Colors of Magic
Red | Blood Hit Points |
Animals | Life |
Orange | Forge Gestures |
Elemental Vulnerability |
Making |
Yellow | Illusions/Senses Spoken Word |
Feelings | Unreality |
Green | Alchemy Ingredients |
Essence | Nature Nothing Manufactured |
Blue | Weather Sigils |
Elemental Vulnerability |
Battle |
Purple | Reality Concentration |
Truth True Names |
Discipline Vow |
from https://stuff.mit.edu/~boojum/CometWeb/Info/Magic/ritual.html
Magic Rules
You probably noticed the world has colored zones now. The Rainbow River is gone, and each of the colored zones is a perpetual field of that magic color in which random magic occasionally happens (less often than on one of the river sides, but periodically).
The zone you were born in (your "color") changes how you interact with magic. You may never learn any spells of the opposed color. You may learn not just the base-version of your color's magic, but also the two other varieties that were present in the surges. You may learn one of the other four colors' base-version with no negative interference effects. You may not be a Rainbow Mage.
In a zone, spells of the opposed color only work if they are the base-version of that color, and even those are one difficulty harder, and if they have a duration it will drop significantly. Spells of a non-base-version of a non-opposed color are one difficulty harder.
If you were born on the "Rainbow Isles" in the Inland Sea (or on the open ocean or somewhere else weird and not in the colored zones), you get the old magic rules - one base-color, the opposed base-color is learnable by giving up dispels, learning non-opposed colors either burns out your skill or requires having a Rainbow Mage shtick/skill. There's no school teaching Rainbow Magic, but there are rumored to be a couple of self-taught Rainbow Mages in the Rainbow Isles. All spells work at their normal difficulty in those areas.
Spells cost 1 skill point. Skill in a full base-version of a color is breadth five 5, more limited base-version skills are narrower. Skill in a full non-base version of a color costs 3 (if you can buy it at all). If you have access to broader skills, you can get full-base+1 non-base for breadth 6 and full-base+both non-base for 7.
Spells that buff dice will be higher difficulty than they used to be.
Note that color is based on what zone you are born in, not what your parents were or where you grew up. For Elves that's "where you returned the last time you heard your song." Half-elves don't *normally* change color when they hear their song, but you might be able to argue me into it as a special case. If you don't start as a Mage, you can choose not to know what your actual color is. I might let you choose it later, or I might choose it for you.
Endurance Costs
It requires a lot of concentration to cast magic spells. Accordingly, how much End you spend depends on your Will. It also depends on the difficulty of the spells, harder spells taking more concentration. Each time you cast enough spells to generate difficulty points equal to your will, you spend a point of End.
Spell difficulty | Difficulty Points |
7-9 | 1 |
10-12 | 2 |
13-15 | 4 |
16-18 | 7 |
19-21 | 11 |
22-24 | 16 |
25-27 | 22 |
28-30 | 29 |
etc. | etc. |
Spells cast in combat cost one difficulty point less (since you've already paid a full End to fight the combat).
Horrible Awryage
To quote from the webpage:
The term Magic ... is reserved for describing the skill of manipulating the six Colors of Chaos. As the name implies, it's a chancy skill, with a moderately high probability of something going dreadfully wrong if you don't know exactly what you're doing.
I'm not going to try to quantify Awryage here, but I want to give you an idea when and how it might come about. Consider this fair warning.
- Awryage never happens unless you get at least one seven in your roll. You've simply failed to generate any magic at that point.
- If you know the spell you're casting, see how many ones you rolled. If you rolled at least three, awryage is possible. Initial awryage is likely to be fairly harmless (your fireball's a different color from usual, or something), but as the number of ones increases, it can be bad (the fireball misses the target is on the order of 6 ones, the fireball lands at your feet is nine or ten). If you get twice as many ones as successes, there's ALWAYS awryage. You can use skill points IN THE SPELL to cancel out ones (those skill points then can't be used for successes).
- If you're casting wild magic, count up ones and any die which is more than 5 below your difficulty number to see if there's awryage. You can use skill to bring numbers up to within 5 of your difficulty, if you want to do that instead of generate more successes. Then use rules above.