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Dragon Eye

Magic Rules

by Tom Vogt <tom@lemuria.org>


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Lockdown Edition
As we are entering the second lockdown, I have decided to release this version of Dragon Eye for free to download and play.

The game has been playtested for over a year, but it is still not entirely finished. That is the downside of this free edition, that a few
edge cases in the rules are not complete and a final proof-reading has yet to be done and the entire thing is still a work in progress.
Oh yes, and no artwork has been included so far, so there’s that.

However, you get a full game system to carry you and your friends through the lockdown.

The game system consists of four parts. This Magic Rules book, the Core Rules book, the character sheet and the encyclopedia of the
game world, which is available online.

If you are reading this in 2021 or after, you should check if a new version of the rules are available.

Everything about the game can be found at:

https://notveryprofessional.com/dragoneye/

And if you want to support the game in any way, you can do so either by sending me feedback about the rules, which would
be most appreciated, or by following the link to Patreon on the website above.

Vienna, Austria in November 2020


Tom Vogt
tom@lemuria.org

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Credits
Concept, Design and Writing / Copyright:

Tom Vogt - tom@lemuria.org

Illustrations:

(TBD)

Playtesters:

Sascha Wiener, Bernhard (aka “Milosz, Son of Laszo III”), Pjotr Frank, Kostas Tziounis, Jonas Loimer, Houssem Eddine Chabbah

Proofreaders & Feedback:

William Ogden, Cameron Miller, Justin Licht, José Alexandre Nalon

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Contents
Magic Fundamentals 7
1. Magic in Society...................................................................................7
2. Overview for Non-Mages...................................................................7
3. Overview for Mages.............................................................................7
4. Overview for Players/GMs ����������������������������������������������������������������8
5. Traditions..............................................................................................8
6. Basic Principles & Limits....................................................................8
7. Casting Spells..................................................................................... 10
8. Rifts..................................................................................................... 11
9. Aiming Spells..................................................................................... 11
10. Complete Casting Examples ����������������������������������������������������������� 12
11. Learning Magic................................................................................. 13
12. Procedures of Magic......................................................................... 14
13. Power Casting.................................................................................... 15
14. Rituals................................................................................................. 15

Spells 19
15. Base and Derived Spells................................................................... 19
16. Deriving Spells.................................................................................. 19
17. Dimensions........................................................................................ 20
18. Flexible Dimensions......................................................................... 22
19. Elements............................................................................................. 22

Grimoire 27
20. Utility Spells....................................................................................... 27
21. Harm................................................................................................... 30
22. Protection........................................................................................... 31
23. Alteration........................................................................................... 32
24. Transformation.................................................................................. 34
25. Movement.......................................................................................... 35
26. Space Negation.................................................................................. 37
27. Creation.............................................................................................. 38
28. Illusion................................................................................................ 39
29. Mind Magic....................................................................................... 42
30. Perception.......................................................................................... 43
31. Countermagic.................................................................................... 44
32. Enchanting......................................................................................... 46

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Enchantments 49
33. Triggers............................................................................................... 49
34. Mana Stores....................................................................................... 51
35. Enchanting Examples....................................................................... 54
36. Complex Enchantments................................................................... 54
37. Self-Charging Artifacts.................................................................... 55

Traditions 59
38. Academic Magic................................................................................ 59
39. Divine Magic..................................................................................... 60
40. Nature Magic..................................................................................... 61
41. Crafted Magic.................................................................................... 62
42. Intuitive Magic.................................................................................. 62
43. NPC Traditions................................................................................. 62

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Magic Fundamentals

Specifically, magic comes in three flavours, each with its


1. Magic in Society own limitations. Even non-mages who are a bit interested
(say, because they sometimes fight against mages) know the
While most commoners look at magic with a solid chunk
basics:
of suspicion, the knowledge and use of magic is generally
not illegal, with the exception of some magical practices or Casting is quick and reliable, but limited in flexibility and
traditions, such as necromancy. amount of spells that all but the most powerful mages can
cast before they are exhausted.
Some religions and realms do try to limit the availability
of magic to commoners, and their laws, divine or mundane, Ritual magic is flexible and very powerful, but takes a long
restrict the use of magic to the priests and paladins, or to the time to cast - minutes or hours for the more powerful magic,
wizards in the king’s service. days for earth-shattering effects.
Aside from this, most laws govern magic in the same way Enchanted items and artifacts are the real danger when
they would govern other actions. Murdering someone by facing a mage. These magic items can store powerful magic,
bare hands, knife, poison or magic is murder all the same. and their capacity can be considerable. Fortunately, the more
powerful artifacts are relatively rare.
Details of the social position of magic are described for
each individual culture in the Setting book. Artifacts are also the only way for a non-mage to utilize
magic. Because yes, people who cannot by themselves weave
spells can nevertheless use them from magical artifacts or
Most people have a very limited understanding of magic enchanted items. There is one small risk in doing so: The
and how it works. Especially to the commoners, magic is a non-mage has no way to check what the magic actually is. He
mysterious force of wonder and power, equally admired and can only follow the instructions he received from the mage
feared. Even among those who practice magic, many of its and unleash the magic, hoping that it actually does what the
deeper truths are not always known. mage claimed it would do.

2. Overview for Non-Mages 3. Overview for Mages


In the world of Dragon Eye, magic is very powerful and In addition to the above, mages also know that magic is
very versatile in its possible uses. However, everything comes not made from thin air. The legendary energy that powers
at a price, magic included. all magic, often called mana, is actually far less mystical than
Firstly, not everyone is capable of using magic. Most many believe. Mana is the energy of life, the stuff of souls
scholars agree that a combination of natural talent, training and dreams. It is what makes a person or (to a lesser extent)
and exposure to magic seem to be key ingredients. The fact an animal different from a stone. This energy flows through
that most inhabitants of the world rarely experience magic all living things, and in fact it is precisely when that flow
first hand might well be the reason that there are relatively stops that death has come. The mage, however, can tap into
few mages, except among the elves. that flow and reshape it. Mana is lifeforce. Using it for magic
means a reduced flow of lifeforce, a sacrifice of life. This
Secondly, magic comes at a cost in either time or some
can take different shapes mostly depending on the tradition
mystical ressource the mages call “mana” and that appears
the mage has been trained in. It can be a literal sacrifice of
to be quite limited.
life, or it can be a sacrifice of time (during which the flow

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is redirected and only a minimal amount keeps the mage
breathing).
5. Traditions
This is the deeper reason behind the fact that ritual magic There are different ways to conduct magic, which differ
can take a long time to prepare and spells can only be cast in in the ways of how mana is accumulated and how magic is
a limited number. That life energie needs time to refill and conducted and expressed.
flow. Traditions are not the same as character classes though
there is a certain amount of overlap. Most characters with
the class of Priest, for example, will use Divine Magic as
3.1. Acquiring Magic their tradition. This is not a must, however. Every player with
Not many people in the world are capable of using magic. a mage character can choose whatever tradition fits his style
For humans, less than one percent of the population. The of playing and his character concept best.
older races seem to have more affinity with magic, but even
among elves, magic talent is the exception and not the rule.
Each tradition has its own explanation as to how magic
Talent is only one half of the equation, however. To learn actually works, from the power of the self, the divine will, or
more than one or two simple effects, a mage needs training nature spirits to ancient lore from golden ages. Most of the
and access to knowledge not found easily. Depending on the higher learnt members have an inkling that mana is life, but
dominant culture and social class, somewhere between one they might express it in their own terms. Instead of “life”,
in four and one in ten of those with the talent receive the they might consider it a force of the soul, or the divine that
proper training to become full-blown mages. The remaining flows in all things, or the energy of nature. They might have
majority of talented will have only a small selection of self- constructed elaborate systems to describe “the pattern” that
taught magical abilities. underlies the world, or see magic as the paint that draws all
Players, however, are more free to simply choose that their events on “the tapestry” of existence.
character has the talent for magic. All that is needed is the None of these views is entirely wrong, and the mechanical
appropriate skills from an appropriate character class. equation of mana = life is a necessary truncation to handle
all traditions in the same and easy way. Players and GMs are
invited to elaborate on the basic principles of magic and to
create their own, unique vision.
4. Overview for Players/GMs Most traditions are broad terms and are in turn split into
The magic system described in this rules has a certain level dozens or hundreds of sub-traditions. There are quite a few
of complexity. For the most part, this complexity is in the different and rivaling wizard guilds and schools, each with
preparation and downtime of playing. The intention of this their own version of the basic theme. Likewise, all of the
setup is to make using magic during hot phases of the game different religions with all their differences are summed up
easy and straightforward. here under one “divine magic” tradition, etc.
Preparation is the key for players of magic users. While Being trained in a specific tradition grants enough under-
the rules for creating and learning spells are fairly complex, standing of other variants of the same tradition to be able to
the spells you actually have on your character sheet to use are use its lore books and teachings, given a suitable investment
intentionally specific. They will do X amount of damage at of time to understand it. But across traditions, the differenc-
this specific range. They will give Y amount of protection. es are so considerably, that a transfer of knowledge is not
They allow you to fly for Z minutes. possible. A wizard cannot make use of an alchemical book,
unless he is also trained in that tradition.
Magic is a fairly precise art in these rules and casting spells
should be as easy as: pick a spell, roll the dice, compare result
to spell requirements. The most common traditions are described in full detail in
Keep this basic concept in mind when reading the rules. “Traditions” on page 59.
Yes, magic can be complex and versatily, but its complex-
ity should happen outside the actual adventure, between
two sessions or during charcter creation. If magic appears
too complicated during gameplay, you might want to either
6. Basic Principles & Limits
check the rules again, or see if you could have prepared and
No matter if a mage uses spells, rituals or artifacts, some
written down whatever it is that adds complexity.
elements of magic always remain the same or are valid for all
kinds of magic.

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And while magic can be powerful and used for an almost 6.3. Reality
endless number of purposes, it also has a number of funda-
mental limitations within itself. There is another principle in magic that says
there is only this reality

6.1. Mana Flow and it means that no matter how hard they have tried,
mages have never found another kind of reality. No demonic
Magic is powered by mana and ceases when the flow of
realms, astral planes or pocket dimensions. Everything that
mana stops.
is known to exist does exist in the same reality, even things
no mana, no magic that are not visible to the unaided eye, such as spirits, ghosts
or the flow of mana.
An important consequence of this nature of magic is that
magic can never create something permanent. Everything This also means that no magic can open a portal into
that was created out of magic will fizzle out once its mana “somewhere else”, because there is no such thing. It means
has been exhausted. That is true for summoned creatures as that no demons can be “brought through” - they are either
well as magical illusions or creations, blessings or curses and around already, or at best can be brought along with a kind
everything else that is a creation of magic. of teleportation spell.

Note that magic can very well create permanent results.


Wounds caused by magical attacks do not disappear once the 6.4. Intent
attack has ended, and wounds healed by magic stay healed. It
is only the magic itself that ends. When using a magical spell The third principle of magic describes the nature of any
to fly, for example, at the end of the spell the caster will fall magical effect and is phrased in many different ways in the
to the ground, but he will fall wherever his flight took him, various traditions. The out-of-game meta phrasing is:
not somehow teleport back to his start. And while a magical magic is not physics
fire will stop burning once the mana runs out, any actually
flammable items that it ignites will continue to burn normally and it means that the intent of a spell, expressed as the
after the magical fire ends. base spell type (see “15. Base and Derived Spells” on page
19) determines what a spell actually does. For example,
A practical consequence of this limitation is that by far
a movement spell moves things. It does not squash them
most magical effects have a short duration, often lasting only
if they hit a wall, because it is not a spell intended to cause
for seconds or minutes, rarely for hours or longer.
harm. While it could move someone into a danger or under a
falling rock, it would never cause harm directly. Spells do what
6.2. Transparency they are intended to do and can not be interpreted in creative
ways to cause effects different from their base intent.
There is a principle in magic called
magic does not have secrets
6.5. Countermagic
and it means that magical effects are always true. There A second limitation of magic is that it is much easier to
are no hidden tricks or secret doors in or around magic. A counter a spell than it is to initially cast it. Countermagic is
protective spell will protect. A harmful spell will harm. Any comperatively easy, and when facing other mages, magic is
exceptions or conditions must be explicit. easily cancelled and defeated.
It also means that magic is always transparent to those Magic duels are essentially competitions of who runs out
who can see and understand. While anti-analysis magic does of mana first.
exist to make unraveling of artifacts more difficult, there is
no way to hide the very presence of magic - any magic that
would camouflage an enchantment would itself be a magic 6.6. Limits of Magic
that can be detected.
There are a number of things that magic cannot do, which
flow from the principles above but may not be immediately
obvious.

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death is final Example:


A basic Fireball spell might have the dimensions Damage (6),
Once the natural flow of mana within a living being has
Range (4) and Area-of-Effect (4). It is thus a tier 3 spell.
ceased, it cannot be restored. Even if the being is clinging on
was an undead, it will always require an artificial mana flow to A mage with 2 heroic dice and Sorcery +3 would roll 7 dice (2
sustain itself, it will never return to ordinary life. base, +3 Sorcery, +2 heroic) and keep 4 of them. If he rolled a 2,
2, 4, 4, 5, 7, 9 he would keep 4, 5, 7, 9 and could assign the dice
easily to satisfy the required 3, 3 and 5.
no spell brings death

While magic can kill, there is no spell that can instantly There is an additional dimension present for all spells,
and reliably kill a target. Magical murder still uses the rules whose exact type depends on the mage’s class - or if he has
for hitpoint damage and its victim always gets a death saving multiple classes, the class he uses for the spell.
test as described in the Core Rules, chapter “11. Death” on As described above, the magical energy, mana, for the
page 40. spell comes directly out of the mana of the mage. This is
called “paying the price in full”. Since mana is limited and re-
generates only slowly, most mages try to use ambient mana,
magic does not feed back on itself
elemental energy, belief and prayer or other (class-specific)
There are no spells that directly make spellcasting easier or secondary sources to fuel their spells. That is the additional
more difficult. Of course, if a mage needs to speak or make dimension that mages can assign dice to.
gestures in order to use magic, spells that affect those actions The mage must always spend at least one point of mana
will affect his casting, but no spells can give advantages or from his own pool to cast a spell, but any further mana can
disadvantages directly to Sorcery or Insight rolls. be paid for by assigning dice to the energy dimension. One
point of the cost is paid for every point of die result as-
signed.

7. Casting Spells
Example:
Every spell is described completely by one or more effect The Fireball spell from above would have a cost of 2 (base, see
dimensions, such as damage done, number of targets or further along in the rules) +6+4+4 (the dimensions) or 16.
area of effect, range, etc.
With the roll made (4, 5, 7, 9) the mage could assign the 4, 5
When casting a spell, the mage must weave magic and and 7 to the spell dimensions and the 9 to the energy dimension and
channel energy into all of the dimensions in order to create only pay 7 mana to cast this spell.
the desired effect.
The number of dimensions that a mage must satisfy to
complete a given spell is called that spell’s Tier. It is useful If the available mana of the mage cannot cover the cost
as a descriptor because the capabilities of the mage and the of the spell, any remaining cost is paid in hitpoints. This
tiers he has access to are directly related. is direct damage that cannot be avoided by skills such as
Toughness or, in fact, anything. It does cause normal wounds
that can be healed in the way all other wounds can be healed,
In the game mechanics, a Sorcery test is made and the including magical healing.
dice are distributed among the dimensions of the spell. Example:
Whenever a dimension is higher than the base value, one die
or multiple dice totalling at least the required number in that In a desperate situation, a mage with only 7 points of mana left
dimension must be assigned to it or the spell will fail. casts the Fireball and rolls badly, forcing him to pay the full cost.
A beginner mage only has two dice to assign, so he can Out of the 16 points of cost, 7 are paid as mana, and the re-
cast only tier 1 and tier 2 spells. A high-level mage can have maining 9 are paid from hitpoints, leaving the mage devoid of mana
up to five dice (2 base and 3 heroic dice) and can cast tier 5 and seriously wounded.
spells. He will also find it much easier to cast lower-tier spells
because he can assign multiple dice to the dimensions.

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8. Rifts roll damage effect possible expression
6 -1 Will distracting voices
If a mage fails at a spell, i.e. if he can not satisfy one or 7 -1 Perception (partial) blindness
more dimensions, he has made a mistake in re-writing reality
8 -1 Presence scars or stuttering
and some parts of his magic do not line up properly at the
seams. 9 -1 Hitpoint wounds from magic backlash
10 -5 Mana (*)
If only a single dimension has not been satisfied, the spell
fizzles. The magic discharges in a random, often visible and
audible form that lets any knowledgable bystanders realize (*) when mana runs out, a roll of 10 also causes -1 HP in
that a spell was attempted and failed. damage, not -5 HP.
If two or more dimensions come up short, or if the mage
rolls a critical fail, a rift occurs. Note that a critical fail always GM and the mage’s player should find appropriate role-
result in a rift, even if the mage uses focus or any other way playing expressions of these damage effects. Some ideas are
to re-roll the result. In this case, the mage can get both a rift given in the “possible expressions” column. The strength of
and a successful spell. He can also get multiple rifts if he these effects should match the number of points lost.
fails again. Losses to hitpoints and mana recover normally (one per
A rift is reality forcefully reasserting itself. This process restful break, more with regeneration skills).
will generally harm the mage conducting the magic or nearby Losses to abilities and cosmetic effects will simply fade
bystanders, but some mages are lucky and the rift harms their over time, about one point per hour.
enemy instead.

Rift damage can not lower abilities to more than -5. Any
Roll 1d10 to establish who is hit by the rift. additional damage beyond that instead adds one more hour
roll target affected until the effect begins to fade away.
1 person or creature closest to the caster Note that these damages can put stats into negative values,
2 person or creature 2nd closest to the caster including mana which otherwise can not be negative. If a
mage suffers from negative mana, he is unable to use magic
3-7 caster
until his mana has recovered to a positive value.
8 target, or person/creature closest if target is an
object Also note that if someone suffers enough wounds (loss
of hitpoints) as a result of a rift, he can die. The normal rules
9 person or creature closest to the target
for mortal wounds apply, see “11. Death” on page 40 of
10 random nearby person or creature, or whoever fate the Core Rules.
has already picked as the red shirt of the day (GM
decision)

Focus can be spent to repeat rolls on this table. Some very 9. Aiming Spells
chaotic mages with high Focus values intentionally use rifts
to inflict additional damage to their enemies - at a great risk When the Range dimension is at the base step, the spell
to themselves and their allies. is a touch spell. In order to affect a target that is trying to
avoid being touched, or in combat, the caster must make a
successfull Melee attack. This requires that the caster can
Fortunately, the harm done is commonly temporary. cast the spell as a True Spell or Word of Power (see “12.
Roll on the following damage table and multiply the result Procedures of Magic” on page 14), as incantations take
by the tier of the spell (i.e. the number of dimensions higher too long to cast to be used in combat. Keep in mind that
than base). a True Spell also requires the caster to drop one die from
both the Sorcery and the Melee test.
roll damage effect possible expression
When Range is higher than touch, the spell generates a
1 cosmetic only hair or eye colour change bolt, beam or other kind of projectile that flies towards and
2 -1 Agility sore muscles either hits or misses the target. If it misses, then whatever
3 -1 Dexterity shaking hands else it hits is affected by the spell. Many battle magic spells
4 -1 Physique weakened muscles do not particularily care which enemy is killed.
5 -1 Mind hallucinations

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Spells will automatically hit their target if they have an 10.1. Fireball
appropriate Target dimension. No non-magical defense is
possible in such case. This example shows a completely overpowered, AoE spell that
will one-shot any unarmoured humanoid targets in an entire room,
Without a Target dimension, the mage must aim his spell. hits automatically and can be shot at great distances.
He rolls Insight (aim) vs. the target’s Agility (dodge) roll.
The target gets the following modifiers to his roll: Base spell is “Cause Wounds” (a Harm spell). The dimensions
are as follows:
circumstances modifier • Damage: Step 8 - 5d6 physical damage
distance 20 m - 100 m +2 advantage
• Range: Step 6 - up to 100 m
distance over 100 m +5 advantage
• Area of Effect: Step 5 - anything within 3m of impact
behind at least partial cover +3 advantage
unaware of attack -5 disadvantage
The dimensions add up to 8+6+5 = 19. The base cost for both
Modifiers can also apply to the Insight (aim) roll, such as learning and casting is 4, so it costs 23 XP to learn this spell
reduced sight disadvantages. and it will burn 21 mana to cast it.
If the spell targets an area or multiple targets, they all roll The spell would be more useful as a true spell (see below), because
individually and compare their result to the one roll the mage as an incantation it would take around 3½ minutes to cast this
made. spell. As a true spell, the dimensions go up by +1 each so to cast
the spell successfully, the mage needs to roll at least a 6, 7 and 9.
If a physical spell misses, it will hit a spot near the target
and any elemental effects (such as setting things on fire) can
affect that spot. A mage with Sorcery +3 and 2 heroic dice is trying his luck.
To aim a mental spell at range, roll Insight (connection) His available mana is 42.
vs. the target’s Will (resilience). No modifiers for distance He rolls 2+3+2 = 7 dice and keeps the largest 4. This comes
or cover are applied. Multiple targets resist individually, as out to 6, 6, 8, 9. Enough to satisfy the needed numbers and have
above. one 6 left to reduce the mana cost, bringing it down to 15. If the
If a mental spell fails to affect the target, it does not hit mage started with full mana, it is now down to 27.
anything else, but dissipates harmlessly.
Spells cannot be blocked except by countermagic. They An even more powerful mage would know an even more powerful
will flow around physical shields. variant of this spell. He might opt for these dimensions (flexible
dimensions are explained later in the rules):
Aimed spells can be cast in one round and then thrown at • Damage: Flexible 4-8 (3d6, 4d6 or 5d6)
the target in the next, allowing the mage to use his full dice • Range: Step 6
pool for both Sorcery and Insight. They can also be cast the
• Area of Effect: Flexible 5-7 (3-10 m radius)
same way as touch spells above, if the caster knows them as
True Spells or Words of Power.
The casting cost for this spell would be 2x the base cost of 2,
plus the dimensions 8+6+7 for a total of 25. To learn this spell
would cost 37 XP - as explained further below in “18. Flexible
Dimensions” on page 22.
10. Complete Casting Examples
As magic can be a bit daunting at first, here are a few Such a mage may be level 10, with plenty of mana available,
complete examples of spells, target numbers, casting rolls let us assume 120 points. He would have Sorcery +4 for sure,
and consequences: and 3 heroic dice.
He rolls 2+4+3 = 9 dice, keeping the highest 5. If he rolls
well, the result could be 4, 6, 8, 9, 9 - that is a critical, allowing
him to add one more dice, which comes up 5.
With that roll, he can cast the spell at full power - Damage 8
(5d6), AoE 7 (10m). That is covered by the two 9s. The Range
is covered by the 6, leaving 4, 5, 8 or 17 to bring the mana cost
down to just 8.
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10.3. Healing Touch
Finally, to close with a simple example, let’s take a basic heal-
10.2. Combat Buff ing spell, say 5 HP healing, touch range, one target, only normal
wounds can be healed.
A support spell that a Paladin might wield, boosting the entire
party’s Will ability. That is actually the base spell with only the healing dimension
raised to 5 HP, which is step 5.
Base spell is “Raise Ability” from the Alteration school. The
dimensions are as follows: So all that is needed to succeed is one 5. The learning cost is base
2 XP + 5 = 7 XP and the casting cost has base 1 + 5 = 6 Mana.
• Duration: Step 4 (a few minutes)
• Target: Step 5 (party)
A level 2 mage casts this spell, and he has Sorcery -1 and 20.
• Range: base (around the Paladin)
His Sorcery result is 2 and 6, which satisfies the 5 and leaves 2
• Ability: Step 3 (+2) to cover the mana cost, so he pays only 4 mana. At this level, he will
be spent after a few healings.
The dimensions add up to 4+5+3 = 12 plus the base cost for a
casting cost of 14 mana and a learning cost of 15 XP. A few adventures later, our mage is now level 3, has raised his
Sorcery to 0 and gained a heroic die.
Since the spell has 3 dimensions, this is a spell for Paladins with He now rolls and keeps 3 dice and his roll comes up 1, 5, 8.
a heroic die in Sorcery. That means level 3 or higher. Such a char- The middle 5 is enough to succeed in the spell, and he could lower
acter would have raised his Sorcery to at least -2. the cost by 9, but it only costs 6. So he pays only the 1 mana that
That means he rolls 4 dice and keeps the lowest two, then adds a is mandatory for every spell, no matter how much you manage to
heroic die. The 4 dice come up 3, 4, 4, 8 and the heroic die is a 6. reduce the cost.
As it’s a heroic die, he can keep it despite it is not among the lowest
(for a negative skill). So he has 3, 4 and 6.
That is enough - though barely - to satisfy the required 3, 4 and 11. Learning Magic
5. At least as long as he cast it as an incantation.
There are no die left to cover for the energy cost, so the Paladin The magical arts are a learning-intensive path, one of the
has to pay the full 14 mana. If he has only 12 mana available, he reasons why mages are rarely good at other things besides
will deplete it and also burn himself for 2 HPs. magic.
In addition to the abilities that are needed for casting
spells (Sorcery and Insight), a mage also has to learn and
But on the plus side, the whole party now has +2 Will for the adapt every spell.
next few minutes, which should help if they fight undead or other
monsters fear effects, or with mind magic.
All magic is variations of a limited number of so-called
Base Spells (see “Spells” on page 19). A mage must first
With Sorcery -2 that was a good roll. Imagine the Paladin had acquire knowledge of the Base Spell, and then create from it
rolled his 4 best dice as 2, 2, 3, 7. Assign 7 to Target, 2+2 to the actual specific spell that he needs.
Duration and 3 to Ability. Barely managed.
But what if he rolled 2, 2, 3, 4? Then no matter how he tries to
assign the dice, he cannot satisfy all dimensions and the spell fails, All this knowledge must come from somehwere. Learning a
causing a rift. He still needs to make an assignment, but he wants new piece of magic requires both theory and practice.
to minimize the number of dimensions that were not reached and he Schools of magic or apprenticeship with another mage
can bring that to only one (try it for yourself to check). are the most common ways to combine both - a student or
He rolls 1d10 to find who was hit by the rift and rolls a 7 - the apprentice will get access to a library or the spellbooks of his
rift backfires on him. He rolls another d10 for the effect - a 5. He master, and will be taught and train in the actual use of the
will suffer from hallucinations and -1 Mind for the next hour. magic in the presence of other, stronger, mages who can cast
countermagic if something goes wrong.
Schools are rare, expensive, don’t allow everyone in, but
offer the quickest and most reliable training. For the few who
can afford them. Apprenticeship is the much more common

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option, where a young mage spends years of his life learning Sorcery test for the spell, again dropping out one die. A word
some basic magic in exchange for all kinds of help, both of power is too fast to be interrupted in combat and can not
magical and mundane, to his master. Even older mages often be interrupted even by a prepared action.
find themselves on this path in order to expand their knowl- Faster casting is also more difficult as the mage must still
edge. complete the same magical actions, just in much less time.
Self-training is possible, but requires that the mage actual- Casting a spell as a true spell raises the target number of
ly purchases the spellboks and then spends weeks in training. every non-base-dimension by 1 and casting it as a word of
power by 2.
A few days of intense training, or a few weeks of studying
every evening are what it takes to master a new Base Spell or The second direction for magic to evolve is to add more
a new specific variation of it. flourish and finesse and turn it into a full ritual. While even
more slow and deliberate than the incantation, the ritual also
opens up the full potential of the spell. Rituals allow for
many ways to add bonuses to one or more dimensions of
12. Procedures of Magic the spell, allowing the mage to cast magic that would be too
powerful or complex as a quicker spell.
As all magic effects are derivatives of the Base Spells, all
magic procedures are derivatives of the same methods. Adding one more step into this direction makes the ritual
into an enchantment. While rituals with all their elaboration
still create magic that goes into effect right then and there,
The first and initial procedure of using a spell is called the the enchanter can store magic into enchanted items or into
incantation. It is essentially a no-frills basic ritual, a slow artifacts, releasing them later either at will or even with an
and deliberate casting. The same way that you learn a new appropriate trigger in an automated fashion once specific
dance step or martial arts move - only the very basics, very conditions are met.
slowly, every part controlled by the conscious brain and in
the exact way told by the teacher. It takes about 10 seconds
per point of the casting cost to complete an incantation, and The rules merge incantations, true spells and words of
the mage must be free to speak and gesture and able to fully power into one category called “Casting” or sometimes also
concentrate on the magic for the entire time. “fast spells”. Rituals and enchantments are both their own
categories.
Using an incantation during combat is only possible if
the mage is not actually involved in the battle, standing well Through class skills (see “29. Multi-Class Characters” on
clear of any melee. Any hits suffered, even if armor or oth- page 72 in the Core Rules), characters can gain advantages
er protection prevents damage, will break his concentration. and heroic dice in either the general Sorcery and Insight abil-
Assume - for this purpose only - that a combat round passes ities, or for use only when using a specific procedure.
for every 3 points of casting cost. Example:
A heroic die in “Sorcery (casting)” only applies when using a
From here, magic can evolve into two directions. If the spell as an incantation, true spell or word of power. It can not be
spell is needed in combat or while tumbling down a cliff, the used when using the spell as a ritual or enchantment.
mage will train the incantation until it becomes automatic,
and fast. The spell becomes a true spell, which can be cast To gain the various procedures, a mage must first learn the
with a short phrase, a few gestures and a few seconds of spell as an incantation.
concentration. In combat, the mage rolls Sorcery instead of
Melee, and has no attack, defense or other actions for that He can then spend additional experience points (XP) to
round, casting magic instead. Casting a true spell takes an advance his knowledge to one of the other procedures. See
entire combat round and can be interrupted (see Core Rules, Core Rules, “42.5. Magic” on page 114 for details.
“8.3.1. Interruption” on page 28). The required training, repetition or study should also be
If advanced further, the spell becomes a word of power roleplayed.
and can now be cast with a single word or gesture. A word The character sheet has a field where the procedures for
can be used together with other actions. Moving around or each spell can be noted down.
taking simple actions that require no dice rolls can be freely
combined with casting a word of power. Even combining
such a spell with combat actions is possible. To do so, drop Spells can be learnt as rituals or enchantments during
out one die of the Melee or Archery test and roll a seperate character creation by spending the necessary XP from the

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pool of XP available for spells (10 XP or 20 XP depending or alchemist brewing a potion with carefully selected ingre-
on class). dients according to an ancient recipe.
Spells can not be learnt as true spells or words of power What all rituals have in common are the two elements of
during character creation. time and ritual components - symbols, items, ingredients, a
study or laboratory, a temple, etc.

13. Power Casting 14.1. Ritual Time


When a spell absolutely has to work, or if a mage is using A proper ritual requires at least its cost in minutes, but will
spells of higher Tiers where he does not have enough dice give no bonus for time in that case, only allow other ritual
to cover all dimensions, a mage can burn mana and force the elements to be used and possibly give bonuses.
magic by sheer willpower. If the mage spends at least the cost of the spell times its
Before rolling the dice, the mage announces that he is highest dimension in minutes (at least 15 minutes though),
power casting and states which dimension he is powering. he gains a ritual die, which works just like heroic dice do (see
The then spends as much mana as the dimension’s step is. “6.6. Heroic Dice” on page 20 in the Core Rules).
By doing so, the sheer power put into the spell satisfies that Example:
dimension and he must reach only the other dimensions with
Ignoring the fact that our Fireball example spell is unlikely to
his dice.
be cast as a ritual, if it were then it would take at least 19 minutes
The mana must be spent before rolling dice. to do so (it’s cost).
Power casting can only be used on one dimension, and the If our mage spend 152 minutes (19x8) on the ritual, he would
mage must have enough mana to cover both the extra power add one ritual die. With Sorcery +3 and 2 heroic dice, our mage
for the casting and the full cost of the spell. He may end up would get to roll 8 dice and keep 5 of them - very good chances to
not having to pay the full cost, but he must be able to do so not just succeed, but also reduce the cost considerably.
in order to use power casting.
At least one dimension to roll on must remain, and the
The time required for a ritual can go into hours and even
spell can still fail or cause a rift. Everything else - success,
days for the largest ones, which is a challenge all by itself
paying the cost, etc. is done as usual.
because not even high-level mag- Will Concentration
Power casting can only be used with incantations or true es can keep full concentration up < -2 10 min
spells. for more than a few hours (see
-2 15 min
table, add one hour for each rank
in the concentration specializa- -1 20 min
Example: 0 30 min
tion). After this, a restful break is
Our Fireball has the dimensions 8, 6 and 5. The mage casting required. >0 (Will) hours
it might choose to spend 6 mana to power the range dimension, so
that he can distribute his dice just between the 8 and 5. This not
just makes it easier - it also makes it possible for a mage with just Such rituals are conducted by a team of mages in order to
2 dice to keep to cast such a spell at all, although at a very high cost share the mental load (and often the mana cost as well).
that probably drains him for the rest of the day. If he assigns no Working with other mages also slightly reduces the amount
dice to the mana dimension, then he will spend a total of 27 mana of time required, as outlined in the table to the left.
to cast this one spell. When multiple mages cooperate
Mages Time and the ritual still takes long, each of
1 100 % them must be exchanged when his
2 80 % concentration runs low, which is why
14. Rituals 3 70 % really large rituals often see a dozen or
4 65 % more mages joining forces. The time is
Once a spell has been learnt as a ritual, the mage can cast
5+ 60 % not reduces when the mages work se-
the spell using a ritual. Rituals come in many forms and fla-
quentially, only when they work on the
vours, depending on the mage’s tradition. It might be an ar-
ritual together, at the same time.
cane ritual with runes and symbols, carefully studied moves
and phrases and atmospheric candles. Or it could be a priest’s There are also usually non-magical helpers, assistants, ap-
prayer on consecrated ground, read from a holy book to a prentices and so on, who have no game-mechanical effect
chanting congregation of the faithful. Or it could be a witch but simply make things easier for the mage(s) by taking care

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of logistics, moving things about, keeping required items at • The rarity and value must be equal to the spell’s high-
the ready and so on. est dimension multiplied by the total mana cost. Note
Example: that this is the same number as the calculation for ritu-
al time above.
Our mage does not have the required +3 Will to concentrate
• Re-usable and consumable ritual components can be
constantly for 152 minutes, so he asks a friend to help him out.
mixed, as long as their total value is equal to what is
Working together, they could reduce the ritual time to 80% or 122
needed.
minutes, but they don’t both have +2 Will (the GM does not press
on 122 being technically more than 2 hours because the times are
meant to be approximate times). Example:
So instead, our mage will conduct the ritual for one hour (his +1 The Fireball use as an example above is a Tier 3 spell, so it
Will allows that), then his friend will fill in the remaining two hours would need 3 different components.
as he has Will +1 and the Concentration specialization.
The highest dimension is 8 and the total cost is 8x19 or 152
They could not take turns in half-hour shifts because a restful silver coins of rarity or value, or a bit over 15 silver in consumables,
break is required between ritual shifts and half an hour is not or a mixture of that such as 52 silver of items and 10 silver of
enough time to get one. consumables.
Both items and consumables must fit to a fire-based harm spell,
so it could be oil, or candles, a ritual dagger (harm) or verses read
14.2. Ritual Components
from a holy book speaking about the god raining fire down upon
The second element of a ritual is all the effort that goes his foes.
into it. Ritual components, circles, symbols, magic texts and The relation can be metaphorical, so the leg of a fire salamander
phrases and so on and so forth. would do, or the holy symbol of a fire god. It can also be that the
As with the time component above, some elements ap- consumables are burnt in a fire as part of the ritual.
propriate to the mage’s tradition must be used during a ritual,
but they can be improvised or non-specific - unless the mage
wants to gain a bonus from them.
Every spell, when it is being derived and turned into a The monetary values for rarity and value are guidelines
ritual, is given a specific ritual with specific components. In and do not necessarily represent shop prices. For example, a
order to gain the components bonus, this specific ritual must witches brew might ask for the legs of a specific frog and the
be followed, with all its components. fresh blood of a specific bird, both of which would be hard
to sell at the market, but require time and effort to find, and
The ritual components defined must satisfy two criteria. hiring someone to do so would cost a couple silver coins, so
There must a certain number of different components to the that is the value of these items.
ritual and they must have a certain rarity or value.
Components can be re-usable or consumable. Items like
a ritual dagger or a holy book can be used again and again, A well-equipped study, laboratory or witch hut often has
even for different rituals (as long as they are specified as more than enough items for all but the most exclusive rituals,
components of that ritual). Consumables like candles, oil or but it does have the disadvantage of being not exactly very
chalk to draw symbols on the ground are used up. If an item mobile.
is consumable, count its rarity or value as ten times the actual
value. If it is used up not in one go but with time, count it
pro rata - in other words, if a piece of chalk will be good for
five rituals, count its value per ritual as twice its price. If a Like time spent, ritual components grant a bonus die that
flask of holy water will be good for 100 rituals, count only works just like heroic dice do.
1% of its value per ritual, times ten for a consumable, so When using both time and components, the mage can add
10% of its value is added to the ritual. two ritual dice this way.

The rules to satisfy are: 14.3. Ritual Sacrifices


• Components must fit the spell, so a Fireball and a Heal
Wounds spell would use quite different components. In addition to symbolic sacrifices (components), there can
also be actual sacrifices - since mana is life, this is the quickest
• For the variety, a ritual must use a number of different
and most direct way to enhance a ritual.
components equal to the Tier of the spell.

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Unlike time or components, sacrifices do not make the
ritual easier, but instead directly contribute to the mana cost, Example:
which in turn allows the mage to focus his dice on the spell
itself instead of the energy dimension. Instead of paying dice towards the cost of 19 mana for our
Fireball spell, we decide to sacrifice a few goats.
The first goat will cover 5 mana, the second 4 mana and the
A human (dwarf, elf, gnome, etc.) life taken during the third just 3. That gives us 12 mana covered. If we wanted to pay
ritual will cover a cost of 20 points of mana. for the cost entirely in goats, the fourth one would cover only 2 points
Sacrificing more people increases this benefit, but with (10 left), the fifth only 1 (9 points to go) and then we go into the
diminishing returns - the second ritual murder only gets 15 exponential growth - 2 for another point (8 left), 4 then 8 then 16
points, the third 10, and then two less for each (8, 6, 4, 2), (still 5 points to go) and we would end up slaughtering entire herds
with a minimum of 1 point. of goats before we are done, over a thousand animals in total.
Human sacrifices are the realm of Black Magic and as such not
available to player characters. If a player makes his character engage in Our Black Magic wizard arch-nemesis has it easier. He could
Black Magic, that character immediately becomes an NPC, and is no torture the captured elven maid and then kill her, covering the entire
longer under the control of the player. 19 points with mana to spare (the torture wasn’t even needed, he’s
just a sadistic ass).
Animal life counts less. Intelligent creatures are worth Her death would feed one Fireball. No wonder Black Magic is
10 points, large mammals such as dogs, goats, bulls, horses considered evil.
and the like are worth 5 point. Large reptiles, small mammals
(such as rodents), birds and other vertebrates are worth 1-3
point.
Small creatures sacrificed must also be fitting to the ritual
in question (birds for flying spells, lizards for cold or water
spells, etc.). Large or intelligent creatures or humanoids can
support any ritual.
Animal sacrifices undergo the same diminishing returns,
dropping 1 point for each additional, but instead of a 1 point
minimum, the amount of animals required doubles. So the
first mouse gives 1 point, then it takes 2 more to get 1 point,
then 4 more, and so on.

Finally, pain, torture and suffering of intelligent creatures


can also support a ritual with 5 points for the first victim, 4
for the second, etc, until like in animals, +1 for the next 2,
another +1 for the next 4 and so on.
The torture must be intense enough that the victims ear-
nestly wish for death as a relief. However, they cannot be
allowed to die for the entire duration of the ritual.
A torture victim can also be killed near the end of the
ritual as a sacrifice (see above), in which case the gains are
added up.
Needless to say, intentional ritualistic torture is also Black Magic
and the same rule as above applies.

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Spells

15. Base and Derived Spells 16. Deriving Spells


All magic used by humanoids is based on the so-called Countless spells can be derived from a single Base Spell,
Base Spells. These are the most basic, simple, fundamental and doing so creates a new spell that can then be used for
spells of their class, and the foundation for all the variations incantations or trained further.
and manifestations derived from them.
Just two examples to illustrate the principle: To derive a spell from a Base Spell, we take the Base Spell
• The “fly” base spell is a slow-speed, short-duration and then enhance it along one or more dimensions.
spell that levitates the mage himself. From this base,
For the purpose of casting cost, the base level is included
higher speeds, longer durations, different and multiple
in the base casting cost, and all steps above raise the cost by
targets, larger weights, etc. can be derived.
their numerical value. So the total casting cost of a spell is
• The base “heal wounds” spell closes the wounds of a
the base cost of the Base Spell plus all its dimensions.
touched target if the wound is a normal wound (a cut
or bruise, but not a burn or acid, etc.). From this base
stronger healing spells that actually restore hitpoints, But the XP cost of learning a new spell depends on the
can cure other types of wounds, affect multiple tar- knowledge a mage already has, and is equal to the number
gets or can be cast at a range, etc. are derived. of steps away from his existing knowledge. For the first new
spell, that is the number of steps away from the Base Spell,
but once the mage has derived spells, he can instead expand
Not all Base Spells produce useable results, sometimes
his knowledge from those, if they share the same Base Spell.
only a derived spell produces actual results.
The Base Spell is always the foundation upon the specific
spells that a mage knows are built. Knowledge of the Base Finally, the number of dimensions that we enhance deter-
Spell is required to be able to derive spells from it. mines the spell tier. Only dimensions higher than base are
counted to determine the tier of a spell.
The Base Spell also determines the base cost of casting
and learning spells based on this Base Spell.
Deriving is the process of creating a different version of 16.1. XP Costs of Deriving Spells
a spell from either a Base Spell or from another known spell.
The XP cost for learning a spell doubles if you have no
spellbook or teacher and must derive it yourself.
Spells have two cost aspects to them. There is a casting
and a learning cost.
Sometimes, a spell is derived with the exact same dimen-
The casting cost is the amount of mana that must be paid sions, for example because you are making another variant
every time the spell is cast. It can be reduced with a good that differs in spell details, but not dimensions. A shapeshift
casting roll or through other means. spell needs to specify a creature to shift into, and you might
The learning cost is the amount of XP that must be paid want to pick up another one that falls into the same size cat-
once when learning this spell. egory. In these cases, the learning cost is simply the base XP
cost (times two without teacher or spellbook).

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Some dimensions along which spells can be enhanced are
Example: shared by many spells. They are summed up in the table on
this page.
For example, the base steps of the healing spell “Heal Wounds”
(see page 33) will close wounds but restore no HP, and affect a Note that the values given are intentionally descriptive and
single target at touch range. A more useful derived spell would be a not mathematically precise. As a GM, use common sense
spell that restores 3 HP. This enhances the spell along the healing and do not let players exploit the system. Magic is not com-
dimension to step 3. puter code and does not work that way. So if a player thinks
that he can define a spell with a duration of “14.5 minutes”
This +3 applies both to the required magic when casting the and that would still be in the step 5 - obviously not, it is much
spell, and to the XP cost when learning it. With a base casting cost closer to a quarter of an hour than “several minutes”.
of 1, the mana cost for this derived spell is 4 mana, and with a base
learning cost of 2 XP, the cost to derive the spell is 5 XP if it is Other dimensions are specific for individual base spells
learnt from a spellbook or teacher, or 10 XP to derive it yourself and are given with their respective costs there.
(see above and “42.5. Magic” on page 114 in the Core Rules).
Since only one dimension has been enhanced, this is a Tier 1 The two dimensions target(s) and range are not entirely
spell, and to cast it successfully, a single 3 or more is enough. independent of each other. Especially for the higher target
steps, you will have to add range as well just to reach all the
targets. An entire town is not likely to be touching you.
If you already know this spell and want to improve it more,
healing 5 HP (step 5), you can use the fact that you already know
the step 3 spell and your XP cost uses only the difference, so it would Note that dimensions above 10 are very rare and difficult.
be the base learning cost 2 + 2 = 4 XP with a spellbook and 8 XP That is why the next step up from 10 is 12 and the next steps
without. The casting cost is 1+5 = 6 mana. This is still a Tier 1 after that are 15 and 20.
spell and you need to get at least 5 on your Sorcery test.

If you want to turn it into a group-healing spell, you would 17. Dimensions
enhance it into a second dimension. The party is sufficient, so that’s
step 5. We also want to raise the range enough to get rid of the
touching requirement, step 3 should do. So a “heal 3 HP for a few
people nearby” spell would have a total casting cost of base 1 +3
17.1. Duration
(HP) +5 (targets) +3 (range) = 12. The duration dimension specifies how long the actual
Since you already know the +3, learning it from a book would magic lasts - its effects can last longer, or be permanent - see
cost you base 2+5+3 = 10 XP, and deriving it yourself 20 XP. “6.1. Mana Flow” on page 9.
This is now a Tier 3 spell and to cast it successfully, the Sorcery test Many spells do not have a duration, even if they might
has to get two 3s and one 5 at least. take a second or two to manifest. Magic is not physics. A
magical fireball is a point-in-time event with no duration
Step Duration Range Target Area of Effect - area radius
base instant touch self / touch point 1 cm
1 seconds centimeters cup 5 cm
2 combat round arm’s reach ball 1 m² 20 cm
3 a minute immediate vicinity (<5 m) individual (at range) personal space 3 m² 1m
4 a few minutes across a room (~ 10 m) small room 10 m² 2m
5 several minutes across a hall (~ 30 m) party (3-5 people) medium room 30 m² 3m
6 15 min across a field (~ 100 m) small group (6-8 people) small hall 100 m² 6m
7 half an hour ~ 300 m large hall 300 m² 10 m
8 an hour ~ 1 km large group (a dozen people) gym 1000 m² 18 m
9 a few hours ~ 3 km ½ sports ground 3000 m² 32 m
10 half a day line-of-sight (~ 10 km) small stadium 10,000 m² 56 m
(12) one day to the horizon (~ 30 km) a crowd (a hundred people) hamlet 100 m
(15) two days region (~ 100 km) village population (~250 p.) village 200 m
(20) three days realm (~ 300 km) small town pop. (~500 p.) small town 300 m
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even if a high-speed camera could show that its explosion to him that goes around obstacles but never leaves the area
does actually takes some fractions of a second. of effect.
For example, someone hiding next to an open door or
Spells with duration do whatever it is they do for the window will be affected as the spell goes through the opening
length of time given, after which the normal laws of nature and around. But someone on the other side of a wall without
apply again. A magical light would vanish, a mage flying by openings will not be affected as the spell would have to make
a flight spell would stop flying and begin falling, something a long way around (leaving its area of effect) to reach him.
turned by magic into something else would turn back, and so Use common sense, and as always the GM is the final ar-
on. In this way, the duration dimension specifies how long biter. For example, just because a wall might have a tiny hole
the magic lasts. Note that the consequences of a spell can from imperfect masonry doesn’t mean a full fireball would
last longer, or be permanent - wounds caused do not vanish squeeze through it.
and things transported by magic are not transported back
when the spell ends - see “6.1. Mana Flow” on page 9.
An Area of Effect can have any desired shape, but each
shape is a different derived spell. For example, a cone of
17.2. Range fire and a fireball are derived from the same Base Spell and
can have the same dimensions, but are two different derived
The range dimension determines the distance between the spells that can be derived from each other for only the base
caster and the point where the magic comes into effect, or cost of the Harm spell (4 XP).
the center of its area of effect if it has one.
An area with a shape is determined by its extent, i.e. the
Range is not a precise formula in magic and a spell should radius. A cone with a reach of 2m is step 4, no matter if it is
not fail because the target was one metre more far (except a 45° cone or a 90° cone or any other angle.
for the first two steps).
By adding +1 to the cost (both XP and mana) of the spell,
the shape can be flexible within ±50% so a 90° cone could
17.3. Target and Area of Effect be cast as anything between 45° and 135°.

These dimensions identify who or what is affected by the


spell. They are similar in effect- a spell that covers an area An Area of Effect can also have an exclusion zone, such
affects everyone in that area, and a spell that targets the party as a blast effect that is centered on the mage, but does not
will reach them all as long as they are within the equivalent harm him. Likewise, it can exclude targets, such as a spell
area (a medium room, all within about 3m from the center that affects only a certain type of targets or excludes specific
of the spell). targets. Again, each such definition makes the spell a new
derived spell.
The difference comes from chapter “9. Aiming Spells” on
page 11, which tells us that spells only hit automatically if The step for a spell with an exclusion zone is the sum of
they have a Target dimension. the two areas. For example, a spell that fills a medium room
(step 5) with fire, but doesn’t harm the mage himself (step 3)
Spells with an Area of Effect dimension but not a Target
has a total step of 8 in the Area of Effect dimension.
dimension will affect an area, but a roll to hit must be made
for everyone within that area. Spells with both an Area of Selecting targets has its own table:
Effect and a Target dimension will automatically hit every-
Step Target Selection
one within that area.
base everyone in the area of effect
+3 only targets of a specific type (“all greenskins”,
In general, when the spell is targeted at people or crea- “all undead”, “all humanoids”, etc.)
tures, use the Target. When it is affecting an area such as a +4 exclude targets of a specific type (“everyone not a
room, the AoE dimension, especially if combined with dura- dwarf ”, “all who are not insectoids”, etc.)
tion. This can create a magic fog that fills a room, or a curse
+5 include or exclude specific groups or individuals
on a village.
(“all except those wearing the uniform of Palan”,
To easy calculations, Area of Effect is given in narrative “only my party members”)
terms and then in square metres and radius from the center +10 include or exclude specific individuals, selected at
of the effect, assuming a circular area. will at casting time.
Effects pass through openings but not around obstacles.
Someone hiding on the other side of cover will be affected
by the spell if a line can be drawn from the center of effect
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Except for the +10 step, all of these are pre-defined, so
a spell that “heals only my party members within an area of
a small room” is 5+5 = step 10 and is its own derived spell.

Learning a spell with a flexible dimension is also more


17.4. Cosmetic Effects costly than with fixed dimensions. Calculate the XP cost as
if for the upper end of the range, then add 2 XP for every
There is also an optional dimension that is not used too
step of range - the more flexibility the spell has, the harder
often, but mages being haughty, those who can use it to add
it is to learn.
their signature to spells.
Example:
Using the cosmetic effects dimension allows the mage to
add and fine-tune visual aspects to his spell or other sensory The 3-6 HP healing spell from above would cost 2 XP (base)
effects that have no game-mechanical effect but can change +6 XP (6 HP healing) + 3x2 XP (range of step 6 down to step
the appearance of the spell. 3 = 6-3 = 3) or a total of 14 XP.
This dimension is sometimes used simply to make magic
more visible and “flashy”, but the more common use is that
18.1. Expanding a Spell
of a magical signature. Grandmasters weave the same colour
and kinds of visuals into all their spells so that those in the If a mage has already learnt a spell, he can also improve
know who witness them know exactly who they are dealing his knowledge of that spell by making its dimensions flexible
with. or by increasing the range of a flexible dimension.
When expanding an already flexible dimension further for
an already known spell, the mage does not have to pay the
18. Flexible Dimensions Base Learning Cost, only the cost of the highest newly learnt
dimension in the range plus twice the range extension.
Deriving a spell with fixed values for every dimensions A spellbook or mentor is not required when expanding
gives the mage a precise tool to work with, but also means the dimensions of a spell the mage already knows, and the
that if he rolls very well on his Sorcery test, he still gets only learning XP cost is not doubled if they are missing. This
the spell as derived and the good roll is wasted with the ex- does not apply if the mage knows the dimension only at the
tra success not doing anything good (except maybe allowing base step.
him to reduce the cost to the minimum of 1). Example:
Deriving a spell with flexible dimensions, on the other If you already know the 2-5 step range, then expanding it into
hand, gives that spell a range to work in, while making it a a 2-7 range will cost 7 (the new upper end) plus 2x2 (you are ex-
bit more volatile. Instead of having a fixed target value, the panding the range by two steps) for a total of 11 XP.
flexible dimension has a target range. The mage can use any
value within that range, up to the dice value assigned. Expanding a known spell at a fixed value of 5 downwards to
cover a range from 3-5 would cost 4 (the highest value newly in range
The downside of the flexible spell is that the cost is always since you already know step 5) plus 2x2 (you are expanding the
that of the upper end of the range, even if the spell is used range by 2 steps, step 3 and step 4) or a total of 8 XP.
with a lower value, and add the base casting cost value again
for every flexible dimension. Expanding the range dimension from base (touch) to step 4 is
learning a new dimension, so the cost is 4 plus the base learning cost
Example: of the spell, and if no mentor or spellbook is available, this cost is
Deriving a healing spell with a flexible range of hitpoints healed, also doubled.
between 3 and 6 would result in a spell that can heal up to 6 HP
but does not fail unless the mage rolls less than 3 on the healing
dimension.
The cost of casting this spell is always 2 (2x base) + 6 (6 HP
19. Elements
healing) or 8, even if only 3 HP are healed. Many physical spells are based on a specific element and
If, say, the range were also a flexible dimension, the base cost can add elemental secondary effects to their primary effect
would be counted 3 times and the casting cost would be 10. by adding a dimension.
Elemental secondary effects are determined by whatever
A flexible dimension does count for the tier number of a element the spell is using for its physical damage dimension.
spell, even if it includes the base as its lowest point. The mage can pick any element when deriving the spell, but
using a different element requires deriving a new spell.
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Elemental effects come in three degrees, available at the minor slightly wets everything in the area of effect,
same steps, irrespective of element. Cosmetic effects come causing minor damage to items sensitive to
for free, simply by deriving the spell with an element. moisture (such as paper), can extinguish flames
up to candles
major completely drenches everything within its area
Step Elemental Effect Strength of effect, extinguishes normal fires within its
base cosmetic area of effect, damages moisture-sensitive
3 minor items.
6 major ultimate puts everything effectively underwater for its
10 ultimate duration and area of effect, causing drowning
and extinguishing all non-magical fires.
The precise effect depends on the element and nature of
the spell. In case of doubt, the GM decides if a given effect
is suitable or not. 19.4. Ice
Below are some sample effects for each strength level for cosmetic feels quite cold
different elements. Note that there is no universal list of the minor could chill a drink, cause discomfort
magical elements, but every tradition has its own, and even
major can freeze water within a few minutes, causes
within traditions there can be differences. The classical set of
frostburn damage (more difficult to heal)
fire, air, water, earth is popular, but the dwarves for example
disagree on “earth” as one element and have stone, metal ultimate can flash-freeze living things if damage exceeds
and crystal instead. Elves often have wood as an element. twice their HPs.
Some traditions see light and/or lightning as elements.

19.5. Earth or Stone


19.1. Fire (TODO)
cosmetic feels quite warm
minor emits heat and light appropriate to its size or
19.6. Light
damage (from candle to bonfire)
major sets flammable things on fire, leaves scorch (TODO)
marks and ashes, burns hair and fur, causes
burn damage (more difficult to heal)
19.7. Lightning
ultimate burns anything that can burn, turns targets to
ash if damage exceeds twice their HPs. cosmetic hairs stand up, visual lightning arcs
minor tingling sensation, emits bright but unsteady
light appropriate to its size or damage
19.2. Air major causes scorch marks, is attracted to metal (+1
cosmetic stale air, strange odors on to-hit rolls)
minor thin mist/fog (-1 visual Perception) ultimate causes burn damage (more difficult to heal),
major causes difficulty breathing for those within the electrifies metal objects (causes a second hit
area of effect (-1 disadvantage to all physical one combat turn later at half effect).
activity) and/or smoke, fog, mist that is hard to
see through (similar -3 disadvantage to Percep-
tion tests)
19.8. Wood
ultimate serious breathing issues (-3 disadvantage to all (TODO)
physical actions, -1 to all others), dense smoke,
fog, mist (-8 Perception disadvantage)
19.9. Metal
(TODO)
19.3. Water
cosmetic feels wet

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Grimoire

This chapter contain the common and fairly well-known 20.1. Light
Base Spells that are available to player characters. There are
Base Casting Cost: 1
also more obscure Base Spells in the world, some guarded
secrets and others just forgotten knowledge. Base Learning Cost: 1 XP
There is no single world-wide agreed-upon order for these This base spell is the foundation for all magical lights, be
Base Spells. They are presented below in one of the several they magical torches or the magic street lights of Palan.
common classification schemes. Many spells also have terms The base spell creates a point of light at the top of a
for other classifications listed. mage’s hand or item he touches. It has the brightness of a
The classification used here also provides the intent of the firefly, just enough to make out shapes in close proximity.
spell. Keep in mind the third principle that magic is not physics. Higher steps on the brightness dimension provide more
A movement spell cannot be used to harm people, and a illumination. Duration is the second vital component of this
harm spell cannot be used to move them. spell, and unless a flash of light is all you need, all practical
Many spells have their individual additional dimensions. version of this spell are at least tier 2.
These often do not have values for all steps listed, but if the The spell is only rarely found with a range component that
scale is a continuous scale such as brightness or size, you can would allow the mage to create the light at a distant point,
interpolate intermediate values if necessary. and even more rarely with an area-of-effect dimension that
creates a ball of light instead of a point.
Possible enhancements are:
20. Utility Spells • duration
• range
This assorted category contains spells that serve practical • area of effect
needs and due to their utility have been refined by countless • brightness
generations of mages to be self-contained, versatile and easy
to learn, use and teach. Step Brightness
That is not to say that all these spells are trivial students’ base firefly
spells. While a few are used to teach beginning mages, others 1 candle
are powerful spells in their own right. 2 torch
What defines this category is the focus on practical use, 3 oil lamp
not difficulty or power. One could say that utility spells are 5 bonfire
what the travelling mage concentrates on, if he wants to live 7 modern light bulb
a life of comfort instead of adventure.
(12) stage spotlight
All mage classes can choose Utility spells, ignoring any (20) daylight
class restrictions on base spell selection.
Even more importantly, Utility Spells can be picked up
without the need to spend valuable skill slots on their Base
Spells, as long as no dimension exceeds a value of 5. 20.2. Enflame
Base Casting Cost: 1
Base Learning Cost: 1 XP
A simple utility spell to set something on fire, such as a
torch or a campfire.
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The base spell will ignite only a highly flammable material Possible enhancements are:
such as tinder, a candle wick or torch drenched in oil, and • volume
only at one spot touched by the mage. However, despite this • purification
being at its base a simple utility spell, at higher dimensions
and cast at range with an area-of-effect, this same spell can Step Volume Purification
set entire fields or villages on fire. base one hand full dirt
Raising the flammability dimension also allows the spell to 1 a mug full
set less flammable materials on fire. 2 1 litre or kg
Note that this is a spell with an “instant” duration. It will 3 3 litres or kg foulness and impurities
ignite the target material and then immediately end. From 4 6 litres or kg
then on, whatever happens with the fire that was started de- 5 15 litres or kg diseases
pends on the material and circumstances. A hardly flamma- 6 30 litres or kg
ble material in a heavy rain will extinguish almost immediate-
7 90 litres or kg strong poisons (*)
ly, while dry tinder will flame up and easily ignite first smaller
and then larger pieces of wood stacked above it. 8 200 litres or kg
9 500 litres or kg weak poisons (*)
Possible enhancements are:
10 1,200 litres or kg all known non-magical poisons
• range
• area of effect
(*) The order here is not a mistake. Strong poisons are
• material
more easy to purify because by their nature they must be
Step Material more harmful and thus more obvious to the magic than the
base tinder, wick, oil torch weaker poisons.
1 dry wood shavings, straw
3 dry sticks, linen or cotton 20.4. Bandage
5 logs, slightly wet sticks Base Casting Cost: 1
7 moist wood, wool Base Learning Cost: 2 XP
9 any materials that naturally catch fire at all
(12) stone (*) This entry-level healing spell will superficially close the
wounds of its target. While it heals no Hitpoints, it will stop
(15) metal (*)
bleeding and prevent the wound from becoming full of dirty
(20) any material whatsoever (*) and rot. Note that it does not automatically clean a wound, so
whatever dirt (or poison) is already inside will remain there.
(*) since these materials do not naturally burn, the fire will The spell quite often requires that a field surgeon opens up
go out again almost immediately. However, they might burn the wound again to clean and properly stitch it, but anyways
just long enough to ignite other flammable materials that are the spell can save lives.
touching them.
Possible enhancements are:
• range
20.3. Purify • target(s)
Base Casting Cost: 1 • bleeding
Base Learning Cost: 2 XP Step stops bleeding up to
This treasured favorite among both travelling mages and base (none)
court wizards can clear dirt, impurities that cause harm (in 1 1 HP
the modern world we would call them bacteria) and at high 3 2 HPs
levels even poisons out of water or food. 5 3 HPs
The base level will clean out only dirt from a volume that 7 5 HPs
fits into the mage’s hand. It is enough to make water just +2 +1 HP
about drinkable, though if it is foul it may still be unhealthy.
This spell uses a volume dimension instead of the usual
area-of-effect because it does not purify just the surface, but
the entire volume, so 3D instead of 2D.

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20.5. Whisper 20.7. Freshen Up
Base Casting Cost: 1 Base Casting Cost: 2
Base Learning Cost: 3 XP Base Learning Cost: 4 XP
This spell uses wind magic to transport sound over some A not-necessary-but-useful spell for the travelling mage,
distance, most often used by mages to communicate with this spell will return an item to prestine condition, removing
their fellow party members without having to shout or over stains, dirt and smells. It does not do any repairs or remove
distances even a shout could not easily cover. any permanent imprints such as burn marks or tears. It is
The spell has two target dimensions, one for the source essentially a magical dry-wash.
and one for the destination. The spell is unidirectional, and Possible enhancements are:
two spells are required for communication in both directions. • range (rarely used)
The spell transports words and other sounds, at normal • target / area (item to clean)
volume. It cannot be used to transport items of any kind,
including those light enough to float, and the sounds cannot
be used to cause harm or other effects aside from simply 20.8. Wild Hunt
hearing them. Base Casting Cost: 8
Possible enhancements are: Base Learning Cost: 5 XP
• duration The luxury spell in the utility category, this spell makes
• range travel in the wildest wilderness comfortable for the mage
• target - source used to castle life.
• target - destination It summons a bird-of-prey or other hunting animal, the
exact choice depending on the tradition and personal style of
the mage, which will find the nearest meal-sized animal for
20.6. Weather Shield the mage, kill it and bring it to the mage. The mage has no
Base Casting Cost: 2 control over what animal the spell will bring it, be it a rabbit
Base Learning Cost: 2 XP or something less desireable, but the spell will always find
something eatable, as long as any such animals can be found
A very popular spell among mages travelling outdoors,
within a radius of a kilometre or so.
this spell creates a weak protective field around the caster
(or target) that while too weak to provide any armour is just The spell is actually a combination of various effects and
strong enough to stop raindrops, break gusts of wind and can thus not be cast as a true spell or word of power.
at higher levels even reduce the effects of chilling cold or The spell has only one dimension that determines the
scorching heat just enough to allow the mage to travel in amount of meat the spell should find. This amount will be
comfort through any kind of weather. brought as several smaller animals or one big one, depending
Possible enhancements are: on what the spell can find. The mage has no control over
• duration this aspect.
• target(s) Step Meal Size Example Animals
• protection base a bite small bird or small mouse
Step Protection 1 a snack duckling, rat, small rabbit
base light rain or snow, slight winds 3 a meal rabbit, duck
4 strong rain, wind 5 meal for two dog, fawn
8 chilly or hot weather, rain and hail, storm 7 3 meals small deer or boar
10 frost or scorching heat 9 4 meals deer or boar
10 5 meals royal stag, cow, horse

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20.9. Magic Lock 21. Harm
Base Casting Cost: 3
Base Learning Cost: 5 XP Spells that cause physical or mental damage to a being or
object.
This spell will hold a container closed in much the same Many harm spells use damage and armour penetration as
way a physical lock would. It must be used on a chest, door enhancements and share these steps:
or other item that can open and close.
The spell has a strength dimension that represents the Step Physical Armour Penetration Direct
magical force that keeps the item closed. Attempts to open Damage Damage
the item by force must exceed the strength on a Physique base 0 none 0
test (with advantages for appropriate tools, etc.). 1 d4 HP 1 HP
Unlike physical locks, the magic lock does not hold in one 2 2d4 HP 2 HP
specific place, so when breaking the lock itself fails and the 3 2d6 HP 3 HP
attacker decides to break down the entire door (or chest lid, 4 3d6 HP light 4 HP
etc.) he must reach the “Break” and not the “Hole” category 5 5 HP
of the object (see “10.7. Damage to Things” on page 39
6 4d6 HP 6 HP
in the Core Rules).
7 medium 7 HP
Magic locks are used to seal of secret entrances or magic
8 5d6 HP 8 HP
treasures, the advantage being that unlike a physical lock no
visible lever or keyhole is required. These locks are typically 9 heavy 9 HP
enchantments with a mana source or refreshment to keep 10 6d6 HP 10 HP
the lock sealed permanently. (12) 7d6 HP any 12 HP
Magic locks are also used at low strength and temporary (15) 8d6 HP 14 HP
duration by travelling mages to protect their gear against (20) 10d6 HP 16 HP
casual thieves.
The spell can be combined with a trigger enchantment Physical damage is used with projectiles, bolts, beams and
to unlock and lock on a touch or command word or other similar spells. Defense dice, armour and other protection re-
trigger. duces physical damage.
Possible enhancements are: Physical damage can be given armour penetration in
• target / area (container/door to lock) which case armour of the given type or less counts only for
• duration half its protection value (round up).
• strength Direct damage happens at the target directly. Instead of
hitting the target with a fireball, the mage lets the target burn
Step Lock Strength up from the inside. The only defenses against this kind of
base 5 harmful magic are countermagic and magical protection.
3 10 It is possible to do both direct and physical damage with
5 15 one spell, but doing so requires two damage dimensions.
8 20
10 25 Harm magic especially needs either aiming or a Target di-
(12) 30 mension to strike automatically. See “9. Aiming Spells” on
(15) 40 page 11 and “17.3. Target and Area of Effect” on page
(20) 50 21.

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21.1. Cause Wounds 21.3. Enhance Damage
Base Casting Cost: 2 Base Casting Cost: 3
Base Learning Cost: 4 XP Base Learning Cost: 5 XP
A basic damage spell category that creates a projectile and This spell increases the damage of a weapon, and can add
hurls it at a target. Needs a projectile type defined, such as a additional magical properties to it.
ball of fire, a shard of ice, etc. The primary effect is that the weapon rolls not one but
Base damage is 1 HP to one target at touch range, though two or more dice for damage. The weapon used determines
range and damage are usually the dimensions that are raised which dice to roll, so a short sword will always roll d8 and a
first. crossbow d12.
The Cause Wounds base spell is very flexible thanks to its This spell can have an instant duration, but only if it is
many possible enhancements. Using elemental effects and used as an enchantment, in which case the trigger must be
areas of effects, anything from a cone of frost or a fireball to activated in the same combat round as the hit.
a mental dagger can be created. Possible enhancements are:
Possible enhancements are: • damage dice
• damage • armour penetration
• armour penetration • element
• element • duration
• range
• target(s) or area of effect Step damage dice
base 1
5 2
21.2. Cause Condition 10 3
Base Casting Cost: 3 (15) 4
Base Learning Cost: 6 XP (20) 5
Using this spell, the mage can inflict harmful conditions
upon his victim, potentially turning the fate of battle.
Each derived spell has one specific condition that it can
inflict. The conditions in the table below are examples. Other 22. Protection
conditions can be caused by this spell, with their type and
effect subject to GM approval. Spells that protect someone or something from harm,
from magic, from natural dangers, etc.
This spell must have a duration of at least 2 to be effective.
Possible enhancements are:
• condition 22.1. Magic Armour
• duration Base Casting Cost: 1
• range Base Learning Cost: 2 XP
• target(s) or area of effect
A basic protection spell that creates a magical armour that
Step Condition acts for all intents and purposes like a physical armour except
base (none) that it carries no weight or disadvantage and is not subject
to the armour-penetration features of cutting or piercing
3 deaf
weapons. It can be penetrated by harmful magic that has the
6 clumpsy (-2 to all physical actions) “any” Armour Penetration feature.
9 blind
Like regular armour, magic armour adds to other layers
of armour worn, and only one magic armour can be worn
at the same time. If for whatever reason a character receives
multiple magic armours, only the highest one counts.
Magic armour is not visible unless the mage who casts it
wants to add a cosmetic effect.
This spell must have a duration of at least 2 to be effective.

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Possible enhancements are: 22.3. Wind Armour
• protection Base Casting Cost: 2
• duration Base Learning Cost: 2 XP
• range
• target(s) or area of effect (TODO: generalize to a real base spell - it increases de-
fense, that can be many things)
Step Protection A spell that surrounds the mage with a thin layer of strong
base none winds or a deflective layer, which throw arrows and other
1 1 ranged weapons off course. The spell gives a defense bonus
2 2 against attacks from ranged weapons, and half of its bonus
3 3 (round down) against spells that use elemental projectiles.
4 4 Wind Armour exists on the magic armour layer and thus
+x +1 per step cannot be combined with Magic Armour or other magical
protections that function as armour.
This spell must have an area of effect dimension of at least
3 in order to protect a human-size target. Larger areas can
22.2. Elemental Shield extend the protection to his party or larger groups.
Base Casting Cost: 3 The spell also must have a duration of 2 or more to be
Base Learning Cost: 5 XP effective.
The spells in this class protect from elemental harm of Casting the spell with a range dimension means putting
a specific kind. This applies to both magical and mundane the protection on a target at distance.
sources, so a “Fire shield” spell protects from harm spells Possible enhancements are:
based on fire as well as the fire damage from a burning house • defense
or flaming arrow.
• duration
The elemental shield acts similar to the Magic Armour • range
above (and can not be combined with it), except that it is • area of effect
only effective against the chosen type of element. Unlike
regular armour, its protection is not reduced through expo- Step Defense Bonus
sure to the element (see Core Rules, “10.2. Burning, Acid, base none
etc.” on page 36).
1 +1
An elemental shield is always visible with a cosmetic effect 2 +2
appropriate to its element. It can have elemental side effects 3 +3
added to it, which will affect anyone or anything touching
4 +4
the shield.
+x +1 per step
This spell must have a duration of at least 2 to be effective.
Possible enhancements are:
• protection
• duration
(TODO: more and diverse protection spells)
• range
• target(s) or area of effect

Step Protection
base none
23. Alteration
1 2 Spells that change or manipulate something, but without
2 4 altering its basic structure or nature - heal, reduce or enhance
3 5 an ability, small changes to shapes or features, etc.
4 6
+x +1 per step

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23.1. Heal Wounds Step Regeneration Speed
Classification: Healing base +1 HP per hour
Base Casting Cost: 1 3 +1 HP every 15 min
Base Learning Cost: 2 XP 5 +1 HP every 5 min
The base healing spell will restore 1 HP to a target the 8 +1 HP every minute
caster must be touching. It only works on normal wounds 10 +1 HP every combat round (~20 sec)
(cuts, arrows, bruises, etc. but not fire, acid, etc.). (20) +1 HP per second (+20 per combat round)
Healing begins immediately, and counts as wounds being
treated for the purpose of bleeding, infection or death saves.
Wounds close rapidly, but not instantly, taking roughly ten 23.3. Cure Condition
seconds per hitpoint healed.
Classification: Healing
Possible enhancements: Base Casting Cost: 2
• more healing
Base Learning Cost: 3 XP
• can heal burn, acid, etc. wounds
• range A basic healing spell category that will heal diseases or
• target(s) poisons, or similar conditions of the body. This spell does
not affect magical ailments which need countermagic, or
Step Healing Wounds Types permanent disabilities which need restoration magic.
base stop bleeding normal The spell’s potency dimension determines the benefit that
1 1 HP a patient gains to fight the disease or poison in his body. See
2 2 HP “10.6. Poison & Disease” on page 37 in the Core Rules for
3 3 HP details on how poisons and diseases work. Spells can grant a
straight advantage or heroic dice, or both.
4 4 HP frost, fire, acid
5 5 HP Step Cure Potency
6 6 HP any type +2 +1 advantage
+x +1 HP per step +4 +1 heroic die

The spell can also have a recovery speed dimension which


23.2. Regeneration will reduce the interval at which Physique tests are taken and
speed up recovery - or demise.
Classification: Healing/Blessing
Like other generic spells, this spell must be learnt and cast
Base Casting Cost: 4
seperately for different types of poison or disease.
Base Learning Cost: 4 XP
There are four types of poisons: Herbal poisons, fungal
This spell grants the target a regeneration ability that poisons, venoms (animal poisons) and mineral poisons. So
speeds up his natural hitpoint recovery. Instead of regaining there are four different “cure poison” spells.
hitpoints every restful break, he regains them at the intervals For diseases, there are infections, inflammations, heart
indicated by the regeneration speed dimension, irrespective diseases, imbalances, plagues and parasites, though medicine
of any rest. in this quasi-medieval world is far from perfect and there
Note that the HP are regained at the end of each interval, are many overlaps and misqualifications due to the lack of
so the spell must have a duration dimension high enough to knowledge about bacteria and the body in general. But a set
provide any benefit. of 6 generic “cure disease” spells covers most conditions.
Possible enhancements are: A Medicine test will usually reveal the type of poison or
• duration the disease that afflicts a patient. If the mage does not know
• range (or is wrong about) the condition, the benefit of the spell is
• target(s) one third. This can make the potion ineffective.
• regeneration speed When making a potion, scroll or other enchantment, it
must be made against a specific condition or disease.

Possible enhancements are:


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• range 23.5. Impersonate
• target(s)
(TODO - related to shapeshift, but only alters facial fea-
• recovery speed
tures, etc. there is also an illusion that accomplishes the same)
• cure potency

Step Recovery Speed


base slightly faster 24. Transformation
1 twice as quickly
3 10x as quickly Spells that turn something into something else, change a
5 100x as quickly material, shapeshifting, adding new abilities to something,
etc.
7 1000x as quickly
10 10,000x as quickly Many transformation spells use a volume of affected
space or material, and types of materials that can be affected,
(15) instantly
see the following table. Note that any kind of living creature
is not considered “material” in this sense and cannot be af-
fected by spells that target a material.
23.4. Raise / Weaken Ability
Classification: Blessing/Curse
Step Volume Material
Base Casting Cost: 2
base needle tip same state
Base Learning Cost: 3 XP
1 fingertip
This spell can either raise or lower a specific physical or 2 finger hard ↔ soft solid
mental ability of the target, one of Agility, Dexterity, Percep- 3 hand
tion, Physique, Will.
4 arm solid ↔ liquid
Raise Ability and Weaken Ability are two different Base 5 torso
Spells. Every ability is a seperate derived spell, so “+1 Will” 6 human body liquid ↔ gas
is different from “+2 Will” is different from “+2 Agility”,
7 bear body
and “-2 Agility” is a different base spell (weaken).
8 horse body solid ↔ gas
Abilities can not be lowered to less than -5 or raised to
9
more than +5. If a spell would bring them beyond these
limits, it insteads brings them to the limit (-5 or +5) and no 10 any ↔ immaterial
further. (12)
Multiple spells of this kind are not cumulative, but they (15) dragon body
can cancel each other. A +2 and a +3 spell together are a+3
bonus (the highest counts). But a -2 curse can be countered The “immaterial” material state can turn the target into a
with a +3 bonus for a final total of +1. If the curse ends be- state where it no longer collides with or provides resistance
fore the blessing, then for the remaining duration there will to anything. It can be passed through or pass through other
be a +3 and if the blessing ends first, a -2. objects without either of them being affected or displaced.
Possible enhancements are: If the spells ends while the object is still superimposed
• duration over something else, the immaterial object will displace the
• target(s) material object if possible. An immaterial sword returning to
solid state inside a person will cause harm as if it had been
• range
pushed inside. An immaterial feather returning to solid state
• ability
inside a wall, however, cannot damage the wall. If it is near
Step Ability the edge of the wall, it will be pushed outside the wall be-
fore returning to solid state. If it is too deep inside, it will be
base unchanged
crushed. Two materials of similar density will displace each
1 ±1 other. A metal piece becoming material again inside a second
3 ±2 metal piece will become fused there as if it had been crafted
6 ±3 into, with both materials pressed around each other.
10 ±4 Note that “gravity” is a scientific idea and not a magical
(15) ±5 one. Things do not fall through the floor if they become
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immaterial, but if you turn the floor immaterial, then things • volume
on top of it do fall through. • duration
The same is true for physical connections. It is possible • range (rarely used)
to turn the blade of a sword immaterial, but leave the hilt
as normal, and as a consequence you would be swinging an Step Reduction in Weight
immaterial sword - the blade would not fall off. base (none)
2 25%
5 50%
24.1. Shift Material 8 75%
Base Casting Cost: 1 10 90%
Base Learning Cost: 3 XP (12) 95%
This spell changes one material into another, such as turn- (15) 98%
ing wood to stone or vice versa. It only works with simple, (20) 99.9%
solid materials and objects made from one material. It does
especially not work with bodies, living or dead, as they are
made of multiple, complex materials.
24.3. Enable Skill
The change is temporary and the material reverts back
when the duration of the spell ends. The primary use of this (TODO: spell that enables a special skill on a target, like
spell is to change a hard material into something soft in order night vision, water breathing, etc.)
to more easily craft it, then let it change back. Some intricate
art has been made with this spell.
Note that the spell changes material properties, it does not
24.4. Shapeshift
actually change material. Steel may become soft as clay, or (TODO - changing features, adding animal parts, true
light as wool, but it is still steel for any other purpose. shapeshift - note, mind stays the same, so no automatic gain-
When learning or deriving this spell, specific materials are ing of knowing how to fly, etc.)
fixed. “Shift metal to clay” is a different spell from “shift
wood to glass”. GM advise on shapeshifting:
The base change affects a small volume for a fraction of a PCs who can shift into animal form can circumvent many
second, enough to punch a hole, for example. obstacles of an adventure, such as passing through small
Possible enhancements are: spots or observing NPCs. This is perfectly fine, it is one of
• volume the primary advantages of shapeshifting. However, keep in
• material mind that new dangers await the character in his new shape.
• duration If a PC wants to scout or spy as a mouse, introducing him
to the local cats is a good way to avoid being-a-mouse as an
• range
unstoppable superpower.
Also keep in mind that especially high-level NPCs are well
24.2. Lighten Load aware of the potential of magic and would take invisible or
Base Casting Cost: 3 shapeshifted enemies into account in their plans.
Base Learning Cost: 3 XP
For the mage who prefers carrying his own equipment
over having mules or servants, but prefers to carry light. This 25. Movement
spell reduces the weight of an item, including any items that
are entirely contained within that item, such as a backpack Spells that change the position of something without
and its contents. changing the thing itself - telekinesis, flight, etc.
Note that this spell can target creatures. However, keep in
mind that magic is not science - a creature affected by this
spell can not jump higher or longer, it only weighs less for
the purpose of weighing or carrying.
Possible enhancements are:
• reduction
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25.1. Telekinesis maximum speed or halt. The time it takes to change speed is
Base Casting Cost: 2 often the most important when slowing down.
Base Learning Cost: 3 XP Possible enhancements are:
• speed
The base spell for moving things at a distance and/or with
• maneuverability
the force of will alone. Aside from the obvious range and
• duration
duration, this spell also has a force dimension that indicates
the strength applied. This is a movement or lifting strength Step Speed Maneuverability
and never does damage to the target nor does it cause pain. base slow walk changes take several minutes
Remember that magic is not physics - lifting or moving an object
2 normal walk changes in one minute
requires the same magical force.
4 brisk walk changes in half a minute
Note that with an instant (base step) duration, telekinesis
6 running speed changes in a few seconds
is just a push. Any finer manipulation requires a duration.
8 horse gallop changes in one second
Telekinesis can also have an Area of Effect, especially if
10 bird speed nearly instant changes
multiple targets are to be affected at the same time.
(15) hunting bird speed
Possible enhancements are:
(20) speed of sound
• force
• duration
Note that the duration of a spell cannot simply be cut
• range off at will. If the mage has reached his destination, but the
• target or area of effect spell still lasts, he can slow down and hover, but he will still
be flying until the duration ends. For this reason, flight for
Step Force
longer distances is typically learnt with a flexible duration
base touch of a feather dimension.
1 light finger press
2 pressing with a finger
3 pressing with a hand 25.3. Let Fly
4 can lift a small animal Base Casting Cost: 5
5 can lift a dog (~10 kg) Base Learning Cost: 10 XP
6 can lift a child (~30 kg) Making other people fly or enchanting an object to fly,
7 can lift a human (~100 kg) such as the famous flying carpet, is an altogether different
8 can lift a small waggon (~300 kg) spell because now the target of the spell must also control
9 can lift a horse and rider (~1 ton) the magic in order to speed up, slow down or change course.
10 can lift a statue (~3 tons) Anyone flying magically must also succeed in a Mind roll
(15) can lift a house (~10 tons) vs. 10 for every maneuver, such as speeding up, slowing down
or changing direction. He gets a +1 advantage for every pre-
vious magical flight with at least 3 successful maneuvers that
he has undertaken. Once he has accumulated 10 flights (+10
25.2. Flight advantage), he no longer needs to roll.
Base Casting Cost: 3 This version of the spell also has a force component. The
Base Learning Cost: 5 XP base spell can lift a normal human with ordinary equipment
(about 100 kg). For additional lift, force must be added. Use
The ancient human dream of flight is manifested in this
the force table under Telekinesis above (e.g. a flying carpet
spell, which allows the mage to move through the air under
that can carry 2 people has a force 7 dimension).
the power of magic, like birds move under the power of
their wings. Possible enhancements are:
Flight is a complex spell that in addition to a mandatory • speed
duration also requires at least two more dimensions: Speed • maneuverability
and maneuverability. • force
The maneuverability dimension covers both turns and • duration
speed changes. At step 6, for example, turning 180° would • range
take a few seconds, as would accelerating or decelerating to • target or area-of-effect

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26. Space Negation 26.2. Teleport
Base Casting Cost: 4
These powerful and difficult spells play with space itself, Base Learning Cost: 8 XP
enabling a mage to step through vast distance in portals or
teleportation, or to compress space, fitting large things into An instant transportation between two points in space.
small containers. Whatever occupies the target location will collide with
whatever is teleported and the more massive object wins, but
The target location of such a spell must be clearly and neither object takes any damage.
precisely specified. If the target is out of sight, this can be If a mage were to teleport into solid rock, he would be
done either if the mage knows the location very well (the thrown back (re-appear at the start location). But if a large
GM may ask for a Mind test) or if a connection can be made boulder were to be teleported into a group of people, they
to an item that has been brought to the destination. That would be pushed aside (the boulder is more heavy), without
item must be either magical or a mana store with at least the taking damage.
base casting cost of the spell in mana stored. In this case the Since people or items occupying the space of a teleport
problem shifts to identifying the item clearly and precisely. never take damage, teleport can not be used to break doors
The most reliable way of doing so is the marking ritual (see or walls or other parts of larger objects, either. If the tar-
below). get could not be pushed out of the way because it is solid-
Another reliable specification is one relative to the current ly attached to a larger whole, that whole would be checked
location. “5m to the left” is both clear and precise. against the teleported object to establish who wins the con-
test for occupying the space. A huge rock teleported into the
space of a small hut may well displace that hut, but even a
26.1. Marking mountain would not displace a castle which is anchored with
Base Casting Cost: 1 foundations into the very earth.
Base Learning Cost: 4 XP In case of doubt, apply common sense and GM decision.
This spell, which must be used as a ritual, marks an item Possible enhancements are:
so that it can later be used as a precise connection, no matter • range
where it is. • target(s)
Marking is always conducted at touch range because the
range dimension is required for the maximum range at which
a connection can later be established.
26.3. Portal
Base Casting Cost: 6
Note that Marking is not an active spell and thus does
not require a duration dimension, nor does it require a size Base Learning Cost: 10 XP
dimension even though large objects can be marked, because Unlike a teleport, portals are stable connections between
the marking itself is magical and has no size. All this makes two points in space and will transport anything that enters
this ritual very easy and cheap. the portal on one side to the other side.
Markings will fade based on the most prominent mate- A certain amount of inertia has to be there in order to
rial of the item used. It fades from soft materials such as pass through the portal, which is why they do not transport
fabric or leather within a few days, natural materials such as air, sound and small insects between themselves.
wood or bone within a few weeks, from metals within a few
It is possible to be part on this side and part on that side
months and from precious stones, obsidian, glass and the
of a portal. If the portal fails at that time, the person or ob-
magical metal mithril within a few years.
ject will be ejected on the side that the majority of it is on.
Possible enhancements are:
In all other ways, a portal acts as if the two spaces it con-
• range nectes were next to each other in normal space. So, for ex-
• ample, it is possible to block up a portal with barricades the
• (TODO) same way one can block a door.
Items and creatures must be able to completely fit through
the portal in order to be transported. Any part sticking out
to the side will behave as if the portal were a door in a wall
and prevent passage.
Possible enhancements are:

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• duration fur colour of a horse he summons, but only within colours
• range that actually exist in horses. He can not summon a horse with
• area-of-effect (size of portal) two tails, or with wings.

Step Variety
26.4. Distant Action base standard specimen of its kind with no choice of
features for the summoner
Base Casting Cost: 3
4 typical specimen, summoner can choose cosmetic
Base Learning Cost: 7 XP
features (colour, breed, etc.)
This spell temporarily connects two distant points in 7 unusual specimen, summoner can pick specific
space, allowing the mage to ignore the physical distance for functional features (shapes, materials, etc.)
a time. 10 specific specimen, a copy of a particular item or
It can be used similar to the Telekinesis spell, except that creature, as much as the summoner can remember
not a magical force pushes or pulls, but the mage reaches out it correctly (roll Insight to get it right)
with his hand and uses it as if the target were right there. But
the most famous use of this spell is when it is combined with Every derived creation spell must have a specified arche-
a weapon and used to hit an enemy at distance. The mage type, so “create knife” is a different spell from “create wall
swings his blade and hits the target as if he were in melee of ice”.
range (making a normal melee attack).
All creation spells also must have a duration of at least 2.
Unlike the portal or teleportation spells, when the spell
ends everything is back in its previous location.
Possible enhancements are: 27.1. Create Item
Base Casting Cost: 2
Possible enhancements are:
• duration Base Learning Cost: 4 XP
• range This spell will create an inanimate object, formed from
• area-of-effect (size of portal) mana but - for the duration of the spell - solid and in any
other way just like the real thing.
Possible enhancements are:
27. Creation • duration (mandatory)
• range
Spells that create something where there was nothing. This • variety
art is called summoning, conjuration or evocation, terms that • item type
scholars of magic use to describe minor variations in the
precise process, but that all accomplish more or less the same Step Example Item Type
result. base non-descript simple single-material objects, such as
Keep in mind that all magical creations are temporary. stones, earth, water, air
This includes creations of food, water and other substances. 1 simpe non-organic objects, such as bricks, rods
Eating magical water will quench thirst, but it will only re- 2 simple organic objects, such as sticks, leaves, etc.
duce dehydration temporarily. 3 shaped/manufactured small single-material items,
such as a wooden spear, bone knife, candle, etc.
Summoning is non-creative in the sense that the mage 4 medium-sized such objects (chairs, tables, etc.)
does not put together his creation from scratch. For anything 5 small multi-material items such as arrows (wood,
non-trivial, and especially for creatures, that would be not metal tip), small chests (wood, metal hinges), etc.
just of mind-boggling complexity, but also in many ways far 6 medium-sized such objects (large chest, crossbow)
beyond the understanding of biology and material science 7 large, complex objects, such as a chariot
that even the best scholars possess. 9 very large objects made up of independent parts
Instead of that, summoning uses archetypes. A knife or such as an entire hut with furniture
wall or horse or eagle summoned by magic will always be a 10 even larger such objects, e.g. multi-story houses
typical speciman of its kind. The mage can call for specific (12) groups of very large objects, such as an entire
features using the variety dimension, but only where variety village.
in the species naturally exists. For example he can choose the
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Step Example Item Type Step Example Creature Types Need Mental
(15) a castle or an entire small town 3 mouse, rat, bird d6 10
(20) an entire large town 5 cat, horse d8 8
7 dog, wolf, goblin d12 8
8 uncommon creature d12 12
27.2. Summon Creature 9 humanoid d20 15
Base Casting Cost: 3
The type of the creature also determines what to roll on
Base Learning Cost: 5 XP
the Need table, which determines the creature’s primary
This spell will create an inanimate object, formed from need or desire. This is not only important for the summoner
mana but - for the duration of the spell - solid and in any to understand, it is also what influences the creature during
other way just like the real thing. its actions. A creature that has “hunger” as its primary need
Possible enhancements are: may get distracted by food or prey, for example.
• duration (mandatory) Roll Need or Desire
• range 1 Fear (which can manifest as aggression)
• variety 2 Hunger
• creature type 3 Sex
4 Comfort
The creation of seemingly living creatures that act by their 5 Curiosity or exploration
own intention and will - however refined or primitive that 6 Company or not feeling alone
may be - requires the creation of a thinking mind, something 7 Tranqulity and feeling safe
that is far beyond any mortal mage to accomplish. The gods
8 Activity or moving or playing
may be capable of true conjuration, mortal mages are not.
That means no magical creation is actually a creature with a 9 Acceptance or being appreciated
true will or a soul, though it may appear so. 10 Order or having a predictable environment
The mind of summoned creatures is essentially emergent 11 Social status or clarity of position in a hierarchy
from the creation made. A horse will have a horse mind and 12 Connection, friendship or romance
a dog a dog mind. Summoning spells are unable to create a 13 Honor
creature with a mind different from its body, especially not 14 Idealism
with a higher intelligence than - at best - a smart specimen 15 Power
of its kind. 16 Collecting something or accumulating wealth
All summoned creatures have an instinctive desire or need 17 Meaning
that is on their mind when they are summoned. If the mage 18 Justice
can understand this desire, he can control the creature by
19 Personal Growth
appealing to it. This is a magical, not a physical action. If
the mage summons a wolf that has “hunger” as its need, he 20 Complex motivation (roll twice and combine)
does not have to physically feed it. But he can use the wolf ’s
hunger to control him and get him to do what he wants.
This is done by making an Insight (connection) test. If
the mage exceeds the mental level of the creature (see table 28. Illusion
below) the creature will act like a servant or a trained pet, i.e.
mostly reliable for tasks at its intelligence level. Spells that make something appear to be or make some-
thing appear to be different from what it actually is.
Rolling better makes it more obedient and smarter in the
sense of understanding what the summoner wants. Less suc- What all illusions have in common is that they fool the
cesses vice versa, and scoring less then half the creature’s senses, but do not actually exist. For example, an illusionary
mental level means it either does not understand or has no light can appear to be bright, but it can not actually illuminate
intention to follow the summoner’s wishes. a room - it will not reveal the real room that is there.
The complexity dimension of an illusion depends on how
Step Example Creature Types Need Mental many details and individual parts the illusion is made up, in-
base insect, spider, butterfly d4 12 cluding how many senses are affected. The easiest illusions

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are just indistinguishable blobs or flashes or noises, while the an illusionary stone that bounces of. A character who leans
most intricate illusions stand up to even close-up scrutiny against an illusionary wall that he believes to be real (when he
and combine sights, sounds, smells, etc. does so because his player read the paragraph above) will un-
consciously balance himself to believe he is leaning against
Step Complexity the wall, etc.
base A flash of light, a strange noise, an unspecific
prick, etc. - clearly unreal if inspected
3 A simple shape or generic sound, smell or touch. Also note that illusions can not cause damage to senses in
A pungent odor or a whishing sound. the sense of blinding, deafening or similar effects, but they
can create illusions of such - an area covered in illusionary
5 A discernable but simple item or effect. The
darkness or silence can make those inside of it believe that
smell of roses, the sound of someone screaming,
they have gone deaf or blind. Most creatures will instinctive-
a chair, table, knife, wall, door, etc. - real enough
ly check their senses if such conditions suddenly appear (e.g.
to hold up to superficial scrutiny
make a Perception or Insight roll).
7 A specific, detailed item or effect, possibly cov-
ering multiple senses. Living and moving things.
Lights spelling a word or symbol, a tree or animal, Illusions are complex magic as all but the most simple
a sound with understandable words, etc. - real ones require at least 3 dimensions - duration, area of effect
enough to stand up to all but very close scrutiny and complexity.
9 A replica of something that stands up to all but The area of effect in illusions generally refers to the size
the most intense scrutiny. A specific creature or of the illusion itself. An illusionary door would require an
person, a specific piece of jewellery or a specific area of step 3.
legendary weapon.
Illusions can also be created with an area of coverage, so
(12) hyper-realistic illusion of anything or anyone that that everyone within the area of effect perceives the illusion
nothing short of countermagic can reveal to be and nobody outside it does. Note that in this case, the actual
not real. illusion can be larger than the area of effect. For example,
everyone within a room might perceive the room as being a
Complexity also determines the target number to find out huge cave - the area of effect dimension would be 4 (small
if an illusion is illusionary or not. If a character has a reason room), not 8 or 9.
to question the authenticity or check for an illusion, he can
roll either Perception or Insight (his choice) with a target
number equal to twice the complexity dimension. 28.1. Apparition
In roleplaying, if the spell does not cover all senses and Base Casting Cost: 1
the Perception/Insight test fails, the character did not Base Learning Cost: 2 XP
check the missing dimension(s).
These spells create typically short-lived, simple illusions
that serve as distractions or attention-grabbers. In some of
Illusions that are revealed to be illusions either by probing the high courts they are popular as a form of entertainment
or by magic do not cease to be. Those looking at them can as well.
know that they are looking at an illusions and yet their senses Apparitions are fire-and-forget illusions. Once cast they
will continue to be fooled. are either static or follow a very simple routine, with moving
in a circle being about the most complicated they do. The
Note that illusions can fool the touch sense, but this does mage has no further control over an apparition once the spell
not give the illusion any actual physical presence. Someone has been cast.
who touches it will feel a resistance (even if he touches it Possible enhancements are:
with a stick or other object) but that is all. A doorway cov- • duration
ered by an illusion will stand up to someone searching for a • area-of-effect
hidden door by touching or knocking, but someone leaning • range
against the “wall” will fall through.
• senses
This sometimes requires GM arbitration if players know • complexity
or suspect something to be an illusion, but their characters
are fooled by it. A complex illusion (step 7 and higher) will
compensate for attempts to break it. A stone thrown at an
illusionary wall will fly through, but the illusion will create
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28.2. Glamour Step Control
Base Casting Cost: 2 base minimal control (stop or continue movements
Base Learning Cost: 4 XP and activities of the illusion)
3 change details of activities, such as direction of
These illusions change the appearance of an item or area
movement, speeds, colours, etc. - but not the
instead of creating a standalone illusion. While other types
main activity itself (e.g. a grazing animal will
of illusions add items or creatures to the scenery, a glamour
always graze, but mage can control where)
can also hide existing elements or change how they look,
sound or feel. 5 change activities of all elements within the limit
of typical behaviours (e.g. make a creature do
The spell can be used to hide secret doors or traps by what you want as long as that behaviour is one
making them appear to be just normal walls or floors. It can such a creature would show)
make worthless stones seem to be gems or vice versa. It can
7 free control of activities, let anyone and anything
also create the illusion of a busy tavern in an empty barn, or
that is part of the illusion behave in any way that
change the look of the mage’s clothing to something else.
would be physically possible
Replacing an existing sensory impression adds a second 9 mage can let anyone and anything do whatever he
meaning to the complexity dimension. Pick the larger step can imagine, even if it violates the laws of nature
between the two meanings. (since it is still all illusionary)
Step Complexity (of replacement)
base existing impressions not suppressed or altered
3 enhance or weaken existing sensory impressions 28.4. Invisibility
5 replace with similar (in type, size and shape) Base Casting Cost: 2
7 replace a sensory impression with another that Base Learning Cost: 3 XP
can have only a distant similarity (a person with
an animal, a tree with a house or vice versa) Similar to the Glamour spell, illusionary invisibility makes
the target of the spell appear to not be something different,
9 suppress sensory impressions completely (making
but to not be there at all.
things disappear in the glamour) or replace them
with any other sensory impression This is most easy if the target is a stationary item. The
(12) change not just sensory impressions, but also complexity of this spell depends on what it wants to hide and
perception of space and time if it wants to hide it only from sight or also muffle sounds,
suppress smells, etc.:
Once cast, the glamour has a life of its own and can not be Step Complexity
controlled by the mage. It can show simple behaviour typical base none
for whatever it is that the illusion is showing (birds can fly
4 hide a stationary item from sight
around, animals graze, waterfalls flow, etc.)
6 hide a slowly moving item or person from sight
Possible enhancements are:
8 hide a moving object or person from both sight
• duration
and sound. Smell and touch are unaffected
• area-of-effect
10 hide from all senses (note that touches will not be
• range felt, but will still act in a normal physical way - the
• senses target is still physically present. Odd movements
• complexity and being pushed around with feeling anyone
pushing can easily give the illusion away)

28.3. Active Glamour


Base Casting Cost: 5
Base Learning Cost: 6 XP
28.5. Trick of the Mind
Classification: Illusion, Mind Magic
These spells provide a Glamour as described above, but
Base Casting Cost: 6
one that can be controlled and changed by the mage during
its duration. This adds another dimension: Base Learning Cost: 10 XP
The most powerful type of illusion actually combines the
sensory impression of illusions with mind magic effects that
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cause everyone within the area of effect to strongly believe Step Force Target
in the reality of the illusion.
8 16
Due to this effect, Trick of the Mind spells must have an 9 17
area of effect dimension equal to the higher of the two op-
10 18
tions described under 28.
(15) 19
Such illusions stand up to any inspection even if they are
(20) 20
not perfect, simply because those under the influence of the
spell want it to be real. Anyone trying to prove the illusion to
be one must succeed at a Will test vs. twice the Complexity Every success on the roll reduces the duration and any
rating of the spell in order to not fall victim to this effect. effect dimensions of the spell by one. If any of these fall
below 0 (base), then the spell has no effect at all.
The mind magic also causes victims to rationalize away
all evidence that would point to the trickery of the illusion.
If the spell were to make a chair seem to be not there, and 29.1. Cause Mental Condition
someone would fall over it, anyone affected by the spell Base Casting Cost: 3
would have to succeed at the same Will test or unconsciously
believe that person just stumbled over their own feet, or did Base Learning Cost: 6 XP
drink too much or has always been clumsy, etc. Using this spell, the mage can inflict mental conditions
The dimensions and other rules for the spell are the same upon his victim, potentially turning the fate of battle or a
as for Glamour. However, unlike other illusions, someone social conflict.
who passes their Will test will begin to see through the illu- Each derived spell has one specific condition that it can
sion and begin to see glimpses of reality show through. If he inflict. The conditions in the table below are examples. Other
succeeds with a difference of 10 or more, he can see through conditions can be caused by this spell, with their type and
the trick entirely. effect subject to GM approval.
This spell must have a duration of at least 2 to be effective.
Possible enhancements are:
29. Mind Magic • condition
• duration
Spells that affect the mind of a creature, without any
• range
physical effects. Both telepathy and mind control effects fall
• target(s) or area of effect
under this class of spells.
Unlike most magic, the effects of mind magic can be Step Condition
fought off by the victims without counter- or indeed any base (none)
magic. 5 confusion (-2 to all mental actions)
Every Mind Magic spell has a Force dimension that indi- 10 compelled (forced to follow caster’s orders)
cates how much power the magic puts into breaking through (15) charmed (follow caster’s orders willingly and inde-
the natural mental defenses of the target. Anyone targeted pendently acts towards the caster’s benefit)
by Mind Magic rolls Will (resilience) against this force. If
he succeeds, he is unaffected by the spell, though he does
feel a sensation that experienced adventurers know belongs
to a failed attempt to enter their minds. 29.2. Read Mind
The Will test is not affected by any advantages caused by Base Casting Cost: 4
mind magic, including previous spells. Base Learning Cost: 6 XP
Step Force Target Allows the caster a glimpse into his target’s mind. This
base 5 spell cannot be cast at an area or multiple targets.
1 6 The depth dimension indicates what kind of thoughts the
2 8 caster has access to.
3 10 Possible enhancements are:
5 12 • duration
6 14 • range
7 15 • force
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• depth Step Disadvantage victim feels
Step Depth 7 -5 serious confusion
base surface thoughts - what a target is saying or almost 10 -6 pain
saying, what is at the front of his mind (15) -7 terrible pain
3 shallow emotions - how the target feels or what (20) -8 unbearable pain
emotions he is experiencing
5 shallow thoughts - what is in conscious thought
but not at the front, or what is closely associated to
the surface thoughts
29.5. Mind Control
8 deep emotions, related memories - how the target (TODO - carefull here, it’s not fun, especially when used
feels about various persons are places, what things against PCs)
scare him or make him happy, memories that are
related to current events
10 deep thoughts - secrets he is trying to hide,
thoughts not related to the current experience or
30. Perception
situation, dreams and hopes Spells that enhance senses or open magical senses, such as
(15) any thoughts, emotions or memories the target is feeling magic, scrying and divination, etc.
aware of having or having had
All perception spells are rolled not using Sorcery, but us-
(20) repressed, forgotten or removed memories ing Insight. The “sensitivity” specialization applies.

29.3. Influence 30.1. Detect Magic


Base Casting Cost: 1
(TODO)
Base Learning Cost: 1 XP
One of the easiest spells, the base version of this spell
29.4. Mind Shatter simply tells the mage if an item he is holding (touch) is in any
Classification: Harm, Mind Magic way magical, yes or no. Higher steps on the details dimension
Base Casting Cost: 2 give more information. Full details require the analysis spell.
Base Learning Cost: 4 XP Possible enhancements are:
• details
This spell causes disruptions, confusion and to the point
• target(s) or area-of-effect
of pain in the victim, making it near impossible for him to
• range
do anything.
It will cause a global disadvantage on all tests, similar to
wounds (and adding to them). Like all mind magic, the effect Every step in the details dimension also includes the in-
can be shaken off. formation of previous steps.
Possible enhancements are: Step Details discovered
• duration base none
• target(s) / area-of-effect 3 magical - yes or no
• range 5 kind of magic - affected by a spell, enchanted,
• force magical artifact, mana store, etc
• disadvantage 7 Tier of a spell or class of item (see below)
Step Disadvantage victim feels
base none prickling sensation
1 -1 slight headache
2 -2 slight disorientation
3 -3 strong disorientation
5 -4 slighty confused

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30.2. Analyse Magic Step Details discovered
Base Casting Cost: 2 base none
Base Learning Cost: 3 XP 3 Class of spell (e.g. harm, blessing, illusion, etc.)
This spell allows the mage to slowly dissect a magical item, 4 Tier of the spell / amount of mana stored
an enchantment or a lasting spell and understand its features 5 Base spell
in detail. 6 Type of trigger (press, command word, etc.)
The difficulty of the spell depends on the complexity of 8 Exact spell and its dimensions
the magic to analyse and the details the mage is attempting to 9 Exact trigger conditions
find out. The complexity dimension dominates this task. If 10 Exact spell with all details (enough to learn it)
the spell is cast with a too low complexity then all the mage
finds out is that the item is too complex for that type of
analysis. He can re-try with a higher complexity dimension,
if he knows it.
If the target contains multiple spells, the mage can only
31. Countermagic
analyse one with each casting. The size and refill mechanism Spells that target other spells and block or cancel them.
of magic items counts like a spell in this regards and thus Protection from magic as well as countering, cancelling or
requires its own analysis. disabling spells, enchantments or artifacts.
If an item contains a spell that the mage does not know, Countermagic must match the tier and highest dimension
a successful analysis allows him to learn the spell from it as of whatever spell it is countering. The dimension must be
if the item were a spellbook. He must succeed in a details matched the same, the tier according to this table:
step 5 analysis to gain knowledge of the base spell (making it
possible to spend a skill slot during level advance) and a step Step Tier of Countered Spell
10 analysis to use the reduced XP cost for a derived spell. base 1
This spell cannot be used as a true spell or word of power, 2 2 or lower
as it requires some time to see and understand the magic. 4 3 or lower
Possible enhancements are: 6 4 or lower
• complexity 8 5 or lower
• details 10 6 or lower
• target(s) or area-of-effect (12) 7 or lower
• range (15) 8 or lower
(20) any

Step Complexity covered Example:


base none
To counter an incoming Fireball, Damage 3d6 (step 4), range
1 lasting spell 30m (step 5), area of effect 10 m² (step 4), minor elemental effect
2 one-use magic item (no mana store) (step 3), the dimension to match is step 5 and the Tier of the spell
3 simple magical item (containing one spell) is 4, which requires a step 6.
5 complex enchantment (multiple spells/triggers) Assuming no other enhancements are applied, i.e. the counter-
8 artifact (self-charging item) spell is without range or area, the countering mage must roll one 5
+2 different tradition and one 6 on his roll to counter the Fireball.
+5 divine, draconic or ancient
(TODO: interaction of areas? what if a Fireball covers
Note the last two lines, which add to the base complexity a mage, or an aoe-counter-effect? is it entirely cancelled or
if the magic has an origin foreign to the mage conducting the only for the mage/area?)
analysis. The mage may not know the origin when casting the
spell and only find out when the spell fails.

Every step in the details dimension also includes the in-


formation of previous steps.

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31.1. Block Spell This spell cannot be used to counter spells that have no
Base Casting Cost: 5 duration dimension or have a duration of base.
Base Learning Cost: 8 XP Possible enhancements are:
• dimension
This spell is most commonly used as a Word of Power
• tier
and often combined with Reaction to counter a single in-
• range
coming spell during combat. It never has a duration.
• target(s) or area-of-effect
This spell can only counter incoming magic of some kind.
It is useless against spells that are already in effect at the time
this spell is cast. 31.4. Suppress Spell
Possible enhancements are: Base Casting Cost: 6
• dimension Base Learning Cost: 10 XP
• tier
Similar to Break Spell, but instead of ending a spell, this
• range
complex and tricky spell temporarily suppresses it, only for
• target(s) or area-of-effect the duration of this spell. After the duration ends, the spell
that was countered returns to full effect, as if it had never
been interrupted.
31.2. Spell Shield
Base Casting Cost: 5 This spell cannot be used to counter spells that have no
duration dimension or have a duration of base.
Base Learning Cost: 8 XP
This spell must have a duration of at least step 1.
This spell offers a temporary protection from magic and
Possible enhancements are:
works much like armour, only against spells.
• dimension
For the duration of the spell, any incoming magic that is
• tier
covered by its dimension and tier is countered by the Spell
• duration
Shield. However, every time it counters a spell, the effective
steps of both dimension and tier drop by one. • range
• target(s) or area-of-effect
Possible enhancements are:
• dimension
• tier 31.5. Unweave
• duration Base Casting Cost: 4
• range Base Learning Cost: 20 XP
• target(s) or area-of-effect
The most challenging countermagic is that which can
Example: undo enchantments or remove other kinds of stored, but
If cast with dimension 5 and tier 4 (step 6), the shield could not currently active, magic.
counter only one Fireball from the example above, after which its This spell requires the use of the complexity dimension
dimension would drop to step 4 and its tier to step 5. It would still as defined in “30.2. Analyse Magic” on page 44. Thus it is
counter weaker spells afterwards, but if you want to be protected always at least Tier 3.
from two Fireballs, you need to cast Spell Shield with dimension
step 7 and tier step 9. In addition to the mana for casting the spell, the mage
must also spend additional mana to safely discharge the item
he is unweaving. The total potential of an item is the sum
31.3. Break Spell of its stored spells plus the mana in its mana store. The mage
Base Casting Cost: 4 who unweaves the magic must spend one point of mana for
every point of potential, or suffer an uncontrolled release.
Base Learning Cost: 6 XP
Roll on the damage table from “8. Rifts” on page 11, with
Much like Block Spell, but instead of affecting currently the mage always being the target of the damage. Roll once
incoming magic, this spell counters any spell that is in effect for every point of unhandled potential. For powerful items,
at the time this spell is cast. In other words, it works on spells group points into 3s or 5s after the first five rolls, roll only
with a duration and while that spell is active. once and apply 3 or 5 damage respectively. The cost for the
spell, considering any points into the mana dimension, is
paid first before the potential release is resolved.
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Whenever possible, mages who want to unweave an item • target(s) or area-of-effect
or artifact will discharge it as far as possible before casting
the countermagic.
If an uncontrolled release reduces the mage who cast the
unweave spell, it also fails and the target item remains intact.
32. Enchanting
Enchanting can augment existing spells with triggers or
Example: add charging capabilities to an artifact.
A mage wants to unweave a Healing Potion, for whatever rea- The relevant spells and spell details are given in the next
son. That’s a tier 1 spell with the highest dimension a 5 (see the chapter, in
example in “35.1. Healing Potion” on page 54), so assuming • “33. Triggers” on page 49
he holds it in his hands, and he is not an alchemist himself, the • “34.4. Filling and Refilling Mana Stores” on page 52
complexity is 2 (one-use item) plus 2 (different tradition) = 4 and • “37. Self-Charging Artifacts” on page 55
the dimension is 5 and the tier is base.
His casting cost for this spell is thus 4+4+5 = 13 mana. This
he can reduce if he rolls well.
He also and additionally must spend 6 mana to safely release
the magic stored in the potion. If after casting the spell he only has
4 mana remaining, he must roll twice on the Rifts damage table for
the two mana points he cannot control.

That was easy. But if our mage wants to unweave a Wand of


Fireballs (see “35.2. Wand of Fireballs” on page 54), things
are different. That item stores a tier 4 spell with 8 being the highest
dimension, plus a mana store for 105 mana.
Our mage is looking at complexity 5 or 7 depending on which
tradition the item was made in, dimension 8 and tier step 6. The
casting cost will be 4+8+6+5/7 = 23 or 25.
More importantly, however, the potential of the item is 21 (the
cost of the Fireball spell) plus whatever amount of mana is still in
the mana store. If we have the item in our hands and can simply
throw five Fireballs somewhere safely, we can unweave the item with
a mana cost of 23 (or 25) plus 21 = 44 (or 46).
But if the item is in the hands of an enemy, fully charged, and
we also need to add a range dimension, unweaving it becomes an
especially interesting type of suicide.
In the worst imaginable case, that we have no mana at all left
after casting the spell and the whole potential of the item unloads
uncontrolled, we would get 126 in Rift damage. Our chance of sur-
viving that is tiny. There are 7 abilities that can take Rift damage,
so in the extreme case where we have them all at +5 this can cover
only 70 points. 10% of the damage (statistically speaking) would
go to cosmetic effects. The remaining 43 damage would go to HPs,
either directly or indirectly through mana we don’t have.

Possible enhancements are:


• complexity
• dimension
• tier
• range

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Enchantments

Enchanting is the art of temporarily storing a spell into an spell again with a trigger added, does not change the time
item. All the magic so far releases the spell at the end of the calculation for rituals or in any other way changes the spell
incantation or ritual. or its casting, except for the higher mana cost.
Enchanting is used to create both one-use magical items Every trigger must be learnt individually by spending XP,
such as healing potions or scrolls as well as artifacts with sev- similar to learning a new spell. Once a mage knows a trigger,
eral charges that can also be refilled. The spell to be stored however, he can apply it to any spell he knows.
must be learnt as an enchantment to do so. Casting a spell with a trigger raises the cost of the spell,
and thus the mana spent, but only for the enchantment ritual
Enchantments add two new elements to the spell: itself, when spending mana for releasing a stored spell only
the original cost is counted.
• a trigger - the condition on which the stored spell is
released
• a mana store - where the mana to power the spell An enchantment can have more than one trigger, and they
(either once or several times) is kept can be combined as alternatives (“or” - either of them will
release the spell) or as a combination (“and” - only all of
them together will release the spell). Combined triggers add
The trigger is an additional piece of magic and thus makes
up their cost.
casting the spell more difficult. In game-mechanical terms,
it adds another dimension to the spell - dimensions are ex-
plained further along in the rules, in “17. Dimensions” on Using a trigger can happen intentionally or accidental. To
page 20. use a trigger intentionally, the user must know what that trig-
Keep in mind, however, that enchantments as a procedure ger is and how to use it. For example, if the trigger is a com-
are an extension of rituals and can thus benefit from ritual mand word, the user must know the actual word.
dice, which helps satisfying that additional dimension. There are many ways to learn about triggers, depending
The second new element, mana stores, are actual physi- on the item and the triggers. Ancient artifacts might describe
cal pieces of the items that is about to be enchanted. They it, or one could witness someone else who knows it and uses
require no additional magical effort, but they can be costly, the item. Trial and error is an option with most triggers.
need to be properly crafted and integrated into the artifact Finally, the “Analyse Magic” spell can identify the type of
and so on. They also need to be filled with mana. trigger at step 6 and the exact trigger conditions (including
where to press, which word to say, etc.) at step 9.

33. Triggers
33.1. Quaff
Spells stored in an enchantment or artifact are released
Spell Casting Cost: +1
by a pre-defined trigger that is woven into the enchantment
spell. The trigger serves to both keep the spell securely stored Trigger Learning Cost: 5 XP
and to allow its release even by non-mages or automatically Trigger Dimension: 2
(such as used for magical traps).
The magic is triggered when the containing substance is
opened and swallowed. Typically used for potions, it is some-
Triggers do not modify the underlying spell, so casting a times used on food and rarely on small items as well.
spell as an enchantment with a trigger does not change the
spell’s XP cost to learn, does not force a mage to learn the
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33.2. Press “65.2. Gems” on page 141 in the Core Rules for the time
Spell Casting Cost: +1 to +3 that various mana stores will hold their charge.
Trigger Learning Cost: 10 XP
Trigger Dimension: 3 33.5. Gesture
Used for magical traps, this will trigger the spell whenever Spell Casting Cost: +4
someone or something presses the area or spot defined dur- Trigger Learning Cost: 15 XP
ing the enchantment. A small, very specific spot (“the nose Trigger Dimension: 4
of the statue”) can serve as a hidden button, while a large
floor area or the entirety of a door can trigger a trap. It can The spell is triggered by a specific movement of the item
also be used for spells embedded in items and the trigger is the spell is stored in. This can serve as a more specific version
something like “squeeze the handle” or “press the gem”. of the touch component, triggering when a book is removed
from a shelf or a physical button is pressed or a lever moved,
The trigger must be one continuous area that can easily but most commonly it is used in rings or wands as artifacts.
and clearly be defined. If should not require more than a few
words to describe the area. The gesture should be a specific movement that is not
likely to happen by chance. Very often it is combined with
Large areas raise the casting cost more. Small areas such as either a command word or a mana expense to prevent acci-
buttons, handles, etc. cost +1, medium areas such as doors, dental triggering. The advantage of combining it with a com-
the floor of a small room, etc. cost +2 and large areas such mand word is that in such case neither the gesture nor the
as an entire hall or courtyard cost +3. command word have to be especially complicated or unique.
The gesture also often doubles as a target indicator for
33.3. Hit the spell.
Spell Casting Cost: +3
Trigger Learning Cost: 12 XP 33.6. Command Word
Trigger Dimension: 5 Spell Casting Cost: +4
A more specialized trigger similar to press which is used Trigger Learning Cost: 20 XP
on weapons or armour and activates when the item hits or is Trigger Dimension: 4
hit with sufficient force to do damage - so it does not trigger
on every little stumb or push. In combat, any hit that does The spell is triggered by uttering a command word. The
damage (before protection, toughness, etc. are counted) ac- command must be spoken so that the stored spell could easi-
tivates the spell. ly understand it if it were a regular person with normal hear-
ing. In practical terms, the trigger distance is usually a couple
metres, though it can be across a large room if there are no
33.4. Time other sounds.
Spell Casting Cost: +3 This is usually used for artifacts that the wearer does not
Trigger Learning Cost: 10 XP hold or cannot easily manipulate, such as pieces of clothing.
It can also be useful for rescue spells that can be triggered
Trigger Dimension: 2
even when the wearer is tied up or immobilized.
A time component will simply trigger the spell when a Typically, you want to ensure that the command word is
time period set during the ritual has passed. It can be min- not a word that would appear in normal conversation. Dur-
utes, hours, days or years. Note that this is the time until the ing play it is not necessary to actually specify the command
spell is triggered, not the duration of the spell. Nothing hap- word unless you enjoy coming up with command words or
pens during this time, so a spell with a trigger: time compo- the word is intentionally something that could be in a normal
nent of 100 years will be inert for a century and then trigger. sentence.
There is no way to shorten the time, though the spell
can be broken if, for example, its storage is destroyed in the
meantime.
For time triggers with a very long delay keep in mind that
mana stores will not keep their mana forever. If the mana
store of the enchantment is depleted, the trigger will also
fizzle away. See “34. Mana Stores” on page 51 below and

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33.7. Mana Expense would be that the speaking and opening acts have to follow
Spell Casting Cost: +2 each other immediately.
Trigger Learning Cost: 30 XP The GM is the adjudicator of all Conditions and when
exactly they trigger or don’t trigger.
Trigger Dimension: 2
The spell is triggered by feeding a tiny bit of mana (usu-
ally one point, but higher amounts can be specified) into the
stored spell. 34. Mana Stores
While costly, this requires no verbal or gesture compo- The mana store is a physical aspect of the item to be en-
nent and thus can be used for the covert activation of spells. chanted. For one-use items, this is generally the item itself
It also offers the most control as this will never trigger by and releasing the spell will damage the item - scrolls crumble
accident. to dust or burn up, lucky charms break, etc.
Non-mages cannot generally activate an enchantment No special game mechanics are used for one-use items
this way, but if they do have at least one mana point, they and the mana required for the spell is simply assumed to be
can learn to do it. This is a special skill that costs 20 XP to stored in the item. No explicit mana store as described below
learn and requires a teacher capable of teaching it - and those is required, though it is suggested to roleplay how the scroll
teachers are rare. The skill needs to be learnt only once and is carefully crafted, or the potion is brewed by the ancient
can then be used for any item with a Mana Expense trigger. recipe with all the important ingredients.
Lesser enchantments also degrade over time, but since
33.8. Condition their mana is woven into a one-use spell instead of stored
raw, they last quite long. Careful preparation and selection of
Spell Casting Cost: +5 and more
materials can enhance their shelf-life considerably.
Trigger Learning Cost: 50 XP
A quickly made lesser enchantment will hold its magic for
Trigger Dimension: 6
about a month. Carefully selected materials chosen for their
For use in traps or specific other cases, a trigger can be longevity will last for 2-3 months. With the best materials
an arbitrary condition, even multiple such. For example, the and careful work, the longest a lesser enchantment can hold
trigger condition could be “if someone opens the door with- is about half a year.
out saying the watchword first”.
Another common condition, especially for artifacts of For artifacts - enchanted items with multiple charges or
protection, is “when hit by a spell”. This can even be detailed items that can be refilled with mana - the question of where
to specific kinds or strengths of spells because magic has no to store the mana is of importance.
secrets and countermagic can use that fact.
The mana store must be filled with raw mana. This mana
Every condition beyond the first raises both the mana must always be paid in full during the enchantment, and the
cost and dimension of this trigger by +1, so the example cost cannot be lowered. If several mages cooperate for the
above would cost +6 mana and require a 7 for the trigger enchantment, they can split the cost in any way they can
dimension. agree upon. No participant can be forced to give more mana
than he is willing to give, though coercion and blackmail are
sometimes used among darker circles.
All conditions used for this trigger must be in the form
of straightforward true-or-false statements and the spell lin-
gering in the object must be able to sense them. The cost An artifact can have multiple mana stores, but each one
for virtual sense organs is included in the mana cost, so in must be able to hold at least one full charge of the spell
our above example the door would be able to “hear” some- stored in the artifact. If multiple spells are stored in the same
one speaking the watchword. It would not, however, know artifact, each mana store must be able to hold at least one full
if someone spoke the word in his bed that morning, so the charge of the most mana-costly of them.
clause “within hearing distance of the door” is implicit. Al-
ways use the most simple and straightforward interpretation
of any condition. In our example, it is also implicit that the 34.1. Gemstones
watchword has to be said right before opening the door, you
can’t say the word, wait one hour, and then open the door. There are only a few materials in the world that are known
No exact time is said, but the most trivial interpretation to be capable of serving as mana stores. The most common
and famous are gemstones. How much mana can be stored
in a gemstone depends on its type and size - see chapter
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“65.2. Gems” on page 141 in the Core Rules equipment The Stormwood tree is the opposite, with its very soft
section for details. wood it bends in the winds that blow so hard on the tops and
While convenient, relatively easy to get and easy to use sides of the high mountains where it lives. Only found near
both from the magic and the crafting perspective - a gem can the tree line, at altitudes where other trees already struggle, it
be added to almost every item as decoration - this tends to is often not only difficult to find, but even more difficult to
become a costly option with higher-level spells. get to. The wood is soft and bends easily, making it suitable
only for short wands or decorations.
Finally, the Werewood tree is the most difficult to find,
34.2. Bones because like were-creatures it blends in with its environment.
When standing among oaks, it looks like an oak, etc. You
Bones can also store mana, with the capacity depending
can walk right past a Werewood tree without noticing it if
on the creature the bone is from, and the bone used. Skulls
you are not looking for an unusual tree or are exceptionally
especially have 20-50% more storage capacity than most
perceptive. The wood from this tree is relatively easy to craft,
bones, while small bones such as fingers or toes have about
but will harden within a few days of cutting it. Musical in-
half the capacity listed below.
struments, wands and staffs are best made from this wood.
The capacities given are for bones prepared as mana Werewood is found only in the north.
stores, with engravings or other tradition-specific treatment.
Raw bones have about half that capacity.
The storage capacity of wood depends also on the size of
Like gemstones, bones will slowly dissipate the mana
the piece. Only the largest continuous piece counts, so a staff
stored over time. For simplicities’ sake, assume that a bone
put together from two or more branches does not double or
will hold its full charge without measurable loss for half of
tripple its capacity, and a piece of furniture can have a quite
the duration value given, and then gradually loses its mana
small capacity if it is assembled from many pieces.
until empty. Refilling it with mana resets the counter.
The mana store capacity below is given for small pieces,
Creature Mana Store Duration such as decorative items, wands, flutes, etc. and for pieces
small animal 3-8 1 week larger than that, such as heavy two-handed staffs, large bard
large animal 8 - 12 2 weeks instruments, doors made from large logs, etc.
humanoid 15 - 20 1 month
Wood Mana Store (small to large) Duration
humanoid mage 20 - 30 6 months
Blackwood 10 - 20 6 weeks
magical creature 35 - 50 1 year
Fairywood 20 - 25 2 weeks
dragon 60 - 80 5 years
Stormwood 15 - 30 1 month
Werewood 20 - 40 3 weeks

34.3. Wood
Several rare trees provide wood that is capable of storing 34.4. Filling and Refilling Mana Stores
mana. All of these are very rare, difficult to find, and thus
artifacts made from them are not common. There are several ways to fill and refill mana stores, some
more efficient than others.
The Blackwood tree is found only in the jungles and rain
forests of the south. Its wood is stiff and hard, making it The easiest way is to simply spend the mana during the
excellent for staffs, but also doors, chests and furniture, if it enchanting ritual. While creating an enchantment, the mage
were not so rare. It is also very difficult to work with as only can simply spend additional mana and put it into the mana
the sharpest tools cut into it. store that is part of the artifact. Note that the mana for the
first charge of the enchanted spell is included in the cost for
The Fairy Tree and the Fairywood cut from it is easier to the enchantment.
find because these trees always stand by themselves in the
center of a clearing. That is why humans believe that they are This mana has to come out of the mana reserve of the
the home to fairies, like a tower in the see of trees. Actually, it mage conducting the ritual. Sacrifices and supporting mages
is a shallow root tree and nothing larger than grass and very can provide mana to fuel the spell to enchant, but cannot
small bushes can survive near it. The tree grows high and has provide additional mana to go into the mana store.
hard and strong wood, excellent for staffs, handles and shafts
for long weapons. The Fairy Tree can be found throughout The second way to add mana to a mana store or to re-
the world’s forests, but only in the densest parts. fill one is to channel it through the enchantment. To do so,

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make the same roll as if casting the spell stored. This can be 34.4.2. Drain Mana
done as an incantation, a true spell or a ritual, but not as a Base Casting Cost: 4
word of power. If the roll succeeds, the mage can channel as Base Learning Cost: 6 XP
many mana points from his mana stat into the mana store of
the artifact as he wishes. This spell is the inverse of the transfer mana spell. The
mage can use it to drain mana out of a mana store or item
To use this way of recharging, the mage recharging the
and refill his own mana reserve. Note that he must first cast
mana store must know the base spell of the enchantment,
the spell successfully before any mana flows, so he cannot
but does not have to know the derived spell or its dimen-
use this spell if his mana is entirely depleted.
sions.
If an artifact has multiple spells stored, the mage can use
34.4.3. Steal Mana
any of them for recharging.
Base Casting Cost: 5
Base Learning Cost: 8 XP
The third way is to bypass the enchanted spell and push
mana directly into a mana store. This is done using one of The most complex spell to transfer magical energy is to
the following spells. All of these spells share the dimension: steal it from another living being. This spell is only possible
at touch range.
Step Mana Transferred If the target is unwilling, it can resist the attempt with
base 1 a roll of Will (resilience). Every point rolled reduces the
1 2 amount of mana transferred by one.
2 4 Example:
3 6 An evil mage attempts to drain an enemy sorcerer that he has
4 8 imprisoned of his mana. He casts Steal Mana at level 8 and rolls
+1 +2 a 6, 8 and 9. With the 8 sufficient to steal 16 mana, he can use
the 6 and 9 to reduce the mana cost from 5+8 = 13 down to the
mandatory 1 mana.
34.4.1. Transfer Mana His victim rolls Will (resilience) and scores a 12. Instead of
Base Casting Cost: 2 16 mana, the evil mage steals only 4 mana.
Base Learning Cost: 4 XP He still got +3 total, so he tries again, rolling a 4, 5 and 8 this
This spell is used to transfer mana from the mage or from time. He can reduce the mana cost only to 13 - (4+5) = 4, and his
a mana store into the mana store of a magical item. Note victim scores a 15 on the Will roll. While he still steals 1 point of
that the target item must have a mana store, one-use items mana, he spent 4, so he actually lost 3 mana trying to steal mana
cannot be recharged. from his enemy.

While theoretically the spell can be enhanced with range,


it is almost always cast as a touch spell. Black mages often combine stealing mana with torture in
Mana transferred into the item is spent additionally to the order to break the victim’s will first (force disadvantages on
casting cost of the spell, and this cost cannot be reduced by the Will rolls).
any means. For every point of mana the item is charged, the
mage must spend one point of mana or reduce the mana
store used for recharging by one.
Example:
A mage recharges an item, and he knows step 7 of this spell,
rolling a 2, 6 and 8 on his roll. The 8 covers the charge dimension
and the 2 and 6 reduce the casting cost from 10 to 2. So he spends
a total of 2+7 = 9 mana and the item he recharges gains 7 mana.

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35. Enchanting Examples frankly, if we can spend several gold on the gems alone for our
wand, then we aren’t too worried about a bit of waste.
To complete the enchantment, we need to complete a ritual that
satisfies all dimensions of the spell, including the new trigger dimen-
35.1. Healing Potion
sion. So in total, we need 5, 6, 8, 8 - because we do not need to add
Let’s brew a simple healing potion, as in the equipment list in the the true spell +1 cost, it is the original dimension steps, plus one 8
Core Rules - 5 HP of healing power. for the trigger (4+4).
The required spell is the base “Heal Wounds”, with a cost of 6
mana and a healing dimension of 5, no other dimensions. Our mage had Sorcery +3 and 2 heroic dice. Now he is also
As an enchantment, we need to add a trigger dimension, and for adding a ritual. The highest dimension is 8 and the cost of the spell
a potion we of course pick “quaff ” as the trigger. That raises the is 21, so the ritual must be 21x8 = 168 minutes long to gain us a
cost by +1 to 7 mana. ritual die. That is almost 3 hours.
Our mage has Will +2 but also the concentration specialization
Our mage with Sorcery 0 and 1 heroic die creates this potion in which counts as a +1 on the ritual concentration table (see “14.1.
a small ritual. He doesn’t want to waste components on it. To gain Ritual Time” on page 15) meaning he can manage 3 hours of
a ritual die from time he would have to spend 6 (cost, the trigger ritual.
does not affect this) times 5 (highest dimension) or 30 minutes. We To gain a second ritual die from ritual components, we would
could do that and gain an additional die, but it’s not really needed. have to get 8 (the highest dimension) different components with a
So we go with the basic ritual time of cost (6) in minutes - because combined value of 21² or 441 silver coins - almost 4½ gold.
all enchantments are also rituals.
Roll and keep 3 dice, come up with 2, 4, 9 and that’s beautiful, All that effort gives us 2+3+2 heroic +2 ritual dice for
the 2 and 9 satisfy the healing and trigger and the 4 drops the mana a total of 9 dice to roll, 6 highest to keep.
cost to just 2. Here is your healing potion.
The result is 5, 7, 7, 8, 8, 10 - which is a critical due to
the pairs and lets us add one more die - which comes up
35.2. Wand of Fireballs only a 3.
Going through our dimensions, the 5, one 7 and both
Let us take the Fireball spell from the casting example in chap-
8s will complete the spell, with 3, 7, 10 = 20 left over to
ter 10.1 on page 12 and turn it into a Wand of Fireballs.
cover the mana cost.
First, we need to add a trigger in order to be able to store the
We are left with a successful spell and 9 mana to pay.
spell at all. A gesture trigger seems appropriate for a wand, though
we must pick the gesture carefully in order to avoid accidental trig-
gering. Maybe we better go with a command word? We will take That, however, gives us only one charge. We wanted
both and combine them: The wand releases a fireball every time it is 5 charges, so the remaining 4x21 = 84 mana still need to
pointed at the target with a flurry swing and the word “Ignatius!” be put into the mana stores. If we pay them right now it
is said at the same time. will be the most efficient, but our mage only has 42 mana
So we have Gesture (+4) and Command Word (+4) creating available, so he can add at most one charge right away and
our trigger dimension with a step of 8. This is also added to the will have to top up the mana stores (the two rubies) later,
cost of the spell which is now 21+8 = 29. That is the cost for the when his mana has regenerated.
enchantment, the cost for each Fireball released is still 21 mana. We
would like the wand to store 5 Fireballs, which comes to 5x21 or
105 mana capacity we will need.
We are unlikely to find a Dragon Eye (see Core Rules for mana
capacity of gems) so we will instead use multiple smaller gems. 36. Complex Enchantments
As our Fireball costs 21 mana, each gem must hold at least that
It is possible to store several spells into the same item and
amount, so we are looking at precious gems, diamonds at least.
create a magical item with several uses that can complement
We find two rubies, one with a capacity of 51 mana and one each other - such as a protection magic against both physical
with a capacity of 56 mana. The “waste” of 2 mana in the com- and magical attacks - or can be entirely independent.
bined store is a fact of working with natural materials. And quite
All enchantments stored in the same artifact will share one
mana store and draw upon it.

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Spells can also share a trigger so that they are released Step Mana Gain
at the same time with the same method. To create such an
base (zero)
enchantment, the trigger dimension must be added to each
spell linked to the trigger, but the mana cost of the trigger is 2 +1
only paid with the first spell. 4 +2
Spells that are stored in the same enchantment but have 6 +3
their own triggers are added independently, each with their 8 +4
own trigger and cost. 10 +5
(12) +6
(15) +7
37. Self-Charging Artifacts (20) +8

True artifacts, the most powerful of enchanted items,


have one more feature not yet explained: They can recharge
37.2. Parasitic Charging
themselves, filling their mana pool without interaction.
Base Casting Cost: 16
Self-charging is a feature that is added to an artifact in
Base Learning Cost: 12 XP
addition to its other enchantments. In fact, self-charging is
accomplished through a spell that refills the mana store. The nastier version of drawing mana from the owner of
an artifact is when the enchantment preempts the natural
mana regeneration. Mana points regained go into the artifact
There are several ways in which mana can be pulled into
first, and to the owner only if the regeneration exceeds the
an artifact. When creating self-charging artifact, the creating
charging speed of the artifact or the mana store of the arti-
mage decides upon the approach and the speed, which not
fact has been filled up.
only determines the cost for the charging spell, but also the
possible side-effects. At low charging speeds, such artifacts can be used by some
characters with high mana regeneration speeds without too
much of a detrimental effect, but for most characters, these
The charging spell is a seperate enchantment that is added artifacts will be a serious impact on their own abilities.
to an existing artifact. It can be added before or after the
artifact is enchanted with spells.
The spell is always at least tier 2, with one fixed dimension 37.3. Vampiric Charging
that covers the charging method (see below) and one that Base Casting Cost: 12
determines the charging speed. Base Learning Cost: 15 XP
Popular with magical weapons, these artifacts convert
37.1. Symbiotic Charging some of the damage they do into mana to store. Can only be
used with melee weapons as contact is required.
Base Casting Cost: 10
Base Learning Cost: 10 XP The primary disadvantage of these weapons is that they
need to be used regularily in order to keep their charges. The
Artifacts can draw upon the excess mana regeneration of addition of vampiric charging also impacts the storage time
their wielders. These artifacts will attune to their users when of mana in the connected mana store, reducing it by a factor
they are used or carried for at least half a day, and if they are of seven. Instead of a few weeks, such a weapon will hold its
nearby during rest (within a few metres) any mana that their mana only for a few days.
owner would regenerate but does not because his mana has
already fully refilled, goes into the artifact instead, subject to
the enchantment’s maximum Mana Gain dimension. 37.4. Ambient Charging
Note that the artifact will recharge at most as much mana Base Casting Cost: 20
as the owner would regenerate, even if the charging is at a Base Learning Cost: 25 XP
higher step.
Artifacts can be imbued with the ability to recharge their
The disadvantage of symbiotic charging is that the artifact mana stores by pulling in free mana from their environment
will not regain any mana while the owner is by himself filling and storing it.
up his mana reserves.

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Ambient charging is consistent but typically slow, with
only a few mana points regained per day, simply because so
little free mana is available in most environments. Even if
the charging capability of the artifact would be higher, it only
comes to full effect in high-mana areas.

37.5. Environmental Drain


Base Casting Cost: 30
Base Learning Cost: 25 XP
The parasitic alternative to ambient charging is an artifact
that drains mana from the nearby environment. Such an item
would cause withering and disease if it pulls too much mana,
as mana is life energy.
These items draw indiscriminately and are dangers to keep
nearby for this effect, not to mention the reputation they
quickly create. Most draining artifacts are the result of black
or necromantic magic and while the connection is not a strict
rule, many both among commoners and mages would view
such an artifact in such a light.

(TODO - details and game mechanics)

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Traditions

Traditions are a kind of flavour to magic and determine magic of the wizard - as followers of the academic tradition
how the mage sees his own magic. While some classes lend are commonly called.
themselves more towards specific traditions, the two con-
cepts are not strictly connected. An Illusionist (class) might
work his magic in the name of his god and follow the Divine Wizards see magic as an art and a science, and believe that
Magic tradition just as a Priest might be devoted to his gods, like other forces of nature, a deep understanding of magic
but understand magic as a force of Nature. and the careful and precise application of that knowledge
are the key to mystical powers. Mages commonly engage in
The traditions below should be considered roleplay- extensive discussions of the minute details of their craft and
ing guidelines. While the class of a character is about the the Mages’ Guild libraries are full of treatises about every
game-mechanics of his magic, the tradition is about how it imaginable theory or elaboration.
feels, how he understands his magic and how to roleplay that
character.
Feel free to adapt traditions to your own needs or even to 38.2. True Spells & Words of Power
invent your own, though following a standard tradition also
Even fast spell magic is coloured by the ritual approach,
makes it more likely to meet like-minded mages who share
as the wizard sees a true spell as simply a ritual he has trained
the same ideas - and it makes it easier to exchange knowledge
so well that he can cast it instantly and he will occasionally go
and spells.
through the motions of it to refresh his memory.
Finally, traditions are roleplaying devices. None of the
words used in the descriptions below change any of the
game mechanics and rules. Whenever a tradition is said to In the wizard tradition, a word of power is a magic that
not use a specific type of magic, for example, that is to be has been condensed down to a single word or short phrase.
understood in the same sense as saying that civilized men do It has been refined and polished so perfectly, that all of it can
not use violence - it does not mean they are physically inca- be expressed in such a short form.
pable of doing so, and nothing except their own self-image Because of that, perfection is key for such magic. A true
prevents it. spell or word of power must be used with exactly the right
intonation and pitch, the right gesture at the right time, all
the details must be perfect. If the spell fails, then one of the
details must have been wrong.
38. Academic Magic
38.3. Rituals
38.1. Summary A typical wizard ritual is full of symbolism and attention
The stereotypical magic user employs mostly rituals and to detail. There are hundreds of sub-traditions, each with
incantations, following carefully crafted procedures of their own set of symbols, runes, meaningful objects, places
words, symbols and actions to slowly weave magical energy and times.
into the exact shape required. He might start by drawing a For the wizard, a ritual is all about getting everything right.
magic circle inlaid with symbols of power, then place a cup There needs to be a magic circle drawn with a specific chalk
and a sword on precisely defined spots, light exactly seven of a specific colour. The right words have to be written
candles - and so on. around it, in the right script. Three candles have to be placed
Meditation and the slow and careful investment of his at exact distances in exact spots and lit at the right time. A
own life energy in the form of time and care spent fuels the sword and a cup must be placed in the proper positions. The
correct words must be recited in the correct speed and tone
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of voice. And all of that must happen during the new moon
in the third month.
39. Divine Magic
The wizard ritual knows no such thing as improvisation
or spontaneity. It knows precise rules and formulas. It must
39.1. Summary
be followed precisely, every deviation a possible source of
trouble. The divine mage follows a religious tradition and uses
prayer, symbolic (or sometimes less symbolic) sacrifices and
the belief of followers to bend divine magic to his desire. A
Symbolic items are a big thing in wizard rituals. Candles, prayer can be an elaborate ritual or a quick prayer of a few
swords, cups, the like. Again, every branch of the tradition words.
has its own rules and meanings here.
Magic circles and other inscriptions are another big thing
for larger rituals. For simple spells, a simple circle is often Users of divine magic believe that their will and actions
enough. Complex spells can have multiple concentric circles only guide the divine magic and the actual source is a god or
with specific symbols drawn between them or words written other divine entity.
around them, in different colours and written with different Priests and paladins are the most common types of mages
inks, chalks, oils or sometimes blood. using divine magic, and often the term “priest” is used as a
Scented oils and incense are also sometimes used, as are shorthand for users of divine magic.
symbolic sacrifices, often of leaves or scrolls upon which the
desire of the wizard is written.
39.2. True Spells & Words of Power
Spell magic is done as a quick prayer to the god(s), who
38.4. Enchantments will know if and how to help best. Often, the same phrase is
The most famous small enchantment for wizards is the used for many different spells, leading onlookers to believe
magical scroll. Literally a paper scroll with a short phrase that the priest or paladin is indeed merely requesting the aid
used as the command words for the spell written on it. It is of his god and the divine intervention takes on whatever
triggered by reading this phrase. shape is most appropriate to the situation.
This allows a wizard great flexibility in giving magic away,
but also the ability to control its use by writing scrolls in a 39.3. Rituals
language most people do not know. Scrolls are generally one-
use items that get destroyed during the casting as they burn The priest may pray by himself or lead a congregation in
up, tear into pieces or just crumble to dust. prayer. When praying by himself, the priest needs more time
but less objects and symbolism than a wizard. A holy book
These scrolls can be simple or illuminated with special inks
or a religious symbols are sufficient and in a pinch he can
and beautiful decorations, all depending on the spell and the
even do it by just folding his hands. But it can take more time
occasion. Scrolls done for day-to-day use are typically simple,
as the priest does not consider preparations to be part of the
while scrolls with powerful spells, given as gifts of power to
ritual, while the wizard does.
kings or other high nobles, and assumed to be rarely if ever
actually used, are more for show than for effect. That is why priests, at least for larger rituals, generally lead
congregations of believers into a mass prayer, which speeds
things up dramatically. As does performing the prayer in a
Wizard artifacts can be of many types, but staffs and properly consecrated shrine or temple.
wands are popular for their practicality and usability. For
Some religions perform sacrifices in addition, similar to
more passive spells, jewellery is often used, especially rings
the naturalistic traditions that they have emerged from - see
as it is easy to combine them with gesture triggers.
below.
All of these have the advantage that they can easily in-
corporate gemstones, which are excellent long-term mana
stores. Many priests are big on consecrated grounds and holy
places or other specially prepared locations for their rituals.

39.4. Enchantments
Priests prefer to store magic into holy sigils, typically made
from wax. These sigils must be affixed to something, often
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a piece of armour, sometimes a book. They typically carry or dreamcatcher or other item, or some sprinkles of ground
enchantments that last a specific time and will fall off, melted turtle shell, a splash of pigeon blood or other consumable.
into an unrecognisable lump of wax, when that time is up.
Elven mages, on the other hand, are especially keen on
Artifacts are commonly holy symbols or banners, and words of power, which they see as the pinacle of mastery.
sometimes relics. Most elves will learn and improve their knowledge of a spell
until they have mastered it as a word of power.

40. Nature Magic 40.3. Rituals


Both shamans and witches are great at rituals. They quite
often use ritual sacrifices and cooperate in covens. Some of
40.1. Summary their rituals are conducted in public or with the help of the
Older religions and those following their older traditions person that is asking for a spell.
still practice a different form of magic, that is fuelled by Dancing, chanting and the use of psychoactive herbs or
dance, singing, drumming as well as the consumption of mushrooms are common. Such drugs can give benefits to
special mushrooms and other psychedelic plants and, of the casting (an advantage of +1 to +3, depending on the
course, animal sacrifices. Slaughtering an animal as part of a drug) but are often hard to acquire and carry some risk of
magic ritual provides a small part of the life energy directly adaptation - a mage who uses them too often will find that
to the magic being created. his body becomes used to them and their effect diminishes
One of the most diverse traditions, shamanism, witchcraft or vanishes entirely.
and elven magic each have very large regional variations,
mostly depending on the environment, such as weather, flo- In the eyes of a true elven mage, only the very powerful or
ra and fauna. the very important spells justify conducting a ritual, for when
an elven mage does ritual magic, it is spectacular indeed.
The second main branch of nature magic is the variant Elven rituals are especially elaborate affairs, and are al-
used by the elves though some human mages are also copy- most never conducted without ritual components of great
ing it. Elven magic is full of tree spirits and elementals and (and, of course, elven) craftsmanship and beauty.
the flow of things, the natural development of events, plays Elves use consumables sparsely in their rituals.
a major role in its philosophy. The concept is similar to, but
not the same as the human concept of fate. Elven mages
gently guide the flow, and their spells are rarely radical and 40.4. Enchantments
often barely perceptible. In fact, they are routinely mistaken
for good fortune or lucky coincidences. These casters have a variety of ways to store lesser en-
chantments. Some brew magic potions, which are famous for
Elven magic is a combination of meditation and extensive
tasting terrible, even when their effects are quite beneficial.
talks with the nature spirits. It is so closely tied to a natural
Others weave dreamcatchers or other intentionally fragile
environment, that elf mages find themselves at a massive
items from natural materials.
disadvantage in human or dwarf cities - one reason why elves
generally avoid these places. Artifacts are typically made from natural materials, mostly
wood, but sometimes bone.

Nature magic is most common among humans and elves,


and only very rarely found among dwarves and gnomes. Artifacts are rare in this tradition and are most often not
moveable items, but places, holy trees or rocks and similar
objects grounded in the earth.
40.2. True Spells & Words of Power Some branches use magical tattoos as artifacts, a rare art
Shamans and witches very rarely practice fast spell magic, not understood outside this tradition. A tattoo can only ever
and when they do, they see it even more strongly than the hold one specific spell, but it does not require a mana store,
wizards as simply a quicker way to improvise a ritual. using the mage’s body (and mana stat) directly.

Most importantly, they almost always use some kind of


material component for these types of spells, be it a wand

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Nature and especially elven magic can also be stored in
trees, rivers or other natural places, binding the elf mages (TODO)
even closer to his home. More advanced elf mages can store
a spell in a forest and use it from anywhere within, but once
outside, they are helpless.
42. Intuitive Magic
41. Crafted Magic
42.1. Summary
The final tradition is not really one. Some mages have no
41.1. Summary actual conception of how magic work, it just does. These
mages go purely by intuition or feeling, or simply do what
A collection of sub-traditions that share the common trait seems to be working.
that they see magic as something of a craft. This tradition
uses tools and laboratories and values first-hand experience Some mages also follow such a semi-tradition at first, un-
over academic theories or outside sources. til they get a teacher and a proper education. Some never
get such an opportunity. But some stick with the free-form
The main branch and most common form is alchemy. idea of not even trying to understand or explain how magic
Combining knowledge of herbs and other ingredients with works and simply follow their intuition.
magic, the alchemist is a specialist who creates magical po-
tions, tinctures and ointments. While very limited in the ap-
plication of magic, he has the advantage of being versatile in 42.2. True Spells & Words of Power
effects and working with a straightforward process of crea-
tion. Both of these are used regularily within the intuitive tra-
dition, though they most often simply come to be through
There is also the sub-tradition of the magical tinkerer,
repeated use and experience. An intuitive mage would be-
who is similar to a steampunk mad-scientist type, only with
come so familiar with a spell that one day he simply tries a
magic instead of science. These types are said to have a quite
shortened version and finds out that it works.
reduced life expectancy, due to the dangerous experiments
they conduct constantly.
Another specialist is the runesmith, a magic tradition 42.3. Rituals
whose secrets are known only to the dwarves. The runesmith
Intuitive mages very rarely use rituals. If they do, they are
typically enchants weapons and armour and very rarely other
often improvised and chaotical, and can mix anything from
equipment, with magic based on runes. He works with pre-
anywhere, often hindering the flow as much as helping it.
cious metals and gems to construct and store the magic he
weaves.
Some runesmiths also know the ancient art of engraving 42.4. Enchantments
stone constructions such as arches, door frames, etc. with
runes and bind magic into them. As they eschew rituals, intuitive mages even more rarely
create enchantments.

41.2. True Spells & Words of Power


Crafting mages do not use fast spell magic. 43. NPC Traditions
The following traditions are unavailable to players and
41.3. Rituals their characters. They exist for NPCs and player characters
will encounter them, but they can neither use them nor make
(TODO - laboratory, etc. - also see core rules equipment
use of spell tomes or other resources from those traditions.
chapter)

41.4. Enchantments
Alchemical magic is stored into consumable items, often
potions, sometimes weapon oils or wax coatings.

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43.1. Black Magic abilities again after just a short rest instead of several full
rests like humanoid spellcasters.
not available to player characters
The next logical step up from the animal sacrifice that
several traditions use is, of course, human sacrifice.
Slaughtering one or more humans (or dwarves, elves,
gnomes, etc.) as part of a magic ritual provides vastly more
magical energy than an animal does. As long as the mage
(and his environment) doesn’t have a problem with ritualistic
murder, of course.
Black Magic is not a full tradition or class in its own right,
but a perversion of those and the black mage usually retains
most of the style and methods of his previous teachings.
Black Magic does not have to be learnt from scratch, instead
the previous tradition and class of the black mage becomes
Black Magic.

43.2. Necromancy
not available to player characters
The most perverted use of lifeforce imaginable is to use
it for the reanimation of the deceased. And yet, since those
bodies once had life flowing through them, it is actually a
relatively simple process. And unlike artifacts, a previously
living body can be reconnected to the flow of mana. Undead
are the only semi-permanent magical constructions, and do
not require a constant giving of mana from the mage to keep
going.
Needless to mention that necromancy is illegal among all
civilized races. In fact “illegal” doesn’t even begin to describe
how people view it. A person who killed a necromancer
would not face trial for murder anywhere in the world, but
be praised as a hero. In fact, in most realms, necromancy is a
crime punishable by summary execution, and several realms
have it in their laws that it is the duty of every noble, knight
or man-at-arms to kill a known necromancer on sight.

43.3. Natural Magic


not available to player characters
Some creatures possess the natural ability to use magic.
Most of them have access to a small (sometimes just one)
spell that they can use instinctively. Only a few very powerful
creatures have instinctive spell weaving abilities that are as
flexible as that of mages.
The primary advantage of natural magic, however, is that
the bodies of these creatures have adapted to provide the
necessary flow of mana directly. This enables the creature to
reliably cast a spell even when under attack or in pain, and
the specialized and limited nature of this magic also means it
refreshes more quickly - most creatures can use their magic

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