GIANTS IN THE EARTH

HOUSE RULES

[Note: these rules are subject to revision on an ongoing basis]


DICELESS ARS MAGICA

We're going to have a go at running this thing with as few dice as possible. Character attributes will be used in much the same way as Amber stats. Handling the magic system without a randomizer may prove more difficult, and we'll have to test this out during play. You will probably still have to roll dice when studying from vis. (I'm considering basing the results on your lab notebooks, but that's a more subjective system than I'd like to use for handing out Art experience points.)

Many of the rules modifications given below are based on the assumption that we'll be using dice. Don't worry, we'll work it out.

STARTING AGE

The character creation rules are designed specifically for magi who have just passed their Gauntlet. If you wish to play a more experienced magus, you must get together with the Storyguide and run through your character's activities in every season since his or her Gauntlet. Thus, if you want to play a magus who has been out of apprenticeship for five years, you must run through twenty seasons of activity with the Storyguide before beginning play. The Storyguide also reserves the right to set an age ceiling for your character if he feels the story requires it.

The current age ceiling for magi is nine years out of apprenticeship.

VIRTUES AND FLAWS

ABILITIES

Certámen

The number of pawns of vis burned in a single round may not exceed your Certámen skill plus any knack for Certámen, or your Vim score, whichever is lower. Your rating in the Certámen skill is doubled when calculating Certámen totals.

Final Strikes must match either the Form or the Technique of the Certámen. If it matches both, the magus gains a bonus to the casting roll equal to their Certámen skill.

Parma Magica

We are thinking of using the Thorendon ablative parma rules.


SPELLS

Ice Magic

Spells involving ice are considered to be Aquam, and do not require a Terram requisite. However, such magics are generally one to two magnitudes higher than equivalent water magics.

Mastered Spells

[Modified from Scott Orr's rules for mastered spells in his "Haunted Springs" saga.]

If you have mastered a spell, you may use any one of the following enhancements when you cast the spell:

Perdo Imáginem

The base duration for Perdo Imáginem spells is now "Momentary." Thus, add two magnitudes to all existing Perdo Imáginem spells.

Spell Colour

We will be making use of the Rabenstein spell colour rules.

Spell Guidelines

The spell guidelines are just that: guidelines. The Storyguide reserves the right to alter spell levels as he sees fit.

Spell Modifications


OTHER MAGICS

Auras

Hermetic magic cannot distinguish between the different Realms of power. Magics that can affect entities of a given realm will affect like entities of all realms. For example, the spell Demon's Eternal Oblivion is designed to destroy demons, but it will work to a degree against faeries, dragons, undead, and other beings native to a supernatural Realm.

Books

To write a Liber Quaestionum on an Art requires basic competency in that Art. This equates to an Art score of at least 5.

Enchanting Items

When enchanting an item with multiple components, it is necessary to bring all the pieces together before instilling any vis. Adding any vis defines the item as a metaphysical whole; once a single pawn has been added, the item's structure may no longer be changed. Self-affecting powers affect the whole item.

It is not necessary to instill vis in all components of a complex item. For instance, if the item is a silver wand tipped with a diamond, you may instill vis into the diamond, the silver wand, or both. Components that are not instilled with vis may still provide form and effect bonuses to the item.

Form and effect bonuses may be "stacked" by incorporating multiple components that provide bonuses to the same activity.

Sigils

[Modified from Ken Kofman's rules for sigils in his "A Measure of Sand" saga.]

There are two different kinds of sigils. The first is a characteristic side effect of a magus' magic. All spells cast by a magus have this side effect, as do magic items and potions he invents. Note that formulaic spells designed by a magus do not reflect his sigil. The spell framework is merely the vessel for a magus' power, and it is in that inner power that the sigil resides.

The second is a physical object that a magus uses to signify his membership in the Order of Hermes, and to demonstrate his right to vote in Tribunal. This sigil is an Arcane Connection to the wizard it represents. A Hermetic magus can recognize an authentic sigil just by looking at it, and know when he has seen that sigil before, as surely as any person can remember the face of someone he has seen before.

A sigil is enchanted through a simple ritual, the ritus sigilli, which takes one night to perform. The object to be made into a sigil need not be created by the magus, and may be virtually any inanimate object, though a set of regulations exist in the Peripheral Code delineating the appropriate form for a sigil. Normally, the ritual may only be used to create one's own sigil. For the benefit of ungifted members of House Mercere, a variant exists by which a sigil may be crafted for another, but such sigils are clearly 'lesser' sigils and can be distinguished as such at a glance by Hermetic magi.

This second kind of sigil is taken for granted, but may be almost as important a breakthrough on the part of Bonisagus (probably with some help from Verditius) as the Parma Magica.

The standard sigil within the Order is a wand or rod, bearing the owner's Hermetic name along its length. Most magi embellish their sigils with various sorts of ornamentation, such as precious metals and gems, carvings of animals or plants, small mirrors, and so forth. Note that contrary to the main rulebook, magi of House Tremere do not relinquish their sigils to their masters. They often vote as a bloc on major issues, it is true, but this is generally seen as a testament to that House's loyalty and unity.

Wizards' Twilight

When rolling for Twilight Points, halve the die roll before applying modifiers.


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Last Updated: 01/14/00