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Like any fantasy game, the Dark Mysteries Campaign uses magic (called "magick" in Dangerous Journeys). Similar to other game systems, there are magickal Castings of various degrees of difficulty - called Grades. Unlike some game systems, instead of the Heroic Persona having access to a fixed number of Castings of each Grade per day, the HP has a particular quantity of Heka he or she can spend on Castings each day. The Dark Mysteries Campaign diverges from the Dangerous Journeys rules in a number of ways, as described below. One rule that I think is officially in the Mythus rules: the total Heka a persona has is usable for any Casting. There are not separate pools for, say, Dweomercraeft and Heka-forging and Apotropaism - they all contribute to a single pool of Heka that can be used for any Casting from any K/S Area. The extra bookkeeping of separating each pool of Heka is totally not worth the effort. One may want to peruse a treatise on The Nature of Magick, which explains the rationale behind some of the house rules described below. A cataclysm occurred after the Fall of Camelough. The various magickal events came to be called the Curse of the Dark One. Learning MagickInitial Castings: How much does a new Persona know? Learning Castings: How does a Persona learn new Castings? Using MagickActivating Castings: What can one do to affect the time required to activate a Casting? Detecting Castings: How does a Persona know that someone else is flinging Castings? Recovering Heka: Once the batteries are dead, how does one recover? Special SituationsHekalite: The quintessence. Magick in pure, elemental form. Heka Lensing: Desperate times call for desperate measures.
New CastingsDweomercraeft, GeneralGRADE IGRADE IIGRADE IV |
Magick