person and place it elsewhere. The more powerful the enchantment, the harder it is to move. If the enchantment is roughly Novice level, it costs 8 mana and is TN 10; it costs 10 Mana and TN 12 for Expert degree powers, and so on. The Mana that powers the enchantment in the new place must be placed by the caster, up to 10 points of Mana per degree in this Talent.

The enchantment remains on the new target for one hour or until the Mana pool is expended, whichever happens first. The original target loses its enchantment during this time. If the item or person that originally had the enchantment is broken or killed during this time, the enchantment will vanish because the original anchor is gone. If the new target of the enchantment is broken or killed, the enchantment goes back to its original target.

Enchantments that have been made Permanent through a ritual add +4 to the TN of this spell.

Enchant  Armor and Enchant Weapon (modified)

These Spells are originally described in F:AGE-C, page 47. In the Mana Noir setting, this Spell requires a few modifications.

The listed bonuses for either Spell only last through an Encounter if there is no violence to trigger the effects, or until the end of a Combat Encounter once the magic is invoked through violence. However, these Spells are often the basis for longer-term enchantments with the Enchant Item Ritual.

Spell Glyph (modified)

This Spell is originally described in F:AGE-C, page 47. In the Mana Noir setting, this Spell requires a few modifications.

The Spell Glyph lasts for one Sun Cycle per point in Magic Ability, after which the magic fades away.

Expert

Imbue Item (modified)

This Spell is originally described in F:AGE-C, page 48. In the Mana Noir setting, this Spell requires a few modifications.

In this game, the item is imbued with a temporary Spell effect that the caster either knows, or has studied by watching it in action while using Arcane Awareness and making an Intelligence (Arcana) roll, TN the same as the Spell +2. The maximum number of Spells the caster can know how to imbue in this way is equal to their Magic Ability + Enchantment Arcana Focus. The Spells should be of the same degree the caster has in Enchantment Arcana or lower. If the spell is one rank higher, the Mana Cost and Target Number to Imbue is increased by +2, and no Spell of two ranks higher can be imbued. The imbued item will last for one week before its imbuement fades.

Modify Enchantment

Requirements: Enchantment (expert). Cost: 12 Mana   Time: Major Action   Target: Enchanter’s Magical Force or 12.

You can temporarily shift the Mana pattern within an object, altering how the powering spirit’s abilities affect the world, and therefore modifying how its enchantments work. When you cast of this spell, note the number on the Stunt Die. You may move that a total of that many bonuses or penalties, change up to that many magical spells or powers to another spell or power by one step per result (so one kind of Novice fire effect to another Novice fire spell for one point, Novice to Expert for one point, or a different Expert fire spell for two points, and so on). The GM may impose other rolls (especially for dealing with spirits) or costs as seems necessary. This spell cannot break an enchantment or binding. In general, the effects of this spell lasts for an hour, although the GM may impose a shorter time limit depending on how extensive the modifications are.

Master

Open Enchantment

Requirements: Enchantment (master). Cost: 13 Mana. Time: Full Round.  Target: 15.

This allows the enchanter to safely loosen the magical weave of an enchanted item to make longer-term changes to it, or to power it again. When you cast this spell, make note of the Stunt Die’s result. You can make changes to the item’s enchantment as with Modify Enchantment, but keep those modifications in place for one sun cycle. You could instead add up to one spell or power for every two points on the Stunt Die (round up), or remove a spell and replace it with another one, which effects will last for one sun cycle. You may also place Magic Ability x Stunt Die result worth of Mana points into the item to recharge it, which last until used.

Grandmaster

Mass Enchant

Requirements: Enchantment (grandmaster). Cost:  15+ Mana Time: Full Round  Target: 18

You are able to quickly put a temporary enchantment on up to Magical Force number of items within Ability meters radius area. The enchantment must be the same for each item, and for these reasons the items should be similar in design and purpose. The items cannot already be enchanted. You can cast this spell more than once, but unless at target item has been specially prepared, it can only hold up to three enchantments.

Each subsequent casting will cast an additional 5 Mana. The enchantments will last for an hour.

Sample enchantments include:

  • Add +1 to hit and damage with a weapon (maximum of +3 each)
  • Weapon acts as Vulnerability to specific Supernatural Type
  • Add +1 Defense and Armor value to armor (maximum of +3)
  • Item heals bearer for 1d6 Health when bearer reaches Unconscious or Dying status
  • Place the basic effect of a Novice-rank spell into item paid for with bearer’s Mana

Apex

Sever Enchantments

Requirements: Enchantment (apex). Cost: 25 Mana  Time: Full Round  Target: Magic Test against Enchanter’s Magical Force + (see below).

All enchanted items within the caster’s Ability meters, at a range of Magical Force meters away, will lose their bindings with this Spell. Every item or person carrying an enchantment becomes disenchanted. This will also release all the stored Mana in the enchanted items. The target number is the Enchanter’s original Magical Force (assume 17, if not known), plus total Threshold Successes/5 (assume +3 if not known, for a minimum TN of 20). The overall Force of the enchantment might be higher depending on how powerful the enchantment is in the GM’s estimation. The maximum Force should not ever reach higher than 30.

Every item will release one Backlash per rank in Talent, Power, number of spells, or +1 embedded in it. This Backlash will be split evenly among all living creatures in the area who do not succeed on their Magical Test, and then Consequences will be imposed immediately. The items themselves will also face Consequences at least in the form of damage.

Healing Arcana

This Arcana and Spells can be found in F:AGE, page 72; F:AGE-C, page 37; and M:AGE, page 96.

Note that when it comes to Conditions, the Spells Healing Touch, Healing Aura, Restoration, or Well of LIfe may heal a Condition at a rate of 1 point of Condition for 2 points of Healing. In a similar fashion, the Spells Harm and Harm Burst can cause Conditions at a rate of 1 point of Condition for 2 points of damage.

Novice

Life Sense

Requirements: Healing (novice). Cost: 1, 2, 3, or 4 Mana  Time: Minor Action  Target: 9 

You can see how Mana interacts with biological organisms out to a range of Magical Force meters. Within this range, you can see a target’s life force (allowing you a quick estimate of HP in increments of about 10% of its value), determine more complex issues such as Conditions, poisons, or diseases that the target is suffering, or even just identifying what kind of organism it is. This may allow a Perception (Seeing) or Intelligence (Medicine) roll to identify what you’re looking at. The one-Mana Spell only lasts for one full combat round; the two-Mana Spell lasts for a combat encounter or 10 rounds; the three-Mana Spell may either cover a radius of Magic Ability x 2 meters (allowing you to sense everyone around you) or lasts for a social encounter (up to half an hour); the four-Mana Spell allows but area of effect and social encounter duration.

Recover

Requirements: Healing (novice). Cost: 4+ Mana  Time: Major Action  Target: 10 Roll: Constitution (Stamina)

This Spell, which requires the caster to touch the target, allows an immediate check to recover from any Condition except for Dying. The caster notes the result of the Stunt Die on a successful Magic Test. The target rolls Constitution (Stamina) + (Caster’s Stunt Die result) vs. a TN 9 + (1 for every point in the Condition, see Other Rules). The target then checks the Stunt Die in their Con roll, plus the caster’s Stunt Die, and reduces a Condition by that many points.

Sedation

Requirements: Healing (novice). Cost: 2, 4, 6 Mana  Time: Major Action  Target: 9 Roll: Constitution (Tolerance)

You disrupt the neurochemicals in a target’s brain, causing 2d6, 4d6, or 6d6 + Magic Ability penetrating stun damage, depending on how much Mana you spend. The target may roll Constitution (Tolerance) vs. the caster’s Magical Force to take only 1d6, 2d6, or 3d6 penetrating stun damage. This has a range of one meter per point in Magic Ability.

Expert

Enhance Abilities

Requirements: Healing (expert). Cost: 2 + Mana  Time: Major Action  Target: 12

You touch a target and temporarily (combat encounter or 10 rounds) increase one of their physical capabilities. This could be a bonus to Accuracy, Constitution, Dexterity, Perception, or Strength. For every Mana point you spend above the base 2, you increase the target Ability by +1. If you increase the Ability above a rank of 5, it costs 2 points for each +1 and both you and the target will gain 1 Backlash for doing so. This Spell cannot allow you to increase a score above 10. This spell is incompatible with the Physical Boost Power; using that Power on an enhanced Ability, or this Spell on a boosted Ability, overwrites the other effect entirely.

Harm

Requirements: Healing (expert). Cost: 2, 3, or 4 Mana  Time: Major Action  Target: 11 Roll: Constitution (Stamina)

This allows you to touch the target (the attempt to touch is part of the casting of the spell, and requires a Fighting (Brawling) roll) and disrupt their biology, causing 2d6, 3d6, or 4d6 + Magic Ability penetrating damage. The target may roll Constitution (Stamina) vs. your Magical Force; if the target succeeds, they only take 1d6, 2d6, or 3d6 penetrating damage.

Master

Harm Burst

Requirements: Healing (master). Cost: 5, 6, or 7 Mana  Time: Major Action  Target: 15  Roll: Constitution (Stamina)

You can disrupt multiple bodies at the same time, up to a radius of Magical Ability x 2 meters. You can choose not to target creatures you can see. This causes 2d6, 3d6, or 4d6 + Magic Ability penetrating damage. The targets may roll Constitution (Stamina) against your Magical Force to reduce this to 1d6, 2d6, or 3d6 penetrating damage.

Inflict

Requirements: Healing (master). Cost: 12 Mana  Time: Major Action  Target: 14 Roll: Constitution (Stamina)

You must touch a target (the touch attempt is part of the casting, and my require a Fighting (Brawling) roll) and damage the biological processes in a section of the target’s body. You cause your Magical Force in penetrating impact damage, and can impose Magical Ability + Focus total in Conditions (see Other Rules). The target may roll Constitution (Stamina) to take half damage (rounded up) and half the total points of Conditions (round up).

Knockout Burst

Requirements: Healing (master). Cost: 4, 5, or 6 Mana  Time: Major Action  Target: 15 Roll: Constitution (Tolerance)

You can disrupt multiple neural systems at once, up to a radius of Magical Ability x 2 meters. You can choose not ot target creatures you can see. This causes 2d6, 4d6, or 6d6 + Magic Ability  penetrating stun damage, although the targets may roll Constitution (Tolerance) against your Magical Force to take only 1d6, 2d6, or 3d6 penetrating stun damage.

Grandmaster

Necrosis

Requirements: Healing (grandmaster). Cost:  15 Mana  Time: Major Action  Target: 15 Roll: Constitution (Stamina)

This allows you to destroy one limb or sensory organ. Choose a target wihin a range of Magic Ability meters. If your Spell is successful, you will cause up to your Magic Ability + Focus points in a Condition dealing with that body part (see Other Rules). The target may roll Constitution (Stamina) against your Magical Force to reduce the Condition value by half (round up) once it has taken hold; the Condition will still affect the target, but will be easier to recover from.

Renewal

Requirements: Healing (grandmaster). Cost: 18 Mana  Time: Full Round  Target: 18

You restore a target to full health. This removes all Conditions, Health loss, diseases, or poisons that the target might be suffering. Severed limbs and other forms of bodily destruction will be regrown. You will suffer 1d6 penetrating impact damage for casting this spell, and take at least 1 Backlash–the GM may assign more Backlash depending on how severe the wounds were in the first place.

Well of Life

Requirements: Healing (grandmaster). Cost:  20+ Mana  Time: Major Action  Target: 15

All beings within Magical Force meters of you receive at least 20 extra points of Health, +1 additional Health per point in additional Mana spent, up to 40. This may allow their Health totals to exceed their normal maximum. If so, they take 1 Backlash for the first 20 additional Health, +1 Backlash for anything between 21-40 extra Health. This lasts until sunrise or sunset, or to damage as normal. You take the same Backlash as those who received the Health, +1.

Apex

Quietus

Requirements: Healing (apex). Cost: 20 Mana  Time: Major Action  Target: Contested Willpower (Faith) or Constitution (Stamina)

You point at a target you can see within Magical Force meters and shut off all of their biological processes. You must roll against their Willpower (Faith) or Constitution (Stamina) (the target’s choice). If they succeed, they take 1d6 penetrating impact damage per point in your Magical Ability. If they fail, they die instantly, bypassing the Dying Condition. Casting this spell causes 1 Backlash.

Resurrection

Requirements: Healing (apex). Cost: 25 Mana  Time: Full Round  Target: 25

You restore life to a creature that has been dead for less than one day per point in your Magical Ability. If the person’s soul has been reaped and gone on to one of the Divine Realms or been lost in the Ghostlands, it will have to be recovered to restore full consciousness to the body. Otherwise, any spirit or soul that is wandering lose might take possession. The body is restored to the point it was before suffering whatever trauma killed it–permanent or long-lasting Conditions might still be in effect, but otherwise their wounds are healed and the creature is at full Health. Casting this spell causes 3 Backlash.

Illusion Arcana

This Arcana and Spells can be found in F:AGE-C, page 48, and M:AGE, page 97

Novice

Personal Terror

Requirements: Illusion (novice). Cost: 5 Mana  Time: Major Action  Target: 11. Roll: Willpower vs. Magical Force

The target’s own mind is compelled to respond to shifting shadows, noises, and other sensory tricks to generate a hallucination of their greatest personal fear. For the first round after casting, the target is distracted, at -2 to attacks or defense. On the second round, they must roll Willpower vs. the caster’s Magical Force. If they succeed, they continue to be distracted and paranoid but no other effect happens. If they fail, they immediately react as if their fear is taking place, responding to that fear rather than what is actually happening around them. The fear might attack, which does not cause real damage but if the target takes too many illusory points of damage, they will pass out.

This spell lasts for one combat encounter or 10 rounds, or until the target loses consciousness.

Expert

Whomever You Need

Requirements: Illusion (expert). Cost:  10 Mana   Time: Minor Action.  Target: 13

You make yourself resemble whomever the target most wants to see at the current moment. They will immediately be Friendly or respectful of you, and they will think you are on their side. They will gloss over some errors in the disguise, although it is possible for you to break the illusion by misreading their cues.

You gain +5 to Deception rolls against the target and they are less likely to distrust you in the first place. This lasts for a full social encounter or an hour.

Master

Waking Dream

Requirements: Illusion (expert). Cost: 12 Mana  Time: Major Action.  Target: Contested Willpower

The target will perceive events and situations around them differently than everyone else, explaining gaps in logic as they would in a dream. You craft the basic scenario when you cast the spell, and roll a Magical Test against the target’s Willpower test. If you succeed, they will fall into a waking dream and see you and everything else around them in context of the dream scenario. This can be dangerous; you are not in precise control and might not know exactly what the target thinks is going on.

Damage to the target, or placing them under severe stress, allows a new contested Willpower vs. Magic roll. The spell lasts until either the target shakes free, or the encounter end, or half an hour, whichever happens first. Once the spell ends, the target will feel as if they had just woken up. They may or may not remember any details of their experience (tests to do so are against your Magical Force).

Grandmaster

Almost Real

Requirements: Illusion (grandmaster). Cost: 15 Mana   Time: Full Round Target: 17

You create an illusion that uses some of ectoplasmic substance of the Dreamlands to provide a sense of solid existence. You can make anything you can imagine within Magic Ability + Focus cubic meters of space. This can be a room, cottage, magical flying horse, monsters, whatever. If it fights, the creation can cause 1d6 stun damage per point in Magic Ability, and has effective physical Abilities up to your Magical Ability, and your Magical Force x Magic Ability in health points. However, an individual who is stressed, in combat, or has reason to not believe in your illusion can attempt a Willpower vs Magical Force roll to ignore the illusion. They will still see it, but it will not be able fo physically affect them during that round.

This illusion lasts until the target sees through it three times, or an hour.

Apex

Enter Dreamlands

Requirements: Illusion (apex). Cost:  18 Mana   Time: special.  Target: 10 + Local Veil

You can draw people through the Veil into the Dreamlands into a place that matches your needs. You can use this to enter the Dreamlands and build your own space within the realm; you can affect Magical Force x 10 cubic meters of space. It takes time to create a complex area and the GM can negotiate with you about the time you spend in the Dreamlands on the tasks at hand. Every sunrise cycle where you spend half or more of your time in the Dreamlands, you will take two Backlash on your return to the physical realm.

Once you’ve created your space you can open a pathway to this realm whenever you cast this spell. You can bring up to Magical Force number of people or entities with you when you do so. The local Veil will not apply to this crossing, although if it is higher than your Magical Ability, you will take two Backlash for moving through the dimensions. Those you bring with you are only aware of the shift in Realms if they possess the necessary spells or powers to tell them such a thing happened; otherwise they may feel as if you peeled back a curtain to a perfect illusion that they can interact with.

Anyone who travels with you will be subject to the same Backlash you will face once they return to the physical realm.

Power Arcana

This Arcana and Spells can be found in  F:AGE, page 74, F:AGE-C, page 39, and M:AGE, page 98

Novice

Drink It In

Requirements: Power Arcana (novice).   Cost: 1 Mana   Time: Major Action    Target: 9

You open yourself up to a source of Mana such as a Channel, a Wellspring, a sacrifice, an open breach across the Veil, or other such magics and absorb the power into your body. The GM determines how much Mana a source might have or is offering to give you. When you cast this, you may absorb up to your Magical Ability in Mana each round. It takes you a Minor action in every subsequent round to absorb more Mana, until you reach the personal maximum of  your Mana points. This spell does not let you drain Mana from an unwilling living source, although if the Mana has already been released (such as in a sacrifice), it’s now free for the taking.

Sharing

Requirements: Power Arcana (novice).   Cost: 2 Mana   Time: Major Action    Target: 11

You create a Mana channel between two willing targets that you touch; usually yourself and another entity, but it could be two others. These two may share up to your Magical Ability in Mana points with one another as a Free Action, once each per round. The sensation also carries a sensation of intimacy that some find amazing and others instinctively resist. At any point, either participant can simply will the spell to end. Once activated, the two participants may continue to share Mana at up to Magic Ability meters distance from each other. Otherwise, this spell lasts for one combat encounter or 10 rounds. 

Expert

Discern Mana

Requirements: Power Arcana (expert).   Cost: 3 Mana   Time: Minor Action    Target: 11

A more intense form of Arcana Awareness (M:AGE, page 99), your perception of Mana resonances and patterns allows you to perform careful analysis and discern details about the magic in question. You can easily spot what kind of Supernatural a person is, what Arcana is being used, or the purpose of an enchanted item. You can even follow magical trails. If asked to make rolls to spot or understand a magical phenomenon while this spell is active you gain +3 to the roll and earn +1 Stunt Point on a success.

This lasts for an investigation encounter or ten minutes.

Redirect Magic

Requirements: Power Arcana (expert).   Cost: 5 Mana   Time: Minor Action    Target: Contested Magic Test

You may cast this spell and let it stay active until you are the target of a magical effect. When you perceive a Spell, Power, or Ritual trying to affect you, you may roll a Magical Test against the Test of the caster—or effective Magical Force, if it’s an existing effect or enchanted item—and redirect the magic. Area-effect Spells add +3 to the Test Result you must overcome, and if successful you can only redirect a meter radius of effect around you. You must succeed your test by three points to send the spell back to its origin, otherwise you can pick a cardinal direction or up or down and let the spell travel in that path until it encounters a new target or reaches the limits of its range, where it will resolve as normal.

This lasts until used or one combat encounter (or 10 rounds).

Master

Redirect Mana Flow

Requirements: Power Arcana (master).   Cost: 15 Mana   Time: Full Round    Target: 15

You force Mana to flow differently through a space than it normally would. Spells that reach long distances or over wide areas, links between participants in Rituals, and natural Mana Channels, require the flow of Mana from one place to another. For example, a warded area has a storehouse of Mana set up when the spell is cast, and if that ward reaches some distance away, the connection between the stored Mana and the effect can be seen and interacted with. You can: move this power around, either shifting the location or area of a Spell by Magical Force meters; change the target of an enchanted item’s effect to another one within Magical Force meters; interfere with a Ritual being cast by adding your Magical Force to the overall Mana cost add +1 required Threshold Success to a Ritual for every 2 points in your Magical Force (round up); or move a Mana Channel by Magic Ability + Focus meters. (You can move a Mana Channel by Magical Force meters if you have Claimed it with the Claim Mana Flow Spell.)

The effects of this spell last for ten minutes per point in Magical Ability, or if you have Claimed a Mana Channel, for one sun cycle per point in Magic Ability.

Drain Mana

Requirements: Power Arcana (master).   Cost: 8 Mana   Time: Major Action    Target: 15 or Contested Willpower or Magical Ability

This spell allows you to pull Mana from any source, including spirit entities or living beings, without permission or a previous link to the source. When targeting a source without a mind check against TN 15. If the target has a mind of some sort, you must succeed in a Contested Magical Test against either Willpower, or a Supernatural’s Magical Ability Test, whichever applies. You can drain 1d6 Mana per point in Magical Ability per round. Every round you do this to an entity or living being, you must make a new Contested roll, and the target gains +1 to their rolls. A spirit entity that loses all its Mana in the physical world is effectively banished and scattered; it might reform or not, depending on its overall power.

When you do this to living beings you also absorb some part of their Mana resonance, which leaves marks on your aura that can be detected. Successfully casting this spell gives you one Backlash, and you gain two Backlash if you fail to cast it.

Grandmaster

Claim Mana Flow

Requirements: Power Arcana (grandmaster).   Cost: 15 Mana   Time: Full Round    Target: 18   Roll: Contested Magic Test vs. Magical Force

You blend your Mana and magical resonance with that of a given flow of Mana (as described above in the Redirect Mana Flow spell), laying a Claim to that source of power. If successful, the flow of Mana responds naturally to your wishes and resists attempts from other Spirits or Supernaturals to interact or interfere with it. If you have Claimed the flow, those who do not have your permission to interact with the Mana first need to overcome a Contested Magic Test against your Magical Force. If you are on the same plane, you can sense when someone attempts to interact with the Mana flow, and can tell whether or not they’re successful. In the case of a Mana Channel, the Spells Redirect Mana and any Rituals involving the Mana Flow will better than they would otherwise. You can also regain Mana twice as quickly in a Claimed Mana Channel (double result of the dice roll). Some other magics, such as the Apex spell Create Wellspring, require you to have Claimed the Mana Channels in question.

Influence Backlash

Requirements: Power Arcana (grandmaster).   Cost: 3 +Mana   Time: Major Action    Target: 13 + Backlash points

Backlash is, by one definition, magic that was not properly controlled and now it’s chaotically expressing itself. Any attempt to alter Backlash is difficult and dangerous. However, at this level of understanding of Mana, you can at least perform a few crude feats with Backlash. For example, you can hold Backlash Consequences at boy in yourself or a person you touch, or redirect active Consequences to another target, or convert existing Backlash directly to damaging effects.  You must invest three points of Mana per point of Backlash you wish to influence and make a Magic Test against a TN of 13 plus the number of Backlash points you’re trying to affect. Permanent Backlash is always added to the overall costs and TN, and while a permanent Consequence may be temporarily suppressed or redirected to a new target, they will always come back once this Spell ends.

You can keep the given amount of Backlash from causing a Consequence for one sun cycle per point in Magic Ability. You could also choose to redirect the Consequences associated with the Backlash you’ve affected,  within Magic Ability + Focus meters, or you can wait to see what a Backlash Consequence will be and change it to another Consequence of equal value. If you choose to cause damage with this Consequence, you will also take 1d6 penetrating impact damage that cannot be healed magically.

You gain two Backlash for casting this spell. If you’ve delayed a Backlash Consequence, the target waits until the duration is up before suffering the Consequence. Otherwise, whether or not the spell is successful, both you and any other person involved with it immediately suffer a Consequence.

Apex

Create Wellspring

Requirements: Power Arcana (apex).   Cost: 25 Mana   Time: Full Round    Target: 25

You must first redirect at least three Claimed Mana Channels so the power flows cross each other and form an intersection of power. Once that has happened, you will form a spiritual anchor which will keep the Channels together and stabilize the Mana so that it forms a Wellspring. It is automatically Claimed by you; the local Veil to all Realms will drop by an additional -2 (beyond the usual drop for a Wellspring) whenever you interact with the other spirit planes in that Wellspring. You will have +2 to all Magic Tests in the area and impose +2 to Target Numbers for people you do not wish to be present in your Wellspring. You will gain double the usual amount of Mana (double the result of the dice roll).

This Wellspring is temporary at first, lasting only one full moon cycle, although in that time it may be made Permanent by the use of the proper Ritual.

The creation of a Wellspring gives you four Backlash.

Reshape Magic

Requirements: Power Arcana (apex).   Cost: 25 Mana   Time: Major Action    Target: 18 +

You can change any given Spell or Power within your Magic Ability + Focus meters into a different Spell or Power of your choosing. The new magical effect must be one you either already know or at +2 to the TN, have studied (GM’s call). A completely novel effect adds +4 to the TN. If targeting a Ritual, you must add + 1 to the Target Number of this Spell for every 5 Threshold Successes in the Ritual. The cost of the original Mana spent will go help power the new effect if it usually costs more Mana than the original version, and your Magic Test for this Spell must also beat the Target Number of the original effect. The new effect’s duration is based on the Spell or Power in question, or one hour per point in Magic Ability, whichever happens first. If the effect is generated by a long-term enchanted item or Ritual, it will return to its original function after the spell duration is over.

Psychic Arcana

This Arcana and Spells can be found in F:AGE-C, page 51. For the purposes of this game, the Psychic Arcana is expended to include the M:AGE Psychic Powers of Empathy (pg 100), Psychic Projection (pg 103) and Telepathy (pg 107).

Novice

Lasting Influence

Requirements: Psychic Arcana (novice).   Cost: 2 Mana  Time: Minor Action    Target: 9

Your next attempt to persuade, deceive, or otherwise socially influence a target receives a +4 bonus. If you succeed in your attempt, it is unusually effective, and the target will stubbornly resist later attempts to undo whatever you did. For example, if you convince a guard that you were friends in high school, the guard will attempt to disbelieve any effort to prove otherwise, possibly rolling Willpower or getting into arguments to continue believing whatever they were told. This lasts for a social encounter or an hour.

Expert

Forget

Requirements: Psychic Arcana (novice).   Cost: 6 Mana   Time: Major Action   Target: Contested Willpower

You’re able to pluck a memory out of the target’s mind. All you can do make them forget; you cannot change or alter the memory, nor can you erase a chain of memories the GM deems are fundamental to who that person is. For example, you can force someone to forget why they walked in the room, but not make them think they aren’t hunting for intruders or forget that they’re on guard duty. If the memory happened recently, while you were present, the Magical Test is a contested Willpower roll. If it happened more than half an hour ago, or you were not present, the target receives +1 to their roll. An hour ago, they receive +2, in the past day, +2, and past few days, +4. If the target is asleep, you receive a bonus of +2 to your roll.

Once the memory is gone, it is gone, never to return.

Repulsion

Requirements: Psychic Arcana (novice).   Cost: 4+ Mana   Time: Major Action   Target: Willpower (Courage) vs. Magical Force

You generate an aura that keeps people from coming too close or making physical contact. Anyone attempting to come closer than your Magic Ability x meters must roll Willpower (Courage) vs. your Magical Force. If they fail this roll, they have to use any remaining movement to leave the area. If they cannot do so by the end of their turn, they will have +2 difficulty to all tests until they can move out of the area. Even if they succeed at first, each round the person is in the repulsion area, you may spend 1 Mana to make them roll the test again, with +1 difficulty for each subsequent test. If the person makes a melee attack or tries to touch you in any way, you can immediately spend 1 Mana to substitute your Magical  Force for this Spell in place of your normal Defense.

You may designate up to Magic Ability + Focus people you can see when casting the Spell who will not be affected by it. This will last for one encounter (10 minutes), or if combat breaks out, one combat encounter (10 rounds).

Master

Puppet Strings

Requirements: Psychic Arcana (master).   Cost: 10 Mana   Time: Major Action     Target: Contested Willpower

You can control a person’s actions for a short while. The target must be within Magical Ability + Focus meters range, and stay in Magical Force x 2 meters distance to remain under control. You must be able to sense them in a way that allows you to determine where they are to give orders (for example, just knowing the target is among those in a dark room isn’t sufficient). Each round, you may use a Free Action to order them to pursue an objective in the way they wish, a Minor Action to make specific demands about how they complete that objective, or a Major Action to remotely control all of their actions.

If the target takes damage, suffers a Condition, has to violate personal ethics or morals, or otherwise is made to go too far, they can make a new Willpower roll against your Magical Force at +1, once they have completed their actions this round. Each subsequent roll is at a cumulative +1.

This lasts for one social encounter or 30 minutes, or until the target overcomes the effects.

Grandmaster

Edit Memories

Requirements: Psychic Arcana (grandmaster).   Cost: 13 Mana   Time: Full Round  Target: Contested Willpower

Beyond just making someone forget an event, you can rewrite and edit the memories as you wish. It’s important to not push too far with this, though—a memory that seems too far out of line for the individual in question might be revealed as false or cause serious mental issues. For example, you could add yourself into the background of memories from school from five years previously, and that would be simple enough. But if you try to make the target think you were best friends and then drifted apart, that could cause serious issues, especially if no one else in the target’s life knows who you were.

In general, the more involved the new memory is, the target may receive bonuses of +1 to +4 to their Willpower test. 

This new memory lasts at least one week per point in Magical Ability. When it fades, the original memory will reassert itself.

Possession

Requirements: Psychic Arcana (grandmaster).   Cost: 18 Mana  Time: Major Action   Target: Contested Willpower

You create a link to the mind of any target within Magical Force meters and take total control over their body. Your physical body falls unconscious and does not respond easily to non-damaging stimuli. While controlling the target body, you use your mental Abilities (Communication, Fighting, Intelligence, Perception, Willpower) instead of the target’s. However, you have access to the target’s full range of knowledge, and can use any of their Focuses and draw on their memories with an Int (Research) roll, TN 9 for most memories, TN 12 for things the victim wishes to keep private.

The target must roll a Willpower Test against your Magic Test or fall victim to the spell. Once the spell is active, the target can only attempt to throw off your control when they suffer damage, when someone uses a Spell or Power to help them regain control, or after one hour. If your original body takes damage, this also gives the possession target another chance to break free. The target will know they were possessed, what they did, and will retain at least one fact about you.

Successful casting of this Spell will cause one Backlash, or two Backlash if you fail the roll.

Apex

Othermind

Requirements: Psychic Arcana (apex).   Cost: 20+ Mana  Time: Full Round    Target: 18+

This spell creates a psychic resonance between your mind and a prepared object. The object should be suitable for use as either a Spirit Vessel or Mana Battery, crafted, made of good materials, and at least the size of a human fist. Living materials are dangerous to use for this spell because they tend to be more fragile. The GM is responsible for deciding if a specific object will work for this spell.

You generate a partial or complete copy of your mind within the object, at a base cost of 10 Mana, +1 Mana for every point of your own mental Abilities (Communication, Intelligence, Perception, Willpower) that you put into the object, and another +1 for each Focus from these Abilities you add).  If the object is within Magical Force x 10 meters of you, it’s possible to consult with it to aid yourself, rolling for the othermind as a Cooperative Test. You can also choose to preserve specific information within an othermind, or to give one specific abilities, or allow them to perform their own tasks. You may also give an othermind access to an appropriate Talent or Power, adding +1 to the Mana Cost and Magic Test TN for each degree in a mental Talent, +2 for each Power rank, or +3 for a degree in a Magical Talent. Theurgy cannot be given to an othermind. The othermind only has as much Mana as  you give it, and generally falls under the rules for mana storage for materials as seen under the item enchantment rules.

You can have as many otherminds as your Intelligence score. If the original mind is damaged or killed, the otherminds might be able to recover or rebuild a body for you. An othermind will last for 1 moon cycle per point in Magic Ability, and you can recast this spell to keep one in existence; each casting also refreshes the othermind’s copy of your mind, bringing it up to date with what you know.

Successful casting of this spell gives you one Backlash that will persist as long as you keep the othermind active; it will act as a Permanent Backlash point during this time, including not being released even when a Consequence takes place.

Shadow Arcana

This Arcana and Spells can be found in F:AGE, page 71, and F:AGE-C, page 39.

Novice

Frighteners

Requirements: Shadow Arcana (novice).   Cost: 2 Mana  Time: Major Action    Target: 9

This causes the shadows around a target to move and shift around in unexpected and disturbing ways. The target is at +2 to all Target Numbers while being distracted, and if they take damage or you successfully intimidate or frighten them in some way, they will suffer another +1 penalty to all actions until they get away from the shadows.

This lasts one combat encounter or 10 rounds.

Expert

Shadowself

Requirements: Shadow Arcana (expert).   Cost: 5 Mana   Time: Minor Action    Target: 10

You cover yourself in shadows while at the same time creating a shadowy reflection of yourself that can move up to Magical Ability meters away from you. You can take a Minor Action to move the shadow reflection up to your Magical Force in effective Speed and make it seem to be performing various actions. This may confuse and deceive your foes.

Otherwise, the shadowself will simply mirror your actions exactly on the other side of a given target. You receive +2 to hit targets with physical attacks because they will not know where the attacks are coming from; you have +2 defense against melee attacks, and +3 defense against ranged or magical attacks. If someone does hit you, you can choose to sacrifice the shadowself and have the attack destroy it instead.

This spell lasts one combat encounter or 10 rounds.

Master

Lost in Shadow

Requirements: Shadow Arcana (master).   Cost: 9 Mana   Time: Major Action    Target: 12.  Roll: Perception vs. Magical Force

You are able to surround either yourself or a target within Magical Ability meters with ever-shifting shadows that extend about three meters radius, becoming progressively thinner toward the edges. This has one of two uses. First, you can make yourself effectively disappear, forcing people to make Perception (Seeing) checks against your Magical Force in order to properly target you. If your opponents fail their rolls you have +3 Defense or +3 to rolls to avoid attacks. Even if they succeed in spotting you, the moving shadows are distracting, giving you +1 to Defense or attempts to evade.

If you cast this on a target, that person feels lost and isolated by the shadows, needing to make Perception vs. Magical Force rolls every round to interact with the rest of the world. If they fail this check, then they simply cannot purposefully target anything that’s not in touch range. If they throw an area attack outside of the shadows, they have a 3-in-6 chance to hit nothing useful. Even if they succeed in the Perception roll, their targets are effectively at +2 Defense.

This spell lasts for one combat encounter or 10 rounds.

Grandmaster

Vanish into Shadow

Requirements: Shadow Arcana (grandmaster).   Cost: 13 Mana  Time: Minor Action    Target: 15

You actually slide into the nebulous spiritual borders hidden by the Veil. You can see and interact with both the physical realm and a Spirit Realm (the Dreamlands by default, but you may choose another Realm) at a minimum of +1 to your Target Numbers or the effective Defense of targets (with another +1 for every two points in the local Veil). At the start of your action every round, you must choose which realm you’re most manifested in. You are effectively invisible and intangible to the other realm, while in the realm where you’re manifested, you are little more than a living shadow. You have +3 Defense and your Magical Force is your effective Toughness against all attacks except penetrating Spells or Powers. You can also pass through any object that is not magically reinforced on the other side of the Veil.

This spell lasts for one combat encounter or 10 rounds. Successfully casting this Spell gives you one Backlash, or two Backlash on a failed roll.

Apex

Steal Shadow

Requirements: Shadow Arcana (apex).   Cost: 15  Time: Major Action   Target: Contested Magical Ability or Willpower

This Spell steals a target’s shadow, effectively cutting them off from their own Mana for a short time. The target rolls either Magical Ability or Willpower (whichever is better) against your Magical Test. If they fail, they cannot actively or unconsciously use Mana. If they are Supernatural, they keep their usual bonuses to Abilities or Focuses, and still may use the Powers of Immortal, Undying, or Survival, paying the Mana costs for those Powers with either Conviction points or Backlash. Otherwise, all Powers, Spells, and Rituals become inaccessible until the spell ends.

This spell lasts for one sun cycle.

Successfully casting this spell gives you two Backlash, or four Backlash on a failed roll.

New Magic Talents

Note that degrees in the new talents follow the same structure as those seen throughout the Arcana section of M:AGE, starting page 94. You must have the necessary degree of a talent in order to have one of the spells in that Talent. Apply these benefits to any of these new Talents:

  • Novice: You gain two Novice-degree Spells as well as the additional benefits listed above.
  • Expert: You gain one Expert-degree Spells. You also gain a Focus in the Talent.
  • Master: You gain one Master-degree Spells. You can also choose one power stunt you can perform with your effects for –1 SP. 
  • Grandmaster: You gain one Grandmaster-degree Spell. You can choose another power stunt that for -1 SP, always generate +1 Stunt Point with a successful Magic Test, or you may reduce the cost of a Novice Spell by -1 Mana.
  • Apex: You gain one Apex-degree Spell. You either gain a third power stunt for -1 SP, always generate 2 SP with a successful Magic Test, or reduce the cost of both a Novice and an Expert Spell by -1 Mana (this reduction may stack).

Alchemy Arcana

This is the science of basic natures and transformation. The study of alchemy led to the science of chemistry, but alchemists also seek to do something the chemists do not. Chemists want to know how the base materials of reality are made, how they interact, and change each other through natural processes. Alchemists want to discover the essential mystic natures of each kind of matter and element, and find ways to link, manipulate, and transform these natures. Alchemy Spells are often the basis of Ritual magic, because they can be expensive to perform on their own.

Novice

Analyze

Requirements: Alchemy (novice). Cost: 1, 2, or 4 Mana.  Time: Minor, Major, or Full Action. Target: 9, 11, 13.

You can sense the parts that make up the whole. You can determine the ingredients in a potion, the metals in an alloy, or the pigments in a paint. This has three possible steps, each one taking more power and time. This only examines relatively small object, about 1 kg or liter per point in Magical Ability.

  • Identify: A basic list of what the concoction is and what makes it up. This costs one Mana, takes a minor action, and has a TN of 9.
  • Purpose: You can figure out what the creation is meant to do and most of its properties; how long should it last, are there side effects, is there an antidote, etc. This costs two Mana, takes a Major action, and has a TN of 11.
  • Procedure: You can determine how the concoction was made, including the magical effects needed if necessary, and how to modify or reverse its effects. This costs four Mana, takes a Full Action, and has a TN of 13.
Extract

Requirements: Alchemy (novice). Cost: 3 Mana.  Time: Major Action. Target: 11.

You can break down and pull out the parts you want from a substance. This substance must be no more than  5 kg or 5 liters. If you are successful, and the material you’re after exists inside the object, then you cause it to rise to the surface as a discrete sample. For example, you can pull gold from ore or poison from a drink. For this to work, you must broadly understand what you want to extract (possibly requiring an Intelligence (Alchemy or Chemistry) roll) and whether it exists within the substance.

Expert

Craft Elixir

Requirements: Alchemy (expert). Cost: 5, 7 or 9 Mana.  Time: Full Round. Target: 11, 13, or 15.

You’re able to rapidly make a potion that will have a specific short-term effect on whomever drinks it. The potion must be consumed within the alchemist’s Magic Ability in rounds, and the effects will last for one combat encounter or 10 rounds. When the alchemist makes the elixir, they must choose one of these effects:

  • Armor: Add alchemist’s Magic Ability to Toughness score, and treat Toughness as armor
  • Health: Roll 2d6 + Alchemist’s Magic Ability and heal that much damage
  • Mana: The alchemist may invest up to Magical Force Mana points in the elixir, which is transferred to whomever drinks it
  • Speed: Add +2 to your initiative score and Defense, and increase your movement speed by x2.
  • Weapon: Add 1d6+ Alchemists’s Magic Ability to your attack damage.

The alchemist may have two effects from the above list for 7 Mana, TN 13, or three effects for 9 Mana, TN 15. Or at 9 Mana, TN 15, they may grant the benefits of one Novice Spell they already know. In the latter case, the Mana Cost and Magic Test for the granted Spell must be paid for and successfully rolled.

Heighten Quality

Requirements: Alchemy (expert). Cost: 6 Mana.  Time: Major Action. Target: 11

You can temporarily increase (or despite the name of the Spell, decrease) the effectiveness of one of the qualities of a substance. If a solution is acidic, you can increase that acidity to dangerous levels, or make something more durable, flexible, brittle, or fragile. One example is that you could make an ordinary sword cause penetrating damage.

When the spell is cast, you must touch the object or substance. You can peform such feats as adding or subtractin 1d6 + Magic Ability to damage or armor value; adding or removing add a special quality such as providing ballistic or penetrating armor; or becoming stronger or weaker than usual.  The object affected should be about 1 kg or liter per point of Magic Ability, within reason. The GM makes the final decision whether the quality being heightened makes sense, and its effect.

This Spell lasts one combat encounter or 10 rounds.

Master

Transform

Requirements: Alchemy (master). Cost: 13 Mana.  Time: Full Round. Target: 15.

You can change one substance into another. You can alter up to your Magical Ability + Focus in kilograms or liters. This change will last at least one hour per point in Magic Ability. The change must be within reason: one metal becomes another, a mineral becomes another mineral, a gas changes to a liquid, a liquid to a solid, and so on. If the new substance is harmful, it will cause up to 1d6 per point in Magic Ability damage, or Conditions. Any use of the Analyze spell will reveal whether a substance has been transformed in this way.

A successful casting of this spell will give one Backlash, or two Backlash on a failed roll.

Grandmaster

Philosopher’s Stone

Requirements: Alchemy (grandmaster). Cost: 15+ Mana.  Time: Advanced Test, multiple rounds. Target: 17

You may temporarily (or with a Ritual, permanently) produce the essential substance known as Philosopher’s Stone, which some believe is solidified Mana. You can create about a kilogram of mass, roughly the size of a fist, that appears to be a perfectly smooth crystalline sphere. On close examination, it becomes obvious the surface has a literally countless number of facets.

With a Full Round Action, you may place any amount of Mana you personally possess (minimum 15 points) into the stone, up to a maximum equal to your own maximum Mana Points. Each day, the stone will lose 1 point of Mana. You may also drain some or all of the Mana from the stone whenever you wish (as long as it’s on your person) with a Free Action. When the stone runs out of Mana, it evaporates. For each sun cycle, you may choose up to six ranks in Powers or Spells granted by the stone, from this list:

  • Physical Boost (Ability or Abilities that can be Boosted chosen when Stone is created)
  • Preternatural Armor
  • Survival
  • Unusual Movement (form of movement chosen when Stone is created)
  • A Novice Alchemy Spell that can be cast with a Minor Action, no roll needed, but at +1 Mana cost. This costs one rank
  • An Expert Alchemy Spell, same parameters, at +2 Mana cost. This costs two ranks.
  • A Master Alchemy Spell, same parameters, at +3 Mana cost. This costs three ranks.

Creating the Philosopher’s Stone in the first place gives one Backlash on a successful roll, or two Backlash on a failed roll.

Apex

Ex Nihilo

Requirements: Alchemy (apex). Cost: varies, minimum 20 Mana.  Time: Full Round. Target: 21.

You can make any substance from raw Mana. This substance or object will be up to 2 x your Magical Force rating in kg or liters. This substance must be something with qualities you can describe in alchemical terms with some degree of precision, which is part of the process of casting the spell. If the substance is meant to be harmful, it can cause up to 1d6 per point in Magical Ability + Focus damage or Conditions. As always, the GM is the final arbiter of whether or not you can create the substance in question.

The substance created in this way will last for one lunar cycle.

Successful casting of this spell gives you two Backlash, or three Backlash on a failed roll.

Fleshcraft Arcana

This is the ability to shape and modify organic tissues in living or once-living creatures. For this Arcana to work, the tissue at hand must not be too badly decomposed, and so generally only functions if the organism has been dead for less than a day or has been preserved in some way. These spells also work on living flesh, although living creatures may roll their own Magic Test (or default to Willpower if not Supernatural) to resist the spell effects.

There is an ongoing ethical debate among most Academies about this Arcana, and it is rarely taught openly. In some places, such as the Federated American Colonies and the United Kingdom, where knowledge of this Arcana is a crime, sometimes even punished with death.

Novice

Preservation

Requirements: Fleshcraft (novice). Cost:  1-7 Mana.  Time: Full Round Target: 9.

You are able to stave off decay. This can be used on any organic material that may rot or degrade over time, whether currently living or dead. When you cast this spell, you invest either anywhere from one to seven points of Mana. Each point of Mana gives you one sun cycle where the substance does not rot no matter what conditions it is subjected to. If the material has already begun to decay, it will remain in its current state; it won’t improve, but it won’t get worse.

Repair

Requirements: Fleshcraft (novice). Cost: 3 Mana or variable.  Time: Full Round.Target: 11.

This permits you to knit together organic material without the use of tools, whether living or dead. If the material is living, you can immediately provide First Aid as a Free Action, or add your Magic Ability to healing from First Aid or Magical Force to healing from Take a Breather. If the material is dead, you may repair 1d6 Health per three points of Mana you spend, up to a maximum of 3d6. The GM may decide certain Conditions or damage from a weapon to which you have Vulnerability may not be magically healed with this spell.

Expert

Modify

Requirements: Fleshcraft (expert). Cost: 1-9 Mana.  Time: Full Round. Target: 13.

You can change how the target body functions by rewiring nerves and moving around muscle tissue. This change is temporary and might cause damage. Once you cast this spell, you may pay one Mana per point of physical Abilities (Accuracy, Dexterity, Constitution, Strength) that you choose to shift around, to a maximum of nine Mana. If you move more than 3 points from one Ability, the target will take 3 Health damage and may suffer an appropriate Condition (GM’s discretion). If you choose to make an Ability exceed 5, you can do so but the target will suffer 5 Health damage and you will take one Backlash. This Spell cannot allow you to get higher than a 10 in any Ability. The effects last for one social encounter or 30 minutes.

Shaping

Requirements: Fleshcraft (expert). Cost:  5 Mana.  Time: Full Round. Target: 11. Roll: Perception vs. Magical Force

You can alter the appearance (but not function) of organic tissue to some degree. This can help you hide scars, signs of injury, and make the target look different. The spell is somewhat limited in function in that you cannot entirely erase signs of death and decay, and the Spell cannot heal–Health points or Conditions must be repaired or healed before you can fully conceal the signs of damage. At best, you  may cause people trying to identify the target or to learn things about the actual health of the target to roll Perception tests against your Magical Force. Note that this spell is not meant to shapeshift the taret into other forms. In general, you can alter most superficial things, but if you want to make the target resemble a specific person or other feats with that level of precision, either you or the target should make a Communication (Disguise) test. This spell lasts one sun cycle.

Master

Frankenstein

Requirements: Fleshcraft (master) Cost: 10 Mana  Time: Full Round Target: 13

Just as the eponymous character, you can repair or make major changes by taking parts from other dead bodies. For example, if you’re need to replace a badly damaged or severed arm, you can either reattach the limb if it’s not in bad condition, to replace it with another arm. Each casting allows you to heal up to 5d6 + Magic Ability Health points or remove Conditions, even those that cannot normally be repaired through magic. You can rebuild your entire body in this fashion, although even the Shaping spell might have difficulty completely covering over the horror of your mismatched appearance.

A successful casting of this spell will give you one Backlash, or two Backlash on a failed roll.

Create Flesh Golem

Requirements: Fleshcraft (master). Cost: 10-25 Mana.  Time: Full Round. Target: 15.

You either cause a relatively dead body to rise up, or you assemble one out of appropriate parts. This flesh golem will serve your commands. The body is animated by a relatively weak and dumb spirit from the Ghostlands and has no real consciousness or personal drive, and therefore has mental stats of 0 (and is not allowed to make Intelligence or Willpower tests). You may spend anywhere from a base of 10 Mana points to purchase the golem’s physical Abilities (Accuracy, Constitution, Dexterity, Perception, Strength) at a rate of one point for one Mana. The Ability can exceed a rank of 5, at a cost of two Mana for one point, and you cannot spend more than 25 Mana in the creation. The golem has your Magical Force x 4 Health points, its Toughness score will function against impact and ballistic damage and receives half its total value (round up) against penetrating damage.

You can use a Minor action to order the golem to perform a Major action, or spend a Free action to make it continue its previous behavior. With a Major Action you can direct the golem’s behavior precisely, although its ability to perform tasks is still limited by its own Abilities and not yours. You must be able to see and give orders to the golem, or you will lose control and it will do whatever it wishes, mostly in response to stimuli. The golem must be given the full Mana for its creation each other of its existence hour it exists (at the beginning of the hour), or you take take one Backlash and it falls apart.

Successfully casting this Spell gives you one Backlash, or two Backlash on a failed attempt.

Grandmaster

Clone

Requirements: Fleshcraft (grandmaster). Cost: 15+ Mana.  Time: Full Round. Target: 20.

You can remake a dead body, or an assembly of parts from dead bodies, into a clone of a living creature, including yourself. The magic in this spell will heal all damage, reshape the tissues, and give the clone the same Physical Abilities possessed by the original creature. Each Ability costs one Mana per point in Ability until you have mirrored the target’s Abilities exactly. The clone must be exactly like the original body; if the original had special features or Powers that were always active, these can be replicated in the clone at a cost of one Mana per rank in the Power or two Mana for one point in Ability above 5. If the person or creature who was cloned later uses Revenire or Possession to enter the body, the clone counts as the original for all Mana Costs and Target Numbers.

On its own the clone cannot sustain its own life, but you may immediately Preserve it and keep it on the cusp of death. If the body or bodies involved in making the clone are connected to ghosts of their own, they will sense what you are doing and may try to interfere. When the clone is active with a soul in it, it will require its full Mana cost each sunset or will begin to take 1d6 penetrating damage per hour until the Mana is provided or it falls apart. The damage caused in this way is an expression of Backlash and therefore cannot be healed magically.

Successfully casting this spell will give you two Backlash, or three Backlash on a failed roll.  The Backlash from casting this Spell is not Permanent, but as long as the clone exists it will persist–even burning off Backlash with Consequences won’t help. The Backlash from the clone will immediately reapper.

Apex

Restore Life

Requirements: Fleshcraft (apex). Cost:  25 Mana.  Time: 10 minutes . Target: 25.

You are able to return a recently-dead body, or one that has recently been repaired of all damage and decay, to life. The body does not automatically have a soul, although a ghost with Revenire may attempt to enter the body with a TN of 15, modified as usual for that Power. If the ghost succeeds, they are trapped within the body, lose all access to the Revenire Power, will gain three Permanent Backlash, and have the Weakness Backlash Consequences that means all Death, Fleshcraft, and other Ghostlands-related Arcana are +3 TN and Mana cost to use, but have the specific Benefit that they have +3 to all rolls to resist the aforementioned magics.

If a ghost does not enter the body, another spirit or  may do so, using its own rules for possession. A captured soul may also be placed in the body.

This is considered a one-way trip. Only a couple of individuals have successfully cast this spell, and it has never worked twice for the same entity.

Successfully casting this spell gives five Backlash, or seven Backlash for failing to cast it. This also increases the caster’s Permanent Backlash total by one

Force Arcana

The Arcana of pure invisible kinetic force, applied in a many ways. The Telekinesis Psychic Power in M:AGE, pages 105-106, is the basis for this Arcana.

Novice

Bolt

Requirements: Force Arcana (novice). Cost: 2+ Mana.  Time: Major Action. Target: 11.

This is a bolt of conussive force about the size of a sledgehammer head. It will unerringly strike any target you can see up to Magic Ability + Focus meters away. At base cost, this does 1d6 impact damage although the damage can be stepped up by +1d6 for every one additional Mana spent when casting the spell, up to a maximum of +5d6. Alternately, rather than an increase in dice, the bolt can be made smaller and more precise, like a bullet, and cause ballistic damage.

Fling

Requirements: Force Arcana (novice). Cost: 4+ Mana.  Time: Major Action. Target: 9  Roll: Accuracy vs. Defense or Strength

You may throw an object of up to your (Magic Ability + Focus) x (1 + additional Mana spent, maximum of 5) kilograms up to a distance of Magical Force meters away. If you are attempting to hit a target with this object, roll Accuracy + your Force Arcana Focus against the target’s Defense. This can cause 1d6 (additional +1d6 for each additional Mana spent, maximum of 5d6) + Magic Ability impact damage, plus any modifiers the GM may add or subtract depending on the object’s composition. If you are attempting to throw a person, animal, or something else that might resist, it can make a Strength (Might) roll against your Magical Force to avoid being grabbed. You do not have to throw the object in a way meant to damage it; you can instead let it land safely in its new destination.

Hold

Requirements: Force Arcana (novice). Cost: 2+ Mana.  Time: Minor Action. Target: 9  Roll: Strength (Might) vs. Magical Force

This fixes an object in place–even in midair–until the caster decides it should be moved. The mass of the object that can be held is based on the Mana Points invested in the spell, according to the Move Object table in M:AGE, page 106. Anyone who wishes to move the object without the caster’s approval must roll Strength (Might) vs. the caster’s Magical Force. The object can be moved as normal when the caster spends a Free Action to allow it; but the caster may also use a Free Action to revoke that permission and stop the object from moving. This lasts for one encounter or up to 30 minutes.

Expert

Reduce Force

Requirements: Force Arcana (expert).  Cost: 5+ Mana.  Time: Minor Action. Target: 11.

You’re able to rob incoming attacks of some or all of their kinetic energy. You set up this spell in advance, and it lasts either one combat scene or 10 rounds. You set up a pool of additional points of Armor, 1 for each point of Mana invested when casting, minimum of 5, maximum of Magical Force. When an attack successfully hits, after damage is rolled, you may use a reaction to add one or all points from the pool to your current Armor. The cost is 1 point for 1 point of Impact and Ballistic Armor, 2 points for 1 point of protection from physical penetrating damage. The pool is reduced by the number of points you choose to use at any given time, until it reaches zero. If you use this spell to reduce penetrating damage, take 1 Backlash.

Enhance Shot

Requirements: Force Arcana (expert). Cost: 4+ Mana.  Time: Minor Action. Target: 10+.

You can increase the range and damage of a missile weapon, whether fired by a weapon or or thrown by hand. You increase your range by x 2 or add 1d6 + Magic Ability to your damage, and for every two additional Mana, can increase range (to x3, then x4, then x5), or add +1d6 damage to a maximum of +5d6.

Master

Arms and Armor

Requirements: Force Arcana (master). Cost:  15 Mana.  Time: Major Action. Target: 15. 

You create invisible armor and weapons to use in battle. The Armor has Magical Ability + Focus rating against impact and ballistic damage, and half that value (rounded up) against physical penetrating attacks. The weapon can either be thrown (with normal Accuracy rules) or used in melee combat, inflicting 3d6 + Magic Ability + Focus impact damage in either case. Each time an attack successfully penetrates the Armor, it loses one point of Armor until it is entirely gone.

Both arms and armor have a maximum duration of one combat encounter, or 10 rounds.

Barrage

Requirements: Force Arcana (master). Cost:  10 Mana.  Time: Major Action. Target: 13. Roll: Dexterity (Acrobatics).

You pick an area with a radius of  Magic Ability + Focus meters up to a range of Magical Force x 2 meters away. All objects of less than 10 kg will be thrown around violently in this area for a single combat round (finishing at the end of your next turn). Any targets in the area will take 6d6 + Magic Ability impact damage to anyone in the area. Target may roll Dexterity (Acrobatics) vs. your Magical Force to only take 3d6 damage instead. The initial damage happens when the Spell is cast. If someone starts their turn in the area, or enters it, they will take damage (they may roll to resist each time).

Field of Force

Requirements: Force Arcana (master) Cost: 15 Mana.  Time: Major Action. Target: 13

You are able to generate pure force in an invisible plane of Magic Ability + Focus square meters. This can happen at a range of  Magic Ability meters of yourself. This field may be shaped, folded or bent however you imagine it, so long as the narrowest point is about one square meter across, and the resulting shape is one that you should be able to concentrate on for some time. The GM may require Intelligence rolls to picture or maintain the image in your head. If the field is folding in on itself, it cannot be perfectly aligned; there will always be some small gap between the edges. It can be set against other solid objects.

The field provides Magical Force in Armor against impact and ballistic damage, and half that value (rounded up) against physical penetrating attacks., if it is turned into a solid object with no openings. Every time damage successfully breaches the field, you must make a new Magic Test at +1 TN to maintain it. The field is meant to be held in place by its own magic, but with another Magic Test at TN 15, the caster may choose to move it up to Magical Force meters as a Minor Action, or allow others to move it freely. This only lasts for a round; afterwards it locks into place.

If you can maintain the field, it lasts for one combat scene or 10 rounds.

Grandmaster

Imprison

Requirements: Force Arcana (grandmaster)   Cost: 18 Mana.  Time: Major Action. Target: Target’s Defense

You can create an invisible geometric shape—cube, sphere, or pyramid or variations on those—to contain one or more targets. The shape can be up to Magic Ability + Force cubic meters in size. Unwilling targets cannot see the shape appear around them, but you must visualize where the shape appears, which means you must overcome their Defense to wrap them in the object. When targeting multiple opponents, you compare your result against each Defense to see if you got them all.  The shape has your Magical Force in Armor against impact and ballistic attacks, half its value (round up) against physical penetrating attacks, and is airtight and watertight. Once placed, it cannot be moved. If it takes enough damage to break through the Armor, it loses one point of Armor. The shape lasts for one sun cycle or until it is destroyed.

Apex

Invisible Construct

Requirements: Force Arcana (apex). Cost: 20 Mana.  Time: Full Round. Target: 20

With careful concentration to picture exactly what you want, you create a structure or device from pure force. The object is invisible, and can fill up to Magical Force x 5 cubic meters of space. If you wish the construct to work as a device, vehicle, or other complex object, you may need to make appropriate Intelligence rolls to reflect your understanding of how such things function. The object has your Magical Force in impact and ballistic Armor (half that value, rounded up, against physical penetrating attacks) and Magic Ability + Focus x 5 Health. If it is meant to cause damage, it has a default of 5d6 damage, Magical Force Strength and Speed, or  Magic Ability + Focus skill (for example, an invisible crane might have your Magical Force Force Strength score, but only Magic Ability + Focus ability to maneuver whatever it has picked up).

The GM may call for rolls to control the object, additional Mana costs to keep the object functional, or similar complications from the use of this spell. This spell lasts for one sunset cycle.

Succesfully casting this spell gives you one Backlash, or two Backlash on a failed roll.

Ki Arcana

This directs Mana into enhancing one’s own body, physical abilities, and effect on the world around them. It is an extremely rare Arcana, possessed by only a few practitioners in Asia and Fusang. Interestingly, it appears most often in Minor Talents. This Arcana and Spells have only been codified in the past century or so, and so formal teaching can be hard to find.

Novice

Awareness

Requirements: Ki Arcana (novice). Cost: 2 Mana.  Time: Minor Action. Target: 9

While this Spell is active, you effectively have every Perception Focus. If you already possess one or more of these Focuses, then you get an additional +1 to Perception tests. Your senses are also sharpened to the height of human ability—you can’t see in darkness, for example, but you have better than average night vision. This means the GM may allow you to make Perception tests without penalties or in circumstances most people would miss things. Note that this isn’t as powerful as the Preternatural Senses Power—things that require true superhuman senses are still outside your reach. This lasts for one investigation encounter or an hour.

Recovery

Requirements: Ki Arcana (novice). Cost: 3 or 5+  Mana.  Time: Full Round or Major Action. Target: 9 or 11

After you cast this Spell, you direct your Mana to continually repair your body over a period of time. There are two versions of this Spell you can cast, depending on the circumstances. The first is the original intention, to let you recover as you rest or meditate for the next hour. You regain your Constitution in Health (minimum 1) every minute, regardless of the source of damage (except Backlash Consequences). If you reach full Health, this healing will be directed toward any Conditions you currently suffer.

The second version is used in combat. After this Spell is cast, you may spend 1 Mana to recover your Constitution score in Health as a Free Action, once per round. This Healing can happen at any point during the round, even when it is not your turn to act. This version lasts for one combat encounter or 10 rounds. When the Spell ends, you take 1 Backlash.

Reflexes

Requirements: Ki Arcana (novice). Cost: 4  Mana.  Time: Minor Action. Target: 11.

You are just a little faster and bit more slippery than you normally are. While this Spell is active, you have 3 SP on your turn to spend on one of these stunts: Duck and Weave, Momentum, Skirmish, or Take Cover. These SP are in addition to any you might generate with rolls, and can spent along with them, but the usual maximum values of those stunts remain the same. (The named stunts are listed in M:AGE, page 82.) This lasts for one combat encounter or 10 rounds.

Unlock Potential

Requirements: Ki Arcana (novice). Cost: 4+  Mana.  Time: Major Action. Target: 12.

After performing a kata to channel your Mana, you are able to push your physical Abilities (Accuracy, Constitution, Dexterity, Fighting, Strength) to human limits. Each round, you can spend 1 Mana and a Free Action to either: gain the benefits of three Focuses (or +1 to tests if you already have the Focus you’ve chosen); reroll 1s on a physical test; use your Magical Force in place of a dice roll for any uncontested roll; or add +3 to your effective Strength or Constitution for one action (which can be used to increase damage or Toughness). This lasts one combat encounter or 10 rounds.

Expert

Calling Forth the Inner Light

Requirements: Ki Arcana (expert). Cost: 5+  Mana.  Time: Minor Action. Target: 13

You summon the Mana in your body to surround your hands, feet, or any other striking surface with a magical aura. You choose the effect on your action, and may spend 1 Mana to change the effect at the beginning your next turn. This allows you to either add your Magical Ability in damage to your melee attacks; ignore worn Armor, or make your attack penetrating, doing 1d6+Strength damage. You also can always hit spirits, even those who have not manifested. This spell lasts for one combat encounter, or 10 rounds.

Infuse Weapon

Requirements: Ki Arcana (expert). Cost: 3+ Mana.  Time: Major Action. Target: 11

You flourish and perform some short practice movies with the weapon in question before turning your attention to the fight. Any melee weapon, or missile weapon that are powered by your body (such as bows and thrown knives, but not guns) that receives this Spell can benefit from any other Ki Arcana Spell you cast, Spells that the GM deem are meant to affect your life force that would make sense when applied to an object (such as using Healing Spells to fix a weapon that is threatening to break), or the effects of any Powers that make sense (such as Preternatural Weapon benefits). You may infuse up to three weapons, each one costing an additional +1 Mana. This Spell lasts for sun cycle, but you will need to recast it for each new weapon.

Iron Body

Requirements: Ki Arcana (expert). Cost: 7  Mana.  Time: Minor Action. Target: 13

By performing a quick series of breathing exercises and rapidly changing stances meant to direct Mana to the correct parts of the body, you can make yourself harder to hurt for a short while. Your Magic Ability score effectively becomes Armor, which also protects against ballistic damage. You may also apply your Magic Ability against physical penetrating damage, but not psychic, Mana, or spiritual damage.

This can last for one encounter, or about 10 minutes. If you take penetrating damage that was reduced by this Spell, you will take 1 Backlash after the Spell ends.

Iron Palm

Requirements: Ki Arcana (expert). Cost: 3  Mana.  Time: Minor Action. Target: 11.

Your fists, feet, and other parts of your body you use while striking, become as tough as iron. While this Spell is active, you add your Magic Ability to unarmed melee damage (which can stack with other effects that increase damage). If you attack an object, you gain +3 to overcome its Durability and cause it to lose 2 Integrity. This lasts for a combat encounter, for 10 rounds.

Master

Thousand Punches

Requirements: Ki Arcana (master). Cost: 8 Mana.  Time: Major Action. Target: Fighting vs. Defense.

Casting this Spell causes you to strike rapidly, precisely, and with some notable force, hitting many times in a few seconds. If you succeed in hitting the target, you will cause your Magical Force in wound damage, reduced by Toughness and Armor as usual. However, until the end of your next turn, anyone striking the target of these attacks receives your Magic Ability as a bonus to hit, including you. If you damaged the target with your attacks, you will also effectively reduce their armor by your Magical Ability score (or Toughness, if they have no armor) until end of your next turn. 

Untouchable Grace

Requirements: Ki Arcana (master). Cost: 7+  Mana.  Time: Full Round. Target: 13

To cast this Spell, you must have spent at least one combat round fighting with or observing the targets fighting each other. At the end of that round, you devote your entire being to defense. Any melee attack directed against you will miss if you spend 1 Mana. You must decide whether to spend this Mana before seeing the result of the attack. If you attack someone yourself or lose the ability to move around freely, the Spell ends. Otherwise, it lasts for one combat encounter or 10 rounds.

Wind Strike

Requirements: Ki Arcana (master). Cost: 5, 10 Mana.  Time: Major Action. Target: Melee attack roll vs. target’s Defense

The ki you invest into your next melee attack reaches through the air to hit a distant target. You have to make a melee attack roll against a target within your Magical Ability meters. If you hit, you cause damage to the target as normal, including all bonuses. If you spend 10 Mana instead, you will inflict 2d6 + Magic Ability penetrating damage, and suffer 1 Backlash.

Grandmaster

Dim Mak

Requirements: Ki Arcana (grandmaster). Cost: 15 Mana.  Time: Major  Action. Target: Contested Fighting or Magic Ability vs. Constitution (Stamina)

You can cast this Spell and immediately strike as part of it, or wait until your next opportunity to perform a melee attack. If you hit, you can have them compare against your attack roll, or roll your Magic Ability (Ki Arcana) against their Constitution (Stamina) roll. If you succeed, then the Dim Mak is discharged and your full melee attack damage, + Magic Ability, becomes penetrating damage, and you take 1 Backlash. If you fail, then you cause normal damage and may continue to hold the Dim Mak. The Dim Mak cannot be held for more than one combat encounter or 10 rounds.

Apex

Enlightened Warrior

Requirements: Ki Arcana (apex). Cost: w0  Mana.  Time: One minute. Target: 18

Through a series of katas and specific shouts, chants, and drawing symbols on your body, you can became a nearly perfect warrior for a short time. You add your Magic Ability + Focus score to your initiative to every attack, and melee damage, your Defense, and it as armor (adding to any other armor you wear). You generate 3 SP with any successful attack (in addition to any you might gain from rolling doubles) to be used on any combat stunt. Finally, up to three times in a combat, you may take a Major Action to heal yourself of your Magical Force in Health. The spell lasts one combat encounter, regardless of how many rounds it lasts.

When the spell ends, you will take 3 Backlash. If you chose to heal yourself during the fight, you will take Magical Force damage once (even if you used it more than once.), and you receive the Fatigued Condition.

Movement Arcana

The ability to move through the world quickly or in unusual ways. This power is about moving physically through space; time travel or spiritual realm travel are handled by other Arcana.

Novice

Leaping

Requirements: Movement (novice). Cost: 2+ Mana.  Time: Minor Action. Target: 9.

You can jump at least twice your normal distance. Check the rules for jumping (in Other Rules). With the base casting of this spell, you may double your normal jump distance distance (this doubling happens after adding any extra height or distance from a Strength (Jumping) roll). For every two additional Mana, you can increase the multiple by +1, to a maximum of x 5. If you choose to jump x 4 or more of your normal distance, you will receive one Backlash.

As a secondary effect, you can make a Strength (Jumping or Movement Arcana Focus) roll at TN 9 and ignore falling damage from your Strength x Jumping multiple meters.

This spell lasts one encounter or 10 minutes.

Longstride

Requirements: Movement (novice). Cost: 2+ Mana.  Time: Minor Action. Target: 9.

Each footfall can cover more distance than seems possible. For two Mana, you may move at x 2 your normal Speed with the Move Minor Action, or x 4 your normal Speed with the Run Major Action. For every two additional Mana, you may increase this by another +1 multiplier for Move, and +2 multiplier for Run. This mean at four Mana, you can Move x 3 your Speed, and Run at x 6 your Speed, up to a maximum of x 5 Move Speed, and x 10 Run Speed. In  Chase Scenes, you add +2 to your total Threshold Successes per multiple (so at x 4 Move Speed, you add +8 Threshold successes per successful test). This spell lasts for one encounter or ten minutes, although you can automatically renew it by paying the Mana cost again.

If you choose to move at x 4 of your base Move Speed or faster, you will take one Backlash.

Expert

Levitate

Requirements: Movement (Expert). Cost:  9 Mana.  Time: Minor Action. Target: 11

You or a person you touch may slowly move against the pull of gravity. You can move up to Magic Ability meters up or down with a Minor Action. You can only bring your casual lifting weight with you as you move. This Spell does not provide horizontal motion, although of course outside forces can move you sideways. If you have used this spell on another person, you are still responsible for spending a Minor Action to move them up or down.

This spell lasts for one combat encounter or 10 rounds.

Whisper Step

Requirements: Movement (expert). Cost: 10 Mana.  Time: Minor Action. Target: 13.

You are able to move across surfaces lightly, like a leaf on the wind. You can run over any liquid, up any vertical object from wall to tree to flagpole, and can even skip across hazardous terrain such as lava or acid with little harm (taking only one damage every time you spend an action touching the dangerous terrain with your Move action). You must not stop your movement on the uncertain substance or risk falling, and if you choose to take take other actions using this spell, you will suffer a +2 to Target Numbers for a Minor Move Action, or +3 for a Major Run Action. This lasts for one combat encounter or 10 rounds.

Master

Jaunt

Requirements: Movement (master). Cost: 15 Mana.  Time: Full Round. Target: 12+

You briefly vanish from the physical realm, sliding along the Veil to a nearby location, and return to reality. The journey is bewildering even for those who have done this several times; the spell actually only takes a Minor Action to cast, but you are effectively dazed and unable to act until the end of your next turn.

When you cast this spell, you travel up to Magical Force x 5 meters instantly, so long as you can see the spot. If you can’t see the location but have been there recently, you can attempt the Magic Test at TN 15. If you try to jaunt somewhere without seeing it or knowing the location, the roll is at TN 18. If the location is filled with a solid object, you appear as close to it as possible, take 1d6 damage, and have the Dazed Condition for another turn.

A successful jaunt gives you one Backlash, a failed roll gives +1 Backlash.

Flight

Requirements: Movement (master). Cost: 15 Mana.  Time: Minor Action. Target: 13.

You or a person you touch can fly. You’re able to move at a Speed of Magical Force meters per round in any direction. You can stop in midair, turn on a dime, and carry your casual lifting weight with you. It takes some level of concentration to keep flying; if you do not spend a Minor Action to remain in the air, even if not otherwise moving, you will begin to fall.

Successfully asting this spell gives you one Backlash, or +1 Backlash on a failed roll.

Grandmaster

Accelerated Ride

Requirements: Movement (grandmaster). Cost: 15, 17, 20, 21 Mana.  Time: Minor Action. Target: 13, 15, 17, 19

You can increase the movement speed of anything you are riding on or within by x 2.  You may add +1 to this multiple for each step up in Mana cost and Target Number, to a maximum of x 5. In  Chase Scenes, this adds +2 to your total Threshold Successes per multiple. This affects carriages, horses, automobiles, aeroships, even small boats. The maximum size of vehicle affected by this spell should be by Magical Force + (the chosen multiple speed) x 100 kg.

If the vehicle moves at x 4 speed, you receive one Backash and x 5 speed will give you two Backlash. This spell lasts for an encounter, or 10 minutes.

Gate

Requirements: Movement (grandmaster). Cost: 21 Mana.  Time: Major Action. Target: 18+

You create a pathway that bounces along the Veil, ultimately transporting you and up to Magic Ability + Focus individuals of your choice across great distances in the physical realm. You can journey Magical Force x 10 kilometers to a location you know and have visited. If you know of a location but have not been there, the TN is 21. If a location has been described to you, the TN is 24, and the TN is 27 to reach a location you only vaguely know abut.

This journey is effectively instantaneous, but is every bit as disorienting as the Jaunt spell. When you arrive, you and everyone who came with you will be at +3 to all Target Numbers for the next round. If the target area is occupied by solid matter, everyone takes 2d6 damage and will have the Dazed condition for the next round.

Successfully this spell gives you three Backash, or +3 Backlash on a failed roll.

Apex 

Worldwalk

Requirements: Movement (apex). Cost: 15+ Mana.  Time: Minor Action. Target: 15. Roll: Perception or Intelligence

Your journeys have shown you how to find the creases and seams in the physical realm, allowing you to surf along the Veil and move up to Magical Force km with a Move Action. You can spend another three Mana every round to keep moving at this speed for as long as you wish. You appear briefly in the physical every few steps; you must make either a Perception or Intelligence roll against a TN of your own Magical Force + how many rounds you’ve been traveling to keep track of where you are.

Successfully casting this spell gives you four Backlash, or +4 Backlash on a failed roll.

Shapeshifting Arcana

This Arcana marks the ways in which people can transform their bodies. Every member of the Shapeshifter Supernatural type has automatic access to this Arcana and generally only take the spells offered by their Totems. However, other Supernaturals can study this Arcana as well, although some shifters will not respond well to people “stealing” their signature magic.

There is another version of the Shapeshifting Talent in M:AGE-C, page 17. This Talent replaces that one, just as this game’s version of Shapeshifters override the Ancestry in the book.

Novice

Animal Form

Requirements: Shapeshifting (novice). Cost: 13+ Mana.  Time: Major Action. Target: 13.

You take on an animal form linked to your totem. Your physical Abilities (Accuracy, Constitution, Dexterity, Perception, Strength) are replaced by the averages for that animal. You keep your mental Abilities from your human form (Communication, Fighting, Intelligence, Willpower).  You also have any Focus listed for that animal and access to the basic rank of the listed Powers appropriate to that animal form.

There may be special circumstances permitted because of other factors of your form, such as being smaller than a human and able to access areas you wouldn’t normally be able to go into, blending in as a dog or cat or being especially intimidating as a bear. You should negotiate with your GM whether these circumstances need to be codified with rules or can be handled by bonuses or penalties applied during the game.

You may spend up to 4 more Mana while assuming your animal form to receive 2 advancements to your Abilities, to buy up to 2 more focuses, or up to 2 more ranks in Powers.

(Note that the following list is not complete. You and the GM may come up with other kind of animal forms—but note that some animal totems will not bond with people, especially the totems of most relatively passive or prey species, or those or animals that are so rare and relatively unknown that the totem simply isn’t strong enough to empower a Shapeshifter)

  • Ape: Accuracy 1, Constitution 2, Dexterity 0, Perception 1, Strength 5 (Might)
    • Preternatural Weapons (fists hit harder), Unusual Movement (Climb)
  • Bear: Accuracy -1, Constitution 4 (Stamina), Dexterity 0, Perception: 0, Strength 5 (Might) 
    • Preternatural Weapons (claws and teeth), Toughness +1
  • Boar: Accuracy 0, Constitution 4 (Tolerance), Dexterity 1, Perception 0, Strength 4 (Might)
    • Preternatural Armor, Toughness +1
  • Bull: Accuracy -1, Constitution 5 (Stamina), Dexterity -1, Perception 0, Strength 5 (might).
    • Preternatural Armor, Toughness +1
  • Cat: Accuracy 0, Constitution 2, Dexterity 5 (Initiative, Stealth), Perception: 2 Strength -1
    • Preternatural Senses (Seeing), Preternatural Speed
  • Cheetah: Accuracy 0, Constitution 1, Dexterity 5 (Initiative), Perception 1, Strength 1 (Jumping) 
    • Preternatural Senses (Seeing), Preternatural Speed
  • Crocodile: Accuracy -1, Constitution 3, Dexterity 1 (Stealth), Perception -1, Strength 4 (Might)
    • Preternatural Weapons (bite), Environmental Adaptation (survive in water)
  • Dog (medium): Accuracy 0, Constitution 2, Dexterity 1, Perception 3 (Smelling), Strength 2
    • Preternatural Senses (Smell), Preternatural Weapons (bite)
  • Dog (large): Accuracy -1, Constitution 3 (Stamina), Dexterity 0, Perception 3 (Smelling), Strength 2 (Might)
    • Preternatural Senses (Smell), Preternatural Weapons (Bite)
  • Eagle: Accuracy 0, Constitution 1, Dexterity 4, Perception 2 (Seeing), Strength 0
    • Preternatural Senses (Sight), Preternatural Weapons (talons). Unusual Movement (flight)
  • Lion: Accuracy -1, Constitution 2, Dexterity 3 (Initiative), Perception 1, Strength 4
    • Preternatural Senses (Sight), Preternatural Weapons (claws and bite)
  • Raven: Accuracy 1, Constitution 2 (Tolerance), Dexterity 3, Perception 3 (Seeing), Strength -1
    • Preternatural Senses (Sight), Unusual Movement (flying)
  • Tiger: Accuracy -1, Constitution 3, Dexterity 2, Perception 1, Strength 5
    • Preternatural Senses (Sight), Preternatural Weapons (claws and bite)
  • Wolf: Accuracy -1, Constitution 1, Dexterity 4 (running), Perception 2 (smell), Strength 2
    • Preternatural Senses (Smell), Preternatural Weapons (claws and bite)

It takes a Major Action to shift into animal form, and a Minor Action to shift back to human form.

This form lasts Magical Ability (+ Focus) hours, or until you are rendered unconscious or dying through damage. You can also voluntarily return to human form at any time. The process of shifting back into human form will heal Magic Ability+Focus Health points, unless the damage was from a Vulnerability attack.

You cannot fail to assume an animal form; if you do not succeed in the Magic Test, you will automatically spend one point of Mana for +1, then take one Backlash for +2, until you’ve assumed the form.

Malleable Self-Image

Requirements: Shapeshifting (novice). Cost: 3/6 Mana.  Time: Major Action. Target: 9/12.

You can alter how you see yourself enough to convince the spirits to change your appearance. If you cast this Spell before you shift form using a different spell, the Target Number is only 9, Mana Cost is 3. If you just use this Spell to change your appearance without an intervening step, the TN is 12 and the Mana Cost is 6.

The new form must be roughly similar to your original form; not more than Magic Ability +  Focus centimeters difference in height or x2 kilograms of mass. You must seem human of somewhat similar appearance; if you attempt to change skin, hair, or eye color, you can only shift somewhat (so black hair doesn’t become blonde, but could be brunette). Apparent sex can also shift, at least somewhat, but the original sex characteristics do not change entirely; they may just be more or less noticeable through clothing. Some hair growth or loss is also possible, but going from full head of hair to completely bald is not possible.

This new shape will last for an hour if cast directly, or a sun cycle if cast before another Shapeshifting Spell.

Manifest Animal Trait

Requirements: Shapeshifting (novice). Cost: 3+  Mana.  Time: Minor Action. Target: 10.

You may shift a part of your body into that of your animal form. This can allow you to add +1 to an appropriate Physical Ability if the animal form’s Abilities are higher than your human form’s, to use an appropriate focus if you don’t have it, or use one of the animal’s Powers. Each individual option costs 3 Mana. Many shifters also use this spell simply to intimidate others. This lasts for one social encounter or 30 minutes.

Expert

Hybrid Form

Requirements: Shapeshifting (expert). Cost: 15+ Mana.  Time: Major Action. Target: 15.

You become a mixture of your human and animal forms. You can stand and move on two legs or on all four (or fly short distances if you have wings), can use your hands as a normal person or as weapons, speak and be understood, and otherwise manipulate objects as a person. You are generally more physically imposing than either form; if your Strength of Constitution end up higher than your human form’s, you may grow up to 50% of your original height and weight as seems appropriate (consult with your GM).

You increase your human physical Abilities (Accuracy, Constitution, Dexterity, Perception, Strength) by +1 for every 2 points (round up) that your animal form has in that Ability, even if this gives you a score above 5. If you have a penalty in animal form, subtract -1 in hybrid for every -2 penalty (round up). You gain the focuses and Powers of the animal form as well, and +1 rank each in Preternatural Armor, Preternatural Speed and the Preternatural Weapons powers. If you already have these powers at maximum, you add +1 to any physical Ability.

You may spend up to 6 Mana to add another +1 to any physical Ability for every point of Mana (+1 for every 2 Mana above a score of 5, or +1 for every 3 Mana above a score of 10), +1 Focus, or +1 rank in a Power for every 2 points of Mana.

Assuming this form gives you one Backlash, with an additional +1 Backlash for every Ability that is higher than a 5. The hybrid form lasts for an encounter or 10 minutes, or until you fall unconscious. When the form ends, you will immediately face Backlash Consequences.

Master

Great Beast

Requirements: Shapeshifting (master). Cost: 18 Mana.  Time: Major Action. Target: 18.

You become a larger, more powerful, nightmarish version of your animal form. You add +1 to each one of the animal form’s physical Abilities (even if this increases your ability above 5), +1 rank in each Power granted by your animal form, as well +1 rank each of Preternatural Armor, Preternatural Speed, Preternatural Weapons, and Survival. If you have one or more of those powers at maximum, you add another +1 to any physical Ability for each maximized power.

Assuming this form gives you two Backlash. If this form gives you an Ability above 5, you gain +1 Backlash for each Ability above the threshold. The Great Beast form lasts for up to an hour, when you consciously choose to end it, or until you fall unconscious or enter dying status. When the form ends, you will immediately face Backlash Consequences

Grandmaster

War Form

Requirements: Shapeshifting (grandmaster). Cost:  21 Mana.  Time: Major Action. Target: 21.

You become the epitome of the capabilities of both your human and animal forms, and an absolute terror on the battlefield. If you gain Strength or Constitution higher than your human form, you can grow to as much as double your original size and mass. You automatically gain the Communication (Intimidation) Focus.

You add your animal form’s physical Abilities to your human physical Abilities, even if this gives you an Ability above 5 or 10. You have all the animal form powers and Focuses, +1 rank to each of those powers, and +2 ranks of Preternatural Armor, Preternatural Speed, Preternatural Weapons, and Speed. If you already have maximum ranks in these Powers, you gain +1 Ability point for every rank that exceeds the maximum. You can also spend up to an additional 8 Mana while assuming the form: for every 2 Mana you gain another +1 Ability (even over a rank of 10), Focus, or rank in a Power.

You automatically gain three Backlash for assuming this form, and you will also gain +1 Backlash for every Ability above 5, +2 Backlash for any Ability above 10. The war form lasts for a combat encounter or 10 rounds, or until you fall unconscious or reach Dying status. As soon as the form ends, you will immediately face Backlash Consequences.

Apex

Manifest Totem

Requirements: Shapeshifting (apex). Cost: 30+ Mana.  Time: Full Round. Target: 25.

Only a few legendary shapeshifters have ever been able to use this spell. You reach into the heart of your Bargain and channel so much Mana toward your totem spirit that it will manifest in the physical world for a short time. The exact Abilities, Focuses, and Powers of the totem are entirely up to the GM, although the player may make suggestions. The player’s will is subsumed by the totem, but most totems will honor and respect the goals of any shapeshifter who has this level of power.

The totem will continue to drain Mana from the shapeshifter, any prey it hunts, mana batteries, Mana Channels, or Wellsprings, until it can no longer maintain its form.

Once this spell is done, the consequences are up to a negotiation between the player and the totem. Totems may require the shifter to serve them in the spirit realms, or they may restrict access to any spells or abilities for a time or they may give over all the Backlash it absorbed while manifested and force the shifter to deal with the Consequences. No one who has cast this spell successfully has remained in the physical world for long to brag about their accomplishments.

Sound Arcana

Your magic can be a silent oasis in the din or a deafening cacophony of noise.

Novice

Stage Whisper

Requirements: Sound Arcana (novice).  Cost: 2+ Mana.   Time: Minor Action.    Target: 11.

You may throw your voice. Choose a number of subjects, no greater than your Magic Ability, within Magical Ability + Focus meters. For the remainder of the encounter, they can hear you as if you were speaking into their ear. 

For +2 Mana, increase the distance to Magic Ability x 5 meters. For +4 Mana increase range to Magic Ability x 10 meters. Also, for an additional +2 Mana, you can choose to cast stage whisper on a single subject besides you, and additionally grant the subject the ability to throw their voice to you.

Harpocrates’ Embrace

Requirements: Sound Arcana (novice)    Cost: 6 Mana.   Time: Major Action.   Target: 12.

You dampen the sounds within Magic Ability meters radius at a distance of Magic Ability x 2 meters. Anyone in the area receives a +2 bonus on Dexterity (Stealth) tests, while other people in the effect are at +2 most physical action Target Numbers due to the eerie experience.. This spell lasts for a combat encounter or 10 rounds.

Gag Order

Requirements: Sound Arcana (Novice).    Cost: 4 Mana.   Time: Major Action.   Target: 12.   Roll: Willpower vs Magical Force

Your mystical silence steals a foe’s voice.

Choose a target within Magic Ability + Focus meters of you. For the first round, the target cannot speak or consciously make sounds. Each subsequent round, you either pay 2 Mana to maintain the effect, or take the chance the the target may roll Willpower against your Magical Force to break the effect. This spell cannot last longer than a combat encounter or 10 rounds. 

Gift of the Magpie

Requirements: Sound Arcana (Novice).    Cost: 3+ Mana.   Time: Minor Action.    Target: 10.   Roll: Perception (Hearing) vs Magical Force

You conjure a single simple audio illusion.

The gift of the magpie can sound like anything you’ve heard or can describe (in the GM’s judgment), and can affect an area no larger than Magic Ability meters in size, at Magical Force meters range. Anyone with a reason to believe the gift of the magpie might not be real can roll a Perception (Hearing) test against your Magical Force to pierce the illusion. You can modulate the sound by taking a Minor Action each round. For +2 Mana, you can add Focus to the size of the affected area and allow you to modulate sounds as a Free Action. For +4 Mana, you can affect Magical Force meters area in total, split up as you wish and use a Minor Action to modulate in each of them.

Expert

Cone of Silence

Requirements: Sound Arcana (Expert).   Cost:  6 Mana   Time: Major Action.   Target: 12

You create a dome of impenetrable silence within Magic Ability + Focus x 2 meters of you that is Magic Ability cubic meters in size. The dome blocks all hearing (even magical hearing). Entering such total silence is disconcerting, so those moving through it halve their Speed (rounded down) for the round.

A character using stage whisper may spend an additional +2 Mana to cast their voice outside the boundary.

This lasts for one social encounter or 30 minutes.

Soundburst

Requirement: Sound Arcana (Expert).    Cost:  7 Mana   Time: Major Action     Target: 13.   Roll: Constitution (Stamina) vs Magical Force

A disorienting burst of sound blasts hits Magic Ability meters area within Magic Ability + Focus x2 meters range. Anyone in this area takes 2d6 penetrating damage and has the Deafened Condition. After the first round, targets may roll Constitution (Stamina) against your Magical Force to lose the Deafened Condition.

Master

Wail of the Banshee

Requirements: Sound Arcana (Master). Cost: 11 Mana.  Time: Major Action.    Target: 15.    Roll: Constitution (Stamina) vs Magical Force

You let out a scream of concussive force, battering those within Magic Ability + Force meters radius of you. Anyone caught in the area takes 3d6 penetrating damage as blood vessels burst and soft tissue ruptures, and must roll Constitution (Stamina) against your Magical Force or be Cowed and Deafened (see Conditions).

Shatter

Requirements: Sound Arcana (master)   Cost: 9 Mana. Time: Major Action.   Target: 7+

By modulating the sound of your voice to match the resonance of an object within Magic Ability x 2 meters, you can cause it to crack and crumble. Brittle objects, such as glass, are easier to break than stone, reflected in the Target Number (assigned by the GM), which is modified by the object’s Durabilty. If you overcome this TN, you can remove half your Magic Ability (round) in Integrity. You may making this sound each round by paying the Mana cost, adding +1 to the TN for each round. If the object’s Integrity is reduced to zero, it shatters. This can only affect an object of 5 kg mass per point in Magic Ability.

Grandmaster

Damned Shrieking

Requirements: Sound Arcana (grandmaster)   Cost: 13 Mana.  Time: Major Action.   Target: Contested Willpower

You surround the target with a cacophony of terrible sounds that are loud enough to be felt in their bones. The target must be within Magical Force meters of you, and may roll Willpower against your Magical Test to resist the spell. Note the result of your Stunt Die on this test. If they fail, they will be at +4 to all Target Numbers to hit and will take Magic Ability points of sonic damage each round. They can try to run away or cover their ears, but the shrieking will follow them for your Stunt Die result number of rounds.

Apex

Krakatoa 

Requirements: Sound Arcana (apex)   Cost: 21 Mana.  Time: Full Round.   Target: 18

You silence all noise within Magical Force x 5 meters for a round. On your next turn, you release and amplify that noise in huge wave of disruptive sound. The result is severely damaging, but probably is not actually as loud as the eponymous eruption of the volcanic island. The devastation will render anyone within Magical Force x 10 meters Dazed and Deafened. Everyone in Magic Ability x Focus meters of the center point (which is you) will take 10d6 damage. Every Magic Ability x Focus meters after that the damage dice drops off by -1d6 until the sonic disruption ends at Ability x Focus x10 meters away.

Spirit Arcana

This Arcana provides the means to enter one of the spiritual realms. The caster must know enough about the realm in question to bring themselves in harmony with it, and often requires an Intelligence (Spirit Realms) or something from the target Realm to allow them access.

The Target Numbers for these spells will increase +1 or every 2 points of local Veil (round up).

Novice

Look Through Veil

Requirements: Spirit Arcana (novice). Cost: 4 Mana.  Time: Major Action. Target: 9.

This spell allows you peer into another Realm, which you have to designate while casting it. While you looking through the Veil, your Perception Tests in the physical realm are at +2 TN. As long as the spell is active, you can see spirits, denizens, supernatural beings, and magics that are based in that specific realm. For example, if you are looking at the Dreamlands, you will spot any dreamwalker or fae spirit in the area. This also gives you a good estimate of the local Veil. This spell lasts for one encounter or 10 minutes.

Modify Veil

Requirements: Spirit Arcana (novice). Cost: 4, 8, 12 Mana.  Time: Full Round. Target: 11, 13, 15.

When you cast this spell, you can temporarily increase or lower the local Veil to a specific Realm by +/- 1, 2 or 3, depending on Mana spent and TN chosen.. This affects an area of Magic Ability cubic meters. This spell cannot reduce the Veil below 1. This lasts for one combat encounter or 10 rounds.

Expert

Reach Through

Requirements: Spirit Arcana (expert). Cost: 8 Mana.  Time: Major Action. Target: 13. Roll: Magic Test vs. Veil

You can stick your hand through the Veil into a specific Realm. You can immediately do this after first casting the spell; each subsequent reach through takes a new Magic Test against the Veil, although you will have +2 to your roll. This spell can be used to place things out of sight or retrieve items you may want. It is possible to use this to temporarily shove or pull a person through the Veil. To do so, you must make a Stunt Attack to grab the individual and must be able to physically move the person around. You must maintain contact with the target or they will be immediately into whichever side most of their body is on. The target is also vulnerable to any hazards on the other side of the Veil. The target can try to resist can try to pull themselves back through with a Willpower Test against your Magical Force.

If you drag a spirit into the physical realm, it will disappear after one round unless it has access to enough Mana to remain manifested.

If you push a living being through the Veil or pull them out with this spell, you receive one Backlash, or +1 Backlash on a failed roll. Nonliving beings and spirits can move through the Veil without causing Backlash.

Call Forth

Requirements: Spirit Arcana (expert). Cost: 10+ Mana.  Time: Major Action. Target: 13. 

You can bring a willing spirit entity to the physical realm. This lets you lower the local Veil for that specific entity by -5, and you can offer it any amount of your own Mana to remain manifested for some time—otherwise, it must pay the manifestation cost on its own. An unwilling spirit will simply ignore the call, and if the spirit grows tired of the interaction, it may vanish back to its home Realm without harm.

Use of this spell to force a spirit into a binding is considered the height of rudeness. It is meant as a way to politely open negotiations, not to impose your will on the spirit. However, many summoners will use it to capture spirits anyway.

You can only use this on a spirit whose name you know, who has given you some way to reach it, or whom you can currently perceive. It lasts until either the spirit runs out of Mana or one hour.

Master

Banishment

Requirements: Spirit Arcana (master). Cost: 13+ Mana.  Time: Major Action. Target: Contested Willpower

You shove a spirit or entity back through the Veil into its native Spirit Realm and impose a long-lasting +5 increase to the local Veil wherever the entity goes. You  must succeed on a Magical Test against the entity’s Willpower Test. If you succeed, the entity is banished for one moon cycle.

You can target an ordinary person with this spell, sending them to a Realm of your choice, at -2 to your roll and +2 Mana Cost. You can also do this to a Supernatural, sending them to whichever Realm is most appropriate for their Bargain (they may roll their Magic Ability, rather than Willpower), at -4 to your roll, and +4 Mana Cost. . If you do this to an individual within the Spirit Realms to send them back to the physical realm, you do not suffer a penalty but the target takes a -4 penalty to their tests.

This spell gives you one Backlash if used against a Supernatural being, and two Backlash if used against a normal person. Use against a spirit or entity gives no Backlash.

The Tangential Step

Requirements: Spirit Arcana (master). Cost: 15 Mana.  Time: Major Action. Target: 8+local Veil

You can pass through the Veil into a spirit Realm of your choosing. This does not reduce the Veil beforehand; most Supernaturals will use Rituals, Spells, or find specific locations that will lower the Veil to a reasonable degree. Once you’ve stepped through, the Veil will effectively be at -2 (minimum of 1) for the next round if anyone or anything else wants to follow in the caster’s wake.

This spell gives you no special means of navigating or protecting yourself from the spirit Realm in question.

You may also use this spell to instantly return to your starting point in the physical realm after a stay in the spirit Realms. Successfully casting this spell gives you two Backlash, or +2 Backlash on a failed roll, unless the Veil is at a rating of 1 or less.

Grandmaster

Gateway

Requirements: Spirit Arcana (grandmaster). Cost: 25 Mana.  Time: Major Action. Target: 15+

You can open the Veil completely, allowing individuals to cross between the realms. You must make your Magic Test against 15+ the local Veil rating. Check your Stunt Die after rolling the test; this is how many combat rounds the gateway will stay open. The gate will open within reach of you and is Magic Ability meters in radius, usually in the shape of a half-circle projecting from the ground although you can place it in a different orientation if you wish. Any number of entities or people may cross through the gate while it is open, although if any are caught in the gate’s border when it shuts they are shunted to their home Realm and take 5d6 penetrating damage in the process.

If a spirit entity enters the physical Realm through this gateway, it must use the Manifest Power to remain present (see Realms; Spirits).

Casting this spell anywhere but in a Wellspring or prepared location will give you three Backlash. In a prepared, appropriate location (such as a gateway to the Ghostlands in a cemetery), you get two Backlash. In  a Wellspring, you only gain one Backlash.

Apex

Crossing

Requirements: Spirit Arcana (apex). Cost: 30 Mana.  Time: Full Round. Target: 20+.

This allows you to create a long-term path between Realms. The TN of the spell is 20+the local Veil rating. The Crossing is not quite as clearly delineated as a Gateway, and is Magical Force x 2 meters in radius and appears as a sphere with fuzzy edges. Any number of entities and people may through. The nature of a Crossing allows spirit entities to exist within the space, although if they travel entirely into the physical realm they will need to Manifest.

A Crossing lasts for one sunset to sunrise cycle, although the caster may renew the spell before it ends to allow it to last sunrise to sunset and so on. Each casting of this spell gives two Backlash in a Wellspring, three Backlash in a prepared appropriate location, and four Backlash outside of a Wellspring. However, while this Backlash adds to Consequences checks as usual, it cannot be removed until the spell ends.

When cast as a Ritual, this spell may last for a week cycle for +5 Threshold Successes, month cycle for +10 Threshold Successe, and a year for +15 Threshold successes. There is no known way to make a permanent Crossing, but areas that have been long-term crossings will always have -2 to the local Veil.

True Smithing Arcana

This allows the supernatural to manipulate solid objects and devices to either build, reshape, or modify something that has already been crafted. Since the end of the war, some people have begun referring to this Arcana as “Technomancy.” Note that the Machine Arcana, listed in M:AGE, pages 97-98, are officially part of this Arcana.

Novice

Any Tool Will Do

Requirements: True Smith (novice). Cost: 2 Mana.  Time: Minor Action  Target: 9

You can pick up almost any kind of tool, no matter how crudely built or how inappropriate for the task, and use it to accomplish the job in front of you. So long as you actually have tools and not just a stick and a rock, you get a +2 circumstance bonus for any work you have to do. If the tool is actually meant for the work you’re doing but isn’t quite right, you increase that bonus to +3. Tools that would break under the stresses you’re subjecting them add your Magic Ability to Integrity.

This lasts for one sunrise cycle.

Identify Materials

Requirements: True Smithing (novice). Cost: 4 Mana.  Time: Major Action   Target: 9

With some time and care in examining a device or crafted object, you can discover exactly what was used to build it. If there’s a particular alloy, a special kind of polymer, or a secret glue, you know what you’d need to make you own version of the object or device. 

Quick Craftsmanship

Requirements: True Smithing (novice). Cost: 4+ Mana.  Time: Major Action   Target: 9+

You are able to rapidly complete tasks related to building, repairing, working on, or modifying an object or device. When performing Advanced Tests of craftsmanship or engineering you can make a test in half the usual (at default cost and TN) or at +2 Mana and TN, you may make tests in one-quarter the time.

This lasts one sun cycle.

Understand Design

Requirements: True Smithing (novice). Cost: 4 Mana.  Time: special  Target: 9+

You can eventually discern the methods used in building a device or crafted object. This takes a minimum of one minute of handling and examining the device before rolling; if the GM says the TN is higher than 9, the time required goes up by one minute for every +2 in TN.

The target number for this roll may increase if the object had a high Threshold of Success to be built, or requires specific magics to function. The GM ultimately decides the final TN, but it should not go higher than 21.

It should be noted that just because you know how to build a device doesn’t mean you have the tools, materials, or skills to do so yourself. You have a set of plans that you can copy down; the rest requires work and resources.

Expert

Disassemble

Requirements: True Smithing (expert). Cost: 9+ Mana.  Time: Major Action   Target: 7+

You can make any device that has two or more parts fall into pieces. You can target any single object you can see within Magic Ability + Focus meter  for the base cost, or for +2 Mana Cost and Target Number, you can hit an area up to Magic Ability meters in radius. Your base Target Number is the same as the usual for that object (see Damaging Objects in Other Rules), plus the object’s Durability. Note that this is meant to target machines or complex devices with at least two or more parts that need to be attached to function. If you use this spell against a simple object like a rock, a piece of wood, sword, or things of that nature, add +2 to Mana Cost and Target Number.

If you succeed, you may inflict up to one point of Integrity damage per point in your Magic Ability. It should be noted that this the object should not be destroyed by this spell. The individual components can be reassembled back into a device later. If instead you’re using this Spell to damage or destroy simple objects, you will take one Backlash.

Get the Most

Requirements: True Smithing (expert). Cost: 6 Mana.  Time: Minor Action  Target: 9

You’re able to find the top quality of any available materials and tools when making an item, and can guarantee the best possible results of your crafting efforts.  You add your Magical Ability to any Test in a series of Advanced Tests to build something, and +1 to the Threshold Successes generated with each successful roll.

This spell lasts one sun cycle, and can be cast each day to maintain the quality of work in a long project.

Repair

Requirements: True Smithing (expert). Cost: 7+ Mana.  Time: Major Action  Target: 11+

You are able to swiftly repair any device or object nearby. You can target any object you can touch, or for +2 Mana Cost and TN, target an object within Magical Ability meters. Each each round you will restore one point of Durability or Integrity for each Mana you spend, up to a maximum of your Magic Ability + Focus in Mana per round.  If parts have been destroyed, so long as the pieces are there and you spend an additional +2 Mana Cost and TN, you can return them to functional nature, but the overall object will always have one less Durability and Integrity (and more if the GM deems it appropriate).  If more than half the object was destroyed, you will take at least one Backlash for reassembling it.

Jury-Rig

Requirements: True Smithing (expert). Cost: 7 Mana.  Time: Major Action   Target: 9+

Through quick thinking and encouraging parts to work beyond their usual limits, you can rapidly assemble a device or object to temporarily perform a task. This could allow you to make a turbocharger for a car that did not have one, put together a homemade rifle that lasts a few shots, or even replace clockwork and gears in complex devices. You must understand how the mechanism you’re jury-rigging should work, which may require appropriate Intelligence rolls. If the item is meant to be used once, the TN is 9, with possible increases for complexity. For example, a jury-rigged weapon meant to work for a combat round may be +1 Mana Cost and TN, such as a one-shot crossbow, one that’s meant to last for a combat encounter adds +2 Mana Cost and TN, and a zip gun you can use a few times before it breaks for +3 Mana Cost and TN. The GM is the final arbiter for the TN.

At the end of the spell’s duration, which in no case can last beyond a combat encounter or 10 rounds, the jury-rigging will fall apart, sometimes in dramatic fashion.

Master

Handicraft

Requirements: True Smithing (master). Cost: 13 Mana.  Time: Major Action  Target: 13

You can work on objects and devices with your bare hands and simple tools such as sticks, rocks, pieces of grass, etc. You’re even able to hammer nails, shape metal, chip away hard stone or metal, or build small gears if necessary. For one hour after you cast this spell, you can simply do any kind of work you need on objects or devices with whatever’s available, even if it’s just your hands.

Successful casting of this spell gives you one Backlash, or two Backlash on a failed roll.

Upcycle

Requirements: True Smithing (master). Cost: 9+ Mana.  Time: Major Action   Target: 15

You can turn junk back into useful material. This doesn’t just repair broken objects, but restores structural defects and lets you “clean away” or “paint over” things such as rust or decay. You can restore one Durability and Integrity per Mana Point spent above the minimum to up to 5 kilograms per point in Magic Ability of broken, discarded, or useless objects or devices into materials that will serve quite well. This spell does not allow you to make special alloys or high-grade materials.

Grandmaster

Works Like a Dream

Requirements: True Smithing (grandmaster). Cost: 15 Mana.  Time: Major Action  Target: 15

You can make any object or device work exactly as intended, and even allow it to perform beyond its apparent limits. Vehicles can faster and handle better, rifles are more accurate and damaging, complex machines bring results faster, and even simple tools can make your work faster. The exact results should be negotiated with your GM, but adding up to Magic Ability + Focus as a bonus to use the device, or Magical Force to its effects (like speed or damage), are reasonable outcomes.

This spell lasts for a sun cycle.

Apex

Creation

Requirements: True Smithing (apex). Cost: 21+ Mana.  Time: Full Round  Target: 18+

You can make anything you imagine in almost no time at all, and it will function exactly as you require. You must have materials nearby that would be needed to make the device, object, or structure in question, but you could, for example, walk into a construction site and transform the raw materials into a complete building in a combat round. This spell refurbishs and clean up materials if they were somewhat damaged or in poor repair, and it magically cuts, attaches, or threads together individual parts.

You may use Intelligence tests, the knowledge of allies, or your own experience working on items to help you properly assemble your creation. The beginning TN for this spell is 18 and the Mana Cost is 21, for relatively simple constructions or things that you have spent a fair amount of time learning how to make. The TN and Mana cost will likely increase based on the GM’s assessment of how hard it should be to make, how well you understand what you’re trying to do, and whether the end result is something anyone has seen before. However, whether or not you fully understand the mechanisms of the final product, it will work as you believe it should until the end of the spell’s duration.

This spell affects Magical Force x 10 cubic meters of materials and space. The result will last one sunset cycle per point in Magical Ability. This spell can be used as the basis of a Ritual, although it has been cast so rarely that it’s hard to say what the requirements for such a ritual might be.