MAGIC  back

 

Magic can be divided into two primary types, Runes and Natural magic. Natural Magic includes Formals and Summoning, and has the Mana Pool option in addition to purchasing spells. With a Mana Pool you may cast any spell from any Open School that you desire, although Formals and Summons are more limited. All Magic requires the use of both voice (verbals) and hand unless otherwise noted. Spell packets cannot be thrown until the last word of the verbal is said. Aside from instant spells (damage, death, etc), there are three durations of spells: until lost/1 battle (protectives, buffs, blades), 10 minute time (offensive magic), and Until Cured (poison, disease). Durations other than these will be included in verbals.

 

Runic

 

If you wish to cast Runic magic, then you must learn the meanings of the runes so you can utilize the system to its fullest extent (you should also train in Research to help with any desired spell effects). When you choose to learn a rune, you must pick which of the 24 you wish to learn. At any time you may buy any rune, but there is a 2 xp penalty when taken out of order, and a 4 xp penalty when taken out of Aett order (example: Fehu will cost you 4 xp, Wunjo will cost 6 xp, and Isa will cost 14xp. If you were to buy Isa and then Fehu it would cost 18 xp total). To be back in order you must resume where you left off. When casting a rune, you must first invoke the rune (preferably in a custom verbal) and announce its effect (example: “I call on Kenaz for a fireball, 10 magic flame” “Algiz grant me protection, Magic Buff (x2)”). Once you have learned all the runes in an Aett, you may double any you want. Once you double them all, you may triple them, and so forth. There is no xp penalty for order after the first time through. Once you have learned every rune, you may train in Bind Rune, which allows you to cast multiple runes for potent and/or permanent effects once per day, and Divination, which allows you to make an actual rune casting to predict the future in coordination with Plot. The runes must also be used for the day in order to work(for Bindrunes, optional for extra power on Divination). You may cast any spell effect appropriate for the strength and meaning of the rune, but must form your own spell list. The basic accepted meanings (for Berserkr purposes) can be found at http://asatru.org/runes.html or www.tarahill.com/runes/. You must have your spell list approved before use.


Natural Magic

 

Elemental

Traditional elements may be used as magic blasts, or as a counter magic shield to other magic (any form) attacks against you. 5 points per 2 xp (per day). Earth may also purchase Magical Armour Points for 2xp per point.

 

Canceling requires the use of an equal amount of the appropriate shield. (example: attack 10 earth…shield 10 flame…result no damage; attack 10 earth…shield 5 flame…result 5 damage)

Double means that the attack will deal double damage, your shield does nothing. (example: attack 15 fire…shield 5 earth…result 30 damage)

Adds to implies that your shield is also taken as damage, in addition to the attack. (example: attack 15 water…shield 10 earth…result 25 damage)

 

Element

Double From

Adds to

Cancels

Flame

Water

Air

Earth

Earth

Flame

Water

Air

Air

Earth

Flame

Water

Water

Air

Earth

Flame

In addition to 5-point blasts at 2xp, you may also buy the following spells (* indicates protective, not skill):

 



Earth (EAR)

Magic Armor

2/1

Control Earth Elemental

4

Ensnare

4

Safe

6

Earth Blade

6

Create Cudgel/Shield

6

Endurance

8

Banish

17

Regen

18

 

Air (AIR)

 

Counter*

2

Control Air Elemental

4

Air Blade

6

Dodge*

8

Repel

10

Vanish

12

Free

16

Doom

18

Phase

20

 

Water (WAT)

Slip

2

Control Water Elemental

4

Water Blade

6

Silence

6

Slow

10

Identify

10

Vanish

12

Doom

18

Remedy

20

 
Forces

The forces of nature, Fire and Ice, can be used to damage or cancel each other (when used as shields). 5 points per 2xp (per day). In addition you may buy the following spells:

 

Flame (FLA)

Control Flame Elemental

4

Disarm

4

Enflame

4

Flame Blade

6

Strength

8

Shatter

10

 

Ice (ICE)

 

Control Ice Elemental

4

Safe

6

Shell

6

Ice Blade

6

Wall of Force

8

Reflect Magic

12

 

Realms

The realms of existence, Chaos and Order, Dark and Light, these concepts guide the very world. Order may be used to harm or heal the living, but only harm the dead. Chaos may be used to harm or heal the dead, but only harm the living. Chaos and Order may be used to shield against one another. In addition to damage at 2xp per 5 points, you may also buy the following spells (opposite effects on undead):

 

Order (ORD)

 

Lightglow

2

Cure Poison

4

Bless

4

Turn Undead

4

Order Blade

6

Cure Disease

8

Destroy Undead

10

Restore Limb

10

Sanctuary

10

Remedy

20

Life

20

 

Chaos (CHA)

 

Darkness

2

Poison

4

Curse

4

ControlUndead

4

Chaos Blade

6

Disease

8

Create Undead

10

Wither Limb

10

Dissipate

10

Desecrate

10

Death

20

 

Protect

The magics of protection. This school has no damage or tagline. May also purchase Magical Armour Points for 2xp per point. Spells as follows:

 

Protect (PRO)

 

Magic Armor

2/1

Safe

6

Shell

6

Toxin Shell

6

Buff

8

Strength

8

Endurance

8

Wall of Force

8

Reflect Magic

12

Reflect Physical

12

Reflect

12

Dispel

14

 

Time

Magic that manipulates the flow of time. This school has no damage or tagline. Spells as follows (* indicates a protective, not the skill):

 

Time (TIM)

 

Counter *

2

Dodge*

8

Haste

10

Slow

10

Shatter

10

Teleport

12

Doom

18

Phase

20

Stasis

20

Time Freeze

10/sec

 
Mind

Magic that targets the mind and consciousness. This school has no damage or tagline. Spells are as follows:

 

Mind (MIN)

 

Ale

2

Charm

6

Fear

6

Inspiration

6

Confuse

8

Identify

10

Forget

10

Hallucinate

12

Pure Mind

14

Awaken

18

Sleep

18

Dominate

20

Berserk

20

 

Drain

Magic that harms by siphoning off energy from living and magic beings (affects Living, Undead, and Non-living). Life Drain may be purchased at 4xp per 5 points. Mana Burn may be purchased at 1xp per point. Mana Drain may be purchased at 2xp per point. Spells are as follows:

 

Drain (DRA)

Burn Max Body

2

Drain Max Body

4

Curse

4

Burn Attack/Defense

6

Wither Limb

10

Drain Attack/Defense

12

Weakness

12

Dispel

14

 

Bind

Magic that fetters and frees, placing indestructible barriers of force around targets. This school has no damage or tagline.

 

Bind (BIN)

 

Web

4

Free Limb

4

Ensnare

4

Unensnare

4

Silence

6

Free Voice

6

Repel

10

Bind

8

Unbind

8

Wall of Force

8

Stop

14

Unstop

14

Paralyze

16

Free

16

 

Magic

Generic Magical energy available to spellcasters (not to Mana users) also called Mystic. Magic damage can be purchased for 2xp per 5 points. Verbal is “Magic <spell>” Also includes several spells available for purchase:

 

Mystic (MAG)

Magic Armor

2/1

Detect Magic

4

Dim Blade

6

Magic Blade

6

Identify

10

Dispel

14

 

Summons

When you spend 20 xp in any one non-runic magic (15 for summoners), you may purchase the ability to summon an elemental created of the very essence of that form of magic for 8 xp (4 for summoners) per level. Summoning from a Mana Pool is limited to any Open School, and xp spent on Opening Schools does not apply. A Summon’s level is 10 SXP, as is a PCs, however, Summons start at Level 1, with only 10 SXP (rather than at 3 with 30).

 

“Come forth, Summon of <type>, <initial command>”

 

An Elemental has stats as follows:

Small claws (base 0 <elemental> tagline), <elemental> status (no effect to <own element>, double from <opposite element>)*, no effect to mind/toxin/critical, healed only by Tru Magic or own element Healing, Lessers may not use weapons/armour/shields, not affected by Order or Chaos (unless Chaos/Order elemental), dissipates at 0 HP, Dispel causes summon to dissipate

 

*Nature Elements (Earth, Air, Water, Flame) follow the rules under magic for status, Flame is healed by Flame (Double from Ice and Water), and Unnatural Magics (Time, Bind, Mind, Drain, Protect) have no additional status.

 

SXP are the Summon’s equivalent to xp (to avoid confusion with your xp). You will pick a class for the Summon, which may be changed if it is brought back to minimum SXP for that level. It may not buy magic other than its own school, weapon skills, or skills requiring conscious thought (trades, runes, etc.). SXP may also buy the following things (dependant on the type of summon):

 

reduce physical (¾)                     25

reduce physical (½)                     45

dim/normal tagline ability             6

dim/magic tagline                       9

innate reflect <type>                  20

telepathy with master                  20

small claws (base 1)                    3

short claws (base 2)                    7

long claws (base 3)                     9

2-hand claw (base 4)                   5

magic defense (MDF)                   9

resist <school>                          10

ripping strength                          5/1

 

Elementals are considered incorporeal when they are immune to non-magical weapons, at this point they gain an immunity to Acid and Physical Grappling. They cannot carry non-magical items at this point.

 

An Elemental (Summon) will return to magic energy (thus disappearing) after 10 minutes (per level).

 

For kills made by the Summon, the Summon gets all gain (xp) as gain (sxp). You may tap into this and take ¼ of it as your own xp (½ if you have telepathy). When a Summon dies, it goes down to its minimum sxp for that level. It is dead for the rest of the day. They instantly turn back into magical energy and dissipate upon reaching 0 HP.

 

Formal Magic

Any character who spends 100 xp (50xp for summoners) in one magic (or has a mana pool of 100) may purchase the ability to use Formal Magics for 10 xp (5 for summoners) per level (each level must be backed up by an additional 100xp). Mana Pool Formals will be more limited (1 spell of each open school per level of formals in addition to all basic spells, must have list approved and on you to cast). Formal magic is not meant to be common knowledge, and thus the full rules will only be given to those who have achieved Formals. Formals from a combination of Mana and Spells are possible, but extremely restricted. Must be done in a Ritual Circle (1/day per rank in Formals, also 6 xp each (3 xp for summoners)). Formal casting requires Formal Magic Components and time. Achieve Formal Magic to learn more. (All Formal effects on a spirit/person are lost when Resurrecting just like other spells)