Amar

Magick / Spells

Magick

On this page
  1. The Spell System
  2. Spell Ownership and Transfer
  3. Active Spell Capacity
  4. Casting Spells
  5. Spell Domains
  6. Learning New Spells
  7. Mental Fortitude and Spell Cost
  8. Spell Examples
  9. See Also

Magick in Amar RPG is a powerful and complex force. Spells are unique possessions - each spell exists as a specific instance of Magick that a character owns, and can be given to others through rituals.

The Spell System

Each spell is described with specific properties that define how it works:

  • Name: The spell's name
  • Encumbrance: The magical "weight" of the spell - how much it burdens the caster's mind
  • Cooldown: How long before the spell can be cast again after use
  • Casting Requirements
    • Casting Time (CT): How long it takes to cast
    • Active/Passive (A/P): Whether the caster must actively focus on the spell while it lasts
    • Restrictions: Special conditions (e.g., "Can only be cast at midnight")
    • DR(s): Difficulty Rating(s) - can require multiple skill rolls
  • Cost: What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc.
  • Attributes
    • Distance: Range (fixed or flexible - modified by Range skill under SPIRIT → Casting)
    • Duration: How long effects last (fixed or flexible - modified by Duration skill)
    • Weight/Targets/AoE: Number of targets or area affected (fixed or flexible - modified by Weight, Number of Targets, or Area of Effect skills)
  • Effects: The actual effects of the spell
  • Transfer Requirements
    • Receiving: What the recipient needs in order to receive this spell
    • Giving: What the giver must do to transfer the spell (ritual duration, etc.)

Spell Ownership and Transfer

Spells are owned by individual magicians. Key principles:

  • Each spell is given to a magician who then owns it
  • A spell owned can be given to another through a ritual (usually taking two weeks)
  • A spell can be put into a book - the first person who reads it gets that spell
    • The spell is then lost by the person when writing the book (usually takes a month to write)
  • Spells are the base currency of Fenimaal - highly valuable
  • Upon death, Kraagh collects the spells and returns them to the God of the spell's domain (default to Fenimaal)

Active Spell Capacity

A character can only have a certain number of spells active at any given moment. The number of active spells is limited by:

  • Total Encumbrance Capacity: Determined by Mental Fortitude (MIND → Willpower → Mental Fortitude)
  • Each spell has an Encumbrance value - the total of all active spells cannot exceed the character's capacity
  • Inactive spells are "memorized" but not ready for immediate casting
  • Activating/deactivating spells requires concentration and time (typically 10 minutes per spell)

Casting Spells

To cast a spell, the character must:

  1. Meet Requirements: SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5
  2. Have Spell Active: The spell must be in the character's active spell pool
  3. Meet Casting Requirements: Fulfill any restrictions, have casting time available
  4. Make Skill Roll(s): Roll O6 + total skill vs DR
    • Typically uses Attunement skills (SPIRIT → Attunement → specific element/domain)
    • Some spells require multiple rolls
  1. Pay Cost: Expend Mental Fortitude or other resources
  2. Apply Cooldown: Spell cannot be cast again until cooldown expires

Casting Roll Formula

O6 + (SPIRIT + Attunement + Domain Skill) vs DR

Example: Casting a Fire spell with SPIRIT 2, Attunement 3, Fire 4:

  • Roll O6: 6, 5, 2 = 7
  • Total: 7 + 2 (SPIRIT) + 3 (Attunement) + 4 (Fire) = 16
  • If DR is 10, spell succeeds with margin of 6

Flexible Spell Attributes

Some spell attributes are flexible and can be modified by Casting skills:

  • Range skill (SPIRIT → Casting → Range): Increases or decreases spell distance
  • Duration skill (SPIRIT → Casting → Duration): Extends or shortens spell duration
  • Area of Effect skill: Expands spell area
  • Weight skill: Allows spell to affect heavier objects
  • Number of Targets skill: Allows spell to affect more targets

Spell Domains

Spells are organized by domain, corresponding to Attunement skills:

  • Fire - Flame, heat, destruction
  • Water - Ice, liquid, purification
  • Air - Wind, lightning, flight
  • Earth - Stone, metal, growth
  • Life - Healing, enhancement, protection
  • Death - Necromancy, decay, shadow
  • Self - Personal enhancement, meditation
  • Others - God-specific domains, unique magicks

Each domain has associated spells that require the corresponding Attunement skill.

Learning New Spells

Characters acquire spells through:

  1. Direct Gift: Another magician performs a ritual (usually 2 weeks) to transfer ownership
  2. Reading Spell Books: First reader gains the spell, book becomes blank
  3. Divine Grant: Gods may grant spells to worshippers (see Worship under SPIRIT)
  4. Discovery: Rare - finding ancient spell scrolls or artifacts

The recipient must meet the spell's Receiving Requirements (typically minimum Attunement in the spell's domain).

Mental Fortitude and Spell Cost

Mental Fortitude (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting:

  • Each spell cast consumes Mental Fortitude points (specified in spell cost)
  • When Mental Fortitude reaches 0, the character cannot cast spells until recovery
  • Mental Fortitude recovers with rest (typically 1 point per hour of rest, full recovery after 8 hours sleep)
  • Some powerful spells may also cost physical Fortitude, special components, or other sacrifices

Spell Examples

Fire Domain

Spark

  • Encumbrance: 1, Cooldown: 1 hour
  • CT: 1 round, Active, DR: 5
  • Cost: 1 Mental Fortitude
  • Distance: 10m, Duration: Instant, AoE: Single target
  • Effects: O6-2 fire damage
  • Receiving: Fire Attunement 1, Giving: Ritual 1 week

Fireball

  • Encumbrance: 5, Cooldown: 6 hours
  • CT: 2 rounds, Active, DR: 10
  • Cost: 3 Mental Fortitude
  • Distance: 50m, Duration: Instant, AoE: 3m radius
  • Effects: O6+2 fire damage to all in area
  • Receiving: Fire Attunement 3, Giving: Ritual 2 weeks

Water Domain

Water Breathing

  • Encumbrance: 3, Cooldown: 2 hours
  • CT: 1 round, Active, Restriction: Must be near water, DR: 8
  • Cost: 2 Mental Fortitude
  • Distance: Touch, Duration: 1 hour, AoE: Single target
  • Effects: Target can breathe underwater
  • Receiving: Water Attunement 2, Giving: Ritual 2 weeks

See Also

  • The Character: character creation with the SPIRIT characteristic
  • Spells: the complete spell list

Listed under Gods, Magic, Rules, Spells.