The old witch stood by the beacon light at the very top of the Council’s tower and listened to the shrill wind. Behind her the raven loft was filled with clacks and chatter, but it was carried away by the gale.
Thin arms clutched a ragged dark grey robe around her shrunken frame. The temperature had dropped. A storm was on the way. The old woman sniffed the Air, feeling the element speak to her, fleeting and mercurial- telling her all that she needed to know about the storm heads forming above. The stones of the tower spoke to the heart of her being what Earth needed to tell her; the Grim Hill was reacting to the storm. Momentous things always transpired when the Hill began to stir…
Thunder rumbled and lightning flashed. The downpour began in earnest. The old woman stuck a small pink tongue between her cracked lips and tasted the news Water wanted to impart from the moisture collected all the way from the distant sea.
A wasted tree further down the slope was struck by lightning and the blackened trunk was wreathed in flames. Eyes squinting, the witch watched the flames leap and cavort. Fire’s dance told her much but always kept something back. Capricious- that was Fire’s way…
Satisfied, the old woman turned and nodded to the four guardians that had been respectfully keeping their distance. They resumed their vigil, unconcerned by the atrocious weather.
Joints creaking, the old woman descended the spiral stairs to her quarters. There she would consider all that she had learnt, consult her magical books and commune with more of her kind. As one of the most powerful arcane practitioners in the whole of the Vale, and a key member of the Witch’s Council, she felt the weight of responsibility weigh heavy on her stooped shoulders suddenly.
The elements had spoken. She had heard. Warnings needed to be given. Great magics and greater deeds would need to be done…
MAGIC
Magic is an integral part of any fantasy roleplay setting. It is the energy that makes almost all of the wondrous and terrifying things that excite and draw people to fantasy worlds become possible. Darken Vale is a setting steeped in magic of all kinds. Elemental magics of Air, Earth, Fire and Water, the Spiritual spheres of Light & Shadow, Arcane learnings that underpin all the other elements, and other less understood methods for shaping reality to do one’s bidding.
Magic skills are available to nearly all of the player classes in Darken Vale, with only a few exceptions. To learn magical skills and spells, a player must be of the appropriate level in their class to first learn an Elemental Specialism and then to learn spells of particular levels.
Before a character can cast any spells, they must first specialize in the element they wish to learn. The element chosen might be restricted by character race or class, or by previous elements learnt (see Opposing Elements & The Magic Matrix, below). Once an element is chosen, another player character or NPC must be sought out to teach the rudimentary understandings of that element. After that, spells of that element can be learnt.
The Elements of Magic
There are eight different elements used to represent the different facets and aspects of magic within Darken Vale: Arcane, Earth, Air, Fire, Water, Light and Shadow. The Mental element is a curious and separate sphere that operates apart from the others, but is mentioned for completion here. It is detailed in its own section of the rules. Each element is represented by a colour, as shown below:
Fire = Red
Water = Dark Blue
Earth = Green
Air = Light Blue
Light = White
Shadow = Black
Arcane = Purple
Mental = Yellow
The Magic Matrix
Thin arms clutched a ragged dark grey robe around her shrunken frame. The temperature had dropped. A storm was on the way. The old woman sniffed the Air, feeling the element speak to her, fleeting and mercurial- telling her all that she needed to know about the storm heads forming above. The stones of the tower spoke to the heart of her being what Earth needed to tell her; the Grim Hill was reacting to the storm. Momentous things always transpired when the Hill began to stir…
Thunder rumbled and lightning flashed. The downpour began in earnest. The old woman stuck a small pink tongue between her cracked lips and tasted the news Water wanted to impart from the moisture collected all the way from the distant sea.
A wasted tree further down the slope was struck by lightning and the blackened trunk was wreathed in flames. Eyes squinting, the witch watched the flames leap and cavort. Fire’s dance told her much but always kept something back. Capricious- that was Fire’s way…
Satisfied, the old woman turned and nodded to the four guardians that had been respectfully keeping their distance. They resumed their vigil, unconcerned by the atrocious weather.
Joints creaking, the old woman descended the spiral stairs to her quarters. There she would consider all that she had learnt, consult her magical books and commune with more of her kind. As one of the most powerful arcane practitioners in the whole of the Vale, and a key member of the Witch’s Council, she felt the weight of responsibility weigh heavy on her stooped shoulders suddenly.
The elements had spoken. She had heard. Warnings needed to be given. Great magics and greater deeds would need to be done…
MAGIC
Magic is an integral part of any fantasy roleplay setting. It is the energy that makes almost all of the wondrous and terrifying things that excite and draw people to fantasy worlds become possible. Darken Vale is a setting steeped in magic of all kinds. Elemental magics of Air, Earth, Fire and Water, the Spiritual spheres of Light & Shadow, Arcane learnings that underpin all the other elements, and other less understood methods for shaping reality to do one’s bidding.
Magic skills are available to nearly all of the player classes in Darken Vale, with only a few exceptions. To learn magical skills and spells, a player must be of the appropriate level in their class to first learn an Elemental Specialism and then to learn spells of particular levels.
Before a character can cast any spells, they must first specialize in the element they wish to learn. The element chosen might be restricted by character race or class, or by previous elements learnt (see Opposing Elements & The Magic Matrix, below). Once an element is chosen, another player character or NPC must be sought out to teach the rudimentary understandings of that element. After that, spells of that element can be learnt.
The Elements of Magic
There are eight different elements used to represent the different facets and aspects of magic within Darken Vale: Arcane, Earth, Air, Fire, Water, Light and Shadow. The Mental element is a curious and separate sphere that operates apart from the others, but is mentioned for completion here. It is detailed in its own section of the rules. Each element is represented by a colour, as shown below:
Fire = Red
Water = Dark Blue
Earth = Green
Air = Light Blue
Light = White
Shadow = Black
Arcane = Purple
Mental = Yellow
The Magic Matrix
The Magic Matrix shows how the magical elements within Darken Vale interact and oppose one another. This dichotomy is no better represented than within the intricate and convoluted hierarchy and strata of Fae society, who have divided their society using the labels of the magical elements for countless millennia.
The mystical beings of light who make up the DAWN COURT have presidency over the elements of Light, Air and Water.
The malignant TWILIGHT COURT have presidency over the darker Shadow, Earth and Fire domains.
A spellcaster can learn a number of different spell Elements as stipulated in their class description. The only limitation to this comes from the opposing nature of some elements to one another. No spellcaster can learn an element that is in opposition to another spell element that they already know.
Example: Ghol Vordak the Undead Necromancer has knowledge of the Shadow and Earth elements. As a necromancer, he can gain mastery of up to 3 spell elements, plus Arcane spells. Because Ghol already knows how to command Earth and Shadow magic, he is forbidden from learning the Light and Air elements because they are in opposition to his existing element knowledge. For his third element, Ghol could choose from either Fire or Water.
The Arcane element is a representation of the quintessential nature of all magic. Arcane energy fuels all the other elements of magic. In its purest form, it equates to the mystical energy source called Mana that all magic users channel and harness to perform their magics. The spells within this sphere are considered open to all spellcasters of all classes and can be learned without restriction according to the correct level prerequisites.
Mana Bands
Within the game system of Darken Vale, mana bands are the method by which spellcasting players and NPCs can manage their spellcasting during play. They are represented by blue cords or strips that most commonly hang from the player’s belt. The number of mana bands, and the speed at which they can be gained, will differ from class to class and is listed in their individual entries.
Mana bands act as a currency, being expended to fuel and create individual spells and class abilities as and when desired. When a spellcaster has used up all of their mana bands, then they must regain them again through meditation, sleep, or by using potions or enchantments that restore man bands.
If your character dies, mana is not instantly replenished. A player returns to life with the same amount of mana that they had upon death.
Mana Bands cannot be traded. They are not a resource to give away or sell, merely a physical representation of a character’s magical might and prowess. Mana bands should ideally be worn on a belt in clear view of all players and Elders. Alternatively, they can be worn on the wrist or displayed in any other way that an Elder deems as being clear and acceptable.
Regardless of costume, a spellcaster must display their mana bands on their outer garments, not hidden between layers. If armour is donned or removed, mana bands must be replaced over the top layer of costume for all to see.
Spell Orbs
A spell orb is a small ball that is between 3” to 5” in diameter that is thrown by the spellcaster to represent a spell being cast. An orb must weigh no more than 3oz. Spell orbs cannot have hard objects attached to them (such as jewels) or be bound with sharp objects (such as sharp metal wire).
Everything used in a spell orb must be safe to strike a player with. Players must use solid, single coloured spell orbs that represent the elemental magic being used. If a spell orb of the wrong colour is used to represent a spell from another element, then the spell has no effect and the mana is lost.
To signify ownership, a player must write their character name on each spell orb. Players are responsible for their own spell orbs at all times. Orbs found in the realm at the end of a game by Elders will result in that caster losing XP on their profile. A spell orb is considered litter to everyone else.
Under no circumstances can weapons be used to deflect spell orbs. This is to prevent the “Home Run” effect. If a spell orb is deflected by a weapon or shield (whether intentional or not), the blocker must help the caster find the spell orb immediately. In particular areas of geography or poor levels of daylight, it may be decided by elders to exclusively use Weapon Channelling (see below) instead to eliminate the loss of spell orbs during combat.
Casting Spells
A spell is cast by holding a spell orb in your hand and charging it with an incantation that includes the spell's name. A spell scrip must be spoken clearly so that all players and NPCs are aware that a spell is being cast and just what the result will be. Once charged, the caster must then use the spell in the appropriate manner (Touch, Ranged, Area, Self or Weapon Channelling). The effect takes place immediately after casting. The caster must then expend the appropriate number of mana bands from their current total to show that it was used to cast the spell.
Spell Scripts & Spell Books
All Magic casters MUST carry on their person a spell book with all their known spells (but not race or class abilities) written inside, including a description of the spell’s effect and their own personal Spell Scrip for each spell known.
Casting a spell in Darken Vale follows a set formula. The length of a spell scrip matches directly the level and power of the spell. One line of scrip must be said by the caster per level of spell, ending with the name of the spell being cast declared clearly for all to hear. This means that the greatest spells will take longer to cast and possibly be avoided or countered.
Example: Level 1 Earth Spell Root:
“By the power of Earth, I trap you now with ROOT!”
Example: Level 4 Air Spell Tempest:
"By the power of Air,
That blows the storms in from the sea,
Bring forth your fury and
Unleash a TEMPEST upon mine enemies!"
Each character must create their own spell scripts for each of their spells. These must be written in their spell books AND must follow the incantation formula above. Elders will inspect spell books to note whether players have created scripts when new spells are learnt by their characters.
Spell Effect Explanation
Once a spell is cast, it is up to the spellcaster to inform other players and NPCs what the resulting effect is. Other players may be unfamiliar with the spell and need clarification. Be clear in what you are doing. Elders will listen to your descriptions and monitor them for accuracy. Do not look to the Elders to remember your character sheets and skills for you, however. It is your responsibility to know what you character can do. If you don’t know, then you won’t be able to use a spell/ class or race ability.
Spell Type Descriptors
Spells fall into several different categories which need to be cast in different ways. All spells require a player to have the relevant coloured spell orb in hand in order to take effect- no spell orb, no effect.
Self Spells- A character must hold the correct coloured spell orb in one hand then touch the orb against themselves. These spells cannot affect anyone else except the caster; to affect others, a spell must have the Touch type descriptor.
Touch Spells - A character must hold the correct coloured spell orb in one hand and then gently touch the target of the spell for it to have effect, and not be thrown in any way (which is a Ranged spell.)
Ranged Spells- A character must throw a correct coloured spell orb at their intended target. If the orb makes contact then the spell effect takes place. Note: All Ranged spells can be cast as Touch spells, to signify ‘point blank’ spellcasting, but Touch spells can never be used as Ranged.
Area Spells- A character must hold the correct coloured spell orb in one hand in order to cast an Area spell. It will not be thrown, unless the spell in question has further effects outlined in its description.
Spell (& Class/ Race Ability) Effect Descriptors
All spells (& class and race abilities) have one or more of the following descriptors to help categorise them and categorise the type of effect that they make.
Alter- These effects generally change the target’s physical or mental state. Being paralysed, driven insane or struck dumb are common examples. These effects usually last 10 minutes, but can vary depending on spell or ability level.
Armour- These effects grant additional armour of some sort to the target.
Buff- These effects offer some form of temporary boost or immunity to the target.
Control- These effects make the target do something they do not want to do, or force them come under the influence of the player. Generally, these are powerful abilities with game changing effects.
Damage- These effects cause harm to a target in some way.
Dazed- Target cannot act in any way for the duration (usually 10 seconds) as if concussed or confused.
Dispel- These effects cancel out or counter other spells or mana-based class abilities. The particular details will be outlined in the ability description.
Dodge- This effect ignores any other effect that would strike the target. Whereas Armour and Shield effects negate a hit/ effect, a Dodge means it never landed in the first place.
Fatigued- These effects mean the target cannot act for the duration (usually 10 seconds) due to extreme tiredness/ exhaustion.
Fear (X)- These are a specific type of Alter effect that induces fear and terror in a target. The (X) descriptor means character levels will be compared to see if the effect takes place- as described in the individual ability or spell.
Heal- These effects generally remove damage or an Alter, Control or Fear effect from a target. The particular details will be outlined in the spell description.
Knock Back- These effects cause the target to move back 5 paces- subject to terrain and health & safety conditions.
Knock Down- These effects cause the target to fall prone on the floor. The front or back of the torso must touch the ground- subject to terrain and health & safety conditions.
Passive- An ongoing effect that doesn’t need a call.
Shield- These effects prevent damage in some way. Rather than grant additional armour, like an Armour effect, a Shield effect stops damage cold and negates the Unblockable definition.
Surge (X)- These effects are powerful magic spells that can be made bigger by expending extra mana bands at the time of casting the spell. The particular effect will vary by spell, but the additional mana must all be paid at the time of casting the spell, it cannot be added on later to ‘top up’ an effect.
Unblockable- This is a particular kind of Damage effect. Physical armour and shields do not protect from this kind of damage, and neither do Armour effects. Only some Shield effects will negate this damage, and Dodge calls will negate them also.
Weapon Channelling
When environmental conditions make using spell orbs hazardous (darkness, strong winds, particular issues of geography, etc.), the Elders will decree that Weapon Channelling will universally come into effect. Spellcasters must then cast all spells using the rules below until told otherwise. In this way they do not risk losing spell orbs unnecessarily.
Weapon Channelling can only be used for Ranged spells. Self, Touch and Area spells do not require a spell orb to be thrown, so are unaffected. A spell can only ever be channelled onto a melee weapon, missile and thrown weapons cannot be used.
After a spell scrip has been spoken, the caster must then say ‘Weapon Channel’ and act as though they are ‘loading’ the spell into their weapon. The spell will then be ‘released’ by scoring a hit with the melee weapon before the particular combat is over, if not it is lost. On a hit, the spellcaster must call ‘Weapon Channel (Name of Spell)’. No call, no effect. If a player is killed before a spell is released from a weapon, it is lost.
Spell Damage
Unless noted otherwise, spell damage can be blocked by shields or armour and will deal its damage to that particular item, just like normal melee and ranged damage.
Unblockable damage behaves differently, as noted in the Spell Effect Descriptors section above.
‘Engaged’ Defined
Some spells and effects stipulate that they last until a player becomes ‘Engaged’. A player becomes Engaged when their attention is taken fully by an opponent who deals them melee, ranged or spell damage. A player can be shot at with a bow and arrow, or have spell orbs thrown at them, but is not Engaged until they start taking damage from that opponent.
Counterspells
When a player casts a spell from one of the magical elements that they know, there is a possibility that the spell can be countered and made ineffective by another spellcaster that has greater knowledge of the spell’s opposing element through a Counterspell. (Refer to the Spell Matrix above for opposing elements).
While a player is still calling out their Spell Scrip, another player that has knowledge of the spell’s opposing element can choose to Counter it. Before the first caster has finished their spell scrip, the second caster can expend mana of a greater number and call out ‘(Element) Counterspell’. The first caster’s spell is cancelled out and has no effect, but their mana is expended.
The Arcane element differs in that its roots do not come from a specific elemental source but rather informs all of the other elements in a fundamental way. Arcane spells can only be countered by another Arcane spell of equal or higher mana cost.
Meditation & Regaining Mana
If a spellcaster refrains from any action, and sits quietly in meditation, then they can regain one mana band for every 10 minutes of inaction. Some class or race abilities can affect this timing. Refer to your race or class descriptions for more details.
Cantrips
A Cantrip is a minor magical ability that doesn’t impact on gameplay in a ‘hard’ way, such causing damage or manipulating characters. Rather, they are cosmetic ‘soft’ effects that can support roleplay and allow for information to be gained. Most can be extended with additional mana expenditure due to their effects being minor.
A character becomes able to cast one Cantrip from the list below the moment they purchase their first mana band, to represent their initial magical training blossoming. This is a free ability that doesn’t take up a skill slot. Only one Cantrip can be learnt by a character.
Sense Magic (Cantrip)
Alter effect. 1 mana. Area. Call: ‘Sense Magic’
Allows the caster to sense magical emanations within a 5 metre distance. Caster can maintain this spell at a cost of 1 mana every 5 minutes as long as they do not Engage in combat. This can be the magical nature within items (enchantments or magical abilities), or within an area itself (lingering spell abilities or ambient effects) or even the presence of magical creatures. An Elder will describe to the player what is sensed and what it means.
Light (Cantrip)
Alter effect. 1 mana. Area. Call: ‘Light’
Caster may activate a light stick (or small torch) to represent an ‘orb’ of magical light. 1 mana creates 1 orb- but the caster can create multiple orbs at once, limited by their mana. Caster may carry one orb in their hand, or leave them in various places- where they must remain. Orbs may not be given to, or placed on, other players.
The orb of light lasts for the duration of the light stick’s illumination and acts like a torch. Undead players and NPCs cannot enter the orb’s area of light for the duration due to extreme discomfort. The orb does not blind in any way, only produce light.
The mystical beings of light who make up the DAWN COURT have presidency over the elements of Light, Air and Water.
The malignant TWILIGHT COURT have presidency over the darker Shadow, Earth and Fire domains.
A spellcaster can learn a number of different spell Elements as stipulated in their class description. The only limitation to this comes from the opposing nature of some elements to one another. No spellcaster can learn an element that is in opposition to another spell element that they already know.
Example: Ghol Vordak the Undead Necromancer has knowledge of the Shadow and Earth elements. As a necromancer, he can gain mastery of up to 3 spell elements, plus Arcane spells. Because Ghol already knows how to command Earth and Shadow magic, he is forbidden from learning the Light and Air elements because they are in opposition to his existing element knowledge. For his third element, Ghol could choose from either Fire or Water.
The Arcane element is a representation of the quintessential nature of all magic. Arcane energy fuels all the other elements of magic. In its purest form, it equates to the mystical energy source called Mana that all magic users channel and harness to perform their magics. The spells within this sphere are considered open to all spellcasters of all classes and can be learned without restriction according to the correct level prerequisites.
Mana Bands
Within the game system of Darken Vale, mana bands are the method by which spellcasting players and NPCs can manage their spellcasting during play. They are represented by blue cords or strips that most commonly hang from the player’s belt. The number of mana bands, and the speed at which they can be gained, will differ from class to class and is listed in their individual entries.
Mana bands act as a currency, being expended to fuel and create individual spells and class abilities as and when desired. When a spellcaster has used up all of their mana bands, then they must regain them again through meditation, sleep, or by using potions or enchantments that restore man bands.
If your character dies, mana is not instantly replenished. A player returns to life with the same amount of mana that they had upon death.
Mana Bands cannot be traded. They are not a resource to give away or sell, merely a physical representation of a character’s magical might and prowess. Mana bands should ideally be worn on a belt in clear view of all players and Elders. Alternatively, they can be worn on the wrist or displayed in any other way that an Elder deems as being clear and acceptable.
Regardless of costume, a spellcaster must display their mana bands on their outer garments, not hidden between layers. If armour is donned or removed, mana bands must be replaced over the top layer of costume for all to see.
Spell Orbs
A spell orb is a small ball that is between 3” to 5” in diameter that is thrown by the spellcaster to represent a spell being cast. An orb must weigh no more than 3oz. Spell orbs cannot have hard objects attached to them (such as jewels) or be bound with sharp objects (such as sharp metal wire).
Everything used in a spell orb must be safe to strike a player with. Players must use solid, single coloured spell orbs that represent the elemental magic being used. If a spell orb of the wrong colour is used to represent a spell from another element, then the spell has no effect and the mana is lost.
To signify ownership, a player must write their character name on each spell orb. Players are responsible for their own spell orbs at all times. Orbs found in the realm at the end of a game by Elders will result in that caster losing XP on their profile. A spell orb is considered litter to everyone else.
Under no circumstances can weapons be used to deflect spell orbs. This is to prevent the “Home Run” effect. If a spell orb is deflected by a weapon or shield (whether intentional or not), the blocker must help the caster find the spell orb immediately. In particular areas of geography or poor levels of daylight, it may be decided by elders to exclusively use Weapon Channelling (see below) instead to eliminate the loss of spell orbs during combat.
Casting Spells
A spell is cast by holding a spell orb in your hand and charging it with an incantation that includes the spell's name. A spell scrip must be spoken clearly so that all players and NPCs are aware that a spell is being cast and just what the result will be. Once charged, the caster must then use the spell in the appropriate manner (Touch, Ranged, Area, Self or Weapon Channelling). The effect takes place immediately after casting. The caster must then expend the appropriate number of mana bands from their current total to show that it was used to cast the spell.
Spell Scripts & Spell Books
All Magic casters MUST carry on their person a spell book with all their known spells (but not race or class abilities) written inside, including a description of the spell’s effect and their own personal Spell Scrip for each spell known.
Casting a spell in Darken Vale follows a set formula. The length of a spell scrip matches directly the level and power of the spell. One line of scrip must be said by the caster per level of spell, ending with the name of the spell being cast declared clearly for all to hear. This means that the greatest spells will take longer to cast and possibly be avoided or countered.
Example: Level 1 Earth Spell Root:
“By the power of Earth, I trap you now with ROOT!”
Example: Level 4 Air Spell Tempest:
"By the power of Air,
That blows the storms in from the sea,
Bring forth your fury and
Unleash a TEMPEST upon mine enemies!"
Each character must create their own spell scripts for each of their spells. These must be written in their spell books AND must follow the incantation formula above. Elders will inspect spell books to note whether players have created scripts when new spells are learnt by their characters.
Spell Effect Explanation
Once a spell is cast, it is up to the spellcaster to inform other players and NPCs what the resulting effect is. Other players may be unfamiliar with the spell and need clarification. Be clear in what you are doing. Elders will listen to your descriptions and monitor them for accuracy. Do not look to the Elders to remember your character sheets and skills for you, however. It is your responsibility to know what you character can do. If you don’t know, then you won’t be able to use a spell/ class or race ability.
Spell Type Descriptors
Spells fall into several different categories which need to be cast in different ways. All spells require a player to have the relevant coloured spell orb in hand in order to take effect- no spell orb, no effect.
Self Spells- A character must hold the correct coloured spell orb in one hand then touch the orb against themselves. These spells cannot affect anyone else except the caster; to affect others, a spell must have the Touch type descriptor.
Touch Spells - A character must hold the correct coloured spell orb in one hand and then gently touch the target of the spell for it to have effect, and not be thrown in any way (which is a Ranged spell.)
Ranged Spells- A character must throw a correct coloured spell orb at their intended target. If the orb makes contact then the spell effect takes place. Note: All Ranged spells can be cast as Touch spells, to signify ‘point blank’ spellcasting, but Touch spells can never be used as Ranged.
Area Spells- A character must hold the correct coloured spell orb in one hand in order to cast an Area spell. It will not be thrown, unless the spell in question has further effects outlined in its description.
Spell (& Class/ Race Ability) Effect Descriptors
All spells (& class and race abilities) have one or more of the following descriptors to help categorise them and categorise the type of effect that they make.
Alter- These effects generally change the target’s physical or mental state. Being paralysed, driven insane or struck dumb are common examples. These effects usually last 10 minutes, but can vary depending on spell or ability level.
Armour- These effects grant additional armour of some sort to the target.
Buff- These effects offer some form of temporary boost or immunity to the target.
Control- These effects make the target do something they do not want to do, or force them come under the influence of the player. Generally, these are powerful abilities with game changing effects.
Damage- These effects cause harm to a target in some way.
Dazed- Target cannot act in any way for the duration (usually 10 seconds) as if concussed or confused.
Dispel- These effects cancel out or counter other spells or mana-based class abilities. The particular details will be outlined in the ability description.
Dodge- This effect ignores any other effect that would strike the target. Whereas Armour and Shield effects negate a hit/ effect, a Dodge means it never landed in the first place.
Fatigued- These effects mean the target cannot act for the duration (usually 10 seconds) due to extreme tiredness/ exhaustion.
Fear (X)- These are a specific type of Alter effect that induces fear and terror in a target. The (X) descriptor means character levels will be compared to see if the effect takes place- as described in the individual ability or spell.
Heal- These effects generally remove damage or an Alter, Control or Fear effect from a target. The particular details will be outlined in the spell description.
Knock Back- These effects cause the target to move back 5 paces- subject to terrain and health & safety conditions.
Knock Down- These effects cause the target to fall prone on the floor. The front or back of the torso must touch the ground- subject to terrain and health & safety conditions.
Passive- An ongoing effect that doesn’t need a call.
Shield- These effects prevent damage in some way. Rather than grant additional armour, like an Armour effect, a Shield effect stops damage cold and negates the Unblockable definition.
Surge (X)- These effects are powerful magic spells that can be made bigger by expending extra mana bands at the time of casting the spell. The particular effect will vary by spell, but the additional mana must all be paid at the time of casting the spell, it cannot be added on later to ‘top up’ an effect.
Unblockable- This is a particular kind of Damage effect. Physical armour and shields do not protect from this kind of damage, and neither do Armour effects. Only some Shield effects will negate this damage, and Dodge calls will negate them also.
Weapon Channelling
When environmental conditions make using spell orbs hazardous (darkness, strong winds, particular issues of geography, etc.), the Elders will decree that Weapon Channelling will universally come into effect. Spellcasters must then cast all spells using the rules below until told otherwise. In this way they do not risk losing spell orbs unnecessarily.
Weapon Channelling can only be used for Ranged spells. Self, Touch and Area spells do not require a spell orb to be thrown, so are unaffected. A spell can only ever be channelled onto a melee weapon, missile and thrown weapons cannot be used.
After a spell scrip has been spoken, the caster must then say ‘Weapon Channel’ and act as though they are ‘loading’ the spell into their weapon. The spell will then be ‘released’ by scoring a hit with the melee weapon before the particular combat is over, if not it is lost. On a hit, the spellcaster must call ‘Weapon Channel (Name of Spell)’. No call, no effect. If a player is killed before a spell is released from a weapon, it is lost.
Spell Damage
Unless noted otherwise, spell damage can be blocked by shields or armour and will deal its damage to that particular item, just like normal melee and ranged damage.
Unblockable damage behaves differently, as noted in the Spell Effect Descriptors section above.
‘Engaged’ Defined
Some spells and effects stipulate that they last until a player becomes ‘Engaged’. A player becomes Engaged when their attention is taken fully by an opponent who deals them melee, ranged or spell damage. A player can be shot at with a bow and arrow, or have spell orbs thrown at them, but is not Engaged until they start taking damage from that opponent.
Counterspells
When a player casts a spell from one of the magical elements that they know, there is a possibility that the spell can be countered and made ineffective by another spellcaster that has greater knowledge of the spell’s opposing element through a Counterspell. (Refer to the Spell Matrix above for opposing elements).
While a player is still calling out their Spell Scrip, another player that has knowledge of the spell’s opposing element can choose to Counter it. Before the first caster has finished their spell scrip, the second caster can expend mana of a greater number and call out ‘(Element) Counterspell’. The first caster’s spell is cancelled out and has no effect, but their mana is expended.
The Arcane element differs in that its roots do not come from a specific elemental source but rather informs all of the other elements in a fundamental way. Arcane spells can only be countered by another Arcane spell of equal or higher mana cost.
Meditation & Regaining Mana
If a spellcaster refrains from any action, and sits quietly in meditation, then they can regain one mana band for every 10 minutes of inaction. Some class or race abilities can affect this timing. Refer to your race or class descriptions for more details.
Cantrips
A Cantrip is a minor magical ability that doesn’t impact on gameplay in a ‘hard’ way, such causing damage or manipulating characters. Rather, they are cosmetic ‘soft’ effects that can support roleplay and allow for information to be gained. Most can be extended with additional mana expenditure due to their effects being minor.
A character becomes able to cast one Cantrip from the list below the moment they purchase their first mana band, to represent their initial magical training blossoming. This is a free ability that doesn’t take up a skill slot. Only one Cantrip can be learnt by a character.
Sense Magic (Cantrip)
Alter effect. 1 mana. Area. Call: ‘Sense Magic’
Allows the caster to sense magical emanations within a 5 metre distance. Caster can maintain this spell at a cost of 1 mana every 5 minutes as long as they do not Engage in combat. This can be the magical nature within items (enchantments or magical abilities), or within an area itself (lingering spell abilities or ambient effects) or even the presence of magical creatures. An Elder will describe to the player what is sensed and what it means.
Light (Cantrip)
Alter effect. 1 mana. Area. Call: ‘Light’
Caster may activate a light stick (or small torch) to represent an ‘orb’ of magical light. 1 mana creates 1 orb- but the caster can create multiple orbs at once, limited by their mana. Caster may carry one orb in their hand, or leave them in various places- where they must remain. Orbs may not be given to, or placed on, other players.
The orb of light lasts for the duration of the light stick’s illumination and acts like a torch. Undead players and NPCs cannot enter the orb’s area of light for the duration due to extreme discomfort. The orb does not blind in any way, only produce light.