The past few weeks have been hard for you. Sleeping rough and eating trail rations has taken its toll, wearying you in both body and soul. And over the last day or so, this damned fog has chilled you to the bone. It was with some relief that you spotted the welcoming glow of a wayside inn, looming up out of the fog ahead. The sign creaks in the wind that has blown up suddenly out of nowhere. The pale last light of day enables you to read the faded lettering: The Cuckoo’s Nest. The door stands slightly ajar, allowing the scent of good food and the sound of voices and laughter to drift into the night. Enter, weary traveller.
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Copyright ©Jon Jones, December 2006
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To help interpret rules and provide a story for the character to adventure in, the game requires a Games Master or GM. The single most important rule in the game is that the GM is always right. When the GM is wrong see the previous rule. The rules of the game are not written on tablets of stone. They are simply a tool to avoid disputes. If the rules become the source of disputes then something has gone wrong.
In situations where the rules are not clear, or there is nothing relevant to the case in hand then the following principles should be applied to resolve the problem.
If a GM makes a call or gives an instruction during play then you must obey them straight away without argument. Debate the point after the game if you must, but during play their word is law.
There are no “special” players, or if you prefer they are all “special”. The GM must always consider the broader impact of their decision and the “worst case scenario” when deciding if something is balanced. In a case where there is a direct conflict between the uses of different skills and abilities and the resolution cannot obviously be established within the rules, the person that has invested the most experience on attaining the ability in question should prevail.
No new skill, virtue, spell, potion or any other game effect should be allowed that broadly replicates an existing game effect on a cheaper basis than is currently available. Be conservative when determining the points value of an ability. If in doubt, always assume that something costs more rather than less.
To play the game the first thing that you must do is create your character (like a character from a play, or book, or film). Then you need to get together an appropriate costume and (safe) weaponry. You will then be thrown into a situation as your character, amongst other people doing the same.
The actual game is like performing a play, with no script and no audience. Each person taking part plays a character and acts out what that character says and does.
The Cuckoo’s Nest is a fantasy game. A world peopled by peasants, warriors, kings and magicians. Your character may: undertake a quest to find a magical sword, rescue kings, and damn or save entire kingdoms. The most important thing is that you have fun whilst doing so.
So, draw up a stool, order a mug of ale, and join the tale-spinning session that’s currently going on around the table next to the fireplace. Begin to add your own tales of high adventure to the chronicles of The Cuckoo’s Nest.
“Character — the sum and total of a person’s choices.”
— Fitzwater
The character is the fictional personality you will play in the game. The goal is to construct a rich and rewarding game persona for your adventures.
As a player you will, in close conjunction with a Games Master, make up your own character: invent their life story, their desires, feelings, ambitions, moods and thoughts. The character created may be completely different from you. They can be anyone from a lowly street rat to a noble knight; or other, far stranger, things.
All characters start with the same level of ability; just starting out on the road to greater adventure. As they progress through adventures, the character will learn more, from people they meet or just through the raw experience of survival. Eventually, they may become the mightiest of heroes, or the most reviled of villains, their every deed the meat and drink of bards.
Characters initially have 20 points to spend upon Attributes, Virtues and Skills. Up to a further 5 points may be gained by taking character Flaws. This gives most characters a starting total of 25 points to allocate as they wish.
The player needs to make choices in the three basic areas. As the player makes each selection, they narrow down the remaining choices until they have created a fully realised individual, ripe for adventure.
Decide upon a concept for your character. This provides an overview for choosing all other abilities.
There are a number of templates for common fantasy character types in Appendix A. These can be used as they are or as inspiration. To play, simply select one, choose a name, make any choices, note the information upon the character sheet, and you’re ready to start.
This is the basic idea of who your character is. It can be as simple as one word — mercenary, for example. The concept helps you to think of who the character is. One of the best ways to do this is to have an idea of their life before setting out on the road to adventure. Is he a farm boy who’s just had all his family slaughtered and is setting out on the road to revenge? Is she a priest, dedicating her life to good works and converting others? Is the character even human?
Already this gives you ideas for skills and abilities the character might have — the farmer might have the skill Survival, the priest would have Prayers, and a mercenary might have Sword and Sabre. The character archetype section in Appendix A can be a good source of inspiration and a guide to appropriate skills.
Players sometimes forget that these characters are starting out, which is why you’ll find them trying to play mighty warriors, assassins and powerful wizards. This might be what the character eventually becomes. It’s often more fun to play a mighty warrior who was once a peasant, who screamed “fairies!” when an elf appeared. The peasant-turned-warrior will have a real history behind them — everything that happened to make them become a hero of renown.
Part of the concept of your character is their culture and race. The character default is a western medieval culture. What about farther-flung regions of the world? Is there an equivalent of the orient — could you play an oriental, an Arab, or a Mongol tribesman?
One of the stalwarts of fantasy myth and legend is that there are races other than human: Elves, Goblins, Trolls, Dwarves, Ogres and Halflings may all be found within a fantasy world. Before you decide to play a non-human character, there are several things to consider:
This may be as simple as someone trying to play a winged creature — flying is a little difficult in live roleplay (LRP). You should also consider whether you are close enough to the physical form of the race to get away with it. Suspension of disbelief is all very well, but many gamers find the idea of a 17 stone nimble wood-elf a little hard to deal with. And 6’4” halflings!
Masks and prosthetic makeup can take care of nearly any race you want to play, but can be uncomfortable and take time to put on (and more importantly, to take off). You need to consider whether you want to take the trouble. To play a character of a different race you will need to supply appropriate makeup such as a beard for a Dwarf, or pointed ears for an Elf.
In a fantasy world, racism is rife. For a start, there are many superstitious folk, who are likely to react in interesting ways to those of other species. Secondly, creatures like goblins have made such a bad name for themselves that they are likely to be treated with extreme distrust — or possibly the sharp end of a blade. It can be interesting, and fun, to play a misunderstood goblin or troll — but be very careful of the group you plan to adventure with.
Below is a list of suggested races, with brief notes on what they are generally like in a fantasy setting. If you have your own idea for a race, then talk to your GMs.
Dwarves are short, with long beards of which they are inordinately proud. They are artisans and miners of metal, stone and gems, and warriors of great skill. They are known for their dourness, hardiness or sheer stone-headedness. Dwarves and orcs have a long-standing feud. The only form of magic which dwarves seem to practice is Wizardry, at which they excel.
Garulf Dwimmersdeep moved to human lands many years ago and keeps his forge in the village of Hartford. Hes become well known there for his skill as a weaponsmith and a worker of metals — indeed, owning a Hartford Blade is a mark of status amongst the humans. The villagers are very proud of him. Garulf has never revealed his reasons for leaving his home to any of the villagers, but they do know that something very strange surrounds the taciturn dwarf. Every so often, when the night is of a particular type, a group of dwarves will visit his forge bearing a sealed chest, speaking to no one. The forge will be busy all night — sounds of hammering of metal, clouds of smoke and steam, and Dwarven chanting. The next morning, the dwarves will leave again, taking the chest with them. What it is he makes for them, none know. Some think that it is his price for being allowed to leave the Dwarven homeland.
There are many kinds in myth and literature. There are a few common characteristics of elves though: they have sharp eyes and keen pointed ears [these can be purchased from most LRP companies], grow no facial hair, are slim and agile without the mass of men, and are deeply magical creatures. Elves do not sleep like men but enter a trance.
High elves are noble (arrogant) and well educated. Even those of the race who are not mages rely a great deal more on magic than humans.
Liranna Cir-na-derath is an elf of the High Blood. Until recently, she lived at the Halls of her father, Taivore, that stand on an outcrop on the slopes of Veyamon — “Cloudmount” in the human tongue. The Halls look down upon the Great Forest far below. Her folk practice High Magic — the arts of Mysticism, Elementalism and Sorcery. She wishes to learn more of the human magics of Thaumaturgy and Wizardry, and so she has left her home in search of a human tutor.
Wood elves are far wilder, far shyer than high elves. They are generally small of build, quick, quiet, nimble, and distrustful of humans. They are amongst the best archers, scouts and huntsmen of any land — leaving little trace of their passing and able to almost vanish into the undergrowth.
Ilamor is of the Stanaj — those elves that guard the borders of the Great Forest. His range is one of the nearest to human lands, along the banks of River Ameron. Recently, small groups of raiders — from the human lands, presumably — have been making their way across the river and coming deeper and deeper into the forest, killing one or two of the Stanaj and destroying the hunting trails. Ilamor has asked his Lord’s leave to try to talk to the human lords, believing that he can stop the raiding.
Sidhe are the Elves of Celtic legend. Wild, mischievous, the kind of creatures that medieval folk try to keep appeased, they supposedly steal human babies away and leave changelings in their places. The Sidhe seem to live half in the spirit world and half in the material world. Their dual nature gives them magical abilities, often drawn from the Mystic or Sorcery spheres of magic. Scholars have speculated that in ages past some Sidhe chose the material world and became the ancestors of the other Elven races, whilst others chose the spirit world and became woodland spirits and nymphs. Whatever the truth of the matter is, it is likely to remain unknown, for neither Elves nor Sidhe will speak on the subject.
Naroune of the Veils is of the Fey — a mistress of glamour, enchantment and beguilement. She and her companions have built themselves a refuge in the heart of the city of Terun, in amongst the tangled ruins of buildings and tunnels in the old part of the city. They decided on the city partly by accident, and partly because Naroune delights in the amount of life these humans have, and how easy it is to trick them.
They’ve been there three weeks, and they’ve already managed to convince a disillusioned priest that they are the True Gods — she has quite a following now. They have also discovered that humans have to have street signs to work out where they live, and so recently spent a happy night rearranging all the signs in the city — much to the consternation of the townsfolk.
These are the crossbreeds of elves with humans. As crossbreeds, half elves often have little or no place in society. Half elves can favour their human or Elven ancestry and may or may not have pointy ears and some have been known to grow beards.
These people are even smaller than dwarves with nowhere near their bulk. Halflings are quick and soft footed, with keen eyes and excellent hand-eye co-ordination. Halflings do not possess a great aptitude for the magic arts.
Obtena has travelled with the Big Folk for over a fortnight now, and is beginning to think there might be something wrong with them: they are very serious; more so than she thinks is healthy. Still, she shakes them up every so often with a practical joke or two — they don’t seem to mind...too much.
These are crossbreeds of Orcs and Humans. With near the bulk of a great Orc and the wit and cunning of man, these creatures are extremely dangerous as foes. They often live as men and through their prowess become renowned warriors. Many earn wages in the gladiator pits, or as swords-for-hire, where their ferocious tempers and a capacity for violence are an advantage rather than disadvantage. Half Orcs tend not to have a great aptitude for the magical arts.
Eirek Ravensmane has been accused of having the blood of some strange creature in him more than once. The accusation has generally ended with the accuser lying flattened against a tavern wall, not even conscious enough to spit out shattered teeth. Eirek is a strong man that is true, and outlasts many others in drinking, brawling and swordplay. But there’s no truth to the rumours that he has to file down his tusks.
The final touch to your concept is the languages that your character speaks. Everyone is automatically proficient in Common, the lingua franca of the game world, as well as one other language appropriate to their past. If the character is non-human, then the other language is automatically their racial tongue (Dwarven, Elven, Black Speech etc.).
Consider choosing a language from the part of the world your character is from. Priests or scholars might choose Classical (a canon language akin to Latin in our world), a rogue might choose Thieves’ Cant (a subtle skill of innuendo, implying rather than conveying meaning) or a ranger Wood Signs.
This bonus language is in addition to any languages earned through virtues or skills such as Expert Scholar.
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Languages of the Game World
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Throughout the next sections, a sample character, Eledriel Starmantle, will be used to provide a systematic example of how to generate a character. Eledriel’s character concept is an Elven mistress of magic. She speaks Common and Elven. |
A player must assign a numerical value to each of these Attributes. Attribute values range from 0: deficient to 3: exceptional, with an ‘average’, healthy, human having a Strength and Endurance of 1 and an Aura of 0.
Note: these limits only apply to humans, massive creatures such as horses or bears may have a Strength of 4 for example. Supernatural creatures may possess Attributes far beyond those.
It costs 4 points to purchase 1 level in any Attribute. New characters may not start with any Attribute higher than 2, including any adjustments due to Virtues. In addition, characters may start with only one Attribute at Level 0. Attributes may be increased later by spending experience points.
For example, someone who wants to play a hardy warrior may divide his points like this: Strength: 2 Endurance: 2 Aura: 0. A physically weak magic-user might have Strength: 0 Endurance: 1 Aura: 2.
“O! It is excellent to have a giant strength, but it is tyrannous to use it like a giant.”
— W. Shakespeare
The Strength attribute is a measure both of the physical power of a character and the ability to apply this strength. The higher your Strength, the heavier the weapons you can wield, and the more powerful your blows.
A character can use weapons of Size equal to the character’s Strength. If a character tries to wield a weapon heavier than this they will be so fatigued as to do only half normal damage.
If a melee weapon is taken in both hands the character is counted as having a Strength attribute of one higher for the purposes of meeting the minimum Strength requirements for a weapon’s Size. This bonus does not apply to spear and polearm type weapons as their length makes them unwieldy. For more information on this, see the section on Weapons Skills (p§).
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Strength is also used to determine whether you can successfully perform such feats as breaking open a barred door, pulling someone out of a swamp, breaking free of Entanglement effects, resisting Knockback effects and use of the Smite skill.
If a character’s Strength has been raised to 4 by the use of magic, they deal +1 damage per blow with any weapon wielded.
“For my confession they burnt me with fire and found that I was for endurance made.”
— Arabian Nights
This is a measure of constitution and how much physical damage can be sustained, as well as resistance to alcohol and other poisons. An important component is the will to live. Some people are simply too mean and sheer bloody-minded to die!
The character’s Endurance affects the number of times they can be hit before a blow will wound them or even kill. Endurance also affect the time it takes for a wounded character to bleed to death. There are six locations: head, left arm, right arm, torso, left leg, and right leg.
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For example, if you have an Endurance of 2 and get hit on an arm three times the arm is wounded and you can’t use the arm any more. For more information on this, see the section on Injury and Death in the Combat rules(p§).
The Endurance of a character also determines how much Armour a character can wear without being unduly encumbered. For more information on being injured, see the section on Armour in Playing the Character(p§).
“What we call Aura is no less than the capacity, yet unrealised in time, for both creation and destruction.”
— Felix Constantine
The Aura attribute is a measure of your link with the flow of magic in the world; it affects the power of the spells you can cast, your ability to sense magic, or your ability to heal magically. Put simply, with an Aura of 1, you can cast only Minor spells (level 1), with an Aura of 2, you can cast up to Major (level 2) spells and so on.
Every time you cast a spell or use healing power, it will cost you some mana. Your Aura determines your mana total: it is normally equal to three times your Aura. A character regains their Aura in mana each hour; an Adept with an Aura of 2 would regain 2 mana every hour, reaching their full potential after 3 hours.
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Note that the flow of mana is impeded by armour, see the armouring details under Playing the Game (p§) for further information.
A character that possesses Aura has the second sight. At the cost of one mana they can see beyond the ken of the mundane, to the weft and weave of magical energy:
[Dur: 10 seconds - Range: 20’ - Area: caster]
The character can sense spells, the Auras of others and tell when
otherwise invisible spirits are present. The character can tell the
strength of the magic by comparison to their own power —
whether it is about the same, more or less powerful. The
eyes of a mage using this ability glitter and gleam with
reflected magical energy (this can be detected with Keen
Senses).
Vocals: “I call upon a Minor Gift - Second Sight!”
For more information on Aura and its uses, see the chapter on Magic(p??).
Eledriel’s attributes are as follows — Strength 1, Endurance 1, and Aura 2. Eledriel may not be physically imposing but she burns with raw magical power. Eledriel has spent 16 points on Attributes; this leaves her with 4 points for Virtues and Skills, or 9 points if she gains a further 5 points to spend by taking 5 points’ worth of Flaws.
Virtues include stalwart allies, magic items, unusual powers and such. King Arthur started out as a callow squire, but luckily had the sword from the stone to help him out. Aragorn too had a magic sword; well, the bits of one. Merlin and Gandalf could fling about the odd spell or two. In The Cuckoo’s Nest, all of these are considered Virtues.
The heroes of literature and legend also had such Flaws as great ugliness, drug addiction, and sworn enemies. Though Flaws make things more difficult for you as a player, you are rewarded for taking them. Thus Flaws give you skill points to make your character better in other ways. In addition, Flaws can enrich a character as much as Virtues and really add to the role-playing experience.
With GM permission, it may be possible to buy off some Flaws with experience points; otherwise if the character gets rid of the Flaw in the game they will be given a new Flaw.
For example, the character has killed their sworn blood enemy after a ferocious fight, but has not used experience points to buy off the Flaw. In the course of a following adventure, a lone swordsman steps out of the shadows and challenges the character with:
Hello, my name is...You killed my father. Prepare to die!
Skills can also be used as a basis for new Virtues at character creation; for example, the ability to brew poisons (as per Expert Ambush) would be a 2-point Virtue. The character buying this stand alone Virtue would gain none of the other abilities from the Ambush skill. If you want something different for your character, make it up and talk to a GM about how much it’ll cost or gain for you. Let your imagination run wild.
All Virtues and Flaws must be cleared with the GM before play. The Virtues and Flaws given are simply suggestions. However, it should be noted that the cost of any single Virtue purchased may not exceed 3 points and no more than a total of 5 points may be spent on Virtues.
You have friends, contacts, or people who owe you favours in the game world. This could be due to your sparkling personality, shared dangers or the judicious use of bribes, according to the character concept. If being an ally of the person or group results in the character having onerous duties or responsibilities the cost of the ally may be reduced by 1 or 2 points.
For example, a merchant with allies among the town guard, due to bribes and such, would cost 2 points. A member of the town guard, again with allies in the town guard, would be subject to the orders of superiors, and have a duty to keep the peace and catch wrongdoers: the GM could rule that this costs no points as the advantages and disadvantages are about equal.
A friendly healer, who will provide a Healing Salve at the start of each adventure. A wandering pedlar who tells you news, and provides 1 ingredient. A retired duellist who will give you rumours of whats happening at court.
The Guild of Healers: you get free healing in town and start each adventure with 2 ingredients’ worth of salves from the Physician skill. A Wizard, who provides up to 2 levels of temporary Runes at the start of each adventure. The Thieves’ Guild — have the resources to provide any one item (as Expert Courtier).
The patronage of: The Church of The Lady, who will provide prayers for the character and maybe holy items for a mission. Duke Ranalf who can provide favours as a Master Courtier.
An aspect of a character can grant them a bonus to an Attribute in a specific situation, or with a specific task.
The character is at +1 to an Attribute in a rare situation.
The character is at +1 to an Attribute in a common situation.
The character is at +1 to the Attribute in most situations.
The character is fluent in additional languages. Unless the character has the skill Scholar they are not literate. It works out a little cheaper to buy languages as a Virtue rather than with the skill Scholar, as this Virtue doesn’t grant the other abilities associated with the Skill.
The character is fluent in one additional language, over and above their two starting languages.
The character is proficient in any three additional languages.
The character is fluent in any and all languages. Demons and dragons are rumoured to have this power so perhaps you have some of their blood in your veins, or even have eaten one of their hearts! More mundanely, it could have been the result of a blessing or spell.
The character was born with the spark of magic in their soul.
The character can cast a 1st level spell or a higher level spell with limitations (the level of the spell may be reduced by 1 if the spell is more limited than the standard spell and increased by 1 if the spell is more powerful than the original spell).
For example, a character might take Elemental Favour for fire only. This is normally a second level spell, but it has a minor disadvantage limiting its usefulness. This means the whole effect is worth one point rather than two. The innate spell counts as a first level spell for all purposes, requiring 1 Aura to know and 1 mana to cast.
You have inherited, found or stolen a magical item.
Generally, the cost of an item is equal to double the spell level if usable once per day. The cost of a magic item can be reduced if it has a limitation, or a disadvantage associated with it. For full details on magical items, and on how to create them, see Enchanted & Special Items(p§).
This item costs two points because the spell it is based on, Invisibility is a second level spell (4 points), but it has the major disadvantage of only being usable in darkness (-2 points).
If you, as a player, throw a completely spurious magical object into your background and don’t have a clue what it does, the GM will have to decide what it does and how much it costs for you (less than normal in any case). Hopefully you’ll find out what it does during play.
Such items may spawn whole campaigns: “So your hobbit scout wants a magic ring?”
The character, through some chance of heritage or powerful ritual magic is resistant to magic. A fairy might be immune to all illusions; a rock troll might be immune to all earth magic and so on. If you are immune to a spell that is cast at you, call “Immune!” or if the effect is as a Spell Ward, call that.
You are totally immune to any one spell or may resist one spell per adventure as per Spell Ward.
You are immune to all spells of a certain effect in any sphere of magic e.g. fire spells, or any minor type of magic e.g. minor beguilement, or can resist one minor or major spell per day as per Spell Ward.
Your character is totally immune to all magic including healing, potions of healing and similar, or can resist any minor and major magic from a type of magic e.g. strike spells or can resist any one spell per day as per Greater Spell Ward.
You possess unusual senses; again, this could be due to your race, the result of a spell, or the blessing of a god. The sense can be used once in any scene (5 minutes).
You can sense something other people cannot without trouble and effort: which way is north, or the presence of concealed weapons.
The sense is supernatural: the ability to detect gold or sense the presence of demons or invisible entities.
The sense is potent and useful frequently: the ability to see invisible beings, see through illusions, feel another’s emotions, or sense truth.
The character has made a good name for themself in the game world and may be offered aid because of this. The reputation can be entirely unearned, like the scoundrel Flashman’s. The value of a character’s reputation is modified by the number of people who have heard of them, and the extremity of the reputation.
A character’s reputation is often dependent on to whom you speak, and it is entirely possible to have a good reputation with one set of people and a bad one with another.
The cost or penalty to a character is dependent on the overall effect, so for example, the dashing rogue Flynn is loved by the common folk for his daring and skill. The local gentry, whom he robbed, and their guards would all love to see him hang. The character has a 2 point good reputation with the commons and -2 point bad reputation with the gentry, so the cost to the character is 0 as the effects even out.
The character has a generally good reputation with small group of people. For example, Sir Trantrist is known for his strict adherence to the code of chivalry; all goodly knights honour him.
The character has a good reputation with a larger group of people. For example, the dashing rogue Flynn is loved by the common folk for his daring and skill.
The character’s reputation is saintly. For example, the noble Lady Margaret is known as a healer to the poor and helpless. Nobles and commoners alike adore her, and if anyone was unwise enough to cause her harm they would soon be beset by an angry mob or by a knight and his men at arms.
The character is somehow able to overcome the limitations of wielding magic, such as bearing arms and armour. This could be due to the character race [Elves seem to often possess this virtue], or the blessing of a God, natural talent, or perhaps powerful ritual magic.
Your character lives their life by a code — either one imposed by someone else (such as a monk under holy orders) or one imposed by themself (such as a knight living by his own chivalric code). The number of points gained from this disadvantage depends on how rigid or restrictive the code is.
Someone, something or some group is out to get you. This could be a family enemy, the authorities, or even a vengeful lover. This is more than someone who merely dislikes the character: the adversary wishes to either ruin or kill the character. The enemy’s power, numbers, aims, and frequency of appearance determine the number of points gained.
A foe with less power than yourself or one with limited aims and ambitions, for example, a rival swordsman who wants to humiliate you.
A foe as powerful as yourself or a number of lesser foes, for example, a journeyman mage who wants your blood or the town guard who want to arrest you.
A foe with great magical or political power, who wishes them dead, for example, the Archmage Arkalyn, or Duke Michael.
Your character is particularly poor at a skill, or their Attributes are limited in some way.
The character has a mental quirk, attitude or set of beliefs that will affect game play. These are great to add personality to your character. A character could be Arrogant, Cowardly, Fanatical, Greedy, Gullible, Honest, Impulsive, Overconfident, Pacifistic, or Truthful. It may seem strange that such character traits as Honest are considered Flaws. Well an Honest character could not steal, even in a good cause, and so their choices are limited.
The point value for these Flaws is determined by the strength of the belief and how often it will come into play. The following are examples only.
The character is physically maimed in some way. This could be as a result of an accident, birth defect, or old war injury. If a character is maimed as a result of game play they get no points.
The character has a niggling injury that rarely affects game play e.g. a hacking cough, a stiff knee from an old arrow wound.
The character’s injury often affects game play: e.g. missing one eye (the player must wear a patch and so will have limited depth perception and peripheral vision), or bad limp (needs a cane to walk).
The character’s injury is permanent and debilitating: e.g. missing a limb, or blind. If blind, the character must wear a veil, and it is suggested that the character be given the equivalent of “blind fighting” (see the skill Keen Senses(p§)) as the character will still be limited more than enough.
The character has made a bad name for themself in the game world and may be offered harm because of this. The bad reputation can be entirely unjustified like ‘The Fugitive’. The value of a characters reputation is modified by the number of people who have heard of them, and the extremity of the reputation.
A character’s reputation is often dependent on to whom you speak, and it is entirely possible to have a good reputation with one set of people and a bad one with another.
The cost or penalty to a character is dependent on the overall effect, so for example, the dashing rogue Flynn is loved by the common folk for his daring and skill. The local gentry, whom he robbed, and their guards would all love to see him hang. The character has a 2 point good reputation with the commons and -2 point bad reputation with the gentry, so the cost to the character is 0 as the effects even out.
The character has a generally poor reputation. For example, even Urgit’s friends would agree that he is a thief and a liar, cheats at cards and makes free with other men’s women. If he had friends, that is.
The character has a bad reputation with powerful people. For example, the local gentry and their guards would all love to see the rogue Flynn hanged.
The character’s reputation is black as coal. For example, Gnarlag Twoswords is rumoured to have killed, raped and cheated even his partners. Not even the criminal underworld can stand him.
You are vulnerable to certain substances or magics. This could be due to your race or the result of a curse.
If struck by a weapon made of that material, the character takes one more point of damage. If the material touches the character (for example, a werewolf takes a silver coin) the character will take one point of damage to the location that is being touched — this damage ignores armour and other protections (piercing). If a damaging spell that you are vulnerable to is cast at you, then the spells counts as one level higher to ward against and you take one extra point of damage.
Vulnerability to a rare material, for example: gold, wolfsbane, or holy water.
Vulnerability to a more plentiful material, for example: silver, holy items, garlic, or iron.
Vulnerability to a common material, for example: water, wood, or steel.
Eledriel has the Virtue Magical Aptitude: Mage (2) and the Flaws Code — Heroic (2), Scholarly (1) and Mental — Curious (2). Eledriel’s curiosity has sent her into danger on more than one occasion. This leaves Eledriel with 7 points remaining to spend on skills.
For example, a warrior has weapon skills; however the additional skills of a savage berserker, silk-smooth duellist, or a noble knight would each be very different and lead to very different styles of fighting.
Skills are bought at three differing levels of expertise:
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The skill level can be used as a guide to the general abilities of a character in the skill, so a Master rogue could pick the most fiendish of locks.
It is rare for anyone to attain the Master level of a skill and starting characters are only allowed skills up to Expert level; both for balance of play and to give them something to aim for.
The skills listed are not all inclusive. Some skills are great for background colour, but would never actually be used in a LRP session. Swimming is a good example of a totally useless skill for LRP: anyone who really wants to try swimming during an LRP event is taking things a little far. Besides, the GMs saying that you have spent the points and so can swim would not stop you from drowning in reality.
Feel free to speak to your GM if you have an idea for a skill that hasn’t been listed.
Many skills require no outside refereeing, for example you should know if you are Proficient in a weapon and the damage you do. Some skills provide information, and require you to ask a GM or someone else in the know. For example, to track someone you would examine the tracks, and then say to the GM, “I’m using Survival — what do I find?”
When a character achieves Mastery of a skill then they may invent new abilities for the skill at an appropriate experience point cost. So mages can research new spells, alchemists can invent new potions and swordsmen can create signature moves. These new abilities can be taught to an expert of the appropriate skill at the same experience cost. For example, a character with Master Weapon Skill —Bow could gain the ability Fletcher for 1 point, and teach this ability to those with Expert Weapon Skill — Bow.
Some skills require ingredients. The ingredients are specific to the skill and may not be used in other skills. The potions and preparations made are assumed to operate because of the arcane and magical nature of the world that the character lives in. The ingredients and anything made from them may not be accumulated between adventures; it is assumed that the character uses them in normal life to make money etc.
No spell or spell-like ability stacks with another that causes the same effect without specific mention in the rules.
Magical skills are marked with an asterisk *. These are skills which require Aura to use as the character draws from themself or their God. Magic skills include all the spheres of Mage, Prayer, Channelling, Artificer and Ritual magic.
Magical skills are particularly relevant to mages. In order to advance to higher levels of skill in any single sphere of magic, a mage must have other magical skills to support their primary sphere. An Expert Mage must therefore have Proficiency in at least one other magical skill and to achieve Mastery of their sphere a mage must have Expertise in at least two other magical skills. The mage is free to choose to progress any magical skills that they are eligible for to support their primary sphere. Each path of Sorcery counts as a separate magical skill for this purpose.
For example, a wizard may opt to take the sphere of Naming as their required secondary magical skill before progressing to Expert level Wizardry. Before becoming a Master Wizard they then increase their Naming to Expert level and additionally study Artificer to Expert level. They may now progress on to be a Master Wizard.
Each God favours certain skills, and to progress as a priest, novitiates of the faith must demonstrate aptitude in these skills, as well as devotion to their God. It is suggested that a player and their GM agree four appropriate skills to represent their God’s areas of influence at character creation; the player will then need to progress in at least two of these in association with their priest training.
For instance, a God of Thieves and Trickery may favour Rogue, Stealth, Courtier and Ambush. A God of Fire and Creation however would favour skills such as Smithcraft, Smite, any Melee Weapon and Artificer.
The character is learned in alchemical techniques and the power to be found within substances.
(Props Required)
The alchemist can use the power that lies within the magical
ingredients found in the world to brew potions, philtres and
salves. The character may find three alchemical ingredients
between adventures.
(Props Required)
Many master alchemists spend their time trying to create the
philosopher’s stone, an item of wondrous power. The alchemist
can concoct exotic potions, elixirs, and philtres with rather more
success. The alchemist gains six alchemical ingredients between
adventures.
The character has trained to fight using both hands with equal proficiency. In addition the character has trained to wield two weapons at once.
The character is skilled at using a pair of weapons.
The character is a veritable whirlwind, causing death and mayhem with either hand.
(Requires Aura 1)
The artificer has pored over many grimoires devoted to
enchanted items.
(Requires Aura 2)
The artificer is skilled in the Art of Enchantment and may create
temporary magic devices or may sacrifice more to craft
permanently enchanted items. Since Wizards are the masters of
enchantment, they can make Talismans (or Greater Talismans)
based upon their Lore rather than just the runes they can
cast.
(Requires Aura 3)
The artificer is capable of crafting wondrous artefacts.
The character has learned how to use the element of surprise to deliver a precise attack.
(Props Required)
The character is a trained killer, using surprise and poisons to
lay a victim low.
(Props Required)
The assassin is a master of the nefarious craft of death.
The names of master assassins are spoken of in hushed
whispers.
The character has knowledge of the legends and tales of the world.
The character is now a truly skilled performr, capable of greatly influencing the world.
The master bard has access to truly great and powerful songs.
As their final act, a bard can put all their passion and life into their swan song and the Geas counts as a Major Ritual effect. The virtuoso is sustained by the muses and no power, magical or otherwise can prematurely silence the recital. The bard dies at the moment this last, and greatest, performance ends.
The character may go berserk, either at the character’s will or as a result of outside actions [GM call], for example, if a loved one is brutally slain. The character may go berserk a number of times equivalent to their skill level per day.
The berserker’s powerful rage enables them to become tougher and withstand attempts to manipulate them.
The berserker can let loose the bestial nature that lies hidden beneath the veneer of civilisation.
The character has learned unarmed combat, either from a formal martial art like boxing or merely being in one too many bar fights!
The character is a skilled martial artist, and may use their bare hands to defeat armed opponents.
(Props Required)
The martial artist’s body is now a deadly weapon!
(Requires Magical Aptitude — Channelling and Aura
1)
The character may apply designs upon themselves that may be
charged to give magical effects. These designs take the form of
tattoos, scarification, war paint or woad. All abilities count as
1st level spells and cost 1 mana to use unless otherwise
stated.
Refer to the Liber Maleficarum(p§) for details on this and other Channelling skills.
(Requires Aura 2 and Proficient Meditation)
The channeller may inscribe still more elaborate glyphs and
designs. All abilities count as 2nd level spells and cost 2 mana to
use.
(Requires Aura 3 and Expert Meditation)
The glyphs of a master writhe with power. All abilities count as
a 3rd level spells and cost 3 mana to use.
(Requires Magical Aptitude — Channelling and Aura
1)
The healer can channel their life essence to diagnose illness and
heal wounds. All abilities count as 1st level spells and cost 1
mana to use.
(Requires Aura 2 and Proficient Meditation)
The healer has increased knowledge and skill and greater
feats of healing may be achieved. The character may now
cure diseases and poisons, all through an effort of will.
All abilities count as 2nd level spells and cost 2 mana to
use.
(Requires Aura 3 and Expert Meditation)
The master healer has awe-inspiring powers over life. Only the
dark curtain of death can stand against their power. All abilities
count as 3rd level spells and cost 3 mana to use unless otherwise
stated.
(Requires Magical Aptitude — Channelling and Aura
1)
The spirit warrior is able to channel their soul to enhance
their combat ability. When a spirit warrior manifests their
abilities they are surrounded by a corona of power, of colour
determined at character creation, which should reflect the
character’s inner nature, for example, the hands of a holy
warrior monk might glow with a silvery radiance when
they manifest a Spiritual Weapon. All abilities count as
1st level spells and cost 1 mana to use unless otherwise
stated.
(Requires Aura 2 and Proficient Meditation)
The warrior is able to manifest yet more potent spiritual powers.
All abilities count as 2nd level spells and cost 2 mana to use
unless otherwise stated.
(Requires Aura 3 and Expert Meditation)
The spirit warrior can manifest awe inspiring spiritual powers.
All abilities count as Great level spells and cost 3 mana to use
unless otherwise stated.
The Proficient courtier has knowledge of heraldry, who’s who amongst nobles and their insignias; etiquette, how nobles expect to be treated; and politics, the divisions and factions of the court and guilds and their goals.
The courtier has a net of contacts and influence and is one of the first to hear of any rumour or gossip, most of it scurrilous.
The character is amongst the great and good of the land.
The character is skilled in the duel, a ritualised form of combat where conducting a duel in the correct manner is almost more important than winning. As armour is often proscribed in a duel, surviving duellists must be adept at dodging
The warrior is a noted duellist, using speed and agility to overcome their foes.
The Master duellist is an artist, turning combat into a swift and deadly dance.
The character is a trained or natural leader.
The character is an exceptional leader and radiates power.
The character is a leader of legendary ability. Such a leader can change the very tide of history and save [or damn] entire nations.
The character has developed reserves of fortitude and inner strength.
The character’s strength of purpose and will is evident to all.
The character has extraordinarily keen senses.
The character senses are now so acute that they can respond to hidden dangers or effects.
The character is preternaturally aware of their surroundings.
(Requires Magical Aptitude — Mage & Aura 1)
This skill is actually six separate skills: Naming, Mysticism,
Wizardry, Thaumaturgy, Elementalism, and Sorcery. Each of
these Spheres must be purchased separately. The mage is
learned, and their Lore is such that they may recognise spells in
their own sphere of one level higher than they can cast, and in
adjacent spheres of one level lower than they can cast. For
example, an Elementalist that can cast Major spells (level
2) can recognise Great spells (level 3) in Elementalism
and Minor spells (level 1) in Naming, Thaumaturgy and
Sorcery.
(Requires Proficient in Additional Magical Skill & Aura 2)
More of the mysteries of the sphere become revealed to the
character. The Mage is versed in the beginnings of truly
powerful magic.
(Requires Expert in Two Additional Magical Skills & Aura 3)
The character is a great and powerful mage; other mortals
tremble before their arcane might.
For much more information on magical spheres and spells, see the Liber Maleficarum(p§).
The character may still their mind and emerge refreshed.
The character possesses even greater powers of mental discipline and concentration.
The adept has miraculous powers of mind over matter.
(Props Required)
The character has had basic medical training and can close
battlefield wounds.
(Props Required)
The physician is well versed in medical practice.
(Props Required)
The physician is one of the finest medical practitioners in the
land.
(Requires Magical Aptitude — Priest & Aura 1)
The character is a devout worshiper of one of the Gods and the
prayers they speak have a game world effect. The priest knows
the forms and rituals of worship of their God. The character
may recognise prayers 1 level higher than they can call
upon, and know their effects and abilities. The priest also
knows the strengths and weaknesses of enemies of their
faith.
(Requires Proficient Deity Favoured Skill & Aura 2)
The priest is beloved of their god and is gifted with still greater
spiritual might.
(Requires Two Expert Deity Favoured Skills & Aura
3)
The living saint is an instrument of their god and makes their
divine will manifest.
For much more information on prayers, see the Liber Maleficarum (p§).
(Requires Proficient Mage Sphere OR Proficient Priest)
Grants the ability to perform minor ritual magics at the cost of
1XP per ritual.
(Requires Expert Mage Sphere or Expert Priest)
Grants the ability to perform major ritual magics at the cost of
2XP per ritual.
(Requires Master Mage Sphere or Master Priest)
Grants the ability to perform great ritual magics at the cost of
3XP per ritual.
See Ritual Magic (p§) for more information on rituals.
(Props Required)
The character is a rogue, a loveable rogue perhaps, but a rogue
nonetheless. The rogue is familiar with who’s who in the
underworld, how much a piece is worth to a fence, and how to
pick a lock or raise a crossbar (to pick a lock the rogue needs a
set of lock picks).
(Props Required)
The rogue has more larcenous skills up their sleeve.
The master criminal is infamous for their daring schemes in the underworld. Other rogues speak in whispers of the brilliant crimes they have achieved.
You are learned and know your letters.
The scholar is a respected intellectual and keeps up a lively correspondence on a wide range of scholarly matters.
The savant is incredibly learned, with a vast repository of knowledge.
The warrior is trained in how to use explosive bursts of strength for combat advantage.
The warrior can use their strength for still greater feats.
The skill and strength of the warrior is such that they may break asunder an opponent’s weapon or scatter a group of enemies.
The character is a skilled smith and knowledgeable about weapons and armour. The smith may determine the origin and other interesting facts about armour or weapons: “An orcish arrow, beware they’re often poisoned!”
The smith is renowned for the quality of their work and knows ancient secrets of smithcraft.
The smith is a noted master of the craft and can forge the most complex and intricate of items.
To permanently forge master steels requires 2 experience points.
Items made from these steels may be crafted by an Expert Smith. At character creation a character may purchase an item made from any one of the steels for 1 point.
Items made from these steels may be crafted by a Master Smith. At character creation a character may purchase an item made from any one of the steels for 2 points.
Adamantium weapons count as magical for the purpose of breaking other weapons and are resistant to shatter effects (Magical defense 3)
The character is skilled at hiding from opponents.
The character is skilled in evasion and the art of stalking.
The character is skilled in the art of stealth. Often, the first an opponent learns of their presence is when a dagger flies from the shadows.
The character may survive in the wild places of the world. Such tasks as hunting for food, water and shelter, and starting a fire are covered with this skill. The ranger may find a relatively direct route through the wildest of lands, and track or follow trails.
The ranger is at home in the wilds, and nature provides for their needs.
The character is at one in the wilds, and can survive and prosper where others would perish.
The warrior is skilled in a particular melee weapon group. These groups are sets of weapons that are very similar to wield. A character not Proficient in a weapon does half damage when wielding it. Similarly, each weapon has an associated Size; the character must have Strength equal to that Size to use the weapon to its full effect. If the character doesn’t have sufficient Strength to use a weapon, again they do half the normal damage.
If a melee weapon is taken in both hands the character is counted as having Strength attribute of one higher for the purposes of determining the maximum weapon Size that can be wielded only. This bonus does not apply to spear and polearm type weapons as their length makes them unwieldy.
The warrior is an expert with a specific weapon and has learned to judge an opponent’s skill.
The character may add one to all damage done with the weapon group they have selected. This does not stack with the +1 damage gained at expert level: in effect all hits are at vulnerable areas.
The warrior is skilled in a missile weapon group. These groups are sets of weapons that are very similar to wield. A character not Proficient in a weapon does half damage when wielding it. Similarly, each weapon has an associated Size; the character must have Strength equal to that Size to use the weapon to its full effect. If the character doesn’t have sufficient Strength to use a weapon, again they do half the normal damage. Crossbows can be fired but not reloaded without sufficient Strength.
The warrior is an expert with a specific weapon.
The character may add one to all damage done with the weapon group they have selected. This does not stack with the +1 damage gained at expert level: in effect areas all shots are Aimed Shots.
The warrior is skilled in the use of shields. A character without this skill who blocks a blow with a shield takes a point of subdual damage to their arm. Each shield has an associated Size; the character must have Strength equal to that Size to use the shield to its full effect. If the character doesn’t have sufficient Strength to use a shield, again they count as encumbered.
The warrior is an expert with the shield.
The warrior is a master with the shield.
These are unbalanced, hafted weapons, whose maiming and killing power is much appreciated by the discerning warrior. Knights commonly take one of these as a back up weapon.
Short weapons are those less than 18” long. They are easy to use and every character is automatically Proficient at no cost.
Balanced for both attack and defence, a sword is perhaps the perfect melee weapon. As it is so effective, each culture has developed their own style of sword, but mostly these are subtle variants of the type listed. Despite this, swords are not common due to a combination of cost and the fact that in civilised regions swords are the prerogative of the military and the nobility.
A common soldier’s weapon. In mass combat, spears and polearms are primarily used for thrusting to keep cavalry at bay. In the confines of a skirmish melee, they must be wielded as a quarterstaff, allowing for defence and a combination of point and blunt strikes, else their size becomes a liability.
Shields are used in a secondary hand to block weapons. Since melee combat usually consists of hack-and-slash, fencing being uncommon, an opponent who has lost their shield will often yield or flee.
Bows are a common weapon found in battlefields across history, used for both hunting and war. A well-shot arrow passes straight through armour. Size 2 and above bows do through damage.
Crossbows are found in modern armies. Their accuracy at short ranges is unmatched and bolts punch through armour as easily as arrows (Size 2 and above crossbows only). It requires only Strength 1 to fire a crossbow — however to reload one requires a Strength attribute at least equal to the Size of the crossbow. If the character is not strong enough to reload the crossbow, then it may be used only once per combat [it can be assumed that between combats a goat’s foot — a metal loading device — or windlass, is used to load the weapon].
Thrown weapons, unlike other missile weapons, do not do through damage. Their chief advantage lies in the element of surprise and speed of use: no one expects a warrior to pull something from his belt and hurl it when he has a sword in his hand.
Eledriel has just started her magical studies and has basic knowledge of the Mysticism and Naming spheres. She is widely read and learned in many areas including the latest court gossip. Her elven senses are keener than most humans.
Eledriel has the following skills Proficient Mysticism, Proficient Naming, Proficient Keen Senses, Proficient Courtier, Proficient Scholar, Proficient Meditation and Proficient Artificer. This uses up her remaining 7 points.
The old man peered into the crystal sphere, stroking his long grey beard as he did so. At one side, his young apprentice pulled up a stool and stood on it so she might see what he was scrying. As he bent the crystal to his will, images began to form...
“I don’t know what it was!” A dark man was speaking to a tall, sharp looking gentleman in red robes. “It came from the rooftops, leapt at me with an unearthly screech, and attacked me! Thank the gods I had my companions with me, or I would surely be dead!”
The red robed figure remained silent, tapping his ringed fingers against each other. The dark man paused, and then continued. “So...I did what you asked — I found the old fool’s trinket. I have it with me now, if you have the money.”
The old man’s apprentice stirred. “Master, is this true? Have ruffians stolen your artefact? Is that the lesson for today, that I must seek a new teacher?” He raised a finger, and she fell silent.
The red robed figure spoke quickly, uttering something just below hearing, and a massive bolt of lightning erupted from his fingertips, incinerating the dark man in a flash. He smiled a cold smile.
The old man turned to his apprentice. “The lessons for today: number one, Evil destroys itself.”
The red robed figure walked over to the smoking remnant of a body, and poked through its remains. He pulled out a small necklace, written over with tiny runes.
The red robed figure raised the necklace to his eyes, turning it back and forth in the light. He smiled once more, and put it on around his neck.
“Lesson two,” the old man said. “Be prepared to sacrifice your queen in the endgame. I call upon a Great magic — Destruction!”
The necklace erupted into fire, blowing the red robed man’s head off in one swift explosion. The body toppled to the ground.
The old man smiled. “Lesson three: Do not anger me.”
“Lessons over. I want my study clean by morning.”
“Do not meddle in the affairs of wizards: they are subtle, and quick to anger...”
Magic.
Magic is the difference between the scintillating worlds of fantasy and the humdrum world of the mundane.
It is what is impossible in the real world. It is throwing aside enemies with a wave of the hand, or glimpsing hidden spirits that lie all around. It is everything that lives only in our dreams.
In the Cuckoo’s Nest Role Playing Game, the power of magic is available to many. Most can learn to use the inherent magic of the world, weaving together ingredients to make potions or other special items. However, to draw on power from within is a rare gift.
The true mage has learned to focus their internal power and release it as a powerful spell. These spells might have been studied in a college, learnt at the knee of a master, or have been passed on by inhuman spirits. Regardless, they all draw on the power of the mage and manipulate it within the framework of a magical sphere.
There are six different spheres of power, each a different way of manipulating the universe with mana. There is one fundamental sphere Naming magic that lies at the centre of all. Naming magic is the original magic, the power over true names that the first mages used before the specialised spheres were developed. The others lie around Naming magic like a wheel, in order:
All mages begin their lives weak, able to cast a few cantrips, and capable of little more. By the time the patient and resourceful master their sphere; their will can topple mountains or remake the heavens.
A mage may be as deadly in battle as a sword-wielding mercenary, and can bring down an Orc chieftain with a single word. Regardless, once their power is spent, they can do nothing with their magic, and being the most knowledgeable and powerful mage in the world will not stop one sword blow. A mage must learn to use their power only when needed, and guard their mana most carefully.
Prayers are powers that are granted by divine beings in return for worship and faith. Prayers are contained within, and follow all the rules for spells, but this realm of power is not a Mage Sphere.
The Channeller gifts are sort of a halfway house between a mage sphere and granted prayers. Some channellers believe they are channelling their own spirit and others that their gifts are granted by the gods or a mysterious force of life. In any case the abilities granted are potent but limited.
This chapter and those following, contain guidelines on creating and playing: a mage, priest, or channeller. There are also the full rules on enchanting items and special steels available with Smithcraft. At the end of the book are spell summary sheets, handy reminders of the spells available, what they do, and the vocals necessary to cast them. With these tools you can unlock your magical potential.
Within these pages you will find all you need to bring your dreams to reality...
Magic.
The most important choice a mage can make is the choice of which sphere to master. Each of the spheres has their own strengths and weaknesses.
When a mage casts a spell, they focus some inherent power into a work shaped by their will. In game-reality, the character mutters arcane words in Dragontongue, and then the magical effect takes place. In reality the player recites the vocals for the spell, indicating targets if necessary, and then spends the mana on it.
The character needs to be able to speak. The vocals must be loud enough to be heard by someone standing adjacent and listening — they can be quiet, but they cannot be inaudible.
Innate spells and mentally triggered magical items are treated differently. There are no middle vocals, and the character in the game-reality need not speak or move in any way, although it is obvious to someone observing that the characters mind is particularly focussed on something...If the character is struck while speaking the indicator, then the mage loses concentration.
In order for the spell to be successful the caster must normally retain concentration as the spell is cast, although certain abilities may negate this requirement (c.f. Expert Meditation). If a weapon or a hostile spell strikes the mage while they are reciting the vocals, then concentration is lost. This is the case even if the mage is armoured or immune to the damage. If the mage mis-speaks the vocals, then concentration is lost. If a mage loses concentration the cost is one mana as the spell is miscast. Some spells have special rules for miscasting.
Spells differ greatly in their complexity and power. They are classed into groups related to their difficulty to learn and how wearying they are to cast. Each class of spell requires a minimum Aura to cast, and costs an amount of mana equal to that to cast. For example, to be able to cast a major spell, a mage must have a minimum Aura of 2 and spend 2 points of mana on it.
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When a mage runs out of mana, the energy for a spell can be drawn from their body. This does 1 point of damage to each location. The mage can therefore knock themselves out or even die as a result of casting. This is called overcasting — it has saved more than one mage’s life, and taken the lives of many more.
Some spells last all day. Many Wizardry runes are like this. Spells of this nature require the mage’s will to maintain, and tie up mana from the caster while they are in effect. The mage cannot regenerate the mana from any spell that they are currently maintaining. Continual spells do not require the mage’s will to maintain once cast and mana is regenerated as normal.
Unless otherwise stated in the spell description, a caster may cancel the effects of their spell at any time.
If a character is vulnerable to a particular magical attack, then the spell counts as one level higher for the purposes of warding and any damaging spells will inflict an additional point of damage.
“Belief is reality, reality is belief.”
“All that we are is expressed with our minds. Our will and the world are both defined by how we perceive it. The disciplined mind is the font of all power; symbols, foci and the spirit-born are merely crutches for the weak. We do not need them; we will not use them.”
“Fate is as a force of nature and can push us forward with purpose or toss us madly.”
“For our life to be true we must understand Fate: its currents, eddies, and surges. We must learn to ride destiny like a sailor upon a sea, rather than a leaf upon a storm.”
— extract from Mediations of the Inner Eye.
Mystics use the force of their minds to influence reality. They undergo rigorous physical and mental training to hone their senses and strengthen their will. To harness the energies living within them, mystics must achieve a state of inner harmony or balance.
Mysticism involves a sub-intellectual feel for the way of things. One cannot simply become a mystic by reading a book and agreeing with its content; a mystic must embrace a state of enlightenment that is experienced with every fibre of their being.
There is one great insight that governs mysticism: belief is reality, reality is belief. If a mystic’s will is strong, it can influence other’s beliefs and so create illusions or beguile someone to believe they are your ally. Similarly, if a mystic believes that time and distance are no barriers to the soul, they may step outside of time’s embrace.
As mystics strive to increase their will by the use of cruel deprivations, and imaginations with riddles and paradoxes, they may seem mad to other characters. Mystics may be played as seers, true bards, philosophers or perhaps fakirs. The circle is the symbol of mysticism and most mystics display it upon themselves in some form. This may be stylised, for example, an unblinking eye or a dragon with its tail in its mouth.
“Looking at the cake is like looking at the future, until youve tasted it what do you really know? And then, of course, its too late. [Arthur takes a bite.] Too late.”
— Excalibur (John Boorman, 1981)
Merlin appears as a figure slightly detached from the normal world. He alternates between clown-like comedy (complete with pratfalls) and truly frightening power and presence. As Arthurs mentor, Merlin wields power through wisdom and knowledge rather than throwing spells around. The magic he wields is only a means of gathering more knowledge and furthering his ambitions for Arthur rather than the usual flashes and bangs.
His magic is often used to trick or otherwise gain the edge on his enemies. This, combined with his erratic behaviour, always meant that Merlin was in a position of power and his enemies were ever on their guard.
C.f. Mallory’s “Morte d’Arthur”, TH White’s “The Once and Future King”, John Boorman’s “Excalibur” (film — Nicol Williamson as Merlin).
[Dur: 5 minutes - Range: 20’ - Area: 1 creature]
At the mystic’s word the creature feels a great surge of
friendship. The affected creature thinks of the caster as a close
personal friend and will act accordingly. The creature still
acts with free will and is not under any further mental
compulsion. The spell is automatically dispelled if the mystic
treats them unkindly. At the spell’s end the victim is not
immediately aware that they have been charmed, but if
questioned the creature may think their actions to have been
unusual.
Vocals: “I call upon a Minor Magic - to beguile my foe - Charm!”
[Dur: 24 hours - Range/Area: Caster]
This spell causes the caster to alter their appearance, including:
face, build and clothes etc. It is impossible to duplicate another
person convincingly. However if the mystic knows the true
name of another, they may copy them completely, including
mannerisms.
Vocals: “I call upon a Minor Magic - to grant me aid - Glamour!”
[Dur: Total Concentration - Range: 20’ - Area: 1 Creature - Progressive]
The spell allows the mystic to speak directly to another’s
mind; language is no barrier to this communication. As the
Mystic’s power grows they can sense the target’s emotions
and finally even gain access to the target’s memories and
secrets. It requires a full 10 seconds of concentration to
sense a target’s emotions or gain the target’s memories
on a single topic (that can be explained in 10 seconds or
less).
Vocals: “I call upon a Minor Magic - to reveal the truth - Mind Link!” - speak directly to mind of target
“I call upon a Major Magic - to reveal the truth - Mind Link!” - may also sense target’s emotions
“I call upon a Great Magic - to reveal the truth - Mind Link!” - may also access target’s memories and knowledge
[Dur: Total Concentration - Range/Area: Caster - Progressive]
The mystic lapses into a trance to peer through space and time.
The player asks the GM a question, the complexity of which
may increase as the mystic grows in power.
Vocals: “I call upon a Minor Magic - to reveal the truth - Oracle!” - question may be answered yes or no
“I call upon a Major Magic - to reveal the truth - Oracle!” - question may be answered with a single word that is not a specific name or date or place.
“I call upon a Great Magic - to reveal the truth - Oracle!” - question may be answered with a single sentence of 10 words or less.
[Dur: 24 hours - Range/Area: Caster]
The seer catches a glimpse of future moments of great danger.
The mystic can then react to the danger sensed, and gains a
single dodge call.
Vocals: “I call upon a Minor Magic - to grant me aid - Premonition!”
[Dur: Concentration - Range/Area: Caster]
The mystic uses a combination of illusion and enchantments to
cloud minds and becomes invisible. The spell requires the
concentration of the caster and so ends if the caster attempts to
cast another spell or enter combat.
Vocals: “I call upon a Major Magic - to grant me aid - Invisibility!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
The seer fashions a ward to guard against a specific danger. Fate
then intervenes and some improbable event prevents each attack,
such as a belt buckle miraculously turning blows from a sword
aside.
The seer gains 3 points of hardened armour against one specific type of danger only. The seer can ward themselves to such dangers as: Weapons (all), Spells (all) or Creatures (any type of damage from one creature type such as Undead, Elves or Humans).
Vocals: “I call upon a Major Magic - to grant me aid - Sigil!”
[Dur: Special - Range: 100 yards - Area: Caster]
The mystic may project their soul into the spirit world. The
body is shed and lies in a trance like state. In game terms, the
character concentrates, and the player physically moves to the
desired viewing location.
The spirit form is invisible and intangible, but may interact with spirits, and be reacted to, as though each were corporeal. The mystic is treated as a spirit for all spells and spell like effects. When the mystic returns to their body after projecting the soul, the body awakens from the trance. The mystic dies if either their body or spirit is slain whilst they are in this trance.
Vocals: “I call upon a Major Magic - Soul Walk!”
[Dur: 10 seconds or special - Range: 20’ - Area: 1 creature]
The caster makes the target believe a short sentence is true. For
example, if the target were told, “Your sword is a serpent!” then
they would believe it. The sentence must be 10 words or less in
length and the target must be capable of understanding the
sentence.
The duration of a Suggestion is 10 seconds if the victim can check with their immediate senses or their long term memory (longer than one day) that the statement is incorrect (“My sword’s not a serpent”, “I am not a vagabond”), and indefinite if this cannot be verified. (“These are not the druids you’re looking for...”).
Vocals: “I call upon a Major Magic - to beguile my foe - Suggestion!” and then the suggestion.
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
With this spell all the petty grievances and hurts done to the
target by their friends are magnified and flare up into an
unreasoning hatred. The traitor will have exactly the same
attitude towards the mystic as before, but their friends are now
bitter enemies. The target will simply vent their rage on whoever
is nearest to them. The spell ends when the traitor kills or
disables a friend (“Oh no, what have I done...”) or when the
duration runs out.
Vocals: “I call upon a Major Magic - to beguile my foe - Traitor!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The mystic can move the Fates to lay a Geas upon an opponent
to carry out some service or refrain from some action. If the
target breaks the terms of the Geas they sicken and lose one
point of Endurance per day until they die. A Geas cannot
compel a creature to kill itself or to perform an action that
would result in certain death. If such a Geas is attempted, the
Fates turn their power upon the mystic and it is they who are
affected. The opponent will be held by subject to the Geas until
such time as they have completed their task, or the mystic
releases them. A task that cannot ever be completed lasts for
but a day.
Vocals: “I call upon a Great Magic - to beguile my foe - Geas!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The victim of the Feeble Mind spell has their faculties
destroyed by the mystic. They are reduced to a vegetative state
immediately, losing track of what was going on around them. If
struck, they may squeal or cry, but cannot even gather the wits
to flee. A mage struck down by a Feeble Mind cannot cast spells,
but may Spell Ward the magic normally if they do so before it
takes effect.
The spell ends when someone whispers the victim’s true name or a childhood nickname in his or her ear.
Vocals: “I call upon a Great Magic - to beguile my foe - Feeble Mind!”
[Dur: 24 hours - Range/Area: Caster]
The mystic builds a mental fortress such that they are totally
immune to any and all mind controlling or influencing, spells
and abilities and the mystic is additionally shielded from any
divination magic. The mystic can put up false fronts, with
completely fake thoughts and emotions. Only what the mystic
wishes to be seen will be revealed.
Vocals: “I call upon a Great Magic - to grant me aid - Mental Fortress!”
[Dur: Total Concentration - Range: 20 - Area: 1 object or creature]
Upon casting this spell, the mystic may move objects or
creatures with the power of their mind. The mystic may
choose to either knockback or entangle a creature (with
Strength equal to caster’s Aura) or move an object 20’ in any
direction.
Vocals: “I call upon a Great Magic - to grant me aid - Mind Grasp!”
[Dur: 10 seconds - Range/Area: caster and 10’ radius]
The caster steps outside time, calling a 10 second time freeze
during which time only the caster and any allies within 10’ are
free to act. Those outside time cannot affect, move or touch
anything else in the frozen world during this time freeze, but are
otherwise free to act.
Vocals: “I call upon a Great Magic - Timeslip! Time Freeze!”
The maxim of persistence: “Only perfection is eternal.”
The maxim of signatures: “The attribute without mirrors the power within.”
“With our craft we harness the many forces of this world and the spirit world. To heights and depths we put forth our hands and grasp them, bind them in cunning works. What other Art can compare with ours? For the power of the elements can be captured in a lightning stave; the second sight can be ours with a scrying glass. While the thaumaturges are happy with their dolls, we command the golem.”
— torn extract from the Cantilica Automata
Wizards believe that something that is truly perfect will last forever. This seeking of perfection leads them to discard the temporary and imperfect spells of other spheres in place of the stability of will represented by the rune. Each rune is a tiny symbol that stands for an instance of magic, an instance that can be perfected and made to last in perpetuity if enchanted. As the runic symbol contains both the wizard’s skill and will, a rune may be gifted to another, even those not magically gifted.
Wizards often describe runes as in someway “living”. It is an act of will to charge the rune with power and this seems almost to give the individual runes a personality. Runes are described by wizards as jealous, it is impossible to inscribe more than one rune of any one type onto a target.
Wizards can be drawn from many cultures. Symbolic magic is found in barbaric tribesmen smearing runes in blood, or the exquisite calligraphy of an eastern mage.
Wizards, unlike other mages, do not normally cast spells, instead most of their magics are inscribed in runic form. A rune must be inscribed onto a surface: writing or scribing implements of some kind are required. The rune requires 5 minutes to fill with power.
Inscribing a rune replaces the normal vocals of a spell, the rune is inscribed and the spell is activated. The rune glows with a soft light that fades at the end of the magic’s duration. A few runes, that have an instant effect, require a triggering phrase. To trigger such a rune the wizard, or those gifted with a rune, must say:
Vocals: I call upon a (spell level) rune (Rune name)!
Wizards gain little to no benefit from being able to farcast magic as other mages do, as in effect most of their spell are already Touch spells. To compensate, wizards gain more benefit from the Artificer skill than any other mage. The stable symbols a wizard employs are perfectly suited to the Artificer art. The wizard may use their Lore rather than simply the spells they can cast, when creating some items with the Artificer skill.
Wizard-Artificers are common and potent. Any weakness in the wizard’s arts may be compensated against with appropriate Charms and Enchanted items. Wizard-Artificer-Smiths are less common, but as the benefits of craftsmanship and unusual steels are retained in their creations, they craft the most potent of arms and armour.
“One Ring to rule them all,
One Ring to find them,
One Ring to bring them all,
and in the Darkness bind them.”
— Lord of the Rings, J R R Tolkien
Sauron was, no doubt, many things: a demigod, a necromancer, a tyrant — but he was first and foremost a wizard. Consider the first task he set himself when his master Morgoth was cast into the void — he helped make the Rings of Power, influencing their creation in a way that would forever curse those that wore them.
And his crowning achievement, his one glory, was the creation of an artefact that he poured his energies into — a thing that was to prove his ultimate downfall. The One Ring. The Ring he set above all the other Rings of Power, to enslave their wielders and corrupt them into his service.
Heroes struggled, died, were corrupted by and carried the Ring. Elves, thousands of years old, hid from Sauron’s all-seeing eye for fear that he would turn its power against them. And when, in the end, one long-lost hobbit destroyed the Ring, by doing so he also destroyed Sauron himself.
The One Ring is the archetypal wizardly creation — something so powerful and terrible that it has a life of its own, beyond that of its creator and his schemes. Something that when turned against him, destroyed Sauron as surely as it destroyed everyone else it had touched.
Therein lies, perhaps, a lesson for all wizards.
[Dur: Continual - Area: Rune or writing]
This spell hides any runes upon an item, or any amount of
non-magical markings (provided they all fit on one surface). The
runes or markings are made invisible to the naked eye and
undetectable with Second Sight.
The caster must specify certain mundane circumstances under which the Hidden Runes will appear, for example, by the light of the moon. The Hidden Runes last for the duration of the runes inscribed on the item or until the mundane circumstance occurs.
Vocals: “I call upon a Minor Magic - to affect that object - Hidden Runes!”
[Dur: 24 hours - Area: 1 creature or named armour]
When inscribed on a creature’s skin, the Rune of Armouring
provides 1 point of hardened armour point to all locations.
The Rune of Armouring may be applied to armour that has been inscribed with the Rune of Naming. Unlike most magical armour, the armour provided by the Rune of Armouring stacks with that provided by physical armour.
[Dur: 24 hours - Area: 1 item]
The Rune of Naming is an integral part of Wizardry as some
runes can only be cast on enchanted or “named” objects. The
wizard whispers an archetypal name of the object as they
inscribe it with a small rune.
In all cases the item is now treated as enchanted and does not impede the flow of mana. In addition the item gains the following benefits:
[Dur: 24 hours - Area: Wielder - Progressive]
The Rune of Skill grants Proficiency in a particular skill. The
rune must be drawn in the blood of someone who knows the skill
to the appropriate level. Magical skills may not be granted by
this method.
[Dur: 24 hours - Area: Named weapon]
The Rune of Thorns may be applied to any weapon that has been permanently enchanted or that has been inscribed with the Rune of Naming. The weapon edge becomes so keen that it passes through amour as if it was not there — the weapon deals through damage.
[Dur: 24 hours - Area: Named weapon]
Bane Rune — the weapon thirsts for the blood of a chosen race,
twisting in any wounds caused, for still greater harm — the
weapon deals +1damage against this race. The rune will also
glow whenever one of the chosen race is near. giving the effect of
Danger sense (but only for that race). For the purposes of
this spell the Undead are considered one race. Bane Rune
may be applied to any weapon that has been permanently
enchanted or that has been inscribed with the Rune of
Naming.
[Dur: 24 hours (triggered) - Area: 1 creature]
When called upon, a single minor or major spell targeted on the
protected creature does not affect the creature but is instead
‘captured’. The captured spell may be cast by the bearer at a
later time, by using the captured spell’s name as vocals and this
discharges the rune.
[Dur: 24 hours - Area: Wielder]
This rune gives great power to the wielder of the rune. The rune
adds either one point to Strength or Endurance (decided when
the rune is inscribed), which may take the attribute higher than
the normal maximum. When the rune expires, all Endurance
gained is removed at once, which may kill or incapacitate the
wielder.
[Dur: 24 hours (trigger) - Range: 100 yds - Area: one creature]
When called upon the rune allows the wielder to travel to any
other place within 100 yards without passing through the
intervening space. The travel is almost instantaneous.
[Dur: Concentration - Range/Area: Caster]
The wizard may throw a series of runes for the purpose of
divination. They may ask any one question per reading: the
reading has no chance of failure provided there is no obscuring
magic at work. A yes or no question always provides a clear and
accurate response. Specific information is usually not granted —
names, dates and so forth. The wizard needs a bag of runes or
rune sticks to cast this spell.
Vocals: “I call upon a Major Magic - to reveal the truth - Rune Reading!”
[Dur: Continual - Area: 1 creature or construct]
When inscribed on the forehead of a victim, the Binding Rune
places the wielder under the verbal control of the wizard or
any one person appointed by them. The bound creature
becomes like a living golem and must obey their controller’s
spoken commands. The mental control is absolute, but
those bound may try to subvert the controller’s commands.
The bound creature is unable to engage in any meaningful
conversation and their controlled behaviour is obviously
unnatural. The rune counts as a beguilement effect for the
purpose of resisting. Those bound by the rune remember what
they did while under the influence of the Binding Rune. The
effect of the rune is cancelled if the rune is obscured by any
means.
[Dur: 24 hours - Area: 1 named or enchanted weapon]
The Rune of Death may enchant a weapon to deal +1damage. If
the wizard can draw the rune with the blood of one specific foe,
or incorporate the victims True Name into the rune, the
foe is now Vulnerable to the weapon. The Rune of Death
may be applied to any weapon that has been permanently
enchanted or that has been inscribed with the Rune of
Naming.
[Dur: 24 hours - Area: Wielder]
The wizard draws a rune which can hold the soul of the wielder
if they are slain. On the wielder’s death the rune will activate
and hold their soul safe for up to 24 hours. Damage inflicted on
the wielder’s body during this time does not affect the stored
soul, although severe damage can make it less likely that the
soul will be able to return.
Once the body is free from mortal injuries the rune will return the soul to the body. The rune will decay over time and if the wielder’s body is still too badly damaged to re-enter 24 hours after the rune has been triggered, then the soul is lost and the wielder dies. If the rune is erased the soul is immediately released back into the body, often with fatal results.
[Dur: 24 hours - Area: Wielder]
The rune may be used to render the wielder immune to any one
spell type, decided when the rune is drawn.
This can be any of the spell types, for instance beguilement, fire spells, divination magic, but may not be an entire sphere of magic or a path of Sorcery.
[Dur: 24 hours - Area: Wielder]
The wielder of the rune is protected from any one group of melee
weapons or all missile weapons, as chosen when the rune is
inscribed. The weapon groups are Axes and Clubs, Short
Weapons, Staff and Spear, Sword and Sabre or Missile Weapons.
The wielder of the rune is totally immune to any non-magical
weapons of the group warded against.
Like affects like; that which lay together once lies together still; force and matter are one.
“The world we see is merely the surface of the Weave. Those priests and sorcerers, who seek power from the spirit born, merely reveal their ignorance. For where do their dÊmons and gods find this power, but in the Weave! These fools demean themselves by begging like dogs for scraps from their master’s table.”
— Jael Ragge, Master Thaumaturge
Thaumaturgy deals with directing and amplifying physical and magical forces, and with the alteration and transformation of matter. Three great principles govern thaumaturgy: Sympathy, Contagion and Unity.
The Principle of Sympathy holds “like affects like”. Therefore, something done to a model of an object may, through thaumaturgic magic, affect that very object. Sympathy dictates that a thaumaturgic doll may not be a shapeless blob of wax but must resemble the victim.
The Principle of Contagion is “once together, always together”. Thus a piece of an object allows the thaumaturge to affect the whole object. The more intimate the object the more useful, so a drop of blood is more useful than an item of clothing.
The Principle of Unity allows “forces and matter are in reality one”. A thaumaturge can then alter the outward form of both forces and matter. A master thaumaturge can then transform a shield into a staff or ice into fire. There is a proviso, however: sentience may not be given or taken. A thaumaturge could transform a man into a wardrobe, but the wardrobe would still be sentient.
All thaumaturgy spells require a Foci, a mundane item that acts as focus of their magic. When casting a spell a thaumaturgist must have the Foci in hand, requiring the use of one free hand.
It is a greater commitment to play a thaumaturge in live-role-playing than it is to play, for example, an elementalist or a mystic. This is because you must have physical representations for the Foci. Note, however, that the spell strengths have been balanced with this in mind so that thaumaturgy spells are often more powerful than spells of an equivalent level from other spheres
Before anything else, let us note that Raistlin looked the perfect thaumaturge. Robed and cowled, laden down with herbs, powders and symbols, his hands stained with sulphur and burn marks, he could be nothing else but a thaumaturge. However, beyond that, much of his personality was perfectly suited to Thaumaturgy: Raistlin was obsessed with power. To him, his arts were a means to that power and, unlike the mystics, he was more than willing to directly wield his magic in the pursuit of that power. As he gained power, he became more distant to the mundane around him.
C.f. Margret Weis & Tracy Hickman’s “The Dragonlance Chronicles/Legends” (Particularly Legends).
[Dur: 24 hours - Range: Touch - Area: 1 item]
The thaumaturge uses the powers of sympathy and contagion to
give an object a semblance of life. The object may be made to
perform a simple, repetitive task related to the normal
function of the item, or make a very simple movement.
The object has a Strength equivalent to the mage’s Aura.
The Foci for this is the object itself, thus an axe could be
used to chop down a tree, or a glove to grab and drag an
item.
Vocals: “I call upon a Minor Magic - to affect that object - Animate!”
[Dur: Tot. Concentration - Range: 20’ - Area: 1 creature - Progressive]
The thaumaturge chants and then clenches their fist — the
victim is then completely entangled by an invisible hand
and may not move. The thaumaturge can choose to crush
those held who take 1pt of through damage per full 10
seconds they are crushed (call Single Through! for each full 10
seconds).
The Foci is a glove on the caster’s hand.
Vocals: “I call upon a Minor Magic - to entangle my foe - Crushing Hand! Entangle! Strength 1!” - 1pt dmg per 10s
“I call upon a Major Magic - to entangle my foe - Crushing Hand! Entangle! Strength 2!” - 1pt dmg per 10s
“I call upon a Great Magic - to entangle my foe - Crushing Hand! Entangle! Strength 3!” - 1pt dmg per 10s
[Dur: Instant - Range: Touch - Area: 1 creature]
This spell allows the caster (or a creature touched) to make a
single prodigious leap. The target may move to anywhere within
20’. The thaumaturge may not be struck with weapons or spell
effects whilst they move.
The Foci is the limb of a jumping creature such as a frog or grasshopper.
Vocals: I call upon a Minor Magic - Jump!
[Dur: Instant - Range: Touch - Area: 1 item]
This spell repairs and makes good as new any broken object
which is not enchanted, so armour may be repaired and
wineskins made whole. As the spell perfectly mends the item,
the limitations of mundane armour repair do not apply. The Foci
are miniature appropriate mending materials, for example, a
needle and thread or small anvil. The mana cost is 1 per point of
Size of the item to be mended.
Vocals: “I call upon a Minor Magic - to affect that object - Mend!”
[Dur: 24 hours - Range: Touch - Area: 1 complete outfit - Progressive]
The caster touches a set of clothing as they say the words of this
spell. The fabric of that clothing toughens and becomes as
though woven from steel threads, giving the cloth a hardened
armour value of 1. The clothing must be woven. The Foci is the
cloth.
Vocals: “I call upon a Minor Magic - to affect that object - Steelsilk!” - 1 point of armour
“I call upon a Major Magic - to affect that object - Steelsilk!” - 2 points of armour
“I call upon a Great Magic - to affect that object - Steelsilk!” - 3 points of armour
[Dur: Instant - Range: 20’ - Area: 1 creature]
The thaumaturge calls upon the power of sympathy to form a
link between a twig and the victim. Then they snap the twig. On
the twig breaking, the target of the spell takes 2 points of
piercing damage to a designated location — breaking the bones
of all but the most stalwart. This spell has no effect on ethereal
creatures or spirits.
Vocals: “I call upon a Major Magic - to pierce my foe - Bone Break! Double Piercing!” (Location)
[Dur: Instant - Range/Area: Caster]
This nasty little spell allows a thaumaturge to redirect a spell
targeted at them back to the spell’s caster. The Foci is a
polished silver mirror, which is pointed towards an opponent
while the spell is being cast. Spells of any level may be
deflected.
Vocals: “I call upon a Major Magic - Reflection!”
[Dur: Instant - Range: Caster - Area: 10’ radius]
The thaumaturge speaks a harsh word of power whilst holding a
lodestone aloft. All within 10’ are repelled away from the caster
and hurled to the ground with a Strength equivalent to the
mage’s Aura (mass knockback). The intangible force generated
by this spell will repel even ethereal creatures. The Foci is a
lodestone.
Vocals: “I call upon a Major Magic - Repel! Mass Knockback!”
[Dur: Instant - Range: 20’ - Area: 1 item]
The thaumaturge breaks a twig or branch whilst pointing at an
object. Unless the item is enchanted it shatters into dozens of
pieces. The object is impossible to repair without the Mend spell
or similar supernatural aid.
Vocals:”I call upon a Major Magic - to affect that object - Shatter!”
[Dur: 24 hours - Range: Touch - Area: Object Size equal to Aura]
The thaumaturge can temporarily change either the material or
the form of any item or items whose Size equals their Aura or
less. The mass of the item to be changed must be conserved.
Thus a sword may be changed to a ploughshare or copper coins
to gold. The special steels created by Smithcraft may be
replicated. The Foci is a small sample of the target material to
seed the change.
Vocals: “I call upon a Major Magic - to affect that object - Transmutation!”
[Dur: Concentration - Range: Caster - Area: 10’ radius around caster]
The spell creates an invisible wall in all directions around the
caster, at a distance of 10 feet. No physical effect may pass
through this wall except sound — no physical spells, weapons or
creatures can pass through.
Spirits in ethereal form can travel through the wall. The Foci is a chip of stone from a keep. The walls of the Fortress may be seen with Second Sight.
Vocals: “I call upon a Great Magic - to grant me aid - Fortress!”
[Dur: Instant - Range: 100 yards - Area: caster and 10’ round them]
This spell opens a portal allowing the thaumaturge and
their allies to travel to any other place within 100 yards
without passing through the intervening space. The travel
is almost instantaneous. The Foci is a rook from a chess
set.
Vocals: “I call upon a Great Magic - Portal!”
[Dur: Instant (10 seconds stun) - Range: 20’ - Area: 10’ radius]
Chanting words of hate and spite, the thaumaturge takes a blade
and makes a deep cut in the palm of their hand (causing 1 point
of damage) . As blood wells and drips from the thaumaturge’s
hand a rain of blood falls upon their enemies. The blood
burns like acid and forms a thick miasma that causes 2
points of piercing damage and a stun effect to all those
within 10’ of the spell’s target. The Foci is the mage’s
blood.
Vocals: “I call upon a Great Magic - to pierce my foe(s) - Rain of Blood! Mass Double Piercing! Stun!”
[Dur: 5 minutes - Range: Unlimited - Area: Caster]
Using the powers of Sympathy and Contagion the thaumaturge
may spy from afar. The thaumaturge may spy upon a single
person or item. To cast the spell the thaumaturge requires
a material item from the person, or part of the item to
be scryed upon. The thaumaturge may cast a single spell
through the magical link, the power of the spell that may
be cast is dependent on how personal the material item
is to the target, a minor connection allows a minor spell
etc.
The material item is consumed when the spell is cast. The Foci for the spell is the material item described, and a mirror or crystal sphere to gaze into, which is not destroyed.
Vocals: “I call upon a Great Magic - to reveal the truth - Scry!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The thaumaturge calls upon the principle of Sympathy and
Unity to transmogrify an opponent. The target is turned into a
small inoffensive creature such as a rabbit. The victim of the
spell retains full intelligence but cannot use most skills or
abilities due to their new form. The Foci for the spell is a part of
an animal that the victim will be transformed into, such as
rabbit’s foot. The spell can be broken by feeding the creature
Wolfsbane.
Vocals: “I call upon a Great Magic - to affect my foe - Transformation!” (Name of animal)
Stone, Wind, Flame and Ice: from these all things are made.
“Let others mock our supposed lack of lore. They cannot imagine the forces that exist in the elemental planes. To channel these forces into this world, I make myself the pinch in the hourglass, the hole in the dam, the focus of all that streaming energy. All of this is in me. I feel divine, and for a moment I could be. It is the ultimate ecstasy, there is nothing like it.”
— Micheal Batique, Elementalist
To an elementalist, reality is composed of four key principles: Earth, Air, Fire and Water. Elementalists do not view the universe as simply being composed of varying proportions of these ‘elements’; when an elementalist says ‘earth’ they mean far more than the mere dirt beneath their feet. They are referring to the underlying cyclical principles of growth and decay, of solidity and tenacity, life and death. Earth is a metaphor for change.
The elementalist deals with the spirits of the elements: spirits that embody the characteristics of Flame, of Ice, of Stone and of Wind. Unlike a sorcerer, they do not draw their power from these spirits. The elementalist taps the undying and supreme essence of creation itself, something beyond the spirits that carry that power within them. The elementalist does not bow to these spirits to attain their power - they take the power themselves and shape it as they see fit. They are not enslaved to the elementals, but seek to emulate them in their wrath and terrible glory.
Elementalists draw power from the elemental planes into this world, shaping it as they can. Elementalists often find the channelling of their powers greatly exhilarating. They tend to be mercurial individuals, often less scholarly than their more staid brethren in the Guild. There are more elementalist warlocks than warlocks of any other sphere. Elementalism is especially strong in combat magic and its followers unsurpassed in war, but even so, these arts can lend themselves to other purposes.
Each of the four elements is indivisible and mutually exclusive, and this applies to differing elemental versions of the same spell. If an elementalist draws power from the element of fire to create an Elemental Favour against fire then the elementalist cannot also draw power from the element of air to be protected from this element as well. Similarly an Elemental Weapon can only be of one element at a time.
Gandalf remains a mystery — we dont know much about the powers he could draw upon, their nature or their extent. Yet the few spells we do see him cast have a generally elementalist air to them. Consider the fiery illusions he entertains the children in Hobbiton with. Or the flame he strikes the wargs of Sauron with. And when he shatters the stone bridge in Moria, it seems clear that Earth responds to his call as easily as Fire.
Ultimately, however, Gandalf’s magic is as mysterious as his character. He embodies much of the elementalist personality — he is a man of action more than a mere scholar. Yet as becomes clear in The Two Towers, he is much more than he appears. . .
[Dur: Instant - Range: 20’ - Area: 1 creature/10’ radius - Progressive]
The elements respond to the elementalist’s call and a bolt flies
from their fingers into the torso of the creature indicated. The
element called must be specified e.g. Fire bolt. The creature
takes one point of through damage to the torso.
Vocals: “I call upon a Minor Magic - to strike my foe - Elemental Bolt! Single Through!”
“I call upon a Major Magic - to strike my foe - Elemental Bolt! Double Through!”
“I call upon a Great Magic - to strike my foes - Elemental Bolt! Triple Through!”
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
A corona of blinding light briefly outlines the creature, which is
blinded by the after-image for 10 seconds
Vocals: “I call upon a Minor Magic - to affect my foe - Flash!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
The elementalist calls upon the element of water to encase the
target in a sheet of preserving ice. The target is held in stasis,
time does not pass and there will be no deterioration in the
body’s condition from such effects as bleeding, poison or disease.
The ice is quite fragile and provides no protection from further
harm.
The spell may only be cast on a willing or helpless target.
Vocals: “I call upon a Minor Magic - to affect that creature - Preserving Ice!”
[Dur: 24 hours - Range/Area: Caster - Progressive]
The caster’s skin takes on the texture and appearance of
weathered granite, turning aside sword blows and arrows. The
elementalist gains hardened armour to all locations.
Vocals: “I call upon a Minor Magic - to grant me aid - Stoneskin!” - 1 point of hardened armour
“I call upon a Major Magic - to grant me aid - Stoneskin!” - 2 points of hardened armour
“I call upon a Great Magic - to grant me aid - Stoneskin!” - 3 points of hardened armour
[Dur: Instant - Range: 20’ - Area: 1 creature]
The elementalist makes a single gesture and whispers in the
secret tongue of magic. The creature is blown directly away from
the caster and is hurled to the ground. The intangible forces
generated by this spell will knockback even ethereal creatures.
The Strength of the blast is equal to the elementalist’s
Aura.
Vocals: “I call upon a Minor Magic - to affect my foe - Wind Blast! Knockback!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
The caster takes up a stone and calls upon the strength and
resilience that lie therein. The recipient gains +1 to their
Strength or Endurance, which may take the attribute higher than
the normal maximum. When the spell expires, all Endurance
gained is removed at once, which may kill or incapacitate the
wielder.
Vocals: “I call upon a Major Magic - to grant me aid - Earthmight!”
[Dur: 5 minutes - Range: 20’ - Area: 1 creature]
This spell summons a friendly, minor elemental spirit to serve
the caster for one task. These spirits are the Sylphs of Air,
Salamanders of Fire, Undines of Water and Gnomes of Earth.
Though these spirits are friendly: they are also capricious, alien
and may not understand the caster’s wishes. The spirit’s actions
must be determined with role-playing between the caster and
Player GM.
For example, the caster might whisper a message to a sylph, to then be carried to any one creature that they can accurately describe. Actual distance is irrelevant, but the recipient must be in an area to which air can flow.
The spirit may grant protection from harm from their specific element Fire, Air, Earth or Water. Those favoured are immune to any and all harmful effects caused by that element; an elementalist could walk through fire unharmed or breathe underwater. The elementalist may only have the favour of one element at a time.
Vocals: “I call upon a Major Magic - to grant me aid - Elemental Favours! - (followed by type of servant)”
[Dur: Instant - Range: 20’ - Area: 10’ radius]
Causes a small ball of energy to shoot from the elementalist’s
hand to the target, where it explodes into flame. The Fireball
inflicts two points of damage to the torso of the target and
anyone — including allies — within 10 feet.
Vocals: “I call upon a Major Magic - to strike my foe - Fireball! Mass Double Through!”
[Dur: Instant - Range: 20’ - Area: 10’ radius]
This spell creates an area of slippery ice. The ice is too slippery
for any within the area to keep their footing.
Vocals: “I call upon a Major Magic - to affect my foes - Glissade! Mass Strikedown!”
[Dur: Concentration - Range/Area: Caster]
The caster takes on the form of mist and becomes intangible.
They may not be harmed except with magical weapons or spells.
The elementalist is not ethereal, they cannot walk through solid
barriers such as a dungeon’s walls or a Fortress spell, but the
elementalist may pass through an area where air could flow
freely, such as a barred window.
Vocals: “I call upon a Major Magic - to grant me aid - Mist Form!”
[Dur: 5 minutes - Range: Touch - Area: 1 weapon]
This spell surrounds a weapon with a corona of elemental power
of the caster’s choosing - fire, frost, crystal or lightning. The
weapon is now enchanted and some creatures may be vulnerable
to it e.g. those of the opposite element.
Vocals: “I call upon a Great magic - to affect that object - Elemental Weapon!”
[Dur: 5 minutes - Range/Area: Caster]
The spell summons a corona of intense fire that outlines
the elementalist. Anyone the elementalist touches or who
touches them will take a single point of damage to the
location in contact with the elementalist. Any weapon that
strikes the elementalist will then melt instantly unless it is
enchanted.
Vocals: “I call upon a Great Magic - to grant me aid - Fire Shroud!”
[Dur: 5 minutes - Range: 20’ - Area: 10’ radius]
The elementalist unleashes the force of a blizzard upon their
foes. The victims are encrusted in a thick rime of frost and
frozen in place and may not move at all for the spell’s duration
(entangle effect Strength 2).
Vocals: “I call upon a Great Magic - to entangle my foes - Hoar Frost! Mass Entangle!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
At the geomancer’s command a hideous transformation takes
place. The victim of the spell solidifies to stone! The victim
cannot act, but there will be no deterioration in the body’s
condition from such effects as bleeding, poison or disease. The
statue may only be harmed by things that would damage stone
e.g. hammer and chisel. The spell can be reversed if the
target is bathed in salt water. The geomancer may choose to
transform them-self in to a statue, and may transform back at
will.
Vocals: “I call upon a Great magic - to affect my foe - Statue!”
[Dur: Concentration - Range: Caster - Area: 10’ radius from caster]
At the elementalist’s command a mighty storm forms about
them. The elementalist stands at the eye of this vortex. Anyone
within 10’ is hurled backwards and knocked to the ground.
The elementalist is also totally immune to any missile fire
as arrows and bolts etc. are thrown aside by the great
wind.
Vocals: “I call upon a Great Magic - to affect my foes - Vortex! Knockback Strength 3!”
There are invisible worlds beyond this one, where true power lies.
“You are right to fear me. The spirit worlds are mine to explore, its denizens are mine to command. At night they whisper to me, revealing many secrets, they scream terrible truths. Their words caress me as music. The mysteries of life and death have been revealed to me. If you will not serve in this world then you will be mine in the next!”
— Arkalyn, the necromancer
Sorcery is concerned with the power that may be drawn from the multiple other planes that overlap our own. Sorcerers focus on the spirits that dwell there, and their summoning, control and abjuration. There are five planes in the realm of the spirits, and each sorcerer normally follows one of these as a primary path (taking all spells from its list).
Each level of magic that a sorcerer has learned enables them to pick 5 spells at that level — three from their primary path and two from the path of spirits (general sorcery spells).
Note: A sorcerer may learn any of the Paths of Sorcery at normal cost.
These are, all too often, the people that give magi a bad name. Sorcerers deal with powers that exist outside normal mortal reckoning — forces and spirits mysterious and frightening even to other magi. Because of this, it is all too easy for a sorcerer to grow apart from humanity, to consider himself above the common run of mortal man, more important than those they were born with. All too often, a master sorcerer considers mortal life as a cheap commodity and mortal souls as little more.
Each of the paths of sorcery can have a powerful effect on the personality of those who follow them. DÊmonology and necromancy, in particular, concerned as they are with the enslavement of souls (to demonkind and to the necromancer) are impossible to follow without some element of evil entering the soul. Nethermancy often drives its sorcerers insane. Even animism and shamanism lead the sorcerer to identify themselves with forces not even remotely human.
Unlike other spells, when a mage miscasts a sorcery spell they acquire either a physical or mental flaw. This is to reflect the loss of humanity that is inherent in the study of sorcery. The flaw will be connected to the path of sorcery taken, thus a shaman might acquire slitted eyes or an animal mannerism, and a necromancer may bear the stench of death or become increasingly morbid.
The sorcerer may gain at maximum, one flaw per adventure. The specific flaw gained will be at the discretion of the GM and player. Players gain no additional points for flaws so acquired.
If a Nethermancer miscasts a Nethermancy spell they immediately take a point of a Void damage to the torso that ignores any and all armour and wards, as the void seeks to claim them. This is in addition to the other negative effects that Sorcerers gain when they miscast. If the Nethermancer is slain by this damage they disappear into the void and may not be resurrected by any means.
Elric remains the most famous sorcerer of fantasy fiction. Calling on ancient and not easily understood powers, he toyed with forces greater than himself: the forces of Law and of Chaos. Unlike most sorcerers, Elric tried to keep his humanity, his mortal life. He had friends, lovers, drives and goals more secular than mystical. Yet again and again, his destiny and his role as a sorcerer prevented this. His friends were slain.
His lovers were driven insane. His kingdom damned.
The powers that he used were powers that, in turn, used him — a common theme in the life of a sorcerer. Even when he thought he was struggling against the forces of Chaos, Gods themselves, it was Stormbringer that had the last word and Stormbringer that slew him.
Elric shows us that no matter the power of the sorcerer, they are always in danger of being the pawn of some greater force. With sorcery, it is never clear who is using whom, and who is ultimately in control.
These are the spells that are required for all sorcerers. All deal, to some extent, with the spirits that inhabit the other planes. Spirits are commonly ethereal creatures of pure Aura, but when they are summoned to this world, they most often change in nature and become physical, either creating their own body (incorporation, demons and spirits of nature) or possessing an already existing body (beast spirits and undead and, again, demons). If a spirit’s body is killed or destroyed in the mortal world, then it will usually flee to its home plane, especially if it is normally bound there as most demons are. If a spirit’s ethereal form is destroyed, it flees to its home plane automatically. Spirits may not incorporate or possess unless their description specifically says they can.
There are more planes than the five listed above, but the others are the province of powerful beings such as Gods, or are warded and protected against magical interference. Sorcery spells may be used against the spirits from these places, but remember that the ‘Beings’ that dwell therein may be greatly angered by such treatment.
Common spirits have an Aura from 0 to 1. Powerful spirits have an Aura from 2 to 3. Spirit Lords and rulers of domains in the Spirit Planes have an Aura of 4 or more.
Spirits in ethereal form normally have total hits equal to their Aura times two. They are immune to non-magical weapons. Most spirits in ethereal form are invisible to normal sight and may disappear to their home plane, so they are impossible to destroy by normal means.
[Dur: Instant - Range: 20’ - Area: 1 spirit - Progressive]
This spell exorcises a spirit forcing it to return to its home
plane. More powerful spirits require greater banishments.
Vocals: “I call upon a Minor Magic - to compel that spirit - Banish!” - banishes a Minor spirit
“I call upon a Major Magic - to compel that spirit - Banish!” - banishes a Major spirit
“I call upon a Great Magic - to compel that spirit - Banish!” - banishes a Great spirit
[Dur: Special - Range: 0 - Area: 1 spirit]
This spell summons a minor spirit to do the sorcerer’s bidding.
The spirit summoned must be from a Path the sorcerer walks
(has learned). The spirit can be ordered to perform one simple
task that is appropriate to the spirit. A dÊmonologist could
summon an imp to steal keys or other mischief; a necromancer
could summon a ghost to deliver a message or threat; a boggart
could guide an animist through a swamp; a beast spirit could
quiet a noisy guard dog; a shade of the void could make evidence
disappear etc. In all cases the summoned spirit will not
engage in combat and will disappear to their home plane if
attacked.
Vocals: “I call upon a Minor Magic - to grant me aid - Summon Spirit!”
[Dur: 24 hours - Range: 20’ - Area: 1 spirit]
Upon finishing this spell, the sorcerer can issue a single
command to the target spirit that must be obeyed.
The command must be of 10 words or less and able to be completed in a single day or the spell automatically fails. The sorcerer may command a spirit with an Aura no greater than their own. If the spirit succumbs, then it will enact the caster’s stated wish to the best of its ability, but it will retain memory of the events and may desire revenge. The action requested cannot force the spirit to act against its essential nature.
Vocals: “I call upon a Major magic - to compel that spirit - Command Spirit!”
[Dur: Concentration - Range/Area: caster and 10’ around]
The caster chants a litany to hold spirits at bay. Any spirits
affected by the spell cannot move within 10’ of, or cast
any spells at, the caster as long as the chant continues.
Note: some spirits may Spell Ward and be immune to the
effects.
Vocals: “I call upon a Major Magic - to compel those spirits - Ward Spirit!” - all spirits within 10’
[Dur: Continual - Range: 20’ - Area: 1 spirit]
The sorcerer may bind a spirit to their will. The sorcerer can
bind a spirit to a specific location in the world, and give the
spirit a continuing task such as guarding a chest or a grove of
trees. The spirit will continue with this task until they are driven
from this plane. Demon spirits will often bargain with a sorcerer
rather than be bound, but they will always try to twist such
bargains, by acting upon the exact terms of a bargain rather
than the wishes of the sorcerer. In any case the demon will
always desire vengeance.
Vocals: “I call upon a Great Magic - to compel that spirit - Bind Spirit!”
[Dur: Concentration - Range/Area: caster and 10’ around]
This spell allows the sorcerer and any companions to walk in the
spirit lands that overlay the world. There are five branches of the
path that can be taken; the Path of the Dead, the Path of the
Pit, the Path of Nature, the Path of Beasts and the Path of the
Void. None who have taken the Path of the Void have ever
returned.
Whilst on the pathway the sorcerer and their companions are far from the mundane word and cannot interact with the normal world, and none in the normal world can interact with them. The spirits of the land they are in, however, can interact with them and be reacted to as though each were corporeal.
Vocals: “I call upon a Great Magic - to grant me aid - Path of Spirits!”
“To know nature as I do, you must love nature. To love nature, you must realise the transience of man. Nature is eternal: the world will spin on regardless of man’s presence. We are guests of the Earth and we must endeavour to be pleasing to our host, if we wish to stay.”
— Chullain, druid of the Great Forest
Animists are the guardians of the wild places of the world. Beyond even animals, the plane of nature is a lonely place filled with unwitnessed beauty and wonder. Forests are everywhere, but plant life is the only life.
The lords of nature are ancient, sleeping things that an animist will never contact directly. Dryads, nymphs and other such anima (spirits of places) are the only spirits of nature an animist will meet or commune with. They are closely linked with the places where they reside, and will not leave them. They normally incorporate bodies from natural material.
Any corruption or harm done to these places will affect them deeply. Spirits of nature are not inherently good; they desire their preservation more than anything else and do not care for humanity or any other animals especially. In wrathful moods they may even demand human sacrifices. The spirits of nature vary in strength according to the place they draw power from; the spirit of a babbling brook is weak but simple to waken, whilst the spirit of an entire mountain is very strong, but difficult to awake.
[Dur: 24 hours - Range/Area: Caster]
The caster’s skin takes on the texture and appearance of thick
roughened bark, giving the caster 2 points of hardened armour
to all locations. The animist becomes vulnerable to fire damage
and effects.
Vocals: I call upon a Minor Magic to grant me aid Barkskin!
[Dur: 5 minutes - Range: 20’ - Area: 1 creature - Progressive]
The caster indicates a patch of natural ground, including solid
stone or wood. Vines rise from it and trap the feet of the target,
entangling it. The target’s arms are still free, and they may
attack and defend as normal.
Vocals: “I call upon a Minor Magic - to entangle my foe - Tanglevine! Strength 1”
“I call upon a Major Magic - to entangle my foe - Tanglevine! Strength 2”
“I call upon a Great Magic - to entangle my foe - Tanglevine! Strength 3”
[Dur: Instant - Range: 100 yards - Area: Caster]
This spell enables the caster to enter any tree in any place, and
step out of any other one within the range.
Vocals: “I call upon a Minor Magic - to grant me aid - Tree Walk!”
[Dur: 10 seconds - Range: Touch - Area: 1 creature]
The animist channels life energy from the nurturing earth
for ten seconds to renew and heal a single hit point to
an injured location. To cast this spell the animist must
be standing on natural earth. The animist may also heal
the injuries and cleanse anima or nature spirits with this
spell.
Vocals: “I call upon a Major Magic - to grant me aid - Earth Blood!”
[Dur: Total Concentration - Range/Area: Caster]
The animist awakens the anima of the land so they might tell
what has occurred. The spirits are friendly and have long
memories but have difficulty with many human concepts; they
cannot differentiate between races or sex or give exact numbers
or precise times.
Vocals: “I call upon a Major Magic - to reveal the truth - Nature’s Commune!”
[Dur: Instant - Range: 20’ - Area: 1 creature]
At the animist’s words a veritable storm of thorns assails the
victim. The spell causes two points of damage to the torso and
blinds the victim for ten seconds.
Vocals: “I call upon a Major Magic - to strike my foe - Storm of Thorns! Double Through! Blind!”
[Dur: Concentration - Range/Area: Caster and 10’ radius around them]
This spell renders the animist and any within 10’ of them
invisible whilst they are surrounded by living nature. The spell is
cancelled if the animist breaks concentration or if any cloaked by
the spell attack or cast a spell.
Vocals: “I call upon a Great Magic - to grant me aid - Cloak of Nature!”
[Dur: Instant - Range: 20’ - Area: 10’ radius]
A pure light shoots from the animist’s hands. This light is
inimical to demons, undead and other negative spirits. Such
creatures are vulnerable to the spell effects and so take 4 points
of magical through damage.
Vocals: “I call upon a Great Magic - to strike my foes - Light of Dawn! Mass Quad Through!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The animist can transform themselves or a victim into
the shape of a tree. The form the tree takes is dependent
upon the character of those transformed, so for example, a
melancholy individual might take the shape of a weeping
willow. The animist can change back into their true form at
will. However another so affected can only be transformed
back at the animist’s words or the touch of cold iron. A
character in tree form cannot act, but there will be no
deterioration in the body’s condition from such effects as
bleeding, poison or disease. They will only be affected by
damage that would normally hurt a tree such as axe blows or
fire.
Vocals: “I call upon a Great magic - to affect my foe - Treeform!”
“My Masters have much to offer you. They have sent me because they have been watching you from afar. They wish to aid you, to grant you power for your efforts. I am the instrument of their will, and I can tell you that the power they offer is no trifling matter.”
“Of course there is a cost. There is always a cost. However, this shall cost you something you will never miss. Something that does you no good, grants you no benefit. My Masters wish a small thing from you. Your soul.”
— the Demon Knight Mephistopheles
The path of the dÊmonologist is a dangerous and often short-lived one. Their spells are powerful, more powerful than comparable spells from other paths or spheres, but the drawbacks are plentiful. The GM should keep track of any dÊmonologist and their activities: if they stray too far from what Hell desires (and Hell may let them know what it desires every time they cast Dark Consultation), then Hell will punish them.
At first demons they summon will behave contrarily and whisper dark warnings, but if time goes on and the dÊmonologist remains unmoved, the demons will begin to disobey the caster and plot his downfall. Remember: the dÊmonologist always serves Hell, never the other way around. The dÊmonologist’s soul is forfeit. There will be no redemption for them, no escape from an eternity of enslavement to evil.
Demons in general have a variety of abilities, more than may be imagined. They are hierarchical by nature, forming into ranks based on power. All demons only take damage from magic weapons (when they form a body in the world) and deal magic damage with any weapon they use. All demons are immune to any spells that seek to beguile them, even Great spells such as Feeble Mind. Their lies may not be detected with magic of any kind, and any attempt to read their minds will result in an automatic Whispered Madness spell taking place (with no chance to ward).
All demons can incorporate and possess freely if in ethereal form, but if any demon is destroyed or banished, it is normally sent straight back to Hell. Demons in Hell are bound there by strong magics that summoning spells can defeat only temporarily. These bindings take hold every time a demon returns to Hell.
[Dur: Concentration - Range/Area: Caster]
DÊmonologists use this spell to communicate with their masters:
the knights and lords of Hell. The conversations are entirely in
the mind, and consist of visions and speech.
Hell has vast secret storehouses of knowledge, and they may grant them to the proper supplicant. The demons will always eagerly provide information about the moral flaws and weaknesses of others. If the spell provides useful information, the dmonologist is afflicted with Whispered Madness as Hell demands payment for the knowledge gleaned, and this effect cannot be warded against.
Vocals: “I call upon a Minor Magic - to reveal the truth - Dark Consultation!”
[Dur: Instant - Range: 20’ - Area: 1 creature ]
The sorcerer calls upon the powers of Hell to consume the
victim’s soul. The spell’s target takes 1 point of piercing damage
to the torso as their soul burns. Anyone killed by this may never
be resurrected or resuscitated by any spell effect as their soul has
been consumed by the power of Hell. If the dÊmonologist
miscasts this spell it is their soul that burns and it is they that
are affected by the spell.
Vocals: “I call upon a Minor Magic - to pierce my foe - Hellfire, Single Piercing!”
[Dur: Instant - Range: 100 yards - Area: Caster]
The sorcerer walks an infernal path tangential to the world. The
sorcerer may travel to any other place within 100 yards without
passing through the intervening space. The travel is almost
instantaneous.
The dÊmonologist leaves behind a trail of three or four burning footprints that quickly fade (10 seconds). If iron or cold iron is driven into the last footprint made the dÊmonologist takes 1 point of piercing damage to their foot and appears at their destination, hopping mad.
Vocals: “I call upon a Minor Magic - Path of Flame!”
[Dur: 5 minutes - Range: 20’ - Area: 1 creature]
The dÊmonologist binds their victim in the shackles of Hell. The
victim is entangled (with Strength equal to the dÊmonologist’s
Aura) and takes 1 point of piercing damage to the torso as their
soul burns. Anyone killed by this may never be resurrected or
resuscitated by any spell effect as their soul has been consumed
by the power of Hell.
Vocals: “I call upon a Major Magic - to entangle my foe - Infernal Shackles! Entangle Strength X, Single Piercing!”
[Dur: 10 seconds or special - Range: 20’ - Area: 1 creature]
The spell evokes one of the seven deadly sins within the victim:
Greed, Gluttony, Jealousy, Lust, Pride, Sloth or Wrath. The
dÊmonologist then suggests how the victim should act upon this
sin (in a sentence of ten words or less). The duration of the spell
is 10 seconds if the suggestion is extreme or completely against
the victim’s character. Otherwise the effect will last until
the victim has followed the suggestion, for example if the
sin of Wrath is evoked the suggestion could be “You are
enraged with your friend, attack him.” This would last
10 seconds, whilst a dÊmonologist that evoked Jealousy
could suggest “Your wife is with another man this very
minute” and the victim would then go to accuse his wife. The
dÊmonologist can cause great harm and misery with this
spell.
Vocals: “I call upon a Major Magic - to beguile my foe - Sin! ” followed by sin and 10 word command relating to it.
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
The dÊmonologist whispers blasphemies, opening a window to
Hell for the victim. Though only 10 seconds pass in the real
world, to the victim it feels like an eternity of suffering. The
victim is stunned and struck down. The victim also gains a 1
point mental Flaw. This flaw may only be removed by
spells and abilities that cure madness or baptism by holy
water.
Vocals: “I call upon a Major Magic - to beguile my foe - Whispered Madness! Stun! Strikedown!”
[Dur: 5 minutes - Range/Area: Caster]
As the dÊmonologist chants the powers of Hell reshapes their
form to a more pleasing shape. For the duration of the spell the
dÊmonologist becomes demonic in form gaining: 1 point of both
Strength and Endurance, 3 points of hardened armour, Veil of
Corruption and becoming immune to weapons that are not
enchanted or crafted from cold iron. The dÊmonologist
is counted as a demon for all spells and effects. At the
spell end the dÊmonologist gains a manifestation of the
corruption of their body such as slitted eyes or a third
nipple.
Vocals: “I call upon a Great Magic - to grant me aid - Demonic Form!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The victim’s body becomes an open conduit for the demons of
Hell. Whilst in this state, demons may contact the victim freely
and offer them temptations or torture them mentally. The
demons’ only goals are to degregate the victim; physically,
mentally and spiritually. The victim may take no actions other
than to writhe and moan in agony. Demons may also talk
through the character to others; again the demons’ goals are to
cause pain and distress. As victims of this spell are a resource for
Hell, Hell frowns strongly on any dÊmonologist who kills a
victim or ends the spell prematurely. The spell only ends when
the Demons are Banished. Note sometimes demons intervene to
ward the host against Banishment or a host can be possessed by
a Great Spirit.
Vocals: “I call upon a Great Magic - to beguile my foe - Possession!”
[Dur: 24 hours - Range/Area: Caster]
The dÊmonologist’s mind is shielded by the dark powers of
Hell. They are immune to any beguilement effects. Their
lies may not be detected with magic of any kind, and any
attempt to read their minds will result in an automatic
Whispered Madness spell taking place (with no chance to
ward).
Vocals: “I call upon a Great Magic - to grant me aid - Veil of Corruption!”
“The paths the dead walk are well-trodden. And I, for one, wish to examine the road ahead of me. Man is mortal, so Eleanor is mortal. So says Aristotle the philosopher. Man is mortal, so Eleanor will be more than Man. So says Eleanor the necromancer.”
“The knowledge of my path will grant me this, as it granted my Lord Arkalyn. . . ”
— Lady Eleanor, Arkalyns apprentice
The necromancer walks a path between life and death. Normally an obsessive student of the means and processes of death and what lies beyond, they draw upon the power of the dead to serve them in the land of the living. This path is a powerful, though distasteful one.
When a corpse is raised as an undead being, its soul travels from the plane of the dead into the body it once occupied. This is a damaging process that harms the already weakened spirit, normally destroying its mind (except for more powerful undead such as vampires or liches but even they suffer an element of personality transformation). This makes the undead mindless, or at the very best, a shade of what it once was, and normally enslaves it to the necromancer. Undead are affected by spells that affect spirits.
Because the original spirit occupies the body, it must be available to respond to the call. If the spirit was sent to the plane of its God (rather than the plane of the dead), then it may not be called. The new undead has an Aura equal to the original living inhabitant.
[Dur: 24 hours - Range/Area: Caster]
The necromancer’s skin takes on the toughness of mortified flesh
and they gain 1 point of hardened armour.
The necromancer may masquerade as one of the dead or undead. This deception may only be revealed by someone with Expert Physician, Healer or Keen Senses. In any case, mindless undead will leave them be.
Vocals: “I call upon a Minor Magic - to grant me aid - Corpse Flesh!”
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
The victim is overwhelmed with the charnel smell of the grave.
The victim is stunned for 10 seconds as they retch and
heave.
Vocals: “I call upon a Minor Magic - to affect my foe - Ghoul Stench!”
[Dur: Special - Range: Touch - Area: 1 corpse or undead creature]
Summons the spirit of the dead creature, and forces it to answer
3 questions of the necromancer. The shade of the dead creature
must answer truthfully with yes or no answers. If the three
questions have not been asked within 5 minutes, the shade
vanishes back to its rest.
Vocals: “I call upon a Minor Magic - to compel that spirit- Speak with the Dead!” while touching grave or body.
[Dur: 10 second - Range: 20’ - Area: 10’ radius]
Tormented spirits from the land of the dead whisper their
suffering into the victims’ ears. If the targets have any dead
enemies or loved ones then the spell will use these particular
spirits. The victims of the spell will run in fear.
Vocals: “I call upon a Major Magic - to beguile my foe(s) - Ghost Whispers! Mass Fear!”
[Dur: Continual - Range: Touch - Area: 1 coin]
This dark spell is cast upon a coin taken from the grave. The
next creature to touch the coin with their bare skin is forced to
obey the spoken commands of the necromancer. Their speech
becomes slurred and they move as if being forced to. The victim
retains full awareness of their actions.
The spell lasts for as long as the victim holds the object. They cannot put it down by themselves but unless specifically commanded to, they will not resist if someone takes it from them.
Vocals: “I call upon a Major Magic - to beguile my foe - Living Death!”
[Dur: Instant (24 hours) - Range: Touch - Area: 1 creature]
The necromancer steals the life essence or vitae of one creature.
The necromancer’s touch leeches one point of Endurance from
the victim and the necromancer gains one point of Endurance
for 24 hours. More than 1 point of Endurance can be drained
from a victim, but the necromancer does not gain any extra
vigour.
Vocals: “I call upon a Major Magic - to affect my foe - Vampiric Touch!”
[Dur: 5 minutes - Range: 20’ - Area: 1 or more corpses within 20 feet]
With the casting of this spell, any corpses in the area are raised
as zombies (minor undead). These corpses may have been
undead before, provided the bodies have not been hacked apart
or their heads removed.
Vocals: “I call upon a Great Magic - to grant me aid - Arise!”
[Dur: Instant - Range: 20’ - Area: Mass]
The necromancer summons the shadow of death to fall
upon their enemies. The victims take 2 points of piercing
damage to the chest; this damage ignores even hardened
armour.
Vocals: “I call upon a Great Magic - to pierce my foe - Shadow of Death! Mass Double Piercing!”
[Dur: 5 minutes - Range: Caster]
The necromancer becomes an ethereal wraith. Normal blades
pass straight through them, and they are only affected by
magical damage. The necromancer may attack with their hands
which cause magical through damage, or spells or magical
weapons. The necromancer is treated as an undead spirit for all
spell and effects.
Vocals: “I call upon a Great Magic - to grant me aid - Wraithform!”
“. . . please. Please. Stop. Please.”
“You’ve killed everyone else. But this is my child. She’s only a baby. She is less than a year old. She won’t remember this. She won’t come hunting for you. She’s too young. Please. Have pity. I beg you. . . ”
— quoted in the memoirs of Axarkus, the nethermancer
The nature of the Void is unknowable to mortal beings. Everything that has ever been lost forever vanishes into the Void, where it cannot be reclaimed. The nethermancer taps into a power that consumes all it touches, taking it even beyond the land of the dead. Every time they flirt with this power, it hurts them a little.
Spirits of the Void are awful things, beyond good and evil, which exist only to devour. The true nethermancer wishes to contact these spirits, to call upon their power and use it to serve them. Every so often, powerful nethermancers just disappear forever. . . and some say that they have been claimed by the spirits of the Void.
Nethermancers make very powerful foes their magics are second only, perhaps, to the elementalist for combat efficacy. That, coupled with the fact that nethermancers tend to be tough enough to endure the pains of the Void, makes them fearsome warriors. But the true nethermancer is not lured to this path for that reason - the secrets of the Void are terrible, but incite curiosity in those for whom knowledge and power are everything.
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
This spell evokes the primal fear of darkness. The victim runs in
fear for 10 seconds. The victim may return only if convinced by
a friend or due to pressing personal goals, such as a code of
honour.
Unfortunately, this spell may only serve to enrage creatures of animal intelligence (such as berserks).
Vocals:“I call upon a Minor Magic - to beguile my foe - Fear!”
[Dur: 5 minutes - Range: Touch - Area: 1 weapon]
The nethermancer turns a normal blade into a dark blade of
twisting shadows which ignores normal armour. The weapon
deals magical through damage. The weapon is Consumed at the
spell’s end.
Vocals:“I call upon a Minor Magic - to affect that object - Shadowblade!”
[Dur: Instant - Range: 100 yards - Area: caster]
The nethermancer may step into a pool of shadow or darkness
and emerge in any other shadow within one hundred yards. The
shadow must be deep enough to cover the nethermancer’s entire
body.
Vocals: “I call upon a Minor Magic - Shadow Walk!”
[Dur: Instant - Range: 20’ - Area: 1 item]
The spell calls the Void to consume an object entirely from the
world. The object taken in this fashion is pulled into the Void.
Magical or enchanted items may not be consumed.
Vocals: “I call upon a Major Magic - to affect that object - Consume!”
[Dur: 10 seconds - Range: 20’ - Area: 10’ radius]
The nethermancer chants this spell and points at their victims.
A pool of darkness fills the area, immediately blinding all those
within. This spell may dispel, and in turn be dispelled, by Word
of Light.
Vocals: “I call upon a Major Magic - to affect my foes - Darkness!”
[Dur: 24 hours - Range: 20’ - Area: 1 creature]
The nethermancer unleashes a dark miasma that saps at the
victim’s strength. The victim’s Strength attribute is reduced by
one level, with all the penalties that entails. A victim that is
reduced to less than 0 Strength collapses to the floor, not even
able to support their own body weight, and is unable to act in
any way.
Vocals: “I call upon a Major Magic - to affect my foe - Enervate!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
This spell afflicts its victim with a terrible and soul-rending
angst. The victim ceases to care about anything that they once
held to be of great importance, including their own life.
Depending on their personality, they may go berserk, fall into
depression, leave their home and wander endlessly or anything
else. They cease to care for their loved ones, normally causing
great heartache and distress to all.
If cast in combat, the character will immediately stop fighting, the character will not see the point of killing the nethermancer — or of anything. This spell may only be ended if someone who truly loves the victim shows them the beautiful or important things in life.
Vocals: “I call upon a Great Magic - to beguile my foe - Angst!”
[Dur: Concentration - Range/Area: Caster]
This spell creates a ball of absolute darkness that surrounds the
nethermancer. The nethermancer can only move at a slow
walking speed or be consumed by their Sphere of Annihilation.
Anything that touches the sphere is destroyed forever and
cast into the Void — this may not be prevented in any
way.
No magics can be cast either way through a Sphere of Annihilation as they are consumed by the Void.
Vocals: “I call upon a Great Magic - to grant me aid - Sphere of Annihilation!”
[Dur: Instant (Continual) - Range/Area: Caster or shadow blade]
The nethermancer’s hands or Shadow Blade become a conduit to
the Void. The next strike with weapon or hands causes two
points of void damage. In addition the victim seems to grow pale
and insubstantial and loses one point of Endurance per full day
until they are consumed by the void.
The spell is broken when all damage caused to the victim is purified and healed.
Vocals: “I call upon a Great Magic - to grant me aid - Touch of the Void!”
“King Hollover? Everyone knows that story - pick another!”
“Well, if you insist. . . Good King Hollover every month would hunt a different animal - they say he had the head of every creature mounted on his bedposts - from mouse to dragon. And one yule, King Hollover wished to hunt for something a tad more challenging. So he went to hunt for the White Wolf, the sacred guardian of the Icepeak. He found it. . . ”
“King Vallance VI, who took the throne from his father the day after that hunt, was a much better King. With much better stories. . . pass me a shilling, and I’ll tell one of those”
— Mary Faithful, wandering bard
To perform shamanistic magic, the shaman must have some item that came from the creature they wish to summon power from. This is why, to have the requisite materials, a powerful shaman will often have a cloak of many furs or a necklace of different teeth.
Shamans contact the great archetypal spirits of beasts - ancient Bear, wily Fox, and suchlike. They draw forth a portion of the power of these demi-divine beings, and use it to enhance their own. These spirits have many servants - the animals around all of us. Each spell also changes the temperament of the shaman, making them reflect the nature of the creature they are channelling.
Shamans believe that animals are sacred — normally they have no problem with hunting them, but the hunt must respect the animal being chased. It need not be for food — even hunting for sport is acceptable, as long as the prey is understood and respected. It is the way of life that things die, and the shaman knows this.
Shaman can make powerful warlocks, especially if they possess the Berserk skill. Their spells focus on enhancing their own power, so this can make them terrible in battle.
There are no typical Beast spirits listed, since all animals are merely channels for the great Beast spirits. Animals in general can be treated as Aura 0 animal spirits, and controlled and affected with the appropriate Path of Spirits spells. Some animals have more powerful Aura, especially old or powerful animals. For example, the alpha male of a typical wolf pack might have Aura 1, and the oldest bear in the world might have an Aura of 3.
A shaman may channel the power of all beasts or may choose a specific type of beast to be their totem animal, such as snake or wolf. A shaman with a totem animal will never be attacked by creatures of that type but cannot take the form of any other type of beast.
[Dur: Total Concentration - Range: 100 yards - Area: 1 animal]
The shaman may concentrate and see through the eyes of any
one animal within 100 yards. The shaman does not control the
movements of the animal in any way. The game effect is that the
shaman may move to a single vantage point within 100 yards to
look about.
Vocals: “I call upon a Minor Magic - to reveal the truth - Animal’s Eyes!”
[Dur: 24 hours - Range/Area: Caster]
As the shaman chants their body undergoes a transformation.
The shaman grows teeth and claws and their skin transforms
into a thick hide. The shaman is automatically proficient in
these natural weapons, and they cause magic damage that is not
subduaI; they also gain 1 point of hardened armour to all
locations.
The shaman’s speech takes on an aspect of their totem animal, but they may cast spells as normal.
Vocals: “I call upon a Minor Magic - to grant me aid- Bestial Form!”
[Dur: 24 hour - Range/Area: Caster - Progressive]
The shaman gains a heightened awareness such that they gain
Keen Senses at the appropriate level. In addition, spells which
would normally render them blind have no effect, as the
shaman’s other senses compensate, allowing them to act as if
they can see.
Vocals: “I call upon a Minor Magic - to grant me aid - Heightened Awareness!”
“I call upon a Major Magic - to grant me aid - Heightened Awareness!”
“I call upon a Great Magic - to grant me aid - Heightened Awareness!”
[Dur: Instant - Range: 20’ - Area: 10’ radius]
The shaman lets out a bestial roar that shakes and demoralises
their foes causing a mass stun effect. The roar heartens the
shaman and his comarades such that it dispels any Fear effects
upon them.
Vocals: “I call upon a Major Magic - to affect my foes - Bestial Roar! Mass Stun!”
[Dur: 24 hours - Range/Area: Caster]
The shaman grows in stature as the spirit of the beast flows
through them - they gain either a point of Strength or a point of
Endurance.
Vocals: “I call upon a Major Magic - to grant me aid - Heart of the Beast!”
[Dur: Instant - Range/Area: Caster]
The shaman sacrifices an animal, cutting its guts out and
spilling them on the floor. Examining the entrails closely, the
shaman discovers information relevant to one target. The target
must be a living being. The shaman may ask one question,
which will be answered with yes or no.
Vocals: “I call upon a Major Magic - to reveal the truth - Read Entrails!”
[Dur: 24 hours - Range/Area: 10’ radius]
At the shaman’s howl the shaman and his comrades become
feral and animalistic. Each of the pack gains Proficient Berserk
(or one additional use of the power), Keen Senses and Survival
and in addition they are immune to any fatigue effects from
running.
Vocals: “I call upon a Great Magic - to grant me aid - Aspect of the Pack!”
[Dur: 5 minutes - Range/Area: Caster]
This spell blesses (or curses) the shaman with Lycanthropy. The
mind becomes more bestial in nature and instincts, but retains
cunning, approximate memory and the ability to understand
speech. The shaman may not use items that require hands to
hold, or speak human language, but they can still cast
spells.
They gain Bestial Form, Great Heightened Awareness, Heart of the Beast (Strength and Endurance) but become vulnerable to silver.
Vocals: “I call upon a Great Magic - to grant me aid - Lycanthropy!”
[Dur: Instant - Range: 20’ - Area: 10’ radius]
The shaman summons a swarm of small biting insects to attack
their foes. Normal armour offers no protection as the insects
burrow underneath causing two points of piercing damage to the
torso as they bite and sting.The victims of this spell are so
distracted as to count as stunned.
Vocals: “I call upon a Great Magic - to pierce my foe - Swarm! Mass Double Piercing Stun!”
“You think you can threaten me?”
“I am the greatest of us all here. I stand unchallenged as the principal archmage of my day! I know the ways of three spheres as a master, and the rest are only a matter of time! Yes, damn you all, I admit it: I have trafficked with spirits, and unclean spirits at that. They have much to teach us, and I for one will learn! Do not think this council can stop me. Do not think that I even permit you to threaten me. Take whatever decision you wish, I care not.”
“But do not think to curse me, or lay a spell upon me. For my vengeance would be undying. I tell you this now, as a fair warning: I know your names. . . ”
— Arkalyn, at his trial for sorcery
In days long gone, before even the oldest Dragon can remember, it is said that the First Men were all Archmagi. When the universe was young, all the things that existed within it had no Name, and so had no Form. The First Men walked among the Chaos and brought Order — by Naming things, by giving them a True Name, the First Men had great power over the entirety of Creation.
This ancient and first magic is the source of all the modern arts. Sometimes called naming magic, its true power has long been ignored in favour of the more specialised five great arts. It is still commonly taught to young magicians, for it is the only art that can manipulate magic itself.
It is within the sphere of naming magic that one will find spells that fill the pages of every spell book, whether it belongs to a mystic or an elementalist: from the ever useful Spell Ward to the mighty Word of Death.
True Names are the most deadly secrets in creation: anyone that knows their own true name is forever altered, as the potential of naming is revealed to them. Knowing your true name is a double-edged sword: now you know your true name, it becomes easier for others to learn — spells like Mind Probe (Level 3 Mysticism) can pluck the knowledge from you. And once someone else knows your true name, you may never rest easy again.
If someone knows your true name you are vulnerable to any spells they cast.
[Dur: Instant (5 mins) - Range: 20’ - Area: Target - Progressive]
Dispel cancels any Minor spells currently affecting the target.
Permanently enchanted objects containing Minor spells are
also suppressed for 5 minutes. As the namer gains power,
more powerful spells can be dispelled or suppressed. This
spell will not cancel any continual spells; these spells all
have a method, unique to the individual spell, of being
disrupted.
Vocals: “I call upon a Minor Magic - Dispel!”
“I call upon a Major Magic - Dispel!”
“I call upon a Great Magic - Dispel!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
When called upon or cast, a Minor or Major spell targeted at
the warded creature automatically fails. This discharges the
Spell Ward. This spell does not stack with itself but will stack
with a Greater Spell Ward.
Vocals: “I call upon a Minor Magic - Spell Ward!”
[Dur: 24 hours - Range: Touch - Area: 1 creature or item]
The mage may hide the Aura given off by any one creature or
magical object. If cast upon a creature then any items carried by
them or spells cast upon them will also be concealed. The target
of the spell will not be seen as magical with Second Sight, unless
the viewer has an Aura above the caster’s, in which case they
will know that there is concealing magic upon the target. In
addition, a word of concealment may be cast upon a creature or
object to remove any magical trace of spells cast upon them (see
Analyse Dweomer).
Vocals: “I call upon a Minor Magic - Conceal!”
[Dur: 24 hours - Range: Touch - Area: 1 item]
The target glows with a strong light, sufficient to see in
darkness. The light may be extinguished at will and lit again
within the duration at will, but it cannot be directed to blind a
foe (for real-life safety reasons). This may be physically
represented with a torch or other small light source. This
spell can dispel, and in turn be dispelled, by a Darkness
spell.
Vocals: “I call upon a Minor Magic - Light!”
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
At the mage’s word the creature is struck dumb and unable to
utter a sound. The spell is a fearsome weapon against mages
who cannot cast spells when so affected, but it is also useful to
stop a guard raising the alarm.
Vocals: “I call upon a Minor Magic - Silence!”
[Dur: Concentration - Range: Touch - Area: 1 object or creature]
The mage can tell the power (level) and sphere of a spell
that has been cast on a creature or is contained within an
item (or the exact spell if the caster has sufficient Lore). If
the caster has sensed the Aura of the source of the spell,
then they will be able to identify that source. The magical
trace will linger for a number of days equal to the spell
level.
Vocals: “I call upon a Major Magic - Analyse Dweomer!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
When called upon or cast, a spell of any level targeted on the
warded creature automatically fails. This discharges the Greater
Spell Ward. This spell does not stack with itself but will stack
with a Spell Ward.
Vocals: “I call upon a Major Magic - Greater Spell Ward!”
[Dur: 24 hours - Range: Touch - Area: 1 creature or item]
The subject of this spell is immune to any and all divination
spells or effects and any spell or effects that reveal emotions or
thought. The mage attempting the divination knows that their
magics have been thwarted somehow.
Vocals: “I call upon a Major Magic - Obfuscate!”
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
The namer gives a one word command that the victim must try
to perform for the next ten seconds. For example, the victim
could be told to“Spin”.
Vocals: “I call upon a Major Magic - Command!”
[Dur: 10 seconds - Range: 20’ - Area: 1 creature]
As the namer utters but a single word, searing agony shoots
through their victim. The creature falls to the ground and is
stunned.
Vocals: “I call upon a Major Magic - Pain! Stun! Strikedown!”
[Dur: 5 minutes - Range: Touch - Area: 1 creature]
The namer fashions a powerful magical shield. The person
shielded is totally immune to any magic cast upon them after
the Aegis, including beneficial magic such as healing.
Vocals: “I call upon a Great Magic - Aegis!”
[Dur: Concentration - Range: 20’ - Area: 1 object, creature, or place]
This powerful spell identifies any and all spell and magical
abilities affecting a person, creature, item or place.
The knowledge is absolute, the mage knows the exact details of the magic, including any counters to continual spells. Even Ritual magic and power may be understood.
Vocals: “I call upon a Great Magic - Identify Dweomer!”
[Dur: Instant - Range: 20’ - Area: 1 creature]
This dread word slays all but those with the strongest will to
live or those magically protected. The spell inflicts 3 points of
piercing damage to the torso of the target creature. The strain
of casting the spell inflicts a single point of piercing damage to
the caster. The spell has no effect on spirits (including
undead).
Vocals: “I call upon a Great Magic - Death! Triple Piercing!”
[Dur: Instant - Range: 20’ - Area: 1 magical item]
When unleashed the Word of Destruction deal five points of
damage to a target magical item, destroying all but the most of
powerful artefacts.
Any bearer of the item is hit with a magical backlash that causes one point of damage per spell level of the greatest enchantment bound in the item. The damage is taken to the location that is in contact with the magic item e.g. on the arm if a magical sword explodes.
Vocals: “I call upon a Great Magic - Destruction! Quint!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
The spell severs the tie from the flow of magic, disrupting a
victim’s ability to draw upon mana to cast spells, prayers or
innate gifts. The victim cannot draw upon mana from any
source. The spell has no effect on spells that have already been
cast or those that have no magical ability. The spell may only be
broken by speaking your name aloud at the exact place your
name was given to you.
Vocals: “I call upon a Great Magic Disruption!”
“Damn him! Damn Arioch! If He will let you and your kind ravage the world, if He will not aid those who stand against you, then I denounce Him and deny Him my service. I throw aside His protection and stand before you as nothing but a mortal man. I care nothing for the Gods, and less for you! Have at it!”
— the last words of Morrigan, antipaladin of Arioch
The Gods have great power, and this power they lend to their faithful followers. Anyone with the skill Prayer is assumed to have faith in the powers and principles of one or more Gods — their beliefs must be clearly defined when the skill is taken.
Prayers are not spells, but they have many characteristics in common. The divine being channels their power through the faith of the priest and produces an effect. This effect can be Spell Warded, Dispelled, or treated as a spell for enchantment purposes. To recite a prayer of a certain level, the priest’s Aura must be at least equal to that level.
The Gods are diverse and their worshippers more so, the precise prayers available to those with the Prayer skill will vary. At each level, three prayers are fixed and two more must be chosen from the spheres or paths of magery. These optional prayers should reflect the beliefs of the god and their follower.
Priests are, by their nature, subservient to their deities. They may placate them with sacrifices, meditate to give offerings, but the notion of service is always there, in one form or another. Priests who turn from their God lose all prayer powers until (if) they find another patron. Upon finding a new patron, their powers recover, and their optional spells may change.
Priests who do not show appropriate subservience, or who act contrarily to their God, may find themselves losing access to prayers, having their mana drained to zero, or being affected by one or more curses (depending on the severity of their offence).
[Dur: Instant - Range: 20’ - Area: 1 spirit - Progressive]
This spell exorcises a spirit forcing it to return to its home
plane. More powerful spirits require greater banishments.
Vocals: “I call upon a Minor Magic - to compel that spirit - Banish!” - banishes a Minor spirit
“I call upon a Major Magic - to compel that spirit - Banish!” - banishes a Major spirit
“I call upon a Great Magic - to compel that spirit - Banish!” banishes a Great spirit
[Dur: 24 hours - Range: Touch - Area: 1 item]
The item is blessed and becomes holy or unholy depending on
the faith of the priest. If a weapon it now counts as enchanted
and deals magical damage. Armour becomes hardened. The spell
may also be cast upon water to make it a potent weapon. One
vial’s worth of holy or unholy water is created per casting
.
Vocals: “I call upon a Minor Prayer - to affect that object - Consecrate/Desecrate [object]!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
When called upon or cast, a Minor or Major spell targeted at
the warded creature automatically fails. This discharges the
Spell Ward. This spell does not stack with itself but will stack
with a Greater Spell Ward.
textbfVocals: “I call upon a Minor Prayer - Spell Ward!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
When called upon or cast, a spell of any level targeted at the
warded creature automatically fails. This discharges the Greater
Spell Ward. This spell does not stack with itself but will stack
with a Greater Spell Ward.
Vocals: “I call upon a Major Prayer - Greater Spell Ward!”
[Dur: 24 hours - Range: 20’ - Area: 1 creature]
The target is protected such that if they bleed to death from a
wound or suffer a blow that would otherwise kill or maim, they
take no damage, but are instead knocked unconscious and will
awaken 5 minutes later.
While the target is unconscious they are protected by 2 points of hardened armour. If the target dies during this period, then their soul is automatically taken to the God’s resting place.
Vocals: “I call upon a Major Prayer - to grant me aid - Salvation!”
[Dur: Concentration - Range/Area: 10’ radius from caster]
The caster chants a litany to hold a spirit at bay. Any spirits
affected by the spell cannot move within 10’ of, or cast
any spells at, the caster as long as the chant continues.
Note: some spirits may Spell Ward or be immune to the
effects.
Vocals: “I call upon a Major Magic - to compel those spirits - Ward Spirit!” - all spirits within 10’
[Dur: Continual - Range: 20’ - Area: 1 creature]
The priest speaks with divine authority. The priest may utter a
short [10 words or less] clear and unequivocal sentence. If
the creature does not obey the command then they are
cursed by the priest’s God. The victim becomes unable to
use skills above a proficient level and loses one point from
their highest attribute. Their soul will be barred from the
religion’s resting place if a benevolent deity or be consigned
to the pit of Hell if an evil deity. The curse can only be
removed by service to a master priest of either the deity
who imposed the anathema, or a deity that opposes the
first.
Vocals: “I call upon a Great Prayer - Divine Command!”
[Dur: 10 seconds - Range: Caster - Area: 20’ radius from caster]
The priest is a channel for their deity and glows with divine
might, as a burst of holy/unholy power emanates from them to
fill a 20 foot radius. Any creature or spirit within this area who
is morally opposed to the priest’s faith is blinded and stunned by
this display.
Vocals: “I call upon a Great Prayer - to affect my foe - Divine Majesty! Mass Blind & Stun!
[Dur: Instant - Range/Area: Caster]
The priest receives a vision revealing to them the knowledge and
wishes of the god regarding a specific subject. Divine knowledge
is extensive but strongly coloured by the god’s personality. The
information gained should always provide at least three pieces of
tangible and new information (unless the God has no knowledge
of the subject, for example The Void). Further revelations on the
same (or substantially similar) topics will reveal the same
information as the first.
Vocals: “I call upon a Great Prayer - to reveal the truth - Revelation!”
The character may apply designs upon themselves that may be charged to give magical effects. These designs take the form of tattoos, scarification, war paint or woad. When a glyph is triggered it glows or writhes in an obviously magical manner.
[Dur: 24 hours - Range/Area: Caster’s locations covered by design -
Progressive]
The character’s body is covered with designs that form a tracery
of magical armour. The character has 1 point of hardened
armour on all locations covered by the design. The armour is
organic in nature and may be healed by use of Healing Touch
etc.
Vocals: “I call upon a Minor Gift - Glyph of Defence!” - 1 point of hardened armour
“I call upon a Major Gift - Glyph of Defence!” - 2 points of hardened armour
“I call upon a Great Gift Glyph of Defence!” - 3 points of hardened armour
[Dur: Instant - Range/Area: Caster]
The channeller draws a glyph, often in the form of an “evil eye”,
to turn aside hostile magics. The channeller may cast Spell
Ward.
Vocals: “I call upon a Minor Gift - Glyph of Spell Ward!”
[Dur: 24 hours - Range/Area: Caster - Progressive]
The character can apply designs that allow them to gain
proficiency in any of the following skills: Berserk, Keen Senses,
Stealth and Survival. Only one Glyph of Skill may be activated
at any one time. The tattoos are often stylised representation of
animals associated with the skill, for example a boar for berserk
or a cat for the stealth skill, though some tattooists prefer
geometric designs.
Vocals: “I call upon a Minor Gift - Glyph of Skill - [Skill Name]” - gain at Proficient level
“I call upon a Major Gift Glyph of Skill [Skill Name]” gain at Expert level
“I call upon a Great Gift Glyph of Skill [Skill Name]” gain at Master level
[Dur: 24 hours - Range/Area: Caster]
This glyph grants great spatial awareness. The character
gains the skill Blind Fight as Master Keen Senses. The
glyph often takes the form of lines radiating from a central
point.
Vocals: “I call upon a Major Gift Glyph of Awareness!”
[Dur: Triggered - Range/Area: Caster]
The glyph allows a channeller to avoid powerful spells. The next
spell of any level that would affect them fails as per Greater
Spell Ward.
Vocals: “I call upon a Major Gift - Glyph of Greater Spell Ward!”
[Dur: Concentration - Range/Area: Caster]
When the channeller calls upon this glyph they fade from
normal sight. The glyph requires the concentration of the caster
and so ends if the caster attempts to activate another glyph or
strike in combat.
Vocals: “I call upon a Major Gift - Glyph of Invisibility!”
[Dur: 24 hours (Triggered) - Range: Touch - Area: 1 creature]
When this Glyph is called upon, a single minor or major
spell targeted on the protected creature does not affect
the creature but is instead ‘captured’. The captured spell
may be cast by the bearer at a later time, by using the
captured spell’s name as vocals and this discharges the
glyph.
Vocals: “I call upon a Great Gift - Glyph of Absorption!”
[Dur: Continual - Range: 20’ - Area: 1 creature]
When this Glyph is called upon a target creature is struck blind.
The effect can only be removed by washing the eyes in clear
morning dew.
Vocals: “I call upon a Great Gift- Glyph of Blinding!”
[Dur: 24 hours - Range/Area: Caster]
When active, this glyph blocks any attempt to read the
channeller’s mind or emotion. The channeller can put up false
fronts, with completely fake thoughts and emotions. Only what
the channeller wishes to be seen will be revealed.
Vocals: I call upon a Great Gift Glyph of Mind Shielding!
The healer can channel their life essence to diagnose illness, heal wounds and lend strength or health. The healer’s hands or eyes glow with magical energy when they manifest their power.
[Dur: Instant - Range: Touch - Area: 1 creature]
The healer concentrates and uses their power to detect what ails
a person. The healer is aware of any disease or poison afflicting
their patient and the potency of such. The healer is aware of the
presence of detrimental magical affects but not their exact
nature.
Vocals: “I call upon a Minor Gift - Diagnosis!”
[Dur: 10 seconds - Range: Touch - Area: 1 creature]
The character can heal injuries and wounds through the use of
their own life essence. The healer channels life energy through
their hands into the injured location for ten seconds and one hit
point is regained.
Poison, disease, or venom damage cannot be healed. Healers may never overcast to heal themselves. The rush of life energy is inimical to undead and they take a point of damage, rather than be healed by the healer’s touch. The damage is applied immediately, as there is no delicate manipulation required.
Vocals: “I call upon a Minor Gift - Healing Touch!”
[Dur: Instant - Range: Touch - Area: 1 creature - Progressive]
The healer banishes any minor negative spell affecting a
character. As the healer strength grows greater magics may be
banished. Note: continual spells may only be removed with the
appropriate counter described in the spell description.
Vocals: “I call upon a Minor Gift - Restoration!”
“I call upon a Major Gift - Restoration!”
“I call upon a Great Gift - Restoration!”
[Dur: 24 hours - Range: Touch - Area: 1 creature]
The healer draws upon their own life energy to make a gift to
another. The healer may give of their body’s Attributes or
senses. The recipient gains either one point of; Strength,
Endurance or Aura and the healer loses one point of the same
attribute. The healer may similarly grant another any one sense,
and again the healer loses the sense.
Vocals: “I call upon a Major Gift - Bestow (the gift)!”
[Dur: 10 secs - Range: Touch - Area: 1 creature]
From the healer’s touch a wave of healing energy spreads over
the patient. The target creature is bathed in healing energy and
two hit points are regained to every location.
Vocals: “I call upon a Major Gift - Healing Wave!”
[Dur: Instant - Range: Touch - Area: 1 creature]
The healer channels their life energy to purge the patient’s body
of any lesser poisons and non-magical diseases. This ability does
not heal any damage but does allow further healing to be
administered.
Vocals: “I call upon a Major Gift - Lesser Purge!”
[Dur: Instant - Range: Touch - Area: 1 creature]
The healer can repair a shattered mind. The healer can remove
any and all mind influencing magic, but continual spells and
effects.
Vocals: “I call upon a Great Gift - Cure Insanity!”
[Dur: Instant - Range: Touch - Area: 1 creature]
The healer channels their life energy to purge the patient’s body
of any poisons and non-magical diseases.
This ability does not heal any damage but does allow further healing to be administered.
Vocals: “I call upon a Great Gift - Purge!”
[Dur: 10 secs - Range: Touch - Area: 1 creature]
The master healer has great power over the body’s natural
healing ability. The healer can heal broken bones, and rebuild
ruined organs so that the recipient is totally healed. The healer
may also reattach limbs or restore the last glimmer of life to
someone whoss soul has not departed the body (if the limb was
severed or the character bled to “death” within the last 5
minutes) though this requires all of the healing energy
bestowed.
Vocals: “I call upon a Great Gift - Regeneration!”
The spirit warrior is able to channel their soul to enhance their combat ability. When a spirit warrior manifests their abilities they are surrounded by a corona of power, of colour determined at character creation, which should reflect the character’s inner nature. For example, the hands of a holy warrior monk might glow with a silvery radiance when they manifest a Spiritual Weapon.
The name of these gifts may be changed to more accurately represent the character type. A Paladin for example might call on Holy arms and armour, Mantle of Faith, and Divine Favour as minor gifts.
[Dur: 24 hours - Range/Area: Caster]
The spirit warrior focuses their mind to give supernatural
fluidity of movement. The spirit warrior gains one Dodge as per
Duellist.
Vocals: “I call upon a Minor Gift - Channel Chi - Water!”
[Dur: 24 hours - Range/Area: Caster]
The warrior’s armour or body is surrounded by their spirit
radiance. The spirit warrior gains 1 point of hardened armour on
all locations. Soul Armour, unlike most armour spells, stacks
with the physical armour provided with Spirit Armour.
Vocals: “I call upon a Minor Gift - Soul Armour!”
[Dur: 24 hours - Range: Touch - Area: Caster’s arms or armour]
The spirit warrior channels their soul to enhance arms and
armour. In all cases the item is now treated as enchanted and
does not impede the flow of mana. In addition the item gains the
following benefits:
Vocals: “I call upon a Minor Gift - Spirit (object)!”
[Dur: 24 hour - Range/Area: Caster]
The spirit warrior channels the power of their mind to increase
the strength or resilience of their body. The recipient gains a +1
to their Strength or Endurance.
Vocals: “I call upon a Major Gift - Channel Chi Fire - Strength / Earth - Endurance!”
[Dur: 24 hours - Range/Area: Caster]
The spirit warrior soul is safely warded within their spirit
radiance such that they are immune to any minor or major
beguilement spells. The caster could then be immune to any
Traitor spell but take damage from a lowly Fire Bolt.
Vocals: “I call upon a Major Gift - Soul Cage!”
[Dur: Instant - Range: 20 - Area: 1 creature]
The warrior unleashes a blast of force that knocks the opponent
20 feet. The spirit warrior may call a knockback with Strength
equivalent to their Aura.
Vocals: “I call upon a Major Gift - Spirit Strike!”
[Dur: 10 seconds - Range/Area: Caster]
The spirit warrior channels their Chi to “move without moving”
and effectively steps outside time, calling a 10 second time
freeze. The spirit warrior cannot affect, move, or touch anything
else in the frozen world during this time freeze, but is otherwise
free to act.
Vocals: “I call upon a Great Gift - Channel Chi Air!”
[Dur: 24 hours - Range/Area: Caster]
The spirit warrior’s soul blazes with power and provides even
greater protection. The spirit warrior gains 2 points of hardened
armour on all locations.
Soul Radiance, unlike most armour spells, stacks with the physical armour provided with Spirit Armour.
Vocals: “I call upon a Great Gift - Soul Radiance!”
[Dur: 24 hours - Range/Area: Caster’s spirit weapon]
The channeller’s Spirit Weapon becomes inimical to chosen race,
the weapon deals +1 damage against this race. For the purposes
of this spell the Undead are considered one race. Spirit Bane also
may be applied to any weapon that has been permanently
enchanted or temporarily enchanted.
Vocals: “I call upon a Great Gift - Spirit Bane!”
“. . . take your offering; place it on the block with the throat turned upwards so that it may be easier for you to cut it, be ready with your knife, and cut the throat at a single stroke, pronouncing the name of SammÊl. Have a care that two blows be not needed, but let it die at the first; then skin it with the knife, and while skinning it make the following. . . ”
- excerpt from the Grimorium Verum
Magic is a supernatural ability to make changes in the world through an act of will alone. There are two types of magic. The most commonly used magic is in the form of spells or formulaic magic. These spells have been distilled by mages to give relatively predictable results. Even if the incantations are mispronounced, usually the mage only suffers the loss of a little power.
There are other magics though. Older magics. These magics may even predate humankind. Rituals, incantations and old formulae have great power, should one dare to use them. Ritual magic can do almost anything its wielder desires. Spells can affect hundreds of people, reality may be reshaped to suit the magician’s will and even the dead may be brought back to life. There is always a price however, both for success and failure. The fabric of reality cannot be altered cheaply.
All rituals cost experience points to cast. The cost to perform a ritual maybe reduced or eliminated by sacrificing magical components in a similar way to enchantment (see rules on Enchanting Items). Note: the component must be appropriate to the ritual being cast. Once cast a ritual is normally permanent and the effects can only be suppressed rather than dispelled.
More powerful ritual effects can be gained by creating a chain of dependent rituals. A ritual to transform a sorcerer into a Demon, for example, might involve three great rituals, each costing three experience points.
A ritual to change the entire world in some way could involve hundreds of rituals over perhaps hundreds of years. The resources to do this are only going to be available to the most dedicated (or fanatical) of groups or cults. Even then the disruption of a single ritual could destroy the entire effect, earning the undying enmity of such a group.
Ritual magic is not suited to the cut and thrust of spell casting in combat. The ceremony always takes at least five minutes to complete, may use bulky paraphernalia and is disrupted if the caster’s concentration is broken, such as by being attacked.
To create a ritual the ritualist must first define exactly what they wish to achieve. The ritualist must draft for the GM’s consideration a ritual Ideal. This Ideal defines a ritual in game terms and must include the following information; Link, Power and Complexity. This information will be used by the GM to determine the ritual level and hence the skill that is required to cast the ritual and the cost in experience points to perform the ritual.
To determine the ritual level determine the effect Power Level (Cosmetic, Minor etc.) and then the Complexity of the ritual. The Ritual Level is the Power Level plus any modifiers, minus the Complexity Level e.g a ritual that has a Major effect (4) and requires a relatively simple ritual (Minor -1) would be a Great ritual (3).
The ritual must have a clear and obvious thematic connection to the Sphere of Magic (or appropriate God’s area of influence) that the ritualist is drawing upon for the ritual (as adjudicated by the GM). If the connection is not clear and obvious no ritual can be performed. Each Sphere of Magic is limited in the effects that can be achieved with its power as defined in the Principle and Creeds of the sphere.
Similarly, rituals dedicated to a God must be limited by the God’s area of influence, or a single facet of a God with multiple areas of influence (as determined by the additional prayers the God grants).
For example, if the ritualist was drawing upon Mysticism the ritualist could manipulate the Soul and through this such intangibles as; Emotions, Illusions, Prophecies, Time.
This is how powerful the consequence of the ritual is. The greater the power of the ritual, the higher the ritual level is. It takes more magical effort to bring someone back from the dead than to heal a ruined arm. Any power that mimics a Virtue will be the same level as that Virtue e.g as Truename is a Great Virtue it would require a ritual of Great power to reveal someone’s Truename. Other effects are of course possible and examples are given below.
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The power of a ritual is increased by one Power Level if a group of people are directly affected by the ritual (as a mass spell) or two Power Levels if up to the population of a small town (100) are affected e.g. a Cosmetic ritual to make everyone in a town fall barren would be a Major Ritual. Note illusions have indirect effects and this modifier is not used.
The complexity of the ritual is the sum of mundane requirements that are required to cast the ritual. The more complex the requirements of the ritual, the lower the ritual level, as the raw power of the ritual is more focussed. The complexity level of the ritual should directly effect the chance of success of the ritual, with the greater the complexity of the ritual, the lower the chance of success. Ritual requirements include; special ingredients such as incense, eye of newt, fresh corpse or magic circles and symbols (these should be appropriate to the school of magic evoked so that an elemental magic circle would be a square marked with a ingredient denoting each element at the corners) and arcane incantantions.
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Backlash Some rituals are more dangerous. If the ritual fails in any way, any involved in the ritual will be affected by the ritual or a deleterious effect of similar power level as defined in the ritual. A ritual that is affected by backlash decreases the ritual level by one point
The power of a ritual is decreased by one point if the ritual effect is a continual effect, that is the ritual may be disrupted by a relatively simple to achieve mundane method (as determined by the GM).
Exotic and magical components can contribute experience points to the cost of a ritual. Magical ingredients reduce the cost of an ritual (not the ritual level) — by 1xp for a relatively common component to 3xp for a near unique component.
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Any component used must be wholly relevant to the overall ritual or else the potency will be reduced by at least one. Multiple ingredients may be combined into a single ritual; however the maximum total ingredient contribution to any ritual is 3 XP. The potency of ingredients increases exponentially such that three minor components are only the equivalent to one major component and three major components are equivalent to one great component.
There are areas in the world that are heavy in ritual significance. These “nodes of power” or nodes are where the flow of magic seems to eddy and pool. These nodes are always associated with a specific sphere of magic or deity. Ritual nodes include: The Isle of Mists (Mysticism), Durin’s Forge (Wizardry), Molten Falls (Elementalism - Fire), Dead Mans Mire (Sorcery - Necromancy), The Hellmouth (Sorcery — DÊmonology), The Dome of the Moon (a temple founded where the goddess was said to have rested).
Any appropriate ritual cast at the node costs 1 point less as power is drawn from the node. The node then must “recharge” before it may again contribute to a ritual and this may take anything from a week for the most powerful nodes to years for a lesser note.
To find an active node requires use of Scholarly Research with the appropriate Arcane or Divine Lore. Note that it will not always be possible to find an appropriate node. Moreover, powerful creatures of the aspect of magic are drawn to such areas and resent intrusion. It is said that Salamander and Firekin dance in the lava at Molten Falls and the undead walk in Dead Man’s Mire.
If a ritual is being cast upon a creature that is opposed to the ritual, a conduit of power is opened between the ritualist and the target of the spell. If the target of the spell is a ritualist as well, they may use any spells they possess to try and disrupt the ritual. However the maximum spell level that may be cast through the conduit is equivalent to the ritual level.
So what can ritual magic achieve? In theory pretty much anything, in practice, not so much. The more ambitious the purpose, the harder it is to perform a ritual that can achieve it. For ritual magic to succeed the ritual should have a simple and straightforward goal.
For someone to be the focus of a ritual there must be a clear link involved to the ritual magic, if only as a sacrifice. Rituals often have unpredictable results, even if they “succeed”. A ritual cast to bring woe on an enemy may often backfire and bring harm to the caster.
In many ways a ritual is like an adventure in miniature. The same consideration of theme, balance, and challenge must be addressed and served up with a healthy dose of imagination. Disrupting or completing a ritual is a classic climax to an adventure or story. However care must be taken; it is easy to overuse such plot devices so that they become hackneyed or clichÈd, and any one skill or ability should not dominate the game.
The cost of completing rituals can be reduced by obtaining powerful magical component or completing the ritual in a node of power. It is intended that obtaining or using such items or areas would be the focus of a party’s adventure and they provide power to further the party’s goals or story-arcs so that a ritualist character is not penalised for furthering the story.
Finally, it is the responsibility of both the player and GM to ensure that ritual magic enhances rather than detracts from an adventure. Magic is a fickle force and it is up to the GM to interpret it in the way that best serves the game.
The following are example ritual Ideals. It must be noted that the effect and methodology are examples only.
Area: One location, creature, concept, or item of any size
Link: Prophecy
Ritual Level: 1 (Minor Power [2] - Minor Complexity [1])
The mystic may lay a Grand Secret upon anything that they suspect will be the target of some sort of divinatory magic. All such attempts will fail absolutely. Any spell that seeks to gather information about the subject of the Grand Secret will fail.
The mystic lays a circle of the major arcana of tarot cards around the item, creature, or a scroll of the concept. The cards are each laid face up; the mystic then turns each card over and says, “Let the (card name) be made blind. As I will it, so it shall be.” The mystic then gathers up the cards and the ritual is complete.
Area: One enchanted item
Link: Enchanted Items
Ritual Level: 1 (Minor Power [2] - Minor Complexity [1])
The wizard may break the “bond” that an enchanted item has with a person and reforge the bond with another person (including the wizard) so that the enchanted item may then useable by that person.
The wizard forms a figure eight around the item with a length of chain. The wizard then takes up a hammer and says “By my art and by my craft I shatter the bond that holds you”, and strikes the chain twice. The wizard then takes up a blade and cuts the recipient of the item across the palm of their hand and smears the blood on the item. The wizard and the recipient intone, ”By blood shall this (item) be bound to (recipient). Now and forever.” The wizard then presents the items (or takes the item).
Area: 1 doll
Link: Sympathy
Ritual Level: 1 (Major Power [4] - Major Complexity [2] - Continual
[1])
The thaumaturge creates a wax or straw doll of another creature that is linked to that creature Any spell (up to 2nd level) cast on the doll is effectively cast on the creature it represents, no matter the physical distance between caster and target, this spell cannot be countered or warded against. If desired, the doll may be damaged (such as burnt or struck with pins) which inflicts piercing damage that cannot be healed as long as the doll is in existence. Up to 2 levels of spells or points of damage may be inflicted upon the doll before it is destroyed. Only one thaumaturgic doll of a person can be enchanted at any one time.
The thaumaturge must create the thaumaturgic doll whilst incanting, “By the principle of sympathy I command you”, this is repeated three times. The doll must include 3 special ingredients of an intimate nature belonging to the creature, for example, blood, hair, saliva, or clothing. The ingredients must be fresh (if not enchanted into a doll within 1 adventure, they degrade).The thaumaturgic doll counts as a continual effect as it is destroyed by use, and may also be safely destroyed by the target of the spell.
Link: Summoning
Ritual Level: 1 (Major Power (Minor Effect + Mass) [4] - Minor
Complexity [1] - Backlash [1] - Continual [1] )
Summons up to ten minor undead servants. The undead hate any and all life including the necromancer but they may be “commanded” and where one goes the others will follow, and will not normally attack someone protected by Corpse Flesh.
The necromancer must first harvest the corpses to raise. The necromancer then forms a pentacle with the corpses. The necromancer must stand in the centre of the corpses and chant “From the dark portal I call you, Walk the path of the dead once more”, 5 times. As the necromancer chants a terrifying moan comes from the corpses. The eyes begin to glow with a fetid green light and the bodies jerk violently.
Then, as the spell destroys the creatures’ wills, they lie still for a moment, before sitting bolt upright. The new undead can be a zombie or a skeleton. The ritual is a continual effect as the spirits can be dispelled by destroying their mortal shells. If the necromancer miscasts the incantation the undead will attack even if the necromancer is protected by spells.
Skeleton
Attributes: Strength 1, Endurance 1, Armour 0, Hits per location - 2
Virtues and Flaws: Claws - unarmed attacks deal real damage
Skeletal - hits per location are equal to double Endurance (armour is cosmetic),
vulnerable to blunt weapons and the Bone break spell
Mindless - any spell with “beguile my foe” as its middle vocal has no
effect.
Skills: one weapon skill.
Zombie
Attributes: Strength 1, Endurance 1, 10 Global Hits Virtues and Flaws:
Automaton - The creature has ten times as many hits as its Endurance
score as Global hits. The creature is slow and moves at walking pace
only.
Claws - unarmed attacks deal real damage.
Mindless - any spell with “beguile my foe” as its middle vocal has no
effect
Area: One limb
Link: Healing Deity
Ritual Level: 1 (Minor Power [2] - Minor Complexity [1])
The priest or healer can restore the use to a withered or mangled limb. The priest describes the injury and anoints the area with holy water. The priest then asks, “Do you believe in the healing power of (deity)” three times, each time the recipient must answer in the affirmative. Then the priest strikes the offending limb and unleashes the power of their god. The priest and the recipient must remember to then thank the deity or the limb will surely wither once more.
Area: One creature
Link: Emotions
Ritual Level: 2 (Great Power [6] - Major Complexity [2] - Backlash [1]
- Continual [1])
Through the use of this ritual, the mystic utterly bends the will of another to his or her own. The victim follows all the orders and suggestions of the mystic to the best of their ability, and has a strong desire to be near the mystic at all times. The victim may well be aware of what has happened to them, but is not offended in the slightest by the actions of the mystic. There is no limit to their loyalty. The caster may not voluntarily cancel Beguilement once it has begun.
The victim loses one point of Endurance per week that they do not see the mystic at least once. The spell can be broken by the power of true love.
The mystic must obtain 3 special ingredients of an intimate nature belonging to the creature, for example, blood, hair, saliva, or clothing. The ingredients must be fresh (if not used to beguile within 1 adventure, they degrade). The mystic then burns the ingredients and intones “Let (name of creature)’s heart burn with desire for me. As I mote it, shall it be so.” The mystic then places the full arcana of tarot cards face down and must then turn over at first attempt, The Fool, The Priestess and The Lovers. The mystic then intones, “The fates have willed it so” and the ritual is complete.
If this is not achieved the mystic will suffer a magical backlash and they will be beguiled by the next person they meet. If the ritual is cast correctly then the Beguilement is unleashed when they meet the victim’s gaze.
Area: One enchanted item
Link: Rune Reading
Ritual Level: 2 (Major Power [4] - Minor Complexity[1] -
Backlash[1])
The wizard may reforge the runes of their destiny so that wheel of fortune spins at their command. The wizard gains the use of any one mundane skill at Expert level once per adventure, to reflect their great fortune. So the wizard could; Disarm a foe “Oops butter fingers” (Duellist), pick a lock ”Seems like they forgot to lock this chest” (Rogue), find a potion of Sweetbalm “I don’t know if it’s important but that assassin got this vial marked Antidote” (Survival) etc.
The wizard throws onto a small fire “lucky” ingredients and charms such as a four leaf clover, a rabbit’s foot etc. The wizard then takes one runestone from a bag of 5 stones and names it and describes how it will aid their fortune e.g “This is Naraz the rune of strength — it will give me the strength to forge my destiny”. One of the runes in the bag must be blank and it is very bad luck to draw this as this means the wizard has no future. If this rune is drawn (or the drawn rune is misnamed) once per adventure one of the wizard’s mundane skills will fail to work when called upon (at a time determined by the GM).This ill fortune does not cost experience.
Link: Summoning
Ritual Level: 2 (Great Power (Major Effect + Mass) [6] - Major
Complexity [2] - Backlash[1] - Continual[1])
Summons three demonic warriors. The demons hate being constrained and will try their best to slay the summoner. The demons may be commanded to complete any 1 task but stay on the mortal plain for but one hour.
The dÊmonologist must kill 3 creatures with a single blow to their heart. The dÊmonologist must then step inside a pentacle made of powdered cold iron and then intone “I conjure thee, Maladel, Laaval, Bamalahe*, Come for thy feast. Come without inflicting any harm upon me. Come by thy names, I exhort and call you”. The dÊmonologist must have a care not to break the circle or the demons will attack, as they will if the incantion is not cast correctly (though the powdered iron will inflict a point of damage in this case).
The demons may then be given a single task that involves killing or torturing someone. The dÊmonologist must have a care to say “Then return to the infernal abyss”, else the demon will come looking for the sorcerer when they have completed their task.
*example names only
Demon Warrior
Attributes: Strength 2, Endurance 2, Aura 1, Armour 2(H), Hits per location -
4
Virtues and Flaws : Claws - unarmed attacks deal real damage. Demonic
resistances.
Innate spells: Hellfire, Path of flame, Spellward (precast)
Armoured hide - the leathery hide of the creature counts as 2 point of hardened
armour
Skills: Any 2 combat skills
Link: Fate
Ritual Level: 3 (Great Power [6] Great Complexity [3])
The mystic who cast this ritual turns back the folds of time and forces the universe to play itself out once more — this time, dancing to the mystic’s tune. The mystic may reverse one thing that has happened in the past, as long as they can provide a viable alternative.
As long as the new reality does not break the bounds of possibility too much, and as long as only one major factor is changed, the ritual should succeed, remoulding time itself around the mystic’s desire. If the mystic tries to Alter Reality further than it will go, bizarre and undesirable consequences may well result.
The ritual costs an amount of XP dependent upon the desired result. If any minor or major spell of any sphere could replicate the effect, it costs 1 XP. If the effect could be replicated by any great spell (including mass versions of level 2 or 3 spells), it costs 2 XP. If the effect could not be replicated by any one spell, it costs 3 XP. Remember, some effects simply cannot be achieved, even with the awesome power of this spell.
The mystic and appropriate actors (illusions figments) must act out the events leading up to the event and then the new “interpretation”. The acting out of the events must be exact or the ritual will fail or be flawed in some way.
Area: One creature
Link: Names
Ritual Level: 3 (Great Power [6] - Major Complexity[2] -
Backlash[1])
This ritual allows the caster to change the true name of anything they desire, including themselves. The caster alone knows the new true name, but they may communicate this to whomever they desire. The target can be given up to 3 points of Flaws or Virtues at a cost of 1 XP per point.
The namer must inscribe a pentagram of magic, with a symbol for each of the magic spheres where the pentacle touches the circle e.g. an eye for mysticm, a mobius strip of silver for wizardry etc. The Namer then says ”What was once (old name) shall now be (new name). This new name is then inscribed on a piece of parchment and buried in the earth at the centre of the pentagram. The namer and any who find this scrap of paper (and have the wit to figure out what it is) will have a fraction of the creatures truename, and the creature will be vulnerable to any spell cast that call upon this e.g ”I call upon a Major magic, to strike Argentium” etc.
Area: One creature
Link: Souls
Ritual Level: 3 (Great Power [6] - Major Complexity[2] - Backlash[1]
)
The dead body rises from the grave, provided its soul was in the god’s resting place or an allied god’s resting place. The resurrection must occur within 3 days of death; otherwise the soul is permanently tied to the afterlife. If the soul was made undead, this ritual fails. Limbs are restored and diseases and poisoned removed. Hit points in all locations are restored to one.
The priest anoints the body with holy water and oils and walks around the body three time waving incense. The priest then calls out ”Holy (deity) I beseech you. Let thy hallowed servant walk again amongst us. Release this spirit from thy kingdom. As thy will, so it will be done.” The creature will then rise once more if the deity believes the creature is worthy (GM call). If the deity does not believe the creature is worthy the ritual will fail and the priest will be affected as if they disobeyed a Divine Command.
An Artificer may bind any spell they may cast into an item. To bind a spell within an item costs twice the spell level to use the spell once per day , or have two uses per adventure. If the cost is doubled the spell becomes usable three times per day or 6 charges per adventure, and if tripled becomes usable fives times per day or 10 charges per adventure. The method of activating an item must be decided at the time of creation.
The experience point cost of an item can be given from the artificer, or donated by others. The person donating experience must have a relationship with either the item e.g. intended wielder of the item or an ongoing magical working relationship with the artificer (an apprentice, coven member, or university colleague).
The item created is keyed or “bonded” to either the item’s creator or to another specified individual and may only by used by them. A Master Artificer may choose to create an item that is not so bonded and may be wielded by anyone.
To reduce the XP cost of an item, items may have restrictions on their usage or Limitations. Limitations may not reduce the value of an item below half (round up) and must have a definite and worsening impact on the use of the item.
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Exotic and magical components can contribute experience points to the cost of an item. Magical ingredients reduce the cost of an item (not the item’s value) — by 1XP for a relatively common component to 3XP for a near unique component:
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Any component used must be wholly relevant to the overall enchantment or else the potency will be reduced by at least one. Multiple ingredients may be combined into a single enchantment; however the maximum total ingredient contribution to any enchanted item is 3 XP. The potency of ingredients increases exponentially such that three minor components are only the equivalent to one major component and three major components are equivalent to one great component.
Existing magic items, or their remains, can also be used as ingredients in new enchantments. As this process involves the destruction and reconstitution of the item, the maximum potency of such ingredients for a new enchantment is half what the original item was worth, and then only if the new enchantment is exactly the same as the original magical effect on the item, otherwise the potency will be reduced further. Note that the maximum experience point contribution to an enchantment from an existing magical item is 3 XP, as with any magical component.
For example, the shards of Aragorn’s sword Narsil are worth:
Rune of Naming (size 2 weapon): 2
Rune of Thorns (Minor Spell) 1 X 2 = 2
Rune of Death (Great Spell) 3 X 2 = 6
Item value = 10 points.
The sword shards themselves are worth 10 X 0.5 = 5; however the maximum contribution from ingredients is 3 points, so the Elven smiths need to contribute 7 further XP points (Item cost).
If the sword shards were instead forged into an axe blade then their contribution would be only 2; if the steel were used to enchant mail then it would be worth 1 point and the components would be of no use at all for enchanting a ring of invisibility.
Enchanted items are difficult to destroy. An enchanted item has a Magical Defence of half the Item value (round up); the damage must be dealt with a single blow from an enchanted item or spell.
For example, the sword Narsil has a Magical Defence of 10 x 0.5 = 5. The sword would be very hard to destroy. Items such as: potions, scrolls and other trinkets etc. are not considere