Hedge Magic
Not everyone who uses magic has become so accomplished as to use Thaumaturgy. There are individuals
who use minor spells and charms in everyday life, and some who use these spells in conflict with the Undead. The Hunters Hunted
presented the basic system, as well as a number of different spells.
Hedge magic requires the magician learn the new Ability of Casting, with the skills of Duration, Extent
and Ritual also being helpful. These can only be bought with Freebie Points as they are not Talents, Skills or Knowledges,
but a combination of all three. They cost as much to buy and increase as do normal Abilities. Learning these skills during
play costs three experience points; however, it would require Storyteller permission (and probably a
special Story) for someone who has no sorcerous abilities to learn these skills.
Each spell must also be learned separately, as if it were an Ability, and can increase just like any
other. Additionally, while a character can become as good in a spell as his generation will allow, spells are rated for the
Attribute a character must possess in order to be able to cast it.
All spells have an instant duration (though casting the spell requires one turn)
and only cover the area directly around the caster. In order to manipulate the spells for greater potency,
the caster must use the other abilities.
The other ability is Ritual, which allows the character to cast Thaumaturgical rituals. Not only is
Ritual the basis for the success roll, but a character cannot learn a ritual unless he has at least as many levels of Ritual
as the Spell. Thus learning Splinter Servant (Level Four Ritual) requires at least four
levels of Ritual. Note that without massive study, no human can learn any ritual higher than level five.
Learning spells follows a similar pattern, but requires the character have a mental attribute to match
the appropriate level of the spell. Thus there are Perception spells, Intelligence spells and Wits spells.