The World of Men, also known as the Middle Earth, is seen as solid and real, something which can be touched, felt and understood by everyone. Where man has built places to live, where cut wood and shaped stone mark the mark of civilisation, so the strength of the real world is greatest.
Man though does not have full control over all things, and the further one goes from the shaped and bounded places which men call home, the thinner the walls are between this world and the Dream Lands. At night, the spirits of these other lands find a way into civilised areas though the dreams of men. In the unseen darkness and shadows of night, the rule of men is undone.
Not all men though fear these other realms, there are some are actively seek them out, and try to command the powers that lay within them to do their bidding. Such people are commonly called Wizards, and with runes and words of power they can awaken the dream lands, and reshape the world of men to their bidding. With understanding though comes a price, for your mind cannot understand both the world of dreams and the world of men at the same time.
The Wizards of Habisfern are descendants of runesmiths and shamans from older times. Their magic is simple and straightforward, and for the most part it deals with the problems faced by everyone day to day. Anybody can learn and use magic, though the path can be difficulty and corruption and insanity are the prices to be paid for careless use of these powers.
For this reason, Wizards are somewhat feared, and definitely distrusted. Too many have gone over the edge, giving in to the nightmares which fill their sleep, their mind linked too closely to the Otherworld, leaving them unable to function sanely in the middle lands.
The world of men is known as the Middle Earth, since all other realms lay above and below it. It is a realm of physical things, though in places it can be warped where another realm touches upon it.
Below the Middle Earth is the Under Earth, also known as the Realm of the Dead. It is said to be either a huge cavern below all other places, or a maze of twisty tunnels which are designed to confuse and trap those who venture there. It is a quiet and empty place, for most who come here do not last long, their spirits soon being reborn back in the Middle Earth or with the gods.
To the other side of the Under Earth is the Other World. This is the realm of living spirits, of elementals and fey. It is from here that the power of magic is normally drawn. It is a place of dreams, easily molded to the wishes of those in it.
Some place the Gods in the Other World, others place them in a fourth realm which is beyond the Other World in an even more distant place.
Those who wield magical power are known by many names. Collectively, they tend to be known as Wizards.
Magicians know at least one of the Words of Power, but have not studied cantrips.
Wizards have taken the time to learn cantrips.
An Arch Wizard has mastered one of the Words.
Knowledge of magic is divided into seven Mysteries, each of which grants the wizard power over one part of the world. A wizard may learn any number of Mysteries, though many only bother learning one or two. Six of the Mysteries are considered to be related to each other, being thought of as forming a circle. Mysteries on opposite sides of the circle oppose each other, and mastery of one will limit ability in the other.
The six main Mysteries are Spirit, Water, Earth, Iron, Fire and Air. There is a seventh, called Dragon, which stands separate to the others. It cannot be learnt until the others have been understood to a sufficient degree, and it gives power over the fundamental reality of the world. The nature of Dragon is not described in this article, for its powers are unknown to most wizards.
Once a Mystery has been learnt, then it can be used in one of three ways - to Sense, to Control or to Summon. These are the core powers of the Mystery, and can be used without further study.
A wizard may also study and learn Cantrips. These are short words of power which can be used to focus the magic in a particular way. Cantrips are more specialised than the core powers, but can be more powerful. Learning Cantrips, especially the higher level ones, can be very difficult however. The number of Cantrips is limited, and there is no known way for a mortal to create a new Cantrip.
Knowledge of magic comes with a price - the more a mortal knows, the closer they get to becoming part of the Otherworld. This change affects their mind, making them act in ways not entirely consistent with rational behaviour. They go insane.
Insanity has its benefits though. The more insane a wizard is, the greater the power they can call upon. However, insanity of this kind attracts spirits from the Otherworld which would try to take advantage of the wizard's weakened state. The wizard is most vulnerable whilst he sleeps, making it unhealthy for a wizard to use magic just before bedtime.
Magic divides the world into six areas, each governed by one of the Mysteries. Each Mystery has its place in the structure of magic, with neighbouring Mysteries strengthening each other, and distant Mysteries at odds with each other. They can be thought of as being in a ring, starting with Spirit, and moving through Water, Earth, Iron, Fire to Air. The Word of Spirit is related to Air and Water, and opposed to Iron.
Each Mystery can be used in one of three ways - to Sense, to Control or to Summon.
A wizard who has learnt (not Mastered) a Mystery to a level of 10 may teach it to another. There is no restriction on who can learn a Mystery, but Wizards will generally only teach those they find agreeable and to be quick witted. Training takes a month, and at the end of that time the student must make an intelligence test at a target of 20. Success means that they have learnt the Mystery at a level of 1.
Imparting the knowledge of magic costs both the teacher and student one point of permanent Luck, regardless of whether the attempt is successful.
When a wizard achieves a score of 10 in a Mystery for the first time, then they are considered to have automatically Mastered that Mystery. A Wizard will only ever Master a single Mystery, and does not get the option to not Master when they first obtain a score of 10. After the first has been Mastered, the wizard may raise other Words to 10 and beyond without any special effect.
A Master is considered to have a deep knowledge and understanding of the realm of magic that the Mystery represents. The magic also takes mastery of them to some extent as well, which is why they do not get a choice about Mastery.
On achieving Mastery, the Arch Wizard may choose one of the special advantages that become open to them. This is a free bonus, which does not need to be paid for. The advantage provides an ability that is free for the Arch Wizard to use at will. Further advantages may be chosen at a skill level of 12, 15 and every 5 points thereafter, but only in the Mystery that has been Mastered.
There is a downside to Mastery, in that the directly opposed Mystery is negatively affected, gaining a -1 to Will when using magic associated with that Mystery. When the second Mastery level is taken, then a further -1 is suffered. The two indirectly opposed Mysteries suffer a penalty equal to half (round down) the main penalty.
If the Wizard's gender matches the affinity of the Mystery (e.g. a female wizard mastering Earth), then the first level of penalty is ignored, and the first -1 is gained when they reach a skill of 12. Further, the wizard may select two advantages when they first master the Mystery.
For example, a wizard raises his Earth to 10. At this point he gets to choose a single Mastery Ability. Because it is Air that is opposed to Earth, the wizard now has a -1 to their Will when using Air magic.
If they raise their Earth to 12, then they choose a second Mastery ability, and now have a -2 to Air. They will also suffer -1 to Spirit and Fire.
If the wizard had been female, then on achieving a level of 10 in Earth, they would get their mastery ability, but would not suffer a penalty to Air. When their Earth reaches 12, they suffer a -1 to Air.
When using one of the powers of a Mystery, a skill check is made using will x Mystery against either a straight difficulty of 10 or the will x 4 of a resisting target.
Unless otherwise specified, it takes a full round to use a Power, and the effect will either be momentary or last as long as the wizard concentrates. Using a power is a slow action, but does not require any gestures or incantations unless specified.
If a wizard is hit in combat whilst activating magic, then they add +10 to the casting difficulty for every level of stun or wound taken.
A wizard who is concentrating on magic is at -1 to agility, dexterity and perception for each effect they are concentrating on.
Some powers can be enhanced by the use of rituals, such as an incantation on the drawing of a circle. Possible rituals are listed along with the powers, and each one used gives a +1 bonus to will.
If a ritual is listed as being necessary then a -1 penalty is suffered if it is not used. Using such a ritual still grants a +1 bonus however.
Though most wizards keep to using the basic powers of the Mysteries, a few strive to gain a deeper knowledge of magic, by learning cantrips. A cantrip is a simple invocation which is associated with a Mystery, and which provides a simple magical effect. Simple does not mean weak however, and some cantrips are capable of destroying a town or slaying someone with a word.
Each cantrip must be learnt seperately, and is treated as a technique, in that they have a prerequisite of a skill level and other cantrips. However, they cannot be simply purchased with experience, but must be learnt through meditation and self-sacrifice.
Learning a cantrip takes a week, and an intelligence x Mystery check is required at a difficulty of 10 * level of the cantrip.
Most cantrips can be invoked in a single round, and require little in the way of gestures or incantations. Cantrips are described under the section for the individual Mysteries, and they all follow the same format. An example cantrip is given below.
| Time: Round | Range: Short |
| Duration: Concentration | Resist: Will |
| Area: Large | Target: Few |
| Prerequisite: Another cantrip | |
A description for an example cantrip. This is a simple cantrip for simple people.
The first part of the description lists basic properties of the cantrip. Their meanings are given below.
The time required to invoke the cantrip. Most cantrips will have a casting time of 1 round.
The range of the cantrip. If the cantrip affects multiple targets, then the range to the furthest target counts. The range will generally be the distance out to which there is no penalty. There is a -5 penalty for each multiple of the range (or part) beyond this.
A cantrip with a range of short, has no penalty up to 10m, -5 up to 20m, -10 up to 30m etc. Unless otherwise stated, you must have line of sight to the target.
How long the cantrip lasts after it has been invoked.
The target of the cantrip defines how many targets can be affected in a single invocation. As for range, it defines how many are affected for free, plus there is a penalty if more than that are targetted.
If a radius is given instead of a target, then the cantrip affects everything within this radius, focused on a point within the maximum range.
The Mystery of Spirit gives the wizard control over the realm of spirits, souls and minds. It is the realm of seekers after knowledge, and the haunts of ghosts.
Spirit is linked to the female side of life, and women who master its secrets suffer fewer penalties than do men. Spirit is directly opposed to Iron, and indirectly opposed to Fire and Earth.
Sense spirit enables the wizard to see and examine the spirits of those around her. All living things have a spirit, and all spirits have an aura. The aura is a reflection of the spirit's true nature, and is difficult to mask.
By spending a round concentrating on an animal or person, the wizard can see the aura of the target. Targets with a Will get a resistance, other targets have a target difficulty of 10.
| Success | Detail seen |
|---|---|
| Moderate | Type. The wizard can tell the type of spirit being examined. She knows whether the aura is human, fey, beast or dead. She can also tell the gender and general age of the target. A single strong emotion can be detected as well, if one is active. |
| Good | State. The general state of mind of the target, as well as some of the strongest emotions that drive the target, even if they aren't currently active. |
| Excellent | Emotions. Visions of what the target's strongest emotions represent. A person thinking about their true love would present an image of their love. If the target is not focused on any one thing, then glimpses of what they can see may be seen. |
| Superb | History. Visions of important events in the life of the target. Images of their parents or family, their loves and hates. |
A useful ritual is to rub water over your eyes before invoking. Another ritual is to say an incantation that calls upon Thot.
Control spirit enables the wizard to put up a ward against spirits. Whilst she concentrates, spirits cannot approach the wizard unless they make their resistance check. Spirits are kept back by 1m for each point they failed their check by.
Spirits which equal to the wizard's magic total can almost touch the wizard, but cannot harm her. A warded spirit can make a new check every hour.
A useful ritual is to enscribe a warding circle which acts as a focus for the magic. As well as giving the standard ritual benefits, it prevents all spirits from passing across its perimeter if they fail their resistance. It can have a radius up to a number of metres equal to the skill of the wizard. Using a circle gives an all or nothing result - either a spirit can pass the perimeter, or it can't. It is useful for protecting a group of people, or to contain a spirit.
Summon spirit forces spirits in the nearby area to make themselves visible. Each spirit gets a resistance check against the magic of the wizard, at a bonus of +1 per metre of distance.
Summoned spirits do not have to cooperate, though if the summon check was double the spirit's resistance, then the wizard can compel them.
Spirits remain whilst the wizard concentrates.
The wizard can summon the spirits of those who have been recently killed. Such a spirit remains with the body, gradually fading with time. How long it remains depends on the personality of the spirit and how well the body is preserved.
If the body has been completely burnt, then the spirit is gone and cannot be summoned. Neither can it return to haunt the living (this is why most cultures cremate their dead).
A spirit otherwise remains in the body for a number of days equal to the will of the person. Each day, the will drops by one (and the spirit looses an equal proportion of their memories), but the summoning difficulty rises by +10.
A well preserved body (very dry or very cold environment) lasts weeks rather than days.
Aura sight:
You can see the auras of people and animals at will. Each time this is taken, you get one automatic success level of information. No roll is required.
Charisma:
You can add your Spirit score to empathy checks when trying to persuade others. May only be taken once.
Divination:
You gain the ability to predict the future as if you had the Divination advantage.
Iron will:
You gain a +1 bonus to your Will to resist the effects of magic. You may take this multiple times.
Second sight:
This duplicates the advantage of the same name. You can see ghosts and spirits even when they are hidden to normal sight. If you already have the Second Sight advantage, then taking it as a Mastery ability gives no effect,
Truth sight:
Your mastery of the spirits of people grants you better ability at seeking lies. Your empathy difficulty to detect a lie or misdirection is halved. You may only take this once.
Cantrips of Spirit enable the wizard to probe deeper into a person's mind, shape their thoughts and have control over their dreams. To a limited extent they also allow illusions, though unlike the illusions of Air, they work by making people think they see something, rather than creating an image which is actually seen.
Spirit magic is considered to be either passive or active. Passive magic is difficult for a target to detect. Unless they have some supernatural ability such as Second Sight or can use magic themselves, then they will never notice if they are the target of passive scrying. Others may get a perception check at difficulty 30 less the level of the cantrip.
Impress (1) - Instill an emotion in a person.
Thought (3) - Implant a single thought in a person.
Memory (5) - Implant a memory in a person.
Obscure (7) - Hide or obscure the wizard's appearance.
Terror (9) - Create a terrifying illusion.
Dream (5) - Send a message as a dream.
Confuse (1) - Briefly confuse the target.
Pain (3) - Inflict pain on a person.
Sleep (5) - Put the targets under a magical sleep.
Hear (1) - Listen for the minds of others.
Find (3) - Find a known person.
| Time: 1 round | Range: Short |
| Duration: Momentary | Resist: Will |
| Target: Individual |
With this cantrip, the mind of the target is temporarily confused. If they fail the resistence, then they loose any remaining attacks that round if in combat, or are prevented from carrying out some other action if not.
| Time: 1 round | Range: Short |
| Duration: Natural | |
| Target: Range |
With this cantrip you may listen for the minds of others. You may not hear their thoughts, but you know that they are there, and whether they are active, resting or asleep. You do not need to be able to see your targets - anyone within range will be detected.
| Time: Speech | Range: Communication |
| Duration: Natural | Resist: None |
| Target: Few |
By weaving your magic into your words, you can improve their ability to impress a simple emotion into the minds of the targets. The base difficulty of the cantrip is 10, modified by the number of targets. Each level of success provides a +1 bonus to an Empathy check to influence the targets.
The actual persuasion need not take a long time. You make a suggestion ("what a nice ring, wouldn't it be nice to own it", "she's a beautiful woman, kissing her would be good"), and then make opposed empathy and will check as per any other persuasion attempt.
| Time: 1 round | Range: Relationship |
| Duration: Concentration | Resist: Will |
| Target: Individual | |
| Prerequisite: Hear | |
With this cantrip the wizard may know the location of a single person that they have met before. The target of the cantrip gets to resist, unless they are actively thinking about the wizard. On a moderate success, the wizard will know the direction (within 30 degrees) and distance (within +/- 50%) to the target. Each extra level of success halves both of these errors.
The above assumes that the target is well known to the wizard. Someone who isn't that well known (possibly met often, but she doesn't really know that much about them) adds +10 to the difficulty, and someone who has simply been seen adds +20.
| Time: 1 round | Range: Short |
| Duration: Momentary | Resist: Health |
| Target: Individual | |
| Prerequisite: Confuse | |
When this cantrip is invoked, unless the target succeeds at the resistence check, then they are wracked by a short, sharp spasm of intense pain. They gain a stun, and are at a -10 penalty to all actions for the rest of the round. You may target a particular body location, which requires an extra level of success. If a hand is targeted, then they will drop whatever they are holding.
| Time: 1 round | Range: Short |
| Duration: Natural | Resist: Will |
| Target: Individual | |
| Prerequisite: Impress | |
You can telepathically send a thought to a target, causing them to briefly act upon it. The thought must be simple enough to be expressed in a single word, though that word does not need to be spoken. For example, 'sit', 'stand' or 'drink' would make the target think about, and probably do, those things. A thought such as 'window' could cause them to look at the window.
The target will get a bonus to resist if the action is stupid or dangerous. They will continue the action until they have a reason not to.
| Time: 1 round | Range: Relationship |
| Duration: Concentration | Resist: Will |
| Target: Individual | |
| Prerequisite: Thought | |
Send a dream to someone known. You may make the dream as detailed as you wish, however more detailed dreams are harder to send, and have a greater risk of corruption. Specifying a simple dream is more likely to get through unbroken.
| Success | Type of dream sent |
|---|---|
| Moderate | Vision. Send a vision of a place, person or thing. The target will have a dream which features the subject prominently, though the nature of the dream itself will be invented by the target's subconscious. |
| Good | Scene. Send a vision of a particular scene, such as travelling to a mountain, fighting with a person or finding treasure in a tomb. |
| Excellent | Message. Send a message, which will be spoken by someone in the target's dream. |
A waking dream may be sent to a person who is not asleep. This requires two extra success levels.
| Time: 1 round | Range: Short |
| Duration: Natural | Resist: Will |
| Target: Individual | |
| Prerequisite: Thought | |
With this cantrip, you can create a fake memory in the mind of the target. They will remember that memory as if it were their own. Memories of important events are harder to implant than a small memory of something vaguely remembered. The memory is of a single event, and doesn't change the rest of the target's mind to match. You could implant a memory of the target once being abused by their father as a child, but it wouldn't affect their other memories of their father, or what their feelings towards their father. However, it probably would confuse them as to why they've only just remembered this.
| Success | Type of Memory |
|---|---|
| Moderate | An old vague memory, such as having met a person, or been to a place. |
| Good | Either a detailed memory of an event, or a memory of an important event, but not both. |
| Excellent | Memory of an event that is both detailed and quite important. |
| Superb | Memory of an event that is both detailed and quite important, that is also either unusual or exceptional, or quite long. |
| Time: 1 round | Range: Short |
| Duration: Natural | Resist: Health |
| Target: Few | |
| Prerequisite: Pain | |
If the targets fail to resist then they will become extremely tired, gaining one fatigue for each level of success. If already resting, then they will fall into a non-magical sleep. If any target is totally exhausted (-40 penalty), then they will fall asleep even if in the middle of combat.
| Time: 1 round | Range: Short |
| Duration: Concentration | Resist: Will |
| Target: Few | |
| Prerequisite: Memory | |
With Obscure you can affect the minds of those around you in order to alter their perception of you. Ultimately it is possible to make them believe that you are not there, though it is easier to make them think you to be someone else of no importance, such as a servent, beggar or guard.
A successful result will cause people to ignore you, or at least not question you. A guard may stand aside for you, and may even unlock a door, as long as you behave in an expected way. You may extend the protection of this cantrip to cover companions, in which case they must be included as an extra target.
| Hiding. You can try to simply hide, in which case each level of success gives you a +1 to your attribute when attempting a stealth check. | Moderate+ |
| Nothing special. The target will ignore you unless they have a reason not to. A guard randomly checking people will not choose you, but a guard checking everyone will. | Moderate |
| Suspicious. If the target has a reason to notice the wizard, then a good success is required. Walking past guards into the noble's quarter when she doesn't look like a noble, or carrying a weapon where weapons aren't allowed. | Good |
| Unusual. If the target has a specific reason to notice the wizard, then an excellent success is required. Such reasons might include a merchant stopping her from shoplifting, or a guard only allowing known people through the gates. Trying to pass as normal when the wizard is anything but would also count as unusual. | Excellent |
| Extravagant. Trying to get into an invitation only noble's party dressed in bloody furs and carrying a big weapon. | Superb |
| Time: 1 round | Range: Short |
| Duration: Concentration | Resist: Will |
| Target: Dozen | |
| Prerequisite: Obscure | |
An illusion of terror is created in the minds of the targets. The illusion cannot be seen by anyone else save for those affected by the cantrip. The illusion is of something dark, nameless and terrible which the targets will find awful. They can see, hear and smell the illusion, though if one of them manages to approach it, then it will be banished for all of them.
If you get a moderate success, then the targets of the magic will be afraid and unable to approach. On a good success they will be fearful enough to retreat, and on an excellent success they will cower in terror and be unable to act.
Water gives power over the wet, dark and cold. It represents the deep ocean which engulfs and swallows those within it, the darkness which hides and frightens and the coldness which stills limbs and depresses the soul. As water quenches fire, so this power quenches passions and energy.
Water is associated with the masculine side of magic and so male wizards suffer fewer penalties when it is mastered.
You may Sense the properties of a liquid by taking a small taste of it. You may try to discern its properties by scent, though this adds +20 to the difficulty. Except for the most potent of poisons, the taste is rarely enough to be harmful. A skill check is required using perception x Water. You can sample a cup sized volume of liquid.
| Success | Detail seen |
|---|---|
| Moderate | Type. A general feel as to the whether the liquid is harmful or beneficial. A degree (slightly or very) is also known. |
| Good | Knowledge of the main property of the liquid. |
| Excellent | Knowledge of most of the properties of the liquid. |
| Superb | Detailed knowledge of all the properties of a liquid. |
Control over Water enables you to manipulate the behaviour of water, including its movement and ability to make things wet.
| Keep dry in light rain. | Moderate |
| Keep dry in heavy rain. Remove liquid from wet clothes. | Good |
| Walk on still water. | Excellent |
Summon water only works out in the open. The default effect is to cause it to start raining over the course of an hour, covering a 250m radius area.
Each level of success increases the intensity of the rain. Add +5 to the target difficulty for each doubling of the radius affected. Add +10 to cause the rain to reach full strength in a minute instead of an hour, or +20 to reduce that time to a round.
The magic lasts as long as the wizard concentrates.
A Master of Water may choose from the following abilities.
Breath water:
The wizard gains the ability to breath water as if it were air. This does not affect their ability to breath air in any way. Water enters their lungs as air does, and the oxygen extracted from it.
Cold resist:
The wizard may act as if the temperature were up to three levels higher than it actually is. He also gains a +10 bonus to soak to resist cold related damage. If taken more than once, this advantage stacks with itself.
Poison resist:
You gain a high resistence to poisons of all types, getting a +3 bonus to all Health checks to resist their effects. You may take this ability multiple times.
Water movement:
The wizard can move freely through water. Running or walking through water is hardly hindered at all, and swimming is at full movement rate, in any direction.
If this is taken a second time, then the wizard may walk on the surface of water.
Wet (1) - Covers an area in water.
Mist (3) - Create a mist around you.
Flood (5) - Greatly increases the volumne of water.
Drown (7) - Causes water to drag objects down.
Fog (7) - Blanket a large area in thick fog.
Extinguish (1) - Extinguishes fires.
Gloom (3) - Darkens the immediate area.
Blind (5) - Blinds the target.
Night (7) - Engulfs a large area in darkness.
Chill (1) - Make a person cold.
Fatigue (3) - Drains energy from the target.
Slow (5) - Slows the target.
Frost (3) - Cover an area with frost and ice.
| Time: 1 round | Range: Short |
| Duration: Concentration | |
| Target: Individual |
This cantrip causes a single target to become colder. At the very least, it will tend to make them uncomfortable, at worst it can cause hypathermia if they are not properly dressed for the cold.
The effective temperature for the target drops by one level per success.
| Time: 1 round | Range: Short |
| Duration: Momentary | Resist: Will |
| Target: Few |
All targetted fires will be extinguished by this cantrip. The maximum size of fire you can affect depends on the level of success achieved. Torches and candles held by a person do not get to resist, though a creature of fire, such as an elemental, does.
| Moderate | Torches. |
| Good | Camp fires. |
| Excellent | Medium fires. |
| Superb | Large fires. |
| Fantastic | House fires. |
| Time: 1 round | Range: Reach |
| Duration: Natural | |
| Radius: Small |
Causes the area specified to be covered by a thin film of water. The water is obtained from the air, so the amount amount gained depends on the humidity. Reduce success by one level to three levels for dry air, increase for moist air. The air will be dryer after the cantrip has made the change.
The water created is always cold (just above zero, or the ambient temperature if that is colder). For an extra success level the water can be created super cooled (about -10 degrees), and will rapidly freeze.
| Success | Level of wetness |
|---|---|
| Moderate | Moist. Surface is moist. There will be no free standing water. Candles go out, other fires unaffected. |
| Good | Wet. Droplets of water cover surfaces, clothing is very wet. Small fires dimmed and may go out. |
| Excellent | Saturated. A millimetre of water covers all impermeable surfaces, clothing and similar materials will be completely soaked. Small fires go out, larger fires will be dimmed and will create a lot of steam. |
| Superb | Flooded. Several millimetres of water covers everything. Double thickness of water each level beyond this. This amount of water will rapidly spread out from the initial area unless it is contained. |
Targets do not gain any resistence, and only surfaces which are open to the air which you can see are affected (e.g., the inside of a box will remain dry).
| Time: 1 round | Range: Reach |
| Duration: Momentary | Resist: Health |
| Target: Individual | |
| Prerequisite: Chill | |
When you invoke this cantrip on the target, unless they resist it then their energy is drained from them, and they gain one level of exhaustion per level of success.
| Time: 1 round | Range: Self |
| Duration: Natural | |
| Radius: Large | |
| Prerequisite: Chill | |
When invoked, this cantrip covers the area around you with frost and ice, dropping the temperature briefly. The frost is likely to ruin crops and make people uncomfortable. The area will warm naturally.
A moderate success will cause a light covering of frost, which will harm crops not used to it, but do little else. A good success will ruin most crops and an excellent success will create a thick layer of cold frost, freeze open water and make animals and people very uncomfortable.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Radius: Medium | |
| Prerequisite: Extinguish | |
Each level of success causes one level of darkness.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Radius: Medium | |
| Prerequisite: Wet | |
Creates a mist over an area which obscures vision and causes everything to become damp. Once concentration has ceased, the mist will dissipate normally. Sound is also muffled in the mist, often more effectively than vision.
| Effect | Thickness |
|---|---|
| Moderate | Light. A light mist, vision is reduced to 250m (which may mean no effect if the mist isn't this extensive). Surfaces become moist (see the Wet cantrip) after a minute. |
| Good | Moderate. Vision is reduced to 100m. |
| Excellent | Heavy. Vision is reduced to 25m. |
| Superb | Thick. Vision is reduced to 10m. |
| Fantastic | Very thick. An unnatural mist that reduces vision to 1m. |
| Time: 1 round | Range: Short |
| Duration: Concentration | Resist: Will |
| Target: Individual | |
| Prerequisite: Gloom | |
Causes the eyes of the target to blacken, and become blind. A moderate success will cause an effective two levels of darkness, whilst a good success or better will completely blind them. The effect lasts until you stop concentrating.
A Fantastic success will may, at your option, permanently blind the target.
| Time: 1 round | Range: Short |
| Duration: Concentration | |
| Radius: Medium | |
| Prerequisite: Mist | |
This cantrip affects all free flowing liquid (e.g., not water in a living body) to greatly increase in volume. Each level of success doubles the water volume. This will often cause the water to flood. Once the water has left the area of effect, or as soon as you stop concentrating, the water will begin to return to its normal volume, reducing in volume by a multiple of the original amount each minute. Water which has been quadrupled in volume (i.e., two success levels) will take 3 minutes to return to normal (x3 after 1 minute, x2 after 2 minutes and normal size after 3 minutes).
If you invoke this magic upon a river or other region where water is flowing in, then any water coming into the area will flood. This may be used to cause serious flood damage down stream.
| Time: 1 round | Range: Short |
| Duration: Concentration | Resist: Health |
| Target: Few | |
| Prerequisite: Fatigue | |
The target of this cantrip is affected by a sluggishness that slows their movements. Each level of success causes them to suffer a -1 penalty to both agility and dexterity. If either is reduced to zero, then they are unable to move, and collapse to the floor.
Once you end concentration, they can immediately try to recover a point from both attributes by making a health check at a target of 20. A further check can be made each minute after that.
| Time: 1 round | Range: Medium |
| Duration: Concentration | |
| Area: Medium | |
| Prerequisite: Flood | |
A body of water can be made to suck down an object or creature within it. The water in the area affected will try to envelope any object on its surface, and drag them down to their deaths. Creatures cannot resist the magic itself, but can try to resist the drowning by making a strength x Swim check.
The base difficulty of the swim check is 30. This is increased by 5 for each level of success.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Area: Village | |
| Prerequisite: Flood | |
A thick fog spreads out from you when this cantrip is invoked. Within about a minute, it will cover the full area of effect. Once concentration ceases, then it will begin to disperse naturally. If you move whilst concentrating on it, then it will move with you.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Radius: Village | |
| Prerequisite: Blind | |
By invoking this cantrip you summon down an unnatural night on the entire area. Each level of success causes two levels of darkness, and the temperature drops by one level. The Night will move with you as you move.
Earth gives control over growing things.
Sense earth enables the wizard to commune with animals and plants. How easy this is to do depends on how close the animal is to humans. Dogs are quite easy, a wild bear is hard.
Animals which are used to dealing with humans and which get on well with them (trained dogs and horses) have a target difficulty of 10. Wild versions of such, or animals used to humans such as cats, cows, trained birds are 20.
Other mammals and birds are 30, as are trees. Lizards are 40, insects and bushes are 50 and grasses are 70.
| Success | Level of communication |
|---|---|
| Moderate | Basic empathy, getting an idea of whether the target feels good or bad. |
| Good | Simple ideas can be read, and simple questions related to those ideas can be asked. Where is food? Which way did the big thing go? |
| Excellent | Enables child like conversations with the target. The target does not have access to information it would not have. A tree cannot see for example, but it can feel vibrations in the ground. |
| Superb | Adult like conversations. Topics are still limited to what the target would know about. |
| Fantastic | Tap into the memories of the target directly, even seeing visions if applicable. |
Control earth gives the wizard power over the fertility and growth of living things. She can increase crop yields, increase a woman's chances of conceiving and speed recovery.
Increasing plant growth takes a day, and the base difficulty increases growth of all plants by about 10% over a 10m radius. Each +5 doubles the radius, and each +10 increases the yield by another 10%. This magic can only be used once per growth cycle, and does tend to deplete the soil of nutrients.
Summon an earth elemental.
A wizard who has mastered Earth has power over the ground, fertility and sexuality. She also has power over nature and animals, for they are an expression of life itself.
An Earth Master may choose one of the following advantages when she achieves a score of 10 in Earth. She may choose a second at 12, a third at 15 and one more every 5 points thereafter.
Earth is directly opposed to Air, so she receives a penalty to her Will for Air based magic. It also affects Spirit and Fire to a lesser extent.
Earth sense:
A Master of Earth's senses are extended whilst she is in contact with the ground. She has a sense of anything else that contacts the ground within a number of metres of her equal to her score. She can sense them as if she can see them, so is unaffected by darkness, and it is impossible to hide from her.
This advantage may be taken multiple times, each extra time doubles the range of the ability.
Fertility:
The Earth Master has full control over her own fertility, and may choose to conceive or not when coupling with another. If male, the Earth Master may cause a partner to automatically conceive, regardless of herbal contraception.
If taken a second time, then the Earth Master has complete control over her own sexuality. Over the course of a day, they may change their sex. They keep the same general appearance, though appear a male or female version of what they once were (probably being mistaken for a brother or sister).
Aid (1) - Diagnose what is wrong with a person.
Cure (3) - Help cure a person or poison or disease.
Heal (5) - Heal stuns and wounds.
Fertility (7) - Causes all in area to be overcome with lust.
Beauty (7) - Make a person look beautiful.
Animate (7) - Animate a corpse.
Wood (7) - Toughens your skin.
Stone (9) - Change yourself to stone.
Decay (5) - Causes dead matter to decay.
Age (7) - Causes a living being to age.
Ugly (7) - Make a person look ugly.
| Time: 1 round | Range: Reach |
| Duration: Momentary | |
| Target: One |
With this cantrip you can determine the physical ailments of a person or animal. This knowledges provides you with a bonus to any first aid check you may make when trying to heal them. The bonus is +3 per level of success.
| Time: 1 round | Range: Reach |
| Duration: Special | |
| Target: One | |
| Prerequisite: Aid | |
By invoking this cantrip upon a person, you can help them resist the effects of poison or disease. Each level of success provides a +5 bonus to their next check.
| Time: 1 round | Range: Short |
| Duration: Momentary | |
| Target: Few | |
| Prerequisite: Cure | |
The target of this cantrip will decay rapidly, turning to dust within a few rounds. Each target can be a single once-living being, such as a dead tree, dead person or dead whale. A moderate success will turn the corpses to a skeleton, a good success will decay most of the skeleton and better success will leave nothing.
| Time: Minute | Range: Reach |
| Duration: Natural | |
| Target: One | |
| Prerequisite: Cure | |
For each level of success you may heal up to one level of wounds or stuns in the target. For each level healed, you gain one level of exhaustion.
| Time: 1 round | Range: Short |
| Duration: Natural | Resist: Health |
| Target: Individual | |
| Prerequisite: Decay | |
The target of this cantrip will begin to age rapidly. The target gets a check to resist, but if they fail then they will be wracked with pain (-5 to all actions per level of success), and age according to the success of the magic.
| Success | Effect |
|---|---|
| Moderate | Target is aged by one year. |
| Good | Target is aged by 3 years. |
| Excellent | Target is aged by 10 years. |
| Superb | Target is aged by 30 years. |
| Fantastic | Target is aged by 90 years. |
The target will age one year per round. A success level can be used to double the rate of aging, but obviously reduces the total years aged by.
| Time: 1 round | Range: Reach |
| Duration: Concentration | |
| Target: Individual | |
| Prerequisite: Heal | |
Causes a corpse to be animated for as long as you concentrate. The better the condition of the corpse the easier it is to animate. The better the success of the invocation, the easier the animated corpse is to control.
| Time: 1 round | Range: Reach |
| Duration: Special | Resist: Will |
| Target: Individual | |
| Prerequisite: Heal | |
When you invoke this cantrip upon a person, you cause an alteration of their body in order to make them more beautiful. A moderate success will make minor changes, but every two full levels of success is equivalent to a +1 level of Beauty advantage.
The effect will undo itself over time, loosing a level of beauty each day until the person is back to normal.
| Time: 1 round | Range: Self |
| Duration: Concentration | Resist: Will |
| Radius: Village | |
| Prerequisite: Heal | |
When invoked, this cantrip affects all animals within it. Those who fail to resist have both their lustfulness and fertility increased.
The effect is initially centered on you. You may choose to have it follow you, or be fixed in place, when the cantrip is first invoked.
| Time: 1 round | Range: Short |
| Duration: Special | Resist: Will |
| Target: Individual | |
| Prerequisite: Decay | |
This cantrip warps and twists a person's appearance to make them appear ugly. Every level of success is equivalent to one level of the Ugly disadvantage, and initially levels of Beauty will be cancelled.
The effect will undo itself over time, loosing a level of beauty each week until the person is back to normal.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Target: Self | |
| Prerequisite: Heal | |
Causes your skin to darken like bark, and to become harder and better at resisting damage. Each level of success provides you with +3 soak, but also gives a penalty of -1 to agility and dexterity.
Extra success levels can be used to reduce the penalty.
| Time: 1 round | Range: Self |
| Duration: Concentration | |
| Target: Self | |
| Prerequisite: Wood | |
Causes your flesh and bones to harden into stone. You also gain the ability to move through earth and stone whilst in this state. Each level of success provides you with +6 soak and +1 to strength, but your agility and dexterity are both reduced to one.
Iron is the realm of metal and rock. It is solid and unmoving.
Sense iron enables the wizard to detect flaws and properties of a metal. When using a craft skill to work metal, the wizard can add their Earth skill to the craft roll.
Iron represents strength and toughness, and Control Iron grants the wizard control over their own nature, toughening their body. By concentrating for a minute, the wizard can give themselves a +5 to soak for each level of success, but at a cost of -1 to agility and dexterity. Two success can be used to give a soak bonus without the penalty.
The effect lasts as long as the wizard concentrates or until they are wounded. Each time they take a wound (not stuns), their soak bonus drops by 5. Any penalties are lost as soon as they loose their last bonus. Other side effects mean that the wizard looses all sense of touch, and is heavier, making them unable to swim.
Summon something or other.
Fire represents heat, flames, mobility and passion. It is seen to have an affinity to the female side of magic.
Sense Fire enables the wizard to see visions through fires. By looking into a fire, the wizard can see out of another fire within sight (i.e. the wizard must be able to see both fires). The distance to the next fire impacts on the quality of the vision. If it is more than 10 metres away, then the wizard is at -10. Each multiple of 10 (100m, 1km, 10km) reduces the roll by a further -10.
The size of the smallest of the two fires also reduces the quality of the vision. A large camp fire or larger is needed for best quality. A small camp fire reduces the quality by one level, a torch by two levels and a candle by three levels.
| Success | Vision quality |
|---|---|
| Moderate | Poor quality, the wizard can make out shadowy shapes, but not much else. |
| Good | Low quality, the wizard can see enough to recognise people, but not details about what they are holding or wearing. |
| Excellent | The wizard can see details about people, though not enough to read by. Some sound can be heard, and though voices may be recognised, words cannot be. |
| Superb | Good enough quality to read by, and conversations can be heard and understood. |
A person with Second sight may see the eyes or face of the wizard staring out of the fire.
With the power of Control fire, the wizard may protect herself from heat and flames. By concentrating on her magic, she can grant herself a soak bonus of +5 against heat and flame per level of success.
Alternatively, all fires within range may be made more or less intense, increasing its heat and rate of burning, or snuffing it out altogether. Each success changes the effective size of the fire by one. Each metre of radius of effect gives a -1 to the magic check.
The wizard can summon a fire elemental to do her bidding. The elemental must be called from a fire of sufficient size. If it is commanded to leave an area of combustion, then it will reduce in size each round. It may take over and animate the bodies of living creatures it has slain.
With Sense air the wizard can predict the weather. Each level of success gives a weather prediction for up to one day into the future for the local area.
With sense air the wizard can also increase their perception of things in line of sight. Each level of success halves the effectiveness distance for purposes of seeing and hearing things within direct line of sight.
With control air the wizard can command the winds around him. By default, the air within 10m of the wizard is affected. Each level of success increases or decreases the level of wind. Each multiple of 10 increase in the radius of effect requires an extra level of success.
It takes one minute for each success level to have an affect, and the wizard must concentrate on the casting of the magic during this time. The change lasts whilst the wizard concentrates.
The wizard may summon an elemental of air.
The Mysteries provide you with mastery over the different aspects of the world, enabling you to twist reality to your will. Sometimes however, reality will twist back, warping your mind in ways that make you not quite human. Though this warping is seen as a bad thing, it can lead to a greater understanding of the magic you are trying to control.
Ultimately, any wizard who overuses magic will go insane. The basic powers of each Mystery are the safest, which is why many wizards do not go to the trouble of learning cantrips. Those who strive for greater understanding though must ultimately pay the price of magic.
There are two ways to gain insanity. The first is by fumbling the use of magic, the second is by stretching your abilities when trying to learn new magic.
Insanity is a Trait, and like other traits it ranges from 0 (completely sane) to 5 (critically insane).
| Insanity | Description |
|---|---|
| 0 | Mundane and stable. No signs of abnormal insanity. |
| 1 | Mildly insane. You generally behave as normal, though your reactions to stress may be more extreme than others. |
| 2 | Moderate insanity. You will have a number of quirks which others will consider unusual, though which will not be immediately apparent. |
| 3 | High insanity. Your quirks and actions are quite severe, and people will mark you as being odd, and possibly dangerous. |
| 4 | Severe insanity. You find it difficult to function in normal society, and will have a number of mental defects which cause others to avoid you. |
| 5 | Critically insane. You cannot socialise normally, and in fact probably have difficulty living with yourself. |
When invoking a cantrip or calling on a power, if you roll a natural '1', then the magic fails and there is a chance of something worse happening. In order to keep control of the magic, it is necessary to make a Will check.
| Condition | Target |
|---|---|
| Using a Power. | 10 |
| Using a cantrip. | 10 + 5 x level |
| In a region with an aura. | + 5 x aura |
| It is night, between sunset and sunrise. | +5 |
| The moon is above the horizon and not hidden by clouds. Being underground, or in a permanent building out of sight of the moon can negate this. | +5 |
| The moon is full, regardless of whether it can be seen. | +5 |
If you get a good success, then the magic simply fails and there are no side effects. On a moderate success you gain one level of fatigue, but are otherwise unaffected.
On a failure, you gain one level of fatigue and are stunned for the remainder of the round, being unable to act or even defend yourself. The following round, and each round thereafter, you may try to gain control again, though the difficulty is reduced by 10. Failure results in continuing to be stunned.
If you fail a number of checks greater than your current Insanity, then the magic threatens to overwhelm you completely (note that this means a single failure if you have no insanity). You may choose to either try to control the magic, or to let it wash over you. If you do the latter then you are stunned for one more round and then recover (no roll). However, the magic leaves a lasting imprint on you, and you gain a quirk. The quirk lasts for a week. At the end of the week, there is a 50% chance of the quirk becoming permanent and you gaining one level of insanity.
If you try to control the magic, then make another check the following round. If this fails, then you are immediately overwhelmed for the next 1d20 minutes. No further checks are required, but the effect of being overwhelmed can be a lot worse.
If you become overwhelmed by the magic, then you exhibit behaviour which is tied to the Mystery you were trying to control. The effect lasts for 1d20 minutes.
Your mind is confused by an overload of sensation. For the duration your Perception is doubled for noticing general things, but at -2 if you try to focus on anything (such as individual words), or trying to attack or dodge.
You are severly depressed, and see no reason to act or do anything. If there is a good reason to move, then you must make a Will check at a target of 30 to do so. More focused actions (fighting, using magic) is impossible.
You are overcome with lust.
You are unable to think or act.
You are overcome with rage.
You are unable to concentrate on any one thing, finding it difficult to act in a coherent fashion.
A quirk is minor personality defect. Quirks can last a short time or be permanent.