Magic


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.

Be warned! No spell may be cancelled before its proper time. If you cast something, make damned sure you want it hanging about.

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:

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:

A character may prevent an instance of wild magic by using a Strength of Will call (in which case no spell is cast). Otherwise the appropriate call is Time Freeze: Wild Magic!, at which point a GM will decie what actually happens to the spell the caster is trying to use. In general the effects will be broadly correct, but my be greatly skewed in outcome.

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.

Beneficient Spells of Healing and Bounty

Divers Spells of Miscellaneous Utility


Spells of the Greater Grimoire


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