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.

MAGSpellEffect
1Guided DartCauses 1 HIT to a target
2Buoyed DartCauses 1 HIT to a target
3Guided Twin DartMay Direct a Dart at two different targets immediately
4Buoyed Twin DartMay Direct a Dart at two different targets immediately
5Guided StrikeCauses 2 HITs to a target
6Buoyed StrikeCauses 2 HITs to a target
7Guided Thrice DartMay Direct a Dart at three different targets immediately
8Buoyed Thrice DartMay Direct a Dart at three different targets immediately
9Guided BoltCauses 3HITs to a target
10Buoyed BoltCauses 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.

MAGSpellEffect
1Battle’s GiftAny 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.
2Battle’s GiftAny 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.
3Tacticus+1 Tactical Point for the entire Scene to a Max of 11
4Tacticus+1 Tactical Point for the entire Scene to a Max of 11
5Mystic ArmourThis 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. 
6Mystic ArmourThis 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.
7Mystic ShieldThe 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.
8Mystic ShieldThe 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.
9Second WindThe 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.
10Second WindThe 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.

MAGSpellEffect
1The GiftThe recipient ignores the first weakness effect in a combat.
2The GiftThe recipient ignores the first weakness effect in a combat.
3Source of VitaeThis spell adds twenty seconds to an ONGOING death Count
4Source of VitaeThis spell adds twenty seconds to an ONGOING death Count
5Chirurgeons BlessingThe Characters next wound card is either halved in duration to heal or grants the healer a free redraw.
6Chirurgeons BlessingThe Characters next wound card is either halved in duration to heal or grants the healer a free redraw.
7Bolstered BodyGrants the recipient +1 Hit to a Maximum of 10 HITS
8Bolstered BodyGrants the recipient +1 Hit to a Maximum of 10 HITS
9Extension of VitaeThe recipient does not draw a Wound Card for the next Death Count that they enter.
10Extension of VitaeThe 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.

MAGSpellEffect
1Simple ControlSelf Only: You may absorb 1 spell which becomes inert. Additional Backlash is at MAG 4 if you Absorb a spell.
2Simple ControlSelf Only: You may absorb 1 spell which becomes inert. Additional Backlash is at MAG 4 if you Absorb a spell.
3Advanced ControlOther: Recipient may absorb 1 spell which becomes inert and draw Backlash at MAG 4 if they Absorb a spell.
4Advanced ControlOther: Recipient may absorb 1 spell which becomes inert and draw Backlash at MAG 4 if they Absorb a spell.
5Complex ControlSelf 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.
6Complex ControlSelf 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.
7Difficult ControlOther: Absorb 1 spell and throw it back out. Backlash is at MAG 4 if they Absorb a spell and 6 if they release it.
8Difficult ControlOther: Absorb 1 spell and throw it back out. Backlash is at MAG 4 if they Absorb a spell and 6 if they release it.
9Intricate ControlSelf 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). 
10Intricate ControlSelf 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.

MAGSpellEffect
1StaunchRestores 1 HIT IF the recipient is in their INCAP or DEATH COUNT
2StaunchRestores 1 HIT IF the recipient is in their INCAP or DEATH COUNT
3HealRestores 1 HIT to the recipient.
4HealRestores 1 HIT to the recipient.
5ResurgenceRestores 3 HITS IF the recipient is in their INCAP or DEATH COUNT
6ResurgenceRestores 3 HITS IF the recipient is in their INCAP or DEATH COUNT
7CuringRestores 3 HITS to the recipient.
8CuringRestores 3 HITS to the recipient.
9RejuvenationRestores 5 HITS IF the recipient is in their INCAP or DEATH COUNT
10RejuvenationRestores 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.

MAGSpellEffect
1WeaknessThe Recipient suffers a short burst of weakness and finds themselves winded! Counterable with the feat of strength skill
2WeaknessThe Recipient suffers a short burst of weakness and finds themselves winded! Counterable with the feat of strength skill
3RepelUpon 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.
4RepelUpon 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.
5ParalysisOne opponent within 20 feet is paralysed and cannot move or speak for one minute or until they take 3 Hits.
6ParalysisOne opponent within 20 feet is paralysed and cannot move or speak for one minute or until they take 3 Hits.
7Stunning BlowOne opponent touched on the shoulder within 10 seconds or so of this spell being completed is rendered unconscious.
8Stunning BlowOne opponent touched on the shoulder within 10 seconds or so of this spell being completed is rendered unconscious.
9Greater RepelUpon 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.
10Greater RepelUpon 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.
Last updated byHolly Goodall