Spellcasting


OVERVIEW

CASTING ACTIONS

Spellcasting technically consists of five separate activities:

PHASE ROLL DETAIL
RESEARCH - Character builds the spell they intend to cast later on.
RECOVERY SOURCE Character regains some SPIRIT Pool. Amount is result of roll.
THAUMATURGY SOURCE Character binds the spell to their source conduit for casting. Costs 1 Momentum
EVOCATION SCHOOL Character casts a spell they’ve researched. TN is target’s Abjuration. Costs SPIRIT.
RESISTANCE ABJURATION Target attempts to resist a spell cast at them. TN is Spell’s Might

SPELL ATTRIBUTES

ATTRIBUTE METRIC DESCRIPTION
MIGHT 1/TN straight up damage, generally, though also a TN to save against
RANGE 10m each point here provides 10 meters of range.
AREA OF EFFECT 10m radius each point affects all targets within a 10 meter radius from the target.
DURATION 1-4 - 0 points: spell has only an instant duration- 1 point: caster must fully concentrate on this spell to sustain.- 2 points: caster need not concentrate, but spell fails when caster incapacitated.- 3 points: spell sustained even beyond caster death.
COMPLEXITY SUM The Complexity of a spell is the sum of all of its Attribute Metrics. In order to bind the spell, the Caster will have to roll their Source against the Spell’s Complexity as TN.

DETAILS

CASTING ACTIVITIES

RESEARCH

Research occurs during downtime, as the character crafts new spells for themselves. Unless the GM rules otherwise, Research is never done during adventuring gameplay. Casters can research as many spells as they like, but as they grow in complexity, it becomes harder for the caster to reliably access them.

RECOVERY

Recovery occurs whenever the caster uses their Source feature to recover Spirit Pool points. As such, the number of times it can be used is limited only by the features of the caster’s Source and their available resources. The number of SPIRIT Pool points recovered is equal to the Source roll made, up to the SPIRIT Pool’s maximum value.

SOURCE DESCRIPTION
WIZARDRY Nightly, or 4h rest to absorb ambient energy.
PSYCHOMETRY Nightly, or transfer Body/Luck to Spirit pool up to roll total.
SORCERY Nightly, or sacrifice grey matter of another sentient.
RELIGION Nightly, or render a specific meaningful service to their sponsoring Immortal.

THAUMATURGY

Thaumaturgy, or Spellbinding, occurs when the caster wants to access a spell they’ve Researched during an Encounter. The Caster rolls their Source Ability against the Complexity of the Spell as Target Number:

ROLL RESULT DESCRIPTION
0 Botch Spell cannot be cast during this encounter at all.
1 Sacrifice Spell can be cast, but at double cost in Spirit
2 Success Spell can be cast at normal efficacy
3 Triumph Spell can be cast with at no cost in Spirit

A spell can only be cast after it has been bound via Thaumaturgy during an encounter, and only that spell can be cast until another spell is bound.

EVOCATION

Evocation occurs when the Caster casts a spell, previously bound by Thaumaturgy, on a target. The Caster rolls their School ability against the Target’s Abjuration as Target Number, and results are as follows:

ROLL RESULT DESCRIPTION
0 Botch Spell effect rebounds on the caster.
1 Sacrifice Spell fails, can be cast at double Spirit cost, or its effect (Might) is halved.
2 Success Spell is fully effective.
3 Triumph Spell’s effect (Might) is doubled.

ABJURATION

A caster may attempt to abjure an incoming spell effect, mitigating or negating its effects entirely. The Caster rolls their Abjuration ability against the spell’s Might as Target Number, and the results are as follows:

ROLL RESULT DESCRIPTION
0 Botch Incoming spell’s might is doubled.
1 Sacrifice Take full effect, or might is halved but caster loses spellcasting ability for one round
2 Success Spell’s Might is halved.
3 Triumph Spell has no effect.

EXAMPLES

SAMPLE SPELLS

NAME FIREBOLT NAME FIREBALL
SCHOOL Fire SCHOOL Fire
MIGHT 4 MIGHT 3
RANGE 1 RANGE 1
AREA OF EFFECT 0 AREA OF EFFECT 1
DURATION 0 DURATION 0
COMPLEXITY 5 COMPLEXITY 5
DESCRIPTION Launches a firebolt from the caster’s fingertips to a target no more than 30 feet away. The firebolt will do 4 points of fire damage to the target. DESCRIPTION Launches a fireball from the caster’s fingertips to a target no more than 30 feet away. The fireball will do 3 points of fire damage to the target and any other target in a 30’ radius from the target.