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Casting

Steps

Call upon the primordial magic of a Plane you’re attuned to.
Describe your spell. Use your imagination, and refer to the tab.
Assign a Difficulty to your Spell.
Trivial
Easy
Moderate
Difficult
Very Difficult
Heroic
Refer to the below to see the components of your spell.
Adjust those requirements according to your situation.
If you can’t perform high level Somatic components, use a higher level of Verbal components to compensate.
Define the Spell’s Type and roll accordingly to see how well your spell works.
Roll one Die per Difficulty level of your spell and mark it down as
.

Links

Using a
to a Plane allows you to perform basic spells for free:
Plane of Fire:
Detect heat sources
Create embers or a small flame from your finger
Plane of Water:
Detect water
Swim faster
Move small amounts of water, liquids and ice
Plane of the Sky:
Forecast weather
Hold your breath for hours
Plane of Earth:
Sense vibrations
Easier to move rocks
Plane of Life:
Sense living beings
Grow flowers
Ascertain a being’s health
Plane of Death:
See nearby beings’ dreams
Make small objects rot
Half-Plane of Order:
Process information faster
Half-Plane of Chaos:
Subtly influence luck

Components

According to the Difficulty of your spell, you need to use enough Components to reach a certain level. This Difficulty is set by the complexity of your spell and your proficiency as a Mage.
Trivial: 3
Easy: 6
Moderate: 12
Difficult: 15
Very Difficult: 21
Heroic: 24
You need to reach this level by using one Verbal component, one Somatic component and one Material component.
Component Levels (Examples)
Level
Verbal
Somatic
Material
Notes
1
Whisper
Muscles Tensing
Herbs
Open
2
Word
Snap
A gold piece
Open
3
Loud Word
Clap
Exotic Materials
Open
4
Phrase
Throwing Motion
Precious stones
Open
5
Chant
Geometric Patterns
Blood
Open
6
Yell
Martial Arts Kata
Carved Runes
Open
7
Turn-Long Chant
Channeling Dance
Intricate Circle
Open
8
Tongue Twisting Chant
Complex Dance
Precious Lives
Open
9
Hour-Long Chant
Hour-Long Dance
Metaphysical Promises
Open
There are no rows in this table
The main goal of these components is to make you think about how loud you’re going to be, how long it is going to take, how much focus it’s going to require. It’s okay to not have Red Salamander Scales when casting a fire bolt, maybe this will force you to yell louder or spend longer casting the spell !

Type of Spell

Depending on the type of spell you’re doing, you or the target have to roll differently:

Buffs / Debuffs

Willing or non-sentient target:
Make a Will or Magic roll to determine the success of the spell
Unwilling Target:
Make a Will or Magic roll to determine the success of the spell
The target makes a roll with the affected Stat.

Attack (Damage is Will + Spell)

Zone:
Make a Will or Magic roll to determine the success
Target can defend themselves
Targeted (Melee or Distance):
Make a Magic or Will roll to determine precision against your target’s TN
Target can dodge, and even block if it’s a melee attack (and they’re skilled enough)

Manipulation

Make a Will or Magic roll to determine success

Defense

Reduce incoming damage by 1D per difficulty level, until your next turn.
Only lasts for one attack when done out of turn. Cumulative.
1D Trivial
2D Easy
3D Moderate
4D Difficult
5D Very Difficult
6D Heroic

Heat

After every spell, add the roll you did to your Heat Value.
This represents the physical and mental toll of drawing from the Planes.
Upon reaching certain thresholds, there are consequences:
10: Headache
25: Muscle Spasms.
50: You see otherworldly apparitions while your mind burns. -1D penalty to all actions
75: Your psyche is lit aflame. -2D penalty for all actions.
100: The Plane’s influence permanently affects your being.
150: You lose yourself in the overwhelming power of the Plane.

To vent this Heat, you need a focus object, and calm meditation. The object can be anything, but it will crumble into dust after venting enough Heat into it. You make a
roll for every hour of meditation, and remove this from your Heat value.

Concentration

If you want your spell to be focused on something, if you need to contain its effects, of if it lasts a while, you need to focus on it.
Focusing on a spell means that any distraction will trigger a
check.
Enemies trying to resist a spell effect that you’re concentrating on trigger a Will check.
Losing Concentration might end your spell, or make it spread beyond your control.
Losing Concentration during a mind-reading spell might clue the victim as to what you were doing.
Losing Concentration during a plant-growth spell might make weeds grow everywhere.

Examples

Create a wind barrier to deflect arrows (higher TN): Difficult, concentration
Small flame that bypass armor: Moderate
Summon a ghost to learn about the place you’re in: Easy, concentration
Summon binding chains to restrain a wolf: Moderate, concentration
Flash freeze a glass of water: Trivial


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