Magic Guide
Magic Guide
Magic Basics
Magic appears in many ways in Lorithandar. Adept powers never take the form of incantations or spells as they are a direct and physical release of the magical energies in the characters body. Channellers, Shamans, Mages, and Sorcerers all use magic through some form of prayer, incantation, ritual, or spell.
Depending on what sort of character you are playing you may have access to special abilities or spells. These should be chosen and recorded after you have finished picking [Statistics], [Skills], and [Merits]. Additional spells and abilities can be purchased with [[Experience|experience points]. Because Lorithandar is a growing world of epic fantasy there is no limit to the abilities which may be found. If there is a power or ability you think would be fun or interesting discuss it with your Storyteller to have the ability added. The abilities available in the book are only a starting point.
Spell Types
Offensive Spells
Resisted
A caster directs his spells against the bodies or minds of his targets directly. Physical obstacles between the caster and his target don't matter. As long as the caster can perceive the target at all he can target it.
- Resisted spells are subject to modifiers from the targets Resistance.
Aimed
An aimed spell is a bolt or beam directed against a target's physical body. The target does not get to resist the magic. The target's armor and other ranged attack modifiers are applied to the casters spellcasting roll, since the target benefits from the armor, cover, and going prone just like avoiding an arrow or similar ranged attack.
- Aimed spells that propel a physical projectile at the target, such as ice shards or shadow daggers, receive the target’s Armor modifier and any Cover as a modifier against the spell roll. Dodge is not allowed, as the magic of the spell is able to unerringly aim the projectile despite the target’s movement.
- Aimed spells that manifest as an energy discharge, such as a magic bolt, or a lightning bolt, receive the target’s Magic Armor as a modifier against the spell roll.
Area
An area spell is capable of dealing its effect (often damage) to a large area. These spells often benefit from the same defenses as Aimed spells, but some forms of protection will be ineffective. (ex. Misdirection)
Defensive Spells
Armor
Armor spells are spells which provide a barrier of some sort to all attacks of a given type. Armor spells are typically manifested as encasing the bearer, protecting them from all directions, and may have varying benefits. Armor spells typically provide protection from some or all of the following damage sources. (Physical Melee, Physical Ranged, Magic Aimed, Magic Area of Effect, Magic Resistance) Some Armor spells will provide additional benefits beyond these basic protections. If an Armor spell indicates that it offers Physical Armor its bonuses apply to both Melee and Ranged attacks unless otherwise specified. If an Armor spell indicates that it offers Magic Armor, its bonuses apply to Aimed, Area, and Resist attacks unless otherwise specified.
Shield
Shield spells are spells which provide a directional defensive benefit. Shield spells manifest as a physical shield, typically strapped to the bearer’s arm. Unlike actual physical shields, Shield spells do not require a free hand to wear, however they also do not provide any armor piercing negation either.
Detection Spells
Sight
Sight spells are spells which enable the bearer to see effects or auras that are not within the standard spectrum of light. Sight spells do not pierce anything which light can not pierce. For example a mage with Mage Sight and Infravision active standing in a city street would be able to see the magical aura of someone’s magic armor, but not the minor aura of a figurine in their backpack. They would be able to see the heat signatures of people in the street, but not inside a shop the next street over.
- Line of sight must be unbroken for a Sight spell to enable the caster to see the effect or aura.
- If a target is currently hidden via Stealth, such as in the shadows, but has an otherwise unobstructed line of sight to the Sight spell bearer, the Sight spell bearer must still pierce the target’s stealth via a perception check.
- Sight spells can pierce Concealment magic as long as the Sight spell is appropriate for the Concealment type, AND the arcanum rank of the caster’s Sight spell exceeds the arcanum rank of the target’s Concealment spell. For example, Mage Sight which detects magic auras will not pierce Cloak of Night invisibility, the bearer would need Detect Invisibility. In the case of equal ranks, the Sight spell does not pierce the Concealment spell.
- If a target has magical Concealment in addition to skill based Stealth, the bearer must pierce the Concealment spell first, and then pierce the Stealth with a Perception check. A failure to pierce either prevents the Sight spell bearer from seeing the target.
Sense
Sense spells are spells which enable the bearer to use non-sight senses to detect the presence of beings or auras. This sensing may be magical or physical in nature, and may use touch, taste, smell, or mental power. They manifest as an “awareness” of the existence of the appropriate sensed target in a general direction and general distance.
- Sense spells ignore line of sight, however they do still require an unbroken line of medium between the bearer and the target. For example, Tremorsense requires an unbroken line of earth/stone/wood between the bearer and the target. Sense Undead requires an unbroken line of the magic’s weave between the bearer and the target.
- Sense spells do not allow the bearer to have a precise knowledge of where the target is. The degree of precision allowed may vary based on your Storyteller’s preferences, but is usually a general direction and general distance.
- Sense spells do not convey anything more than a statement of existence. They do not convey actions, intent, or descriptions of the sensed target. If the Storyteller allows it, Sense spells may convey an approximate rank by the intensity of the sensation for some mental senses, such as Sense Undead.
- Sense spells are usually not sufficient to prevent a sneak attack since they do not convey intent or actions. Sense spells are never sufficient enough to enable hitting a concealed target without penalty since they do not convey anything about what the target is wearing, or even what size and shape the target is.
- Sense spells typically ignore magical concealment, although there are exceptions
Conceal
Concealment spells are spells which hide the bearer from natural site or magical Sight (as defined above). Concealment spells do not replicate or replace Stealth, but are a magical interruption of sight, sound, smell, or aura in between the bearer and the viewer.
- Concealment spells will typically define what senses they protect from. For example one Invisibility will make the bearer unable to be seen, but not unable to be heard. Another may mask the sound of footsteps, but not the smell.
- Concealment spells are typically only able to be effective if the bearer keeps their actions covert and simple. Overt actions such as casting a spell, stabbing with a dagger, or running will break magical concealment.
Spellcasting Attributes
Magic is the primary spellcasting attribute. The innate magical capacity of a spellcaster determines the limits of their skills in particular arcana, and their progress towards enlightenment and ascension above the mortal plane. The magic score applies to resistances against any Pattern spells as well as determining the maximum Mana and Mana per/turn of a spellcaster. Players have a cap for their arcana equal to Magic + 1 until Rank 6 (which requires Magic 6), with the exception of Trolls who will have a cap equal to their Magic score.
Defense against Magic
Defense applies to any spell when the caster is in melee range of the target, as the target can physically knock the caster's hand aside or throw themselves out of the way. Defense also applies to a handful of spells which manifest slowly or visibly enough to dodge.
Armor will only apply to items it could conceivably affect... for example, the 'Acid Wave' spell is affected by armor as the acid would land on the armor protecting the player's skin. A lightning bolt would not be reduced by metal armor, but a spell that shoots waves of ice shards might be. Magical armor or spell armor might be able to protect against a variety of spells however only Aimed Spells can be affected by Defense or Armor as Resistance Spells affect the person directly and are resisted instead. Standard armor and even standard spell armor does not prevent spells of mind control, paralysis, or energy drain as these spells are generally Pattern Spells. Besides standard resistance, countermagic is the only way to combat Resistance Spells.
Counterspelling
Mages and Sorcerers are able to counterspell magical effects from other Mages and Sorcerers. In order to counterspell, you must have a readied action to counterspell with an appropriate spell or seed. Opposed casting rolls are made, if the counterspell roll exceeds the other spell, the spell is snuffed. Ties go to the spell being countered.
- Counterspelling must be used as a readied action.
- Magecraft may counter Magecraft, Sorcery, and some spell-like Channelling effects
- Sorcery may counter Magecraft, Sorcery, and some spell-like Channeling effects
- Adept and Shamanism can't be countered
Channeling line powers may only be counterspelled if they are spell-like, mimicking Mage spells or Sorcerer seeds.
Mana
Mana represents the “pooling” of magical energy that spellcasters are able to achieve in their own bodies. This energy is difficult to manipulate, but is crucial for casting spells, channelling divine energies, and manifesting spiritual powers.
Characters with a Template other than Adept have Mana equal to their Magic x 10. Mana recovers with rest, replenishing daily to full.
Additionally certain places in the world (called Hallows or Ley Lines) have currents or wellsprings of magical power. Casters can draw on these places of power with a successful casting roll (Intelligence + Casting Skill) to restore mana.
Mana Cost
Spell Rank | Standard Mana Cost | Ward Mana Cost | Healing Mana Cost |
---|---|---|---|
Rank 1 | 0 | 1 | 2 |
Rank 2 | 1 | 2 | 3 |
Rank 3 | 2 | 3 | 4 |
Rank 4 | 3 | 4 | 5 |
Rank 5 | 4 | 5 | 6 |
Spell Descriptors
Some spells grant special descriptors such as an item enhancement, or damaging spell. Various descriptors have bonus effects in addition to their base damage or enhancement dice.
Spell Descriptor | Bonus Effect |
---|---|
Fire | Deals Mortal damage to Undead, and +2 dice against Ice Elementals. |
Frost | Applies a -3 Speed debuff to living targets. This debuff stacks up to 3 times, and is reduced by 1 stack every round the target does not take Frost damage. Additionally gains +2 dice against Fire Elementals. |
Lightning | If at least 1 Point of damage is dealt, deals 1 Point of bonus non-lethal damage to living targets. |
Holy | Deals Mortal damage to Pandemonian & Stygian Outsiders. |
Unholy | Deals Mortal damage to Aaru & Seelie Arcadian Outsiders |