Tag Archives: arcane

Spellcasting

Magic is the lifeblood of the universe; it flows through everything, one unifying force that connects all living things. Long ago, the mortal races learned to harness this power, learned how to leash it to their will and alter the very fabric of reality. Regardless of how a caster gains the ability to utilize magic, spells and spellcasting use the same rules for all casting characters. Whether the adept’s own strength of will grants him the ability to use magic or that gift is bestowed by some supernatural entity, the outcome is the same. The adept harnesses magical energy from their source, focuses it into a specific magical effect, and then releases it towards a target. Some spells heal, some destroy and some simply make people’s lives easier, but the basics are the same: channel, focus and release. The spells a caster knows can make their name or cause them a grim, early death. If he knows the right ones, he can keep himself and his companions alive; if not, he is a liability to the group and can get himself and others killed. The more spells a character knows, the more versatile he is and the more he can do with his magic. A “one-trick pony” won’t get very far. Buying Spells Purchasing a spell to cast costs 2 CP; upgrading that spell to the next higher level costs another 2 CP. You cannot cast a spell until it is fully written into your spellbook. You must purchase the lowest Level of a spell before you can purchase the next higher version, and so on. If you cannot cast a spell due to Access restrictions (see below), you cannot purchase it. Spells are, in game terms, skills. Buying them follows all applicable rules for buying skills in the Skill Header System section and the Downtime section. In order to purchase spells, a character must have a skill that allows them to buy spells, such as(but not limited to) Magical Art, Magic of the Master, or All Magic Is One. That "gateway" skill is, in effect, the caster unlocking the header for an entire category of magic spells. Each individual category of spells is considered its own header. The categories of spell are: Air, Earth, Fire, Water (called the Elemental Arts) Light, Shadow (called the Energy Arts) Autumn, Spring, Summer, and Winter (called the Seasonal Arts) Once a spellcasting character has unlocked the category, they can purchase any spell within that category, just like unlocking a header allows you to purchase any skill you meet the Requirements for. Major Access & Minor Access Different types of spellcasters have different specialties when it comes to magic. Arcane casters specialize in the Elemental Arts, manipulating the building blocks of the universe. Divine beings have different aspects and only allow their priests to use magic that fits those aspects. Ghorn, for example, is a god of the forge, creation, and fire. It makes sense, then, that his followers have access to the Fire Elemental Art and the Light Energy Art (Ghorn is a god of the White Court). But Ghorn also is a god of the cold mountains and industry, particularly favored by the Free Dwarves. How do we represent this in game terms? The answer that Ghorn's followers have Major access to the Fire and Light categories, and minor access to the Winter and Earth categories. Major Access means that a caster can buy and cast any spell in that category, no matter the level-- so long as they have purchased the Spell with Character Points according to the rules above. Minor Access means that the character can access the category, but can only purchase and cast Level 1 and Level 2 spells from that category. NOTE: Some spells start with a level 2 version, meaning a caster with Minor access can only cast the lowest-powered version. Some spells start with Level 3, meaning casters with Minor access cannot use the spell at all. Arcane Caster Access Arcane spellcasters BEGIN play with the ability to purchase Major access to the Air, Earth, Fire, Water, and Shadow Arts. HOWEVER, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead can purchase only Minor access. Arcane characters can always purchase Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Conversely, an Arcane character cannot purchase the Light school at all. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching. Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards. Velarion can always spend the time and CP necessary to unlock Major Access to the Shadow header, but unless he finds a different route to get it such as a Signature Items or becoming one of the few Multi-Source Characters, he will never be able to purchase from the Light list. Otherworld and Primal Caster Access Otherworld and Primal characters have access to specific Arts and Seasons as determined by their Patron, class, or skill description. Researching New Spells The Basic Spell Lists included on this website are just that—basic. Characters will find new spells as treasure in long-forgotten dungeons, as rewards or gifts from other-planar entities, and characters can even research spells on their own. If you wish to research a spell, contact Logistics OUT OF GAME, BETWEEN EVENTS VIA EMAIL, and we’ll talk about it. Researching a new spell will cost CP, in-game money, and some of your Downtime. It will also require a back-and-forth between you and Staff for a final version of the spell; do NOT expect that the first version of a spell you submit for research will be the one that ends up as a final version. Any spells researched by a player will be non-transferrable from that player to any other player for a duration of 6 months. After that, the spell can be taught and transferred as normal, and the spell will become part of the official rulebook on the website, named after the character who created it, such as "Merlin's Amazing Magic Arrow," etc. Spellbooks A caster’s spellbook is his most treasured item. It is an in-game item and can be stolen, damaged and destroyed. In it the caster must keep a written, legible record of all spells he has purchased, the effects and game verbal for the spell, and the incantation he uses to cast the spell. Inside the front cover of the spellbook the caster should glue a small pocket, large enough to hold an index card. On the index card, the caster needs to write his character name, real name, and SPELLBOOK. If the character has more than one book, he needs to have both the inside cover of the book and the card numbered to differentiate, such as "Merlin's Spellbook, 1 of 2." If the spellbook is ever stolen, the thief takes only the TAG, and then shows it to the nearest possible Staff member. A prop will never be stolen. The spellbook is PROPERTY OF THE PLAYER and should never be removed out-of-game. A spellbook must be a bound book; loose leaves of paper are not allowed. Other means may be used to represent spellbooks. Be creative, but get approval from staff before you invest a lot of time and energy into it. ***Casting Spells*** You can cast any version of a spell you have purchased. Thus, if you have purchased the Level 1, Level 2, and Level 3 version, you can cast any version at any time, so long as you have the Stamina to spend on it. Casting a spell costs a variable amount of Stamina depending on the power level you wish to cast. The more powerful a spell, the more Stamina it will cost to cast.The Level 1 version of a spell costs 1 Stamina; the level 2 version costs 2 Stamina, and so on. When casting a spell, you CANNOT HAVE ANY ITEMS IN YOUR HANDS, unless another skill you have purchased specifically allows it. Your arms must be completely free and unhindered-- you cannot tuck anything into your armpits or under your arms, nor can you cast spells while a Maim [arm] effect is in place upon you. Once an adept has the Stamina necessary, knows the spell, its unique incantation and has it readied, he is ready to cast it. Every spell must have a target (or multiple targets, depending on the spell) before it is cast. An adept cannot complete the incantation for a spell and then decide on his target. The target can change only if the original becomes no longer viable (runs away, dies, etc). If the spell is a touch-cast spell, the caster must touch the target AS THE INCANTATION IS BEING SPOKEN. If the spell is channeled through a packet, the caster must throw the packet within 5 seconds of completing the incantation or the spell is flubbed. A spell the caster wishes to touch-cast on an unwilling target must be delivered with a natural weapon phys rep. When the incantation is completed, the spell goes off and all effects are resolved immediately. Some spells have a casting time other than just the incantation. These are usually special spells that take time to complete, such as consecrating an area to the gods or resurrecting the dead. Incantations The incantation for each spell represents the caster harnessing magical power into a specific effect, bending reality to produce the effect he desires. Each spell must have a unique incantation, specific to that spell. The incantation must have the spell’s name somewhere in the incantation, or some reference to the effect of the spell. Incantations must be 5 syllables long per level of the spell, followed by the verbal for the spell, such as “10 Damage and Agony by Magic!” Thus, a level 4 Spell has to have a 20 syllable incantation, etc. All incantations must be said in a firm tone of voice loud enough for the target or targets to hear. A spell incantation may NOT be whispered under any circumstances.Remember, if the target cannot clearly understand what you are trying to affect them with, the game will grind to a halt as the target calls for Clarification, etc.SPEAK CLEARLY AND LOUDLY. You are bending the whole of reality to your will-- have some confidence in how you go about it! An incantation doesn’t have to make sense, but it must be the same every time the spell is cast, and the incantation it must reference the spell effect or name in some way. An incantation maybe composed of “magical language” but may not be gibberish or simply the same word over and over again. You cannot move while speaking your incantation. You can move before or after, however. Incantations on a battlefield or murmured across the campfire are an excellent way to build atmosphere; do your best to personalize them for your character and keep them in-character. Getting Hit If a caster is struck by a negative effect during the incantation, the spell is not flubbed, but the incantation must be started over before the spell can be successfully cast. On the other hand, making a caster laugh in the middle of an incantation is a good way to flub them, too. Spell Keyword Quicklist Skills that are NOT listed in the Spell Lists but have the Spell keyword use the following rules: Purchasing the skill and Stamina cost rules on this page do not apply. The skill is bought and the Stamina cost is determined per the Skill Description. All other keywords apply as normal. All special rules in the skill description apply as normal. Any character who buys a skill that has the Spell keyword must have a spellbook for that skill-- all Spellbook rules above apply EXCEPT the skill cannot be transferred to another character or taught to another character in any way. All rules in the "Casting a Spell" section above apply except Stamina cost (see first item in this list). All incantation rules apply-- every skill that has the Spell keyword MUST have its own unique incantation, written down in the spellbook, etc. A skill with the Spell keyword can be flubbed just like a regular spell. A skill with the Spell keyword is restricted in the same way as a regular spell-- nothing can be in the caster's hands; both arms must be functional and unhindered unless another skill specifically permits otherwise. If a caster is hit by an enemy attack while casting a skill with the Spell keyword, the incantation must be re-started, just like a regular spell.

Arcane Source Skills

Arcane Source Skills

(5CP if building a Multi-Source Character)

Arcane Classes: Spells:

This Source represents abilities that channel arcane and elemental magical energies. You draw upon the raw magical forces of the world—the life-force inherent in everything.

Eldritch Blast (0, 4, 4, 4 CP; 0 Stamina; Spell)

The simplest kind of magic, you conjure a bolt of pure magical energy to harm your foe. You make a 5 WORD incantation and make a packet attack for, "1 Damage by Magic." This skill follows all other applicable rules for Spellcasting as if it was a normal spell.

  • 2nd Purchase: "2 Damage by Magic"
  • 3rd Purchase: When you purchase this skill, choose 1 effect from the following list: Agony, Short Slow, or Short Repel. ONCE PER BATTLE, you can make a single packet attack for "2 Damage and [Chosen Effect] by Magic," by making the same 5 word incantation you use for this skill. This costs no Stamina.
  • 4th Purchase: As 3rd Purchase, but choose a second effect. You can now make one packet attack per battle for EACH of the two effects you have chosen.

Example: Valyrion has purchased this skill 4 times. He has chosen Short Repel and Short Slow as his effects. He can make a 5 word incantation and make a packet attack for "2 Damage by Magic" without expending any Stamina.

He can also, once per battle, make a single packet attack for "2 Damage and Short Slow by Magic" and a single packet attack for "2 Damage and Short Repel by Magic."

Magical Art: Major (3, 3, 4, 5 CP)

You may choose one Magical Art from the Spell List section. Your Magical Art determines the types of spells that you can cast forth as magic.

Arcane spellcasters BEGIN play with Major access to the Air, Earth, Fire, Water, and Shadow Arts. However, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead have Minor access.

Arcane characters always have Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching.

This skill can be purchased up to 2 times at character generation.

Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards.

Magical Art: Minor (2, 2 CP)

Requires Magical Art: Major. This skill works identically to the Magical Art: Major skill, but it buys a caster Minor access to an Art instead. It follows all the rules outlined above.

Arcane Reserves (2, 2, 3, 3, 3, 4, 4, 4, 5 CP)

Requires Magical Art. Each time you purchase this skill, you gain a point of Energy that can be used in place of Stamina to power Arcane skills. Energy resets at the beginning of each watch.

Arcane Resistance (3, 3, 3 CP; 1 Stamina; Battle, Watch)

Requires Magical Art. Choose 1 Battle Trait you gained from the purchase of a Magical Art. You can call, “Purge by Magic” to negate one attack with your Battle Trait used against you. You can choose a new Battle Trait at the beginning of the next watch.

  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: Call “Resist by Magic” instead of Purge.
Arcane Signature (4, 4 CP)

Requires Magical Art. You choose one Battle Trait gained from a Magical Art you have purchased. That Trait can now be used as a Source Trait instead of "by Magic." for Arcane skills. This skill CANNOT change the verbal for a skill with the Spell keyword.

  • 2nd Purchase: choose another Battle Trait per the restrictions above.
Mystic Armor (4 CP, up to 3 Stamina; Watch)

You harness arcane energies to form a buffer between you and physical harm. You may pay up to three points of Stamina to give yourself an equal number of armor points. You may not use this skill while wearing a prop that gives armor points, and these points are lost if you put on or activate any other armor or ability that gives you ar­mor points—this includes any temporary armor from a Grant effect.If you are using this skill and gain armor points from physical armor or another ability that gives you armor points, these points are lost. These armor points may be refreshed by performing a ritual that takes 1 minute of activity time. You cannot move, use, or refresh other game skills while refreshing armor.

Staff of the Arcane (3 CP)

Requires Staff skill. This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty.

Sense Magic (1 CP)

Requires Magical Art: Major. Choose one Battle Trait you have learned from a Magical Art. Touch a willing or helpless recipient and call out “Diagnose X by Magic” where X is a Battle Trait you have gained by purchase of the Magical Art skill. You may also attempt to discern that trait in a mystical place if a spirit is present by calling “In This Place, Expose X by Magic.”

Dispel Magic (3, 3, 3, 3, 3, 3 CP; 1 Stamina; Watch)

Choose a Battle Trait from one of your Magical Arts. Use 1 minute of activity to roleplay a small magical ritual, then Touch a target and callout “Cure [Battle Trait] by Magic.”

  • 2nd Purchase: usable 2/watch
  • 3rd Purchase: can target by touch or packet
  • 4th Purchase: 30 seconds activity time
  • 4th purchase: 3/watch
  • 5th Purchase: 10 seconds activity time
Arcane Weaponry (5, 3, 3 CP)

Requires Magical Art: Major. You gain the ability to fight with elemental weapons. Prepare a prop for a Medium weapon and decorate it to look like it is constructed of pure elemental power. Each weapon must clearly be different than a red claw prop.

You must roleplay conjuring these weapons. The amount of time it takes you to ready them is the activity time. If the weapon is disarmed or you drop it, it disappears and must be re-conjured as normal.

When you take this skill, choose a Battle Trait from one of your Magical Arts. The weapons conjured by this skill use either that Battle Trait or Magic for all verbals when attacking. You may substitute Magic or the Battle Trait for any called melee attacks with the Weapon trait made while using these weapons.

You gain the ability to fight with your elemental weapon. You also gain the ability to cast spells while this weapon is held in your off hand. You cannot block with these weapons and cast at the same time; if the weapons are struck your spells will still be interrupted and momentarily suppressed just as if you have been struck.

  • 2nd Purchase: You can create a Large weapon with this skill.
  • 3rd Purchase: You can block with this weapon while in the process of casting.
Speak with Elemental (2 CP, 1 Stamina)

You may touch a recipient or make a packet attack and call out“Speak With Elemental by Magic” to communicate with elemental beings.

Effortless Spell (4, 4, CP; Battle)

Requires Magical Art: Major 2. . Your first spell from the Magical Arts spell list costing 1 Stamina instead costs 0 Stamina.

  • 2nd Purchase: First 2 Magical Art spells costing 1 Stamina instead cost 0 Stamina.
Arcane Fury (3, 3, 3, 3 CP; 2 Stamina; Battle)

Requires Arcane Signature, Arcane Weaponry. Using your Arcane Weaponry, you make a melee attack for “[Tier+1] Damage by [Battle Trait],”

  • 2nd Purchase: You make 2 melee attacks.
  • 3rd Purchase: Usable 2/battle.
  • 4th Purchase: [Tier+2]
Evocation (3, 3, 4, 4, 5, 5, CP; 2 Stamina; Battle, Spell, Burst)

Requires Eldritch Blast. You conjure the simplest, most direct kind of magical weapon: a bolt of raw magical essence to destroy your foes. Make two packet attacks for "[Tier+1] Damage by Magic"

  • 2nd Purchase: Requires Magical Art. At the beginning of any watch, you can choose a Battle Trait you've gained from the Magical Art skill. You can replace "by Magic" with the Battle Trait at will.
  • 3rd Purchase: [Tier+2]
  • 4th Purchase: make 3 packet attacks
  • 5th Purchase: [Tier+3]
  • 6th Purchase: Make 4 Packet attacks.
Signature Spell (5,5,5 CP)

Requires Tier 2, Magical Arts Major and one spell of maximum level from that header.

When casting the spell you use -1 stamina to a min of 1.

  • 2nd Purchase Tier 3 A Different Magical Arts Major and a new spell at maximum level from that header; When casting the spell you use -1 stamina to a min of 1.
  • 3rd Purchase Tier 4 A Different Magical Arts Major and a new spell at maximum level from that header; When casting the spell you use -1 stamina to a min of 1.

BattleMage

Battlemage (3 CP) REQUIRES:
  • Any 1 Knowledge (Novice) skill
  • Magical Art: Major (any)
  • Magical Art: Minor (any)
  • Evocation
  • Arcane Signature
  • 2 Weapon Skills (Medium or Large)
  • Light Armor, Mystic Armor, OR Combat Reflexes
  • Heroic Endurance, Heroic Vitality, Heroic Strike OR Heroic Block (any 1)
There are an elite few who have taken the secrets of arcane magic and adapted them to front-line battle. Traveling as support for other warriors, knights, or men-at-arms, it is the task of these brave folk to use their powers to defend their liege or lord, either by supporting other stalwart fighters or by raining magical death upon their foes.
Combining the magical skills of the arcane with the martial skills of the fighter, a battle mage is a force to be reckoned with on the battlefield. They wear physical armor like a warrior, and can sometimes wield a blade with as much deadliness and accuracy. Having a battlemage on your side in a fight can turn the tide of a battle; facing one as an enemy can be terrible indeed.
Free Skill When you unlock the Battlemage header, you gain the Mage Weapon skill for free. The 0 CP version counts as the 1st Purchase. Mage Weapon (0, 3, 3 CP) You can cast spells while holding and using a staff or single Medium melee weapon. You must have the skill for the weapon in question. This overrides the restriction requiring both hands to be free to cast spells.
  • 2nd Purchase: You can have a buckler or shield in your off-hand while casting.
  • 3rd Purchase: You can have a Large weapon in one hand while casting a spell. This includes a bow or crossbow. Notes: · A two-handed weapon must be held in only one hand for purposes of this skill, and cannot be used to attack or defend while the casting is taking place. · You cannot use Mage Weapon with any two-weapon style, including buckler or shield. You must have only a single melee weapon OR a buckler or shield in hand. · This skill also applies to any skill with the Spell keyword.
  Battlemage Skills Art of War (5 CP)
  • Your incantation for spells that deal damage is decreased by 1 syllable per level. This applies ONLY to arcane spells purchased using the Magical Art skill.
Battlefield Repair: Armor (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Buckler (3 CP) This skill allows you to use a buckler. You cannot use a larger shield with this skill. Shield (3 CP) Requires Buckler. This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in either hand. Mighty Strike (4, 4, 4 CP, 2 Stamina; Battle) You can strike with terrible precision and power. Call, “5 Damage” for one melee attack.
  • 2nd Purchase: usable 2/battle.
  • 3rd Purchase: Call, “[Tier+4] Damage”
Circle of Steel (3 CP, 1 Stamina; Battle)
  • You are adept at clearing the battlefield to give yourself room to recover and reset. Call “Disengage by Magic"
Swift Strikes (3, 3, 3, 3 CP, 1 Stamina; Battle) You have trained hard at speed and precision. You can spend 1 Stamina to make 2 melee or missile attacks for “2 Damage.” · 2nd Purchase: Usable twice per battle · 3rd Purchase: “[Tier+1] Damage” · 4th Purchase: usable 3 times per battle. Medium Armor (5 CP) Requires Light Armor. You may wear Medium Armor. Spellblade (3, 4, 5 CP, +1 Stamina; Battle) Requires Mage Weapon.
  • You can cast a spell into a single Medium melee weapon and change the delivery type from packet or touch to melee. This effect ONLY works for spells purchased from a Magical Art header. It cannot be applied to missile or thrown weapons.
You must spend 1 additional Stamina in addition to the cost of the spell, cast the spell as normal and touch a packet to the weapon you wish to “charge” and call “Imbue to Weapon by Magic.” Once that is complete, you can use the melee weapon as an attack delivery for that spell—the spell’s effect and verbal do not change.
SPELLBLADE CAN NEVER BE USED FOR GRANT EFFECTS. ONLY ONE SPELL CAN BE IMBUED ON A WEAPON AT A TIME.
An Imbued Spellblade that is Disarmed, dropped, or otherwise leaves the caster’s possession in any way immediately loses the charge and must be completely re-Imbued as if it had never been charged. The spell and Stamina used to charge the blade are lost.
A battlemage can only Imbue a weapon they have purchased the skill for. Only melee weapons can be Imbued.
When using Spellblade, you DO NOT stack melee damage from the weapon, weapon skills, or any other effect on to the delivered attack—the ONLY effect delivered is identical to that of the spell that has been Imbued onto the weapon. Once the Imbued spell’s effect has been discharged, the weapon is normal and can be used as normal. If a spell effect has multiple packet attacks, such as a “make 3 packet attacks for…” kind of spell, the weapon stays charged until an equal number of melee attacks have been made.
  • 2nd Purchase: usable 2/battle
  • 3rd purchase: usable 3/battle
Example: A 2nd Tier Battlemage wants to use the Flame Arrows spell through her battleaxe. She has the spell in her spellbook and knows the incant, and has enough Stamina to cast it. She spends 2 Stamina (1 for a 1st-Tier spell +1 for Spellblade), says the full incant, and instead of throwing the packet as normal, she touches her battleaxe and calls, “Imbue to Weapon by Magic” and wades into battle. Because she is a 2ndTier character, Flame Arrow gives her 2 packet attacks for 4 Fire Damage each.Thus, when she strikes with her battleaxe, she gets 2 melee attacks for “4 Damage by Fire” Mighty Spellblade (4 CP) Requires Spellblade.
  • You can use the Spellblade skill on a Large melee weapon.
Arcane Archer (4 CP) Requires Spellblade.
  • You can use the Spellblade skill on a bow or crossbow.
Greater Spellblade (5 CP) Requires Spellblade. You can stack melee damage effects onto the Spellblade skill. ONLY untyped melee damage skills can be stacked for purposes of this skill. The Traits for the Imbued spell over-ride any traits from the untyped melee damage. If the melee attack skill requires Stamina cost, the character must pay the cost for it as usual. Attacks gained by use of a Grant or another Imbue DO NOT APPLY. You can only stack melee attack skills that you have purchased with CP.
Example: Continuing the example from above, our female battlemage wants to stack a melee attack skill onto the Flame Arrow she already Imbued into the weapon. She purchased the Heroic Strength skill which gives her one melee attack for “4 Damage by [Heroic Virtue]." She goes through the entire Spellblade procedure, Imbues her Weapon, and uses Heroic Strength on the first attack. That first Spellblade attack calls “8 Damage by Fire” and the second calls, “4 Damage by Fire” because the Heroic Strength applies to one attack only.
If someone had given the battlemage a Grant: Melee Attack 4 Damage effect, she could NOT stack that onto a spellblade effect. Only effects the character has purchased on their own can be used for Spellblade. Blaster (4, 5 CP) Requires Tier 2 and 4 skills from this header.
  • Choose 1 Magical Art you have major access to through the Arcane source.   All numeric damage effects for this Art are increased by 1.
  • 2nd Tier: Choose 1 additional Magical Art with the same criteria. You cannot choose the same Art twice.
Master Blaster (5 CP) Requires Tier 3, Blaster and 5 other skills from this header.
  • As Blaster, but the damage is increased by 2. This skill can only be chosen once.
Elemental Buffer (3, 3, 3 CP, 2 Stamina; Battle; Spell) Requires Blaster. While wearing physical armor, you gain a Shield effect that applies to the Battle Trait of the Magical Art you picked for the Blaster skill.
  • You can change what Trait to defend against by spending 1 minute of activity time roleplaying a small ritual to enchant your armor.
  • 2nd Purchase: 2 Shield/battle
  • 3rd Purchase: choose 2 Elemental traits with the same criteria. You can use the Shield effect against EITHER of those 2 traits.
Example: A battlemage picks Blaster in Magical Art: Air, which has Battle Traits of Air, Wind, Thunder, and Lightning. She picks Lightning for her Elemental Buffer, and therefore can spend 2 Stamina for a Shield defense against the first Lightning effect to hit her while she is wearing physical armor. If she has access to other magical arts, she can spend 1 minute to roleplay the ritual to change what Trait she wants to Shield against. Once the Shield effect is used, she must rest for 5 minutes to get it back.
Heavy Armor (5 CP) Requires Tier III, Medium Armor.
  • You may wear Heavy Armor.

Elementalist

Elementalist (3 CP) REQUIRES:
  • Knowledge (Arcane) Novice
  • Magical Art: Major (any 2)
  • Arcane Resistance
  • Sense Magic
  • Speak with Elemental
  • Heroic Endurance, Heroic Will, Heroic Vitality, OR Heroic Recovery
Elementalists bind their magic to the forces of the elements—those of fire, water, earth and air. They craft tokens to anchor their spells to a ley line or power nexus and use the token as a link to channel that power.
Elementalists and Wizards approach magic through opposite paradigms; Elementalists harness the raw stuff of magic and force it into shape by pure strength of will. Wizards spend long hours of study learning how to safely and consistently harness the forces of magic by rote, formula, and study. There is GREAT animosity between the two groups. The Arcanum is open it it's disdain for the Elementalists, but that does not stop the Arcanum from wanting to control them anyway.
If you unlock the Elementalist header, you cannot unlock the Wizard or Hearth Mage headers.
Many skills in the Elementalist header have the Token keyword. If a skill has the Token keyword, the following rules apply:
--You MUST carry these tokens OPENLY on your person in order to cast your spells; they can be worn, hung off a weapon or a belt, etc, but must be displayed visibly and in your possession. --Each spell with the keyword needs its own separate token. --Tokens can be jewelry, amulets, charms, staves, wands, daggers, swords, rods, gloves, gauntlets, bracers, wristbands,circlets, scarves, sashes, masks, hair clips, belts, or almost any accessory. They can even be tattoos of arcane symbols in a visible location. --All Tokens must look coolthentic and appropriate to the aesthetic of Brittanis, and must meet the requirements in the spell description. --All Tokens must at least be 2" x 2" or an equivalent size in length.
Free Skills When you unlock the Elementalist header, you gain the skills Elemental Attunement and Elemental Pool free. The 0 CP version counts as the 1st Purchase.
Elemental Attunement (0 CP)
  • You may purchase the Earth, Air, Fire, and Water Arts with Major access. If you already have Minor access, simply pay the difference in to make up the cost to Major access. You are still limited by the number of purchases available for the Magical Art skill.
If you have access to spell lists through other means, this skill only affects your ability to cast Arcane spells. Elemental Pool (0 CP)
  • You gain the ability to store up elemental energy to expend as you wish on related effects. Many Elementalist skills have an elementally-themed keyword: Air Pool, Earth Pool, Fire Pool, or Water Pool. When you buy a skill with this keyword the first time, you gain 1 point in the pool of the appropriate type. These Elemental Pool Points are cumulative, but renin separated by element, so if you have purchased 3 Earth Pool skills, and 4 Fire Pool skills, you have 3 Earth Points and 4 Fire Points, NOT 7 Elemental Points.
Each of your Elemental Pools has a maximum of [Tier+2] points available. These points refresh when you have rested for 5 minutes.
Elemental Pool Points can be spent in place of Stamina on any skill that has a linked keyword from the list below. Example: An Elementalist has 5 Fire Points and wants to use them to cast a 4th level spell she knows from the Fire list, she can do so and have 1 Fire Point left, without dipping into her actual Stamina to do so. Example: The Cyclone skill from the Druid class has a cost of 2 Stamina, and the Wind Trait listed in the effect. Provided she can do so normally by the rules, a Druid/Elementalist with an Air Pool can use Air Pool points to cast that spell.
Elemental Pool points CANNOT be used on crafting skills. APPLICABLE TRAITS:
  • Air Pool: Air, Lightning, Wind
  • Earth Pool: Earth, Force, Crystal
  • Fire: Fire, Heat
  • Water: Water, Ice, Poison, Acid
ELEMENTALIST SKILLS Elemental Reservoir (3, 3, 3, 3, 4, 4, 4, 4 CP) Requires 3 skills with the [Element] Pool keyword. Choose one Elemental Pool. Your maximum for that pool permanently increases by +1.
  • 2nd and Later Purchases: Choose a pool you have not increased with this skill. Your maximum for that pool permanently increases by +1. You cannot use this skill to increase the same Elemental Pool twice in a row.
AIR SPELLS Token Requirements: All Air tokens must be meet all the token requirements above, as well as be representative of air, wind, etc in some obvious way.
Binding Breeze (4,4,4,5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Air Pool keyword.
  • You harden the air around a target into bands of iron-hard entrapment. Make a packet attack for "Short Paralyze by Air."
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Paralyze by Air!"
Clear the Air (3, 3 CP; Air Pool, Battle, Token)
  • You burst forth with a pushing wall of air. Call, "Disengage by Air!"
  • 2nd Purchase: usable 2/battle.
Dead Air (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell)
  • You thicken the air around a target, preventing sound from escaping. Make 2 packets attack for, “Short Silence by Air.”
  • 2nd Purchase: make 3 packet attacks
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Silence by Air!"
Forked Lightning (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell)
  • You cast forth a bolt of crackling electrical energy. Make 2 packet attacks for "[Tier+1] Damage by Lightning!"
  • 2nd Purchase: [Tier+2] Damage
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, [Tier+2] Damage by Lightning!"
Gust of Wind (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell)
  • You focus the air into a hard, solid blast that knocks a target off their feet. You make a packet attack for "Slam by Wind!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Slam by Wind!"
Nerve Jolt (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell)
  • You harness the electricity inside a living body and turn it against itself. You can make 2 packet attacks for "Agony by Lightning!"
  • 2nd Purchase: "Agony and Weakness by Lightning!"
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Agony and Weakness by Lightning!"
Thicken Air (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell)
  • You make the air around your target's legs become thick and syrupy, slowing them down. You can make 2 packet attacks for " Short Slow by Air!"
  • 2nd Purchase: make 3 packet attacks
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Slow by Air!"
Wind Ward (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Air Pool keyword.
  • You cause the air around you to blow so forcefully, it keeps arrows and weapons away from you. You call "Shield by Wind!" against the next called attack that hits you with no Trait. Example, if hit by a melee attack for "6 Damage!" you can use this spell to defend, but "3 by Fire!" doesn't apply. This spell only works on the caster.
  • 2nd Purchase: Next 2 attacks.
  • 3rd Purchase: Usable 2/battle.
  • 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Shield Weapon by Wind."
EARTH SPELLS: Token Requirements: All Earth tokens must be meet all the token requirements above, as well as be representative of earth, stone, crystal, metal, etc in some obvious way.
  Gravel Blast (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell)
  • You conjure a hail of small stones and hurl them at your enemy. Make a packet attack for "[Tier +2] Damage by Earth!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, [Tier+2] Damage by Earth!"
Harden (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword.
  • You make the materials of your clothes, armor, or even skin more difficult to damage. You call "Reduce by Earth!" against the next called attack that hits you, and take 2 Damage instead. The trait of the attack is unchanged, and any combined effects are unchanged. This spell cannot be used to Reduce attacks without the Damage effect. This spell must be cast and ready BEFORE the effect it defends against. This spell only works on the caster.
Example: if hit by a melee attack for "6 Damage!" you can use this spell to defend, taking 2 Damage instead. If the attack were "6 Damage by Fire!" You would still take 2 Damage, but the Fire trait would still apply for any other effects.
Example: if hit by a packet attack for "5 Damage and Slam by Earth!" you could use this spell to defend, and take a "2 Damage and Slam by Earth."
  • 2nd Purchase: Next 2 attacks.
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Reduce Damage to 2 by Earth."
Mending (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell)
  • You bind the physical components of an item together, calling to the base components that make them up-- earth, stone, metal, and the wood of the land. Touch 1 item and call, "Repair by Earth!"
  • 2nd Purchase: You may Repair 2 items per casting.
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the touch effects, you can instead make ONE call of "By Your Name, [Name], Repair [ITEM] by Earth!"
Metal Ward (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword.
  • You enhance your personal magnetic energy to repel metallic items. You call "Shield by Earth!" against the next called attack that hits you with no Trait. Example, if hit by a melee attack for "6 Damage!" you can use this spell to defend, but "3 by Fire!" doesn't apply. This spell only works on the caster.
  • 2nd Purchase: Next 2 attacks.
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Shield Weapon by Earth."
Quicksand (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell)
  • You turn the ground beneath your for into moist, sucking quicksand, trapping them in place. You make 2 packet attacks for "Short Root by Earth!"
  • 2nd Purchase: make 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Root by Earth!"
Reinforce (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell)
  • You touch an item, infusing it with the strength of the earth. You can touch 1 target and call, "Refresh [Tier+1] Armor!"
  • 2nd Purchase: Refresh [Tier+2] Armor
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the touch effects, you can instead make ONE call of "By Your Name, [Name], Refresh [Tier+2] Armor by Earth!"
Rockslide Smash (4, 4, 4, 5 CP; 3 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword.
  • Tumbling stones crash into your foe, striking them senseless for a while. You make a packet attack for "Short Stun by Earth!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Stun by Earth!"
Vapors of the Deep Chasm (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword.
  • You call forth the hot, sulfurous gases from the deepest places of the earth. You cast them forth at your target, causing them to choke and splutter, unable to harm you for a time. You make a packet attack for, "Short Drain by Earth"
  • 2nd Purchase: make 2 packet attacks.
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Drain by Earth!"
FIRE SPELLS Token Requirements: All FIRE tokens must be meet all the token requirements above, as well as be representative of heat, fire, flames, lava, etc in some obvious way.
Fiery Temper (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Fire Pool keyword.
  • The power is not only a physical force-- it is also a metaphorical one. You harness the fury, rage, and chaos of fire energy and attack your target's mind. Make a packet attack for "Short Frenzy by Fire!"
  • 2nd Purchase: make 2 packet attacks.
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Frenzy by Fire!"
Forgefire (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell)
  • Fire magic is really, really good at breaking stuff. Make a packet attack for "Destroy [ITEM] by Fire!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Destroy [ITEM] by Fire!"
Heat Weapon (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell)
  • You force fire energy into the item held by your target, causing them to drop it. You make a packet for, "Disarm (LEFT or RIGHT) by Heat!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Disarm (LEFT or RIGHT) by Heat!"
Infusion of Flame (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell)
  • You can imbue a target with the ability to carry your fire with them for a brief time. Touch a target and call, "Grant Packet Attack: 3 Damage by Fire."
  • 2nd Purchase: "Double Grant Packet Attack: 3 Damage by Fire."
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: "Double Grant Packet Attack: 3 Damage and Agony by Fire."
Ravaging Flames (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell)
  • Your magic pours forth, attacking your target regardless of other protections. Fire loves targets in heavy metal armor-- it just cooks you faster. Make a packet attack for "Waste [Tier+1] Vitality by Fire!"
  • 2nd Purchase: Make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Waste [Tier+2] Vitality by Fire!"
Volcanic Doom (4, 4, 4, 5 CP; 3 Stamina; Fire Pool, Battle, Rest, Token, Spell) Requires 5 skills with the Fire Pool keyword.
  • You focus the unbelievable heat of an erupting volcano into a single point and hurl it towards your opponent. The effect upon your target is rather unsurprising-- it is, however, impressive. Make a packet attack for "[Tier +4] Damage by Fire!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Death by Fire!"
Withering Heat (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell)
  • Intense heat assaults your target's limbs, affecting their ability to function. Make a packet attack for "Short Maim [Limb] by Heat!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Maim [Limb] by Heat!"
WATER SPELLS Token Requirements: All WATER tokens must be meet all the token requirements above, as well as be representative of liquid, water, ice, acid, frost, cold, etc in some obvious way.
Acid Cloud (4, 4, 4, 5 CP; 3 Stamina; Water Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword.
  • You create a thin barrier of acidic droplets in a mist around you. When an enemy attacks, the cloud lashes out and burns them. When you cast this spell, call, "Imbue to Self by Acid Cloud!" After that, when the next CALLED ATTACK hits, you call, "By My Gesture, [X] by Acid!" where X is the amount of Damage inflicted by the attack that hit you -2. If an attack has no Damage call, you instead call "2 Damage by Acid!" If an attack is a combined effect, you call "[X+2] Damage by Acid!"
NOTE: This spell DOES NOT change the effect that hits you. You must still take that effect as normal in order to use this spell, and you must still role-play taking your hit as normal. If you use a Defense against the incoming attack, this spell is not triggered. Likewise, if an attack misses you (such as a packet flying by and not making contact), you cannot use this spell's effect. You CANNOT choose when to use this spell's effect-- it applies to the next called attack that hits you. Examples: --You have this spell active, and get hit by a "6 Damage" melee attack. You call, "By My Gesture, 4 Damage by Acid!" --You have this spell active, and get hit by a "Slam by Fire!" packet attack. You call, "By My Gesture, 2 Damage by Acid!". --You have this spell active, and get hit by a "By My Voice, 4 Damage and Agony by Darkness!" attack. You call, "By My Gesture, 6 Damage by Acid!"
  • 2nd Purchase: the next TWO called attacks trigger this spell. You must use the first Gesture attack before you can trigger the second use of the spell.
Example: You get hit by a melee attack for "6 Damage" and then a packet attack for "Slam by Fire" before you have a chance to use the "By My Gesture, 4 Damage by Acid!" attack triggered by the first attack. You DO NOT get to call two Acid attacks back to back, because the packet attack does not trigger your protective spell until the Acid attack is used.
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: When the next CALLED ATTACK hits, you call, "By My Gesture, [X] and Agony by Acid!" where X is the amount of Damage inflicted by the attack that hit you -2. If an attack has no Damage call, you instead call "2 Damage and Agony by Acid!" If an attack is a combined effect, you call "[X+2] and Agony Damage by Acid!"
Frostbite (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell)
  • You freeze the water inside a target's blood, causing a limb to cease function. Make a packet attack for "Short Maim [Limb] by Ice!"
  • 2nd Purchase: make 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Maim [Limb] by Ice!"
Frozen Ground (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell)
  • You cover the ground around a target in thick, grasping ice. Make 2 packet attacks for "Short Root by Ice!"
  • 2nd Purchase: make 3 packet attacks
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Root by Ice!"
Solvent Barrier (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell)
  • You wrap yourself in streams of water magic, flowing the effect of harmful elemental forces away you. When you cast this spell, call, "Imbue to Self by Solvent Barrier!" Then you can call "Reduce by Water" against the next 2 effects with an Elemental Trait keyword. You instead take 2 Damage.
NOTES: This spell must be cast BEFORE you get hit by a triggering effect in order to function. You can CHOOSE when/if to use this defense. Any leftover uses of this spell expire anytime you rest. Remember, Unconscious, Stunned or Paralyzed count as resting. This Reduce effect transforms other effects INTO the Damage effect, as well as reducing the actual damage effect. Examples: ---You have this spell active, and get hit by a "6 Damage" melee attack. You call, "Reduce by Water!" and take only 2 damage. ---You have this spell active, and get hit by a "Slam by Fire!" packet attack. You call, "Reduce by Water!" and INSTEAD OF taking the Slam effect, you take 2 DAMAGE. ---You have this spell active, and get hit by a "By My Voice, 4 Damage and Agony by Darkness!" attack. You call, "Reduce by Water!" and INSTEAD OF taking the 4 Damage and Agony effect, you take 2 DAMAGE.
  • 2nd Purchase: This spell takes effect against any Elemental Trait as well as the Magic or Nature traits.
  • 3rd Purchase: applies to the next 3 applicable attacks.
  • 4th Purchase: usable 2/battle.
Numbing Cold (4, 4, 4, 5 CP; 3 Stamina; Water Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword.
  • You freeze the water in the air immediately surrounding the target, pulling the heat from their flesh and halting them in place. Make a packet attack for "Short Paralyze by Cold!"
  • 2nd Purchase: make 2 packet attacks.
  • 3rd Purchase: usable 2/battle.
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Paralyze by Cold!"
Turbulent Whispers (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell)
  • You infect your target's mind with rushing, chaotic, liquid whispers, preventing them from attacking you effectively. Make 2 packet attacks for "Short Weakness by Water."
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Weakness by Water."
Water Jet (3, 3, 3, 5 CP; 2 Stamina; Water Pool, BURST, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword.
  • You blast the target with forceful blasts of water. Make 3 packet attacks for "[Tier] Damage and Slam by Water!' NOTE: Make sure you know what the BURST keyword means and how it works.
  • 2nd Purchase: "[Tier+1] Damage and Slam by Water."
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: This spell no longer has the Burst keyword.
************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.

Hearth Mage

Hearth Mage (3 CP)

REQUIRES:
  • Any 2 Knowledge (Novice) skills
  • Diagnose
  • First Aid
  • Magical Art: Major (Any EXCEPT Shadow)
  • Sense Magic
  • Dispel Magic
  • Heroic Will, Heroic Endurance, Heroic Metabolism, OR Heroic Healing (any 1)
Many believe that the art of the Hearth Mage may be the oldest formal magical tradition in the world-- it certainly was ancient in Brittanis when the Tiberians came. Hearth magic could be called the "native" magic of Brittanis, in fact. Hearth mages are often referred to as "kitchen casters" as well, and many are experts in herbalism and plant lore in addition to their magical skills. Hearth magic is a quieter, more subtle form of magic than the other traditions-- it focuses on the home and the community, and it is an art of creation rather than destruction. Hearth mages are the only arcane casters who can use healing magic with any regularity, as well-- their skills are focused toward protection and guardianship. Hearth mages (along with the more aggressive wyrdcasters were almost wiped out during the Tiberian invasion. Their ways were not understood by the more formal mages of the Empire and they were hunted down alongside the priests of the Old Faith. The tradition was handed down in secret, from family member to family member, for six centuries. It is only in the last 100 years (since the Retreat of the legions from Brittanis) that Hearth Mages have begun to grow their numbers again.

If you unlock the Hearth Mage header, you cannot unlock the Wizard or Elementalist headers.

Some skills in this header have the Anchor keyword. The following rules apply to those skills:
  • DBAD applies to your anchors; the point is to add coolthentic awesomeness to your Hearth, not to find the tiniest prop you can justify for the in game abilities.
  • No single item can anchor more than one Hearth Magic spell or skill.
  • Each spell or skill lists descriptive criteria for the anchor prop. These are guidelines meant to inspire rather than strict rules you must comply to. If obtaining anchor props matching the criteria exactly would represent an undue financial or aesthetic burden, feel free to talk to Staff via email about substituting a different thematically appropriate prop that matches the described flavor as closely as possible.
  • Each Spell Anchor must have a 3x5 card attached to it stating the Hearth Mage’s character and real name and what spell/skill it anchors.
  • All anchors must be immediately visible from the main entrance to the dwelling.
  • If a skill has both the Anchor and Spell keywords, the incantation for the spell must reference the Hearth Trait.
  • Once placed, all anchors must remain within the boundary of your Hearth. If they leave the boundary, you cannot use that skill.

Free Skills

When you unlock the Hearth Mage header, you gain the Establish Hearth and Welcome Home skills for free. The 0 CP version is considered the 1st Purchase. Establish Hearth (0 CP, 0 Stamina, Spell, Anchor) You can establish a Hearth in your dwelling place. You can only establish one Hearth per event, and you must be staying in the building to make it your Hearth. (If you are sleeping off site, your Hearth must be the building where you keep your IG stuff.) To establish a new Hearth for the first time, you must perform a small personal ceremony of your own design that includes placing a coolthentic item of decor that is substantial enough in size to be a visual focal point in the room. This item is your Hearth Anchor. You also should name your Hearth (the building, or the part of the building you and your companions dwell in) as part of the ceremony. At future events, after establishing your Hearth for the first time, you must bring the Hearth Anchor prop and set it up in its place. If you replace a Hearth Anchor prop, you only need perform the ceremony to establish your Hearth again if the new prop looks substantially different. Anchor: Item must evoke light and/or flame (such as a candelabra, incense burner, oil lamp, or some representation of an actual hearth) within a prominent/ central place in your dwelling (cabin/tent/campsite, etc) If your cabin actually has a fireplace, you can add some decoration to the fireplace or mantel instead and make the fireplace your hearth anchor.   Welcome Home (0, 3, 3, 3 CP, 0 Stamina) You can imbue a Hearth Trait (referred hereafter as [Hearth]) to any who dwell within your Hearth. [Hearth] may correspond to the Hearth name or the name of a group or team living in the Hearth, but it doesn't need to. You cannot change your [Hearth] without re-establishing the Hearth with a ceremony. [Hearth] requires staff approval—you should request approval for your Hearth Trait when you purchase this skill. You can Imbue a [Hearth] only to those who live/congregate in the dwelling where you have established your Hearth. If they do not sleep on site, they must keep their IG kit in your Hearth area (tent, campsite, cabin, etc). Touch a willing target and call, Imbue [Hearth] by Hospitality.” The person gains the trait you specified for the duration of the event. You cannot remove a Hearth Trait once you have granted it. You can Imbue [Tier+1] people. You automatically gain the Hearth Trait for your Hearth, and do not need to use up one of your Imbues on yourself. If another Hearth Mage shares your Hearth, they can imbue characters with the same Hearth Trait, and they have the same restrictions. They must have their own Anchors, and establish them as normal.
  • 2nd Purchase: [Tier+2]
  • 3rd Purchase: Requires Tier 2. [Tier+3]
  • 4th Purchase: Requires Tier 3. [Tier+4]
Anchor: hang or post a sign or other decoration prominently displaying your hearth name somewhere on the front of the outside of your Hearth building.

Hearth Mage Skills

(Remember, Hearth Mages are Arcane Spellcasters and can/should purchase spells from their Magical Arts as well!) Hospitality (3, 3, 3, 3 CP, 3 Stamina; Spell, Anchor, Battle, Rest, Hospitality) You gain a pool of Hospitality points that can be used to heal others. You gain 1 Hospitality for each skill you purchase with the Hospitality keyword, AND 1 Hospitality for each skill you purchase with the Cure or Heal effects. A spell or skill purchased multiple times does not earn additional Hospitality; you earn for the first purchase only. While within your Hearth, say your incant and call out “Imbue to Self by Hospitality” to cast this spell on yourself, and refresh your Hospitality pool. You must cast this spell initially within your Hearth. You can use the Hospitality points anywhere. You can touch a target and spend X Hospitality, calling, “Heal X and Weakness by Hospitality.” Example: You have a total of 4 points of Hospitality available. You can touch 4 allies, calling “Heal 1 and Weakness by Hospitality,” or touch 2 allies and call, “Heal 2 and Weakness by Hospitality,” or any other combination adding up to a total of 4. Once those Hospitality are spent, you have to go back to your Hearth, spend 3 Stamina, and recharge your Hospitality.
  • 2nd Purchase: If your target is resting with most of their physical body on your Anchor prop, all Heal effects generated by this skill are increased by +1.
  • 3rd Purchase: If you have Whole Again, Purify, or Hearth Ward, you can spend 2 Hospitality to power those skills instead of Stamina.
  • 4th Purchase: Heal value is +1 if used on a target with your Hearth Trait.
Spell Anchor: a decorative and comfortable-looking rug, pillow, or throw visibly in a common area in your Hearth.

Honored Guest (3 CP, 3 Stamina; Spell, Anchor) You can perform a ceremony to bring someone who does not stay in your Hearth into your Hearth and grant them your Hearth Trait. You must perform a small ritual including at least half of the members of your Hearth; this ritual should take no less than 3 minutes of activity. The ritual should take place by your Hearth Anchor, and should have themes of welcome and inclusion. As part of the ritual, the guest you wish to induct into your Hearth should place a personal token in your Hearth (preferably by your Hearth Anchor) and leave it there for the duration of the event. That token serves as their symbolic presence in your Hearth. At the conclusion of the ritual, you can utter some final line of welcome, touch a packet to the target, and call out “Imbue [Hearth] by Hospitality.” Then give them an Imbue card that says: “You have the [Hearth] Trait. This Trait expires at the end of the current Watch. Please return this card to [Hearth Mage] at that time.” You cannot remove a Hearth Trait once you have granted it. If you wish to induct more than one person into your Hearth, you can do so in the same ceremony if desired, but each guest should be given their own personal portion of the ritual, and you must spend 3 Stamina per guest. Targets Imbued with this skill DO NOT count against your number of Imbues in the same manner as those Imbued with Welcome Home. You can have [Tier] Honored Guests at your Hearth per watch. Anchor: The item your guest places in your Hearth acts as the spell anchor.   Secret Stash (2, 2, 2, 2 CP) Requires First Aid. Your Hearth is particularly well supplied with healing herbs, salves and poultices. You add +1 to the number of uses for First Aid before you must reset your medical kit. All additional purchases add +1 to the number of uses for First Aid   Family Secrets (3, 3, 3 CP, 1 Hospitality; Battle; Hospitality, Spell) Requires First Aid 2, Secret Stash 2. You know old recipes passed down that help you aid those in need. 1/battle, you can speak a 10 word incantation and spend 1 Hospitality when using First Aid to add, “...and Cure Poison” to the verbal.
  • 2nd Purchase: useable 2/battle
  • 3rd Purchase: “...and Cure Metabolic”
Anchor: A crate, barrel, or other storage device that is painted or otherwise decorated in healing, herbal, or cleansing motifs.   Hearth’s Security (3, 3, 3, 4 CP) Your knowledge of your Hearth is unparallelled. You will be immediately notified that a theft has occurred within the boundary of your Hearth. The thief will not be notified that you are aware.
  • 2nd Purchase: You will be notified of the item that has been stolen.
  • 3rd Purchase: You will be notified of the thief’s race/culture.
  • 4th Purchase: You will be notified of the thief’s name and identity.
Anchor: A statue, picture, or other representation of a pair of manacles or a large knot.   Secure Communications (3, 3, 3 CP; 1 Hospitality or 2 Downtime; Day; Information skill) Communication written within your Hearth are more secure than most. You can spend 1 Hospitality to designate a particular raven written within the boundary of your Hearth to be impossible to waylay, stop, or intercept. The letter must be physically written while the writer is inside your Hearth, from start to finish. The writer needs to write “SECURE COMMUNICATIONS SKILL FROM HEARTH MAGE [Your Name]” at the top of the letter. You can use this skill with the Online Raven Station by spending 2 of YOUR Downtime hours and sending an Online Raven telling Staff whose Raven is Secure.The person writing the Online Raven needs to write “SECURE COMMUNICATIONS SKILL FROM HEARTH MAGE [Your Name]” at the top of their Online Raven. This is useable 1/Downtime interval. If you are making your own Raven secure, just add the Downtime to your own Raven’s total in the Database.
  • 2nd Purchase: 2/watch or 2/Downtime Interval.
  • 3rd Purchase: 3/watch or 3/ Downtime Interval
Anchor: A statue, picture, or other representation of a Raven.   Whole Again (3, 3, 3, 3 CP, 2 Stamina; Spell; Battle; Anchor) Your magic fuses the limbs and knits the bones of your comrades. Touch a target and call, “Grant Defense: Purge Root by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Purge [Root/Maim] by Hospitality.” You must choose Root or Maim each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Root/Maim] by Hospitality!”
Spell Anchor: To use this spell, you must first place a decorative fountain, bowl, bottle, or other vessel of water on display in your Hearth. Anchor: a statue, figurine, or sculpture somewhere on display in your Hearth.

Purify (3, 3, 3, 3 CP, 2 Stamina; Spell, Battle, Anchor) Your magic cleanses afflictions from an ally. Touch a target and call, “Grant Defense: Purge Metabolic by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Purge [Mental/Metabolic] by Hospitality.” You must choose Mental or Metabolic each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Mental/Metabolic] by Hospitality!”
Anchor: To use this spell, you must first place a decorative fountain, bowl, bottle, or other vessel of water on display in your Hearth.

Hearth Ward (3, 3, 3, 3 CP, 2 Stamina; Spell, Battle, Anchor) Your magic cures magical effects from your allies. Touch a target and call, “Grant Defense: Resist Magic by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Resist [Magic/Elemental] by Hospitality.” You must choose Magic or Elemental each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Magic/Elemental] by Hospitality!”
Anchor:To use this spell, you must first place a tapestry, painting, plaque, sculpture, or other item of decor that prominently features knotwork, a maze, or any complicated pattern on display in your Hearth.   Where Did They Get To? (2, 2, 2, CP, 1 Hospitality OR Stamina; Anchor, Hospitality) You have a strong sense of where members of your Hearth are when you really need to know. You can call out “By Your Name, [NAME], Expose [Hearth] by Hospitality!”
  • 2nd Purchase: “By My Voice to [Hearth], Expose [Hearth] by Hospitality!” Note: When using this skill to Expose your Hearth Trait, you are not affected by your own Expose.
  • 3rd Purchase: “By My Voice to [Hearth], Stabilize and Expose [Hearth] by Hospitality!”
Anchor: To use this skill, you must first place any of the following on display in your Hearth: a map, a decorative compass, an item of decor prominently displaying map or compass motifs, a portrait of the members of your Hearth, or a highly decorative roster of current Hearth members.

Hearth’s Refreshment (3, 3, 3, 3,  CP, Stamina Special; Battle, Anchor, Hospitality) Requires 5 skills from this header.   You can heal anyone who spends at least 5 minutes resting and sharing refreshment (food and/or drink) and conversation in your Hearth. You must personally exchange at least a few sentences with each person you want to heal, though the conversation can be a general, group conversation rather than an individual tete a tete if you prefer. Targets of this skill MUST consume food and/or drink in your Hearth. After the 5 minutes, touch up to [Tier+1] targets, spend 1 Stamina per target, and call “Heal [Tier+1] by Hospitality.” You cannot use this skill when there is combat in or immediately outside your Hearth. If this occurs, the 5 minutes of rest for this skill are ended, and you must re-start the rest. Stamina is not spent.
  • 2nd Purchase: “Heal [Tier+2] by Hospitality”
  • 3rd Purchase: “In This Room, Heal [Tier+2] by Hospitality.” All targets must comply with all restrictions above.
Anchor: To use this skill, you must first place some kind of decorative item designed to serve food or drink (a tea set, a goblet, a platter, etc) on display in your Hearth. You can — but do not have to — use this item to serve the refreshments as part of this skill.

BACKPACK SNACKS (3, 3 CP, 2 Stamina, Hospitality) Requires Hearth’s Refreshment. You can spend 2 additional Stamina to use Hearth’s Refreshment in a building/tent/room that is not your own Hearth. The area must have walls of some kind, even if they are cobbled together from tree limbs. Remember-- DBAD. Have fun with it. All other requirements to use the skill still apply-- time, food & drink, conversation, etc). You must have the Spell Anchor for Hearth’s Refreshment physically with you and displayed in order to use this skill. This is an exception to the “Anchors cannot move” rule.
  • 2nd Purchase: You can use the skill in an area without walls.

To Your Health (4, 4 CP, 3 Stamina; Spell; Anchor, Day, Hospitality) Requires Hearth’s Refreshment 3 and 5 other skills from this Header. This skill cannot be refreshed or re-charged in any way. It can ONLY be used 1/day, period. When within your Hearth, you can make a toast that includes a Hearth Motto, everyone drinks, and then call out “In This Room, Refresh [Tier+1] Stamina  by Hospitality.” There cannot be combat in or outside the Hearth when you offer the toast. You must have a drink in your hand to toast with, and every target of the skill must have a drinking vessel with liquid supplied by you filling their cup. They cannot pour their own drink in order for the skill to work--the vessel must be filled by your own hands.  The toast for this skill is considered the incantation, and it follows all applicable Spell rules.
  • 2nd Purchase: Refresh [Tier+2] Stamina.
  • 3rd Purchase: Useable 1/watch. This skill cannot be refreshed or re-charged in any way. It can ONLY be used 1/watch, period.
Anchor: To use any skill that draws on a Hearth Motto, you must first hang a sign or plaque bearing your Hearth Motto prominently in your Hearth. This Anchor is a decorative cup, goblet, drinking horn, or other drinking vessel, or some other item of decor that features some kind of drinking vessel motif.

Hearth Guard (3, 3, 3 CP; 2 Stamina; Anchor) Requires Hospitality, Hospitality Pool 10+. You cannot bleed out in your Hearth. If you are inside or within 2 paces of your Hearth, after a minute of being unconscious and Unstable you spend 2 Stamina and call, “Stabilize and Drain to Self by Hospitality.” This works even if you are only partly in your Hearth (such as lying across the threshold). Note: If actually walking off the paces of this skill ever becomes an issue, the staff on hand for the judgement will have the Hearth Mage pace off the distance. Remember: normal, walking paces.
  • 2nd Purchase: replace “If you are inside” with “If you are within 5 normal walking paces of”
  • 3rd Purchase: Call,“Stabilize and Heal 2 to Self by Hospitality”
  • 4th Purchase: replace “If you are inside” with “If you are within 7 normal walking paces of”
Anchor: You must mark out the Hearth Guard distance away from your Hearth’s walls with flags, large decorative painted rocks, decorated tiki torches or some other obvious decorative marker in the appropriate distance in AT LEAST 4 directions from your Hearth. Preferably 6-8 so the full radius is obvious.   Refuge (3 CP, 2 Stamina; Spell, Anchor, Watch) Requires 4 skills from this header. You can turn yourself to a spirit when touching your Hearth Anchor (or, if your Hearth Anchor prop is fragile, when within touching distance of it). Touch your Hearth Anchor, bow your head, and call out “Imbue Spirit to Self by Hospitality.” You turn into a spirit for so long as you remain unmoving. Only effects that are “to Spirit” will affect you. If you do take such an effect, the skill ends immediately. You cannot move, talk, refresh abilities, or use ANY game skills while you are a Spirit; if you do, the Spirit Defense ends immediately.   By Invitation Only (3 CP, Stamina/Hospitality Special; Anchor, Spell, Hospitality) In your Hearth OR at a party or group gathering you host, you can pointedly call out bad behavior and set the stage to use other skills to require them to leave. Gesture at a target who is acting violently, being rude, or otherwise behaving very inappropriately, and call out “By my gesture, Inflict Uninvited Trait by Will.” You can do this to as many targets as meet these criteria. The first Uninvited does not cost Stamina; each other Uninvited after that per Watch costs 1 Stamina. You can spend Hospitality instead of Stamina for this skill if you wish. In the case of a party, you must have issued written invitations at least one day in advance that indicate that you are a host. This can consist of a simple public posting and need not be individual written invitations, though if your party is open invitation, then anyone would be an invited guest. In the case of your Hearth, a verbal invitation is sufficient to make a guest count as invited. If you think another resident of your Hearth might have invited someone in, you should use the rules for an invited guest, above, just in case. Note: If you have Hearth Guard 2 or greater, you can use this skill within that skill's boundary.  Anchor: Before you can use this skill, you must place a plaque, mat, statue, or other item of decor outside your Hearth, by or at the entrance, which indicates welcome to guests or guardianship of the Hearth. (For example, welcome signs, carvings of symbols traditionally indicating welcome, gargoyles, statues of guardian animals, etc. would all be appropriate.)   Showing the Door (2, 2, 2, 2 CP, 2 Stamina OR Hospitality, Hospitality) Requires By Invitation Only. Your hospitality is so impeccable that within your Hearth, you can force uninvited guests into holding their tongues or leaving. You can spend 2 Stamina OR Hospitality to call, “By My Gesture, Silence to Univited by Will.”
  • 2nd Purchase: you can replace the Silence effect with Repel. You can still choose to use the Silence effect.
  • 3rd Purchase: “By My Gesture, Silence and Repel to Univited by Will.”
You can only use this skill in the Hearth from which the target has been Uninvited or at the party/gathering from which the target has been Uninvited. If you meet the target again later in another place, you cannot use this skill against them unless you first Uninvite them from the new place or event (assuming you can), or see them Uninvited from it. However, if the target returns to a Hearth or Party from which you Uninvited them and they still bear the trait, you can still use this skill on them. You can use this skill on anyone with the Uninvited Trait, whether you gave them the Trait or not, and whether you're in your own Hearth or not. Hearth Mages stick together. Anchor: To use this skill, you must first place a tapestry, screen, curtain, or other drapery (or item of decor symbolically suggesting privacy) on display in your Hearth.

A Call to Battle (3, 3, 3, 3 CP, 2 Stamina; Battle, Anchor, Spell) Requires 7 skills from this header.   You can boost the morale of your Hearth members, granting them prowess in battle. Say a few words of encouragement to a Hearth member (at least 20 syllables), incorporating your Hearth Motto. Then touch a packet to them and call out, “Grant [Tier+2] Protection by Hospitality.”
  • 2nd Purchase: useable 2/battle.
  • 3rd Purchase: “By Your Name, [Name], Grant [Tier+2] Protection by Hospitality!”
  • 4th Purchase: “By My Voice to [Hearth], Grant [Tier+2] Protection by Hospitality!”
Anchor:To use any skill that draws on a Hearth Motto, you must first hang a sign or plaque bearing your Hearth Motto prominently in your Hearth. To use this skill, you must also first place a decorative weapon or an item of decor (painting,statue, tapestry, etc) depicting a shield on display in your Hearth. ************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.

Wizard

Wizard (3 CP) REQUIRES:
  • any Knowledge (Novice) skill
  • Arcane Reserves
  • Magical Art: Major (any 2)
  • Staff of the Arcane
  • Dispel Magic
  • Heroic Will, Heroic Endurance, or Heroic Vitality
Many seek to control the world around them by manipulating the forces in the world around them. Shamans appeal to spirits, priests and holy champions to their gods, soldiers and rogues alike must practice and hone their skills in order to be proficient at their work. Those who follow the path of the wizard understand that the best way to control the world is to master themselves, changing reality by the power of their mind and nothing else.
Only those with the strongest self-discipline can explore the depths of magic, as the self may be the most difficult opponent one ever faces. It takes iron will and a sense of purpose greater than most mortals to look into the fabric of the universe and have the nerve and audacity to re-shape it by power of your will alone.
To many, the robed and haughty wizard embodies arcane magic-- and rightly so, for wizards outnumber other kinds of arcane casters dramatically. The reason for this is simple: standardized education. This education comes in two forms: first, the Arcanum is a place where folk who aspire to learn magic can go and be taught in a formal setting; second, wizards will often take apprentices on and teach away from the Arcanum-- but the lessons remain mostly the same. All of the other traditions of magic are either self-taught (a dangerous endeavor under the best circumstances) or taught in a family style, parents teaching children their skills. Formalized education means that far more arcanists learn the ways of the Tiberian mages of old than any other tradition.
Wizards believe that only they harness the true power of magic, for they learn to use it in its purest form first, and only then move on to other applications. They attest that other traditions learn to use magic, but no-one but a wizard truly understands the magic that they harness.
Wizardry as it is known today is largely a product of mingling traditions during the invasion by the Tiberian Empire. When the Empire invaded, they struck a deal with the Erin'Tar of Rendayn and established a school there that would later be known as the Arcanum. Over the 600 years of the Tiberian occupation, the rigid and structured teaching of the Tiberian Archmages was combined with the ancient wisdom of the High Elves, forming the education that the Arcanum and nearly all wizards use today.
Wizard spells use gestures or small rituals in addition to incants to perform magic. These rituals or gestures can be interrupted by an attack just like incants. Some schools of magic may teach different gestures (ie, NPCs may sometimes use different gestures), but all PCs must start out using the gestures described in each spell. (If you have physical limitations making it difficult to perform some of the gestures, contact staff about designing alternate gestures.)
A skill with both the Spell and Gesture keywords can be used without an incantation—in this case, the gesture IS the incantation and can be interrupted in the same way as a verbal incantation. A wizard can research new versions of spells that use Gestures instead of Incantations. See the Spell Research section for details. You must complete your gestures before taking the packet you are about to throw into your throwing hand. All wizard spells begin with the gesture of pressing your palms together.This gesture focuses the wizard’s mind and channels the magic to one small point and binds it to your hands to cast the spell. If you have the skill Wizard Weapon, or have too many packets in your off hand to press your palms together easily, you can bump your fists (including the one holding your weapon in the case of Wizard Weapon) together instead of pressing palms. You cannot walk around with your hands pressed together to get ready to cast; if you already have your hands pressed together before starting a spell, you must make a broad, circling gesture with both arms and then bring your hands back together before casting. All subsequent gestures, ritual actions, incants, planting of feet, etc. follow this one initial common gesture. If a spell prepares a charge for later packet attacks, you do not need to press your palms together before throwing the packet attacks if there are no further gestures or ritual actions required at that time. Wizards cannot cast any Wizard spells while either arm is Maimed. For spells requiring circles and components, multiple wizards can share the same components and circle, but each wizard must go through the entire casting process (retracing the circle & symbols, laying out the components from scratch, etc).
If you unlock the Wizard header, you cannot unlock the Hearth Mage or Elementalist headers.
Free Skill When you unlock the Wizard header, you gain the Arcane Blast skill for free. The 0 CP version is considered the 1st Purchase. Arcane Blast (0, 2, 3, 4 CP, 1 Stamina; Spell)
  • You call forth pure arcane energy and hurl it at your foe. Make a packet attack for “2 Damage by Magic.
  • 2nd Purchase: “3 Damage by Magic”
  • 3rd Purchase: “3 Damage and Slam by Magic”
  • 4th Purchase: “X Damage and Slam by Magic” where X is your Tier+2. Gestures: With your hands still pressed together from the opening gesture, twist your hands in opposite directions. Then fling your arms apart, ending with them straight at shoulder level, palms away from your body. If you do not have enough space around you to perform the final gesture safely, you can sweep your arms down into an A-line instead.
Wizard Skills Wizard Weapon (3, 3, 3, 3 CP) Requires Staff of the Arcane.
  • You can cast spells while holding and using a single Small Weapon. You must have the skill for the weapon in question.This overrides the restriction requiring both hands to be free to cast spells. You must still complete all gestures as written, but may do so with a weapon allowed by this skill in your hand.
  • 2nd Purchase: This skill allows a single Short weapon.
  • 3rd Purchase: This skill allows a single Medium weapon.
  • 4th Purchase: This skill allows a single Large weapon. Like a staff, the Large weapon must be held in a single hand while casting.
Notes: · A two-handed weapon must be held in only one hand for purposes of this skill, and can therefore not be used to attack or defend while the casting is taking place. · You cannot use Mage Weapon with any two-weapon style, including buckler or shield. You must have only a single melee weapon in hand. · This skill also works with any skill with the Spell keyword. Magic Shield (2, 2, 2 CP, 1 Stamina; Spell, Gesture, Rest, Battle)
  • You can guard the target against magical attacks. Touch the target and call, “Grant Defense by Magic: Shield vs. Magic”
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: “Grant Defense by Magic: Double Shield vs Magic” Gestures: Keeping both hands pressed together, push hands upward as far as they will go, then forward as far as they will go.
Mind Ward (2, 2, 2 CP, 1 Stamina; Spell, Gesture, Rest, Battle)
  • You can guard the target against mental attacks. Touch the target and call, “Grant Defense by Magic: Shield vs. Mental”
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: “Grant Defense by Magic: Double Shield vs Mental”. Gestures:Raise one hand to be edge-on vertically in front of your face at eye level,with index and middle fingers out and the rest folded. Then sweep your arm tothe side and down, as if casting something away from you.
Trembling Hands (2, 2, 2, 2 CP; 1 Stamina; Battle, Spell, Gesture, Rest)
  • Your magic causes the enemy to shake and shudder, dropping weapons. Make a packet attack for, “Disarm by Magic,”
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: 2 packet attacks
  • 4th Purchase: “Double Disarm by Magic”
Gestures: Raise one hand high over your head. Then sweep it down and to the side in a slashing motion. Berserk (4, 4, 4, 4 CP, 2 Stamina; Spell, Gesture, Battle)
  • Your magic manipulates the mind of your foe, causing them to attack all near them. Make a packet attack for, “Short Frenzy by Magic”
  • 2nd Purchase: usable 2/battle
  • 3rd purchase: usable 3/battle
  • 4th purchase: “Frenzy by Magic”
Gestures:Hold a hair, stick, blade of grass, or similar object in both hands, then break it in half. Scramble (4, 4, 4, 4 CP, 2 Stamina; Spell, Gesture, Battle) Requires 5 skills from this header.
  • This spell attacks the mind of the target, causing their brain to become confused and nonfunctional. Make a Packet attack for, “Short Stun by Magic”
  • 2nd Purchase: usable 2/battle
  • 3rd purchase: usable 3/battle
  • 4th purchase: “Stun by Magic”
Gestures: Make one hand into a fist over your heart. Then open the fisted hand and blow imaginary sand off it towards your target. Gripping Fear (3, 3, 3, CP, 2 Stamina; Spell, Gesture)
  • You can perform a small personal ritual (see below) to Imbue yourself with the ability to terrify your opponents with a mere gesture. Perform a personal ritual including the elements listed below, then call out “Imbue to Self by Magic.” You now have the ability to gesture at a target with a clawed hand and call out, “By my Gesture, Repel by Fear.” You can do this once each time you perform the ritual. You can have only one of these spells active at any given time.
The Ritual counts as the Gesture for this spell. Interrupting the ritual can be done in the same way as interrupting a spell incantation, and the same restrictions apply. An interrupted ritual must be re-started from the beginning. As with all gesture attacks, the Repel lasts for as long as you maintain the gesture. The spell ends or when you refresh Stamina. Using this ability counts as casting in terms of requiring both hands free and being interrupted by an attack. You cannot use other offensive game skills while maintaining your gesture.
  • 2nd Purchase: you can call,“By my Gesture, Repel by Fear” twice for each time you perform the ritual. The first effect must completely end before you can use the second.
  • 3rd Purchase: “By My Gesture, Double Repel by Fear”
Ritual: Draw a circle at least 3' across. You can in the dirt or with chalk IF the campsite allows it (be sure), or you can lay out a prop like a rope or mat with a circle drawn on it for your circle. If you use a prepared circle like a rope or mat, you must trace the entire circle with your finger, “drawing” the circle with your finger over the prop. Next, draw at least two arcane symbols of at least three strokes each at points around the circle. Again, if you use a pre-prepared symbol (on a stone, mat, etc), you must instead trace the symbol with your finger.
Then enter the circle and hold a spell component before you in your cupped hands (Spell components are your personal props, not game items, and can be anything that looks cool and magical: crystals, flowers, candles, etc.) Utter at least a few words of arcane gibberish (including obscure foreign languages) or formal/dramatic English to complete the ritual.
Rooting Burst (2, 2, 2, 2 CP, 1 Stamina; Spell, Gesture, Battle, Burst, Rest)
  • Your magic sticks the target’s feet to the ground, holding them in place. You plant your feet (Burst keyword), perform the gestures, and then twice make a packet attack for “Short Root by Magic.”
  • 2nd Purchase: you gain 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Root by Magic”
Gestures:Stomp one foot (while your palms are still pressed together; you must not stomp until after the action of bringing your palms together). Then extend one arm in front of you, palm out, while bringing the other arm back and up in a curve over your head like a scorpion's tail. Sweep the scorpion's tail arm down to end the gesture. Repelling Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest)
  • The force of your magic keeps enemies at bay. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Repel by Magic.”
  • 2nd Purchase: you gain 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Repel by Magic”
Gestures:Cross your arms in an X in front of you, then sweep them both down and back to form an A line down from your shoulders. Maiming Burst (3, 3, 3, 3 CP, 2 Stamina; Spell, Gesture, Battle, Rest )
  • Your magic numbs limbs and nerves, making hands and legs useless. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Maim [limb] by Magic.”
  • 2nd Purchase: you gain 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Maim [limb] by Magic”
Gestures:Bring your forearms together, fists facing you, in front of your face. Sweep arms down into an A-line, around in a circling motion, and back up to end crossed in front of your face. Weakening Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest)
  • Your magic saps the enemy’s strength. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Short Weaken by Magic.”
  • 2nd Purchase: you gain 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Weaken by Magic”
Gestures:Dribble sand, dirt, pebbles, crumbled bits of leaf, or other particulate matter from your extended hand for two seconds. If you do not have any, you can flutter the fingers of your other hand downward to represent the falling sand, but take three seconds instead of two. Shard Burst (2, 2, 2, 2 CP; 1 Stamina; Spell, Gesture, Battle, Rest)
  • You conjure shards of hardened magical force and hurl them at your foes. You plant your feet (Burst spell), perform the gestures, and then twice make a packet attack for “Waste 2 Vitality by Magic.”
  • 2nd Purchase: you gain 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Waste [Tier+1] Vitality by Magic”
Gestures:Sweep arms down, out to the sides, and then up over your head in a large circle; bring back down to center and finish with your hands making a triangle in front of your chest. Endless Circle (3 CP, 2 Stamina to cast, 1 Stamina to reset; Watch, Spell)
  • You can attune any one Arcane spell with the Burst keyword in a specially prepared circle (see guidelines below) by performing a personal ritual for 5 minutes of Activity. It must be a spell you can already cast. Cast the spell into your ritual circle as part of your personal ritual, expending the appropriate Stamina. You can now cast this spell once for no Stamina cost later, and can refresh this free casting anytime by performing your personal ritual again with one minute of activity.
Notes:
  • You can have up to two instances of Endless Circle active at once; thus, if you spend 2 Stamina (adding the second at any time), you can reset two different spells (or two instances of the same spell). However, the Activity time does not overlap, so you must take a full minute to reset each.
  • If you attune a third Endless Circle spell, it replaces one of the others you already had active (your choice),ending it. You can switch which spells you have attuned in this way, but must spend the attributes for attuning the new spell.
  • Preparing the ritual circle can count as part of your personal ritual; you can also reuse a circle that you or another wizard setup, though in that case you should work retracing the circle and symbols into your ritual.
  • Once you activate this spell, it remains active until the end of the current Watch.
  • Each reset counts as casting a spell;you cannot do it while Maimed, and your reset ritual can be interrupted by an attack just like a spell incant.
Ritual: Create a circle large enough to sit in: either by drawing in the dirt or with chalk IF the campsite allows it (be sure), or you can lay out a prop like a rope or mat with a circle drawn on it for your circle, or you can even create a circle of stones or other objects.
The shape of the circle must be clear, but need not be a ontinuous line. Trace four symbols at four points of the circle (you can draw them in the dirt or with chalk, lay out stones with the symbols on them, o rjust trace them invisibly with your finger). Other details of the ritual are up to you, but it must take at least 30 seconds.
************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.

Wyrdcaster

Wyrdcaster (3 CP)

REQUIRES:

  • Magical Art: Major (any)
  • Magical Art: Minor (any)
  • Heroic Vitality
  • Arcane Reserves
  • Dispel Magic
  • Heroic Will, Heroic Metabolism, Heroic Healing OR Heroic Endurance
Unlike most magic, which draws on ley lines or the energy of other living things, the Wyrd (pronounced VEE-rd) is a style of magic perfected by the ancestors of Brittanis in ancient times that harnesses the caster’s own life force. Wyrdcasting was developed by Valkmar the One-Eye, who according to legend plucked out one of his own eyes in order to see the flows of magic better. Wyrdcasting is not dark or sinister, but is looked at askance by more wizards and unnecessarily dangerous by hearth mages, for wyrdcasting is a primitive and ancient art barely understood by modern scholars. It is not evil, but it does take its toll over time, and Wyrdcasters rarely live to old age. Thus, there are many who consider it to be too extreme, primitive, and the cost FAR too high. Wyrdcasting uses Hexes in addition to Spells, which are short-term curses that most creatures can shrug off after ten seconds. The Wyrd is quick, plentiful, and can be tactically devastating. If you unlock the Wyrdcaster header, you cannot unlock the Wizard or Hearth Mage headers. Any skill with the Hex keyword uses the following rules:
  • When casting a Hex, Call out “Imbue by Essence” to cast this spell on yourself (you cannot cast it on others).
  • All Hexes have the Sacrifice keyword. See the Skill Header System for more information on spells that are powered by Vitality.
  • Using each Hex effect does not require an incantation, but is considered to be casting. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon, and you can be interrupted by an attack.
  • While Hexes have no incant, you cannot cast it (or use it to deliver an effect) if you are under a Silence effect.
  • ONLY skills with both the Hex and Spell keyword have no incantation. All other skills with the Spell keyword follow the Spellcasting rules as normal.
  • Wyrdcasters can research new Hexes. See the Spell Reserch section for details.
  • If you use another Hex skill while you still have previous Hexes remaining, the unused Hexes are lost. You can only have one Hex Imbued upon yourself at a time.
 

Free Skill

When you unlock the Wyrdcaster header, you gain the Empathic Cure skill for free. The 0 CP version counts as the 1st Purchase. Empathic Cure (0, 3, 3, 3, 3 CP, 1 Stamina) You can cure afflictions from you allies by taking the effect upon yourself. Call, “Cure Root and Root to Self by Magic” or “Cure Maim and Maim to self by Magic” You cannot cure yourself with this skill. You cannot defend or negate the effect you give to yourself in any way until it has already affected you. Thus, a Resist, Shield, etc cannot be used against this skill, but a Purge or a Cure cast upon yourself is legal.
  • 2nd Purchase: You can now call “Cure Repel and Repel to Self by Magic” The Repel you take on yourself still applies to the originator of the Repel effect. You can also call, “Cure Weakness and Weakness to Self by Magic”
  • 3rd Purchase: You can now call, “Cure Stun and Stun to Self by Magic” or, “Cure Paralyze and Paralyze to Self by Magic.” Note that if you use the Stun version, the Stun takes place IMMEDIATELY after finishing the verbal—no other actions are possible between the verbal and the Stun effect. This version of the spell requires 2 Stamina.
  • 4th Purchase: “Cure Death and Death to Self by Magic” This version of the spell requires 3 Stamina. The same restrictions that apply to the 3rd purchase apply here.
  • 5th Purchase: “Cure Death to Spirit and Death to Self by Magic.” This version of the spell requires 3 Stamina. The same restrictions that apply to the 3rd purchase apply here.

Wyrdcaster Skills

Wyrd Vitality (2, 2, 3, 3, 3, CP) Your Vitality is permanently increased by one.

Free Motion (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle) Your magic fuses the limbs and knits the bones of your comrades.
  • Touch a target and call, “Grant Defense: Purge Root by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge Maim by Magic.” You can still use the Root version.
  • 3rd Purchase: 2 targets per casting.
  • 4th Purchase: “Grant Defense Double Purge [Maim or Root] by Magic.”

Quick Stabilize (2, 2, 2, 2 CP, 1 Stamina;)
  • Your magic can aid those on the brink of death. Touch a packet to a target and speak to (or over) them for 10 seconds — praising them, exhorting them not to die, attempting to boost their morale, etc. Then call out “Stabilize by Magic.”
  • 2nd Purchase: You can use the Stabilize version OR call, “Heal 1 and Agony by Magic”
  • 3rd Purchase: “Heal 2 and Agony by Magic.”
  • 4th Purchase: “Heal [Tier+1] and Agony by Magic”

Cleansing Flood (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle,) Your magic cleanses afflictions from an ally.
  • Touch a target and call, “Grant Defense: Purge Metabolic by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge Mental by Magic.” You can still use the Metabolic version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “Grant Defense: Double Purge [Mental or Metabolic] by Magic.”

Wyrd Ward (2, 2, 2, 2 CP, 2 Stamina; Spell, Battle) Your magic cures arcane effects from your allies.
  • Touch a target and call, “Grant Defense: Purge Magic by Magic.”
  • 2nd Purchase: you can call,“Grant Defense: Purge [Elemental Trait] by Magic.” You can still use the Magic version
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “Grant Defense Double Purge [Elemental Trait or Magic] by Magic.”

Wyrd Healing 3, 3, 3, 3 CP, 2 Stamina; Spell, Hex, Battle,Rest)
  • Say your incant, then call out “Imbue by Wyrd” to cast this spell on yourself (you cannot cast it on others). You then gain 4 points of healing you can cast on yourself or others. You can decide how to divide the points of healing. Touch or throw a packet at your target and call “Heal X and Agony by Magic,” where X is the number of Vitality you want to heal, and exhaust that number of points from your healing pool. Example: You cast Wyrd Healing, calling, "Imbue to Self by Wyrd." You now have 4 points of healing available. You heal one ally for 2 points, calling out “Heal 2 and Agony by Magic,” and another for 1 point, calling out “Heal 1 and Agony by Magic.” You still have 1 more point of healing left to spend later.
  • 2nd Purchase: 5 points of healing
  • 3rd Purchase: If you have Cleansing Flood, Wyrd Ward, or Free Motion, you can spend 2 points of your healing Pool to Cure one effect or trait you can Cure with those skills. · 4th Purchase: 6 points of healing

Regenerative Trance (4, 4, 4 CP, 1 Stamina; Battle)Requires Empathic Cure and Wyrd Ward, Cleansing Flood OR Free Motion.
  • You can draw upon your own physical strength and stamina to painfully force your wounds closed. You can use one minute of Activity to roleplay a quick meditative trance. After the activity you can call, “Heal [Tier+ 2] and Agony to Self”
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: [Tier + 3] · Note: You must be conscious and able to use game skills (not Drained, unconscious, Dead, etc) to use this skill.

Agony Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Agony by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Rooting Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for “Short Root by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Silencing Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Silence by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Repelling Hex (3, 3, 3, 3 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Repel by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Weakening Hex (2, 2, 2, 2 CP, 1 Stamina & 1 Vitality; Hex, Battle, Rest, Sacrifice)
  • Make 2 packet attacks for, “Short Weakness by Hex”
  • 2nd Purchase: 3 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle)

Draining Hex (4, 4, 4, 4 CP, 2 Stamina & 2 Vitality; Battle, Hex, Rest, Sacrifice) Requires 3 other Hex skills.
  • Make 1 packet attack for, “Short Drain by Hex”
  • 2nd Purchase: 2 packet attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: usable 3/battle

Blood Doom (5, 5 CP, 2 Stamina & 3 Vitality; Battle, Hex) Requires 5 Hex skills at 2nd Purchase, 2 other Non-Hex Skills from this Header.
  • You twine your own life essence around another's to break it. Make a packet attack for, “Waste 5 Vitality by Hex.” If the target acknowledges the attack, either by roleplay or defending against the attack, call, “Agony and Short Drain to Self by Hex” If the spell does not take effect — either because the packet misses or the target calls a defense — you still spend the Vitality, but don't spend the Stamina or take the Agony and Short Drain.
  • 2nd Purchase: You can call,“Death by Hex”. You can still use the Waste Vitality effect if you chose.