Magick: Casting DV’s

The base DV for casting any magick depends on the amount of POT the Wizard is using, which is directly affected by the (modified) STA and/or Size and/or number of targets, detailed under the heading “Minimum Potence: The Strength of the Dweomer”, as follows.

Minimum Potence:

The Strength of A Dweomer

The POT of a dweomer defines its immediate extent or magnitude, or how strong its effect is when it manifests.

What is governed by the caster’s SL with the specific magick skill is his ability and facility at handling the intricacies of building the power and actually creating and loosing the magick correctly, without mishap.

This is a fine but critical distinction.

In charms that change, aid, or hinder the state of some item, creature, or being, the POT determines the degree of the effect. The size of any given surface, object or area, or the STA of any creature or being, determines the minimum amount of POT that must be used to encompass it. The bearing POT has on the effect achieved by a given magick is dictated by the specific description of that magick.

POT also directly influences the extent of such things as DUR (as follows), but by no means puts undue limits on that aspect, nor must the minimum awarded in any aspect of the effect due to the POT employed necessarily be accepted and used if the caster wishes to restrict any of them. That is solely the player’s choice.

The only measure in POT that the caster must meet with each dweomer he creates is the minimum POT required to establish a field sufficient to wrap about and affect the target creature(s) or being(s), object(s) or Area(s) of Effect at an effective POT of one (1):

At objects:

A dweomer must have [(Size: height + width + depth) ÷ 2] points of POT to affect it at an effective POT of one (1).

“Size” in this case is used in exactly the same manner as when it is applied to weapons, being equal to the measure in feet, rounded to the nearest foot, but all three dimensions are taken into account for the purposes of magick.

Because the Size is rounded to the nearest foot, objects smaller than 6in’s in all three dimensions have NO minimum POT to affect.

At the GM’s Option, objects up to [(MGA ÷ 2) + (trade SL)] inches in all three dimensions might be affected with no minimum POT, instead.

  • IF more than one object is to be affected, the largest in Size among them in EACH of the three dimensions (each dimension may well be provided by a different object from among the group), PLUS the total number of objects to be affected, dictates the minimum POT required to manifest a dweomer with an effective POT of one (1).
  • When evaluating objects, those containing other, smaller objects are considered to be all of a piece, not individually for the purposes of determining minimum POT to affect. It matters not what is in a bag or sack, or how many little satchels, bags and boxes lie within a chest, or even how many bales, chests, and barrels are packed on timbrel or wagon, for that matter. The largest object is evaluated and everything contained in it is considered part and parcel for this purpose.
  • IF the load changes the silhouette, expanding the object’s Size in any significant manner in any given dimension, as might be the case with a well-packed wagon, the assessment of the wagon’s Size must be adjusted as the GM deems appropriate to determine the minimum POT to encompass it.

At Areas of Effect (AoE’s):

Magicks that encompass the landscape, scenery or portions of large surfaces like roads or courtyards, walls, roofs, etc.) a minimum number of points of POT must be used to affect the desired AoE according to the Form in which the dweomer is cast and its Sphere of Power, as follows, in order to manifest at an effective POT of one (1).

All AoE’s are measured by radius.



AoE, POT Required

High (cantrip)

1/(MGA ÷ 4) feet

Common (spell)

1/(MGA ÷ 4) yards

Low (ritual)

1/(MGA ÷ 4) rods


For example, in order to cast a Common Sphere dweomer in cantrip Form over an area 8 yards in radius, the caster with MGA16 would have to use 6 points of POT (8 yards x 3 = 24 feet @ 1 point of POT per 4 feet = 6; MGA16 ÷ 4 = 4 feet; 24 ÷ 4 = 6) for the dweomer to manifest at a POT of one (1) in that AoE.

Where numerous objects and/or creatures or beings can be affected with a single casting of Enchantment, Sorcery, Glamourie or Naming, only one specified AoE may be Enchanted, Glamoured, or Named at a time.

For living creatures and/or beings:

A dweomer must have (STA ÷ 4) points of POT to affect it at an effective POT of one (1). The STA used for this purpose is that modified by Build.

IF more than one creature or being is to be affected, the largest in STA among them is used as the base and one (1) additional point of POT is required to extend the effect to each additional creature and/or being included in the casting.

Every creature or being encompassed is assumed to be affected along with its clothing and gear and objects carried in hand, as applicable to the magick’s effect (GM’s discretion).

For example, such magicks as the “Cloak of Shadows” Glamour is assumed to cover the recipient and all his armor and gear, as well. In the same vein, a “Slick Charm” used to make a character more difficult to hold on to for the opponent he is grappling with, must by necessity also encompass any clothing and gear worn, as well, or it just won’t be fulfilling its stated purpose.

The base requirement for POT in dweomers to affect living creatures and/or beings applies only in the case of such magicks as are designed to affect them directly to inflict a specific condition or affect an aspect such as to restrain the target, coerce or suppress the target’s ability to make decisions, or increase, decrease, eliminate or add an ability, capacity, allowance or other defining facet, whether physical, mental or spiritual. The “Beguile”, “Mesmerize”, and “Magnetic Gaze” dweomers, “Evil Eye”, “Wind Steal”, “Fumbling”, “Lameness”, “Burden Charm”, “Wasting”, “Fat the Boar”, “Agony”, “Ecstasy”, “Leaden Feet”, “Slow Charm”, “Nausea”, “Flatulence”, “Belch”, “Sneeze” or “Sneezing Fit”; “Cough” or “Coughing Fit”; “Belly-Full Hex”; “Hungry”; “Thirsty”; “Palsey”; “Peace”; “Slumber”; “Tremors”; “Warts”; “Blood Boils”; “Lesions”; “Aging Hex”; “Nature Bonds”; “Prison of Webs”; “Spirit Prison”; “Prison of Ice”; “Crystal Prison” and “Elemental Prison” are all good examples of the magicks that fall into this category for the purposes of determining POT.

At both living creatures and/or beings AND objects in a single casting:

The minimum POT for BOTH types of subjects/targets will be evaluated and the larger of the two minimum POT requirements used as the base.

The number of the remaining type, regardless of whether living creature or being or inanimate object(s), will simply be added to that minimum as if they were additional items of the same type.

For exampleto cover 5 compatriots plus their timbrel and donkey in a “Cloak of Shadows” dweomer, we must combine the minimum POT for both types of recipients, as follows. The largest of the compatriots is a half-ogre with a (modified) STA of 35, about the same as the donkey pulling the timbrel, divided by 4 comes to 8.75, or 9, plus the remaining 4 compatriots and the donkey comes to 14. The timbrel is roughly 5ft. high by 6ft. long by 5ft. wide, totaling 16, divided by 2, which gives us 8. The minimum for STA is larger at 14, so that is our basis, to which we must add one more for the timbrel, bringing it up to 15. To make it strong enough not to have to worry about casual passers-by, say equal to the average AWA score of 13, we have to add 12 more, for a total POT of 27.

That is rather a large “Cloak” to weave. Looking forward at casting DV’s, the full measure of POT or 27 definitely makes this no picnic to weave using Common Magick, except for an experienced character. The best remedy is to plan for the time to cast the “Cloak” in Low Magick (ritual), which lowers the base DV from 27 as Common Magick to 20.25, or 20. We can always look to the heavens for the timing of the casting, the hour of the day and the day of the week. The tools are available to bring it down to a number that doesn’t overshadow the caster’s talent (MGA att. mod.) or skill (SL).

This will be relatively common in the uses of Naming magick, Glamourie, and even some Divination magicks.

For each point of POT added to the casting beyond that required to affect the target(s) at a POT of 1, the POT of the dweomer’s effect manifested is increased by one (1).

For example, to affect five 6ft quarterstaves with a “Frost Brand” charm to enhance the damage inflicted by them in battle, the base POT required to encompass the staves at a POT of one (1) is 7 (Size = 6, 6 ÷ 2 = 3 points of POT to affect the first staff; 3 + 4 to affect the remaining staves = 7). From 17 points of POT, the staves would each be enchanted with a POT of 11.

An understanding of the difference between the POT used to cast a magick and the POT that the dweomer actually manifests is essential. The former is almost always (but in the case of smaller objects and creatures/beings, not necessarily) higher than the latter, because part of the POT used to cast the magick is devoted to encompass the target or recipient object, creature, or being with the magick at a POT of one (1).

The POT a dweomer manifests once cast is actually equal to [(total POT drawn for casting) – (POT required to affect target, as above)] + 1.

A stronger understanding of POT in magick effects and in casting DV’s can be gained by reading the passages under the other headings in this chapter and seeing how plugging various values for POT into them changes the effects achieved with them.


This does not quite cover all cases, however. The caster has no need to encompass an entire creature in the dweomer’s field if he is making battle-magick, simply grabbing a ball of mana and fashioning it into a weapon to hurl at a foe and dish-out damage on contact.

For those damage-oriented magicks whose main purpose is send forth a force solely to hurl damage to hurt, maim, or kill foes in battle, there is NO minimum POT to achieve a POT of 1 with the dweomer. Whatever the caster believes he can handle and desires to inflict as far as damage is concerned should be the player’s guide, perhaps with DUR as a point in need of consideration in some cases, and AoE in some cases, especially where Noble Sphere and higher magicks are concerned. What is drawn for the casting is exactly what manifests when successfully cast.

The “Cold Snap” magick; “Heat Wave”; “Fire Hand/Brand”; “Frost Hand/Brand”; “Hammerfist”; “Ice Dart”; “Fire Dart”; “Molten Dart”; “Winter’s Breath”; “Dragon Breath”; “Hex of Petrifaction”; “Freezing Hex”; “Creeping Corruption”; “Withering Hex”; “Thunderclap”; “Witchwound”; “Thorn Charm”; “Shaft of Wind”; “Shaft of Water”; “Pyroclast”; “Fire Bomb”; “Thorn Whip”; “Magnebolt”; “Lightning Ball”; “Lightning Bolt” and “Lightning Call” and their variations (“Forked Lightning”, “Chain-Lightning”), are all good examples of magicks that do not have a minimum POT to encompass a target.

Should a magick be invested in an object by the use of Naming so as to affect living creatures or beings who come along afterwards and come into contact with it, regardless of whether the purpose of the dweomer is to help or hinder, the minimum POT requirements for the casting are the same as if that magick were a work of Enchantment.

Due to the fact that, under these circumstances, the POT used to create the dweomer is a fixed number chosen by the caster and used to determine the casting DV to begin with. The POT required to affect the subject after the magick is cast, however, depends on each individual creature or being’s (modified) STA, the STA varying from one target to the next as they come into contact with the object. This means that the POT of the dweomer actually affecting each subject will vary from one target to the next.

  • For example, in the case of a dweomer which has been cast so that 15 points of POT manifest to affect targets coming into contact with it afterwards, the POT they each suffer varies according to the (modified) STA of the targets. At a rate of 1 point of POT required to encompass every 4 points of target STA, the effects of such a dweomer on targets of (modified) STA of 15, 20 and 30 look like this:.
  • First, 15 STA ÷ 4 = 3.75, requiring 4 points of POT to achieve a POT of 1 in the dweomer’s effect. If 4 = POT 1, then we are really only subtracting 3, so the manifest POT faced by a target having 15 STA is actually 12.
  • For the STA of 20, which requires 5 points of POT base, the POT of the dweomer drops to 11; for a STA of 30 which requires 8 points of POT (7.5), the POT of the dweomer’s effect drops to 8.
  • Just to take it to the ultimate test, a troll with a STA of 46, requires 12 points of POT (11.5), lowering the POT at which the dweomer manifests to 3. This scenario is rather a commonly occurring one in the use of Naming.


The POT, or mana, used to create and power a cantrip, spell, or ritual is most commonly drawn from the surrounding Ambience during casting, but the saturation of mana in the Ambience of any given location varies, especially as it drained by use.

Within a cantrip’s or spell’s normal or base CTM, the caster may draw as much as (POT of local Ambience, GM’s discretion) OR [(MGA) + (SL in High or Common Magick, as applicable)] in points of POT, whichever is less.

Mana released from a mortal source raises the effective POT of the local Ambience.

  • IF the player wishes his character’s magick to have a greater POT, the casting may be extended by as many Actions as are needed until the POT desired is reached, as the rule for determining CTM indicates.

Another method of supplementing a dweomer’s POT without increasing the CTM lies in objects that may be used as mortal sources of mana and those that have been prepared as Touchstones. Touchstones may be tapped in the same manner as using one’s own WND. Such object(s) and/or Touchstone(s) must first be spiritually attuned to the practitioner, however, before he may use them, as described under the heading “Attunement & Ownership” under the heading “The Tools of Power”.

No more than (1 per 4 trade SL’s) mortal sources of mana and/or Touchstones may be drawn from at the same time within the same casting, (to a maximum of [MGA ÷ 4]), and all must lie within sight and be within [(MGA) + (trade SL)] feet of the caster.

The use of supplemental mana (POT) from a Touchstone does NOT count towards the amount of POT used for the purposes of determining the DV for the casting.

When casting Low Magick (rituals) there is NO limit or restriction on the amount of POT the practitioner may draw into the casting due to the amount of time normally required to complete and loose it, nor the number of sources of power that may be tapped in its casting. The only restriction is the minimum POT required to affect the target creature(s), being(s), object(s) or AoE(s) (as applicable), as defined above.

The Law of Correspondences and the bonds of contagion and especially Resonance are tools that can be manipulated to improve the character’s chances of success, to the point of allowing him to handle additional POT if he plans properly, but their actual natures and the methods of their use is discussed in detail under the heading “The Tools of Power”.

The players must understand that every working of each magick is unique, tailor-made by the character to fit his current situation, molded and adapted according to his present needs. If he doesn’t need it, the character does not have to really stretch himself or test the full extent of his magickal knowledge or skill.

The level of POT employed for a magick is usually chosen on the basis of how much is needed to affect the desired target and what a given magick’s effect is at various strengths of POT, chosen anew for each casting according to the situation and the need of the moment. Sometimes AoE or the DUR (when tied off) are the overriding concerns. Oftentimes a POT of 1 is all that a practitioner needs.

  • IF he doesn’t need or want it, the caster doesn’t have to exercise the full extent of every aspect, base effect, AoE, DUR, etc. of a magick as provided by the POT he has chosen on the basis of the fact that it meets another need in some aspect of the effect, such as high POT for damage in battle, but not necessary for some other aspect of the attack’s effect. If the character’s needs for any given facet of a magick’s effect aren’t as great as that at which the POT he has chosen to cast it provides, he simply stipulates when he notifies the GM of the casting what the actual parameters of the magick are, how he intends to restrict it.

The AV is NOT affected by such practices.

The players must be careful not to confuse POT with SL. POT is the power of the effect, while SL defines the height of the maker’s craft. In magick, SL measures how finely and skillfully the patterns are wrought, how sensitive where Divination is concerned, how finely wrought and realistic where Glamourie is concerned, and so on, but especially how difficult they are to unmake again. On the other hand, POT governs how strong, how vibrant is the effect, how great is the degree of change that can be made with it.

Any poor slob of a practitioner at SL1 can grab a handful of raw power (POT) and slap it across a door to make a physically strong “Wizard Seal” to keep out the curious and the riff-raff, but the difficulty by which it can be dispelled and the ease with which it can be manipulated (opened and closed by the caster’s without dispelling the dweomer, or the DV for opening it with a Key magick afterwards) determined by the caster’s SL and talent.

For Mystic characters channeling miraculous effects, minimum amount of POT as described here applies just as much as it does to all other practitioners.

The maximum POT for any Mystic Feat is equal to his [(SPT att. mod.) + (HRT att. mod.) + (trade SL)].

The maximum POT that can be channeled into any miracle once the Mystic has Ascended, which must be specified before the SPT/HRT check to channel is made, may never be greater than his [(SPT + HRT) + (SL of skill or trade SL, whichever is greater)].

Base Casting DV

The specific Art of the Ars Quintates being used to cast the charm is cross-indexed with the Form used on the following table, and the modifier indicated applied to the POT used (the whole POT, including the minimum POT).

Any dweomer cast with POT equal to or less than the practitioner’s [(MGA att. mod.) + (TR)] adds NOTHING to the DV to cast, the base equals zero (0).

Table 2-1. is used only when the POT used is greater than this.


2-1, Base Casting DV’s, by Art & Form

Art High Common Low
Divination (POT) x 0.75 (POT) x 0.5 (POT) x 0.25
Enchantment (POT) (POT) x 0.75 (POT) x 0.5
Sorcery (POT) (POT) x 0.75 (POT) x 0.5
Glamourie (POT) x 1.25 (POT) (POT) x 0.75
Naming (POT) x 1.5 (POT) x 1.25 (POT)

The DV’s for a Mystic to channel any miraculous effect (dweomer) is determined on table 2-1. according to the POT used also, but all are treated as if they are Naming magicks, with prayers being equal to Common Magick and Rites being equal to Low Magick.

DV Modifiers for Casting Magick

Magick is a wild and changeable power. The result of a magick can vary from casting to casting, both with the caster’s own requirements and the situation under which the magick is called forth. While the base DV was probably easy enough to guess, certain conditions may make a casting easier while others can make it more difficult.

The local concentration of the mana on which all magick depends is only one condition that may affect the character’s castings. The modifiers on the roster are provided to reflect the various conditions that can affect a casting according to the wizard’s trade.

Certain of these conditions are universal to all magicker-wielders, some depend on the type of magick being used and the subject of the dweomer, and then there are a number of other modifiers that can be manipulated by the caster himself which can make his job much easier if he pays attention to them.

The players are encouraged to experiment with manipulating these modifiers. They are advised to pay attention to them, so the GM shouldn’t be surprised or get irked when they do so, These modifiers are part and parcel of the art and craft of magick. Their Arts are fraught with risks. It should not surprise the GM if they take matters into their hands to reduce those risks as much as often as possible.

In order to avoid confusion, the GM must always make sure he understands which type or Art of magick a PC is using, the form in which he is casting it and what the practitioner wishes to accomplish with it before setting the DV.

The base modifiers for casting DV’s depend on the type of magick being cast, but are fairly straight-forward, as above.

General Casting DV Penalties

Casting Conditions DV Mod.
Casting in a low mana area (var.) *
Casting magick on or at ground consecrated to a deity ** + (POT of Dedication)
High holiday of deity (see text) (nor. mod.) x 2
Season of opposing starsign +1/4
Witches DV Mod.
Each oz. of iron/steel on caster’s person over allowance +1
Each lb. of iron/steel over allowance w/in MSS range +1
Season of element opposed to that of caster’s birth + 1/4
Season of element opposing alignment of magick cast +1/4††
Master Namers DV Mod.
Casting spirit magick in broad day light (spirit summonings, any spirit-based magick, esp. Speak w’ Dead, Death Mask, Raise Dead,Revivification, etc.) +1/4††
Mystics DV Mod.
Seeking Grace between 10pm and 2am (White) +1/4††
Seeking Grace between 10am and 2pm (Black) +1/4††

* The DV to cast any magick in a low mana area will be raised by 1 per point by which the POT of the Ambience is below the character’s low mana threshold.

† The bonus to the casting DV for having too much iron or steel around the caster or to members of the Druid trades and Witches for casting in a well-populated village or town will also be added to the WND cost for casting their magick.

** The penalty for Wizards casting magicks while located upon holy sites or consecrated ground or directing their magicks at such sites will only apply when the character is on a site dedicated to deities opposed to the character’s own, Mystics and Magi of the Light when on grounds consecrated to the Darkness or Green Lords, Mystics and Magi of the Darkness when on grounds belonging to the Light or Green Lords, White Covenant Witches when located on grounds dedicated to the Black Covenant deities, or Black Covenant Witches when on grounds dedicated to the White Covenant deities.

The maximum penalty here should be about 40, unless the deity represented is a lesser one in the. GM’s opinion; In this case; the penalty may be reach its maximum at 20 or 30, or so, depending on whether they are powerful enough to bestow only minor powers or only minor and major powers, as opposed to being able to bestow deep powers as well.

†† This modifier will rise to + 1/2 for Greater Sphere magicks, or to (x 2) for High Sphere magicks (or equivalent), as applicable.

The local concentration of the mana on which all magick depends is only one condition that may affect the character’s castings. The modifiers on the roster are provided to reflect the various conditions that can affect a casting according to the wizard’s trade .

Where an attribute or att. mod. is called for, the caster’s own attribute scores will be plugged into those equations that appear in the roster to determine the modifiers, where applicable.

Making Luck for Casting Magick

As all magicker’s know, the tides of luck are not merely Fate immutable but consist of forces observable in their effects on the crafts of magick. The magicker with his head together and in the right place can capitalize on these forces and improve his chances of success in casting his magicks. When certain forces align they strike an’ accord in the Ambience, which is expressed in game terms as a lessening of the DV’s for casting certain types of magicks for a limited period 0f time. As stated, these are DV breaks whose effects the magicker knows about and can plan for. The smart character will plan his major castings around them to maximize his chances of success, especially when casting rituals, with their great expense, involved processes, and their much longer CTM’s. These DV breaks depend on the circumstances.

Timing throughout the year is also significant, as is shown in many instances, many of which have to do with the vibrations of various sources of what is commonly referred to as Mortal Mana. There are breaks allowed under certain circumstances according to the Arts a Wizard favors, as well, which can be easily manipulated in his favor.

  • For Sorcery, for every previous occasion on which a particular ensorcelment has been successfully cast on a given creature or being within the past (MGA) days, he will receive a break of 1 point to his casting DV when he seeks to ensorcel it anew with that same magick, to a maximum break of (MGA ÷ 4) or (trade SL), whichever is higher.
  • For Enchantments, for every previous occasion on which a particular enchantment has been successfully cast on a given object or location within the past (MGA) days, he will receive a break of 1 point to his casting DV when he seeks to enchant it anew with that same magick, to a maximum break of (MGA ÷ 4) or (trade SL), whichever is higher.
  • For Glamourie, for every previous occasion on which a particular glamour has been successfully cast on a given object, creature, being, or location within the past (MGA) days, he will receive a break of 1 point to his casting DV when he seeks to wrap it in that same glamour anew, to a maximum break of (MGA ÷ 4) or (trade SL), whichever is higher.
  • For Naming, the same breaks given for both Sorcery and Enchantment (above) are allowed; Bindings on living creatures and/or beings will be subject to the same DV breaks as Sorcery.
  • The Wizard also receives a break of 1 point to his casting DV for every time a particular “Call” (summoning) or “Conjuring” has been successfully cast previously at the same location location within the past (MGA) days when he seeks to cast that very same type of summoning or conjuring anew (same type of creature or being, or specific individual, or material, as applicable) at the same location, to a maximum break of (MGA ÷ 4) or (trade SL), whichever is higher.

Note: repeated castings of spirit-based summoning/conjuring Naming magicks in the same location without the benefit of some dweomer such as a “Wizard’s Ægis” to strengthen the veil between the Mortal and Spirit worlds and provide protection will weaken the border between worlds and enable one or more spirits to pass through it to the Mortal world of their own volition, which could well result in a haunting, resident spirit, or other similar nasty surprise.

Casting DV Breaks

General DV Mod.
Casting in a high mana area (var.) *
Season of the caster’s starsign (var.) **
Season of the caster’s birth element – (1/4 MGA)
Tapping Blood Mana:
at Night – (1/4 MGA)
under a Full Moon – (1/4 MGA)
Tapping Death Mana from 10pm to 2am – (1/4 MGA)
High holiday of religion/deity † – (var.)
Tapping Death Mana:
during the Dark of the Moon – (1/4 MGA)
Samhain to Candlemas – (1/4 MGA)
under a Druid Moon – (1/4 MGA)
Tapping Carnal Mana from Candlemas to Imbolg – (1/4 MGA)
Tapping Life Mana from Candlemas to Imbolg – (1/4 MGA)
Casting from 10am to 2pm OR 10pm to 2am – (1/4 MGA)
Casting from 1 hr prior to 1 hr after sunrise OR sunset – (1/4 MGA)
Master Namers
Casting spirit magick from 10pm to 2 am

(spirit summonings, any spirit-based magick, esp.Speak w’ Dead, Death Mask, Raise Dead, Revivification, etc.)- 1/4Casting spirit magick (as above) within (MSS + trade SL) ft of a corpse within (MGA + trade SL) minutes of its death- deceased’s

(CHM att. mod.)Mystics Seeking Grace: from 10am to 2pm (White Covenant)- 1/4from 10pm to 2am (Black Covenant)- 1/4on ground consecrated to Mystic’s religion/deity- (POT of Dedication)on High holiday of Mystic’s religion/deity (seasonal) †- (SPT)common, regular holy day (weekly or monthly) †- (1/4 SPT)

* When casting in a mana rich or high mana area, the DV will be lowered by 1 per point by which the Ambience is above the character’s high mana threshold.

** As the year swings around again to the character’s birthday, a chord is struck that excites the vibration of the Wizard’s life-force, buoying his spirits and granting him luck through his magickal arts. Making the wild beast which is mana somewhat more cooperative.

Starting (MGA) days before the anniversary of his birthday, the Wizard will receive a DV break of 1, accumulating day by day point by point, building to (MGA) for the whole of the character’s birthday starting the sunrise of that day and ending the following sunrise, then declining again at the same rate.

For Witches, Druids, and their ilk, the full measure of the benefit will start with the sunset of the birthday and end with the sunset of the following day.

† For Magi of the Light and the truly pious among the Wizards of the Light (at determined by the GM), as well as Mystics seeking Grace to tap their miraculous power, the high holy days will also have some significance. These will be the equivalent to Christmas and Easter, as the faith is very fond (probably over-fond) of holding numerous special holy days, one for each saint. This has resulted in several holy celebrations a month, and a consequent dilution of the significance of those days for the purposes of magick. Starting (MGA) hours before the sunrise of the high holy day, -1 cumulative DV break until it reaches a maximum of (MGA) at the dawn of the high holy day enduring through the entire day. At the sunrise of the following day it will begin to decline again at the same rate until it reaches zero again.

  • IF the player can prove a sincere religious bent in his character in good works, right living, and regular attendance at religious services to the GM (the good works and right living according to the tenets of the faith being the more important, especially when the character has missed formal religious services because of being off on his adventures). The resulting scores in his Virtues will be the litmus test for this.

If not exactly truly pious, the well-meaning PC in whom the scores of his Virtues clearly dominate those of his Vices may be able to convince the GM to allow him some fraction of this bonus (up to 1/4 SPT, GM’s discretion).

For Witches, the holy covenant guarantees a benefit to the magick on holy days, which are the summer and winter solstices (June 22 and December 22), the vernal and autumnal equinoxes (March 22 and September 22), and the half-day feasts of Imbolg (January 31-February 1), Beltain (“BEL-tehn”, or Beltene “bel-TEHN-uh”, April 30-May 1), Lugnasad (LUG-na-sahd” also Lugbnasad “LOO-na-sahd” or “loo-NAH-sahd”, July 3 I-August 1), and Samhain (“SOW-ehn”, October 31-November 1). Starting (MGA) hours before the sunset mar.king the beginning of each of these holy days, the Witch will receive a -1 cumulative DV break until it reaches a maximum of – (SPT) at the sunset marking the start of the holiday, enduring until the following sunset, as that is the way their days and holy days are counted. At the following sunset, the end of the holiday, the DV break will begin to decline again at the same rate until it reaches zero again.

It is the player’s responsibility to note and use these DV breaks to his magick-wielding character’s benefit. While the GM may ask now and then or check them himself. it is not his responsibility, whereas the GM is far more likely to pay attention to the circumstances that bring a higher casting DV.