Magic (Character Generation)

This page covers all the magic-related elements of a wizarding character.

Sortilege

All wizards have a trait called Sortilege (pronounced: SOR-tl-ij). It determines which of the two types of magic-users a character is in this setting and measures the wizard's connection to the fundamentals of magic. This concept also reflects the idea that connections to magic have developed differently across cultures around the world.

Note that this Trait begins with one dot and can reach up to five dots. Sortilege contributes to the dice pool of every spellcasting roll a wizard makes. A character's sortilege level can become stronger over time as the wizard grows and gains greater wisdom.

There are two sortilege 'paradigms' a character can choose from. This is the fundamental philosophy behind the wizard's magic, and in some cases, this can affect how the magic takes shape.

  • Sorcery: This is the traditional type from the books.
  • Arendi: This is shaman magic with ties to the Native American community.

Use the following code to set a paradigm:
+stat/set paradigm=<Sorcery or Arendi>

Use the following code to set the sortilege level.
+stat/set sortilege=<value>

More details on each paradigm is available on the Sortilege page.

Aptitudes

This a magic stat that the system automatically calculates based on previous point allocation choices.

  • Potency: This determines a character’s power when performing magic.
  • Precision: This reflects a character’s finesse.
  • Protection: This indicates their resistance to the effects of harmful magic.

Check the character's +sheet to view how aptitude has been automatically assigned to a character.

Arts

Without training, magic is raw and unfocused. The Arts were developed to provide the focus needed to perform magic across six branches. These impact a character’s magic use, from casting spells to brewing potions. Keep in mind that a character's rating in any given Art cannot exceed their Sortilege rating.

Below are details for each type of art:

  • Charms: These are spells that alter what a subject does (as opposed to what it is). This Art deals with corporeal effects, such as levitation, animation, or illumination.
  • Glamers: This is a branch of Charms magic, but this Art specifically deals with effects of the mind, such as spells affecting emotions, memory, or perceptions.
  • Transfiguration: This Art is used for spells that deform or alter the physical nature of the subject in some way. Both creatures and inanimate objects can be transformed. Note that a living creature transformed into an nonliving shape is not killed, but rather placed into a sort of stasis. If untransfigured, they will resume living as normal.
  • Conjuration: While technically a branch of transfiguration magic, Conjuration deals with creating something out of nothing, as well as Vanishment, the banishing of something into nothing. There are strict laws (both natural and legal) regarding what can be conjured. For example, conjuring food is impossible; it can only be summoned or multiplied.
  • Potions: One of the most prized arts of the wizarding world is the ability to create magical potions — elixirs, draughts, and other mixtures that can produce a variety of effects. While many potions can be reproduced with other spells, there are certain advantages to using potions. It is one of the only ways to delay a spell effect, and by preparing magic ahead of time, it removes the possibility of miscasting a spell in the heat of the moment (assuming the potion was prepared correctly).
  • Runes: Runes involves the study of magical symbols, glyphs, and wards. It is used for casting a number of spells with permanent and semi-permanent effects. Like Potions, this Art can delay a magical effect until a rune is triggered, as well as create persistent effects that endure as long as the rune itself remains.

Assign five points to reflect the character’s natural affinities for these areas of magic. More points will be available later, but for now, identify the character’s strengths and weaknesses.

Use the following command to set points for each art.
+stat/set <art name>=<value>
Example: +stat/set Charms=1

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License