Spellcasting

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A Spellcasting character is a character that has acquired one or more Spellcraft Feats. Each Spellcraft Feat provides a character with the knowledge of how to cast a Spell. Other Feats alter the manner in which Spells may be cast.


Spellcasting Mechanics

Spells are used to create an Effect at range; on a target up to 10m away (with the exception of the Global Stop Bleed Effect which is touch range and the Ward Effect which is self only). The caster may choose to make themselves the target.

By default, casting requires at least one free hand, or a focus item to be held in that hand.

To cast a spell, you must use the following vocals at an audible level. The parts in bold are mandatory and must be said word for word, the parts within brackets are flexible and up to the player to decide, once they follow the outlined theme. “I call upon the power of (chosen source) to (brief description of desired outcome) and cast (Spell Effect+ any relevant modifiers like mass,location/global, time duration, and target group).”

Some suitable examples include “I call upon the power of the Shaper to send you on to earn your glory and cast Global Heal 1” and “I call upon the power of the land itself to turn friend into foe and cast Rampage 10s”.

Some spells are “instant” and do not require these casting vocals. These instant spells include “Global Stop Bleed” and “Mindslash”, and instead should just be cast with “Instant cast (Spell Effect)”

Casting a Spell can be disrupted if the caster loses consciousness during the cast.

Spells are categorised into three types. These types are: Enchantment (En), Evocation (Ev), and Transmutation (Tr).


Ritual Casting

The mechanism for casting ritual Spells differs significantly from that of other Spells. Ritual magic does not use Vigour. Instead, a ritual can only be performed at a ritual circle. Generally there will be two ritual circles available at an event - one as part of the player camp and one outside of it. Ritual circles are clearly marked and the physrep for the circle should not be disturbed or moved by players.

While you do not need the Feat to participate in a ritual being lead by someone else, you do need to know the ritual as a Feat in order to lead it. By default a ritual must last between 1 and 5 minutes unless otherwise noted. Including the leader there may be up to 10 participants in a ritual. You may not begin casting a ritual in a circle that already has a ritual underway in it. Each ritual has a target difficulty, and the success or failure of the ritual is determined by generating points to meet or exceed this difficulty.

  • The number of characters who remain within the ritual circle for the entire duration of the ritual and any bonuses they have from Feats. Each ritual participant, including the leader, contributes 1 point to the ritual’s success by default.
  • Ritual Effigy items that are sacrificed during the ritual. Each Effigy sacrificed gives points according to the lammie for that item. Any Ritual Effigy items that are sacrificed for the ritual must be valid for the current event.

All rituals have additional conditions that must be met for the ritual to succeed such as roleplay guidelines, and each ritual has a set duration in which the participants must conduct the ritual. If these conditions are not met, the ritual fails regardless of the points generated by the participants.

By default, the result of a ritual will take place immediately. Some rituals may have a delay before the result occurs; this is discussed in the description of the ritual. If the ritual would cause a permanent Effect on another character, like a Punishment ritual, the ritual should be witnessed by an Event Team member.

The target of a ritual with the Punishment keyword does not count as a participant, nor may they contribute to the score. Punishment rituals may have only one target, who must be present in the circle.


Spells

There are three schools of magic: Enchantment (En), Evocation (Ev), and Transmutation (Tr). Spells marked with a (C/) may not be taken by Peacesworn.

First Level Spells

First Level Spells (Cost 1 Vigour)
Charm 10s (C/n) Cure Charm (Ev) Cure Daze (Ev) Cure Fear (Ev) Cure Mute (Ev) Cure Sleep
Daze 10s (C/Ev) Detect Beast (Ev) Detect Bleeding (Ev) Detect Gwyllt (Ev) Detect Mortal (Ev) Detect Undead (Ev)
Fumble (C/Tr) Global Stop Bleed (Tr) Healing 1 (Location) (En) Mindslash (C/En) Mute 10s (C/En) Protection Charm 5 minute (Tr)
Protection (Daze) 5 Minutes (Tr) Protection (Fumble) 5 Minutes (Tr) Protection (Mindslash) 5 Minutes (Tr) Protection (Mute) 5 Minutes (Tr) Protection (Push) 5 Minutes (Tr) Single Damage (location) (C/Ev)

Second Level Spells

Second Level Spells (Cost 2 Vigour)
Charm 30s Beast (C/En) Charm 30s Mortal (C/En) Cure Disease (Ev) Cure Halt (Ev) Cure Lure (Ev) Cure Rampage (Ev)
Cure Venom (Ev) Fear Beast 10s (C/En) Fear Undead 10s (C/En) Global Healing 1 (En) Halt 10s Gwyllt (C/Ev) Halt 10s Undead (C/Ev)
Protection (Healing) 5 Minutes (C/Tr) Protection (Protection) 5 Minutes (Tr) Protection (Strikedown) 5 Minuets (Tr) Rampage Beast 10s (C/En) Rampage Mortal 10s (C/En) Sleep Beast 10s (C/En)
Sleep Mortal 10s (C/En) Ward 1 (Ev)


Third Level Spells

Third Level Spells (Cost 3 Vigour)
Charm 30s (C/En) Cure (Protection) (Ev) Daze 30s (C/Ev) Disease (C/En) Fear 10s (C/En) Full Healing (Location) (En)
Halt 10s (C/Ev) Lure 10s Gwyllt (C/En) Lure 10s Undead (C/En) Mute 30s (C/En) Protection (Disease) 5 Minutes (Tr) Protection (Fear) 5 Minutes (Tr)
Protection (Halt) 5 Minutes (Tr) Protection (Rampage) 5 Minutes (Tr) Protection (Sleep) 5 Minutes (Tr) Protection (Stop Bleed) 5 Minutes (C/Tr) Protection (Through) 5 Minutes (Tr) Protection (Venom) 5 Minutes (Tr)
Sleep 10s (C/En) Rampage 10s (C/En) Ward 2

Fourth Level Spells

Fourth level Spells (Cost 4 Vigour)
Halt (Gwyllt) 30s (C/Ev) Halt (Undead) 30s (C/Ev) Identify (Tr) Lure (C/En) Mass Charm 10s (C/En) Mass Cure (Charm) (Tr)
Mass Cure (Daze) (Tr) Mass Cure (Mute) (Tr) Mass Cure (Fear) (Tr) Mass Cure (Sleep) (Tr) Mass Daze 10s (C/Ev) Mass Fumble (C/Tr)
Mass Mute 10s (C/En) Mass Protection (Charm) 5 Minutes (Tr) Mass Protection (Daze) 5 Minutes (Tr) Mass Protection (Fumble) 5 Minutes (Tr) Mass Protection (Mindslash) 5 Minutes (Tr) Mass Protection (Mute) 5 Minutes (Tr)
Protection (Execute) 5 Minutes (Tr) Protection (Lure) 5 Minutes (Tr) Protection (Shatter) 5 Minutes (Tr) Rampage (Beast) 30s (C/En) Rampage (Mortal) 30s Ward 3 (Ev)

Fifth Level Spells

Fifth Level Spells (Cost 5 Vigour)
Fear 30s (C/En) Full Global Healing (En) Halt 30s (C/Ev) Mass Cure (Halt) (Tr) Mass Cure (Lure) (Tr) Mass Cure (Rampage) (Tr)
Mass Fear (Beast) 10s (C/En) Mass Fear (Undead) 10s (C/En) Mass Halt (Gwyllt) 10s (C/Ev) Mass Halt (Undead) 10s (C/Ev) Mass Protection (Healing) 5 Minutes (C/Tr) Mass Protection (Protection) 5 Minutes (Tr)
Mass Protection (Strikedown) 5 Minutes (Tr) Rampage 30s (C/En) Sleep 30s (C/En)