Magick: Casting AV’s

Once the CTM is completed, when the PC gets the Initiative to act in the Resolution Phase of play, the GM determines the practitioner’s percentage chance of succeeding in weaving the magick correctly. Magicks and any of the special trade skills of the Druid trades, Mystics, Witches and Wizards called Spirit Skills that provide semi-magickal results are exercised in the same way as any other more mundane skill or trade ability exercised in the game, following the same procedure. Their use is governed by Aptitude Values (AV’s) and Difficulty Values (DV’s) used to generate a percentage chance of success, resolved with the roll of dl00 against that percentage chance, exactly as explained for the use of mundane skills “Task Resolution”. Rolling the percent or less indicates success, rolling over it indicates failure.

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Casting AV’s

The practitioner’s AV for casting a given magick is equal to [(SL with the specific dweomer) + (MGA att. mod.)], plus a bonus of (1 per 4 SL’s) with the Form (cantrip, spell, or ritual), AND a bonus of (1 per 4 SL’s) with the specific Art being used for the casting (Divination, Enchantment, Sorcery, Glamourie, or Naming).

Because the SL’s of all the practitioner’s magicks begin at the same SL, one (1), all AV’s are the same at the start of play and remain that way until distinguished over time by use.

The bonuses based on the Form and Art SL’s eventually mark the skills and knowledge he favors in his trade, and becomes a true blessing later in the Wizard’s career when he learns a new magick and he has the benefit of his knowledge (SL’s) with the Arts and the Forms to help him get through the casting process, so a trade SL 20 Wizard won’t come off as a bumbling fool even with a newly gained SL1 dweomer-skill.

In addition, there may be a few aspects the practitioner can manipulate to improve his chances of success at casting a magick, such as the type of mana drawn combined with the time of day, his starsign by birth and waiting for that season to arrive again, ascendancy of a planet that governs the magick he wishes to cast, and the like, and certain factors that may inhibit his efforts which he can also work to avoid. These are spelled out as follows and in the following section on Difficulty Values and their modifiers and later on under the heading “The Correspondances”.

Mystic’s AV for channeling any miraculous effect (dweomer) once he has Ascended is equal to his SL with the form chosen in the category used with an att. mod. based on the character’s SPT and HRT.

All these modifiers are cumulative, acting together to describe the character’s personal circumstances.

AV Modifiers

Talisman (var.) *
Flesh Wounds – 1/10th SL, minimum 1
OR Seriously Wounded – 1/4th SL, minimum 1
OR Grievously Wounded – 1/2 SL, minimum 1
OR Mortally Wounded – 3/4th’s SL, minimum 1
Struck during casting – (POT) of blow
Casting while physically defending 1/2 AV **
Walking – (yards moved during casting)
Walking on uneven or broken surface (var.) †
Standing or walking on unstable ground (var.) ††

* This depend in the talisman itself, each is different, made to grant bonuses to different sorts of magicks at different times, according to the text under the heading “The Correspondances”. Those that grant a general bonus all the time are very rare, though the PC’s are certainly able to make them. Once a Hedge-Wizard or Hearth-Witch achieves WorksMaster LoA with his trade SL, he will be able to learn to cast cantrips and then his wand and/or rod and/or staff will become this sort of all purpose Talisman to aid him in casting all Common and Low magicks.

** The practitioner is restricted to dodging only, unless using a rod or staff to cast, in which case he can work a parry into the movements of his casting focus. His SL with the form of the magick being cast (spell is assumed) and his CRD att. mod. determine the base AV for parrying in this manner.

This penalty is cumulative: the casting AV is cut in half for the first defense offered while casting, and that cut in half again to defend a second time (1/4th normal), and in half again should he need to do so again (1/8th normal), and so on.

† This penalty is based on the height of the character, and the limit for being able to move without actually climbing is 1/3rd the character’s height in depth of breaks and scattered rocks and different levels of footing.

Up to 1/4th this distance, the penalty is -2 per yard traveled.

From 1/4th to 1/2 this, the penalty is -3 per yard traveled.

From 1/2 to 3/4ths, the penalty will rise to -4 per yard traveled.

From 3/4th’s to the full (1/3rd character height), the AV penalty is -8 per yard traveled.

This applies to moving over any natural ground (which tends to undulate in contour and bear uneven distributions of vegetation), and also when the ground or surface is canted at an angle, such as when moving across a hillside, as well surfaces that are actually broken and uneven, scattered with stones, etc.

Judging angles is the GM’s job, using roughly 45° as equivalent to broken ground equal to 1/3rd the character’s height, as above.

†† This modifier applies whenever the surface on which the practitioner is located is already actually in motion or is highly likely to move in response simply to being stepped on, as in sliding scree, shifting sands, debris or rubble, as well as standing on a moving cart or wagon, on the deck of a ship heaving on high seas, and the like. The base is the same as walking, – (yards moved during casting) to this is added a modifier as appropriate:

On moving vehicles or while riding beasts (NOT if sitting quietly on a stationary beast), the AV is reduced by the speed in MPH being traveled (minus any SL’s in Horseman teamster ability in Husbandry or Beastmastery),

For a ship pitching on high seas, the average height of the waves minus any SL’s as a Mariner are deducted from the AV.

For sliding scree, shifting sands, debris or rubble, the GM must set a value for minimum AGL required to cross it without disturbing it, using 13 as the basis for the average man and 25 as the limit of human AGL. It may be in the GM’s opinion that the area cannot be crossed without setting it sliding except with supra-human AGL (26+) such as an elf might possess. Subtract the PC’s AGL att. mod. plus any Acrobat SL’s from the minimum AGL required to get across it, if a positive value still remains, that is the amount the character’s AV is lowered.