Anacrusis
Magical forces are explicitly unnatural. No application of sorcerous might is native to the world, and perceptive arcane scholars note that the effects of their spells often have side-effects, perhaps almost imperceptibility minute, that occur in the people, places, and things that they enchant with their magic. Ordinarily these sorts of unpredictable effects are, if interesting, inconsequential. Perhaps a sword remains weakly magnetized after it was sharpened with the Metal Domain of Earth Magic. Perhaps a skeleton key altered to fit the lock you need it to open runs all the impurities in the metal one direction and gives the key an odd sort of appearance under close examination. While a curiosity, it rarely bears much scrutiny, chalked up to a slightly imperfect spell owing to some momentary break in the magicians concentration or focus, perhaps.
However, these effects do have a more troubling effect that all magicians do pay attention to. In living creatures, occasionally magical energies can prove deleterious to their health, usually after long-term or repeated exposure to magic. Headaches, nausea, bleeding membranes, illness, vertigo, temporary madness, deep burns, respiratory issues, even death have been reported after some amount of magical exposure, and much more troubling and serious conditions from extreme amounts of magic. These effects, called Anacrusis by arcane scholars (and sometimes called Spell Sickness by lay people), demonstrate that the human body has limits to how far magic can augment it. The Magician herself can usually endure exposure to her own spells for far longer than others can, usually not suffering Anacrusis unless under extreme and long-term effects, but others she enchants exhibit far less tolerance. Occasionally benefiting from increased reflexes or unnatural charisma seems to be largely without its risks, but those who habitually undergo magical effects or are the subject of particularly powerful spells begin to show signs sooner or later.
The effects of Anacrusis Points and Wyrds are cumulative. Exposure to enchantments, being in a magically saturated area, repeated spells, miscasting magical effects, and other reasons can also cause the accumulation of Anacrusis at Staff discretion. As well, repeated Anacrusis over time can result in permanent changes to a character or item, resulting in personality shifts, mutation, or even wasting away under the need for sustenance from sources that do not exist in this world.
In game terms, Anacrusis is caused mostly by Enchantments and Caustic spells. Mages, and those with Anacrusis Resistance, suffer less and gain one less point of Anacrusis from the first such spell affecting them in a Scene. As Anacrusis builds, the effects are visible and cumulative on the suffering character as described below. These appearance changes are costume requirements and must be represented as soon as possible, and ideally prepared in advance by the enchanting Wizard. All such changes to appearance are cumulative. The effects of Anacrusis at each level are immediate and persistent and last through the end of the Event or longer at Staff discretion. Those who gain Anacrusis on Saturday night, Sunday morning or in the Downtime are most likely to carry those effects to the next Event.
Anacrusis Points | Costume Requirement |
---|---|
1 Trivial | An triangle of the appropriate elemental Principle appears on the face and cannot be obscured |
2 Minor | Darkened veins around the eyes |
3 Moderate | Bright lights of the appropriate elemental color(s) around the neck and wrists |
Trivial
At this level, there are no observable effects from spells. The spell functions normally and as expected. This amount of Anacrusis is generally considered to be safe.
Minor
The subject begins to feel strange and unhealthy. Wizards suffer Burn immediately and non-wizards lower their highest Attribute by 1. Neither of these effects can be resisted or removed while the Anacrusis persists.
Moderate
The subject is completely suffused with dangerous magical energies. The effects at this level are completely unpredictable and can result in limb loss, crippling insanities, vile mutations or other terrible, permanent effects. The subject must report to Staff immediately.
Anacrusis in Objects
Objects as well can be subject to the strange effects of Anacrusis.  For reasons that are still poorly understood by Magicians, objects are far less resilient to Anacrusis than people are.  Objects gain Anacrusis Points at the same rate living targets do from enchantments and other effects. Wyrd or Masterwork objects are Anacrusis Resistant, allowing for a single enchantment or Caustic spell to effect them per Scene with no deleterious effects. Objects that are both Wyrd and Masterwork are doubly resistant, allowing for two such spells per Scene without negative effects.
Anacrusis points | Wyrd | Effect |
---|---|---|
1 | Warping | The object is warped by the arcane, becoming brittle and difficult to maintain. It gains the Crude Quality permanently. |
2+ | Ruined | Objects at this level are completely ruined by the effects of otherworldly forces. |
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