Casted Magic is available to magic casting races, and races which can obtain augmentations or mutations allowing them to cast magic. Most supernatural races start with two casted magic classes at level 1. Levels can rise through the course of the game and expenditure of XP. The written magic is just a guide for what would be allowable at certain levels of the magic. Other spells can be created, with what is written as a guide for what might be allowable, and the best will be added to the official spellbook for each magic class.
In Convergence, Casted Magic is powerful, but difficult. Casted Magic requires the caster to "prep" the spell over several posts. Each level requires two additional posts. Thus, a level one magic requires two posts, a level two magic requires four posts, a level three magic requires six posts. Level four magic also requires six posts, but often reduces the amount of posts from previous levels. STs running scenes can waive post requirements, and when posting among friends you can also waive post requirements if everyone agrees upon it.
In addition, all magic is a function of what you put into it. There are three ingredients to magic in Convergence: Time, Energy, and Reagents. Time is the amount of time spent prepping the spell and posting. You could post for six posts on a level 1 spell just to make it extra powerful. Energy is the amount of personal magical energy you put into the spell. Each person has only a limited amount of magical energy, and as they cast more and more magic, they will become more and more depleted of that energy. Eventually, they may not be able to cast further magic until some time and recouperation has passed. Reagents are the last spell ingredient. These are items you sacrifice to the spell, such as feathers or special crystals or dragon blood. Incantations, kneeling, or doing a physical ritual of drawing out elaborate runes can also be a reagent. Any item or action which is added to enhance the spell is a reagent, and the more rare and magically powerful the reagent, the more powerful the spell. Certain spells will not be able to be cast without certain reagents. If one of the three is missing: Time, Energy, or Reagent, you may need to double-up on the others to cause the spell to succeed.
Magic Dice Rolling:
Because Casted Magic is so difficult to perform, and is not really geared towards use in combat, all Casted Magic spells are assumed to succeed in some amount if they are performed successfully without interruption.
Magic is assumed to always succeed against objects or areas (no specific PC target). A simple D20 roll is done to tell how successful it was. The higher the roll, the more successful. Magic against an NPC will need a roll only if an ST requires it, and even then, some NPCs may be too powerful for a single player to defeat with magic, alone.
However, the level to which the Casted Magic succeeds against a PC is the subject of the Magic Dice Roll. It is preferred by the staff of CV that dice not be used, and that people generally just talk out what they think should happen in a scene. However, if at least one party wishes a dice roll for accuracy and validity, it can be used.
The Caster: Rolls a D20 plus their Magic Level Bonus. The Magic Level Bonuses are as follows:
Level 1 - 3
Level 2 - 6
Level 3 - 9
Level 4 - 12
The Defender: Rolls a D20 plus their Magic Defense OR they roll a D20 plus their Skill Defense. (Magic Defense and Skill Defense do not stack). Each level of the appropriate magic defense is +2 for a total of +10. If they do not have a Magic Defense or Skill defense, they roll a straight D20.
(Yes, that means that a defender would be rolling, at best, a +10 vs a +12. Magic is very strong. Defense is generalized.)
The Caster's roll is compared to the Defender's roll. Highest wins.
If the Caster fails: The magic succeeded, but the effect was minimal, short-lived AND the target knows magic was cast upon them and by whom.
If the Caster succeeds by 1-7: The magic minimally succeeded. Unless they have a magic-sensing ability, the target does not know magic was cast on them.
IF the Caster succeeds by 8-16: The magic succeeded and was quite strong. Unless they have a magic-sensing ability, the target does not know magic was cast on them.
If the Caster succeeds by 17 or more: The magic succeeeded, and the effect is of a longer duration than normal, or more impactful than normal. The target does not know magic was cast on them. Those with magic-sensing abilities are not certain that magic was cast on them.
Defenders can "relent" to a roll, meaning the success is automatically assumed. This is generally done when positive magic such as healing is cast on a person, or they are in a state where it is believed they can not really defend.
Note: It should be noted that extra effort on the part of the Caster towards extra Energy, Time, or Reagents may be rewarded with additional bonuses. By standard, an additional +1 should be added for every extra post that the player puts into the casting. Reagents and Energy may need to be judged by an ST for bonuses.
Biological Magics - (Magic Defense: Biological):
BIOKINESIS: (Manipulation of one's own body.)
Skill Defense: None
Level 1: You have exceptional control over your body, and can enhance your strength, speed, or dexterity. You can sharpen your senses to a supernatural level. You can raise or lower your body temperature. Generally, you can do only one of these things at a time, two if you want to burn energy extraordinarily quickly.
Level 2: You can have perfect muscle memory. You have the ability to cut off your sense of pain or pleasure. You have control over microexpressions and can more easily fool lie detector tests.
Level 3: You can do things which would be considered quite complex with your body, such as turn your bodily fluids acidic, produce toxins or aphrodisiacs in your bodily fluids. You can go without breathing for up to 30 minutes simply by changing how your body processes air. You can slow your heartbeat enough to feign death.
Level 4: You can rearrange your own synapses to increase your intelligence and memory. You can cast spells to make your body need almost no food and produce no waste. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Biokinesis is a magic which allows you to manipulate the efficiency and systems of your body, or change the chemical output of things. It does not generally allow you to manipulate physical structure in the way fleshcrafting does. Biokinesis spells are also more temporary than fleshcrafting, but at the same time take far less energy and reagents to cast.
BIOMANIPULATION (Manipulation of another's body):
Skill Defense: Athletics
Level 1: You have exceptional control another's body, and can enhance their strength, speed, or dexterity. You can sharpen their senses to a supernatural level. You can raise or lower their body temperature. Generally, you can do only one of these things at a time, two if you want to burn energy extraordinarily quickly.
Level 2: You can reduce another's strength, speed, or dexterity by half. You can weaken their supernatural senses. You can cut off their sense of pain or pleasure. You can increase someone's ability to heal by increasing the response of their white blood cells or immune system.
Level 3: You can induce a panic attack in another, or increase their heart rate immensely. You can lower someone's immune system for a time to make them more succeptible to disease. You can cause temporary blindness or deafness.
Level 4: You can cause heat stroke or diabetic shock in a person (may not work on races such as vampires or robots). You can cause them to feel as if they are suffocating by making their body's processing of oxygen incredibly inefficient. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Biomanipulation is a magic which allows you to manipulate the efficiency and systems of someone's body, or change the chemical output of things. It does not generally allow you to manipulate physical structure in the way fleshcrafting does. Biomanipulation spells are also more temporary than fleshcrafting, but at the same time take far less energy and reagents to cast.
Skill Defense: None
Level 1: Minor healing -- You can heal physical wounds and injuries, and minor illnesses. Healing races with which you are unfamiliar is more difficult than your own race. Healing yourself requires twice the energy.
Level 2: Moderate healing -- You can heal emotional, mental, and psychological damage. The longer this damage has been in place, the longer the treatment will have to continue. You can heal physical wounds with much more ease. You can more easily heal races you are unfamiliar with, and even those with strange anatomical features. You can heal minor magical damange.
Level 3: Major Healing -- You can heal damage to the soul, and can provide relief for more major offensive magical effects. You may be able to heal some wetware mesh cybertronics. You may be able to provide relief for major incurable diseases, and even cure some.
Level 4: Supreme Healing -- You can heal never before seen magical creatures. You are so permeated by the healing magic that you regenerate constantly, at the level of Ultimate regeneration. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note:Continual use of healing magic on a person may begin to break down their ability to naturally heal.
FLESHCRAFTING: (The magic of permanent bodily change.) (Closed to new characters)
Skill Defense: Blindfighting
Level 1: You can make minor permanent changes to a person's body, such as removing scars or tattoos, changing their face, reattaching a finger or an eye, maybe a hand or foot if you work at it.
Level 2: You can make major permanent changes to a person's body, such as reattaching a whole limb, giving them a sex change, or giving them horns or wings.
Level 3: You can do unthinkable and unspeakable things to a person's body, which are permanent unless corrected by another fleshcrafter.
Level 4: Within three posts, you can fleshcraft yourself into an abominable horror that puts fear into all who look upon it. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: Please refer to the standard fleshcrafting document for more information about fleshcrafting. Permanent fleshcrafting that adds abilities may require an expenditure of XP on the part of the recipient. Note that Fleshcrafting is massively more easy if you have "replacement parts", an arm to fleshcraft back on, a wing to fleshcraft into place. You can make body parts out of nothing, but it is massively, massively draining. You will not be casting much magic that day if you do this.
Esoteric Magics - (Magic Defense: Esoteric):
ALCHEMY: (Manipulation of matter.)
Skill Defense: Chemistry
Level 1: You know the basics of alchemy and transubstantiation. With enough time and the correct reagents, you can turn any base element that you can touch into any other element up to 5lbs. It must be an element, such as carbon, and not a blend, such as bronze (an alloy). You can destabilize the matter in an object of a single element, or make it stronger. Permanent alchemy -- which does not revert after a time, may require ST approval, but the duration is maleable based on the story and spell. (Or we'll have gold everywhere!)
Level 2: You can now do alchemy on more complex matter up to the size of 50lbs. Your alchemy works on plants and small lifeforms. You could turn a rose to lead.
Level 3: You can now do complex alchemy on alloys from afar, on things you can merely see up to 500lbs. You now have the ability to do alchemy on living, sentient beings. You can still only affect what you can see, but could, for instance, turn someone's hand into lead temporarily.
Level 4: You can create magical substances such as quintradine. Size no longer matters, nor do you need to be able to see what you are doing. You could turn a desert into a lake, at least for a while. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Alchemy usually can not be performed quickly without reagents, making it a poor combat magic. Though, many alchemists carry reagents on them in order to perform simple feats of alchemy at will. You can not bring something to life with Alchemy, nor could you, say, mend a broken bone, since you have to be able to see what you are working on.
Skill Defense: Survival
Level 1: You can speak both to the recently deceased, and non-skinriding Wraiths and ghosts, as an inherent ability with no need for casting. You can often discern the manner of a person's death. You can sense recent deaths in an area, or if someone nearby is dying. You can heal Wraiths. You can cast a spell to make a person smell of death.
Level 2: You can raise dead animals to be your protectors. You can raise and command the dead as if they were puppets, but they will be non-sentient. Note that the more dead you raise and control, the more energy you will expend in the spell. Additionally, fewer dead raised will give you finer control over their actions. You can cause fleshrot by touch, or heal another necromancer's fleshrot. You can completely preserve a corpse so it will not rot. You can make your aura match that of a dead person, if you have some piece of their body. You can create a 'zombie' powder using dried bone of a supernatural being which, when inhaled by your target, gives you some measure of control over them for up to one day. You can only control one zombie at a time, and the level of control should be pre-decided by you and the other player.
Level 3: You can raise and restore the dead fully, if their body is still in tact. You can perform a ritual to keep a Wraith from inhabiting another body once it has lost the current one or undo that ritual if it has been placed. You can wear the preserved face of a corpse to perfectly impersonate another's appearance and voice (though not their mannerisms). (Valar morghulis!)
Level 4: The ritual of creating Liches is generally set at this level, though occasionally, with great Occult knowledge, it can be lower. You can raise and restore the dead, even if their body is not in tact, assuming you have a recently dead body for them to inhabit. Ghosts accompany and help protect you from a certain amount of mundane physical harm without need for casting. You can cast a spell which makes you temporarily unable to die, no matter what happens to you. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: "Sensing death" should mean that you can sense areas where a great deal of death has taken place, or that you can sense those who are involved with a great deal of death. You can also sense undeath, such as wraiths or vampires, but specifics for any of these things can be tricky. It's more of a sense of something being death-related about a person or place rather than specifics. When sensing wraiths and vampires, you CAN sense more with the permission of your target or the ST.
RITUAL MAGIC: (First three levels can never be used during combat rounds. Some rituals may require ST approval.)
Skill Defense: Occult
Level 1: Minor rituals containing common ritual elements. These can be rituals such as minor curses, removal of curses, banishment from a building, or dedication of objects, or other occult rituals found through study. This level of ritual magic can create talismans which prevent summoning (for up to a month). A ritual can be performed to compel a person to tell the truth for a time, assuming the person is present at the ritual. Creating magically binding pacts and contracts.
Level 2: Major rituals containing rare ritual elements. These rituals can be such things as banishment from the city, major curses, magical sealing, or other rituals created through research or study. Ritual magic at this level may be able to close and seal some portals. Sealing can also be used to make doors un-openable without proper ritual, or books unreadable without the correct unsealing ritual. You may summon an entity to a location. (Those unwilling to be summoned may roll vs.12 not to come to the location, or vs 14 if they are a Wraith.) The entity has to be able to physically travel to the location and will continue to try to do so for 48 hours. They can only be summoned once a month. Animal sacrifice rituals can be performed to increase the potency or duration of other magics. Creating ritual bonds similar to those of blood bonds, or Celestial devoted bonds, but between anyone.
Level 3: Epic rituals. It is unknown what rituals at this level could do, but they'd probably need ST approval. These rituals are often story-changing events, and may require many players or extremely rare reagents to perform. Human (or non-human) sacrifice rituals can be used to create magic that is of incredible potency or duration. It is known that if the sacrifice is willing, the magic can be of astounding levels.
Level 4: Ritual magic may now be used in combat. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts. Ritual magic at this level still tends to require rare reagents, you're just such an old hat at it, that you can cast the ritual quickly.
Notes: Ritual is meant as a deep study of the occult, and not as a replacement or duplication of other magics. However, in rare cases it may have parallels with other magics at the approval of an ST, if no other person is available with the magic necessary. In these cases the Ritual magic will generally be far harder to cast, requiring either more time, energy, or reagents. It is common for ritual magic to require more than one person in the casting, though usually only one person needs to know or lead the ritual, and can direct the others as to their parts. "Dedication of objects" means binding an object so that it either stays with a person (or area) or returns to them if lost. Other than level 4 being achieved, ritual magic should be seen as a magic that is not combat oriented, but that will work closely with the STs to achieve story goals. It is probably not the magic to take if you're not interested in being involved Convergence's plots and story arcs. Binding ritual pacts and contracts must be entered into with full willingness and knowledge by all parties. Ritual bond effects must be approved by STs.
SPECTRAL MAGIC: (Manipulation of magical and spiritual energy.)
Skill Defense: Magickana
Level 1: You can use your personal magical energy to boost the abilities of another (giving a bonus to their magic roll). You may also perform an energy drain, causing them lethargy and enhancing your magical abilities. (This does not allow you to 'level up' your next spell, only to power it for a longer time, cast it more easily by having a bonus to your roll, or make your level 1 spell more intricate.) You can moderately alter an already casted spell as long as it is at level 1.
Level 2: You can cause damage to a person's essential spirit to prevent them from healing naturally, and interfering with magical healing. You can compel less-sentient Wraiths, known as ghosts, to be attracted to (and torment) a person. You can nullify or alter a single spell as long as that spell was placed at level 2 or below. You can disable a person's level one magic casting abilities for up to a scene, though you must state what type of magic you are disrupting. You can temporarily alter a level 1 ward as long as the ward is not against Spectral Magic.
Level 3: You can disable a person's ability to cast a type of magic for a long period of time. You can perform an exorcism. You can temporarily alter a level 2 ward as long as the ward is not against Spectral Magic.
Level 4: You can utilize another person's magical abilities by "borrowing" one of their magics. You can drain level 1-3 wards dry, as long as they are not warded against Spectral Magic, and thus, break them. You can give someone one of your magical abilities, even a human, for a time.
Notes: Note that the story-breaking powers of Spectral Magic will mean that a lot of items and NPCs may be warded against or immune to Spectral magic. Basically, because all supernaturals know how dangerous it is, most of them take extra precautions when they think it might come into play. Don't be surprised on the occasions this occurs.
WARDING AND MAGICAL SHIELDING (Restricted if not a Traverser):
Skill Defense: None
Level 1: You can create minor wards with two effects, on one large room or small building. You can create limited use shields against a single form of magic or to take 1/3rd physical damage from a single race for up to a day.
Level 2: You can create major wards with four effects on a mid-level house. You can create more durable shields for yourself or others that last up to a week.
Level 3: You can create epic wards with up to six effects on a large building, warehouse, or city district. You can shield people for up to a month at a time.
Level 4: You can create unthinkable wards with an unknown number of effects on an entire city or small moon. You can shield people for up to three months. Your wards are permanent and do not ever need to be re-cast. Casting time for the first, second, and third levels are reduced by one.
Notes: Permanent building wards often require ST approval. They will last 2 months per level of warding and will have a limit of effects per level. For more details, speak with an ST. Warding is considered a magic that is in place in an area prior to any other magic there. For this reason, something like Fire Magic (of any level) will automatically fail in a place warded against Fire, even if it is a level 1 ward. However, once the ward is destroyed, the magic may proceed. Shields do not change how a magic roll is done, they simply cut down the damage or effect taken by the defender after the roll is decided. Magic Defense: Esoteric tends not to work against warding unless the ward is CURRENTLY being casted on a target. Once it has already been cast, the Magic Defense is irrelevant in the case of warding.
Natural Magics - (Magic Defense: Natural):
Skill Defense: None
Level 1: You can manipulate a single element (fire, wind, water, or earth - but only one) within 20m, as long as it is already in existence and in visual range. You can not increase the amount of that element -- except for fire, which can be increased by, well, setting other things on fire. You are immune to magical attacks by your element. (You may purchase this magic more than once in order to manipulate multiple elements; each element is a separate magic school in your magic pool.)
Level 2: You can manipulate a single element within visual range. You can cause it to serve you, and speak to you and for you, delivering messages and receiving them from afar. You can increase or decrease the volume of your element by up to 10x. You are immune to non-magical attacks by your element. Mundane fire doesn't burn you if you have Fire Manipulation. You can not drown if you have Water Manipulation. You can change the temperature of standing examples of your element by up to 25F.
Level 3: You can produce a simple form of your element out of thin air. You can become a being made entirely of your element. You can not cast other magics in this form, but you also take very little damage. You can change the temperature of standing examples of your element by up to 50F.
Level 4: You can produce a complex form of your element, such as an ice palace, out of thin air. You can change the temperature of your element to extremes. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: Due to their weakness, vampires and dryads can not choose fire as an element. "Manipulation" of an element means that you can move it, mold it, etc. Or if you have water powers, and it is snowing, you can cause the snow not to fall on you. You can not manipulate things you can not see, or living beings. So, for instance, you can not use water powers to puppet a person, because you can not see their blood. You can not suck all of the air out of a person's lungs because you can not see inside their lungs.
NATURALISM: (Manipulation of the plant world.)
Skill Defense: Herbalism
Level 1: You can speak with plants as an inherent property of knowing this magic (no need for casting). You can cause plants to grow rapidly. You can cause plants to wither when you touch them.
Level 2: You can command plants to do your bidding, causing vines to whip around or trees to grab people. You can grow bark on your body to be used as armor. You can grow never before seen strains of plants or cause a failing harvest to succeed. Herbs picked by you are twice as effective, and things grown by you have twice as many seeds. You can grow plants not from Juniper, though with some difficulty.
Level 3: You can grow impossible and magical plants. You can easily grow plants not from Juniper. Plants will get up and move around at your bidding, becoming plant-like warriors to defend you. You can cause plants to grow in impossible shapes, such as growing a natural treehouse out of the side of a tree.
Level 4: You can become a tree, like a Dryad. If you are a Dryad, at this level, all speed restrictions are removed. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: The language of plants (and animals), often called "Natura" in Occult manuals, only allows you to speak to these creatures. However, it doesn't mean they will necessarily speak back. Additionally, plants often have different priorities and viewpoints than people. Sometimes people all look the same to them. Can YOU tell all the oaks apart? Plants tend to have a different sort of awareness of their surroundings, considering they have no eyes, but can often speak about the quality of the soil or rain, or whether that annoying woodchuck has been around lately.
Skill Defense: Animal Taming
Level 1: You can speak with animals as an inherent property of knowing this magic (no need for casting). You can summon nearby animals and ask them to do your bidding, though they may not. You can transform into a single natural animal under 50lbs.
Level 2: You can command non-supernatural animals to do your bidding. You can use an elephant (should you have one) as your war steed. You can transform into two types of natural animals.
Level 3: You can see through the eyes of an animal, hear through its ears, and cause it to speak on your behalf. You can transform into any natural animal. You can command a magical animal to do your bidding.
Level 4: You can turn into a single type of magical animal, such as a phoenix, a unicorn, or a dragon for an hour or scene (whichever is longer). You must specify your animal upon achieving level 4, and will work out the powers and limitations with the ST beforehand. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: The language of the animals (and plants), often called "Natura" in Occult manuals, only allows you to speak to these creatures. However, it doesn't mean they will necessarily speak back. Additionally, animals often have different priorities and viewpoints than people. Sometimes people all look the same to them. Can YOU tell all the bluejays apart?
Skill Defense: Biology
Level 1: You can see and hear into the Spirit Realm as an intrinsic trait (no need to cast). Spirits can see and hear you, as well, and will converse with you if they are so inclined. Spirits can occasionally tell you more details about an area's past, especially its magical past, again assuming they are so inclined. You can banish minor spirits from an area. Not only can you heal spirits, you can ask the spirits to heal you or someone else (equivalent to a level 1 healing spell).
Level 2: You can follow ley lines to places of more magical power. In these spots, magics will often be easier to cast or have a greater effect. These spots are also often more dangerous, since Spirits are drawn to them, and don't always like people messing with the "magic wells". You can summon minor spirits into the mundane world and request their assistance -- though they don't need to comply if they don't like you. You can enter the Spirit Realm, though the ritual to do so can be rather long, and can not be done in combat.
Level 3: You can summon more powerful Spirits into the mundane world and command them to do your bidding. You can destroy minor spirits, causing the magic that makes them up to disperse back into the Spirit Realm. You can heal Spirits. Should you have certain skills, you can bind Spirits into items on a semi-permanent basis, making those items in the mundane world have magical powers that often extend into the Spirit Realm as well. You can banish more major spirits from an area.
Level 4: You achieve the ability to have a Spirit form, which is a magical form not unlike a wraith's manifest form. You will need to work with the STs to decide what powers your Spirit Form has. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts. You can banish extremely powerful spirits from an area.
Note: See This Link for more details on spirit magic.
WEATHER MAGIC: (Restricted)
Skill Defense: None
Level 1: Minor changes to the weather. (Creating a light rain. Causing fog to roll in. Changing the direction of the wind.)
Level 2: Major changes to the weather. (Creating a thunderstorm. Increasing or decreasing the temperature dramatically.)
Level 3: Ability to create natural weather disasters.
Level 4: Ability to be very specific with weather...such as have lightning strike a particular location, or an earthquake just hit a single house. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Weather magic is restricted mostly because the area of effect is so large it often requires the involvement of STs. Having too many people utilizing it would eat up too much of the ST's time.
Individual Magics - (Magic Defense: Individual):
Skill Defense: Psychology/Psychiatry
Level 1: You can enter and observe the dreams of others, if you have met the person. You can make yourself known through these dreams, but can not control them. You can pass information in their dreams.
Level 2: You can manipulate the dreams and nightmares of others. You can teach them skills in their dreams. You have passage into the Realm of Doors in your sleep, a chaotic realm that is said to "connect past and future, truth and lies", and can use it to peer briefly into other Realms. You can make people experience waking dreams, where they will imagine they see snippets of their dreams while awake, though there will be nothing there.
Level 3: You can create waking dreams and nightmares, either pulling something from the dream world into the real world and giving it substance and form, or causing a person to see a dream overlaid on reality. Pulling a 'monster' from a nightmare and having it attack someone would be possible, though require constant chanelling of the magic, as that monster is moved by your input.
Level 4: You can utilize the Realm of Doors in your sleep to time travel, going back in time to subtly manipulate events by communicating in people's dreams. Basically, you become a prophetic Dream for other people to have. It will take ST assistance to perform this correctly. Your ability to read dreams now extends to daydreaming, and you may be able to glean some images from people's waking daydreams. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Journeying into the Realm of Doors in your dreams should not be undertaken lightly, as most people will incur damage from trying to comprehend such a chaotic realm, and many people have shattered their own minds trying it. Mental damage from the Realm of Doors almost never heals, though sometimes the symptoms can be treated with high levels of Healing Magic.
Skill Defense: Charm
Level 1: You can determine the emotions of others. You can tell if a person is happy, sad, afraid, and to some extent, may get some inkling of what caused that emotion, if it is in the immediate area. This magic must be cast and lasts only for the duration of a day. You may cast a spell to sense lies or intent to decieve, but it lasts only one scene and can be fooled if many people in an area are speaking.
Level 2: Mild empathic sensing is now intrinsic, and does not require casting. You can control the emotions of others. You can incite fear or joy, hatred or lust. This power works best when you are touching the target. Without touch, it is difficult to control and the effect is milder. This magic must be cast and lasts only for the duration of a scene. It works better if the person is already inclined towards that emotion and you are merely augmenting it.
Level 3: You can control the emotions of whole groups of people to some degree. This dangerous power has created some of the largests cults and religions in history. But like the previous level, it lasts only for the duration of a scene. You can target a single person over the course of three encounters to inspire a single specific emotion for up to six weeks. (Such as love for someone, hatred of something or someone, etc.) The spell only has to be cast once during those three encounters, but you must touch them on each encounter.
Level 4: Your ability to inspire a single emotion has increased to only one encounter, and lasts three months -- however, after those three months, the same spell can never be used again on the same target. Using touch, you can connect two beings, showing them how they feel about each other. You can destroy emotions linked to memories within people, such as obliterating the sorrow and fear linked to old abuse. This ability works best with the willingness of the other participant, and may not be permanent if they are unwilling. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Empathic Manipulation is harder at a distance. More long-term Emotional Manipulation spells can be done for story purposes if all parties are in agreement.
Skill Defense: Hiding
Level 1: You can create illusions which fool one sense. This includes the ability to change your appearance or go unseen. Low level "change my appearance to look like new person" spells last a day before needing to be re-cast and do not take that much energy to maintain.
Level 2: You can create illusions which fool more than one sense.
Level 3: You can create immersive illusions which seem like a complete reality for up to a scene, basically turning up to a 50m area into something that looks completely different.
Level 4: You can turn an illusion-created object or entity into reality for up to 48 hours. Illusion water becomes real water. Illusion fire becomes real fire. Illusion monsters become real monsters. Nothing gains new magics, it just takes the form and behavior of the illusion created, which is limited by your own knowledge and abilities of what the thing knows and acts like. But, be wary of letting out what you can't lock back up. You must have fairly intimate knowledge of what you are creating in order to successfully achieve this. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: You can cast Level 1 magic twice to affect two senses. It will drain magical energy much more swiftly.
SCRYING: (The magic of perception.)
Skill Defense: Stealth
Level 1: You can determine a person's aura, level of sanity, and current emotional state, if they are pregnant, or have recently had sex. You can tell what kind of magic has been cast on a person or thing IF you are familiar with that kind of magic. You can tell a person's race IF you are familiar with that race. (You almost ALWAYS have to be touching the person or thing with level 1 scrying, or else the results have a 25% possibility of being tainted by Juniper's ambient magical and radiation fields. It may require additional castings to get ALL of this information (you usually only get two or three details at a time).
Level 2: With focused effort, you can view places you have been before from afar, or spy briefly on scenes should you leave some item behind. You can see through level 1 illusions. You can tell if a person is being possessed. You can, with a touch, get images from objects relating to their past, usually things of violence or emotional intensity. You can see through glamour and many holographic appearance projections in a rough way, giving you some details of what is underneath, but not a clear picture.
Level 3: You may have prophetic dreams. You can project your astral form into the physical world and travel without the use of your body. You can speak to others while in this spectral form, but you can cast no other magic. Your body is helpless while in this state, and you can perceive nothing that happens to you except extraordinary wounds, or death. You can see through level 2 illusions.
Level 4: Your ability to project extends to nearby Realms, such as the Spirit Realm or Pale Realm. You can appear as other creatures in your astral form and your language is universal, allowing you to communicate with anything, even if you do not know the language. You can cast level 1 and 2 magics in this form, at the regular rate of casting, but your magic depletes quickly - and you are visible to all as yourself the entire time you are casting. You can pass level 1 and 2 wards in astral form. You can see through level 3 illusions. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
SYMPATHETIC MAGIC: (Magic control of another via personal items.)
Skill Defense: Tracking
Level 1: Sympathetic magic always requires reagents -- some item from the person in question (including blood, tissue, clothing, etc.). At this level, you can cause effects such as confusion, pain, bliss, various emotions, even love or hatred. The duration at this level is three days, and then the reagents must be re-procured.
Level 2: You can compel a person to carry out a command, even dangerous ones, though they can only follow one command per spell. The command need not be directly communicated to them, but the magic works better if it is. You can cause nightmares (though you will not control or know what they are), even insanity. The duration at this level is 10 days, then reagents must be re-procured.
Level 3: The person is under your complete sway, and can not act against you without great force of will. The duration at this level is one month, then reagents must be re-procured.
Level 4: You can perform Sympathetic Magic without exact reagents by simply knowing information about your target, such as their true name, favorite food, birthdate, or location. You must know at least three pieces of information, and the more intimate the information, the better it works. This information must be different each time you cast it against a target. You are, yourself, immune to Sympathetic Magic. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Procured reagents may not be stored for more than three months. With level 2, those who are forced to carry out a command will feel compelled to do so, but MAY be aware that they are acting in ways they do not wish. Sympathetic magic often requires target players to act against the nature of their character, so it is often good to discuss it thoroughly in IMs before use.
Racial Magics - (Magic Defense: Racial):
CALLIGRAMANCY/RUNIC MAGIC (Requires Paper, Paint, or Ink):
Magic Defense: Talisman Creation
Level 1: You can animate small origami creatures to have them deliver messages, or just be cute. You can fold a sheet of paper into a pocket knife or dart. You can create invisible inks or notes only readable by certain people. You can induce the ink from ONE page to reproduce into a copy of that page. You can cause any written message you can touch to alter itself. You can create paper or paint runes or charms which give a temporary boost to an object's luck when affixed to that object. (One-use charms that give +2 on an UNRANKED roll involving that object. For instance, if you had no throwing, but attached a charm to a knife and threw it, you'd be at +2. You can only have one charm in play at a time.) You can enhance your senses by applying war paint resembling an animal with that enhanced sense. Level 2: You can cause paper to grow or shrink and change color to suit your uses. You can make mundane, non-complex, one-use objects out of paper, such as a hammer, umbrella, or clothes. You could make a shield or sword out of paper, and have it be as useful as a regular shield or sword. You can create paper animals up to 200lbs to fight for you, or a paper horse to ride. Items created in this manner last only 24 hours and then lose their edge. You can make one per spell, up to a total of three at a time. Ink will now align with your thoughts, be it text, or a picture -- you can simply create whatever you have in mind with your mind. Though, if you have no artistic skill it will not be awe-inspiring. You can slap paper charms on things to cause a -2 to the next roll (ranked or unranked roll) involving that OBJECT, or the person must spend a round removing the charm. You can have three total charms in play at a time. You can temporarily imbue other level 1 magics you personally know intoa person for them to use for up to 48 hours by giving them a tattoo. Including humans -- yes, humans would be able to cast that magic. Once imbued, your own ability to cast that magic is half as strong (if you do one person) or disappears completely (if you give it to two other people) until the 48 hours has passed. You can give yourself, or those around you, enhanced strength, speed, or stamina by applying warpaints to them.
Level 3: You can create complex vehicles and temporary animals using paper or ink, which now grows or shrinks incredibly with your whim. You could fly on a kite or paper airplane, even an ink dragon. You could make a paper crossbow or a paper gun shooting paper bullets, and can make paper bombs which give nearby people papercuts or explode acid ink. Paper objects created in this manner last 72 hours and then lose their edge. You can make one per spell. You can make Ritual Ink, which allows you to draw spells mimicking level 1 ritual magic. Your charms can now be slapped on people, giving them +4 or -4 to their next roll once per scene. You can tattoo level 2 magics into others for up to 48 hours. Once imbued, your own ability to cast that magic becomes half as strong (if you do one person) or disappears completely (if you give it to two other people) until the 48 hours has passed.
Level 4: You can tattoo level 1, 2, and 3 magics into others for up to 48 hours, even level 3 magics you do not have, as long as a caster of that magic is present and assist you in making the tattoo. Your runes, when painted onto a person, can heal their wounds in battle, up to the level of a Level 2 Healing spell. You become immune to Calligramancy (when you wish to be). Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: The binding ritual that the Onmyoji once knew, allowing them to use Calligramancy to subjugate the Yokai, has been lost to time. Note that Calligramancy is very versatile, and some forms focus more on pictoral painting and runes than reading. Although mainly used by the Ethereals, Calligramancy is open to others with admin approval.
ECTOFORGING: (Wraith-only power of forging Real World items out of Pale Lands matter.) (Suggested by:Carnavirious Resident.)
Skill Defense: Taxidermy
Level 1: You can create simple objects with no moving parts, such as a crude blade, bowl, tire iron, or key. These objects must weigh less than 50lbs. Items last for one day and then decay. They are VISIBLY magical with a sort of purple-black glow to them.
Level 2: You can create more complex items, such as clothing, a skateboard, microscope, or a gun (bullets separate). These items must be non-electrical. Items last for one week and then decay. They look like the real thing and are no longer visibly magical, but must weigh 250lbs or less.
Level 3: You can create magical items by forcing the soul of a ghost or wraith into your creation OR very large/complex items. These items are permanent in nature. Permanent level 3 Ectoforged items count towards your total number of magic items (you may only have 3 at a time for your own use), and may require ST approval. Permanent Ectoforging is frowned upon by many, but is often used as a punishment for annoying or lawbreaking wraiths. Non-permanent Ectoforging on this level can last up to a month.
Level 4: You can un-ectoforge a permanently forged item to set a wraith free -- though usually the magic caster requires a special 'ectoforged magical pact' to get something in return for this, such as service from the wraith/ghost, etc. You can ectoforge animals, turning a ghost or wraith into a magical animal in the Real World that does your bidding. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Permanent ectoforging of a PC may only be done with their permission, or the permission of the sim owner.
HOLY MAGIC (Angels only):
Skill Defense: Theology
Level 1: You can emit an aural glow which makes people regard you as wise or trustworthy. You can force another to obey short (3 words or less), clear, non-confusing commands which do not involve self-harm. (For instance 'kill yourself' would not work but 'go to sleep' probably would.) You can imbue an item you are holding with holy magic for a scene, protecting it from use by demons or non-believers.
Level 2: You can emit an aural glow which dissuades those nearby from wishing to attack you or those near you OR feel intense guilt over their sins - this only works as long as you (or others) are not attacking them. You can force another to obey longer (8 words or less) commands which do not involve self-harm. You can imbue a weapon you are holding with holy magic for a scene so that it causes extra damage to demons or non-believers. You resist and can cancel out level 1 Infernal magic. You can hear prayers of the faithful from up to 1 mile away.
Level 3: You can emit an aural glow which causes people to fall to their knees and tremble at the majesty of God. You can cause debilitating and long-lasting pain to demons and non-believers with a touch. You can call upon the power of Ael to punish non-believers by cursing them -- this can work with up to the level of a Ritual Level 2 curse. You can resist and cancel out level 2 Infernal magic. You can permanently imbue something with Holy magic.
Level 4: You can create localized Biblical-like plagues. You can hear the prayers of the faithful from anywhere on the planet. You regain the long lost Elohim ability of Telepathy on a small scale, and are able to communicate mentally with someone within a mile of you. They hear your voice in their head and vice versa. This lasts for an entire day, but must have a specific target. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: Holy Magic requires high Pneuma use, and is meant to be used in the service of God's will, so using it for personal or frivolous reasons is seen as a waste of Pneuma by many Elohim. Commands must be very clear. "Leave here", for instance, is not clear because "here" is a non-specific place. "Leave New Convergence" however, would force the person to leave the city. Once out of the city, they have fulfilled their purpose and may return. Commands with a specified period of time "Leave Convergence Forever" only last until the spell ends, and follows the normal pattern of time a day for level 1, a week for level 2, a month for level 3. Large scale biblical plagues should be discussed with the STs. For the purposes of Holy Magic, non-believers are those who do not believe in Ael as their chosen god.
INFERNAL MAGIC (Demons only):
Skill Defense: Hustle
Level 1: You can emit an aural glow which makes people regard you as desirable or worthy of high esteem. By touch, you can manipulate your own, or someone else's, sense of pleasure or pain, increasing or decreasing either of them. You can imbue an item you are holding with Infernal magic, protecting it from use by angels or non-believers.
Level 2: You can emit an aural glow which makes people feel compelled to indulge in their darkest desires. By touch, you can manipulate pleasure and pain to an extreme degree, causing addiction or psychological trauma after several uses. You can imbue a weapon you are holding with Infernal magic for a scene, so that it causes extra damage to angels or non-believers. You can resist and cancel out level 1 Holy magic. You can create binding demonic pacts with magical consequences.
Level 3: You can emit an aural glow which causes people to which to sacrifice that which items or relationships dear to them to please you. You can cause debilitating and long-lasting pain to angels and non-believers with a touch. You can summon minor demons to fight on your behalf or do your bidding. You can resist and cancel out level 2 Holy magic. You can permanently imbue something with Infernal magic.
Level 4: You can create localized Biblical-like plagues. People can become addicted to your touch, without even the need for casting, and may commit violent acts in your name. You have the ability to summon the legendary Sword of Righteousness to your hand for a scene. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Although the Nephilim are less severe about the use of Infernal Magic than the Elohim, like Holy Magic, it requires high pneuma use. Because pneuma is still limited, frivolous uses of Infernal Magic will be frowned upon by many. For the purposes of Infernal Magic, non-believers are those who do not believe in Lucifer as their chosen god.
MIRROR MAGIC: (Faemorii only - Magic involving reflection(s).)
Skill Defense: Supernatural Studies
Level 1: You can hold a mirror, look in it, and "call" someone else who has a mirror whose name and face you know. They do not need mirror magic to "answer" your call. You can reflect a level one spell, targeted at you, back at the caster if you can catch their reflection in a hand-held or nearby mirror and you've cast mirror magic for the scene. You must continue to channel mirror magic for the duration, and can cast no other magic. You can "pull" a posable, static reflection of yourself out of the mirror. It can not move without you literally moving its arms and legs like a mannequin, but looks lifelike. It will last as long as you continue to channel magic solely to that item, or until it is damaged.
Level 2: You can pass small objects (20lbs or less) through a mirror to someone on the other side. You no longer need a mirror but can reflect level one or level two spells targeted at you and one additional person if you have cast mirror magic for the day. However, you can cast no other magic. Doing so immediately ends Mirror Magic. You can pull a reflection of yourself out of the mirror. It can move and talk, but has no magic or skills and must always roll unranked. It will last as long as you continue to channel magic solely to that item, or it has taken 15 points of damage, and it must remain within your line of sight, or it stops moving.
Level 3: So long as someone "answers" your mirror-call on the other side, you may pass through the mirror bodily to be where they are. They do not need to have level 3 mirror magic. Others may travel with you. You can reflect a specific type of magic targeted at everyone within 20ft back at the caster for one scene. You can pull a reflection of yourself out of the mirror, which has all of the same skills as you. It can not cast magic. It will continue as long as you continue to channel magic solely to that item, or it has taken 25 points of damage. It must remain within your line of sight or it stops moving.
Level 4: You can reflect all magic for a day, as long as you do not use any other magic. It should be noted that you can not glean Lumina during this time, and you expend an enormous amount of Lumina, so the next day...you will be vulnerable while you rebuild your Lumina stores. You can walk through mirrors into other Realms that have mirrors. You also need to have been to that Realm before and know where another mirror within it might be in order to "find" it within your mirror. Your mirror clone can cast your magic, but...you must continue to channel magic to your clone. Also, it's using your magic while you're using your magic, so magic will be spent at twice the rate. Nobody needs to "answer" your mirror call for you to walk through a mirror. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Mirror magic is little understood, even by the Faemorii themselves. Some say that it was popularized by Leanan herself. It is said that her mirror fell in love with her, and begged her to look into it. In order to entice her to do so, it would teach her a little more Mirror magic every day. Some people, however, believe that her mirror was actually a portal created by enemies of the royal family, and they were attempting to use this ruse to kidnap her. Who knows the truth?
SONOMANCY (Faemorii-only magic of sound manipulation. Suggested by Kairixian Moonshadow.):
Magic Defense: Oration
Level 1: Your hearing is enhanced as a latent power. You can perfectly replicate any sound and make them originate anywhere nearby. You can magically throw your voice, allowing for seemingly silent one way communications over distances of 50ft or less (or two way with two Sonomancy users), provided you can see the other person. You can let out a piercing scream powerful enough to shatter glass and cause ear pain. You can create infrasonic noises which cause mild nausea and disorientation. You can completely mute one individual at a time for the duration of a scene so that YOU can not hear them. You can amplify your voice like you had a bullhorn.
Level 2: You can perfectly replicate another voice to a quality that will fool even close friends and voiceprint based authorization security. You can make it so that a nearby conversation so that it cannot be overheard. You can cause a "cone of silence" all around you. You can let out a scream strong enough to cause cracks in masonry and physical damage in those directly in front of you. By emitting a noise, you can use echolocation to find your way around in the dark.
Level 3: You have total mastery over sound and can easily figure out the resonate pitch of any object you are touching, allowing you to cause great damage to inanimate objects and pain to living beings. Your scream now has the explosive power of the shock waves put off by up to three sticks of dynamite. You can replicate multiple noises at once, making whole phantom conversations between large groups happen with perfectly replicated voices. You can make your voice heard over the range of the whole city, all at once.
Level 4: You can create auditory hallucinations which follow people for up to 10 days. You can throw your voice at multiple targets, making yourself heard all over the city if you wish. You can create earthquakes with your voice. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Although Sonomancy is mainly used by the Faemorii, it is open to others with admin approval.
SANGROMANCY: (Manipulation of the blood.) (Vampires Only)
Skill Defense: Potion Creation
Level 1: This is an increase of the potency of the blood, to allow a vampire exceptionally strong use of vampire race strengths or subrace powers. This is additionally the ability to determine certain traits of a person by tasting their blood, such as race, gender, age, and any diseases. You can create ghouls for yourself.
Level 2: This is the ability to manipulate your own blood, turn it to acid, cause it to heat so that your skin feels like fire to the touch and burns your opponent. You can also create different bite effects. You can create ghouls for others. Tasting a person's blood may give you a flash of insight into their recent actions
Level 3: This is the ability to manipulate the blood of others, causing it to attack them. If you have their blood, you can summon them or cause them pain, or compel their body to obey you. At this level, a vampire can see some more of a person's past and memories through tasting their blood. You can tell what magics a person has by tasting their blood. You can see out of your ghoul's eyes or hear what they hear. You can transfer a sire bond or break a blood bond.
Level 4: Tasting another person's blood means you can utilize Thaumaturgy much like the Sesmu. If you are already Sesmu and obtain this power, it means that your Thamaturgy is so developed, you can now cast another's magic as if you were a natural user. You can now possess your ghouls and use them like puppets, while your own body is inert. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Note: You can only tell a person's race by tasting their blood if you are familiar already with the taste of that race's blood. Same for diseases. Also note that randomly tasting blood is kind of dangerous, considering the many blood effects of other supernatural creatures.
Physical Magics (Magic Defense - Physical):
PORTALCRAFT: (Traversers Only - If you leave the Traversers, you lose the ability to cast this inside the city, but can cast it if you are beyond the dome. Attempts to cast it just fall flat.)
Skill Defense: None
Level 1: Rudimentary portalcrafting. You have a basic understanding of spacial distortions and the ability to detect portals. Can use the basic forms of this variation of portalcraft to open locked doors so long as they aren't warded against the caster in particular or the caster's race/subrace. Can use "fair escape", opening a door and going through it to end up coming out of another completely random door within 1 mile. You can maintain and recharge portals already in existence. You can 'blink', teleporting yourself to another space you have an unobstructed view of (transparant materials such as glass count as a barrier in this case).
Level 2: Normal portalcrafting. You can open a portal in one place, and connect it to a portal in another place. You must physically travel to both places. These portals last for one month, then must be re-charged, sort of like a ward. You can teleport someone to your location, assuming they stay still the whole time you are casting (so usually they have to be willing). You can not teleport someone out of combat unless they wish to stay still for the whole four rounds, and you have a legitimate way of knowing they need to be teleported. You can create a talisman allowing you to teleport yourself to a person holding it. You must have RP logs documening both the creation of the talisman and giving it to the target and a legitimate reason to be going to them.
Level 3: Personal teleportation. You can use this to teleport to anywhere you have personally been within the last month. You can teleport a person to you even if they are moving around and you don't know where they are. Your portals now last up to three months. You can unmake normal portals.
Level 4: Advanced portalcrafting. You can create portals to other realms without having been there before. This can be dangerous, since these portals are one-way and you never know if you can create a portal back, since you may not know if magic works the same in that realm. Others can teleport with you to anywhere you have personally been within the last month. You can block portals from being created in a certain area. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Skill Defense: Astronomy
Level 1: You can change the way gravity affects you by up to 200lbs, allowing you to run up walls or stand on ceilings, levitate, or become much heavier and harder to move. You can jump extremely high. You can change the gravity of a non-organic object weighing up to 200lbs by up to 200lbs, allowing you to float an object, or cause it to become heavier. You will need kinetic magic to manipulate objects via force.
Level 2: You have the ability to levitate other people to levitate up to 20ft along with yourself, or you can make them heavier, so that it is more difficult for them to move. You can manipulate the gravity of a object weighing up to 600lbs by up to 600lbs.
Level 3: By subtly manipulating gravity, you can fly and, if the people stay within sight range, cause them to fly along with you. You can create objects nobody can lift or cause heavy craft to become light enough to float (though they usually will need another means to propel them forwards, as manipulating them to fly in the same way you fly would be difficult). You can root people to a spot and make it impossible for them to flee.
Level 4: You can cause a person's bones to break, and cause massive internal damage by causing such intense gravity in their localized spot. You can create floating islands. You can equalize gravity for travel on spaceships and create long-lasting gravity for space colonies. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Notes: Many Exos League ships employ masters of Gravity Magic.
KINETIC MAGIC: (Manipulation of physical energy.)
Skill Defense: Explosives
Level 1: You can shove things with your mind -- the heavier, the more difficult the spell (Limit 500lbs). You can cause small objects to explode by touching them and imbuing them with kinetic magic.
Level 2: You have dexterous manipulation of telekinesis, and can perform complex tasks like using a key or chopping an onion. You can move larger objects. By touch, you can imbue larger objects with a trigger to explode when certain conditions are set.
Level 3: You have extraordinary abilities of telekinesis and could perform surgery or type a letter with it. By touch, you can imbue parts of living beings with the potential to explode.
Level 4: Your telekinetic abilities are now innate (the ability to move things around, not the ability to make them explode), and no longer require casting.
Note: The power of kinetic explosions tend to be propotional to the time, reagents, and energy spent on creating the spell. Note that destroying buildings in the city should be discussed with the owner, proprietor, or faction leader for that building if the damage is going to total more than $500 to repair.
SHADOW MAGIC: (The magic of light and shadow. Formerly called "Shade" magic.)
Skill Defense: Physics
Level 1: You can manipulate light and dark, cloaking yourself in a miasma of stifling darkness or creating bright, blinding, confusing lights. You can create will-of-the-wisp lights to lead people to known destinations. You can use shadows like ink or paint. You can make things "move in the shadows" causing distractions or fear.
Level 2: You can cause light and shadows to solidify and you can manipulate them, or use them as weapons. You can create temporary shadow or light minions to carry out simple tasks for you, like delivering a message. You can emit a burst of strong magical light for up to 3 seconds, burning a vampire.
Level 3: You can become a being of pure light or pure shadow. You are immune to physical attacks in this form, but can do no physical attacks of your own. You are not immune to magic, but can cast magic. The duration of your magical light lasts up to a minute, causing massive damage to a vampire.
Level 4: You can enter and exit the Shadow Realm, using shadows as portals like the Lokaeri. Be careful not to anger the Fomorii. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
AUGMENTCRAFT - The magic of creating augmentations.
Skill Defense: Augmentation
Level 1: You can create minor augments on the standard list that are TEMPORARY (last up to a day) and affix up to three of them to yourself or one to a supernatural (even if that supernatural already has their one augment), provided you have the tech necessary to create the augmentation. Because they are temporary, you do not have to spend XP. You can do augmentations from the Cyborg and Robot lists to affix to them. By touch, you can temporarily disable one augment from the standard list.
Level 2: You can create Personal augmentations. These are beyond the Standard, Cyborg, and Robot augmentation lists, and can be affixed to Cyborgs, Robots, and Humans (humans may only have three of these kind of augmentations, supernaturals other than Abyssals may only have one, Cyborgs and Robots may have up to 18 - more with approval). (These kinds of augmentations will likely cost XP spent by the person receiving them.) By touch, you can temporarily disable one augment from the Cyborg or Robot list.
Level 3: You can augment yourself extensively, even if you are supernatural, with up to three permanent augmentations (which you will have to spend additional XP on). Your permanent augmentations for Cyborgs, Robots, and Humans can seamlessly blend magic and technology to create magitech augmentations. By touch, you can temporarily disable Personal and non-standard augmentations. You can destabilize standard augmentations within 10 ft of you for up to an hour. Destabilization does not shut them off, it just causes glitches and makes the user roll vs 11 to see if they work each time.
Level 4: You have nanites on yourself that can temporarily become almost any augmentation you can think up. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts. You can destabilize all augmentations within 20 feet of you for up to an hour (one scene).
Notes: There are non-magic ways of creating augmentations, they are just slower and will not allow for magic or use on non-augmentable supernaturals. Augmentcraft is a lot like fleshcrafting in that permanent upgrade of powers tends to cost XP.
INFOMANCY - The magic of data, wavelengths and signals
Skill Defense: Intrusion
Level 1: You can perceive wavelengths not normally seen, such as using infrared vision, or x-ray vision. Not only do you have perfect photographic memory, you can read at level 5 speed reading. Of course, comprehending it and putting it to use is another thing altogether. You can see certain electronic signals in the air, allowing you to follow a phone signal to its source or trace a wireless signal to the computer utilizing it.
Level 2: You can drop in on signals floating through the air, such as wireless signals, or phone signals, listening to people's calls or reading their email from across the room. (You need to be where the signal is relatively strong in order to use this.) You can decrypt some types of encrypted data with your mind. Your magic translates from almost any known Earth language into a language you can percieve, and back, allowing you to converse with most nationalities. You can sense ambient electrical fields. You can trace signals to their source. You can insert untraceable messages into Zignet. You can flip a breaker by touching a circuit connected to it.
Level 3: You can jam electronic transmissions both cellular, wireless, and even wired -- by creating too much interference. You can make phone calls with your mind. You can perceive all the various types of radiation on Juniper. You can insert untraceable programs into Zignet. You can cause lightbulbs to explode by being in the same room as them.
Level 4: You can create jam zones which persist even after you are gone. You can manipulate the radiation bands of Juniper temporarily. You can interfere with the flow of electricity to temporarily blackout a location. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts.
Skill Defense: Cybersecurity
Level 1: Technology is not a problem for you, and you quickly understand any technology you can touch, even Ancient Engineering, and it understands you as well -- meaning that you could fly almost any kind of ship given a few minutes to figure it out, even without the piloting skill. You can repair electronic devices with ease, and can make them do some fairly incredible things if you can get your hands on them. You can build almost anything known to mankind if you can find suitable parts. You can heal and repair robots and cyborgs. You can cast a spell to add +2 to a Technology skill roll once per scene. (This magic must be done before the skill is needed.)
Level 2: You can create new devices that would otherwise seem like magic (though devices of this nature may require ST approval and expenditure of XP if permanent). You can manipulate anything (non-sentient) that has circuitry or electricity from afar, causing it to power on and obey your commands. You can create sentient robots out of the parts of old ones. You can command any non-sentient device you can touch to break temporarily (they start working again at the end of the scene). You can program in all known programming languages. You can cast a spell to add +4 to a Technology skill roll once per scene.
Level 3: You have the ability to interface via datajack with most advanced technology, even alien technology. You can build semi-sentient robots from scratch, who may eventually evolve to be able to pass the TuringZig. With a touch, you can command non-sentient devices to break permanently (or at least until some serious repair is done). You could probably un-program someone out of Volse. You can game the super secure digital credit system to increase your bank account -- or maybe just hack other people's accounts. You can cast a spell to add +6 to a Technology skill roll once per scene.
Level 4: You can create advanced AI that are indistiguishable from humans. You can fry the minds of wireless datajackers. You are one of the shadowy cabal of Zignet Controllers trusted to control Zignet by Root, known as SysOps. Level 1 spells are now instant-cast, level 2 spells need only two posts, and level 3 spells, only three posts. You can cast a spell to add +8 to a Technology skill roll once per scene
Extremely Restricted Magics (No Defense):
(Note: Restricted magics require pre-approval by a relevant admin (Zekkiel Zerundi, Pryar Kirax, or Shynne Nirvana). Extremely restricted magics will only be available to NPCs or under extremely limited circumstances.)
Note: Chronomancy, the magical manipulation of time, is illegal by the laws of Convergence, and the laws of many races.
Level 1: You have an excellent awareness of time, and always know what time it is. You can shotput yourself forward in time between one second and one week. (Basically, you sit out RP until the time has passed, your character disappears in the current timeline, and then re-appears later.) You can view events which have happened in an area up to one week prior. (Though you view all events simultaneously, so it can be a bit muddled in application.)
Level 2: ???
Level 3: ???
Level 4: Probably destroys universes.
Note: Only NPCs will ever have this magic.
Level 1: You can peer into the thoughts of others, learning their inner dialogue and thoughts. You can insert subtle suggestions into that inner dialogue.
Level 2: ???
Level 3: ???
Level 4: Probably destroys minds.
FATECRAFT (Seeing and weaving the future) (Extremely restricted.):
Note: Fatecraft is illegal by the laws of Convergence.
Level 1: ???
Level 2: ???
Level 3: ???
Level 4: Is that you, Cassandra?
Notes: One of the most feared magics, little is known about Fatecraft. Few are known to ever master it. It is believed, however, that the leader of the Ancient Engineers was a natural adept at Fatecraft, and perhaps the greatest practitioner of it ever to have lived. And also that it drove her completely insane.
DARK MAGIC (The magic of the malignant force known as The Dark) (Extremely restricted):
Level 1: ???
Level 2: ???
Level 3: ???
Level 4: Everyone is fucked.
Note: Dark Magic is illegal by the laws of Convergence.
LIGHT MAGIC (The arcane combat magic of the Ancient Engineers.) (Levels 2-4 are Extremely restricted):
Level 1: You gather an energy in your hand which can be formed into a weapon that does extra damage to creatures of the Dark. You can heal those who have mild Dark taint.
Level 2: You can shape Light magic into useful forms, or create temporary minions to carry out simple tasks for you. You can form a barrier of Light which works like a rank one ward, except against the Dark which it is twice as effective against. You can purify lesser agents of the Dark (purification can destroy those tainted for a long time).
Level 3: ???
Level 4: ???
Notes: Everyone in Convergence, even Humans, can cast Light Magic at level 1, with practice. It is a free magic available to all that does not need to be listed on your character sheet. The Pyxine get rank 2 for free; this does not need to be noted on your sheet either.