We are deployed into the most dangerous situations to achieve the most optimal ending to a scenario with the most extreme power available to us.
peveril cole, Oblivion Mage
The differences between Combat and Magic have been heavily highlighted and this section of their mechanics focuses on the spells that you can cast and why they are so different from Transcendental.
Principles
- Combat Casting is swift and structured.
- There is no time for the summoning of a guide
- This means that Combat Casting, whilst powerful, is more dangerous and the spells that can be achieved are heavily pre-defined.
Mechanics
- There are Six Known Casting Words
- Battle
- Healing
- Physical
- Control
- Debilitation
- Combat
- There are 5 Spells attached to the word at the Magnitudes 1,3,5,7 and 9
- There are two versions of each spell: Guided and Buoyed
- The Buoyed version of the spell costs an additional Magnitude of power.
- A character begins with the ability to cast any of the Guided spells attached to their word.
- They must gain the ability to use Buoyed words as they progress through their careers.
- The same spell will not stack with itself.
Words and Spells
Following are the list of six words, the Guided AND the Buoyed spells are all included in descriptions for completeness.
Battle
These spells automatically hit an opponent up to a range of approximately 20 feet with an energy blast of your realms type. Your opponent must be in Line of sight and should be clearly indicated when the spell is cast. If they do not react because they clearly have not heard the effect continue as though you had not cast this spell. An example call would be: “Focus Dart” for the Magic of the Focus Realm.
MAG | Spell | Effect |
---|---|---|
1 | Guided Dart | Causes 1 HIT to a target |
2 | Buoyed Dart | Causes 1 HIT to a target |
3 | Guided Twin Dart | May Direct a Dart at two different targets immediately |
4 | Buoyed Twin Dart | May Direct a Dart at two different targets immediately |
5 | Guided Strike | Causes 2 HITs to a target |
6 | Buoyed Strike | Causes 2 HITs to a target |
7 | Guided Thrice Dart | May Direct a Dart at three different targets immediately |
8 | Buoyed Thrice Dart | May Direct a Dart at three different targets immediately |
9 | Guided Bolt | Causes 3HITs to a target |
10 | Buoyed Bolt | Causes 3 HITs to a target |
Combat
These spells affect an individual or their equipment in battle, bolstering them and their powers to give them strength. A Combat spell will last for the approximation of a rollover unless otherwise stated. The range of combat spells is touch.
MAG | Spell | Effect |
---|---|---|
1 | Battle’s Gift | Any weapon held by the recipient is empowered with the REALM energy of the caster. Their damage call or Suffix of their damage call becomes: REALM. For example a Wyld user allows the recipient to call WYLD or Mighty Wyld for example. |
2 | Battle’s Gift | Any weapon held by the recipient is empowered with the REALM energy of the caster. Their damage call or Suffix of their damage call becomes: REALM. For example a Wyld user allows the recipient to call WYLD or Mighty Wyld for example. |
3 | Tacticus | +1 Tactical Point for the entire Scene to a Max of 11 |
4 | Tacticus | +1 Tactical Point for the entire Scene to a Max of 11 |
5 | Mystic Armour | This spell enchants a suit of armour (& shield) to count as one rank higher than it should or it may ignore the effect of damage on a wound card when a wound is drawn. |
6 | Mystic Armour | This spell enchants a suit of armour (& shield) to count as one rank higher than it should or it may ignore the effect of damage on a wound card when a wound is drawn. |
7 | Mystic Shield | The recipient may choose to reduce one Incoming damage source to 1 Hit only including specialist words like Wounding or ranged magic like wrath. They may only benefit from one mystic shield at any one time. |
8 | Mystic Shield | The recipient may choose to reduce one Incoming damage source to 1 Hit only including specialist words like Wounding or ranged magic like wrath. They may only benefit from one mystic shield at any one time. |
9 | Second Wind | The recipient may Immediately recover all of their tactical points once in this combat. They may only benefit from one second wind in a combat, there are no third and fourth winds. |
10 | Second Wind | The recipient may Immediately recover all of their tactical points once in this combat. They may only benefit from one second wind in a combat, there are no third and fourth winds. |
Physical
These spells enhance the physical being of the recipient pushing them to greater feats of prowess, extending their life and encouraging their natural healing factor. These spells will generally last for a scene, unless stated otherwise and have a range of touch.
MAG | Spell | Effect |
---|---|---|
1 | The Gift | The recipient ignores the first weakness effect in a combat. |
2 | The Gift | The recipient ignores the first weakness effect in a combat. |
3 | Source of Vitae | This spell adds twenty seconds to an ONGOING death Count |
4 | Source of Vitae | This spell adds twenty seconds to an ONGOING death Count |
5 | Chirurgeons Blessing | The Characters next wound card is either halved in duration to heal or grants the healer a free redraw. |
6 | Chirurgeons Blessing | The Characters next wound card is either halved in duration to heal or grants the healer a free redraw. |
7 | Bolstered Body | Grants the recipient +1 Hit to a Maximum of 10 HITS |
8 | Bolstered Body | Grants the recipient +1 Hit to a Maximum of 10 HITS |
9 | Extension of Vitae | The recipient does not draw a Wound Card for the next Death Count that they enter. |
10 | Extension of Vitae | The recipient does not draw a Wound Card for the next Death Count that they enter. |
Control
These spells allow the recipient to absorb a spell effect of any realm and any rank rather than taking the effect. An absorbed effect can be released, if stated, as the absorbed spell would usually be cast within that combat and dissipates at its end or when a rollover is called. A Character may only hold one effect at any one time and must pull backlash for any and all spells absorbed but cannot use defiance against the Control Backlash.
MAG | Spell | Effect |
---|---|---|
1 | Simple Control | Self Only: You may absorb 1 spell which becomes inert. Additional Backlash is at MAG 4 if you Absorb a spell. |
2 | Simple Control | Self Only: You may absorb 1 spell which becomes inert. Additional Backlash is at MAG 4 if you Absorb a spell. |
3 | Advanced Control | Other: Recipient may absorb 1 spell which becomes inert and draw Backlash at MAG 4 if they Absorb a spell. |
4 | Advanced Control | Other: Recipient may absorb 1 spell which becomes inert and draw Backlash at MAG 4 if they Absorb a spell. |
5 | Complex Control | Self Only: Absorb 1 spell and throw it back out. Additional Backlash is at MAG 4 if you Absorb a spell and 6 if you release it. |
6 | Complex Control | Self Only: Absorb 1 spell and throw it back out. Additional Backlash is at MAG 4 if you Absorb a spell and 6 if you release it. |
7 | Difficult Control | Other: Absorb 1 spell and throw it back out. Backlash is at MAG 4 if they Absorb a spell and 6 if they release it. |
8 | Difficult Control | Other: Absorb 1 spell and throw it back out. Backlash is at MAG 4 if they Absorb a spell and 6 if they release it. |
9 | Intricate Control | Self Only: Absorb 1 spell and throw it back out. Additional Backlash is at MAG 4 if you Absorb a spell and 6 if you release it. The Control remains after you throw a spell out and may be refilled until the spell expires (can hold a max of 1 spell at a time). |
10 | Intricate Control | Self Only: Absorb 1 spell and throw it back out. Additional Backlash is at MAG 4 if you Absorb a spell and 6 if you release it. The Control remains after you throw a spell out and may be refilled until the spell expires. (can hold a max of 1 spell at a time). |
Healing
This Word’s spells allow a caster to immediately heal damage taken in battle by an individual, rejuvenating cuts, replicating blood and restoring lost organ parts. It CANNOT heal the serious injuries that come with ANY Wound Cards. The effects of casting are immediate and the range of these spells is touch.
MAG | Spell | Effect |
---|---|---|
1 | Staunch | Restores 1 HIT IF the recipient is in their INCAP or DEATH COUNT |
2 | Staunch | Restores 1 HIT IF the recipient is in their INCAP or DEATH COUNT |
3 | Heal | Restores 1 HIT to the recipient. |
4 | Heal | Restores 1 HIT to the recipient. |
5 | Resurgence | Restores 3 HITS IF the recipient is in their INCAP or DEATH COUNT |
6 | Resurgence | Restores 3 HITS IF the recipient is in their INCAP or DEATH COUNT |
7 | Curing | Restores 3 HITS to the recipient. |
8 | Curing | Restores 3 HITS to the recipient. |
9 | Rejuvenation | Restores 5 HITS IF the recipient is in their INCAP or DEATH COUNT |
10 | Rejuvenation | Restores 5 HITS IF the recipient is in their INCAP or DEATH COUNT |
Debilitation
This word’s spells deal with the ability to weaken, hold or repel a target or targets away from the caster. These spells last for a rollover unless stated otherwise and have a range of about twenty feet, again, unless stated otherwise.
MAG | Spell | Effect |
---|---|---|
1 | Weakness | The Recipient suffers a short burst of weakness and finds themselves winded! Counterable with the feat of strength skill |
2 | Weakness | The Recipient suffers a short burst of weakness and finds themselves winded! Counterable with the feat of strength skill |
3 | Repel | Upon Completion of this spell the caster Spreads their arms to present approximately a 90 degree angle with the centre point being them and roleplays “calling out words of defiance according to their Realm Brief”. Most OPPONENTS may not approach them for 10 seconds at which point the spell ends. |
4 | Repel | Upon Completion of this spell the caster Spreads their arms to present approximately a 90 degree angle with the centre point being them and roleplays “calling out words of defiance according to their Realm Brief”. Most OPPONENTS may not approach them for 10 seconds at which point the spell ends. |
5 | Paralysis | One opponent within 20 feet is paralysed and cannot move or speak for one minute or until they take 3 Hits. |
6 | Paralysis | One opponent within 20 feet is paralysed and cannot move or speak for one minute or until they take 3 Hits. |
7 | Stunning Blow | One opponent touched on the shoulder within 10 seconds or so of this spell being completed is rendered unconscious. |
8 | Stunning Blow | One opponent touched on the shoulder within 10 seconds or so of this spell being completed is rendered unconscious. |
9 | Greater Repel | Upon Completion of this spell the caster Spreads their arms to present approximately a 90 degree angle with the centre point being them and roleplays “calling out words of defiance according to their Realm Brief”. Most OPPONENTS may not approach them for 1 Minute at which point the spell ends. |
10 | Greater Repel | Upon Completion of this spell the caster Spreads their arms to present approximately a 90 degree angle with the centre point being them and roleplays “calling out words of defiance according to their Realm Brief”. Most OPPONENTS may not approach them for 1 Minute at which point the spell ends. |
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