Spells in General
Spells in Callowmass are potent and quasi-physical entities. In order to cast a spell, a magician must first assimilate it (or, more precisely, they assume it, at which point it becomes assimilated). This is an arduous process whereby the forms and formulae of the spell are assumed into the caster's thoughts and consciousness. Once assumed, a spell remains assimilated until cast.
The spell descriptions in the Grimoire below are laid out as follows:
Name (XP Cost - if any)
Duration: [Instantaneous, Until Discharged, Day, Encounter, While Maintained, Permenant]
Description.
Most of these elements should be self explainatory. The Name of a spell is its... well... its name. The XP cost of a spell is the amount of unspent XP you have to spend in order to cast it (this is included as an arbitrary game balencing mechanic to explain why Wizards don't cast the huge dramatic world changing spells all the damned time). Casting a spell will never cause you to forget skills. If you have insufficient unspent XP to pay the casting cost of spell you cannot cast it. At GM discression, you may spend XP you expect to gain from the adventure you are currently undertaking. The duration of the spell will have one of six set values.
- Instantaneous: Instantatneous spells go off immediately, and then cease. Simple as that.
- Until Discharged: Spells that last Until Discharged will hang uround until they have done everythign they are intended to do.
- Day: Spells that last a Day last until they have seen sunrise and sunset.
- Encounter: Spells with duration Encounter last until the end of the encounter during which they are cast.
- While Maintained: These spells require some effort or action to maintain them, and last so long as the effort or action lasts.
- Permenant: These spells last until undone.
Assimilating Spells
Assuming a spell is a long and arduous process. It takes one full hour of unbroken concentration to assimilate a spell of the Lesser Grimoire, and one full day of unbroken concentration to assimilate spells of the greater grimoire. A character may safely "hold" one assimilated spell of the lesser grimoire for every level of Magecraft they possess. They may hold one assimilated spell of the greater grimoire for every level of Greater Magecraft they possess. If you wish, you may treat Greater Magecraft levels as Magecraft levels, should you choose to assimilate fewer than your maximum quota of Greater Spells.
Note that this is only the number of spells you can assume safely. The people of Callowmass being as they are, safety is not always their primary concern. Characters may exceed their safe number of Assimilated Spells in the following ways:
- Any character may assume a spell of the Lesser Grimoire, however it is immediately classified as improperly assimilated unless they have the appropriate levels of Magecraft to properly assimilate it
- Any character with Magecraft may assume a spell of the Greater Grimoire, however the spell is immediately classified as improperly assimilated unless they ave the appropriate levels of Greater Magecraft to properly assimilate it.
- Should a character with no Magecraft attempt to assume a spell of the Greater Grimoire it will immediately discharge wild.
Please note: A magician may never assimilate more than one "copy" of a given spell at a given time.
Casting Spells
Casting spells, assuming your character is not Distracted is a simple matter. Simply call Spellcasting! Name of Spell! Game Mechanical Effect Description!, at which point the spell is considered cast. Some spells may involve GM intervention, in which case the GM may call a Time Freeze.
Wild Magic
It's a risky business, is magic. Sometimes, a character will accidentally let off their spells imporperly, prematurely or just utterly randomly. This is Wild Magic. A character will cast Wild Magic in the following circumstances:
- They attempt to cast an improperly assimilated spell
- They attempt to assume a spell, while holding an improperly assimilated spell
- They attempt to cast spells while Distracted
Undoing Spells
Undoing spells is trickey. Although all spells do have some commonalities of nature, they are also all unique. No one cath-all "dispel magic" effect will work. Rather, each counterspell must be tailored to each individual spell. To prepare a counterspell you must know the spell to be countered, and then explicitly assume a counterspell to it. You may then cast the counterspell to undo the spell. Note that counterspells do not count against the "only one of a given spell" rule.
Spells of the Lesser Grimoire
For ease of reference, the spells are divided up (broadly) by their effects.
Puissant Spells of Attack
Scintillating Ball of Searing Flame
Instantaneous
As you may have guessed, a scintillating ball of searing flame flies from the magician's outstretched palm or fingertip, striking its target for a Global Sept
Piercing Rays of Prismatic Light
Instantaneous
Piercing rays of prismatic light weave from the caster's fingertips to strike their target for a Global Through Qint
Wracking Curse
While Maintained
The victim you point at suffers intense pain (causing them to become Distracted) in addition, every five seconds you may deal a Direct Single to the location of your choice.
Cerulean Bolt of Anbaric Force
Instantaneous
A bolt of lightning from your outstretched finger strikes the target for a Mighty Swift Hex to the location of your choice.
Mighty Blade of Light and Flame
Encounter
This spell summons a longsword (which must be phys-repped) into your hand. This weapon strikes at +2 damage (so Quads as standard, plus any bonuses) and strikes for Mighty Through damage.
The Dozen Destructive Darts
Instantaneous
The dozen destructive darts strike for Swift Singles at any target the caster chooses to direct. They mist all be fired off in quick succession, any unused are wasted.
Seven Circling Swords
Until Discharged
Once cast, this spell calls up seven circling swords which surround the caster. Each sword may be used once, either to Parry an incoming attack, or to strike a target for a straight Double to the location of your choice. Once all seven swords have been used, the spell is ended.
Curse of Visceral Laceration
Instantaneous
This spell swiftly and efficiently disembowels the target (or makes a spirited attempt), dealing a Direct Hex to the torso. This spell has no effect on creatures with no viscera.
Curse of Blood as Molten Lead
Instantaneous
Turns the target's blood to hot lead, for a Direct Global Critical. This spell only affects human or humanoid targets.
Indiscriminate Conflagration
Instantaneous
Call a Time freeze when you cast this spell (after making the Spellcasting: Spell Name call, before calling for the effect. Flames erupt outward from the caster's body. Everybody present in the encounter takes a Global Triple, friend and foe alike. You may then time back in.
Silver Sword of Swift and Shining Steel
Encounter
This spell calls a longsword into your hand (it must be phys-repped), which strikes for Swift Through Quads as standard.
Indomitable Spells of Protection
Many of these spells reduce all damage from one particular source to 0. Multiple spells of this type do not stack (the spells work such that the vulnerabilities add up, rather than the protections).
Ward 'Gainst Works of Artifice
Day
Any weapons forged by the hands of man are turned harmlessly aside from your body. All damage dealt to you by such sources is reduced to 0. Any special attack effects hurt you normally.
Ward 'Gainst Artefacts of Air
Day
Nothing that flies can harm you. This includes birds, insects, and projectiles both mundane and magical. All damage from such sources is reduced to 0.
Whom No Man May Slay
Day
No man may harm you. Note that this is "man" as in "human male". All damage dealt to you my a human male, be it through magic, weaponry or anything else, is reduced to 0.
Nine Guarding Shields
Until Discharged
This spell calls up nine shields, which hover about the target. Each will Parry one attack, before being destroyed. Once all of the shields have been destroyed, the spell ends.