Magick’s Range (RNG)

All dweomers are limited in the distance it may travel from the one who cast it, and/or the area its effect may encompass from the point to which it is anchored in the world. This fact is  reflected in the restrictions called Range (RNG) and Area of Effect (AoE). Both RNG and AoE apply in some way to virtually every charm in the game.

RNG defines the conditions under which a dweomer can be cast at a target and actually reach it, the linear distance it can be projected or thrown.

The only restriction on the distance a work of Naming magick, Glamourie or Divination (limited instances) may be hurled (RNG) lies in the requirement that the caster have a clear line of sight to any and all targets, recipients, or point to which an AoE is to be anchored, and that they be close enough to be clearly recognizable to the caster (GM’s discretion). 

IF the caster can see any identifiable part of the target at all, that is good enough for him to be able to affect it. Sighting distances are based on AWA scores and are discussed under the heading “Sighting” in the “GM’s Toolbox.”

For the purposes of being affected by a charm, a target’s being partially under cover such as bearing a shield and/or hiding at least in part behind a physical barrier is NOT sufficient to bar the practitioner from casting his charms at him, though it may give that target some protection from some portion of the damage should the dweomer(s) cast at him be some sort of battle magick designed to inflict harm.

There are two ways you can get around the normal, “clear line of sight” RNG restriction.

When targeting a specific creature, being, object, or location with whom/which the caster is already acquainted through previous personal experience as defined under the heading “Magick Notes” there is NO limitation of any kind on RNG.

When the caster has in hand some object or substance carrying a Bond of Resonance to his intended target, a personal artifact such as a lock of hair, fingernail parings, a sample of the target’s blood saved on a kerchief or old bandage, etc., or some long-treasured possession, always kept close at hand, such as a ring, necklace, hair pin or other ornament, a fan, a hat, a cane OR even a beloved pet kept close and regularly doted on, the “sight” RNG limitation AND and the requirement of “previous personal experience” alike may again be disregarded. 

The value of a Bond of Resonance is rated in POT also, based on the length of the association between it and its owner. Many of these are often easily come by, particularly when the target does not suspect his danger. Should the target be canny and savvy to his possible danger, the bonds to these objects/substances are also relatively easily eliminated.

In regards to a location, a sample taken from the site suffices as a bond of Resonance, a piece of a rock, a brick, a paving tile or cobblestone from the site to be affected, a river stone, a vial of water from a pond, river, fountain or well if it is the waters themselves to be affected, a leaf or flower, any plant or its part, BUT with the caveat that the specific source from which the sample was taken forms the center of any AoE magicks, the site of the “nodes.”

IF the Bond is in the form of a piece of plant matter, a twig, leaf, flower, blade of grass, it must still have life in it, must still be fresh and green. If the caster has a candle or torch he has lit from a fire elsewhere and wants to get back to that fire but doesn’t know the way, and the original fire is still burning, the fire he holds can itself also stand as a bond of Resonance to provide the direction.

The practitioner can forge an instant and immediate bond of Resonance with a target for this purpose by casting any charm on the target or an object upon his person that that carries Duration normally, while that target is within the sight RNG restriction. 

A practitioner may use a Divination to find or create a Bond of Resonance, especially a “Finding” dweomer to locate and “Scry” his target.

This way, the practitioner may tag a target and cast magicks at him at a later time or even date, when he is out of sight. The “Wizardmark” or “Foe Marker” charms are commonly used for this purpose. 

ONLY dweomers whose DUR is maintained at the caster’s pleasure may be used for this purpose, whether set upon the target or an object he carries, and only for so long as the dweomer is maintained. If an object used to anchor a casting this way is transferred into the possession of another, the dweomer will go astray to hit the holder of the anchor.

In using his own magick as a bond of Resonance to get around the RNG restriction, the caster does not need to know the target’s name, only know that the object or subject has a bond to the one he wishes to target with his magick.

In the same vein, a practitioner might plant an object with which he himself has a bond of Resonance on an unwitting target, or otherwise dupe him into carrying one. 

This last tactic would be fine for dealing with common mundane folk, but a dangerous risk when dealing with another practitioner or one who is acquainted with the dangers of Contagion in the world of magick, who could well discover the bond inherent in the item and see it used against the one who planted it, instead.

These conditions make the actual target, AoE, or recipient’s location, relative to the caster’s own, completely irrelevant because “once together, always together.” Space is an illusion, an artificial construct of the Mortal Sphere. All places are one when it comes to Spirit and magick, particularly when the caster has a key to unlock that door.



The Traces Left in Our Wake

Every day as people pass through the world in which they live, they leave small traces testifying to their movements, their lives, the impression of a body, a foot print, finger- or handprint, regardless of whether left in soft earth or mud or appearing as a smudge of soot or paint or varnish on a wall, a muddy track left on a floor, the imprint of a lady’s or dandy’s lip rouge on the rim of a drinking vessel, the impression of a body in the foliage where it rested for a nap or night’s sleep when traveling, the plant matter “remembering,” the impression of a head on a down pillow or the impression of the body in the tick (mattress) in an unmade bed.

This applies to practitioners of magic as fully as the mundane folk of the world. The difference is the folk who practice magic understand that each and every one of these represent a tie to the one who left it, in accordance with the law of Contagion, which is related to Resonance. Every one of these is a mark of Contagion, indicating a bond between the mark and one who made/left it.

No matter where that target may be, regardless of distance, that mark, that trace of their passing still bears his vibration and can be used as a window through which to reach in casting any charm, using this law. 

For the purposes of casting magick, that target is still standing, lying, in contact with that point in the world.

 Such contact is usually fleeting a momentary brush by or impression that happens to leave a trace in passing, providing FAR less than the contact required to actually imbue the object with an “owner’s” vibration discussed previously. Thus, the value of the Contagion it bears for use as a portal through which to cast a charm to affect the one whose trace or impression it is must necessarily also be limited.

After such traces are made/left, the “window” they represent can be used for the first (MSS + TR) mileways, tolerating the casting of any charm desired at the one to whom it is tied at a POT of up to (MGT + TR).

IF the limit in POT is exceeded, the (MSS + TR)-mileway time limit is reduced by the same number of minutes as the excess points of POT.

Once the original time limit expires, the POT in charms the “window” can tolerate falls by 1 point of POT per mileway until that allowance reaches zero (0), at which time the connection is considered attenuated beyond any further practical use.

IF the limit in POT the “window” can tolerate is exceeded while the connection is in decline, the excess points of POT reduce the allowance and the rate of decline continues, 1 point of POT per mileway, thus shortening the time remaining. 

Because they are related in principle, a “Charm of Resonance” can be used to renew/strengthen a connection of Contagion and reopen the “window” for (DUR, which must be finite, “tied off”), tolerating the passage of charms of up to (POT) in POT. Exceeding the limit in POT under these circumstances lowers the “window’s” tolerance by the difference. 

Once the DUR passes, the “window” declines at the same 1 point of POT per mileway described previously.

Whatsoever part of the body made/left the image or impression left behind, whether hand, foot, head, shoulder, arm, hip, leg, posterior or whathaveyou, that is the point of the body of the target that is affected by any charm cast through the traces or impression used, where the nature of the charm cast makes that a point of note, as in the case of many battle magicks that inflict harm by the agency of some sort of weaponized force, such as one of the elements, and especially if the window should be used to strike the target with a conventional weapon, perhaps to hammer a nail into a footprint and inflict great pain, hindering all footbound movement speeds considerably.


Areas of Effect (AoE’s)

The Area of Effect (AoE) of a charm or its dweomer is a product of the POT used in the casting (which reflects the caster’s ambition with a given casting), how large a target he thinks he can handle (the larger, the higher the casting DV). AoE can be defined as either a number of specific creatures or beings, or objects, or a plot of land or a portion of some larger object’s surface (table, wall, etc.), depending on the manner in which a charm must be applied, according to its nature. Some charms of the Arts Divination, Glamourie and Naming can be used to affect both inanimate objects and living creatures/beings in a single casting.

AoE is a completely different consideration than RNG, previously.

The AoE must be determined before the casting can be started – or as soon as you have declared your intention for him to start it. 


When evaluating objects, those containing other, smaller objects are considered to be all of a piece with their contents, not counted individually. 

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 bound together or packed together a 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 (Size ÷ 2) for any object to be affected by a charm is larger than [(HRT) + (charm SL)], add the difference to the casting DV.
  • IF multiple objects are to be affected, this rule applies to any/all. 

“Size” in this case is used in the same vein as when it is applied to weapons, however, to quantify them for the purposes of magick, Size is equal to the sum of object’s Size in all three dimensions: (height + width + depth), rounded to the nearest foot.

For Noble Sphere charms, this is counted in yards, instead.

For Sovereign Sphere charms, this is counted in rods, instead.

Because the Size is rounded to the nearest foot, objects smaller than 6in’s in all three dimensions have no Size, although they are still counted.

  • IF the load of a conveyance of some sort is large enough to change 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 that wagon’s Size must be adjusted as the GM deems appropriate.
  • IF (Size ÷ 2) for the surface AoE to be affected by a charm is larger than [(HRT) + (charm SL)], add the difference to the casting DV.

For the purposes of charms that are applied to surfaces, such as pieces of the landscape or portions of large surfaces like roads or courtyards, floors, walls, ceilings, rooftops, even tabletops, and so on, “Size” is defined as a radius, in feet, and its center must lie within the normal “clear line of sight” established previously for RNG.

For Noble Sphere charms, this is counted in yards, instead.

For Sovereign Sphere charms, this is counted in rods, instead.

To convert distances for land or surface area AoE’s into skirmishing scale tactical measures, multiply the number of feet by 5, then divide by 10 and read the result as centimeters. The first place to the right of the decimal represents the odd remaining millimeters.


  • IF any creature or being to be affected by any given charm is larger than [(HRT) + (charm SL)] in (modified) STA, add the difference to the casting DV. 

For Noble Sphere charms, this allowance rises to [(HRT) + (charm SL)] x 2 in (modified) STA, instead.

For Sovereign Sphere charms, this allowance rises to [(HRT) + (charm SL)] x 4 in (modified) STA, instead.

  • IF multiple creatures or beings are to be affected, this rule applies to any/all. 
  • IF more than one object, creature or being is to be affected in a single casting, add their number to the casting DV.
  • IF more than one object, creature or being is to be affected in a single casting, the caster must pick one as the anchor for the charm, the most central among them, and add the distance between it and each of the others, in feet, to the casting DV.

For Noble Sphere magicks, the distance between targets is counted in yards, instead.

For Sovereign Sphere magicks, the distance between targets is counted in rods, instead.

As mentioned already, each casting of a charm is unique.

The Wizard must decide on the fly how much and how many he wishes to try to affect in a single casting, and how much POT he needs to bring about the change or conditions he would manifest, which together determines the difficulty of the casting and also how physically taxing the casting in terms of Wind.

Some charms have an effect that is tied to the area where they are cast. These magicks can be identified by the phrase “within the AoE,” and are treated as stationary fields, tied by “nodes” to the center of the place where cast. The Nodes are the point at which an AoE dweomer is bound to the Mortal World, the point from which its power radiates, and from which it must be undone if it is to be dispelled.

Those magicks identified by the phrase “tied to the location of the caster” or “tied to the location of the bearer” travel along with them, centered on their own locations in the event that they should move or be moved.