Goetry as magic system for Wanderer.
Goetry is the magical art of making supernatural beings or entities do the heavy lifting. All magical effects are the result of direct action by such a being. All such forces need to be summoned, and summoning becomes harder as the beings become more powerful, capable and intelligent. For purposes of this game, any such summonable beings is called a Numina, (plural Numinae).
Res Numinae
Three main classes of numina are spirits, shades and demons.
Spirits are elemental forces, seldom sentient, and the weakest of the three. They are the easiest to summon and to bind. They embody pure attributes, and as such are represented as having only a single caster-specified characteristic. Typically, they are nearly invisible (by virtue of being extremely small) and immobile. The main advantage of spirits is that a caster can use the characteristic rating of the spirit in lieu of his own; or can expend it to restore lost points. Note that a spirit that is reduced to 0 is automatically dispelled, regardless of nature or type of binding.
Shades are the souls of the dead, animals or human. They have rating of 1 in each physical characteristic, with an additional (Effect?) points added to one caster-specified characteristic. They appear as washed out, almost invisible almost insubstantial versions of their living forms. They may interact directly with the world based on their STR move based on their Dex, communicate based on their Intelligence and provide information based on their education. Note that these are in fact the ghosts of the once living; they have access to any information they would have had when living; however, remember that they will typically have a very hard time communicating if they have an increased EDU (Int =1) or moving quickly if given enhanced STR (DEX=1);
Demons are the strongest Numina that can be summoned. They are normally autonomous and self motivated, and are often quite intelligent. are able to manifest in any form the caster specifies, and may be corporeal or incorporeal at will, essentially being able to act as a shade or a physical creature. Once manifested, the form is permanent until the Demon departs, although corporeality is still flexible. When summoned, a demons Characteristics are determined by the effect; the effect determines the number of dice rolled to determine the value of one caster-specified characteristic, and half the same number of dice are rolled for each other characteristic. All characteristics have a minimum value of 2, except INT which is 7.
All Numina are described by a UAP, The Universal Arcane Profile…
Res Serviens
Once summoned, a numina must be either bound to service, tasked or imbued into a physical object or being.
Tasking is the simplest use of numina: it requires a skill roll (more later) once the numina is summoned. If successful one service or use is carried out, and the Numina departs. In general, failure at tasking has lesser consequences (details to be determined).
Binding is essentially enslaving a numina; as with tasking, a skill roll is required (details to come); success makes the Numina an obedient slave of the summoner; duration is variable but definite. If immobile, the Numina is assumed to be colocated with the caster –in short, it moves with him at all times. Longer periods of service increase difficulty. Overall duration should be a function of the effect and an increment chosen by the caster, which directly modifies difficulty.
Note that failure in the binding attempt is fairly serious, and leaves an irked and annoyed, independent Numina in our physical world.
Imbuing is imprisoning a numina in a physical vessel, or in game terms, making stuff, crafting magic items, etc. This can be living or non-living, but if nonliving it must be of great (and expensive quality, and will not survive the numina’s departure; a living vessel is harder to imbue, but will survive, and has no constraints as to cost. Once imbued, a numina cannot leave the vessel until the binding expires or is broken, and is at the service of whoever possesses the vessel. Two durations of imbuing are possible – temporary or permanent. Temporary imbuing allows the wielder to use the effects or powers of the numina for a set number of times –to be based on effect and chosen difficulty. After that, the numina is gone, and the vessel may or may not survive. Permanent imbuing is the mightiest of magic, and is essentially creating powerful and legendary magical artifacts. More later.
Res Magica Ars
The details of how these are turned into spell effects are very much up to the caster and the GM. However, a few basic guidelines are suggested.
Function
In general, when a Numina interacts with the physical world, it does so as an actual physical being of that type. In metagame terms, one is creating a character.
Physique
Numina have a distinct form which gives them reach, height and etc; shades appear as they did at some point in their life, and have similar physical abilities, limited by their summoned characteristics: thus, a shade may have wings, but unless Dex is enhanced, will fly very very slowly, and would be limited as to what may be carried by the Str characteristic.
Physicality
Numina, too are limited by the constraints of the physical world, although these may be pushed much further than “normal” beings are able to. For example, a shade has a height and a reach – to recover a lost item (for example) a shade would be able to pick it up and return it to the specified character if it was on the floor, but not if it was in the clutches of an eagle in flight –unless, the shade was that of an eagle, or anything actually capable of flight when alive. A demon, could simply fly after the Eagle, if it manifested with wings; and either would have to fight the eagle for possession in any case.
Corporeality
Numina cannot simply pass thru physical objects; however, a shade (or a demon) is only semi-corporeal, and would be able to slip thru the tiniest of cracks or openings- treat them as having the characteristics of a fine smoke.
Visibility
All numina must be to some extent visible –although they can be very hard to see: hazy, indistinct or very very small (the latter is generally how spirits manifest.
Soon to come: some actual game mechanics !