Magic
originally created by Emirricol, rewritten by Nicolai.
1. SUMMARY
Every magic spell consists of two parts, the Form (verb) and Technique (noun). When casting a spell you decide what the spell should do, guided by the Forms and Techniques your character has learned. Your Ranks in the chosen Form and Technique are added together and then compared to a small chart( see #2 below) to determine the Spell die type for casting that particular spell.
After the spell is cast, you must attempt a Vigor roll to avoid being Shaken by the exertion of the spell. Some spells may be memorized (Formalized), giving the caster certain benefits over the usual spur-of-the-moment spells.
2. CASTING SPELLS
To cast a spell, first choose a Form and Technique that best fit the spell (see #3 below). For example, if you want to cast a lightning bolt, it should probably be a Creo Aruam spell. Sometimes more than one Form is required, in which case the strongest is used for purposes of determining the Spell Die Type.
Add together the Ranks of Form and Technique used for the spell in order to determine the die type used.
Rank Total Spell Die Type
2 d4
3 d6
4 d8
5 d10
6 d12
* More: +X (e.g. 8 would be d12+2)
Then, select the Effects you desire the spell to have (see #6 below). Add the numbers for each Effect used to determine the difficulty number of the spell. This is also the target number used for a Vigor check to resist being Shaken by the exertion of casting the spell. A critical failure even burns the magic user as he fails to contain the powerful energies, doing 1 wound.
Thus, if the Effects were to give the caster only (Range 0) steel claws doing 2d6 damage (Power 2) for one hour (Power 3), the target number would be 0+2+3=5 for determining if you succeed in casting the spell, and the same for the Vigor roll to avoid being Shaken from the exertion of containing the arcane energies.
3. FORMS/TECHNIQUES
FORMS (Edges)
• Creo (create) To create something out of thin air
• Intellego (perceive) To perceive something
• Muto (transform) To mend or transform something
•Rego (control) To control move) something during the course of the spell, an action typically, but passive spells are typically no action.
TECHNIQUES (Skills)
• Aquam (Water)-
• Auram (Air)-
•Corpus(Body)-
• Ignem (Fire) -
•Stellios (Metal)
•Terram (Earth) -
•Ligni (wood)
•Mentat (Mind)
4. SPELLS
Spells with a duration counts as maintained and can be dropped with a free action.
5. IMPROVING
Forms are advanced by edges (1 rank for each edge) and Techniques are
advanced with Skill points (1 Rank for each skill point), but are ranked numerically rather than as a die type. Spending two Edges on Form Creo would give you Rank 2 in that Form. Forms may not rise above Rank 3. Some GMs may require formal training by another mage with a Rank as high or higher than the one you wish to achieve, or some amount of study or experimentation, but this is left to GM discretion and will vary by campaign world.
6. EFFECTS
These effects are guidelines. The GM can adjust these numbers or the total as needed to affect the tone of the game, or to accommodate a particular spell in order to avoid a “high power/low usefulness” situation.
The DM can assign modifiers if the situation calls for it.
Attacks are based on shooting/Throwing/Fighting.
1. SUMMARY
Every magic spell consists of two parts, the Form (verb) and Technique (noun). When casting a spell you decide what the spell should do, guided by the Forms and Techniques your character has learned. Your Ranks in the chosen Form and Technique are added together and then compared to a small chart( see #2 below) to determine the Spell die type for casting that particular spell.
After the spell is cast, you must attempt a Vigor roll to avoid being Shaken by the exertion of the spell. Some spells may be memorized (Formalized), giving the caster certain benefits over the usual spur-of-the-moment spells.
2. CASTING SPELLS
To cast a spell, first choose a Form and Technique that best fit the spell (see #3 below). For example, if you want to cast a lightning bolt, it should probably be a Creo Aruam spell. Sometimes more than one Form is required, in which case the strongest is used for purposes of determining the Spell Die Type.
Add together the Ranks of Form and Technique used for the spell in order to determine the die type used.
Rank Total Spell Die Type
2 d4
3 d6
4 d8
5 d10
6 d12
* More: +X (e.g. 8 would be d12+2)
Then, select the Effects you desire the spell to have (see #6 below). Add the numbers for each Effect used to determine the difficulty number of the spell. This is also the target number used for a Vigor check to resist being Shaken by the exertion of casting the spell. A critical failure even burns the magic user as he fails to contain the powerful energies, doing 1 wound.
Thus, if the Effects were to give the caster only (Range 0) steel claws doing 2d6 damage (Power 2) for one hour (Power 3), the target number would be 0+2+3=5 for determining if you succeed in casting the spell, and the same for the Vigor roll to avoid being Shaken from the exertion of containing the arcane energies.
3. FORMS/TECHNIQUES
FORMS (Edges)
• Creo (create) To create something out of thin air
• Intellego (perceive) To perceive something
• Muto (transform) To mend or transform something
•Rego (control) To control move) something during the course of the spell, an action typically, but passive spells are typically no action.
TECHNIQUES (Skills)
• Aquam (Water)-
• Auram (Air)-
•Corpus(Body)-
• Ignem (Fire) -
•Stellios (Metal)
•Terram (Earth) -
•Ligni (wood)
•Mentat (Mind)
4. SPELLS
Spells with a duration counts as maintained and can be dropped with a free action.
5. IMPROVING
Forms are advanced by edges (1 rank for each edge) and Techniques are
advanced with Skill points (1 Rank for each skill point), but are ranked numerically rather than as a die type. Spending two Edges on Form Creo would give you Rank 2 in that Form. Forms may not rise above Rank 3. Some GMs may require formal training by another mage with a Rank as high or higher than the one you wish to achieve, or some amount of study or experimentation, but this is left to GM discretion and will vary by campaign world.
6. EFFECTS
These effects are guidelines. The GM can adjust these numbers or the total as needed to affect the tone of the game, or to accommodate a particular spell in order to avoid a “high power/low usefulness” situation.
The DM can assign modifiers if the situation calls for it.
Attacks are based on shooting/Throwing/Fighting.
Range-Distance to target or range of spell, sometimes both.
0 - Self/Touch
1 - 12"
2 - 24"
3 - Line of Sight
Targets (use either Targets or Area)
0 - Self
1 - 1/ around caster
2 - 2
3 - 3
Extend by 1 for each extra skill point
Area (use either Targets or Area)
(use either Targets or Area)
0 - self
1 - 1"
2 - small burst/line 12"
3 - medium burst/cone
Additional rank gives large burst template
Duration
0 - Instantaneous
1 - 1 Rounds
2 - 1 Minutes
3 - 1 Hour
Additional duration in days, weeks, months, etc.
Power-strenght and effect for the spell
0 - Trivial "small effects" No damage
1 - Lesser (1d6 damage/1)
2 - Moderate (2d6 damage /2)
3 - Greater ( 3d6 damage/3)
Additional damage as a positive modifier of +2 pr. rank
6. FORMALIZING SPELLS
A PC is capable of learning a number of “Formalized” spells
equal to half his Smarts. A Mage with d8 Smarts could learn
8/2=4 formalized spells. To formalize a spell, write out the spell’s Form, Technique, and Effects. Formalized spell take 1 week of practice to become formalized. Most mages therefore choose to formalize only their most potent “ field use” spells. Formalized spells grants +1 to avoid being shaken by the spell energies and +1 on the casting roll. Formalized spells are typically given cool individual names by their caster. Example: Fire Claws, Helping Hand, Barrier of Embers etc.
7. EXAMPLES
Amet-su (Rego 1+ Ligni 3=d8) wants to sling wooden spears at her enemy. She cannot create the wood ( no creo ) but 4" away she sees some timber. The enemy is 9 away. She opt for Range 12" (rank 1) Area (rank 1), 3d6 damage (a lot of Timber rank 3) For a final difficulty of 5. She rolls 7 and the timbers fly through the air. The difficulty to avoid being shaken is also 5.
Sir Charles tries to heal a downed ally. (Mutu 2+ Corpus 3=d10) He chooses Range 0 (touch rank 0) Target 1 ( rank 1). The Dm says he will have the penalties for wound modifiers as normal) and tell him the power level indicates how many wounds he max can heal, Charles chooses Power 2 ( Rank 2). Final difficulty 3, but have modifers for wounds and can maximum heal 2 wounds.
Kendra wants to spy on a meeting. A fire is burning in the room. She uses Intellego 1+ignem 2=d6. She wants to listen in .The Dm tells her it is only Power 1 (rank 1). She wants to be far away Range 24 (Rank 2) and she wants it to last 1 hour (Rank 3) A final difficulty of 6. She rolls a raise and as the enemies conspire, the fire bring their words to her ear.
Feng Wu wants to impress a possible ally by create lighting and fling it though the air, controlling it. Creo and Rego is required to create and control it and Auram to make it lightning. He has Creo 1 Rego 1 and Auram 1=d4 as only one Form can be used, but 2 are required to create and control it. It originates from Feng Target 0 (self), he wats it to travel no more then 12" ( range rank 1), last 1 minute ( duration 2) and deal no damage (power rank 0) final difficulty 3.
Remember Amet-Su from the first example? Now she wants to create an armor of wood arund herself. She has rego 1+ligni 3=d8. She spots a window 9" away boarded up with wooden planks. She tries to rip the planks from the window to aid her. Range 1 ( Rank 1), last for 1 minute ( duration rank 2) and add 2 armor (power rank 2), Target herself (Target rank 0) for a final difficulty of 5. She rolls 7 and the planks are ripped from the window coming to her aid, giving her armor of wood.