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Whenever a magical effect is invoked, the magician experiences Backlash (see section 7.3, below), which has a disorienting effect. Backlash is what prevents people doing whatever they like, whenever they like. Backlash is similar in principle to physical damage, and the Backlash rules are related to the physical damage rules.
Certain tasks could be attempted by more than one path. For example, a Fireball could be considered an Alteration, if some material component was used, Elementalism, or even Summoning. A list of suggested Schools of Magic is given in Table 8, with descriptions in section 3.16.
7.2 Schools of Magic
In each world of Twilight there will be different operating Schools of Magic, each with its own Skill attached to it. Remember that a School of Magic is a method of casting magic - a particular style of magic. A wide variety of effects are possible using each School, and it is possible to create effects by combining different Schools.
7.3 Casting and Backlash
Every magical effect has a Task Difficulty, much as ordinary physical tasks do. However, unlike for normal Tasks, a sorcerer does not roll for Task Resolution. Instead, they roll 2d6 on the Backlash table (Table 42) and modify this according to the difference between the Task difficulty being attempted and their own Skill in whichever School of Magic they are using. For each block of 5 their Skill exceeds the Difficulty, the roll is reduced by 1, and for each block of 5 the difficulty exceeds their Skill, the roll is increased by 1.
| Roll | Code | Effect |
| Under 0 | N | No Effect |
| 0-2 | F | Fazed |
| 3-5 | L | Lightly Disoriented |
| 6-8 | S | Seriously Disoriented |
| 9-13 | M | Major Disorientation |
| 14-17 | MM | Extreme Disorientation |
As with wounds, two Effects of a lower Rank add up to one at a higher Rank (e.g. two L's make an S), with the exception that four F's are equivalent to one L. The amount of Backlash a person can suffer is given by Table 43, below (which parallels Table 27, the Wound State Table).
| Phase | Stunned | Insane | Coma |
| Up to 1 | - | - | L |
| 2 | - | - | S |
| 3 | - | S | L |
| 4-5 | - | S | S |
| 6-7 | S | L | L |
| 8-9 | S | S | L |
| 10-11 | S | S | S |
| 12-13 | M | S | L |
| 14-15 | M | S | S |
| 16-17 | M | M | L |
| 18-19 | M | M | S |
| 20 | M | M | M |
| 21 | MM | M | L |
| 22-23 | MM | M | S |
| 24 | MM | M | M |
| 25 | MM | MM | L |
| 26-27 | MM | MM | S |
| 28 | MM | MM | M |
| 29 | MM | MM | ML |
| 30-31 | MM | MM | MS |
| 32 | MM | MM | MM |
If casting an incantation results in the caster being stunned or worse, the spell generally fails. Someone who is stunned is disoriented, and incapable of doing anything for 1d6 rounds. Someone who is insane suffers an immediate insanity (which may or may not prevent them casting further magic). Once coma is reached, they have fallen comatose. In both the latter cases, a permanent personality disorder may result (see section 7.5).
Two major factors that affect the result of Backlash rolls are the Local Phase and the Hazard (see section 7.17 and section 7.18). The Local Phase modifier is a constant value which is added or subtracted from the Backlash roll. The Hazard represents how stable the relationship between Shadow and Twilight is. Hazard is expressed as a number from 1 to 6. If any of the dice rolled on the Backlash table come up this value, they count at this value and are rolled again.
For example, Sarakiel is attempting to cast magic using Alteration, one of her Schools of Magic. Her Skill in Alteration is 30, and the Local Phase is -1, with a Hazard of 4. The Difficulty of the effect she is attempting is 25. Sarakiel's Skill exceeds the Difficulty by one complete block of 5, giving a -1 to her Backlash roll. The area is also -1, for a total modifier of -2. She rolls on Table 42, getting a 2 and a 4. Ordinarily, this would be a total of 4 (4 +2 -2), and would cause a light disorientation, but since she rolled a 4, she has to roll another die. This comes up 5 for a total of 9 - an M. If this third die had come up a 4, the total would have been 8, and another d6 would have been rolled. Sarakiel has a Phase Attribute of 12, giving a Mental State Code of M S L. The M result causes her to be stunned, and therefore the effect fails.
Tentative magic is useful if the spell caster is unsure whether or not to try casting the spell, and the spell itself is not very difficult. In general, if the spell is difficult, the extra +2 Backlash penalty is too prohibitive for tentative magic to be a viable option.
When it is absolutely vital that a spell succeeds, reckless magic provides an all or nothing option. Here, rather than rolling 2d6 for Backlash, the magician rolls 3d6, but the spell only fails if the sorcerer is reduced to a coma.
Reckless magic is useful when the spell caster absolutely needs the spell to succeed and is prepared to take the consequences. The extra die tends to send most wizards insane, but at least the spell succeeds.
7.4 Tentative and Reckless Magic
In addition to the regular method of casting magic, there are two other approaches. The first, tentative magic, attempts to minimise the risk involved. In tentative magic, the magician initially only rolls 1d6, and includes any appropriate modifiers. They then have the choice of either carrying the spell through to conclusion, in which case they roll a second 1d6 and add 2 to the total, or aborting the spell, in which case they take the Backlash indicated by the single die, modified accordingly.
7.5 Insanity
The danger of Insanity is a risk all magicians take. Because magic involves an alteration in the way an individual thinks, this can result in the development of personality disorders and derangements. As a result of Backlash, a sorcerer can become temporarily disassociated with their body: their mind is lost in Shadow. The effect of this experience will vary wildly. Whenever a sorcerer is reduced to the Insane Mental State, roll 3d6 and consult the Insane column of Table 44. Similarly, when a Coma is reached, roll 2d6 and consult the column for Coma.
| Insanity | Coma | Result |
| 3-4 | 2 | Rationalisation |
| 5-6 | 3-4 | Insight |
| 7-9 | 5-6 | Temporary Catalepsy |
| 10-13 | 7 | Temporary Delirium |
| 14 | 8 | Temporary Phobia |
| 15 | 9 | Phobia |
| 16 | 10 | Neurosis |
| 17 | 11 | Psychosis |
| 18 | 12 | Insane Insight |
Each level of an insanity will affect the character's Demeanour traits, Affinities and Aversions (see section 3.8 and section 3.9). For example, a character who began to suffer from claustrophobia would gain a Concept aversion to Enclosed spaces.
The descriptions of neuroses and psychoses give suggested changes in Demeanour traits, corresponding to each level of the insanity. Each time the character advances a level in an insanity, they should consult the description of the Demeanour traits for that level. For each trait listed, they should alter their own Demeanour by one position. That is, if the trait is already possessed, it does not change; if neither of the opposing traits are currently expressed, the character gains the trait; and if the opposing trait is currently possessed, the character moves to the neutral position, losing the opposed trait.
For example, the description for Level 1 Non-violent Mania says that the insanity is characterised by Capricious and Impulsive character traits at this level. A certain character who has just become manic is currently Predictable but neither Capricious nor Persistent. They would change to being Capricious, from being neither, and lose their Predictable trait, becoming neutral in this pair of traits.
In addition, because insanities push people beyond the normal limits of their personality, it is possible to develop insane traits with some disorders. These are Demeanour traits which are so intense that they go beyond the normal extent of that Demeanour trait. If an insanity can raise a Demeanour trait to being an insane trait, it is listed in italics at the earliest level at which it can do so.
Insane traits will reveal themselves in every action of the character. The character will tend to project these traits before any normal traits they have. If decisions have to be made, the outcome will generally be dictated by the insane traits, even when that decision goes against logic or common sense. Because insane traits extend beyond the usual extent of a Demeanour trait, they may also cause the character to become obsessed with their insane actions. For example, a Paranoid character may worry about acting in a Paranoid fashion, therefore becoming even more Paranoid. An Hysteric who gets so tense worrying about certain people or actions bringing on her insanity may actually trigger that Hysteria.
Please note that the insanities provided should be treated as suggestions. Any Demeanour trait can in theory be raised to become an insane trait, and this can be used to generate other psychoses and neuroses. The distinction between the two types of disorder is very narrow, and depends more on physiological differences in the brain than perceivable behaviour. When deciding if an insanity is a neurosis or a psychosis, the following simple criterion can be used: if it's morbid or involves panic, it's probably a neurosis, otherwise it's a psychosis.
Many of the listings only give traits for up to Level 2 or Level 3. For each level above this, apply all of the levels to the character again. For example, let us consider the character in the example above. If he advances to Level 2, he will become insanely Capricious and will move one position in the Cautious / Reckless axis. If he is currently Cautious, he would become neither.
At Level 3, all the traits (Capricious, Impulsive and Reckless) are applied again. He is already insanely Capricious, so this does not change, but is neither Impulsive nor Persistent, so he becomes Impulsive. Similarly, because he is currently neither Cautious nor Reckless, he would become Reckless at Level 3. At Level 4, no further changes would occur.
Insanities may be cured or worsened by people using the Mentalism School of Magic. No-one may perform such a task on themselves, and it is never easy to make someone `sane'. If an attempt is made, the GM should restrict the operation to a success lowering the derangement by one level, and include the possibility of the insanity getting worse in the event of a failure, with the additional danger that the Mentalist may actually begin to suffer from the insanity themselves. Reducing the level of the insanity will affect the character's Demeanour traits, but the details should be determined by the GM, who may wish some residual effects to remain.
A character's insanities will affect how they cast magic. Like many other matters dominated by personalities, the details are left to the players and the GM to determine. However, it is easy to see, for instance, that a person who is suffering from Paranoia and is hence insanely Suspicious is likely to start developing magic solely based around protecting themselves, and a person who is insanely Altruistic is going to concentrate on magic which benefits others over and above themselves.
Similarly, a character's insanities may affect other aspects of their being. For example, an person suffering from a Violent Mania may develop a form of Berserker Fighting style, even if this will decrease their abilities in combat. Naturally, all details should be worked out between the player and Gamesmaster.
7.6 Neurosis
The following is a list of possible neuroses, including some suggestions as to how a character's personality should alter as the insanity progresses. Where traits are listed in italics, this indicates the earliest Level at which that trait can become an Insane trait. If a trait is not listed in italics for a particular insanity, it will not be raised to an Insane trait by that insanity.
These templates represent simplifications of neuroses, aimed at creating character effects that can still be role-played by the non-insane player. They are not intended to be completely realistic interpretations of the real life mental problems they are based upon.
Level 1: Suspicious, Fearful
Level 2: Suspicious, Secretive
Level 3: Abeyant, Selfish, Perfidious
Level 1: Abeyant, Fearful
Level 2: Fearful
Level 3: Abeyant, Incurious
Level 1: Emotional
Level 2: Emotional, Capricious, Impulsive
Level 3: Capricious, Reckless
Non-violent:
Level 1: Capricious, Impulsive
Level 2: Capricious, Reckless
Violent:
Level 1: Capricious, Violent
Level 2: Violent, Reckless
All Levels: Alternating moods of Mania (violent or non-violent) and Melancholia.
Level 1: Pessimistic
Level 2: Pessimistic, Abeyant, Incurious
Level 3: Abeyant
7.7 Psychosis
The following is a list of possible psychoses, including some suggestions as to how a character's personality should alter as the insanity progresses. Where traits are listed in italics, this indicates the earliest Level at which that trait can become an Insane trait. If a trait is not listed in italics for a particular insanity, it will not be raised to an Insane trait by that insanity.
Like the neurosis templates, these represent simplifications of psychoses, and should not be considered entirely realistic interpretations of the real life mental problems they are based upon.
Level 1: Angry, Violent
Level 2: Violent
Level 3: Bold, Intrepid
Level 1: Arrogant, Avaricious
Level 2: Avaricious
Level 3: Arrogant
Level 1: Arrogant
Level 2: Arrogant
Level 3: Selfish, Perfidious
Level 1: Modest, Conformant
Level 2: Modest, Abstemious, Altruistic
Level 3: Abeyant, Chaste, Forgiving, Loyal
Level 1: Impulsive
Level 2: Impulsive, Emotional
Level 3: Random change of Demeanours, chosen by Gamesmaster.
Provide a separate set of Demeanour traits for each personality. In general, separate personalities should be as diverse as possible (there is a tendency towards polarisation in split personalities) and it is recommended each personality contains fundamentally different traits.