Legacy Magic

Legacy Magic has Techniques similar to Sorcery, but is powered from within, usually by burning life force directly. It can be very powerful and easy to learn, but is also very rigid in use. Wielders of Legacy Magic can usually trace its source to a particular bloodline or lineage, or a particular Template (Vampiric Blood Magic, Faerie heritage) or curse (as with Mirror Magic).

Legacy Magic is still Magic for powers that target such, and is thus susceptible to Counter-Magic.

This form of magic includes Powers dependent on Sekhem, Waka, Gnosis, Glamour, and the like. Some Powers dependent on Blood are Legacy Magic, but most are not. Examples of Legacy Magic include Mirror Magic, Plant Magic, Mummy Hekau, and Taoist Magic.

Learning Legacy Magic

Each individual form of Legacy Magic (Mirror Magic, Plant Magic, etc.) is broken into three core Techniques. A Technique may include an assortment of spells, both spontaneous and ritual.

Legacy Magic Techniques cost Current Rating x7 and can be advanced to a level of 5. You receive one free spell with each Technique level. Further spells up to your rating may be researched and then purchased at a cost equal to the level of the spell, or may be received as Gifts.


Spells may be awarded as Gifts. One Gift will consist of three spells of any level within a single Technique, two of differing Techniques, or one Chain Spell.


All rolls are defined by the Technique employed, at a rating of (Technique +3 Difficulty). Resistance rolls where applicable use the same rating.

Effects should be very specific and not open to multiple interpretations. They are limited by what comes naturally to the form. For example, Plant Magic cannot make plants do things that are alien to them.

Some effects work in conjunction; an effect of one Technique might be augmented by an effect of another Technique.

Chain Spells

Truly powerful spells can be purchased once the various Techniques are mastered. You must have all Techniques at level 5 to begin developing Chain Spells that combine different Techniques. The XP cost for a Chain Spell is 5 per Technique applied.


Each form of Legacy Magic has a unique Pool which holds up to 10 points. Once spent, these points do not regenerate naturally. Generally, a dangerous ritual or procedure is required to replenish the Pool.


Spellcasting is always a committed action; while casting a spell, you cannot split your action or take any other action.


The process of creating new Legacy spells differs substantially from Sorcery. As Legacy magic tends to defy linear research, casters must try out their ideas, adjust their approach, and try them again, until they succeed or conclude that success is not possible. (Not every spell is possible, and some may require several tries.) Thus, roleplay is used in lieu of research roles.

Example: Gregor wants to learn how to bottle souls. He has an appropriate Technique to the necessary level, so he reviews the literature on the subject (utilizing his Occult Library), thinks about his past experience with related magic, and develops an approach which he thinks might work. He is aware, of course, that first attempts are rarely successful, so he travels to a city where he hopes a few low-life criminals won't be missed, and begins experimenting. Several muggers later, he realizes that his initial approach was impractical, but has developed a new theory which he believes hold promise. Eventually he succeeds in bottling a soul. He continues practicing for a while, refining his technique, until he is satisfied with the effectiveness and efficiency of his new spell.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License