Magic

Magic is the manipulation of the Dreamscape to produce a desired effect, typically by controlling and directing elemental forces, but more esoteric manipulation is possible for the skilled practitioner.

Your skill with magic is dependent your Core Identity

These must be stated loudly and clearly when casting, magic is not quick, and it is not subtle, people should notice that you are performing magic.

Creating a spell and how to cast it

Everyone will have a number of spells that they can have prepared. You can change your spells freely between games, but are fixed once the game begins. A spell has three components and a Element, referred to as a whole as the Spell Vocal:

Element ~ Declare which element the spell is composed of, this is mostly for thematic effect

Form ~ The shape of the spell

Damage ~ How damaging the spell is, which can be not at all

Effect ~ Any special game call that the spell performs.

Example: Flame Storm Double / Lightning Bolt Single Stun / Light Nova Double Blind

You gain access to these building blocks by taking ranks in the Elementalism skills, to increase damage potential and Effects with an element, and the Aether Mastery Skills in Space to gain new Forms.

You can build a spell of any point cost with the components you can use, but how complex it is will affect how quickly it can be cast.

Your Elementalism and Aether Mastery Traits represent how quickly Aether you can draw and shape. There are two scales of spell:

Simple: The spell can be cast almost instantly. Simply announce, loudly and clearly, the Spell Vocal whilst indicating your target. This should take 2 to 3 seconds.

Complex: To cast this spell you need to spend additional time drawing in power and forming it. You must spend 2 to 3 seconds performing some suitably dramatic action appropriate to how your character performs there magic. For example chanting mystic words, performing kung-fu or simply shouting at the opponent.

A spell is Simple to cast if cost of it’s Damage and Effect components are lower than your Elementalism Trait AND if it’s Form cost is lower than your Aether Mastery Trait. If either is above then it must be cast as a Complex spell. Certain Perks, Skill ranks and Equipment will lower the cost of Components or raise your Trait scores.

Component costs

Damage costs are always the same as detailed below. Effect costs vary by the element being used. You may not use a damage grade higher than you have dots in the Element you are using, but special effects may result in an usually high damage call.

Nought 2
Single 4
Double 6
Triple 8
Quad 10
Quin 12
Hex 14
Sept 16

Forms are determined by your rank in Space according to the following chart, the second column is the points cost.

Space

1 Storm 4
2 Bolt 8
3 Lance 12
4 Nova 14
5 Grenade 16

The Elements

Their are some advanced Elements that have prerequisites before they can be used. This will be in the form of two Skills listed next to the Element. To access rank 1 of this Element you need rank 1 in the two prerequisite skills, for rank 2 you must have rank 2 in the prerequisite skills ETC… When determining if a spell is Simple or Complex compare Damage and Effect against Aether Mastery and not the Elementalism Trait, but it is still separate from the Form cost

Each Element will have an Effect that can be used when making a spell of the Element, and a Form modifier, that makes a Form cheaper to use

Heat

Whilst this can be used to control and produce both heat and cold, most Mentalists prefer to focus as either a Pyro or Cryo mancer. Whilst a very destructive Element it can be used defensively, such as to jam a gun by freezing it, or rendering a sword too hot to handle.

1
2 Disarm 8
3
4 Grenade -2
5

Light

One of the more difficult to use Elements destructively as it requires great concentration to focus it sufficiently. Obviously useful for dazzling the opponent, or when you loose your keys behind the sofa.

1
2 Blind 8
3
4 Lance -2
5

Kinetic

Affecting temperature is the result of affecting kinetic energy at a subatomic level, this is the discipline of kinetic energy at the macro scale.

1
2 Repel 8
3
4 Bolt -2
5

Storm

1
2 Stun 8
3
4 Storm -2
5

Gravity

Prerequisites – Dream + Space

Perhaps the hardest to use as a weapon as generating large quantities usually results in pinning the opponent to the floor, rather than causing serious injury. Offensively it is typically employed by generating focused fields inside the opponent to disrupt the function of vital organs.

1
2 Strikedown 8
3
4 Grenade -2
5

Torment

Prerequisites – Dream + Mystery

Pure weaponised Emotion. A comparatively subtle magic as it leaves no physical injury, only psychological trauma. Some frown upon the use of Torment magic, whilst others find it a useful tool to level the playing field against those who wield more conventional Elements.

1
2 Fear 8
3
4 Lance -2
5

Paradox

Time + Mystery

They say that the greatest weapon is the human intellect, never has this been more true than in the application of Paradox.

1
2 Stun 8
3
4 Bolt -2
5

Magic

Dreaming Spires gm_dreamingspires gm_dreamingspires