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This is the 4th Draft with more to come.

Sorcery

Casting Sorcery

Casting is difficult, as there are literally no instruction manuals existing in the entirety of the world. As such individual casters are left to try and figure out how to harness their abilities on their own. In the Kingdoms RPG setting this means Forbidden Lore AND the Sorcery Skill. The Forbidden Lore Skill is needed to unlock the ability to use a spell freely, while the Sorcery skill is needed to effectively wield the spell.

If a spell has a difficulty number, then the caster must make a Sorcery roll against that number. If the caster fails to meet or beat then they fail to cast the spell. If a spell is used in combat, then the caster rolls their sorcery vs the opponent's Ranged Defense (RD) value. Whatever they win by, then they do that much damage plus sorcery damage.

ALL Sorcery casting requires a Brilliance check BEFORE casting. This means, the sorcerer will make a +dice 1d10+brilliance roll with a beginning base difficulty of 6. 6+ on the total roll will be counted as a success. The difficulty of the brilliance roll will go up by 1 after every spell cast. If a player fails their brilliance roll by 3 or more, they enter the 'Taxed' state. They can still cast however, the Sorcerer simply has the effects of being 'Taxed' (see each sorcery type for what the taxed state should be).

Upon first entering the taxed state, the sorcerer must make a +dice 1d10+Sorcery roll difficulty 7. A failure on this roll will result in the sorcerer immediately falling unconscious and being placed into the 'Shocked' state. If the sorcerer succeeds in this sorcery roll, they remain in the 'Taxed' state but may cast as normal, however, a second failure by 3+ on their brilliance roll will immediately place them into the 'Shocked' state and render them unconscious (please check each sorcery type to see what the 'Shocked' state should be). The sorcerer will then make two +dice 1d4+0 rolls. The first roll will determine how many days the sorcerer remains unconscious. The second roll will determine how many rounds the unconscious sorcerer 'bleeds off' their magic, in accordance with the shocked state. The sorcerer may not be moved during these rounds. Only once these rounds have passed, may the unconscious sorcerer be moved.

The Benefit of Sorcery

- Elemental Defense: PASSIVE. Sorcerer's have a good survival instinct! As such, if they are in Light, or minimal armor they are instinctively protected by their element. When hit, their element flashes. Sparks fly for lightning. A burst of rock or flowing moss for Plant and earth, the air hardens for air, and flash of flame for fire. The effect is the caster gains +2 to their defensive scores, and a further +1 when defending against their own element. Sorcerers may also use their Sorcery skill for determining their Melee and or Range defense. The flash of the Element can be hidden if you have Elemental Control.

Number of Spells

A Player has a number of spells equal to 3+Sorcery+Forbidden Lore. This means whenever you gain a new rank in Sorcery or Forbidden Lore you learn a new spell. New Spells can ALSO be learned by finding ancient Forbidden Lore scrolls in the world. This will teach you ONE spell chosen at random by Staff but will always be a spell your character can use. The Scroll crumbles after use and only confers the spell to ONE person.

Rules for Casting and Attack Spells

To cast a spell the caster must first choose the spell to cast. This is to make sure there are no special requirements for that spell, or to check if it is a Difficulty Value spell, or a Normal Attack Spell. Next the player will make a Brilliance Check. The first spell a sorcerer casts begins at a Difficulty Value of 6. You add +1 for each spell the Sorcerer casts. This means that if a spell requires multiple Brilliance Checks, you make it at the Difficulty Value you were at for that turn. IF a Sorcerer fails by 3+ on their Brilliance Check, then proceed to Taxed and Shocked below.

Next, the caster makes the appropriate Sorcery roll. The first is a simple Difficulty Value. The caster must simply meet or beet that value to cast the spell. The second is a Normal Attack Spell, which requires the caster to make a Sorcery Roll vs the target's Range Defense Value. They must BEAT the target's Range Defense value to hit. They will then do Sorcery+2+(Overage Value) in damage.

EXAMPLE: Darius has a sorcery of 2. He is casting Elemental Blast against a foe who has an RD of 6. He rolls an 8 and thus hits with 2 over. This means Darius does 2+2+2 for a total of 6 damage.

Taxed and Shocked

Should a sorcerer fail their Brilliance check by 3+ they immediately become Taxed. Please note that a taxed sorcerer can still cast, and the spell they were casting still goes off. When taxed, the caster's element swirls about them, and no amount of Elemental Control or sorcery can hide it. They do 1d10 physical AND Mental Stress to ANYBODY who touches them while they are in a taxed state. The caster must make a D4 roll this is the number of rounds a caster is covered by swirling energy of their element. If a caster casts a spell and fails by 3+ on their Brilliance check again, then they roll a D4 again and add those rounds. A caster may be taxed a number of times equal to their Wits score. Once this is exceeded, they automatically go into Shock. This determines the number of rounds that a sorcerer will be Taxed for. The caster then makes a Brilliance check at Difficulty Value 7. If they fail this roll then they go into Shock.

A Sorcerer who enters into Shock will automatically pass out. The spell they were trying to cast fails, and they drip magical energy from their very pours. If a sorcerer becomes shocked, they roll a D4 and add any Taxed rounds to that number. This is how many rounds magic swirls about them. The caster takes that many rounds of Mental Stress. Once Shocked, a caster cannot use magic again for 1d4 days as the body heals.

Tokens

Tokens are items that retain a link to their owner or maker, whether by the importance it holds to that person (a lady's sleeve richly embroidered with doves, a beloved knife, a passionate letter, a childhood book) or by virtue of containing some literal part of their person (a kercheif stained with their blood, a lock of hair kept in a locket, baby-teeth). Possessing a Token, whether made with magical intention or not, gives the holder a psychic link to the person who made/originated the token. If a token is made without the spell "magic token" it will deteriorate at normal rates for the material it is comprised of.

The first kind of token must be given on purpose to another person and is thus made intentionally; tokens are in fact a regular part of tourney culture, given in earnest of strong emotion or support. The second kind also exists in mundane capacity, but is naturally much more powerful and less common than the former, and may be created without the target's knowledge or consenting: that is to say, it may have been made as a magic token intentionally by the linked person in question, or it may be made by another sorcerer entirely under the right circumstances. For this reason wise sorcerers are careful to destroy hair clippings, bloodied bandages, and anything that could be used to create a psychic link to themselves by unknown parties.

Runes

Runes are symbols through which sorcerers are able to focus their magic, also sometimes called glyphs or magic circles. They continue to be developed and are the source of much research at the Academy and elsewhere, with some research suggesting that they seem to have analogues in traditions of the Many faith. Their resemblance to the highly secret Alchemic Language seems to be no coincidence, though they are not interchangeable, and the exact nature of this link is unclear. Common runes have many names, with the most famous of these being the Circle, or Moon glyph.

Generic Spells

These are spells that anybody with Sorcery can cast regardless of the Element they control. They range from the Protection to Attack.

Make a normal Casting check. Spell auto-succeeds so long as you do not become taxed. The sorcerer draws a closed moon rune on their skin where it can be plainly seen. It can be done in blood or specially treated ink (which can be purchased from Alchemists or mixed oneself with the proper tutelage and forbidden lore knowledge). Once they complete the Circle, the sorcerer infuses it with their magic, and feels a shiver of chaos go through them that may display itself around them as a reaction in their element; the grass underfoot grows lush, the wind sighs, the panes rattle, and the sorcerer’s body is magically toughened against harm. The immediate side-effect is a sharpening of the senses as regards the caster’s element: they are more in tune with it while covered with this energy, though it is more of a feeling than any solid bonus. Some find it reassuring, others not so much. This has no mechanical effect.

For the runework itself there seems to be no universally agreed upon execution, except that there must before all else be the Circle and it’s on this that the spell really hinges; the reason for this is a subject of fierce debate among Alchemists and Sorcerers of the Academy, as drawing only the Moon glyph on one’s body seems to 'open' the spell, while the finishing strokes 'close' it. These finishing marks /glyphs are known to each caster by some strange instinct rather than hard logic (which rather frustrates some Instructors). The Four Corners Academy teaches a variation of this that has been extensively tested and has gained popularity around the West as highly reliable and safe to apply to one’s own body, in as much as any magic is safely done. Many sorcerers choose to use it rather than letting instinct drive them thanks to this fact. Unsurprisingly, different Runework seems to be being used in Partharia, though it is recognizable for what it is, just as those variations observed by the Four Corners Academy among some students and unenrolled sorcerers. (+1 Stress and Temp wound, can stack, may cast on others. Can only cast this spell a number of times equal to the caster's Forbidden Lore.)

Also see: Greater Circle Runework

Generic Advanced

Normal Attack Spell

In the case of Mass Combat, the caster can choose the target Unit within Line of sight and do normal Morale damage, OR do Mass combat artillery effect for magic as listed under Mass Combat. If they are portraying a Hero, then they hit sorcery + Forbidden lore level in targets. This is a non Element spell, and manifests as a blast of Pink Energy. However it is delivered is different from caster to caster. Some gesture and Pink beams of light fly from them to burst in a pink explosion of Chaos. While others say a word of power (usually made up) and the heavens suddenly rain the raw power of Chaos on their foes. Regardless, as per blast, this spell can be used regardless of casting conditions.

Requirement: Needs Elemental Explosion to be used in Mass Combat.

Base

These are spells that are based on the caster’s Element.

Normal Attack Spell

Normal attack with the caster's element. Nothing fancy, just pure elemental deliverance.

Advanced

Normal Attack Spell

Must have for Mass Combat effects. This is a simple Sorcery vs Range defense. In the case of Mass Combat, the caster can choose the target Unit within Line of sight and do normal Morale damage, OR do Mass combat artillery effect for magic as listed under Mass Combat. If they are portraying a Hero, then they hit sorcery + Forbidden lore level in targets. This spell grants Elemental Effects.

Earth

Both Earth Focused and Plant Sorcerer’s have access to these spells. They lower the Difficulty by 1 on spells that focus their chosen Element.

Difficulty value 7 to cast.

Sorcerer can get a feeling for how an animal is feeling. If they are sick, healthy etc. Can also bond with Elementi over five years of Age with a Dif 8 Roll. This can be used to create a bond between a person and their Elementi other than the Sorcerer. A caster CAN bond with other animals, but they cannot bond animals to other people other than Elementi. Requires 2 Tax rolls.

Advanced - Earth

Plant Based.

This spell creates a single fruit or berry that carries a spell inside it, growing from a plant that the sorcerer summons or from a pre-existing one that miraculously bears fruit, whether it normally could or not. The spell can be either a blessing or a curse. If it’s a fruit of blessing, it acts as the Heal spell. If it is a cursed fruit, consuming it heals the target, but also confers a mild curse at the GM’s discretion, which may or may not be immediately apparent to the character, which lasts till the next full Summer Moon or it is broken by pc action. Each magic apple has a ⅓ chance of being a cursed fruit. The Faerie Apple does not keep forever but will decompose at the same rate

Fire

Fire burns. There really isn’t much else to say. It is one of the Elements that doesn't have two forms and thus has no bonus in a chosen form.

Difficulty value 6 to cast. Must have line of sight.

The target item if metal gets to hot to hold, and forces the person holding it to drop it. If the object is flammable then it lights on fire and suffers an elemental effect. This could be used to heat a fuse on an explosive, or heat oil or water to boiling, etc. It will only ignite flammable liquids if the Caster manages to ignite a burnable object and it falls in as it is not fire directly.

Advanced - Fire

Normal Attack Spell

Requires 2 Brilliance checks.

A wall of fire forms in a cone from the caster’s hands and rolls along the ground for 10 ft per Sorcery level of the caster. This can be used in Mass Combat and creates double morale damage to the targeted unit. It will roll over friendly units, so Caster will have to expose themselves, or be on the frontline.

Water

The Element of water includes both Ice and liquid water. They lower the Difficulty by 1 on spells that focus their chosen Element.

Either focus.

It only requires a tax Check per normal casting to use. This creates a weapon of pure water or Ice, forming in the sorcerer's hand or drawn miraculously from the font. Handy when you find yourself disarmed. Targets hit by this weapon his suffer Elemental Effect if more than 3 damage is dealt. The weapon summoned has the stats of the weapon created.

Advanced - Water

Normal Attack Spell

Ice Focus. Requires water.

A spear of Ice forms hurtling toward the caster’s target, and if the attack is successful add +1 to the damage and elemental effect. This spell wins against ties.

Air

This is the Element of Air or Lightning. They lower the Difficulty by 1 on spells that focus their chosen Element. Air spells all either pull lightning/wind down out of the sky or from the sorcerer themselves, depending.

Normal Attack Spell

Air Focus.

If successful, it does normal damage, but also knocks them down as a targeted gale blasts down on them, blowing away paper, leaves, and any item of negligible weight in a 5' radius. All defensive actions taken this round take a further -2 until they go again.

Advanced - Air

Difficulty value 8 to cast.

Either Focus. Clouds must be present.

All ranged weapons suffer a -2 in the storm's area.

The storm's area is wherever the clouds are. This means you can bring a very large storm into existence. All you need is some clouds. Caster is stunned after casting. Gale force winds and lightning. The clouds drop rain, meaning it can interfere with Fire Sorcerers This spell can be targeted by Negation if the opposing caster realizes it isn’t natural.

Kinetic

The basic and powerful Element of Force. Kinetic Element is the raw power of the universe and as such has no secondary element. Like Fire it is alone.

Dif 6.

The Caster can safely leap 10 ft per success. The Caster does not have to leap the full distance. If used as a charge, the Caster adds 1 point of automatic damage to their attack.

Advanced - Kinetic

Difficulty value 7 to cast.

Caster chooses a number of targets equal to his Sorcery plus forbidden lore. Each target takes a number of damage points equal to their stored amount form Absorb. Elemental Effect.

Null

The Element of Null is an anathema and a counter to Sorcery. They are brutal and involves the consumption of spiritual energy from other living creatures. Like fire it has no secondary Element and gains no bonus other than being Null.

Can be cast in response to an opponent's spell. It is a Sorcery vs sorcery roll. If Successful, the opponent's spell is negated, and the Caster removes 1 level of Taxed per success.

Advanced - Null

Requires 2 Brilliance Checks.

Make a Sorcery vs Sorcery Roll. If successful, then the Caster removes a Sorcerer's ability to cast for a number of rounds equal to their Sorcery plus Forbidden Lore. Also, any spell effects they have active are immediately ended.

Black

The Element of Black is also called the Element of Death. It is named for the color of its energy which is black, tinged with a purplish hue. Its domain is that of negative energies, and the dead themselves. Mortal sorcerers cannot take Black spells without …. Alteration….

Normal Sorcery vs Target's defensive skill.

The Sorcerer throws daggers of pure Black Element. When they do damage they cause Mental Stress instead of Physical Stress. Slowly carving out a target's soul. Should a person receive a death blow from this attack, their soul is destroyed ending their cycle of rebirth and destroying that soul completely. Elemental Effect.

Advanced - Black

This spell requires two 2 tax rolls and is a Sorcery vs Target's defensive skill. For every point of success, the target suffers both Physical and Mental Stress. If they are killed from Physical Stress damage, then they die of a rot from the inside. If they are slain from Mental Stress, then their soul is destroyed as Soul Stab. Elemental Effect.

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