Additional explanation is in this font, when it helps drive the concepts home. The Arcana lists many example spells, but they are examples. Within the bounds of their power, mages can conjure nearly any effect they can imagine. The following provides step by step guidelines for creating your own spells. I call it "effects-based spell design.
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Additional explanation is in this font, when it helps drive the concepts home. The Arcana lists many example spells, but they are examples. Within the bounds of their power, mages can conjure nearly any effect they can imagine. The following provides step by step guidelines for creating your own spells.
I call it "effects-based spell design. Depending on the intent of the spell, this might be obvious, or there might be several ways you could go about accomplishing your intent. With regards to balance, Practice and Arcana first. If a spell requires seems too powerful there is always Reach to be applied to extend its narrative or mechanical effects.
This can be the hardest part of the process, especially for a player. It comes with practice, and in taking the example spells as a starting point rather than an exhaustive list — think of something similar to an existing spell but not quite covered? That can be your basis. A minority of players all but abandon the described spells and think only in terms of the Practices.
Most players will be somewhere in-between once they get the hang of it. Here is the quick and dirty list of Arcana matches with Purview this is just off the top of my head : 1. Forces — electromagnetic spectrum, heat, cold, kinetics, gravity, pressure, electricity, fire, radiation, weather, sound, light, magnetism, observable energy 3. Fate — Chance, luck, destiny, happenstance, probability, prediction, targeting, cause and effect, intuition, curses 5. Mind — consciousness, intelligence, telepathy, neurons, Astral travel, memory, mentalism, hypnotism, mental control, inner demons, 6.
Life — All living things and their processes, instinct, regeneration, biological control, evolution, 8. Spirit — Gauntlet, Shadow, spirits, ephemera, numina, 9. Death — Souls, ghosts, ectoplasm, undead, darkness, entropy, mortality, All Mana costs are cumulative.
A mage attempting a feat that requires Mana above her Gnosis-derived spending limit may take as many turns as needed before the action to spend the required Mana.
If she is interrupted or changes her mind part-way through, Mana spent is still lost. Second edition flat-out tells you about it, and about how Fate interacts with destiny, and how magical sympathy and contagion work with Space. The Practices are the skeleton behind the Arcana system — thirteen categories for spells with a few more as the secret business of Archmasters that every spell falls into.
Game balance such as it is is administered through Reach, instead — if you can imagine two versions of the same spell in the same Practice, and one is obviously more powerful than the other, our advice is to make the more powerful one a Reach effect on the less powerful one.
Errata: We have changed the creative thaumaturgy rules to reflect direct attacks not always being Fraying or Unraveling and Healing not always being Perfecting and Patterning. Damage A spell can deal damage directly, as in the case of a thunderbolt or an enervating touch, or indirectly, as in the case of rotting out a support beam to drop a house on someone.
Making sure an item is more breakable, making sure bullets fly faster, cuts more deadly, matter more explosive. All arcana can do something to add damage dealt by weapons or fists can all be accomplished with the practice of Ruling. If an inanimate object is completely destroyed rather than merely broken, it may require a Patterning spell to fix.
This includes the following effects: Indefinite Duration.
MtAwk the Arcana of Creative Thaumaturgy
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