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.
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 |
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 |
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 |
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 |
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 |
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)