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The Magus Hack - (v1.9, OEF)

The Magus Hack is a modern roleplaying game that allows players to create diverse types of sorcerers and engage in magical adventures against various foes. It utilizes flexible 'Old School' mechanics and a freeform magic system, enabling players to craft their own spells and explore different magical philosophies. The game offers detailed character creation, combat mechanics, and a variety of magical elements, making it adaptable for various storytelling styles.

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Felipe Prince
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0% found this document useful (0 votes)
433 views89 pages

The Magus Hack - (v1.9, OEF)

The Magus Hack is a modern roleplaying game that allows players to create diverse types of sorcerers and engage in magical adventures against various foes. It utilizes flexible 'Old School' mechanics and a freeform magic system, enabling players to craft their own spells and explore different magical philosophies. The game offers detailed character creation, combat mechanics, and a variety of magical elements, making it adaptable for various storytelling styles.

Uploaded by

Felipe Prince
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Magus1Hack

THE MAGUS
HACK
A wizard's power of Changing and
Summoning can shake the balance of
the world. It is dangerous, that
power... It must follow knowledge,
and serve need

– Ursula K. LeGuin

Jonathan Rowe
Cover art by Christopher Smith-Wong. Makes use of Stinky Goblin
stock art. Some artwork ©2006 Bradley K McDevitt; © 2015 Dean
Spencer; © 2021 Jeshields; © 2021 Denis McCarthy; © 2021 John Latta;
and illustrations by Luigi Castellani; all used with permission.

2021, 2022. All rights reserved.

This game is based on the ideas and innovations of David Black’s The
Black Hack and the world’s first fantasy roleplaying game that inspired
him

Find Fen Orc on


www.fenorc.co.uk
https://www.facebook.com/fenorc
Magus2Hack

Table of Contents
A Roleplaying Game of Modern Wizardry 3
TEST AGAINST STATS 4
CREATING A CHARACTER 7
VIRTUES 16
COMBAT 21
PURSUIT 28
WEALTH 30
HUBRIS 31
GAINING EXPERIENCE 33
EQUIPMENT 34
MAGIC 37
MAGIC CASTING FLOWCHART 40
ARTIFACTS & DWEOMERS 59
NEMESIS 62
BESTIARY 66
OTHER WORLDS 76
APPENDIX: 20 ARTIFACTS 84
F.A.Q. 87
Magus3Hack

THE MAGUS HACK


A Roleplaying Game of Modern Wizardry
The Magus Hack invites players to create modern-day sorcerers (Magi,
sing. Magus) and confront the plots of evil necromancers, demons,
faeries or cyborgs as well as the schemes other Magi.
The game makes no assumptions about the type of Magi players will
create or what their magic is like: you can be a cyberpunk
technomancer, a shaman, a demonist, a medieval alchemist or any sort of
sorcerer you can imagine. Magic can be an ancient science, a mutant
power or the channelling of otherworldly energies. You can use these
rules to explore the storylines of the Harry Potter franchise, the Dresden
Files novels or the Hellblazer comics or a supernatural adventure of your
own devising.
The game employs the flexible ‘Old School’ mechanics of David Black’s
The Black Hack, wedded to a freeform magic system that lets player
characters (PCs) craft their own spells.
I must acknowledge the influence of Matthew Skail’s The Blood Hack
(OSR Vampires) and Paul Baldowski’s The Cthulhu Hack (OSR, well,
Cthulhu).
Readers won’t look far to find the influence of another wildly popular
Modern Wizardry RPG. Indeed, the Philosophies (p9) and Other
Worlds (p76) in this game are described in such a way as to make the
Magus Hack compatible with that more famous campaign setting.
If you enjoy The Magus Hack, look out for my other RPG products:
The Vampyre Hack (OSR tragic undead), The Ghost Hack (OSR
Ghosts) and The Hedgerow Hack (Old School time-travel fantasy with
British folklore).
Magus4Hack

TEST AGAINST STATS


To succeed on a test, roll a d20 and compare to the relevant Stat; you
must roll below the Stat to succeed.
Strike in close combat, defend yourself in close combat, lift or
STR
break objects, move through obstacles
Strike in ranged combat, dodge ranged attacks, catch or
DEX
manipulate small objects, move lightly and gracefully
Resist poison, paralysis, drugs, cold, fire, drowning, disease or
CON
fatigue
WIS Perceive hidden things, resist persuasion or trickery
INT Resist magic, solve problems, recall facts
CHA Persuade other people, command, perform, intimidate
Penalties add to the roll, bonuses deduct from the roll. A natural 1
always succeeds and may be a critical success; a natural 20 always fails and
may be a fumble.
Rolling with Advantage means rolling twice and keeping the lower roll;
rolling with Disadvantage means keeping the higher roll.
You can never have more Advantages on a single Test than your Level.

Rolls against an opponent with high HD suffer a


penalty equal to the difference between your HD
and your opponent’s HD (so a 1HD character
attacking a 4HD monster suffers a +3 penalty);
there is no bonus for rolling against an opponent
with fewer HD. Some opponents have Extreme
Traits that force you to roll at a penalty (p27).
Magus5Hack

FAILING FORWARD
The Magus Hack is a bit more story-driven than most fantasy RPGs.
Sometimes PCs will fail a roll at a crucial point in the story. If she
wishes, the GM can offer the player a success, but at the cost of a further
difficulty or complication. Choose or roll on the table below:

d6 Future Fail
Fully exhaust the lowest Artifact UD (p60) or
1
Hallows (p14) or Dweomer (p59) the PC owns
Someone Nearby (or else the PC) takes 1d4 damage
2
per level of the PC
3 Make a Hubris roll (p31)
4 Gain a point of Backlash (p57)
+1 to the next Out of Action (p23) roll the PC
5
makes.
6 Exhaust the Nemesis UD (p62) by one step
Magus6Hack

ROLLING A USAGE DIE


Roll a Usage Die (UD) and if the result is one of the highest two
numbers (e.g. 3-4 on a d4, 5-6 on a d6, 7-8 on a d8, etc.) the Die
exhausts, becoming a size smaller; if a d4 UD exhausts it is removed
from play.

d20  d12  d10  d8  d6  d4

Usage Dice often track when resources get used up. A Usage Die can
sometimes ‘refresh’ (get larger) but cannot refresh past the starting value.

An exception to this is the Hubris UD (p31). This


Usage Die gets a step larger when it exhausts: d4
becomes d6, d6 becomes d8 and so on.
It’s very difficult to shrink the Hubris
UD back to a smaller state. As it gets
larger, the Magus gets more detached
from reality and more consumed by
egotism.
Magus7Hack

CREATING A CHARACTER
Roll your 6 Stats in order using 3d6; if you roll a Stat of 15+, roll the
next using 2d6+3, then return to rolling 3d6:

Strength (STR) Dexterity (DEX)


Constitution (CON) Wisdom (WIS)
Intelligence (INT) Charisma (CHA)
You may swap two Stats.
Nominate one Stat as your Prime Stat: when you gain an experience
level, roll to improve this Stat twice.
Share 10 Dice Steps across your Hit Dice (HD), Wealth, Mundane
Damage and Magical Damage and Hallows. You must allocate at least
one Dice Step to each, except for Mundane Damage, which can be d0
(you only deal a single point of damage in combat).
A d4 represents one Dice Step, a d6 represents two Dice Steps, and so
on. A starting character might have a d6 for every Die.
Roll your starting Hit Points: your HD +4.
Choose three Magic Schools: one with a d6 Casting Usage Die (p37) and
two with a d4 Casting Die.

Abjuration (CON) Divination (INT)


Alteration (DEX) Evocation (STR)
Charm (CHA) Summoning (WIS)
Magus8Hack

Choose three Virtues (p16, or choose from the templates on p20), your
Philosophy (p9) and your Hallows (p14).
Use your Wealth UD to go shopping on the Equipment Chart (p34).
Your starting Hubris UD (p31) is a d4.
Magus9Hack

PHILOSOPHY
The Magus Hack allows you to create any sort of wizard or mystically-
empowered being and any style of magic: summoning daemons? binding
ghosts? realizing virtual environments from the Web? weird science?
Voodoo? meditation? Whatever you can imagine.
When you describe your magical powers working in a way that fits with
your Philosophy, you are allowed to roll an extra casting die (i.e. the
limit is your Level +3 rather than +2).
Your Philosophy defines your magical style. It answers three questions:
Where does your magical power come from?
How do you invoke and manipulate magic?
What form does it take?
Nine Philosophies are offered, inspired by other popular wizardry RPGs,
but you can invent your own:

The Crow’s Lodge


A confederation of tribal healers and others who follow the shamanic
path, serving the spirits and acting as their messengers.
Where: magic flows from the spirit world; it is a gift of the spirits and the
ancestors, manifest in sacred animals
How: singing and chanting, intoxicant herbs, tribal tattoos, scarification
What: astral projection, visions, communicating with plants & animals,
shapechanging, mastery over weather, summoning spirits
Magus10Hack

The Dragon Way


An order of Asian sorcerers, dedicated to the pursuit of enlightenment
through discipline and martial arts.
Where: magic flows from the Cosmic Self; it is an innate power in all
beings, although most do not recognize it as such
How: meditation, martial arts, fasting, paradoxical riddles
What: mind-over-matter, telepathy, contact with past lives, hypnosis,
superhuman physical feats
Magus11Hack

The Emerald Tablets


An order of European and Middle Eastern sorcerers, dedicated to the
study of ancient occult wisdom through ritual and alchemy.
Where: magic flows from the teachings of Atlantis; it is passed on
through ancient wisdom, requiring scholarship to decipher
How: rituals, wands, pentagrams, candles, spell books, numerology,
alchemy
What: summoning daemons, invoking the elements, astral projection,
controlling minds, enchanting items

The Eternal Lotus


An association of mystics who seek to escape from ordinary reality
through art, beauty, pleasure or intoxication.
Where: magic flows from an ecstatic state of One-ness; it is achievable by
ordinary people in moments of rapture
How: art, music, dance, sex, drugs, visualization, self-hypnosis
What: mind-over-matter, telepathy, dimensional travel, out-of-body
experiences, superhuman physical feats

The Horned Serpent


A line of druids and pagan priests who venerate the life force in blood,
sex and soil.
Where: magic flows from nature itself; it is an innate power in the Earth,
manifested in blood and flesh
How: living sacrifice, dance, sex, potions, ley lines, sacred stones
What: shapechanging, superhuman physical features, channeling the
power of gods, talismans, potions

Phlogistonic Academy
A society of mad scientists who believe reality can be reshaped by
creative theories and wild experimentation.
Where: magic is another name for Creative Science; any machine is
possible with enough imagination to power it
Magus12Hack

How: lab experiments, surgery, robotics, wild theories, gadgets,


prosthetics
What: fantastical technology, magical chemicals and gases, self-aware
machines, dimensional travel, strange rays, mutated animals

Pilgrimage of Light
An order of monotheistic religious believers who can work miracles
through faith.
Where: magic flows from God; it is accessible to anyone with faith
How: meditation, prayer, song, worship, liturgical rituals, sacred texts
What: mind-over-matter, visions, superhuman physical feats, summoning
angels, miracles

Reality 2.0
A collective of online hackers and computer freaks who believe virtual
reality can replace actual reality
Where: magic flows from Data; it is an innate power of the Internet and
can manifest itself in the real world
How: cybernetics, VR technology, futuristic computers, drugs
What: mind-over-matter, telepathy, illusions, information analysis,
control over machinery, accessing the Psi-Web

The Reaper’s Blade


A cult of assassins who see themselves as agents of karma or fate or
simply the embodiment of Death
Where: magic flows from Death; it is the guiding power of the universe,
also known as Fate
How: meditation, intoxicating drugs, dance, scarification, sacred texts,
live sacrifice
What: mind-over-matter, summoning ghosts, superhuman physical feats,
poisons, curses
Magus13Hack
Magus14Hack

HALLOWS
Hallows are items or creatures or places that intensify a Magus’ power.
The depend on the Magus’ Philosophy.
When you describe your magical powers working in a way that involves
your Hallows, you gain an automatic free success on the working before
you have to roll your CAST dice (p37).
Items are easy to use in most situations, but they can be stolen or broken.
Creatures can be people, animals or supernatural monsters; they have
some autonomy to come and go but might not always be on hand and
can be injured or even killed. Places are very reliable, but the Magus
cannot remain in one place all the time.
Hallows have a Usage Die (p5) and when this fully exhausts they cannot
be used again. Roll the UD whenever the Hallows is employed in a
magical effect or if it is harmed.
At the start of a new story, the Hallows UD is re-set and a Magus is
assumed to have repaired or replaced a Hallows that was damaged, lost or
destroyed.
Here are some suggestions that fit with the Philosophies introduced
earlier:

The Crow’s Lodge


Drums, spirit fetish, tent, cave painting, bird companion
The Dragon Way
Incense, weapon, martial arts dojo, tea house, sensei or guru
The Emerald Tablets
Spell book, wand, sanctum sanctorum, alchemy lab, bound daemon
The Eternal Lotus
Musical instrument, drug, artist gallery or studio, muse or creative
companion

The Horned Serpent


Magus15Hack

Cauldron, knife, standing stone, sacred tree, wolf or serpent companion


Phlogistonic Academy
Weird science device, flask of chemicals, science lab, giant computer,
freakish lab assistant or robot

Pilgrimage of Light
Holy symbol, holy text, place of
worship, hermitage, guardian
angel
Reality 2.0
Computer tablet, VR
goggles/haptic suit, online
virtual environment, computer
studio, AI robot
The Reaper’s Blade
Weapon, tarot cards or rune
stones, tomb, shrine,
companion ghost or zombie
Magus16Hack

VIRTUES
Virtues are special abilities, perks and areas of excellence that make a
Magus PC distinctive. Starting PCs have three and PCs gain a new
Virtue every time they gain a level of experience (p33).
The * symbol indicates a Virtue that can be selected more than once.
Arcane Advancement is singled out because it is so essential for Magi to
advance in power.

Adrenalin Rush: Recover a HD of lost HP at the start of a deadly


encounter.
Alchemist: You can create Potions (p61) by investing 1 Thaum.
Amiable: Roll with Advantage on Reaction Tests, treat Hubris as one
lower for interacting with humans.
Animal Whisperer: Roll with Advantage when dealing with animals.
Arcane Advancement*: Increase one of your Casting Usage Dice by one
step (but not exceeding your level-based limits).
Arcane Blast: If you spend a Moment focusing your power you can fire
a blast of energy at a target up to Nearby, dealing your Magical Damage
Die; your blast can damage creatures that are immune to normal
weapons.
Arcane Fists: In unarmed combat, you roll your Magical Damage Die
rather than your Mundane Damage Die; your attacks can damage
creatures that are immune to normal weapons.
Artifact*: You start play with an Artifact (p60) with a d4 Usage Die; if
the Artifact is your Hallows, increase the Hallows UD by one step and
roll it when boosting your magic and employing the Artifact’s power.
Athleticism: Roll with Advantage when jumping, climbing or swinging.
Brawny: Roll with Advantage when you have to lift or break heavy
objects or engage in wrestling or fisticuffs.
Burglar: Roll with Advantage to pick locks or disarm traps.
Magus17Hack

Careful Caster*: Ignore one ‘exhaust UD’ result when casting Spells.
Companion: Animal/Daemon/Fae/Ghost/Robot: Your companion has
a d4 Usage Die and HD one lower than your current level (½HD at 1st
level).
Daemon/Fae/Ghost Companions can go invisible and fly, Animals can
carry messages, track and spy and Robots can operate machinery.
Daemons/Fae/Ghosts count as Outrageous Magic if sighted by humans.
If the Companion is also a Hallows (p14), increase the Hallow’s UD by
one step and use it for both magic and the Companion.
Cosmic Awareness: Once per game, ask the GM for a hint about what to
do.
Daemonist: Gain +1 automatic charge on casting rolls to summon,
exorcise or bind daemons or enter the daemonic realm.
Deadeye*: Increase damage die for ranged attacks by one step.
Digimancer: Gain +1 automatic charge on casting rolls to enter/leave
the Psi-Web or to protect, hack or destroy a computer.
Elementalist*: Gain +1 automatic charge on casting rolls involving a
particular element (earth, air, fire, water); choosing this again adds an
extra element.
Erudite: Roll with Advantage when researching information.
Fast Caster*: Ignore one ‘exhaust UD’ result when casting Hexes .
Field Medic: While resting, heal another character for 1d6 HP
Fluid Caster*: Choose two of your Schools: you can combine them in
magical effects without any penalty.
Hallows*: Either increase the UD for your Hallows by one step or gain
a new Hallows (at 1d4 UD).
Hardy: Roll with Advantage to resist drugs or poison.
Heritage: Fae/Demonic *: You have a d4 Usage Die representing your
status with your supernatural kin and can roll it to beg a favour or
extricate yourself from a conflict with them; if the Die fully exhausts,
you have to repay a favour in kind. Choosing this again increases the
UD by one step.
Magus18Hack

Influential*: Gain a d4 Usage Die you can roll to call in a favour;


increase the UD by one step if you choose this again.
Intuition*: Gain a d4 Usage Due you roll to sense imminent danger or
deception; increase UD by one step if you choose this again
Iron Will: Roll with Advantage to resist mind or emotion control..
Legerdemain: Roll with Advantage to perform sleight of hand, pick
pockets or simple conjuring tricks.
Lone Wolf: While fighting alone gain +2 AP and deal +2 damage.
Magical Affinity*: You only exhaust Casting Dice rolled for magic
effects involving a specific theme (fire, flying, demon-summoning,
scrying, etc) on a 1 (1-2 for Major Spells, Minor Hexes never exhaust);
choosing this Virtue again adds an additional theme.
Magical Focus*: When casting magic, gain an automatic charge to use
on Damage or Duration or Range (choose one).
Magical Link*: Choose another Magus: you can combine you rolls with
theirs on magical effects without any penalty to make the connection, so
long as they are in Sight.
Martial Artist*: Increase Mundane or Magical Damage Die by one step.
Mystic Balance: Treat your Hubris level as one lower when checking for
the effect of Retribution (p57, lower than d4 indicates no effect).
Necromancer: Gain +1 automatic charge on casting rolls to invoke the
spirits of the dead or influence the undead.
Nerves of Steel: Once per game, re-roll a check for OofA or Shock.
Opaque: Roll with Advantage to avoid detection by guards or
surveillance cameras.
Portal: You have access to a Portal to a Distant Dimension (p77), you
know its True Name (p55) and (for you, its owner) the Portal has a
Power of 2, making it quite easy to open.
Magus19Hack

Sanctum: You have a hidden workshop where you can cast Outrageous
Magic as if it were Subtle and Subtle Magic as if it were Cryptic; the
Sanctum has a d4 Usage Die which is also rolled to keep out intruders
and scrying. If the Sanctum is also your Hallows, increase the Hallows
UD by one step and use it for boosting magic, making magic more
subtle and repelling intruders.
Scribe: You can create Scrolls (p61) by investing 1 Thaum.
Self-preservation: Roll with Advantage to avoid traps, ambushes or
assassination attempts.
Shaman: Gain +1 automatic charge on casting rolls to summon or bind
spirits or enter the spirit world.
Subtle Caster: You do not roll at Disadvantage when casting Cryptic
Magic (p54) and your Subtle effects count as Cryptic too.
Surprise Attack: Your first attack in combat inflicts twice as much
damage if it hits.
Thaumaturge*: Start each game with 1d4 Thaum (p53); taking this again
increases the die by one step.
VR Rig: You can enter the Psi-Web without a magic roll (but you still
test a Stat: CHA or INT); taking this a second time means you own a
portable VR Rig.
Wealthy*: Permanently increase Wealth UD (p30) by one step.
Wizard Sport: You excel at a competitive game enjoyed by Magi
(perhaps a team game on broomsticks, chess with living pieces or a
formal magical duel) and test Stats at Advantage when competing.
Words of Pain: You use CHA to make attacks against an opponent who
can hear and understand you, inflicting unarmed damage and
incapacitating (but not killing) opponents brought to 0 HP.
Magus20Hack

If you use the Philosophies (p9) presented earlier, here are some quick
templates for starting Magi. Players can ‘swap out’ Virtues to customize
the template:
Shaman of Crow’s Lodge
Animal Companion or Animal Whisperer, Shaman, Magical Affinity
(spirits)
Monk of Dragon Way
Athleticism, Iron Will or Cosmic Awareness, Martial Artist
Alchemist of the Emerald Tablets
Alchemist or Scribe, Daemonist or Elementalist, Daemon Companion or
Artifact
Devotee of the Eternal Lotus
Adrenalin or Intuition, Fast Caster, Hardy or Words of Pain
Druid of the Horned Serpent
Magical Affinity (shapeshifting or herbs), Alchemist or Field Medic,
Hallows (leylines or solstices)
Scientist of the Phlogistonic Academy
Erudite or Wealthy, Magical Affinity (robotics or mutations), Robot
Companion or Artifact
Saint of the Pilgrimage of Light
Amiable or Influential, Cosmic Awareness, Magical Affinity (healing or
exorcism)
Hacker of Reality2.0
Digimancer or VR Rig, Erudite or Influential, Words of Pain (trolling)
or Scribe (software)
Assassin of the Reaper’s Blade
Martial Arts or Surprise Attack, Necromancer or Ghost Companion,
Opaque or Subtle Caster
Magus21Hack

COMBAT
Combat is carried out in ‘Moments’ which last a few seconds.
Determine Initiative. PCs test DEX against the opponent with the most
HD; PCs who succeed act before opponents, PCs who fail act after
opponents.
Magus22Hack

Before or after acting, a PC can change range by one step.


Close range (up to 5’) is for close combat
Near range (up to 50’) is for ranged combat
Far range (over 50’) is for ranged combat with firearms
Distant range is out of combat; it requires 3 actions at Far to
move to Distant
A PC can also carry out one action, including making an attack or casting
a spell. Defending against attacks is a free action but parrying (see below)
must be done instead of an action.
When PCs attack, test STR or DEX and roll damage on a successful hit.
When opponents attack, PCs test STR or DEX and take damage (based
on the opponent’s HD) on a failure.

Small Weapons: -1 on rolls to hit and damage


Large Weapons: +2 on rolls to hit and damage
Firearms: ignore AP from non-bulletproof armour
High Tech Firearms: ignore AP from non-magical armour
Burst: -2 to hit bonus on Close target, +1d8 damage, roll
UD twice
Full Auto: all Nearby targets, +1d6 damage per UD step
remaining, fully exhausts UD
Critical hits inflict double damage
Fumbles result in receiving double damage
Magus23Hack

Armour Points (AP) are deducted from damage until they run out:
Leather Coat 1 AP, d4 UD
Kevlar Vest 2 AP, effective vs Firearms, d6 UD
Armour 5 AP, d6 UD
Tactical
Combat 10 AP, effective vs Firearms, d6 UD
Armour
+2 AP, may be sundered to cancel all damage,
Shield
effective vs Firearms if a ballistic shield, d6 UD
Parrying Instead of attacking, roll your weapon damage; gain
APs equal to rolled damage until your next action
Armour Points are all restored by resting (p24) but the player must roll
the UD for each piece of armour to see if it deteriorates.
If a PC is reduced to 0 HP or less, they are Out of Action (OofA). If
their allies rescue them, they will recover on 1d4 HP and must roll on
the OofA Table:

d6 Out of Action consequences


1 Dazed: Disadvantage for d10 Minutes
2 Stunned: Disadvantaged for 1 Hour
3 Injury – Broken Bones: -5 to DEX & STR until healed
4 Injury – Maiming: -5 to STR, DEX, CON & CHA
5 Injury – Crippled: -5 to all Stats, one is permanent
6 Death
Magus24Hack

RESTING
To benefit from rest, PCs must be undisturbed for an hour.
A PC regains all lost Armour Points (but rolls the UD for each
piece of armour that recovers AP)
Once a day, a PC regains a single HD worth of Hit Points so
long as they roll a food/drink UD – otherwise they become
hungry and suffer Disadvantage on all tests
Once a day Mages refresh one Casting Die, Virtue UD (e.g.
Animal Companion), Artifact UD, Hallows UD or Wealth UD,
restoring it to a higher step (but never higher than its starting
size)
Rest for 1d4+4 Weeks is needed to heal broken bones and for
Maiming/Crippling this must be hospital treatment (unless
magic is used).

MORTAL HARM
There are harmful conditions besides damage to Hit Points:
Paralysis renders a character OofA if they fail a CON test, but when the
character recovers, their HP are unchanged and they do not have to roll
on the OofA table.
Poison/Disease/Curse is similar, but the OofA might not occur
immediately after a failed CON test (possibly taking 1d6 Moments or
Minutes to manifest).
These are handled through a Poison/Curse/Disease Usage Die, which is
usually a d6 but might be higher for serious afflictions. Roll the UD
whenever the character’s condition worsens, which occurs when:
Making an OofA roll (p23) for any other reason
Regaining HP during rest
When a Day passes
Magus25Hack

For curses: When the curse’s particular trigger occurs (e.g. the
full moon or when treading on holy ground, etc.)
Each time the UD exhausts, the character must roll on the OofA table
(p23); in the case of a Curse, a “Death” result might mean a different
outcome (such as turning into a Werewolf).
Once the UD has fully exhausted, the character is cured – unless this is a
serious poison or disease, in which case the character dies unless they are
receiving hospital treatment.
Shock (optional) occurs in horror-themed games (against Nemeses like
the Mausoleum, the Nameless Cult or the Sixth Seal, c.f. p62). If a PC
encounters a scene of horror or is exposed to mind-warping realities, roll
the Hubris UD but on the highest 2 numbers the UD does not increase;
instead, the PC experiences Shock, as follows:
Stunned: For 1d10 Moments the character either (roll 1d6: 1-2)
collapses, (3-4) is paralysed or (5-6) flees screaming
Derangement: The character experiences a form of madness, like
a phobia, delusions, paranoia or compulsions; the madness lasts
until they go up a level
As PC Magi increase in Hubris, they are less likely to experience Shock.
Magus26Hack

NPCS REACTIONS
NPCs often respond in predetermined ways (e.g. guards will attack
intruders) but when the GM is ubcertain how NPCs will react to
meeting the PCs, roll 1d8 to determine random reactions.

d8 Reaction
1 Mistake the PCs for friends
2 Aid the PCs or offer a favour
Trade with the PCs or seek a
3
favour
Trick the PCs or mistake them for
4
enemies
5 Flee (then roll again)
6 Avoid the PCs at all cost
Call for help to defeat the PC (roll
7
Nemesis UD, p62)
Attack the PCs to capture, kill or
8
enslave them
Magus27Hack

NPCS & MONSTERS IN COMBAT


NPCs and Monsters use their HD to calculate their HP, damage and
Armour Points and how many actions (attacks) they get.
Fixed numbers are provided to speed up play or else the GM can roll HP
and damage for each NPC/Monster individually or assign suitable scores
(e.g. giving much higher AP to an armoured opponent or higher damage
to a well-armed one).
HD HP Damage AP Stat
½ 1d4 (2) 1 (1) 0 10
1 1d8 (4) 1d4 (2) 0 11
2 2d8 (8) 1d6 (3) 1 12
3 3d8 (12) 1d8 (4) 1d4 (2) 13
4 4d8 (16) 1d10 (5) 1d6 (3) 14
5 5d8 (20) 1d12 (6) 1d8 (4) 15
6 6d8 (24) 1d8+1d6 (7) 1d10 (5) 16
7 7d8 (28) 2d8 (8) 1d12 (6) 17
8 8d8 (32) 3d6 (9) 1d8+1d6 (7) 18
9 9d8 (36) 2d10 (10) 2d8 (8) 19
10 10d8 (40) 1d12+1d10 (11) 3d6 (9) 20
The NPC Stat is only used when two NPCs oppose each other: roll
under this number to succeed, adjusted by the NPC opponent’s HD.
NPCs often have Traits which are a shorthand way of saying they excel
in a particular Stat (e.g. STR), giving PCs or NPCs a ±3 modifier to any
test against them involving that Stat; extreme traits (e.g. XSTR) mean a
±7 modifier.
Magus28Hack

PURSUIT
Pursuit is carried out like combat.
Determine distance between pursuer and pursued (roll 2d4 for vehicles
or 1d4 for pedestrians).
Determine Initiative (test DEX against the opponent with the most
HD).
A pursuit action requires a DEX roll; if successful the pursuer can reduce
the distance by 1 step (or increase it by one if the PC is the fugitive); on a
failure, increase it by 1 step (or decrease it if the PC is the fugitive).
Once the distance is 0, the pursuer catches the fugitive; once the distance
is 10, the fugitive escapes the pursuer.
Speed Differences
For each step in speed difference, add +1 to the distance gained or lost.
Speed Example transport
Running A human on foot
Racing A human on a bicycle or a horse
Speeding A human on a scooter or a race horse
Fast Car, bird
Very Fast Motorbike, sports car, truck, winged dragon or daemon
Jet Aeroplane
Fast jet Military plane, rocket, air elemental or djinn

For example, if a PC on a horse (“racing”) pursues a NPC in a car


(“fast), then every time the PC fails the pursuit roll, the distance will
increase by 2 steps rather than one step, because of the +1 difference in
speed. If the PC were in the car and the NPC on the horse, the distance
would narrow by 2 steps every time the pursuit roll succeeded.
Magus29Hack

Stunts & Crashes


Stunts can increase speed at a risk. A stunt will add or subtract 1 step
from the distance but if the DEX roll fails, the stunt backfires and the PC
loses control. Pedestrians must pass a CON test to avoid being winded;
drivers must pass a DEX test to avoid crashing:
Roll 1d8 Crash Effect
1 Whew!: Come to a safe stop
2 Minor collision: lose 1d6 HP
3 Major collision: lose 2d6 HP
4 Smash: lose 2d6 HP, no armour applies
Smash! Bang!: vehicle/steed loses all HP, passengers lose 2d6
5
HP, no armour
6 Boom: vehicle explodes, steed killed, passengers OofA
Magus30Hack

WEALTH
Wealth is represented by a Wealth Usage Die. A Magus can pay
for anything by rolling the Wealth Usage Die; when it fully
exhausts, the Magus’ funds have dried up for the rest of the game.
Rather than keeping track of money, just roll the Wealth UD to make
purchases.

Rolls Goods or services


Basic services (a meal, a cab fare, a round of drinks, entering a
1 roll
nightclub)
2 Special services (hiring a skilled worker, staying at a hotel,
rolls renting a car, entering a fancy nightclub)
3 Luxury services (hiring an elite worker, renting a house or
rolls apartment, first class travel, access to elite clubs)
4 Top flight services (hiring a team of elite workers, renting a
rolls penthouse or mansion, buying fine art or high tech)
5 Millionaire’s club (buying businesses, skyscrapers, mansions,
rolls private jets and super yachts)
Acquiring something on the black market or getting something rare in
super-quick time means that some of the rolls are replaced with
automatic exhausts. For example, buying a sniper rifle is acquiring
something high-tech (4 rolls) but it’s very illegal, so two of the rolls are
replaced by exhausting the Wealth Die, then making the remaining two
rolls as normal.
Buying things in advance (e.g. at the start of an adventure) means
no automatic exhausts – roll the Wealth Die extra times instead.
Magus31Hack

HUBRIS
Power corrupts and as Magi grow in power they become deranged
by it. Hubris is a Usage Die that gets bigger rather than small when
it exhausts.
A player rolls the Hubris UD on these occasions:
When the Magus goes up a level of experience (p33)
When the Magus performs Outrageous Magic (p54)
When the Magus sacrifices innocent bystanders while
performing magical effects
When the Magus consumes raw Thaum (p53)

Epiphany
Once per game, a Magus can tap the source of her magic directly.
The Magus rolls the Hubris UD and adds its result to the number
of successes for a magical effect being attempted.
Magus32Hack

Increasing Hubris
Hubris affects the Magus depending on the current size of the
Hubris UD:
Hubris UD Effect
None Normal human: no Magus is this humble
Normal Magus: aloof and superior but can pass for
d4
human
Arrogant Magus: CHA tests at Disadvantage with
d6 ordinary humans (except for intimidation and
deception)
Sociopath: As above, WIS tests at Disadvantage to
d8 interpret ordinary human behaviour and Cryptic Magic
only possible as a Spell
Egomaniac: As above, but Subtle magic triggers a
d10
Nemesis check
d12 Demigod: As above, but Cryptic Magic is impossible
Incarnate Deity: As above, fail all CHA or WIS tests
d20 with humans other than intimidation/deception, may
use Epiphany with every magical casting

If a d20 UD exhausts, the Mage is banished from Earth to one of


the Distant Dimensions, becoming a NPC Daemon.
Hubris also determines the type of Retribution a Magus
experiences due to Backlash (p57).
Magus33Hack

GAINING EXPERIENCE
PCs gain an experience level when they share their illuminations. An
illumination includes a heroic accomplishment, a major battle, a mystery
solved. A typical story contains material for one illumination, possibly 2-
3. To go up a level, a character must share a number of illuminations
equal to their current level.
PCs add a new HD, rolling and adding extra HP to their total.
PCs choose one Casting UD (p30) and increase it by one step. Casting
Dice cannot to exceed certain limits, even after choosing the Virtue
Arcane Advancement:
Thaum
Level Maximum Casting UD
limit
1 d6 1
2, 3, 4 d8 2
5, 6, 7 d10 3
8, 9 d12 4
10 d20 5

Rolls a d20 twice for the Prime Stat; if the result is more than the current
Stat, the Stat increases by +1. Roll a d20 for 2 other Stats to increase.
PCs learn a new Virtue at each level, choosing from the list (p16).
The PC must roll their Hubris UD (p31) when going up a level.
At higher levels, Magi are capable of more powerful magical effects
because the number of casting rolls they may make is normally limited to
their Level +2.
If you are involving Magi in The Vampyre Hack, the Minimum Casting
UD above doubles as the Magus’ Security UD for that setting.
Magus34Hack

EQUIPMENT
PCs can carry a number of items equal to their STR. An encumbered
character makes all tests at Disadvantage and it’s impossible to carry more
than twice your STR in objects.
Optionally, some equipment is Cumbersome (C), Fragile (F), Heavy (H)
or Long (L) and counts as +1 object for encumbrance for each
encumbering quality it possesses. For example, a hunting rifle counts as 3
objects because it is also Cumbersome (C) and Long (L).
If two Wealth rolls are listed, the first number indicates rolls and the
second indicates automatic exhausts if the item is illegal or hard to source
quickly (just make extra rolls if purchasing in advance).
Many items have their own Usage Die. When the item is used, roll the
UD and exhaust as usual; once at zero, the item has run out of ammo or
fuel or fallen apart.

EQUIPMENT LIST
Item Cost (UD Notes
rolls)
Leather Coat (C) 1 1 AP, d4 UD
Kevlar Vest (C) 3 2 AP, d6 UD, effective vs firearms
Armour (C, H) 2 5 AP, d6 UD
Tactical Combat
3+2 10 AP, d6 UD, effective vs firearms
Armour (C)
1 or 3 +2 AP, d6 UD, ballistic is effective
Shield (C, H)
(ballistic) vs firearms
Light pistol 1+1 d8 UD
Heavy Pistol 2+1 d8 UD, +1 to hit & damage, burst
Hunting Rifle (C, 2+1 d10 UD, +2 to hit & damage
Magus35Hack

L)
Shotgun (C, L) 2+1 d6 UD, +1 to hit & damage, burst
Sub Machine Gun d8 UD, +1 to hit & damage, burst
2+2
(C) or full auto
Automatic Rifle (C, d10 UD, +2 to hit & damage, burst
3+2
L) or full auto
d6 UD, attack with Advantage, see
RPG Launcher 2+3
Grenades
d4 UD, 2x Mundane Dmg to all
Grenades 1+2 Close, Mundane Dmg to all Nearby
targets
d4 UD, Mundane Dmg on all
Smoke Grenades 1+1 Close, Advantage on tests vs
blinded targets Nearby
Hunting Bow (C,
3 d6 UD, range Nearby
L)
Ammo 1 Refreshes weapon UD
Knife 1 d12 UD, -1 to hit & damage
Sword (L) 3 d10 UD, +2 to hit & damage
Rucksack 1 No weight, carry +4
Spell Book (F) 2 Possible Hallows (p14)
d6, test at Advantage on relevant
Toolkit 2
task
VR Rig (non- d8 UD, astral access to Psi-Web is
2+1
magical) cryptic magic
Food 1 d4 UD
Liquor 1 d6 UD
Flashlight 1 d8 UD
Medical Kit (F) 2 d6 UD, heals d4 HP
Magus36Hack

Mobile Phone 1 d10 UD


Motorbike 2 d8 UD, Very Fast, 2 HD
Car 3 d8 UD, Fast, 4 HD
Sports car 4 d6 UD, Very Fast, 4 HD
Van or pickup truck 4 d8 UD, Fast, 5 HD
Minibus 4 d6 UD, Fast, 5 HD
Helicopter 3+2 d4 UD, Very Fast, 5 HD
Riding horse 2+1 d4 UD, Racing, 3 HD
Magus37Hack

MAGIC
The Magus Hack invites players to create their own magical effects,
rather than drawing from a prescribed list of ‘spells.’
The Magus performs magic by generating a number of charges sufficient
to achieve an effect. Simple effects take 1-3 charges; potent effects
affecting many targets require a lot more.
First, a Stat test is needed, using the Stat associated with the School being
used (p4), possibly at a penalty if the target has more HD than the
Magus.
On a critical success, add 2 charges.
On a success, add 1 charge.
On a failure, a Spell succeeds but a Hex fails.
On a fumble, the effect fails and the Magus gains Backlash (p57).
A Magus has Casting Dice in several different Schools of Magic. Rolling
a Casting Die generates a charge to power a spell.
A Casting Die exhausts (shrinks by one dice size) on a roll of 1-2 (on a 1
for Minor Hexes, on a 1-3 for Major Spells).
This means that wherever the Magus uses magic, there is a chance of the
Casting Die exhausting and possibly disappearing.
A Magus may make casting rolls a number of times equal to their level +2
for a single magical effect. For example, a first level Magus could make
three casting rolls to build up charges for an effect.
Once per game, a Magus can experience Epiphany (p31) for a boost to
the number of charges towards a magical effect.
Epiphanies get more powerful as the Magus grows in Hubris, but they
risk increasing the Magus’ egoism and isolation.
Magus38Hack

Lots of factors alter these rules:


Hexes: Magic can be improvised in a single Moment. Minor magic
effects are always Hexes and cannot be performed as Spells.
Spells: Magic can be carefully prepared. The Casting Time depends on
the Magus’ level and takes Minutes. The caster may use a charge to
reduce the casting time to Moments instead of Minutes. Spells only fail
on a fumble and gain +1 charge on a success. Major magic effects are
always Spells.
Philosophy: If a PC Magus casts a magical effect in line with her stated
Philosophy (p9), the Magus can roll a number of times equal to their level
+3 instead of Level +2.
Hallows: If a PC Magus casts a magical effect by making use of her
Hallows (an item, place or creature that focuses her magic, p14), the
player gets one ‘free’ charge (and must roll the Hallows UD).
CONCENTRATION: A Magus can only have as many magical effects
going on as she has Levels of Experience
Combining Schools: A Magus can combine Schools, using the Casting
Dice from both Schools. The Stat test is at Disadvantage.
Magi Collaborating: Magi can join together on Spells (but not Hexes);
each Magus collaborating must expend charges to establish range with
the other Magi (normally, +1 Touch but more rolls might be needed if
the Magi are far apart). Each Magus is then able to contribute Level+1
(rather than Level+2) Casting Dice.
Damaging Spells: Spells that deal damage allow the Magus to roll their
Magical Damage die and add the effect’s damage bonus.

The first (mandatory) casting roll establishes baseline effects: 1hp of


damage/healing, a duration of 1 Moment and a range of Self.
Extra charges are needed to extend these effects. This is called
‘establishing’ the range, duration and the extra damage dealt.
Magus39Hack

CASTING TABLE

Level Damage / Casting


Duration Range/Area
/charges Healing Time

1/Baseline 1 hp 1 Moment Self 6d10

2d6
2 / +1 1d4 hp Touch 4d10
Moments

3 / +2 1d8 hp 1 Minute Corridor/Close 3d10

2d6
4 / +3 1d12 hp Room/Near 2d12
Minutes

5 / +4 2d8 hp 1 Hour Sight/Distant 2d10

District or
6 / +5 2d10 hp 2d6 Hours 2d8
Town

7 / +6 2d12 hp 1 Day City 1d12

8 / +7 3d10 hp 1 Month Region 1d8

9 / +8 4d10 hp 1 Year Continent 1d4

10 / +9 6d10 hp Permanent World 1


Magus40Hack

MAGIC CASTING FLOWCHART


Decide on your effect and the School you use to achieve it

Is this a Hex? Is this a Spell?


Casting time 1 Moment Casting time in Minutes

Decide whether to burn Thaum for +2 charges or Advantage on


the Stat test (limited by level)

Make a Stat test based on the School: successes add +1 charge, +2


on a Critical; Hexes fail on a failure; fumbles create Backlash (p57)

Start rolling your Casting Dice to build up charges.


(You cannot roll more Casting Dice than Level +2)
Remember: Remember: Expend charges to reduce
your Philosophy your Hallows
lets you roll an
Casting Time for Spells,
gives you a free collaborate or continue a
extra Casting charge
Die beyond your previous Spell
limit

Exhaust any Casting Dice that roll 1-2

Is this a Minor Hex? Is this a Major Spell?


Exhaust on a 1 Exhaust on a 1-3

Use your first Charge to get the Baseline effect (1dmg, 1 Moment,
Self). Use extra Charges to establish greater damage, duration or
range or accomplish more powerful effects (see School for details)

Is this a Permanent Spell? Invest Thaum to


create an Artifact or Dweomer (p59)

Not enough Charges? Once per game, take an Epiphany (p31), roll
your Hubris UD and add the result to your Charges.

Remember:
Magus41Hack
Magus42Hack

Standard Magical Effects


A Magus decides to cast a Hex or a Spell. Hexes take affect straight away
but Spells take several minutes (possibly hours or days). Hexes are less
reliable and might fail, whereas Spells are more certain to work and Magi
can collaborate or take extra time over them.
Dealing damage: A magical attack uses the caster’s Magical Damage die
and adds a damage bonus based on the number of charges used; charges
also need to establish range.
Resisting Magic: NPCs and Monsters do not get a roll to resist magic –
that was already factored in when the PC made a Stat test to produce the
effect. PCs do get a Stat test to resist magic cast on them (at a penalty if
the enemy is higher Power/more HD).
Effects by ‘Touch’: Touching a target doesn’t require a separate roll ‘to
hit’ but any Armour Points the target has will reduce the damage
Affecting Groups: Charges need to establish the range of the group (or its
furthest-away member) and then pay an extra charge to affect a group.
Example: A group of enemies at the other side of a large room are Near
+3. By paying +4 charges instead you can affect all of them.
Boosting/reducing damage: Charges create a damage bonus that is added
to every successful hit with a weapon or punch – use the Mundane
Damage Die. Charges must also establish the duration of the effect (+1
for 2d6 Moments covers most fights) and the range (+1 Touch for a
weapon, Self is included in the baseline effect for enchanting your own
fists).
Buffing/De-buffing Stat Tests: Charges establish range and duration
then additional charges create Advantages or Disadvantages. A test
cannot have more buffs/debuffs than the caster’s Level +1 and each is
used once before the duration expires.
Example: Xeno, a 3rd level Magus, goes into a martial arts battle and buffs
his STR; he needs to establish duration (for 2d6 Moments) and then
each extra charge adds an Advantage to his STR tests. If Xeno is 3rd
level, he can add up to 4 Advantages but no more.
Magus43Hack

Merging Effects: Multiple magical effects can be merged; the Baseline


doesn’t need to be paid for the extra effect but the Casting Test is at
Disadvantage.
Example: Xeno wants to give himself buffed strength and extra auctions
in battle. He grants himself 2 Advantages for 2d6 Moments (baseline +1
for the duration and +2 for the buffs). He then grants himself an extra
action (baseline is free, +1 for duration again, +1 for the extra action).
This requires 6 charges and he tests at Disadvantage.
Effects on Others: Affecting someone else requires spending charges for
range (baseline and at least +1 for Touch) and duration. The Power of
the effect is the level of the PC Magus but extra charges can be dedicated
to boosting the Power (e.g. to get through a Ward or make it harder to
Dispel).
Permanent magic is more difficult to undo: see Artifacts & Dweomers
(p59)
The GM might require +1-6 successes for more dramatic effects: see
Alteration School (p47) for examples.
Dispel Magic: Make casting rolls using your Abjuration Casting Die or
your Die for the School the hostile magic is from. You then need
charges equal to the Power of the effect you want to cancel (usually same
as the HD of the enemy); you must establish a duration as long as the
original effect, otherwise the hostile magic will return when your Dispel
Magic expires.
Example, a 5th level sorcerer tries to charm Celeste, who uses Abjuration
to protect herself. Celeste needs baseline +5 charges to beat this Power 5
magic.
If Celeste fails to resist, her friend Xeno can try to dismantle the charm.
Because the sorcerer is 5th level, Xeno must create 2 charges to establish
range (Touching Celeste) and +5 to dispel the effect: 7 charges is a tall
order but he could try an Extended Effort.
Magus44Hack

Extended Effort: Spells (but not Hexes) can be attempted in stages,


building up the charges needed. This is common for dispelling magic.
The casting time is in Hours but can be reduced to Minutes or Moments
by spending 1 or 2 extra charges. The charges are ‘banked’ but each fresh
attempt requires one extra charge to be expended without any benefit
for each previous attempt. A period of reflection is needed between
attempts, equal to the casting time but in Days (reduced to Hours,
Minutes or Moments by spending extra charges).
Example: A Spell might require 9 charges. A 5th level Magus achieves 5
charges but then has to stop (because her Casting Dice have exhausted).
The attempt took 5d10 hours and the next attempt has to wait for 5d10
days. The Magus can try again in 5d10 hours by spending a charge and
must waste an extra charge because there has been one previous attempt
already. If the attempt generates 4 charges, the Magus must wait another
5d10 days and will have to waste 2 charges before she can achieve that
final charge and finish the Spell.
Healing: Build up charges for a damage bonus but heal that number of
HP instead (remember to add your Magical Damage).
Example: Xeno wants to heal a 2 HD police officer. Establishing Touch
requires 2 charges. Xeno can add +1 charge to heal 1d4 HP. Plus his
Magical Damage Die
Permanent Effects: Effects can be permanent if enough charges are made:
usually +9 but several Schools can accomplish Permanent effects for +4
as a Major Spell. The Power of the resulting effect is equal to the
Level/HD of the caster. The Power determines how difficult it is for
someone else to dispel this magic. See Artifacts & Dweomers (p59) for
more rules.
Poised Effects: Spells (but not Hexes) can be ‘poised’ to happen later; this
requires establishing a second duration which is how long the poised
spell waits. ‘Permanent’ poised effects can wait indefinitely. Establishing
conditions for the effect to occur generate 1 to 6 free charges towards
the duration, depending on how precise/obscure the condition is (a
simple command word would be worth +1 charge, an obscure
circumstance like being captured by a particular named person would be
worth +4 or more).
Magus45Hack

Refreshing Usage Dice: Use charges to establish range (usually


Baseline/Self or +1 Touch) and Permanent duration: normally +9 but
several Schools can accomplish Permanent effects for +4 as a Major
Spell. Each extra charge refreshes a step on a Usage Die (e.g. Wealth,
Hallows, Equipment, p5). Casting Dice cannot be refreshed like this; the
only way to refresh Casting Dice during the game is by Resting (p24) or
using Thaum (p53).
Speed/Slow: Each extra charge can be used to add/subtract an action or
add/subtract a speed step (p28). The number of extra/fewer actions per
Moment is limited to the Magus’ level but speed steps are not limited.
Example: a 3rd level Magus could give himself 3 extra actions per
Moment or reduce an opponent to acting only every 4th Moment.
Wards: Wards are like Dispel Magic rolls made in advance, with charges
used to establish duration and area of affect. The Power of the Ward
causes hostile magic with less Power to fail; usually Wards are against
scrying and magical detection.
Magus46Hack

Abjuration
The arts of protection: Abjuration wards away evil, harmful forces and
dispels magical entities back to their ream of origin
Test using: CON
Abjuration is used to Dispel Magic or create Wards as already described.
Most effects that can be dispelled or warded have a Power equal to the
HD of the attacking Magus, HD+1 for otherworldly creatures and
HD+2 for powerful Daemons.
Abjuration can create magical armour: use the rules for generating
magical damage and create APs instead for the duration. Each extra
charge can confer these APs upon an extra ally.
Abjuration can banish an enemy: supernatural enemies are sent back to
their own world; other magical creatures flee in panic; a CON test is
needed once range and duration have been established. Some entities
cannot be banished until the magic drawing them to this world has first
been Dispelled.
Abjuration can create immunities to harmful forces that don’t have HD if
+1-6 additional charges are created:
+1 charge: immunity to normal gas, fire, radiation; this includes
surveillance by ordinary guards or cameras
+2 or +3 charges: immunity to deadly force (explosions) or natural
disasters (blizzards, avalanches, drowning); this includes surveillance by
watchdogs and hi-tech security (motion detectors, thermal imaging, etc)
+4, +5 or +6 charges: immunity to supernatural forces (hellfire, etc),
catastrophic natural forces (tsunamis, deep ocean pressure, inside a
volcano) or surveillance by spy satellites or futuristic tech
Minor Hexes: Abjuration is minor magic if used against a creature with
whom the Magus has a sympathetic link (p55).
Major Spells: Abjuration can create permanent wards or banish a
creature from this world so that it cannot return if the duration can be
established as just 1 Hour (+4 charges)
Magus47Hack

Alteration
The arts of manipulating reality: Alteration changes the size or shape or
substance of things or creatures, moves them through space, makes them
invisible or visible and heals wounds
Test using: DEX
Alteration is the most flexible School. It includes powers like levitation
or flight, teleportation, invisibility, shapechanging and telekinesis as well
as creating visual or auditory illusions.
Alteration can inflict damage or heal HP according to the normal rules as
well as conferring AP (by hardening skin or strengthening armour).
Transformations require additional charges depending on the extent of
the changes the magic makes:
+1 charge: transforming Appearance only: making the target look like
someone or something else, but no significant change in basic shape or
mass (includes camouflage-style invisibility, impersonation, concealing)
+2 or +3 charges: transforming Form as well as Appearance: changes in
size, shape and mass, but no new abilities (includes shapechanging into
animals but not acquiring their abilities)
+4, +5 or +6 charges: transforming Function as well as Form: new
abilities like breathing underwater, flying, etc.
A fatal transformation (that kills the target outright) is a serious
transformation of Function (usually +6 charges).
Alteration can create illusions instead of real changes: no extra charges
are needed for Appearance, Form or Function and an extra Stat test is
required when someone who could disbelieve in the illusion interacts
with it (e.g. touches it or is attacked by it). The caster must pass a DEX
test against the highest HD of all the sceptical onlookers.
Illusions never truly acquire new Functions: they can only look like they
are breathing fire or flying away and if an illusion appears to use an
impossible function this will force another DEX test.
Illusions cannot cause real damage: if the target is ‘harmed’ by the
illusion, this will force another DEX test.
Magus48Hack

Minor Hex: Alteration is minor magic if used against a creature with


whom the Magus has a sympathetic link (p55).
Major Spell: Major Alteration can create permanent changes or illusions
if the duration can be extended to just 1 Hour (+4 charges).

Charm
The arts of influencing minds: Charm alters emotions, plants thoughts
and false perceptions, distorts memories and enslaves wills
Test using: CHA
Charming an enemy requires the Magus to pass a CHA test against the
targeted creature.
Bewitchments require additional charges depending on the extent of the
control over the target’s freewill and perceptions:
+1 charge: transforming the Ego: surface thoughts or feelings: impulses,
urges, casual recollections, distractions, confusion
+2 or +3 charges: transforming the Super-Ego: consistent thoughts,
memories and purposes: changing someone’s mind, planting a detailed
false memory, creating a simple illusion, altering intentions or affections
+4, +5 or +6 charges: transforming the Id: underlying personality or
worldview: changing someone’s beliefs, creating a false set of memories
about new people or places, creating a detailed illusion that reacts to the
onlooker, enslaving the will
A personality wipe (that kills the target or makes them into a mindless
husk) is a serious transformation of Id (usually +6 charges).
Charm can create illusions that exist in the mind of the target: no extra
charges are needed for Ego, Super-Ego or Id. Another Stat test is
required when someone else who cannot see the illusion causes the
target to question it. The caster must pass a CHA test against the HD of
the target or the sceptical onlooker, whichever is higher.
Illusions cannot cause real damage: if the target is ‘harmed’ by the
illusion, this will force another CHA test.
Minor Hex: Charm is minor magic is minor magic if used against a
creature with whom the Magus has a sympathetic link (p55).
Magus49Hack

Major Spell: Major Charm Spells can permanently bewitch a creature if


the duration can be extended to 1 Hour (+4 charges).

Divination
The arts of understanding: Divination reveals the future and the past as
well as laying bare the contents of creatures’ minds, the meaning behind
codes or unknown languages and the location of hidden things
Test using: INT
Divination effects alter the Magus’ perceptions and usually only need to
establish duration and perhaps range.
Scrying is viewing/listening at a distance. This Divination magic just
requires the caster to establish range. If the scrying viewpoint is to move
around the location being surveyed then Area of Effect must also be
established separately.
Scrying into the past or future, into different dimensions or into people’s
minds requires extra charges as follows:
+1 charge: into the immediate past or the future by a few (2d6)
Moments; into immediate dimensions (the Spirit Plane, the Mystic
Web); into immediate (surface) thoughts and memories
+2 or +3 charges: into the distant past or the future by a few (2d6) Hours
or Days; into distant dimensions (Hells, Faerie, Elemental Planes,
Tesseracts); into deep (unconscious) thoughts and memories
+4, +5 or +6 charges: into the remote past or the future by a few (2d6)
years, centuries or millennia; into remote dimensions (the Deep Hells,
the Outer Dark, the Underworld); into foundational thought processes
and formative memories
Minor Hex: Divination is minor magic if used against a creature with
whom the Magus has a sympathetic link (p55).
Major Spell: Major Divination can reveal a True Name (+1 charge for
d4, +3 for d6, +4 or more for d8, d10 or d12)).
Magus50Hack

Evocation
The arts of manipulating energy: Evocation draws power from mystical
realms and gives it shape in this world, creating fire, light, darkness,
wind, physical objects from nowhere.
Test using: STR
Evocation brings forces and objects into existence: to summon an
intelligent being you need the Summoning School.
Evoked energies can be used to damage, using the normal rules. Most
objects have 1-5 HD for resisting energy attacks; reinforced or massive
objects have 6-10 HD.
Conjuring powerful forces or complicated objects or wealth requires
charges in addition to duration as follows:
+1 charge: simple and everyday forces/objects: a strong wind, basic tools
or substances, food. Fire (or 1 Wealth roll)
+2 or +3 charge: unusual forces/objects: nontypical weather, machinery,
weapons, luxury goods, acid, poison (2 or 3 Wealth rolls)
+4, +5 or +6 charge: spectacular forces/objects: lightning bolts, high
tech machinery, powerful weapons, exotic goods, chemicals, jewels (5, 7
or 10 Wealth rolls)
Evocation can speed up or slow down time or even stop time locally (use
the rules for Speed/Slow).
Evocation can summon Legendary Artifacts (like Excalibur) but this
always causes a Hubris roll and requires +6 charges.
Minor Hex: Evocation is always minor magic if it only extends to things
worn or carried by the Magus (an illusory sword, a new set of clothes,
range Self)
Major Spell: Major Evocation is permanent and remains in the world if
the duration can be extended to 1 Hour (+4 charges).
Magus51Hack

Summoning
The arts of opening portals: Summoning brings creatures to the Magus,
either living creatures of this world (who must make their own way) or
magical beings from other worlds (who manifest immediately).
Test using: WIS

Summoning creates a portal and lures beings


through it. When ordinary mortals are
summoned, they do not realise they have
passed through a magic portal. When the
duration expires, they are drawn
back through a portal to
where they came from.
The summoned creature
will arrive in Moments.
Specific named entities
take Minutes.
Using the Casting Time to
work out the arrival time
unless the Summoner is
at a pre-existing Portal
or the creature’s
home/lair.

The Magus must make a WIS test against the summoned creature or else
it will refuse to use the portal (or be hostile to the Magus on a Critical
Failure). Establishing range and duration is important.
Otherwise, the summoned creature arrives to perform a single task for
the summoner.
Summoning powerful beings requires extra charges in addition to
duration as follows:
+1 charge: ordinary people and animals
+2 or +3 charge: extraordinary people of power or influence, dangerous
or rare animals
Magus52Hack

+4, +5 or +6 charge: supernatural entities, ranging from ordinary


elementals and ghosts to beings of myth and fable
Evocation can summon Legendary Beings (like Odin or Mephistopheles)
but this always causes a Hubris roll and requires +6 charges.
Minor Hex: Summoning is always a minor magic if used against a
creature with whom the Magus has a sympathetic link (p55).
Major Spell: Major Summoning ensures that the summoned creature
will perform a complicated task for the summoner, but will ask for
something in return.
Magus53Hack

THAUM
Thaum is raw magical energy, usually in a physical or at least portable
form: mystic herbs, the blood or ichor of magic beasts, scrolls, amulets,
crystals, crackling energy caught in a cage.
Spending a point of Thaum refreshes a Casting Die by 1 step
Spending a point of Thaum adds +2 charges to a magical effect
OR confers Advantage on the Stat test. Thaum use is limited by
the PC Magus’ level (p33).
Thaum is invested in permanent Artifacts and Dweomers (p59)
A Magus can consume a point of Thaum and fully refresh one Casting
Die. However, this forces a Hubris roll (p31).
Thaum is usually harvested at mystical locations (ley lines, portals, etc) on
auspicious dates (the solstices, equinoxes, eclipses, etc).
Thaum can be generated by Magi, but this is a Spell that causes all the
Magus’ Casting Dice to exhaust by one step and forces a Hubris roll: just
to generate 1 point of Thaum. Because of this cost, powerful Magi are
reluctant to create their own Thaum and prefer to get junior Magi to do
it for them.
Magus54Hack

CRYPTIC & OUTRAGEOUS MAGIC


There are many reasons to keep magic secret, such as the Nemesis in a
particular game.
Cryptic magic is disguised as coincidences and strokes of luck. It does not
arouse suspicion from humans that anything supernatural is happening.
To make magic Cryptic, the player must describe the apparent
circumstances that would produce the magical effect. The Stat Test is
made at Disadvantage.
Outrageous magic is blatantly magical and witnessed by amazed humans.
This forces the PC Mage either to gain a point of Backlash or roll their
Hubris UD (p31); the GM also makes a Nemesis check (p62).
Example: Shiva wants to fly up to a helicopter where the villain is
escaping. She builds enough casting successes to do this. She decides she
wants to make the effect Cryptic. She suggests that her magic could
cause a cable to trail from the ‘copter which Shiva grabs and climbs. The
GM agrees. Shiva’s magical flight appears to onlookers as if she has
climbed a cable. The Stat test to make the magic work is at
Disadvantage.
There are many magical effects which are not Cryptic but which are not
observed by amazed bystanders – perhaps because there is no one about
to notice or because the effect is undetectable (like telepathy or astral
projection). This is Subtle magic: no Backlash or Hubris UD roll is
required and there is only a Nemesis check if the Magus has a very large
Hubris Die.
As Hubris increases, Magi find it harder to cast Cryptic magic and even
their Subtle magic tends to draw unwelcome attention.
Magus55Hack

SYMPATHY
‘Sympathy’ is a mystical bond, often created by acquiring an intimate
possession: a lock of hair, a piece of jewellery, a credit card or driving
licence.
Magic channelled through a sympathetic link only needs to
establish +1/Touch to affect the target anywhere in the world.
Several Schools allow Minor Hexes (the Casting Die only
exhausts on a 1) if the magic is channelled through a sympathetic
link.
The sympathetic link must be an intimate item: lint from someone’s
jacket pocket does not establish sympathy, nor does one of their generic
business cards. Photographs are sympathetic if they are personally
meaningful, but an image caught on CCTV is not.
Purging Sympathy
Purging yourself or someone else of sympathetic links is a straightforward
Abjuration effect, with +1 charge to break links with locks of hair, nail
clippings and other physical parts ‘out there’ and +3 charges to extend
this to documents with your signature, personal photographs, etc. +5
charges are needed to break a link to something as personal as a wedding
ring or a family member.
Magi carry out these purgings on a regular basis, aware that they are
always leaving behind items that could count as sympathetic links in the
wrong hands.

True Names
Knowledge of a True Name can create a sympathetic link. Magi and
other supernatural creatures keep their True Names secret. Magi learn
their own True Name when their magic first activates; they no longer
identify with their legal names and the ‘craft name’ they use among other
Magi is not their True Name either.
Magus56Hack

A True Name is an important piece of currency and can be represented


by a Usage Die: a d4 for a Minor Demon, up to a d12 for a lordly
Dragon. The True Name UD can be rolled to solicit favours from other
supernaturals but it never refreshes and once it fully exhausts it is too
well-known to have currency and its owner will have adopted a new
Name.
Most humans use their True Name in public. However, 1 in 6 people
do not: some have been given a new True Name in a religious or gang
ritual, some go by a nickname or professional name and some have
changed their birth name; some people who live largely online have
(without realising it) adopted their online identity as their new True
Name.
Renaming
Each Philosophy has protocols for renaming a Magus. When a PC
Magus goes up a level (p33), she can choose to forego one roll to increase
a Stat and change her True Name instead.
Using magic to rename someone is very difficult. You need to know
their existing True Name first. It’s an Abjuration effect with a Permanent
duration and +3 charges to rename an ordinary human, +6 to rename a
Magus or supernatural creature. Thaum needs to be invested to make the
effect truly lasting without the Magus’ concentration (p60). The Stat test
is at Disadvantage if the target is unwilling.
Renaming brings about changes in personality. If done without consent,
it can lead to personality disorders and breakdowns but it can also be part
of a therapy to overcome grief, addiction or trauma.
Magus57Hack

MAGICAL BACKLASH (optional)


If you want to make magic more risky – especially if your game features
a Nemesis (p62) that weaponises magic against PC Magi – then employ
this rule.
A fumble on the Stat test to cast a spell creates a point of Backlash.
Backlash accumulates. When a PC Magus makes a Hubris roll (p31), if
the roll is equal to or less than the Magus’ current Backlash, a Retribution
occurs. The Backlash is reduced by the number rolled on the Hubris die
and this score becomes the Retribution.
Hubris UD Retribution
d4 Damage: 1d6 per point of Retribution
d6 Imps: one 1 HD Imp forms per point of Retribution
Stalker: a Greater Imp forms with HD equal to
d8 Retribution +1; it attacks the Magus at an inopportune
time
Explosion: 1d6 per point of Retribution, damage
d10
affects all Nearby, no armour
Delusion: the Magus’ mind is drawn into the Chaos
d12
Rift for one month per point of Retribution
Banishment: the Magus is banished to the Chaos Rift
d20
for one year per point of Retribution
Example: Faustine is a 5th level Magus with a d8 Hubris and 6 Backlash.
She rolls Hubris after consuming some raw Thaum and rolls 4 – not
enough to increase her Hubris UD but enough to trigger Retribution.
Her Backlash reduces to 2 and a 4 HD Imp starts to stalk her.
Backlash is hard to remove. If a PC foregoes improving Stats when
levelling up they may remove half their accumulated Backlash (round
up) before rolling their Hubris UD.
Magus58Hack

Imps
Imps are mischievous creatures birthed from a Magus’ Hubris. They vary
from tiny 1 HD gremlins to larger demonic critters but all have a Power
score for their magic equal to the Magus’ Level – in fighting them a
Magus is fighting herself.
All Imps can go invisible at will and fly Very Fast. They also have
abilities and agendas inspired by the Magus’ highest School. If two
Schools are equally powerful, the Imp has the abilities of both:
School Imp Abilities
The Imp wants to vandalise the Magus’ possessions (anything
Abjuration with Usage Dice, starting with Hallows); an Imp’s action
exhausts the UD of an item
The Imps transform the Magus; an Imp can transform one
Alteration feature (e.g. replace a nose with a beak) – the changes are
ugly or incapacitating but often have a poetic quality to them
The Imp wants to corrupt a Magus’ friends and loved ones;
Charm an Imp places a destructive compulsion or malicious false
memory (PC friends can test CHA to resist)
The Imp seeks to reveal the Magus to his enemies; an Imp
Divination attracts an enemy or monster or rolls the Nemesis UD
The Imp destroys the area or the Magus’ home (Sanctum or
Evocation Hallows); an Imp explodes and starts a fire (magic damage
based on its Power)
The Imp summons a monster – use the Nemesis Factions as a
Summoning guide; the summoned monster has HD not less than the
Imps’ Power
Minor (1 HD) Imps must sacrifice themselves to use the ability once.
Greater Imps have the abilities corresponding to all the Magus’ Schools
and can use each once per day. They like to stalk their Mage, striking at
the most inconvenient time then disappearing for a while.
Magus59Hack

ARTIFACTS & DWEOMERS


Magi can make magic ‘Permanent’ with +9 casting rolls – but some
Schools allow this with only +4 rolls as a Major Spell (i.e. longer casting
time and the MUD exhausts on a 1-3).
However, since a Magus can only maintain a number of magic effects at
the same time equal to her Level, a lot of ‘Permanent’ magic isn’t really
permanent: when the next game starts, it is assumed that Permanent
effects have lapsed.
Magic is only truly permanent of the Magus invests some Thaum (p53)
in the effect. This gives the effect a Usage Die, like a piece of
equipment, which indicates how many times it can be used during the
game.
Investing a Permanent effect with a d4 UD requires 1d4 Thaum (or just
pay 2 and don’t roll); increasing this to a d6 UD requires an additional
+1d6 (or +3) Thaum. This means creating an effect with a d8 UD
would require 1d4+1d6+1d8 Thaum or 9 Thaum without a roll.
Whether to roll or not is up to the GM. Forcing players to roll for
Thaum cost makes manufacturing Artifacts and Dweomers more
unpredictable and difficult.
Magus60Hack

Artifacts
Artifacts are items invested with a Permanent magic and enough Thaum
to create a Usage Die. Once the Artifact is created, the UD is fixed and
cannot be improved.
Artifacts only function for Magi or supernatural creatures. However,
Artifacts can be created to work for particular humans or particular types
of humans (such as members of a family, an organisation or a faith).
These Artifacts lose one step in their Usage Die when they are created,
so the creator must pay the Thaum cost for a d6 UD to create a d4
Artifact.
A revolver (d4 UD) that offers 3 rolls with Advantage (may be
taken on a single attack or spread out over different shots but
must be used within 2d6 Moments)
A mobile phone (d4 UD) that can send telepathic
communication (up to 1 Minute) with anyone with whom you
have a sympathetic connection
A pair of sneakers (d4 UD) that allow the wearer to run Very
Fast for 2d6 Minutes

Dweomers
Dweomers are Permanent magical effects on a person or a place. The
Thaum cost must be paid as usual and Dweomers placed on ordinary
humans lose a step in the UD.
Beneficial Dweomers roll the UD whenever the magical effect is called
upon. Cursed Dweomers roll the UD whenever anyone tries to dispel
the curse; the curse can only be removed once the Dweomer UD is fully
exhausted.
Celeste turns her ex-boyfriend to stone and wants to make it stick by
making it a Dweomer; she spends 5 Thaum for a d6 UD which steps
down to a d4 since the curse is on an ordinary human. If another Magus
tries to break the curse, the attempt will fail and the UD is rolled: only
when the UD is fully exhausted can the curse be lifted successfully.
Magus61Hack

Potions
Magi with the Alchemist Virtue (p16) can put a Spell (not a Hex) into a
potion (which can be any sort of drink or foodstuff or beverage) if they
invest 1 Thaum in the work. Any Magus can later cast the effect as a
Hex if they consume the potion, which is gone forever.
A potion usable by ordinary humans would have to be created like an
Artifact.

Scrolls
Magi with the Scribe Virtue can put a Spell (not a Hex) onto a scroll
(which can be any sort of reading surface, from a book to a palmtop
screen) if they invest 1 Thaum in the work. Any Magus can later cast the
effect as a Hex if they can read the language it is written in. The scroll
turns blank once the effect discharges.
A scroll that ordinary humans could use would have to be created like an
Artifact.
Magus62Hack

NEMESIS
The Magus Hack allows you to tell any sort of modern Wizardry story
you like. Here are some suggestions about antagonists worthy of PC
Magi.
The principal antagonist in your game is the Nemesis and its activities are
represented by a Nemesis Usage Die. At the start of the game, the
Nemesis UD is determined by the PC with the highest Hubris:
PC Hubris Nemesis Usage Die
d4 d20
d6 d12
d8 d10
d10 d8
d12 d6
d20 d4
This means that, as the PC Magi grow in Hubris, they attract more
attention from the Nemesis, which takes action against them.
The GM rolls the Nemesis UD when these events occur:
A PC Magus performs Outrageous Magic (p54, or an Egomaniac
Mage performs Subtle Magic)
A PC Mage increases in Hubris (p31) during the game (but not
when going up a level)
Other circumstances specific to a particular Nemesis
When the Nemesis UD fully exhausts, the Nemesis takes action. The
following examples offer a 3-step escalation for each Nemesis, starting off
small-scale and building to dangerous adversaries
Magus63Hack

NEMESIS FACTIONS
Here are some suggestions for the ‘Big Bad’ that Magi can be up against
and the implications of the Nemesis UD fully exhausting.
Of course, GMs will come up with their own or adapt them from other
wizardry RPGs:

The Avalon Crusade


The Faerie Empire has invaded Earth, intent on enslaving humanity and
restoring human sacrifices.
Roll Nemesis UD when: PCs gain Backlash, defy Elven Nobility or
cross faerie ley lines.
Nemesis responds by: (1) sending an Elven Herald to demand the PCs’
subjection, (2) dispatching Night Hags to the scene, (3) calling the Wild
Hunt to scour the area.

The Exalted
A cabal of near-omnipotent Magi seek to reshape reality according to
their own rigid Philosophy.
Roll Nemesis UD when: PCs perform Subtle Magic anywhere or are
detected by a Hideous Eye or trip magical alarms.
Nemesis responds by: (1) sending a Hideous Eye to scour the area, (2)
banishing the area into a Distant Realm, (3) folding the PC Mages into
the Chaos Rift

The Extro Invaders


An alien civilization has begun its conquest of Earth, using illusions to
disguise its insurgents as human and futuristic tech to take over our
institutions.
Roll Nemesis UD when: PCs demonstrate superior abilities (Subtle
Magic or critical successes) in public
Magus64Hack

Nemesis responds by: (1) PCs are captured and probed then released, (2)
Men In Black interrogate the PCs, (3) a War Saucer lands and deploys
Extronauts to destroy all resistance

The Fog
Magic is fading from the world: the Fog wipes away magical powers and
memories of the marvelous.
Roll Nemesis UD when: PCs gain Backlash.
Nemesis responds by: (1) the PCs lose the ability to use their weakest
School for the rest of the game (2) the PCs lose all but their strongest
School, (3) the PCs lose all their Schools and start the next game with
their weakest forever lost.

The Green Rebuke


The planet’s flora has become sentient and works to eradicate humanity,
creating zombie servants through spores and fungoid agents.
Roll Nemesis UD when: PCs perform Subtle Magic around plant life.
Nemesis responds by: (1) releasing Slave Spores, (2) dispatching Fungal
Enforcers to the scene, (3) rousing the local vegetation in a Thorny
Maelstrom.

The Machine Messiah


An Artificial Intelligence that controls the world’s machines and works in
secret to enslave humanity, assisted by cyborg agents and shape-changing
Exterminators.
Roll Nemesis UD when: PCs perform Subtle Magic or even discuss
magic openly in the presence of machine reception (TV screens, phones,
wifi hubs, CCTV cameras)
Nemesis responds by: (1) activating local machinery as Killbots, (2)
dispatching Exterminators to the scene, (3) alerting Cyborgs in control of
local police or military who conduct searches for the PCs.
Magus65Hack

The Mausoleum
Ghosts are returning to Earth and possessing the living, preparing for an
invasion of this world by the armies of the dead.
Roll Nemesis UD when: PCs perform any healing or necromancy.
Nemesis responds by: (1) sending Zombies to attack the PCs, (2)
dispatching Spectres to possess the PCs, (3) assigning a Death Knight to
kill everyone in the area and possess them all.

The Nameless Cult


A worldwide cult dedicating to bringing
Eldritch Horrors back to rule over the Earth
by opening portals, seals and tombs that
were closed eons ago.
Roll Nemesis UD when: PCs gain
Backlash, visit Eldritch Sites or read Eldritch
Tomes.
Nemesis responds by: (1) inflicting Madness
on the PCs, (2) dispatching Winged
Horrors to the scene, (3) unleashing an
Eldritch Nightmare on the entire innocent
community.

The Sixth Seal


A conspiracy of devil-worshippers that has infiltrated human society and
works to bring their demonic masters to Earth, assisted by devils and
warlocks.
Roll Nemesis UD when: PCs perform Subtle Magic or even discuss
magic openly in the presence of agents of authority (the police, military,
journalists, health professionals, educationalists)
Nemesis responds by: (1) alerting local law enforcement on fake charges,
(2) dispatching Hell Knights to the scene, (3) alerting Warlocks to search
for the PCs and capture, corrupt or destroy them.
Magus66Hack

BESTIARY
Here are suggested rules for antagonists for PC Mages. Magical effects are
given a Power score so they can be dispelled; Stat tests are made against a
NPC’s Power if this is higher than their HD). Some antagonists (marked
*) are magical forces rather than creatures.
Unmagical Humans
2HD (9hp), 1AP,
Police Baton (1d6), Pistol (1d8)
STR
Private 3HD (12hp), 2AP, Revolver (1d8), test INT to give
Investigator INT, DEX, CHA her the slip
3HD (13hp), 3AP,
Soldier Assault Rifle (1d10)
STR, DEX, CON
4HD (15hp), 3AP, Knife (1d8), fanatical: immune to
Cultist
STR, WIS, CHA emotion control
Unmagical Animals
Flies, peck (1), plucks eye on
Raven ½HD (2hp), 1AP,
fumble
1HD (4hp), 1AP, STR, Bite (1d4), pins to ground on
Dog
WIS fumble
1HD, (3hp), 1AP,
Snake Bite (1), poison
DEX
2HD, (7hp), 2AP, Flies, talons (1d4), dodge at +2
Eagle
DEX, WIS penalty
Bite (1d6), pins to ground on
3HD (10hp), 3AP, fumble, leader attacks with
Wolf
STR, CON, WIS penalty to dodge equal to pack
size
5HD (20hp), 4AP,
Big Cat
STR, DEX, CON
Bite (1d10) + Claws (1d8)
Magus67Hack

The Avalon Crusade


NB. Fae creatures lose all AP and -2 Power against cold iron but take
minimal damage from firearms
Sword/axe (1d10dmg), Bow
4 HD (20hp), 5AP, (ranged 1d8), paralysing fear
Elven Herald
STR, DEX, CHA (Close, 2d6 Moments, Power 5),
triggers Nemesis check
Claws (2d6dmg), death glance
6 HD (26hp), 5AP,
Night Hag
XSTR, CON, CHA
(Close, Power 7, renders victim
OofA)
Sword/axe (2d8dmg), Bow
7 HD, (35hp), 8AP,
(ranged 2d6), blinding (Close, 1
Elven Knight XSTR, DEX,
XCHA day, Power 8), demolish magic
(Close, Power 8)
8 HD (40hp), 9AP, Bite (3d6dmg) + Claws (2d8),
XSTR, DEX,
Dragon
XCON, INT,
fiery breath (Near, Power 9,
XCHA 4d6dmg), flies
Magus68Hack

Attacks everyone in its path


10HD, d8 UD, all (2d12dmg), roll UD each
Wild Hunt*
Stats X Moment, departs when fully
exhausted

The Exalted
Orb of eyes: invisible/intangible
4 HD (18hp), 6AP,
Hideous Eye
XINT, XWIS, CHA
(Power 6), detects magic (Near,
Power 6), triggers Nemesis roll
Artificial humanoid, grab
(2d8dmg), energy lance (ranged
7HD (32hp), 8AP,
Golem
XSTR, XCON
2d6dmg), illusion (as human,
Power 6), self heal (2d8hp, Power
6)
Exalted 8HD (30hp), 7AP, Magic from 2 Schools: Power 10,
Magus XINT, XWIS 4d6dmg
Power 10, sends Magi to a Distant
Banishment* Abjuration 8HD
Dimension
Power 12, sends everyone Nearby
Chaos Rift* Abjuration 10HD
to the Chaos Rift

The Extro-Invaders
Power 6, PCs experience lost
Probing* Charm 5HD time, all future Nemesis UD reset
one step lower than usual
Pistol (2d8dmg), Kung Fu
Men In 5 HD (22hp), 4AP,
(1d12dmg), mind wipe (Close,
Black STR, DEX, INT
Power 6)
Laser (ranged, 2d12dmg), illusion
6 HD (26hp), 7AP,
Extronaut
STR, XCON, XINT
(human, Power 6), brain removal
(Close, Power 8)
Brain in a 2d4 HD (2hp per 1 School of Magic: Power HD+2,
Vat HD), 6AP, XINT damage based on HD
Magus69Hack

10HD (80hp), 15AP, Laser canons (ranged, 4d10dmg),


War Saucer XSTR, XDEX, illusion (building, Power 12),
XCON, XINT crewed by 1d6 x d6 Extronauts

The Fog
NB. Husks hate the imaginative and unusual, all magic tests vs
Husks/Wraiths are at -2 penalty, they are immune to firearms and they
have no True Names
Soulless servant of entropy: maul
2 HD (10hp), AP1,
Husk (1d6dmg), exhaust random MUD
CON
(Touch, Power 3)
Soulless former Magus: icy grip
(1d12dmg), enslave (Close, Power
Wizard 6 HD (30 hp), AP
8), illusion (as human, Power 8),
Husk 5, STR, CON
fully exhaust MUD (Touch,
Power 8)
Attacks everyone Nearby: chilling
8 HD (40hp), AP
Fog Wraith (2d8dmg, OofA become Husks),
10, STR, XCON
anti-magic (Power 9)

The Green Rebuke


NB. Plant monsters lose all AP and -2 Power against weedkiller or fire
but take no damage from firearms.
Power 4: mind-control, victims (i)
Slave Charm, 3 HD, sleep, (ii) lured to fungal pit to be
Spores* CHA, WIS transformed, (ii) attack bystanders
for 2d6 Moments, (iv) attack self
Smother (1d10dmg), illusion (as
Fungal 4 HD (16hp), AP 3,
human, Power 4), emit slave
Insurgent STR, CON
spores (Close, Power 5)
6 HD (28hp), AP 5, Smother (2d8dmg), illusion (as
Fungal
STR, XCON, human, Power 4), slave spores
Enforcer
INT, WIS (Close, Power 7)
Magus70Hack

Power 10: all plant life attacks


Thorny Alteration 8HD, d8 humans (Distant, 2d12dmg), roll
Maelstrom* UD UD each Moment until fully
exhausts

The Machine Messiah


NB. Robots take minimal damage from firearms and magic targeting
their minds tests at Disadvantage.
Household appliance turns into
murderous robot: attack
3 HD (15hp), AP 3,
Killbot (1d8dmg), Racing, electric
STR, CON
discharge (Close, Power 4,
1d10dmg)
5 HD (25hp), AP 5,
Killbot Car or truck becomes a robot:
STR, DEX,
Vehicle ram (2d6dmg), Very Fast
XCON
Killer android: punch (2d6dmg),
6 HD (30hp), AP 6,
plasma cannon (ranged 2d8dmg),
Exterminator XSTR, XCON,
illusion (as human, Power 6), self
INT
heal (2d8hp, Power 6)
7 HD (35hp), AP 7,
As above but shapechange (Power
Flux XSTR, DEX,
7) and body weaponry (2d12dmg,
Exterminator XCON, INT,
2d6 Moments, Power 7)
CHA
7 HD (32hp), AP 6,
XSTR, DEX, As above with 2 Schools (Power
Cyborg Mage
CON, XINT, 9)
CHA

The Mausoleum
NB. Ghosts lose all AP and -2 Power on holy ground but take no
damage from firearms. Vampires lose all Power in during daylight and
take 1d6dmg per Moment from daylight/holy water but only minimal
damage from firearms.
Magus71Hack

Maul (1d6dmg), slow (lose


initiative), needs dismembering
2 HD (8hp), AP1, (deal all dmg in one Moment or
Zombie
STR, CON it regenerates completely); some
have illusions (as human, Power
2)

Invisible/intangible (Power 5),


3 HD (12hp), AP2,
Spectre possess living (Touch, Power 4,
CON, WIS
PC Mages test CHA to resist)

Invisible/intangible at will
6 HD (25hp), AP (Power 8), possess living (Touch,
Death Knight 5, XSTR, DEX, Power 7, PC Mages test CHA at
CON, INT, CHA Disadvantage), fatal touch
(Touch, Power 6, OofA)

4 HD (20hp), AP Bite (1d10dmg), shapechange


Vampire 3, STR, CON, (bat, night, Power 4), hypnotise
WIS, XCHA (Close, Power 5)

8HD (40hp), AP 7, As above but 3d6dmg & Power


Vampire
STR, CON, INT, 8, commands army of 5d10
Necromancer
XWIS, CHA Spectres & 10d20 Zombies
Magus72Hack

The Nameless Cult


NB. Elder Things worshipped by the Cult lose all AP and -2 Power
before certain Ancient Signs; they lack True Names and their Cultists
have their Names removed too
Ancient weapon (1d8dmg,
Serpent HD 3 (12hp), AP 2,
possibly ranged), poison bite
People DEX, CON, CHA
(1d6dmg)
As above, but also Cursed Word
Serpent HD 5 (18hp), AP 4,
(Close, Power 6, paralysis) and
Priest DEX, CON, XCHA
Illusion (as human, Power 5)
Winged HD 4 (hp 15), AP 3, Claws (1d10dmg), flies at Jet
Magus73Hack

Horror XSTR, DEX, Speed, can abduct people (test


XCON STR to break free), Dimensional
Shift (Power 3)
Many tentacles (3d10dmg each),
normal sized creatures test at
HD 10 (60hp), AP 9,
Eldritch Disadvantage, regenerates
XSTR, DEX,
Nightmare 2d6hp/Moment, Madness Blast
XCON
(Nearby, Power 10, stuns &
deranges)

The Sixth Seal


NB. Demons lose all AP and -2 Power on holy ground and take
1d6dmg per Moment from holy water but only minimal damage from
firearms. They can offer Demonic Pacts which confer extra Levels of
Experience, Wealth, Artifacts or Thaum in exchange for giving the
recipient a new True Name known only to the demon
Flies, turns invisible (Power 3),
Illusion (any human, Power 3),
HD 3 (14hp), AP 2,
emotion control (Close, Power
Succubus DEX, CON, INT,
5), dream manipulation (Distant,
XCHA
Power 4, implant desires),
poison kiss (test CON or OofA)
HD 5 (24hp), AP 4, Cruel Weapon (2d8+2dmg),
Hell Knight XSTR, DEX, CON, regenerate 2hp/Moment,
WIS, CHA teleport (Distant, Power 5)
HD 4 (15hp), AP 3,
3 Schools at Power 6 each,
Warlock CON, INT, XWIS,
summon Hell Knight
CHA
Hellish Weapon (4d10dmg),
HD 9 (42hp), AP 8, normal sized opponents test at
Demon Lord
all Stats X Disadvantage; all Schools at
Power 10
Magus74Hack

Enemy Magi
NPC Magi can have the same characteristics as monsters – HD and Hit
Points, Damage and AP based on that. Their magic powers can be fixed
effects that the PCs make Stat tests to resist (at a penalty if the NPC has
more HD than the PC). For example:
Fireball (range Sight, area
HD 2 (8hp), AP 1,
Junior Close), Fiery Cloak (deal dmg
1d6 magical dmg,
Pyromancer on anyone who Touches or
DEX, INT, XWIS
attacks at Touch range)
Summon 1d6 undead Zombies
in 1d4 Moments, invisibility for
HD 5 (20hp), AP 4,
Necromancer 2d6 Moments, strike fear (test vs
1d10 magical dmg,
Adept WIS), strength drain (Close, all
DEX, CON, XWIS
tasks at 1d4 Disadvantages for
2d6 Minutes, test vs CON)
Alternatively, NPC Magi can build magical effects just like PCs. Give
the NPC scores for Casting Dice (e.g. 1 for a d4, 2 for a d6, 3 for a d8, 4
for a d10 and 5 for a d12).
Magus75Hack

Junior HD 2 (8hp), AP 1, Evocation 2, Alteration 1,


Pyromancer 1d6 magical dmg Abjuration 1
Necromancer HD 5 (20hp), AP 4, Summoning 3, Alteration 2,
Adept 1d10 magical dmg Charm 2, Divination 2
When the NPC casts a spell, determining available charges randomly.
These charges can be spent to power a Hex or Spell. Some NPCs might
use Thaum as well. Determine the charges by rolling the damage dice for
a Monster with HD equal to twice the NPC Magus’ casting score. After
each effect, treat the NPC as one point lower in that School. When a
School has a score of 0 it cannot be used for magic any more.
NPCs do not make Stat tests to create effects but PC targets make Stat
tests to resist the magic (at a penalty, if the NPC has more HD). Hexes
can be resisted by passing the Stat test; Spells are only resisted on a
critical. On a critical the NPC Magus experiences a negative side-effect
(such as Backlash). On a fumble, increase the Power of the effect by +2.
If the PCs are affected as a group, one of them must make the resistance
Stat test on behalf of all the others.
Magus76Hack

OTHER WORLDS
Magi have the power to travel to other dimensions of existence. The
School of Summoning opens portals, but another School must be
combined (p38) to make use of these.

Astral Projection
This combines Divination & Summoning. The caster must establish
duration and possibly range if someone else’s astral body is to be released.
The Astral Body is invisible and intangible and can fly. It can enter the
Spirit World at will and pass from there into pocket dimensions and
eventually to the Distant Dimensions.
If the comatose physical body is killed, the astral self dies too. If the astral
self is OofA, it snaps back to the physical body. Roll on the OofA Table
(p23) but ‘Bruised’ causes loss of CON, INT, WIS and CHA.
Some entities have the power to snap the astral cord, killing the astral
and physical self at the same time.

Dimensional Shift
This combines Alteration & Summoning to travel to another dimension
“in the flesh.” There is no need to establish duration but the caster must
expend charges to match the Power of the Spirit Barrier (roll 2d4 to
determine it randomly, but it is higher in ‘ordinary’ places) and invest
extra charges for other travellers. Everyone shifts to the Spirit World
(unless using a Portal, see below).
This counts as a magical effect being maintained by the caster. Any Mage
can end the shift at will but only from the Spirit World: these characters
‘phase’ back into the ordinary world at a corresponding location.
Ordinary humans depend on a Magus to shift back with them or the
caster to end the magic while in the Spirit World.
Magus77Hack

Dimensional Portals
These gates allow access to one of the Distant Dimensions. Anyone
passing through experiences dimensional shift.
Opening a gate requires Summoning magic, using charges to match the
Portal’s Power (roll 2d4 to determine Power randomly, but Portals to
important or dangerous places usually have higher Power).
Sealing a Portal requires combining Summoning & Abjuration, with the
same requirement to match the Portal’s Power.
Commands: Many Portals have True Names (p55), enabling
knowledgeable Magi to open them as a Minor Hex.
If travellers cannot return through the Portal they entered, they must
locate another or somehow make their way to the Spirit World and use
Dimensional Shift there.
Magus78Hack

THE SPIRIT WORLD


The Spirit World exists parallel to the ordinary world and features many
of the landmarks and building you can see in the ordinary world,
especially if they are commemorated in folklore or linked to strong
emotions. It also contains features that have been lost in the ordinary
world: long-lost forests, stone circles and castles.
The Spirit World is inhabited by nature spirits, rogue Magi and visitors
from the Distant Dimensions (daemons, ghosts, faeries, etc.). All magic in
the Spirit World is considered to be Subtle.
Entering or leaving the Spirit World (whether as an astral traveller or
dimension shifter) involves overcoming the Spirit Barrier, which has a
Power between 1 and 10 (or randomly, 2d4).
The Barrier is weak in areas of pristine wilderness or legendary
association (like Stonehenge)
The Barrier is stronger in areas devoid of mystery or romance
(suburban streets, malls, office blocks) and highest in areas
actively hostile to the supernatural (science labs, government
offices).
Since ordinary people and modern buildings don’t exist in the Spirit
World it can be used to bypass guards or barriers, shifting back to the real
world inside a site.
Guards bridges or underpasses: 2
HD 5 (22hp), AP 4, Claws (1d12dmg each),
Bridge Troll
XSTR, CON regenerates 1d6hp per Moment
except fire
HD 7 (33hp), AP 6, Smash (2d12dmg), fire/axe
Tree Spirit XSTR, XCON, attacks at Advantage, animates
WIS real trees (Near, Power 8, HD 4)
Bludgeon (3d10dmg) up to
Menhir HD 8 (40hp), AP 7,
Nearby, normal-sized opponents
Giant XSTR. XCON
at Disadvantage
Magus79Hack

POCKET-DIMENSIONS
Doorways in the Spirit World provide access to ‘pocket-dimensions’ that
vary from the size of a house to the size of a city. Most are created
(consciously or unconsciously) by a supernatural entity:
Inferno: a personal hell for a self-hating sinner or a rogue
demon, built out of memories of guilt or victimisation and
inhabited by spirits, ghosts or abducted humans forced to act out
roles in a twisted psychodrama.
Burning whip (1d12dmg) can
HD 5 (20hp), AP 4,
Demon trap opponent (Power 5), fiery
STR, DEX, WIS,
Tormentor pain (Close, Power 5, no actions
CHA
for 1d6 Moments)
Paradise: similar to an Inferno, but created by an exalted soul or
rogue angel; much nicer than in Inferno but just as much a
prison as visitors may find when they try to leave.
Sword (1d10dmg), shield
HD 5 (20hp), AP 4,
Angelic (+2AP, reflects spells at caster,
STR, CON, WIS,
Sentry Power 6), send to sleep (Close,
CHA
Power 5, 2d6 Minutes)
Mecha-Web: an aspect of human civilisation, twisted into
parody: a factory, office labyrinth or warzone, populated by
enslaved workers who fight and toil, presided over by insectoid
technological spirits
HD 5 (24hp), AP 4,
Mecha- Bite (1d10dmg + Poison), trap
STR, DEX, CON,
Beetle webs (Close, Power 6, 1 Hour)
INT
Mythago: the setting of a fable, folklore or legend, such as a fairy
tale (Jack & the Beanstalk), ballad (Robin Hood) or myth
(Camelot of Arthurian legends).
Sword (1d12dmg) or lance
HD 5 (25hp), AP 5,
Arthurian charge (2d8dmg), shield (+2 AP,
STR, CON, WIS,
Knight immunity to ranged attacks),
CHA
horse is Fast
Magus80Hack

Sid: a Fae bastion, ruled by a Faerie Lord according to whimsical


logic; humans are often abducted and forced to play roles in a
faerie pageant.
HD 5 (15hp), AP 4, As Arthurian Knight (above) but
Green
STR, XCON, WIS, fully heals (Power 5) unless
Knight
XCHA killed in a single Moment
Pocket-dimensions have their own rules and actions (not necessarily
magic) count as Outrageous Magic (p54) if they go against these rules.
For example, kindness and healing are Outrageous in an Inferno.
Pocket-dimensions have their own Nemesis UD (one step smaller than
the normal Nemesis Die, p62) related to the realm’s creator who will
react to visitors disturbing his or her home.
Pocket-dimensions usually have ‘back doors’ into Distant Dimensions
(which is often the reason for Magi to visit them).

DISTANT DIMENSIONS
These are spiritual worlds, as big as (or bigger than) the ordinary world.
They are accessed through Portals in the ordinary world, but there are
often ‘back doors’ into the Distant Dimensions through pocket-
dimensions.
Avalon: The realm of the Fae, which is notoriously difficult to
escape from and inhabited by beings from mythology.
Elemental: Realms of Earth, Air, Fire and Water that are
inhospitable to mortals without magical aid and inhabited by
elementals (including gnomes, sylphs, salamanders and undines)
Hades: The realm of the dead, inhabited by ghosts.
Heaven: The realm of angels, inhabited by blessed souls who
have committed to the angelic cause (but, in the eyes of some
Magi, a military boot camp and prison for duped spirits).
Hell: The realm of demons, inhabited by cursed souls who have
been enslaved by demonic pacts.
Magus81Hack

Mechia: The city-realm of mechanical spirits and lost souls


dehumanised by toiling in an industrial society.
Megiddo: A realm of war, ruled by spirits of violence and
inhabited by the souls of soldiers who fight on without realising
they have died.
Olympus: The realm of the Greek gods and classical mythology;
other Dimensions are home to the gods of Norse, Celtic, Aztec
mythology, etc.
The non-human denizens of these realms are referred to as Daemons (a
word that applies equally to angels as to literal demons). Each Dimension
has its own Nemesis UD and its own rules for what triggered a Nemesis
roll: kindness in Hell, dishonesty in Heaven, dishonour in Avalon. When
the UD fully exhausts, the PCs have drawn the attention of the Daemon
Lords of that Dimension.

TESSARACT (THE CHAOS-RIFT)


The Rift runs through all the Distant Dimensions and the Spirit World.
It is a tear in the fabric of reality. Within it is the Void, where
nothingness tears at the roots of the world. However, the Rift also gives
access to Mirror Dimensions (parallel Earths) as well as the past and the
future – time travel is possible by those who brave the Rift.
Magus82Hack

Tessaracts are pocket-dimensions within the Rift. They are places of


mad logic or no logic at all. They include dream realms, possible futures,
time loops, dimensions of pure concept, the seeds of future universes and
the lairs of entities who existed before reality as we know it came about.
Entering the Rift is easy, but leaving it is hard: treat the Rift as having a
Power of 2d10 which must be overcome through Dimension Shifting.
Enigmatic guides and sinister Artifacts help travellers navigate the Rift
but nothing here is what it seems or should be trusted.
Magus83Hack

THE PSI-WEB
The Psi-Web is a sort of Spirit World existing within the Internet and
experienced through virtual reality. It can be entered astrally or through
dimension shifting, but if you possess a VR rig then astrally projecting
into the Psi-Web is always cryptic magic (p54) and OofA logs you out
(roll 1d4 on the OofA Table on p23).
If you dimension shift into the Psi-Web, you can shift out to appear
beside any public Internet access terminal (or a private one, if you have
found its connection point in the Psi-Web).
The Psi-Web itself consists of a landscape of neon and shadows: an
endless cityscape. All magic is cryptic here.
Within the Psi-Web, websites and social media forums appear as pocket-
dimensions, with real-world users appearing as their chosen avatars; the
Magus appears to them as just another user (albeit one who can type
incredibly fast). Security software appears as monsters or traps. Data can
appear as treasure. Magic can be outrageous in these areas if it does
something that violates the protocols.
Other pocket-dimensions have been created by Magi and the laws of
physics can be very different here: what counts as outrageous in these
zones depends on the programming parameters established by their
creators. These zones are visited by Magi but also by self-aware AI, semi-
sentient avatars of fictional characters from media products and the
occasional human user who thinks they’ve stumbled into some really
cool website or message group.
Magus84Hack

APPENDIX: 20 ARTIFACTS
If a PC Magus has the Artifact Virtue (p16) and can’t think of a magic
item, choose or roll randomly:
d20 Artifact Effect
Badge of Appears to identify you as a person in authority over
1
Authority the viewer (a manager, a police officer, etc.)
Bag of Any desired and useful item (up to Wealth 2) can be
2
Endeavour pulled from this bag – but not weapons or ammo
3 Battle Tattoo Confers +6 AP for 2d6 Moments
Hilt with no blade becomes a sword with a blade of
4 Blade of Light sunlight for 2d6 Moments (deals armed damage,
doubled vs vampires)
A bank card that is accepted by any ATM and
Card of function as a d4 Wealth UD; rolling the Artifact UD
5
Croesus multiple times increases the size of the Wealth UD
but if the Artifact fully exhausts the Wealth is lost
A wristband that vibrates when danger is imminent
6 Danger Watch (roll UD when it activates), guaranteeing you win
first initiative
As long as you aim this gun at a person (up to 2d6
Handgun of
7 Minutes) they must do as you say (re-roll UD for
Righteousness outrageous orders).
You can fly on it for an Hour if you can balance
8 Hazel Broom (DEX test); it’s Racing speed but with an extra UD
roll it is Fast
Light it and disappear in a cloud of smoke,
9 Last Cigarette teleporting up to a quarter mile
Functions as an extra limb for 2d6 Moments: can
10 Living Scarf attack or parry in combat using the wearer’s Stats
Draw a door on a surface, walk through it into the
11 Magic chalk Spirit World, lasts 24 hours
12 Mana Syringe Draws blood (1HD lost) and converts it into 1
Magus85Hack

Thaum if donor is supernatural


Hood creates illusion of a different face, with
13 Mask of Faces matching voice; test INT to imitate someone closely
Quickening Apply the poultice to skin: no sleep or pain for an
14
Poultice hour, cancels effects of drugs, STR tests at Advantage
Sorcerer’s Glove stores 1 Spell for up to a Day, allowing it to
15
Gauntlet be cast as a Hex
Mechanical spider will search for any person or
object in the City and alert your mobile phone once
16 Spider Seeker it has attached to them (roll UD every hour, 1 or 2
rolls will find a human, 3+ needed for supernaturals)
You can turn into a raven for up to an Hour but you
17 Swart Feather cannot cast magic in bird form
Lands on the face you desire; appears to be of 1
18 Tinker’s Coin Wealth value and teleports to your pocket when
spent
Become medically ‘dead’ for an hour, but still
mobile; will carry out instruction or go through with
19 Zombie Pills a plan decided beforehand; immune to mind control,
all STR/CON tests at Advantage, cannot use magic
See through walls up to 1 foot or lead up to ¼ inch
20 X-Ray Specs for 2d6 Moments; will reveal contents of boxes,
what people are carrying in clothes, etc.
Magus86Hack

As usual for Artifacts (p60), these have a Usage Die that is rolled when
they are activated (a d4 for an ordinary Artifact) and a Power rating of
2d4 (assume 4 for an ordinary starting Artifact).
Artifacts count as Outrageous Magic if they perform blatant supernatural
feats in front of amazed witnesses. They cannot be used by ordinary
humans unless they were designed to be (most aren’t).
When an Artifact UD fully exhausts it cannot be used again for the rest
of the story.
Magus87Hack

F.A.Q.
Can you provide examples of spells?
I could fill pages, but instead I’ll add examples to the Fen Orc website at
www.fenorc.co.uk
What if the players want to do something that isn’t in the rules?
Let them do it, then make the roll their Hubris Die (p31).
What if the thing they want to do would derail the story?
Let them do it anyway, but as well as the Hubris Die, roll the Nemesis
Die too (p62).
I don’t see the point in the Nemesis Die.
Then don’t use it. It provides a sort of ‘ticking clock’ for players to worry about
the Bad Guys turning up, but maybe you don’t want that paranoia in your game
– or maybe you want the Bad Guys to turn up when the story demands it rather
than because a dice roll says so. Fair play to you – it’s your game now.
It looks pretty hard to die in this game.
You only die outright if you go OofA then roll a 6 on the OofA Table (p23).
But there are lots of ways to lose your soul, get trapped in Hell, be enslaved by
the Fae or turned into garden furniture by an angry warlock. If you want more
PC death, you could rule that any character going OofA must pass a CON test
to avoid dying – and then roll on the Table anyway.
How do you raise the dead?
Combine Divination (with +5 charges to find where their soul went) and
Summoning (with +5 charges to bring them back from the Distant Dimensions)
and Alteration (with enough charges to heal their body of all damage) – so 11+
charges, 3 Schools, test your Stat at double Disadvantage and use Thaum to
make it last. If they died of old age, the Dweomer’s UD is rolled to prevent
them dying again, so you’ll want to invest a lot of Thaum in a big Usage Die
otherwise your effort goes to waste!
Magus88Hack

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