The control of base magic, known as sorcery, is only possible for humans to practice under certin conditions. The most common way, for very liberal definitions of common, is to channel it through fine spell powders of crushed gemstone combined and faerie powder (the ground essence of the bones of fae creatures).
The quality of the spell powder is determined by the quality and desirability of the gemstones used to create it. Every full inventory slot worth of gems or faerie powder used adds one durability to the resulting spell powder.
Spells can either be cast in 1 round or in 1 turn. When cast in 1 round, automatically reduce a spell powder’s durability by 1. When cast in 1 or more turns, test the spell powder’s durability. Though all spells are cast automatically, some may allow the target to contest the effect like resisting a charm or dodging an explosion.
Spell powders can also be bound in spell scrolls which are one-use incantations read from a piece of parchment with specific effects pre-determined.
Because all magic requires the use of spell powders, it is known who is casting magic as long as the caster can be seen.
Spell Power
Sorcerers have a dice pool of magic dice (MD) equal to 1 + the number of worn magical accoutrements, on top of any modifiers gained from specialization or adventuring.
Spells have effects based on the sum of the rolled MD and/or the quantity of MD but some magic may have a minimum investment amount. Consult the spellcrafting section below.
Magical Accoutrements
Not every robe, stick, or pointed hat is qualified to be a magical accoutrement capable of boosting a magician’s power; only those specially prepared with spell powders are able to boost a sorcer’s acuities.
Spellcrafting
Sorcery is magic done on the fly.
- Invest a number of MD up to your maximum available
- Roll the invested MD. They explode on a 6
- Note duplicate values for any magical mishaps
- Play out the effects of the chosen spell
There are 4 main ways of casting spells:
- Sculpt Energy covers damaging spells in a wide variety of variations
- Tricks cover spells that hinder but do not damage opponents
- Counterspell is a form of defense against magic
- Practical Magic covers all other magic effects: those affecting the environment and allies
Magical Mishaps
The more powerful a spell, the more likely it is to go wrong when casting. Based on the magic dice used, consequences can occur for unwise sorcerers. These are the consequences when rolling multiples and all affects are cumulative:
- Doubles: gain stress
- Triples: can no longer cast magic until finishing a short rest
- Quadruples: take 1 damage to wounds
- Quintuples: death
Sculpt Energy
Any sorcerer can cast a bolt of arcane energy. This energy can be sculpted to the spellcaster’s will. The amount of modification depends on the number of MD rolled according to the table below:
| Spell Power |
Base (1 MD) |
+1 MD (Each) |
+2 MD (Each) |
+3 MD (Each) |
| Range |
Up to 10 feet |
Up to 40 feet |
Within sight |
- |
| Duration |
Instant |
MD rounds |
1 turn |
MD turns |
| Targets |
1 |
2 |
3, Cone |
Line, Blast |
| Element |
None |
1 |
- |
- |
| Damage Type |
Stamina |
Wound |
- |
- |
| Additional Effects |
None |
- |
Stun (FOR) |
- |
If a spells is chosen to affect targets in a cone, line, or blast, the location will be considered 1 step closer than base (i.e. self, near, far, distant)
- Cone spells affect the world in a cone radiating 90° from the point of origin to a distance of 15 feet
- Line spells affect everything in a 5 foot wide line from the point of origin to 40 feet away. You must be able to see the end point, no matter where the point of origin is chosen
- Blast spells affect everything within a 10 foot radius of the point of origin
Harvald wants to blast the Orc Chieftain, who is standing 60 feet away, gloating at having captured the party. Harvald decides to invest 3 MD. He rolls a 3, 4 and 6. The 6 allows him to roll another MD, which he decides to do: he gets a 4. The orc has an armor of 2 so Harvald hits on a 2-in-6, so he picks the 6 he rolled to succesfully damage the orc. He has up to upgrade the range (within sight) and uses the 3 and a 4. He now has one MD (a 4) left, and uses that to directly target the orc’s wounds. His spell does 1 wound damage, but also causes 1 stress (double 4s).
Tricks
Tricks never deal damage and have a base maximum range of 40 feet and can be used to stun, shove, disarm, trip, hypnotize, etc.
When performing a trick, the sorcerer describes the desired effect. The referee will decide on a fitting save for the target.
MD can be used to enhance tricks. Casting a trick at all costs 1 MD, which can be increased with:
- Difficulty: For each MD, treat the attribute that the target uses to save as lowered by 1
- Targets: The trick affects 1 additional target within 10 feet of the original target
- Distance: Add an additional MD if the target is more than 40 feet from the sorcerer
Harvald now wants to root the 2 goblin archers in place by having the vines under their feet entangle them. He also wants to make sure that they fail so he lowers their attribute by 1. Since there are 2 targets and he is lowering the attribute by 1, this trick will take a total of 3 MD. The referee determines that the goblins need to pass a fortitude save to break free. Harvald uses his 3 MD and rolls 2, 1, and 4. No multiples so everything is good and the goblins will proceed to test their saves.
Counterspell
As part of your round declaration, you can choose to cast a counterspell if an opponent has already declared they will be casting a spell.
Invest and roll an available number of MD, following the normal rules for casting. If the total roll is equal to or higher than the total roll of your opponent’s spell, the opponent’s spell is countered. If the roll is lower than the enemy spell, the counterspell fails and the opponent’s spell takes effect as normal.
You choose the number of MD to invest without knowing the opponent’s investment.
Practical Magic
Any magic that doesn’t do direct damage (sculpt energy) or indirect harm (tricks) can be improvised free-form by simply determining the MD value.
- 1 MD: A small, personal effect. Could be achieved with tools instead of magic (lighting a torch, growing vines as a rope, making a good first impression)
- 2 MD: An interpersonal or room-sized effect. Barely beyond the possibility of tools (a small wall of force, breathing underwater, camouflage, sending telepathic messages)
- 4 MD: Large, “impossible” effects. Makes a mockery of the normal laws of nature (animating the dead or inanimate objects, teleportation within sight, changing forms)
- 8 MD: Mythical, highly dangerous alterations to reality itself (extending life, creating a geas, teleportation anywhere)
Covens, Circles, & Councils
When 3 or more sorcerers have spent a night ritually merging their powers, they can combine the MD pool of all bonded sorcerers until the dice pool is depleted. They must remain within eyesight and earshot of each other to maintain this benefit. If the link is broken, the remaining MD are divided evenly among magicians. Magical mishaps are applied to all members of this equally.
Spell scrolls are frozen manifestations of magic and can be identified like any other relic. They contain a single spell effect and may be cast from as if casting a spell.
To cast a spell from a scroll, you must be able to read the incantation inscribed on the paper aloud and hold it aloft with both hands. Expending the stored power in a scroll takes 1 round. When casting a spell from a scroll, no additional power may be used than that which was originally invested in the scroll when it was scribed. Do not roll for magical mishaps.
Spell scrolls can be made by expending one usage of spell powders and writing supplies and sacrificing adequate spell dice until you finish a long rest. Invest spell dice in casting a spell scroll the same as normal which are automatically exhausted at creation. Spell scrolls start with a base amount of spell dice invested when cast, depending on the strength of the spell and the inscriber’s abilities. A spell scroll takes 1 day to inscribe for each spell die invested but does not provoke any magical mishaps.