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Witchcraft For Schema

Witchcraft For Schema

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This is a supplement for Schema, providing a unified magic system. Possession of Schema is a necessity to make sense of these rules. A general familiarity with the overall ecosystem of material (Fundamentals, Mechanisms, and so on) related to Schema is assumed, but not required.

This magic system is focused, like most RPG magic systems, on a list of magical effects that are in practice organized into spells, with the option to create more. It diverges from the usual in that it has been structured to feel more akin to witchcraft or folk magic than to the Vancian wizardry most traditional in RPGs. Well-read gamers who have encountered Ars Magica or the Verb/Noun casting system of GURPS Magic will find this system very familiar; it is one of their descendants (and proudly so).

Each spell in this system is built by combining a Domain (like fire), an Art (like conjuring), and a Form (like brew). However, these components don't dictate the spell exactly; a fire-conjuring brew might be a blackened lump that explodes on any hard impact, or a potion that sheds both heat and light when poured out on any surface.

To cast a spell, your character must be an adept with all of the three components involved (the art, form, and domain), and make a roll to do so properly. The Guide invents the dangers and highlights the augments possible for this spellcasting, as for any roll in the Schema engine.

 
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File Size:
2.43 MB
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File Last Updated:
January 06, 2017
This title was added to our catalog on January 06, 2017.
Publisher
Amagi Games
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