Drinking & Dragons

Brew:Rules/Unisystem/Magic (Descriptions)

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DM-d20.jpg DM The Brewed Awakening campaign is no longer using the Cinematic Unisystem rules. This page is kept for archival purposes.

The arcane flows through the world in infinite forms and can be molded in diverse ways. How one interacts with magic greatly shapes its form, as does intent.

The following are some of the more commonly known (i.e. available to cast members) magical methods or traditions. Look here for how the rules work.


Philosophies are the general spellcasting system used in Ghosts of Albion. A description of how each would cast an Eldritch Ball of Flame listed.

One of the oldest philosophies in existence, alchemy is the cornerstone of many occult societies. Alchemists cast spells by mixing chemicals and elements together they can also turn spells into an elixir to be activated later.
In casting a eldritch ball of flame, an alchemist could throw an incendiary potion or mix elemental fire with elemental air.
Cabbalists (or Kabbalahist, or Qabalist) decipher the various names of God, Angels, and lore hidden within the Bible, Torah, and other religious texts this philosophy is tied closely to ancient Hebrew rites, mysticism, and religions. By invoking these holy names, the cabbalist achieves the magical effect. The study of Hebrew is essential for these magicians since all of their texts are inscribed in it.
The cabbalist invokes the name of God most closely related to fire, through which the target is righteously singed by his ball of flame.
Diabolists have existed for countless years. They are sometimes referred to as “Satan worshippers,” “demon worshippers,” and even “warlocks.”
A diabolist would make a pact with a specific being of fire, perchance offering it animal or human lives in payment, so that the being casts a fireball on his behalf.
Diviners are fortune-tellers of all persuasions. Most common is the tarot card reader or tealeaf reader, but thousands of diverse diviners exist and their methods all differ. England’s most famous magician John Dee was a diviner.
The diviner’s eldritch ball of flame is cast in the same manner as a magician adhering to no particular philosophy, although some diviners claim they foresaw that the fireball would appear in the manner and time that it did and merely placed themselves at the location it would appear.
If the alchemists are the chemists of the supernatural world, elementalists are the physicists. The world of the elementalist is composed of the classical elements: Air, Fire, Earth, and Water, and their interaction produces reality and magic.
Appropriately enough, the elementalist simply launches fire at his target, or mayhap bids a fire elemental to do the same.
Gnosticism is concerned fundamentally with the knowledge of the self and its relationship to the universe. The gnostic seeks knowledge through magic and magic through knowledge. His ultimate goal is self-advancement and enlightenment through study.
Although a gnostic appears to cast his fireball quite normally, he understands that matter and energy are tied together and therefore mutable it is through his knowledge of fire’s place in the universe that he casts the spell.
Although nature magic seems quite similar to alchemy, the underlying philosophies differ greatly. Alchemists view the world around them as the combination of base substances naturalists come to understand the world through observation and harmonious co-existence. It is widely believed that the ancient druids were adherents to this philosophy of magic.
Fire is a naturally occurring event, be it from lightning, the sun, or a volcano. The nature magician summons this natural fire to do his bidding.
Necromancers are similar to diviners as they speak to spirits to learn of the future, but they have many uses for the dead. Exceptional necromancers animate and control the dead.
The necromancer summons the spirit of a dead magician and compels it to cast an Eldritch Ball of Flame at the target.
The writing that runic magicians employ involves a special alphabet, such as Elder Futhark (Nordic) or Ogam (Celtic), where each character, in addition to providing a word-sound, has its own unique meaning. Runes allow a spell to be inscribed onto a solid object, to be activated at a later time.
The rune user inscribes a fireball spell onto a small stone. He can later coax the spell out of the runes, or perchance even toss the stone at his enemy, invoking the magic as he does so.
It is said that King Solomon of Israel possessed the power to bind demons to his will and command them to perform acts of servitude, or teach him ancient lore. This Art is set forth in his two seminal works, the Key of Solomon (also known as the Clavicula Salomonis) and the Lesser Key of Solomon (the Lemegeton Clavicula Salomonis). Those who devote their lives to studying the Keys are known as Solomonists (or Solomonic magicians) and have learned to summon and command demons (and sometimes other spirits), usually from a group known as the Goetia, and to imprison demons within specially-crafted objects that are inscribed with the various Seals of Solomon. As students of Solomon, wisest king of the Hebrew Bible, these magicians tend to be devout followers of Israel’s god (like many cabbalists and gnostics), and therefore are perceived as “good.” In addition, the complex rituals required to summon a demon provide substantial defences against infernal wiles. As a rule, Solomonists who fail to adequately protect themselves will discover themselves dead long before they fall to temptation. Unlike diabolists who make deals and pacts with the demons summoned, these magicians command and control them instead.
The Solomonic magician calls a demon or spirit of fire to launch the fireball on his behalf.
Theomancers see magic as an extension of their belief in the divine. Theomancers are able to invoke effects (they would say “miracles”) that benefit themselves and their allies, particularly those who share the same faith. Conversely, they are also skilled at combating anything they see as heretical, particularly supernatural creatures (un-dead, demons, and faeries foremost).
In casting an Eldritch Ball of Flame, the theomancer prays to god to call down fiery wrath upon the magician’s enemies.

Divine Inspiration

The Divinely Inspired have access to an assortment of abilities allegedly derived from the connection of the character to the Creating Agency. Some occultists claim that these powers come from inside the Inspired, and are nothing more than the channeling of their own Essence to fuel their religious fanaticism. No matter who is right, without their Faith, the Inspired would not be able to perform their incredible feats. To use a Miracle, the character must firmly believe that she is fighting the forces of evil in the name of her God. Otherwise, she will be left with nothing but her own meager strength.


Invocations are learning to weave essence into desired patterns. See campaign doc "2b-Magic-Classic-Unisystem-Magics".

Spirit Patron

Some characters forge a relationship with a supernatural or spiritual entity. These entities include Guardian Angels, the Genius of Roman religion, nature spirits, the pagan deities and, in the case of Black Magic, demons or the Mad Gods. The relationship varies widely, depending on the goals of the character and the entity, and the terms of the exchange. Some entities grant power in return for services, or for an oath of servitude at a later date. Others are content with the worship of the character, or aid her because she is pursuing an agenda that serves the spirit’s purposes.

Tao Chi, the mystical martial arts

The legends of Asia tell of men and women who could perform wondrous feats through the application of their inner strength, their Chi. These Powers have now become a common staple of movies and television. In the world of Brewed Awakening, these abilities are as real as the power of magic and of the mind. Adepts of Tao-Chi, the Way of the Soul, can use their Essence and channel it through their bodies to transcend the physical limits of Mundane humankind.

Keys of Solomon

King Solomon was said to have the power to bind and control all types of spirits and entities. The Knights Templar have that long-lost knowledge, and they use it in their war against the Combine. The Keys are the final achievement of the wizard-king Solomon. They are Essence patterns, requiring a spoken mnemonic component to be triggered. The Keys are not Invocations; they do not require rituals or Channeling to release Essence to empower them. What they are exactly is not commonly known. They may be the True Names of spirit beings. They could be basic elements of reality, more fundamental than Invocations. Some Keys allow their wielders to duplicate Inspired Miracles; others grant protection or dominion over spirit beings.

Other Supernatural Powers

The following Supernatural Qualities could be considered "magic"—Mesmerize, Telekinesis, Psychometry, Pyrokinesis, Telepathy, Enchanter/Superscientist, Spirit Medium, and the Sight. This isn't an exhaustive list, as there are other Qualities that could be listed here as well.