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Description: Mind Magic invoked by hand gestures. Sealcasting is the norm among mutes and covert magic users, but makes up a small part of the overall Mind Magic demographic because of the complexity of the seal alphabet and the difficulty of the necessary manual contortions. Like a spell, a seal once cast normally takes effect instantly.

Sealcasting is the most rigid form of magic. It requires extreme mental training to attune the mind, & thus the body, to manipulation of mana. A sealcaster quite literally physically touches mana to manipulate it. Once touched, the raw mana must be moved in a specific way to create an effect.

Every sphere has a limited number of effects that can be mastered by a sealcaster, & each requires extreme precision of the fingers & hands & arms.

Meditation is important to this form, clearing the mind of distractions. Posture determines the sphere in use, & the gestures done determine effect. An unclear mind gives an automatic -3 to posturing, -1 to gesturing.

Postures: The postures align to the 8 pantheons:
  • Sable Night (elbows on sides, hands forming claws, head lowered, eyes closed, legs spread apart)
  • Obsidian Obelisk (arms rigidly at the sides, hands pointing straight down flat, head upright and looking forward, eyes open, legs together and rigid)
  • Alabaster Shield (arms crossed over chest, hands cupping shoulders, head upright and looking forward, eyes open, legs together and rigid)
  • Fulgent Blossom (arms outstretched, palms up and forward, fingers curved slightly inward, head lowered, eyes open, legs together but loose)
  • Viridian Pillars (arms outstretched but bent upward, hands rigid and flat pointing up, head upright and looking forward, eyes open, legs spread)
  • Vermeil Blade (one arm outstretched forward, one arm bent and held near to the head, both hands fists, head upright and looking forward, eyes open, legs spread but rigid)
  • Velour Mantle (arms loosely held to the side, hands on hips, head tilted back, eyes open, legs loose and spread)
  • Sienna Scales (arms held out at any two angles, hands cupping, head turned sideways, one eye open one eye closed, legs spread at different angles from arms)
Each posture then has a sub-posture which determines sphere. Combining postures combines spheres, but it is very hard to get this right.

Gestures: The gestures mean one of 11 things: create, destroy, combine, separate, modify, maintain, self, other, single, multiple, or activate. The activate gesture is required for any sealcasting to have an effect. Then there are the 11 power gestures that determine the strength of the spell. Each gesture is a different difficulty to learn, but each one brings a greater power to a spell. These are used to lower the difficulty of the spell--the 11th gesture can bring a spell down very quickly.

Learning: It takes great discipline to learn any of the postures well, but learning one posture automatically gives on a start in the sub-postures. The below chart gives the time in years it takes to learn.

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  Skill Postures Gestures

  25 202 101

  24 176 88

  23 152 76

  22 132 66

  21 114 57

  20 98 49

  19 84 42

  18 72 36

  17 62 31

  16 56 28

  15 50 25

  14 44.5 22.25

  13 39 19.5

  12 34 17

  11 29 14.5

  10 25 12.5

  9 21 10.5

  8 17.5 8.75

  7 14 7

  6 11 5.5

  5 8 4

  4 6 3

  3 4 2

  2 2.5 1.25

  1 1 .5
Learning the power gestures varies. The first gesture (easiest) is the same as the normal gestures. The second is 1.125 times more years each. The third is 1.25 times, fourth is 1.375 times, fifth is 1.5, sixth is 1.625, seventh is 1.75, eighth is 1.875, ninth is twice as long, tenth is 2.5 times as long, and the eleventh is 3 times as long.

Lowering: The eleven power gestures help in lowering difficulties. You roll the gesture. If you succeed, your lowering increases exponentially. The first gesture lowers on the normal mind magic scale:

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  Difference Points lowered

  +7 none

  +6 1/60 per 3 seconds

  +5 1/54 per 3 seconds

  +4 1/48 per 3 seconds

  +3 1/42 per 3 seconds

  +2 1/36 per 3 seconds

  +1 1/30 per 3 seconds

  0 1/24 per 3 seconds

  -1 1/18 per 3 seconds

  -2 1/12 per 3 seconds

  -3 1/6 per 3 seconds

  -4 1 per 3 seconds

  -5 7/6 per 3 seconds

  -6 13/6 per 3 seconds

  -7 19/6 per 3 seconds

  -8 25/6 per 3 seconds

  -9 31/6 per 3 seconds

  -10 37/6 per 3 seconds
The second lowers by by 1.125 times that, the third by 1.25 times that, the fourth by 1.375 times, fifth by 1.5, sixth by 1.625, seventh by 1.75, eighth by 1.875, ninth by twice that, tenth by 2.5 times that, and eleventh by 5 times that.

Fatigue: The more time spent on a spell, the greater the fatigue. If a spell difficulty has been lowered, the consequences increase a level. For instance, a special failure will act as an exceptional one. An exceptional one will act as a time period up.

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  Time spent Exceptional success Special success Normal success Tie Normal failure Special failure Exceptional failure

  25 hours -16 KO KO KO KO KO Death

  22 hours -13 -16 KO KO KO KO KO

  19 hours -13 -16 -16 KO KO KO KO

  13 hours -13 -13 - 16 -16 KO KO KO

  10 hours -10 -13 -13 -16 -16 KO KO

  7 hours -10 -10 -13 -13 -16 -16 KO

  4 hours -7 -10 -10 -13 -13 -16 -16

  1 hour -7 -7 -10 -10 -13 -13 -16

  30 minutes -4 -7 -7 -10 -10 -13 -13

  15 minutes -4 -4 -7 -7 -10 -10 -13

  10 minutes -1 -4 -4 -7 -7 -10 -10

  5 minutes -1 -1 -4 -4 -7 -7 -10

  1 minute None -1 -1 -4 -4 -7 -7

  30 seconds None None -1 -1 -4 -4 -7

  15 seconds None None None -1 -1 -4 -4

  9 seconds None None None None -1 -1 -4

  3 seconds None None None None None -1 -1
Casting: How it works!

First, determine if your mind is clear. Usually, the answer is "no." If you wish to meditate to clear your mind, the circumstances you are in will determine the difficulty in doing so. In battle, the difficulty is 16+ to instantly clear the mind vs. will power. If you meditate, this takes a round.

Then, roll posturing. This determine the sphere(s) you will be using. This takes a round. A normal failure on this roll will result in a failed spell. A tie will result in a more difficult spell. A success will make the gesturing easier. It is impossible to tell if you have failed on an exceptional or special failure, and thus the spell goes on at a much higher difficulty to likely disastrous result.

Next, determine which active gestures you are using. Create, destroy, combine, separate, modify, maintain, self, other, single, multiple, and activate are the options. Activate will only be used on the round you intend to cast. If the spell is not cast this round, do not use the activate gesture. You can use any or all gestures in this one round to narrate an intended effect. This takes a round. You roll your gesturing score plus posture bonus or penalty vs. the difficulty of the spell, if you use activate this round. If not, then we move on.

Then, determine what level of power gesture you intend to use. Begin using it, rolling to make sure you get it right. If you succeed, you will begin lowering the difficulty. If you fail, you will increase difficulty. Ties do not change the difficulty. This takes as many rounds as you intend to use it. It is impossible to tell if you are doing it right until you are done, unless you merely normally fail--this will simply end the spell to no result.

When you finally alter the spell as much as you want, roll gesturing vs. the difficulty you have come to, with bonuses or penalties achieved. After the spell is cast, you roll will power with bonuses or penalties based on your success rate against your target's will power (inanimate targets have a will of 0 and don't roll against--auto-success). If the spell fails, you generally suffer for it.

Failure: See here.

Sensing: See here.

Auras: None.
Topic revision: r2 - 29 May 2012, BillyRayStupendous
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