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==Magic Calls==
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{{CaptionedImage|file=Winterfolk Spellcasting.jpg|caption=Magic can heal or harm with equal facility.|align=left|width=500}}
*'''There are six magic calls'''
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==Overview==
*'''The magic calls do not affect targets that are larger than human-sized'''
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A magician is any character that purchases the [[Magical_skills#Magician|magician]] skill. Becoming a magician allows a character to cast spells, and with additional study they can master the [[Magical_skills#Ritual_Magic|realm lores]] that allow them to perform powerful and versatile [[rituals]]. Like artistic ability, command of magic is both a talent and a skill - some people are born with a natural knack for working magic, while others develop their ability to weave spells through hard work and long hours of study. Even a natural talent needs help channelling and honing their power, however - there are many stories of prodigies who lack the ability to control their magic properly causing minor magical mishaps.
*'''All magic calls delivered with a weapon or implement also cause the target to lose one global hit'''
 
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.
 
  
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.
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In the Empire it is common for a magician to learn their art studying with a more experienced mentor. It is theoretically possible to be "self taught" however - there are libraries and tomes that lay out magical law in all the nations.
  
===CURSE===
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Every magician, no matter where in the world they originate, learns three common spells (sometimes called ''cantrips'' in the Empire): [[detect magic]], [[operate portal]], and [[create bond]]. These versatile utility spells allow a magician to perform a number of functions, and serve as the foundation for all other magical ability. These spells are only the beginning however - with additional study a magician can master more incantations that allow them to channel their personal magic to [[heal]] their allies, [[repel]] their foes, and even [[voice for the dead|grant the recently departed the ability to speak to the living]].
*'''You are cursed; see a ref for details when it is appropriate to do so'''
 
*'''The effect lasts until cured'''
 
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.
 
  
===ENTANGLE===
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In addition, every magician knows how to wield [[Weapons & Armour#Wands|wands]] and [[Weapons & Armour#Rods|rods]]. These implements are to the magician what swords and axes are to the warrior, or medicines and bandages to the [[Surgical skills#Physick|physick]]. Their main use is to channel and unleash martial incantations, but even the most peaceful magician can benefit from bonding a magical implement to enhance their ability to work magic.
*'''The target may not move their feet; they may otherwise move and fight normally'''
 
*'''The effect lasts 10 seconds'''
 
  
===PARALYSE===
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Finally, some magicians focus their magical study towards battlefield applications. These brave individuals are called [[Magical skills#Battle Mage|battle mages]] and they learn to channel their power through [[Weapons & Armour#Staffs|staffs]] and attune themselves to special [[Weapons & Armour#Mage Armour|armour]] designed specifically to protect magicians while leaving them free to perform magic. This last is especially valuable to magicians who go into dangerous situations; mundane armour prevents the casting of even the simplest spell.
*'''The target may talk but may not make any other movement'''
 
*'''The effect lasts 10 seconds'''
 
 
 
===REPEL===
 
*'''The target must move away from the caster at a brisk walk or faster'''
 
*'''The effect lasts 10 seconds or until you have retreated for 20’'''
 
 
 
===VENOM===
 
*'''The target’s bleed time drops to zero; they die immediately if they lose all body hits (and may not use the unstoppable ability)'''
 
*'''The effect lasts until cured'''
 
 
 
===WEAKNESS===
 
*'''The target may not use any [[Heroic skills|heroic skills]], use any mana or activate any magic items; they may otherwise move and fight normally'''
 
*'''The effect lasts until cured'''
 
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}
 
  
 
==Spellcasting==
 
==Spellcasting==
*'''You must expend personal mana or crystalized mana to cast a spell'''
 
 
*'''Every magician starts with four personal mana every day'''
 
*'''Every magician starts with four personal mana every day'''
*'''You cannot cast spells while wearing armour'''
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*'''You must expend personal mana or crystallized mana to cast a spell'''
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*'''You cannot cast spells while wearing armour other than a helmet'''
 
*'''All spells require vocals clearly audible to everyone within a few metres'''
 
*'''All spells require vocals clearly audible to everyone within a few metres'''
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].
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Any character that purchases the magician skill has four personal mana and is able to cast [[create bond]], [[detect magic]] or [[operate portal]]. Each time a character purchases an [[Magical_skills#Extra_Spell|extra spell]] they must choose one additional spell from the [[spellcasting]] list.
  
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell.  
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Your character may also use crystallized mana to cast spells; a single crystal can be used to cast any single spell.  
  
 
Your personal mana replenishes overnight.
 
Your personal mana replenishes overnight.
  
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.
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If you have the [[Magical_skills#Battle_Mage|battle mage skill]] then you can cast spells while wearing [[Weapons_%26_armour#Mage_Armour|mage armour]], but you cannot cast spells while wearing regular [[Weapons_%26_armour#Armour|armour]]. The only exception is a helmet: helmets do not interfere with spellcasting in any way.
 
 
==Roleplaying effects==
 
*'''You may experience magical effects that influence your roleplaying'''
 
*'''You decide how your character responds to any roleplaying effects'''
 
*'''You cannot ignore roleplaying effects'''
 
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s personality and mood. It is common for religious characters to be able to produce positive effects, for instance the sermon of a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.
 
 
 
''For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes.''
 
 
 
It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. Your character’s response might be influenced by their lineage as well as factors like blessings or relics carried. Most characters in Empire are brave heroes of one kind or another, but truly notable deeds like sworn oaths, bonds of love or fealty might also be the justification a character needs to endure an effect they desire to confront.
 
 
 
''For example, a group of characters encounters a glade filled with an overwhelming aura of fear and dread. One of the characters is a [[changeling]] who can always choose to respond to such effects with a dreadful wrath, she gives an angry snarl and strides into the glade. The changeling’s bodyguard has sworn a great oath to protect his liege at any cost - driven by the strength of his oath he grits his teeth and huddles close to his liege attempting to cover them both with his shield. The remainder of the group lurk around the edge, hoping to find the motivation to overcome the dark pall.''
 
 
 
==Implements==
 
*'''Must be a weapon safe phys-rep of a wand, rod or staff'''
 
*'''Offensive spells can only be delivered using an implement'''
 
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to cast regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].
 
 
 
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.
 
 
 
A character can cause a point of damage with an implement, but they are not weapons and cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].
 
 
 
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.
 
 
 
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it clear that they are magical implements and not weapons.
 
 
 
===Wands===
 
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]
 
 
 
===Rods===
 
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].
 
 
 
===Staff===
 
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.
 
 
 
==Mage Armour==
 
*'''Must cover at least 3 locations including one of the chest, shoulders or waist'''
 
*'''Providers 2 extra hits only'''
 
*'''Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls'''
 
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer's body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.
 
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}
 
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:
 
 
 
* Pauldrons (shoulders)
 
* Pectorals (upper chest)
 
* Hero Belt (waist)
 
 
 
* Circlet (head)
 
* Vambraces (wrists)
 
* Gorget (neck)
 
* Greaves (lower legs)
 
  
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume.
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All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you. All spells are one of two types, regular spells or offensive spells.
 +
<table class="wikitable" style="width:250px; float: right; margin-left: 10px; margin-right: 10px;">
 +
<tr><th>Regular Spells</th><th>Mana Cost</th></tr>
 +
<tr><td>[[Create bond]]</td><td>1</td></tr>
 +
<tr><td>[[Detect magic]]</td><td>1</td></tr>
 +
<tr><td>[[Operate portal]]</td><td>1</td></tr>
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<tr><td>[[Heal]]</td><td>1</td></tr>
 +
<tr><td>[[Mend]]</td><td>1</td></tr>
 +
<tr><td>[[Night pouch]]</td><td>1</td></tr>
 +
<tr><td>[[Purify]]</td><td>1</td></tr>
 +
<tr><td>[[Restore limb]]</td><td>1</td></tr>
 +
<tr><td>[[Voice for the dead]]</td><td>1</td></tr>
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</table>
  
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.
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==Regular Spells==
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*'''Require at least thirty seconds of appropriate roleplaying'''
 +
*'''You must be capable of touching the target with the casting hand throughout the casting of the spell'''
 +
*'''The spell fails if you or your target are hit or attack another character during spellcasting'''
 +
*'''You can choose to ''swift cast'' a regular spell'''
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To cast a regular spell you must complete at least thirty seconds of [[appropriate roleplaying]] including spell vocals, and the use of one hand. These requirements do not mean you must chant or speak for the entire thirty seconds; you must include some vocal component but your appropriate roleplaying can also involve tracing magical signs or [[runes]] in the air, using props such as scrolls or powders, shaping magic with mystical passes, and the like.
  
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.
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You must be able to touch the target with your casting hand throughout the casting of the spell. Even if you do not touch the target you must be close enough to easily do so - you cannot cast a regular spell on a target who is only close enough to touch with an implement (but see [[#Swift casting|swift casting]] below).
  
==Rituals==
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If you or your target attacks another character or either of you are hit then the spell fails. Your mana is not lost but you must begin the spell again.
*'''Every ritual draws primarily on one of the six realms'''
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===Swift casting===
*'''Every ritual has a cost in crystalized mana to perform the ritual'''
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* '''Any regular spell can be cast with a few words of appropriate roleplaying instead of thirty seconds'''
*'''A ritualist may only expend mana up to their level of skill'''
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* '''Swift casting a spell costs 2 mana rather than 1'''
*'''Crystalized mana expended by a character who has mastered the ritual counts double'''
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* '''The effects of some spells change when they are swift cast'''
There is a library of known rituals that have been performed by Imperial magicians. Every ritual draws its power from one of the six magical realms and requires a set amount of crystalized mana to perform.
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* '''If you are in combat, you must touch your target with an implement - a wand, rod, or staff'''
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Any magician who knows a regular spell can choose to swift cast it. Swift casting effectively allows the regular spell to be cast as if it were an [[#Offensive Spells|offensive spell]], but at the cost of an additional mana.
  
Rituals require crystalized mana to cast, they are too powerful to perform with personal mana. The amount of crystalized mana that each a ritualist can expend is limited by their level of skill with the appropriate realm lore. Crystalized mana used by a character that has mastered the ritual counts double.
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Some spells such as [[purify]] and [[heal]] have different effects when swift cast. You must make clear to the target what the effect is.
  
''E.g. A magician is performing the ritual, The Ascetic Star of Atun, a level 6 Day ritual. The ritualist has three levels of skill in day lore, allowing them to contribute three points of crystalized mana, however the caster has mastered the ritual, doubling their effective mana. This allows them to achieve the 6 points required for the ritual.''
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Magic items, rituals, and similar abilities do not provide the ability to swift cast a spell unless they explicitly say they do. For example, a wand may say that it allows you to cast or swift cast the purify spell, or a rod might allow you to swift cast the heal spell as if you knew it. An item that allows you to cast a spell as if you knew it without spending mana never allows you to change how it is cast.
  
It is possible to create a ritual at an event that is not part of the existing library of known Imperial rituals. In this instance you will need to consult with a referee who will tell you what realm the ritual effect is and how much mana is required to perform the ritual. Spontaneous rituals may vary in cost from one event to another. If you learn to master a ritual that you have created then the cost of that ritual is fixed from that point onwards.
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==Offensive Spells==
 +
<table class="wikitable" style="width:250px; float: right; margin-left: 10px; margin-right: 10px;">
 +
<tr><th>Offensive Spells</th><th>Mana Cost</th></tr>
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<tr><td>[[Empower]]</td><td>1</td></tr>
 +
<tr><td>[[Entangle]]</td><td>1</td></tr>
 +
<tr><td>[[Paralysis]]</td><td>2</td></tr>
 +
<tr><td>[[Repel]]</td><td>1</td></tr>
 +
<tr><td>[[Shatter]]</td><td>2</td></tr>
 +
<tr><td>[[Venom]]</td><td>1</td></tr>
 +
<tr><td>[[Weakness]]</td><td>1</td></tr>
 +
</table>
 +
*'''Require a few words of appropriate roleplaying'''
 +
*'''Require you to hit the target with an implement - a wand, rod, or staff'''
 +
To cast an offensive spell you must utter a few words of appropriate roleplaying including spell vocals while you strike or touch your target with a wand, rod, or staff. You cannot cast an offensive spell without using a suitable [[Weapons & armour#implements|implement]].
  
==Covens==
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If you deliver an offensive melee strike to touch the target with your implement then the target also loses one global hit. You should always assume that your opponent has wounded you in this way unless their roleplaying clearly indicates otherwise.
*'''Ritualists can cooperate to perform a ritual by creating a coven'''
 
*'''Any character can create a coven'''
 
*'''A coven must have a name and an oath'''
 
*'''Ritualists join the coven by bonding themselves to it'''
 
A ritualist can always perform a ritual by themselves. Most ritualists are also part of a coven, a mystical union that extends the hearth magic of oaths to allow participants to combine their strength.
 
{{CaptionedImage|file=KallevesiMystic2.jpg|align=left|width=400}}
 
Any character can create a coven, you can use the online character creation system to form a coven. A coven uses the hearth magic inherent in oaths to allow participants to work together, so every coven must have an oath of some kind, which must be set when the coven is created. Once created, the oath cannot be changed, a new coven must be formed if characters wish to change their oath.
 
  
Ritualists can join the coven using the create bond spell that all magicians know. There must be an existing member of the coven present for the spell to work. The caster must know the name of the coven and they must recite at least a few words of the oath when they cast the spell. Only characters that are members of the same nation can join a coven.
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Offensive spells are not interrupted or lost if you are attacked. For spells other than [[venom]] or [[weakness]] you do not lose the mana if it is clear that the [[calls|target has not taken the effect]].
  
Members of a coven can work together to perform a ritual with each participant contributing mana to a ritual up to the limit of their ability.
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{{Magic Links}}
  
[[Category: Rules]]
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[[Category:Magic]]
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[[Category:Rules]]

Latest revision as of 16:16, 1 March 2021

Winterfolk Spellcasting.jpg
Magic can heal or harm with equal facility.

Overview

A magician is any character that purchases the magician skill. Becoming a magician allows a character to cast spells, and with additional study they can master the realm lores that allow them to perform powerful and versatile rituals. Like artistic ability, command of magic is both a talent and a skill - some people are born with a natural knack for working magic, while others develop their ability to weave spells through hard work and long hours of study. Even a natural talent needs help channelling and honing their power, however - there are many stories of prodigies who lack the ability to control their magic properly causing minor magical mishaps.

In the Empire it is common for a magician to learn their art studying with a more experienced mentor. It is theoretically possible to be "self taught" however - there are libraries and tomes that lay out magical law in all the nations.

Every magician, no matter where in the world they originate, learns three common spells (sometimes called cantrips in the Empire): detect magic, operate portal, and create bond. These versatile utility spells allow a magician to perform a number of functions, and serve as the foundation for all other magical ability. These spells are only the beginning however - with additional study a magician can master more incantations that allow them to channel their personal magic to heal their allies, repel their foes, and even grant the recently departed the ability to speak to the living.

In addition, every magician knows how to wield wands and rods. These implements are to the magician what swords and axes are to the warrior, or medicines and bandages to the physick. Their main use is to channel and unleash martial incantations, but even the most peaceful magician can benefit from bonding a magical implement to enhance their ability to work magic.

Finally, some magicians focus their magical study towards battlefield applications. These brave individuals are called battle mages and they learn to channel their power through staffs and attune themselves to special armour designed specifically to protect magicians while leaving them free to perform magic. This last is especially valuable to magicians who go into dangerous situations; mundane armour prevents the casting of even the simplest spell.

Spellcasting

  • Every magician starts with four personal mana every day
  • You must expend personal mana or crystallized mana to cast a spell
  • You cannot cast spells while wearing armour other than a helmet
  • All spells require vocals clearly audible to everyone within a few metres

Any character that purchases the magician skill has four personal mana and is able to cast create bond, detect magic or operate portal. Each time a character purchases an extra spell they must choose one additional spell from the spellcasting list.

Your character may also use crystallized mana to cast spells; a single crystal can be used to cast any single spell.

Your personal mana replenishes overnight.

If you have the battle mage skill then you can cast spells while wearing mage armour, but you cannot cast spells while wearing regular armour. The only exception is a helmet: helmets do not interfere with spellcasting in any way.

All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you. All spells are one of two types, regular spells or offensive spells.

Regular SpellsMana Cost
Create bond1
Detect magic1
Operate portal1
Heal1
Mend1
Night pouch1
Purify1
Restore limb1
Voice for the dead1

Regular Spells

  • Require at least thirty seconds of appropriate roleplaying
  • You must be capable of touching the target with the casting hand throughout the casting of the spell
  • The spell fails if you or your target are hit or attack another character during spellcasting
  • You can choose to swift cast a regular spell

To cast a regular spell you must complete at least thirty seconds of appropriate roleplaying including spell vocals, and the use of one hand. These requirements do not mean you must chant or speak for the entire thirty seconds; you must include some vocal component but your appropriate roleplaying can also involve tracing magical signs or runes in the air, using props such as scrolls or powders, shaping magic with mystical passes, and the like.

You must be able to touch the target with your casting hand throughout the casting of the spell. Even if you do not touch the target you must be close enough to easily do so - you cannot cast a regular spell on a target who is only close enough to touch with an implement (but see swift casting below).

If you or your target attacks another character or either of you are hit then the spell fails. Your mana is not lost but you must begin the spell again.

Swift casting

  • Any regular spell can be cast with a few words of appropriate roleplaying instead of thirty seconds
  • Swift casting a spell costs 2 mana rather than 1
  • The effects of some spells change when they are swift cast
  • If you are in combat, you must touch your target with an implement - a wand, rod, or staff

Any magician who knows a regular spell can choose to swift cast it. Swift casting effectively allows the regular spell to be cast as if it were an offensive spell, but at the cost of an additional mana.

Some spells such as purify and heal have different effects when swift cast. You must make clear to the target what the effect is.

Magic items, rituals, and similar abilities do not provide the ability to swift cast a spell unless they explicitly say they do. For example, a wand may say that it allows you to cast or swift cast the purify spell, or a rod might allow you to swift cast the heal spell as if you knew it. An item that allows you to cast a spell as if you knew it without spending mana never allows you to change how it is cast.

Offensive Spells

Offensive SpellsMana Cost
Empower1
Entangle1
Paralysis2
Repel1
Shatter2
Venom1
Weakness1
  • Require a few words of appropriate roleplaying
  • Require you to hit the target with an implement - a wand, rod, or staff

To cast an offensive spell you must utter a few words of appropriate roleplaying including spell vocals while you strike or touch your target with a wand, rod, or staff. You cannot cast an offensive spell without using a suitable implement.

If you deliver an offensive melee strike to touch the target with your implement then the target also loses one global hit. You should always assume that your opponent has wounded you in this way unless their roleplaying clearly indicates otherwise.

Offensive spells are not interrupted or lost if you are attacked. For spells other than venom or weakness you do not lose the mana if it is clear that the target has not taken the effect.

Further Reading