Heaven S Feel Magic

Introduction to Magecraft: Laws, Usage, Philosophy

Magecraft, also known as Sorcery or Thaumaturgy, is the art and science practiced by mages. It is an old, rigid and esoteric craft; the more one learns about it, the more one realises that there is ever more to learn. At its core, however, Magecraft is the ability to, through the use of prana- energy emanating from souls, or found naturally in the environment- produce a change in one's surroundings or oneself, shaped by one's will.

Magecraft is complex and requires intense study to master the fundamentals. There are also certain natural laws inherent to the craft that every mage knows- laws that cannot be broken. beyond this are philosophies related to magecraft; philosophies on intended use, on how the craft should be expanded, and how it affects life.

Law of Equivalent Exchange

The first and most important law of Magecraft, and the one true limit on its power, is the law of Equivalent Exchange, also known as the law of Equivalency, the Mage's Remuneration or the Price of Power. Simply put, the works produced by Magecraft are not free. Nothing is created; the amount of energy within the world remains constant. Instead, to produce a magical effect, energy must be expended in an amount equivalent to the scale of the effect in question. Mages use prana to power their spells. Prana is as energy goes, practically infinite for all intents and purposes; although there would be ways to cease all Prana production, they would be outlandish and require the destruction of essentially the entire universe. Prana is easily found and easily harnessed (relatively speaking), and thus is used by all Mages.

A Mage's stock of prana is not unlimited, however, as only so much prana can be produced and stored within an individual. This forms the greatest and most difficult to circumvent cap on magical power- although truly powerful mages may be massive fonts of power and prana, their powers are never limitless.

A spell that draws upon more prana than a Mage has in their possession is dangerous; the spell will either fail (to sometimes spectacular effect) or draw upon other, less efficient means of energy, typically at the cost of a Mage's vitality and strength- spells can be fueled by means other than prana, after all (although the effect is drastically less efficient). Because of this, Mages and their societies have established formalized, standardised systems of measurement regarding prana and its ability. The basis of this system is the 'Charge'.

Many, many attempts have been made to subvert Equivalent Exchange, either by trying to make a Charge do more than it should, or by removing the price entirely. All have failed, possibly for good reason: anyone who actually possessed the ability to create magical effects freely would essentially be a god.

As a mage progresses, they may be able to perform acts that to a lesser mage, seem to break Equivalency; in reality, however, part of the major experiences of growing stronger as a mage is efficiency: as time goes on, an experienced mage can find new ways to do something with the same amount of power that, in essence, cut away inefficient effects no longer needed.

A side effect of Equivalent Exchange is that it truly is equivalent, a 1:1 conversion; all of the price paid goes into the effect. There is no entropy, no energy converted into wasted forms. It is perfect conversion. Because of this, a popular method of circumventing some of the limits of Equivalency is to store prana within large-capacity items, such as gems or magical items- by doing so, a mage can call upon power far greater than their natural limits for a period of time.

Law of Conservation of Natural Order Over Arcane Effect

The second law of Magecraft is that of the Conservation of Natural Order. Simply put, whilst the effects of a magic spell are, for all intents and purposes, real and function identically to their natural counterparts- for example, a magical fire will burn things exactly like a fire created by matches- the effects are inherently magical, and rely on the reality-changing effects of prana. Because of this, once the supply of prana has ceased, the effect itself will immediately come to an end. If one is creating a magical fire, and they cease to channel prana into that fire, it will wink out of existence immediately.

Similarly, if one creates a flower with magic, and then crushes and mixes that flower with water to create a poison or perfume, the actual poisonous or scent content will vanish should the flow of prana be stopped.

Corollary Law of Arcane Inertial Effect

This sub-law of the Law of Conservation of Natural Order is that, although arcane effects themselves are inherently reliant on prana, any changes the effects enact on the natural world are identical to a natural source and are, ergo, not affected by the Law of Conservation. For example: if one person uses a magical fire to set a forest aflame, the forest will still burn even if the magical fire has stopped working. Similarly, one person can transmute a bar of iron into a bar of gold, and the bar of gold will not change back- the transmutation is the arcane effect, not the gold's existence (and besides, transmuting it back would be a breach of Equivalent Exchange). However, if a person were to create a bar of gold in their hands, it would fade from existence if the prana flow ends.

However, if one were to, for example, create a flower with magic, a flower whose pollen is later used to create a new flower, that flower will not fade as the original flower does because, by having been developed within the natural order, it isn't linked to the flow of prana at all.

Mechanics of using Magecraft

The Four Divine Spheres

Individual Elements and their Abilities

The Elements are broken down into the following format for understanding:

Prana Charge: # (The amount of Prana points needed to use the element)
Prerequisites: <> (The skill or talent requirements needed to purchase the element)
XP Cost: # (The amount of XP required to purchase the element)
Description: (A summary of the element's capabilities when used by itself ('Simple') and a brief outline of some effects when used with other elements ('Compound') in both a Core and Adjutant capability.)
Keywords: (A few example words that might inspire clever use of these spells)

Most elements are capable of working in tandem with another element to form a Compound Effect. The total list of all Compound Effects is far too long to list one by one, so instead most elements will list one or two examples; magi are encouraged to create their own combinations, the effects of which will be decided and recorded by the GM at the time.

Sun: Rank One Elements

Water

Prana Charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Calm, Flowing, Wet, Conductive, Liquid, Malleable, Normalizing

The Water element can create water or instil properties related to water. Whilst its offensive capabilities are limited, it has its uses especially for defense or neutralisation, and is an element with normalising traits.

Simple

At 100% Power, the Water Element creates 4 litres of water, with another 2 litres of water added per extra 50% of power, and 2 litres of water removed per every 50% of power below 100%. Every litre of water is capable of covering 1 square metre (i.e. one square on a map) each, making the area slippery (Agility test if one charges or runs past, lest they slip and fall prone) and conductive to electricity- anything hit by electricity whilst connected to a wet area will electrocute anything else connected to the same area.

At 0% power, the Water element can be used to create 200ml of water without using any prana.

At 100% Power, the Water element, when thrown as a projectile deals 1d10 non-lethal impact damage and forces the target to take either a toughness or agility test, or be knocked prone. For every extra 50% of power, the damage dealt by the hit increases by +1, and the target is also pushed back by 1m if they fail their toughness or agility test. For every extra 100% of power, the target receives a -10 penalty to their test.

For every 50% of power below 100%, the attack deals -1 damage, and the target automatically passes their test.

Anyone hit in this manner becomes Wet, and takes 1.5* damage from electrical attacks.

The Water Element may be applied to a weapon, in which case it deals the above damage (but not the knockdown effect) after the attack lands.

When used to counter a Fire spell of equal power, the two will cancel each other out, producing a cloud of water vapour for one round.

Compound (Core):

When used as a Core element in a Compound spell, water spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the water as a medium, or altering the effect in some way (without replacing it entirely).

Example Spells
Liquid Metal (Water-Metal-Focus) Produces a blast of water that has certain metallic properties depending on the metallic type used by the Caster.
Ice (Water-Cool-Focus) Produces an effect similar to Water-Focus, but ice is produced, which has the ability to cause lethal damage, cause blockages or bridges, etc.
Boiled Water (Water-Heat-Focus) Produces an effect similar to Water-Focus, but boiling hot water is produced, which has the ability to cause lethal damage and burns to uncovered skin, and cook vegetables.
Hallucinogen Water (Water-Sensory Element(s)-Focus*2 Projectile-beam-etc/Illusion)) Produces water that triggers the desired sensory element when touched or drunk depending on the Caster's preference. Can still be used as a projectile.

Compound (Adjutant):

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with water decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of water. With Moon and Universal elements, this typically causes the spell to have a normalising effect related to its Core element, although it can also change the properties of spells in other ways as well.

Example Spells:
Flowing Fire (Fire-Water-Focus) Caster chooses water's flowing properties to be applied. Produces fire that flows like water and can spread and burn even on non-burnable materials.
Water Illusion (Sight-Water-Focus (Illusion)) Causes a target to see an illusion of water, which depending on strength and desire of the Caster, can range from seeing a puddle of water to seeing themselves as underwater.
Normalise Emotion (Emotion Element-Water-Focus) Caused a character's emotions to be calmed, relevant to the Element(s) used.
Normalise Space (Space-Water-Focus) Causes unnatural spatial effects to be temporarily suppressed.

Earth

Prana Charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Solid, Strength, Toughness, Resilient, Slow, Crushing, Immovable, Inanimate

The Earth element can create natural earths such as soil or stone, or instil properties related to these things. It has typically unsubtle offensive uses, but when used defensively it can prove itself many times over.

Simple
At 100% power, the Earth Element, in stone form, when thrown as a projectile deals 1d10+2 impact damage with the 'Crushing' trait, with +1 damage added per 25% increase, and -1 for every 25% decrease. So at 50% power, it deals 1d10 damage; at 150% power, it deals 1d10+4 damage, and so on. If the attack hits the head and deals damage (after AP and TB) to the enemy equal to their Toughness Bonus, they must test Toughness or be stunned for one round.

At 0% Power, the Earth Element can create a handful of rocks, sand or soil without using any prana.

Instead of being thrown in stone form, at 100% Power, the Earth Element, in soil/sand form, can be thrown as a projectile, covering one square per 25% of power. This does no damage, but anyone hit by it must test Agility or be blinded for one round. Note: Sand/soil can be repelled or directed away by wind.

In other uses, each 25% of power creates 1KG of stone or 1KG of sand/soil.

The Earth Element may be applied to a weapon, in which case it deals the above damage before the attack lands, however the weapon becomes harder to wield depending on the weapon type.

The Earth Element in stone form may be applied to a body part with the 'body' focus part of the Focus Element, in which case that body part gains an extra 5 AP bonus that stacks with any preexisting bonus. However, the recipient takes -10 to agility tests. When the body part is the head, the caster may choose to make the stone case airtight, which will suffocate the recipient. They may also opt to remove any eye sockets in the case, which will blind the wearer. Any stone casing can be removed as a full action.

Stone is naturally resilient to fire.

Compound (Core)

When used as a Core element in a Compound spell, Earth spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the earth as a medium, or altering the effect in some way (without replacing it entirely).

Example spells:
Fire-Rock (Earth(Stone)-Fire-Focus) Produces stone that is sheathed in fire, which can allow an attack to deal the damage of both at the same time. Other uses involve enhancing the defensive properties of stone armor.
Magma (Earth-Heat(1000%)-Focus) Produces molten magma that is extremely hot and dangerous, causing damage to things metres away from it.
Blind Earth (Earth-Sight(blind)-Focus*2 (Projectile-beam-etc/Illusion)) Produces earth that causes blindness to any that touch it. For example: a stone boulder used as a projectile, or a wave of sand.

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with earth decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of stone or sand or other earthen elements. With Moon and Universal elements, typical uses cause the spell to be resistant to dispelling or counter-measures, or in turn, make an area or person resistant to particular types of spells. There are, as always, other uses.

Example spells:
Solid Water (Water-Earth-Focus) The spell produces water that acts like stone, i.e. being solid and reluctant to moving by 'itself'. It does not flow and can be picked up and held like a rock.
Lock Zone (Spatial Element-Earth-Focus) The spell makes an area especially resistant to spatial magics.
Charm Resilience (Affection-Earth-Focus) The spell makes a person difficult to affect with affection or charm spells.
Sand Aversion (Dislike-Earth-Focus) the spell makes a person hate sand for no inexplicable reason.
Petrify (Sense-Earth-Focus) The spell convinces a person that they cannot move.

Air

Prana Charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Speed, Lightness, Chaotic, Uncontrollable, Unpredictable, Invisible, Gaseous, Ubiquitous

The air element can create air or instil properties related to air- in essence, control over wind and gases. Its domain also extends to cover hidden things and obscuration. It is a popular element for its ability to attack enemies and obscure the attacker at the same time- essentially, it represents exactly how a mage should fight if they can.

Simple

At 100% Power, the Wind element can, when thrown as a projectile, inflict 1d10 rending or impact (caster's choice) damage, with +1 damage added per 50% increase, and -1 for every 50% decrease. So at 50% power, it deals 1d10-1 damage; at 150% power, it deals 1d10+1 damage, and so on. Air attacks are invisible, and thus any attempts to dodge a wind attack take a -20 penalty.

Similarly, at 100% Power, the Wind element can manipulate 2 squares' worth (2 cubic metres in full) of gases, with +1 square added per 50% increase, and -1 for every 50% decrease. So at 150% power, it can manipulate 3 squares' worth of gases. At 50% power, it can only manipulate 1 square.

At 100% Power, the Wind element can also create 1 squares' worth (1 cubic metre in full) of gas of the caster's choosing.

At 0% Power, the wind element can create a light breeze without using any prana.

The Air element may be applied to a weapon, in which case it deals the above damage after the attack lands. However, this also has a different effect: Melee weapons possessing an Air enchantment are considered to be mostly invisible. Enemies trying to parry or dodge an invisible air weapon take a -20 to their test. However, particularly skilled warriors may be able to negate this. By making a free perception or Weapon Skill test at a -30 penalty, a warrior can, through trial and error, discern the length and area of the weapon- they no longer take penalties to their parry or dodge tests against that weapon.

This same effect may be applied to other items or people- although people require 200% power. This in no way prevents them from making sound.

Compound (Core)

When used as a Core element in a Compound spell, Air spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the air as a medium, or altering the effect in some way (without replacing it entirely).

Example Spells:
Burning Air (Air-Fire-Focus) The spell creates air that ignites what it touches.
Air Touch (Air-Touch-Focus) The spell creates air that relays the feel of anything it touches back to the Caster.
Lovely Air (Air-Affection-Focus (Illusion)) The spell creates a gas that causes feelings of affection in any it touches.
Push (Air-Accelerate-Focus) The spell creates a field of air that pushes back at anything it touches.

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with air decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of air or a gas of the Caster's choosing. With Moon and Universal elements, typical uses cause the spell to be difficult to detect, causes unorthodox or erratic behaviour patterns or allows a wider scope of effect. There are, as always, other uses.

Example Spells:
Raincloud (Water-Air-Focus) Creates a cloud full of water.
Targeted Concealment (Sight-Air-Focus (Illusion)) Causes the target to be unable to see an object.
Air Scry (Sight-Air-Focus) Allows the Caster to see something via the medium of air. So long as the Caster is in contact with an unbroken body of air they can see anything connected to it, providing they know what they're looking for, although longer distances require more energy, measured by the Kilometre.
Hidden Spell (Element-Air-Focus) Allows the Caster to make a spell harder to detect.
Bipolar Emotions (Emotional Elements-Air-Focus (Illusion)) Causes the target to randomly vary between two different emotions, with erratic triggers.

Fire

Prana Charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Intensifying, Passion, Uncontrollable, All-Consuming, Bright, Illuminating

The Fire element can create fire or instil properties related to fire. It is a very popular offensive element, but it has its subtler uses as well. When used to affect emotions, it can excite or deeply agitate a person- to great passion or great rage. Understanding the Fire element is crucial for any mage.

Simple

At 100% Power, the Fire Element, when thrown as a projectile deals 1d10+2 energy damage, with +1 damage added per 25% increase, and -1 for every 25% decrease. So at 50% power, it deals 1d10 damage; at 150% power, it deals 1d10+4 damage, and so on.

The Fire element can ignite flammable materials, including clothing, which will burn even when the magical fire goes out. When striking something covered in flammable materials such as oil, flammable gases etc., the attack deals double damage.

Should a living creature be struck by a Fire element spell that deals damage equal to their TB or AB (whichever is higher), that person must test Toughness or Agility or catch on fire.

The Fire Element may be applied to a weapon, in which case it deals the above damage after the attack lands.

At 0% Power, the Fire element can be used to create harmless sparks, low-level light sources or light candles without using any prana.

Compound (Core)

When used as a Core element in a Compound spell, Fire spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the fire as a medium, or altering the effect in some way (without replacing it entirely).

Example Spells:

Magnetic Fire (Fire-Magnetism-Focus) Causes fire that possesses magnetic qualities (attracting metals, for example).
Shock Fire (Fire-Electricity-Focus) Causes fire that also causes a shocking effect when touched.
Distension Fire (Fire-Distend-Focus) Causes fire that distends time for the target it hits.
Seer Fire (Fire-Sight-Focus) Causes fire that relays the target's line of sight back to the Caster.

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with fire decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of fire of the Caster's choosing. With Moon and Universal elements, typical uses cause the spell to detect spells based on the core element, causes especially strong emotions or causes spells to be difficult to resist. There are, as always, other uses.

Fire Metal (Metal-Fire-Focus) Creates metal that ignites anything it touches.
Euphoria (Happiness-Fire-Focus (Illusion)) Creates an intense sensation of happiness within the target.
Love Potion (Water-Affection-Fire-Focus*2 (Projectile-beam-etc/Illusion)) Creates water that, when touched or drunk, instils intense levels of affection directed towards the Caster within the target.
Burning Sensation (Touch-Fire-Focus (Illusion)) Causes the target to feel as though they have been set on fire.
Overwhelming Heat (Heat-Fire-Focus) Causes the target's temperature to rise, with a reduced chance to resist the spell.

Electricity

Prana charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Instantaneous, Tempered, Controlled, Concentrated, Energizing, Shocking, Destructive

The Electricity element can create electricity or instil properties related to electricity. It is a potent element capable of massive destruction, and its deployment is a true sign that all the cards are on the table, and it's time for decisive action.

Simple

At 100% Power, the Electricity element, when thrown as a projectile, deals 1d10+2 energy damage and has the 'shock' property, with +1 damage added per 25% increase, and -1 damage removed per 25% decrease. So at 150% power, the attack deals 1d10+4 energy damage. At 50% power, the attack deals 1d10 damage. If the attack hits an area protected by metal armour, any AP provided by said armour is halved, rounded down. Upon striking an enemy, there is a 20% chance it may leap to someone else within 1d5m, chosen randomly, in which case it deals half damage to that person. It may leap again after this, but never will it strike a person twice, and damage halves every time. This chance becomes 100% should there be someone linked to the target by metal (holding a pole together, for example) or water (sitting in water, for example).

Anyone who is struck by an Electricity attack and is wet or standing in water takes double damage.

The Electricity element can ignite flammable gasses or other flammable materials, such as oil or paper. Anyone who is struck by an Electricity attack whilst covered in flammable materials takes double damage. If the target is also wet or standing in water, the attack does triple damage overall.

The Electricity Element may be applied to a weapon, in which case it deals the above damage after the attack lands. Parrying an Electricity-enchanted weapon with a metal weapon is dangerous, and is treated as provoking an electric leap as written above.

The Electricity Element may also be applied to an item, in which case it will deal the above damage to anyone who touches it.

At 0% Power, the Electricity element can be used to create small electrical arcs or the like without expending prana.

Compound (Core)

When used as a Core element in a Compound spell, Electric spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the electricity as a medium, or altering the effect in some way (without replacing it entirely).

Example Spells:
Charm Bolt (Electricity-Affection-Focus*2 (Projectile-beam-etc/Illusion)) Causes a bolt of electricity that has the potential to instil affection within the target for the caster. This potential is retained should the electricity arc.
Numb Bolt (Electricity-Touch(Numb)-Focus*2 (Projectile-beam-etc/Illusion)) Causes a bolt of electricity that has the potential to numb the target's sense of touch. This potential is retained should the electricity arc.
Iron Bolt (Electricity-Metal(iron)-Focus) Creates electricity with iron-like properties (for example, being fatal to fairies).

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with electricity decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of electricity of the Caster's choosing. With Moon and Universal elements, typical uses cause the spell to produce erratic effects if fired randomly, but can also be attuned for precise use. It is also excellent for distracting or focusing a target's attention on a specific emotion or sight, and can be used to 'overload' a sense or emotion. There are, of course, other uses.

Conducted Fire (Fire-Electricity-Focus) Creates fire that spreads via conductive materials, i.e metal or water.
Sudden Despair (Apathy-Electricity-Focus (Illusion)) Instils a sudden, concentrated spike of despair in the target that makes it hard for them to think of anything else.
Dazzle (Sight-Electricity-Focus (Illusion)) Causes the target to see nothing but stars and vague shapes.
Time Wrinkle (Time-Electricity-Focus) Causes time in an area to behave erratically, which can have a variety of effects.

Metal

Prana charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keywords: Elemental, Mutable, Variable, Hard, Strong, Inflexible, Conductive

The metal element can create metal or instil properties related to metal. It is a useful element, intrinsically suited to a variety of situations, some more desperate than others- from skewering an enemy to synthesizing an ingredient for quick-time alchemy.

Simple

At 100% Power, the Metal element, when thrown as a projectile, deals 1d10+2 Impact or rending (caster's choice) damage with a penetration value of 1, with +1 to damage per extra 25% of power, and a +1 to penetration per every extra 50% of power. So at 150% power, the attack deals 1d10+4 damage with a penetration value of 2; at 50% power, it deals 1d10 damage with a penetration value of 0.

The Metal element may be applied to a weapon, in which case it deals the above damage after the attack.

The Metal element has other uses: at 100% power, it can create 4 kilograms of any type of metal, with an extra kilogram added per 25% of power.

At 0% power, the Metal element may be used to create about 200 grams of metal at no Prana cost.

When used with the Shape Element as a focus, the Metal element can be used to create weapons in a particular shape, providing they are made of metal and the spell has enough power to replicate all the metal needed, mass-wise and type-wise. This includes any sort of weapon made of metal (Swords, guns, etc.). Ammunition may be supplied providing there is enough leftover weight left, and replenishes based on this. Weapons produced this way carry the same damage profile as a metal projectile attack, adjusted as normal by power percentage.

Compound (Core)

When used as a Core element in a Compound spell, Metal spells are typically executed and delivered in the same manner. However, qualities of the spell will often be changed, with the Adjutant Elements either executing their usual effect using the metal as a medium, or altering the effect in some way (without replacing it entirely).

Molten Metal (Metal-Heat-Focus) Creates extremely hot metal that can damage and set fire to things.
Chilling Metal (Metal-Cool-Focus) Creates metal that drops the temperature of the target it hits.
Knockback Metal (Metal-Accelerate-Focus) Creates metal that aggressively propels the target back when it hits.

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell is altered to take on properties aligned with metal decided by the Caster. With Sun elements, this typically causes the Core element to take on some quality of metal, specifically the metal of the Caster's choosing. With Moon and Universal elements, typical uses create fairly standard effects, but are uniquely capable of being easily changed even after being cast. There are, of course, other uses.

Burning Molten Metal (Fire-Metal-Heat-Focus) Creates fire that acts like melted metal (ie liquid), that can be cooled after it lands to create burning metal bands.
Fickle Affections (Affection-Metal-Focus (Illusion)) Instils affection within a target. The object of said affections can be altered at a later time.
Transference Gate (Space-Metal-Focus) Creates a two-way gateway through space. The destination can be altered at a later time.

Moon

Sight

Prana Charge: 2
Prerequisites: Mage Rating 1
XP Cost: 200
Keyword: Sensory, Vision, Eyes, Perception, Enhancement, Illusive

The Sight Element deals with the sense of sight, unsurprisingly. It sees a lot of use in magecraft, as with its abilities, a person is capable of forms of scrying; of enhancing their own sense of sight; and, conversely, hindering or blinding others. It is one of the most popular spells used by those fond of causing Illusions.

Simple

At 100% Power, the Sight element, when applied to a person's eyes, grants a +10 bonus to Perception tests that rely on eyesight for as long as the spell is maintained. For every 100% extra power, the bonus increases by +10.

Conversely, at 100% Power, the Sight element can be applied to a person's eyes to grant a -10 penalty to Perception tests that rely on Eyesight for as long as the spell is maintained. For every 100% extra power, the penalty increases by -10. Should the penalty be greater than the character's Perception characteristic they are struck blind.

At 100% Power, the Sight element can also be applied to a body part or an item, creating a limited, artificial sort of sight emanating from the point touched for as long as the spell is maintained. The point sees everything within a 45 degree angle and has a range of ten metres. For every extra 100% bonus power, the angle increases by an extra 45 degrees and the range increases by ten metres. If this effect is placed upon an item, then it will benefit whoever holds the item.

Finally, the Sight element, at 100% Power, can be used to create illusions in a target. The illusions are visual in nature (i.e. hallucinations) and require Willpower checks to disbelieve.

Compound (Core)

When used as a Core element in a Compound spell, Sight spells are typically executed and delivered in the same manner- however, Sight spells typically incorporate elements from the Adjutant elements to give a 'flavour' or 'aim' to the spell, such as being able to see a particular element in use, or being able to trace things via said element.

Fire Sight (Sight-Fire-Focus) When applied to a person's eyes, allows that person to see fire, even through walls or solid objects.
Life Sight (Sight-Life-Focus) When applied to a person's eyes, allows that person to see living things, even through walls or solid objects.
Affection Sight (Sight-Affection-Focus) When applied to a person's eyes, allows that person to see if people are feeling especially affectionate, as well as a clear link to the object of said affection.
Fire Illusion (Sight-Fire-Focus (Illusion) When applied to a person, forces that person to experience an illusion of fire.

Compound (Adjutant)

When used as an Adjutant element in a Compound spell, the spell tends to act as a 'carriage' for the Sight element, with ultimately the effects of the Core Element being mostly unchanged. Rather, the effects of both tend to work in conjunction. When paired with other Illusion effects, however, the spell can change in subtle or unsubtle ways, with the Sight element being worked into the parameters.

Blind Water (Water-Sight(Blind)-Focus*2 (Projectile-beam-etc/Illusion)) Causes a burst of water that incurs sight penalties to whatever it hits.
Binding Eyes (Affection-Sight-Focus(Illusion)) When applied to a target, the target will feel compelled to follow the caster's orders so long as they can see the caster's eyes. Is more effective than a flat Affection spell.
Suspicious Eyes (Dislike-Sight-Focus(Illusion)) When applied to a target, the target will feel compelled to avert their gaze from other peoples' eyes.

Stars

Focus

Prana Charge: 1
Prerequisites: Mage Rating 1
XP Cost: 100
Keyword: Focus

The Focus element is the single most important element a Mage must know. It is nothing more or nothing less than the element that allows a Mage to control the magic they've brought forth.

The Focus Element causes the Core and Adjutant Elements to behave at all, allowing the Mage to direct it. It is essentially a set of instructions that allow the Mage to make the element do what he likes. Without it, the Elements would be uncontrollable, leading to unfortunate accidents.

The applicable instructions are below. Note: Instructions that disperse a spell over wider areas cause that spell to take power percentage penalties, as noted below.

Special Rules:

When used in conjunction with a Spell that has a 0 Prana cost (for example, a 0% Power spell), Focus's cost also becomes 0.

Name of Focus Description Power Percentage Effect
Beam The Focus Element projects the spell in a straight beam, hitting anything in the way. Power drops by 50% every time it hits an enemy. Range is 20m. -25% Power per 5m
Burst The Focus Element projects the spell over an area, giving it the Blast(x) trait. Range (from caster to epicenter) is 5m*Willpower Bonus -25% Power per Blast size
Cone The Focus Element projects the spell in a 45 degree cone shape. Treat it as though it possessed the blast trait, rolling once for hit. Cone emanates from Caster; range from Caster to end of Cone is 20m. -50% power. -25% power per extra 10m
Illusion The Focus Element triggers any illusion clauses set up within the spell, such as sensory or emotional effects, that require a Willpower Test to dispel. Illusion spells are typically Touch. Elements with illusion clauses can be attached to ranged spells, however, by paying an extra prana point. In spell notation this is noted as "Focus*2 (Primary focus/Illusion). -25% effect per extra target
Object (Manual) The Focus Element wraps the spell around an object, with the spell effect triggering whenever the Caster wishes it to (max once per round) so long as the spell is Maintained. Range is touch. No effect
Object (Automatic) The Focus Element wraps the spell around an object, with the spell effect triggering whenever a condition is met, decided by the Caster (for example, 'when hit by an attack') so long as the spell is Maintained. Range is touch. No effect
Projectile The Focus Element projects the spell at a single person or object. Range is 10m*Willpower Bonus No Effect
Pseudo The Focus Element creates an illusion of the spell that people must test Willpower or Perception to disbelieve. In any case, it only costs 1 SP per element used. No Effect
Self-Burst The Focus Element projects the spell over an area, giving it the Blast(x) trait; except that the area's epicenter is the Caster (who is unaffected). -25% Power per Blast size
Touch The Focus Element projects the spell to either hit something the Caster touches, or to appear in the palm of their hand. In combat this means the attack rolls off WS. No Effect
Wall The Focus Element projects the spell in a straight line. It has a starting height of 1 metre and a starting length of 4 metres. Range is 5m*Willpower Bonus from Caster to Wall. -25% Power per extra 1m of height; -25% Power per extra 4m of length
Weapon The Focus Element wraps the spell around a weapon, with the spell effect triggering every time the weapon lands a hit so long as the spell is Maintained. Range is touch. No effect

Universe

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License