Gradual Initiation Jason J Carter (Carter@UPS.EDU) ---------------------------------------------------------------------------- The purpose of these rules is to reduce the drastic increase in power gained by magicians upon their first initiation. Under the normal rules the character gains six metamagic powers and access to the metaplanes. This is quite a bit of magic for just 9, 12, 15, or even 18 Karma points. However instead of increasing the cost of initiation to an outrageous level or ignoring it, we will make the gain of powers more gradual. These rules also include quasi-metamagic powers that make initiation for Conjurer and Sorcerer Adepts just as useful as it is for full magicians and Shamanic and Elemental Adepts. Initiation & Metamagic All magicians begin life as what is considered to be a Grade 0 Initiate. This is to say that a Grade 0 Initiate is any character who is magically active, not that they have access to metamagic powers or the metaplanes of astral space. An easy way to look at it is to say the Grade of the Initiate is the number of times he has undergone Initiation Ceremonies. Each time a magician undergoes an Initiation Ceremony he gains several things. First of all his grade increases by one. He also adds a point to his Magic Attribute Rating. He may also attempt to remove a Geas. Lastly he gets a Metamagic Power. There are also several abilities that all magicians have, but which are not felt until the first initiation. All magicians have a bonus to their Astral Initiative equal to their Grade. They also have an Astral Pool with a number of dice equal to their Grade. This Astral Pool can be used augment either the Astral Combat Pool or Magic Pool which the character is in Astral Space. Cost of Initiation The cost of Initiation is equal to (5 + Grade being gained) x Initiation Multiple. The Initiation multiple has a base of 3, but is reduced by the following modifiers. Magician is a member of a Magical Group: -0.5 Magician undergoes an Initiation Ordeal: -0.5 Magician is guided by a magician who has the Metamagic power he is gaining: -0.5 (This applies for Physical Adepts whenever they are guided by a higher Grade Physical Adept.) Mages, Shamans, Elemental Adepts, and Shamanic Adepts Since mages, shamans, elemental adepts and shamanic adepts have access to all the magic skills and astral projection and thereby all the Metamagic Powers, they follow the same rules for gaining new Metapowers. * Grade 1: Metaplaner projection, Choice of Standard Six Metapowers * Grade 2: Choice of Five Remaining Metapowers * Grade 3: Choice of Four Remaining Metapowers * Grade 4: Choice of Three Remaining Metapowers * Grade 5: Choice of Two Remaining Metapowers * Grade 6: The Remaining Metapower * Grade 7+: Unknown Conjurer Adepts Several new Metamagic Powers have been added for use by Conjurer Adepts. The GM needs to consider them closely since they reduce and eventually remove the limitation that Conjurer Adepts may not enter Astral Space. * Grade 1: Spirit Centering * Grade 2: Spirit Quest * Grade 3: Spirit Vision * Grade 4: Masking * Grade 5: Spiritual Travel * Grade 6+: Unknown Sorcery Adepts The number of Metamagic powers available to Sorcerer Adepts is increased by the addition of a new Metamagic Power. Sorcerer Adepts also eventually overcome the limitation that they cannot enter Astral Space, although not to the degree that Conjurer Adepts do. * Grade 1: Choice of Shielding or Centering * Grade 2: Power not chosen at Grade 1 and Spell Sight * Grade 3: Choice of Dispelling or Quickening * Grade 4: Power not chosen at Grade 3 * Grade 5: Spirit Vision * Grade 6: Masking * Grade 7+: Unknown Physical Adepts Only two of the Metamagic powers can be gained by Physical Adepts, although they are allowed to purchase Astral Perception. Upon gaining Grade 1, Physical Adepts with Astral Perception may gain either Centering or Masking. The second power is gained at Grade 2. If Astral Perception is not a power that adept possesses, then he gets Centering at Grade 1 and Masking when he purchases Astral Perception. Some would say that Initiation is not as effective for Physical Adepts, but the ability to buy additional Physical Adept power with the new point of magic makes up for the lack of additional Metapowers. NEW METAMAGIC POWERS Spell Sight Spell Sight is a very limited form or astral perception gained by Sorcery Adepts due to their close association with manipulation astral energy. An Adept with Spell Sight can "see" the astral energy created with the Sorcery Skill. This means the adept can center to improve spellcasting and detect both Wards and The Sending of a ritual sorcery spell. Spirit Centering Spirit Centering is a slight modification to standard Centering which only Conjurer Adepts can use. Besides being able to use Centering to Reduce Drain or Reduce Penalties, Conjurer Adepts may use Centering to Gain Additional Services. The target number is the Force of the Spirit. For every 2 successes on the Centering Test, the Conjurer gains one Service, assuming he gets at least one on the Conjuring test. Spirit Quest Spirit Quest is a Metamagic power unique to Conjurer adepts. Due to their close relations to the Metaplanes of Astral Space, Conjurer adepts gain the ability to Astrally Project to the Metaplanes dispite their inability to use normal Astral Projection. Spirit Quest can only be used for the Astral Quest types of Great Summoning, Spirit Battle, and True Name. Spirit Vision Spirit Vision is an power gained by Conjurer and Sorcery Adepts. It allows them to see fully into Astral Space. Spirit Vision is Astral Perception by a different name. Spiritual Travel Spiritual Travel is an power gained by Conjurer adepts only. It allows them to travel through Astral Space in a manner very similar to that used by spirits. Spiritual Travel is Astral Projection by a different name. Suggested Rules Modifications The following three rules modifications are intended to put the Magic Attribute Rating into Conjuring. As rules stand it makes no difference if your Magic Attribute is 10 or 1 when summoning or controlling spirits, although you had better have a good Magic Attribute if you plan on Banishing. 1. Replace the description of Spirit Focus with the following. Spirit foci increase a magician's ability to conjure spirits. The magician must declare the specific spirit type for which he will use the focus (e.g., water elemental, hearth spirit, desert spirit, an so on) at the time of bonding. A spirit focus only works for the type of spirit for which it was specifically bonded. A spirit focus provides a number of additional dice equal to its rating, and these can be used to summon, banish, or control a spirit of that specific type. The magician can also use the dice for the Drain Resistance Test. The rating is also added to the magician's magic rating to determine drain codes and target numbers for these tests. The rating of the focus is the total number of dice for all the various test associated with summoning a single spirit. 2. The increase to the Magic Attribute Rating of Power Foci does not count on any successes test involving the Conjuring Skill. That is to say when the magician is Summoning, Controlling, or Banishing spirits. 3. Change the Conjuring Drain Table on SRII page 140 to the following: Spirits Force Rating Drain Level Less than 1/2 (L) Stun Equal to or Less (M) Stun Greater (S) Stun Greater the 2x (D) Stun Note: This change will result in more powerful spirits, but will make magicians of all types, especially Conjurer Adepts, think again about reducing their Magic Rating by installing Cyberware or Bioware.