Table of contents
In ancient times, a multitude of arcane powers existed, but in the present day, only nine primary powers are widely recognized. These powers are divided into two axes of magic, each overseen by the Gods of the elements, with Domains situated between them. At the heart of this arcane arrangement stands the childish God, Rass. The Domain of Life is under the rule of the Goddess of Water, Aqui, while the control of fire and destruction rests with goddess Singi. On either side of this central axis, we encounter the Domains of reality and fiction, dreams and facts, harmoniously creating equilibrium. Arret governs over the earth and all its integral materials, while Ria commands the winds and their illusions. These four deities are the principal Gods of the elements, wielding authority over the energies they embody. The spaces between these divine realms are imbued with nearly as much power, as they are the essence of Gods’ shadows. These spaces, however, remain unrepresented by any beings; they never have been and never will be.
Domains and Aspects of magic
Magic is divided into separate Domains, each having many Aspects with unique spells for their users to master. Every novice spellcaster must learn the Domain of Magica first, which represents basic control over magic, beyond just feeling it. The second Domain can be chosen freely, but every subsequent one must be adjacent to those already known with the exception of Magica. Domains are extremely difficult to master, and knowledge of one makes understanding adjacent Domains possible. For instance, when we obtain the Domains of Magica, Animus, and Torpor, the next one can be either Somnia or Partus.
Below, you can see the wheel of magic, representing the energies of magic and the placement of all Domains. The central or pure magic is devoid of any elemental interference and cannot affect non-magical creatures. Vertical changes represent order and entropy, or life and death, while the horizontal axis represents reality and dreams. When looking through the laiturit crystal, we can see the colors of certain types of magic that spellcasters use.
When a player gains access to a Domain, they can’t cast any spells from it initially. They have to learn the Aspects first to be able to do so. The cost of obtaining control over an Aspect is 3 experience points. There are other means to learn them, such as through physical objects like books, scrolls, enchanted items, or through teachings of a mentor. Once the player has control over an Aspect, they can cast spells noted in the spell book that correspond to it, as well as create their own spells (in free time or on the spot). To create a new spell, you have to pay 1 experience point. It requires some time, and the process should be discussed with the GM before or after the game with all the details. Even without creating new spells, players can improvise them on the spot, but the difficulty check for improvisation should be much higher than that of established spells.

Spell descriptions
Each Domain represents a certain aspect of magic, which can be pure or corrupting, with a thin gray line between them. The type of magic practiced has an impact on its acolytes, changing their appearance and bodies. Many mages struggle to adapt to regions opposite to their Domains; for example, there are few ice mages in the Land of Nur and fire mages in Morozia. Individuals who can master multiple arcane disciplines are referred to as true mages. However, their bodies differ significantly from ordinary people who use minimal or no magic. Most of the alterations in their appearance are direct manifestations of the Domains they command, with the exception of Aqui’s acolytes, who display no visible changes. Powerful mages often wear masks or hoods to cover their disfigured faces.
Spells aligned with a specific element require the presence of that element to function properly. For instance, attempting to manipulate water is futile in a desert, and likewise, controlling earth proves challenging on the open sea. In contrast, air and fire elements have less limitations, as air is ever-present wherever one can breathe, and fire can be conjured from heat, meaning it’s only limited in colder regions. Each spell includes information about its range and duration, with additional details in the description where it is needed. Range rules can be overlooked for more dynamic play, but the magic system was designed with four main ranges: Touch, Close, Far, and View.
- Touch means the target must be within touch range for the spell to work, with the spellcaster no further than 3 feet (1 m) from the target. The target can perform a Dodge check if they have an action available, with the difficulty set by the additional Melee attack made by the spellcaster. Magic staffs and wands can mitigate the penalties of unarmed attacks and extend the range of Touch spells up to the length of the item, but they must be magical or enchanted to work this way.
- Close range is no further than 5 yards (5 m). Depending on the wording, the enemy targeted by this spell might need to be in sight. It can be Dodged with a difficulty based on an additional Ranged attack roll. It is used only for dodge related purposes and does not deal damage beyond the spell.
- Far range is 10 + 5 yards (10 + 5 meters) for each Magic point the spellcaster has. As mages become stronger, their range of manipulation grows. It can be Dodged with a difficulty based on an additional Ranged attack roll similarly as with the close range spells.
- Sight range refers to the field of view. Spells with this range work within sight or, in the case of Virdis, within their range of perception. Demons can similarly cast spells all around themselves and even behind walls. Most spells with this range inflict negative effects on individual targets. These spells generally cannot be dodged, as they already have a Skill check associated with them that determines their effectiveness.
As a general rule, if a spell forces a target or targets to make a Skill check to avoid its effect, it cannot be dodged.
Spells that have a “V” in the description of their range, create a cone-shaped area of effect.
Spells with a star(★) next to their name are generally considered forbidden.
– Magica –
The primary Domain belongs to the God of magic himself, Rass, the ever-changing. Every adept of the arcane must start there, as it lays the fundamentals for all later spells and educates on the inner workings of wizardry, albeit in the limited range that is understood. All the spells that control pure magic have no impact on non-magical creatures, meaning that creatures with a Magic Attribute score of 0 cannot be affected by them, whether in positive or negative ways.
Training can start at any moment in life, but as with everything, the earlier, the better. Younger individuals have an innate comprehension of magic, and some exhibit excellent control over its basic form. Some extremely gifted children can cast simple spells intuitively when exposed to danger or experiencing strong emotions. There are records of children creating magic barriers at will when threatened, or enhancing objects with magic while playing. Once someone grasps the principles of magic, they are ready to venture further, however, mastery over these rules does not indicate ease in comprehending other Domains. It seems as though everyone possesses a natural inclination toward particular Domains, and it is through trial and error that they can ultimately discover their own path. The majority of mages confine themselves to mastery of fewer than three adjacent Domains, as these are typically more intuitive. Conversely, delving into studies that oppose one’s inherent nature demands rigorous learning and practice, discouraging many from pursuing them. Some speculate that bloodlines may play a role in this affinity, while others suggest that astronomy might be a significant factor. Whatever the truth may be, most individuals are content exploring their native Domain.
There are little to no changes in the bodies of people who practice pure magic. This is the main reason why children are allowed to train, as it has no impact on their development. Even to this day, there are tribes that allow the youngest to practice magic in specific Domains, but their bodies are forever changed and often twisted by this element.
Magica Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Magic | 4X | Magic arrow | Far | Player gathers magical energy into a sphere and hurls it at enemies, automatically landing a hit. The projectile deals D10/2 magical damage. X is the number of projectiles. |
| Magic | 7+X | Strike of magic | Close | Player creates a wave of magical energy that deals D10/2 + X magical damage to all entities within range (5 m, V). |
| Magic | 5+X | Magic barrier | Close | Player creates a stationary barrier of 10 foot square (1 m2) made of magical energy that blocks all forms of magic. When a spell hits the barrier, a Willpower check with a bonus of +X is made. The barrier also blocks magical items, artifacts, and relics. The barrier automatically disappears after X minutes or if the caster loses consciousness. |
| Magic | 10+X | Magic wall | Close | Player creates a stationary barrier (10 m2) made of magical energy that blocks all forms of magic. When a spell hits the barrier, a Willpower check with a bonus of +X is made. The barrier also blocks magical items, artifacts, and relics. The barrier automatically disappears after X minutes or if the caster loses consciousness. |
| Magic | 5+X | Magic shield | Touch | Player surrounds themselves with a barrier that blocks all forms of magic. They gain +X to opposing Willpower check for that barrier. This spell can be casted on other characters but the caster rolls the opposing Willpower check. The barrier also blocks magical items, artifacts, and relics. The barrier automatically disappears after X minutes or if the caster loses consciousness. |
| Magic | 6+X | Enchanted weapon |Touch | Player enchants any item with magical energy, giving it a bonus of +X magical damage. The spell lasts for X minutes, during which the item is considered magical. |
| Magic | A | Counterspell | Far | Player determines the level of counterspell and then targets another spell. If the counterspell level is higher than the spell it targets, the spell is dispersed. |
| Magic | A | Power drain ★ | Close | Player draws power from space around them and encases it in a held crystal. If the crystal is overloaded, it explodes, dealing A damage to everyone within A meters of the crystal. The area where energy is drawn dries out. |
– Next domains comming soon –
– Animus –
The Domain of Animus, commanded by the water Goddess Aqui, is the very essence of vitality. In this Domain, practitioners not only acquire the power to manipulate water but also gain the Aspect of Healing.
This Domain boasts a significant number of practitioners, much like the prosperous Corpus Domain. Animus mages can be found throughout society, spanning all social strata, with many of them establishing businesses where they combine their magical abilities with medical practice. This dual proficiency proves invaluable, as there exist many illnesses that cannot be solely remedied by magic. Conversely, some healers and nurses follow the path of water, using its properties to enhance their healing capabilities.
Upon completing their training, many adepts find themselves drawn to a life at sea, if their mastery of water manipulation surpasses their healing skills. It is said that the most accomplished Animus mages hail from the southern regions of Morozia. Numerous of them venture across the continent, seeking employment in remote corners.
There are no known rules that determine an individual’s predisposition towards either healing or water manipulation. Some argue that it depends on a person’s nature and character, but that is up for debate.
Practitioners of Animus typically experience enhanced strength, vitality, and physical fitness, as the element they command is none other than life itself. They don’t undergo any unnatural changes to their appearance.
Animus Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Healing | 6+X | Minor healing | Sight | Player heals the wounds of a chosen character with magical energy. The character regains D10/3+X hit points. |
| Healing | 8+X | Healing spell | Sight | Player regenerates the health of a character. The character regains D10+X hit points. |
| Healing | 4X | Aura of health | Close | The selected character is surrounded by an aura of magical healing that lasts for X rounds. During each round of the spell’s duration, the character regains D10/4+X hit points. |
| Healing | 12+X | Great healing | Close | Player summons magical power to heal the injuries of selected characters. The characters recover a total of 2D10+2X life points, assigned by the caster. |
| Healing | 6+X | Mind cleansing | Touch | Player summons magical power to cleanse the mind of a chosen character. All delusions, hallucinations, and negative effects resulting from spell effects or substances affecting the mind are removed. If the chosen character is actively under the influence of a charm cast by another character, a Willpower check with a modifier of +X is performed. |
| Healing | 8+X | Combat healing | Touch | Player heals a companion in battle. If the character has any hit points remaining, they regain X hit points. If the healed character currently has 0 hit points, they regain D10/2+X2 hit points. If unconscious, they regain X hit points and can make a Pain Resistance check at a difficulty level of 10 – X to regain consciousness. |
| Healing | 7X | Energy restoration | Close | The player channels energy to restore vigor to a character. Such a character receives X points of vigor. |
| Healing | 8+X | Disease repulsion★ | Touch | The player uses magical energy to remove a minor disease from the character. If they fail to cast this spell, they contract the disease they attempted to cure and cannot remove it from themselves. |
| Water | 5+X | Water control | Far | The player can manipulate water (30L, a large bucket) in the vicinity. The controlled water can knock down an opponent (Athletics 5+X), hinder mobility, and block projectile attacks. Lasts for X +1 turns |
| Water | 8+X | Water wall | Close | Player creates a transparent wall from nearby water (m3/1000L, several barrels) that remains active for X minutes. This wall blocks projectiles and bullets, requiring an Athletics check with a difficulty of 10 + X to pass through, or the character will be pushed back. The barrier automatically disappears after X minutes or if the caster loses consciousness. |
| Water | 6+X | Wideli geyser★ | Close | Player creates a geyser of underground water that forcefully strikes an opponent. A character standing over the geyser receives D10/3+X damage and must make an Athletics check on the difficulty of 5+X or be knocked down. |
| Water | 12+X | Marionette★ | Touch | Player takes control of water within a living organism. From the moment the spell is cast, the target takes D10/3 damage each turn and must make a Magic resistance check with a difficulty of 10+X, or lose control of their body. If the check is successful, the spell is disrupted. The player casting this spell gains control of the target and can move it rigidly, allowing one action per turn with limited movements. This spell is considered highly unethical, and in some places, its use is punishable by death. |
| Water | 8+X | Aquarius | Far | Player gathers surrounding water (60L, barrel) and brings it to life. This animated water can be commanded, potentially knocking down opponents (Athletics 5+X), restricting movement, and generally obstructing enemies. Aquarius has one action per turn, decided by the player casting the spell. Aquarius cannot be killed directly and does not possess lethal abilities. The spell lasts for X turns. |
| Water | 7+X | Cloud burst | Far | Player summons rain that floods the nearest area of 10 square yards (m2) with water. Ranged attacks receive -2X and melee attacks -X for all in the spell’s area of effect. The spell lasts X turns. |
| Water | 11+X | Downpour | Far | Player summons a rain cloud. The downpour lasts for X minutes, and during the spell’s duration, all ranged attacks receive -X. |
– Optatio –
The Domain of fire is also the one that brings mayhem and suffering, as Spells originating from the magic of Optatio are the exact opposite of Animus. Mages of this Domain are characterized by hunger for power and prioritizing power above all else. The offensive nature of the spells makes many of them forbidden, as they cause unnecessary suffering to defeat opponents.
The Domain is divided into the Fire Aspect and the Destruction Aspect, with the latter being dishonorable to use. Those skilled in Optatio arts often find themselves employed in various protective roles, as their mere presence effectively deters potential aggressors. Fire magic stands out as one of the few forms of magic that doesn’t rely on the physical presence of the element, as its mages can draw upon the ambient heat of the air. They do have trouble casting spells during the coldest seasons and in frigid lands, but they can easily find workarounds when needed with the simplest one being a little bit of Dragonwood.
The Destruction Aspect, on the other hand, is generally frowned upon and often forbidden, as its spells, no matter how minor, cause extreme suffering. The teachings of this Aspect are not allowed in many places, much like certain books and scrolls. Nonetheless, some argue that to reach true mastery over magic, understanding every side of it is essential.
Those who delve into the Domain of Optatio undergo changes in their bodies that usually spread to their minds. They radiate warmth, with some perpetually enveloped in steam during colder months. Masters of fire can be seen literally burning when using magic, with their hair shining bright white. Their skin becomes permanently burned, bearing the marks of burns, blisters, and scabs, particularly on their hands, prompting many to wear gloves. Viridis dermal tissue blackens, becoming more resilient to the element. Mages appear dry and almost ashen, with their skin resembling statues more than anything alive. Adepts of Destruction are short-tempered and often aggressive. They disregard the value of life and, partly because of that, are usually unempathetic.
Optatio Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Destruction | 8+X | Force strike ★ | Far | The player strikes an opponent with magical energy. They receive D10/2+X damage. If the character struck by this spell, after taking damage, is forced to make a Pain resistance check and fails, they disintegrate instead of losing consciousness. |
| Destruction | 11+X | Shattering★ | Touch | The player strikes the enemy’s very soul with the magic energy. The opponent receive D10+2X damage. If the character struck by this spell, after taking damage, is forced to make a Pain resistance check and fails, they disintegrate instead of losing consciousness. |
| Destruction | 8+X | Dividing★ | Close | The player strikes an opponent with magical power that separates their soul from their body. If the character fails a Decay resistance check at Difficulty 6+X, their soul leaves the body for D10/2 turns. During this separation, the character can see everything that happens from the sky but cannot take any action. The body remains motionless and awaits the return of the soul. |
| Destruction | 3X | Ethereal stroll ★ | The player leaves their body and moves as energy for X turns. If the body is destroyed during the spell’s duration, the energy dissipates at the end of the spell. After duration the energy is sucked into the body and the player receives X damage. |
| Destruction | 9X | Silencing★ | Close | The player creates an area of 5 + Magic square yards (m2) where magic doesn’t function correctly. In the sphere all spells cost X times more. The spell lasts for D10/3+X turns. |
| Fire | 6+X | Ignition | Close | The player ignites flammable material with magical energy. A character who is set on fire by this spell receives X damage for X turns or until extinguished. |
| Fire | 10+X | Fiery sphere | Far | The player summons magical energy and shapes it into a sphere, then hurls it at the opponent. The sphere inflicts D10+X damage. |
| Fire | 9+X | Wall of fire | Close | The player creates a wall of flames 5 yards (meters) long that emerges from the ground. Any character that comes into contact with this spell receives D10/2+X damage. The spell lasts for 3+X turns or until the spellcaster is unconscious. |
| Fire | 7+X | Fiery breath | Close | The character breathes fire toward the opponents. Any character that comes into contact with this spell receives D10/3+X damage. |
| Fire | 6X | Flaming fervor | Touch | The player imbues a chosen character with magical power. The character receives a +X bonus to hit with melee weapons for D10/2 turns. |
| Fire | 6X | Fiery blade | Touch | The player enchants another character’s weapon. The companion gains +X damage with melee weapons for D10/2 turns. |
– Somnia –
Somnia is the Domain of Ria, encompassing Aspects of Air and Illusion. Users of this Aspect are often disliked due to the fact that many of them use their power for deception, creating illusions and spreading convincing lies. Within the arcane community, a belief persists that they are the weakest, having lost much of the ancient knowledge. However, from time to time, they manage to astonish everyone with unexpected displays of their abilities and potential. It is said that in the past, they were capable of creating objects from thin air and manipulating mist at will. These tales are now regarded as either lies or a bitter reminder of what was lost.
Many adepts of Somnia embark on journeys to the farthest corners of the world in their quest for forgotten knowledge, and as a result, they are highly esteemed among the educated. Their mastery over the Aspect of air grants them the ability to conjure winds at will, making them valuable assets aboard ships. Countless stories recount the heroic deeds of wind mages who have rescued ships by calming both the wind and the turbulent waters.
On the contrary, illusionists are frequently regarded with suspicion and disapproval, as their talents enable them to manipulate perception, often leading to deceitful and illicit activities. While there are few artisans who employ illusions as a form of artistic expression, they remain in the minority compared to the larger group of deceivers and criminals.
Practitioners of air magic experience a transformation, becoming noticeably lighter and more agile. Their hair tends to turn gray rapidly, and their complexion becomes notably paler. Illusionists undergo changes to their appearance, becoming somewhat eternal and transparent. Many alter their appearance as they see fit, enabling them to hide such physical changes. Powerful mages of the Somnia domain use weights to remain on the ground as it is entirely possible for them to some day fly away into the sky and disappear.
Somnia Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Air | 4 | Breeze | Close | Player creates a gust of wind (V) capable of moving small objects. |
| Air | 7+X | Gust | Close | Player creates a gust of wind (V) capable of moving objects and people. The gust itself deals no damage, but objects moved by it can deal X damage. Characters in the range of gust must make an Athletics check on the difficulty of 3 + X, or they’ll be knocked down. |
| Air | 7+X | Premonition | Close | Player creates an emotional influence on somebody that impacts their decision making. This spell has no physical effect but when combined with the Persuasion check gives the caster +X to this check. Without the check, the affected character can have a good or bad feeling about something. |
| Air | 11+X | Explosion of air | Close | Player creates a blast of air (V) capable of damaging structures and blowing doors open. The blast of air deals 2X damage, objects moved by it deal an additional 3X damage, and characters in its range must make an Athletics check on the difficulty of 12 + X, or they’ll be pushed and knocked down. If a player is pushed into a wall, this deals an additional 2X damage. |
| Air | 7+X | Mildowa’s mirror ★ | Touch | Player creates a stationary barrier (m2) made of magical energy that blocks all forms of magic. When a spell hits the barrier, a Willpower check is made against the caster with a bonus of +X for the player. If the check is successful, the spell is reflected back at the attacker. The barrier automatically disappears after X minutes or if the caster loses consciousness. |
| Air | 7+X | Cyclon shield | A whirlwind of air surrounds the player, deflecting all projectiles and thrown weapons. Attacks with firearms gain 5+X to difficulty , and melee attacks +X . The spell lasts for X turns. |
| Illusion | 4+X | Lesser illusion | Far | Player creates a small, entirely realistic illusion no bigger than a fist, (eg. rat, watch, small bird). The illusion cannot be touched. It must be something seen before by the caster. X is the amount of minutes the illusion lasts. |
| Illusion | 6+X | Delusion | Far | Player changes the feeling of an object and makes it indistinguishable from something else. When combined with illusion anything can be perceived as anything. Wooden coins can be cold as gold and rock soft as fur. |
| Illusion | 8+X | Bigger illusion | Far | Player creates a big illusion the size of a mounted horse (eg. human, wagon, trunk). X is the amount of minutes the illusion lasts. |
| Illusion | 14+X | Great illusion | Far | Player creates a grand illusion the size of a building (eg. cave, castle, dragon, caravan). X is the amount of minutes the illusion lasts. |
– Corpus –
The Earth aspect is the last of the axial Domains and is strongly connected to the God of the land, Arret. There are many users of the Earth Aspect, as it is perhaps the most useful and versatile. It is also substantially easier than the Aspect of Metal, which requires a lot of focus and substantially more practice. Earth mages can control rock and ground, making their services essential in construction and landscaping. They often maintain roads and structures, reshaping them when needed. The outcome of such transformation is solid but rough and unfinished, making additional work necessary. They can create beautiful objects on a small scale, but it requires a lot of experience, which comes at a premium.
Metal mages start small and gradually work with larger elements. Many novices begin with soft metals, creating small jewelry and only later moving to an industrial scale. They can produce armor much faster than traditional blacksmiths, but their products often lack quality. Master mages can reorganize the structure of metals in a way that makes them indistinguishable from forged steel, but these practices are time-consuming.
Those who devote themselves to Corpus can expect to undergo visible changes. Earth mages’ skin and bones become hard and rough, with some experiencing difficulties in movement. Their hair and fingernails become solid and sharp. On the other hand, metal mages develop patches of rigid, mirror-like skin across their bodies, accompanied by an overall stiffening of their physique and eyes that gleam like mirrors. Adepts of Corpus are the most plentiful among the mages, as their spells are all-rounded and versatile, with offensive, defensive, and practical applications, allowing them to find easy employment in protection and construction.
Corpus Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Earth | 6+X | Stone spikes | Close | The player changes the consistency of the ground in a 10m2 area into an uncomfortable and spiky terrain. Characters moving through this terrain move at half speed and receive X damage if they are knocked down. |
| Earth | 8+X | Hurl-a-rock | Far | The player levitates a boulder the size of a fist the air and hurls it at the opponent. The boulder deals D10/3+X damage. The struck character must make an athletics check at 5+X, and if they fail, they are knocked down. |
| Earth | 7+X | Stone wall | close | The player creates a wall from nearby mud, rocks, etc. The wall covers up to 3m2, has X8 hit points and X Toughness. It can be made stronger and larger as determined by the Game Master. |
| Earth | 6X | Stone armor | Touch | The player covers themselves or a chosen character with a thin layer of earth and stones, increasing their Toughness by X. Lasts for 3X turns. |
| Earth | A | Rock manipulation | Close | The player slowly transforms rock, earth, or similar substances into any form they desire. The spell takes a considerable amount of time but allows for versatility. The difficulty level of the check depends on the Game Master. For example, creating a stone cottage takes about 3 hours and requires a difficulty of 8. Creating a niche in the rock can take 20 minutes and require a difficulty of 10 or 2 hours and difficulty of 5. |
| Metal | 6+X | Stone crush | Close | The player changes the consistency of the ground beneath a character, immobilizing them. The character must make an Athletics check at 5+X. If they fail, they are immobilized and can attempt to break free each turn. |
| Metal | A | Metallurgy | Close | The player slowly transforms metal into any form they desire. The spell takes a considerable amount of time but allows for various forms. Such metal objects are easily recognizable by their shape, which resembles solidified wax. The metal is also mechanically weak. The difficulty level depends on the Game Master. Bending metal bars could take 10 minutes and require 8 points. |
| Metal | 5X | Sharpening | Touch | The player can sharpen non-magical metal weapons, giving them a bonus of +X to damage for X minutes. Item is considered magical at this time. |
| Metal | A | Corrosion | Touch | The player oxidizes any metal objects, causing them to function poorly. Weapons deal less damage, wagons are more susceptible to damage, and machines begin to fail. The difficulty level is determined by the Game Master. |
| Metal | 7X | Steel will | Touch | The player sharpens the senses of a chosen character, giving them a +X bonus to willpower for 1 hour. |
| Metal | A | Hardening | Touch | The player hardens metal, giving it favorable properties. Weapons become hardened, springs become flexible according to the player’s wish. The difficulty level depends on the Game Master. |
– Partus –
This Domain is the outcome of mixing the energy of Animus and Corpus, resulting in many skills that allow its users to manipulate growth devoid of souls, as well as summon and command the living. There are spells that enable the summoning of creatures and the breathing of life into the energy gathered from the surrounding area. Partus has three main Aspects: Plants, which allow control over flora; Summoning, which permits users to call different beings to their aid; and Transformation, granting power over the physical form of creatures.
Certain places have a high demand for the services of these individuals. Those who wield control over plants can be just as valuable as adepts of Corpus, particularly in regions like Verdalia, where structures are often constructed from plant materials. Some among them dedicate themselves to reforestation efforts and nurturing wildlife in challenging environments, although they constitute a minority within the mage community.
Adepts of Summoning may appear relatively inconspicuous, yet such skills hold vital importance for demon hunters. Each one of them possesses knowledge of the ancient banishing spell essential for eradicating rogue demons.
The Aspect of Transformation stands out as one of the most invaluable abilities for any mage. It empowers them not only to alter the physical forms of others but also to reshape their own. This capacity allows them to revert to their natural appearance, a practice they frequently engage in. Such transformations are necessary because prolonged use of most Aspects tends to warp the bodies of its practitioners, resulting in mutant-like features.
Changes of transformation Aspect manifests as animalistic appendages, diverse skin textures, and an overall frightening appearance. Hence, many mages regularly undergo metamorphosis to maintain their human-like form. Those who practice the Summoning aspect often experience migraines and are known to hear voices of distant beings. Some go mad or become servants to evil entities, but most use potions and other medicine to keep these voices at bay. Alcohols are especially popular and effective. The Plant aspect makes creatures become more like Viridis, while having no effect on the plant folk.
Partus Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Plants | 8+X | Lianas | Close | The player controls nearby vegetation to form tentacle-like vines they can use as melee weapons, dealing D10+X damage within 5 yards (meters) in a continuous line. The spell lasts for a minute. |
| Plants | 3X | Thicket | Close | The player transforms the surrounding earth into tall grass covering 5 yards (meters) radius which limits visibility and mobility. The grass can be as high as 4 feet (120 cm), and its height and thickness increase with the concentration of the spell. |
| Plants | 6+X | Growth | Close | The player magically stimulates the growth of nearby plants in a 20-yard (meter) area. Withered plants slowly come back to life, and crops become more abundant. X is the number of days the spell will affect the area. If the spell fails, the reverse effect occurs. |
| Plants | 7+X | Thorns | Close | The player encourages the local flora to grow and creates thorny barriers that protect a specific area. The thorns deal X damage to anyone who comes into contact with them. |
| Plants | 12+X | Arret’s touch★ | Close | The player transforms an area hostile to vegetation into a place where plants slowly begin to appear. The effect lasts for X days. If the spell is repeatedly cast in the same location, practically any area can be greened. |
| Plants | 6+X | Binding | Touch | The player commands the local vegetation to immobilize a chosen character. That character must make an Athletics check at 5+X, and if they fail, they become immobilized and cannot take any actions except attempting to free themselves. |
| Summoning | 5+X | Summon local fauna | Far | The player summons nearby animals to assist in combat. Depending on the spell’s strength, stronger creatures may appear. These creatures will aid in combat but won’t risk their lives and will flee as soon as they pass a successful Pain resistance check. |
| Summoning | 5X | Elemental summoning | Touch | The player summons an elemental spirit of a magic Domain that they know. The creature possesses traits and skills related to the represented magic. Each statistic of this entity is X. This being obeys orders for XD10 turns and after that leaves the player. |
| Summoning | 8+X | Demon summoning★ | Touch | The player summons a random wild demon that obeys their commands for a short time. After a few turns (D10 rolled secretly by the Game Master), the player loses control of the demon. As an action, the player can attempt an opposed Control (Willpower) check with a +X modifier to extend control over the demon (D10 rolled secretly by the Game Master). If the demon becomes free, the player has no control over it, and it cannot be dismissed in this way. |
| Summoning | 6+X | Demon banishment★ | Touch | The player selects a weakened demon and attempts to banish it. They perform an opposed check of Control with a +X modifier, and if they win, the demon is banished. |
| Summoning | 6X | Ethereal steed | The player summons an ethereal steed that serves as transportation. At level 10, it can also be used in combat. At level 15, it can fight on its own. Creature can be dismissed at will. |
| Transformation | A | Animorphia | The player transforms into a creature of their choice for 1 hour. After the transformation, which takes less than a minute, the player temporarily has the primary statistics of that creature. If the player transforms into a non-magical creature they retain the magic value but if they become a non magical creature at this time they remain animal forever. The player should spend many hours observing the creature they want to transform into to be well acquainted with it. The difficulty level depends on the chosen creature and is determined by the Game Master. Players can at will change back. |
| Transformation | 12+X | Change curse★ | Touch | The player transforms a chosen character into a creature of their choice for 1 hour. After the transformation, which takes about a minute, the character temporarily has the primary statistics of that creature. A character who does not want to be transformed must make a Magic resistance check at 5+X, or 10+X if unconscious. If the transformed character becomes a non-magical creature in that hour, they remain in the transformed form permanently. The player should spend many hours observing the creature they want to transform the character into to be well acquainted with it. X depends on the chosen creature, and is determined by the Game Master. |
| Transformation | 6+X | Metamorphosis | The player can change the shape of their body, allowing them to pass through even the smallest cracks. The transformation takes 10-X turns. During the transformation, the player moves very slowly and can take any 1 action. |
| Transformation | A | Restoration | Touch | The player magically repairs a damaged object or mechanism. After casting the spell, the object slowly begins to repair itself. The difficulty level is decided by the Game Master and is dependent on the complexity of the object and time available. |
| Transformation | A | Alchemical exchange★ | Touch | The player transforms a power crystal into another substance, usually a metal (gold, silver, copper, etc.). The amount of the new substance is usually smaller than the original crystal, and its value is almost always lower. The difficulty level depends on the substance being transformed into and is determined by the Game Master. |
– Torpor –
There is little good to be said about Torpor. Most of those who use it do so for nefarious purposes, with a small exception for the Narcosis Aspect. Users of the Ice Aspect are known to be dangerous and can cast their spells wherever there is humidity, while the Debilitation Aspect achieves its goals by making enemies weaker and diminishing their very soul. For these reasons, the latter is generally forbidden among mages. Those who practice the Ice aspect are generally found in the south, in Morozia, where they can manipulate the ever-present ice and snow. Most of their spells are generally offensive, allowing them to protect themselves and others.
Narcosis is the most respected Aspect of Torpor, as it is the one that calms nerves and heals the mind. Masters are known to remove madness from people and be able to subdue anyone they desire. There are few of them, as it seems that not everyone is able to control this power. Debilitation is the Aspect that some wish to have in their arsenal, as it allows them to quickly and sneakily defeat their enemies. Many assassins are known to weaken their enemies with magic, and when they are immobile, they strike. For that reason, it is almost impossible to find masters of Debilitation, as most of them are wanted criminals or are related to crime in some way. Academies don’t teach this Aspect, but knowledge can be obtained through other means.
Ice mages undergo opposite changes compared to Fire mages, with their bodies being much colder than those of the average folk and having frostbites on their hands. They are generally immune to cold, with many wearing little clothing in the coldest regions. Those who practice Narcosis are always sleepy and in need of some stimulants to stay awake. They are usually awake for much shorter periods than other folks, with some being awake for only a few hours daily. Debilitation is one that is the most difficult to observe, as those who practice it often hide their symptoms. It seems to inflict some amount of madness on its users, with them acting sickly and almost as if they are torn inside. There are rumors that prolonged usage of this Aspect tears the soul into pieces and causes death to the users.
Torpor Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Debilitation | 5X | Weakness★ | Sight | Magical power weakens the opponent and fatigues their body. The character must make a Magic resistance check at 7+X. If they fail, they receive -X to Body for D10/3+X turns. Subsequent penalties don’t compound with the highest one being active. |
| Debilitation | 5X | Befuddling dust★ | Sight | Magical dust settles on the character’s eyelids, clouding their senses. The character must make a Magic resistance check at 7+X. If they fail, they receive -X to Senses for D10/3+X turns. Subsequent penalties don’t compound with the highest one being active. |
| Debilitation | 5X | Mind purge★ | Sight | Magical power weakens the opponent’s mind and clouds their thoughts. The character must make a Magic resistance check at 7+X. If they fail, they receive -X to Mind for D10/3+X turns. Subsequent penalties don’t compound with the highest one being active. |
| Debilitation | 1+3X | Pacification★ | Sight | Magical power weakens the opponent’s fighting spirit. The character must make a Magic resistance check at 7+X. If they fail, they receive -X to attack and damage checks for D10+X turns. Subsequent penalties don’t compound with the highest one being active. |
| Debilitation | 5X | Subdued will★ | Sight | Magical power weakens the opponent’s soul. The character must make a Magic resistance check at 7+X. If they fail, they receive -X to Willpower for D10/3+X turns. Subsequent penalties don’t compound with the highest one being active. |
| Ice | 6+X | Frigid gust | Cloe | Player generates a frigid gust (5m, V) that deals D10/4 damage. Additionally, each character in the spell’s area of effect must make an Athletics check at a level of 5+X or be slowed for X rounds. |
| Ice | 4+2X | Icy beam | Far | Player generates an icy beam that deals D10/4+X damage. Additionally, the struck character must make an Athletics check at a level of 5+X. If they fail the check, they take an additional X damage. |
| Ice | 5X | Freezing | Close | Player freezes characters within the spell’s range (V). They receive X damage and must make an Athletics check at a level of 7+X. If they fail the check, they receive a -X penalty to all checks for X turns. Subsequent penalties don’t compound. |
| Ice | 6+X | Fog | Close | The player creates a mist in a radius of 3X yards (meters), limiting visibility to 15-X meters. Lasts X turns. |
| Narcosis | 6+X | Dreamy breeze | Touch | Player induces sleep in a chosen character for D10/2 turns. If the character is active (fighting, running, physically engaged, adrenaline-pumped), they make a Magic resistance check at a level of 4+X. If the character is calm (waiting, guarding, doing nothing special), they make a check at 4+2X. A character who passes the Magic resistance check is aware of the cast spell. |
| Narcosis | 8+X | Control over sleep | Touch | Player takes control of the dreams of a chosen sleeping character. With this spell, not only can one see what the character dreams about, but one can also manipulate these dreams as he wishes. Through such alterations, ideas can be implanted in the character’s mind. The effectiveness of such actions is 10% of X. |
| Narcosis | 5+3X | Sudden fatigue | Touch | Player casts a spell that inflicts fatigue on the target. The target makes a Magic resistance check at a level of 7+X. If they fail the check, they receive 1 point of fatigue. Each subsequent casting of this spell on the same character increases the fatigue by 1. |
| Narcosis | 8+X | Nerve soothing | Touch | Player enters a character’s mind and purges it of nerves and negative emotions. After this spell, the character loses all penalties resulting from fatigue and other psychic effects for X hours. If the character does not allow the mage to enter their mind, the spell has no effect. |
| Narcosis | 6+2X | Awaking breeze | Touch | Player sends energy to a character that restores their strength. Such a character receives X points of vigor. This spell can only be cast on one character once a day and only if they have no vigor points left. |
– Furor –
The entire Domain of Furor is strictly forbidden by law, sharing this severe regulation with only one other Domain, Excidium. There are numerous reasons for this ban, primarily due to the inherent dangers associated with harnessing the energies required for casting these spells. Such magic can easily rebound against its practitioners, leading to dire consequences. Additionally, it is widely recognized for its corrupting influence on the soul. Historically, those who dedicated themselves to any of the three Furor Aspects were notorious for wreaking havoc, both within academic institutions and beyond them. Eventually, these individuals would succumb to madness, turning against their own kind.
The Aspect of Decay is most malevolent, as every spell it offers inflicts harm in a gruesome manner, with some causing despair or spreading magical plagues among people. Regardless of the justification for employing such spells, there are alternative methods to achieve similar effects without disfiguring everyone involved. While Decay afflicts the body, the Aspect of Madness torments the mind. There are numerous cruel spells that torture the psyche and induce visions of suffering, sometimes resulting in the worst forms of death. The Thunder Aspect is prohibited because it is too dangerous to practice, with many mages ending up in hurt after failing to cast the spells.
Those who practice the Decay often suffer from internal rot and exhibit numerous disease-like symptoms, while practitioners of the Madness Aspect without exception descend into madness themselves, displaying symptoms of what they inflict upon their victims. Thunder is perhaps the least destructive, as its consequences are largely superficial, with most of its users having black eyes and veins that shine with electricity while casting spells, along with dry and rough skin.
Furor Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Decay | 12+X | Cloud of pestilence★ | Touch | The player creates a cloud that infects all characters within a touch range. Characters must make a Magic resistance check at 5+X. If they fail, they contract a disease. |
| Decay | 6+X | Ailment★ | Touch | The player weakens the opponent with magical energy. They must make a Magic resistance check at 6+X. If they fail, they receive -1 to Decay resistance for X hours. |
| Decay | 9+X | Disease infliction★ | Touch | The player sends a disease to a chosen enemy. They must make a Magic resistance check at 6+X. If they fail, they contract a disease. |
| Decay | 7+X | Magical plague★ | Touch | The player casts a spell that disrupts the connection to the magical aura. The character must make a Decay resistance check at 6+X. If they fail, they receive -1 to magic for X hours. If their magic value drops to zero, the character is temporarily treated as a non-magical being and cannot cast spells. |
| Decay | 7+X | Defilement★ | Touch | The player casts a spell that disrupts the connection to the divine sphere. The character must make a Decay resistance check at 6+X. If they fail, they receive -1 to Faith for X hours. If their Faith value drops to zero, the character is temporarily separated from the divine sphere and cannot perform miracles. |
| Decay | 6+X | Magical debilitation★ | Touch | The player weakens the opponent with magical energy. They must make a Decay resistance check at 6+X. If they fail, they receive -X to Magic resistance for X hours. |
| Madness | 6+X | Death vision★ | Close | The player sends a vision of death to the character in front of them. The character must make a Magic resistance check at 6+X. If they fail, they receive X damage and -X to attacks for the duration of the turn. Effects don’t compound. |
| Madness | 8+X | Hallucinations★ | Sight | The player uses magical energy to send hallucinations to the opponent, causing them to see the world in a completely different way, as if in a dream. The character must make a Magic resistance check at 6+X. If they fail, reality becomes unreliable, and characters seen through the eyes become unrecognizable for D10/3+X turns. All checks the character makes have a -3 modifier, and there’s a 10%X chance of hitting an ally with melee attacks and a 15%X chance with ranged attacks. |
| Madness | 5X | Nightmares★ | Far | The player spreads a nightmarish aura over an area of a small camp. All characters who sleep there wake up with X points of fatigue. If the character has more fatigue points than X, they instead receive 1 additional point of fatigue. |
| Madness | 10+X | Death’s embrace★ | Touch | The player sends the worst nightmare to a sleeping character. The character must make a Magic resistance check at 5+X for each point of Willpower they have. If the character fails most checks, they die in their sleep. |
| Madness | 6+2X | Mind slaughter★ | Far | The player sends a vision of torture and suffering. The character must make a Magic resistance check at 6+X. If they fail, they receive X damage and -X to Willpower for 1 hour. If because of that characters’ Willpower becomes negative they lose consciousness. |
| Thunder | 6X | Shock★ | Close | The player generates an electric discharge that shocks the opponent. It deals XD10/2 damage. If the player fails to cast this spell, they receive X2 damage. |
| Thunder | 8X | Lightning★ | Far | The player creates a lightning bolt and hurls it at the opponent. It deals XD10 damage. If the player fails to cast this spell, they receive D10 damage. |
| Thunder | 5+X | Electric armor★ | Touch | The player covers a piece of clothing with magical energy. Such clothing doesn’t provide any protection, but when struck by a metal melee weapon, it inflicts one-time D10/3+X damage to the attacker. Lasts for D10 + X turns.If the player fails to cast this spell, they receive X damage. |
| Thunder | 7+X | Stun★ | Close | The player explodes with electrical energy. All characters within 5 yards (meters) of the player receive D10/4+X damage. If the player fails to cast this spell, they receive X damage. |
– Excidium –
The Domain of Excidium encompasses all destructive energies, and some claim that there are no virtuous individuals in this realm, given that all its spells are inherently destructive and hazardous. Within this Domain, there are three Aspects: Energy, Lava, and Necromancy. Among these, Necromancy is met with the harshest punishment—a death sentence without exception. The severity of this penalty is such that even the mere possession of tomes associated with this Aspect leads to a death penalty unless surrendered to the authorities.
There are rules that should never be violated. The control over life and death is not meant for mortals to possess, for it is a realm reserved solely for the divine authority of the Gods. Necromancy allows the manipulation of the connection between the soul and the body while harnessing the ever-present magic. Practitioners of this Aspect believe that the soul and body are distinct elements that can be reconnected, but most believe that irreversible changes occur to both at the moment of death.
The Energy Aspect permits the user to channel magic into objects and condense it in a destructive manner, meant to annihilate the vessels, resulting in an explosion. The Lava Aspect might appear less objectionable, as it grants control over molten rock. However, there are rules and laws governing magic usage that disallow the destruction of energy itself. The manner in which this energy is employed renders it corrupted and fragile, with a ripple effect on other energies. It is believed that the Lava Aspect brings about adverse consequences for mortals when they fail to control magic, consequences not experienced by animals and other creatures. Consequently, it is forbidden not only for what it does to sentient beings but also for its impact on the magical aura.
Practitioners of the Energy and Lava Aspects can anticipate their bodies deteriorating and crumbling, while those who delve into Necromancy will desiccate and rot, resembling the deceased themselves.
Excidium Spells
| Aspect | Formula | Spells name | Spells description |
|---|---|---|---|
| Energy | 6X | Invulnerability★ | Touch | The player imbues a selected character with power. This character receives a bonus of +X to resistances for D10 rounds. |
| Energy | 6X | Explosion★ | Touch | The player explodes. All characters around the player receive XD10 damage, and the player receives half of that. If the spellcaster’s life drops to zero due to this spell, instead of making a Pain Resistance check, they make a Decay resistance check on the same difficulty. If they fail, their body explodes into pieces. |
| Energy | 9+X | Exploding arrow★ | Far | The player hurls a ball of energy that explodes after a moment. All characters within the explosion area of X yards (X meters) receive D10+X damage. If the player fails to cast this spell, they receive half of the damage |
| Energy | 6X | Force strike★ | Far | The player creates a small but extremely powerful beam that strikes a target. The injured character receives 4X damage and must make an Athletics check at a level of 8+X. If they fail, they are knocked down and stunned for X turns. |
| Energy | 7X | Detonation★ | Touch | The player touches a solid substance and shatters it with magical energy. The touched character would receive XD10\2 damage and their non-magical armor would disintegrate. A building is significantly damaged at X=2, and at X=4, even the sturdiest structure collapses. |
| Lava | 6X | Magma earth★ | Touch | The player transforms the stony ground into molten rock. Each character within the area of 3 x 3 yards (meters) receives X damage every turn and is slowed. |
| Lava | A | Rock melting★ | Touch | The player transforms rock into lava. Casting this spell takes a long time. The difficulty level of this spell depends on time and the volume of rock to be melted and is dictated by GM. |
| Lava | 5X | Terra therm★ | Close | The player, with magical power, transforms a closed rocky area into a horribly hot space. Each character within this area receives X damage and an additional X if they are wearing armor. |
| Lava | 7+X | Geyser★ | Close | The player, with magical power, transforms rock into a scalding geyser that emits steam and harms characters in a small area. All characters within this spell’s area must make an Athletics check at a level of 6+X. If they fail, they receive D10/2+X damage, and if they are armored, they receive D10+X damage. |
| Lava | 6X | Heating★ | Touch | The player, with magical power, heats metal. If it’s a magical item, the spell costs an additional 5. As long as the character holds the item, they will receive X damage every turn ignoring the armor and Toughness. |
| Necromancy | 8X | Revivification★ | Touch | The player channels magical power into remains or another form capable of containing magical energy and animates it. Such an animated creature obeys the player’s will for X10 turns. Its statistics are half of what they normally possess. |
| Necromancy | 9+X | Vampiric thread★ | Touch | The player drains the life energy from a chosen creature and transfers it to themselves. The victim of this spell must make a Decay resistance check at a level of 6 + X. If they fail, they receive D10 damage, and the caster gains that many life points. |
| Necromancy | 8+2X | Power drain★ | Close | The player draws energy from a selected opponent and transfers it to themselves. The victim of this spell must make a Decay resistance check at a level of 6 + X. If they fail, they receive D10 damage, and the caster gains +1 Vigor. |
| Necromancy | A | Converse with the beyond★ | Touch | The player gathers magical energy and attempts to contact someone who has recently passed away. The difficulty level of this spell depends on factors such as time, knowledge about the deceased, the presence of remains, etc. and is dictated by the GM. |
| Necromancy | 8+X | Necrotic grasp★ | Touch | The player touches an unconscious character with 0 life points. This character must make a Decay resistance check at a level of 7 + X. If they fail, they die, and their body disintegrates into dust. |
| Necromancy | 14+X | Resurrection★ | Touch | The player touches the body of a recently deceased person and resurrects them. Such a character must make a Decay resistance check at a level of 10 – X. If they fail, they are resurrected with half of their statistics, but if they succeed they retain their whole value. Skills and abilities remain unchanged. |
