Magic



Faerie Magic

The rules for Faerie Magic (FM), as published on page 135 in the WGRE, are unbalanced. The following changes are applied:

Magnitude Adjustments

The magnitude adjustments for Creo, Perdo, Muto, Imaginem and Vim are eliminated: all FM spells have the same levels as their Hermetic equivalents. The spells published in the WGRE rulebook must be modified as follows (the modifiers are cumulative): Creo -5, Muto +10, Perdo -5, Imaginem +5, Vim -10.

Special Faerie Magic Effects

Special FM effects, like new ranges, durations and targets are still applicable, except for the Symbol range which is subject to Storyguide arbitration on a case-to-case basis.

Affinity Bonus

The general bonus to FM spells from the magus's FM score is eliminated and replaced with a special type of Affinity. When using FM, the magus receives a bonus or a penalty to the magic total based on the Arts required by the spell (see the table below for cumulative modifiers). The FM score also acts as a penalty for all pure Hermetic magic activity (just as in the ArM4 and WGRE rulebooks).
Art Modifier
Muto +2 x FM
Imaginem + FM
Creo - FM
Perdo - FM
Vim -2 x FM


Enigmatic Magic

[PENDING: See Mythic Perspectives #10]



Spell Guidelines

[PENDING: See David Chart's article in Mythic Perspectives #x and the Saxum Caribetum Saga]



Revised Spells

This is a listing of all the spells that are revised and introduced in the game.

[PENDING]



New Spells

This is a listing of all new spells that are introduced in the game.

[PENDING]



Credits

The house rules on this page are based on the house rules of the following sagas: