All living beings can feel the flow of the Eldritch moving through and around them. All beings have the innate capability to bend these energies to their will, affecting changes in reality both subtle, gross, and all levels between.
The Eldritch is a natural force and is omnipresent in all regions of Anár. From place to place, the strength of the flow can change, enhancing or detracting from mystic workings in their area. Likewise, some areas have a resonance that can alter the flavor of the workings that take place within their bounds.
To one degree or another, all living things can feel the flow of the Eldritch around them, although most believe these moments of awareness to be spiritual or biological phenomena and incorporate them into their world view. Others can sense the Eldritch for what it really is and, by focusing their will, they can alter and mold its flow. The means by which this focus is gained varies greatly, generally taking on the imprint of the culture that spawned the esotericist.
Some cultures promote the use of magick as an intellectual pursuit practiced by only the most erudite of minds. Others view the use of magick in spiritual terms practiced by only the most devout. Some view themselves as channels for the divine will, and work magick by performing miracles from and for their chosen Incarna. All viewpoints are valid and all channel the energies of the Eldritch in the same scope and breadth.
In the following sections, a discussion of the mechanics behind the use of magick is presented. These rules apply to both the Cultural and Innate Practitioners presented in other sections.
This section describes the details of practicing magick in the Primeval Setting. These details are provided using the Hero System, 5th Edition Revised, game system and outline the mechanics of casting spells and character creation.
In order for a character in the World of Primeval to practice magick, he or she must purchase the Power Skill, defined as "Magick." This Power Skill can come in the following flavors, each with its own drawbacks:
In order to cast a spell, an appropriate "Craft" roll must be made at -1 per 10 Active Points of the spell being cast. Additional penalties can be taken to affect minor alterations in the spell effect or to perform tricks with the casting itself.
Esotericists fuel their workings using their connection to the Eldritch and doing so causes fatigue, but not on a physical basis. This mystic fatigue is represented by the requirement of the esotericist to purchase an Endurance Reserve through which all his workings are fueled. The size of the pool is voluntary. Esotericists who deplete their Endurance Reserve can continue casting using a characteristic determined by the type of Craft skill they originally purchased: Int for Magecraft, Ego for Faithcraft; and Body for Bodycraft. Despite this requirement, it is possible for a spell or mystic ability to have the "Reduced Endurance" or "Charges" advantage.
An esotericist must purchase the spells, workings, rituals, etc. that he performs with character points. Such spells are built as Powers and are required to have at least -1 worth of limitations. An esotericist uses these limitations to give the spells they purchase a continuity and all such spells must have a common special effect (i.e., fire magicks, spirit magicks, etc.).
When designing esoteric abilities, the culture in which a practitioner was taught impacts not only the limitations chosen for the abilities, but also the special effects of the ability. Generally, a cultural practitioner is also restricted to the special effects the culture endorses. For a discussion of the special effects available in the milieu, see Arcane Forces.
An esotericist may purchase spells from more than one brand of magick, but, to do so, he must purchase a distinct "Craft" skill to cover its use. For instance, a mage who specializes in the use of Fire may also be a devout priest, or may pursue the study of another elemental force.
All spells must be purchased with at least -1 worth of Limitations. One of said limitations must be "Required Skill Roll (-1/2)" to represent the power's dependence on the "Craft" skill listed above. Said rolls are made at -1 per 10 Active Points of the spell being cast. Other available limitations are "Incantations," "Gestures," "Extra Time," etc. More than -1 in Limitations may be taken as the character desires.
The limitations (and advantages) placed on a spell tend to suggest the overall flavor of the cultural in which it is created. In the presentation of the Cultural Esotericists, suggested sets of limitations are provided that help capture the feel of the workings.
The scope and breadth of any spell is measured by its Active Point cost. Given that the "Craft" checks are modified by the Active Point cost, it takes a higher investment of character points to create mystic effects that have a large scope. For starting characters, a limit of 40 Active Points is placed on mystic powers. As a character grows, he or she may purchase spells of higher power and scope.
In the Hero System, 5th Edition Revised, core rulebook, there are powers, advantages, and limitations marked with an "Exclamation Point" and powers marked with a "Stop Sign." Characters may not purchase Exclamation or Stop powers freely, as these abilities have far-reaching effects. Learning such abilities represent closely guarded secrets, phenomenal acts of reverence, or yogic levels of personal attunement. Access to them are granted through the purchasing of either of the following Perks:
The Hero System, 5th Edition Revised, core rulebook and the Fantasy Hero supplement allow spells to be purchased in a number of ways. Following is a list of possibilities and their prerequisites:
There are some creatures or beings in the World of Primeval that have innately mystical abilities based on their heritage or the unique quality of their origins. These creatures do not necessarily purchase their mystical abilities in the same fashion as mortals, as they are not required to purchase a "Craft" skill in order to activate their mystic powers.
Innate practitioners may purchase singular powers or may utilize an Elemental Control power framework, with GM's permission. The Elemental Control framework is appropriate based on the central theme of the special effects of the powers within that must be created. If many disparate powers are desired, then the creature must follows the systems created for Spells and Workings. An Innate practitioner may choose Exclamation or Stop powers (with GM's permission) without requiring the Master or Arch Perk.
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