2010
DISCUSSIONS:
  • MECHANICS
  • RULES:
  • KNOWN WORLD
  • RULES OF PLAY
  • GAME MECHANICS
  • CHARACTER GENERATION
  • CHARACTER RACES
  • VETERAN SKILLS
  • FUNDAMENTAL MAGIC
  • CORPOREAL SPELLS
  • MAGE SPELLS
  • SHAMAN SPELLS
  • SPELL LISTS
  • RANK 3 SPELLS
  • CASTING AS A WEDGE
  • RITUAL MAGIC
  • ALCHEMY
  • CRAFTING
  • DISEASES
  • GOODS & FINANCES
  • WEAPON SAFETY
  • DANGEROUS PLAY
  • Fundamental Magic

    An Introduction to Magic

    Since the Great Renewal it has become clear that the nature of the world has changed. Even more so, since the appearance of the entities who claim to embody each of the three Spheres of Magic. Furthermore, as the world has altered, so has the nature of magic. There is currently a great deal of argument amongst scholars as to whether such changes are a result of some more basic alteration in the laws of nature or whether it is the change in the way that magic works that is driving changes in the physical world. Whichever is the truth, supernatural and magical powers are now broadly arranged into three principal Spheres of influence:

    It is also apparent that there is a fundamental source of magical power that underpins these three Spheres. Although the wise have identified a number of clues that point towards such a source, often called the Wellspring, the clearest indicator is the presence of certain Fundamental spells that may be cast by anyone who possesses appropriate power, regardless of the area of their magical specialisation (see: Fundamental Spells).

    Moreover, it is also apparent that magic has, in some ways, become easier to use; the most obvious expression of this change is the decreased restriction on the ability to cast spells imposed by armour. Thus, it is now possible to cast Rank 1 spells of any of the three Spheres of magic while wearing up to Medium armour and Rank 2 spells while wearing Light armour.

    Finally, it should also be pointed out that the changes that have occurred are likely to have much wider ramifications than have been identified so far; new spells and new uses for magic are likely to be discovered by those with the diligence to look.

  • Corporeal: Affects the body and life essence
  • Shaman: Affects the mind, soul and spirit
  • Mage: Affects physical objects and elemental powers
  • Default Characteristics of Spells

    The following basic rules apply generally, with exceptions being listed specifically for individual spells:

  • Range: Defaults to 30 ft (30 ft=10 m)
  • Duration: Defaults to 30 seconds.
  • Mass: The following basic rules apply to the mass of objects targeted by spells across all three Spheres, with the single exception; the Rank 1 Mage spell - Mend. Weapons: Up to, One Handed, but not including two Handed weapons or bows. Armour: Up to, but not including; Breastplates. Shields: Up to, but not including; Kite/Tower shields
  • Verbal component

    Sphere Indicator:

    In addition, none of the currently known Rank 1 or 2 spells has the ability to affect magical or enchanted objects/items. The only exceptions being the spells Detect Magic and Identify Elemental Magic (which are directly aimed at discerning the powers of such items), in addition to Telekinesis and Repel, which do not actually affect the physical properties of the object.

    The verbal component of a spell must be clearly spoken so that the target can hear them, with the exception of covert spell casting where a Referee must be present. Such spells can still be immediately countered or resisted by the target, once they are subject to the spell's effects.

    Each Sphere of magic has its own set of verbals that must be used when casting a spell. These include two indicators for Sphere and Effect that must be used and are as follows:

  • Corporeal: Life.
  • Shaman: Spirit.
  • Mage: Elements.
  • Effect Indicator:

  • Name of spell [indicate target(s) if required].
  • For example the verbals for the Rank 2 Mage spell, Magic Missile are "By my power and the power of the Elements I infuse Air with Fire to strike thee [indicate target] with a magic missile."

    You can alter these verbals to match your particular character background if you wish. However they should be of at least the same length and must include the two indicators as a minimum.

    For example, if a worshipper of Odin cast a Magic Missile, they could change the verbals to: "By the power of Odin and the power of the Elements I infuse Air with Fire to strike thee [indicate target] with a magic missile."

    Terms Used in Spell Descriptions

    Verbal

    The incantation that should be said by the caster when the spell is cast (see: Verbals).

    Duration

    The length of time that the spell's effect lasts for or that is required for the full effect of the spell to take place.

    Range

  • Self: Can only be cast upon yourself.
  • Touch: Target must be touched throughout the casting of the spell or at spell completion as indicated.
  • Stated Distance: Target must be within this distance upon completion of the spell verbal.
  • Spell Cards

    Any additional cards that are required are stated with the relevant spells only.

    Effect

    The effect of the spell.

    Note: The Rank of card used is a direct representation of the Rank of spell being cast. A Rank 2 card may be used to replace a Rank 1 card of the same Sphere, but two Rank 1 cards may not be used to replace a Rank 2 card.

    Fundamental Rank 1 Spells

    May be cast by anyone with Rank 1 or higher in one or more of the three magical Spheres.

    Spell cards required - One Rank 1 of any Sphere.

    Countermagic

    I call upon the powers of Life, Spirit and Elements and defy that spell. Countermagic! Duration: Instantaneous
    Range: 30 ft

    This spell must be cast at any time during, or immediately after, the casting of the spell to be countered to have an effect. It can be used to defy any Rank 1 spell against a target that is within range. This cannot be used to counter another Countermagic spell or any Rank 2 or higher spell.


    Detect Magic

    I call upon the powers of Life, Spirit and Elements to reveal to me the magical nature of this object. Duration: Instantaneous.
    Range: 1 ft

    This spell may be cast upon a single object which is in view and will reveal whether it is magical, also if the magic is predominantly of one Sphere or mixed. The casting of this spell requires close examination of the object of interest. Detect magic only reveals this information to the caster. Onlookers, even other magic users, will only know if told or if they cast the spell themselves.


    Fundamental Rank 2 spells

    May be cast by anyone with Rank 2 or higher in one or more of the three magical disciplines.

    Spell cards required - One Rank 2 of any Sphere.

    Counterspell

    I call upon the powers of Life, Spirit and Elements and defy that spell. Counterspell! Duration: Instantaneous
    Range: 30 ft

    This spell must be cast at any time during, or immediately after, the casting of the spell to be countered to have an effect. It can be used to defy any Rank 1 or 2 spell against a target that is within range. This cannot be used to counter another Countermagic or Counterspell, or spells of a power greater than Rank 2.