mage initiate - fireden.netorganizations found in many countries where magic is accepted. it is...

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Mage Initiate Ver. 1.08 Throughout the land, there are multiple regions where you can learn magic. Initiates are taught the basics of spellcasting, but depending on the school their graduation ceremony will give them not only different titles, but different schools of specialization (Wizards of Nosea, Magi of Geffen, Alchemists of Kemet, etc.). This document only goes over the novice spellcaster, which is essentially the same across all schools, with the exception of cultural and ritualistic differences. The advanced schools and its spells will be released over time in a different document, but the basic spellcasting mechanics remain the same. Mage Stats Character Creation The PCP spent on the Magic table give you a certain amount of Spell Points, equivalent of arc points, to spend on spells, according to the table below. After that, any arc received throughout the game may also be used for spell advancement. Table 1.1 - PCP Table PCP Spent on Magic Spell Points 1 10 2 15 3 25 4 35 5 50 6 65 7 80 8 100 9 120 10 150

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Page 1: Mage Initiate - fireden.netorganizations found in many countries where magic is accepted. It is through guilds where all proper Mages are instructed in proper sorcery, and advance

Mage Initiate Ver. 1.08

Throughout the land, there are multiple regions where you can learn magic.

Initiates are taught the basics of spellcasting, but depending on the school their graduation ceremony will give them not only different titles, but different schools of specialization (Wizards of Nosea, Magi of Geffen, Alchemists of Kemet, etc.). This document only goes over the novice spellcaster, which is essentially the same across all schools, with the exception of cultural and ritualistic differences. The advanced schools and its spells will be released over time in a different document, but the basic spellcasting mechanics remain the same.

Mage Stats Character Creation The PCP spent on the Magic table give you a certain amount of Spell Points, equivalent of arc points, to spend on spells, according to the table below. After that, any arc received throughout the game may also be used for spell advancement. Table 1.1 - PCP Table

PCP Spent on

Magic

Spell Points

1 10

2 15

3 25

4 35

5 50

6 65

7 80

8 100

9 120

10 150

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Class Prerequisite Any Magic Points received at character creation can be used by any character to learn spells. However, the arc price for all spells are tripled, and in addition to the arc price, there is a currency price per spell of 1 gp + 1gp*(SpellLvl-1). Additionally, no Advanced Professions may ever be unlocked. Chunchunmaru wishes to learn Lightning Bolt up to level 5. Because she is not part of a School of Magic, and makes poor life decisions, she follows the penalties listed above, giving her a total price of 30 arc, plus 5 gold pieces. Truly a shocking price. These penalties can be avoided by joining a Magic Guild. Such guilds are certain organizations found in many countries where magic is accepted. It is through guilds where all proper Mages are instructed in proper sorcery, and advance in ranks in their society. Entry to a Guild as a Mage Initiate is by having a minimum Magic points of 25, plus 1 gp per school you wish to become a part of. For each school you become a part of, the penalties listed above will be removed. You can pay for entries into new schools of magic at any moment, but it might be wiser to not spread yourself too thin. If the entrance to a Guild is done mid-session, the GM is encouraged to add perilous tasks to prove the aspiring mage their worth. Mana [WIL+INT] – This is the natural magical essence pool that the magic user possesses, which he uses to channel spells. When a Mage goes over his or her mana pool, they must make a Mana Deficit test at TN 5 (that is, the amount of mana you went over your total pool). Any successes make you suffer Stun and Pain penalties as described on table 1.1. You must resist each time you cast a spell over your Mana limit, and the deficit accumulates for each test. Certain equipment, such as staves, wands, grimoires or other magical foci may increase your Mana pool by a certain amount, among other specific bonuses. All humanoids contain Mana, but the potential can't be used unless they are awakened by the Ether. Having at least 1 PCP invested in Magic is equivalent to being awakened. After character creation, a player may be able to use spells by paying for a special Boon, described below. Awakened – (4/8)

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Through special methods of meditation and study, you’ve managed to sense the mana within you, and in the world around you. From this point forward, you’ll be able to grasp the concepts of magic, and release the power from within. However, this process takes a toll on your body. At your Awakening, your body will feel extremely exhausted and dizzy, giving you [25+HLT] fatigue, which is reduced by your END per day. During that period, it’s also common to feel nauseous, see strange but eerily beautiful shapes and creatures, and hear voices in languages you’ve never heard before. These hallucinations reduce your PER for the purposes of any Perception based test by 2 for as long as you have Awakening Fatigue remaining. Don’t worry, you’ll feel better soon.

4: Gain 5 Magic Points to spend on spells

8: Gain 15 Magic Points to spend on spells Mana Recovery Your character recovers half of your character's Mana per day, rounded down. Mana increased by a focus does not increase recovery, only the maximum amount of Mana. Mana Recovery is affected by Fatigue, receiving a -1 penalty to Mana Recovery per level of Fatigue (Maximum of -6). Exhaustion penalties are treated at a 2x penalty on MP, in relation to CP penalties. Learning Spells Spells have levels, cost a certain amount of arc points to learn, like proficiencies, and may also require study or training, at the GM's discretion. Once learned, they can be used at will. As you become stronger as a Mage, more spells become available to be learned. Spells have a max level of 5, and levels unlock bonus effects to the spell. There is a limit as to how much a Mage may learn. Mages may spend up to 90 arc on spells. After reaching an Advanced Profession, it further increases the limit to an extra 150 arc, but otherwise once that much is spent mages may no longer learn any more spells. Combat Pool A mage's combat pool is dependent on their melee proficiencies. That is, if the mage has any weapons (or unarmed proficiency), that will be their Combat Pool. If the mage has no weapons, their CP is equal to their ADR. Schools for Battle Mages add special

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bonuses to spellcasting warriors. The homebrewed school is listed below. Staves can be used for parrying like a regular quarterstaff, but wands and grimoires are hardly considered weapons, so you may only use Void maneuvers for defense, if you have no other equipment on hand. Arcane School Description: Magic users who expect themselves to risk their lives in combat, such as from joining mercenary bands or militaries, end up taking special training at a Mage guild in order to train their minds to stay alive. Requirements: 5 gp, be part of at least one Mage School. Cost: 6 Prof#: 4 Bonuses: Adamant: You gain +2 dice to Spell Concentration tests. Ethereal: Your Void Maneuvers resolve at -1 TN Magical Focus Although mages can cast spells without any equipment, having a focus can greatly increase the effectiveness of the spell. Some spells might even be so powerful that may only be cast if you have a good enough staff or wand. Table X.X shows examples of foci, and their prices. Casting Time Although some spells are channeled practically in an instant, powerful spells may require an action or more of concentration, as the mage channels his mana into a massive destructive force. Some spells have an increased casting time depending on how mana you spend to cast it (shown in actions per [X]). While casting, the mage may not move or make any other actions, but may cancel casting at any time (such as to react against a bandit about to stab you in the gut). If you cancel your spell, any mana you would've spent is returned to you. Spell Concentration: Being struck requires you to make an END test at RS equal to the wound level (minimum of 1) or have the spell interrupted, losing any mana you invested into it. If the wound caused enough Stun or Pain to reduce your CP to zero, you automatically fail that test. Combat Unless stated otherwise, Spell Attacks resolve at TN 5. Missile Defenses have a -1

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penalty towards spell attacks when applicable, but Void or Block maneuvers can be used for defense as well. Table 1.2 - Mana Deficit Failure

Deficit Successes

Stun Pain

1-4 2 4

5-7 3 9

8-10 4 16

11-14 5 25

15+ 6 Auto-KO, 20 Bleed, Internal Bleeding

Elemental Properties Many of the Mage's spells have a property or damage related to one of the natural elements. These are Fire/Burn, Cold/Water, Electrical/Wind, and Earth damages. Although irrelevant at most encounters, some magical creatures have a weakness or resistance to certain elements. Below is a simple list of weaknesses and strengths of the four properties mentioned. If a creature is weak to a certain type, it often takes +1 damage of that property. If it is resistant to it, damage is halved. Table 1.3 - Elemental Properties

Element Strong Against Is Resisted By

Fire Earth Water

Water Fire Wind

Wind Water Earth

Earth Wind Fire

Table 1.4 - Ethereal Properties

Element Strong Against Is Resisted By

Undead Dark Holy, Fire

Holy Undead, Dark Dark

Dark Holy, Neutral Holy

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*The ethereal elements of Holy and Dark will deal the dominant damage by a Faith or Willpower contest, where applicable, at the orientation declaration round. The winner of the contest will deal BS extra damage to the property, and receive receive half BS damage from the contrasting property.

Mage Equipment

Although a Mage may not need any equipment at all to cast most spells, being well equipped is the number one rule for mages, since they enhance your natural abilities by increasing your mana pool, enhancing casting and spell effectiveness, and some rarer equipment might even be used as a shortcut to a school of magic. Unlike arms and armor, however, magic equipment is rare, difficult to make, and terribly expensive. To make matters worse, many magic academies refuse to sell many of their equipment to non-members, especially if they're students from an academy they rival, or perhaps are self-taught, which is generally considered untrustworthy and dangerous, outright illegal even for many nations that allow magic. Because of those limitations, it is common for spellcasters who chose a more dangerous and violent life to know how to wield steel almost as well as their wand, or to use their leftover gold to hire mercenaries, if they think they're trustworthy.

Rods The primary benefit of a rod is their great mana capacity, although making one is a long and painful process left only to the most skilled wizards. Because of that, they're barely affordable, and the higher quality rods get exponentially more expensive. Wands Wands are specialized magical foci of great variety. Although they may not be able to store as much mana as a rod, the special materials used in the making of a wand can greatly increase the power and effectiveness of certain spells.

Grimoires A grimoire is a spellbook that allows mages to cast certain spells they may not have trained through increased mana use and/or rituals. Some spells may only be available through a grimoire, and their cost rather concerning. Some spells might even be exclusive to a grimoire! Catalysts

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Some spells use magic imbued catalysts in order to make the spell successfully cast. The most common catalysts are gemstones. Upon casting, the gemstone is destroyed.

Rods

Rod Name Mana Special Wt Cost

Mage's Rod 5 –––––––––––––––––––––––––––– 0 5sp

Conjurer's Staff 10 –––––––––––––––––––––––––––– 1 15sp

Ember Rod 15 Pyromancy spells cast 1 action faster

1 50sp

Wing Staff 15 Looks pretty sweet 0.5 25sp

Eden Staff 10 +1 Mana Recovery Per Day 0 25sp

Wands

Wand Name Mana Special Wt Cost

Birch Wand 2 Reroll 1 attack die 0 5sp

Unicorn Wand 0 +1 damage to Cryomancy spells 0 20sp

Heartstring Wand 0 Pyromancy spells cost -2 mana, to a minimum of 1

0 25sp

Thor's Yew Wand 0 Electromancy spells cast 1 action faster

0 30sp

Phoenix Wand 5 +1 damage to all elemental spells 0 50sp

Grimoires

Name Special Mana Cost Wt Cost

Fireball - [X²+2] 1 40sp

Water Walk Allows water walking for 5 minutes. Requires one heart of a powerful magical water creature (generally 20-40 sp) per person.

5 per person 1 45sp

Phantom Steed Summons a horse phantasm. Requires the bones of a beast

10 1 15sp

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commonly used as a steed, one pound of mint, and a small gemstone

Arcane Armor By weaving fine strands of Silversteel into cloth, mages have been able to transfer their mana into clothing, which increases protection. The equipment is costly, but many mages find it worthwhile. By chanting a brief incantation (which takes about an action), and paying mana equal to the Arcane X quality level, the AV is increased by X/2 times the mage’s HLT, for one hour. Some rarer types of arcane armor have even other features, from elemental properties to spellcasting aides.

Name Armor Value Coverage Special

Mage’s Hat (2/2/1) Upper Head, Lower Head* Textile, Arcane 1, No AV vs.Upward Swings

Arcane Robes (2/2/1) Shoulders, Full Torso, Groin, Hip, Thighs, Knees

Textile, Arcane 1

Arcane Shirt (2/2/1) Full Torso, Groin, Hip, Thighs Textile, Arcane 1

Arcane L. Sleeves (2/2/1) Shoulder-Forearm Textile, Arcane 1

Arcane S. Sleeves (2/2/1) Shoulder, Upper Armor Textile, Arcane 1

Arcane Gloves (1/1/1) Hands*, Forearm Textile, Arcane 1

Arcane Leggings (2/2/1) Groin, Hip, Thighs, Knees, Shins Textile, Arcane 1

Catalysts

Name Cost

Blue Gemstone 10 sp

Red Gemstone 20 sp

Yellow Gemstone 30 sp

Glistening Coat 5 sp

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Spell List by School Pyromancy Control Flames [1] – 1 arc Casting Time: Instant / Prerequisites: None Range: 30 meters Description: You use magic to control a non-magical flame within range. You can change its brightness by one level, extinguish it, change its color, or its shape. Fire Bolt [X] – 2 arc per level Casting time: 1 action per [5] / Prerequisites: None Range: 10 meters Description: You call forth [X] bolts of pure flame to strike a single target, to a maximum of 10. Attack vs. target's Missile Defense (cautious defense applies). On a success, target takes [2p+WIL+BS] Fire damage. The attack does not ignore armor.

Fire Bolt Level 3: Reduces Casting Time to {1 action per [6]} Fire Bolt Level 5: Further reduces casting time to {1 action per [7]}

Fire Ball [X+2] – 2 arc per level Casting time: 2 actions per [3+2] / Prerequisites: Fire Bolt 3 Range: 5 meters Description: You shoot a fireball at a single target, which also affects anyone in a 3 meter/10 feet radius. Attack vs. target's Missile Defense (Cautious Defense applies). On success, target takes [2b+WIL+BS] Fire damage, and anyone within the Are of Effect takes BS Fire damage. The attack does not ignore armor.

Fire Bolt Level 3: Increases AoE to 4 meters Fire Bolt Level 5: Increases AoE to 5 meters, and +1 fire damage

Fire Wall [X+3] – 3 arc per level Casting time 2 actions per X / Prerequisites: Fire Ball 5, Control Flames Range: 25 meters Description: The spell creates a wall of flame 3 meters thick, 10 meters high and 15 meters long. If any creatures are within its area when the wall appears, they must make an Agility vs. Spell BS, or take Fire damage equal to [BS+2]. The fire damage ignores armor. Any creatures attempting to pass through the wall also take BS+2 damage of the same type and quality. As the caster, however, you can freely walk past it, or allow

Page 10: Mage Initiate - fireden.netorganizations found in many countries where magic is accepted. It is through guilds where all proper Mages are instructed in proper sorcery, and advance

certain individuals through it, without taking any damage whatsoever. The wall lasts for [X] turns before extinguishing on its own. If you cast this spell again, the older wall is replaced by the one you just cast.

Fire Wall Level 3: Increases duration by 2X turns Fire Wall Level 5: Increases damage to BS+4

Cryomancy Cold Bolt [X] – 2 arc per level Casting time: 1 action per [5] / Prerequisites: None Range: 10 meters Description: You call forth [X] chunks of frigid ice to strike a single target, to a maximum of 10. Attack vs. target's Missile Defense (cautious defense applies). On a success, target takes [2p+WIL+BS] Cold damage. The attack does not ignore armor.

Cold Bolt Level 3: Reduces Casting Time to {1 action per [6]} Cold Bolt Level 5: Further reduces casting time to {1 action per [7]}

Supercool Shield [2] – 2 arc per level Casting time: 2 actions / Prerequisites: Cold Bolt 3 Range: Self/10 meters. Description: You protect yourself or an ally within range with a thin layer of super cooled water. If you are struck by a melee attack, the water around your body instantly freezes around the weapon, adding AV against all damage types by 2 for that strike only. Once this happens, the spell ends.

Supercool Shield Level 3: Protects against 2 different strikes Supercool Shield Level 5: Protects against 3 different strikes.

Frost Pikes [X+4] – 3 arc per level Casting time: 1 action per 3X / Prerequisites: Cold Bolt 5, Supercool Shield 1 Range: 5 meters Description: You release a stream of frigid ice spikes towards a single target, dealing [1p+WIL+BS] cold damage. Attack vs Target's Missile Defense. The target must make a TOU check vs BS or become frozen for [Spell Level] actions. Frozen enemies cannot make any actions for the duration of the freezing, but remain conscious. Frozen targets have increased AVC and AVP by 3, but Bludgeoning attacks deal 2x damage. Taking any damage unfreezes the target.

Frost Pike Level 1-5: Increases freeze duration by 1 action per spell level. Deluge [X+3] – 2 arc per level

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Casting time: 2 actions per [X] / Prerequisites: Supercool Shield 3 Range: 10 meters Description: You summon a pool of water from the great depths, that sprays out of the ground at a radius of 5 meters before settling. Magical and non-magical fires in the area are extinguished. The ground becomes mud, which increases exhaustion speed while in the mud by x2. The wetness also increases electrical damage by 1. After X minutes, the waters dry out and return to the deep.

Deluge Level 3: Electrical Damage Increases by 2 Deluge Level 5: Radius increases to 10 meters

Electromancy Lightning Bolt [X] – 2 arc per level Casting time: 1 action per [5] / Prerequisites: None. Range: 10 meters Description: You call forth a bolt of lightning, to strike a single target. Attack vs. Missile Defense. On success, the bolt deals BS Electrical damage. Water and metal increase damage by +1. Ceramics, such as some laminar armor, decreases it by -1.

Lightning Bolt Level 3: The lightning bolt strikes twice Lightning Bolt Level 5: The lightning bolt strikes three times

Static Shield [X+3] – 2 arc per level Casting time: 2 actions per [5] / Prerequisites: Lightning Bolt 3 Range: Self/Ally within 10 meters Description: You run electricity through yourself, or through the body of a willing creature. The spell lasts for 1 minute, or until you are struck by a melee attack. An enemy attack will force the enemy to make an END Test vs. the Attack, taking 1 electrical damage and BS Stun on failure. Metal increases damage by +1. Wielders of ceramic armor gain two extra dice on the check. Keep in mind that the spell won't give you extra AV protection.

Static Shield Level 3: Damage increases to 2 Static Shield Level 5: Casting time is reduced by 1 action

Thunderstorm [X+4] – 2 arc per level Casting time: 1 action per X / Prerequisites: Lightning Bolt 5, Static Shield 3 Range: 5 meters Description: You call forth a storm of lightning from the skies upon a 5 meter radius zone within range. All creatures in the area must make an Agility test vs. Attack. On

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failure, they take BS electrical damage. Thunderstorm Level 3: Thunderstorm hits twice. Thunderstorm Level 5: Thunderstorm hits three times.

Geomancy Petrify [X+1] – 6 arc Casting time: 1 action per [2] / Prerequisites: None Range: 5 meters Description: You attempt to petrify an enemy. Target must make an END Test vs. Attack, or be petrified for BS rounds. Petrified enemies cannot make any actions, and take +1 damage from bludgeoning, and +1 damage from magical fire. Earth Spike [X+1] – 2 arc per level Casting time: 1 action per [3] / Prerequisites: None Range: 5 meters Description: You summon a massive spike of sharp stone from the ground. Target must make an Agility test vs. Attack. On failure, target takes [2p+WIL+BS] damage.

Earth Spike Level 3: Reduces casting to 1 action per [4] Earth Spike Level 5: You may choose to change base damage to [2b+WIL+BS]

Biomancy Grasping Thorns [X+1] – 2 arc per level Casting time: 1 action per [5] / Prerequisites: None Range: 10 meters Description: Thorns emerge from the ground under a single target within range. Make attack vs. a target's disadvantaged grappling maneuver. On a success, target takes BS+WIL/3 piercing damage (minimum of 1), and is trapped by one of the legs.

Grasping Thorns Level 3: May use on up to two targets within range Grasping Thorns Level 5: Damage increases to BS+WIL/2

Prowl [(X*2)+2] – 2 arc per level Casting time: 1 action per [6] / Prerequisites: None Range: 5 meters Description: You silence the steps of yourself and any other allies, for as long as you walk in natural, non-cavernous terrain. The X in the mana cost is equal to the number

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of people you decide to use this spell on (If you only use it on yourself, X is 0). If this spell is cast again, the spell ends for any previous beneficiaries. This spell grants 1 extra die on stealth checks for five rounds.

Prowl Level 3: Spell duration increased to seven rounds Prowl Level 5: Spell duration increased to ten rounds

Fauna Communication [X+2] – 2 arc per level Casting time: Instant / Prerequisites: None Range: 5 meters Description: You have a new attunement to nature. At level one, you may attempt to make a CHA check to calm a wild beast. The GM specifies the RS based on the animal's nature. On a success, the animal will not be violent towards you. Special: This spell gains new features at higher levels. Fauna Communication Level 3: Some animals you befriended may be able to communicate with you, as you speak in a druidic language. What they tell you will be dependent on their intelligence. Fauna Communication Level 5: Some animals you befriended may be used as messengers. The animal may carry a letter or anything else to a certain location or individual. How fast the message arrives will depend on the animal. Poison Mist [X+3] – 5 arc Casting time: 1 action per [3] / Prerequisites: Prowl 1 Range: 3 meters Description: You spew a thick cloud of poison in one direction within range. Any creatures inside it must make a HLT check vs. your Mist attack, or take 2/TN5 Burn damage to the chest, as the poison is inhaled. Additionally, the target also has their exhaustion level increased by 1. For BS rounds, the target must continue making HLT checks, gaining 1 exhaustion per failed check. Conjuration Mage Hand [2] – 2 arc per level Casting time: instant / Prerequisites: None Range: 10 meters Description: You can levitate and grasp an object from a distance no heavier than 5 lbs, and move it as you wish. Your mage hand isn't capable of wielding anything as a

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weapon, only picking up and grabbing things. Mage Hand Level 3: Weight capacity increases to 10 lbs Mage Hand Level 5: Weight capacity increases to 20 lbs

Counterspell [X+2] – 2 arc per level Casting time: Instant / Prerequisites: None Range: 15 meters Description: If a spell has just been cast, you may attempt to dispel it, nullifying any effects. Test your BS versus the countering spell's BS. If you succeed, the spell loses its effect. You may cast this spell as a defense if you are the target of an undesirable spell. You may not cast this spell out of your turn otherwise.

Counterspell Level 3: Range increases to 20 meters Counterspell Level 5: Range increases to 25 meters

Expel [X+2] – 2 arc per level Casting time: Instant / Prerequisites: Counterspell 3 Range: 10 meters Description: You cast this spell in order to disarm an opponent's weapon from his grasp. Opponent must make an AGI test vs. {BS+2} of the Attack, or the weapon is removed from your foe's grasp, thrown a couple yards away.

Expel Level 3: Range increases to 15 meters Expel Level 5: May instead target opponent, who must make a Stability vs [BS] RS

or be rendered prone Safety Wall [5] – 3 arc Casting time: 1 action / Prerequisites: None Range: 10 meters Required Catalyst: Blue Gemstone Description: You summon a pillar of energy wide enough to fit a person. Inside this pillar, ranged and melee damage is nullified for 5 minutes or 20 damage, whichever comes sooner. After that, the wall dissipates. Energy Shield [2] – 3 arc Casting time: 2 actions / Prerequisites: Safety Wall Range: Self Description: You cast an energy shield that reduces incoming damage. For 4 rounds, your AV for all parts increases by 2. Alchemy

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Note: All Alchemy spells require a Chymistry skill level at 4 or more as a basic requirement. Synthesize Weapon [X+4] – 2 arc per level Casting time: 1 action / Prerequisites: Safety Wall, Counterspell 5 Range: Self/Ally within 5 meters Required Catalyst: Glistening Coat Description: You increase the damage threshold for a weapon you or an ally is wielding by X for 1 minute per level.

Synthesize Weapon Level 1-5: Spell duration lasts [y] minutes, [y] being the spell level. Transmutation Circle [X+2] – 4 arc Casting time: Instant / Prerequisites: None Required Catalyst: Red Gemstone Description: By using the mana in your body, you inscribe a temporary magical circle on a surface, which allows you to roll X/2 extra dice on a Chymistry test. Elemental Synthesis [X+1] – 4 arc Casting time: 1 action per [5] / Prerequisites: None Range: 5 meters Required Catalyst: See Description Description: Using materials from earth, and a bit of mana, you manipulate the catalysts into a powerful attack. For all four elements, there are four attacks, depending on the catalyst you use.

Ignis Catalyst – A shard of flint. Special: You ignite the air around you by using magic to isolate oxygen in a line towards a target, and using flint as the primer. Make a magic attack at X, vs. target's Defense maneuver. On a success, target takes BS/TN5 Burn Damage for 2 rounds.

Glacies Catalyst: An ounce of ice, any kind. Special: You launch an ice spike, formed from the humidity in the air, and your catalyst. Make a magic attack at X, vs. target's Defense. On a success, target takes [BS+WIL+2p] damage.

Terra Catalyst: A small stone. Special: Using magic, you launch a stone at high speeds. Make a magic attack at X, vs. target's Defense maneuver. On a success, target takes [BS+WIL+2b]

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damage. Fulgur

Catalyst: An amber stone. Special: By messing with magnetism itself, you create a bolt of lightning. Make magic attack at X, vs. target's Defense. On a success, target takes BS electrical damage.

Hexology Inflict Pain [X+1] – 2 arc per level Casting time: 1 action per [2] / Prerequisites: None Range: 5 meters Description: You summon a hex over a target creature of your choice. Attack roll vs. Target's WIL. If target fails, it receives Pain equal to the BS+WIL.

Inflict Pain level 3: Range increases to 10 meters Inflict Pain level 5: Hex inflicts extra pain next round, requiring target to make

another WIL check to prevent receiving even more pain. Stumble [X+3] – 2 arc per level Casting time: 1 action per [X] / Prerequisites: Inflict Pain 3 Range: 10 meters Description: You curse a target to cause him to trip. At level 1, your curse is limited to small creatures, but higher levels increase its power. Target must make an AGI check vs. your BS or fall prone.

Stumble Level 3: Medium sized targets are affected. Stumble Level 5: Large targets are affected.

Dark Hand [X+2] – 2 arc per level Casting time: Instant / Prerequisites: Inflict Pain 1 Range: H Description: With an unarmed hand, make an unarmed Swinging attack at TN 5. On a success, target makes an END check vs your BS, losing that amount in STR. You regain mana equal to twice the STR extracted. Sight [5] – 5 arc Casting time: 1 action / Prerequisites: Control Flames, Stumble 3 Range: 10 meters Description: You create a zone around you that protects against skulking menaces. If anyone attempts to hide in the area, they must make an AGI check of RS 3 or receive a silhouette of light as a mantle, or if they attempt to move, the noise they make while

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moving increases drastically. Mechanically, this will increase every Stealth based RS by 2 for 1d5 rounds. Soul Dreg [X+2] - 2 arc per level Casting time: 1 action per [5] | Prerequisites: Inflict Pain 3 Range: 10 meters Description: You launch a homing bolt of void at a living target. The target’s missile defense against this spell is reduced by 1. On a hit, target takes [WIL+BS] bludgeoning Dark damage.

Soul Dreg Level 3: Spell gains the Shock 2 quality Soul Dreg Level 5: Spell range increased to 20 meters

Advanced Professions After years of training and experience, Initiates end up graduating into a proper specialization. The nature of the specialization often ends up being less about diversity and more of scholar tradition. The titles and specialization are always given by leaders of a school through ritualistic procedures. The advancement out of rookie status as a true Wizard benefits the arcane caster in much more substantial ways than just honor, as much more powerful spells will become available for them. Universal Requirements: -At least 50 arc spent on spells. -At least 4 ranks in History (Arcane) Universal Spells Available: Mana Mastery – 4 arc per level Passive spell / Prerequisites: Be an Advanced Profession Description: Your mana total increases permanently by half your WIL per level, up to Level 5.

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Elementalist Elementalists, as their name implies, are masters of natural matter. With greater power over elemental schools, nature becomes a tool under an Elementalist's grip. They are notorious for extremely destructive powers, at the cost of taking a long time to channel their spells. Requirements:

At least 30 arc must have been spent on elemental schools (Pyromancy, Cryomancy, Geomancy, Electromancy) A fee of 500 silver pieces is required. Dependent on the school's discretion, multiple catalysts and four rare crystals must be acquired to make a successful ritual.

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Spell List Fire Pillar [X+Y+3] – 2 arc per level Casting time: 1 actions per [X] / Prerequisites: Fire Wall 3 Range: 10 meters Description: You summon a Y*5 meters wide pillar of fire from the ground, engulfing anyone inside it in violent, powerful flames. Anyone inside it must make an Agility check vs. Spell BS. On a failure, they take Burn equal to degrees of failure at TN5 for 1 round per level. Half the AV for an enemy is ignored for calculating damage the first time the enemy takes damage from Fire Pillar.

Fire Pillar Level X: Burning lasts X rounds Flare [X+5] – 6 arc Casting time: Instant / Prerequisites: Fire Bolt 3, Sight Range: 10 meters Description: The first time you activate this spell, two tongues of fire encircle you. Anyone who attempts to attack you in melee must make an agility check or suffer 1 Burn damage. The spell will remain like this for another 2 rounds, before automatically extinguishing. You may move while the tongues are active. While the spell is active, you may cause the tongues to explode in all directions. Anyone within range must make an Agility vs. Spell BS or suffer [3p+WIL+BS] damage. After the explosion, the spell ends automatically Meteor Storm [X+20] – 4 arc per level Casting time: 2 actions per [X] / Prerequisites: Fire Bolt 5, Flare Range: 20 meters Description: A dark ashen cloud is summoned in the skies above you, rotating slowly. When the spell is successfully cast, A number of fiery meteors equal to the spell level emerge from the clouds, each targeting an 10 meter wide radius within range, a zone of your choice. Anyone within the meteor's area of effect takes a explosive damage of power BS*5/4 of bludgeoning type, randomly distributed on their body. Damage is reduced by HALF AV and HALF TOU. The meteors follow basic explosive rules. For every 5 meters past the radius, damage is halved, until it can no longer inflict damage. Cover reduces damage from the meteor blasts.

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Storm Gust [X+15] – 4 arc per level Casting time: 2 actions per [X] / Prerequisites: Frost Pikes 5 Range: 15 meters Description: You summon a small snowstorm on a 10 meter wide radius sphere within range. Targets within the area of effect must make a TOU check vs. BS or take 2p+BS Cold damage that ignores armor, but not Toughness. Warm clothes may also help reduce damage. The snowstorm lasts for a number of rounds equal to the spell level. Ice Wall [X+Y+Z+5] – 2 arc per level Casting time: 1 action per [3 mana] / Prerequisites: Supercool Shield 3 Range: 10 meters Description: You summon an ice wall X meters tall, Y meters wide, with AV of Z. If anyone is on the area of effect for the wall, they must make an Agility test vs. X or take [3p+WIL+BS] piercing damage. After [Spell Level] rounds, the wall sublimates out of existence.

Ice Wall Level 3: Spell lasts 3 rounds. Ice Wall Level 5: Spell lasts 5 rounds.

Hail [X+5] – 2 arc per level Casting Time: 2 actions per 2X / Prerequisites: Storm Gust 3 Range: 20 meters Description: Large ice stones storm on a 5 meter radius location of your choice. People in the area of effect take [BS+WIL+0b] damage, blocked normally by armor and toughness .

Hail Level 3: AoE increases to 10 meters Hail Level 5: Damage increases by +1b

Thunderblast [X+6] – 2 arc per level Casting time: Instant / Prerequisites: Lightning Bolt 5 Range: 20 meters Description: You shoot out a large orb of lightning towards a single target. Target must make a Missile Defense check vs. your Spell Attack check, or take BS electrical damage. Additionally, the target must make a Stability Check or be knocked back a number of meters equal to their degrees of failure, prone.

Thunderblast Level 3: Range increases by 5 meters Thunderblast Level 5: +1 Bonus to electrical damage

Jormungand [X+Y+(3*Z)+20] – 13 arc

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Casting time: 2 actions per X / Prerequisites: Thunderblast 3, Thunderbolt 5 Range: 20 meters Description: You call forth destructive bolts from the skies upon a Y-meter radius zone. Make an attack check using X mana, versus a target's Missile Defense, or take BS electrical damage. Anyone in the AoE will receive damage for Z rounds. Animate Metal [X+Y+4] – 2 arc per level Casting time: 1 action per [4] / Prerequisites: Thunderblast 3 Range: 10 meters Description: You use electrical currents and magic to animate a piece of metal. The amount of mana required (X) is dependent on how large the object is. If the object is a weapon, it deals damage normally, with STR equal to 4. For something else, such as pieces of armor, damage dealt is -2b plus STR, which is also 4. The object will be animated for a number of rounds equal to the spell level. A successful counterspell may end the spell earlier. Spending extra mana (Y), allows you to simultaneously animate multiple objects for half its normal mana cost per object. (So animating two swords would cost 4 for the first sword, plus 2, plus a static 4 mana, totaling 10 mana)

Object Mana Cost (doesn't include flat +4 mana)

Any weapon 4

A full suit of metal armor

16

A custom built machine

48

Quagmire [X+2] – 4 arc Casting time: 1 action / Prerequisites: Deluge 3, Petrify 3 Required Catalyst: Red Gemstone Range: 20 meters Description: You turn an X by X meter area of ground into an unnatural marshland for 3 rounds. Any creatures inside it have a -1 penalty to Mobility and Agility. Earthquake [X+20] - 4 arc per level Casting time: 2 actions per [X] / Prerequisites: Earth Spike 3 Range: 20 meters Description: You cause a massive earthquake in a 10 meter radius area of your choice

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that pulls into the abyss anyone standing on it, within range. The quake lasts 3 rounds. Creatures inside it must make a Strength check at X RS or take [BS+WIL+2b] damage from being swallowed by the earth, and risking suffocation, making HLT tests at RS 2, +1 for each consecutive round, or dying from suffocation. Movement in the area is also 2x as difficult.

Pyromancer Pyromancers come from an exclusively elitist and destructive school of magic. By concentrating on a single elemental school, the Pyromancer becomes an insanely powerful spellcaster. However, the newly attained pyromancies can wear the caster's body out very quickly.

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Requirements:

At least 30 arc spent on Pyromancy spells Pay a 20 gold entry fee Possess an Ember Stone Succeed in the Firekeeper Ritual, which will attune your soul to the Ember Stone

Ember Stone Ember Stones are a catalyst required for all Pyromancy spells (or flames). Ember Stones are a slightly translucent, blood red crystal that constantly glows, as if a dim bonfire resided inside it. Tongues of flame can sometimes be seen inside the stone. The stones originate from active volcanoes, but can be found among especially greedy creatures. Ember Stones channel mana, but are normally devoid of mana. A pyromancer attuned to the stone must spend mana from his own self in order to store inside it. Many Pyromancers wear the Ember Stone as a pendant, or attach it to staves or wands. Flame List Fire Whip [X+3] – 2 arc per level Casting time: Instant / Prerequisites: Fire Bolt 3 Range: Melee (EL) Description: You summon a whip of flame to lash a target. Make an attack roll, this attack can be blocked like any other melee weapon, however upon a hit, Fire Whip ignores armor. On hit, target takes BS Fire damage, lasting for X-1 rounds.

Fire Whip Level 3: Range increased to LL Fire Whip Level 5: Duration of fire damage increased to X rounds.

Combustion [X+6] – 2 arc per level Casting time: 1 action per [2X] / Prerequisites: Fire Whip 1 Range: 5 meters Description: With a loud and dry crack, you set a visible target on fire. Target may attempt to evade your line of sight. Make a spell attack, and on hit, target takes 3/TN5 Burn Damage for X rounds, which ignores armor. Spell ends prematurely if a source of water is put over the target.

Combustion Level 3: Range Increased to 10 meters Combustion Level 5: Range increased to 15 meters

Surge [X+4] – 6 arc Casting time: 1 action per [X] / Prerequisites: Combustion 3

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Range: 5 meters Description: You release a surge of flames in a line from your hands. For every multiple of the range, RS to hit a target increases by 1. On a hit, target takes 3/TN5 Burn Damage for 1 round. You may pay half the initial cost of the spell per round to continue spewing flames, and may also change direction. Great Fireball [X+8] – 6 arc Casting time: 2 actions per [3X] / Prerequisites: Fireball 5 Range: 10 meters Description: You hurl a massive fireball at a target. On a hit, target takes BS Burn Damage, and the flames fall on the ground, forming a pool of molten rock that will deal 3/TN5 damage for anyone who steps into it. The pool lasts for X rounds. Flame Resistance [5] – 2 arc per level Casting time: Instant / Prerequisites: None Range: Self Description: You cast an aura of protection around yourself against fire for 2 rounds. For Level 1, you take -1 damage from any fire sources.

Flame Resistance Level 3: Burns last one less round Flame Resistance Level 5: Fire damage reduced by 2

Darkness [5] – 5 arc Casting time: Instant / Prerequisites: Control Flames Range: 20 meters Description: You absorb all non-magical sources of fire within range. You regain 1 mana per small flame (candle, lamp, torch, etc.), 2 mana per large flame (a burning body, a bonfire, an active oven), and 3 mana per massive flames (a burning house, a ritualistic bonfire, a forest fire). None of these sources may have been started by a magical flame. Because the fires in range were put out, visibility and brightness decrease accordingly. Fire Rose [X+10] – 6 arc Casting time: Instant / Prerequisites: Fire Wall 3 Range: X*10 meters Required Catalyst: Red Gemstone Description: You place rosebuds that glow a faint ember color on the ground or on a surface. Upon touch, the caster (you) leaving range, or on your command, the roses will blossom, before blowing up in fiery explosions. The mana cost per rose (X) is 1 per rose

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with explosive Power of 10/4 and radius 5, or 5 mana per rose with explosive power of 30 and radius 5. Damage type is bludgeoning. Tempest [X+20] – 4 arc per level Casting time: 1 action per X / Prerequisites: Fire Bolt 5, Great Fireball Range: X*5 meters Required Catalyst: Red Gemstone Description: You summon one of the most destructive spells in arcane history. Dark clouds will encircle an area you choose within range, and summon a massive, fiery explosion. The explosion has a power of 30/4 and radius 20, bludgeoning type damage.

Tempest Level 3: Radius increased to 30 Tempest Level 5: Power increased to 40. Flat mana cost increased to 30.

Sage While many other wizards use the arcane as tools, Sages try to bend the arcane powers themselves, pushing its limits and finding impossible ways of manipulating reality. Their special knowledge of how mana flows throughout the earth makes them especially adept at countering other arcane casters. Requirements:

At least 30 arc has been spent in Conjuration spells 30 gold plus 30 clovers, 30 feathers, and a jug's worth of squid ink. All of this will be required for you to perform a ritual in front of other Sages.

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History (arcane) knowledge at least 7 Spell List Blink [X+8] – 2 arc per level Casting time: Instant / Prerequisites: Safety Wall Range: Self Description: You may cast this spell as a defense/block maneuver to react from being attacked. Roll against the attacker, and if you succeed, you teleport BS meters away. You may also use this spell passively to teleport from one place to another. In that case just cast the spell normally and any BS gives you a +1 meter distance to your teleport.

Blink Level 3: +1 meter to blink distance Blink Level 5: +2 meters to blink distance

Endow Weapon [X+4] – 6 arc Casting time: 1 action / Prerequisites: Fire Bolt 3, or Cold Bolt 3, or Lightning Bolt 3, or Earth Spike 3. Range: 5 meters Required Catalyst: Yellow Gemstone Description: You endow a weapon with an elemental property, giving it +1 damage of a specific elemental type. In order to do so, you need to have the appropriate prerequisite spell to endow the weapon with. For example, if you'd like to endow a weapon with the fire property, you must have Fire Bolt at level 3 learned. The other spells will not allow you to do so. The endowment lasts for X rounds. Free Cast – 2 arc per level Casting time: Passive / Prerequisite: Blink Level 3 Range: Self Description: You are able to move while casting spells. Your Mobility for purposes of movement is equal to the spell level while you are casting. You can't run at any level, increasing level only increases your Mobility while casting. Absorb Spell [X+3] – 2 arc per level Casting time: Instant / Prerequisite: Energy Shield, Counterspell 3 Range: Self Description: You attempt to block a spell from targeting yourself. Roll for Absorb Spell versus the Spell Attack. This may potentially nullify the attacking spell completely. Any success rolled by Absorb Spell that was used to counter the spell attack essentially

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absorbs the mana from the spell, giving you 1 mana per die. This spell may not be used against Area of Effect spells.

Absorb Spell Level 5: You gain 2 mana per attack die nullified. Improved Counterspell [X+3] – 2 arc per level Casting time: Instant / Prerequisites: Counterspell 5 Range: 25 meters Required Catalyst: Yellow Gemstone Description: You attempt to cancel the casting of a spell within range. The rules are identical to Counterspell, only that in case of a success, You absorb 1/10 of the mana the targeted caster used for the spell.

Improved Counterspell Level 3: 1/3 of the spent mana is absorbed Improved Counterspell Level 5: ½ of the spent mana is absorbed

Magnetic Earth [X+15] – 2 arc per level Casting time: 2 actions / Prerequisite: Absorb Spell 3 Range: Self Required Catalysts: Yellow Gemstone and Blue Gemstone Description: You cast this spell in a 5*Spell Level meters radius around you. Area targeting spells can't be cast in this zone for X rounds. This spell may be canceled by Counterspell or Improved Counterspell. Indulgence – 4 arc Casting time: Instant / Prerequisites: None Range: Self Description: Make a WIL check at TN 6. For every success (BS), you regain one mana and 4*BS Bleed. Scholastic Literacy – 5 arc Casting time: Passive / Prerequisites: None Range: Self Description: Spells cast from Grimoires take one less round to be cast. You also gain a +1 die on Grimoire offense spells. Foresight [5] – 5 arc Casting time: Instant / Prerequisites: Scholastic Literacy Range: Self Description: The next spell may be cast at half its mana cost.

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White Mage The first school of the White Mages was founded on the continent of Moravia centuries ago. Their history originates from the school's disdain of destructive, harmful magic. Many arcane philosophers, such as Baruch Esziposa, were among the founders. White Mages strive to protect those who cannot protect themselves, and to be stewards of nature and her creatures. Requirements:

At least 20 arc spent on Biomancy spells At least 10 arc spent on Conjuration spells At least 10 arc spent on Electromancy spells

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Pay 10 gp entry fee, or the guild’s test of resolve. Spell List Beast Bond [X+4] - 5 arc per level Casting time: Instant / Prerequisites: Fauna Communication 3 Range: Touch on Bonding / 25m * Spell Level on Communication Description: You form a companion bond with a natural, non-sentient and non-humanoid creature. Rolling X against the creatures’ willingness, and forming a permanent bond with it on a success. Boons that influence relationship with animals add to the roll. Your companion will be telepathically connected to you, and whatever it feels, you feel also. If the companion is wounded, any Shock and Pain are halved, then transmitted to you. In case your companion dies, you suffer the same penalties as when a Dependent dies (See Boon for details). When giving your companion a command, simple commands like “Attack” or “Help me!” are free actions. More complex orders cost some of your CP to fulfill, and may be limited by the animal’s intelligence. Each day, keeping the bond requires 4 Mana. If you don't have this amount, the bond is broken, and the beast will return to whichever relationship it had with you previously. You may release the beast from the bond at any time, and may not have more than one Companion at any time. Bonding Modifier Examples

● Beast is not aggressive, and friendly towards you - 3 RS ● Beast is not tamed - +2 RS ● Beast is aggressive - +4 RS ● Beast is of a magical nature - +2 RS ● You've attacked the beast at any point in its life - +5 RS

Plant Growth [X+3] - 3 arc per level Casting time: 2 actions per 3X / Prerequisites: Grasping Thorns 3 Range: 10 meters Description: You cause any vegetation in the vicinity to become greatly overgrown, with roots and vines becoming obstacles. The location becomes difficult terrain, and any persons who attempt to cross it must make Athletic tests at BS RS or fall prone. Spell level gives you a dice bonus to the spell casting.

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Fog Cloud [X+5] - 6 arc Casting time: 1 action per X / Prerequisites: Poison Mist 3, Grasping Thorns 3 Range: 5 meters Description: By emanating a cloud of darkness, you fill a region of X squared meters with such cloud. Light levels lower by two steps. Spell lasts by concentration for up to 10 minutes, where the rules of casting concentration also apply to this spell remaining active. Cure [X+2] - 4 arc per level Casting time: Instant / Prerequisites: Safety Wall Range: Touch Description: You attempt to heal a wound on a living creature. For each success rolled, you can heal one wound level per wound. You may heal multiple wounds at once. Healing takes one action to resolve per step, so healing a Level 3 Wound takes three actions. You must maintain full concentration while healing, or the process finishes prematurely. Cure does not regrow lost limbs, or raise the dead. Surgeries must be resolved at Half RS before the Wound Level is reduced, using the available success pool rolled. Poisons are treated as a wound level, depending on strength.

Cure Level 3: You may add your ranks in Surgery to the Cure attempt. Restore [X+4] - 8 arc Casting time: Instant / Prerequisites: Cure 1 Range: 5 meters Description: You may heal yourself and/or multiple allies from a distance, using the same rules as Cure at level 1, but the roll is made at +1 TN. Each success must be chosen on a specific individual, not working as a full mass heal. Sunlight Spear [X+5] - 8 arc Casting time: 2 actions / Prerequisites: Lightning Bolt 3 Range: 30 meters Description: You hurl a sun-colored bolt of lighting akin to a javelin at a target within range, rolling against Missile Defense. On a success, you deal [8p+BS] damage with AP 6, dealing twice as much damage against undead and constructs. You may pay the original mana cost -2 to cast up to three spears at the same target, each requiring a roll of their own. Shockwave [X+10] - 6 arc

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Casting time: Instant / Prerequisites: Sunlight Spear Range: 10 meters Description: You expel a thunderous blast that may knock anyone (including allies) prone. Anyone in range must make a Stability test at BS RS or be knocked prone

Alchemist Alchemists are spellcasters with exclusive distance from Chymisters, non-spellcasting

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alchemists. The Alchemist's knowledge of the arcane makes them very effective in matter mutation and experimentation. The bulk of Alchemical magic is revolved around transforming certain materials and catalysts into something different, so be prepared to have plenty of catalysts with you. At the same time, a lot of the alchemist's potential will come from natural chymistry. Requirements

At least 30 arc has been spent on Alchemy spells Pay a 20 gp entry fee Attain Mastery in Chymistry

Alchemy Recipes Aerosol [X+2] - 6 arc Casting time: Instant | Prerequisites: None Range: 10 meters Description: By paying the mana cost, you may add the number of successes to then make a throw maneuver using a vial of chemical liquid or potion. Upon a hit, anything that would require ingestion may also be absorbed through the skin, and topical chemicals work the same Genesis [X+15] - 15 arc Casting time: 4 hours |Prerequisites: None Required Catalysts: Soul Gem (Priced at 100 gp, extremely rare) Description: You create a Homunculus, one of the greatest accomplishments in Alchemy. The creation process is extremely difficult however, so even for a successful Genesis, many trials are required to finally succeed. Homunculi come in multiple forms, but a handful of forms, with the required number of successes for them to come to life, are listed below. As a living creature, the Homunculus is a follower that has their own Arc. They may act on its own, but they are ultimately tied to your obedience, as a special form of bonding and servitude called Link. Link is the Homunculus’ tie to its creator, which may increase or decrease as it responds to their relationship with you. Such responses are heavily dependent on their personality and Arc. In many actions, their Link with you enhances their abilities. Homunculi with INT of 2 or lower are not considered sentient, thus having a maximum Link of 2 that will rarely change. Otherwise, a Homunculus will have a starting Link of 4. If an order you command conflicts with the Homunculus’ Arc, a WIL contest must be taken, with Link dropping by the BS of the creature. Link increases by having the Alchemist fulfill an Arc for the Homunculus, by an increase of 1 per Belief and Glory Arc, and 2 per Epic Arc. The GM should oversee the Homunculus’ Arcs, to prevent easy

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exploitation. Below is a list of currently available Homunculus archetypes. Homunculus Archetypes

● Automata ○ Golem

■ RS 5 ■ STR 6 | AGI 4 | END 7 | HLT 7 | WIL 3 | WIT 4 | INT 3 | PER 2 ■ ADR 4 | MOB 8 | TOU 6 | CHA 4 ■ Skills: 9 Points Available ■ Proficiencies: One Primary, One Secondary. Self-Taught Level

2 ■ Boons & Banes: Tall (8) ■ Special: +2 AV across body, Receives -1 Cutting damage, +1

Bludgeoning damage, +1 Fire/Burn damage. Immune to infection.

○ Colossos ■ RS 6 ■ STR 7 | AGI 3 | END 6 | HLT 5 | WIL 4 | WIT 5 | INT 3 | PER 4 ■ ADR 4 | MOB 8 | TOU 6 | CHA 6 ■ Skills: 6 Points Available ■ Proficiencies: One Primary, One Secondary. Self-Taught Level

6 ■ Boons & Banes: Tall (12), -2 Net Points at Creation ■ Special: +3 AV across body, Receives -1 Cutting damage, +1

Bludgeoning damage, +1 Fire/Burn damage. Immune to infection.

● Andro ○ Peltast

■ RS 6 ■ STR 6 | AGI 6 | END 5 | HLT 4 | WIL 5 | WIT 6 | INT 4 | PER 3 ■ ADR 6 | MOB 8 | TOU 5 | CHA 7 ■ Skills: 13 Points Available ■ Proficiencies: 4 Proficiencies. Soldier School Level 3 ■ Boons & Banes: -5 Points at Creation. ■ Special: +2 WIL to Link Contests, -1 Parry TN, -1 TOU against

magical damage ○ Magos

■ RS 7

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■ STR 3 | AGI 5 | END 4 | HLT 4 | WIL 7 | WIT 4 | INT 7 | PER 5 ■ ADR 4 | MOB 6 | TOU 3 | CHA 8 | Mana 14 ■ Skills: 13 Points Available ■ Proficiencies: 1 Proficiency. Self-Taught Level 2 ■ Boons & Banes: -5 Points at Creation. ■ Magic: 50 Spell Points. Natural affinity to Biomancy,

Electromancy, and Conjuration. ■ Special: +2 WIL to Link Contests, -1 TN Biomancy/Conjuration

Spells, Metallophobia ● Tartaros

○ Lamia ■ RS 8 ■ STR 5 | AGI 7 | END 5 | HLT 4 | WIL 7 | WIT 8 | INT 4 | PER 6 ■ ADR 7 | MOB 8 | TOU 4 | CHA 10 | Mana 11 ■ Skills: 10 Points Available ■ Proficiencies: 2 Proficiencies. Self-Taught Level 3 ■ Boons & Banes: Beautiful (6), or equivalent. ■ Magic: 25 Spell Points. Natural affinity for Hexology and

Pyromancy. ■ Special: Flight at Half MOB, falls on Overshock. -1 Void TN,

Receives +1 damage from Holy. -2 Mana drain per day. ○ Erebus

■ RS 9 ■ STR 7 | AGI 7 | END 5 | HLT 4 | WIL 2 | WIT 7 | INT 7 | PER 6 ■ ADR 7 | MOB 9 | TOU 5 | CHA 7 ■ Skills: 7 Points Available ■ Proficiencies: 1 Primary, 2 Secondary. Officer School Level 7 ■ Boons & Banes: Natural Born Killer (12). -10 Base Points ■ Special: +2 Stealth. -1 Void TN, Receives +1 damage from

Holy. No Belief Arc. ● Thorax - Living Armor

○ Phobos ■ RS 7 ■ STR 7 | AGI 6 | END 8 | HLT 7 | WIL 4 | WIT 4 | INT 2 | PER 4 ■ ADR 5 | MOB 10 | TOU 7 | CHA 6 ■ Skills: 5 Points Available ■ Proficiencies: 2 Proficiencies. Self-Taught Level 6 ■ Boons & Banes: 0 ■ Special: Natural Plate AV (+10 gp cost for Steel). Non-magical

attacks on weak spots deal no damage. Crushing quality adds to damage.

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● Protos - Formless Being ○ Nemo

● Agathion - Beastlike ○

Homunculi are semi-independent creatures. They are compelled to follow instructions from their creators, but the sentient ones are capable of existing like many other creature. Linked homonculi can additionally be Vaporized if they aren't injured. They are essentially broken down to the molecular level, and stored inside a suitable vessel, such as a magestone or magical gemstones. A homunculus has no recollection of time spent vaporized, almost as if they didn't exist at all during that period. It costs 5 Mana to Vaporize it, but only 1 Mana to call it back. If the vessel that holds a Homunculus is destroyed, there is a 1/10 chance that they will break free. Otherwise, they die. If the Alchemist that created the Homunculus dies, the creature becomes completely independent, but dies within 5 years. Alchemists may Link with a willing independent Homunculus at the cost of 30 mana. Because of the soul link between an Alchemist and their Homunculus, it's impossible to maintain more than one Homunculus. Rune Binding [Varies] - 10 arc Casting time: 2 actions | Prerequisites: None Range: Touch Description: An Alchemist may create a rune that permanently binds a spell scroll or grimoire to a non-magical object, such as a glove, a pendant, a piece of armor, or a weapon. After that, the spell may be used normally as long as the object is worn without proficiency, unless it's destroyed. For a successful binding, the Alchemist may pay its non-proficiency cost in arc, plus twice the base mana cost of the spell.

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Sorcerer In the complex webbing of the Ether, there resides a daughter primordial energy, named by Moravian scholars as Kaos. This Kaos interacts with the Ether in unique ways, with which Sorcerers are able to connect with and greatly enhance their magic potential. Requirements

At least 30 arc spent on Sorceries 4 arc to further enhance attunement to the Ether Fulfill the Sacrifice of Flames

Sorceries Branding - 4 arc per level Casting time: Passive | Prerequisites: None Range: Self Description: By paying the arc price, you may choose one spell of any non-advanced spell school you have proficiency with. That spell permanently no longer costs mana to be cast, but your dice pool is still limited by your Mana Pool, and you can't go over the limit. This Brand may be taken up to 5 times. Equipment doesn't influence your Brand

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mana. In Sorcerers, Brands normally take the shape of tattoos on their skin. Conceal Weapon [X+2] - 2 arc Casting time: 1 actions | Prerequisites: None Range: Touch Description: You turn a weapon in your hand nearly invisible, for X actions. Attackers in melee must pay +1 CP for range penalties, and Parry TNs are increased by 1. You may cast this spell on multiple weapons, spending one extra action and more mana for each weapon. Apocrypha [X+4] - 4 arc Casting time: 1 action | Prerequisites: Conceal Weapon Range: Touch Description: You make yourself or someone else completely invisible. PER tests to spot you have their RS increased by 1, and in combat opponents that have engaged in a bout must make a PER test before declaring any maneuver. The number of successes dictate the maximum number of BS the opponent may get from that maneuver. The spell lasts for X actions. Illusion [X+2] - 2 arc per level Casting time: 1 action | Prerequisites: Sight Range: Spell Level*5 meters. Description: You create an illusory sound or shape, rolling X dice to determine successes. Sound illusions are made at TN 7, and visual illusions at TN 9. If you got at least 1 BS, others must make a PER test vs. your successes or believe in your lies. Hypnosis [X+4] - 2 arc Casting time: 1 action | Prerequisites: Illusion Range: 5 meters Description: You command a creature to obey a command from you, no longer than two or three words. That being must make a Willpower test at RS equal to 2+(X/2) or do its best to obey the command. If the command is dangerous or potentially suicidal, the target gains a bonus of +3 to its Willpower test. If the command is overtly suicidal (“Die” is a valid command, causing the target's heart to stop) the target doubles its Willpower for the purposes of the test. Kneel! is only binding for about ten seconds (5 Rounds in combat) after which the effects wear off. Multiple targets may be selected for Kneel! At a cost of +2 mana per target. Hemorrhage [X+4] - 2 arc per level Casting time: 1 action per 5X | Prerequisites: Inflict Pain

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Range: 10 meters Description: You cause bleeding to burst from a random region in the target’s body. Make the spell attack vs the target’s END, bringing upon them 5*BS Bleed and 2 Stun on a success. Dark Shield [X+4] - 3 arc per level Casting time: 1 action | Prerequisites: Dark Hand Range: Self Description: You summon a Small magical shield on either of your hands. It functions as a normal shield, with the following stats below. This shield has +2 AV versus spells attacks. The shield lasts Spell Lvl rounds.

Name Bash TN Block TN AV Dur. Size

Dark Shield 9 (-2b) 6 8 20 Small

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Changelog 1.00 – Release. Basic Mage mechanics, Elementalist, Sage 1.01 – Ranged attacks adapted to Missile Defense. 1.02 – Pyromancer introduced; Summaries for the White Mage and Alchemist introduced. 1.03 – Mage prerequisites reworked; Biomancy Spell Tree introduced; White Mage partially introduced. 1.04 – Alchemist partially introduced. More alchemy spells available. 1.05 – Damage buffed for most spells. 1.06 – Maximum arc reworked. Character Creation reworked, among other base things. White Mage fully introduced. Alchemist fully introduced. Equipment costs reworked 1.07 – Awakening rules introduced. New Boon introduced. 1.08 – Sorcerer fully implemented. Pretty pictures added. Range modified for some spells