MAGIC and the AURAS

MAGIC OF ELWYNOR 

Because of this game’s history, magic is a rare thing indeed. As a spell slinger you will hear the term Auras.  The Auras is the energy magic-users manipulate to cast spells. Since the Day of Tears, the Auras has not been available.  However, centuries later, the Auras has started to make a presence in the world again.  However, the art of magic has mostly been lost to time and death.  So, whether you are from a line of generations who passed down forbiddin knowledge, or adventurers who find ancient scrolls, practitioners of magic are starting to appear in the world once again.  Wizards of this new age are taught to respect and guard their magic.  Teaching apprentices the history of a time when the abuse of magic almost became the downfall of all civilizations.  They teach how to interpret the Auras, and with time and respect, capture it and scribe spells once again.  

Below are the following rules that will guide you to creating a student of the Auras. 

MAGIC vs. the MUNDANE

Magic is more than mundane defenses can withstand.  As a rule, If you are defending against magic by mundane means, you defend at a skill of 0.  If you have a magical way to defend, then you get your full skill to defend with.  Or, if the spell allows for Mundane defenses to apply.

STEPS TO BECOMING A PRACTITIONER OF MAGIC

Step 1:  The character must have an aspect which reflects that they have access to learning magic.  ie. Dutiful Mage’s Apprentice to Zambo of the Fifth Order.  

Step 2: When Creating your character, Determine how many REFRESH you wish to set aside for casting spells.  This pool of refresh is called your Auras Pool.  This pool becomes a set number of points that you can use to spend on casting spells.  Once you have gone through all your Auras for the day, you are tapped out and cannot cast and do not get the Auras Pool refreshed until you have rested for eight hours.  This number can only be altered if your are increasing it by spending refresh you earn during the game.  If you wish to cast a spell more than once during a day, you can by spending a Fate point for each additional casting. 

Step 3: Create your first spell using the spell creation rules (see below).  When you create the spell, it is set and cannot be altered in anyway.  If you wish a different effect from a spell, then create a new spell.  The total cost of the spell determines how many days of committed study you need to create the spell.  Once you spend the time, you then make a skill check using Lore.  The target number is the cost of the spell.  Once you learn the spell, it is yours forever.  

THE SPELL BOOK

It’s tradition.  A spell book is as common to a magic-user as a weapon is to a warrior.  Even the grandest and most learned of spell casters know the importance of a good read.  If a magic-user takes the time to study their spell book, they get the chance to create the advantage, “Studied Spells”.  This cannot be stacked with longer periods of study.  You may try one per day to create this advantage. 

SPELL CREATION

All Spells start at. Difficulty of Mediocre (0). To find the cost of your spell take the total cost from your Effects and subtract the total from your Defects.  Spells default to the Lore Skill to cast.  

Effects:

Advantageous (+2)

This effect gives the spell a bonus to create a certain advantage (The special effect must be determined when creating the spell).n

Area Effect +2

You can attack everyone within the same zone without having to split your result. Each additional time this power is applied to the spell, it increases the area effect by an additional zone.

Duration (+1 to +6)

The effect of the spell lasts for a certain period of time.  The duration of the spell dictates the effect cost.

  • +1 to last a few exchanges
  • +2 to last the remainder of the scene (1/2 an hour)
  • +4 to last a few hours 
  • +6 to last the day

Durations longer than this should be discussed with the GM.

Item Bonus (+1 per Bonus)

This effect increases the bonus to either a weapon or armor (This must be determined when creating the spell).  Cost is +1 per bonus value you assign to the item.

Non-Apparent +2 (+4)

This spell is not noticeable when cast.  No hand gestures, verbal components, or flashy effects are seen when casting this spell.  If you wish it to be invisible to magical senses, the cost doubles.  Note: This effect cannot be taken in conjunction with any defects that contradict the nature of the spell being non-apparent. 

Overcoming (+2)

This effect gives the spell a bonus to overcome certain circumstances.  (The special effect must be determined when creating the spell).

Range +2

This spell has range and you can effect others two zones away.  Each additional time this power is applied to the spell, it increases the range by an cadditional two zones.

Defects

Side Effect -2

Your spell creates a negative aspect for the GM to use against you, with a free invoke.  Success with style allows removing the negative aspect for that casting.

Mundane Weakness -4

This spell can be defended against by mundane means. The type of spell will determine what skill to use in defending against it.  

Ritual (-1 to -6)

Your spell takes extra time to cast. The casting time determines the defect cost. 

  • +1 for a few exchanges
  • +2 to take the remainder of the scene (1/2 an hour)
  • +4 to take a few hours 
  • +6 to take the day

Casting times longer than this should be discussed with the GM

Components (-1 to -6)

The spell requires rare or expensive materials to make happen.  The Game Master will determine the cost based on how rare the components are and how easy it is to obtain. You must have the components listed in your inventory and keep track of your inventory as you use it up.

Apparent -2

When casting this spell, you are loud and dance like a fool!  Others do not need to make a skill check on Notice to see you casting this spell.

Incantations -2

YOU MUST SAY THE WORDS!  This spell requires a series of words or phrases to be spoken using your vocal chords.  You can speak them in your normal voice or a whisper but if you are interrupted, bad things could happen.  You have The negative aspect “Don’t Interrupt Me” during the casting of the spell. 

Harmful (-1 to -4)

The spell actually causes the caster injury.  During spell creation, determine if the injury is physical or mental.  The cost is determined by the severity of the consequence.

  • -1 for a Minor Consequence
  • -2 for a Moderate Consequence
  • -4 for a Major Consequence.

Miscasting is Bad!

If you attempt to cast a spell and fail, bad things could happen.  If you fail at casting a spell you gain a temporary aspect which should reflect on the type of spell cast.  So if you were trying to cast a spell involving fire and fail, you may have the temporary aspect, “On Fire”.  These aspects should be things that are easily overcome, but it takes time to do so.  

If you fail with Style, then you could take damage or have an aspect applied for the remainder of the session.  The player may choose which.  The amount you missed by becomes the total damage you take.  You can apply any appropriate magical defenses you may have, but not mundane.  If you take the aspect, you may attempt to overcome it at the start of the next game session.