(c)Ray Cochener (silveroak@elysian.net) 29 Aug 1995 Candle magic(mental/VH): Candle magic breaks down into several optional specializations, by color. While the specialization is optional, the color of the candle is not. Any use of candle magic must use candles of the appropriate colors, as follows: Red: Passion, fire, science, knowledge Blue:water, mystery, wisdom, shaping, destiny Brown: earth, death-rebirth, growth Green: life, healing, money, fertility Orange: healing Black: protection, destruction White: purity, light Yellow: air, intellect, philosophy, knowledge, vision Violet: psychic powers When using candle amgic, each candle must be specifically attuned to its intended use, and charged with power. Thus, a red candle could be charged with fire, or passion, or science, for a specific use, and would be powerless before being charged. A charged candle can only be used in complex ritual by the person who charged it (see below). Charging a candle takes 60-skill seconds for a 6 inch, 1/2 inch diameter candle, and costs one fatigue. The choice between large candles or a large number of candles is described below. At the end of the charging, roll versus skill to determine effect, and *secretly* note success or critical success. Failure is not detected, and critical failure results in a negative aspect charge (for example, a red candle might invoke the destructive aspects of fire, or a yellow candle lead towards distraction... as with most Critical failures, this is the time for GM's to get creative.) Once the candles are charged, there are a number of uses for them. The first is a complex ritual, in which a specific desired effect is required. Each ritual is unique, according to the effect desired. Additional "candlepower" can be used to enhance the spell, but each candle whose empowerment was not a critical success subtracts one from the effective skill due to the more diffuse focus. Larger candles last proportionately more time- and all candles used must be of the same size. The candles will last 1d minutes per unit of size/power, and the person must make a roll versus candle magic every minute to maintain focus until the spell is done. Regular success costs one fatigue, and a critical success has no fatigue. Failure means the spell is disrupted, and critical failure indicates that the spell will be warped- the more dangerous the intent the greater the possible damage. A healing spell will probably simply delay recovery, while a spell of vengance will bring the sought revenge upon the caster. Optionally, the candles may be put to more general use. In this case, a "lighting ritual" (candle magic+5) must be used, which takes 1d seconds to enact. Once this has been done, the candles will burn for 1d minutes, and durring that time add +1 to any abilities for which they are aspected, for the person who lit them ceremonally. Critical success candles do not require the ceremonial lighting, and will affect everyone whom their light is shed upon. Combat will rarely be aided by such candles, unless the opposition is so diametric that the "candle power" is obviously on one side: a white crit succ. candle being used for lighting during a battle between the evil dead and the holy knights will add +1 to the skills of the knights and subtract one from the skills of the dead. Black candles will also add +1 to defense rolls, but if they are critical successes do not discriminate based upon sides. Designing the spells: each spell is a sort of customised wish, and obviously uses a great deal of energy in the invocation. The GM must decide what aspects are appropriate, and the candlepower required in each for the spell to work. Excess candlepower will be applied as a penalty to resist the spell. If the subject is present and not physically resisting (unconcious, restrained, or consenting) the effects are doubled. General guidlines are: Damaging: appropriate candle (usually black, but not always) at a rate of 1 candlepower for each 1d-2, or three candle power for 2 dice even. If this is another color, damage will be as appropriate to the aspect (fire being an obvious choice, though a healing spell to cause disease and other manifestations are possible) these will require at least one destructive aspected candle, regardless of chosen manifestation. Resisted by HT. Healing: one candle power for each 1 die of healing. Green or orange required. Resistance (if desired) is made versus health. Mental influence: Varies by diversion from normal tendencies. For a minor alteration (think I'll wear the blue suit today) one candle will ussually suffice. Important but close decisions (hmm... whom to hire) will generally take five candlepower. Subtle changes in behavior (when did you start eating chocolate?) will take ten, life changing decisions (I *will* take that other offer) require fifteen, and radically different changes (when did you start dating her, you always hated her!) will take twenty. Radically different life altering decisions require 40 candlepower. Additionally, each of these is resisted by will, with a bonus to will equal to number of required candlepower divided by five, minus one (yes, they are at minus one when you try to influence what they wear... it's not a high priority item). In individual cases the required candle power may lie somewhere in the middle, and will should be rounded. Karmic: if you can't change their mind, change their luck! Will modify rolls for 1 day-bonus per candlepower (i.e. 2 candle power can be +1 for two days, or +2 for 1- or minuses if it's retribution oriented). *Not resisted!* These bonuses only apply to the ends which the spell was dedicated (generating money, study, romantic appeal, protection in combat, etc.)