Special Abilities

Magic Rules


the Dawn of Magic

Rules Modification

Available Special Abilities

You may buy the following paranormal abilities with your 50 points of "Supernatural Potential." However, you must come up with a good in game reason to pick up a given trait - and note that the more dramatically appropriate the moment, vis-à-vis events in the game, the more generous I am liable to be. If you wish to have multiple abilities, then ideally, they should be tied together: all gifts from your god, all magical powers, all related to combat, or whatever. Unless noted otherwise, assume that these abilities work as written in the rules. It is also possible to apply modifiers to some of those abilities; a few examples are included at the end of this section.

DIVINE GIFTS

These abilities come from your god or the strength of your beliefs. They all come with the basic requirement that you remain faithful to your god, and live your life in a way your god would deem "holy." If you break faith, then you risk losing your powers for good, or even becoming cursed!

This built-in limitation is balanced by the following consideration: these are among the most powerful of abilities. Only rival divine powers can stop them! In particular, Dispel Magic, Magic Resistance, and mana level do not affect divine gifts.

For game purposes, divine gifts are distinct from spirit powers. Both pertain to otherworldly entities, but divine gifts emanate from the creators of the universe (i.e., the gods), while spirit powers rely on your own, personal ability to communicate with or coerce lesser spirits.

Blessed (10 or 20 points). The 10-point level grants divinatory ability at IQ level and a +1 reaction from the faithful; the 20-point level ("Very Blessed") makes the divination roll IQ+5 and gives a +2 reaction. The divination takes the form of visions from your god.

Divine Favor (variable). You can petition your god for aid. If he hears you and reacts well, you may get miraculous results. This is how "clerical magic" works in the setting. Cost is 25 points, +5 points per +1 to reactions from your god, modified for frequency of appearance (x1/2 for 6 or less, x1 for 9 or less, x2 for 12 or less, x3 for 15 or less).

Extra Life (25 points). Your god is willing to send you back from the afterlife . . . once per level of this trait. Note that once you use a level of this ability, it is gone, and you are worth 25 points less.

Faith Healing (30 points). This works slightly differently than as written: you can still heal up to your HT/2 points of damage on a successful Will roll, but at the cost of one fatigue per two points healed.

Higher Purpose (5 points). In this setting, Higher Purpose means you are on a mission for your god. Otherwise, it works as usual: you adhere to a strict code of behavior, and in return, you get +1 on all rolls pertaining to your mission.

True Faith (15 points). This works differently than as written. It amounts to the power to "turn" evil creatures, not merely prevent them from touching you. Note that high Will is very important for this ability!

MAGICAL TALENTS

These traits have to do with manipulating elemental forces, materia magica, words of power, etc. by sheer force of will to bring about real- world outcomes. They do not rely upon otherworldly beings - i.e., gods or spirits - for power. Thus, users of these powers are not beholden to powerful supernatural entities . . . but at the cost of relying on personal magical energy (fatigue points) and ambient magical energy (mana) for power, the need to perform lengthy rituals, and susceptibility to magical defenses.

Extra Fatigue (3 points/level). Most magical abilities have a fatigue cost. Additional reserves of supernatural energy can be handy!

Magery (15, 25, 35, or 50 points). You may have up to four levels of Magery in this setting. Magery 4 costs 50 points. Magery adds to IQ for learning Thaumatology skill, which is the basis of all magic, so this is a very powerful ability.

Magic Resistance (2 points/level). Note that this does not protect against divine gifts or spirit powers! It also prevents you from ever becoming a mage . . .

Moon-Aspected Magery (8, 13, 18, or 25 points). Your magical powers wax and wane with the phases of the moon.

Skills (variable). Both Alchemy (M/VH) and Thaumatology (M/VH) work in this setting, and can be acquired in play. If you buy these skills with Supernatural Potential, then you discover a "gift" for magical theory. This does not make you a learned wizard!

Star-Aspected Magery (8, 13, 18, or 25 points). Your magical powers work only at night.

Sun-Aspected Magery (8, 13, 18, or 25 points). Your magical powers work only at day.

SPIRIT POWERS

These gifts give you the ability to perceive, communicate with, or request aid from spirits: demons, djinn (desert spirits), genii (ancestral spirits), ghosts, and various nature spirits. Some of these entities might be servitors of the gods, but spirit abilities have no direct link to the divine. Thus, while these powers are no more vulnerable to "anti-magic" than are divine gifts, "divine will" can still sweep them aside.

Note that you must treat spirits with respect, just as you would any other NPC. Failure to do so will not necessarily cost you your powers, but it might earn you a powerful Enemy!

Channeling (10 points). Spirits can possess and speak through you. It lets everyone interact with spirits through you; in effect, you become a "universal translator" for spirits.

Medium (10 points). You can perceive and communicate with spirits - although they are unlikely to be helpful or do favors unless you also have Spirit Empathy.

Racial Memory (15 or 40 points). Ancestral spirits can relate their knowledge to you. For 15 points, this is subconscious - a kind of déjà vu. For 40 points, this is a conscious ability: you can summon your ancestors and put questions to them.

Reawakened (10 points). Your own spirit has been reincarnated in your current body. This gives you an excuse to learn "forgotten arts" that were well known in ancient times, without requiring a teacher. You must still pay points for such skills!

Spirit Advisor (variable). This is a spirit that gives you advice and information when called upon. It will always have special abilities: identifying items, providing secret lore, etc. Its frequency of appearance is how often it appears when summoned, not how often it is with you on adventures. Cost is 10 points, modified for frequency of appearance (x1/2 for 6 or less, x1 for 9 or less, x2 for 12 or less, x3 for 15 or less).

Spirit Ally (variable). A Spirit Ally is a personal servitor spirit. It won't materialize and fight for you, but it will help out by scouting or by influencing odds in your favor. Cost is 5 points for a 100-point willing Ally or a 125-point unwilling Ally (like a demon, bound to serve against its will), modified for frequency of appearance (x1/2 for 6 or less, x1 for 9 or less, x2 for 12 or less, x3 for 15 or less).

Spirit Empathy (10 points). This is almost a "must" for those who wish to speak with or command spirits.

Spirit Warrior (variable). You can summon a spirit to possess you in battle, giving you great strength, speed, and endurance. Cost is highly variable, but (for instance) a demon that gives you +3 to ST, DX, and HT in combat, plus DR 2 skin and the Bloodlust disadvantage, would cost 50 points.

WILD TALENTS

These abilities are just plain weird. No one knows how they work, or why, but they work nonetheless.

Danger Sense (15 points). This ability is not psionic in this setting.

Daredevil (15 points).

Empathy (15 points). This ability is not psionic in this setting.

Harmony with the Tao (20 points). This has nothing to do with the Tao or with Eastern mysticism in this setting. It is simply another kind of Luck.

Luck (15, 30, or 60 points). You can improve your Luck to the Extraordinary or Ridiculous level, if you wish. The cost is the difference between your current level of Luck and the level you desire.

Oracle (15 points). You are attuned to portents and omens. Unlike the visions granted by Blessed, the information you receive is only as good as your interpretation . . . you do not have the gods to help you out! (Those without huge IQ scores will find this ability to be a waste of points.)

Serendipity (15 or 30 points).

ENHANCEMENTS AND LIMITATIONS

These modifiers are not available for all of the above, but might be appropriate in some cases.

Enhancements

Area Effect (+50%). Gives your ability a radius equal to HT/5 yards (2 yards, for most characters). Useful for Faith Healing (lets you heal everyone at once) and True Faith (lets you affect more than one evil entity at a time)!

Limitations

Costs Fatigue (-5% per point). Your ability drains you, at the rate of 1 fatigue per use per level of this limitation. This is not available for most magical powers, which already have a fatigue cost.

Only at Night (-20%). Your ability only works at night. For Magery, take Star-Aspected Magery; do not use this limitation.

Preparation Required (variable). You must engage in elaborate, time- consuming preparations to use your ability: -20% if it takes 1 minute, - 30% if it takes 10 minutes, -50% if it takes 1 hour, and -60% if it takes 8 hours. Halve these values if the effect is merely weakened without preparation.

Requires Magical Ingredients (-10%). You must specify the ingredient(s), which should be at least somewhat rare and unusual. This is not available for most magical powers, which already require weird ingredients.

Requires Ritual (-10%). This may be elaborate gestures, words of power, or the need to take time out to make a Performance/Ritual or Thaumatology roll. This is not available for most magical powers, which already require a ritual.


New Magic Rules

The magic system in Dawn of Magic is derived from the standard rules in GURPS Magic, but is modified extensively to use aspects of the ritual magic system presented in GURPS Spirits and Voodoo.

MAGIC USE

Many aspects of magic use remain unchanged in Dawn of Magic. For instance:

  • You still need mana to cast spells - no mana, no magic.
  • You must concentrate for a period equal to the "Time to cast" for the spell (1 second if not otherwise specified), as always.
  • Distraction still requires a Will roll to avoid losing the spell, and injury still gives a penalty to cast the spell.
  • Fatigue costs are unchanged.
  • The -1 per yard range modifier remains in effect for most spells. Long distance penalties are still used for spells that call for them.
  • Success rolls work the same way - i.e., the fatigue cost is 0 on a critical success, while a critical failure can summon demons, etc.
  • Resistance rolls work the same way.
  • Spell duration and maintenance (and maintenance cost) are unchanged.

Nevertheless, there are a few significant differences, as outlined below.

Magical Rituals

High skill has no effect whatsoever on casting time or cost to cast. In other words, no matter how skilled you are, you must always concentrate for the listed "Time to cast" and pay the listed "Cost." This makes magic challenging to use in combat. It also makes it impossible to maintain defensive spells for free. This is just how magic works in Dawn of Magic! On the other hand, actually succeeding at magic use becomes a lot easier with the next few rules . . .

Complementary Skills

All magical Paths (see below) will name one or more complementary skills. These are skills that can be used before casting a spell in order to obtain a skill bonus. Complementary skills may be mental or physical, and of any difficulty, but they always have a clear connection to the Path in question. All complementary skills work the same way:

  1. Declare that you are using your complementary skill before you cast your spell.
  2. Roll for the amount of preparation time required to get a bonus to your spell. This will vary by Path and skill. (Note that magic is fickle - you might need 1 second to get a bonus this time, 5 seconds the next time!)
  3. Spend this amount of time using your skill. In combat, this will usually require a series of Concentrate maneuvers for mental skills, a series of physical maneuvers (e.g., Wait, Move, or even Attack) for physical skills. A few skills will require Long Actions, or simply be impractical in combat.
  4. At the end of this preparation period, but before you start to concentrate on your spell, roll against your complementary skill. For every two points by which you make your roll, you get +1 to your next spell roll (minimum bonus is +1).
Sacrificing Hit Points

Contrary to the GURPS Magic rules, you cannot "burn" hit points instead of fatigue points to power magic. However, you can spend hit points to facilitate magic use. To do so, you must intentionally wound yourself - cut yourself with a knife, thrust your hand into open flame, flagellate yourself with a lash, etc. - and offer up your blood as a sacrifice. This takes one second (and an Attack maneuver, if you choose to do this in combat). Your sacrifice will buy you +1 to the next spell you cast per 2 hit points of self-inflicted injury. Unlike combat injury, these voluntary wounds do not give you penalties to cast your spell!

Note: This rule can result in amazing bonuses. For instance, you could fall on your sword, impale yourself for 20 points of damage, and claim +10 to skill. However, remember that Magical healing is rare in this setting - 20 points of damage might kill you, and even if it doesn't, you will be out of commission for a long time!

Wands, Symbols, and Fetishes

There is no Staff spell in Dawn of Magic. If a spell requires a touch, then you must use your hand. Wizards will sometimes use wands in conjunction with their complementary skills, but these artifacts have no intrinsic power.

On the other hand, certain powerful artifacts will give a bonus to magic use - usually with a specific spell of a given Path (but not for the same spell learned via a different Path), occasionally with all spells of a particular Path, and very rarely with all magic. Such an item will function for any wizard fortunate enough to possess it. The wizard must actually have the artifact in hand (requires a Ready maneuver if unready) to claim the bonus, and may claim only one such bonus per casting, regardless of how many artifacts he possesses.

Combining Skill Bonuses

The bonuses for using complementary skills, sacrificing hit points, and wielding magical artifacts are cumulative.

Example: A wizard with skill 8 makes his complementary skill roll by 6 (+3), sacrifices 8 hit points (+4), and wields a magical fetish that gives +3 to skill. His total bonus is +10, for an effective skill of 18.

Ceremonial Magic

Groups of wizards may cast magic ceremonially. As in GURPS Magic, this requires ten times the usual casting time and allows the wizards to share the fatigue cost as they see fit. However, the wizards cannot trade energy for skill. Instead, divide all skill penalties by the number of participating wizards (round up) and apply the reduced penalty to the highest skill in the group to determine effective skill.

Example: Three wizards wish to divine information about a subject in a neighboring kingdom, 100 miles away. This would normally give -6 to skill. If they each have skill 15, then they would individually have a 9 or less chance of success. By casting the spell ceremonially, the -6 penalty is divided three ways. This gives only -2 to skill, and a 13 or less chance of success!

To claim bonuses for complementary skill use or sacrificing hit points, all participating wizards must use the complementary skill or sacrifice hit points. Only the lowest bonus of each kind is applied to the final spell roll. Magical artifacts will aid ceremonial magic, but only if wielded by the leader of the ritual. As with individual spell casting, only one artifact bonus may be claimed per spell.

MAGICAL SKILLS

Magic skills in Dawn of Magic are learned quite differently from the spells of GURPS Magic. The rules follow more closely the ritual magic system in GURPS Spirits and Voodoo.

Thaumatology Skill

Thaumatology is a M/VH skill that represents the professional knowledge of a wizard. Thaumatology must be studied; it has no default in Dawn of Magic. Since your skill with other magical skills cannot exceed your Thaumatology skill level, it is impossible to work magic without at least a modest level of Thaumatology.

Magery adds to IQ for the purpose of learning Thaumatology skill. Those without Magery learn Thaumatology at -3, but Magery is not a prerequisite. A sufficiently learned scholar could, in theory, become an accomplished wizard! Regardless of IQ and Magery, Thaumatology skill cannot exceed 20. Roll against Thaumatology skill to determine whether an item is magical, to identify the likely capabilities of a new Path upon encountering it for the first time, and to answer general questions about magic and magic use.

Paths

Paths are specific lines of magical thinking. A Path can correspond to an abstract concept (e.g., "dreams" or "warfare"), a GURPS Magic college (e.g., Fire or Mind Control), the teachings of a particular school of magic, the writings on the moldy scrolls of a specific forgotten library, or any number of other things. Some wizards specialize in one Path, while others diversify; each approach has its merits.

Each Path is a separate M/VH skill that defaults to Thaumatology-6, regardless of its breadth, depth, or effectiveness (there are bogus Paths!). You must know that a Path exists to use it by default. At minimum, this means that you must see it in use and succeed at a Thaumatology roll.

Default skill with any Path may not exceed 14, and learned skill with a Path may never exceed Thaumatology skill (which means that Path skill may never exceed 20). The most efficient way to learn many Paths is to raise Thaumatology skill to a high level and then build up Paths from their defaults to that skill.

All spells of a given Path default to that Path skill at some penalty; therefore, it is possible to cast every spell of a given Path once you know the Path skill! However, the default penalties for most spells are substantial, so it is usually a good idea to improve your skill with spells you plan to cast frequently.

You can also roll against Path skill to determine whether you can use a Path to produce a given magical effect (i.e., spell), or to answer specific questions about the history of that Path.

As mentioned above, most Paths have complementary skills associated with them, which can greatly facilitate spell casting. See the individual Path description for these skills (and how they work).

Spells

Spells are individual feats of magic. The effects, time to cast, cost, etc. are all exactly as specified in GURPS Magic. Each spell is a separate "skill" that defaults to the governing Path at some penalty - usually -6 or worse - that must be bought up from default level at the cost of 2 points per level.

You must know that a spell exists to use it by default. At minimum, this means that you must see it in use and succeed at a Path roll. However, there are no prerequisites under this system; you can learn an advanced spell, and only that spell, without learning any other spell of that Path. Default skill with any spell may not exceed 14, and learned skill with a spell may never exceed Path skill (which means that spell skill may never exceed 20). The most efficient way to learn many spells is to raise Path skill to a high level, and then default all spells from that skill.

It is important to realize that spells are not uniquely associated with Paths. A spell might "belong to" any number of Paths. For game purposes, spells learned via different paths are considered to be different spells, even if they have the same name and function. Points spent on a spell learned though one Path have no effect on the same spell learned via another Path, and wizards who have learned the same spell through different paths may not assist one another in ceremonial magic.