Sei sulla pagina 1di 29

Magic Axiom

Jasyn Jones
1 Title
Magic Axiom
Game Design: Jasyn Jones
Commentary and Inspiration: Ks. Jim Ogle, David Oakes, Phil Dack, Eric Gibson, Domin-
ick Riesland, John Jones, Nick Lawrence, Winston-in-a-Box, and Chad Dickhaut
Editing, Layout & Graphic Design: Jasyn Jones

Copyright 2001-2010 by Jasyn Jones. All rights reserved.

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://web.me.com/stormknights/

TORG is , TM, & 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: November 20, 2010


Introduction
The first goal for STORM KNIGHTS was to up- seemingly irreconcilable.
date and revise the axiom charts of TORG. Yet underlying all (or nearly all) of
The official charts had many blank entries, these differing systems of magic was a sin-
many entries whose meaning was opaque, gle common concept, a single shared as-
and the charts were not well suited for use sumption about what magic is. This as-
with any realities other than the official sumption underlies magic in the real
ones. world, magic in fiction, and magic in role-
Updating and revising the axioms has playing games.
been a massive undertaking, Magic more- That assumption, distilled down into a
so than any other: the scope of what peo- coherent and concrete principle, forms the
ple consider to be magic is broad, and core of the revised Magic axiom and of a
there are thousands of different magic sys- revised magic system. It answers a ques-
tems, each with their own idiosyncrasies. tion that has taxed many: What is
Much of the material is contradictory and magic?

1 M ag i c A x i o m
What is Magic?
Magic and magical concepts have existed tems share a single fundamental concept:
in every culture known. Magic forms the
backbone of most myths and legends, and Magic involves people causing effects
folklore and superstition are alive and well by manipulating symbols that represent the
in the modern world. desired effect.
Magic has many permutations. Nearly
every culture views magic differently, and Lets expand. A symbol can be any-
many cultures have multiple forms of thing: a word, a picture, a gesture, or an
magic. Then there are the manifold magi- activity. An effect is a specific desired end:
cal systems developed for roleplaying cause injury, cure an illness, bring good
games and fantasy fiction. fortune. In magic, people manipulate sym-
All of these seem incompatible, yet all bols that represent the effect and by doing
of these apparently different magical sys- so, cause the effect to actually happen.

Storm Knights 2
Real World Magic Each card has a meaning,
A college student shuffles the cards of the way in which they're laid out
the Tarot deck. Each card has a meaning,
the way in which theyre laid out has a has a meaning, what cards ap-
meaning, what cards appear where in the pear where in the layout have
layout have meaning, and whether the
cards are upright or inverted has a mean- meaning. These cards allow the
ing. These cards are said to foretell the fu-
ture of an individual.
skilled to foretell the future of
According to Joseph Campbell, the an individual.
paintings on the cave walls in Lascaux in-
In Randall Garrets Lord Darcy sto-
voke the magic of the hunt. People drew
ries, magic involved performing actions
images of a successful hunt, so their hunts
with objects, these actions and objects be-
would be successful.
ing related to what the magician wants to
Isopsephia is an ancient form of nu-
occur. The specific relationships were de-
merology. To use this system, the person
tailed in a series of lawsthe Law of Con-
must convert the letters of their name to
tagion, Similarity, Synecdoche, etc.
numbers, then find other words, names
Ursula K. Leguins A Wizard of Earthsea
and dates whose numbers are related. Be-
had magic that revolved around a lan-
cause their numbers are related to his
guage, the true language that was spoken
numbers, those words, dates, and names
to create the world. Words in this language
are significant and foretell the persons fu-
have power. By using the word tolk, for
ture.
pebble, a magician could create a pebble,
create the image of a pebble, cause the
Magic in Fiction
pebble to move, or break a pebble. Magi-
cians studied intently in order to learn and
The television show The X-Files fea-
use the words, and went to great lengths to
tured an episode with an Appalachian folk
discover lost words.
magician. He wanted to harm a family, so
he made dolls that looked human, that had
Magic in Roleplaying Games

In Call of Cthulhu, charac- The magic of Wizards of the Coasts Dun-


ters research ancient texts, geons & Dragons involves spell compo-
nents. Magicians burn guano to cause a
written in dead languages, that fireball. They rub fur on a glass rod to cast
a lightning bolt. To understand another's
tell of monstrous and inhuman language, they take a ceramic model of a
beings from beyond existence. ziggurat and break it. Each component
symbolizes the spells effect.
the same hair color as the person, that had In Call of Cthulhu, characters research
bits of the target's hair and clothes, that ancient texts, written in dead languages,
had features which resemble the target's. that tell of monstrous and inhuman beings
What he did to the dollburn it or stick from beyond existence. When the stars are
pins into its eyeshappened to the target. right, they read the incantationthat in-

3 M ag i c A x i o m
cludes appeals to unknown powersand Other Magics
can summon or banish impossible horrors. As stated in the Introduction, the scope of
In Mage: the Ascension, mages use fo- magic is very broad. In addition to spellcasting, it
ciranging from feathers and drawings to includes forgotten lands, magical creatures, and
dances and meditationto work magic, magical materials.
each Tradition having its own unique sets However, spellcasting (encapsulated by the
of foci corresponding to its paradigm. Fundamental Principle of Magic) is the most
common, most iconic form of magic, and the one
most likely to be used by players.
The Fundamental Principle of Magic The other forms of magic have their place on
the new axiom chart, but for the sake of clarity
What is magic? they are not discussed in this article, but in later
articles.
Magic is the use of symbols to cause
specific results, the symbols representing real world, magic in fiction, and magic in
the desired result. roleplaying games. This principle describes
what magic is, because its what everyone
Symbolic manipulation is the implicit believes magic to be.
principle behind all magic: magic in the

Storm Knights 4
The Ages of Magic
Though each magic system revolves something powerful and easy to control.
around magics Fundamental Principle, not This pathwhich underlies the Magic ax-
all of them work the same. Some forms of iomcan be broken up into five separate
magic are precise and controllable, others stages, the Ages of Magic.
obscure and imprecise, and some are mere
superstitions. Magic is sometimes weak The Age of Superstition
and unpredictable, and at other times is is
powerful and exacting. At low Axiom levels, magic is unknow-
These disparities make it seem as if de- able, uncontrollable, and unreliable. It
vising an overarching scheme for magic is manifests as good and bad luck, supersti-
impossible. It isnt, for behind all of these tions, good luck charms, omens, fortune-
differences there is a discernible order to telling, and curses. Folklore and supersti-
magic, a path to its development from tions are the only source of magical
something weak and difficult to control to knowledge.

5 M ag i c A x i o m
The Age of Mysticism can use. Common people can learn can-
trips, minor spells of great utility, and
Mystic magic is obscure, ritualized, mages can learn spell formulae, allowing
undependable, and limited in effect. It is them to surpass the rigid restrictions of
difficult to discern the principles of mysti- spells. The fundamental essence of magic
cal magics, and comprehensive, well- has been identified, and mages can use
understood systems of magic are un- magic more flexibly than ever before. In-
known. Magical learning is taught by tradi- nate magics, or talents, are possible,
tion, as rituals handed down from person meaning some can work magic because it
to person. New rituals may be unearthed is a part of who they are.
from time to time, but this is a haphazard
process of trial and error.
At the apotheosis of the ax-
The Age of Arcana
iom, anyone can use wish magic,
Arcane magic is specialized, controlla- and everyone does.
ble, and exacting. The principles of magic
are known and understood, allowing for a
comprehensive body of magical knowl- The Age of Myth
edge. This body of knowledge allows spells
to be created and used, but only with in- Magic can be worked by the pure ap-
tense study. This limits spellcasting to spe- plication of desire: magicians can wish for
cialists, variously referred to as sorcerers, something and it happens. At the apotheo-
wizards, magicians, mages, and so forth. sis of the axiom, anyone can use wish
Magic can be dramatic and powerful, and magic, and everyone does.
can have a great deal of impact on the
daily lives of many. These five Ages form the backbone of
the Magic axiom, and define the path it
The Age of Mastery takes. Nearly all systems of magic, from
fiction, the real world, or other games, can
Magic is no longer an esoteric disci- be placed into this progression some-
pline, it is a ubiquitous tool that anyone where.

Storm Knights 6
Magic Axiom
The Magic axiom limits the supernatural elements of a reality. It determines what
magic can do, what methods are available to evoke magic, and the extent to which the
supernatural can affect the natural world.

This is the essential axiom chart, the chart The folk lore skill is possible.
reduced to the bare minimum of complex-
ity (for ease of understanding). It is based Axiom 1 is the beginning of the Age of
around the Fundamental Principle of Superstition.
Magic and the Ages of Magic, but presents
both in more detail. 2- Magical energies first manifest: the
presence of magic alters the outcome of
0- Magic has no effect, and magical events for good or ill, causing random
concepts and beliefs are contradictory. outbreaks of good or bad luck. Such magi-
1- Magical beliefs are now possible, cal effects are known as hexes.
including belief in luck, the symbolic ma- 3- Superstitions can now evoke hexes;
nipulation of luck, omens, and so forth. people can, through the use of symbols,

7 M ag i c A x i o m
bless or curse each other or themselves. Why Traditions?
Omens, spontaneous events that prefigure One of the strengths of the new Magic axiom
good or ill luck, first manifest. The skill of is the sheer variety it enables. From primitive su-
omen reading is possible, which allows perstitions to overpowering wish magics, the new
individuals to understand the import of chart is rife with ideas that enable gamemasters,
omens. players, and writers to explore new cosms and
new characters.
4- Rituals to evoke omens are now
Differentiation is important: if every cosm
possible, allowing for fortunetelling. For- has the exact same type of magic, there is noth-
tunetelling can predict the future, though ing significant to distinguish a Cyberpapal mage
only in the most general fashion, and do- from his Ayslish counterpart. Fortunately, the
ing so is very unreliable. cosm sourcebooks went to some length to try and
5- Rituals can now evoke hexes distinguish one cosms magic from anothers.
Examples include the spell magic of Aysle,
(though unreliably). A body of magical lore
the mystical Occult of Orrorsh, the technomagic
can be accumulated, which lore consists of Tharkold, Niles Mathematics, and the theme
of a collection of recorded rituals. Many magics of Core Earth. The new Magic axiom
rituals do not work and those that do work seeks to support the same variety and extend it.
are extremely unreliable. There is no way In the new Axiom, each unique variety of
to differentiate between the two. As a re- magic is a Tradition. Cosms can have many Tradi-
tions or one (or none, at an Axiom of 0). Tradi-
sult, magical knowledge is heavily en-
tions let the new chart support the extant magic
twined with folklore. systems of Torg.
Magical Traditions can be formalized, It also allows the importation of Magic sys-
and organizations based on a Tradition are tems from other games. As Dungeons & Dragons
possible. wizards are different from Deadlands hucksters
and Earthdawn mages, the Axiom needs to rec-
This is the beginning of the Age of Mys- ognize and support such differences.
Last, Traditions exist in the real world. Vo-
ticism. doun is different from Kaballah, which differs
from Enochian magic, geomancy, and Pythago-
6- Rituals increase in reliability; it is rean magic. Each of these different magical sys-
now possible to distinguish real rituals tems are Traditions, and the Axiom allows for
from folklore. A deliberate study of sym- them to exist in-game.
bols is now possible, allowing the learned Traditions exist in Torg, the real world, and
other roleplaying games. The new Magic axiom
to guess at what symbols might evoke a had to allow for their existence as well.
desired effect. Through this process, they
can discover new rituals.
7- The magical symbology of a Tradi- Tradition limits what effects are possible.
tion can be formulated as a detailed series Divination effects are possible. The earliest
of magical laws; these laws delineate types of magical creatures appear.
which symbols are needed to evoke a
given effect (thus eliminating guesswork). Axiom 8 is the beginning of the Age of
Reliable rituals are now possible. Arcana.
8- The rudiments of spells and spell-
casting are developed. Specially trained 9- Apportation effects are possible.
(or talented) individuals can devise and Spells can be translated between Tradi-
cast spells. Spells allow precise control tions. Focusing is possible.
over when, how, and how powerfully a 10- Alteration effects are possible. Im-
magical effect manifests. The spellcasters pressing is possible.

Storm Knights 8
Why 0-21? such spells are more difficult to cast and
The original Torg axiom charts were num- produce weaker effects).
bered from 0 to 33. Despite this, there were a
number of holesthe charts were simply incom- Axiom 13 is the beginning of the Age of
plete. One of the goals of revising the axiom Mastery.
charts has been to fill in the holes.
Yet, during this process, it has become clear 14- Spell manipulation becomes possi-
that having 34 benchmarks for each axiom is
simply overkill. The complete charts were less ble, allowing mages to bend the rigid lim-
usable, not because of bad content but because its of a spell (e.g. to allow the effect to last
of information overload. There was just too much longer or to make the spell more power-
information to amass comfortably. ful). Manipulating a spell requires extra
With 34 benchmarks, the differences be- effort during spellcasting.
tween each axiom level were small, in some 15- Spell formulae develop. A formula
cases imperceptible. They tended to blur together
in an indistinct mess. As a result, the many reali- is a spell that can be manipulated at will,
ties tended to blur together as well, especially if with no extra effort or concentration.
their axiom rating was close to that of another 16- Spontaneous magic (casting on-
cosm. the-fly) develops. Mages can select an
In comparison, this Magic axiom is clear, effect and cast it without using a spell
distinct, and usable. Each axiom level has its own (drawing the energy directly from the es-
feel, its own flavor. Even cosms that differ by only
one point are distinctly different. It makes it eas- sence of magic itself). Spontaneous magic
ier to differentiate realities, which makes it easier can use components, but none are re-
to build a variety of well-defined realities. quired.
Having 22 benchmarks makes the axiom eas- 17- Conjunctional magic becomes pos-
ier to understand. It makes it more useful as a sible, allowing mages to mix different ef-
system to describe and differentiate realities. fects into the same casting (either as a spell
Taken together, these make it easier for players
and gamemasters to understand and play in or a spontaneous magic effect.)
eachreality. 18- Wish magic develops. A wish mir-
This reasoning holds for all the axioms, not rors the desires of the mage creating it;
just Magic. The next revisions of the other axiom what he wants, happens. Mages no longer
charts will use 0-21 benchmarks as well. need to learn different magical skills, as a
wish can duplicate any one of them.
11- Conjuration effects are possible.
Wards are possible. Charges are possible. Axiom 18 is the beginning of the Age of
12- Traditions no longer limit the type Myth.
of effects that are possible. Permanent
magical items are possible. 19- Potential wishes (wishes which are
13- Mages can discover the essence of created by mages, but which can enact the
a cosms magic; this essence underlies all desires of anyone) are possible.
magic in the cosm and is the source of all 20- Wish magic can be used unskilled,
magic in the cosm. Knowledge of the fun- though trained mages are far more profi-
damental nature of magic allows mages to cient.
transcend the limitations of a Tradition. 21- Wish magic becomes an innate
They can share spells freely between dif- ability. Anyone can evoke a wish, simply
ferent Traditions and can even devise and by concentrating.
cast spells that use no symbols (although

9 M ag i c A x i o m
Conversion
Because the axiom chart has been altered, tween the old cosm and the new cosm are
conversion notes are necessary. The fol- to be expected, both in available spell ef-
lowing notes allow gamemasters to con- fects and available mechanics.
vert Magic axiom ratings from the old ax-
iom to the new axiom. The Cosms
Each entry lists two values, a literal
conversion, which maintains the old Aysle
Magic rating as much as possible, and a
"suggested" rating, which better reflects the Original: 18
nature of magic in that cosm. Literal Conversion: 14
When converting, gamemasters should Suggested: 16
keep in mind that, because the new chart
is so different from the old, differences be- Notes: A Magic of 14 allows for all

Storm Knights 10
tools Aysle currently has, with the excep- Cosm Original Literal Suggested
tion of on-the-fly spellcasting. A 16 Aysle 18 14 16
would allow for on-the-fly spells, but
Core Earth 7 5 5
would also include spell formulae, some-
thing the original cosm didnt have. Cyberpapacy 10 10 10
Gamemasters who wish to portray the Land Below 12 11 11
cosm mostly as it was can use the 14 and Living Land 0 0 3
disallow on-the-fly spellcasting or use 16 Nile Empire 12 8 11
and ignore spell formula. However, a 16
Nippon Tech 2 1 1
does allow for some very interesting op-
tions for Aysle (see page 14 for details). Orrorsh 15/20 12/16 6/12
Space Gods 7 5 0
Core Earth Tharkold 12 8 12
TzRavok 7 5 2
Original: 7
Literal Conversion: 5
Suggested: 5 Literal Conversion: 11
Suggested: 11
Notes: A 5 includes fortunetelling and
Traditions, both of which Earth has Notes: The creatures observed in the
(whether or not magic works in the real Land Below, like Ungrosh, require a 9.
world). Anything higher is too advanced However, an 11 allows for the spell effects
for a "Near Real World" cosm, though (as available under the original axiom (such as
in the official material), some areas of the wards and charges of Engineering).
Earth might have crossed over to a 6 or 7.
Living Land
Cyberpapacy
Original: 0
Original: 10 Literal Conversion: 0
Literal Conversion: 10 Suggested: 3
Suggested: 10
Notes: There is no compelling reason
Notes: Despite the relatively high for the Living Land to be a 0, and the su-
Magic axiom of the Cyberpapacy, there are perstitions of Magic 3 suit its primitive and
no spells in the cosms sourcebook and tribal nature well. With this rating, eidenos
only two creatures have spells listed (both might hunt only on lucky days or they
gospogs). This makes it difficult to judge might eat the right berries before the hunt,
what the reality should have. A 10 allows for luck. Such superstitious rituals could
for the creatures listed in the sourcebook actually bring good or bad luck, though
(Cygoyles, demons, etc.) as well as sub- this is hard to prove (not that an eidenos
stantially the same spell effects available at would try).
a TORG 10. Keeping the rating of 0 does offer some
interesting options. The eidenos would be-
Land Below lieve that there is no luck, for everything is
Lanala and is governed by Lanala.
Original: 12 Chad Dickhaut: Why do you soft-

11 M ag i c A x i o m
skins agonize over the cause of things? The Why do you soft-skins ago-
Carnol attacked our camp because it was
hungry. The snake crawled into your pack nize over the cause of things?
because it was cold. Those villagers came
down with the sleeping sickness because The Carnol attacked our camp
that is the way of things for those who live because it was hungry. The
near the marshlands. In all of them is La-
nala. How can you attribute to luck what snake crawled into your pack
is caused by the goddess?
This option would give the eidenos an- because it was cold. In all of
other area of commonality with the Aka- them is Lanala. How can you at-
shans (see Space Gods, below), giving
them even more motivation to favor the tribute to luck what is caused
Living Land (as they did in the official
campaign).
by the goddess?
Suggested: 1
Nile Empire
Notes: A 1 indicates that Nipponese
Original: 12 can believe in superstitions and fortune-
Literal Conversion: 8 telling, but they don't actually work. Peo-
Suggested: 11 ple can knock on wood, but it's pointless.
This seems apt for the reality.
Notes: Most engineering effects (such
as maat matrices) are technically wards, Orrorsh
which the Nile didn't have access to. An
11 allows for the existence of Wards, Original: 15 (20 for the Occult)
which Engineering should have, but means Literal Conversion: 12 (16 for the Occult)
the Niles Traditions are still restricted by Suggested: 6 (12 for Occult effects)
their theme (as they are in the Nile Empire
Sourcebook.) Notes: Orrorsh's Occult is a mysterious
form of magic whose practitioners have to
Nippon Tech guess at what symbols (called props or
Nouns) might evoke a given desired effect,
Original: 2 using their own knowledge and mysteri-
Literal Conversion: 1 ous, possibly untrustworthy occult tomes.
This is exactly the type of magic prevalent
With a Magic axiom of 6, the at Axiom 6.
essence of magic is unknown, Thought the Occult could be seen as
spontaneous magic, making the cosm 12/
so no one knows what the Oc- 16 (the "straight" conversion), the murky
rituals of 6 are far more appropriate for the
cult is or whos behind it. Which feel of Orrorsh and the feel of the Occult.
is just how the Gaunt Man likes Making it a straight 6 would limit the po-
tential effects, however.
it. The reality of Orrorsh (implicitly, a

Storm Knights 12
world law) boosts the Magic axiom to 20 have a Magic of 5 (and should never have
for Occult events, causing weird visual had a 7 under the official chart). Whereas
manifestations (like inexplicable storms). Earth has various magical Traditions and
Under the revised Axiom, it works in much practitioners of the same, the Star Sphere
the same way, boosting the Magic to a 12. does not. Add to this its status as the Real-
The most appropriate Axiom rating for Or- ity of Science Fiction, including the Aka-
rorsh is: 6 (12 for Occult rituals and ef- shans scientific (and hence natural law)
fects). orientation, a 0 is far more apt.
A 0 means the Akites don't believe in
Ravagons worship Ravok superstitions, good or bad luck, or folklore.
They quite likely regard Earth's acceptance
alone, and the practice of magic of the same as evidence of humanitys
is utterly alien to them. primitive nature. The Akashans are ration-
alists, to the core.
At a 6, all magical spells are contradic-
tory. This isn't problematic. As the Orrorsh Tharkold
Sourcebook notes, spells are rare and usu-
ally contradictory, just as they are with a Original: 12
Magic of 6. Literal Conversion: 8
Spells from Orrorsh (limited to those in Suggested: 12
the sourcebook) are the result of Occult
investigations and almost impossible to Notes: An 12 allows for the creatures
find, hence are not contradictory in Or- appropriate to Tharkold as well as (most of)
rorsh (the same phenomena that powers the effects currently present there.
the Occult also raises the Axiom for native
spells). Optionally, gamemasters might TzRavok
consider eliminating Orrorshan spells alto-
gether, restricting natives to Occult rituals. Original: 7
Horrors are magical creatures, so re- Literal Conversion: 5
quire a sufficient axiom to support their Suggested: 2
existence. A 6 wouldnt but a 12 does, so
the same 6/12 rating allows for them to Notes: According to the Ravagons
exist, exactly as described in the source- Sourcebook (pg. 39), No natural magic
book. systems exist on Tz'Ravok. More (from
One last note: With a Magic axiom of page 9), [r]avagons have no natural ability
6, the essence of magic is unknown, so no for the arcane arts and ravagons
one knows what the Occult is or whos throughout the ages have left magic
behind it. Which is just how the Gaunt alone. In fact there are not even any leg-
Man likes it. ends concerning magic among ravagons.
That is a pitch-perfect description of a
Space Gods cosm with no magic, that is, an Axiom of
0. An Axiom of 0 might be a good sug-
Original: 7 gested value, but we already have one
Literal Conversion: 5 cosm with an Axiom of 0 (the Space
Suggested: 0 Gods). Why have perfectly good low
Notes: The Space Gods cosm shouldnt Magic axiom levels, if theyre not going to

13 M ag i c A x i o m
be used? Part of the point in re-designing means ravagons can be superstitious, but
the Axiom charts was to allow for variety these superstitions have no effect. Good
in Axiom levels, this should be taken ad- and bad luck can exist, but appear at ran-
vantage of. dom. There is still no actual magic use, so
Since weve already got one 0 axiom, no changes to the setting need be made.
Axiom 2 is a good suggested value. A 2

Storm Knights 14
Aysle as a Magic 16 Reality
The primary difference between canon Ay- Value of a fireball formula, the mage just
sles Magic and the suggested rating is chooses a higher Effect Value as they are
the presence of spell formulae. A spell casting it, and each time they cast they can
formula is much like a spell, but instead of choose a different value.
having a single set Effect Value, Range and If Aysle has access to spell formulae,
so forth, the values for the Spell Formula while other cosms do not, this gives
are chosen each time a mage casts it. Ayslish mages a dis-
Formulae are tinct advantage.
highly magical and Ayslish magic would be clearly Ayslish magic
very flexible. In superior to all other magics, even would be clearly
comparison, spell superior to all other
magic is rigid and those from otherwise magically magics, even those
limiting. To raise the from otherwise
Effect Value of a powerful cosms. magically powerful
fireball spell, the cosms (like
mage has to design the whole spell again, Tharkold). This makes the "Reality of
from the very beginning. To raise the Effect Magic" the most magical reality.

15 M ag i c A x i o m
Integrating spell formulae is very easy, Armies of the Light don't, this explains
as they change nothing about the feel or why Dark mages dominate, even over
setting of the cosm. Mages still have gri- more skilled and learned mages of the
moires (but grimoires full of formulae in- Light. The effort to steal the secrets of for-
stead of spells), they still cast magical ef- mulae could be a source of adventure
fects using symbols, they still use the four
magics and arcane knowledges. The set- An Ayslish PC with formulae
ting remains the same, only now it's more
distinctive, different from all the other
will be equally footed with Dark
cosms. mages, and superior to tech-
Another Option nodemons and Cyberpapal
For gamemasters who wish to use a 16,
witches. He'd also be a celebrity
but dislike suddenly adding spell formulae, among his magical colleagues in
another option is available. If we assume
that Aysle only recently became 16, then Aysle.
spell formulae and on-the-fly castings
ideas. This would allow the players to in-
are recent innovations, innovations which
tervene and change the course of Aysles
not all mages have access to.
civil war, by doing something useful to al-
One can learn to cast on-the-fly eas-
ter the balance of power. That's a victory
ily, and most mages have, but devising and
worth Glory.
using spell formulae takes special instruc-
An Ayslish PC with formulae will be
tion, instructions not available outside the
equally footed with Dark mages, and supe-
High Lords coterie of magicians. In this
rior to technodemons and Cyberpapal
case, Aysle mages would still have books
witches. He'd also be a celebrity among
of spells (as in the current material), but
his magical colleagues in Aysle.
they would be aware of the rumors of spell
Using spell formulae doesnt alter Ay-
formulae, and would be desperately seek-
sle, but does make it unique. This is a
ing to learn about them.
strong reason for gamemasters to consider
If the High Lords mages posses the se-
utilizing them.
crets of spell formulae and mages of the

Storm Knights 16
Afterward: A Magic Metasystem
There are many systems of magic, each ties of the many magical systems represent
differing from the others. The Ages of not irreconcilable differences, but different
Magic, and the new Magic axiom, have stages in the development of magic, that
been written with the varying characteris- is, different levels of the Magic axiom.
tics of different magic systems in mind. In By analyzing the unique characteristics
effect, they describe not just one system of of specific systems, we can place that sys-
magic, but a meta-system of magic. This tem within the overarching Magic axiom.
metasystem allows us to understand and
incorporate many different magical sys- Examples
tems.
Dungeons & Dragons magic (in Third
Heres how it works: Edition and earlier) revolves around
magic-users learning and casting spells.
In some magic systems, magic is weak Magic-users are specialists, and not every-
and chaotic, in others powerful and rigid, one can be a wizard. These are all prime
in yet others its powerful and free-form, attributes of the Age of Arcana, so Dun-
with few restrictions on the mage. geons & Dragons fits somewhere in that
In TORG, when magic first materializes range, probably at a 13.
it is weak and poorly understood, as ex- Magic in Brandon Sandersons El-
pertise with magic grows it becomes pow- antris and the Mistborn Trilogy revolves
erful and controllable, and eventually it around innate abilities, channelled
becomes capable of effects that are breath- through external props (in Elantris, magical
taking in scope. Thus, the varying capabili- sigils, in Mistborn, pieces of metal). Innate

17 M ag i c A x i o m
magical abilities belong to the Age of Mas- Translating Game Mechanics
tery, so these two worlds are probably a 14 Though the axiom chart includes enough
or 15. variety to translate nearly any fictional setting into
Mage: The Ascension presents a dis- Torg terms, translating a roleplaying setting pre-
tinctive and colorful system of magick. sents additional difficulties. As the Mage: the As-
Though its metaphysic is fundamentally cension example shows, even if the concepts
incompatible with TORGs, the elements of behind the magic of the setting are neatly com-
patible, the game mechanics will not be.
its magick have clear parallells in the new The game mechanics of magical sys-
axiom. temssuch as those in Shadowrun, Earthdawn,
The Mage magic system involves Tradi- Deadlands, or Dungeons & Dragonsare predi-
tions (each with their own paradigm and cated on the mechanics of their parent system:
symbology), rotes (formalized repeatable Dungeons & Dragons Class-Levels, Shadowruns
effects), and free-form magic (which can dice pools, Earthdawns Disciplines, the poker
deck and chips of Deadlands. This makes it im-
accomplish nearly anything). They can possible to exactly recreate them using Torg me-
also combine radically different magics chanics.
into one effect (in TORG terms, conjunc- Fortunately, this was not a design goal of the
tional magic). All of these concepts are new Magic axiom. Instead, the axiom includes
present in the Magic chart, conjunctional those common concepts that underlie most set-
magic being the most advanced at a 17 tings, allowing the settings (if not the mechanics)
to be translated into Torg terms. Gamemasters
(probably the best rating for the Mage sys- who wish to translate the mechanics of other set-
tem). tings must look elsewhere for advice.
The mechanics of Mage: The Ascension
cannot be perfectly reflected within TORG metasystem enables gamemasters to adju-
(not uncommon, see the Translating Game dicate the Magic axiom of nearly any other
Mechanics sidebar, above). Even so, its setting they wish to translate into TORG
concepts fit into the Magic chart and an terms (some more easily than others). This
appropriate axiom rating can be deter- gives TORG magic an unprecedented level
mined. of flexibility and scope, its only limits the
In a similar manner, the Ages of Magic imaginations of writers and gamemasters.

Storm Knights 18
Conclusion and Acknowledgements
When I set out to revise TORGs axiom The axiom is now distinct- each axiom
charts, I had a few goals in mind: level is present, each level is different from
the one before and the one after, each has
1.) To maximize TORG's ability to repre- its own flavor (or offers its own unique
sent a large variety of settingsoriginal or tools for mages to use).
importedwith a high degree of fidelity. This axiom is coherent- there is a con-
2.) To give gamemasters and writers sistent theory behind magic and how it
tools to build any reality they wished. develops. Each level leads logically to the
3.) To make each chart complete and next, and the whole forms an understand-
internally consistent. able progression.
4.) To include within each axiom a va- Last, and most importantly, it is ecu-
riety of concepts and tools that improve its menical. It reflects a greater variety of
playability and flavor. magical concepts, but is based on the one
5.) To make each axiom level distinct implicit concept common to all, or nearly
from the others, having its own feeling, its all, systems of magic.
own flavor. This axiom chart allows the TORG magic
system to replicate many settings, from the
With of the Ages of Magic metasystem, real world to A Song of Ice and Fire to Ars
the Magic axiom finally fulfills these goals. Magica, which enables gamemasters to
Under this chart, magic is no longer more easily translate other settings into
one kind of magic, it's many different TORG cosms. It also allows extant TORG
kinds of magic. This is good for each cosm cosms to be more distinctive, more color-
individually and for the game as a whole. ful (Aysle as a Magic 16 Reality for ex-

19 M ag i c A x i o m
ample). ing it. Thanks is also due to the members
I've always believed that this is what of the TORG email List and WEGs TORG
TORG could be, if done correctly, that it's boards.
what TORG should be. After nearly a dec- Most importantly, thanks are due to the
ade of research and development, I am in- original designers of TORG and the TORG
expressibly happy to have reached the magic system. This chart differs from theirs
point where the Magic axiom finally lives greatly, but they developed the concept of
up to my vision. I can only hope that, an axiom chart and the fundamental con-
when complete, the other axiom charts cepts of TORG magic, without which I
will as well. wouldn't have had a place to start from or
In conclusion, I want to thank the a vision to work towards.
many people who've helped along the Thank you.
way, most of whom did so without know- - Jasyn Jones, January 31, 2010

Storm Knights 20
Sources and Inspiration
Novels Stardust- Neil Gaiman
Perdido Street Station & The Scar- Assassin's Apprentice- Robin Hobb
China Mielville The Eyes of the Dragon- Stephen King
Case of the Toxic Spell Dump- Harry The Redemption of Althalus- David Ed-
Turtledove dings, Leigh Eddings
Faerie Tale- Raymond E. Feist Sympathy for the Devil- Holly Lisle
Doc Shidhe & Shidhe Devil- Aaron All- The Talisman & Black House- Peter
ston Straub and Stephen King
The Magic Goes Away- Larry Niven Belgarath the Sorcerer & Polgara the
The Magic May Return- various, Larry Sorceress- David Eddings, Leigh Eddings
Niven, ed. John the Balladeer- Manly Wade Well-
Old Nathan- David Drake man
Knight of Ghosts and Shadows- Mer- Prince of the Blood & The Kings Buc-
cedes Lackey caneer- Raymond Feist
The Sea Hag- David Drake Jonathan Strange and Mr. Norrell- Su-
Pyramid Scheme- Eric Flynt and David sanna Clarke
Freer Charlie and the Chocolate Factory &
The Magic of Recluce- L.E. Modesitt, Jr. Charlie and the Great Glass Elevator- Ro-
Neverwhere- Neil Gaiman ald Dahl

21 M ag i c A x i o m
James and the Giant Peach- Roald Dahl Oz- Frank Baum
The Honorable Barbarian- L. Sprague Darkness- Harry Turtledove
de Camp The Dark Tower- Stephen King
Wizards First Rule- Terry Goodkind Mary Poppins- P.L. Travers
Elantris- Brandon Sanderson Chronicles of Prydain- Lloyd Alexander
The Mistborn Trilogy- Brandon Sander- The Merlin Trilogy- Mary Stewart
son Death Gate Cycle- Weis and Hickman
The Lies of Locke Lamora & Red Seas The Once and Future King- T.H. White
Under Red Skies- Scott Lynch The Chronicles of the Black Company-
The Name of the Wind- Patrick Roth- Glenn Cook
fuss WebMage/Ravirn- Kelly McCullough
Orphans of Chaos- John C. Wright Temeraire- Naomi Novik

Series Short Stories


Amber- Roger Zelazny Smith of Wootton Major- J.R.R. Tolkien
Myth Adventures- Robert Lynn Asprin Magic, Inc.- Robert Heinlein
Majipoor Chronicles- Robert Silverberg Lord Darcy (various)- Randall Garret
Wiz Biz- Rick Cook
Incarnations of Immortality- Piers An- Comics
thony Arrowsmith- Kurt Busiek
Apprentice Adept- Piers Anthony Magic Goes Away (Graphic Novel)- Jan
Xanth- Piers Anthony Duursema, Paul Kupperberg
Chronicles of Earthsea- Ursula K. Le Order of the Stick (webcomic)- Rich
Guin. Burlew
Tales of Alvin Maker- Orson Scott Card Fables- Bill Willingham
Wheel of Time- Robert Jordan
The Belgariad & The Malloreon- David Video Games
Eddings Warcraft, et. al.
The Elenium & The Tamuli- David Ed- Diablo, et. al.
dings Neverwinter Nights, et. al.
Harry Potter- J.K. Rowling Dragon Age: Origins
The Lord of the Rings & The Hobbit- Myst
J.R.R. Tolkien Angband
Shannara- Terry Brooks Age of Mythology
Magic Kingdom of Landover- Terry Clive Barkers Undying
Brooks American McGee's Alice
Riftwar, Serpentwar, Riftwar Legacy- Sid Meiers Alpha Centauri
Raymond E. Feist
Daughter of the Empire- Raymond E. Movies
Feist and Janny Wurts Labyrinth- Jim Henson
Thieves' World- various, Robert Lynn Lord of the Rings- Peter Jackson (Tril-
Asprin, Lynn Abbey ed. ogy)
Dragonlance- Margeret Weis and Tracy The Princess Bride- Rob Reiner
Hickman Legend- Ridley Scott
The Chronicles of Thomas Covenant- Conan the Barbarian- John Milius
Stephen R. Donaldson Dragonslayer- Matthew Robbins

Storm Knights 22
The Dark Crystal- Jim Henson Mythus & Mythus Magic (Dangerous
Willow- Ron Howard Journeys)
The NeverEnding Story- Wolfgang Pe- Dungeons & Dragons
tersen Unearthed Arcana (Dungeons & Drag-
Harry Potter- Various (Series) ons)
Ladyhawke- Richard Donner Urban Arcana (d20 Modern)
Bedknobs and Broomsticks- Robert d20 Modern Players Companion vol. 2
Stevenson Wheel of Time
Clash of the Titans- Desmond Davis Kingdoms of Kalamar
Sinbad: Legend of the Seven Seas Monte Cook- Arcana Evolved, Arcana
(animated)- Patrick Gilmore Unearthed, Books of Eldritch Magic
The Mummy & The Mummy Returns- Mike Mearls- Iron Heroes
Stephen Sommers Relics and Rituals I & II
The Scorpion King- Chuck Russell Seventh Sea (d20)
Peter Pan (animated)- Clyde Geronimi, Legend of the Five Rings (d20)
Wilfred Jackson & Hamilton Luske Sovereign Press- Codex Mysterium
Alice in Wonderland (animated)- Clyde Fantasy Flight Games- Steam and Sor-
Geronimi, Wilfred Jackson & Hamilton cery
Luske d20 Fantasy (many titles)
Charlie and the Chocolate Factory- Tim Hackmaster
Burton Rifts
The Illusionist- Neil Burger Beyond the Supernatural
Pirates of the Caribbean (Curse of the GURPS (many titles)
Black Pearl, Dead Mans Chest, At Worlds GURPS Technomancer
End)- Gore Verbinski Deadlands
Lady in the Water- M. Night Shyamalan Nexus: The Infinite City
Pan's Labyrinth- Guillermo del Toro C.J. Carella's Witchcraft
Night at the Museum- Shawn Levy Shadowrun
Splash- Ron Howard Earthdawn
Jumanji- Joe Johnston Savage Worlds- 50 Fathoms and Ever-
Practical Magic- Griffin Dunne knight
Reign of Fire- Rob Bowman Pendragon
Call of Cthulhu
TV Shows Fate
Angel- Joss Whedon, et. al. Talislanta
Buffy the Vampire Slayer- Joss Whedon, Warhammer Fantasy Roleplaying
et. al. Fantasy Hero
Neverwhere- Neil Gaiman via the BBC Mage: the Ascension
Mage: the Awakening
Role-playing Games Insylum (Dennis Detwiler)
TORG JAGS 13 Colonies
MasterBook Ars Magica
Bloodshadows (MasterBook)
Magitech (Amazing Engine) Non-Fiction
For Faerie, Queen, and Country (Amaz- How to Write Science Fiction and Fan-
ing Engine) tasy- Orson Scott Card

23 M ag i c A x i o m
Articles www.darkshire.net/~jhkim/rpg/magic/
Lev Lafayette. Magic in Roleplaying Wyrd. Wikipedia.
and Reality. Published in Mimesis, Issue 1, en.wikipedia.org/wiki/Wyrd
1996.
au.geocities.com/lev_lafayette/9603magic. Internet Message Boards/Mailing Lists
html TORG
West End Games
Periodicals RPG.Net
Dragon The Forge
Dungeon EN World
Pyramid Online Monte Cook
Necromancer Games
Web Sites WOTC
John Kim, Magic in Roleplaying,

Storm Knights 24
Jasyn Jones STORM KNIGHTS

Cutting edge TORG game design.

Officially licensed by West End Games!

New and groundbreaking TORG material, now.

Original, never-before-published TORG supplements.

Based on the state-of-the-art TORG Revised and Expanded 1.5 rules.

No art, no wasted space: page after page of high quality, well written material.

And its all free!

http://web.me.com/stormknights/
Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right 2001-2010 by Jasyn Jones. All Rights Reserved.

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh

Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is , TM, & 2007 by Purgatory Publishing, Inc.

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy,
Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyote, High Lord, In-
finiverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech,
Orrorsh, Occultech, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars,
Ravagon, Stormers, Storm Knights, Tharkold, TORG and the TORG Logo are trademarks of
Purgatory Publishing, Inc.

Potrebbero piacerti anche