Twisted Confessions, an Independent Game Venture
Game Twists
Contact Us

Magic Schools

This was inspired by various discussions on the Everlist, mainly about the lack of guidelines in creating Magical Schools and determining the effects at each level (including quite a discussion on replacing Magic with Powers entirely). The Two Element Test from the main book was a start, but in my opinion was too vague. Inspired in part by the Elemental Control from FRED, I give you this alternative.

  1. According to the Two-Element test, Magic works about as well as two elements of the same score, or twice the character points that were put into the Magic School.
  2. Thus, Magic is the rough equivalent of Powers whose combined total points are equal to double the Magic score, minus 1 (this subtraction represent's Magic's flexibility, variability, and all the "between the cracks" stuff Magic can do).
  3. A given magical school may not have more separate Powers than (Magic + 1), and may have less. Note this does not reference effects (each Power in the Magic school might be variable), just abilities. Powers may be zero-point.
  4. Each magical 'level' should build on the effects of the previous levels, such that there could be a clear picture of magical advancement. The combined Powers must have a similar theme, such that one could look at them as part of a coherent continuum.
  5. These Powers are meant as guidelines, not as replacements of the Magic score - this just replaces the Two Element test as a guideline of what the magic can do, and all mages must still CAST their spells, even ones labeled as 'frequent'. There will be things between the cracks of these Powers that the Mage will also be able to address.
  6. If using my MagicFormula2, note that the actual potency, frequency, etc. of each use of Magic will remain determined by the Formula.


There is no explicit guideline for how powerful a companion can be for the points - just a lot of Everway handwaving, and this is one place where the rules could be a little tighter. From the four examples given in the text, then, I have extrapolated this:

  • A 0-point Companion has all element scores at 1. I'm not sure what this would be - a pet slug?
  • Each additional Power point gives the Companion 3 character points to spend, either on its elements or on powers/magic of its own.
  • To eschew players getting Companions more powerful than their characters, GMs should be wary of any companion costing more than 4 points.

All four of the sample companions in the EPG can be build more-or-less according to these guidelines. To wit:

  1. Pet Viper (cost 1) - 7 Elements + Poison (0 point power)* = 7 total = 4 + 3
  2. Cat Familiar (cost 2) 10 Elements + "no special abilities" = 10 total = 4 + 6
  3. Wolf Companion (cost 3) 12 Element Points + "Wolf Abilities" (1 point variable power) = 13 total = 4 + 9
  4. Ape Companion (cost 4) 16 Element Points = 16 total = 4+12

*This wouldn't be a zero point power in most creatures, but for a viper it's within the creature's purview.

Last modified: Thursday January 01 1970 00:00:00, by Alexander Cherry