Calspeth's Tome of Savoryan Sorcery

Spells Known

 Spell name   Cnv  CL   SB   ML   SI   EK   Book  Form  RTL   
Alvid's Mote   S   I    15   42   4    4    1a    Treat  2     
                                                  
   Attune      S   III  13   49   4    12   1a    Tract  1     
                                                  
   Focus       S   III  13   46   4    12   1a    Tract  1     
                                                  
   Light       S   II   14   41   4    8    1b    Treat  4     
Sensitivity                                       
 Loth's Key    S   III  13   34   3    9    1b    Treat  2     
                                                  
  Mikaad's     S   II   14   33   3    6    1a    Treat  2     
    Ward                                          
 Perfection    S   I    15   87   8    8    1b    Treat  5     
   of Sif                                                    
   Store       N   IV   6    31   3    12   1a    Tract  0     

  Touch of     N   II   8    27   2    4    1a    Disq  2     
  Ilindia                                                     
                                                              
                            Total EK                 75                     

Spell books

1a. Calspeth's Tome (Harnic language, Lakise script)

1b. Calspeth's Tome (Chanorian symbology)

Code of the Guilds of the Ancient and Esoteric Mysteries

Mages have few rules common to all chantries and convocations, but the following are almost universally enforced:

Bring not scorn of the untalented upon the fellowship, nor make with thine art a place for thyself among them.

Spread not the lore, even among the fellowship, without the sanction of thy peers.

Keep sacred and free from harm thine house of lore.

Succor not a renegade of the art but strike him down with thine power, else summon the fellowship to thine aid.

Make tithe to thine house, a portion of thine arcane treasure to the benefit of the fellowship.

Learning a New Spell

Before getting into details about research time, etc., a mage should determine whether she's capable of learning the spell of interest. First, add Aura+Aura+Intelligence, divide by 3 and round to the nearest integer. Then subtract the appropriate astrological and convocational modifiers (listed below) and the spell's Complexity Level (CL). The result is the mage's Skill Base (SB) for that spell, and if it is less than one, it is impossible for her to learn the spell.

Astrological Modifiers

Sign        Ly   Pe   Jm   Fy   Od   Sa   
Ulandus     -3   -1   0    +3   0    -1   
Aralius     -2   0    +2   +2   0    -2   
Feneri      -1   0    +3   0    -1   -3   
Ahnu         0   +2   +2   0    -2   -2   
Angberelius  0   +3   0    -2   -3   -2   
Nadai       +2   +2   0    -2   -2   0    
Hirin       +3   0    -2   -3   -2   0    
Tarael      +2   0    -2   -2   0    +2   
Tai          0   -2   -3   -2   0    +3   
Skorus       0   -2   -2   0    +2   +2   
Masara      -2   -3   -2   0    +3   0    
Lado        -2   -2   0    +2   +2   0    

Convocation Penalties

When a mage of any convocation attempts to learn a spell not of her convocation, her SB is also penalized:

-4	Secondary convocation
-6	Neutral convocation
-8	Tertiary convocation
-12	Diametric convocation

Research Target Level

To determine the chance of learning a spell, the mage must calculate its Research Target Level (RTL). Begin with the Spell Base already calculated and make the following modifiers:

  1. Add the researching mage's Esoteric Knowledge Factor (EKF), which is equal to one-tenth his total Esoteric Knowledge (EK). The EK of each spell already known equals its Complexity (CL) times Spell Index (SI). The EKF bonus may not exceed SB.
  2. Subtract for poor environment resources (GM discretion), such as lack of peace and quiet or of any necessary "laboratory tools."
     Time/    RTL       
     Level    Effect    
    -----------------
     1 hour   -20       
     2 hrs    -10       
     4 hrs    -5        
     8 hrs    0         
     16 hrs   +5        
     32 hrs   +10       
     64 hrs   +15       
    128+ hrs  +20       
    
  3. Add or subtract for total learning time. In general, the researcher must spend eight hours (roughly two working days) per Complexity Level of the spell in order to incur no bonus or penalty. If she wishes to modify that time, make the adjustments shown on the table. If more than 20 hours are budgeted for a research project, it cannot be undertaken in a single study session and the mage should draw up a schedule, including at least eight continuous hours of sleep per day and allowing adequate time for eating and other necessary functions.
  4. Add the Value of a single Focus possessed by the mage if it is of the same convocation as the spell to be learned.
  5. Add or subtract the Value of a Sanctum (as described in the spell Sanctum.) if the mage conducts her research in such a locale.
  6. Subtract for any Aural interference created by active spells or enchants in the vicinity. Interference by an effect of the same convocation as the spell reduces its RTL by 10xCL, interference by a secondary effect by 20xCL, etc. Note that this penalty includes any spells cast by the mage during the research period.
  7. Add SB if the spell has been invented by the mage and only if she is studying without benefit of a mentor or a written work. Such original research may only be made in the primary convocation.
  8. Add a mentor's SIx2 in the spell, with a maximum value of the reasearcher's SB, if the researcher is receiving instruction/advice in learning the spell. The mentor must be available during all study sessions for the full benefit of this bonus.
  9. Add the RTL bonus of written information about the spell, such as found in a tome or scroll obtained by the PC. The mage should know the language and script of the document. If the researcher obtains more than one manuscript pertaining to the spell, the total RTL bonus of these documents equals the RTL bonus of the most valuable work plus half the bonuses of all the others. This value cannot exceed 25.

Joint research by more than one mage may also be attempted. In this case the RTL is:

  1. the superior partner's SB plus 50% of the inferior partner's;
  2. plus 75% x 10% of combined Esoteric Knowledge, with a maximum bonus equal to the superior partner's SB;
  3. plus or minus appropriate factors for time spent, foci, sanctums and Aural interference;
  4. plus the superior partner's SB and 50% of the inferior partner's SB if the spell is original research;
  5. plus appropriate factors for mentorship and written works.

The Research Roll

Once the RTL of a spell is known and the learning time elapsed, the mage rolls 1d100 against RTL, with the following possible results:

CS: Mage learns spell. Opening mastery level is SBx4.
MS: Mage learns spell. Opening mastery level is SBx2.
MF: Mage fails to learn spell but may research the spell again.
CF: Mage fails to learn spell, and suffers some form of misfire as a result. If a mentor or written work was used in the research process, the researcher can not use that mentor or document again in an attempt to learn the failed spell.

If joint research was conducted, only one roll is made for research success, but both mages open the spell at the appropriate multiple of their personal SBs.

Some Notes

In some spells, mention is made of whether a subject item is made wholly or partially of a substance, such as "wholly metallic". By definition, "wholly" indicates 90% or greater composition, "mostly" indicates 51% to 90% composition and "partly" indicates 21% to 50%.

In some spells, mention is made of the relative weights of metals. This weight refers to specific gravity, an attribute easily determined by alchemists. Known weights, in decreasing order, are: mythral (platinum) 21.5, gold 19.3, gold coin (electrum) 17.2, quicksilver (mercury) 13.6, lead 11.3, silver 10.5, copper 8.9, bronze 8.7, brass 8.5, iron 7.9, steel 7.8, tin 7.3, zinc 7.1, antimony 6.7, gray arsenic 5.7, and yellow arsenic 2.0. Specific gravity also depends on purity, so these figures should be deemed only approximate.

Mastery Level Modifiers

Noise

Whispering and small activities, -5
Normal conversation and movement, -10
Loud noises and sudden action, -15
Combat, -20

Cant

Silence, -15
Whispering or subverbal speech, -5
Shouting or loud singing, +5

Gesture

No movement, -15
Small hand or wrist movement, -5
Body movement, +5

Modelling

Crude or general model, +2
Detailed model, +4
Object itself, +6

Music

In place of Cant and Gesture, add SI of instrument skill.

Focus

Unenchanted element, +5
Enchanted element, according to Focus

Environment

Diametric, full Sanctum penalty
Tertiary, half Sanctum penalty
Secondary, half Sanctum bonus
Primary, full Sanctum bonus

Target

Secondary element, -10
Neutral element, -15
Tertiary element, -20
Diametric element, -30

(Attach spell descriptions here)