|Main book needed|
|Required for Effect Shaping|
Highly Recommended for
As in the previous article, these two systems have a tremendous amount of overlap, but where they differ, they are worlds apart. The nice thing about that is that if you understand one version 90% of the way, you probably know the other 80% of the way, and yet, they are unique enough that it feels like a whole new ball game when switching from one to the other. So let's take a look at the system component by component.
- Magery determines cap on skills to cast spells. A higher cap enables gathering more energy, and more energy allows casting spells; Magery is a gate that blocks access to the strongest spells.
- Magery determines Mana Reserve. I'll discuss it a bit later, but basically, this is ER for RPM.
- Magery allows more conditional spells. Conditional spells are those cast and stored as a "charm" allowing one to use it at will and near instantly in the future (or give it to a non caster to use) and "conditional spells" are spells attached to a person, place, or thing (and that spells noun!) that cast automatically provided a trigger condition is met.
Charms and Conditional Spells
- The Laws Of Magic, linked earlier is really good for even the default system, and it contains the rules for Effect Shaping.
- I like the section here that relates Thaumatology: Magical Styles to RPM magic. It gives a good guide to some helpful additional perks. It also gives some nice incentive to choose an RPM style that is more flavorful in the form of styles and talents that large amounts of carrot and very little stick.
- More thorough explanations of Effect Shaping and the complete list of items for Decanic Trappings can be found in Thaumatology