Stacking
Unless otherwise specified, you can take limitations on individual levels of Magery. For example, if you take a level of Dark-Aspected, and a level of One College Only (Healing), then you're at Magery 2 when you do Healing spell in the dark, Magery 1 when you do a Healing spell in light, or Magery 1 when you do a Fire spell in the dark. If you want to stack different levels for difference circumstances, try to keep it simple.
You can only use your powers in darkness. Regardless of the time of day or night, any light greater than candlelight or starlight deprives you of your abilities, though your aura reveals that you are a mage.
Day-Aspected: [-40%]
You can use your powers only when the sun is in the sky – on average, from 6 a.m. to 6 p.m. During solar eclipses, you have no powers! The effects of other astronomical events are up to the GM. When the sun is down, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun’s position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset.
Easily Resisted Magery [-5%/level, up to 4]You cast spells normally, but they lack “penetrating force.” If your target has Magic Resistance, multiply it by (1 + limitation level) when he resists your spells; if not, he gets a bonus equal to your limitation level to any roll to resist your magic. Any magic items you create have the same problem no matter who uses them – this flaw permeates all of your magic. If you take this limitation, it must apply to all your Magery levels.
Injurious Magic, Minor [-30%]Your magic is painful and debilitating. The first energy point you spend on a casting, and the first point whenever you maintain a spell, must come from HP – but all further points can come from FP. (Burning HP instead of FP to fuel your magic is described in @Magic.) If you don't apply this limitation to all of your Magery levels, then you decide whether to use it when casting your spell.
Injurious Magic, Major [-50%]
As the 'minor' variant, except all of your magical energy expenditures must come from HP.
Night-Aspected [-40%]
You can only use
your powers when the sun is not in the
sky – on average, from 6 p.m. to 6 a.m.
When the sun is up, you have none of
your magical abilities, although a look
at your aura reveals that you are a
mage. You are not affected by being in
buildings, underground, and so on;
only the sun’s position matters. You
know automatically (if you are awake)
when it is one minute to sunrise and
one minute to sunset.
Your Magery only benefits the spells of certain colleges and the Recover Energy spell. You learn other spells as though you were a nonmage, and can only cast them in high-mana areas. You may still count such spells as prerequisites for spells in your own college. You cannot detect magic items unless they contain at least one spell of your chosen college(s), in which case you roll normally for detection on first sight and first touch.
- One College: -40%
- Two Colleges: -30%
- Three colleges: -20%
- Four colleges: -10%
Limited Spell Magery [varies]
Magery that only applies to a single spell is a -80% limitation. Two spells is -75%, three spells is -70%, and so on. You cannot buy Limited Spell Magery levels for different spells or sets of spells.
Song [-40%]
You must be able to sing in
order to cast your spells. This replaces the 'speaking' part of your ritual, and you are not
freed from that component as your spell level increases.
Temporary Disadvantage [varies]
Use this for mages whose magic use temporarily
afflicts them with some physical or behavioral oddity.
Examples include a ringing in the ears that drowns out
other sounds (Deafness), a feeling of intoxicating power
(Overconfidence), a demonic visage (Horrific Appearance
and/or Unnatural Features), or a dangerous openness to
supernatural forces (Magic Susceptibility).
Temporary Disadvantage is only possible on Magery
that can be switched on and off. If the Magery lacks other
modifiers that enable this, then it also requires the
Switchable enhancement. This limitation is
worth -1% per point the temporary
disadvantages are worth, to a maximum of -80%.