Spellcasting Axioms
- Magic always works.
- A spell always produces its type of effect:
- Wards always ward.
- Summons always summon.
- Distortions always distort.
- Spell rolls determine how the effect manifests, not whether it manifests.
- Bad outcomes cause backlash, escalation, or unwanted consequences, never null effects.
- Magic never grants ownership or control, only influence.
- Most spells require Head and interfere with mundane defense while active.
- Spells cost stamina and may cause wounds or attention on poor results.
Elder Sign
Type: Control / Ward
Action: Head
Cost: 1 stamina
Targets: Supernatural creatures interacting with the warded area
Duration: Until start of your next turn (may sustain for 1 stamina)
You inscribe or assert a symbol that reality recognizes as rejection.
Always:
- The area is warded against the supernatural.
Roll Magic once. Apply the result:
- Failure:
- The ward is weak.
- Supernatural creatures may advance, but suffer hesitation or distortion.
- Critical Failure:
- As Failure.
- You suffer 1 arm wound (your choice).
- Success:
- The ward holds.
- Supernatural creatures cannot advance into the warded area.
- Partial Critical:
- As Success.
- Creatures that attempt to advance suffer 1 core wound.
- Legendary:
- As Success.
- Creatures that attempt to advance suffer 2 core wounds and are thrown from the area.
The Colour Out of Space
Type: Intrusion / Summoning
Action: Head + one Hand
Cost: 1 stamina
Target: One creature or point in space
You expose the target to something that should not exist.
Always:
- An otherworldly intrusion occurs.
- A hostile aberrant growth will manifest.
Roll Magic once. Apply the result:
- Failure:
- Target suffers 1 stamina damage.
- A Lesser Colour Growth manifests at end of round.
- Critical Failure:
- As Failure.
- Growth manifests immediately.
- You suffer 1 stamina backlash.
- Success:
- Target suffers 1 wound (ignores armor).
- Growth manifests immediately, hostile to all.
- Partial Critical:
- As Success.
- Growth is larger or faster and acts before the target.
- Legendary:
- As Success.
- Growth expands into adjacent space, warping the area and escalating the threat.
The Call
Type: Compulsion / Lure
Action: Head
Cost: 1 stamina
Target: One creature or a point in space within sight
You broadcast an invitation that should never be heard.
Something answers. The question is what and how.
Always:
- A compulsion manifests.
- Affected creatures feel an undeniable pull toward the call.
Roll Magic once. Apply the result:
- Critical Failure:
- The call is uncontrolled.
- The nearest hostile creature is drawn toward you instead.
- You suffer 1 stamina backlash or become disoriented.
- Failure:
- The call emanates from the wrong place.
- The creature is drawn toward a nearby unintended location.
- Success:
- The creature is compelled to move toward the chosen location on its next turn.
- It must advance if able, even if doing so is dangerous.
- Partial Critical:
- As Success.
- The creature suffers hesitation and cannot take reactions while moving.
- Legendary:
- As Success.
- The creature is urgently drawn, advancing immediately if possible.
- You may affect one additional nearby creature.
Pseudo-Apotheosis
Type: Permanent Transformation / Adaptation
Action: Head + Body
Cost: 1 stamina
Target: Self
You force your body into a higher functional state it was never meant to sustain.
Always:
- One physical adaptation becomes permanent.
- Each adaptation permanently removes or degrades a human capability.
Choose one adaptation when casting.
Roll Magic once. Apply the result:
- Critical Failure:
- The adaptation manifests violently.
- You gain the adaptation and suffer 1 wound or a severe visible deformity.
- Failure:
- The adaptation works, but with pronounced drawbacks.
- Increase the listed downside.
- Success:
- The adaptation works as described.
- Partial Critical:
- The adaptation integrates cleanly.
- Reduce the listed downside slightly.
- Legendary:
- The adaptation is near-perfect.
- The downside remains, but is less intrusive or easier to manage.
The Unveiling
Type: Revelation / Analysis
Action: Head
Cost: 1 stamina
Target: One supernatural creature, object, or phenomenon within sight
You force understanding where understanding was never meant to exist.
Always:
- You learn something true and useful about the target.
- The knowledge is real, immediate, and unsettling.
Roll Magic once. Apply the result:
- Critical Failure:
- The truth is overwhelming.
- You gain critical insight, but suffer mental fracture.
- You cannot clearly communicate the information this round and suffer a severe penalty on mental actions.
- Failure:
- The truth arrives distorted or unfiltered.
- You learn something important, but must choose one detail to convey to the party.
- You suffer disorientation or stress.
- Success:
- You learn actionable information about the target.
- You may clearly communicate it to the party.
- Partial Critical:
- As Success.
- Gain an additional useful detail or warning.
- Legendary:
- The truth aligns cleanly.
- You gain deep insight and may ask one focused follow-up question about the target.
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