Magic and Casting

A character that has purchased the skill Cast Magic in one of the five realms is capable of casting the first Magnitudes of power and as they progress through their career, eventually utilise powerful and adaptable Magnitudes. A Casting character has shown aptitude and ability in the Academy and has made the move to one of the Casting guilds before finally settling on a Table to represent.

Every caster of Magic learns the two styles of casting that have defined the evolution of magic over thousands of years: Battle and Transcendental. These two forms of magic define how a caster operates in their society with some specialising and others trying to form a balance. Each Realm has its own style of casting specific areas of Battle and Transcendental magic and a caster usually considers heavily before choosing a path.

Blanket Magic Statement

Following is a statement for context with this document that covers the website intro to magic and will be available and linked to the five types.

What is Magic

  • Magic has existed in one form or another since the birth of the world at the hands of the Gillieabad
  • In the earliest days the Gillieabad would grant gifts to the Earth Tribes who danced for them and offered them gifts, in return the Gillieabad gave them great harvests and wisdom beyond their years allowing them to grow.
  • As the years passed the power of the Gillieabad grew and the darkest among us gave blood as gift of sacrifice rather than joy as a gift and a new form of viscous magic touched the world: Abomination was born.
  • A silent battle began as the abomination slithered into the belly of Kethlan, the world Gillieabad and the Earth Tribes saw a great change coming to the world.
  • The Nexus, the Comet came to Vaklam and brought with it Magic from the reflections, the Duchies of the world.
  • Through the years after its arrival the forms of Source, Focus, Psionic and the Weave rose up to support the Wyld of the Gillieabad.
  • However through each one forms of the Abomination awoke and spread itself through those that used its powers, like a living thing and many chose to follow it.
  • Through the realms of power this gave rise to beings like the Dark Fae Men and the Strange and others that came out of the White (all needs links on the Wikki).
  • But through the Rising of Chaos the peoples of Daer Akmir learned to master the magic and formed organisations to control that power.
  • In the Royal Basin Colleges mastered Sourcery, The Clergy followed the birth of the Deities of the Great Heavens, The Institute emerged from hiding to train those birthed with the gifts of the Astral, the Weavers gathered and formed the story tellers of the great song and among the Wyld the Tao formed and ritualists gathered.
  • Each one developed their own methods for not only calling on the power of the Ley lines that had sprung up across their world but equally of combating the brutality of the abomination in each of its forms.
  • Magic has become a dominant, if unpredictable and hard to control, force in all arena’s of the world from social to political but remains a great mystery in many of its aspects.

Spell Casting Transcendental

  • A Casters Chosen Realm of Power has a portfolio of words such as:
    • Lore and Knowledge or Family
  • A Caster, alone, casts their spells in Magnitudes of power from 0 to 10
  • A 0 Magnitude effect is a weak effect whilst a 10 Magnitude effect is a very powerful effect.
  • When a caster begins they may Cast 0 and 1 Magnitude spells
  • Transcendental Spells are flavoured directly to their portfolio words and fall inside the boundary of: “If it feels cool and you feel like you are in a movie then it is probably right”.
  • To cast consider what you want to do within your portfolio for example:
    • Lore or Knowledge: Strip the Knowledge of a recent conversation from a weak minded mook that you have been talking to – Example 1
    • Family: Cast a spell that will inform you of a persons blood lineage through generations long gone past as you seek a rightful heir to a family line – Example 2
  • When this is perceived roleplay out your intentions in front of a storyteller or grab one and explain if you have to.
  • They will then indicate the Magnitude of what you are trying to achieve.
  • In Example 1 the Storyteller decides that a low end mook is easy fodder for a heroic player and goes with a Magnitude of 2 – It is now down to the player how they manage to get this done without the Mook either noticing or getting away.
  • In Example 2 the Storyteller has story knowledge that the player does not: There is a curse on the bloodline and a secondary caster has also tried to obfuscate the truth. This secondary caster is some Magnitudes better than the player so the ref asks for a Magnitude of 6. The player cannot cast at that Magnitude and is left to puzzle at to why they cannot achieve what they want to.
  • In both examples the process of gaining the magnitude is effectively a Caster completing the equation of Magic in their head.
  • In Example 1 the caster is able to achieve their target Mag and casts the spell in Example 2 the caster cannot achieve their target Mag so cannot cast their spell. However they HAVE gained the knowledge that it is harder that they thought and could approach the caster in EXAMPLE 1 to see if they can call down some magic that will give them knowledge as to why.
  • If you are able to cast and have completed that casting in the style of your realm of Magic then any casting is successful and however you have affected the game will be revealed to you by the Storyteller, crew person or similar.
  • When you have finished draw a card from your Omni Deck.
  • Assuming it is not a Black or Red Joker take the red slip from within.
  • Read the instruction and description next to the Magnitude of the spell that you have cast and roleplay out the effect.
  • If you have drawn a Black Joker you have made contact with the corruption of your Realm of casting, which is pretty bad, you should speak to your story teller and expect a result in the future.
  • If you have drawn a Red Joker the result inside is unique and amazing and you will be very pleased.
  • If you don’t like your results you may attempt a Backlash card pull to ignore it OR you can choose to spend a point of precious defiance to negate it.
  • If you draw a Black Joker only the Defiance spend indicated by your Story Teller will save you.

Spell Casting Battle

  • A Casters Chosen Realm of Power has a portfolio of words similar to Transcendental casting such as:
    • Damaging or Tactical
  • Battle Magic is often referred to as Mundane by Pure Transcendental Casters: Battle Casters lack time to focus and “imagine” new Magics and as such their casting is structured; Formulaic.
  • To this end the range of Battle Magic extends from 1 Magnitude to 5 Magnitudes giving the Battle Caster little room for error with Backlash.
  • However this less imaginative form of magic finds itself locked into specific spells.
  • Again these spells are linked to specific words that are found in a casters Portfolio but they work in a very different way.
  • Combat is fast and furious which has caused Battle Casters to learn to control the backlash of their Magic until the duress of battle is over.
  • The first Magnitude of a spell, referred to as the base is simple to control and has little impact on them during battle whereas anything larger is much harder to control and has a much larger detrimental affect on a caster until they have learned to master it.
  • Once a Caster has cast any spell in Battle they are at a 1 Magnitude draw for Backlash when the combat is over.
  • Any spell that is base never increases the Backlash Magnitude or Combat Magnitude (COMAG) which is drawn at the end of combat
  • However ANY spell that is greater than the base always adds one to your COMAG
  • When you have finished combat draw a card from your Omni Deck.
  • Assuming it is not a Black or Red Joker take the red slip from within.
  • Read the instruction and description next to the Combat Magnitude of the spells that you have cast and roleplay out the effect.
  • If you have drawn a Black Joker you have made contact with the corruption of your Realm of casting, which is pretty bad, you should speak to your story teller and expect a result in the future.
  • If you have drawn a Red Joker the result inside is unique and amazing and you will be very pleased.
  • If you have cast more than 10 Magnitudes you have died spectacularly and nothing can save you from that fate
  • If you don’t like your results you may attempt a Backlash card pull to ignore it OR you can choose to spend a point of precious defiance to negate it.
  • If you draw a Black Joker only the Defiance spend indicated by your Story Teller will save you.

Combat Spells

The Following Spells are the system standard for Combat

Damaging – Inflicting 1 Hit on a target in Range

BASE – Spears – Range 10 Feet

Greater Versions in standard order

  • MAG 2: Arrow – Range 20 Feet
  • MAG 3: Mighty Spears
  • MAG 4: Mighty Arrow
  • MAG 5: Giant Spear

Tacticus – Range of Touch

Grants additional Tactical Points for the scene which does not regenerate at the end of a rollover.

BASE – Grants 1 additional Tactical Point

Greater Versions in standard order

  • MAG 2: Grants 2 additional Tactical Points
  • MAG 3: Grants 3 additional Tactical Points
  • MAG 4: Grants 4 additional Tactical Points
  • MAG 5: Grants 5 additional Tactical Points

Mimicry – Range of Touch

Grants a specific Tactical skill to a character that they can use in that combat.

BASE – Grants Knockdown

Greater Versions in standard order

  • MAG 2:Knockback
  • MAG 3:Disarm
  • MAG 4:Greater Disarm
  • MAG 5:Mighty

Debilitation – Range of Ten feet

Debilitates the target in the indicated way.

Base –  Weaken – Target Lose 1 tactical Point for the scene

Greater Versions in standard order

  • MAG 2: Pacify – Mooks will cease fighting unless provoked, other foes will roleplay as scripted
  • MAG 3: Debilitate – Target loses 2 Tactical Points for the scene
  • MAG 4: Paralysis – Mooks will cease movement unless struck, other foes will roleplay as scripted
  • MAG 5:Cripple – Target loses half of their Tactical Points

Armouring – Range Touch

Alters wound card descriptors in the favour of the armoured individual and protects the body

Base –  Shielding – Add a suit to your healing check for a wound card at the end of combat

Greater Versions in standard order

  • MAG 2: Bolstering: Gain 1 Maximum HIT for this combat to a cap of 10
  • MAG 3: Armouring: Your next physical Wound Card is treated as Armoured
  • MAG 4: Warding: Your next Magical Wound Card is treated as Armoured
  • MAG 5: Ablative: The first Mighty or Giant Blow to strike you becomes a 1pt blow

Healing – Range Touch

Repairs Physical damage to a person who is not in need of Chirugery

Base – Fervour: – Restores 1 HIT to a person in their Incapacitated Count

Greater Versions in standard order

  • MAG 2: Staunch: Restores 1 Hit to a person
  • MAG 3: Restoration: Restores a stolen sense such as sight to a person
  • MAG 4: Rejuvenation: Restores a missing limb over 30 seconds
  • MAG 5: Regeneration: May be cast on a character in their death count: They may redraw their Wound Card at the end of combat and take the better result

Salvation – Range Touch

Drives out specific Realm Corruption from a creature such as a Daemon

Base – Seeking Salvation: – Reveals whether the creature is past the point of no return, whether they were ever a person and whether they can be turned back. (This can easily be cast outsides of combat)

Greater Versions in standard order

  • MAG 2: Words of Salvation: Forces back the corruption long enough for a true being to speak as not the Corrupted being
  • MAG 3: Path to Salvation: Removes one Corruption from a Being
  • MAG 4: Personal Salvation: The next Great Blow (Daemonic for example) from this creature deals 1pt of damage.
  • MAG 5: Salvation: This drives out the corruption into a fightable creature without the mortal that was trapped within it. Caster must draw add one MAG to their Backlash draw per rank of creature

Standards

All lists have a few spells that are referred to as the Standards that all can cast like. They may also be used as one offs outside of combat and as such come with a MAG variant for such moments.

Spell: Hold back the foe

Standard Mag: 5

Result: Allows you stand with arms raised and prevent the advance of specific enemies from approaching your location in 90 degree arc. If a rollover is called it may be maintained for 1 additional MAG

Spell: Imbuement

Standard Mag: 1

Result: Makes a weapon magical for the scene (call your magic type as damage code)

Spell: Salvation

Starting MAG: 1

Special:

Each realms Bane standardly affects creatures in certain ways usually forcing them into a specific form. The following Salvations and corruptions are categorised by Magical Realm:

Realm Bane Standard Creature
Source Corruption Daemon
Focus Heresy The Returned
Wyld Abomination Vennerschrekt
Weave Strange Imposters
Psionic White Varrow

Roleplaying Standards

All lists will have a few “spells” that they can all cast like Blessings which give suits and redraws and imbues and whatnot along with commonly used spells.

Examples

Spell: Speak to X

Standard Mag: 1

Result: Allows you to converse with something like: A Spirit, the dead, an inanimate object with 5 questions.

Spell: Dedication/Blessing

Standard Mag: 1

Result: For the remained of the day this spell adds a suit to a check 1 per scene before cards are drawn.

Spell: Greater Dedication/Blessing

Standard Mag: 3

Result: Adds a Diamond to an Omni Deck for the purposes of skill checks, no slips are included, until Drawn.

Spell: Skill Giving

Standard Mag: 7

Result: Gives you a skill for a scene at zero additional suits (+1 Mag per suit)