Rules for Magic

Concentration
Although not a magical skill per se, Concentration is one of the most necessary skills for any aspiring magic-user. Other persons can learn it and make use of it, and in fact it can be used untrained; but it is essential if you wish to make your living through magic. Concentration allows you to focus and fix your will upon a particular target. The base TN for Concentrating is 11; if in battle or other highly distracting situation, this rises to 16 or higher. Concentration can be lost if struck or distracted. If injured, the character must add their damage to the TN to achieve Concentration. Concentrating is an action; any type may be used for it. Each attempt to Concentrate on a particular target requires 1 Ka. Each round of maintaining Concentration costs 1 Stamina and 1 Action. If the character is not in a stressful situation, and Concentrating on an easy task, the GM may reduce this to a per minute cost. If a character shifts his Concentration, or must actually do something with it (such as issuing mental commands) he must spend an action and 1 Ka. Characters receive a penalty to their Perception checks and Passive Defense while they are Concentrating; this begins at -4. Characters also receive a -4 to most actions while Concentrating, including attacks, active defenses, etc, that do not directly deal with the target of the Concentration. As the character gains rank, certain specifics change:

Concentration is also used in certain other situations. For example, it can be used to attempt to resist Distraction or Fear.

Initiating and Maintaining Magical Effects
Many magical effects may be maintained after beginning them. Unless the descripton specifically states otherwise, all abilities require an action in addition to Concentration to activate. They may not require an action to maintain, other than maintaining Concentration. If a mental command or other shift in Concentration is to be performed, the maintenence action may be used to do this in most cases. Characters may attempt to Concentrate on a second target while maintaining Concentration on a first; all costs, including actions, must be paid separately for each instance of Concentration, and the TN for the Concentration is raised by three. In some cases, the GM may rule that two episodes of Concentration are similar enough that the same action may be used to maintain both; for example, if the same creature is the target of both attempts.

Resisting Magical Effects

Magic Circles
A magic circle, or circle of power, is a region designated by a mage or other magic-user that has a Spiritual and Mental existence beyond the world's base. Magic circles (which can also be drawn as rings) are most commonly used to constrain beings or forces on either the inside or outside of the circle. They are also used to establish a particular, isolated magical enviroment. The Arcane Lore skill is used to draw basic magic circles, but other skills can be used to modify these circles.
Creating a basic magic circle: The character must have some means of physically creating the circle. He must make it as nearly circular as possible, must physically draw it himself, and must remain within it. Drawing a circle for one human (about 2 feet in diameter) takes 2 rounds; a 10 foot diameter circle takes one minute (10 rounds). The TN for a basic circle (use Dexterity and Arcane Lore) is a 7. For each round the character desires to shave off the draw time, add +4 to the TN (minimum of one round to draw). Both of these, of course, assume drawing with chalk, dust or ash, or a stick in the dirt (or similar). If the character is creating the circle out of some other substance (such as forging a metal ring) use the appropriate skill and time requirements for that medium. Once drawn, the character must actually provide an enchantment to the circle. This requires Concentration and 2 Stability, and a roll using Intelligence and Arcane Lore against an 11. At this point, the circle will remain until: it is broken, or the creator ceases to be aware of it (which includes if he sleeps or is rendered unconcious)or leaves it, or the next sunrise or sunset.
Drawing Options: The character may draw another circle within the first, creating a ring. Also, the mage may create a circle from the outside, so that it does not end if he leaves it. This requires the expenditure of 1 Stability each minute to keep the circle in existence.
Creating a Permanent Circle: It is possible to create a permanent circle. The circle should, of course, be made of a durable material, since physically breaking it will still end its power. The mage does not have to create this himself, but he must be present and involved in the process. He must permanently sacrifice a point of Mind to the circle when it is complete. In addition, if he wishes it to have additional powers he may also need to make additional Trait sacrifices. (see below).
Using Runes with a Magic Circle: A Runed circle can be drawn. A phrase can be connected to the circle, such that it is made the target of the Runes. Wholeness must be used in this case.
Uses of a Magic Circle: A basic circle provides a slight resistance to certain Mental and Spiritual effects. This adds +1 to the TN for the affected powers, which include most magics that do not have a physical component. This resistance can be strengthened by the creator spending additional Stability when he creates it (2 for each additional +1, to a max of his Arcane Lore levels). A circle can also be made as a physical barrier to certain types of beings or forces. This requires knowledge (i.e. sufficient Arcane Lore rank), special materials, and possibly personal expenditures and sacrifices.

Using Music to Work Magic
Music allows a powerful expression of the Mind of the world, due to its composition of the Balance. Those who have the proper skills and inclination can therefore call up powerful magics out of their songs. In particular, faeries and the humans of Norheim are known for this. See Song Magic for more information.

Working with Spirit
The realm of Spirit has different rules than the Physical, and so those who are able to use this realm can accomplish seemingly magical effects. Most of these are uses of the Spirit Sense skill and the focused skills that come from it, but it also frequently overlaps with other forms of magic. It needs to be stressed again that Spirit refers to the trait and realm of Spirit, not "spirits" in the sense of non-physical beings. Many of these creatures do have an impact on or a role in this type of magic, but they are not necessary for it. See also Spirit and Faerie Magic for more information.

Dealing with Spiritual Beings
This encompasses both summoning beings of Spirit and dealing with those beings, either after summoning or in other situations. The chief difficulty involved in summoning these creatures is the Barrier, which prohibits such life from simply traveling here; this increases in strength against stronger beings, so the more powerful the individual being summoned, the less likely it is to work. On the other hand, more powerful beings are more apt to notice the attempt to summon them, and may be able to respond in a less direct fashion; by sending a minion, for example.

Elemental Magic
Elemental magic involves calling upon or conjuring physical power from the pure elements. It uses more basic magical techniques - such as names of power - to achieve these effects. There are, of course, actually four or more distinct types of elemental magic - one for each element - but they all follow similar rules. Each requires the appropriate Elemental Lore skill, which contains the basic knowledge for working with that element. Separate magical traditions may use different techniques, but the skill is functionally equivalent, for the most part. More effects are possible by combining elements, or by using techniques learned with the focused skill Elemental Mastery. See Elemental Magic for more information.

Dealing with Elemental Beings
As with spiritual creatures, it is possible to summon elemental life to this world, and some of these creatures may also find their own way. It is generally more difficult to summon these beings: they tend to notice the names they have been given less, and the nature of their realm weakens uses of Spirit against them. On the other hand, it is generally safer to work with them, as they are more predictable and less willful than beings of Spirit.

Rune Magic
The mages of Rhe have kept the Great Runes - and their lesser forms - since they first arrived on Rhean. Legend says that these Runes were first carved by the gods when they walked the world. These symbols are therefore graven in the Mind of the world, and can be used with great effect. See Rune Magic for more information and rules.

Divination
Divination is the reading of various signs and events in an attempt to foretell the future. This can be done due to the Spirit and Mind of the world connecting situations, objects, and events, even if they have no physical connection. There are several Methods of Divination; some of these are better at predicting certain types of events than others. Characters with the Divining skill select 2 Methods at each Rank, and may thereafter use whichever of their known methods seems most applicable, available, or impressive to their audience. Many diviners are more concerned with the last, the impressiveness, than with accuracy; after all, their patrons may not really like to know what the future may hold, but would instead show the diviner greater favor if they predict success or benefit for that patron. The future in Rhean is never set; diviners predict trends and generalities. Even if they do predict a specific event, it has at least the potential to be altered.

There are other ways of predicitng the future in Rhean, such as through conversing with powerful creatures, communing with the gods, or consulting oracles. These are available through the specific arts which deal with those powers, or to anyone who seeks them out (for certain creatures and oracles). Naturally, some fortune-tellers and seers learn multiple methods of prediction.

Divination Methods
Each type has a description of how the divination is performed (in general terms) as well as what it can be used to predict. In many cases, the exact process is not particularly important, although the player may certainly specify their procedure.

Divination Rules
There are two ways for characters to attempt to divine the future. The first is to carry out a ritual associated with a Method they know and to then examine the results. The second is to look for similar, but accidental, signs in the world around them. Please note that Omens only allows the second possibility. In most cases, each Method may only be used once per day in a ritualistic fashion. Incidental signs may be observed as often as the come about, although the GM determines if these have any meaning.

In the first case, the PC carries out a ritual in a precise, controlled fashion. This enables him to ask a specific question and possibly receive an answer. There are two parts to this: conducting the ritual, and interpreting the results. Both rolls must be successful to get meaningful information from the Divination. The GM may make the interpretation roll for the PC and supply false information if it fails. The ritual is conducted with the character's Divining skill unless the GM feels another skill is more appropriate. The character may ask for different amounts of information, based upon their rank:

In general, a character may look ahead only to the next time their question has a viable answer. If there are various possibilities for this or this does not help determine the time frame, a Novice can look ahead a number of hours equal to their level, an Apprentice a number of days, a Journeyman weeks, a Master months, and a Grandmaster a number of seasons equal to their level. This is the maximum; most results will be well under this time frame.

The second way to divine the future is to look for incidental or coincidental methods. For example, a Tephramancer might examine the ashes of a fire left by some travelers, or a Haruspex might examine the entrails of a creature just killed by his party. In this case, the character (or the GM) rolls the interpretation roll only, and the character receives information relevant to the situation. The character does not ask a question in this case, but instead lets the signs tell him what they will (determined by the GM). He can state that he is looking for something in particular, but this is only to give the GM some guidance. Please note that the Omens skill always follows this route. The GM may make unsolicited Omens rolls for the character in addition to the PC making a specific call to look for an Omen.

Additional Divination Abilities
It is possible in some cases for diviners to provide specific warning of events, or to use their knowledge to shape events. This provides the following benefits:

Familiars
A familiar is a small animal or magical creature which can be bound to certain spellcasters. The creature called is always exceptional for its type, often possessing magical characteristics, and it gains certain abilities from the bond.

Magic Table of Contents System