Design: Jasyn
Jones
Commentary: Winston
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Introduction
Wish magic is the most flexible and potent form of magic, although
it is difficult and often incredibly dangerous. Wishes allow mages
to translate their desires into reality, without casting a spell
or reciting a ritual. Mages can even create wishes that can respond
to the desires of others ("I wish for...").
This article includes the magical theories of wishes, game mechanics,
and the wish magic section of the axiom chart. It is based on the
complete Magic axiom, although it can be used in any Torg campaign
as is.
Wish Magic
Wish
Magic Glossary
Wish:
A magical effect whose purpose and form is determined
by a living being.
Unformed
wish: A "blank" wish that anyone
can imprint.
Evoke:
To activate a wish.
Imprint:
To give an unformed wish a purpose and hence activate
it.
Extent:
The limits of a wish, including how long it can last,
how powerful it is, what area it effects, and so
on.
Complexity:
A measurement of how difficult the wish is to evoke.
Side-effect:
A random outbreak of magic caused by evoking a wish.
Condition:
A statement that determines how a wish operates.
Disrupt:
To use one wish to destroy another.
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Wish magic involves the evocation of wish effects, supernatural
effects that work according to the desires and imagination of the
Living.
When first discovered, wishes can only be evoked by accident (during
times of danger or great stress). Through the study of such events,
mages learned how to control and deliberately evoke wishes.
Evoking a wish involves the use of symbols (just like any other
magical effect). Spellcasters use objects, gestures, incantations
and so forth as symbols to cast their spells, but wish mages use
different symbols. With wish magic, the mage envisions the specific
effect he desires and uses that mental image as a symbol to evoke
the effect.
This process requires both willpower and imagination, imagination
to visualize the desired effect in detail and willpower to invest
that image with enough symbolic significance to evoke the effect.
This can be done quickly and extemporaneously, without the need
for any other tools.
Mages can evoke wishes without having to learn a spell or perform
a ritual and without having to study the four magics or Arcane
Knowledges. Study of spell magic does not aid one in using wishes
and vice versa.
Wish effects are a unique variety of supernatural effect. They
are related to hexes and spell effects, and share some commonalities
with each, but are distinct from both. Many of the restrictions
that apply to spells and hexes do not limit wishes. There are no
magical rituals or spells that evoke wish effects; wishes can only
be evoked with wish magic techniques.
Wishes can dispel a hex or a spell, but spell effects cannot disrupt
wishes (one wish, of course, can disrupt another). Spells can ameliorate
the effects of wishes.
Wishes can create spell effects and hexes. These effects must
follow the same rules as normal spells.
Wish magic is difficult and dangerous and the backlash released
from such evocations can be fatal. A failure to adequately define
the desired result or to channel the magics correctly can lead
to wishes that do not conform to the mage's intent, strange side
effects or the simple failure to manifest the wish at all (often
the best result one can hope for from a botched wish).
Wishes are evoked using a new Mind skill, wish magic.
Wish Magic
Attribute: Mind
Use: Cannot be used unskilled.
Axiom: Magic 21
This skill is used to envision and evoke wishes. No other
skills are required to work wish magics.
Though uncontrolled wishes are possible at a Magic axiom
of 20, the deliberate evocation of wishes (and hence the wish
magic skill) doesn't become possible until Axiom 21.
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*some
assembly required
The
wish magic mechanics are intended to be simple and
powerful. They are designed to allow the gamemaster
wide latitude in adjudicating an effect. As such,
they depend heavily on the gamemaster's judgment.
Everything about a wish is subject to gamemaster
approval.
The
Complexity costs listed are given as a single number,
for the sake of simplicity, but they are just guidelines.
The gamemaster can vary the cost based on how expensive
he thinks the extent should be.
If
he feels a wish is more powerful than the default
Complexity indicates, he can increase its Complexity
at will. This is a judgment call and the gamemaster
should make the decision based on what he thinks
is appropriate.
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The
Extents of a Wish
Magnitude:
How significant the chosen purpose is.
Target:
How large an area is affected or how many targets
are affected/created.
Distance:
How far away the evoker can affect targets. Must
be larger than the target area.
Duration:
How long the wish's effect lasts.
Concentration:
How long the mage must visualize the effect before
it is evoked.
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Rules
of Wish Magic
1.)
One wish creates one effect.
2.)
One target can only be affected by one active wish
at a time.
3.)
Wishes are not subject to the limitations of spell
magic, but to similar restrictions that apply solely
to wishes.
4.)
Wishes can dispel spells or hexes; spells and hexes
cannot affect wishes (though they can ameliorate
their effects).
5.)
A wish can disrupt another wish; the wish with the
highest magnitude, Complexity and recency takes effect.
6.)
Wishes cannot target or affect wish effects (other
than to disrupt them).
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Base
Complexity by Axiom
|
Axiom
|
Complexity
|
21
|
25
|
23
|
20
|
25
|
15
|
27
|
10
|
29
|
5
|
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Multiple
Effects
This
rule is optional. Each wish has one effect, which
determines its magnitude. If the gamemaster
allows, a wish can create two effects by increasing
the magnitude one step (and thus increasing the Complexity
of the wish). A moderate wish could involve
two minor effects.
This
magnitude increase is limited to one step (i.e. a significant wish
cannot create 4 minor effects). The Complexity
cost for evoking two effects is 2 points (in addition
to the cost of increasing the wish's magnitude.)
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Overview
Evoking a wish begins with the player describing the desired effect
in as much detail as thought necessary. Once the player has defined
the effect, he works with the gamemaster to translate it into game
terms by determining the wish's extents: magnitude, target, distance, duration and concentration.
The more powerful or ambitious each extent is, the more difficult
and dangerous it will be to evoke the wish. This is represented
by the extent's Complexity cost.
Once all extents have been determined, the player adds the cost,
the cost of any situational modifiers the gamemaster applied and
the character's base Complexity to determine the final Complexity.
The player then divides the Complexity into Difficulty and Backlash.
The player makes a wish magic skill check, comparing
the skill total to the Difficulty, to see if the effect was evoked.
The Success Levels gained determine if the wish is correctly formed
and if a side effect occurred. The player also compares this same
skill total to the Backlash, possibly taking damage.
Evoking a Wish
In-game, evoking a wish begins with the caster visualizing the
desired effect. This image is used as the symbol to evoke the effect,
so it needs to be clearly defined.
To represent this, the player composes a short description of
what they intend the wish to accomplish. In addition, he specifies
what will be affected, how far away the effect will manifest and
how long the effect lasts.
These last features are called extents and they allow
the players description to be translated into game terms as well
as affecting the wish's Complexity (and hence its Difficulty and
Backlash).
The player chooses the value of each extent, higher values costing
more. These costs are added together with the mage's base Complexity
and this determines the wish's final Complexity.
The description of a wish determines how the wish functions. Other
than the axiom restrictions on the extents and the rules of wish
magic (see sidebar), the description can include nearly any details
the player wishes.
It can be helpful to think of the description as a series of instructions
for how the wish is to operate. These instructions tell the wish
when to manifest, what to do, what extents it must obey and can
even include conditional statements that tell the wish to start,
stop, change targets and so forth.
The description of the effect is important, both to the character
and the player. Once a wish is evoked, the mage cannot alter its
description to "give it new orders." Hence the need for
foresight and clarity.
A lack of clarity in envisioning the effect makes it more difficult
to evoke the wish. In addition, the more complex a description
is, the harder it is to evoke the wish.
In game terms, if the description of the desired effect seems
unclear or overly complex, the gamemaster can increase the Complexity
of the wish by up to +10. On the other hand, if the description
is clear or very simple, the gamemaster can lower the Complexity
by up to 3 points.
The Magic axiom of the mage determines the base Complexity of
his wishes. The mage cannot use a lower Complexity through creating
a contradiction. In addition, the extents are limited in their
possible scope by the Magic axiom of the mage. The possible values,
and the required Magic axiom of each, are detailed on the extent
charts (below.)
A possibility-rated mage can choose extent values that require
a higher Magic axiom than he has. This creates a contradiction,
and it also raises the Complexity by twice the difference between
the mage's axiom and the required axiom.
Magnitude
The purpose of the wish determines its magnitude. The
magnitude is significant because it is easier to warm a cup of
water than to raise the dead.
There are five possible magnitudes, each with their associated
Complexity and required axiom: minor, moderate, significant, major,
and legendary. The following chart lists many effects
for each category, to aid the gamemaster in choosing the appropriate
magnitude.
By comparing the player's desired effect to those in the chart,
the gamemaster choses which category the wish belongs to. When
in doubt, feel free to go with the higher category.
When considering the magnitude, do not take the number of targets,
area affected or how long the effect lasts into account. These
are determined separately, each in its own extent.
Wishes can create spell effects and hexes. The desired effect
determines the wish's magnitude. A spell effect created by a wish
is indistinguishable from one evoked by a spellcaster. They follow
the same rules as other spells (such as the Principle of Definition)
and can be dispelled. The Range (and so on) of the spell is set
by the wish's extents. Other details are determined by the description.
Magnitude
|
Cost
|
Axiom
|
Sample Effect
|
Minor
|
None
|
21
|
EV
0 effects, cantrips, discern general information, create
insignificant living being (fruit fly), transform insignificant
beings into each other (ant to beetle).
|
Moderate
|
4
|
23
|
Damage
target (DV 15), create average being (dog), discern specific
information, create simple item, transform average beings
into each other (cat to squirrel), weak spells.
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Significant
|
8
|
25
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Heal
1 wound, damage target (DV 25), create magical, but unintelligent
being (pegasus), transform such beings into each other
(basilisk into a cockatrice), create a complex item (wristwatch),
discern obscure information, moderately powerful spells.
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Major
|
16
|
27
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Heal
wounds, damage target (DV 30), create impressive living
being (human or dragon), transform impressive being into
each other (dwarf into elf), modify the landscape, discern
detailed information known by few, create an intricate
item (automobile, plane), weather control, the spells of
master magicians.
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Legendary
|
32 or
higher
|
29
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Raise
the dead, disintegrate target (DV 45), discern utterly
lost or secret information, create an unimaginably intricate
item, create or destroy an artifact, control climate, create
or destroy terrain, create legendary being (a Titan), spells
of legend.
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Target
The target extent determines either how many targets
are affected or the area affected (not both).
The number of targets is used when the mage wants to affect more
than one person, create more than one item, and so forth. The area
is used when the mage wants to affect all potential targets within
that area. If the mage uses an area target, the wish's distance extent
measurement (5 feet, miles, etc.) must equal or exceed the
area measurement.
Target
|
Area
Affected
|
Cost
|
Axiom
|
Evoker
only
|
N/A
|
None
|
21
|
Another
person (1 target)
|
A square
meter
|
1
|
21
|
Small group
(up to 5 targets)
|
Ten square
meters
|
3
|
23
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Dozen targets
|
A hundred
square meters
|
5
|
23
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Large group
(up to 30 targets)
|
Hundreds
of square meters
|
7
|
25
|
100 targets
|
Dozens
of square kilometers
|
10
|
25
|
Whole town
(hundreds of targets)
|
Hundreds
of square kilometers
|
12
|
27
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Army (thousands
of targets)
|
Entire
continent
|
15
|
27
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Vast multitude
(hundreds of thousands of targets)
|
Entire
planet (Earth)
|
20
|
29
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Uncounted
masses (billions)
|
Entire
dimension
|
25 or
higher
|
29
|
| Distance |
Cost
|
Axiom
|
Self
|
None
|
21
|
Touch
|
1
|
21
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1
meter
|
3
|
23
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50
meters
|
5
|
23
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1
kilometer
|
7
|
23
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10
kilometers
|
10
|
25
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Hundreds
of kilometers
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12
|
25
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Thousands
of kilometers
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15
|
27
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Anywhere
in the world
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20
|
27
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Anywhere
in the same dimension
|
25
or higher
|
29
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Another
dimension
|
12
|
25
|
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| Duration |
Cost
|
Axiom
|
Instant
|
None
|
21
|
Minutes
|
1
|
21
|
Hours
|
3
|
23
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Days
|
5
|
23
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Weeks
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7
|
25
|
Months
|
10
|
25
|
Years
|
15
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27
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Permanent
|
25
or higher
|
29
|
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Concentration
|
Cost
|
| None |
None
|
| Minute |
-1
|
| 10 Minutes |
-3
|
| Hour |
-5
|
| Day |
-7
|
| Week |
-10
|
| Month |
-12
|
| Year |
-15
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Time
to Evoke a Wish
Evoking
a wish is usually a matter of seconds, unless the
mage chose to concentrate. The time a player takes
to evoke a wish is a different matter.
When
in round play, the player skips all actions until
he has finished writing the effect description. The
gamemaster should just ignore him and continue with
other players. The length of time the evocation takes
is based on how long the player takes to write his
description, determine the extents, and calculate
the Complexity.
Out
of round play similar rules apply, although gamemasters
should give the player a reasonable length of time
before continuing a scene.
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Situation
|
Cost
|
| Axiom of the mage/area is ≤ 5. |
10*
|
| Axiom of the mage/area is 6 to 10. |
8*
|
| Axiom of the mage/area is 11 to 15 |
5*
|
| Axiom of the mage/area is 16 to 20 |
3*
|
| Mage has no adds in magical theory |
3
|
| * This modifier is cumulative
for both the mage and the area. If both are low enough,
both modifiers apply. |
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Distance
Distance determines the maximum
distance at which the effect can manifest.
Though analogous, the distance extent doesn't function like a
spell's range. Active wish effects do not expire if taken outside
this distance. Unlike spells, wishes do not need to be focused.
If a wish effect is to be cast into another dimension, and is
intended to affect an area there, the distance extent must be paid
for twice, once for the cross-dimensional cost (12) and once for
the actual effective distance of the wish (which must exceed the
area).
Duration
Duration measures how long the wish effect will last.
Once this time passes, the wish fades, leaving behind only residual
effects (see below).
Concentration
Concentration measures how long the mage must spend concentrating
on the effect before it is evoked. Unlike other extents, concentration
actually lowers the wish's Complexity, as the longer the mage spends
envisioning the effect, the more clear it is and the more powerful
the wish can be.
The mage cannot do anything else of any significance during the
concentration time, other than eat and sleep. Casting a spell or
evoking a wish are both expressly forbidden.
If interrupted, their mental image of the effect might be ruined,
meaning they must start again. A good rule of thumb is to allow
the mage to make a Mind (willpower) total to
maintain concentration.
The Difficulty Number is usually the Effect Value of the attack
or the skill total of the opponent (who is intimidating, taunting,
etc.) If neither apply, the gamemaster can consult the Difficulty
Number chart (pg. 42, Torg Rulebook) and select a difficulty
based on the specific circumstances of the interruption.
Many mages protect themselves from unwanted interruptions with
warding spells or appropriately worded wishes. Some mages teleport
intruders away, others simply kill them. It would be wise to learn
which a particular mage prefers before visiting him.
Concentration has no axiom requirements.
Situational Modifiers
When deciding on the Complexity of the wish, its extents are not
the only determining factor. The mage's base Complexity, set by
his Magic axiom, is significant. In addition, the gamemaster can
raise or lower the wish's Complexity based on the circumstances
at the time of its evocation (see chart).
The chart lists some possible situational modifiers (there are
many more that could apply). These are strictly optional, the gamemaster
is not compelled to use any or all of the situational modifiers.
They are just suggestions. The gamemaster should feel free to ignore
one or more situational modifiers.
Likewise, if circumstances other than these apply, the gamemaster
should feel free to take them into account by raising or lowering
the Complexity as he sees fit.
Evoking the Wish
Once the extents have been defined and situational modifiers (if
any) assessed, the player adds these costs together along with
the base Complexity, and this determines the final Complexity of
the wish.
He then choses the wish's Difficulty and Backlash, dividing the
Complexity between the two as desired. Neither value can be 0,
nor can one be more than twice the other.
The player generates a wish magic skill total. Unlike
spells, the Bonus Number doesn't affect the chosen effect at all.
Wishes do not get more or less effective because of the Bonus Number.
Compare the wish magic total to the Backlash. If the
skill total is lower, the difference is read as damage on the appropriate
column (ord or possibility-rated) of the Combat Results table.
With wish magic, Backlash is always compared to the skill
total, never the caster's Mind. Wishes are not as formalized
or refined as grimoire spells, and evoking them is more dangerous.
There is always a chance that the evoker's desired effect might
not manifest exactly as envisioned. Also, unless carefully controlled,
the energy released by evoking the wish can break free, causing
bizarre side effects. The higher the magnitude, the more dangerous
any side effects will be.
Magnitude
|
Side Effect
|
Sample Effects
|
Minor
|
Mild
|
Minor and
harmless side effects. A gust of wind, a strange
smell, momentary itchiness, etc.
|
Moderate
|
Intense
|
A weird and
uncomfortable side effect. The evoker may loose all
body hair, change skin color, become nauseous for several
minutes, fall unconscious and so forth. Alternately,
the wish's extents may be weakened by a level or two, lowering
its duration, target, etc. These
side effects should be annoying but not threatening.
|
Significant
|
Severe
|
A dire, but
not usually fatal side-effect. The mage may suffer
a Wound, lose the use of their wish magic skill
for a day, be struck blind for a day, and so forth. This
is equivalent to a setback (and the gamemaster
can treat it as such). Alternately, the wish's extents
may be significantly weakened, lowering its duration, target,
etc.
|
Major,
Legendary
|
Hazardous
|
The side effect
is life threatening and potentially lethal: something occurs
that places the evoker's life in danger. He may suddenly
become heavily wounded, a menace may appear and
attack him, he may be teleported to a place of great danger.
|
The player compares his skill total to the Difficulty. Any Result
Points means the effect was successfully evoked. The Success Levels
determine how well the mage controlled the wish's manifestation.
The more Success Levels achieved, the closer the wish comes to
matching the evoker's vision. If the mage achieves at least a Good success,
the wish was evoked without causing a side effect. Both of these
are summarized on the chart below.
Success Level
|
Results
|
Failure
|
Wish fails to manifest
and a side-effect occurs. In addition, the Backlash is
increased by 2 points per magnitude (i.e. minor by
+2, moderate by +4, etc.).
|
Minimal
|
A side effect happens.
The wish occurs, but the actual effect differs radically
from what was intended- it affects a different target or
even causes a different (possibly opposite) effect of the
same magnitude.
|
Average
|
A side effect happens.
The actual wish is noticeably different from what the mage
envisioned. It affects the right target, but affects it
in a different way, the effect is changed to a similar
effect of the same magnitude, the instructions are not
followed exactly.
|
Good
|
The effect
differs from what the mage intended, but is very similar.
A wish that
changes a man into a horse might change him into a young
colt instead.
|
Superior
|
Occurs nearly exactly as
described- differences are minor and irrelevant to the
mage's intention.
|
Spectacular
|
Occurs exactly as described.
|
These two factors cause most mages to make the Difficulty lower
than the Backlash. A couple of more points of Backlash isn't likely
to be lethal, but the side effects that accompany high magnitude
wishes often are.
Evaluating Conditions
One of the more sophisticated capabilities a mage can build into
a wish are conditions that the wish follows. These conditions describe
how the wish reacts to various circumstances. They can control
when an effect becomes active or inactive, if it changes targets,
what targets not to affect in an area, and explicitly
define how the wish's effect operates. The mage can give general
directions ("allow all red heads through") or specific
("allow the Chancellor through, but no one else.")
Unlike wards, wishes do not need to magically detect conditions.
The mage formulate the vision for the wish, which vision defines
the wish's effect, so any knowledge he had of the targets is encoded
in the wish's effect.
If the mage, looking at a target in good light on a clear day,
could determine whether or not it matched the condition, then the
wish can discern this (even at night, in the rain, whatever.) Effects
that would prevent the mage from properly identifying the targets,
such as magical or mundane disguises, prevent the wish from doing
so as well.
In game terms, the gamemaster gives the wish the equivalent of
the evoker's Perception attribute and any appropriate
skill adds, typically find, scholar, and so forth.
This attribute and skills are used as would be appropriate if the
mage himself were using them- for example, find against
a stealth spell's Effect Value to see if the wish noticed
the individual.
A wish can shield a target from another wish. Such effects automatically
bypass the wish's ability to perceive targets.
A poorly cast wish distorts the intent of the evoker. Often this
manifests as malformed or even inverted conditions. The easiest
way for a wish to go wrong is for it to do something unexpected
or to do the expected to the wrong target.
Conditions are powerful and flexible, but they do raise the Complexity
of the wish. Players should avoid writing overly complex conditions
and gamemasters should feel free to charge appropriate Complexity
costs if they fail to do so.
Residual Effects of Wishes
All wish effects are inherently temporary, limited in duration,
distance, target area, and so forth. This is a consequence of the
innate nature of magic.
Magic requires energy to affect the world. The energy available
to a wish is finite and is consumed over the duration of the wish.
When that energy runs out, the wish expires, it ceases to affect
the world, and this allows the world to revert back to the state
it was in before the wish intervened.
The effects of a wish automatically fade away, unless it would
take additional energy to return the target to the state it was
in before the wish occurred.
Changes imposed by magic- such as turning a human into a dragon-
require energy to sustain, so the human reverts back to his old
form after the duration lapses.
Objects, creatures and substances created by magic require energy
to sustain, and when that energy is consumed, they cease to exist.
A wish that moved a chair required energy to do so. Moving the
chair back to where it was would require additional energy, energy
that is not available, and so the chair remains moved after the
wish expires.
This also applies in the case of a door burnt by magic- it took
energy to burn it and it would require more energy to repair it,
so the door remains burnt after the magical effect expires.
Destruction is permanent, because reversing it requires additional
energy. Creation is impermanent, because the continued existence
of the created requires energy. When that energy is gone, the created
ceases to be.
Most effects created by wishes disappear after its duration lapses.
Anything destroyed remains destroyed, anything moved stays moved,
targets that were changed return to normal, and things created
with wish magic cease to be.
The sole exception is when that which a wish has created has been
in existence so long it no longer requires energy to exist. This
occurs after a year and a day, so if a wish is used to create something,
has a duration longer than a year and a day, and lasts for that
period of time without being disrupted, that which was created
continues to exist after the wish expires.
These same rules apply when an active wish is disrupted (see
below).
Using these guidelines, the gamemaster can adjudicate what residual
effects are left behind after a wish expires.
Multiple Wishes and Disrupting
Wishes
The primary restriction on wishes is this: two active wishes
cannot affect the same target at the same time. If a target
is already being affected by one wish, and another wish is evoked
that would affect the target, the wish with the highest magnitude
takes effect. If the wishes are both of the same magnitude, the
highest Complexity wish takes effect. If both have the same Complexity,
the newest wish takes effect.
Mages use this limitation of wish magic to disrupt active wishes.
This requires the mage to evoke a new wish, of the same magnitude
but of a higher Complexity, and this new wish disrupts the old,
canceling whatever effects it may have had.
Mages can protect their active wish effects by increasing its
Complexity beyond that which is required to evoke it. This results
in a higher Complexity than would otherwise be indicated (and higher
Difficulty and Backlash) and thus the wish is more difficult to
disrupt. This has to be done while the wish is being evoked.
Many mages even evoke wishes upon themselves (or others) that
protect against hostile wish effects. Commonly such wishes are
designed to cause ill effects to the hostile evoker, when he attempts
to affect the protected target.
If the hostile wish has a lesser magnitude (or lesser Complexity)
it doesn't take effect. Instead, the defensive wish usually unleashes
some hostile or dangerous effect on the attacker.
When dealing with their own wishes, mages do not have to resort
to such maneuvers. Any wish the mage personally envisioned and
evoked can be disrupted at will, assuming the mage is within the
distance delineated by the wish's extents.
Unformed Wishes
Wish magic is the province of trained experts. The untrained can
neither formulate nor evoke wishes.
At a Magic axiom of 24, mages discover how to evoke unformed
wishes. An unformed wish is a wish that has not yet been imprinted
with a vision of the desired effect. Such wishes do nothing but
continue to exist until a living mind imprints them with a vision.
The wish can exist in an unformed state essentially forever (unless
disrupted), as it is not affecting the natural world and so requires
no energy to exist.
Mages create unformed wishes by choosing a magnitude (and Concentration,
if desired), while not choosing the wish's effect or defining other
extents. They pay the cost for the desired magnitude, adding it
to the base Complexity. Then, they can choose to add additional
points of Complexity that will go towards paying for the other
extents when the wish is imprinted. All of these added together
determine the unformed wish's final Complexity.
The mage evokes the wish as normal, selecting Difficulty and
Backlash, making a wish magic skill check, and potentially
suffering Backlash and side effects (the severity of the side effects
determined by the chosen magnitude.)
Once evoked, they can place the unformed wish into a physical
item or keep it in their minds. If they chose to place it into
an item,
anyone can imprint the wish, simply by holding the item and concentrating
on a desired result.
The magnitude of the desired effect must be equal to or less than
the magnitude chosen when the wish was first evoked. If it is not,
the wish reduces the magnitude of the effect, preserving as much
as possible the imprinter's desires. A magnitude greater than that
of the desired effect gives no bonuses.
When the unformed wish is imprinted, the description of the desired
effect is translated into values, just as it is when a wish is
evoked. The excess Complexity (the points the mage chose to add
in after paying for the unformed wish's magnitude and base Complexity)
form a pool of points from which the extents of the spell are bought.
The price for these is the exact same price as listed on the charts
above. Thus, affecting five targets consumes 3 points and a distance
of "touch" costs 1 point.
Each of the wish's extents are paid for in this manner, the wish
coming as close as possible to the expressed desire. Any excess
Complexity points are lost. If the wish cannot fully "pay" for
the desired extents, it reduces the values of them until it can
(magnitude is never reduced.)
Imprinting an unformed wish is far easier than evoking a wish,
and it can be done by anyone capable of visualizing a desire. This
process requires a Mind (willpower) total,
with the Difficulty Number based on the magnitude of the desired
effect
(see chart).
Magnitude
|
DN
|
Minor
|
5
|
Moderate
|
8
|
Significant
|
10
|
Major
|
12
|
Legendary
|
15
|
|
The mage who evokes the unformed wish can make this check easier
by increasing the Complexity of the unformed wish (these additional
points cannot, of course, be used to buy extents after the wish
is imprinted.) The cost for this is 2 Complexity points for every
point the Mind (willpower) Difficulty is lowered.
The Success Levels of the imprinter's Mind (willpower)
check are read on the same Success Level chart used to evoke wishes.
The effects on that chart occur as designated, except that imprinting
the wish causes no side effects and there is no Backlash (as the
mage who evoked the unformed wish already suffered any side effects
and the requisite amount of Backlash.) Thus the chart only determines
if the wish occurs and how closely it matches the desired effect.
If successfully imprinted, the wish takes effect as the imprint
directs, limited only by the wish's magnitude and extents.
The development of unformed wishes causes a revolution in wish
magic. Mages can evoke unformed wishes, then sell them to any who
desire. The more powerful an unformed wish, the more lucrative
the transaction.
Mages who previously disdained the practice of evoking wishes
usually seek to rectify the situation, if only to protect themselves
from hostile wishes.
Wish Magic and the Axiom Chart
Wish magic becomes more powerful and more reliable at higher Axioms:
the base Complexity lowers, the possible values of extents increases
and "unformed" wishes become possible.
At Magic 25, the Backlash from evoking a wish is compared to
the character's Mind, if the skill total is lower. At
axiom 28, wish magic becomes usable unskilled- anyone
can try to evoke a wish. Also, skilled users never cause side-effects.
At Magic 29, wish magic becomes reliable- the wish is never distorted
(though failure still means the wish doesn't manifest and the evoker
takes additional backlash.)
The ultimate form of wish magic requires Axiom 30, where all
magic is wish magic, and evoking wishes is easy and reliable. All
living beings can evoke wishes, merely by envisioning the desired
effect. The evocation of wishes is based on the evoker's Mind or
the willpower skill.
These wishes are not limited by extents, do not cause Backlash,
always manifest as the evoker envisions, and are disrupted when
another evoker achieves a higher Mind (willpower)
total.
All of these advances are detailed on the Wish Magic axiom chart.
Wish Magic Axiom
Chart
Wish Magic is potent, dangerous and difficult. It is evoked through
the imagination and will and requires none of the accouterments
of spellcasting. Mages can evoke wishes without having to learn
a spell or perform a ritual and without having to study the four
magics or Arcane Knowledges. The first wishes are limited in power,
but wishes soon become capable of producing any effect a person
can imagine.
20- Wish effects first become possible. At this
axiom level, the evocation of such effects is random, uncontrollable
and unpredictable. The random evocation of wishes produces uncontrolled,
though powerful wish effects and these effects can achieve nearly
anything imaginable.
21- The deliberate evocation of controlled wishes
becomes possible, though this process is difficult. Controlled
wish effects can only accomplish very minor and temporary results
and often trigger side effects. The wish magic skill becomes
possible.
23- Mages discover how to accomplish more powerful
effects with wishes, although the more powerful effects usually
cause a great deal of backlash. Wish magic becomes easier to wield.
24- Unformed wish effects, that can respond to
the desires of anyone, are possible. Such wishes can be stored
in objects and used at the owner's discretion.
25- Wish magic increases in capability, being
able to affect targets hundreds of miles distant, being able to
completely heal an individual or control the weather. Mages can
wield its powers more easily and safely.
27- Wish magic becomes a potent source of power,
capable of working great and substantial changes on a local area
(such as raising a mountain or squashing one flat) or smaller changes
on a wider area. Legendary effects, such as raising the dead, destroying
artifacts or reducing something to less than dust are all possible.
28- The wish magic skill can now be used unskilled (though
this is extremely dangerous). Skilled use is far more effective
and safe- skilled use no longer causes side effects (this is not
true of unskilled use).
29- Wish magic achieves a new peak of power and
safety, allowing mages to work great effects with far less backlash
than before. In addition, wishes always manifest correctly, the
evoker's desires are never distorted.
30- All magic is wish magic, and the Living can
achieve anything imaginable simply by willing it to occur. The
study of magic is no longer necessary (or useful) and magic use
no longer causes backlash.
Updated: 9/27/06
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