Common Spell Formulas
Glow - Effusion
The first spell you learn at any mage academy is how to produce and control a mote of radiant energy without setting your robes on fire. This spell formula is no longer used in commercial lighting with the onset of brighter versions, but it is still in frequent use as older lighting in poorer districts.
Effect - A 1-inch, orange orb glows bright enough to see 10 feet out in the dark. You can spend a minor action to move it anywhere within melee range or it will follow you by default. It has the heat of a candle and can cause small fires if in contact with flammable objects. This effect lasts until your next turn unless maintained.
- Markets - N/A
- Required Theories - Any
- Defense - N/A
- Range - Melee (A few feet)
- Spell Traits
- Quick Cast - This spell takes only a minor action to cast.
- Minor Concentration -This takes a Minor Action to maintain the spell till your next turn.
- Simple - Any known theory will allow you to cast this spell.
Forgefire - Effusion
The creation of mass produced steel rests entirely on the development of spells to create flames hot enough to smelt iron without consuming expensive fuels or needing constant maintenance. The latest in this series requires almost no inputs and operates by gathering a dense mote of elemental radiance in a forge or burner.
Markets - N/A
Required Theories - Flux
Defense - None
Range - Melee (A few feet)
Effect - A 3 ft. wide patch of ground emits a low fire and burms hot enough to melt steel and iron. This spell takes several minutes to get to full temperature. If someone should carelessly fall into the Forgefire, they immediately take two Dice of Radiant Damage and catch fire. This effect lasts until your next turn unless maintained.
Spell Traits
- Glyphs - Glyphs, runes or sigils must be drawn and touched to cast this spell. These markings glow when being used.
- Major Concentration - This takes a Major Action to maintain the spell till your next turn.
Searing Dart - Effusion
An older spell that slings effused fire at a target. Simple to cast, this spell only requires a base understanding of Sorcery. It is derivative of the Glow spell formula.
Markets - N/A
Required Theories - Any
Defense - Reflex
Range - Close (A few dozen feet)
Effect - You can attack with a Rationale Roll to deal Radiant Damage.
Spell Traits
- Simple - Any theory will allow you to cast this spell.
- Low Impact - All armor has +1 Protection from this spell. Ignore this trait if the target is unarmored.
Fireshriek - Effusion
An expansion on the Searing Dart formula, Fireshriek spells were designed before the Dämmerung to combat situations where resident forces were outnumbered and needed to stave off several enemies at once in the close quarters of old castles and fortresses. Today it is a common spell used by guttersnipes to hold out in the tight alleys of the cities against larger gangs.
Markets - Commoner
Required Theories - Any
Defense - Reflex
Range - Close (A few dozen feet)
Effect - You can attack with a Rationale Roll to deal Radiant Damage.
Spell Traits
- Low Impact - All armor has +1 Protection from this spell. Ignore this trait if the target is unarmored.
- Splash - This spell targets everything in melee range of the initial target indiscriminately. Gain a die.
Stove - Effusion
Cooking ranges, especially aboard airships and trains, often use a stove spell instead of carrying fuel for a wood fire. Though it is also used by survivalists and rangers, to create smokeless heat for cooking and cut down on time looking for tinder.
Markets - N/A
Required Theories - Flux
Defense - None
Range - Melee (A few feet)
Effect - Several motes of radiant energy are gathered into one place, appearing as a small fire. The heat created is hot enough to boil a gallon of water in several minutes. A square foot patch of ground achieves this heat over several minutes of concentration. This effect lasts until your next turn unless maintained.
Spell Traits
- Glyphs - Glyphs, runes or sigils must be drawn and touched to cast this spell. These markings glow when being used.
- Minor Concentration - This takes a Minor Action to maintain the spell till your next turn.
Arcsnap - Effusion
Hekadian Bounty Hunters sometimes need to bring a wanted man in alive. A bolt of lightning through guilty bones is more than a convincing argument for many a fugitive from the law. Chosen for its ability to bypass armor, Arcsnap was formulated for merciful takedowns and non-lethal operations. It is sometimes used as well by Nafgallan Dragoons to quell mobs and disperse riots. The arc of effused lightning comes out so quick, that there is no chance to dodge, but it is able to be resisted.
Markets - Law
Required Theories - Flux
Defense - Mettle
Range - Close (A few dozen feet)
Effect - You can Attack with a Rationale Roll to deal Galvanic Damage.
Spell Traits
- High Impact - The first Set of this spell ignores Armor.
- Subduing - Instead of Normal damage, you can deal stun damage and gain a die before you roll.
- Focus - A specially tuned object made of metal or crystal, is requires to cast this spell. The Focus glows when used in this way.
- Foci cost 10 Crowns, are made of metal or crystal, and take 1 downtime action to tune to the caster.
Scorch - Effusion
Scorch spells were one of the first spells to be banned by the Concordat. Although not inherently inhumane, Scorch spells were one of the few spells whose most common application was simply incinerating evidence quickly. Hot enough to melt steel, everything from failed human experiments, to labwork, to notes can be destroyed instantly with this spell.
Markets - Criminal
Required Theories - Flux
Defense - Reflex
Range - Close (A few dozen feet)
Effect - You can Attack with a Rationale Roll to deal Radiant Damage.
Spell Traits
- High Impact - The first Set of this spell ignores Armor.
Stinger Bolt - Effusion
A common spell that hurls motes of force to pierce a target. Most commonly used by civil defense forces and militias, it is a staple offensive spell in public and private sectors.
Markets - N/A
Required Theories - Kinematik
Defense - Reflex
Range - Close (A few dozen feet)
Effect - You can Attack with a Rationale Roll to deal Trauma Damage.
Spell Traits - None
Scatter Shot - Effusion
Frontier huntsmen favor a weapon that will cut through unarmored game for survival with a low chance of missing their target. Ranging for days at a time, it is important to be able to acquire food in the Walder in a reliable manner. This spell ejects a narrow cone of jagged force that rips soft targets that are caught within.
Markets - N/A
Required Theories - Kinematik
Defense - Reflex
Range - Long (A few hundred feet)
Effect - You can Attack with a Rationale Roll to deal Trauma Damage.
Spell Traits
- Low Impact - All armor has +1 Protection from this spell. Ignore this trait if the target is unarmored.
Sledge - Effusion
A powerful impulse slams a rivet, piston, nail or other fastener strong enough for steel work. Commonly used in manufacturing, Sledge spells became proliferate in 881 AB after precise force became a reliable factory tool along with mass production lines. Caution should be exercised, as accidents with this spell can lead to internal bleeding, broken bones and death.
Markets - Industrial
Required Theories - Kinematik
Defense - Reflex or Mettle
Range - Melee (A few feet)
Effect - If used as intended, a rivet (not provided by the spell) can be set into two objects up to six inches thick. If used as a weapon, you can Attack with a Rationale Roll to deal Trauma Damage.
Spell Traits
- Slam - Target receives the Prone Hazard if they take damage.
Machinamotive - Effusion
Since the modern age, all major machinery and engines are powered by some version of this formula. It allows for a low speed, high power force, either linear or rotary in nature to be applied to an object, usually a shaft or piston.
Markets - N/A
Required Theories - Kinematik
Defense - Mettle
Range - Close (A few dozen feet)
Effect - an inanimate object turns, pushes or pulls an object slowly with great force. For each 100lbs exerted, lose a die. Each turn the spell is maintained, the target object is moved 1 foot or turned 45 degrees. If a character is trying to use or rest control of the object being affected, the caster makes a Rationale Roll opposing their Mettle Roll.
Spell Traits
- Major Concentration - This takes a Major Action to maintain the spell till your next turn.
Third Hand - Effusion
Developed before the Dämmerung to make fetching things easier for sorcerer autocrats, its widespread use today is more of the thieving and infiltration variety. It occasionally sees use in remote assembly where industrial conditions make it too difficult for workers to get closer and use their own hands.
Markets - N/A
Required Theories - Kinematik
Defense - Mettle
Range - Close (A few dozen feet)
Effect - Move or carry an object weighing less than 30 lbs anywhere in Close Range in a single turn. A Normal Rationale Roll determines the level of fine manipulation capable. This effect lasts until your next turn unless maintained.
- Failure - Fumble. Objects are dropped, nudged, knocked over, or rolled a few feet in the wrong direction.
- Success - Manipulation. Simple pulling, pushing, catching and turning can be accomplished.
- Critical - very fine manipulation. Turning screws, tying laces or operating a machine from afar.
Spell Traits
- Minor Concentration -This takes a Minor Action to maintain the spell till your next turn.
Touch - Effusion
A basic spell to exert a couple pounds of force. Taught at the Academy for Sorcerous Arts, this spell can be learned in Intro to Applied Kinematik Theory and is weighted scholastically as a single academic credit.
Markets - N/A
Required Theories - Any
Defense - None
Range - Close (A few dozen feet)
Effect - You can exert a force to push, pull, lift, or turn an object with less than 5 pounds of force. Fine manipulation is not possible.
Spell Traits
- Minor Concentration -This takes a Minor Action to maintain the spell till your next turn.
- Simple - Any Theory will allow you to cast this spell.
- Quick Cast - This Spell only takes a minor action to cast.
Extinguish - Effusion
Scattering radiant energies, this spell formula can negate both real world and magical fire. This spell is commonly used by airship engineers that need to extinguish fires without carrying water or damaging equipment. It is also used as a defense against Radiant Flux spells and natural fires.
Markets - N/A
Required Theories - Entropy
Defense - None or Rationale
Range - Close (A few dozen feet)
Effect - The caster makes an Apprentice Rationale Roll. If a second Sorcerer controls effect being targetted, an opposed Rationale Roll is made. This works on Invocations as well as Sorcery.
- Failure - non magical fires only are extinguished in melee range
- Success - All Magical fire and Non magical fires are extinguished in melee Range or a spell dealing Radiant Damage is negated.
- Critical - Fires are selectively extinguished in Close Range, or all fires are extinguished in close range.
Spell Traits
- Reaction - This can be cast in place of a Defense roll by spending 1 action point as normal.
Dampener - Effusion
Leeching out the momentum of all incoming and outgoing physical attacks, diplomatic escorts and high risk targets favor this spell to act as a retardant from common weapons. When in use, the air feels thick and difficult to breathe as well as sounds behaving weirdly. This effect lasts until your next turn unless maintained
Markets - N/A
Required Theories - Entropy
Defense - None
Range - Close (A few dozen feet)
Effect - All incoming and outgoing attacks are reduced by one die if these attacks deal any trauma damage. This effect lasts until your next turn unless maintained.
Spell Traits
- Quick Cast - This spell takes only a minor action to cast.
- Minor Concentration - This takes a Minor Action to maintain till your next turn.
- Catalyst - A specific reagent (Aether Quartz) is consumed in the casting of this spell
Airbrake - Effusion
A standard spell aboard most airships, where a fall overboard is otherwise extremely lethal. Hekadian sky captains will commonly not wear Machina enchanted with this spell out of a devotion for their ship and unwillingness to abandon it. It began to see offensive use in the Argos Trade War, when Dumahim heavy armor commandos would drop from high altitude onto the decks of command ships and take the bridge.
Markets - N/A
Required Theories - Entropy
Defense - None
Range - Melee (A few feet)
Effect - Make a Rationale Roll, any objects or characters in range begin to slow their descent as resistant forces take effect. For each 100 lbs. beyond yourself you that is targeted, lose a die. Multiple castings of this spell are cumulative. This effect lasts until your next turn unless maintained.
- Failure - You're falling too fast and you can't seem to slow things down enough. All Rolls to deal Falling Damage lose 1 die this scene.
- Success - You manage to significantly reduce your drop speed. All Rolls to deal Falling Damage, this scene, lose dice this scene equal to the Size of the Set spent.
- Critical - You manage to drastically reduce your drop speed. All Rolls to deal Falling Damage lose additional dice equal to the Size of each Set spent.
Spell Traits
- Minor Concentration - This takes a Minor Action to maintain the spell till your next turn.
Barricade - Transduction
Popularized by the Dragoon’s 53rd Civic Watch and Defense, this spell formula is used to provide cover in exposed spaces and has proved useful to funnel rioters and contain civil unrest as well.
Markets - Law
Required Theories - Transmateria
Defense - None
Range - Melee (A few feet)
Effect - 10-feet of cover, erupts from the ground 4-feet high and hardens. Dirt condenses into stone and wooden planks twist and tighten to provide 2 extra dice on all defensive rolls from enemies on the other side of the barricade. When the spell ends, the barricade collapses under its own weight and most reforms with ground.
Spell Traits
- Quick Cast - This spell takes only a minor action to cast.
- Minor Concentration - This takes a Minor Action to maintain the spell till your next turn.
Fortify - Transduction
A staple of personal defense, enchanted armor plates are used to boost hull plating and personal body armor for VIPs.
Markets - N/A
Required Theories - Transmateria
Defense - None
Range - Melee (A few feet)
Effect - A single point of Protection is added to structures, objects or body armor itself, but not living tissue. This effect lasts until your next turn unless maintained each round.
Spell Traits
- Minor Concentration - This takes a Minor Action to maintain the spell till your next turn.
- Quick cast - Use a minor action to cast this spell.
- Glyphs - Glyphs, runes or sigils must be drawn and touched to cast this spell. These markings glow when being used.
Spellsharp - Transduction
Butchers use this formula to harden a blade edge, making it keen, and allowing it to lacerate with a touch. The blade has a menacing hum that is felt more than heard. Decommissioned in most modern militaries, the Order of the Griffin still favor this spell in its standard infantry and issue weapons capable of casting this spell as a sidearm, even though it is considered inhumane to use in war by the Lassica Conventions.
Markets - N/A
Required Theories - Transmateria
Defense - None
Range - Melee (A few feet)
Effect - A bladed weapon gains an extra die to attacks. This effect lasts until your next turn unless maintained each round.
Spell Traits
- Sustained - This takes a Free Action to maintain the spell till your next turn.
- Quick cast - Use a minor action to cast this spell.
- Glyphs - Glyphs, runes or sigils must be drawn and touched to cast this spell. These markings glow when being used.
Summoner Shield - Transduction
A common defense spell that hastily forms an iron disc on the arm, or in front of the hand to deflect incoming attacks. Due the weight difference, Nafgallan Dragoons carry devices to discharge this spell instead of a physical shield for purposes of reducing transport weight and maintenance efforts. Modern spell variants inlay the shield with decorative insignias and symbols of royal houses or mercenary companies.
Markets - N/A
Required Theories - Adsubstantia
Defense - None
Range - Personal
Effect - A 2 foot wide, iron disc manifests itself and latches on an empty forearm. If you make a Defense Roll with the disc, gain a die. The disc can defend against both Melee and Ranged attacks. This effect lasts until your next turn unless maintained each round.
Spell Traits
- Sustained - This takes a Free Action to maintain the spell till your next turn.
- Quick cast - Use a minor action to cast this spell.
Air Pocket- Transduction
After the fourth sub-level in Nafgalla’s boilerworks, flooding can become an issue and Boilerworkers are given devices to produce breathable air while still being able to inspect the various pipes and tunnels that criss-cross the city’s underbelly.
Markets - Industry
Required Theories - Adsubstantia
Defense - None
Range - Melee (A few feet)
Effect - A bubble, complete with its own breathable air, forms around your head. A critical attack against you can pop the bubble as Critical Effect. This effect lasts until your next turn unless maintained each round.
- Failure - The membrane is flimsy and any attack or sudden movement can pop it.
- Success - A pocket of breathable air is created and the target can breathe comfortably.
- Critical - A chambered bubble is created and cannot be popped with a Critical Effect.
Spell Traits
- Sustained - This takes a Free Action to maintain the spell till your next turn.
Materialize - Transduction
Because of the nature of the Strom, object fabrication was never meaningfully developed after the Dammerung. Objects can be temporarily summoned but will dematerialize back into the Strom once the spell is unmaintained. Once counterfeiting caught on, most materialization spells were outlawed. To prevent counterfeit currency, undisclosed alloy ratios and heavily faceted coins and paper are used.
Markets - Criminal
Required Theories - Adsubstantia
Defense - None
Range - Melee (A few feet)
Effect - A single, simple object weighing under 5lbs is manifested from the Ström on an Apprentice Rationale Roll. This effect lasts until your next turn unless maintained each round.
- Failure - A crude lump, roughly in the shape of the object is summoned. If used, rolls requiring it as a tool or material lose a die.
- Success - A simple object is made from a single material. It functions normally as a tool or material of its kind, but is very plain.
- Critical - Spend a Set. An exact duplicate of an object (like a coin or a key), a larger object weighing up to 20 pounds, or a complex, multi-material object is manifested.
Spell Traits
- Sustained - This takes a Free Action to maintain the spell till your next turn.
Summon Lump - Transduction
Taught as an introductory spell to Transduction, It allows a student to grasp the basic elements of summoning material from the Strom and forming it to a minor degree.
Markets - N/A
Required Theories - Any
Defense - None
Range - Melee (A few feet)
Effect - You summon a misshapen lump of any single, stable material at tepid temperature. The lump can be up to 5lbs or handsized, whichever is less. It can also take the form of a ball, cube or other simple shape. This effect lasts until your next turn unless maintained each round.
Spell Traits
- Sustained - The takes a Free Action to maintain till your next turn.
- Simple - Any theory will allow you to cast this spell.
- Quick Cast - This Spell only takes a minor action to cast.
Stinging Vapor - Transduction
Developed by request for the Dragoon’s 53rd Civic Watch and Defense, this formula led to a new age of civil peacekeeping where mobs can be dispersed quickly before things can move beyond the reach of the local enforcement to contain. The vapor is powerfully painful to breathe and can cause burning in the eyes, throat and skin, but typically won’t kill without very extensive exposure. Long term inhalation has been noted to cause permanent damage to the lungs, eyes and nose.
Markets - Law
Required Theories - Pharmakaustik
Defense - Mettle
Range - Long (A few hundred feet)
Effect - Make a Rationale Roll. Any character starting their turn in the vapor cloud may roll Mettle to defend. Characters gain the Sickness Hazard twice, and gain the Blindness Hazard.
On a successful defense, characters can ignore one effect and an extra effect for each additional Set spent. If unmaintained, the cloud disperses harmlessly back into the Strom at the beginning of your next turn along with any negative Hazards.
Spell Traits
- Blast Form - All characters within a single Arena are affected.
- Major Concentration - This takes a Major Action to maintain the spell till your next turn.
- Unstable - The caster must make an Apprentice Rationale Roll in order to maintain this spell each turn.
Voracious Stream - Transduction
Green Vitriol is used in a variety of industrial processes like pickling metals and refining impurities from petroleum products. It also makes a horrifying weapon in cases of criminal action. Because of this, it is widely banned for private use and corrosive weapons in general are banned under the Lassica Conventions for use in war.
Markets - Industry
Required Theories - Pharmakaustik
Defense - Reflex
Range - Close (A few dozen feet)
Effect - You can attack with a Rationale Roll to deal Caustic Damage. Each turn, when you choose to maintain the spell, 2 Damage is dealt to all characters previously affected. It is also capable of various industrial uses such as cleaning equipment at the Judge's approval.
Spell Traits
- Splash - This spell targets everything in melee range of the initial target indiscriminately. Gain a die.
- Minor Concentration - This takes a Minor Action to maintain this spell till your next turn.
- Catalyst - A specific reagent (Abyssal Salt) is consumed in the casting of this spell.
Paraffin Oil - Transduction
A foul smelling, thin, combustible oil used for a variety of heating, lighting and cooking applications. It was developed as an early competitor to flux spells as a source of heating by Brighton Pharmakaustik. A cheaper alternative and a means to get into a price war over Delaney Pyroworks' inflated Flux spells, it has a broad range of applications from cleaning, smokeless lamp oil, stove fires, and heating.
Markets - N/A
Required Theories - Pharmakaustik
Defense - Reflex
Range - Melee (A few feet)
Effect - A container carried in your hands is filled with Paraffin Oil. Once manifested, it can be lit easily with a match or any similar heat source. If attempting to spray a person or object with Paraffin Oil, a Rationale Roll can be made against the target's Reflex roll as a Major Action instead. If the Paraffin Oil is lit, the target gains the Burning Alive Hazard.
Spell Traits
- Minor Concentration - This takes a Minor Action to maintain this spell till your next turn.
- Quick Cast - Use a Minor Action to cast this spell.
Gainsay - Magisteria
As long as there have been fugitive sorcerers, there have been Sorcerous countermeasures. Gainsay is an older spell, pre-dating the Dammerung. Used by Sorcerer's Guild Justicars of old, it is more typically used by law enforcement today to hinder fugitives skilled in sorcery.
Markets - Sorcery
Required Theories - Exfluentia
Defense - Rationale
Range - Close (A few dozen feet)
Effect - On an opposed Rationale Roll, you gain control of another sorcerer’s maintained spell, regardless of whether or not you can cast it yourself or even know the theories behind it. You immediately have control of it and you are treated as the original caster for all intents and purposes.
Spell Traits
- Feedback - This spell deals 8 Stun Damage to the caster if it fails.
Energy Dispersal - Magisteria
A blanket counter to Effusion spells. It operates by severing the link between Sorceror and Effusive magic, pulling the effects of the spell back into the Ström.
Markets - Sorcery
Required Theories - Exfluentia
Defense - Rationale
Range - Close (A few dozen feet)
Effect - On an opposed Rationale Roll, you can immediately sever a spell from the Effusion magic School. A severed spell collapses on itself and returns immediately back to the Strom, ending all of its effects. Spells that have multiple schools only need one severed to collapse the spell.
Spell Traits
- Reaction - This can be cast in place of a Defense roll by spending 1 action point as normal.
Matter Dispersal - Magisteria
A blanket counter to Transduction spells. It operates by severing the link between Sorcerer and Transductive magic, pulling the effects of the spell back into the Ström. This spell only affects matter native to the Ström and has no effect on matter alien to it.
Markets - Sorcery
Required Theories - Exfluentia
Defense - Rationale
Range - Close (A few dozen feet)
Effect - On an opposed Rationale Roll, you can immediately sever a spell from the Transduction magic School. A severed spell collapses on itself and returns immediately back to the Strom, ending all of its effects. Spells that have multiple schools only need one severed to collapse the spell.
Spell Traits
- Reaction - This can be cast in place of a Defense roll by spending 1 action point as normal.
Semblance - Magisteria
Appearing as other people in public is considered suspicious activity but is not, in and of itself, illegal. In the Palace District of Nafgalla and the High Markets in Hekad, you can get devices that will alter your appearance in lieu of powdering your skin and painting lips, commonly for parties.
Markets - N/A
Required Theories - Dissimulation
Defense - None
Range - Melee (A few feet)
Effect - On an Apprentice Rationale Roll, a target appears as someone else that you can visibly see or slightly alter your own appearance to have minor changes. The reference can be taken from a picture, statue, or person. You can change minor details, like skin tone and hair style, but they will look very similar regardless.
- Failure - You run into someone that recognizes you or recognizes the person you imitate at some point in the next scene or the illusion fails at the judge's discretion.
- Success - You look like a stranger to everyone or your appearance is favorably altered.
- Critical - You are able to drastically alter the appearance to create a mostly original look loosely based off of another person.
Spell Traits
- Minor Concentration -This takes a Minor Action to maintain the spell till your next turn.
- Slow - This spell requires both a minor and major action to cast.
Spectra-static Illusion - Magisteria
The simplest of illusions, this creates a still image of any detail. This still picture is sometimes used to convey ideas, write in the air, change colors, and give lifelike images for decorative or deceptive purposes. Though it can be used for criminal ends, the spell is allowed due to its frequent use in decorations and entertainment.
Markets - N/A
Required Theories - Dissimulation
Defense - Insight
Range - Close (A few dozen feet)
Effect - On an Apprentice Rationale Roll, a lifelike, intangible image is created, perhaps over an existing object. It can take up any space in a 5 foot cube and can even move with objects it is "resting" on.
- Failure - Something is off about the illusion, either about its placement or construction and each nearby character gets an Insight roll to notice something is wrong.
- Success - The illusion is well made and unless a character interacts with the illusion, no insight rolls are allowed to notice anything wrong.
- Critical - The illusion is capable of some small movement and even some sounds while appearing very lifelike. All insight rolls to notice if anything is wrong lose a die.
Spell Traits
- Minor Concentration - This takes a Minor Action to maintain till your next turn.
Dissimilate - Magisteria
Sometimes called "masking," the series of spell formulas used to dissimilate objects is used for a variety of luxury purposes. Making food taste better has led to sorcery in the kitchen to replace ordinary culinary skill. However, using the spell to deceive clients about purchases is still very illegal and serving rat while claiming it is ham is considered a Minor Crime.
Markets - N/A
Required Theories - Dissimulation
Defense - None
Range - Melee (A few feet)
Effect - On an Apprentice Rationale Roll, a single object appears, feels, smells and even tastes like a different object. The effect is tied to a single object that rests within a 1 foot cube. However, the more dissimilar the objects, the harder the illusion will be to sell. A steak will no longer appear to be a steak if it is actually a rock and bit into.
- Failure - The object retains one of its original sensations (smell, taste, touch, sound, etc) or the spell fails sometime over the course of the scene. Those near the object immediately know something is not quite right and the caster is not aware of what is wrong.
- Success - The illusion is convincing. The object behaves as expected in the hands of another, but any character that examines the object can make an insight roll to know something is wrong.
- Critical - The illusion is complete and unless the object is interacted with or used in a way in which it cannot perform, it is assumed to be normal in every way.
Spell Traits
- Minor Concentration - This takes a Minor Action to maintain till your next turn.
Magipath - Magisteria
In order to properly study the Ström and its effect on our world, Sorcerers long ago developed a series of spell formulas that can detect the resonance of active Ström energies. Articulate understanding of this resonance allows sorcerers today to unravel the meaning of certain ancient enchantments as well as detect magic in our world.
Markets - N/A
Required Theories - Any
Defense - None
Range - Close (A few dozen feet)
Effect - You can detect magical resonance. Sorcery and other magical effects originating from the Strom, reveal themselves as a humming in the bones, a tingling in the nerves, or a quickening of the blood. It is an effect that is most surely more felt than heard. Immediately upon casting, you can feel the presence of magic and can know of Sorcery in the area. After a minute, you can pinpoint specific enchanted objects or magical effects and what theories they are constructed from. After a few minutes, you are able to analyze specifics of a spell formula based on its resonance and can tell what functions it has.
Spell Traits
- Quick cast - Use a minor action to cast this spell.
- Simple - Any theory will allow you to cast this spell.
- Minor Concentration -This takes a Minor Action to maintain the spell till your next turn.
Decipher - Magisteria
By creating a more direct link between minds, language barriers can be surpassed with some mild success. It is a useful spell for world travelers and commonly found among the diplomatic corps and merchant captains.
Markets - Merchants
Required Theories - Hermeneutics
Defense - None
Range - Melee (A few feet)
Effect - A spoken language you do not already understand, is understandable to you. While this does not impart the ability to speak the language, you can understand one speaker in varying degrees of quality based on an Apprentice Rationale Roll. One sentence can be spoken before the spell needs to be maintained again if outside of combat turns.
- Failure - You can pick up every other word and the basic gist of what someone is saying.
- Success - You can pick up a very literal translation but lack context and slang which might lead to mild misunderstandings.
- Critical - You understand slang, context and cultural implications based on the intent of meaning behind the words.
Spell Traits
- Sustained - This takes a Free Action to maintain this effect till your next turn.
Proxinoia - Magisteria
Each mind is linked to the Strom in some way. Hermeneutic theories speculate that each thought sends a ripple out that can be felt with the right senses.
Markets - N/A
Required Theories - Hermeneutics
Defense - None
Range - Close (A few dozen feet)
Effect - By closing your eyes, you can detect the presence of other minds. The more sentient the mind, the easier it is to feel the presence.
Spell Traits
- Quick cast - Use a minor action to cast this spell.
- Minor Concentration - This takes a Minor Action to maintain this effect until your next turn.
- Focus - A specially tuned object made of metal or crystal, is requires to cast this spell. The Focus glows when used in this way.
- Foci cost 10 Crowns, are made of metal or crystal, and take 1 downtime action to tune to the caster.