112 lines
No EOL
5.8 KiB
Markdown
112 lines
No EOL
5.8 KiB
Markdown
_"The world is veined with spirits—restless, patient, cunning, and wild.
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To practice magic is to reach into those currents and be changed by them."_
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Magic in _Vaelora_ is neither casual nor safe. It is a constant negotiation with the unseen—spirits of fire, stone, memory, blood, and void that linger between worlds. Every tradition draws from this same source, yet each approaches it differently: some through force, others through devotion, others still through cunning craft.
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This chapter introduces the **core rules for magical traditions**, laying out how they function in play and what they cost those who dare to wield them.
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## What Are Magical Traditions?
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Magical traditions are structured paths of interacting with spirits. They define:
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1. **A Philosophy** – A world view and method for engaging the spirit realm.
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2. **A Discipline** – Codified practices, rituals, and techniques passed down through orders, lineages, or desperate survival.
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3. **A Cost** – Every tradition exacts a price, from spiritual corruption to bodily harm, to the erosion of the caster’s very identity.
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Examples include:
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- **Spirit Binding** – Enslaving spirits to fuel power through coercion and runic seals.
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- **Chthonism** – Attuning to the slow, immense spirits of earth and leyline.
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- **Soulforging** – Shackling spirits into weapons and relics, turning them into tools of war.
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- **Alchemy** – Coaxing the smallest spirits of matter to infuse potions and catalysts.
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- **Melded Souls** – Becoming one with a spirit, blurring mortal and otherworldly essence.
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>[!info] **Key Concept:** Magic is never _free_.
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>Every use alters the world, the spirit, and the practitioner. A wise sorcerer considers when to act as much as how.
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## Core System: How Magic Traditions Work
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Magical traditions use the same **Dice Pool** system as other actions:
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1. Choose the appropriate **Attribute** (often **Focus**, **Spirit**, or **Wit**) and **Skill** for the tradition.
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2. Build a pool:
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**Dice Pool = Attribute + Primary Skill**
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3. Roll the dice. Each **5 or 6** is a success. Compare your successes to the task’s **Difficulty Rating (1–4)**.
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Each tradition has:
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- **Primary Skill:** The main skill used for its core actions (e.g., Binding, Alchemy, Rituals).
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- **Secondary Skill:** A supporting skill for preparation, defense, or specialized applications.
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## Costs and Risks
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Magic always demands a price. Each tradition defines specific costs, but the following **universal consequences** may apply:
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### Corruption Dice
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When you push too far, you gain **Corruption Dice**—special dice that join your pool.
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- If a **1** is rolled on a Corruption Die, you trigger the tradition’s backlash (e.g., spirit rebellion, self-injury, hauntings).
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- If a **6** is rolled, it fuels a surge of unstable power.
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- Corruption Dice linger until cleansed through rites or story milestones.
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### Fatigue and Wounds
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Drawing on spirits saps the body as well as the soul. Some effects cause:
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- **Fatigue:** Penalties to rolls until you rest.
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- **Wounds:** Spiritual or physical injuries tracked as **Injuries**.
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### Long-Term Erosion
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Repeated use of magic may lead to:
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- Personality drift (adopting traits of the spirits you channel).
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- Spiritual scars (hauntings, dream-echoes, cursed auras).
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- Permanent Burdens or Traumas, if pushed too far.
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## Ability Trees and Advancement
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Each tradition has one or more **Ability Trees**. These represent the practitioner’s deepening mastery:
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- **Tier 1:** Foundational techniques. Unlocks the tradition.
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- **Tier 2:** Greater reach and versatility.
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- **Tier 3:** Advanced abilities that define your reputation.
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- **Tier 4:** Apex powers with dramatic consequences.
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To unlock abilities:
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1. Meet the tradition’s **Skill Rank requirement** (usually Rank 2+ in the primary skill).
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2. Spend **Marks** (earned when you fail or succeed meaningfully with the tradition’s skills) equal to **Tier × 3**.
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> [!note] **Example:**
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> A Binder with **Binding 2** wants a Tier 2 ability. They must spend **6 Marks** gained from Binding or Rituals.
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Breaking a tradition’s codes, vows, or bargains may lock abilities until you atone.
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## Spirit Interaction
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The way you engage spirits shapes your role in the world:
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- **Command:** Force spirits into service (Spirit Binding, Soulforging).
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- **Appease:** Offer sacrifices and service (Chthonism, Alchemy).
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- **Join:** Merge and share identity (Melded Souls).
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Spirits have personalities, grudges, and desires. A GM should treat them as **active participants**, not just resources.
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## The Role of Magic in the Story
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Magic in _Vaelora_ is a **story engine**. Each tradition comes with:
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- **Opportunities:** Solutions mundane skills can’t match.
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- **Complications:** Prices that twist or escalate the narrative.
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- **Mystique:** A sense of danger and wonder that makes each act of magic significant.
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Encourage players to describe **how** their tradition manifests—what it looks like, feels like, and how it leaves a mark. GMs should weave consequences into the fiction: a spirit’s whispers in dreams, scorched earth, tremors that draw attention.
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## Universal GM Guidance
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- **Make the cost visible:** Even when rolls succeed, describe the toll on the caster and world.
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- **Escalate failures:** Spirits hold grudges. Environments destabilize. A single misstep can spiral.
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- **Reward ritual and preparation:** Quick magic is dangerous; careful practice should mitigate risks.
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- **Let spirits be characters:** Give them motives, voices, and the ability to refuse or twist bargains.
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## Next: The Traditions Themselves
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The following chapters detail each tradition’s philosophy, core mechanics, costs, and its unique Ability Trees. Players may specialize in one tradition, dabble in several, or eschew magic entirely—but in _Vaelora_, the influence of spirits touches everyone. |