The Farrani Corps
Farrani refer to their magic as Aphelion magic. Except as noted, it is otherwise identical to the Hermetic Tradition.
A character requires a score of zero or higher in a Form for any magical endeavor that it involves, even as a requisite.
Farrani wizards may not raise individual Arts above level 15.
LIMITS OF MAGIC
Aphelion magic ignores the Limit of the Divine, the Limit of the Infernal, and the Limit of Vis. The Limit of the Soul is only partially restrictive; extremely potent Farrani magic can raise the dead though it cannot create an immortal soul.
A wizard may only fast-cast spells if she has already elected to hold her action for the round. She therefore may not respond to attacks with fast casting until her initiative number has come about in the round. This is one of the only methods by which a wizard may cast more than one spell per round.
Fast casting always has abstract results; even if a formulaic spell was used (via Spell Mastery) the effect will not be that of the spell in its regular application, but will either foil another wizard’s spell or reduce the effectiveness of a mundane attack. Fast casting cannot directly harm anyone or change any other element of the present conflict.
All fast casting must target a hostile action on someone else’s part, be it a spell or a mundane attack. The effect created must be explained by the player as to how it will stop or hamper the hostile action. Creating more light in an area hardly hampers a bow shot, but creating light in the eyes of the attacker might. (Each magnitude, or part thereof, of the fast cast spell penalizes by 1 point the attack roll of a mundane attack.)
The fast casting speed check is rolled against a new initiative result determined at the time of the interruption. (The ease factor is not the regular round-to-round initiative number of the actor to be interrupted.) This new roll includes the Initiative bonus of the weapon being used. If a spell is being interrupted, the caster’s Quickness + Finesse is employed in the place of a weapon initiative roll.
New rules for spell mastery are listed on the Abilities page.
The Aphelion Tradition does not include Certámen.
The Aphelion Tradition does not support any of the mysteries.
The Aphelion Tradition includes the ability to read the future from the position of the celestial bodies, divining major events and predicting the best time for performing certain activities. A successful reading does not always imply predestination of events—sometimes it refers to the most likely of all possible futures.
A Farrani wizard needs a telescope, star charts, and note-taking implements to perform a divination. Each attempt requires the wizard to invest her tools with a single pawn of vis (of any art) to empower her interpretations.
Divination requires a successful astronomy roll with Intelligence + Artes Liberales.
Future Planning: At an ease factor of 12, the wizard can determine the best time at which to perform a particular activity (usually 0–9 days or weeks from the reading). The Storyguide will determine the advantage applied to other types of activities. For lab activities, a successful reading applies a + 3 bonus to the endeavor. You can only attempt this divination for any particular project once.
Fortune Telling: Farrani wizards can attempt to focus on the future of a particular person, object, village, kingdom, or whatever, to determine future events. Often readings stray to topics that are of particular relevance to the fortune teller. A result of 12+ indicates only a vague, enigmatic sense of major events. A 15+ reveals more details, but the revelation remains cryptic. An 18+ allows the stargazer to read minor events that may be of great importance to her, though the identities of those involved in the events remain hidden. A 21+ shows precise identities of persons, factions, and places involved. A 24+ reveals not only precise details of the event divined, but also tells the stargazer how these might trigger other events that are important to her, and tells whether the primary event is predestined or vulnerable to change.
Horoscopes: In addition to the normal uses of horoscopes, Aphelion wizards can create new arcane connections by taking horoscopes. This requires the Artes Liberales roll to penetrate the target’s magic resistance. A normal horoscope created this way lasts for days, while a nativity horoscope lasts for weeks. Such connections cannot be made permanent in the lab. These horoscopes always have a total penetration modifier of x1, regardless of additional sympathetic connections.
Grimoires are magic books that allow wizards to cast powerful spells, spells so high in level that the user might otherwise be unable to cast them or disinclined to try learning them. Only the ancient Farrani knew the technique for creating grimoires; it is not formally a part of the Aphelion Tradition.
A grimoire allows the user to cast the contained spells using the rules for ritual magic. (No vis is expended unless the spell invoked is already a ritual spell.) Consult the Ritual Magic chart on page 81, with the following changes and additions.
- The spell is always cast successfully if the ritualist remains alive at the end of the casting and the roll is not botched.
- If the Casting Total is at least 21 points below the level of the spell, the ritualist takes a single wound (Light at – 21, Medium at – 26, Heavy at – 31, Incapacitating at – 36). This wound is in addition to losing fatigue levels.
- If the Casting Total is 41 or more points below the level of the spell, the ritualist dies in the attempt and the spell fails.
The caster must read from the book during the entire casting. To use a grimoire, a wizard must be fluent in the book’s language (level four or higher) and be able to read and write it.
A grimoire’s user must also have scores of at least zero in the spell’s Forms. Using a grimoire counts as “knowing the spell” for the purpose of a Wizard’s Communion.
A grimoire counts as a lab text, allowing wizards to study it to learn its spells.