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Magic

From Curious Pastimes Wiki

Strictly speaking, everything in the world of Renewal is made of, and governed by, magic – but the term “magic” generally refers to the active, deliberate use of esoteric power, eschewing mundane methods to directly affect the fabric of reality. As such, magic is a function of will shaped by belief, and every magician practices magic in their own way.

There are five main categories of magical workings.

  • Spellcasting: Spell magic is the most common form of magical power. Spells are short-lived, close-range magics produced by the will of the caster, with consistent and reliable effects. Most spells are defined by sphere based on the class of things it affects; all spells have a level (lesser, greater or exalted) indicating their general power.
  • Rites: Found across all the magical disciplines, rites are longer-lasting, more powerful effects, requiring preparation of a special space and consuming certain materials. Like spells, most rites are defined by sphere based on the class of things it affects.
  • Conjunctional Magic: Conjunctional magics are special spellcasting disciplines drawing on the supernatural planes, the esoteric worlds of constructs, demons and undead, among stranger things. Like spellcasting skills, conjunctional magic grants both spells and rites. Learning each of these skills requires knowledge of a combination of lesser spheres, and grants a mix of greater spells in those spheres. They also grant power over the denizens of those planes—initially to destroy, trap or control them.
  • Invocation: The creation and investment of mystically charged items – scrolls, wands, amulets and other objects of power – is the preserve of the Invocation skill. The defining feature is the creation of charged items, which can be used a limited number of times before being destroyed.
  • Ritual Magic: Drawing on the raw, powerful magic of the ley lines, Ritual Magic can achieve almost anything – popular uses are to enhance people as special characters, enchant items with continuous or daily powers or to alter the world in some way. Rituals are long rites requiring a group of magicians working together in a place of power, generally a Ritual Circle.

All four paths offer deeper secrets, for those with the patience to explore them: spellcasters explore the extraordinary powers of sorcery, while conjunctional magicians delve into summoning and binding supernatural creatures and items, and invokers unlock the mysteries of sigils. Ritualists learn to make greater or more flexible use of ritual circles – or of the leylines that fuel them – or can eschew the circle altogether to make use of holy shrines, trees of life and other places of power.

Magical Method

How magic works is a discoverable part of the Renewal setting, but how it’s done is as varied as magicians themselves.

One magician might be a bookish academic, who forms their magic through sacred geometries and astrological correspondences; another might be a fervent mystic, pleading with the spirits to hear their entreaties. A pious priest might perform their magics as prayers, clutching the symbol of their faith; an ascetic might focus their will on their inner self, using meditation to unlock the powers within.

Mechanically, a character’s method has little effect on the game, but it can influence vocals and generate roleplay (especially when performing Rites), and will play a significant role in Research.

Magic Points

Most magical skills grant a number of magic points, which fuel their spells and rites: a character with one skill that uses Magic Points has a base of 10 points per day; someone with two skills has 15 points, and with three or more skills, 20 points per day. Characters with the Magician archetype can purchase up to 10 additional magic points via the skill Extra Magic Points.

Magic points are a literal reserve of power that the magician’s body absorbs from the world around them, and on which they draw for their spells. Various items, potions and other means exist in the game to replenish them, transfer them between people and vessels or store them.

Player spellcasters must have a visible means of tracking magic points, such as tearable cards or beads on a lace, and keep it on their person at all time.