Handbook Magik

# Magik

“Although accomplishments in magik are theoretically limitless, the learned wizard carries a heavy staff at all times.”
-Tarrik Aldarion, Griffin of Magik

*Stewart, a slight, bespectacled man walks along a wooded path engrossed in the latest pages of a newly acquired tome. He is completely unaware when a half-dozen goblins stealthily rise from their hiding places amongst the shrubs and slowly surround him. The simultaneous unsheathing of heavy iron swords rouses Stewart from his studies and stops him in his tracks. As the goblins close in, Stewart calmly flips to a specific page in his book, his lips move slightly as he reads. Just as the first goblin is about to pounce, Stewart raises one hand, whirls it in the air like a tornado, and thrusts it at the ground. A conjured wind blasts outward knocking all of the goblins to the ground. Stewart closes his book, quickly steps over the stunned creatures, and runs to find his companions.*

Magik is a powerful force on Campaign. Whether your character derives powers from a deity, long hours of study, or unsavory acts of sacrifice, magik helps him to control, understand, and combat the forces of the world around him.

The Campaign magik system is a simple yet effective augmentation of reality that hinges on the honor system, shared imagination, and acting to make it work.

# **The Basics**

This section details what every player on Campaign must know about magik. Even if you never plan to play a magik-user on Campaign, it is important to know how to react properly when magik is used on or around you.

## **Casting Magik & Miscast Spells**

It is the mage’s responsibility to properly cast a spell and to describe the effects of the spell to you. All you have to do is use your imagination and acting skills to bring that magik to life.

Whenever a spell is cast on Campaign, you will see the mage perform the spell by speaking a specific phrase, holding a particular object, or gesturing in a precise way. The mage will then announce the spell’s title loud enough for the target to hear. Once the spell’s title is spoken, the spell is considered cast. Lastly the mage will state all of the effects of the spell to the target or give them a card with a written description of the effects.

While casting a spell, mages cannot attack physically.

If these criteria are not met, the spell is considered miscast or “fizzled”. This means the spell did not work. Either the caster or the target may adjudicate this. You always have the option to play along if you desire, but it is not required.

### Correctly cast spell:

Talenin the Mystic casts a spell on Ensorel stating the following verbal component: “I call upon the souls of the dead and give you this command – collapse”. She then explains the pertinent information about the spell: “Range - ten feet; you must follow my one-word command.” Ensorel is magikally compelled to fall to the ground, her legs becoming suddenly weak.

### Fizzled spell:

Fledge tries to sneak up behind Virraddon the mage. Fledge steps on a twig. The startled Virraddon whips around and in a high pitched voice screams “force” without further explaining the spell. Fledge grins menacingly as he utters “fizzle” and stalks closer.

To settle debates on the casting or fizzling of spells, or if you are simply confused about a spell effect, you can ask to have it explained to you again in more detail. Each mage carries a copy of the magik section of the Handbook for this reason.

# **Markers**

Markers are OOG materials that are used to indicate certain magikal, spell, or other unique effects. You should be familiar with all of these and react to them appropriately in-game. They are as follows:

## Flags

While under the effects of a spell that requires a flag marker, the flag needs to be held above your head so that it can be seen. If you are not holding the flag so it can be seen, other players may assume that you are no longer under the effects of the spell. All flags should be brightly colored and measure at least 18” square.

### **Yellow Flag**

If held overhead or draped over objects, the person holding it, or the item underneath it, is OOG and should be ignored.

\*Some games use this for Spirits and Ghosts. Please do not confuse the two!\*

### **Blue Flag**

Indicates a character has cast a teleport or shift spell. You cannot see, hear, or touch a teleporting or shifted character under a blue flag as they are invisible, intangible, and untraceable until the spell is completed.

### **White Flag**

Indicates invisible characters or things. You cannot see whatever or whomever is under a white flag. Invisible people or things still exist tangibly however, and you may bump, run into, trip over, smell, hear, or otherwise contact them. This also does not prevent you from seeing things an invisible person or object disturbs, such as plates moving of their own accord or leaves rustling without wind.

\*Other games use this as Out of Game. Please do not confuse the two!\*

### **Green Flag**

Indicates a blend spell or ability. You cannot see a blended character unless they are moving. Breathing or slightly turning does not count as movement.

### **Orange Flag**

Indicates the person holding it is under the effect of a silence spell. Any sound this person makes, whether intentional or incidental, should be ignored. Thus, if they are walking in the woods and step on a twig, technically there was no sound made and other characters should pretend they did not hear it.

### **Red Flag**

Indicates a character is guarded by a magikal armor that protects them from all damage causing attacks, both physical and magikal.

### **Purple Flag**

This indicates that game specific magik is in effect. Conditions of those using a purple flag will be explained by the GM prior to their game and it applies only to their game.

### **Strip of Red Cloth**

Attached to an Item, Weapon or Area Spell
This marks an item as magikal in nature or denotes an area effect spell is active.

A strip of red cloth tied visibly to an item or weapon indicates the item or weapon visibly glows with magik. If the red cloth strip is tied discretely, the item or weapon (though still magikal) appears normal. For example: A sword with a long strip of red cloth hanging from the hilt is a glowing magikal sword. A ring with a strip wrapped thinly around it appears normal to unaided eyes.

When a strip of red cloth is visibly attached to an area spell marker (i.e. string or tape with the spell name written on it representing an area of effect), it indicates that the spell is active. Players should take note of the spell and have their characters act accordingly.

For example: Usel, played by Andrew, approaches a grove of trees to sit in the shade. Andrew notices some string on the ground surrounding the grove with the word ward written on it. He also notices a strip of red cloth tied to the string. Andrew knows a ward spell is active around the grove of trees and pretends to walk into an invisible barrier. Usel storms off, cursing mages under his breath.

Spell markers that do not have the red strip of cloth attached indicate the spell is inactive and the component should be considered OOG.

### **Strip of Green Cloth**

Attached to an Item or Weapon
This indicates the object is cursed. The owner of a cursed object cannot drop, sell, or lose the item. If you are the first person to handle a cursed item, then it is cursed to you.

Characters cannot “see” that an item is cursed. Cursed items appear normal. The strip of green cloth is OOG. It is there so that players will know that the item is cursed and thieves will know that even if they steal it, it will magikally return to its owner (usually within the hour).

## **Spell balls**

These are soft, safe projectiles that a mage has to throw at and strike a target with in order for certain spells to take effect. They can be small beanbags, practice golf balls, rolled up socks, or a similar soft object. If they hit you or your carried items (even if it’s just a nick), you are affected by the spell. Shields can be used to block all damage causing and certain other spell balls.

## **Other**

There are a few other markers that are spell specific. A flashlight creating a light spell is a good example. They should be obvious from context, but if in doubt, ask a GM or a more experienced player.

# Scrolls, Potions, & Other Mischief

While the amount and form of magikal items you will encounter are only limited by our imaginations, they do have a few immutable characteristics. If you come across a magikal item, it should be accompanied by an OOG explanation of its purpose. Do not read the explanation unless you decide to activate (i.e. read, imbibe, or wear) the magik. Once activated, you are affected by it and may then find out what the magik does. If there is no written explanation, consult a GM.

While it is tempting to first read the OOG explanation, decide you don’t really want your character to be burnt into a pile of ashes (for example), and subtly slip the description back into place for another victim, we ask that you carry out with whatever fate has been handed to you. After all, there is always resurrection!

## Scrolls

Campaign has two distinct versions of scrolls: **magik** and **atmosphere**.

Magik scrolls are in-game enchanted items containing one-use magik spells. Certain magik scrolls can be used by anyone. Merely reading these scrolls will trigger their magikal effects. Other scrolls are written in a magik script, and can only be used if first deciphered by a mage with such a skill.

Atmosphere scrolls are OOG markers and will be found spread throughout the gaming area. These scrolls, found hanging in obvious sight, are tied with red or green ties. They provide an explanation of an imaginary event that is taking place in the immediate surroundings.

An atmosphere scroll tied in red is an event that, once you have seen the scroll, you must read. A scroll with a green tie means you can read and participate or leave the scroll unread, whichever you desire.

Example of a red-tied atmosphere scroll: Sarah’s character Twila finds herself walking through the Bonewood. Sarah spots a red-tied scroll and knows she must walk over to read it. It tells her of the creepy moaning and other sounds within that haunted place. Twila shivers and walks a little faster.

Example of a green-tied atmosphere scroll: Paul’s character Dolloch sits on a rock eating stew from a crock. Paul notices a green-tied scroll on a tree nearby and chooses to investigate. The scroll describes an encounter with a mythical pixie who ensorcells Dolloch, making him dance for one minute. Dolloch sighs and tries not to spill his stew as his feet magikally stamp around rhythmically.

Unless specified, replace scrolls where you found them after you read them for others to encounter.

## Potions and Powders

During your adventures on Campaign, someone may offer you a small drink that helps to cure your wounds. Or you could discover that your unattended meal has been poisoned, leaving you in need of a healer.

Potions and powders are concoctions made of plants, herbs, minerals, and anything else an herbalist finds useful in obtaining the desired effect. They also can be magikally constructed elements made by dedicated alchemists.

In game terms, these mixtures are either magikal or non-magikal liquids or powders that have to be ingested to take effect. Once taken, the effects are similar to a magikal spell. Non-magikal concoctions can reverse the effects of magikally cast spells and vise-versa. All concoctions of any worth are fairly rare and are difficult and expensive to acquire.

The following rules govern the use of potions and powders on Campaign.

### **Doses**

* Every dose of every potion or powder must be approved by the GM of every game they are brought on.
* One dose of a potion measures about one mouthful (1-2 tablespoons).
* One dose of a powder measures about 1/2 teaspoon.
* Multiple doses may have cumulative effects, based on the rules of each individual concoction.

### **Delivery**

Concoctions may be drunk directly from their container or mixed into food or drink. You may wish to put a concoction into your own food (such as purify food/drink/vessel).

Once mixed into food or beverage, the first person to eat or drink from it will be affected. If two doses are used, the first two portions eaten are affected. This may mean one hungry person is affected twice.

Potions and powders mixed into a large pot will be too diluted to take effect unless you add enough doses to cover the approximate number of servings in the container.

Concoctions have to be ingested to be of use. They cannot be thrown, blown, dropped, or otherwise attached to the victim. Certain circumstances allow for potions or powders to be made into salves (such as heal) for application to wounds and other role-playing purposes.

### **Description**

When given a dose of a potion or powder, you will either be informed of the effects (as with regular spell casting) or be given a written description of the effects.

When you possess a concoction, you must attach a tag to it’s in-game container explaining the properties and effects to allow identification if it is stolen or if questions arise. This OOG tag should be folded over so only people with the ability to discern its contents or who have ingested it will open and read it.

### **What’s Used**

* Powders are comprised of powdered candy such as Pixie Stix™, Raven’s Revenge™, or Kool-Aid™ .
* Potions are to be made of Kool-Aid™ or a similar colored, flavored drink powder.

### **Safety**

If you have a condition aggravated by any of the ingredients typically found in drink powders or powdered candy (e.g. sugar, dextrose, malic acid, artificial flavors, and colors), you must notify the GM and list it on your character sheet along with any other health problems. You should also inform the GM of every game you attend before the game begins. They will then inform people carrying concoctions of your condition.

## **Wands**

For touch ranged spells, a baffee wand may be used to extend a mage’s reach and protect their fingers. They must be completely made of foam and cannot exceed 12” in length.

# **Maximum Number of Magikal Items**

While characters have access to many types of magik, no one may have more than **seven** magikal items in their possession at one time. Alchemical potions (per dose), enchanted items, rings, magikal books, cursed items, etc. count. Spells cast on your character do not count, with the exception of sygil.

Having too much magik on your person will cause your character to feel ill. In this circumstance you will not be able to regain more than one BP regardless of resting time, skilled or magikal healing

# **The Rest of the Magik Section**

You are now well equipped to handle most every magikal situation on Campaign. Since magik cast on you will be explained to you at the time, it is unnecessary to know the specifics of every spell. If you plan on playing a mage however, you will need to be familiar with much more detailed information such as your field of study, materials needed to cast spells, details on casting, and how to acquire magik in the first place. If you are ready for the challenge, read on!

## **Fields of Study**

The Campaign magik system is divided into eight fields of study, each categorizing the nature of the spell casting involved. Choosing a field will determine your character’s magikal concentration. Every character with magikal ability must have a field of study. Here are the eight schools of magik on Campaign. Clicking on the field link will take you to a Purchase Point chart for that field's particular spell list.

### Alchemy

This study of magik infuses arcane concoctions with magikal power. When these potions or powders are ingested by someone, the result is as if a spell were cast on that person.

Alchemists are usually the kind of mages that are happiest in their laboratories discovering the precise mixture of ingredients that will achieve the greatest effect.

Alchemist potions and powders are magikal in nature and a detect magik spell will reveal their presence. Alchemic mixtures are also considered magikal items and therefore, can only be carried in limited number.

Not all spells can be turned into the physical forms of liquid or powder. In turn, some concoctions are specific to this field of study and have no counterpart in regular magik.

Special Ability: Alchemists infuse magik into powders and potions per the spell create potion/powder. This is an inherent ability and no PP are spent to acquire it (CP are still needed to use the ability, however).

Alchemical Spell Costs

### Death Magik

Death magik is deriving power from, causing, or manipulating the powers of death. It is tainted, evil magik. Those who use it have usually made a pact with some evil creature or daemon in exchange for their power. Death mages are generally not nice people. They can usually be categorized as greedy, ruthless, and selfish.

Special Ability: Death mages continually radiate an evil aura that is readily seen by others of their ilk (including greater undead, those possessed by evil, and other malevolent forces). If death mages concentrate for 30 seconds, they can detect the evil aura of another death mage. Little honor exists among such creatures, yet the evil aura may afford a death mage an opportunity to be heard or spared when others are not. Some benevolent powers can detect the aura and they too will act accordingly.

### Divine Magik

Practitioners of divine magik communicate with and draw their power from the deities of Campaign. They receive their magik in return for service to their god. This does not necessarily mean that all divine mages are peaceful and good, however. Just as good deeds please a virtuous god, cruel deeds will satisfy a malevolent one. Divine mages tend to be devout, religious people who can sometimes be viewed as self-righteous.

Divine mages must possess and carry a holy symbol. They will use their holy symbol in prayer to their deity to recharge CP. The player of a divine mage should list their character’s deity on their character sheet. An explanation of the religion should also accompany the character sheet if it is not a pre-existing sect.

Information on some of the existing faiths of Campaign are found here.

Special Ability: Divine mages are sometimes granted guidance from their deity. This can come unbidden (from the GM), or the priestess herself can take a knee and seek guidance. The type of guidance, its timeliness, and the way in which it is granted to characters is at the GM’s discretion. Guidance can be imparted in-game, OOG, or sometimes not at all, as some prayers go unanswered.

Divine Magik Spell Costs

### Elemental Magik

An attunement with nature’s ways gives the elemental mage their power. Through this symbiosis, they control and use the very elements of the world. Elemental magik is the most common form of magik among the elves and other folk deeply connected with the land. Elemental mages take their relationship with nature very seriously and often react with personal offence to the mistreatment of the natural world.

Special Ability: Elemental mages are able to commune with nature at any time. This ability allows the elemental mage to speak directly with the forces of nature and gather information from the very rocks and trees. Anything learned through this ability will be imparted by the GM. At all other attempts, the forest is at peace.

Elemental Magik Spell Costs

### Herbalism

This study uses an intimate knowledge of various flora, fauna, and mineral properties to create potions and powders. When these potions or powders are ingested by someone, the result is as if a spell were cast on that person. These infusions can counter the effects of magik spells and other potions and powders, though strictly speaking, an herbalist’s creation is not magikal.

Herbalist’s concoctions spoil and become ineffective after six months time. Because their study is not magikally based, there are certain potions and powders herbalists cannot create. Some concoctions are specific to this field of study and have no counterpart in regular magik. Even though herbalists are not magik wielding characters, for game mechanics reasons, they are included in the mage class.

Special Ability: Herbalists have knowledge of recipes and the understanding of the correct, natural ingredients to create potion/powder. This is an inherent ability and no PP are spent to acquire it (CP are still needed to use the ability, however).

Herbalist’s concoctions are non-magikal and therefore, undetectable by a detect magik spell. There are also no limits to the number of herbalist potions or powders that can be carried at one time.

### Restorative Magik

The field of restorative magik focuses mainly on the body and its functions, and deals primarily with healing. While restorative mages are not restricted to healing spells, their understanding of the interconnection between body and magik makes those spells easily gained. Practitioners are colloquially called “healers” and are often sought by warriors for their abilities to aid in battle. While often found in the midst of war, healers themselves tend to be non-violent and have a great respect for life.

Special Ability: Restorative mages have an inherent resistance to undead. This ability is continuous and creates a natural repulsion of undead creatures. Undead creatures will not approach a restorative mage. Actual contact with a restorative mage causes pain to the undead.

### Summoning Magik

Summoning magik revolves around the creation and control of conjured, illusory creatures. The difficulty of this study limits the summoner’s knowledge of other magik, thus they have the smallest selection of spells. The difficulty of procuring components (players to fill the roles of summoned creatures) makes this a very difficult category to play.

Summoners can have almost any background or belief system. They could be religious (summoning only holy warriors and avatars), naturalists (creating beastmen, sprites, and ents), or perhaps necromancers (conjuring evil spirits, monsters, and fire daemons).

Special Ability: Because of their expertise in such matters, summoners can identify summoned creatures. To use this ability, the summoner must concentrate on the creature in question for 30 seconds and touch it at least once.

### True Magik

True magik is the field of study that concentrates on magik as an energy, force or power that exists of its own accord. Power is gained through study. Users of true magik tend to be book smart and have a gnawing desire to learn even more about magik. To them magik is somewhat of an obsession.

Special Ability: True mages can read and write in magik script. Magik script is a written, fully functioning language unique to this class of mage. It is incomprehensible to all other characters (even to mages of other types) without the aid of a comprehend magik spell. On Xaria only one script exists throughout, even in countries of different languages.

To indicate a document has been written in magik script, place a small note “OOG: magik script” inside a circle with a red pen at the top of the page.

## **Equipping the Mage**

Every mage, no matter their field of study, must possess several items to invoke the magikal forces of Campaign. These items include a focus of power, a spell book containing the character’s spells, a separate OOG copy of the magik section of this Handbook, and any markers or components needed to cast the spells. Each player will be required to show these at check-in before every game.

### Focus of Power

A focus of power is what a mage uses to direct and concentrate their thoughts when renewing their stores of magikal energy. In order to regain CP, every mage must possess and concentrate on this object. A focus of power is not necessary to cast spells, it is only required to regain CP. The focus needs to be GM approved, but its form is mostly up to your character concept. There are two exceptions. A divine mage must use her holy symbol and a true mage is required to have a spell book as his focus of power. The other fields of study are left open to interpretation. A death mage might have a bucket of blood to soak their hands in as part of their daemonic pact. An elementalist could have a single flower growing in a wreath about their head. An herbalist could use a mortar and pestle to prepare their ingredients.

A focus of power has to be something that people can see when being used. It must also be able to be taken away from you. A focus of power cannot be a weapon unless it is a staff. Examples of an acceptable focus are an amulet, a crystal, a special bowl filled with water, or an idol. An elaborate tattoo would not be an acceptable focus because it cannot be taken away.

A focus of power is not magikal and will not appear so under a detect magik spell unless the focus is a spell book or the player specifies otherwise on their character sheet. While only true mages are required to have a spell book as their focus, any mage may do so. Spell books radiate magik, however.

A caster may only have one, specific focus. Back-ups do not work for regaining CP. If your focus is a rune engraved candlestick, you may not use any old candlestick as a replacement focus. In the event your focus becomes lost or stolen, you have whatever CP remaining to try to get it back, otherwise you cannot regain CP for that Campaign event(unless you can cast a create focus spell). A new focus of power may be fabricated between Campaign games without consequence.

### Spell Book

The second item required of a mage is a spell book. This book can be used as an in-game prop or OOG reference, but it is required to include the following information: character name, player name, mage’s field of study, focus of power, current PP, maximum CP, purchased spells, each spell’s verbatim description, and the purchase cost of each spell.

Most players take great pride in their character’s spell book and spend extra time putting something special together. A little spilled ink here and there, a threadbare, well-worn cover, arcane symbols, and several blank pages for future spells make for the classic looking in-game tome.

A spell book is considered to be written in a magik tongue and may only be read by the mage who created it. A decipher magik spell enables another to read it, but they cannot use the spells within unless they cast comprehend magik. This magik tongue should not be confused with the true mage’s special ability magik script, which cannot be used to read a spell book. An in-game herbalist spell book should be viewed as a complicated recipe book that is not magikal, but is still only understood by it’s creator (comprehend magik will not work).

Spell books are written in a magik tongue and will always radiate when detect magik is cast. The only exception to this is an herbalist’s “spell” book.

### **OOG Magik Booklet**

All mages are also required to carry an OOG copy of the magik section of this Handbook with their purchased spells highlighted. This is to help refresh the mage’s memory when needed, and for use in mediating disputes during the game.

### Markers and Components

A mage needs to carry any OOG markers required to cast their spells. Any required spell markers are listed within a spell’s definition in the spell list. A mage may also choose to use in-game, material components in order to cast their spells. If this is the case, these in-game components must also be carried. An explanation of the use of material components is detailed in the spell components section.

# **Spells**

## Gaining Spells

When you create a mage, you will have to decide which spells to include in your characters spell book. You do this by spending your Purchase Points. A full mage character starts with 20 PP while a fighter/mage or mage/thief both begin with 10 PP. Your field of study will determine the exact PP cost for each spell. Some spells are intrinsically easier for certain types of mages to acquire while others will not be available at all. Once you have exhausted all your PP your character’s current spell list is complete.

You can gain additional PP by expending acquired XP. A full mage character gains 10 PP per XP spent while a fighter/mage or mage/thief only gain 5 PP per XP.

## Learning Spells In-Game

Mages can also “learn” their spells in-game. While out-of-game spell purchases allow players to put a good deal of thought into how their characters have learned their magik, in-game learning allows characters to build their character history and knowledge through role-playing.

In order for your character to learn a new spell during a Campaign game, you must have PP available that have not been previously spent. Next, find a mage who has the spell you want to learn and who is willing to teach it to you. You do not need to have the same field of study to learn a spell. No matter who your character learns a spell from, you will still use your character’s field of study to determine the PP cost of a new spell. If the spell is not available in your field of study, you cannot learn the spell.

Both characters (teacher and student) have to spend a minimum of 5 minutes teaching and learning the spell. Use this time to role-play the instruction process. Once the spell is learned, add it to your character sheet and spell book and notify the GM of the current game.

## Personalized Spells

Some experimental mages on Xaria have developed “personal magik”. These are spells that have only recently been discovered or have been developed for a specific group or person and are therefore not widely known (i.e. not in the Handbook).

Ideas for personal magik should be written up in the form of “special stuff” and submitted to the GM for possible approval. Once it is approved, write the description of the personalized spell in your spell book.

Personal magik should be created to enhance your character concept and background, not to make your character more powerful. Use the same guidelines as special stuff to create a well balanced spell.

Once personal magik is used on Campaign, other envious mages may try to copy it. Don’t be surprised if your personal magik eventually pops up in other spell books.

# **Casting Spells**

Whenever a spell is used on Campaign the casting mage must complete the following tasks:

• Perform the spell using the predetermined verbal, material, or gestural spell component.
• Announce the spell’s title so the target can hear it. Once the spell’s title is spoken, the spell is cast.
• Announce the spell’s range, area of effect, and duration so the target can hear it.
• State all of the effects of the spell aloud or give the target a written description of the spell effects.
• Subtract 1 casting point from her current total.

## **Spell Components**

Every spell in a mage’s book requires a specified spell component in order to cast it. That component may be verbal, material, or gestural in nature. You do not have to choose the same type of component for every spell. Choosing which type of spell component will be used for a spell is a character concept decision.

Spell components should be listed in the caster’s spell book next to each spell. Be sure to describe the phrase, object, or movement used. These cannot be changed during the course of a game. If you choose, spell component adjustments can be made between games. Spell components are considered to be in-game and should reflect the fantasy world of Campaign.

### Verbal

A verbal component is a predetermined phrase or combination of words that the mage speaks in order to cast a specific spell. A mage need only recite the phrase in the proper manner, then inform the target of the spell title and effects. Each spell must have its own unique phrase that cannot simply be the spell title and effects. If the spell title is incorporated into a phrase or rhyme, it can be used as a verbal component but the spell name has to be the last word in the phrase.

### Material

A material component is an object or substance that the mage needs in order to cast a specific spell. A material component cannot be a magikal item, the caster’s focus of power, or bound to the caster magikally (i.e. it can be taken from the caster). A mage must be touching the component with her hand in order to cast the spell. A material component is specific and cannot be replaced by a similar object. It can, however, be replaced using the spell create component. A caster need only touch or hold the predetermined object, then inform the target of the spell title and effects.

After a spell is cast, the material component is not used up unless otherwise desired by the caster (it can be re-used whenever the caster wishes to cast the spell again). If you decide to cast with non-reusable components, inform the GM of how many components you have for that spell during pre-game check in.

### Gestural

A gestural component is a hand and/or arm motion, coupled with finger positioning, that the mage performs in order to cast a specific spell. Each spell must have its own gesture that is considered specific to the hand it is assigned to (i.e. left or right). You may gesture with two hands, but only the specified hand is doing the work. Your casting hand has to be free of any restraints in order to cast. A caster need only move their hands in the predetermined manner, then inform the target of the spell title and effects.

Casting using a gestural component requires the mage’s casting hand be free of all items except staves, wands, markers, spell books, or material components.

## **Spell Announcement**

The mage is responsible for announcing a cast spell’s title, range, area of effect, duration aloud and to describe the effects of the spell to the target. Failure to inform the target means that the spell is miscast, but still costs the CP. Once you have stated the spell’s title, the spell is considered cast (provided all the other requirements are met).

Spell Announcements are OOG spell markers, and are not subject to limitations imposed by verbal component spells.

Since the explanation of the spells effects are considered out-of-game, you can choose to announce the spell’s title then hand your target an OOG information card that describes the spell and it’s effects instead of reciting them.

## **Casting Points**

CP are a way of measuring a mage’s current magikal power. Full class mages begin with 8 CP, multiclass mages begin with 4. This is the number of spells a magik-user can cast before running out of magik. Each spell costs the mage 1 CP to cast, with a few rare exceptions.

As you use spells, keep track of how many CP you currently have. When you reach zero CP you may not cast any more spells until you have “recharged”.

## Regaining Casting Points

The only way to regain CP is to visibly concentrate on your focus of power. To do this, your focus has to be within your sight or in your hand (no less then an arms reach away). If your focus is gone, you cannot regain CP. For every 5 minutes of continual, uninterrupted concentrating, the caster regains 1 CP.

CP cannot be regained if the mage has been knocked unconscious or is concentrating on or performing some other task. Recharging CP does not mean a mage is OOG, just that he is directing his attention to regaining CP. The number of times a mage may regain CP each day is limitless.

## Hands Free

When you are casting a spell you should not have any items in your hands or hanging from your arms that are not related to the casting of the spell. Holding non-related items will result in a fizzled spell.

Things you can hold include: a staff, wand, spell marker, material component, spell book, focus of power, or the specific magik item that holds the spell as part of its power (i.e. an enchanted sword or scroll).

Things you cannot hold include: a normal dagger, shield, lantern, drinking mug hanging from a strap around your wrist, etc.

## **Touch Spells and Wands**

When casting a touch spell you may only touch the other player with an open hand or a baffee wand (less than 12”). Wands are not weapons and cannot cause damage or block attacks by other weapons. Staves and other objects cannot be used to extend the reach of a touch spell. Clutching or grabbing a player to prevent them from pulling away is not allowed and can lead to injury.

## **Spell Balls**

A spell ball is a soft, safe projectile that the magik-user has to hit the target with in order for the spell to take effect. The range of the spell therefore is the physical throwing distance of the magik-user. Spell balls can be made of a number of things, but must be approved by a GM at pre-game check in.

### Construction

The intent of the spell ball’s construction is safety and throw-ability. It should have enough weight and aerodynamics to travel a good distance to strike your target, while at the same time be less dangerous than a baffee sword swing. They may become lost, so you will want to use something inexpensive.

Here are a few suggestions for spell balls:
• Indoor, practice golf balls are made of soft open cell foam surrounding a hard core. They are cheap, effective, and very safe.
• Bean bags can be made out of a 12” by 5” piece of cloth that is folded back on itself about 4” and sewn to create a pouch with a streamer tail. The pouch is filled with a weighty, malleable substance (unused cat litter works great) and sewn shut. Adding more colored, streamer cloth enhances the magikal appearance. • Old socks that are balled up and sewn together.
Interruptions and Fizzles
If you are unable to finish casting a spell (i.e. you are attacked while casting) it is considered fizzled. You still lose one CP even though your spell does not work. Likewise, certain actions such as tying a mage’s hands will affect all gestural component spells but not others.

# **Role-playing Tip:**

Spell casting can be greatly improved with a bit of role-playing and flair. When casting magik, try to take the system out of view. The memorable wizard changes the spell from a game mechanic into a role-playing performance. Your challenge as a spell caster is to suggest that magik is both “real” and fantastic.

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