Magic System

TECHNIQUE SKILLS

DIFFICULTY Sorcery Summoning Alchemy
1st Circle Lower Magic Seals Black Stone
2nd Circle Higher Magic Pentacles White Stone
3rd Circle Grand Secrets Keys Philosopher’s Stone

SPELLS
All Nephilim spells are divided into the above nine techniques. They are further divided into the 5 elements, although some spells fall under multiple elements. Spells must be cast either from a focus or from memory. Memorized spells are called Inscribed spells.

FOCUS
A focus is any object that contains the written instructions for casting the spell. The quality of a focus can affect the threshold of the spell is holds. A perfect copy will have no modifier, but a poor copy can add 20% or more to the threshold.

INSCRIBING
To inscribe or memorize a spell, the Nephilim must sacrifice Ka equal to the spell’s threshold divided by 10 rounded up, times the circle of difficulty. The cost could therefore be as little as 1 point or as many as 30. Nephilim can create foci for spells they have memorized.

CASTING
To attempt to cast or inscribe a spell, the Nephilim’s skill rating in the proper technique must be equal to or higher than the spell’s threshold. A spell’s threshold is a combination of its difficulty and the quality of the focus. Therefore, the same spell can have different thresholds from focus to focus.

When a spell is cast, the Nephilim loses Ch’awe points equal to the spell’s circle. Nephilim recover Ch’awe at a rate of 1 point per hour of resting. If its Ch’awe is reduced to zero, it falls unconscious. If its Ch’awe drops below zero, the simulacrum loses a point of CON for each point below zero the Ch’awe drops. The CON loss is permanent.

RESEARCHING SPELLS
A Nephilim that has mastered a technique, (90%+), can learn spells via their own research. If a spell is successfully researched, the Nephilim can create one focus containing this spell. The Nephilim must spend the number of hours listed below researching the spell. Upon completion, the caster must roll under their technique skill, which is penalized by the spell’s threshold. A Nephilim with a Lower Magic of 92%, attempting to learn the spell Dowse Air Plexus (Threshold 50%) would have a 42% chance of succeeding. If failed, they Nephilim must spend half the required hours again, before attempting another roll.

CIRCLE HOURS REQUIRED
First Spells Threshold
Second Spells Threshold x 10
Third Spells Threshold x 100

Additionally, for every 50 hours of research or fraction there of, the researcher must consult another information source, either written or another spell caster. Each source must have a technique rating at least equal the spells threshold.

CONNECTIONS
Some spells require a connection to the target to be affective. Some require a specific type of connection. The table below lists the connections, their type, and any Ka Roll bonus.

TARGET IS INANIMATE OBJECT

CONNECTION TYPE BONUS
ID number or name of target Name -
Photograph or realistic drawing Similarity +5%
Physical Representation of the target Similarity +8%
Physical piece of target Contagion +10%

TARGET IS A HUMAN

CONNECTION TYPE BONUS
Personal possession of target, of value to target Contagion -
Target’s full name Name -
Target’s hair or nail clippings Contagion +5%
Legal Document with target’s ID Name +5%
Photograph or realistic drawing Similarity +5%
Object created by target Contagion +8%
Religious ID of target Name +8%
Physical representation of target Similarity +8%
Blood or Semen of target Contagion +10%
Physical control of target Similarity +10%

TARGET IS NEPHILIM (or other possessing entity)

CONNECTION TYPE BONUS
Personal possession of target, of value to target Contagion -
Simulacrum’s full name Name +5%
Target’s hair or nail clippings Contagion +5%
Legal Document with target’s ID Name +5%
Photograph or realistic drawing Similarity +5%
Object created by target Contagion +8%
Religious ID of target Name +8%
Physical representation of target Similarity +8%
Blood or Semen of target Contagion +10%
Bone from past Simulacrum Contagion +10%
Nephilim’s true name Name +10%
Physical control of Nephilim Similarity +10%
Stasis of Nephilim Contagion +20%

DETAILED INFORMATION

Sorcery
Summoning
Alchemy
Rituals
Astrology

Magic System

Nephilim sisensee