Chapter 13
Magic
Arcane Magic is a mysterious source of energy deployed by those proficient in Wizardry. Powerful and intelligent individuals create patterns and logic using Magic, which are called spells. Spells are made up of words describing the Material and Action, and are twisted through words of Alteration.
Casting a Spell
To cast a Spell, you need to combine one or more magical words together. In addition, your character must be able to speak the words. The Spell Level of a Spell is equal to the amount of words used in the Spell. This also determines the Difficulty of casting a Spell. While casting a Spell without tools is possible, it is rather difficult. Getting a staff, wand or any other kind of spellcasting focus will make performing magic a lot easier.
A Spell consists of two components; The Words and the Intent. The Words tell you what a Spell does, but the Intent is context; it helps shape the Words. Essentially, the Intent is the desired effect of the Spell as described by the Player.
You do not have to pick one word from every category and you may use words more than once (or multiple words from the same category).
While Spells can be created with a single word, a single word often does not do enough on its own to manifest as an Effect. A Spell using only the word “Fire”, for example, is unable to do anything by itself. “Manifest” combined with “Fire”, however…
Whispered Spells:
Normally, spells must be spoken aloud to be cast. However, you may impose 1 Disadvantage on your Check in order to whisper the words of the Spell instead of speaking them loudly. If you are unable to produce sound with your voice (being Muted, or having your mouth covered, etc.) you are still unable to cast a Spell entirely.
Scale Words: When you are only able to cast spells with a Spell Level of one, consider adding “Minor” as Alteration. Minor Manifest Fire, for example, has a Spell Level of 1. Minor Stone Projectile may even be used to turn an ordinary pebble into a projectile.
Range: Unless specified otherwise, Spells have a maximum range equal to your Wizardry Level times ten in metres. Going above this range gives the Wizardry check for your Spell a Disadvantage for every additional ten metres.
Duration: Effects last for a single turn, or ten seconds out of combat. When an effect ends, however, the result is not undone. Turning a brick into water means the brick remains water. Charming someone, however, will end the Charm on that person. Alteration can change the duration of a Spell.
Control: You have Control over a Spell until your turn ends. While you have Control, you can often change how a Spell behaves. Losing Control means you can no longer directly influence the Spell. Look for the Control keyword on an Action word to see how an ongoing Spell can be manipulated.
When dealing damage, the check you made also determines the damage done.
A Spell consists of two components; The Words and the Intent. The Words tell you what a Spell does, but the Intent is context; it helps shape the Words. Essentially, the Intent is the desired effect of the Spell as described by the Player.
You do not have to pick one word from every category and you may use words more than once (or multiple words from the same category).
While Spells can be created with a single word, a single word often does not do enough on its own to manifest as an Effect. A Spell using only the word “Fire”, for example, is unable to do anything by itself. “Manifest” combined with “Fire”, however…
Whispered Spells:
Normally, spells must be spoken aloud to be cast. However, you may impose 1 Disadvantage on your Check in order to whisper the words of the Spell instead of speaking them loudly. If you are unable to produce sound with your voice (being Muted, or having your mouth covered, etc.) you are still unable to cast a Spell entirely.
Scale Words: When you are only able to cast spells with a Spell Level of one, consider adding “Minor” as Alteration. Minor Manifest Fire, for example, has a Spell Level of 1. Minor Stone Projectile may even be used to turn an ordinary pebble into a projectile.
Range: Unless specified otherwise, Spells have a maximum range equal to your Wizardry Level times ten in metres. Going above this range gives the Wizardry check for your Spell a Disadvantage for every additional ten metres.
Duration: Effects last for a single turn, or ten seconds out of combat. When an effect ends, however, the result is not undone. Turning a brick into water means the brick remains water. Charming someone, however, will end the Charm on that person. Alteration can change the duration of a Spell.
Control: You have Control over a Spell until your turn ends. While you have Control, you can often change how a Spell behaves. Losing Control means you can no longer directly influence the Spell. Look for the Control keyword on an Action word to see how an ongoing Spell can be manipulated.
When dealing damage, the check you made also determines the damage done.
Magic Words
You start with three words from the Material and Action categories each and one from the Alteration category when you take your first level in Wizardry. To learn more words, either find someone willing to teach, or study ancient tomes. Learning a word takes more than simply hearing it mentioned, or reading its name. It means to fully comprehend the weight and magical meaning of the word, which may take time and effort. In addition, you gain one more word from a single category whenever you gain another Wizardry Proficiency Level.
Material
Material Words refer to substance. They are what the Action words manipulate.
Refers to any existing air.
Refers to any existing non-humanoid creature.
Refers to any existing earth, such as dirt or soil.
Refers to any existing fire.
Refers to any existing non-living flesh from any kind of creature.
Refers to any existing visual illusion.
Refers to any existing light.
Refers to any existing lightning.
Refers to any existing metal of any type.
Refers to any existing man-made object, defined as a product that does not occur naturally.
Refers to any existing sentient humanoid.
Refers to any existing place you have seen at least once. Affected places are often not larger than one cubic metre unless altered by very powerful spells.
Refers to any existing plant.
Refers to any existing smell.
Refers to any existing sound.
Refers to a magical effect created by the Wizardry Proficiency.
Refers to any existing stone or rock.
Refers to any existing water.
Air
Elemental Substance - Rank: 1
Creature
Living Being - Rank: 2
Earth
Elemental Substance - Rank: 1
Fire
Elemental Energy - Rank: 1
Flesh
Organic Substance - Rank: 3
Image
Sensory Effect - Rank: 2
Light
Elemental Energy - Rank: 1
Lightning
Elemental Energy - Rank: 2
Metal
Elemental Substance - Rank: 2
Object
Artificial Substance - Rank: 2
Person
Living Being - Rank: 2
Place
Location - Rank: 3
Plant
Organic Substance - Rank: 1
Smell
Sensory Effect - Rank: 1
Sound
Sensory Effect - Rank: 1
Spell
Magical Effect - Rank: 3
Stone
Elemental Substance - Rank: 1
Water
Elemental Substance - Rank: 1
Action
Words of Action describe events. Alone they do little, but they bind the other words together. Words between <brackets> show compatibility with Material words. You can only use the Action on a Material Word if the Material contains the entirety of the compatibility in its type.
Fill a lifeless target with an energy bound to your will, giving it a semblance of life. Animated objects do not have body parts, instead having a single HP value equal to your Wizardry Proficiency Difficulty. Maximum size is one metre, increasing by another metre and gaining one additional hit point for each Alteration Level. If your animated object attacks, it does so with a Proficiency Level equal to your Wizardry Proficiency Difficulty.
An animated target is given a task when the spell is cast; this must be a single simple command, which can contain no conditions. Animated objects without limbs can have limited movement by wiggling, bouncing, or rolling.
Control: Give the animated target a new command as a Quick Action.
Permanently change one lifeless thing into another thing of roughly the same value. Maximum area altered is 0.5m³, increasing by 1m³ per Alteration Level, with a minimum of 0.1m³. Requires maintained Control.
Change a creature’s disposition towards you, making it like you more. This is a temporary effect, and the target will be aware of it when the charm ends after one turn. Alteration Level 1 makes you friends; 2 makes you long-trusted friends; 3 makes you like family; 4 infatuates the target with you. The target must be able to hear you. Requires maintained Control.
Permanently change the colour of a target.
Control: Change the colour again as a free action.
Command a living being that can hear you to follow a single order. If the roll to cast this spell succeeds, compare it again against the target’s Willpower Difficulty. Alteration Levels above 1 grant an Advantage on this comparison. Orders that last longer than a single turn require the use of Prolong. A target can attempt a Willpower Check at the start of each of its turns, gaining a +1 Advantage for each time it took damage since the last time it tried a Willpower Check to break free. Requires maintained Control.
Take away heat from a target. Can remove up to 15°C per Alteration Level, transferring it to the caster (taking into account differences in size). Requires maintained Control.
Mentally reveals the immediate thoughts of a living being with a mind if your rolled Check is equal to or higher than the target’s Willpower proficiency. A target aware of the effect of the spell can roll a Willpower check against your Spell to attempt to prevent it from taking effect.
Permanently change the flavour of a target.
Control: Change the flavour again as a free action.
Imbue a target with heat, transferring heat from the caster to that target (taking into account differences in size). Can add up to 10°C per Alteration Level. Requires maintained Control.
Obfuscate a target from sight. This increases the Stealth Difficulty of a non-living target by the Alteration Level of the spell, or grants an Advantage on Stealth Checks. This effect ends when the target is found by any means.
Make a target emit light for one turn. With Alteration Level 1, this can temporarily blind nocturnal animals. On Level 2, it can temporarily blind diurnal animals and people.
Manifest a magical effect. See the Material list to determine suitable effects.
You mark a place by touching it. You can only have one Marked place at a time. Marking a new place automatically removes a previous Mark. You always know in which direction your Mark is, as well as how far away it is.
Send a mental message to a target. Targets without a Mind cannot receive the message, but you do not know whether the message was received successfully or not. The maximum distance is 50 metres + 25 metres per Alteration Level.
Casting Range: 15 metres, plus 5 metres per Alteration Level.
Move or rotate a target up to 30kg telekinetically at a slow pace. Movement speed is 5 metres. You can increase either the weight by 30kg or the movement speed by 5 metres for each Alteration Level. Movement lasts for one turn.
Control: Change the direction or velocity of the movement. Control cannot be maintained beyond the range of the spell.
Prevent a target from making any sound for one turn. A Minor Mute can hide footsteps and whispers; a Mundane Mute can hide voices; a Major Mute can hide noises of combat and yelling; a Greater Mute can hide noises of gunshots and explosions. If the spell is not powerful enough to completely hide the sound, it may dampen it slightly.
Casts something towards a target in order to inflict damage as a bolt or ray.
Control: Change the direction of your projectile as a free action.
Set the armour Rating of a target to the number of hits rolled in the Check. The effect fades after the target would take any damage, or until the start of your next turn. Each Alteration Level increases the strength of the effect by one point.
Restores something to a prior state over a period of an hour. Maximum area restored is 0.5m³, increasing by 1m³ per Alteration Level, with a minimum of 0.1m³.
Reveal something within 15 metres that has been hidden by rolling against the Stealth Difficulty of what you are trying to reveal.
Projects a liquid or other suitable target into a wide spray. Requires maintained Control.
Stop an effect within 5 metres from you per Alteration Level.
Instantaneously transport a target to a place. Distance translocated is 5 metres + 5 metres per Alteration Level. You can Prolong this effect to postpone the translocation, multiplying the distance translocated by the number of turns postponed. You can only translocate to places you can currently see, or that you have Marked. Requires maintained Control.
Animate <Substance/Energy>
- Rank: 3
An animated target is given a task when the spell is cast; this must be a single simple command, which can contain no conditions. Animated objects without limbs can have limited movement by wiggling, bouncing, or rolling.
Control: Give the animated target a new command as a Quick Action.
<Substance> Become <Substance>
- Rank: 3
Charm <Living Being>
- Rank: 3
Colour <Substance/Energy>
- Rank: 1
Control: Change the colour again as a free action.
Command <Living Being>
- Rank: 3
Cool <Substance>
- Rank: 2
Divulge <Living Being>
- Rank: 3
Flavour <Substance>
- Rank: 1
Control: Change the flavour again as a free action.
Heat <Substance>
- Rank: 2
Hide <Living Being/Energy/Substance>
- Rank: 2
Illuminate <Substance>
- Rank: 1
Manifest <Energy/Sensory Effect>
- Rank: 1
Mark <Place>
- Rank: 3
Message <Living Being>
- Rank: 1
Move <Substance/Living Being>
- Rank: 1
Move or rotate a target up to 30kg telekinetically at a slow pace. Movement speed is 5 metres. You can increase either the weight by 30kg or the movement speed by 5 metres for each Alteration Level. Movement lasts for one turn.
Control: Change the direction or velocity of the movement. Control cannot be maintained beyond the range of the spell.
Mute <Anything>
- Rank: 2
<Energy/Substance> Projectile
- Rank: 1
Control: Change the direction of your projectile as a free action.
Protect <Substance/Living Being>
- Rank: 1
Restore <Substance>
- Rank: 3
Reveal <Living Being/Energy/Substance>
- Rank: 2
<Energy/Substance> Spray
- Rank: 2
Stop <Effect>
- Rank: 2
Translocate <Living Being/Substance> <Place>
- Rank: 3
Alteration
These words change the Spell itself. Larger, Smaller, Quicker or Longer. They mold the Spell closer to the Intent. These words may also indicate an Alteration Level which may affect other words.
This word reduces the Spell Level by one, instead of increasing it by one. Minor effects are rarely capable of causing harm and often fit in the palm of your hand (resulting in a -1 Disadvantage on a Check made for the effect, for example). A spell cast using this word will have an Alteration Level of 0.
Mundane spells are unchanged. This word has no effect on the Spell Level and does not increase it by one like other words would. Spells that are not anything else are always Mundane; even if the word Mundane is not used, it is implied. A spell cast using this word will have an Alteration Level of 1.
This word does not need to be learned, as it is always available.
This word increases the effect of the spell. It increases the Spell Level by one. A spell cast using this word will have an Alteration Level of 2.
This word greatly increases the effect of a spell. It increases the Spell Level by two instead of one. A spell cast using this word will have an Alteration Level of 3.
This word turns a spell that is normally delivered by touch into one that can be applied from a distance, provided the target is within line of sight. This word increases the Spell Level by one. Ranged spells have their maximum range doubled.
Lingering spells remain active after casting. They continue indefinitely until that is no longer possible, after which the spell ends. You lose Control of the spell after casting it. This word increases the Spell Level by one.
Prolonged spells can be maintained by spending an Action (or Short Action, if Quickened) to continue the effect on the following turn without requiring a second Check. This word increases the Spell Level by one. You gain a level of Fatigue for each minute (six combat turns) of Prolonging. As long as you continue to Prolong the spell, you maintain Control over it.
Quickened spells can be used as Reactions or Short Actions. This limits the total word count to two, in addition to this word. This word has no effect on the Spell Level and does not increase it by one like other words would.
Minor
- Rank: 1
Mundane
- Rank: 0
This word does not need to be learned, as it is always available.
Major
- Rank: 1
Greater
- Rank: 3
Distant
- Rank: 2
Lingering
- Rank: 2
Prolonged
- Rank: 1
Quickened
- Rank: 2
