Showing posts with label Thread. Show all posts
Showing posts with label Thread. Show all posts

18 May 2013

Earthdawn: Part 24 - Tangled Threads - Dealing with Powerful NPCs in Game

This is the twenty-fourth part in an ongoing series about Earthdawn. Introduction and Index.

Powerful NPC allies are a problem in any setting. Their very presence can distort the game in various ways. Common threads when they appear are: why aren't they handling this problem? They may dispense with information, but why be coy? If they do help, why are the PCs even present? The easiest way to solve this is to simply remove them from the game - they don't exist, so the PCs are the movers and shakers in the raw power area.

In some settings, such as Earthdawn, this just isn't an option. Verisimilitude, and even the basic mechanics in Earthdawn's case, requires that the presence of more powerful NPCs in the world for a host of reasons. The most fundamental reason is training. For most of their careers, the PCs will receive their training from higher Circle adepts, meaning that there always needs to be someone bigger hanging out. Which is fine, but why aren't Master tier adepts hogging all of the glory?

This is the explanation that I have introduced to my current Earthdawn game. It draws on the metaphysical concepts already present in the setting, Karma, Patterns and Threads, and expands on them in new areas. When dealing with "big ideas" like this, it is generally my preference to build on elements that already exist within the setting/system. I feel it gives them significantly more authenticity, which is important when what you are really after is player buy-in. If you cannot get authenticity, always go for awesome, but that's for another day.

The essential idea is that as an adept grows more powerful, their connections to the world increase. They Weave Threads, their Legend grows, their Pattern infects objects important to them, and they bind it to items, people, places, concepts. As the adept gains more power, the greater the metaphysical "tangle" that surrounds them. It becomes impossible to track the full extent of their unintentional connections through their various associations. All of this is their Karma (their "deed" or "effect") and using their Karma sends tremors down those Threads, gently touching all of those connections.

When they are young and lower in Circle, there is nothing to worry about. Their Karma is little; the effect is minimal and doesn't spread beyond their grasp. As they grow more powerful, their deeds become significant, and the effects are similar. These emanate around them, touching other Patterns and Threads in ways the adept could never truly consider. Eventually, this Karma may rebound on itself, as the vibrations collide with other vibrations and cascade back to the adept. This is when the unintended consequences begin. When things start to go wrong, when the universe recoils on the adept, when their Karma is too great and they must begin to carefully consider their actions.

It starts in small ways, but will eventually envelope adepts that are not careful. Those that are reckless are lucky if it only affects them - few are so lucky. The practical result of this is that most high Circle adepts retire from the public eye. They remove themselves from the world, reluctant to return for fear of what their Karma may cause, what the tremors of their actions may result. Instead, they must select and train those to come after them. Advise, but never act. Even saying too much may have unintended consequences. For these reasons, they act carefully, always selective of what they do. To minimize their new connections, they may invest in a handful of promising adepts, but always cognizant of the danger their actions may hold to those young adepts.

Some powerful adepts refuse to believe this and fight against these forces. They have fought and never been defeated before, why should this be any different? It is because they are not fighting an enemy, but everything that they are. The harder they struggle, the tighter they are bound. These adepts serve as cautionary tales for others and also as a source of some excellent plots to run with: a powerful adept that always makes everything worse no matter how hard they try. And they can try very hard.

To illustrate this, I give you a Tale of Two Weaponsmiths. Grommit and Firefly were two of the finest Weaponsmiths of their respective generations. They changed the world through their deeds, crafted the arms and armor for their friends and companions, and strode across Barsaive as heroes and legends. Their works were second to none, but it was not long before each of them noted the tremors and the causality of their actions.

When Grommit crafted a fantastic set of armor for the king of Cara Fahd, it was hailed as a masterpiece. It truly was a thing of beauty. It inspired glory, passion, pride in the king's people. However, to other Namegivers it inspired jealousy, fear and rage. The king of Landis requested a similar honor to be bestowed upon him - this incensed Grommit. Who was this human to make such requests of him? Grommit could not have predicted the fallout from that much later, as both Cara Fahd and Landis fell to each other in battle.

He took note and chose to use all of his power to correct these mistakes. He intervened in the affairs of the world, using his influence and Talents, he trained promising adepts and Initiated countless youths, and produced more and mightier weapons and armor. All of his attempts to solve problems at best led to stalemates, often leading to open and brutal conflict as soon as he was no longer present - sometimes he would return in a rage at the actions in his absence, hardly making things better. The adepts he trained would often meet cruel fates, the world would seem to turn on them with bad luck, old foes of Grommit would seek them out to mete out a revenge that couldn't be delivered directly; those may be considered the "lucky" ones, some were much worse.

The Thread Items he crafted were the most insidious in the end, for their influence is still felt today. Grommit imbued them with all of the power he could, granting them an uncommon level of sentience. The lure of their power was seductive, but their long term effects were devastating. While all True Patterns have the power to subtly influence the world, which is why Thread Items are never truly lost, this influence was not subtle. They would twist events to their ends, bending those Woven to them. When their partners were broken, it wouldn't take long for another to find them. Part of this influence distorted any retelling or recording - words forgotten, recorded incorrectly, or happenstance would make the original passage impossible to read - the end result is the truth of these items was always forgotten, but their power and pedigree never were.

Firefly learned these lessons early and was troubled by the conclusions he came to. Once he felt that his time was done, he retired to a quiet life, carefully selecting and training those that would follow. His goal was to allow his Legend to wane; this would minimize the affect of his Karma and grant him an opportunity. Seeing that his companions did not recognize the danger as he did, he used their Group Pattern to siphon much of their Karma onto him (a frighteningly dangerous prospect, effectively turning himself into the black koi), it would give them more time to accomplish their goals.

Most importantly, however, he would have the chance for one final creation. Completing his Heartblade, it would be his final gift to his daughter. He deeply feared any connection to him would bind her to his Karma. So he watched her from afar as he could, as much as he dared. Even when he finally did meet her, he still could not tell her, despite how he wanted to. How he ached to tell her how proud he was of her; he wanted her life to be her own, not an echo of his failures. It was then that he completed his Heartblade, binding all of his power into his life's work, this final creation that was the culmination of everything that he was. It was his final sacrifice, knowing that were he to live beyond his masterpiece's birth, the ripples would be tidal waves. That was his Dying Legacy to his only child that never knew him.

That is the thesis that I have introduced into my current Earthdawn campaign and it works nicely with/was created for one of the themes of that game. Specifically, that each new generation of adepts must rise to fix the mistakes of those that came before them. Beyond that, it (or something that borrows and/or adapts the ideas) can serve well for a number of other campaigns and settings where powerful NPCs need to be present without overshadowing the PCs. If you have any thoughts or questions, leave a comment. I would love to hear them and see if this can be developed in any other ways.

02 October 2012

Earthdawn: Part 13 - Thread Items

This is the thirteenth part in an ongoing series about Earthdawn. Introduction and Index.


Thread Items are a major part of every Earthdawn game. They are one of the main pathways for adepts to gain power, but also serve to drive the adventure and story as the Group sets out to learn more about them. Crafting them can also serve these purposes and gives the players a chance to create part of the game. This can serve as a powerful incentive to some players. Previously, I have written about these aspects of the setting and system. For this article, I am going to focus on creating them (in game), designing them (out of game), and introducing them into a campaign.

Creating a Thread Item is the purview of magicians and Weaponsmiths and is a complicated, lengthy task. Unless performed for purely economic reasons, it is also a very personal one - this is an expression of the character's will given form. Players and the GM should work together to establish the elements that will be involved in this creation and their mechanical effects. Weapons and armor so enchanted will always require being of the highest quality (full uses of Forge Weapon or Forge Armor, as appropriate), and any other items will benefit from associated quality as well - the process is aided by decoration, and particularly if the base item is crafted by the enchanter. Gathering the various materials which will go into the item help create a bond between enchanter and item. Crafting the item and performing the enchantments to include symbolic elements also helps considerably - these are a chance for legend building and bringing something extra to the table. For these symbolic elements, look at what the strong themes for the end result are, perhaps it is a blade meant to evoke water - in which case perhaps the blade is forged entirely from a single kernel of True Water, heated in lava from Death's Sea and quenched in the Serpent River.

Beyond the ingredients, there are also techniques that can be employed in the creation of a Thread Item and each Discipline has their favorite. Weaving True Elements into the item is the most direct method and common; it is favored by Elementalists and Weaponsmiths that follow that element of their Discipline. Each True Element (Air, Earth, Fire, Water and Wood) has different properties and incompatibilities. Though those can be overcome or enhanced through the creative application of mixing True Elements in certain ways, perhaps first weaving small amounts of True Earth into the Pattern, thus allowing True Fire (never a forgiving element) to be incorporated without fear of consuming it, and to prevent the True Earth from extinguishing the True Fire, True Air is also incorporated to provide a fuel and lightness to counteract the density of the True Earth. There is no right answer here, just whatever you and the GM decide is awesome - the dice will let you know if it was a good, or terrible plan.

Magical ingredients, such as the loot collected from the corpses of so many creatures, are also useful for this process. There is less defined here because there are so many options, but the odds are you have killed something in the past, or heard of something you haven't seen yet, that will be useful for your project. Ingredients here can also include herbs, living crystal, bones warped by a changeling, or something else within the setting (I like to introduce these kinds of ingredients frequently, it is simply fun). Orichalcum deserves special mention here, though it is technically a True element. It is, in fact, all of the True elements in a special form of True Earth. It can be used for pretty much anything, will amplify whatever it is bound to, and is ridiculously valuable and hotly contested. This is the premier magical ingredient.

Magicians also have access to permanent spell Patterns and bound spirits, the latter favored by Elementalists and Nethermancers. To include a spell, the enchanter must first know the spell and then construct a proper housing for the spell and a way to empower the spell. Conveniently, the process of creating a Thread Item does all of those things, as the Pattern of the item will empower the spell and the entire process makes the housing. Binding spirits is potentially difficult and unethical, depending on how the spirit feels about it (also buyer's remorse). That being said, it is also versatile and can rely on the spirit's innate abilities to further boost the Thread Item. Future users of the item can also potentially use the trapped spirit's powers, though there are some risks associated with that.

Designing Thread Items in 3E has very clear guidelines which are extremely helpful. Though they would be even more helpful if they were actually followed all of the time. There is more consistency than 1E with regard to relative power, much, much more, but not all of the time. When putting a Thread Item together, I have my own guidelines derived from those provided based on what tier the item is (Novice, Journeyman, Warden or Master) and the Thread rank for the effect.

While it would be nice to say that I start with a history and let things grow from there, an organic development style - that is not how it works for me. Given the amount of work that I put in, I try to create every item with a character in mind, or characters, and design them around their purpose and what effects I think would suit the character and player. Once I have the mechanics complete, I will write a backstory (generally tied in to other aspects of the game) and from there derive appropriate Key Knowledges and Deeds. This will be covered in detail in future articles.

The tier of the item will determine the costs associated with Weaving Threads as well as the rank limit - the highest Thread rank available. Higher tier items have higher costs, limits and are more difficult to Weave Threads to, but generally offer greater rewards. The highest tier item that can be purposefully created is Warden. The exceptions to these are Legendary items, which have the most potential, allowing up to Master items and the full 15 Thread ranks. In general I prefer to keep most items within the Journeyman to Warden range and will often expand on their original rank limit with Legendary ranks gained after the item is created.

When designing effects, the general guidelines are +1 to something (armor, damage, defense, talent, etc) for the first four ranks, then +2 at five and up. At rank 7 the effects tend to be less bonuses and more abilities, but that marks another increase in power. An exception to this is rank 1 for armor, shields and weapons: their standard benefit is to make the improvements from Forging permanent; so a broadsword (Str+5, Size 3) would be a Str+8 weapon, and an espagra-scale cloak (3/1) would be 5/2. For Novice and Journeyman items I will adhere to these pretty strictly - they are very cheap to improve - and the Journeyman items gain their benefits for the comparative increase in costs at rank 5 (Novice are limited to rank 4 and Journeyman to rank 6).

Warden items tend to start off looking at two different +1 (equivalent) bonuses, usually things that are more fun than strictly powerful. The increased costs for these items means that while they have a few more ranks (rank limit 8), it is going to be expensive on the way there and I like to provide incentives along the way. Early access to Talents that are not extremely powerful (Swing Attack, for example) or that are not as useful when you finally do get access to them (Forge Armor) are good places to look. Master items will take this another step further, but (as I use them) they tend to be very rare and have effects that benefit the group as a whole - they may belong to one character, but they are for everyone.

Checking the Thread Items that have already been created for you is a great place to start when looking at effects that are not just bonuses. That may sound like a cop-out, but it will be important for every GM to figure out where they want the relative power-level of the Thread Items in their game to be, and this process will strongly influence that. I prefer to have them be on the more powerful side. This encourages the players to interact with the world in seeking the Key Knowledges and performing Deeds, and, let's face it, toys are fun and more powerful toys are more fun - within reason, of course. Similarly, this also encourages players to create their own Thread Items, since the effort required will be worth the investment. Any opportunity to have the players create their own fun and set their own goals is something I try to never pass by.

To put this all together, I like to write out an outline of the item: each rank and the effect for that rank, inserting spaces for Key Knowledges and Deeds where appropriate (every odd rank is standard). Then I fill in effects and get an overall impression of how the item looks. My preference is to design the mechanics of a number of items (usually the same type, such as weapons) at the same time. This allows me to directly compare where they are all at with each other, ensuring that everything is on par for the associated costs. I do not want any jealousy from my players on Thread Item inequity vis-a-vis how powerful they are.

With that at a place that I am happy with, I will move onto the description of the item. Since these are all tailored to a character, I prefer to keep them within the visual style of that character. For some, this may be sleek and dangerous, perhaps bright and showy, or even worn and completely mismatched. This aspect is a subtly important one because it seems innocuous, but the goal is to give the players something that they want and if it doesn't look appealing, they may not want it, no matter how powerful it is. Alternatively, that could be the joke. It is worth mentioning that I am notorious about putting terrible jokes in items. I make no excuses for this behavior.

Key Knowledges and Deeds are next up. As mentioned above, the standard placement is to have them be required at every odd rank and this is almost always what I employ, though Legendary ranks may break that pattern. The first Key Knowledge is always the item's name. After that, it depends on the origins of the item. The Name of the creator, or anything notable about the creation are good places to start. Deeds should generally be related to either the creation (repeating a part of the process) or the Legendary rank (repeating the action which formed the rank in question). These Key Knowledges and Deeds form the basis of the legend and should be used to steer the story; where do you want the Group to go and what do you want them to do? The players will do these things, so be prepared and careful what you wish for at times.

Introducing Thread Items into a game is generally done as a reward, or found as treasure. My preference is to bring too many into play at once, as that can easily lead to indecision about how to tackle them. Only magicians can Weave Threads to the item prior to 4th Circle, though it is a common house rule to disallow that and require everyone to be 4th Circle before Weaving any permanent Threads. The reason is that other players may be jealous of the magicians' early access to the Thread Items, which can be a fair concern, though I don't tend to worry about it as their advancement is slower in relation to the other Disciplines (they have an additional Discipline Talent to increase) and it is fully in my control when the players get access to Thread Items.

One of the primary things to consider when introducing a Thread Item is its Spell Defense. Even if you know the Key Knowledge, you still must be able to actually Weave the Thread. This means that characters won't likely be able to use their more powerful items until they have the skill (or Talent, as the case may be) to back it up. This is another useful factor in limited access to powerful items that may be introduced early, but don't be terribly surprised if the players are a little grumpy that they cannot use their new toy which they have gone to the effort of learning Key Knowledges for (though Karma and blood magic can both provide boosts for this).

Here is a short example of a Legendary item from my game:

This particular item does not have any Key Knowledges because its True Pattern was generated through the actions of a character (Jak'Tak). It started as his physician's kit and had been the primary source of healing for the Group for a very long time. That particular character was invested in the Group over himself, and his kit began to represent that in some ways. As well, the character, as a Weaponsmith, was interested in things that he had created for himself over items created by others for him. It has started out relatively average, but with the small number of ranks, there is plenty of room to grow. Future ranks were intended to be more mystical in nature, but also dependent on the deeds performed.


Doctor’s Bag
Maximum Threads: 2
Spell Defense: 10
Legend Point Cost: Novice

This is a rough and beaten leather bag with numerous pouches containing what amounts to a physician’s kit. The stitching is thick and sturdy, and appears to have once been a dark red. It is well taken care of and loved, though some may mistakenly consider it crude with the number of herbs and more common country-type remedies.
Thread Rank One
Effect: For 1 Strain the bearer may, through careful dilution and specific knowledge, turn one physician’s kit application into two.

Thread Rank Two
Effect: The bearer may gain a bonus to his Physician Tests equal to the Thread Rank.

Thread Rank Three
Effect: The bearer gains a +1 rank bonus to his Physician skill. This does not actually grant the Physician skill.

Thread Rank Four
Effect: The bearer gains a +2 rank bonus his Physician skill. This does not actually grant the Physician skill.

13 September 2012

Earthdawn: Part 7 - Horrors

This is the seventh part in an ongoing series about Earthdawn. Introduction and Index.

The most insidious and dangerous things in Earthdawn are the Horrors. Completely alien and unknowable, they come from deep astral space to feed on fear and pain. Infinite shapes and sizes, and powers that even dragons fear. While the magic levels have dropped considerably, Horrors are still present, ravenous and deadly.

Horrors are intrinsic to the setting, representing the greatest threat to Namegivers (besides themselves) and adepts will expend considerable resources, including their lives, to free the world from their presence. There are two different perspectives on Horrors: the players' and the GM's. For players, Horrors are a significant (perhaps the most significant) challenge you will face. While they represent the potential for incredible stories and legends for GMs.

When hunting a Horror, the most valuable weapon any Group can have is information. Earthdawn is a setting of legends and there should always be some account, some evidence, some story about the Horror. These should give you clues on how to confront them. Most Horrors worth hunting in this fashion will have minions; undead, constructs, or Namegivers they have Marked. Learn everything you can and prepare. If the Horror has a Name, so much the better and worse. That means it has done something to earn a Name, which is bad, but this means it has a Pattern and you can take advantage of that.

Thread magic is the biggest advantage adepts will have over Named Horrors; use it. Follow the Horror's path, figure out it's Pattern Items. They will give you a significant advantage in any conflict for a minimal investment. Never be afraid to run away from a Horror if need be. Despite all of the power an adept has access to, discretion is often the better part of valor. Take what you have learned and begin to plan in earnest.

The standard of the power and fear Horror's wield is through their Mark. It is a stain upon your Pattern and each is unique, the fingerprint of the Horror. They can be detected through careful scrutiny with astral sight. Through this Mark a Horror can influence you, tempt you, hurt you, exert its terrible will on the world through you. Their powers can be used against you or through you against those around you freely and it is nearly impossible to escape their voice as they taunt you endlessly. Some can apply a twisted version of Thread magic directly against your Pattern to plunder your essence and memories, or take control. While you are Marked, no one is safe.

For the GM, Horrors are the other side of the coin. They are a powerful weapon in your arsenal to drive the story. Entire campaigns can be constructed around the legend of a particular Horror. From finding the Thread Items of those that have fallen before it, learning of their legends, and their collective will driving the Group to the Horror. Following it's trail, learning about the legends of what came to pass. It can be a powerful event, the final showdown, when everything is on the table and victory is uncertain. That is just one idea, however, and there are many other great ways to use these antagonists.

When a Horror is first introduced into the game, there are a number of factors to consider. Specifically, what is this Horror supposed to do? They work poorly (not to mention are completely wasted) as random encounters. Instead they should be used as long-term implacable foes, whose logic is unseen and insidious. Develop some themes for the Horror; it doesn't need a Name, but it should be distinctive. The Mark should be related to these themes, reveal some part of the Horror's character. Perhaps it has an affinity for musty crypts and the undead it creates within. Recently I used a Horror that had a thing for Elemental Earth, which was bad news for many kaers (their primary defense is a bunker of Elemental Earth). Everything associated with it was earthen or crystalline, tinged with blood. The Horror also had a special fondness for obsidimen and their Liferocks and it's Mark was a bleeding mountain.

What kind of story do you want to tell with the Horror? Not every Horror encounter has to be an epic, but it should at least be significant. These are the enemies of the setting. Set the stage for a Horror with unsettling dread. They are subtle; they don't feed on wanton destruction or death. They are artists and they are patient. Figure out the modus operandi of the Horror; they don't have to make sense, but there should be internal consistency. A little mystery will go a long way, but there doesn't have to be a big reveal. At the end of the day, the motivations of a Horror are simple: they're hungry. They can also be finicky eaters and can go to outrageously bizarre lengths to make their meals that much more succulent.

Less abstractly, what powers does the Horror possess? There are a number of Horrors that can serve as excellent templates to build from, as well as lists of powers that are unique to them (though a number of Nethermancer spells are suspiciously similar). An important lesson to learn is don't give the Horror more powers than you can remember. A few good, iconic powers will go much further than a new ability every turn. Even with all of the research, every Horror should have one good surprise for them.

How do the basic assumptions of the setting work? The best example of this is the Greeting Ritual. When two Namegivers meet they perform an exhibition of their artisan skill, as it is believed that Horrors (and those Horror-Marked) cannot create beauty. What if it is just a meaningless superstition, or only works for some Horrors? Maybe it is foolproof? How that basic assumption works will shape how player's interact from that point forward; though let them figure out the truth the hard way. Whatever you decide, keep to it, but also keep the Greeting Ritual in place. It is an important cultural element that highlights a sense of vulnerability and false security (especially if the ritual has no practical benefit).

As the Group begins to track down the players, don't forget about the minions. Most Horrors have time to lovingly craft their favorite constructs and bring a semblance of life to their fallen foes. Also they may have Horror Marked Namegivers to use against the Group. These can be sympathetic NPCs, but don't be surprised if the Group doesn't show mercy, despite their plight. Particularly devious GMs can have the NPC be politically powerful, meaning that direct action against them is nearly impossible. Horrors typically have little interest in killing; they are not direct and will only act as such when they truly feel threatened. This leads them to behave like grandstanding villains, gloating and performing unspeakable, but unnecessary acts just for the sake of the fear and pain they cause. Give the players these opportunities to escape if need be, especially if one has been Marked. Horrors want their legend to grow as well and corpses are notoriously poor at spreading the word. In the end, Horrors are somewhere between Dr. Doom and Cthulhu. Which is just beautiful to me.

In the end, if the Group swears that they are never going to take down another Horror, that is a job done well. If they find evidence of another Horror, or the same, damn Horror, then that is a job done very well. Horrors are native astral creatures, so killing them in the physical world is rarely enough to actually slay them. That just makes them retreat and plan for some extremely elaborate and painful vengeance. These are some of the best stories that Earthdawn does so easily and so naturally.

Coming up with be an article on citadels and kaers, and eventually more detailed looks at crafting Horrors and integrating them into the story.

11 September 2012

Earthdawn: Part 6 - Spellcasting

This is the sixth part in an ongoing series about Earthdawn. Introduction and Index.

The information presented here has been updated for Earthdawn Fourth Edition (ED4). Most specific information for spellcasting in ED4 can be found here.

Spellcasters (also known as magicians) are a specific subset of adepts whom, unsurprisingly, cast spells. The core disciplines which are considered to be spellcasters are Elementalists, Illusionists, Nethermancers and Wizards. Spells are a specialized form of thread magic. The basic premise is to take energy from astral space (where magic comes from), pull it to our reality and form it into the pattern of your spell. The patterns for some spells are more complicated than others and may require you to weave one or more threads first. All of the spell patterns are temporary and dissipate after their effect is complete (there is an exception to this; a spell may be given a Name and changing it into an independent astral entity). Two talents are required at the very least, Spellcasting and Thread Weaving. Astral space is in such a state, however, that a spell matrix is highly recommended, but not strictly required.

Prior to the Scourge, spellcasting was performed without the need for a spell matrix. As Horrors began to arrive, their very presence polluted astral space, particularly in locations they resided. Exposure to corrupted magic pulled from astral space is dangerous to a magician in two ways: first it can cause damage to their pattern (manifesting as injuries), and second, perhaps most important, a Horror in the nearby area can notice the activity and take that opportunity to place their Mark upon the spellcaster. A Horror mark is bad news and will be part of a subsequent article; for now just take my word that an entity from beyond time and space which feeds only on your pain and suffering with a direct link to your being isn't something you want.

To solve this increasingly problematic issue, magicians created the spell matrix: essentially a magic filter, or firewall. Initially they were contained within thread items and filtered through that item's pattern, but after the Scourge a clever Nethermancer figured out how to use your own pattern as the filter and spell matrices became talents. There is a limit to the number of spell matrices your pattern can sustain, so thread items containing a spell matrix are still available and popular with magicians.

In general, a spell matrix can only contain one spell at a time (a Shared Matrix is the exception), and some varieties (Enhanced and Armored) also contain a single thread which is pre-woven. Changing spells within a spell matrix takes 10 minutes of meditation, though can be accomplished on the fly in times of need, at some cost in Strain. Casting can be performed without a spell matrix (this is referred to as "raw casting"), though there are associated dangers depending on the corruption of the area you are in (Astral Sight can reveal this). For example: an untouched kaer is likely pretty safe, but one that has been breached by a Horror is probably quite corrupted. Directly casting from a magician's grimoire (effectively a spellbook, but there is no requirement of it being a book) is also a possibility, but things going wrong can be rough on it (let's hope your tattoos aren't also where you keep your spells!).

The idea behind a spell matrix is to limit spellcasters' access to spells in times of stress (e.g. combat), but when time is not of the essence they will have complete access to all of their spells. Weaving threads generally takes a turn per thread, though failed rolls will make it take longer, or an exceptional roll, shorter. Additionally, all spells can benefit from additional threads beyond the requirements woven prior to casting. These can improve various aspects, depending on the spell, and the number of additional threads possible depends on the circle of the spellcaster. When a magician is not constrained by time, they have considerable resources, but when moments count, they have to make potentially difficult decisions about what tools are practical (e.g. how big of a "boom" do you need for the fight). As such, magicians have a more limited role in combat than many other fantasy games, between more powerful spells taking longer to cast and limited access to spells. This means disciplines obviously designed for combat (e.g. Swordmaster and Warrior) are front and center during those scenes; it is their time to shine.

Learning new spells requires the Patterncraft talent, along with time. A tutor will make this task easier, though with sufficient downtime it isn't an issue. Beyond starting spells, any additional spells have to be found, purchased, or earned.

It is hardly all doom and gloom for spellcasters. There are no limitations on the number of spells that can be cast per day, practical (through accumulating penalties) or otherwise (mana points). Many spells provide unique effects that cannot be replicated in any other way (a spell that allows you to relive a corpse's last moments of life). Magicians strongest suit is as a utility character. Outside of combat they can bring their full arsenal of spells to bear upon any task with no limitations. There are some utility spells that are simply amazing in what you can do with them.

Despite their limitations, spellcasters still bring elements to the table which other disciplines will not be able to until higher circles (if they can at all). Most opponents are more resistant to physical damage than mystical, at times to an amazing degree, meaning that the magical attacks a spellcaster can bring to the table will be invaluable. Magicians, if so inclined, can select an array of spells to target a variety of defenses with each type of damage, including spells with different thread requirements if speed or power is more important. The end result is that a magician, with the proper information and inclination, can contribute significantly to combat. It just ends up being a thinking game where you have to analyze the data and select the best response. As well, spellcasters have access to a number of control oriented combat spells to support the more conflict members of the group.

I really like how this ends up working. Everyone still gets to contribute meaningfully, but niche protection is maintained. The spellcasting system can be conceptually difficult at first and represents a major departure from how D&D tends to function, but it works magnificently and plays to many of the classical strengths of the fantasy magician in older school games. There is debate how true that remains at higher circles, though the limitations on finding new spells, which get downright rare as the circle increases, can significantly mitigate that. The fact that finding old, lost spells is an adventure unto itself excites me. It plays with the post-apocalyptic and exploration themes, and gives any group reasons to continually search out dangerous and forbidden areas, to start messing around with the upper echelons of power and make deals with dragons.