Anyone can learn to do magic but it's a complex, difficult and sometimes dangerous skill to learn. Most people don't have the opportunity or the drive to learn, and those who only dabble can rarely achieve useful effects. On top of that it's also physically and mentally taxing; doing something via magic can as tiring as it would be to do it manually. However it might well be faster and eliminate the need for specialist tools and those who do take the time to master one of more magic skills can do incredible things. Magic can change, shape and animate but it cannot create something from nothing.
Each magic skill allows the caster to exert influence in a specific way and each magic discipline is named to describe it's scope. Most magic skills can only be used to affect an object or part of an object that the caster is touching and which is smaller than the caster. Smaller parts of larger objects can be affected, and what's affected doesn't have to be the part touched but it does have to be somewhere the caster can see within 20m. Generally, magic effects will either be instantaneous, or persist for one minute plus another minute for every point by which the check beats the TS.
Magic can be done in two ways, spontaneously or ritually. Spontaneous casting produces simple, brief effects while rituals are more potent. Unless stated otherwise, non-ritual magic effects are either instantaneous, or persist for one minute plus another minute for each point by which the check exceeded the TS.. Ritual tasks usually take either a few minutes or several hours and involve making a lot of preparations before channelling power to complete the ritual. To perform a ritual you need access to some appropriate materials that let you make marks on a surface and relative peace and quiet. Most rituals have a simple version which can be performed relatively quickly using only simple tools and a complex version which is more involved, taking much longer, requiring proper tools and as using up some materials to power the increased effects. In most cases, either specially prepared ritual materials or actual hard currency can be used to power complex rituals.
For example Promethia wants to use her Arcane Sight to scry on one of her companions to check that he's okay. A skilled fortune teller, Promethia makes Arcane sight checks at +5 so she makes a normal attempt to scry without any preparation. Unfortunately the TS of 18 is too high and she fails her check, so she sets about making some ritual preparations to increase her chances. She decides to use simple rituals of both precision and extension to get a +3 bonus on her check and to make sure that she can watch what's going on for hours, rather than minutes if needs be. All she needs to perform this ritual is a couple of minutes of peace and quiet and something that she can make marks on the floor with, such as chalk or charcoal.
|Name||Simple Effect||Complex Effect|
|Precision||+3 bonus to check||+6 bonus to check. 50pr|
|Expansion||Area affected doubled||Area affected increased by five times. 10pr|
|Extension||Duration increased from minutes to hours||Duration increased from minutes to days. 50pr.|
|Delay||Effect takes place after a fixed period of time, up to an hour||Effect takes place when certain conditions are met, such as someone entering the ritual area or a word being spoken. If the condition relates to a specific individual, then an item of theirs is required. 100pr.|
|Enchantment||-||Permanently binds an effect to an item. Requires the Enchant Item edge. 1000pr|
Using magic can be physically and mentally draining. The power for any spell is drawn from the caster, although some rituals augment this power by consuming certain reagents. Any time you succeed at a check using a magic skill by getting exactly the TS, you gain a level of fatigue, which behaves like a wound in that it applies penalties to checks and minimum defence, however it can be 'cured' by having a rest, such as a brief nap or a hearty meal. Making an excessive number of checks with magic skills or attempting more than two rituals in succession also causes fatigue.
Magic skills can't be used directly on people, so you can't be turned to stone with transmutation, the fact that people are made of water doesn't mean a water mage can just kill you and a fire mage can't just ignite your skin. You can, however, still be burnt by fire that's thrown at you or lit under your feet, cut by paper that's been transmuted to steel, stabbed by an animated construct, mired in softened stone or mud, knocked off a parapet by a strong and unexpected wind and so on.
Using this skill allows a character some control over the air itself. It can be used to create wind, or pockets of calm as well as slow falling or create updrafts. Air can also be 'solidified', allowing a nimble individual to run or walk across it as long as they keep moving.
|Wind Wall||15||An Action||Allows you to create a curtain of wind up to 16m in length (runs through up to eight squares). Any ranged attacks made through those squares suffer a -1 penalty.|
|Create Winds||9||An Action||Causes a light breeze to blow in a direction of your choosing in an area you can see. Requires a utility action to maintain each round. Increase the TS by 3 for a strong breeze and 6 for strong winds.|
|Uplift||None||While Jumping||You may add your air skill total to any checks you make to jump, leap or land.|
|Slow Descent||9||While falling||You can create an updraft to slow your descent sufficiently that you take no damage when landing. You can include others who are within 8m of you if you choose to.|
|Solidify Air||12||An Action||You can create a path, bridge or ramp of air up to 10m long that is capable of briefly supporting weight. Anyone can traverse the path but anyone who finishes their turn on the affected area falls through it. The path lasts for up to a minute but can be dismissed early.|
|Deflect Projectiles||Vs Attack||When you or an ally are attacked||You can use this skill to defend yourself or any of your allies in range against ranged attacks.|
|Lift||9||An Action||You can lift and move small objects that weigh less than 1 Kg and move them at a distance. Objects can be moved up to 10m a turn.|
You can impart lifelike tendencies to mundane or especially prepared inanimate objects. Animated objects get some extra flexibility but this skill is much more effective when used to animate an object designed to move or prepared for use with this skill. Mannequins, puppets, rope and chains are popular items to animate.
|Strike||Vs Defence||An Action||This skill allows you to make an attack against a target using an appropriate environmental object. For example a curtain could be used to grab, hold and crush someone next to it, a rope could strangle or entangle, a door could fly open and bash into someone standing next to it and so on.|
|Animate Mundane Object||12||An Action||You impart some degree of motion and flexibility to an inanimate object, allowing it to move / shuffle / roll about as you direct. Flexible objects such as ropes, chains and cloth can be directed to grab, entangle, fold, unfold, coil or untie. Chairs and tables can be made to totter across the floor, curtains can be made to grab and hold, carpets to ripple and trip and so on.|
|Animate Figurine||12||An Action||You animate a prepared object, usually a humanoid or animal mannequin with working joints. It will obey your mental commands for the next minute plus another minute for every point you beat the TS by, and if it's of sufficient size you can also command it to attack using your attack action. Animated figurines make combat checks using your animation skill and suffer the usual penalties wounds and serious wounds, however they can continue fighting regardless of how many wounds or serious wounds they have taken.|
|Open Lock||Variable||1 Minute||You can lock or unlock a lock. Simple locks have a TS of 12 and average locks 15 but custom made locks can be significantly harder to open.|
Using this skill allows a character some control over animals, fish and birds. Such creatures can be calmed, enraged or compelled to perform an action. It also allows for a more permanent bond to be formed with a single creature, often referred to as a familiar.
|Charm / Scare Animal||Vs Animal's Attack||An Action||Causes one or more animals to either no longer view the caster as a threat, or to flee in fear. Caster's choice as to which effect.|
|Command Animal||Vs Animal's Attack||An Action||Commands target animal to perform a simple task like fetch an item, paw open a door or attack someone. This can be used to turn an animal on it's owner or force a mount to try and shed it's rider. Particularly loyal animals get +3 on their opposed check.|
|Bind Animal as Familiar||12||Ritual: 8 Hours||This ritual causes a small animal (the size of a large cat or smaller) to become bound to the caster. Once bound, simple commands can be given to the familiar above and beyond those a normal animal would understand. Larger animals can be bound but the TS increases by 3 (large dog or smaller) or 6 (bigger than a large dog) and may present logistical issues in more civilized areas.|
|Bind Animal to Task||15||Ritual: 1 Minute||Compels an animal to complete a task, such as travelling to a specific location (usually with some message attached to the animal) or guarding an area. This compulsion lasts for a week, or until the task is completed. When sending an animal to a location you must have a clear idea of where it is and how to get there.|
Arcane Sight (d)
Using this skill allows a character understanding of their surroundings or a particular object or location. With practice, a character can effectively see in the dark, know what's happening in another location or even what has happened in specific area. This type of magic is often considered to be unreliable and even skilled seers sometimes are mistaken, a fact made worse by peddlers and fortune tellers who claim to have the sight but are actually just fairly practiced in telling people what they want to hear for money.
|See Through Darkness||9||An Action||Allows the caster to see in low light as if it was daylight and darkness out to 20m for 1 minute plus another minute for each point the check result beats the TS by.|
|Discern Magic||18||An Action||Allows the caster to see if an item or location has been affected by magic, and identify what kind of magic it was. The TS is lowered by 3 if the effect happened within the last day and by a further 6 if it was a ritual.|
|Scry||18||An Action||Allows you to see an hear what's going on in either a location you're familiar with or near a person. To scry on a person you need something that was theirs. You can watch for up to an hour.|
|Visions of the Past||15||Ritual: 10 Minutes||You see something that happened in the past in your current location. You are more likely to see traumatic events or events of significance but don't have any specific control over what you see.|
|Read Item||15||An Action||You can 'read' an item to get a sense of the most recent owner of an item. The stronger the item's connection with the person, the more information you get.|
|Peek||15||An Action||You get an impression of a nearby area, within 20m, giving you an understanding of it's layout and how many people are there. This ability occasionally provides incorrect information.|
|Defend||Vs Attack||When attacked||You attempt to defend yourself against an incoming attack. If your check is higher than the attackers check you avoid taking a wound.|
One of the academic magics, this skill allows you to warp distance, bending the world so that you can step easily between two distant points. It can be used to hop short distances to places you can see, to grab small objects or to make long journeys shorter by compressing the distance to be traveled. Skilled practitioners can travel nearly instantaneously between any two places they know well, but the network of doorways that used to make this easy is long defunct.
|Accelerate Travel||15||An Action||You create a small bubble of distorted distance for you and your party, causing you to cover three times as much distance while travelling as you normally would. The effect must be centred on either yourself or an object like a cart or wagon.|
|Translocate||12||An Action||You briefly warp the world so that you can step to a location within 10m of you that you can see.|
|Snatch||12||An Action||You pick up a small object that you can easily hold in one hand that's within 10m that you can see.|
|Link Doorways||18||An Action||You create a link between two doorways that you are familiar with, can accurately describe and know the precise location of. For 1 round plus an additional round for each point you beat the TS by, any person entering one doorway will come out of the other. If you are creating a link between two doorways which have been specially prepared for this purpose using materials worth a minimum of 1000pr per doorway, you get a +3 bonus on the check.|
|Dislocate Projectile||Vs Attack||When you or an ally are attacked||You cause a projectile to skip part of it's trajectory, causing it to miss it's intended target.|
Using this skill allows a character to soften, move and mold earth and stone. It can be used to create walls and trenches or even small buildings, to seal doors and passageways, to craft crude items. In combat earth and stone can be softened to mire or root enemies, earth or stone can be animated into an elemental creature capable of attacking and defending itself or to draw earth and stone from nearby to act as armour for a short time.
|Mire||12||An Action||Temporarily softens earth or stone in a square so that anyone standing in it or entering it sinks in and becomes stuck. Characters who are stuck are Disadvantaged for as long as they remain in the square but can use an action to free themselves and move into an adjacent square.|
|Armour||12||An Action||You draw stone or earth from under your feet or from a nearby source and use it as amour. While you maintain this state your minimum defence is 15, but you may not move. You may use a utility action to remove the armour.|
|Earth Shape||12||An Action||You can soften and shape an area of earth. TS increases by 3 for stone and 6 for worked stone. It's difficult to work with finesse but you can create sturdy shelters, tables, benches or simple weapons and arrowheads. Once the material has been reshaped, it returns to it's original solidity.|
|Animate Earth||15, vs Defence if attacking||An Action||Like the Animation skill, this allows you to animate a source of earth or stone and make it do things. A source of earth at least as big as a halfling can be directed to attack using this skill as an Attack Action. Smaller sources of earth or stone can be animated but aren't effective in combat. If the animated earth takes a serious wound it falls apart. It has a Minimum Defence of 12 and you can make Defence checks for it using your Earth skill.|
Using this skill allows you to create and control fire. While a skilled user can mould flames into shapes, control, diminish or intensify flames in a variety of ways, it's most often used offensively or destructively. You aren't burned by fire you are currently controlling but as you need to touch the fire to affect it a failed check can be painful.
|Ignite||12||An Action||Sets alight an unattended, flammable object.|
|Increase / Decrease Fire||12||An Action||Target existing source of fire either doubles or halves in size or intensity as the caster chooses.|
|Propagate Flame||Vs Defence||An Action||You hurl fire from an existing source towards your opponent as a ranged attack. The fire source is not consumed by this.|
Using this skill allows a character to control light. As well as producing or dimming light, this skill can also be used to fashion simple illusions either making one object appear to be another or creating an image of something that's not there. Such illusions have no physical presence but can still remain convincing until interacted with.
|Create Light||9||Utility Action or Ritual: 10 minutes||Creates light around either you or an object within line of sight that illuminates a 10m radius. The radius can be increased by 5m for every 3 points you beat the TS by. Lasts 1 plus an hour for every point by which your check result beats the TS, or 1 day a day for every point by which your check result beats the TS if ritualised.|
|Dim Light||12||An Action||You half the output of a light source you can see within 20m of you for 1 minute plus another minute for every point you beat the TS by. You can do this to the same light source multiple times.|
|Simple Illusion||9||An Action||You create a small, simple illusory image no bigger than a handspan in any direction. It persists for 1 round plus another round for every point you beat the TS by. An awareness check that beats your Illusion check reveals the illusion for what it is.|
|Glamour||12||Ritual: 1 minute||You cause one item to appear as another item for 1 hour plus an additional hour for every point by which you beat the TS. You can't make an item look smaller than it is. A detailed examination of a glamoured item will reveal it's true nature.|
|Dazzle||12||An Action||You create a flash of brilliant light aimed at one or more targets, who are dazzled, Disadvantaging them until the end of the combat.
The TS increases by 3 for each additional opponent you wish to target beyond the first.
One of the natural magics, this skill allows you to affect the growth of plants in a variety of ways.
|Wither||12||An Action||Kills a single plant or all plants within a small (2m x 2m x2m) area. If recast will cause the dead plants to collapse and begin decomposing.|
|Bloom||15||Ritual: 10 Minutes||Target plant capable of producing fruit or flowers does so over the next few hours. Using this skill repeatedly on the same plant can cause severe damage.|
|Entangle||12||An Action||Causes any plants or ground cover near to a target or targets to grab and ensnare, preventing movement. The target remains ensnared until the caster chooses to free them or they make a strength check (TS 9 + 1 per point you have in Plants) as a utility action. The target is disadvantaged while ensnared.
The TS increases by 3 for each additional opponent you wish to target beyond the first.
|Adjust Growth||12||Ritual: 1 Hour||The targeted plant grows in a manner of the faster's choosing that's within what would normally be possible for that plant. The plant continues to grow at normal speed but the effect persists for a year. It's possible to make the plant do something it wouldn't normally do (like grow a door, bend a branch at a right angle or grow vicious spikes) but this increases the TS by 6.|
This skill grants you mastery over your own body. With it you can harden your skin, close your wounds and alter your appearance. Using this skill taxes your body more than most of the other arcane disciplines.
|Defend||Vs Attack||When attacked||You attempt to defend yourself against an incoming attack by hardening your skin, granting yourself a burst of speed or similar. If your Self check is higher than the attackers check you avoid taking a wound.|
|Seal Wounds||12||Ritual: 1 minute||You accelerate your body's natural healing, knitting bone and mending flesh to cure a serious wound. The process is taxing however and the strain of healing so fast inflicts two wounds.|
|Purify||15||Ritual: 1 minute||You break down a toxin acting on you or help your body fight off a disease afflicting it. The strain on your body means that both successful and unsuccessful checks inflict a wound on you.|
|Adjust Appearance||15||Ritual: 1 hour||You make some simple cosmetic changes to your appearance. You can't significantly change your weight but you can make yourself shorter and fatter or taller and thinner as long as you don't change your height by more than 10%. You can also change the colour of your skin, hair and eyes as well as the shape of your face and length of your hair.
A TS 18 Awareness check is required to recognise you after you have made significant alterations.
If you make more than cosmetic changes, the strain this ritual places on your body causes two wounds.
One of the academic magics, this skill allows you to create, amplify or dampen sounds.
|Silence||12||Utility Action or Ritual: 1 minute||You negate a noise or muffle the noise made by an object, reducing or eliminating it. If used as a utility action you can negate a single, specific sound, like someone shouting or someone in heavy armour falling over. As a ritual an object or area (like a hallway, a pair of boots or a suit of armour) can be muffled, reducing any noise made by them significantly for an hour plus another hour for every point the check beats the TS by.|
|Create Sound||12||An Action||You create a sound of your choosing that is no louder than someone shouting. If you are attempting to create or mimic a specific sound listeners can make an Awareness check against your check result to recognise that the sound isn't genuine.|
|Disorient||12||An Action||You bombard an opponent or opponents with a cacophony of discordant noise, causing them to become disadvantaged until the end of your next turn. Affected opponents are also unable to hear clearly for the next few minutes.
The TS increases by 3 for each additional opponent you wish to target beyond the first.
|Message||12||An Action||You create a sound that only the target or targets can hear. This is useful for sending messages to your allies or for freaking people out.
The TS increases by 3 for each additional target beyond the first.
One of the academic magics, this skill allows you to change one simple material into another either temporarily or permanently. Changing a material into a similar material is much easier than changing it into something wildly different. Rough guidelines for groups of objects which are similar are: Woods, base metals, precious metals, gems, cloths, stone.
The existence of transmutation magic means that all precious metals have approximately the same value. it's not possible to transmute to or from complex materials like alchemical acids or anything that's alive.
|Alter Property||15||Action or Ritual||You can alter one of the properties of an object changing it's colour, texture, hardness/softness, flexibility or general strength for a minute, plus an additional minute for every point you beat the TS by.|
|Transmute: Similar, Temporary||12||An Action||You change an object of one material into another similar material. The change lasts for 1 minute plus another minute for every point you beat the TS by.
For example you could turn oak to pine, iron to copper, a diamond into a ruby, cotton to silk or granite to sandstone. The transmutation reverts when the duration expires but anything you've done to it like breaking it remains permanent.
|Transmute: Similar, Permanent||15||Ritual: 1 hour||You change an object of one material into another similar material. The change is permanent.|
|Transmute: Disimilar, Temporary||15||An Action||You change an object of one material into another material. The change lasts for 1 round plus another round for every point you beat the TS by.
For example you could turn an oak door into paper, steel shackles into silk or rope into iron. The transmutation reverts when the duration expires but anything you've done to it like breaking it remains permanent.
|Transmute: Disimilar, Permanent||18||Ritual: 6 hours||You change an object of one material into another material. The change is permanent.|
One of the elemental magics, this skill allows you to animate and control water
|Repel Water||12||An Action||Repels pure-ish water away from the caster to a distance of 2m for an hour. Excellent for crossing rivers and staying dry when it rains. The caster and repulsion bubble can sink or float at the caster's choice while under this effect.|
|Water Breathing||12||An Action||Allows you to breathe water as if it were air for an hour.|
|Animate Water||15, vs Defence if attacking||An Action||Like the Animation skill, this allows you to animate a source of water and make it do things. A source of water at least as big as a bucketful can be directed to attack using this skill, and can't be defended against by melee weapons. Smaller sources of water can be animated but aren't effective in combat. If the animated earth takes a serious wound it falls apart. It has a Minimum Defence of 12 and you can make Defence checks for it using your Water skill.|
|Detect Water||9||An Action||Allows you to locate any sources of water you could control larger than a cupful within 100m. You get an idea of how big each source is and roughly where. If used underwater you can choose to know where water isn't instead. For every 3 points you beat the TS by you can increase detection range by 100m.|