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Wizardry:
Mana and Spiritism |
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Wizardry is the use of both the Mana and
Spiritism Origins. Although any adept who practices both Mana and Spiritism
may be known as a Wizard, the actual practice of Wizardry involves the use
of Mana to enhance a Spiritist's abilities, or vice-versa. |
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How is Wizardry different from Conjuration?
Both use very similar paradigms to achieve very similar types of effects in
assisting with Spiritism. The most significant
differences are in the manner in which the two use their combined powers. The
Conjuror, for example, has an added ability that the Sorcerer lacks: the ability to
Bind a spirit and thus have "stored" power readily available. For the
Wizard, such an ability is nice, but not a significant change to the abilities that
are already available through Mana. The less Erratic nature of Spiritism
can be
significant for a Wizard, however, while for the Conjuror Spiritism is less reliable
than Sorcery. The Conjuror also combines the relatively speed and easy Access of
Sorcery with the flexibility of Spiritism - the Conjuror can summon and bind or channel
several spirits faster than the Wizard can gather the necessary Mana. The Wizard, on
the other hand, has the capability to Imbed such capability, or even to permanently Bind a
spirit. Each combination has its strengths and weaknesses, arising from the
distinctive natures of Mana and Sorcery. Note: all sample paradigms in this section
have been fully optimized using the rules for magical
research in Geoza. |
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One common technique in Wizardry is to use a
Conjuration / Spirit Mana paradigm to summon a known type of spirit to the adept, who can
then more easily Access the spirit, either for immediate service, or to Bind for later
service. The Summoning Difficulty of the spirit should be used as a guide for the
strength of the Mana paradigm. An outline of such a Paradigm follows: |
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| Scope |
Basic Scope (2)
Scope affects a State (1)
Range can be Personal (when Summoning to Bind to the adept's Aura), or Touch (when
Summoning for Binding into a Fetish). Sometimes, Range will need to be expanded to
Sight - when summoning into a prepared circle, for example.
Area is not usually an issue.
Duration will always have to be expanded to at least one Action Interval (usually longer,
through use of the Extend Temper Aspect), since Summoning a spirit who immediately goes
away is not very useful.
Typical Scope cost is at least 3 points, usually 5 or more. |
| Potency |
Potency is based on
the Availability level of the Spirit. Generally, an Availability of 1 would be a
Slight effect. An Availability of 2 would be Moderate, Availability 3 would be
Impressive, Availability 4 would be Epic, and Availability 5 or higher would be Mythic. |
| Intricacy |
Intricacy is based
on the Penetration aspect - the effect needs to penetrate Spirit to be of use, so
Intricacy is Moderate (4 points). Familiarity (or lack thereof) with the type of
spirit in question will modify Intricacy as well (an unfamiliar spirit - one that has not
been summoned before by this caster - would be Moderate, 4 points. A spirit the
caster is familiar with would only be Slight, 1 point). Note that a
"familiar" spirit by this definition is not the same as a Familiar Spirit as a
Spiritual Ally. |
| Temper Aspects |
Extend Duration is
usually necessary, since few adepts will be able to conclude the Access process with a spirit
within a single Action Interval. For most spirits, 3-5 points in Extend will be
enough time (a couple of minutes). More powerful spirits may require more time.
Overpower is popular to overcome the resistance of the spirit.
Delay, Build, Imbed, and Mechanism are likely aspects as well. |
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Typical cost to summon a spirit of decent ability (SD 4, for example) would be around 36 Omnessence (Scope 5,
Potency 21, Intricacy 5, and 5 points in Extend Duration). A relatively weak Spirit
(SD 2) would require around 20 Omnessence. Keep in mind that Mana has a
Configuration Might (Omnessence Limit) of 42 in Conjuration / Spirit. |
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