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For Players
Setting Information
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For GMs
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Magisters attempt to channel the pure forces of elemental magic through themselves. They have organised them into five schools, one for each accessible element, and have been broadly successful in accessing this magical power. While these spells can be cast with a minimal amount of incantation, the energy involved is taxing to the body. Each spell has an associated HP cost - reduce that from your overall number of HP when casting the spell - and may have other effects on you depending on the spell. You can reduce yourself to zero HP when casting, but only so long as you have exactly enough HP to cast the spell. (e.g. you could cast a 5HP spell if you had 5HP, but not if you had 4HP)
You may only by skills from one School, and from the Ritual School.
At the cost of 1HP, you may call DISARM at range; if you do so, you must take the effects of an EXPOSE on yourself.
XP Cost: 4
Prerequisite: None
At the cost of 2HP, you may call EXPOSE at range.
XP Cost: 5
Prerequisite: None
At the cost of 3HP, you may call ENRAGE at range.
XP Cost: 6
Prerequisite: None
At the cost of 5HP, you may see flows of energy for one (1) encounter. Let the GM know that you are doing this, and they will inform you as to what you observe.
XP Cost: 5
Prerequisite: None
For the cost of 4HP, you may call MASS EXPOSE.
XP Cost: 6
Prerequisite: Barely Constrained
For the cost of 2HP, you may call STUN at range; if you do so, you must take the effects of an ENRAGE call on yourself.
XP Cost: 7
Prerequisite: The Yellow Rage
Two (2) times per adventure you may root yourself at one spot, and take the effects of an EXPOSE on yourself so long as you remain still. (Stillness is broken if and when one of your feet leaves the ground) So long as you are still and EXPOSED, you may call EXPOSE every five (5) seconds for the cost of 1HP.
XP Cost: 9
Prerequisite: The Mask Slips
At the cost of 2HP you may call DISARM at range; if you do so, you must take the effects of a MUTE on yourself.
XP Cost: 4
Prerequisite: None
At the cost of 1HP you may call MUTE at range.
XP Cost: 3
Prerequisite: None
At the cost of 2HP you may call HEAL 4 at range. This may not target yourself.
XP Cost: 5
Prerequisite: None
At the cost of 3HP you may call MASS MUTE.
XP Cost: 5
Prerequisite: Cat Got Your Tongue
At the cost of 5HP you may, for the duration of an encounter, be able to sense the presence of life. This is a weak glimmer for plant life, and a much stronger and insistent feeling for animal life. The GM will let you know what you can sense.
XP Cost: 6
Prerequisite: From My Life
At the cost of 4HP you may call PARTY HEAL 4.
XP Cost: 7
Prerequisite: From My Life
Three (3) times per adventure, you may call PARTY HEAL FULL, then immediately take the effect of a SLAY call on yourself. You may only do this if you have at least 10HP.
XP Cost: 10
Prerequisite: You Shall Be Restored
At the cost of 2HP you may call WOUND at range; if you do so, you must take the effects of a DISARM call on yourself.
XP Cost: 4
Prerequisite: None
At the cost of 2HP, you may call REPEL at range.
XP Cost: 5
Prerequisite: None
At the cost of 2HP, you may call DISARM at range.
XP Cost: 4
Prerequisite: None
At the cost of 2HP, you may call EXPOSE at range; if you do so, you must take the effects of a WOUND on yourself.
XP Cost: 5
Prerequisite: My Blood For Yours
At the cost of 4HP, you may refresh a small to medium sized group of people to treat any mundane exhaustion they may be feeling. The GM may rule on what effects this has, but usually restores the use of a small number of calls that have physical sources (e.g. most Adept skills).
XP Cost: 7
Prerequisite: None
At the cost of 4HP you may call BLAST REPEL at range.
XP Cost: 7
Prerequisite: The Coursing Red AND An Extension of the Arm
Three (3) times per adventure, at the cost of 8HP, you may call PERMANENT ARCED DISARM.
XP Cost: 12
Prerequisite: The Fountain Ruptures
At the cost of 2HP you may call TAUNT at range; if you do so, you must take the effect of WOUND on yourself.
XP Cost: 5
Prerequisite: None
At the cost of 3HP you may call FORTIFY at range.
XP Cost: 4
Prerequisite: None
At the cost of 2HP you may call WOUND at range.
XP Cost: 4
Prerequisite: None
At the cost of 4HP you may take an item, up to the size that you can carry, and refine it down to its constituent components. This usually only works on items without magical reinforcement. Let the GM know that you are attempting it.
XP Cost: 6
Prerequisite: None
At the cost of 6HP you may call MASS FORTIFY.
XP Cost: 7
Prerequisite: Unyielding Colour
At the cost of 3HP you may call EXPOSE at range; if you do this, you must act as if your target had just called TAUNT on you.
XP Cost: 6
Prerequisite: Like Calls To Like
Two (2) times per adventure, at the cost of 10HP, you may call MASS PERMANENT WOUND LEGS.
XP Cost: 11
Prerequisite: The Body Fails
At the cost of 1HP, you may call REPEL on a target at range; if you do, you must act as if that target had called TAUNT on you.
XP Cost: 4
Prerequisite: None
At the cost of 3HP you may call STUN at range.
XP Cost: 5
Prerequisite: None
At the cost of 2HP you may call TAUNT at range.
XP Cost: 5
Prerequisite: None
Two (2) times per adventure, at the cost of 5HP, you may make an object or small area 'barren': it can no longer be used for purpose it usually undertakes, and seems to look less vibrant and real. This state will, however, fade over time.
XP Cost: 7
Prerequisite: None
At the cost of 2HP you may call FORTIFY at range; if you do so, you must take the effect of STUN on yourself.
XP Cost: 6
Prerequisite: None
At the cost of 5HP you may call ARCED STUN.
XP Cost: 7
Prerequisite: Blank Whiteness
At the cost of 6HP you may call MONSTERS BACKSTAB TAUNT.
XP Cost: 10
Prerequisite: Unerring Demands
Health expended on casting spells recovers a lot more quickly. At the end of each encounter, you may recover HP equal to half the HP you spent casting spells in that encounter. The HP you add (not the total HP) is capped at half of your max HP.
XP Cost: 8
Prerequisite: None
One (1) time per adventure you can, with time and application, gather stronger magical power within you to create a powerful effect. This will usually be a local, or temporary effect: powerful, but not world shaking. Tell the GM what effect you would like to achieve, and they will inform you of the outcome. This will always be very taxing to the body, often in permanent and unusual ways.
XP Cost: 8
Prerequisite: None
One (1) time per adventure you can, with time and application, gather near inconceivable magical power within you to create a powerful effect. This has the opportunity to permanently change the world in some way. Tell the GM what effect you would like to achieve, and they will inform you of the outcome. This will always be very taxing to the body, often in permanent and unusual ways, even more so than a standard ritual.
XP Cost: 15
Prerequisite: Ritualist