Gradual Initiation
Jason J Carter
(Carter@UPS.EDU)
The purpose of these rules is to reduce the
drastic increase in power gained by magicians
upon their first initiation. Under the normal
rules the character gains six metamagic
powers and access to the metaplanes. This is
quite a bit of magic for just 9, 12, 15, or even
18 Karma points. However instead of
increasing the cost of initiation to an
outrageous level or ignoring it, we will make
the gain of powers more gradual. These rules
also include quasi-metamagic powers that
make initiation for Conjurer and Sorcerer
Adepts just as useful as it is for full magicians
and Shamanic and Elemental Adepts.
Initiation & Metamagic
All magicians begin life as what is considered
to be a Grade 0 Initiate. This is to say that a
Grade 0 Initiate is any character who is
magically active, not that they have access to
metamagic powers or the metaplanes of
astral space. An easy way to look at it is to
say the Grade of the Initiate is the number of
times he has undergone Initiation
Ceremonies.
Each time a magician undergoes an Initiation
Ceremony he gains several things. First of all
his grade increases by one. He also adds a
point to his Magic Attribute Rating. He may
also attempt to remove a Geas. Lastly he
gets a Metamagic Power.
There are also several abilities that all
magicians have, but which are not felt until
the first initiation. All magicians have a bonus
to their Astral Initiative equal to their Grade.
They also have an Astral Pool with a number
of dice equal to their Grade. This Astral Pool
can be used augment either the Astral
Combat Pool or Magic Pool which the
character is in Astral Space.
Cost of Initiation
The cost of Initiation is equal to (5 + Grade
being gained) x Initiation Multiple. The
Initiation multiple has a base of 3, but is
reduced by the following modifiers.
Magician is a member of a Magical Group: -0.5
Magician undergoes an Initiation Ordeal: -0.5
Magician is guided by a magician who has
the Metamagic power he is gaining: -0.5
(This applies for Physical Adepts whenever they
are guided by a higher Grade Physical Adept.)
Mages, Shamans, Elemental Adepts, and Shamanic Adepts
Since mages, shamans, elemental adepts and
shamanic adepts have access to all the magic
skills and astral projection and thereby all the
Metamagic Powers, they follow the same
rules for gaining new Metapowers.
-
Grade 1: Metaplaner projection, Choice of Standard Six Metapowers
-
Grade 2: Choice of Five Remaining Metapowers
-
Grade 3: Choice of Four Remaining Metapowers
-
Grade 4: Choice of Three Remaining Metapowers
-
Grade 5: Choice of Two Remaining Metapowers
-
Grade 6: The Remaining Metapower
-
Grade 7+: Unknown
Conjurer Adepts
Several new Metamagic Powers have been
added for use by Conjurer Adepts. The GM
needs to consider them closely since they
reduce and eventually remove the
limitation that Conjurer Adepts may not enter
Astral Space.
- Grade 1: Spirit Centering
- Grade 2: Spirit Quest
- Grade 3: Spirit Vision
- Grade 4: Masking
- Grade 5: Spiritual Travel
- Grade 6+: Unknown
Sorcery Adepts
The number of Metamagic powers available
to Sorcerer Adepts is increased by the
addition of a new Metamagic Power. Sorcerer
Adepts also eventually overcome
the limitation that they cannot enter Astral
Space, although not to the degree that
Conjurer Adepts do.
- Grade 1: Choice of Shielding or Centering
- Grade 2: Power not chosen at Grade 1 and
Spell Sight
- Grade 3: Choice of Dispelling or Quickening
- Grade 4: Power not chosen at Grade 3
- Grade 5: Spirit Vision
- Grade 6: Masking
- Grade 7+: Unknown
Physical Adepts
Only two of the Metamagic powers can be
gained by Physical Adepts, although they are
allowed to purchase Astral Perception. Upon
gaining Grade 1, Physical Adepts with Astral
Perception may gain either Centering or
Masking. The second power is gained at
Grade 2. If Astral Perception is not a power
that adept possesses, then he gets Centering
at Grade 1 and Masking when he purchases
Astral Perception. Some would say that
Initiation is not as effective for Physical
Adepts, but the ability to buy additional
Physical Adept power with the new point of
magic makes up for the lack of additional
Metapowers.
NEW METAMAGIC POWERS
Spell Sight
Spell Sight is a very limited form or astral
perception gained by Sorcery Adepts due to
their close association with manipulation astral
energy. An Adept with Spell Sight can "see"
the astral energy created with the Sorcery
Skill. This means the adept can center to
improve spellcasting and detect both Wards
and The Sending of a ritual sorcery spell.
Spirit Centering
Spirit Centering is a slight modification to
standard Centering which only Conjurer
Adepts can use. Besides being able to use
Centering to Reduce Drain or Reduce
Penalties, Conjurer Adepts may use Centering
to Gain Additional Services. The target
number is the Force of the Spirit. For every 2
successes on the Centering Test, the Conjurer
gains one Service, assuming he gets at least
one on the Conjuring test.
Spirit Quest
Spirit Quest is a Metamagic power unique to
Conjurer adepts. Due to their close relations
to the Metaplanes of Astral Space, Conjurer
adepts gain the ability to Astrally Project to
the Metaplanes dispite their inability to use
normal Astral Projection. Spirit Quest can
only be used for the Astral Quest types of
Great Summoning, Spirit Battle, and True
Name.
Spirit Vision
Spirit Vision is an power gained by Conjurer
and Sorcery Adepts. It allows them to see
fully into Astral Space. Spirit Vision is Astral
Perception by a different name.
Spiritual Travel
Spiritual Travel is an power gained by
Conjurer adepts only. It allows them to travel
through Astral Space in a manner very similar
to that used by spirits. Spiritual Travel is Astral
Projection by a different name.
Suggested Rules Modifications
The following three rules modifications are
intended to put the Magic Attribute Rating
into Conjuring. As rules stand it makes no
difference if your Magic Attribute is 10 or 1
when summoning or controlling spirits,
although you had better have a good Magic
Attribute if you plan on Banishing.
- Replace the description of Spirit Focus
with the following.
Spirit foci increase a magician's ability to
conjure spirits. The magician must declare
the specific spirit type for which he will use
the focus (e.g., water elemental, hearth spirit,
desert spirit, an so on) at the time of bonding.
A spirit focus only works for the type of spirit
for which it was specifically
bonded.
A spirit focus provides a number of additional
dice equal to its rating, and these can be used
to summon, banish, or control a spirit of that
specific type. The magician can also use the
dice for the Drain Resistance Test. The rating
is also added to the magician's magic rating
to determine drain codes and target numbers
for these tests. The rating of the focus is the
total number of dice for all the various test
associated with summoning a single spirit.
- The increase to the Magic Attribute
Rating of Power Foci does not count
on any successes test involving the
Conjuring Skill. That is to say when
the magician is Summoning,
Controlling, or Banishing spirits.
- Change the Conjuring Drain Table on SRII
page 140 to the following:
Spirits Force Rating Drain Level
Less than 1/2 (L) Stun
Equal to or Less (M) Stun
Greater (S) Stun
Greater the 2x (D) Stun
Note: This change will result in more
powerful spirits, but will make magicians of all
types, especially Conjurer Adepts, think again
about reducing their Magic Rating by
installing Cyberware or Bioware.
***End of File***