Magic is a powerful, varied force. In some cosms, such as Core Earth, the power has waned, but in others, such as Aysle and Orrorsh, magic is strong. Spells may be obtained in different ways and have different themes—from the bright magic of Aysle to the twisted rituals of Orrorsh, but magic remains magic.
Magic Skills
Spells can affect the world in far more ways than miracles or psionics, and so require more varied skills to master:
- Alteration causes a change in an existing object or entity.
- Apportation moves an object, effect, or entity.
- Conjuration creates an object, entity, or condition.
- Divination perceives and interprets information about an object, entity, or condition.
Choosing Spells
On taking the Spellcaster Perk, mages can choose any three spells allowed for their cosm from the Available Spells list for the Cosm. The character must have the appropriate magical skill at a high enough level to take a spell before selecting it. New spells are learned by taking the New Spell Perk, and follow the same rules as the initial selection.
Casting
Characters may only cast a single spell per turn, and must be able to speak and move an empty hand. Although only one spell is allowed, a caster may Multi-Action with other skills, and may Multi-Target with a single spell unless the spell’s description forbids it. The caster then declares what she’s casting and generates a total with the spell’s listed skill.
- If the total equals or exceeds the spell’s DN, it’s successful.
- Good and Outstanding successes bring the additional results listed.
- Failure: The caster suffers 2 Shock. On a Mishap, she is Very Stymied as well.
Concentration
If a character suffers a successful interaction or damaging attack while maintaining a spell with a Duration of Concentration, or casting a spell that hasn’t been completed yet, he must pass a willpower or Spirit test. If this test is failed, the spell fails with all the normal consequences, and all spells maintained via Concentration end. Channeling multiple streams of raw magical energy is tricky business. A caster suffers a -2 penalty to all magical skill tests and Concentration tests for each spell he continues to maintain via Concentration. Miracles, psi powers, and similar abilities count for concentration and maintaining as well!
Stacking
If a character is affected by more than one enhancement or reduction that changes a skill or attribute—technology, miracles, etc.—the effects don’t stack. The target gets the strongest of the effects, however. Characters may benefit from effects that enhance different attributes, however.
Available Spells
Below are the spells a character from each cosm may choose from when the Spellcaster Perk is taken. Additional materials may add entirely new lists to select from, offering new choices for mages from that cosm.
- Aysle—Mage: Alarm, armor, bullet, detect magic, diminish, disguise, dispel magic, enhance, fear, fireball, fly, gain language, haste, invisibility, lightning, mage dark, mage hands, mage light, open lock, pathfinder, portal, possibility rend, possibility shadows, protective circle, scry, shield, slow, speak with dead, stun.
- Core Earth—Dabbler: Bullet, detect magic, dispel magic, mage hands, open lock, pathfinder, protective circle, scrambler, scry.
- Cyberpapacy—Witch or Warlock: Alarm, armor, bullet, detect magic, diminish, disguise, dispel magic, electromagnetic pulse, enhance, fear, fly, haste, lightning, mage dark, mage hands, mage light, open lock, pathfinder, portal, protective circle, scrambler, scry, shield, slow, stun.
- Nile Empire—Sorcerer: Alarm, bullet, detect magic, diminish, disguise, dispel magic, enhance, fear, fly, gain language, haste, lightning, mage hands, mage light, open lock, pathfinder, portal, protective circle, scry, shield, slow, speak with dead, stun.
- Orrorsh—Occultist: Alarm, detect magic, diminish, disguise, dispel magic, enhance, fear, gain language, mage dark, mage light, open lock, pathfinder, possibility rend, possibility shadows, protective circle, scry, slow, speak with dead, stun.
- Tharkold—Acolyte: Alarm, bullet, detect magic, diminish, disguise, dispel magic, enhance, fear, haste, mage dark, mage hands, open lock, pathfinder, protective circle, scrambler, scry, slow, speak with dead, stun.
Spell Statistics
Each spell has the following entries:
- Axiom Level: The Magic Axiom needed to cast the spell. If the axiom is lower, it causes a Contradiction when activated.
- Skill: A mage’s skill (attribute + skill adds) must meet the listed Skill requirement to learn it.
- Casting Time: How long it takes to cast the spell. Spells with a Casting Time of 1 Action are “combat spells.“ Spells that take longer to enact might be cast in combat over multiple rounds as long as the caster remains focused.
- DN: The Difficulty Number to cast the spell.
- Range: The greatest distance over which the spell effect may be projected, measured from the caster. A Range of Self means the spell may only affect the caster. A Range of Touch means the caster must make physical contact with his target for the spell to take effect. Unless a spell says otherwise, the caster must be able to see her target or area of effect.
- Duration: How long the spell lasts, starting with the round in which it was invoked. In combat, a Duration of one minute (six rounds) means the spell starts on the current Drama card and ends after five more have been completely resolved. Concentration means the spell continues as long as the caster maintains concentration.