Warlords Of Kruhl 3e EN:Magic

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Commanding the arcane forces of the universe is not as straightforward as performing a mundane activity; if it were, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. Using Thaumaturgy or Theology to cast a spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature.

Aspects

The more aspects a spell has, the greater its cost in Arcane Power or Sacred Power. Each aspect increases the cost by 1 Arcane Power or Sacred Power.

  • Range: Spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
  • Duration: spell lasts beyond a single turn (maximum duration in rounds equal to "general effect", based on the caster's Power Level)
  • Area: spell affects everything within an area (maximum area based on the caster's Power Level)
  • Salvo: spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
  • Damage: Spell inflicts Endurance damage
  • Summoning: Spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
  • Unnatural: Spell has a result that does not occur in nature
  • Production: Spell has an otherwise ordinary effect that would take a person or persons more than a day to accomplish

Techniques

The cost in Arcane Power or Sacred Power can be reduced by up to half (rounded in the character's favour). Each technique reduced the cost by 1 Arcane Power or Sacred Power.

  • Ritual (2d6 * 10 minutes)
  • Rare consumable materials
  • Gestures and incantations
  • Personal focus (wand, staff, amulet, holy symbol)
  • Sacrifice (an animal... usually)
  • Contagion (personal item or part of target)


Arcane Casters

Sacred Casters

Casting Spells

Petty Magic

Minor Magic

Major Magic

Epic Magic