Spells
Spells are based on one of the 4 Magic Skills (Alchemy, Animation, Infusion, Evocation). In order to cast a spell, you must have a rank in them, having a rank in a magic skill only allows you to cast spells related to that skill.
Building a Spell
You can can build and modify spells however you like, you start with a base, and add modifiers on top which change the effect and difficulty. In order to gain a new spell you must pay for it in XP, more modifiers cost more XP. You can also upgrade existing spells.
The XP costs are per base and per modifier, you can add any amount of modifiers, but keep in mind they scale the difficulty.
Spell Bases
Spell Bases are the foundation on which you build spells, every spell is based on one, you can use a spell base by itself, or add modifiers on top of it.
Spell bases, and modifiers are purely mechanical implementations, you are heavily encouraged to come up with narrative explanations for your spells, the critical and wound systems are built on the premise of narrative justification of attacks.
General Bases
| Base | Difficulty (base) | XP Cost | Description |
|---|---|---|---|
| Attack (Melee) | Against Enemy | 10 | Attack an enemy, +1 to Hit |
| Attack (Ranged) | Against Enemy | 10 | Attack an enemy, +1 to Hit (range 6) |
| Attack (Area) | 3 | 15 | Attack an Area, +1 to Hit at a 2x2 area emanating from your person. |
| Block | 2 | 10 | Create a shield, choose one creature, +1 to Defense |
| Conjure | 2 | 30 | Conjure a small item |
| Dispel | Against Enemy | 25 | Dispel an enemy's spell, always exhaust 2 strain. On a failure exhaust strain equal to the difference between rolls instead. |
| Counterspell | Against Enemy | 25 | Counter an enemy's spell, always exhaust 2 strain. On a failure exhaust strain equal to the difference between rolls instead. |
| Heal | 2x | 25 | Choose how much health (x) you would like to heal |
| Misc | Just describe your idea to the GM and they'll help you! |
General Modifiers
Attack Modifiers
| Modifier | Required Base | Difficulty | XP Cost | Description |
|---|---|---|---|---|
| +1 Hit | Attack (All) | +2 | 15 | Add +1 to Hit |
| +1 Damage | Attack (All) | +2 | 15 | Add +1 to Damage |
| +1 Range | Attack (Ranged/Area) | +1 | 15 | Add +1 to Range |
| Bigger Area | Attack (Area) | +2 | 15 | Double the size of your area. |
| Blast | Attack (Area) | +2 | 15 | Your attack causes a blast, pushing all creatures in the area away from the centres. |
| Burn | Attack (All) | +1 | 20 | Your attack lights a creature on fire. |
| Ice | Attack (All) | +2 | 20 | Your attack forms a crystal of ice on impact, trapping creatures and items inside. |
| Impact | Attack (All) | +2 | 15 | Your attack unleashes an impact on hit, causing objects and materials to break or shatter. |
| Momentum | Attack (All) | +1 | 15 | If your attack is successful, it moves the enemy 1 tile back |
| Non-Lethal | Attack (all) | +1 | 15 | If your attack downs an enemy, they do NOT lose mortality. |
| Pierce | Attack (Ranged) | +2 | 20 | Your attack pierces through an additional enemy, you must keep rolling per each additional enemy. |
| Misc | Talk to the GM! |
Block Modifiers
| Modifier | Required Base | Difficulty | XP Cost | Description |
|---|---|---|---|---|
| +1 Person | Block | +2 | 15 | Extend your shield to an additional ally |
| +1 Defense | Block | +2 | 15 | An additional +1 to Defense |
| Dynamic Shield | Block | +1 | 15 | The shield moves with you, it does not stay in place |
| Barricade | Block | +1 | 15 | The shield blocks others from entering its confines |
| Block View | Block | +1 | 10 | The inside of the shield is not visible to outside observers |
| Reflect | Block | +3 | 20 | The shield reflects attacks back onto the attacker |
| Environmental Defense | Block | +2 | 20 | Your shield is surrounded by an environmental hazard |
Conjure Modifiers
| Modifiers | Required Base | Difficulty | XP Cost | Description |
|---|---|---|---|---|
| Size | Conjure | +1 | 15 | Conjure a slightly bigger item |
| Intricate | Conjure | +1 | 15 | Conjure a more intricate/complex item |
| Conjure Creature | Conjure | +3 | 30 | Conjure a small creature, it obeys basic commands |
Alchemy Bases
- Transform Material
| Base | Difficulty | XP Cost | Description | Notes |
|---|---|---|---|---|
| Synthesis | Combine two or more substances into a single material (up to 500 g) | |||
| Decomposition | Break one material into its components (Up to 500 g) | |||
| Displacement | Replace a substance in a material with another (up to 500 g) | |||
| Exchange | Exchange place of substances from different materials (up to 500 g) | |||
| Transmutation | Transmute one element to another, provided they are of equal value (up to 500 g) | |||
| Extraction | Extract arcane value out of an element (up to 500 g) | |||
| Transform | Change the given shape of a material (up to 500 g) |
Alchemy Modifiers
| Modifier | Type | Difficulty | XP Cost | Description |
|---|---|---|---|---|
| Double | Permanent | Double maximum mass of the spell | ||
| Long Range | Permanent | Increase the range of the spell | ||
| Amplify | Dynamic | X | Double the spell’s mass by X |
Animation Bases
| Base | Difficulty (base) | XP Cost | Description |
|---|---|---|---|
| Small Animate | 1 | 10 | Animate a small inanimate object which you can fit in the palm of your hand. Up to 5 kg. |
| Medium Animate | 2 | 20 | Animate a medium inaminate object, up to roughly the size of your torso. Up to 15 kg. |
| Large Animate | 3 | 30 | Animate a large inanimate object, up to the size of your body. Up to 30 kg. |
| Animate Fluid | 2 | 20 | Animate a fluid (liquid or air). |
| Entangle | 3 | 25 | Cause two targets to become entangled with one another, copying each other's position and rotation. |
Animation Modifiers
| Modifier | Difficulty (upgrades) | XP Cost | Description |
|---|---|---|---|
| Animate Living | +3 | 50 | Allow your spells to animate living beings and creatures. |
| Overweight | +1 | 10 | Increase your weight capacity by 20 kg. |
| Oversized | +2 | 10 | Increase your max size by 1 magnitude. |
| Intricate Animate | +1 | 15 | Animate intricate objects, controlling parts separately as opposed to one solid mass. This must be used in tandem with Living Animate to control a creature’s motors rather than just pushing it along. |
Infusion Bases
Infusion spells cost strain periodically, per every in-game hour the spell is active, gain an additional point of strain (in addition to the one consumed while casting). Whenever you fail a roll related to your Augmentation you suffer an additional point of strain.
| Base | Difficulty (base) | XP cost | Description |
|---|---|---|---|
| Augment Attribute | 2 | 15 | Temporarily add +1 to a chosen attribute. Casting this spell again cancels the previous casting. |
| Augment Density | 2 | 20 | Modify the density of your body by 2x, either increasing it (making you heavier ), or decreasing it (making you lighter). |
| Augment Skill | 1 | 15 | Add a temporary rank to a skill of your choice |
| Expanded Body | 3 | 30 | Add an additional body part to your person |
| Flex Limb | 3 | 25 | Change the composition of your bones, making your limb flexible. |
| Augment Sense | 2 | 20 | Heighten one of your senses, allowing you to use them beyond human capabilities. |
Infusion Modifiers
| Modifier | Difficulty (upgrades) | XP cost | Description |
|---|---|---|---|
| Another Being | +3 | 20 | Allows you to target a person other than y |
| Double Effect | +3 | 20 | Double the effects of |
| Negative Effect | +2 | 30 | Apply the negative of the |
| Combine Base | x+1 Combine two bases of your choice together, they count as a single spell and all modifiers count for both. Their overall cost is equal to the sum of both base costs + 1. ases ases ases ases |
Evocation Bases
- Better attack?
- Maybe extra cool attack modifiers?
Spell Modifiers:
There are 3 types of modifiers, permanent, conditional and dynamic.
After choosing a base, you can add modifiers on top of it, the order the modifiers play out, is dependant on the order you list them.
Permanent Modifiers
Permanent modifiers are always active, they always add to the spell's effects.
Conditional Modifiers
Conditional modifiers only activate once a condition is filled, you can specify the condition when building the spell.
Dynamic Modifiers
Dynamic modifiers scale based on a certain variable you specify when building the spell. For example, an amount of enemies or number of allies.
Spell Rules
Laws of Thermodynamics
- Energy within a system remains constant
- The entropy of a system always increases for natural processes
- Entropy of a system decreases as temperature decreases until it reaches absolute zero
Value is the measure of an element’s natural rarity per its mass (value is standardised for mass 100g)
Laws of Alchemistry
- The value of matter remains constant
- Transmuted elements lose some of their initial value through dissipation.
- Matter that composes sentient life is invaluable
- Arcane energy cannot be transmuted
| Element | Examples | Rarity | Value |
|---|---|---|---|
| Base Metals | iron, copper, lead | ||
| Precious Metals | gold, silver, platinum | ||
| Herbs and Plants | |||
| Animal Parts | |||