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The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.
 
The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.
== What is magic? ==
+
==What is magic?==
 
Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.
 
Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.
  
  Storyteller's Note: These rules are also used for any other form of special ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.
+
  Storyteller's Note: These rules are also used for any other ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.
 +
<br />
  
=== How to Cast a Spell ===
+
===Basics===
The steps require to cast a spell are very similar to making physical attacks and are detailed below.
 
  
# Before a character can cast a spell they must perform a ritual that enables spell casting. The ritual costs one action, during which the spell caster can sacrifice any number of Value Levels in items or currency. For every Value Level sacrificed in this way the character can cast spells for 10 rounds.
+
*Roll success against intelligence
#* This ritual does not need to be performed before each spell cast, but must be repeated when the character's spell casting ability expires. 
+
*Roll power against personality
#* Partial Value Levels can be sacrificed to gain spell casting ability for less than 10 rounds (e.g. a half value level would give 5 rounds of spell casting ability).
+
*Casting an unmodified spell costs 1 spirit whether it succeeds or fails
# Once the ritual is complete the player must make an intelligence based Success Check. The target number is the character's Intelligence, plus any modifier from the character's spell focus, plus any intelligence specialization in the specific School of magic being used.
+
*Spells require line of sight between the caster and all affected targets
# If the Success Check is successful the player may then make a personality based Power Check. The maximum power of the spell is the Character's Personality, plus any modifier from the character's spell focus, plus any personality specialization in the specific School of magic being used. The results of this Power Check determine the effects of the spell.
+
*Spells are additive and subtractive
 +
**One spell can lessen or cancel the power of another
 +
**Spells of the same type can add their power to each other
  
=== Modifying Spells ===
+
===Modifying Spells===
By default a spell only affects one target for one round. However, a spell caster can spend gain additional targets and duration by reducing the power of her spell as described below.
 
  
{| class="wikitable"
+
*Duration is increased for 1 spirit/ additional turn
|-
+
*Area of Effect is increased like this:
! scope="col"| Modification
+
**1 spirit 2x2 square or 4 square line
! scope="col"| Power Cost
+
**2 spirit 3x3 square or 9 square line
! scope="col"| Outcome
+
**3 spirit 4x4 square or 16 square line
|-
+
**4 spirit 5x5 square or 25 square line
| Duration
+
**etc.
|
 
*1 Round: 10
 
*2 Rounds: 30
 
*3 Rounds: 60
 
*4 Rounds: 100
 
*5 Rounds: 150
 
| The spell lasts for additional rounds without the need for channeling
 
|-
 
| Area of Effect
 
| 5
 
| The spell affects an additional 5 ft square and becomes Untargeted
 
|}
 
==== Targeting Spells ====
 
Spells that have not been modified to affect additional area are considered Targeted and affect the Damage Target of the caster's choosing. Spells that have been modified to affect additional area affect anyone that enters that space and are considered Untargeted, creatures that leave the targeted area are no longer affected.
 
=== Channeling Spells ===
 
A spellcaster can extend the duration of a spell substantially by Channeling it. Channeled spells last for as long as the caster maintains them and take effect immediately after they are cast. It costs one additional action to cast a channeled spell and costs an action every round thereafter to maintain it.
 
  
Casters can channel power up and equal to their Mental Resistance score. Another caster with a specialization in the same School of Magic can assist in channeling the spell, increasing the maximum power of the channeled spell by their own Mental Resistance score, this costs the assisting caster one action every round that they assist in this way. Using the Disrupt technique against any participating spellcaster causes the channeled spell to end.
+
===Maintaining Spells===
  
A spellcaster can add to the power of a channeled spell by casting another one of the same type, this costs one action, as usual. The description or area of effect of a channeled spell can be modified any time power is added to it, or by succeeding in a Mental Resistance check against the total power of the spell.
+
*As an alternative to modifying the duration, spells can be maintained for 1 action/ number of spells maintained for every round maintained.
 +
*Maintained spells require a mental resistance check against the power of the spell or spend 1 spirit on failure
 +
**Once per turn in tactical time
 +
**Once per hour outside of tactical time?
 +
*Maintained spells can be ended at will by the caster at no action cost
 +
*Casters maintain control over their maintained spells and can move the target, and whether or not the spell applies its effect on their turns
 +
*Maintained spells can be used in concert with other casters to create spell circles
  
== What can magic do? ==
+
===Spell Circles===
As virtually limitless as magic is from a narrative perspective, in Swords of Infinity it can cause the following mechanical effects described below.
 
=== Cause or Heal Damage ===
 
Spells can cause or heal damage equal to the result of the caster's Power Check. Damage dealt this way is reduced by the target's armor, and can be further reduced by a successful block, the damage is dealt to the Damage Targets of the caster's choosing. Damage healed with magic can affect multiple Damage Targets at once, so if damage is completely healed on one Damage Target any remaining spell power can roll over to heal other injuries.
 
==== Regeneration ====
 
Destroyed limbs can be regrown with a spell power of 100 or more, they cannot be regrown incrementally with lesser spell powers.
 
==== Resurrection ====
 
Returning the dead to life requires a spell of power equal to or greater than 100 times the target's Experience or Difficulty Level and a corpse that is intact and free from decomposition. Resurrecting a creature whose body has decomposed will instead summon their spirit as a ghost.
 
  
Storyteller's Note: Resurrected characters might develop Defect Traits as a consequence of being pulled back from the dead, particularly if they have died multiple times.
+
*Spell circles make big, long lasting spells possible. Narratively this is how evil cults make the biggest, nastiest stuff happen
 +
*A spell circle is made up of multiple casters maintaining the same spell and adding their powers together, each caster is responsible for maintaining their own portion of the larger spell
 +
*The circle’s designated leader chooses when and how to direct the final spell
  
=== Alter Ability Scores ===
+
===Enchanting===
Spells can increase or decrease ability scores by an amount determined by the table below (this table uses the same scale as purchasing Skill Specializations). Targets of such a spell have the opportunity to defend themselves by making either a Mental or Physical Resistance Check depending on whether it is a mental or physical Ability Score that is being affected. If the target rolls a Resistance that is higher than the spell's power, then they are safe from its effects, otherwise they suffer the full amount.
 
  
{| class="wikitable"
+
*Items hold 10 power/VL
! Ability Score Change
+
*Use enchantment skill to create
! Power Point Cost
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**Spirit to enchant is 1 per 10 power of the enchantment.
! Power Cost to Next Level
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**Failed skill check means destroy item or accept a curse (roll on curses table)
! Total Spell Power
+
*Activating an enchanted item costs spirit as a spell of the same magnitude/type
|-
+
*Enchantment power is the maximum power capable by the enchanter for that spell type
|1-10
+
**Receives modifiers from Specialization, Focus, and Special Abilities
|1
 
|10
 
|10
 
|-
 
|11-20
 
|2
 
|20
 
|30
 
|-
 
|21-30
 
|3
 
|30
 
|60
 
|-
 
|31-40
 
|4
 
|40
 
|100
 
|-
 
|41-50
 
|5
 
|50
 
|150
 
|-
 
|51-60
 
|6
 
|60
 
|210
 
|-
 
|61-70
 
|7
 
|70
 
|280
 
|-
 
|71-80
 
|8
 
|80
 
|360
 
|-
 
|81-90
 
|9
 
|90
 
|450
 
|-
 
|91-100
 
|10
 
|100
 
|550
 
|}
 
  
=== Change Items ===
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====Phylacteries====
Spells can change raw materials and items from one substance into another with a power equal to or greater than 100 times the Value Level of the raw materials or items being changed. The change is permanent and requires a spell of equal or greater power to reverse. Altering raw materials and items does not change their Value Level, while its size and shape may change it remains the same value as the original item (e.g. a five Value Level block of lead is transformed into a five value level nugget of gold).
+
Batteries for powering magic items, created by permanently investing spirit points from a donor into an item.
  
=== Summon Monsters & Items ===
+
*Capacity of the item to hold spirit is 1 spirit:1VL
Spells can summon monsters, characters, and items from far-off places with a power equal to or greater than 100 times the Value Level, Difficulty Level, or Experience Level of the target being summoned. The summoned creature or item is permanently brought to the caster's location, and requires another spell of equal or greater power to send it back to where it came from. The summoner is not calling for a generic copy of an item or creature, but a specific member of that type, and therefor the caster must have intimate knowledge about its location and, in the case of creatures, its name. Summoned creatures are not under the control of the caster, and so will require further spells or coercion in order to gain their cooperation.
+
*Phylacteries must be attuned to the item they power
 +
**Attuning a phylactery to an item is permanent
 +
*Use enchantment skill to create
 +
**Spirit to create is 10 per 1 spirit invested in the item
 +
**Failed skill check means destroy item or accept a curse
 +
*The donor of spirit points does not need to be the enchanter herself
 +
**Using an unwilling or sacrificial donor always results in a cursed phylactery
  
These same mechanics can be used in reverse in order to teleport a character to another location, but likewise the caster must have intimate knowledge about the location being teleported to.
+
===Spell Effects===
  
Storyteller's Note: Summoned items are not created, but instead they are brought from another place, in many places this will be considered stealing and, in a magical world, someone will be able to track that item down and attempt to retrieve it.
+
*Damage 1 point per power
 +
*1 Narrative effect per 10 points of power
 +
**Notable examples:
 +
***Oracle - make a knowledge check to know something that would be impossible for the character to know without magical aid
 +
*Healing 1 point per 10 power
 +
**Healing also counts as a successful resist impairment check, even if a previous check was failed
 +
*Skill bonuses 1 point per power
 +
*Ability bonuses 1 point per 10 power
 +
*Movement 1 ft. per target size of power
 +
**Size 0 costs 1 per ft., cost goes up by one for every size beyond 0
 +
**For sizes less than 0 the cost is 1 but number of feet traveled goes up by one per power for every size below 0
 +
*Teleportation 1ft. Per target size per 10 power
 +
**Size 0 costs 10, cost goes up by 10 for every size beyond 0
 +
**For sizes less than 0 the cost is 10 but number of feet traveled per 10 power goes up by one for every size below 0
 +
*Transformation\Summoning 1 VL\DL per 10 power
 +
**Transformation can only create items of equivalent value
 +
**Summoning brings a specific instance of the object/creature that is known to the caster.
  
=== Animate Constructs & Corpses ===
+
=== '''Arcane Foci''' ===
Spells can animate corpses and constructs to give them life. In both cases the mental Ability scores of the animated dead or object are given by the power of the spell, the caster assigns points from the spell's power to the creature's awareness, intelligence, and personality scores until all points have been spent and all mental Abilities have scores. Unlike summoned creatures, an animated creature is under the caster's complete control and is not permanently animated, the duration that the creature is animated for can be changed using the rules for modifying spells above.
+
Foci can be used to improve the power of spells, at the cost of reducing success, much like a weapon modifies an attack. Focus confer a Success penalty and Power bonus to spellcasting in the exact same manner as weapons (so a Class 2 Focus will provide -10 Success Penalty and a +20 Power Bonus  to spell casting). Focuses cannot be specialized in, and they can be applied to any and all spells, unless explicitly stated otherwise. Foci can have many additional traits, and can even be other types of equipment - such as weapons, instruments, armor, or jewelry. Such types of foci are extremely valuable and highly sought after. A standard focus can be any sort of item or trinket that the caster uses to focus their arcane power. Normal foci can not be used to Block, make attacks, or perform any action outside of spellcasting. Vendors are unlikely to have Arcane Foci in stock unless they are specialized in dealing with these types of items, so spell casters will likely need to seek out specific individuals or chase tales of relics to acquire new Foci. Examples of Arcane Foci include:
  
Animated creatures automatically receive the "Animated" trait:
+
* Grimoires and Tomes
Animated: This creature is animated using magic, it does not need to eat, sleep, or breathe. The creature is under the direct control of its creator, and she makes Mental Resistance checks on the creature's behalf.
+
* Musical Instruments (for Bards)
 +
* Magical Stones or Crystals
 +
* Lockets, Amulets, Jewelry
 +
* Prismatic  or Glass Orbs
 +
* Wands
 +
* Staves
 +
* The still-beating hearts of  your enemies
 +
* etc.
  
==== Magical Constructs ====
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==Defending Against Magic==
Magical Constructs are just magically animated devices, and so their physical Ability Scores are given using the [[Equipment#Crafting_Consumables_.26_Devices|device crafting rules]].
+
There are three options for defending against the negative effects of spells: Counter Spells, Blocking, and Resisting.
==== Animated Dead ====
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===Counter Spells===
Animated dead maintain the physical Ability Scores that they had when they were alive.
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A spellcaster that is facing off against another is able to pit her magical might against her opponent's. To do this she casts a spell as usual, and reduces the power of her opponent's spell by the power of her own, potentially negating it completely. This technique can also be used to prevent damage from physical attacks by weapons. This action needs to be prepared in advance on the spellcaster's turn.
 
 
Storyteller's Note: Skeletons and Frankenstein monsters are Magical Constructs created from organic materials, they do not count as animated dead.
 
 
 
=== Cause Narrative Effects ===
 
Spells can cause one or more narrative effects. Each narrative effect costs 10 spell power and has a default duration of one round unless the spell is modified to last longer. Narrative Effects that target one or more characters can be defended against using either the character's Mental or Physical Resistance, depending on which one the Storyteller decides is more thematically appropriate to the Narrative Effect.
 
 
 
Some Narrative Effects, especially those created by Divination spells, give characters the ability to use their Skills to accomplish something that otherwise would not be possible (e.g. using the Necromancy Skill to divine the future).
 
 
 
=== Move Things ===
 
Spells can move objects 1 foot for every 1 point of power. It is up to the spellcaster whether this movement is gentle or violent, and unwilling targets may make a Physical Reistance check to resist the movement. Violently thrown targets that collide with a solid object while in motion take 1 point of damage for every foot traveled.
 
 
 
=== Perform Techniques ===
 
Spells are able to emulate the effects of combat and social Techniques (e.g. Knockback, Calm, etc.). The target is able to use their Physical Resistance or Mental Resistance to resist these effects, as usual.
 
  
== Defending Against Magic ==
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===Blocking===
There are three options for defending against the negative effects of spells: Counter Spells, Blocking, and Resisting.
+
Spells can be blocked using the usual [[Combat#Blocking|Blocking]] rules.
=== Counter Spells ===
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===Resisting===
A spellcaster that is facing off against another is able to pit her magical might against her opponent's. To do this she casts a spell as usual, and reduces the power of her opponent's spell by the power of her own, potentially negating it completely. This technique can also be used to prevent damage from physical attacks by weapons.
 
=== Blocking ===
 
Spells can be blocked using the usual [[Combat#Blocking|Blocking]] rules. The power of the spell is reduced by the blocking character's weapon size power bonus and affects the target of the defender's choosing.
 
=== Resisting ===
 
 
Depending on the effect of the spell, it can be resisted using either Physical or Mental Resistance (i.e. Physical Resistance for physical damage, and Mental Resistance for spirit damage). If the defending character's rolled Resistance power score is equal to or greater than the power of the spell it does not affect them, otherwise they suffer the full force of its effects.
 
Depending on the effect of the spell, it can be resisted using either Physical or Mental Resistance (i.e. Physical Resistance for physical damage, and Mental Resistance for spirit damage). If the defending character's rolled Resistance power score is equal to or greater than the power of the spell it does not affect them, otherwise they suffer the full force of its effects.
  
Physical Resistance is typically only used to resist damage from area of effect spells.
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==Schools of Magic==
 
 
== Schools of Magic ==
 
 
Spell casters must specialize in specific schools of magic that, in addition to providing the narrative theme of the spells, give them access to some of the magical effects described in the section above. Each spell school also has a trait that further differentiates its use from other schools.
 
Spell casters must specialize in specific schools of magic that, in addition to providing the narrative theme of the spells, give them access to some of the magical effects described in the section above. Each spell school also has a trait that further differentiates its use from other schools.
  
 
The following list describes some example schools of magic and what they are capable of:
 
The following list describes some example schools of magic and what they are capable of:
; Vitaturgy
 
: The magic of life, Vitaturges are capable of healing wounds, cause plants to grow, and breath life into inanimate objects.
 
: Effects: heal physical damage & regenerate limbs, control plants, alter ability scores, cause Narrative Effects related to life.
 
: Trait: Vitaturgy spells cast on plants receive a +10 bonus to Success.
 
; Transmutation
 
: The magic of change, Transmuters are able to alter matter at will and enhance the capabilities of their allies.
 
: Effects: cause physical damage, change items, animate magical constructs, create Narrative Effects related to the transformation of matter.
 
: Trait: Casting Transmutation spells as permanent enchantments requires a sacrifice 10 less than it normally would.
 
; Necroturgy
 
: Power over death and spirits, Necroturges are capable of animating corpses and commanding spirits.
 
: Effects: cause physical damage, animate corpses, resurrect the dead, create Narrative Effects related to spirits and the dead.
 
: Trait: Necroturgy spells cast on Undead creatures receive a +10 bonus to Success.
 
; Elementurgy
 
: Control over the elements, Elementurges are capable of commanding fire, wind, water, earth and more.
 
: Effects: cause physical damage, create Narrative Effects related to the elements.
 
: Trait: Elementurgy spells receive a +10 bonus to Power if there is a significant source of the element in use present.
 
; Psychoturgy
 
: Mind affecting magic, Psychoturges are able to influence the minds of others.
 
: Effects: cause or heal damage to the morale Damage Target, create Narrative Effects related to controlling or reading minds.
 
: Trait: Psychoturgy spells can be hidden as part of a regular conversation with a successful Stealth Skill check.
 
; Conjuration
 
: Control over space, Conjurers are capable of opening portals between worlds and summoning extra-planar beings.
 
: Effects: cause physical damage, summon or teleport creatures & items, create Narrative Effects related to summoning or teleportation.
 
: Trait: Spellcasters receive a +10 bonus to Mental Resitance checks made when modifying a channeled Conjuration spell.
 
; Illusion
 
: Light magic, Illusionists are capable of making people disappear, change the appearance of their surroundings, and shoot laser beams.
 
: Effects: cause physical and mental damage, create Narrative Effects related to illusions and light.
 
: Trait: Targets of Illusion spells do not automatically make a Mental Resistance check to resist its effects unless they have reason to believe they are under the influence of a spell.
 
; Thaumaturgy
 
: The power of the faithful, Thaumaturges are capable of channeling the abilities of a greater being.
 
: Effects: Varies
 
: Trait: Thaumaturgy effects depend on the entity providing the powers.
 
Example Thaumaturgy Powers: A devotee of Poseidon would be able to control the sea, its creatures, and cause earthquakes. They would be able to cause physical damage, and create Narrative Effects related to the the sea.
 
; Divination
 
: The power of knowledge, Diviners are capable of gaining information through premonition or clairvoyance
 
: Effects: cause Narrative effects related to predicting possible futures, seeing the present, or getting a glimpse of the past.
 
: Trait: Divination Skills (e.g. Necromancy, Tyromancy, etc.) can be used to glean information from Divination spells with increased success.
 
  
== Enchanting ==
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;Vitaturgy
Spells can be added to items of high enough Value Level for later use, this is called Enchanting and it is a good way for spell casters to pass along their abilities to others. All enchantments have a trigger condition and an effect, as described below.
+
:The magic of life, Vitaturges are capable of healing wounds, cause plants to grow, and breath life into inanimate objects.
=== Item Capacity ===
+
:Effects: heal physical damage & regenerate limbs, control plants, alter ability scores, cause Narrative Effects related to life.
Items have a capacity for enchantments based on their Value Level that, if exceeded, will cause the item to be destroyed; they are capable of holding an enchantment of power less than or equal to 100 times their Value Levels.
+
:<s>Trait: Vitaturgy spells cast on plants receive a +10 bonus to Success.</s>
 +
;Transmutation
 +
:The magic of change, Transmuters are able to alter matter at will and enhance the capabilities of their allies.
 +
:Effects: cause physical damage, change items, animate magical constructs, create Narrative Effects related to the transformation of matter.
 +
:<s>Trait: Casting Transmutation spells as permanent enchantments requires a sacrifice 10 less than it normally would.</s>
 +
;Necroturgy
 +
:Power over death and spirits, Necroturges are capable of animating corpses and commanding spirits.
 +
:Effects: cause physical damage, animate corpses, resurrect the dead, create Narrative Effects related to spirits and the dead.
 +
:<s>Trait: Necroturgy spells cast on Undead creatures receive a +10 bonus to Success.</s>
 +
;Elementurgy
 +
:Control over the elements, Elementurges are capable of commanding fire, wind, water, earth and more.
 +
:Effects: cause physical damage, create Narrative Effects related to the elements.
 +
:<s>Trait: Elementurgy spells receive a +10 bonus to Power if there is a significant source of the element in use present.</s>
 +
;Psychoturgy
 +
:Mind affecting magic, Psychoturges are able to influence the minds of others.
 +
:Effects: cause or heal damage to the morale Damage Target, create Narrative Effects related to controlling or reading minds.
 +
:Trait: Psychoturgy spells can be hidden as part of a regular conversation with a successful Stealth Skill check.
 +
;Conjuration
 +
:Control over space, Conjurers are capable of opening portals between worlds and summoning extra-planar beings.
 +
:Effects: cause physical damage, summon or teleport creatures & items, create Narrative Effects related to summoning or teleportation.
 +
:<s>Trait: Spellcasters receive a +10 bonus to Mental Resitance checks made when modifying a channeled Conjuration spell.</s>
 +
;Illusion
 +
:Light magic, Illusionists are capable of making people disappear, change the appearance of their surroundings, and shoot laser beams.
 +
:Effects: cause physical and mental damage, create Narrative Effects related to illusions and light.
 +
:Trait: Targets of Illusion spells do not automatically make a Mental Resistance check to resist its effects unless they have reason to believe they are under the influence of a spell.
 +
;Thaumaturgy
 +
:The power of the faithful, Thaumaturges are capable of channeling the abilities of a greater being.
 +
:Effects: Varies
 +
:Trait: Thaumaturgy effects depend on the entity providing the powers.
  
  Storyteller's Note: Art can be added to materials with low Value Levels in order to create magic items with more potency, this is how items such as scrolls or wands are created and is a good opportunity to play up the intricate carvings or written runes on these items in your story.
+
  Example Thaumaturgy Powers: A devotee of Poseidon would be able to control the sea, its creatures, and cause earthquakes. They would be able to cause physical damage, and create Narrative Effects related to the the sea.
 
 
=== Trigger ===
 
Every enchantment needs a trigger condition that will cause the stored spell to activate. This trigger is entirely up to the enchanter, and may even require Skill Checks. Characters are able to discern the triggers of unfamiliar enchantments with a successful arcane knowledge Skill Check.
 
 
 
Storyteller's Note: Have fun with players that are experimenting with unfamiliar enchanted items, just because they know how to activate it doesn't mean they know what the item will do, and some wizards like to leave booby-traps.
 
 
 
=== Effect ===
 
An enchanted item's effect is the spell that is cast once the trigger has been activated. The target of the spell can be predetermined by the enchanter, or left up to the activating character, but this must be decided when the enchantment is created.
 
 
 
Activating an enchantment uses up its power and removes the enchantment from the item, additional charges can be purchased by reducing the power of the effect by 10 for each additional use beyond one (note that this still counts against the total capacity of the item).
 
 
 
=== Permanent Enchantments ===
 
Enchantments can be permanently bound to items so that they can be repeatedly and indefinitely activated. Permanent enchantments are much more difficult to create than temporary ones, take longer to cast, and call for a substantial sacrifice to be made.
 
==== Sacrifice ====
 
A permanent enchantment requires a sacrifice of life force from a sentient life form that manifests itself as either a permanent penalty to one or more Ability Scores or unhealable damage to one or more Damage Targets. This sacrifice can be split, it does not need to come from a single Ability Score or Damage Target, and it also does not need to come from a single person. If multiple creatures are participating the sacrifice can be evenly shared among them as long as they are willing participants of the ritual (i.e. 100 grateful villagers can each sacrifice 1 point of vitality to help create a permanent enchantment of 100 power). The willingness of the participants can be coerced or forcefully obtained through Charm spells, but control must be maintained on everyone involved.
 
 
 
Storyteller's Note: The most powerful magical artifacts were created by forging a pact with a powerful entity, such as a dragon, demon, or demi-god, for whom this sacrifice would comprise only a small fraction of their total power. Many of these entities reward their champions in this way, but remove the enchantment should they fall out of favor.
 
==== Casting Duration ====
 
The process of making an enchantment permanent requires a ritual that takes one round per point of power in the enchantment in addition to the time taken to cast the spell. If the sacrifice is coming from a creature or creatures other than the spell caster, they must participate in the ritual and remain a willing participant for its entire duration.
 
  
==== Removing a Permanent Enchantment ====
+
;Divination
The enchanter can spend an action at will to remove a single permanent enchantment that they created. This can be done from anywhere in the world.
+
:The power of knowledge, Diviners are capable of gaining information through premonition or clairvoyance
 +
:Effects: cause Narrative effects related to predicting possible futures, seeing the present, or getting a glimpse of the past.
 +
:Trait: Divination Skills (e.g. Necromancy, Tyromancy, etc.) can be used to glean information from Divination spells with increased success.

Latest revision as of 22:31, 27 January 2021

The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.

What is magic?

Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.

Storyteller's Note: These rules are also used for any other ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.


Basics

  • Roll success against intelligence
  • Roll power against personality
  • Casting an unmodified spell costs 1 spirit whether it succeeds or fails
  • Spells require line of sight between the caster and all affected targets
  • Spells are additive and subtractive
    • One spell can lessen or cancel the power of another
    • Spells of the same type can add their power to each other

Modifying Spells

  • Duration is increased for 1 spirit/ additional turn
  • Area of Effect is increased like this:
    • 1 spirit 2x2 square or 4 square line
    • 2 spirit 3x3 square or 9 square line
    • 3 spirit 4x4 square or 16 square line
    • 4 spirit 5x5 square or 25 square line
    • etc.

Maintaining Spells

  • As an alternative to modifying the duration, spells can be maintained for 1 action/ number of spells maintained for every round maintained.
  • Maintained spells require a mental resistance check against the power of the spell or spend 1 spirit on failure
    • Once per turn in tactical time
    • Once per hour outside of tactical time?
  • Maintained spells can be ended at will by the caster at no action cost
  • Casters maintain control over their maintained spells and can move the target, and whether or not the spell applies its effect on their turns
  • Maintained spells can be used in concert with other casters to create spell circles

Spell Circles

  • Spell circles make big, long lasting spells possible. Narratively this is how evil cults make the biggest, nastiest stuff happen
  • A spell circle is made up of multiple casters maintaining the same spell and adding their powers together, each caster is responsible for maintaining their own portion of the larger spell
  • The circle’s designated leader chooses when and how to direct the final spell

Enchanting

  • Items hold 10 power/VL
  • Use enchantment skill to create
    • Spirit to enchant is 1 per 10 power of the enchantment.
    • Failed skill check means destroy item or accept a curse (roll on curses table)
  • Activating an enchanted item costs spirit as a spell of the same magnitude/type
  • Enchantment power is the maximum power capable by the enchanter for that spell type
    • Receives modifiers from Specialization, Focus, and Special Abilities

Phylacteries

Batteries for powering magic items, created by permanently investing spirit points from a donor into an item.

  • Capacity of the item to hold spirit is 1 spirit:1VL
  • Phylacteries must be attuned to the item they power
    • Attuning a phylactery to an item is permanent
  • Use enchantment skill to create
    • Spirit to create is 10 per 1 spirit invested in the item
    • Failed skill check means destroy item or accept a curse
  • The donor of spirit points does not need to be the enchanter herself
    • Using an unwilling or sacrificial donor always results in a cursed phylactery

Spell Effects

  • Damage 1 point per power
  • 1 Narrative effect per 10 points of power
    • Notable examples:
      • Oracle - make a knowledge check to know something that would be impossible for the character to know without magical aid
  • Healing 1 point per 10 power
    • Healing also counts as a successful resist impairment check, even if a previous check was failed
  • Skill bonuses 1 point per power
  • Ability bonuses 1 point per 10 power
  • Movement 1 ft. per target size of power
    • Size 0 costs 1 per ft., cost goes up by one for every size beyond 0
    • For sizes less than 0 the cost is 1 but number of feet traveled goes up by one per power for every size below 0
  • Teleportation 1ft. Per target size per 10 power
    • Size 0 costs 10, cost goes up by 10 for every size beyond 0
    • For sizes less than 0 the cost is 10 but number of feet traveled per 10 power goes up by one for every size below 0
  • Transformation\Summoning 1 VL\DL per 10 power
    • Transformation can only create items of equivalent value
    • Summoning brings a specific instance of the object/creature that is known to the caster.

Arcane Foci

Foci can be used to improve the power of spells, at the cost of reducing success, much like a weapon modifies an attack. Focus confer a Success penalty and Power bonus to spellcasting in the exact same manner as weapons (so a Class 2 Focus will provide -10 Success Penalty and a +20 Power Bonus  to spell casting). Focuses cannot be specialized in, and they can be applied to any and all spells, unless explicitly stated otherwise. Foci can have many additional traits, and can even be other types of equipment - such as weapons, instruments, armor, or jewelry. Such types of foci are extremely valuable and highly sought after. A standard focus can be any sort of item or trinket that the caster uses to focus their arcane power. Normal foci can not be used to Block, make attacks, or perform any action outside of spellcasting. Vendors are unlikely to have Arcane Foci in stock unless they are specialized in dealing with these types of items, so spell casters will likely need to seek out specific individuals or chase tales of relics to acquire new Foci. Examples of Arcane Foci include:

  • Grimoires and Tomes
  • Musical Instruments (for Bards)
  • Magical Stones or Crystals
  • Lockets, Amulets, Jewelry
  • Prismatic  or Glass Orbs
  • Wands
  • Staves
  • The still-beating hearts of  your enemies
  • etc.

Defending Against Magic

There are three options for defending against the negative effects of spells: Counter Spells, Blocking, and Resisting.

Counter Spells

A spellcaster that is facing off against another is able to pit her magical might against her opponent's. To do this she casts a spell as usual, and reduces the power of her opponent's spell by the power of her own, potentially negating it completely. This technique can also be used to prevent damage from physical attacks by weapons. This action needs to be prepared in advance on the spellcaster's turn.

Blocking

Spells can be blocked using the usual Blocking rules.

Resisting

Depending on the effect of the spell, it can be resisted using either Physical or Mental Resistance (i.e. Physical Resistance for physical damage, and Mental Resistance for spirit damage). If the defending character's rolled Resistance power score is equal to or greater than the power of the spell it does not affect them, otherwise they suffer the full force of its effects.

Schools of Magic

Spell casters must specialize in specific schools of magic that, in addition to providing the narrative theme of the spells, give them access to some of the magical effects described in the section above. Each spell school also has a trait that further differentiates its use from other schools.

The following list describes some example schools of magic and what they are capable of:

Vitaturgy
The magic of life, Vitaturges are capable of healing wounds, cause plants to grow, and breath life into inanimate objects.
Effects: heal physical damage & regenerate limbs, control plants, alter ability scores, cause Narrative Effects related to life.
Trait: Vitaturgy spells cast on plants receive a +10 bonus to Success.
Transmutation
The magic of change, Transmuters are able to alter matter at will and enhance the capabilities of their allies.
Effects: cause physical damage, change items, animate magical constructs, create Narrative Effects related to the transformation of matter.
Trait: Casting Transmutation spells as permanent enchantments requires a sacrifice 10 less than it normally would.
Necroturgy
Power over death and spirits, Necroturges are capable of animating corpses and commanding spirits.
Effects: cause physical damage, animate corpses, resurrect the dead, create Narrative Effects related to spirits and the dead.
Trait: Necroturgy spells cast on Undead creatures receive a +10 bonus to Success.
Elementurgy
Control over the elements, Elementurges are capable of commanding fire, wind, water, earth and more.
Effects: cause physical damage, create Narrative Effects related to the elements.
Trait: Elementurgy spells receive a +10 bonus to Power if there is a significant source of the element in use present.
Psychoturgy
Mind affecting magic, Psychoturges are able to influence the minds of others.
Effects: cause or heal damage to the morale Damage Target, create Narrative Effects related to controlling or reading minds.
Trait: Psychoturgy spells can be hidden as part of a regular conversation with a successful Stealth Skill check.
Conjuration
Control over space, Conjurers are capable of opening portals between worlds and summoning extra-planar beings.
Effects: cause physical damage, summon or teleport creatures & items, create Narrative Effects related to summoning or teleportation.
Trait: Spellcasters receive a +10 bonus to Mental Resitance checks made when modifying a channeled Conjuration spell.
Illusion
Light magic, Illusionists are capable of making people disappear, change the appearance of their surroundings, and shoot laser beams.
Effects: cause physical and mental damage, create Narrative Effects related to illusions and light.
Trait: Targets of Illusion spells do not automatically make a Mental Resistance check to resist its effects unless they have reason to believe they are under the influence of a spell.
Thaumaturgy
The power of the faithful, Thaumaturges are capable of channeling the abilities of a greater being.
Effects: Varies
Trait: Thaumaturgy effects depend on the entity providing the powers.
Example Thaumaturgy Powers: A devotee of Poseidon would be able to control the sea, its creatures, and cause earthquakes. They would be able to cause physical damage, and create Narrative Effects related to the the sea.
Divination
The power of knowledge, Diviners are capable of gaining information through premonition or clairvoyance
Effects: cause Narrative effects related to predicting possible futures, seeing the present, or getting a glimpse of the past.
Trait: Divination Skills (e.g. Necromancy, Tyromancy, etc.) can be used to glean information from Divination spells with increased success.