Casting spells

Magic:

The three primary magics are Arcane, Wika, and Earth spells. All three of these get their source from the world tree itself. The caster pulls energy from the world around them using their Psyche to do so. Kabal, both Great and lesser, do not pull from the World tree at all, but call upon the deity or the immortal they have sworn to serve. Their casting attribute is Presence.   Creating Spells: This can only be done with three tied to the world tree. The caster studies and spends time to figure out their style. Arcane can use the labs and the great library tower in the college of Magics in Vostoria. Witches, write the spell and the gather ingredients and cast with their intent and if the spell on the dolls burns or potion has a purple hue than the spell failed. they have to throw out the potion or destroy the spell doll in the cauldron's fire. If the doll has a fiend inside the witch will fight the fiend or offer their familiar. to it. Earth magic casters try their spells if nothing happen or worse if the caster develops a burn on their body than the spell fails. The burns must be healed within less than two nights or fiends can easily possess them.   Mysticism is the skill in both understanding magic and casting magic, you can only cast magic if your character has a magic trait. Under Mysticism there is mystic skills that your character can become proficient in. These specialty skills are as follows
  1. Evoking: the ability to use the innate energy of destructive energy to affect the physical world. (Light spell, fireball, earth pillar)
  2. Summoning: the ability to pull from the inner or outer planar energies to bring an object, creature or other to aid the caster. ( fae, angels, specter aid, spirit blade)
  3. Transmuting: the ability to transform self, another or object the caster has targeted. (Turn into wolf, bird, ogre strength, weaken weapon.)
  4. Scrying, the ability to send a projection of the caster out to communicate long distances or see things that are happening now, at great distances.
  5. Warding: the ability to shield yourself or others with the energies of magic. (Circles of protection, wall of blank)
  6. Alchemy: the ability to make magical technology to magical potions. (Clockwork golems, magic pistols, troll healing potion, focus crystals)
  7. Healing magics; the ability to use magic to heal, restore and rejuvenate self or others.
Before the caster can decide on the Mystic specialty skill. They must decide on the styles of magic the character is capable of using. As a reminder, the styles of magic are. Arcane magic, Earth magic, Wika magic, greater Kabal magic and lesser Kabal magic. (These go under talents.) Their talent is used when they cast that style of magic to their dice pool. You can only choose ONE. These Styles of magic talent will determine the types of spells you character uses, has access to and can channel that type of energy. Some established spells may have more than one style of magic. example a fireball spell may have arcane and earth magic. Spells can be done differently. if the caster is making the spell up right there in combat, maybe they're experimenting a new formula in the arcane. the caster may have learned spells and these spells are not that difficult as much as channeling a experiment spell. The caster is drawing a glyph on item and set it to do something at a certain time or at an action by another. The following gives each of these spells by name and how to do it within Arylon.
  • Channeled spells/experimental: (complex action 3d10 test)-this is a made-up spell by the caster sometimes made up right there in combat or in the safety in the magical lab or the great school of magic. In a magical lab the difficulty is reduced but it is still a complex action.
  • Ritual spell:(complex action 3d12 test)- more than one caster is needed for anything that is spell is formidable threshold or more on the complex action difficulties.
  • Glyph spells: These spells are small rituals done by a single caster. More complex glyphs can be complex actions 3d8 test and may or may not require another caster in aiding.
  • Learned spells: these spells are considered (common actions 2d6 test) but still stuns the caster based on the spell. Usually 1 mental stun damage to the caster.
  • Simple spells: (2d4 test) these spells are so easy that most of these have a threshold of zero up to 3 stun damage to the caster.
  • Counter spells: (contest rules apply. Character spell difficulty vs Character spell defense roll)

Signature Spells:

The caster may have a preferred spell type. That caster may love to Shapeshift into animals or is a pyromancer and so fire spells like fireball would be that mage's signature spell type. A druid who specialty spell is Animal form, thus; the Druid gets to have d8 or more to the dice pool. The Necromancer has rase zombie warrior. adds d6 zombie warrior as an asset to his defense and attack rolls.  

Learning Spells:

Learning spells within your talent of magic. two dice of the dice level of the spell. Outside your talent of magic is four times the dice level of the spell. Spells have four levels of effeteness within each spell. D6 is the standard level, D8 is the expert level, D10 is the Adept level, D12 is the Master level. Example: Fireball has these four levels. D6 burns only one target. D8 burns up to three targets. D10 burns up to five targets and does continuous burning condition. D12 burn up to a arena or stadium field of targets and creates a creator about 120 feet area and deep. Basically, spells of four degrees of how the effect it can cause.  

Example casting:

Vonn the Pyromancer casts a fireball spell at the orc. The player grabs a die from the Psyche die stat of d10, his d8 discipline as a wizard. He grabs one from Vonn's skill of Mysticism d6. which has a specialty evocation d8; so, the player gets his specialty d8 die. His talent dice in Arcane is d10. players know he can use Vonn's Signature spell type is fire spells. of d8 Since he is casting fire ball spell the player grabs a d8 and his total dice now is 5 dice to roll. two of these dice will be in his total to beat slot and one will be his effect die slot and the last two will be in the bank slot in case the player needs to spend plot point to move a die from his bank into the total to beat slot.. If Vonn had taken a potion or under a scroll effect before combat scene. The boost of the scroll or potion, a die step in any of the above the player would the higher die step instead. If the potion gave Vonn extra d6 to damage or effect than the player would put a d6 next to the die, he put in the die effect slot. The Effect or complication would be the bigger die. Not both. Vonn must beat the Threshold of the spells to be successful in casting the spell. Vonn spends the mana based on the threshold of the spells dificulty in the scene. other the cost can be the distance the caster is trying to hit. example: Vonn is down deep in a dungeon, a group of goblin can be heard coming up a tunnel and Vonn's player want him to cast firball on a group of goblins coming up the tuinnel. The G.M. tells the player or rolls the threshold the player has to beat for Vonn to cast Fireball on the group of goblins. the player ask the G.M. how far is the goblins down the hall. the G.M. replies 4 increments. the player takes 3 mana from his pool and adds it to the threshold the gm says or rolls. The Mana USED TO BEAT THE THRESHOLD IS SEPARATE FROM THE MANA USED IN DISTANCE/Area. The G.M. tell the player the Fireball threshold is 14. Vonn's player knows he must spend 15 plus 3= 18 mana to hit all the goblins from where Vonn is standing.

Distance/Area to target cost:

sMages and caster have to pay the mana cost to their spells if it is a range and/or AOE spell. 1 distance equals 15ft. every distance adds 15 more feet.              
Distance/ Area Mana cost to
1 0
2 1
3 2
4 3
5 4
6 5

Life Pool:

The life pool of any character determines how long and how much damage they can take before the die. To determine the Life pool of any character, it is highest of the Physical attribute plus Endurance skill and Healthy trait. Example: Burgard the warrior. His Strength is highest in physical at d10, and his endurance is d8, and his health trait is d10 all done at character creation. This equals 28. Simply add up the total dice up at max to determine the total. (The Attribute can get as high as d12+d12= 24 points and same for the Endurance skill. = 48 now. Then add the talent tough as Nails which can reach d12 as the highest and you can reach 60 Life points. The Max any character can have.)  

Mana Pool:

The Mana pool of any cater determines how long and how much magic they can wield before the pass out. To determine the Mana Pool of any caster Character, it is the highest of Spirit Attribute plus the talent of magic in the casters style of magic. Last add the highest skill in mysticism skill. (Highest it can be is d12+d12.) Example: Vonn the Pyromancer. His Psyche is highest in Spirit attribute at d10, and Arcane style trait is d12, simply add them at max total is 22 mana pool. (The Attribute can get as high as d12+d12= 24 points and same for the Mysticism skill. = 48 now. Then add the talent of the caster, which can reach d12 as the highest and you can reach 60 Mana points. The Max any character can have.) When using Mana the caster drains the caster, especaily when they use up all their mana. Blood magic always stuns the caster along with half the mana cost to release the spell.

Spells Thresholds/ Breaking the Veil

In Arylon magic is as real or as suttle as a blade. One can be blatantly obvious about their attack or be quick and suttle. Magic is not easy. the physical realm, like all realms have their rules. When wizards or mages challenge these rules, with thier will and spirit a test is determined on who wins. The Veil (G.M.) sets the test. This is done by the G.M. rolling 2 dice as the test of the Veil to beat. Example a fireball spell. this spell is obviously testing the veil and the mage's will over it. the veil test (G.M. rolls 3d6.) the total is 11. the player character must beat a nine for thier spell to succseed. The player rolls their appropeat dice pool and sets two dice as their total. If the total is greater than 11 the fireball is ready to be launched at the target. (The cost of this spell in this scene is 11.) Some other complications in the scene could increase the Veil's test. This is determined by how the scene is set up and what is happening in the scene.  
  • Failing a spell the caster is hit with Mana backlash. Which stuns the caster by half the mana they used to cast the spell.
 

Mana Time:

Continuing the spell for more than one scene or turn in that scene will cost the caster 3. points of Mana for each turn holding onto that spell.

Mysticism skill

The skill of understanding magic in Arylon. How it works and the techniques to accomplish goals with magic. Specialties within the skill are the methods the character has a deeper understanding of. "Mysticism is the understanding of the spirit and the Universe and All that dwells within it." -Master Talbious Flynn

Non Combat spells/Self target spells

Unlike combat spells self target spells are easy. Since you are doing to your self. the threshold is going to depend on how much of a physical change you are doing to yourself, A full transmutation into animal. That will be a base threshold at 2d6. This will be a 12 at it highest or 2 a the easiest. depending if the G.M rolls low or high. If no rolling is done the threshold will be 7. If the spell is a suttle change the Threshold will be 2d4 when the G.M. roll. Thus, no higher than 8 no lower than 2. No rolling the threshold is 3.
If the spell is a full transmutation that take one turn and can not do anything until the spell is fuinished. A suttle spell is very quick anc the player may tak another action or attck action.

Defensive Spells

ALL defensive spells require Presence die type plus Mysticism Warding profession die type. If self adds fight, if other adds shoot skill. Dominate hand raises above the caster, closes into a fist coming down Infront of chest then opens outwardly away from the caster. (self) Dominate hand raises above the caster, closes into a fist coming down Infront of chest then point at the friendly target they are warding.

Offensive Spells:

All Offensive spells require Psyche die type plus Mysticism evocation profession die type. If range spell adds shoot skill. If touch or melee weapon add fight skill. Dominate hand opens the hands and forms glyphs of purplish writings around the hand the points the palm towards the target. (range) Dominate hand opens the hands and forms glyphs of purplish writings around the hand then grabs the weapon, the weapon glows and the caster must strike the target.

Rituals

ALL rituals start at very hard (16 mana cost) and can get up to Cannot do this alone. (64 mana cost)  

Spell Damage:

To figure out your spell damage is simple. You use the same rules as Standard damage or Heroic Damage rules in the combat article.

Articles under Casting spells



Cover image: stormbringer by Anna Steinbauer