Magick
Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.
Contents
- 1 The Magick Skills
- 2 Detecting Magick
- 3 Commercial Use of Magick
- 4 True Name
- 5 Divine Miracles
- 6 Spell Magick
- 6.1 Resisting Spells
- 6.2 Spending Magical Aptitude
- 6.3 Spell Levels
- 6.4 Magic Control
- 6.5 Active/Passive
- 6.6 Effect per Spell Level
- 6.7 Detecting Illusions
- 6.8 Abilities of Disembodied Spirits
- 6.9 Vocal and Somatic Components
- 6.10 “Seeing” Mana
- 6.11 Recovery of Magical Aptitude
- 6.12 Touch Spells
- 6.13 Magick Criticals
- 6.14 Magick Fumbles
- 7 Spells
- 8 Forbidden spells
- 9 Ritual Magick
- 10 Alchemy
The Magick Skills
Magick is divided into three categories: spell magick, ritual magick and alchemy. Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning.
Spell magick is powered by the magical aptitude.
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.
Alchemy is the domain of the alchemist, a sort of chemist-magician.
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.
Detecting Magick
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.
Commercial Use of Magick
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.
True Name
Some spells require the true name of the target. Your true name is the name given at birth.
Divine Miracles
Cult Standing
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.
Change | Activity |
+3 | Fantastic deed |
+2 | Great deed |
+1 | Very good deed |
+1 | One year of spotless worship |
-1 | Minor offense |
-2 | Offence |
-3 | Grave offence |
Initiation Requirements
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.
Priesthood Requirements
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.
Divine Intervention
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e. asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.
Cost | Total DR |
1 | 1–4 |
2 | 5–9 |
3 | 10–14 |
4 | 15–19 |
5 | 20–24 |
Spell Magick
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).
Only one spell may be cast per combat round (6 seconds). If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.
Unless otherwise noted, all spells require that you see or touch the target(s). If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.
Resisting Spells
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The magick defense equals current magical aptitude + 1 per full 5 in Endurance.
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.
Spending Magical Aptitude
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.
With negative magical aptitude the caster is dead.
Spell Levels
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.
You may not learn spells if you have a magical aptitude of 0.
Magic Control
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.
Active/Passive
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.
Effect per Spell Level
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.
1 round | 3 days |
2 rounds | 1 week |
5 rounds | 2 weeks |
1 minute | 1 month |
2 minutes | 2 months |
5 minutes | 6 months |
10 minutes | 1 year |
30 minutes | 2 years |
1 hour | 5 years |
2 hours | 10 years |
6 hours | 20 years |
12 hours | 50 years |
1 day | 100 years |
Detecting Illusions
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.
Abilities of Disembodied Spirits
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.
DR | “Spell” |
7 | Knock |
9 | Whisper |
11 | Be visible (transparent) |
13 | Talk |
15 | Be visible (opaque) |
Vocal and Somatic Components
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.
“Seeing” Mana
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.
Recovery of Magical Aptitude
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.
Touch Spells
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.
Magick Criticals
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.
DR | Description |
1 | Add 1 to a spell cast next round |
2 | Add 1 to spells cast next minute |
3 | MA not spended for casting the spell |
4 | Add D to spell cast next round |
5 | Add D to spells cast next minute |
6 | Active spell becomes passive for the duration of the spell |
7 | Duration is one level higher |
8 | Area of effect and weight is one level greater |
9 | Effect is one spell level higher |
10 | Spell warps into another similar spell |
11 | Effect is D spell levels higher |
12 | Spell warps into another similar, but better spell |
13 | Disregard the targets MD |
14 | Double all spell level effects |
15 | Effect is D spell levels higher and disregard the targets MD |
Magick Fumbles
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.
DR | Description |
15+ | No effect. |
14 | Unpleasant feeling, -2 next round. |
13 | Sneezing next round (as stunned). |
12 | Thirsty (dehydrated), -2 until you drink d liters. |
11 | Dizzy – fall and let go what you have in your hands. |
10 | Amnesia – can not cast spells for d hours. |
9 | Confused for d minutes. |
8 | Everybody within 10 meters become hostile towards you. |
7 | Unconscious for d minutes. |
6 | Affects wrong target in the worst possible way. |
5 | d+3 in damage. |
4 | Affects self (unless supposed to). |
3 | Sleepless for d days due to pain, -4 in skills. |
2 | Unconscious for d hours and loose 1 in MA permanently. |
1 | Coma for d days and loose 1 in MA permanently. |
0 | Dead. |
Spells
Click on the spell names in the tables below to see the description for each spell.
The abbreviations used in the tables are:
- A/P
- A means the spell is active, P means the spell is passive, A/P means the spell may be active or passive depending on circumstances as described under the spell.
- Duration
- Instant. = Instantaneous, Perm. = Permanent.
- Area of Effect
- An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level. C = Creature, O = Object, r = radius.
Air Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Breathe in Water | P | Y | 1 round | 11 | 10 min. | Touch | 1 creature* | |
Bug Shield | P | N | 1 round | 8 | 2 hours | Self | Self | |
Cleaning | A | N | 1 round | 5 | 10 min.* | 5m | 5 m radius | |
Clear Air | P | N | 1 round | 5 | 10 min. | 5m | 5 m radius | |
Control Elemental | A | Y | 1 round | 9 | 2 min. | 10 m | 1 elemental* | |
Control Wind | A | N | 1 min. | 11 | 5 min. | 10 m | 2 m radius | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Dispel Air Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Dry | — | N | 1 min. | 7 | Instant. | Touch | 50 kg | 1 m radius |
Enhance Coordination | P | Y | 10 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Extinguish | — | N | 1 round | 9 | Instant. | 5m | 1 m radius | |
Fly | P | Y | 1 round | 15 | 5 rounds | Touch | 50 kg | 1 creature* |
Fog | P | N | 1 min. | 9 | 5 min. | 10 m | 10 m radius | |
Freeze Air | P | N | 1 round | 9 | 2 rounds | 5m | 1 m radius | |
Invisibility | P | Y | 1 round | 13 | 5 rounds | Touch | 100 kg | 1 O* or 1 C* |
Levitation | A | Y | 1 round | 11 | 2 rounds | 5m | 50 kg | 1 creature* |
Lightningbolt | — | N | 1 round | 11 | Instant. | 10 m | 1 target* | |
Make Familiar | — | Y | 12 hours | 11 | Perm. | Touch | 50 kg | 1 animal* |
Minor Telekinesis | A | Y | 1 round | 9 | 1 round | 5m | 100 g | 1 O* or 1 C* |
Polish | — | N | 5 rounds | 6 | Instant. | Touch | 10 kg | 1 object |
Prepared Teleport | — | Y | 1 round | 17 | Instant. | T/100 km | 50 kg | 1 C* or 1 O* |
Puff of Wind | — | N | 1 round | 6 | Instant. | 5m | ½ m radius | |
Push | — | N | 1 round | 7 | Instant. | 5m | 1 O* or 1 C* | |
Rain Shield | P | N | 1 round | 6 | 10 min. | Self | ½ m radius | |
Seek | P | N | 1 round | 11 | 1 round | Touch | 1 kg | 1 missile* |
Silence | P | Y | 1 round | 11 | 5 rounds | Touch | 100 kg | 1 O* or 1 C* |
Summon Elemental | — | N | 5 min. | 11 | 2 min. | 1m | 1 elemental* | |
Telekinesis | A | Y | 1 round | 13 | 1 round | 5m | 5 kg | 1 O* or 1 C* |
Teleport | — | Y | 1 round | 17 | Instant. | T/50 m | 50 kg | 1 C* or 1 O* |
Wall of Force | P | N | 1 round | 13 | 1 round | 5m | ½ m r “wall” | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self | |
Water Walking | A | Y | 5 rounds | 13 | 2 min. | 10 m | 100 kg | 1 creature* |
Black Magic
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Agony | A | Y | 1 round | 9 | 1 round | 2m | 100 kg | 1 creature* |
Animate Dead | P | N | 1 day | 13 | 1 day/perm. | Touch | 50 kg | 1 creature* |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Blindness | P | Y | 1 round | 11 | 1 round | 5m | 1 creature* | |
Call | — | Y | 5 min. | 11 | 2 min. | 1m | 1 demon* | |
Command | A | Y | 1 round | 11 | 1 round | 1m | 1 creature* | |
Command Demon | P | Y | 1 round | 11 | Special | 5m | 1 demon* | |
Command Undead | A | Y | 1 round | 13 | 2 min. | 10 m | 1 undead* | |
Darkness | A/P | Y | 1 round | 11 | 1 round | 5m | 1 m radius | |
Death Touch | — | Y | 1 round | 11 | Instant. | Touch | 1 creature* | |
Dispel Black Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Exteriorize | P | N | 10 min. | 14 | 1 min. | Self | Self | |
Immobilize | P | Y | 1 round | 13 | 1 round | 10 m | 1 creature* | |
Make Familiar | — | Y | 12 hours | 11 | Perm. | Touch | 50 kg | 1 animal* |
Possession | A | Y | 1 min. | 10 | 10 min. | Self | 1 creature* | |
Protection from Demons | A/P | N | 1 round | 11 | 1 min. | Touch | 1 creature* | |
Protection from Undeads | A/P | N | 1 round | 11 | 1 min. | Touch | 1 undead* | |
Sleep | P | Y | 1 min. | 11 | 2 rounds | 10 m | 1 creature | |
Summoning | — | N | 5 min. | 11 | 2 min. | 1m | 1 demon* |
Earth Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Armor | P | Y | 1 round | 11 | 5 rounds | Touch | 100 kg | 1 O* or 1 C* |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Cleaning | A | N | 1 round | 5 | 10 min. | 5m | 5 m radius | |
Control Elemental | A | Y | 1 round | 9 | 2 min. | 10 m | 1 elemental* | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Darkness | A/P | Y | 1 round | 11 | 1 round | 5m | 1 m radius | |
Dispel Earth Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Dry | — | N | 1 min. | 7 | Instant. | Touch | 50 kg | 1 m radius |
Enhance Strength | P | Y | 10 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Extinguish | — | N | 1 round | 9 | Instant. | 5m | 1 m radius | |
Freeze Solid | P | N | 1 round | 9 | 2 rounds | 5m | 20 kg | ½ m radius |
Glue | P | Y | 1 round | 9 | 1 round | 5m | 5 cm radius | |
Immobilize | P | Y | 1 round | 13 | 1 round | 10 m | 1 creature* | |
Make Familiar | — | Y | 12 hours | 11 | Perm. | Touch | 50 kg | 1 animal* |
Polish | — | N | 5 rounds | 6 | Instant. | Touch | 10 kg | 1 object |
Protection from Fire | P | Y | 1 round | 11 | 2 rounds | 1m | 1 O* or 1 C* | |
Quicksand Trap | P | N | 1 min. | 11 | 10 min. | 3m | ½ m radius | |
Repair | — | N | 10 min. | 9 | Instant. | Touch | 20 kg | 1 object* |
Summon Elemental | — | N | 5 min. | 11 | 2 min. | 1m | 1 elemental* | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self |
Fire Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Bug Shield | P | N | 1 round | 8 | 2 hours | Self | Self | |
Cleaning | A | N | 1 round | 5 | 10 min. | 5m | 5 m radius | |
Cone of Light | A | N | 1 round | 9 | 2 rounds | 25 m | 3 m r end of cone | |
Control Elemental | A | Y | 1 round | 9 | 2 min. | 10 m | 1 elemental* | |
Control Fire | A | N | 1 min. | 13 | 5 min. | 10 m | ½ m radius | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Create Fire | A/P | Y | 5 rounds | 11 | 5 rounds | 1m | ½ m radius | |
Dispel Fire Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Dry | — | N | 1 min. | 7 | Instant. | Touch | 50 kg | 1 m radius |
Extinguish | — | N | 1 round | 9 | Instant. | 5m | 1 m radius | |
Fireball | — | N | 1 round | 11 | Instant. | 5m | ½ m radius | |
Flash | — | N | 1 round | 9 | Instant. | 1m | Special | |
Ignite | — | Y | 1 round | 7 | Instant. | 1m | 5 cm radius | |
Increase Light | P | N | 1 round | 6 | 10 min. | 1m | 1 light source* | |
Light | P | Y | 1 round | 7 | 5 rounds | 1m | 1 m radius | |
Polish | — | N | 5 rounds | 6 | Instant. | Touch | 10 kg | 1 object |
Protection from Fire | P | Y | 1 round | 11 | 2 rounds | 1m | 1 O* or 1 C* | |
Summon Elemental | — | N | 5 min. | 11 | 2 min. | 1m | 1 elemental* | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self |
Life Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Blindness | P | Y | 1 round | 11 | 1 round | 5m | 1 creature* | |
Breathe in Water | P | Y | 1 round | 11 | 10 min. | Touch | 1 creature* | |
Bug Shield | P | N | 1 round | 8 | 2 hours | Self | Self | |
Change Size | P | Y | 1 min. | 11 | 5 min. | Touch | 100 kg | 1 creature* |
Charm I | P | Y | 1 round | 11 | 5 rounds | 5m | 1 creature* | |
Charm II | P | Y | 10 min. | 11 | 1 hour | 5m | 1 creature* | |
Command | A | Y | 1 round | 11 | 1 round | 1m | 1 creature* | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Detect Disembodied Spirit | A | N | 1 round | 8 | 1 round | Self | 10 m radius | |
Dispel Life Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Ease Pain | P | Y | 1 round | 7 | 1 hour | Touch | 1 creature* | |
Ease Thirst and Hunger | P | N | 1 round | 6 | 6 hours | Self | Self | |
Enhance Awareness | P | Y | 10 min. | 9 | 10 min. | Touch | 1 creature* | |
Enhance Coordination | P | Y | 10 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Enhance Endurance | P | Y | 10 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Enhance Learning | P | Y | 10 min. | 9 | 10 min. | Touch | 1 creature* | |
Enhance Strength | P | Y | 10 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Exteriorize | P | N | 10 min. | 14 | 1 min. | Self | Self | |
Farsee | P | Y | 1 round | 9 | 1 min. | Touch | 1 creature* | |
Healing | A | Y | 1 min. | 9 | Special | Touch | 1 creature* | |
Immobilize | P | Y | 1 round | 13 | 1 round | 10 m | 1 creature* | |
Make Familiar | — | Y | 12 hour | 11 | Perm. | Touch | 50 kg | 1 animal* |
Memorize | P | N | 1 round | 6 | 1 week | Self | Self | |
Minor Healing | P | Y | 1 round | 6 | 1 week* | Touch | 1 creature* | |
Night Vision | P | Y | 1 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Personal Farsee | A | N | 1 round | 7 | 1 round | Self | Self | |
Pleasant Sleep | P | N | 1 round | 6 | 1 period of sleep | Self | Self | |
Polymorph | P | Y | 1 min. | 15 | 5 min. | Touch | 1 creature* | |
Possession | A | Y | 1 min. | 10 | 10 min. | Self | 1 creature* | |
Project Thought | A | Y | 1 round | 13 | 1 round | 5m | Self and 1 C* | |
Protection from Demons | A/P | N | 1 round | 11 | 1 min. | Touch | 1 creature* | |
Protection from Undeads | A/P | N | 1 round | 11 | 1 min. | Touch | 1 undead* | |
Read Thought | A | Y | 1 round | 13 | 1 round | 5m | Self and 1 C* | |
Recall | A/P | N | 1 round | 6 | 10 min. | Self | Self | |
Regeneration | P | Y | 1 hour | 15 | Special | Touch | 1 creature* | |
Remove Cold | — | Y | 10 min. | 7 | Instant. | Touch | 100 kg | 1 creature* |
Resurrection | — | Y | 2 hours | 19 | Instant. | Touch | 1 creature* | |
Sleep | P | Y | 1 min. | 11 | 2 rounds | 10 m | 1 creature | |
Sleep Lightly | P | N | 1 round | 6 | 1 period of sleep | Self | Self | |
Stop Bleeding | — | Y | 1 round | 7 | Instant. | Touch | 100 kg | 1 creature* |
Turn Undead | — | Y | 1 round | 11 | Instant. | 5m | 1 m r and 1 undead | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self |
Magic Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Bug Shield | P | N | 1 round | 8 | 2 hours | Self | Self | |
Delay | P | N | 1 round | 0 | 1 round | As spell | 1 spell* | |
Detect Magic | A | Y | 1 round | 9 | 1 round | Touch | 1 creature* | |
Dispel Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Enchant Item | P | Y | 12 hours | 8 | Perm. | Touch | 5 kg | 1 O* and 1 spell |
Enchant Weapon | P | Y | 1 round | 11 | 2 rounds | Touch | 3 kg | 1 weapon* |
Identify Magic | — | Y | 10 minutes | (Special) | Instant. | 1m | 1 O*, 1 C* or 1 spelled area* | |
Memorize | P | N | 1 round | 6 | 1 week | Self | Self | |
Passify | P | N | As spell | 0 | 1 round | — | 1 spell* | |
Permanency | P | N | 12 hours | 5 | Special | Touch | 1 spell* | |
Protection from Magic | P | Y | 1 min. | 11 | 1 min. | Touch | 1 creature* | |
Rain Shield | P | N | 1 round | 6 | 10 min. | Self | ½ m radius | |
Recall | A/P | N | 1 round | 6 | 10 min. | Self | Self | |
Sharpness | P | Y | 1 round | 11 | 2 rounds | Touch | 3 kg | 1 weapon* |
Wall of Force | P | N | 1 round | 13 | 1 round | 5m | ½ m r “wall” | |
Warding | P | N | 10 min. | 0 | 1 day | Touch | 1 O* or 1 m r |
Perception Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Cone of Light | A | N | 1 round | 9 | 2 rounds | 25 m | 3 m r at end of cone | |
Detect Disembodied Spirit | A | N | 1 round | 11 | 1 round | Self | 10 m radius | |
Detect Magic | A | Y | 1 round | 9 | 1 round | Touch | 1 creature* | |
Detect Truth | A | Y | 1 round | 9 | 5 rounds | 5m | 1 creature* | |
Dispel Perception Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Enhance Awareness | P | Y | 10 min. | 9 | 10 min. | Touch | 1 creature* | |
Farsee | P | Y | 1 round | 9 | 1 min. | Touch | 1 creature* | |
Identify Magic | — | Y | 10 minutes | (Special) | Instant. | 1m | 1 O*, 1 C* or 1 spelled area* | |
Increase Light | P | N | 1 round | 6 | 10 min. | 1m | 1 light source* | |
Light | P | Y | 1 round | 7 | 5 rounds | 1m | 1 m radius | |
Memorize | P | N | 1 round | 6 | 1 week | Self | Self | |
Night Vision | P | Y | 1 min. | 9 | 10 min. | Touch | 100 kg | 1 creature* |
Personal Farsee | A | N | 1 round | 7 | 1 round | Self | Self | |
Read Thought | A | Y | 1 round | 13 | 1 round | 5m | Self and 1 C* | |
Recall | A/P | N | 1 round | 6 | 10 min. | Self | Self | |
Sleep Lightly | P | N | 1 round | 6 | 1 period of sleep | Self | Self |
Protection Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Armor | P | Y | 1 round | 11 | 5 rounds | Touch | 100 kg | 1 O* or 1 C* |
Bug Shield | P | N | 1 round | 8 | 2 hours | Self | Self | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Dispel Protection Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Protection from Demons | A/P | N | 1 round | 11 | 1 min. | Touch | 1 creature* | |
Protection from Fire | P | Y | 1 round | 11 | 2 rounds | 1m | 1 O* or 1 C* | |
Protection from Magic | P | Y | 1 min. | 11 | 1 min. | Touch | 1 creature* | |
Protection from Undeads | A/P | N | 1 round | 11 | 1 min. | Touch | 1 creature* | |
Protection from Water | P | Y | 1 round | 7 | 2 min. | Touch | 50 kg | 1 O* or 1 C* |
Rain Shield | P | N | 1 round | 6 | 10 min. | Self | ½ m radius | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self |
Summoning Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Call | — | Y | 5 min. | 11 | 2 min. | 1m | 1 demon* | |
Command Demon | P | Y | 1 round | 11 | Special | 5m | 1 demon* | |
Control Elemental | A | Y | 1 round | 9 | 2 min. | 10 m | 1 elemental* | |
Dispel Summoning Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Protection from Demons | A/P | N | 1 round | 11 | 1 min. | Touch | 1 creature* | |
Summon Elemental | — | N | 5 min. | 11 | 2 min. | 1m | 1 elemental* | |
Summoning | — | N | 5 min. | 11 | 2 min. | 1m | 1 demon* |
Water Magick
Spell | A/P | Resist | Casting Time | DR | Duration | Range | Weight | Area of Effect |
Air Breathing | P | Y | 1 round | 11 | 10 min. | Touch | 1 creature* | |
Animal Sense | A/P | Y | 5 rounds | 9 | 5 min. | 100 m | 1 animal* | |
Banish | — | Y | 1 round | 13 | Instant. | 10 m | 1 demon* | |
Breathe in Water | P | Y | 1 round | 11 | 10 min. | Touch | 1 creature* | |
Change Size | P | Y | 1 min. | 11 | 5 min. | Touch | 100 kg | 1 creature* |
Cleaning | A | N | 1 round | 5 | 10 min. | 5m | 5 m radius | |
Control Elemental | A | Y | 1 round | 9 | 2 min. | 10 m | 1 elemental* | |
Control Water | A | N | 1 min. | 13 | 5 min. | 10 m | ½ m radius | |
Cooling | P | N | 1 round | 6 | 1 hour | Self | Self | |
Create Water | — | N | 1 min. | 9 | Instant. | 5m | 10 liter | |
Dispel Water Magic | P | N | 1 round | 3 | 1 round | 5m | 1 spell* or 1 C* or area | |
Dry | — | N | 1 min. | 7 | Instant. | Touch | 50 kg | 1 m radius |
Extinguish | — | N | 1 round | 9 | Instant. | 5m | 1 m radius | |
Fog | P | N | 1 min. | 9 | 5 min. | 10 m | 10 m radius | |
Freeze Liquid | P | N | 1 round | 9 | 2 rounds | 5m | ½ m radius | |
Lightningbolt | — | N | 1 round | 11 | Instant. | 10 m | 1 target* | |
Make Familiar | — | Y | 12 hours | 11 | Perm. | Touch | 50 kg | 1 animal* |
Polish | — | N | 5 rounds | 6 | Instant. | Touch | 10 kg | 1 object |
Polymorph | P | Y | 1 min. | 15 | 5 min. | Touch | 1 creature* | |
Protection from Fire | P | Y | 1 round | 11 | 2 rounds | 1m | 1 O* or 1 C* | |
Protection from Water | P | Y | 1 round | 7 | 2 min. | Touch | 50 kg | 1 O* or 1 C* |
Rain Shield | P | N | 1 round | 6 | 10 min. | Self | ½ m radius | |
Summon Elemental | — | N | 5 min. | 11 | 2 min. | 1m | 1 elemental* | |
Warmth | P | N | 1 round | 6 | 1 hour | Self | Self | |
Water Barrier | P | N | 3 rounds | 12 | 3 rounds | 1m | ½ m radius | |
Water to Wine | — | N | 2 rounds | 7 | Instant. | 1m | 1 liter | |
Water Walking | A | Y | 5 rounds | 13 | 2 min. | 10 m | 100 kg | 1 creature* |
Forbidden spells
The forbidden spells is spells that has been banished and is not learnable at Academia Magicka. If an character is seen using a forbidden spells by a guard or a person that knows about the forbidden spell, the character will be reported to the kingdom and will be punished with life time jail.
The Spells
The forbidden spells is used in different way, the player must throw a dice if the player gets 1, 2 or 3 the spell will fail and count as a thumble. If the player gets 4, 5 or 6 on the dice the spell will work and count as critical.
Fuse: Fuses multiple objects or creatures together. Fusing two creatures together will give severe damage to their bodies. When fusing objects they will interact different depending on the objects.
Memory Erase:
Soul Transfer:
Ritual Magick
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.
Ingredients
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.
Having the Written Formula
Having the written ritual formula to go by will lower the difficulty rating by 3.
Rituals
Ritual | Casting time | DR | Resist | Duration | Range | Area |
Blind Curse | 10 min. | 8 | Yes | 1 month | 1 km | 1 creat. |
Catch Fire | 1 round | 6 | No | Instant | 10 m | 1 object |
Curse of Fairies | 10 min. | 8 | Yes | 1 month | 100 km | 1 creat. |
Eyes of Tekali | 10 min. | 12 | No | 1 round | 1 km | Self |
Flames of Life | 1 round | 6 | Yes | Instant | 10 m | 10 liters |
Nightfall | 1 min. | 8 | No | 10 min. | None | 3 m r |
Snake Eyes | 1 round | 6 | Yes | 1 min. | 10 m | 1 creat. |
Tekali’s Torch | 1 round | 8 | No | 10 min. | 10 m | 1 object |
Volani’s Cure | 1 round | 8 | No | 1 week | Touch | 1 creat. |
Witch Curse | 30 min. | 10 | Yes | Instant | 100 m | 1 creat. |
Alchemy
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.
The ingredients and gestures needed is described under each potion or amulet.
Ingredients
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.
Having the Written Formula
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.
Potions and Amulets
Potions usually take about one hour to make and have a duration of one hour.
In the potions and amulets table, you will find a column labeled Dur. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.
Potion | DR | Duration |
Bear Potion | 10 | 1 y. |
Cat’s Eye Potion | 8 | 1 y. |
Diver’s Delight Potion | 12 | 1 y. |
Panther Potion | 10 | 1 y. |
Potion of Battle Frenzy | 12 | 1 y. |
Potion of Detection | 10 | 1 y. |
Potion of Healing | 10 | 1 m. |
Potion of Seeing the Truth | 10 | 1 y. |
Potion of Shivering | 6 | 10 y. |
Amulets usually take about one week to make.
Amulet | DR | Duration |
Spirit Protection | 8 | Perm. |
Taran’s True Seeing | 8 | Perm. |
Next: Movement and Weather