The Magus Hack - (v1.9, OEF)
The Magus Hack - (v1.9, OEF)
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.
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
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
Magus3Hack
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
Magus6Hack
Usage Dice often track when resources get used up. A Usage Die can
sometimes ‘refresh’ (get larger) but cannot refresh past the starting value.
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:
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.
Magus9Hack
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:
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
Magus12Hack
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
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:
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
Magus16Hack
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.
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.
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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.
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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
Magus21Hack
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.
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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:
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
Magus25Hack
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.
Magus26Hack
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
Magus27Hack
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
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.
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.
Magus32Hack
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
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.
Magus34Hack
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
Magus35Hack
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
Magus36Hack
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.
Magus38Hack
CASTING TABLE
2d6
2 / +1 1d4 hp Touch 4d10
Moments
2d6
4 / +3 1d12 hp Room/Near 2d12
Minutes
District or
6 / +5 2d10 hp 2d6 Hours 2d8
Town
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)
Not enough Charges? Once per game, take an Epiphany (p31), roll
your Hubris UD and add the result to your Charges.
Remember:
Magus41Hack
Magus42Hack
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)
Magus47Hack
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.
Magus48Hack
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).
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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)).
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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).
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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
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
Magus52Hack
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.
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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.
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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.
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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.
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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.
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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
Magus63Hack
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 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
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 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.
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)
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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
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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 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.
Magus71Hack
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)
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).
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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.
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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.
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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
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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.
Magus81Hack
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.
Magus84Hack
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
Magus85Hack
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.
Magus87Hack
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!
Magus88Hack