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"If this is the best of all possible worlds, what are the others like?"
-Voltaire |
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Copyright © 2000 by Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu>, All Rights Reserved.
All trademarks and copyrights referred to herein that are not owned by Mark Hughes are owned by someone else. You are permitted to download, print, and use this document free of charge, but you may not redistribute it except as provided in condition 6 below. Always refer others back to this original at <http://kuoi.asui.uidaho.edu/~kamikaze/Phobos/>. You may create derivative works (including but not necessarily limited to
additional rules, sourcebooks, settings, adventures, and characters) of
Phobos, with the following conditions:
6. If you want to distribute copies of Phobos itself, in whole or in part, or distribute derivative works for a fee or charge, other than in a magazine or other periodical, or publish an official Phobos supplement, you MUST first obtain written permission from Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu>. |
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"Magic? I'll show you magic in the clink of glasses in a toast, in the
settling of a pint from silt to black, in the voice that rises as it tells
its tale... in a hundred smiles that bubble into laughter, and shut the
golden door against the cold."
-Hellblazer: Damnation's Flame |
All magical power in Phobos comes from one source - the ability of those with Wyrd to manipulate the world. Wyrd is a kind of magical technology - by thinking in certain patterns, Wyrd flows into the pattern, and that produces the effect desired. Strictly speaking, these effects do not violate the laws of physics (mostly conservation of energy), they operate on more fundamental laws; it might be thought of as the equivalent of cheater cartridges for console videogame systems.
Within the setting, practitioners of magic are referred to as Adepts, Mages, Magicians (though this suggests stage illusionists more than real Thaumaturgy), Wizards, Sorcerers, Witches, Warlocks, and so on, all more or less interchangeably. For internal consistency within the rules, however, "Thaumaturge" is used to describe a practitioner of Thaumaturgy, "Sorcerer" to describe a practitioner of Ritual Magic, and "Adept" to describe a practitioner of Cantrips. Few characters in the setting would use those specific terms in that way, however; most mages use more than one kind of magic, and there are few formal training programs and almost no shared culture for mages.
There are three kinds of Magic in Phobos:
[Leiber example]
Cantrips are minor spells that can be used by Adepts in their daily lives. To cast a cantrip, the Adept must chant or sing an incantation (traditionally Latin, Greek, or Egyptian phrases, though some are in other languages, even English) and perform some physical part of the ritual. The incantation can be recited in a low whisper, but it must be audible to people or spirits very close to the character. The recitation generally takes two rounds (taking effect at the end of the second round), unless otherwise specified. While performing the incantation, any interruption (especially being injured) will stop it from working, though at no Wyrd cost, and the Adept must start over. Cantrips cost 1 Wyrd per casting at the end of the incantation.
Cantrips have only as much effect as the GM decides is suitable - usually providing a bonus of +1 to +4, or creating a helpful coincidence. Cantrip effects should be (in the game world) indistinguishable from luck, skill, and coincidence; the only way to tell that it was not a natural effect is that the character can do it repeatedly and consistently. Anything flashier and more powerful would have to be done through higher forms of Magic.
Generally no success roll is needed unless the cantrip is attempted in a stressful situation (plunged into total darkness while a killer approaches, and you need to light a candle to find the exit...) There are generally no special problems for failure beyond the Cantrip not working (which can itself be fairly disastrous), and no additional bonuses, as Cantrips are minimal effects.
For every point of Magic: Cantrips score, the Adept may know one Cantrip. Learning Cantrips that have already been developed merely requires the character to find another Adept who knows it and convince them to teach it to you, or find a book describing it. It takes only a few minutes (30-LOG) to practice the incantation enough to memorize it. An Adept could memorize a large number of Cantrips, more than the Adept can use, but only some of those will be "enabled" within the Adept's mind until their skill score increases sufficiently.
Adepts can develop new Cantrips by improving their skill level, trying a {Magic: Cantrips\Average (+0)}, and spending 5 CP if they succeed. The player can describe any effect for the new Cantrip, with the GM's approval, as long as it is subtle. Existing Cantrips can be re-developed this way, if the Adept cannot find an existing source for it or wants to translate it into a more convenient language.
Rituals can produce almost any effect desired, but rituals are rare, difficult to research, take hours or days to perform, often have extensive (and sometimes morally, or, more to the point, legally, unacceptable) material requirements, and run serious risks if the ritual is interrupted or fails.
[FIXME]
Thaumaturgy is the direct manipulation of magical physics. It is extremely powerful and extremely dangerous. Thaumaturgy requires characters to learn a number of "Forces", each one an individual skill with no defaults between them or any other Magic skill.
The Thaumaturgic Forces are:
Most Thaumaturgic effects are very elemental and direct, and unless specifically stated otherwise, both the effect and source are apparent to anyone observing the casting. Spells have precise and generally inflexible effects.
Thaumaturgic spells fall into two categories, depending on how refined and debugged they are: Charms and Formulas.
Charms are new spells, usually used only by the Thaumaturge who created them. Creating new spells is a long and laborious process, but not very difficult - even for fairly novice Thaumaturges. However, new spells are likely to contain mistakes and inefficiencies, some minor, some very significant or dangerous. Eventually, with enough practice and trial-and-error changes, spells can be perfected and optimized.
Formulas have already gone through this process over several centuries and the work of dozens or hundreds of Thaumaturges, but have several disadvantages: they were usually designed for more primitive times when blatant spell-casting was more acceptable; they are almost never precisely what you need, as they were designed for someone else's needs; and as they get more and more optimized, they require more and more precise gestures, words, and even modes of thought during casting, increasing the risk of miscasting them. Truly, there ain't no such thing as a free lunch. See Turning Charms Into Formulas below.
Beginning PC Thaumaturges know one standard Thaumaturgic Formula in each Force for every 5 full points of skill score in that Force; a character with Magic: Air 14 knows only two Air Formulas. Beginning Thaumaturges also have one Charm of their own in each Force they have any skill in, which is assumed to have been a Great Success - +0 casting modifier and the standard Wyrd cost (see Creating New Charms below).
Spells used in combat use the Magic skill roll to determine whether they hit and what their Result Quality is, and cannot generally be dodged or defended against. Armor and cover are effective against direct attacks unless otherwise specified.
Casting a spell requires the character to spend the time listed for the spell (most often 1 round) doing any gestures, incantations, or visualizations necessary, spend the listed Wyrd, and make a {Thaumaturgy: <Force being applied> \ <listed modifier>} task:
| Result Quality | Effect | |
|---|---|---|
| Extreme Failure | (0-) | The spell catastrophically misfires, as Great Failure, with 200% area of effect and 200% of the abnormal damage or effect. The Thaumaturge is so traumatized by this, 1 point is lost from maximum Wyrd and the Force skill used to cast the spell. |
| Great Failure | (1-10) | The spell misfires; either the reverse effect happens, or it hits the wrong target (quite possibly the caster, or a nearby character), or it otherwise goes astray. This is not a good time to be a Thaumaturge's friend. |
| Normal Failure | (11-19) | The spell fails. |
| Borderline | (20) | The spell works, but will have some minor flaw, or have minimal damage or effect. |
| Normal Success | (21-30) | The spell works as intended. |
| Great Sucess | (31-40) | The spell works as intended, but with 150% normal area of effect and 150% of normal non-damage effect. This is not always a happy event for Thaumaturges who might be in the blast area. |
| Extreme Success | (41+) | The spell works as intended, but with a 200% normal area of effect and 200% of normal non-damage effect. Three words of advice: duck and cover. |
Thaumaturges can have any number of spells active at the same time, and cancel their own spells at will, with no effort.
Most Thaumaturges prefer not to use their own Wyrd to power spells until absolutely necessary. They instead use various power batteries; traditionally in the form of staves, wands, and gems.
Air FormulasForces of wind, sound, electricity, precision, and information. |
| Antistatic | |
|---|---|
| Wyrd Cost: 3 (9 as Charm) | Range: touch |
| Casting Time: 5 rounds | Area of Effect: self and 0-3 others holding hands |
| Casting Modifier: +0 | Duration: Magic: Air × 10 minutes |
| Description: Gives the target characters magical armor against electrical damage, both natural and magical. The armor extends a few centimeters from the characters' skins, and protects against a number of points equal to the casting RQ×1. During casting, a flurry of harmless electrical arcs briefly surround the characters, but then fade. | |
Earth FormulasForces of dirt, stone, metal, plants, fungi, protection, and strengthening. |
| Oakskin | |
|---|---|
| Wyrd Cost: 3 (9 as Charm) | Range: touch |
| Casting Time: 5 rounds | Area of Effect: self and 0-3 others holding hands |
| Casting Modifier: +0 | Duration: Magic: Earth × 10 minutes |
| Description: Gives the target characters magical armor against all physical damage, both natural and magical. The armor extends a few centimeters from the characters' skins, and protects against a number of points equal to the casting RQ×1. During casting, the characters' skins take on the appearance of oak bark and then return to normal. | |
Fire FormulasForces of heat, light, and physical illusions. |
| Handfire | |
|---|---|
| Wyrd Cost: 1 (3 as Charm) | Range: touch |
| Casting Time: 1 round | Area of Effect: special |
| Casting Modifier: +4 | Duration: Magic: Fire × 1 hour |
| Description: Handfire conjures a small (15cm) glowing sphere of what appears to be fire, though it is perfectly harmless and intangible; it is only slightly warm to the touch. The handfire will either remain in the caster's hand, or be attached to whatever the caster was touching at the moment of casting. The handfire can only be moved after casting by moving whatever it's attached to. Handfire casts enough light to read by out to a 3m radius, enough to see to move by out to a 10m radius, and can be seen from up to several km away at night (which is presumably when one would use it). | |
| Tracer | |
|---|---|
| Wyrd Cost: 2 (8 as Charm) | Range: Magic: Fire × 40m |
| Casting Time: 1 round | Area of Effect: 1 target |
| Casting Modifier: +2 | Duration: instant |
| Description: Tracer (known to earlier generations of Thaumaturges as "Fire Dart") fires a small, brightly glowing dart of fire at a target from the caster's hand. The dart is not an incredibly effective weapon, as it does only RQ×0.5 damage, but it's a cheap, fast, and long-ranged magical attack. If the target is flammable, it will almost certainly catch fire, doing an additional d20×0.25 END damage every round until put out. | |
| Fireproof | |
|---|---|
| Wyrd Cost: 3 (9 as Charm) | Range: touch |
| Casting Time: 5 rounds | Area of Effect: self and 0-3 others holding hands |
| Casting Modifier: +0 | Duration: Magic: Fire × 10 minutes |
| Description: Gives the target characters magical armor against fire and heat damage, both natural and magical. The armor extends a few centimeters from the characters' skins, and protects against a number of points equal to the casting RQ×1. During casting, the characters briefly appear to be engulfed in flames, but that passes in a moment. | |
| Fireball | |
|---|---|
| Wyrd Cost: 4 (16 as Charm) | Range: Magic: Fire × 10m |
| Casting Time: 2 rounds | Area of Effect: 5m radius |
| Casting Modifier: -2 | Duration: instant |
| Description: A nasty spinning ball of fire (initially 1m diameter) that flies out to its maximum range or the first significant solid barrier (a hand or lamp post in the way will not stop it, but a full-body impact or a wall or door would), and then explodes in a 5m radius for RQ×1 damage. Areas that are inaccessable or shadowed by solid barriers are protected from the blast. If this spell is cast in a very tight confined space (a ventilation duct, for instance), it will fill out a bit further (how much so is at the GM's discretion), but otherwise any volume that it conforms around is "lost". | |
| Ring of Fire | |
|---|---|
| Wyrd Cost: 4 (15 as Charm) | Range: 0m |
| Casting Time: 2 rounds | Area of Effect: 3m radius |
| Casting Modifier: -2 | Duration: Magic: Fire × 1 minute |
| Description: A burning ring of fire (cue Johnny Cash here) bursts up around the caster, rising to 3m high, with a 1m thick "wall" starting 3m from the caster's current position. Anyone on the inside is safe from the fire, and will feel only slightly warm. The caster can move in and out of the ring safely, as many times as desired, while anyone else can pass out of the ring only once safely. Anyone contacting the ring takes d20×2 END damage (it burns, burns, burns, that ring of fire!), and anything flammable contacting it catches fire, taking an additional d20×0.25 END damage every round until put out. | |
Life FormulasForces of healing, harming, and enchanting the bodies of the living. |
Mind FormulasForces of healing, harming, and enchanting the minds of the living. |
| Alternate Reality | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wyrd Cost: 8 (32 as Charm) | Range: 10m | ||||||||||||||||||||||||
| Casting Time: 2 or more minutes | Area of Effect: One target | ||||||||||||||||||||||||
| Casting Modifier: -10 | Duration: Magic: Fire × 1 hour | ||||||||||||||||||||||||
| Description:
The target is subjected to an illusion which affects all senses. During
this illusion, the target continues to move, speak, and act in reality -
so striking out at a monster is actually striking out at thin air or at
someone else, and climbing a fence may actually be climbing over a balcony
railing. Any effects of the illusion, including damage, seem completely
real to the target; the target may develop psychosomatic injuries, or may
just imagine them. The target can even die, whether from psychosomatic
injuries, real injuries incurred by real-world events,
The target must try a {higher of Magic: Mind or LOG\-(caster's RQ)} task (preferably rolled secretly by the GM), which determines how effective the illusion is:
The casting time is mostly consumed concentrating on imagining the illusionary scene and how it will react to events by the target if the caster is not controlling it. The caster may remain in concentration and control the illusion at will, but if the caster drops concentration, the illusion continues with the responses and areas "programmed" at casting. If a target moves out of the areas programmed, reality is visible again. | |||||||||||||||||||||||||
| Deep Scan | |
|---|---|
| Wyrd Cost: x | Range: x |
| Casting Time: x | Area of Effect: x |
| Casting Modifier: x | Duration: x |
| Description: [FIXME] | |
Water FormulasForces of ice, cold, darkness, motion, and transformation. |
| Coldsuit | |
|---|---|
| Wyrd Cost: 3 (9 as Charm) | Range: touch |
| Casting Time: 5 rounds | Area of Effect: self and 0-3 others holding hands |
| Casting Modifier: +0 | Duration: Magic: Water × 10 minutes |
| Description: Gives the target characters magical armor against cold damage, both natural and magical. The armor extends a few centimeters from the characters' skins, and protects against a number of points equal to the casting RQ×1. During casting, the characters appear to freeze over and be covered in frost and ice, but after a moment that fades. | |
Creating a new Thaumaturgic Charm requires the character to make a {Magic: <Force being applied>\Hard (-5)\d20 days in research, experimentation, and study} task and spend 5 CP. If the result is Borderline or better, the character gains the new spell, regardless of how efficient it is. The 5 CP are always spent at the end of every attempt, just before the player rolls the die. As with all Wyrd skills, no Wyrd may be used to modify this die roll.
The minimum Wyrd cost of a Charm is the cost it will have as a Formula; this is 25% of the standard cost, rounding up. The casting bonus gained on this table cannot exceed (6 - minimum Wyrd cost × 2). For example, Handfire has a standard cost of 3 Wyrd (casting time=2 rounds, range=touch, area=n/a, duration=1-4 hours, power=trivial), and thus a minimum Wyrd cost of 1. Its casting bonus cannot exceed [6-2=4], so it has a +4.
| Result Quality | Effect | |
|---|---|---|
| Extreme Failure | (0-) | The creation of the Charm fails, and the character obviously did not know as much about Thaumaturgy as he or she believed. Lose 1 point from maximum Wyrd and from the Force skill used. |
| Great Failure | (1-10) | The creation of the Charm fails, and the character takes d20 LOG damage from magical backlash. |
| Normal Failure | (11-19) | The creation of the Charm fails. |
| Borderline | (20) | The Charm is created, but has a -10 penalty to casting rolls and costs 200% of the standard Wyrd. |
| Normal Success | (21-30) | The Charm is created, but has a -5 penalty to casting rolls and costs 150% of the standard Wyrd. |
| Great Sucess | (31-40) | The Charm is created, has a +0 modifier to casting rolls, and costs the standard Wyrd. |
| Extreme Success | (41+) | The Charm is created, has a +5 modifier to casting rolls, and costs only 75% of the standard Wyrd. |
For the most part, the specific effects of a Charm should just be described and the numbers selected by the player and GM as seem appropriate. However, there are some guidelines for the Wyrd cost of a spell. To determine the "standard cost" of a spell, select one entry from each of the following tables, and total the selected Wyrd columns. If the standard cost is 0 or less, it is increased to 1 (nothing is free). No set of rules will cover every situation, so be flexible with this. The GM has every right to adjust the standard Wyrd cost if it seems inappropriate.
Duration, Range, and Area of Effect are often expressed in terms of "X × Magic: <Force>"; for these, assume a score of 10 when determining cost.
| Casting Time | Wyrd |
|---|---|
| 1 round (3s) | +2 |
| 2-3 rounds (6-9s) | +0 |
| 4-10 rounds (12-30s) | -4 |
| 11-40 rounds (30-120s) or more | -8 |
| Range | Wyrd |
|---|---|
| Self only (no area-of-effect!) | -2 |
| Touch or 0-1m | +0 |
| 2-10m | +2 |
| 11-30m | +3 |
| 31-100m | +4 |
| ×2 Range | 4+1 per doubling |
| Area of Effect | Wyrd |
|---|---|
| N/A or One Target | +0 |
| 2-4 Targets or 1-3m Radius | +4 |
| 5-8 Targets or 4-10m Radius | +8 |
| ×2 Targets or ×2 Radius | 8+2 per doubling |
| Duration | Wyrd |
|---|---|
| Instant or 1 round (0-3s) | +0 |
| 2-10 rounds (6-30s) | +1 |
| 11-40 rounds (33-120s) | +2 |
| 2-10 minutes | +3 |
| 11-60 minutes | +4 |
| 1-4 hours | +5 |
| 5-24 hours | +6 |
| 1-7 days | +7 |
| 8-30 days | +8 |
| 1-11 months | +10 |
| 1-9 years | +12 |
| 10-99 years | +14 |
| 100+ years | +16 |
| Power | Wyrd |
|---|---|
| Trivial effect, or cause or prevent RQ×0.25 damage,
or +/-1 to 2 to a stat or skill |
-4 |
| Lesser effect, or cause or prevent RQ×0.5 damage,
or +/-3 to 4 to a stat or skill |
+0 |
| Average effect, or cause or prevent RQ×1 damage,
or +/-5 to 6 to a stat or skill |
+4 |
| Greater effect, or cause or prevent RQ×2 damage,
or +/-7 to 8 to a stat or skill |
+8 |
| Major effect, or cause or prevent RQ×3 damage,
or +/-9 to 12 to a stat or skill |
+16 |
| Astounding effect, or cause or prevent RQ×4 damage,
or +/-13 or more to a stat or skill |
+32 |
After a character has used a Charm at least once a month for one year, the character may try a {Magic: <Force>\Hard (-5)\d20 days of research and practice} task, spending 5 CP just before rolling the task; even if the task fails, the CP are spent. The effects of this improvement can never improve a casting bonus beyond (6 - minimum cost × 2), and cannot reduce the cost below the minimum Wyrd cost (25% of the standard cost, rounding up). When a Charm reaches both of these limits, it is a Formula, and can no longer be improved.
| Result Quality | Effect | |
|---|---|---|
| Extreme Failure | (0-) | The improvement of the Charm fails, and the character obviously did not know as much about Thaumaturgy as he or she believed. Lose 1 point from maximum Wyrd and from the Force skill used. |
| Great Failure | (1-10) | The improvement of the Charm fails, and the character takes d20 LOG damage from magical backlash. |
| Normal Failure | (11-19) | The improvement of the Charm fails. |
| Borderline | (20) | There is no improvement to the Charm. |
| Normal Success | (21-30) | The Charm's Wyrd cost is reduced by 1 point. |
| Great Sucess | (31-40) | The Charm's Wyrd cost is reduced by 2 points, and gets an additional +1 bonus on casting. |
| Extreme Success | (41+) | The Charm's Wyrd cost is reduced by 3 points, and gains an additional +5 modifier to casting rolls. |