Magic Words
Below are the words that make up the spells. They are divided up into Actions, Powers, and Targets. You must make a spell that is made up of one action, one power, and one target.
Actions
- Simple Words
- Armor: Grants protective energy equivalent to armor.
- Destroy: Inflicts damage based on the Power used.
- Repair: Heals or mends damage.
- Shield: Provides resistance to the selected Power.
- Transform: Alters the form of the target.
- Advanced Words
- Banish: Sends summoned beings back to their origin.
- Control: Manipulates the target’s actions.
- Create: Brings a facsimile into existence.
- Summon: Calls forth a creature or object.
Powers
- Simple Words
- Animal: Affects fauna.
- Dark: Manipulates the force of darkness.
- Force: Manipulates the primary forces of the universe.
- Light: Manipulates the force of light.
- Plant: Affects flora.
- Spirit: Effects the spirit of man and beast.
- Advanced Words
- Air: The element of air and electrical energy.
- Earth: The element of earth and kinetic energy.
- Fire: The element of fire and heat energy.
- Water: The element of water and cold energy.
Targets
- Simple Words
- It: Target an object.
- Me: Target is me.
- Them: Target a group of creatures.
- There: Target a location.
- Us: Target a radius around me and all within that radius.
- You: Target a single creature.
Word Descriptions: Action
Armor ("Magithril")
“Armor” creates an exterior shield that protects the target as if they were wearing armor against the damage type of the armor. Armor-piercing rounds will penetrate the armor like material-based armor. This adds to the armor you wear, but only to the kind of damage.
Spell Effects
- Armor Rating
- AR 2: 3 construction points.
- AR 3: 5 construction points.
- AR 4: 7 construction points.
- AR 5: 9 construction points.
- Armor Die
- d4: 2 construction points.
- d6: 4 construction points.
- d8: 6 construction points.
- d10: 10 construction points.
- d12: 16 construction points.
- Considered Heavy Armor
- It does not count as Heavy Armor: 0 construction points.
- It counts as Heavy Armor: 10 construction points.
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
Banish (“Expellere”)
“Banish” is the ability to dispel a summoned creature not originally from this location to its origin location.
Spell Effects
- Resistance
- Easy Penalty: 1 construction point.
- Moderate Penalty: 4 construction points.
- Stiff Penalty: 7 construction points.
- Sheer Folly Penalty: 10 construction points.
- Near Impossible Penalty: 13 construction points.
- Impossible Penalty: 16 construction points.
- Size of Banishment
- Wisp (less than 5 feet cubed in size): 2 construction points.
- Stalker (less than 10 feet cubed in size): 3 construction points.
- Crusher (less than 25 feet cubed in size): 5 construction points.
- Colossus (Iess than 50 feet cubed in size): 8 construction points.
Control (“Dominari”)
“Control” is the ability to control something of the power in relationship to the target. This means you can dictate what the target does on its following markers.
Spell Effects
- Resistance
- Easy Penalty: 1 construction point.
- Moderate Penalty: 4 construction points.
- Stiff Penalty: 7 construction points.
- Sheer Folly Penalty: 10 construction points.
- Near Impossible Penalty: 13 construction points.
- Impossible Penalty: 16 construction points.
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
Create (“Creare”)
“Create” brings something into existence of the power into the target. This means you can create a facsimile of an object or a facsimile of a creature, but you do not control the actions of the facsimile; it behaves as a creature of that type would behave.
Spell Effects
- Size of Creation
- Wisp (less than 5 feet cubed in size): 2 construction points.
- Stalker (less than 10 feet cubed in size): 3 construction points.
- Crusher (less than 25 feet cubed in size): 5 construction points.
- Colossus (Iess than 50 feet cubed in size): 8 construction points.
- Semblance of Life
- It stays inanimate: 0 construction points.
- Grant it a semblance of life and movement: 10 construction points
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
Destroy (“Oblitus”)
“Destroy” brings the destructive power of the powers to bear. This does damage to the target.
Spell Effects
- Wounds
- +1 wound on top of power: 1 construction point.
- +2 wounds on top of power: 3 construction points.
- +3 wounds on top of power: 5 construction points.
- +4 wounds on top of power: 7 construction points.
- +5 wounds on top of power: 8 construction points.
- Considered Heavy Weapon
- It does not count as Heavy Weapon: 0 construction points.
- It counts as Heavy Weapon: 10 construction points.
Repair (“Reficere”)
“Repair” can mend damage to a creature or object. Affecting objects will mend the material in the same way as the body is healed. Wounds caused by death are not healed by magic; they must be recovered naturally.
Spell Effects
- Repair Damage
- Heal a die to the health of an inanimate object: 5 construction points.
- Heal a die to the health of a cybernetic device: 10 construction points.
- Heal a die to the health of an organic creature: 15 construction points.
- Size of Repair
- Wisp (less than 5 feet cubed in size): 2 construction points.
- Stalker (less than 10 feet cubed in size): 3 construction points.
- Crusher (less than 25 feet cubed in size): 5 construction points.
- Colossus (Iess than 50 feet cubed in size): 8 construction points.
Shield (“Scutum”)
“Shield” brings protection based on power. This gives you resistance to the power. Resistance to power grants you automatic half-wounds before armor, meaning you’ll probably absorb it with the armor.
Spell Effects
- Resistance to Power
- Half wounds to the power: 3 construction points.
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
Summon (“Vocare”)
“Summon” brings something from somewhere else to where you are. This might be a creature or an object based on the target.
Spell Effects
- Size of Summon
- Wisp (less than 5 feet cubed in size): 2 construction points.
- Stalker (less than 10 feet cubed in size): 3 construction points.
- Crusher (less than 25 feet cubed in size): 5 construction points.
- Colossus (Iess than 50 feet cubed in size): 8 construction points.
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
- Condition after Duration
- Summon disappears: 1 construction point.
- Summon stays: 5 construction points.
Transform (“Mutare”)
“Transform” takes the target and manipulates its shape into something new based on the power. It must be a willing target.
Spell Effects
- Size of Transformation
- Wisp (less than 5 feet cubed in size): 2 construction points.
- Stalker (less than 10 feet cubed in size): 3 construction points.
- Crusher (less than 25 feet cubed in size): 5 construction points.
- Colossus (Iess than 50 feet cubed in size): 8 construction points.
- Duration
- 1 minute x Training Bonus: 1 construction point.
- 10 minutes x Training Bonus: 3 construction points.
- 1 hour x Training Bonus: 6 construction points.
- Mental Faculties:
- Target loses its mental faculties: 0 construction points.
- Target maintains its mental faculties: 5 construction points.
Word Descriptions: Power
Air (“Aeris”)
“Air” is the element that gives us electricity arcing through the sky. The target feels the energy of air course through them, even if Repair or Shield. Banish, Creation, Summoning, and Control usually deal with actual elementals of air.
Spell Effects
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Electrical
Animal (“Bestia”)
“Animal” generally revolves around an animal in the environment coming to the caster's aid to do the action. Banish and Control require the animal to be present; Create makes a facsimile of an animal; Summon brings an animal into the area, and all other animals in the region are Destroy, Repair, or Shield the target.
Spell Effects
- Animal Type
- Random animal from the area: 2 construction points.
- Spectral animal of choice: 4 construction points.
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Kinetic
Dark (“Tenebris”)
“Dark” generally makes the area dark, blinding, or hard to see. It can also cause cold damage if the caster desires.
Spell Effects
- Darkness Bubble
- 1-foot radius: 1 construction point.
- 10-foot radius: 4 construction points.
- 20-foot radius: 8 construction points.
- Blinds instead of darkness bubble: 3 construction points.
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Cold
Earth (“Terris”)
“Earth” is the element of solid strength. The target feels the power of earth-crushing weight on him, even if Repair or Shield there is a crushing weight. Banish, Creation, Summoning, and Control usually deal with actual elements of earth.
Spell Effects
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Kinetic
Fire (“Ignis”)
“Fire” is the element of burning power. The target is always burned by fire, even if doing Repair or Shield. Banish, Creation, Summoning, and Control usually deal with actual elementals of fire.
Spell Effects
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Heat
Force (“Vim”)
“Force” is a raw power of the universe, and as such, it deals damage as it is used, even when Repair or Shield is used. Banish, Creation, Summoning, and Control usually deal with actual elementals of force.
Spell Effects
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Force
Light (“Luxis”)
“Light” generally revolves around making the area brighter so one can see. It can also cause heat damage if the caster desires.
Spell Effects
- Light Bubble
- 1-foot radius: 1 construction point.
- 10-foot radius: 4 construction points.
- 20-foot radius: 8 construction points.
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Heat
Plant (“Viridis”)
“Plant” generally revolves around a plant in the environment coming to the caster's aid to do the action. Banish and Control require the plant to be present; Create makes a facsimile of a plant; Summon brings a plant into the area, and all others a plant in the area Destroy, Repair, or Shield the target.
Spell Effects
- Plant Type
- Random plant from the area: 2 construction points.
- Spectral plant of choice: 4 construction points.
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Kinetic
Spirit (“Anima”)
“Spirit” is the force of the soul and usually involves the undead at some point. Banish, Creation, Control, and Summon all bring an undead into being. Repair, Shield, and Destroy all come with a curse of the undead.
Spell Effect
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Cold
Water (“Aquis”)
“Water” is the element of cold waters. The target is always chilled to the bone, even if doing Repair or Shield. Banish, Creation, Summoning, and Control usually deal with actual water elements.
Spell Effects
- Wounds
- 1 wound of damage type: 4 construction points.
- Damage Type: Cold
Word Descriptions: Target
It (“Idem”)
“It” targets objects; selecting this energy will not affect people or locations, just an object.
Spell Effects
- Target
- 1 Object: 2 construction points.
Me (“Ego”)
“Me” targets yourself only; you can not affect anyone else with this word.
Spell Effects
- Target
- Yourself: 1 construction point.
Them (“Ferris”)
“Them” targets a group of creatures. If you select this energy, the creatures within a radius will take the effect but not the object or location. Note that objects worn by the target creatures still take damage to armor if it is a damaging spell.
Spell Effects
- Target
- Creatures in a 10-foot radius: 3 construction points.
- Creatures in a 15-foot radius: 5 construction points.
- Creatures in a 20-foot radius: 7 construction points.
- Creatures in a 25-foot radius: 9 construction points.
- Creatures in a 30-foot radius: 11 construction points.
There (“Ibi”)
“There” targets a location. If you select this energy, then the area within a radius will take the effect, but not creatures standing in that location.
Spell Effects
- Target
- Location in a 10-foot radius: 3 construction points.
- Location in a 15-foot radius: 5 construction points.
- Location in a 20-foot radius: 7 construction points.
- Location in a 25-foot radius: 9 construction points.
- Location in a 30-foot radius: 11 construction points.
- Location as a 10-foot x 10-foot x 1-foot wall: 2 construction points.
- Location as a 20-foot x 10-foot x 1-foot wall: 4 construction points.
- Location as a 30-foot x 10-foot x 1-foot wall: 6 construction points.
Us ("Elynd")
"Us" targets both yourself and all in the radius around you. If you select this word, you target all creatures. Note objects worn by the target creature still take damage to armor if it is a damaging spell.
Spell Effects
- Target
- Creatures in a 10-foot radius centered on the caster: 3 construction points.
- Creatures in a 15-foot radius centered on the caster: 5 construction points.
- Creatures in a 20-foot radius centered on the caster: 7 construction points.
- Creatures in a 25-foot radius centered on the caster: 9 construction points.
- Creatures in a 30-foot radius centered on the caster: 11 construction points.
You (“Tibi”)
“You” targets a single creature; if you select this energy, the target takes the effect, but only one creature. Note objects worn by the target creature still take damage to armor if it is a damaging spell.
Spell Effects
- Target
- 1 Creature: 1 construction point.