Laundry Files: Magic: Difference between revisions
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A spell which binds the subject to a certain course of action. The usual method of casting involves placing the subject in contact with a summoning grid, | A spell which binds the subject to a certain course of action. The usual method of casting involves placing the subject in contact with a spell matrix. When summoning an exonome that you plan to release from the summoning grid, OHS regulations recommend placing a standardised geas upon the creature. This will be equal to the creature's level plus one. | ||
Level 1: A small suggestion, lasts for less than a minute and cannot force the subject to commit acts against their nature. | Level 1: A small suggestion, lasts for less than a minute and cannot force the subject to commit acts against their nature. | ||
Level 2: A temporary geas, | Level 2: A temporary geas, lasts while the subject is in contact with the spell matrix. | ||
Level 3: A lasting geas, usually used to prevent the subject from committing a specified action. Laundry employees will be familiar with the use of these, in the form of a Silence geas binding them not to speak of Laundry-related matters to the general public. Attempting to break this level of binding will cause nausea, migraines and unconsciousness. | |||
Level 4: A lasting geas, usually used to bind the subject to a specified course of action. Any Laundry employee who has been questioned by the Auditors will be familiar with this in the form of a Truth geas. Attempting to break this level of geas will cause severe pain and eventual death. | |||
Level 5: Used only to bind powerful and alien entities. | |||
Glamour | Glamour | ||
Glamours interfere with the viewers' perceptions and emotions, moving from subtle effects to more overpowering ones. Often an experienced agent will detect the use of this spell through their own emotional reactions. Wards will protect against the mental effects but not the illusionary ones. Usually last for one full day, can be made indefinite by casting as one level higher. | |||
Level 1: Masks one physical detail. Can be used to hide the distinctive glowing eyes of residual human resources. | |||
Level 2: Allows the user to completely change their appearance, but not their size. Cannot disguise species or type, so a rotting shambler could not be made to appear normal. Emotional effect is to encourage the audience not to question the disguise. | |||
Level 3: Disguises the user as any kind of humanoid. Can alter build and size. Emotional effects include extremely attractive, formidably intimidating, startling horrible etc. Agents may be alerted if their emotions are behaving abnormally - eg. if they feel attracted to someone not normally their type, or if suddenly afraid of a zombie when usually quite accustomed. | |||
Level 4: A potent blend of compulsion and illusion. It can disguise the user as any kind of object of about the same size. Emotional reactions usually include profound adoration. Even if successfully resisted, the agent feels the urge continuing. | |||
Level 5: Only exist in rumour, would be able to completely rewrite the subject's psyche. | |||
Prognostication | Prognostication | ||
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Scrying | Scrying | ||
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Summoning | Summoning | ||
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Wards | Wards | ||
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Revision as of 23:25, 10 June 2015
Casting Spells
Magic is just a highly specialised branch of applied mathematics and there are many different ways to perform the necessary calculations, some use computational sorcery to write apps that cast the spell for them, others inscribe circuit diagrams using pens with conductive ink. Most Laundry agents don't stoop to bloody pentagrams, chanting and ritual sacrifice but the cultists they face often do. Finally it's possible to cast a spell in your own mind, the brain is an incredibly powerful computational device and experienced mathematicians can visualize and compute the necessary algorithms in their head. This mental magic is faster and requires less preparation but those who use it risk K-Syndrome, a rather horrible form of brain damage.
Casting a Spell
When a character casts a spell the player rolls either their Computational Sorcery or Ritual Sorcery skill (their choice).
All spells have a class from 1 to 5 and a character cannot cast a higher class spell than they have in the skill (e.g. a character with Computational Sorcery 3 cannot cast a class 4 spell).
The casting roll is penalised by the class of the spell, making higher level spells harder to cast but a character gains a bonus based on how long they spend casting:
The more preparation put into a spell, the easier it is to cast. This preparation usually involves some form of ritual, whether it be archaic blood rites or connecting a microprocessor to a conductive grid.
| Time |
Bonus |
|---|---|
| 1 Extra Round | +1 |
| 1 Minute | +2 |
| 1 Hour | +3 |
| 1 Day | +4 |
| 1 Month | +5 |
Example: A character with 3 in Computational Sorcery attempts to cast a Class 3 spell. They roll d6 and add their skill in an effort to get a 6 so normally they would need a 3+. However the roll is penalised by the rank of the spell (-3) so they need to roll a 6. If they spend a minute casting they get +2 and only need to roll a 4+.
Mental Magic
All magicians, whether computational or ritual can attempt to cast a spell using their own brain to perform the calculations but few would intentionally do so. While this technique has its advantages (it's faster, and can be done in any situation) the risk of death is very high. When you invoke eldritch mathematics in your own mind, things from other dimensions can take bites out of your grey matter, resulting in a form of brain damage called K-Syndrome.
Mental Magic works just like Ritual or Computational magic, except:
- You can always perform mental magic, even if you're tied up and gagged. No components, chanting, or preparation of any kind is needed.
- It's much faster. Each round that you run the calculations through your mind before casting gives you a cumulative +1 bonus to the casting roll (so it only takes 3 rounds to get +3 instead of an hour).
- It's subtle. There are no obvious signs that you are casting.
- It's harmful to your Sanity, casting a spell this way almost always results in Sanity loss.
- A failure is almost always extremely bad for you and certainly results in K-Syndrome.
Spells
Entropy Manipulation
Induce low level chaos in the area that causes a specific effect. The effect must be chosen when the spell is cast and cannot be changed without recasting the spell.
These effects are all stationary.
Effects include:
Sound randomization pattern: Create a spherical area in which people can talk privately. No one outside can listen in, even with a powerful microphone.
Blur Field: Create an area of randomised light, blurring the image of everyone in the area. Interferes with lasers.
Temperature manipulation: Start or douse a small fire, make an object to hot or cold to touch.
At higher levels (3+) casters can create true invisibility fields and deal direct damage.
Exorcism
Removes the 'thaumic energy' in a place or object, dispels a spell in action or disrupts the energy pattern of a visiting exonome. The more powerful the entity/spell, the more powerful the Exorcism must be.
Gates
Level 1-2: The gate allows energy and information to pass through. This can be used as a way to feed power from an energetic plane (resulting in a laser) or to dump excess energy into a decaying plane (putting out a fire). Allowing information to pass through results in summoning the mind of an exonome to inhabit a suitable vessel.
Level 3 : The gate allows one-way physical transportation, allowing for shortcuts across Earth and disposal of hazardous wastes.
Level 4 : The gate permits travel in both directions. This takes a substantial amount of energy to initiate, and once open tends to stay open for 24-48 hours.
Level 5: These gates are enormous, require mass human sacrifice, and allow the movement of vastly powerful entities across dimensions. The Laundry does not approve such actions, and doing so is grounds for expulsion and extreme sanctions.
Geas
A spell which binds the subject to a certain course of action. The usual method of casting involves placing the subject in contact with a spell matrix. When summoning an exonome that you plan to release from the summoning grid, OHS regulations recommend placing a standardised geas upon the creature. This will be equal to the creature's level plus one.
Level 1: A small suggestion, lasts for less than a minute and cannot force the subject to commit acts against their nature.
Level 2: A temporary geas, lasts while the subject is in contact with the spell matrix.
Level 3: A lasting geas, usually used to prevent the subject from committing a specified action. Laundry employees will be familiar with the use of these, in the form of a Silence geas binding them not to speak of Laundry-related matters to the general public. Attempting to break this level of binding will cause nausea, migraines and unconsciousness.
Level 4: A lasting geas, usually used to bind the subject to a specified course of action. Any Laundry employee who has been questioned by the Auditors will be familiar with this in the form of a Truth geas. Attempting to break this level of geas will cause severe pain and eventual death.
Level 5: Used only to bind powerful and alien entities.
Glamour
Glamours interfere with the viewers' perceptions and emotions, moving from subtle effects to more overpowering ones. Often an experienced agent will detect the use of this spell through their own emotional reactions. Wards will protect against the mental effects but not the illusionary ones. Usually last for one full day, can be made indefinite by casting as one level higher.
Level 1: Masks one physical detail. Can be used to hide the distinctive glowing eyes of residual human resources.
Level 2: Allows the user to completely change their appearance, but not their size. Cannot disguise species or type, so a rotting shambler could not be made to appear normal. Emotional effect is to encourage the audience not to question the disguise.
Level 3: Disguises the user as any kind of humanoid. Can alter build and size. Emotional effects include extremely attractive, formidably intimidating, startling horrible etc. Agents may be alerted if their emotions are behaving abnormally - eg. if they feel attracted to someone not normally their type, or if suddenly afraid of a zombie when usually quite accustomed.
Level 4: A potent blend of compulsion and illusion. It can disguise the user as any kind of object of about the same size. Emotional reactions usually include profound adoration. Even if successfully resisted, the agent feels the urge continuing.
Level 5: Only exist in rumour, would be able to completely rewrite the subject's psyche.
Prognostication
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Scrying
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Summoning
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Wards
Level 1:
Level 2:
Level 3:
Level 4:
Level 5: