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Guidelines for Magic in the Heroes Game

Learning Spells

I have not required that many powers and abilities in Heroes require strict END counting but Magic
and Summoning will require it due to the nature of the powers. Mages can easily run out of END, and
so are limited in what they can do. They are very versatile but limited.

Anyone with the prerequisites can learn magic. It takes willpower (EGO) and mental discipline (INT), as
well as the correct spells and training in their usage.

There are several requirements to be a Mage.

Prerequisites: EGO and INT of 12 or higher; a source of magical knowledge, a teacher or spell
books.
He must have a source of actual spells (spell books or teacher) and magical Tradition. Traditions
will give Advantages, Disadvantages, and flavor to the campaign, so the player and GM should
work cooperatively on this.
The practitioner must first buy the Magic skill (Use the Spell skill, INT or EGO-based, 3 points for
9+(INT/5 or EGO/5), 2 character points per skill point afterward), which represents the mages
knowledge of spell casting. If EGO-based, this represents a Shamanistic or intuitive Tradition. If
INT-based, this represents a disciplined view of magic such as Hermetic or Eastern Tradition.
He must gain a Knowledge Skill (<whatever tradition he is learning>). This represents his
knowledge of the tradition. This KS should be raised as the Multipower Active Points are raised
to represent that the mage is becoming more familiar with the precepts of the Tradition.
He must also buy a new language (not his native language) with at least completely fluent (and
literate if the tradition is INT-based) that he will use to incant the spells. It must be learned
through a teacher or through study (roleplay), and should be related to the tradition that the
mage will be studying. Examples of this language are Ancient Greek, Latin, Haitian French,
Mandarin, and Draconian to name a few.
The practitioner must also buy the Magesight talent (Active, 5 points). Prerequisite: KS. This
allows the mage to see magic auras and enchantments. It must be learned through a teacher or
through study (roleplay).
Spell Casting Pool Once he has learned the prerequisites: The KS, the language, and Magesight,
he can then buy a 10+ Active Point Multipower called the Spell Casting Pool with the common
limitations Gestures (complex) -1/2, Incantations (complex) -1/2, Spell (-1/2), and Requires Skill
Roll (Magic Base RSR, -1 penalty per 10 active cost) -1/2, Real Cost 7+. Note: The Multipower
cannot ever have an Active Point value higher than 1/4th the total points (Base plus
Disadvantages plus experience) of the mage. Thus, a 200 total point mage cannot have a
Multipower with Active Points higher than 50 (50 point powers). There may also be GM
restrictions on the power of certain types of spells (for instance, I have limited attacks to 15d6
normal (5d6 killing) damage or 75 points of effect for damaging effects (drains, transforms, mind
control, TK, etc.), and armor to 20 PD/ED for players at the moment). Other common limitations
can be added to represent Tradition requirements or distinctive features.
Finally, the Mage must buy an END Reserve (5th Edition Champions pp. 158-9) with levels no
more than 1/2 of the total points of the mage and Recovery of no more than 1/20th. Thus, a 200
point mage cannot have an END Reserve with levels higher than 100 and Recovery of 10 (20
Active Points). This Reserve will be used to power all of the spells. It will be outside of the
Multipower. It can have limitations placed on it to represent Tradition requirements or
distinctive features. It should not have the Focus or Charges limitation however.
Upon gaining the END Reserve, the Mage will also gain a 15-point Disadvantage, the points of
which can be used by the character for other parts of these requirements or for spells. This
Disadvantage can be built into the Tradition but must be a single Disadvantage of 15 points or
greater.
Examples include but are not limited to:
Distinctive Feature: Makes Technology Fail When under Stress (Not Concealable; Noticed
and Recognizable; Detectable by Commonly-Used Senses). This manifests as a 2d6 BODY
Drain, Ranged (+1/2), Independent (-2), Only On Inanimate Objects (-1/2). The higher the
level of technology, the more likely it is to fail when the Mage is under stress. Similarly, the
more stress the Mage is under, the lower the level of technology that is affected. This is a
completely unconscious thing, though it could be made into a spell easily.
Asceticism (Common, Strong) The mage must use self-discipline and avoidance of all forms of
indulgence or lose his magic until he atones. Atonement is generally defined by the Tradition
that the mage is working under and will vary greatly.
Sexual Abstinence (Uncommon, Total) The mage must abstain from all sex or lose his magic
until he atones.

Common Spell Advantages/Disadvantages

Invisible Power Effects (+1/2) magical spell effects are visible unless this is bought
Remains in effect when power framework switched (+1/4) This is only applicable to spells with
a duration (see Continuous and Trigger below), and allows the mage to continue spending END
on a full effect spell even though he is casting another spell.
Side Effects (-1/2) varies. This effect generally takes effect if the Magic roll is botched.
Character must have at least 20 points in spells (-1/2)
Character must have at least 30 points in spells (-3/4)
Character must have at least 40 points in spells (-1)
Focus (-1/2 to -1) varies dependent on the focus involved. This usually involves an item used in
the casting.
Charges (varies) This represents focuses that are used or burned during the process of spell
casting.
Extra Time: Full Phase (-1/2)
Costs END (-1/2) All spells must have an END cost. If the power does not normally have an END
cost, it will gain this disadvantage.
Continuous (+1) advantage All spells with a duration must have the Continuous advantage. The
mage must spend END from his END Reserve every Phase while the spell is being maintained. If
the mage becomes unconscious, dead, or is asleep, he cannot spend from his END Reserve for
Continuous spells, so if a spell is being maintained when the mage becomes unconscious or dies,
it automatically stops working (as if Persistent).
Trigger (+1/4 Activating Trigger requires a Zero Phase Action, Trigger does not reset, Trigger can
expire (it has a time limit)) Spells can also be set up to go off when a predetermined event
happens, in which case END is not paid until the spell is Triggered (in other words, the mage will
instantly realize that the spell is Triggered). The time limit involved in a Trigger is a number of
days equal to the Active Cost of the spell, or the mages death, whichever comes first. Triggered
spells never reset, so setting up the spell again requires that it be recast.
If a spell is Triggered while the mage is asleep, the spell will end without activating but will wake
the mage, unless the mage has the talent Light Sleeper, in which case the mage can wake and
begin paying END maintenance on the spell if he wishes.

Mages can only maintain (either Continuous or Triggered) a number of spells equal to the Active Cost
of his Multipower/10 (round down). Thus, a mage with a 55 point Multipower can maintain up to 5
spells at once. See also Remains in effect when power framework switched (+1/4) above. If the mage
takes BODY damage during spell maintenance, he must make a successful Magic roll for each spell
starting with the most powerful and working down, with a penalty equal to1/2 the BODY damage (round
down) taken plus one for every spell maintained or the spell stops working.

There are certain magic items that allow a mage to set up an End Reserve in a crystal or other medium
to power spells. If the mage wishes for a spell to last longer than the normal Trigger time, he must use
the magic item creation rules (below) to create a magic item with the Trigger advantage.

Magical Summoning

Summoning using magic requires a special skill called Summoning (Use the Spell skill, EGO-based, 3
points for 9+(EGO/5), 2 character points per skill point afterward). It also requires special preparations in
the form of Limitations on the Summon Power: (Extra Time Full Turn, Character May take No other
Actions -1 1/2, Incantations (complex) -1/2, Concentration -1/4, and Requires 2 Skill Rolls (Summoning
Base RSR, -1 penalty per 10 active cost) -3/4). Other disadvantages may also be used subject to GM
approval. What is summoned is also subject to GM approval. As a general rule, summoned creatures
cannot be more than 2 times the mages total point value in character points, plus 100 disadvantages.
That is, a 150 point mage cannot summon more than a 400 active point total creature ((150*2) plus up
to 100 points in disadvantages).

Note: Summoning does not require the Magic skill or spell casting.

Note: Summoning a 400 active point creature is an 80 real cost (400/5) or -8 on the skill roll. If the first
roll is not made, the summoning fails completely and all preparations (including the containment circle)
are ruined. If the second roll fails, the creature arrives but not inside the containment circle. It is then
free to leave or try to kill the mage. Objects arriving after a failed second Summoning skill roll will be
flawed or ruined.

Note: Summoned creatures are free-willed and will likely destroy the mage if not contained, either
through a containment circle or in some other way. The mage is free to negotiate with the creature,
who magically understands Draconian. If an agreement is reached, the creature will act in the strict
letter of the agreement (not necessarily intent). If an agreement is not reached, the creature is free to
leave (either in this dimension or back to its own) or destroy the mage if not constrained. If constrained,
the mage can continue paying END into the circle until either an agreement is reached or the mage is
protected in some other way. This entire process is fraught with danger.
Summoning/Containment Circles are a special entangle with the following limitations: Extra Time Full
Phase (only to activate -1/4) if already constructed, or Extra Time One Turn (-3/4) if not constructed,
Gestures (Complex) -1/2, Focus (OAF) -1, and Requires Skill Roll (Summoning Base RSR, -1 penalty per
10 active cost) -1/2. The GM will make the skill roll and, if it fails, the mage will find out only when the
creature arrives unconstrained.

Note: if the containment circle is not strong enough, it is possible for the constrained creature to break
out, regardless of any efforts on the mages part.

Note: Summon is a No Range power so the mage will have to be in an adjacent square to a summoned
object or creature. It can appear in his hand or on his person if small enough and the mage so wishes.

It is possible for the Summoner to summon objects rather than creatures. In this case, the active cost of
the object is used and a containment circle is not necessary. Objects of value are considered 10 times
their value in Wealth. For example, it is possible to summon a ruby with a value of 100,000 dollars. This
would be 10 Active Points (1 wealth x 10). Summoners can get rich very easily. Large objects such as
buildings tend to attract attention so summoning them may not be in the mages best interest,
especially when summoning objects of wealth is easier and can achieve the same result eventually. The
summoned object only lasts for as long as the mage spends END so objects are only temporary. This can
still be very useful to the intelligent mage.

Wealth Money
1 $100,000 or less
2 $200,000 or less
3 $300,000 or less
4 $400,000 or less
5 $500,000 or less
6 $1,000,000 or less
7 $2,000,000 or less
8 $3,000,000 or less
9 $4,000,000 or less
10 $5,000,000 or less

Spell Research

Until the mage is a full magician (Multipower of 50+ Active Points), spells are defined by the GM. At this
point he can learn the skill Spell Research. Afterwards spells are created through cooperation between
the player and the GM.

To create a new spell, a magical research library of not less than 100 books of the mages tradition must
be available to the mage. The mage learns the special skill Spell Research (Use the Spell skill, INT-based,
3 points for 9+(INT/5), 2 character points per skill point afterward). Once he collects this library and
learns the skill, he can begin researching a new spell.

The spell will take a number of days equal to the Active Points/10 (round up) in the spell to research. At
the end of the time, make a Spell Research roll with added difficulty equal to (Active Points of the
spell/10, round up). If the roll is successful, the spell is learned, after which the mage can spend the
experience to write the spell on his character. If not, then the mage must spend another amount of time
equal to the active cost/10 (round up) in days to continue the research and then repeat the Spell
Research roll. This sequence (time and then spell roll) will continue until the spell is learned or the mage
gives up. Final spell statistics are subject to GM approval.

Example

Magister (Spell Research of 12-) wants to learn a new spell costing 24 Active Points. Since the
spell is 24 active points, the added difficulty to the roll is (24/10, round up) = 3 so his roll is 9 or
less (12-3). He will need to research the spell for 2 days and then make his Spell Research roll.
He rolls an 11. That means he fails and has to start over. He researches for 2 more days and then
rolls again, this time getting a 7. He succeeds and can spend the Real Cost of the spell, then put
the spell on his character sheet.

Magic Item Creation

Item statistics are subject to GM approval and should be discussed in detail beforehand. Magic Item
Creation requires a special skill called Itemcrafting (Use the Weaponsmith skill, INT-based, 3 points for
9+(INT/5), 2 character points per skill point afterward). It also requires that the user be an actual mage
(see requirements above). Once the mage has learned this skill, he can begin crafting a magic item.
Creating the magic item requires an amount of time equal to the items Real Cost/10 in days, assuming
that all materials are available. Once the item is completed, the mage must make an Itemcrafting roll
with added difficulty equal to (Active Points of the spell/10, round up). If the roll succeeds, the item is
created. Then the mage must spend the Real Cost to have the item on his character sheet. If the mage
wants to give the item to someone else, the new person will have to spend the Real Cost of the item to
possess it.

If the roll fails, the item is flawed or ruined (possibly cursed). The mage must start over, spending time
and then making the roll until he succeeds. Item statistics are subject to GM approval and should be
discussed in detail beforehand.

I will use the following chart for failed crafting rolls, which I will roll in secret.

1-50% The item is destroyed during the process. It is either twisted or shattered, but is completely
unusable regardless.

51-70% The item has a flaw in it, a blemish or other issue that makes it unusable for holding the magic.
The magic fails and the mage will have to start over with a new item. The item is still usable for other
things but will never hold magic.

71-75% The item is fine but the magic did not hold on it. The same item can be used in the next try.

76-80% The item gets a random power(s) with the same Active Points but not related to power desired.
This can be good or bad, depending.

81-90% The item gains an intelligence in addition to the power desired. The ethical alignment and
statistics of this personality are completely up to the GM but could make for a memorable item.
91-96% The item gets a random power(s) and intelligence completely up to the GM. This could be a truly
memorable item and could lead to adventures. This item may or may not be considered cursed,
depending on the powers and personality involved.

96-100% The item is cursed! That usually means that the power has the opposite effect somehow to the
power desired, but is completely up to the GM. The item may also gain intelligence opposed to the
personality of the mage that created the item and can lead to adventures.

Example

Magister (Itemcrafting 14-) wants to create a new magic sword for himself. The Active Cost of
the magic sword is 19 and Real Cost is 9. Since the spell is 19 active points, the added difficulty
to the roll is (19/10, round up) = 2 so his roll is 12 or less (14-2). He will need to work on the
sword, imbuing it with magical energy for 1 day and then make his Itemcrafting roll. He rolls a
15, failing. The sword is destroyed during the process. He gets a new sword and begins the
process over. Magister starts the process over and, after 2 days makes his roll. He rolls a 9,
succeeding. He now has a magical sword with the properties that he and the GM have worked
out.

Example Two

Lady Jane (Itemcrafting 18-) would like to create a magical storage crystal amulet to store magic
for use during battle. The Active Cost of the amulet is 46 and the Real Cost is 27, so the added
difficulty is (46/10, round up) = 5 so her roll is 13- (18-5). She will work on the amulet for 3 days,
imbuing it with magical energy and then make her Itemcrafting roll. She rolls a 14, failing. The
amulet is cursed and begins drawing the END out of her instead of being a battery. Once she has
safely locked the cursed item away, she begins again with a new amulet. She works on the
amulet for 5 days and makes her roll. This time she rolls a 10, succeeding. She now has a magical
amulet.

Liu Jin (Item Crafting 30-) would like to make a set of eight Ofuda Daggers. Since the Active Cost
is 225 and the Real Cost is 40, the added difficulty is 23 so his roll is 7-. He will work on the
daggers for 4 days and then make the roll. He rolls a 12, failing. The daggers have a blemish in
them that make them unusable. Liu will have to start over again. He imbues the daggers again
for 4 days and then makes another roll. This time, he rolls a 7, which is what he needs.

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