Arcane Spells

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Arcana is broken up into the types, Spells and Rituals. Spells are the quick, raw, and short term applications of Arcana, whereas Rituals are more complicated, require more time and preparation, but can have much more powerful and longer lasting effects. Spells typically have durations measured in seconds, up to a few minutes. The advantage that Spells have is that they are quick to cast and useful for a variety of rapidly changing circumstances and are essential to a Mage in combat.

Learning Spells

Mages do not have a set number of spells they can learn or even preset spells to choose from. As magic emanates from an individual's ability to manipulate the esoteric magic inherent in the world, they must each learn and develop their own spells, though many of the more basic spells will take similar form.

Creating Spells

In game terms, Mages receive a number of Spell Points with which to create spells. The Mage Power starts off granting 15 spell points to begin with and various other talents will grant additional spell points, or allow you to use those spell points in new ways.

All spells are composed of four main parts: the Range, Duration, Area of Affect, and Spell Abilities from the different Arcane Disciplines.  Some spells may also have other optional components such as Drawbacks, or spell component requirements. Each of these parts has its own cost in Spell Points that must be expended for each spell a mage wishes to create.  The costs for Range, Duration, and Area of Affect are listed under the Spell Components section below. The Spell Points costs for Spell Abilities are listed under their applicable Arcane Discipline, below.

Creating New Spell Abilities

Because spells are modular and players essentially have to build their own spells, the GM and players are encouraged to consider making new Spell Abilities to add to their spells, though care should be taken not to duplicate an existing Spell Ability. New Discipline Abilities shouldn’t affect any of the four base characteristics (Range, Duration, etc.) of a spell, only creating new possibilities within the disciplines. Any Spell Ability that does not seem to fit under one of the standing disciplines would likely fit better in the section on Rituals (ex. Demonic Arcana, Divination, Biomancy, etc.)  It may also be possible, at the GMs discretion, to have abilities combine in new and interesting ways when mixed together.

Spell Creation Example: Fire Blast

Malketh the Fire Mage wants to create a basic spell to blast enemies with fire.  He wants to hit his opponents at range, so he chooses Short for the range of his spell which costs 2 Spell Points.  He wants the spell to instantly do damage, so he does not need to extend the duration of the spell at all, leaving the cost for a duration of one round at 0 Spell Points.  He wants the spell to be as effective as it can, but also wants it to be easy to cast, so he opts to have the spell effect one enemy which costs 1 Spell Point.  Finally, the spell needs to have an actual effect and Malketh has previously decided that he wants the spell to deal fire damage, so he opts for the Elemental Blast I ability for 3 Spell Points.  Totalling the cost of the Range (2SP), Duration (0SP), Area of Effect (1SP), and the Spell Ability (3SP) gives the spell a total cost of 6 Spell Points.  Malketh choose to call this spell “FIre Blast” and can now attempt to cast this spell whenever he chooses.

Arcane Disciplines

Arcana is broken up into several major disciplines each dealing with a particular area of magic.  Spells and rituals all use elements of one or more of these disciplines and the most powerful spells will incorporate multiple disciplines in one spell. You may only create spells from disciplines you know. All Mages know the Universal discipline as well as one other disciple upon taking the Mage talent.

  • Biomancy - Deals with manipulation of the living body
  • Blood Magic - Deals with the manipulation of blood and the infusion of blood into spells
  • Elemental Arcana - Deals with summoning and manipulating the raw elements (Fire, Air, Cold, Earth) as well as controlling the weather.
  • Illusion Arcana - Deals with the creation and manipulation of illusionary images and sounds.
  • Necromancy - Deals with tending the dead, raising, controlling and destroying undead.
  • Transmutation - Deals with turning one thing into another be it shaping raw materials or changing them
  • Universal - Arcane effects that all spellcasters have access to.
Determining Core Discipline:

Some spells may draw spell abilities from multiple different disciplines.  Some effects, such as Spell Overbleed or Mishap, can have different effects based on which is the ‘core discipline’ for the spell.  As a general rule, the ‘core discipline’ will be the discipline from which the most spell effects, or the most expensive spell effects are drawn from.  If all these are equal, then simply choose one discipline to be the ‘core discipline’ at the time of creating the spell.  Once determined, this does not change unless the spell itself is changed.

Casting Spells

Each spell when created has a required Difficulty Check (DC) that must be passed in order to cast the spell.  This DC is determined by adding up the DCs for all the different parts of the spell; Range, Area of Effect, and Spell Abilities.  The DC for each part of the spell is listed in it’s section alongside the description and Spell Point cost for that part of the spell.   In order for a Mage to cast a spell, they must get a number of success equal to or exceeding this DC on an Arkana Skill test.  A Mage can cast any spells they know as many times and as often as they like, provided they pass their Arkana test each time.

Spell Overbleed

Spell Overbleed occurs when the caster puts more magical energy into a spell than originally intended.  If the caster beats the DC for casting a spell by 3 or more they roll 1d10 on the Overbleed chart appropriate to the discipline of the spell being cast and apply the effects immediately.

Spell Mishaps

Spell Mishaps occur when a serious failure has occurred while the caster is attempting to channel the spell. If the caster fails the DC for casting a spell by 3 or more they roll 1d10 on the Mishap chart appropriate to the discipline of the spell being cast and apply the effects immediately.

Spell Casting Example: Fire Blast

Using Malketh’s FIre Blast spell as an example again, we go back and look the different parts of the spell that Malketh chose to determine the total DC for casting the FIre Blast spell.  Malketh selected for this spell a Short range, which has a DC of +2.  He selected a duration of 1 round which has a DC of +0, an Area of Effect of 1 enemy which has a DC of +1, and finally the Elemental Blast I spell ability which has a DC of +1.  Adding these all together, we find that the total DC for this spell would be 4.  Therefore, in order to cast this spell, Malketh needs 4 or more successes on his Arkana test.

Spells in Combat

Attacking with Spells

When rolling to cast an offensive spell, only one Arkana skill test is made to both meet the DC requirement of casting the spell and attacking an opponent.  Assuming the Arkana test result beats the required DC, the same roll will be used as the attack roll against the defender, but at a -2 penalty. Alternatively, you can think of this as the defender gaining a +2 bonus against the effects of the spell in addition to their normal defense roll. In order for this penalty/bonus to apply, the defender must be aware of the spell being cast.

Spells and Damage

As a general rule, unless otherwise stated, damage caused by spells is Energy damage, and as such doubles the listed armor penetration against un-insulated armors.  Armor penetration values listed in spell effects do not account for the bonus penetration that Energy weapons get against non-insulated armors, meaning that the casting mage (and GM) should bear this in mind when calculating armor penetration and damage.  Elemental resistances such as those that apply to Fire, Electricity, or Frost damage do apply to these damage types caused by spells.

Defending Against a spell

When a spell targets you or you are included in the spell's area of effect, you are afforded the opportunity to defend against the spell provided you are not hampered from doing so.  The exact form of defense the spell requires is determined by the GM, but as a general rule physical and energy attacks will be defended against with Duck, Dodge, or Block and non-physical effects will be resisted with Resolve.  

Spell Components

Range

Range DC modifier Spell Points Range DC modifier Spell Points
Touch +0 0 Long

(Arkana Skill x 10 yards)

+5 +5
Point Blank

(Arkana Skill x1 yard)

+1 +1 Far

(Arkana Skill x 20 yards)

+7 +7
Short

(Arkana Skill x 3 yards)

+2 +2 Extreme

(Arkana Skill x 50 yards)

+9 +10
Medium

(Arkana Skill x 5 yards)

+3 +3

Duration

Duration DC Modifier Spell Points
Instant or 1 round +0 +0
2 rounds (non-damaging) +1 +1
2 rounds (damaging) +3 +2
3 rounds (non-damaging) +2 +2
3 rounds (damaging) +6 +4
Additional rounds (non-damaging) +1 per round +1 per round
Additional rounds (damaging) +3 per round +2 per round
1 minute or rest of combat (non-damaging) +7 +8
1 minute or rest of combat (damaging) +15 +15

Area of Effect

Area DC Modifier Spell Points
One Ally or Object* +0 +0
One Enemy +1 +1
Two Allies or Objects* +3 +3
Two Enemies +4 +4
Each additional target +2 +2
Burst** +2 x (radius in yards) +1 + (2x radius [yards])
Cone*** Range DC x3 Range SP x2
* Objects are defined as non-living, non-sentient, inanimate, objects. If an object is being wielded or used by an enemy, the DC is the same as if affecting the enemy itself. ** Bursts are targeted at a cross section of squares and the radius is decided at the time of spell creation. *** A cone is half as wide as it is long at it’s widest point (the far end) and extends out to its Range

Arcane Disciplines

Biomancy

Biomancy Spell Effects

Ability Description DC Mod SP
Adrenal Rush Grant target +1 action or reaction on their next turn. +4 +3
Claws Target grows claws as the Claws mutation talent (4+Str damage, Pen 2). +2 +3

Blood Magic

Blood Magic Social Stigma

While not directly related to demonic magics in any way, Blood Magic is none-the-less widely considered to be dirty, foul, or outright evil by most civilized societies.  Blood Magic is illegal in most areas and known Blood Magic users are commonly ostracized, actively hunted down, arrested, and occasionally executed (burning at the stake is a favored method of “cleansing the wicked”). Canny Blood Magic users usually attempt to hide their spellcraft in other spell abilities, suppress the secondary visual effects of their spells, or in a pinch outright lie about the nature of their abilities to escape detection.

As Blood Magic is widely considered to be in the realm of the madman, apostate, or demonic servant, most Blood Magic users are solitary and reclusive.  Learning the craft is similarly difficult as there are no formal schools; most Blood Mages stumble upon the forbidden books teaching the craft or occasionally will be mentored by another Blood Mage directly.

Using Blood Magic

In order to use blood magic, at least one blood vial must be expended per each Blood Discipline Ability the spell uses.  If the Blood Discipline Ability would acquire blood from another source that blood may be used to fuel other Blood Discipline Abilities in the same spell. For example, if Valdreth casts a spell with the blood magic ability “Shape Blood”, he must expend a vial of blood. However, if Anasha casts a spell with the Blood Discipline Abilities “Siphon Blood”  and “Shape Blood”, no vials are required as she is ripping the blood out of her target and forming that blood into a blade in one spell (so long as the spell does not require more than one ‘vial’ of blood). In order to Enhance other spells by reducing their DC, at least one vial of blood must be used.

Blood Magic, when used to modify other spells, always adds the appearance of blood or some similar effect to the spell.  For instance, a fireball modified with blood magic may have an appearance of being boiling blood and/or leave a trail of blood behind it as it flies through the air; an illusion may be tinged red or appear to have blood pooling from the bottom of it; or a transmuted object may ooze and seep blood from it.  The exact appearance of the the ‘blood effect’ is up to the Blood Mage or GM but should always be obvious.

The default amount of blood required for each Blood Magic Spell Ability is Tiny (1 vial), unless explicitly stated otherwise in the spell ability description.  Each additional Blood Magic Spell Ability requires one additional vial of blood.

Acquiring Vials of Blood

Vials of blood must be taken from a still-living, sentient being.  For the purposes of determining if a being qualifies as sentient, it must have an Intelligence of at least 1 and be capable of rational thought (animals for instance, would not be considered capable of rational thought).

Blood Magic Spell Effects

Ability Description DC Mod SP
Blood Armor This ability requires target to be covered in blood, by one means or another.  Successful casting of this spell covers the target in armor equivalent to Leather Trench Coat (2 armor covering the arms, body, and legs).  For every 2 points the caster exceeds the DC increase the AP of the armor formed by 1. +3 +3
Blood Infusion You may inject blood into others forcing the blood to clot and preventing the target from bleeding out or transferring the properties of the injected blood into the target.  Allies that are infused with blood are automatically stabilized from blood loss. +1 ally

+2 enemy

+2
Coat with Blood Coat a target or area with blood. If a surface is coated with blood and a target moves through the area at anything over a normal walking pace, the target must make an Agility test (DC= WP of Blood Mage) or slip and fall prone. +1 +3
Harden Blood Harden blood on a target or in a wound.  Depending on your intent this can either stop bleeding from a wound or deal level 3 damage that ignores armor to an enemy. +1 ally

+2 enemy

+2
Hurl Blood Magically propel blood, or hardened blood, through the air at an opponent. Hurled blood covers the target with blood or deals damage as appropriate. +2 +2
Poison Blood Infuse blood with a poison that will infect a person when it enters their bloodstream, typically either through Blood Infusion, or wounding them with a weapon shaped from blood.  Doing so requires that you expend a poison as part of the spell.  The poison for this spell effect must be supplied separately. +2 +3
Shape Blood Shape pool of blood into shield, weapon, or large object. Intricate items are not possible with this spell alone.  This spell ability requires an appropriate number of vials of blood depending on the size of the item created.  Typical blood-shaped weapons deal 5 damage, pen 1, piercing. +1 +2
Siphon Blood Using an open wound, the Blood Mage may pull the blood out of a living creature to be placed into a vial, on a weapon, or be used in a spell. The target does not have to be subdued or incapacitated but must have at taken at least 1 persistent wound during the current combat or scene, have a current Bleed effect, or take enough damage from the spell Siphon Blood is a part of to deal at least 1 persistent wound.  Doing so causes 3 damage that ignores armor to the target unless resisted.  This spell ability does not require blood to cast and the blood gained from this spell ability may be used to fuel other abilities. +2 +3
Suppress Blood Effect Suppress the additional ‘blood effect’ that the spell would otherwise have.  This is typically used when mixing Blood Magic effects with effects from another discipline to disguise the use of blood magic.  This effect does not require blood to be utilized. +1 +1

Blood Magic Spell Overbleed

Roll Name Effect Penalties
1-2 Reduced Consumption The spell uses half the normal amount of blood in the casting of the spell. -
3-4 Strong Blood The spell is more effective than normal and has its primary effect strengthened as appropriate.  For instance, the damage for a shaped weapon might be increase by 1, Blood armor might increase the amount of armor it provides by 1, Blood Shape might create a more durable object, and so on and so forth.  The exact effect is up to the GM discretion. The spell uses one additional vial of blood when cast unless the spell would not normally require blood to cast. If the caster has no more available vials of blood, the blood is instead drawn from the caster dealing 3 damage.
5-6 Blood Draw The spell automatically draws in blood from the area around it, targeting the nearest enemy to supply the precious fluid. Select a viable target for the Siphon Blood ability and immediately use it to cast the spell, conserving your current vial. If the spell costs more than 1 vial then this overbleed affect supplies 1 vial worth of blood towards the requirement. If your spell already makes use of Siphon Blood then you acquire an additional vial of blood. This does not increase the damage of Siphon Blood. If there are no viable targets, then the caster automatically becomes the target and suffers 1 wound as the blood is drawn out.
7 Blood Theft The overwhelming flood of power allows the caster to reach out and seize control of other Blood spells in effect. The caster may target any ongoing Blood ability and make an opposed Resolve Test with its owner. If successful, the Ability is drawn to the caster who can instantly redirect its effects. Only ONE Ability may be claimed. If two abilities are active in tangent (such as Blood Blade with Poison Blood) then the Ability that isn’t chosen is retained by the owner and may be re-applied to a valid target as a free action. If there is no valid target then nothing happens. After 2 turns, the effect must be reinforced as if the caster had cast it himself by the requisite blood. If the caster either doesn’t have the required blood or does not wish to maintain the effect it splatters to the ground in a puddle of gore.
8 The Scarlet Flow The immense undercurrent of Arkana in the spell causes an effect to be duplicated at the casters behest. Choose one Blood Ability in your spell and apply it a second time without additional usage of blood. If the effect is Blood Armor, then increase the Armor Point value by 2. The stirring Arkana disturbs any unused blood in the vicinity (20 yards), making it impossible to incant any spell with a Blood ability component for 3 on Oi rounds. This has no effect on spells that are already active.
9 Dead Man's Offering Blood not only contains power, but seeks those powerful enough to claim it. If a target dies due to the direct actions (spells or physical attacks) of the caster within 1 round of this Overbleed effect, a Medium quantity of blood is instantly transferred into the caster’s possession as if Siphon Blood was in effect. If blood is claimed it wraps around the caster as it flows into his possession, slowing his movement. Reduce all movement speeds by half for 1 round, as the blood clings and drags at his arms and legs.
10 Gruesome Bloodbath Any and all free blood in the areas whips into the air and begins to gather around the caster, awaiting it’s master’s instructions. On the next spell incanted, the DC and blood requirement is ignored for any and all Blood abilities in the spell. The caster must still must meet the DC for the spell and any other non-Blood Discipline Spell Ability requirements. This effect will dissipate if not used within 10 rounds. Until the caster makes use of the Overbleed effect, a whirlwind of gore and blood will whip around him at random in a considerable radius (20 yards). All perception tests in and into the area increase their DC by 2 and any attempt to move faster than walking requires a DC 4 acrobatics check or the character slips and falls to the ground. As a side effect, anyone within the area will probably want to take a bath afterwards.

Blood Magic Mishaps

Roll Name Effect
1-3 Fizzle The spell fizzled out, had no effect and did no damage.
4-6 Thin Blood Unbeknownst to the caster, the blood has been partially consumed by the spell, although it has failed. The blood still appears entirely viable, but is thinned by the effort; decreasing its effectiveness. Add +2 to the casting DC of the next Blood spell. If the next spell fails by 2 or more it does not trigger another mishap. Additionally, there is no indication that the blood is thinned/less potent. Don’t metagame like a chump.
7-8 Weak Blood The Blood Spell appears to be cast as normal, but the effect is considerably weakened resulting in an incomplete, or corrupted effect.  For example, a Blood Blade would become brittle and break when the character attempted to use it, siphoned blood might have the ‘Thin Blood’ quality (see above) and other similar effects.  The exact details of this are up to the GM.
9 Impure Bloodline Your aura is twisted by the mishap as the sample of blood from your vial taints your own. This foreign blood continually corrupts your spells until it is removed. A half action must be taken to bleed out 1 persistent wound worth of blood to end the effect. If the player chooses not to take this action, all future Blood spells automatically act as if they are “Thin Blood” mishap, even if successful, until the action is taken. Unlike normal Thin Blood mishaps, if the test fails by 2 or more a new mishap still occurs and can stack with Impure Bloodlines (except for another Impure Bloodlines. That would just be silly.)
10 Rejected Ichor The blood begins to curdle, rejecting the form it was given by its master. The caster must immediately pass a Resolve test with a DC of 6 for each Blood spell effect that is ongoing. If the check fails then the spell instantly ends, splattering to the ground. This does not affect anything that the spell has already achieved or was a one time effect. Someone stabbed with a Blood Blade is still stabbed, siphoned blood is still in the caster’s possession, poison already in the bloodstream of its target is still active, etc.

Elemental Arcana

Elemental magic is among the basest forms of Arkana and has been practiced for as long as mankind has been able to manipulate the ebb and flow of the ether of the world. It is by far the most commonly seen, used, and taught of the magic disciplines, useful both in battle and outside of it. The principles behind the discipline are also the most straightforward, focusing almost entirely on agitation or slowing of air particles to achieve an elemental effect with only a few exceptions. Finding a master can be as simple as locating a book on the topic, enrolling in any one of a dozen universities, Arkane circles, research spires, or simply finding a mentor.

Elemental Damage Types Secondary Effects

Elemental magic spells that deal damage typically have one of three energy sub-types: Fire, Frost, and Shock. Each of these has secondary effects that apply to a target once they have been successfully hit and deal damage, as listed below.

  • Fire: Enemies hit with a Fire spell that fail their defense roll by 3 or more and are wearing or holding flammable items immediately catch fire.  Each subsequent round on your turn anyone on fire will take an additional 2 fire damage.  Jumping into or being doused with water will immediately put out the fire otherwise the person on fire or an ally must spend 3 actions putting out the fire.
  • Frost: Enemies hit with a Frost spell that fail their defense roll by 3 or more or are wearing metallic clothing lose 1 action every round for the next 3 rounds. Being in proximity to a large campfire or greater will negate this effect.
  • Shock: Shocking or Electric damage deals an additional +2 damage to any organic enemy wearing metal armor.  Enemies that are predominantly composed of non-organic materials do not take this additional damage.

Elemental Discipline Abilities

Ability Description DC SP
Alter Weather Allows the caster to manipulate the weather to that of his choosing within the area. The weather in the area will return to what it was prior to the spell being cast when this spell effect ends.  May not be an individually targeted spell (i.e. Must be Burst or Cone). +2 +3
Earthquake Allows the caster to cause the ground to shake and rupture within an area. Causes anyone in the area take a -2 penalty to dodge and block attempts. Everyone standing in the area must make an Acrobatics check vs half the DC of the spell to remain standing.  May not be an individually targeted spell (i.e. Must be Burst or Cone). +2 +3
Elemental Ball Creates a rolling ball of Fire, Ice, or Electricity. The ball is 1 square/yard/meter in diameter. Deals 3 damage to each target it passes through. The ball moves up to its range in squares/yards/meters each round for the duration.  Does not require and may not have an Area of Effect. +4 +5
Elemental Blast I Deal 3 Fire, Frost or Shock damage to target.  Damage type must be chosen at the time of spell creation.  All three types are considered Energy damage and have armor penetration 2.  Does not stack with itself or Elemental Blast II +1 +3
Elemental Blast II As Elemental Blast I, but deals 6 damage with armor penetration of 4. +3 +5
Elemental Damage, Improved +1 damage to spells that deal Fire, Frost, or Shock damage and increases armor penetration by 1 per every 2 times taken.  May not be used with Elemental Blast I and has no effect on Water Spray.  May be taken any number of times. +1 +2x Times Taken
Elemental Wall Create a wall of Fire, Ice, or Water. [Needs further clarification]
Water Spray Douse target or area in water. This increases the damage taken by electric or frost spells by 2. Water Spray also extinguishes fire on any targets hit by it and may damage beings largely composed of flame. +1 +2
Wind Gust Creates a gust of wind between you and your target an updraft at target area interfering with projectiles and other loose objects +3 +4

Elemental Overbleed

Roll Name Effect Penalties
1-2 Spell Inversion If a spell would have been cast with a burst radius or multiple targets, the target in the center of the burst radius takes 2x your rolled damage (rounding down). All other targets in the burst radius take no damage. If the spell would have targeted one object or person, it is now a burst spell with a radius of the casting DC / 2 (Minimum of one) and deals half damage to all targets in the radius -
3-4 Double Duration If applicable, your spells duration has been doubled.  If the duration is instant or could not otherwise be doubled, there is no additional effect. Until the effect is complete, you may not cast the same spell again
5-6 Chain Casting If applicable, your spell hits an additional target within Int yards of the original target or, if an area of effect spell, increase the area of effect by Int/2 (minimum 1, round down). By over casting this spell, you
7 Area Overcharge If applicable, spell gains a 3 yards burst radius. If the casted spell is a burst spell, add 3 yards to the burst radius By over casting the spell, you tire yourself. Gain 1 fatigue point
8 Reckless Casting Roll any damage for the spell twice and take the higher result By over casting the spell, you inadvertently cause yourself slight harm. Take 1 wound damage.
9 Overconfidence At the sight of your successful spell cast, you gain 2 re-rolls to all Arcana skill tests for the rest of the encounter Take a penalty of -1 to all resolve tests for the rest of the encounter.
10 Overcharge Ultima If applicable, double the rolled damage of the spell casted, add your Arcana skill bonus to the roll (if you already have your Arcana skill bonus added, add and additional half rounded down). If your spell would have a burst radius, add ½ your Arcana Skill Bonus in yards to the radius. If your spell was to hit one person, add a burst radius equal to your Arcana Skill bonus. If your spell was to hit multiple targets, add an additional 1 target. As a Mage, this is the ultimate display of overcasting, you take 1 wound and 1 persistent wound.

Elemental Mishaps

Roll Name Effect
1-3 Fizzle The spell fizzled out, had no effect and did no damage.
4-6 Backfire The spell backfired dealing half damage (rounded up) to the caster. If the spell would deal no damage, the caster still takes 2 damage of the energy type of the spell.  This damage bypasses armor as normal.
7-8 Exhaustion The caster fails to successfully casts his spell taking 3 damage may and may not cast elemental spells for 2 rounds.
9 Spell Reversal If the spell would have dealt damage to a target, the caster is now the target and takes full damage. If the spell was AOE, the caster is now at the center of the spell. If the spell would have dealt no damage, the caster takes 4 damage of the energy type of the spell. This damage bypasses armor as normal.
10 Disastrous Casting The caster may no longer cast spells for 3 rounds, takes 3 damage that bypasses armor and soak, and applies the same effects as Spell Reversal above.

Illusion Arcana

Illusion magic deals with visual, auditory or other sensory illusions.  Illusions don’t use Area of Effect like most other magic disciplines but instead uses Illusion Size and Complexity in its place (see below).

Illusion Discipline Abilities

Ability Description DC SP
Chameleon I Target appears to fade into the shadows and background as long as they don’t move too quickly.  Target gains a +2 bonus to stealth checks for the duration.  Sprint or attacking will disrupt the illusion and end the spell effect early. +3 4
Mirage Typical visual illusion, any interaction with the illusion will dispel it. The caster may create an image he has seen before. The caster can also create objects he has not seen before at a +1 DC, the opposed targets get a +1 on their check. +2 +3
Illusionary Sound The caster is able to mimic sounds of objects and beings he has heard. The caster can also create unheard of sounds at a +1 DC and anyone hearing the illusionary sound receives a +1 on their check to disbelieve the illusion. +1 +2
Phantom Smell The caster is able to mimic a smell and taste of a substance he has smelled or tasted before. +2 +2
Shadow Manipulation Expand or contract the area to which a light source provides illumination.  Note that this only applies to a single light source. +1 per yard/meter +2
Semi-real Illusion feels real to the touch and can be interacted with to a limited extent without disrupting the illusion.  Applied pressure, force or an attack of any kind will disrupt the illusion, dispelling it. +3 +4
Quasi-real Illusion feels real to the touch and can be interacted with and will resist some force.  Quasi-real illusions can be disrupted by a DC 5 Might check or by taking 10 points of damage. +4 +5
Nigh-real Illusion is nearly flawless in its construction and will resist heavy impact and physical damage.  Nigh-real illusions can be disrupted by a DC 8 might check or by taking 20 points of damage. +5 +6

Illusion Size

Size Description DC SP
Tiny Object or objects with at total size of ~6in3 (15cm3) or less +0 +0
Small Object or objects with at total size of 1ft3 (30cm3) to 2ft3 (60cm3) +1 +1
Medium Object or objects with at total size of 2ft3 (60cm3) to 3ft3 (1m3) +2 +3
Large Object or objects with at total size of 3ft3 (1m3) to 5ft3 (1.5m3) +4 +5
Huge Object or objects with at total size of 5ft3 (1.5m3) to 10ft3 (3m3) +5 +6
Massive Object or objects with at total size of 10ft3 (3m3) or more +7 +8

Illusion Complexity

Complexity Description DC
Simple Single image or sound, unmoving, unchanging, still, etc. Examples would be a single chime or a block of wood. +0
Normal Three or less unmoving, unchanging, still, etc images or sounds or one repetitive movement or set of sounds. Examples would be a bird’s call or a coin spinning on the table endlessly. +1
Moderate Six or less unmoving, unchanging, still, etc images or sounds or three or less repetitive movement or set of sounds. +2
High Six or less unmoving, unchanging, still, etc images or sounds or three or less repetitive movement or set of sounds OR one highly complex, variable moving object or non-repetitive sound. Examples would be a musical instrument playing a song or a horse drawing a cart. +4
Intricate Nine or less unmoving, unchanging, still, etc images or sounds or six or less repetitive movement or set of sounds OR three highly complex, variable moving objects or non-repetitive sounds. +6

Illusion Overbleed

Roll Name Effect Penalties
1-2 Ease of Complexity The complexity of the spell cast increases by one step thereby allowing the spellcaster to create a more complicated illusion than originally intended. Overcasting the spell in such a way is mildly draining.  Take 1 point of fatigue
3-4 Convincing Illusion The illusion appears or sounds exceptionally convincing.  Add +2 to the DC to disbelieve the illusion. The illusion is so convincing that you and your allies also believe the illusion to be real.  Roll a resolve check, but all allies gain a +2 bonus to the check.
5-6 Emotive Illusion The illusion is exceptionally effective at influencing the emotions of those affected.  If the illusion would normally invoke fear, increase the DC of the fear check by +2.  If the illusion is intended to create a calming effect or other emotion it is simply more effective at doing so; the exact results of this are up to the discretion of the GM. Due to the overpowering nature of the emotive effects of the illusion, you are also subject to it’s emotive qualities, but gain a +2 bonus to resist
7 Double Duration The duration of your spell is doubled.  If your spell could not be reasonably doubled (i.e. it is ‘instant’) then your spell is effectively cast twice either in the same round or the next round at the GMs discretion.  Only the illusion effects of the spell are affected if it is ‘double-cast.’ Caster takes 2 damage
8 Reality Shift The reality of the illusion is increase by one step provided the illusion has a visual component.  If the illusion lacks a visual component, the spellcaster can instead opt to add one in (within reason and at the GMs discretion). The effect of shifting reality in such a way dazes you for the remainder of this round and the next.
9 Controlling the Moment Your illusions command the attention of those that observe them, making it easier to affect their minds with additional spell craft. Increase the Resolve DC to disbelieve your next illusion by +3. Attempting to make your next illusion fit perfectly with the current illusion takes a little extra finesse. Increase the casting  DC of the next spell you cast by 2.
10 Reality Warp Your spell warps reality as you cast it, effectively becoming completely real for the duration of the spell.  The exact effects of this are up to the GM, but may include things such as a disembodied head appearing that gives form to a formless voice to an illusionary fireball becoming a very real fireball to a very real and solid wall appearing from nowhere. Accidentally warping reality is no mean feat and takes it’s toll on the mind of even experienced spellcasters.  Take 4 points of damage and are Dazed from the mental strain.

Illusion Mishaps

Roll Name Effect
1-3 Fizzle The spell fizzled out, had no effect and did no damage.
4-6 Pitiful Imagery You illusion appears, but is poorly formed and fails to achieve the desired goal. The Illusion is automatically disbelieved by all who view it. Additionally, those observing your failure now know of your illusory intent and gain +2 on any Resolve test to disbelieve your future illusions till end of the encounter.
7-8 Uncontrolled Illusion Your illusion appears as intended, but then “goes about its business” outside of the player's control. Whether this is a voice beginning to babble on about meaningless things instead of giving someone an intended message, illusory people walking off instead of distracting a guard or creating an image that starts changing colors and acting in a confusing fashion, the illusion will be present but different than the caster intended. The exact form this takes is at the GM’s discretion.
9 Random Attributes The size of the illusion is warped due to the mishap and takes on unrealistic dimensions. Determine the size(s) of the item/creature the caster intended to impersonate, then roll a 1d10. Excluding the size the image is intended to be, assign each size category two numbers and then make the illusion that size. Not only does this draw undue attention to the caster and his work, but it is instantly disbelieved as the odd proportions suggest its nature.

Ex. If an item is normally “small”, then: 1-2= Tiny, 3-4= Medium, 5-6= Large, 7-8= Huge, 9-10= Massive. In this way you might end up creating a cute little bunny rabbit that happens to be 4 yards long.

10 Nightmare Manifest The illusions spring forward as intended. However, they take on a form entirely malign and outside of the context of the caster’s desire. Phantasmal images and sounds of death, destruction, mayhem and terror assault the senses of everyone in a radius of [total spell dc x 10 yards/meters]. A Resolve test with a DC of [half the total DC of the intended spell] is required. All who fail are immediately scared witless and flee the area as quickly as they can.

Necromancy

The art of Affliction and Undeath, Necromancy actually engenders very little distaste and antipathy from civilized culture. Necromancy functions by drawing on the spirits of the dead to accomplish the goal of the spellcaster.

Composed of the two “sub-schools” of Affliction/Curses and Undeath/Animation, Necromancy is simply viewed as a tool rather than some sort of abomination against all that is good and natural. Curses are generally viewed as either tools of punishment or weapons on a battlefield and therefore worthy of no more disdain than a fireball would be. Similarly, Undeath is viewed as a tool in service of a goal, rather than some sort of perversion of the natural order. Those of a more materialistic inclination simply view corpses as sacks of meat to be used, while worshipers of Terra, Sa’vor, and Scaath attach no particular value to a body once the soul has left it. While a man might take issue with a Necromancer raising up the corpse of his dear sweet mother and sending her off to get ripped to pieces by wolves, the general opinion towards Necromancy is that you make use of what you have available, necromancers have learned to make use of everything that comes their way.

Necromancy Spell Abilities

Effect Description DC SP
Animate, Minor
Animate, Lesser
Animate Animate a human sized corpse to create a zombie or skeleton; the state of the corpse determines which is created (GMs discretion).  The created undead lasts until it is killed or two rounds after the spell’s duration ends at which point it falls to the ground useless and may not be raised again either by spell or ritual.  Undead created with this spell are automatically under your control. See the *Monsters Doc* for stats on the created zombie or skeleton. +3 +4
Animate, Greater
Animate, Major
Armor of Bones Create a temporary layer of ethereal Bone armor that overlays clothing and other gear granting the recipient of the spell 2 armor. +3 +2
Banish Undead Twist the necromantic energies that allow spirits to interact with the physical world, disrupting their nature and ability to affect the world.  Deal 4 damage to undead creature. This damage ignores armor. +2 +2
Bind Undead Subjugate the spirits controlling an undead to your will
Bolster Undead Improves an undead’s Natural Armor, a physical Characteristic, or a combat skill by 1.  Each time this is taken, a stat may be improved by one again.  The exact effects of this are determined by the caster at the time of spell creation. +2 +2
Dead Eyes (Curse) The target has their perception blurred and is unable to see clearly for the duration of the spell.  The target takes a -2 penalty to sight-based Search and Awareness tests and a -1 penalty to all attack rolls. +2 +3
Enhance Curse Increase the numeric penalties for a curse by 1.  This ability may be taken multiple times per spell; it’s effects stack. +3 +2
Harden Flesh Elicit spirits to unnaturally harden the flesh of your target.  Against enemies, this will harden their joints and skin, causing them to drop whatever they are holding and take a -1 penalty to all physical skill tests for the duration of the spell.  Used on allies, this will harden up the vulnerable parts of their bodies, graning +1 natural armor.  A side effect is that this spell ability turns the flesh of a target grey and necrotic looking.  As this spell ability can be used against both Allies and Enemies, pay the Damaging cost for spell duration. +3 +4
Inspire Fear A brief peephole into the nether opens, allowing the target(s) to glimpse into the land of the dead.
Slow Spirits leach energy from your target(s) making their movements sluggish.  Those affected lose one action per round for the duration. +3 +4
Wither, Lesser Spirits leach away the health of the target.  For the duration of the spell (including the round cast) the target takes a point of damage that ignores armor.  Target may resist with Resolve. +1 +1
Wither Like Lesser Withering, except the target takes 2 points of damage. +2 +2
Wither, Greater Like Lesser Withering, except the target takes 4 points of damage.. +4 +5

Necromancy Spell Overbleed

Roll Name Effect Penalties
1-2 Necromantic Energies Necromantic energies suffuse the caster granting him a +1 bonus on the next necromancy spell cast. -
3-4 Rigor Mortis Target of the spell is afflicted with temporary, mild rigor mortis and loses 2 actions on their next turn. This effect applies to allies as well as enemies.
5-6 Voices of the Dead Aura of fear permeates the area as voices of the dead filter through into the land of living.  All characters within earshot must take a fear test with a DC equal to the Willpower of the caster. This effect applies to allies as well as enemies.
7 Bleed Out Excess necromantic energies cause old wounds to reopen.  Target takes 1 bleed damage each round for the next 2 rounds. This effect applies to allies as well as enemies.
8 Spirit Surge Spirits pour into the spell, enhancing it in some way.  Increase the damage of the spell by 2.  If the spell would not deal damage, instead extend the duration by 2 rounds Spirit passes through the caster dealing 1 wound.
9 Vampiric Drain Target of this spell takes an additional 2 damage which is then transferred to the caster, healing them the same amount.  If the spell affects an ally instead of an enemy, the damage is dealt to the caster and the ally gains the vampiric healing. This effect applies to allies as well as enemies.
10 Raise Dead A nearby corpse rises as zombie under the caster’s control for 3 rounds. Caster must take a Resolve test for each undead creature under his control  DC 6, or lose control of that undead creature

Necromancy Spell Mishaps

Roll Name Effect
1-3 Fizzle The spell fizzled out, had no effect and did no damage.
4-6
7-8
9
10

Transmutation

Sometimes considered a form of alchemy that defies the laws of the universe, the discipline of Transmutation is a form of arkana that allows a mage to move and displace matter and sometimes energy in order to achieve a desired result. The use of Transmutation does not eliminate nor create matter at will, but rather allows a mage to alter the molecular and atomic structure of the target and surrounding material to achieve a desired end.

Many nations expend significant effort to locate and register those capable of Transmutation. For one, skilled Transmutation magi are able of producing essentially any element or compound that they know how to produce. The other major consideration is that it never hurts to know who exactly can go around making holes in your walls without bothering with a siege engine or lots of explosives.

Learning Transmutation can be surprisingly difficult. Unlike other disciplines that revolve around “playing with” matter as it already is, Transmutation is a form of high-energy chemistry that requires both considerable arkane focus and a high level of knowledge of the sciences. It is rare to ”find a book” on the subject and most nations limit the training of the discipline to particular places of learning in order to control and observe the practitioners. To those that learn, however, the opportunities are endless.

The Altered Art of Alteration

Transmutations Magic works differently than other forms in that several of its base characteristics are locked. Their durations are automatically considered permanent as the act is not merely a generated affect but an actual change of the object you are working on. Once something is changed, it stays that way till someone changes it back. The range of the spell is always Touch. The mage must be in physical contact with the object she wishes to change. If she can alter the entire object then she can touch it anywhere; if she wants to alter a part of a larger structure she needs to be touching that specific part. The casting time is locked at 1 minute (10 rounds) as the mage guides the transmutation process from start to finish. The “Area” is determined by how big the object you are affecting is.

The Spell DC is affected by the Size category which you are either trying to change something into or the Size of the object you are trying to affect. When the DC changes based on determining the size of the object you wish to affect then it will be written as “+x/size”. If you had a spell that was listed as +2/size, then transmuting a Tiny object would have a total DC of +2, a Small object +4, a Medium object +6, and so on.

When you are modifying the Size of an object to that of a different Size then it will be listed as “+x/mod”. If you had a Spell Ability that is listed as “+3/mod” and you had a Medium stone that you wished to make a Tiny stone, the total Spell DC would be +6.

The other altered element of Transmutation is that while Spell Abilities are put together and cost SP like normal, the DC for the Transmutation Spell Ability is determined spontaneously. For example, you are not required to purchase the spell Manipulate Mass for Tiny to Medium, Small to Large, Huge to Small and so on. Rather, the DC and exact effect is determined when you decide what exactly you are doing.

Ex. Helmas, a skilled Transmutation mage, finds his way barred when attempting to get into a certain castle. He decides to remove a section of the wall of the castle to make his own entrance. Finding a suitable location he decides to make a hole by turning the stone into sand. He only needs a hole that is large enough for him to crawl through (Medium). Calculating the DC by adding +2 for each Size Category, the final DC is 6. He rolls his Arkane Skill and gets a 7. The section of wall quickly shifts and crumbles away as it becomes sand, letting Helmas get on with his task.

Limitations of Transmutation

While Transmutation is capable of exerting an extraordinary level of control over the world around the practitioner, there are several practical limitations that arise as a result of the principles behind playing with matter in this fashion.

The first limitation is that no object that is larger than Huge in terms of size category can be affected nor any object be made larger than Huge without use of a Ritual. The work required to affect an object that is Massive is an increase of several orders of magnitude in  power and concentration, exceeding the discipline’s capacity.

The second limitation is that Transmutation cannot create any “unknown” compounds or types of matter that do not exist. This is less a limitation of the Transmutation Discipline as it is a limitation of the mage. The spells require the focus of the caster to envision the nature and structure of what they are transmuting. Attempting to “create the unseen” or “copy something I saw once” does not give the spell sufficient direction in what to produce. As an example, this means that if a mage wanted to create a “strong metal”, but had only ever learned of the existence of iron (as opposed to steel) then the “strong metal” would be iron despite stronger alternatives.

The third limitation involves Warding. Warding is a Ritual used specifically to prevent Transmutation mages from turning reinforced doors into water, empowered weapons into slag and various constructs into air. Warding is a time consuming process and requires a fair amount of expertise to accomplish. As a result it is fairly rare to come across a warded object with only particularly important objects being bothered with (or doors/walls that lead to particularly important places).

The final limitation is a matter of casting time. The Mage must concentrate on the process till it is complete and must be able to clearly observe the object they wish to affect. As a result it makes Transmutation more dangerous to use in combat situations. However, its uses in creating required raw resources, changing a room or your surroundings for a desired purpose, or simply altering the nature of an object to fit a new purpose are multiple and far reaching.

Transmutation Spell Abilities

Ability Description DC Mod SP
Composition Shift The caster is able to change objects to have a heterogeneous composition (ie: multiple materials). +3/Size +3
Transmute The caster is able to transform an object into an object of any size but with similar mass +3/Size +3
Manipulate Mass The caster is able to change the mass of an object to a different size class +4/mod +3
Disassemble The caster takes apart a non-living, non-sentient object composed of multiple discrete parts and perfectly breaking it down into its base components (ex. breaking down a gun into the barrel, the stock and the various pieces of the lock with screws and bolts).  Held or wielded items receive a defense roll from either creator. +2/ size +3
Sharpen Warp and sharpen target weapon piece of ammunition granting it +1 damage and +1 armor penetration. +2 +2
State Shift Shift target object (non-living, non-humanoid) from current state of matter one phase.  For example, change liquid water to steam, or ice to liquid water.  You may affect a mass of material equal to 5lbs per 2 success on your Arkana test. +3 +4

Universal

Universal Spell Abilities

Ability Description DC SP
Will-O-Wisp Creates a floating light that follows the caster.  The floating ball of light may be any color. It slowly pulses during it’s lifespan. +2/Half hour +1
Magelight Creates a stationary light at head level +1 / half hour +1
Magesight Target is able to see magical effects within line of sight for the duration of the spell. +1 2
Magnify while out of combat, this spell increases a crystal or piece of glass’s magnification. +2 / Magnification Level +2
Prestidigitation able to create small, crude and artificial looking object +2 +2
Enchant Object, Minor able to enchant mundane objects in non-combat ways. For example, a magic torch, a shovel that digs more easily, a sword that doesn’t rust. +2 +2
Detect Magic able to detect basic magic in an area of 3x Arkana Skill in feet. +2 +2
Fabricate Noise create a noise at a certain location. The noise is up to the caster; however, too outrageous a noise may provoke aggression. +2 +2
Poison Detection able to detect poison in an object or being upon touch +2 +2
Shield Create a quick shield to defend yourself.  For every 3 successes on your Arkana test, gain +1 armor against the current attack. +3 +3