Magic#
Doing acts of grand magic requires connection to the elemental powers of the world and sidereal powers of the beyond, represented by Mana. Magic is divided into spells, which are intended to be used repeatedly and do not cost actions, and rituals, which cost a full action and are generally one-offs. Spells are instantaneous and rituals are permanent, unless otherwise stated. Spells and Rituals both use the same rules for mana costs, divided into elemental and generic costs, all of which must be paid to cast the spell or complete the ritual. For effects that refer to the element of a spell or ritual, the elements are simply the set of unique mana symbols in the cost.
Spells can be Fast or Slow. Fast Spells take a few seconds to a few minutes to cast; you can cast any number as part of an action submission, and you can cast them during the Spellcasting phase of Battle and as part of ↩️challenges. Slow spells take hours or even a full day; Slow Spells must be part of a *️⃣submission, up to a max of one per submission. Rituals are *️⃣s that must be submitted on their own, they can never be part of another *️⃣submission. Spells have a mechanical effect, but they can also be used creatively to act as an asset for a challenge. Generally, using a spell as an asset is in place of its mechanical effect. As a balancing measure, spells with a high quality mechanical effect cost multiple element symbols, making them relatively worse as assets. Slow spells are more efficient. The rank of a Fast spell is equal to the generic component of their cost, while the rank of a Slow spell is the generic component of its cost plus 1.
Rituals can be accessed from designs, fragments, perks, or ambitions. Many Rituals have a cost greater than the amount of mana a power can normally hold: they require either specialization or cooperation to complete. When you fail a ritual, the mana you would have spent is lost. The rank of a ritual is twice the generic component of its cost.
Casting: Each power can cast “through” a particular set of people or locations. Spells and Rituals have a range, indicating how far away they can affect something; you must have something to cast through within that range in order to use the spell. Casting through an asset does not count against the limited number of uses for an agent in each season. Magically skilled agents are not necessarily effective assets just because you cast a spell through them as part of an action, unless their personal magical talents or knowledge are separately relevant; hiring a professor of divination to cast Freeze River in a far away location does not give them an opportunity to assist, though a professor of Transmutation would be able to separately add their rank.
Example: Fireball’s Cost is a fast spell with cost 2FF, so casting it costs two instances of Fire mana plus any two other mana. Its rank is 2 and its element is just Fire, even when a Water and an Earth mana were spent on the generic components. A slow spell with the cost 2FF would have rank 3.
Learning Magic: When an effect lets you learn any spell or ritual, you may pull from the list below or propose designs to the GM for approval. Scrolls are a single use effect that immediately allow a power to learn a particular spell, but are destroyed in the process. The magic of each power is too unique for them to teach each other spells, though in some cases (with GM permission) you can reverse engineer the spells of others.
Example Spells#
Fast#
| Name | Cost | Speed | Range | Description | Mechanics |
|---|---|---|---|---|---|
| Howling Wind | 1A | Fast | 0 | Create a tremendous gust of wind that mutes other noise and carries off small or light objects | Target Army rolls 4 morale dice against a difficulty of 3. For each failure, a unit routs. If all rolls are failures, the army is exhausted. |
| Healing Breath | 1W | Fast | 0 | For a moment, your breath carries a hint of the magic of creation, causing surface wounds to heal and pain to diminish | A friendly army heals 1 wound and recovers 1 routed unit. |
| Counterspell | 2W | Fast | 0 | Feel the shiver of the weave in the air and grasp it, tightening it back into place | In battle, cast this during the spellcasting phase as a response to another spell to counter it, preventing all effects. You can cast this even if you already cast a spell in the spellcasting phase. Can always be used during ↩️ if the challenge against you included a spell asset, and gains the assured or critical feature of the spell it’s responding to. Does not affect rituals. |
| Burning Steel | 1F | Fast | 0 | You pour mystic fire onto weapons laid out in front of you, setting them ablaze for hours | Target Army deals Burn damage this battle |
| Fireball | 2FF | Fast | 0 | Create a massive explosion of heat at a point you can see, tossing bodies in the air and starting small fires | Attack an Army for 8d6 Burn Damage. |
| Armor of Stones | 1EE | Fast | 0 | Clods of earth and rock rise up and cover a creature, protecting them from harm, but slowing them down | Target Army gains 20 guard but loses 5 damage and 5 presence until their guard is broken. While the guard remains, it applies to Shock, Burn, Frost, and Crush dmg. |
| Levitate Hillside | 5E | Fast | 0 | Raise a fast amount of earth into the air, and push it somewhere else | Attack an Army for 10d6 Crush Damage |
| Power Word Stun | 4W | Fast | 0 | A group of creatures that can hear you are stopped in their tracks as if the very air around them had turned to mud | Target army makes a difficulty 4 morale check with threshold 4. On a failure, they are exhausted and have -1 Defense for each missing success. |
| Lightning Helix | 1AF | Fast | 0 | Emit a sudden blast of lightning that harms one and invigorates another. | Attack an army for 3d8 shock and restore 1 armor to another for each wound inflicted. |
| Infernal Steel | 3FFE | Fast | 0 | You conjure the fire of hell to infuse weapons laid out in front of you; everything they touch will burn for hours | Target Army deals Burn damage this battle, and its attacks this round inflict Burning 3. |
| Word of Protection | 1EA | Fast | 0 | A group of creatures that can hear you feel a keen sense of awareness and a hardened resolve | Allied armies restore their guard |
Fast, Ranged#
| Name | Cost | Speed | Range | Description | Mechanics |
|---|---|---|---|---|---|
| Greater Mass Swiftness | 3AA | Fast | 6 | A mass of mortal folk feel their hearts beat with a tremendous power, and feel the ground contract under them, bringing them swiftly to their destinations | Remove three counts of delayed from any number of friendly armies. Your side issues two commands for each single enemy command this round. |
| Firestorm | XFF | Fast | 3 | Scorching Flames fall at random from the sky. | Attack every army (friend and foe) in a Hex for Xd6 Burn damage. Damage a randomly selected feature in the hex. |
| Sudden Quake | 1E | Fast | 3 | The ground shakes ominously and grows ragged with ravines. They are not terribly deep and will close in a few days. | Increase the thresholds for all goals by 1. |
| Earthworks | 2EE | Fast | 3 | Pillars of rock form staircases where you command | Attack a Wall goal for 6d6 Presence. If no army applies presence to this wall this round, this presence dissipates. |
| Deluge | 2W | Fast | 6 | Conjure a roiling cloud that dumps rain on a selected location for a short time | For one round, no goals can be achieved and all creatures gain res: Burn 2. |
| Horrid Phantoms | 2WA | Fast | 6 | Conjure gruesome illusions as large as a hillside. They move and strike believably, tapping into the enemy’s worst fear, but are as thin as raindrops | Armies from a given side have -1 on presence checks against a particular goal. Lasts until they win that goal this battle. |
| Fireworks | 1FA | Fast | 3 | Launch a spectacle of light and bombast into the air | Friendly Armies have +2 morale this round. |
| Exiler Interlopers | 4AFEW | Fast | 3 | Carve a one-way portal in the sky; ethereal chains lash out from it to drag an extraplanar creature home | Destroy an army of creatures created or born on another world. Cannot target Powers themselves. |
Slow#
| Name | Cost | Speed | Range | Description | Mechanics |
|---|---|---|---|---|---|
| Distant Word | A | Slow | 12 | Gain the ability to converse with a distant creature as if you were whispering in each other's ear. You must have access to an item they have touched. | |
| Gentle Wind | A | Slow | 4 | Provide a steady wind at the backs of a boat or sail, unless deflected by some greater storm it will blow where they will for the rest of the month. | Assured for 🦶 challenges at sea. |
| Project Image | 1A | Slow | 12 | Conjure a semisolid instance of yourself (any loyal face) in a distant place, allowing them to sense and perceive that location as well as their own until the image is destroyed or a full moon rises | Allows an Agent to be used as if they had range 12. Cannot be used on creatures with an army card. Lasts until the end of the next battle phase. Any time the image would be harmed, the affected creature can either end the effect or be harmed about half as badly. |
| Unbottled Tornado | 3AA | Slow | 1 | Create a massive tornado and bend it to your will | Damage all features in target hex |
| Grant Forsight | 3A | Slow | 0 | Touch a creature’s eyes and give it visions of the near future for 7 days | Cast to Assure an Agent or Champion Skill this challenge; when used this way this spell also counts as a rank 1 asset. |
| Size Shift | W | Slow | 0 | Shape a willing mortal to be larger or smaller by up to a foot for the remainder of the month. | Not helpful in combat |
| Healing Prayer | 1W | Slow | 8 | Mutter a prayer of healing to mend wounds over the course of several weeks | Target army heals 2 wounds. |
| Freeze River | 4W | Slow | 0 | Lay your hands in running water and freeze it from its mouth to its source | Choose to freeze it smooth or rough: the former makes it a road, the latter difficult terrain. |
| Sylvan Scrying | 2WE | Slow | 12 | Perceive the location where this plant grew, hearing the surroundings and looking around as if you stood at that spot | Extra Cost: A piece of plant material |
| Plant Growth | 3WE | Slow | 0 | The ground across a hex explodes with plantlife over the course of a few hours, enriching farmland and making wilderness impassable terrain. Doesn’t work in areas devoid of life. | |
| Dimension Doorway | 2AW | Slow | 0 | Carve a doorway through space, targeting another location in this hex. Non-titanic creatures can pass through the doorway with ease. It closes after a few days | |
| Kindle Industry | 3F | Slow | 3 | Grant a group of laborers an enduring motivation and inhuman strength, causing them to work until the point of injury | Choose an industry. Refresh it if it has already been used this season. If you have already refreshed it, it becomes Critical for its next use and is damaged if used. |
| Project Avatar | XAAFF | Slow | 12 | Conjure a vast, hardened image of this creature in a distant place, allowing them to sense and perceive that location as well as their own until the image is destroyed or a full moon rises | Duplicates any Titanic Army from the casting location to the target location. They must have X or fewer units. Lasts until the end of the next battle phase, at which point half the wounds on the avatar accrue to the original army. |
Rituals#
Rituals are Actions with a mana cost similar to a spell. Unlike spells, powers can combine their efforts and mana pools to complete a ritual. Rituals have a rank and difficulty equal to twice their generic mana cost, when failed, mana spent on them is lost. Rituals all access the Weave, a tapestry of energy and mana that underlies the mortal world. When designing rituals, remember the 7 rules of the weave:
- The weave is shaped by the elements used in the ritual. Air moves and frees, Fire burns and strengthens, Earth protects and binds, Water slows and heals. Illusions are born of Air and Fire, Minds are bent by Air and Water, Constructs are woven of Air and Earth, Enhancements are forged by Fire and Earth, Summoning requires Earth and Water.
- The weave changes permanently only at a permanent cost. If a ritual will have an ongoing or recurring effect, then it will require the sacrifice of another permanent resource, like a magic item, rare material, or the lifeblood of a mortal. Coin, Respect, Fear, and Mana are never sufficient for such purposes.
- The weave does not know the names of mortal creatures. To target a ritual to affect a creature, army, town, or similar, you need to supply sufficient genetic material associated with them. Blood is a common requirement here.
- The weave can alter the minds of lesser mortals, but not other powers. Their machinations can be disrupted by ensorceled servants, but not by ensorceled leadership.
- The weave travels in a straight line (not necessarily cardinal). An entropic ritual can heavily damage towns and armies, but it will do so to every town or army in its path to the destination.
- The weave alone is mindless, it cannot make decisions or follow even rudimentary logic once a ritual is complete. Spells of divination provide sight on a location or contact with a power from beyond the mortal plane.
- The weave wears poorly with reuse. Every time you cast a ritual successfully, its cost increases by 2 generic mana. Rituals which are very broad and generally useful tend to have a high generic mana cost from centuries of reuse. For rituals granted by your Power rules, this cost increase is power specific
Some rituals can be resisted; the resister only needs half the difficulty in successes to protect themselves from the effect. All rituals with permanent effects can be broken by a dispel challenge, where the challenge difficulty is equal to the original ritual difficulty.
Crafting Magic items follows the same rules and expectations as rituals, but uses a mostly separate set of assets. Magic Items are permanent benefits, so always cost some permanent resource.
| Name | Cost | Range | Mechanics |
|---|---|---|---|
| Planar Summons | 1A | 3 | Conjure an army from another plane to target Hex. Cost: A banner the army once fought under or a symbolic object they once valued. Most interplanar armies do not take kindly to being summoned against their will to the mortal plane, which they find beyond their affairs. Multiply the mana cost by the minimum of the armies size and rank. |
| Summon and Bind | 1AD | 3 | Conjure an army from another plane to target Hex. Bind them to your service, making them Loyal until this ritual is dispelled. You may end the binding and send them home as an *️⃣. Cost: A banner the army once fought under or a symbolic object they once valued. Multiply the mana cost by the minimum of the armies size and rank. |
| Mass Petrify | 1EW | 3 | Target mortal army is turned to stone. In this state, they are vulnerable if unprotected by other armies or city walls. Powers can ↩️ immediately or break the effect later with a difficulty 5 🔮action. Multiply the mana cost by the minimum of the armies size and rank. |
Magic Items:#
Magic items may have a wielder effect, granting a benefit to the individual or army they are given to, and a Power effect, which benefits the power they are most loyal to. Cities and Conspiracies might leave items on their leaders to prevent lower ranking traitors from stealing the item away for new lieges, though doing so generally prevents the wielder effect from being relevant. The Wielder of an item can be selected when the item is obtained or created, and it can be changed as part of any Action involving the item or its wielder.
Each Wielder can benefit from a single item at a time, apart from Champions, which can use three differently named items. A Power can give multiple items of the same kind to different wielders, but can only gain the Power benefit from differently named items.
All magic items can be used as assets equal to their rank if any of their narrative effects seem relevant. Any special rules for how they act as assets is in the Wielder section.
Rank 1#
| Name | Wielder | Power |
|---|---|---|
| Amulet of Waves | natural oceans and storms calm around you. | At the beginning of each season, gain 1 Water mana. |
| Amulet of Arson | fires you start are twice as hot and much more difficult to stop. | At the beginning of each season, gain 1 Fire mana. |
| Warning Band | This silver ring glows brightly in the presence of magic and magical creatures, with the color matching the creature’s element. | Once per season during any phase, ask the GM how much mana any Power had at the start of the phase. |
| Platinum Horseshoes | Any steed the wielder rides is tireless and fearless. Agent wielders gain +1 mobility. | Is assured for 🦶 movement over open ground. |
| Weightless Satchel | This large duffle bag is always as light as a sheet of paper, no matter how much weight it contains. | Is assured for challenges involving moving or extracting dense objects. |
| Bottomless Satchel | This sizable sack can contain any number of objects, but it’s bearer must still carry their full weight. | Is assured for challenges involving hiding or moving large volumes of light objects. |
Rank 2#
| Name | Wielder | Power |
|---|---|---|
| Auspicious Bones | Gains the benefit of the Quickdraw perk for battles they are involved in. | Once per month, ask the GM a yes or no question and receive a truthful answer about plans for future months. This can reveal information about adversaries but not player powers. |
| Replication Ring | The wielder can conjure an ethereal copy of themself, sharing memories and intentions with them. Titanic wielders instead gain additional limbs that act of their own accord. Army wielders gain an ethereal unit. It is always the first to receive wounds, last to rout, and regenerates fully at the end of each month. | |
| Blade of Aaron Noda | If you are in an army, it gains Arcane and +4 damage. | Acts as a rank 2 asset for resisting and breaking enchantments on you or your hex. |
| Gleaming Maille | Acts as an Assured asset against harm. | Before you would dissipate mana, you can spend mana equal to the wielder’s rank to gain that much Respect or Fear. Champions have rank equal to their greatest skill rank. |
| Dragongeld Horseshoes | Any steeds in the wielder’s vicinity become cantankerously brave and dangerously fast. Agent wielders gain +3 mobility. | Is Critical for 🦶 movement over open ground. |
Rank 3#
| Name | Wielder | Power |
|---|---|---|
| Grand Warhorn | Your power gains 1 rank in ♥️ when negotiating in your hex. | When you Levy, increase the army size by 1. |
| Resplendent Wings | gains Flying. | Gain 1 Respect at the start of each season. |
| Jar of Endless Victuals | This vessel can produce enough food to feed an entire army, useful for logistics and feasts. | +3 Support Limit |
| Eye of Malthezar | Powers can cast through this character if they are willing. | You can store +1 mana of each element. |
| Invisibility Shawl | the shawl and anything inside it can’t be seen. Can hide one adult mortal or a few children. | One of your Public Actions may be made Private per Season. |
Rank 4#
| Name | Wielder | Power |
|---|---|---|
| Rod of Binding | In battles against an army of creatures created or born on other worlds, add the Bind Outsider Goal. This army deals +10 presence to that goal. | You can permanently control up to one army bound this way. |
| Giantsbane Axe | Your attack, defense, and effective rank for morale checks is +1. Triple these bonuses against Giants and Ents. | Provides a rank 2 asset towards any challenge involving woodworking and lumber. Angers any Giants or Ents you interact with, who want you to destroy the axe. |
| Bottled Army | Uncorking this bottle instantly conjures the Brilliant Brigade, a Size 8 Tier 3 army of Light Ancestry soldiers, exact composition designed randomly when you acquire this bottle. This army fights for their summoner until the next sunset, then returns to the bottle. This effect can be used once per season. They do not charge a fee, but they also cannot travel or heal. | Gain 1 Light mana each Tidings. |
Potions:#
Rank 1#
| Name | Effect |
|---|---|
| Getaway Brew | Consume to teleport to the most innocuous location within a 1 hex range. |