Rules of Magic
- There is always a price. Always.
The Arts and Realms of Magic
- Commune: Read, Seek, Inform, Communicate, Determine, Divine, Understand
- Convey: Move, Transport, Speed Up, Lift, Make Rapid
- Destroy: Weaken, Damage, Injure, Reduce, Break, Dull, Deteriorate
- Restore: Strengthen, Heal, Enlarge, Repair, Sharpen
- Summon: Conjure something from nothing
- Body: Living, organic beings – Animals, people & plants
- Energy: Mindless and insubstantial – Electricity, fire, heat, motion, sonic, time, and the wind
- Matter: Non-living and solid material – Leather, metal, paper, stone, wood, etc.
- Mind: That which is inseparable from the body and motivates the living – Consciousness, perception, thinking, judgement, memory, etc.
- Spirit: Sapient, but insubstantial. Creatures without bodies. – poltergeists, souls, spirits, etc.
Words of Power
Infinite Words of Power exist to fuel magic. Most of these are known and can be studied, but many more exist to be discovered.
In order to cast a spell, the following steps must be followed:
- Gather Magic
- Shape the Spell
- Release the Spell
First, magic must be gathered from the surrounding world to be formed into a Spell. The mage spends at least one action doing so. They do not necessarily need to know what spell they are casting in order to do this. Each success adds the the Power of the spell. If the initial roll is unsuccessful, you may spend addition actions to add to it, but you lose a dice to your pool for each attempt until you are out of dice. Failure on additional attempts will cancel the spell gathering entirely. A botch will cause the accumulated Power to explode on the caster chaotically.
Shaping the Spell
The Power gathered is used to shape and define the Spell.
Unleashing the Spell
Finally, the caster unleashes the spell at its intended target(s) or within herself.
|1||3 Turns||Owl||1 yard|
|4||The Scene||Horse||50 yards|
|7||The Story||Castle||Half mile|