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Traditions

Schools of Magic

Jasyn Jones
1 Title
Traditions: Schools of Magic
Game Design: Jasyn Jones
Editing, Layout, & Graphic Design: Jasyn Jones

Copyright © 2001-2007 by Jasyn Jones. All rights reserved. (See the copyright section
for Creative Commons licensing terms.)

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://darleyconsulting.com/games/stormknights/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: June 19, 2007


Introduction
This article is a product of my efforts to idea, but the implementation was terrible.
develop a complete Magic axiom chart. These rules replace the “conjuration
Completing the chart required intensive substitution” rules, and provide new magi-
efforts to wards exploring and explaining cal theory and mechanics to implement
the basis of magic, developing more ge- differing “schools” of magic.
neric and robust mechanics, and where Note: This is the second edition of the
necessary pruning old rules. Tradition rules. They have been rewritten
Conjuration substitution, first intro- not only to make the mechanics of spell
duced in the Delphi Council Worldbook, translation quicker and simpler, but also to
was conceptually bizarre and needlessly incorporate some changes to the complete
complicated. “Theme magic” is a great Magic axiom and its associated theories.

1 T ra d i t i o n s
Symbols and Effects
Stated very simply, the fundamental con- Mages found a way to control magic
cept of magic is this: people do something effects through spells. They could pick the
to cause something else to happen and symbols, define the effect and create the
what they do somehow resembles what relationship between the two.
they expect to happen. This process depended heavily on the
“What they do” involves symbols, mage’s worldview, which differs from that
“what happens” is the effect. In terms of other mages, and so two mages couldn’t
most magicians would use: people use share spells or pool magical knowledge.
symbols to evoke effects, and the symbol Traditions are schools of magic that are
somehow relates to or is reminiscent of the organized around a specific philosophy,
effect. This concept can be seen in nearly religion, moral code or political move-
all systems of magic and underlies nearly ment. Members of the Tradition view the
all “laws” of magic. world similarly and so can view magic
The earliest forms of magic were un- similarly.
controllable. The symbol-effect links were This allows them to build a common
unreliable and evoking an effect was diffi- body of magical knowledge, share spells
cult. and pool research.

Traditions
First available at a Magic axiom of 7, a Other Shamans would recognize the
Traditions is an organization of mages who symbolism of the components (chants,
share a common magical paradigm, a beads, and so forth). This shared system of
shared understanding of how the forces of beliefs- the religious nature of the world- is
magic are wielded. Each Tradition has its reflected in the component symbology.
own unique beliefs and approaches to This shared symbology and shared world
harnessing magic. Each Tradition is re- view is what allows mages to share ideas,
stricted by its own laws, purpose and per- discoveries, and spells.
ceptions, much like schools of philosophy. In roleplaying terms, Traditions reflect a
Each is similar in some respects, but very form of theme magic. Each Tradition has
different in others; although the uninitiated its own feel, it’s own accouterments and
may see little or no difference at all. procedures. Because they share a common
Native American Shamanism, for ex- belief system, often including a common
ample, is an Earth Tradition that blends re- religious or philosophical outlook, mages
ligion with magic. Magicians who belong from each Tradition also tend to share
to this Tradition (called Shamans) perceive similar attitudes about life (though there
magic in terms of their religious views. are always exceptions).
In order to cast spells, Shamans might This theme is carried out in all aspects
include prayers to their totems, or other of the Tradition, including which spells
spirits. They might use beads and eagle they can create. Mages cannot create
feathers, peyote, face paint, and colored spells which violate their Tradition’s theme.
sand to craft their rituals. Drums and The nature of the limitations depend on
chants could also be utilized. the philosophy of the Tradition.

Storm Knights 2
Shamanic spells deal primarily with cal theories, but learning to cast spells as
spirits and afflictions, for example, and a they do is impossible.
shaman cannot learn, design, or cast a Spells created by one Tradition can
spell like bullet, even if would be allowed only be cast by members of that same Tra-
by his Magic axiom- it doesn’t fit his Tradi- dition. An alchemist could not learn any
tion. These restrictions help reinforce the voodoo spells or even cast them directly
philosophy and increase the mage’s con- from a voodoo grimoire unless he first
trol over magic. translated the spell. Unrecorded spells
It is these similarities in outlook and cannot, of course, be translated.
philosophy that allow mages to work to- It takes long hours of work to learn the
gether, sharing spells freely. It is this simi- theories of an alien Tradition, in order to
larity of philosophy that also limits mages. understand it. Once understood, a mage
Learning how another Tradition works can attempt to translate spells from the
magic is possible, by studying their magi- alien Tradition into his own.

The Rules
The game mechanics of Traditions are con- from an alien Tradition. In order to be able
trolled by the magical theory (by Tradition) to understand and learn the foreign spell,
skill and the appropriate sections of the the mage must translate it, making it a new
extended Magic axiom chart (see Appen- spell of their Tradition. Translating spells
dix 1). from one Tradition to another only be-
Each of the four magics has their own comes possible at a Magic axiom of 10.
associated skill. Only mages can learn the To convert a spell from one Tradition to
skills of the four magics (indeed, having another, the mage must first have studied
adds in any of these skills is what makes the magical theories of both Traditions- the
you a mage). mage must have at least 1 add in the
There is another skill which mages who magical theory skill of the alien Tradition
design spells learn called magical theory. and ought be fairly well versed in his own.
Anyone can learn the magical theory skill, This gives him the basic understanding of
however, even non-mages. their symbology and allows him to replace
This focused skill (by Tradition) allows it with his Tradition’s.
you to translate a spell from one Tradition They must also have sufficient adds in
to another (among other uses). Magical the Arcane Knowledge and magic skill to
theory is, in essence, the science skill for learn the spell.
magic.
Each spell is associated with a Tradi- Example: A shamanic spell has a skill
tion. Only mages of that Tradition can use requirement of divination/folk 15. A voo-
that spell. All spells will list the Tradition doo mage who wishes to translate that
that created them, as well as the game spell must meet those requirements.
mechanic elements comprising the spell.
Rarely, this will include learning the
Translating Spells Arcane Knowledges of the alien Tradition,
assuming they are different. If the Arcane
Mages who wish to expand their spell Knowledge is synonymous with one you
repertoire will often seek to acquire spells already know, there is no problem. If the

3 T ra d i t i o n s
Arcane Knowledge isn’t part of your Tradi-
Magic Axiom, Grimoire Spells, and
tion, you must gain adds in it.
Translating
The last requirement for translating a
As with other concepts, Traditions grow in
spell is a roleplaying consideration. As all
flexibility and power as the Magic axiom rises.
Traditions are limited by their theme. For a The following is a summation of the development
spell to be a translated, it must fit within of Traditions. (The axiom chart can be found in
the theme of the Tradition. The gamemas- Appendix 1.)
ter has final say in the case of any disputes. Mages from cosms with a Magic axiom of
This is not to say that the components less than 5 cannot design, record, or learn gri-
moire spells.
listed with the spell must be appropriate.
Grimoire spells are first available at a Magic
In the above instance, the shamanic spell axiom of 5. Mages from cosms with a Magic of 5
is guaranteed to utilize chants and other can design and record grimoire spells, but can
components that aren’t a part of voodoo. only learn spells they have designed themselves;
Part of translating the spell is converting they cannot translate foreign spells.
the magical symbols of the alien Tradition Traditions first develop at a Magic axiom of
7. This allows mages to learn spells from their
into symbols appropriate for your Tradi-
Tradition, though it is necessary to translate any
tion. spells designed by other members of that Tradi-
After meeting the requirements for tion, as personal understanding is still important.
converting the spell, the mage can begin At a Magic axiom of 8, mages can learn any
the process of translation. Translation in- spell in their Tradition, no matter who designed
volves replacing the symbols of one Tradi- the spell.
Translating spells from foreign Traditions is
tion with the symbols of another.
possible at a Magic axiom of 10. The translation
In game mechanical terms, the “Com- rules described above only function for mages
ponent Theorems” portion of the spell de- from cosms with that axiom or higher.
sign sheet is discarded and the player de- At a Magic axiom of 13, translation becomes
signs a new one. This process works ex- easier. Perfectly translating a spell now requires
actly like applying component theorems to only a Good success (instead of a Spectacular
success). Each step below Good allows the spell
the spell during the spell design process.
to be translated, but introduces a 2- (for Average)
The mage must have adds in component or 4- (for Minimal) point error in the translated
theorems, use appropriate symbols and spell.
can take extra time, if they wish. At a Magic axiom of 16, characters no longer
Component theorems reduce Complex- need study a foreign magical theory skill. Magi-
ity, just as in spell design, and if the trans- cal knowledge has become universal enough to
lating mage’s Theorem Subtotal is lower make the magical theory skill a general skill in-
stead of a focused skill. This makes translating
than the original, the difference is added to spells much easier.
the spell’s Complexity. His Theorem Sub- Traditions become more generalized at
total cannot be higher- the spell cannot be Magic 17. The restrictions of theme magic are
made any more efficient than it is. lifted: all Traditions may design and cast any spell
Once this process is complete, the their Axiom allows. Mages can translate any
mage finishes the spell. This process a spell from another Tradition.
Spell translation becomes a simple process at
number days or Magic 18. Any success allows the spell to be
Axiom Time taken weeks of work, de- translated without error.
10 6 weeks pending on the At Magic 20, Traditions become mostly social
mage’s magic ax- organizations. Mages do not need to translate
11-15 4 weeks
iom (see table, left). spells at all; they can learn any spell directly from
15-20 3 days the grimoire of another Tradition.
Each “day”

Storm Knights 4
represents one work day, or about 8 hours
Traditions and Arcane Knowledges
of labor. If the mage works less, for any
Most Traditions use the standard arcane reason, time to complete the spell in-
knowledges (Folk, Light, etc.), but some Tradi-
tions use different ones.
creases accordingly. They can work
The simplest variant arcane knowledges are longer, each day, but this does nothing to
synonymous knowledges (see pg. 203 of The Re- speed up the process. Each week is a
vised and Expanded Torg Rulebook). Instead of work week, or about 5 days of labor a
using Fire, a Tradition might use Flame instead. week. Missing a day of labor increases the
Such substitutions add a small amount of flavor, time accordingly, but working extra days
without introducing large-scale changes.
Other Traditions might have access to unique
doesn’t speed the process any.
arcane knowledges. The Nile Empire, for exam- During this time, they cannot engage in
ple, has the Engineering arcane knowledge. In any other activity of any sigificance (spell
most cases, these are used exactly like existing design, magical research, and the like).
arcane knowledges, but allow magicians to affect They can quit working at any time, and
different objects. come back to the uncompleted spell later,
There are Traditions that have unique arcane
knowledge schemas. These add complexity, and
picking up where they left off.
can cause balance issues. After the time has been taken, the
If a variant arcane knowledge schema allows player makes a magical theory (the mage’s
mages of that Tradition to achieve the same ef- Tradition) skill check. The Difficulty
fects mages of other Traditions can, but with Number for this check is the “Skill:” re-
fewer arcane knowledges, then mages of that quirement of the spell. The mage can
Tradition will have a decided advantage- with
less skills to learn, they can advance faster, and
spend possibilities, but unless the transla-
make more powerful spells. A variant arcane tion is occurring during game time, he
knowledge schema ought to be balanced against cannot spend cards.
the standard, so no one Tradition (or character) In order to convert the spell exactly, he
has an undue advantage. must achieve a Spectacular success. Every
A good example of this is the Nile Empire's Success Level lower than that introduces a
Engineering schema. Though it only has one ar-
cane knowledge, the range of effects Engineering
2-point error into the spell. Any failure re-
can create is severely limited. An Engineer can- quires the mage to try again, by spending
not cast a fireball spell, for example. the same amount of time again and at-
The most complicated variant moves beyond tempting another magical theory (the
alternate arcane knowledges into entirely new mage’s Tradition) skill check.
skills and mechanics. Such systems discard stan- For each point of error introduced, the
dard magical mechanics (Principle of Definition,
gamemaster should do one of the follow-
Backlash, etc.) entirely or replace them with
something new. Examples of this are the Orror- ing:
shan Occult or the Nile Empire's Mathematics.
Highly variant mechanics can be challeng- • Subtract one from the Effect Value
ing. Each is in essence a wholly new SFX, which • Subtract one from the Range value
increases the complexity for players and game- • Subtract one from the Duration value
masters. The standard rules (such as spell design)
• Add one to the Backlash
must be rethought and sometimes the designers
of new systems overlook these issues (Mathemat- • Add one to the Difficulty
ics, for example, has no spell design rules). This • Add one to the Cast Time
places additional burdens on gamemasters who
must either ignore such issues or devise house The mage cannot change the spell ef-
rules to implement them. fect at all. Any defects the spell may ex-
(Cont. pg. 6)
hibit cannot be eliminated (on the positive

5 T ra d i t i o n s
side, the mage can’t introduce any new
Traditions and Arcane Knowledges,
ones either).
Cont.
Once this process is completed, the
Additionally, balancing new mechanics is
mage can record the new spell in his gri-
much more difficult than balancing an alternate
moire. It is a spell of his Tradition and can arcane knowledge schema. New mechanics
be shared with all other members of his must be playtested, or the magical system might
Tradition. end up noticeably more or less powerful than the
standard spellcasting rules. Such systems should
Translating “On-the-Fly” be rarely used, if at all.

In desperate straits, a mage may at- cannot add their component theorem adds
tempt to translate a spell “on-the-fly.” This or a time bonus. In most cases, this will
first becomes available at a Magic axiom increase the spell’s Complexity (and hence
of 11. The spell must qualify for transla- Difficulty and Backlash), by a significant
tion as normal- if you couldn’t translate it amount.
normally, you can’t translate it “on-the-fly.” In addition, the spell must be cast as an
Mages from cosms with a Magic of 20 unlearnable grimoire spell, adding a fur-
(or higher) don’t need to translate foreign ther +4 to the difficulty and +6 to the
spells, so do not need to translate “on-the- backlash of the spell. Unless the caster
fly.” makes their casting skill check (vs. the
The “on-the-fly” translation process can modified Difficulty) with at least a Superior
be done rapidly, within about a minute (6 success, the mage will also suffer a magi-
combat rounds). The mage must score a cal surge. This kind of spellcasting is con-
Spectacular success in order to translate sidered to be a last ditch option for most
the spell, but the check automatically in- magicians.
troduces the maximum amount of error- 8 Like many other magical rules, translat-
points. Any failure means the mage must ing spells “on-the-fly” becomes easier at
wait a “work period” (see the table above) higher Magic axioms. Mages with a Magic
before attempting any translation of the axiom of 15 can translate spells with a
spell. Good success. This still introduces the
This procedure is dangerous as the maximum error, however (8 points).
mage must discard the Component Theo- At Magic axiom 17, “on-the-fly” trans-
rems of the alien Tradition’s spell, and lation only introduces 4 points of error.
cannot apply theorems as efficiently as Finally, at Magic axiom 19, any success
during the spell design/translation process. allows the spell to be translated with 2
They can select new components, and get points of error.
the base values for the ones selected, but

Storm Knights 6
Traditions Axiom Chart
This is an excerpt from the complete 12- The magical symbology underlying
Magic axiom, dealing specifically with magical Traditions begin to widen, allow-
magical Traditions. ing more and more spells to be used. The
“theme” of the Tradition becomes more
5- Spells first developed, but mages flexible.
cannot share spells. 13- Translating grimoire spells between
7- Mages learn how to share magical Traditions becomes easier. Mages may
knowledge, allowing them to create a now translate spells with a great degree of
shared body of magical research called a compatibility; though study of the alien
Tradition. All members of a Tradition use Tradition’s magical symbology is still nec-
the same magical symbology. This allows essary.
them to share spells with other mages, al- 16- Magical theories become general-
though personal interpretation of the spell ized, covering all effects, not just those of
is still important. a specific Tradition. Translating spells be-
8- The organized experimentation pos- tween Traditions becomes easier.
sible within a Tradition allows mages to 17- Traditions are no longer limited to
begin to more fully realize the potential of a theme; magicians can create all varieties
the Magic axiom. Mages may now at- of spells available to their cosm, though
tempt to cast grimoire spells directly from each Tradition may still use theorems in
a grimoire, without having learned them. their own signature way. Restrictions on
In addition, they no longer have to worry what spells are appropriate for a given Tra-
about individual interpretation of their Tra- dition are eliminated. Mages may now
dition’s spells. translate any spell an alien Tradition offers.
10- Mages may now begin to compre- Translating spells “on-the-fly” becomes
hend other Traditions and even translate a more efficient process, with the trans-
spells between them. This involves inten- lated spell suffering from less degradation.
sive study into the Tradition’s spell sym- 18- Mages may translate the spells of
bology and magical philosophy. By learn- alien Traditions with great ease, even
ing the magical theory skill of alien Tradi- among novice mages. Errors in translation
tions, mages may translate the Tradition’s are extremely rare.
grimoire spells. Only spells that are ap- 19- Translating a spell “on-the-fly” be-
propriate to the mages’ Tradition may be comes a relatively easy process, though
translated. Such research is difficult and translated spells still suffer from degrada-
fraught with error. tion.
11- Translating spells “on-the-fly” be- 20- Translating a spell between Tradi-
comes possible, allowing mages (in extre- tions (whether “on-the-fly” or regularly) is
mis) to quickly translate and cast spells no longer necessary. Mages may learn
from another Tradition. The spell’s effi- spells of alien Traditions directly. The dis-
ciency is heavily degraded after undergo- tinctions between Traditions become
ing this process. Translating “on-the-fly” is largely academic. Traditions usually be-
dangerous and seldom utilized. come an association of mages, similar to
social clubs.

7 T ra d i t i o n s
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Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right © 2001-2007 by Jasyn Jones. All Rights Reserved (except as noted below).

This electronic document is released under a Creative Commons


Attribution-NonCommercial-ShareAlike 2.5 license. The terms of this
license can be found at:
http://creativecommons.org/licenses/by-nc-sa/2.5/

West End Games and Purgatory Publishing are hereby granted a license
to this electronic document under the terms of the Creative Commons
Attribution license. The terms of this license can be found at:
http://creativecommons.org/licenses/by/2.5/

In all cases, full attribution must be included in any derivative works, the text of which
must read:
Based on “Traditions: Schools of Magic” by Jasyn Jones, copyright © 2001-2007.
Original article can be found at:
http://darleyconsulting.com/games/stormknights/magicaxiom/traditions.html

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh
Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc.

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