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

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

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

  1. Energy within a system remains constant
  2. The entropy of a system always increases for natural processes
  3. 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

  1. The value of matter remains constant
  2. Transmuted elements lose some of their initial value through dissipation.
  3. Matter that composes sentient life is invaluable
  4. Arcane energy cannot be transmuted
Element Examples Rarity Value
Base Metals iron, copper, lead
Precious Metals gold, silver, platinum
Herbs and Plants
Animal Parts