Vitaeoth, the World of Life
Magic on Vitaeoth
Magic is considered a divine gift by some, and a curse by others. Magic pulls on the purest powers, energies, and expressions of the creation of reality. When a Mage casts a spell, they use their connection to a universal constant that goes by many names: aether, prana, qi, quintessence, truth, or mana. All of these are the same, but the accepted name is aether, the strings by which all other things are pulled or contained. Useless with nothing to pull, but essential for the using of magic, aether is the scholarly name for Magic Points in Vitaeoth. Magic is creation in its pure form.
Magic itself is an absolute of the world. It is a natural construct in Vitaeoth like gravity or motion. While finer particulars are still being researched, magic is generally understood as the manipulation of the world and its elements to create desired effects. Mages are individuals who are reaching inside of themselves to touch something that all beings, in theory, have access to with the right training or aptitude. This is often called the Cosmic Spark, the Mind's Eye, or the Third Eye but most commonly referred to as a being's Aether. Aether is a connection to the forces around them, a sensitivity to the currents of power that weave reality, and a mage's capacity to manipulate reality. A mage uses their Aether to "pull" on the various elements of the cosmos and command them to take shapes and functions that the mage desires. These are the various magical tricks and spells that a mage employs in their day to day lives.
Magic is a thing of beauty and terror. It may strike down a great villain in a blast of holy lightning, or dam a river and parch those who depend on the water for survival. It may knit wounds that would otherwise catapult a soul to its judgment, or it may carry that soul into a dark prison where it animates unholy abominations as minions for dark lords or worse. Mages are a fairly rare sight. Nearly 1 in 100 people have an obvious potential for magic, and this is usually only after some training. Most communities appreciate having at least one Mage around, as magical aptitude can be extremely useful in day to day life or in dealing with the extraordinary. Magical academies exist that teach how to harness this potential, and many churches also guide the pious to using this gift for their chosen greater good. With the Oldwar Academy in the City of Convergence this number of mages has begun to rise, but the number of failed applicants is not insignificant. Not everyone has the capacity to harness magic meaningfully, and this can lead to resentment among the more "mundane" peoples of Vitaeoth.
Additionally, because of the harsh lessons and histories of the Eon Wars, and the roll that magic had to play in it nearly tearing the cosmos apart, magic is not always welcome in every community. Some people even train in methods of fighting mages specifically, and the image of a mage has become a mysterious robed figure, wielding unknowable powers and with unimaginable intentions. It is for these reasons and others that mages are not always trusted, even in progressive cities like Convergence.
The Arcana system in Fantasy Age works perfectly fine for Vitaeoth's setting. The Arcana are even grouped perfectly to match elemental studies and specialties! However, for Vitaeoth, more is required. The heavy focus on elements and their mingling and mixing like a cosmic alchemy lab call for more dynamic magic subsystems and more Arcanas to be added! Below we'll add new systems for magic, the lore of Magic itself in Vitaeoth, and new Arcanas to reflect the expanded elemental list in Vitaeoth!
Remember that all these rules are available to NPCs as well. Turnabout is fair play, after all, and keeps the game exciting!
How to Become a Mage
Magical ability is obtained in more than one way:
- You can be born with magical aptitude and require no training to harness it. It may not come easily but with a strong will and plenty of practice you can master it. These people are called Warlocks. This situation can arise from parents with powerful magical talents, being born in a place with significant magical influence, or being exposed to high amounts of aether before birth. Some groups or communities engineer the births of warlocks with rituals or alchemy, as those with magical power can sometimes be the difference when it comes to survival, rebellion, or order.
- You can study magical theory at a university or obtain magical powers through more secretive and occult sources and organizations. These people are often called Magicians, and are considered particularly worthy of notice. They have worked hard to unlock the innate magical potential all living beings possess, and they likely had a reason for wishing to unlock their potential. Most of these people were students at a magical academy who underwent impressive trials and rigorous training to unlock the cosmic spark that resides in all beings. These people, because they have studied with academies or secret societies, often are quite educated about the subject of magic, and are usually called upon when more mundane folks are stumped by a magical dilemma, meaning that most also turn their abilities into profit.
- You can pass a god's tests and be blessed by the god's power. These acolytes are called Theurges, and they are respected or feared, depending on the god they serve, for the trials of the gods are not trifles. Many lose their lives in pursuit of this power, as only the worthy in the eyes of that deity survive the trials. This means that Theurges also command special respect among their god's temples, being seen as true scions of the power of the gods themselves. While this power is critiqued by Magicians as being an easy track to magical power, those who have undergone the trials step out as changed people. They personally attest that the path of the Magician is much safer, if more time consuming.
- Your powers can be spontaneously bestowed by a god or powerful demigod (sometimes through a secret test). This is not always expected, and not always appreciated, and for this reason they are called Chosen. It can take a Chosen's whole life to find out why they became Chosen, and most never do. The power they gain is real, however, so most leave it to divine politics and reap the benefits. If it is ever discovered who gave this power to a Chosen, then they gain much respect in that god's church, not unlike a Theurge. This bestowing of power can happen at anytime. It does not matter it is before birth or long into a subject's life.
The Divine Spark
In addition, Green Ronin's original AGE PDF Gift of the Gods is part of the Vitaeoth setting, to represent divine powers bestowed directly from a deity. While deities can also bestow magic in the form of the Mage class, this talent can be used to represent power bestowed on Rogues and Warriors who have passed the tests of the gods, or to represent more potent power bestowed on pious Mages. Any character in a Vitaeoth campaign may count Divine Gift as one of their potential starting Talents even if they do not have the Willpower (Faith) focus. However, they must have the Willpower (Faith) focus before they can take further degrees in the talent.
Vitaeoth and the countless wandering planets of the cosmos were molded from the elements. These sources of might, stability, chaos, and vigor were the colors that painted the cosmic canvas of places like Vitaeoth, and harnessing them is seen as an obvious calling for many, and a dangerous path of self-corruption to others. These elements were the tools the gods once used to raise mountains, fill oceans, ignite stars, or churn winds and storms, so taking control of these forces has been likened to godhood.
These elements have convoluted relationships, but understanding them can tell a scholar much about not only how their world works, but how the worlds of the Endless Prism view one another.
Below are the 12 elements of Vitaeoth the literal and spiritual building block of the universe. Each has strengths and weaknesses, and most of these relations are fairly common knowledge in Vitaeoth. Aether is the only exception, as it is not usually an obvious force and plays a more subtle role in the cosmos. Aether Arcanas are the Divinitation, Fate, Heroic, and Power Arcanas. There is no Intelligence (Aether Arcana), you must take the Focuses for each of the schools above. The Healing Arcana is now called the Life Arcana.
- Strong Against: Metal and Wood
- Weak Against: Water and Earth
- Strong Against: Fire and Earth
- Weak Against: Lightning and Wood
- Strong Against: Fire and Lightning
- Weak Against: Air and Water
- Strong Against: Earth
- Weak Against: Metal
- Strong Against: Water and Metal
- Weak Against: Earth and Wood
- Strong Against: Water and Lightning
- Weak Against: Fire and Metal
- Strong Against: Air and Wood
- Weak Against: Fire and Lighting
- Strong and Weak Against: Shadow
- Strong and Weak Against: Light
- Strong and Weak Against: Death
- Strong and Weak Against: Life
- Not Strong or Weak Against anything
Many creatures have an Elemental Affinity, meaning they are strongly aligned with a specific element. You use this Affinity to know what elements are particularly strong or weak against a target, using the list above. Wind has fewer components mostly because Wind has so few instances where it is used for attack.
This creature is strongly aligned with an element. If this creature is targeted by an element it is weak to, it take s a -2 penalty on tests to resist it and has the Vulnerability quality with respect to that element. If it is targeted by an element is strong against, it gains a +2 bonus on tests to resist it and has the Elemental Resistance quality with respect to that element. This can be applied to multiple elements, with strengths and weaknesses canceling each other out. Obviously, some combinations will make less sense than others.
Not all creatures have an Elemental Affinity, as is the case with most normal people and more basic creatures on Vitaeoth. The higher in threat level a creature becomes, the more likely it ends up taking the Elemental Affinity ability, as the creature's spirit begins to ally with elemental concepts.
Naturally, an element is considered strong against itself.
All living things are connected to the elements. The raw powers of creation have touched all things, and these powers represent much more than simple fire or water. The living body is composed of all elements itself. Water in the blood and fluids, fire in the body heat, lightning in the brain impulses, wind in the breath, metal and earth in the minerals and bone, they eat life born from wood, light and dark in the eyes that allow sight, life in birth, and death in the end. The elements touch more than the bodies of creatures, however. Each element also represents several ideals and concepts. When creatures act in the interests of the elements, they find their souls being tugged towards corresponding elemental afterlives when they pass on. Even the spirits of creatures can become just as complicated a collection of forces as their bodies. Although all elements are present in living things, some elements can become more prominent. Elements can be brought to the front by specific personalities and actions, aligning a PC with that element.
This strong affinity is called Resonance. Resonance is the PC subconsciously (or VERY consciously) taking sides in the Prisms of the cosmos. They become attuned to the forces that represent them best. Passionate people may feel more strongly drawn to flame, for example. A person with a strong sense of justice or law may be drawn to metal. A more flowing personality may find much in common with water, and so on. This attunement can be well-expressed by good role play or character build options that play to the character's Resonance.
Resonance is meant of be a shorthand indicator of the kind of person your character is when glancing at the character sheet, but you should never constrain yourself to it. People are much more nuanced than the cosmos could ever hope to keep up with. You also should not think about Resonance too much. There is no need to track a Resonance shift in points during every session, instead you and the GM can simply decide that a Resonance has shifted if you both agree with the change. It should be a story reward more than anything else, so keep it that way! If they have gained a Moderate Air Affinty after half of the campaign and they feel the character wants to go in a different direction, that is perfectly fine, and quite common in fact.
Resonance can be tracked as a simple indicator on their character sheet's Powers box. A normal person has no affinity to any element.
- A PC may choose at level 1 that affinity started to build before the campaign started. They have a Slight Resonance. This can still be reached by normal role play, and is usually the result of heeding the call to heroism. Most personality types can fit into an elemental category, but everyone is complicated, so it is just as possible for a personality to fit into multiple categories. Think hard to find the one that matches best!
- If they perform numerous actions that seem to fit a specific element's agenda or personality, they have a Moderate Resonance.
- If they have consistently perform in the service or personality of a specific element, they have a Strong Resonance.
It is possible for more nuanced characters to have multiple Resonance levels, each element playing important parts in their personality. However, if there is more than one Resonance, they can only ever gain Moderate Affinity with two elements. Alternatively, they may have up to three Slight Affinities if they wish, but can then gain no more Affinities.
A PC with a particularly strong Resonance with a specific element can, at the GM's option, gain Elemental Affinity for that element once they reach Strong Affinity. This can change if the PC begins to make different choices and take different paths, or it can even only manifest in times of great need or stress (read: when it is most cinematic). It is not a permanent change for a PC, and PCs should remember that if they want to keep a Strong Resonance that their PC should act in certain ways that serve that element's ideals.
Your GM may interpret the elements differently, but the Vitaeoth campaign setting assumes that the elements represent these following ideals, to name a few for each.
- Fire: passion, aggression, creativity, impatience
- Water: pliancy, gentleness, wisdom, indecisiveness
- Earth: patience, practicality, stoicism, stubbornness
- Air: freedom, wanderlust, flightiness, curiosity
- Wood: idealism, altruism, cooperation, callousness
- Metal: determination, bravery, persistence, controlling
- Lightning: spontaneity, effort, novelty, cruelty
- Light: joy, pride, zeal, haughtiness
- Shadow: envy, humility, loneliness, contentedness
- Aether: unity
If it is ever not immediately obvious that an action, personality, or concept fits well into a single category, that is just fine! You don't have to assign everything with a category, and can easily assume it is too complicated for one element to contain. Keep it simple, and if something easily seems to fit, then assign it an element.
Most people can usually assume that their character has a single elemental resonance for their entire career, and while they may not act in its interest at all times, they are bound to it by destiny, and will serve it in the future.
When a player character gains strong enough Resonance, they may begin to build power from it. That power can grow and grow until it bursts from them in a magnificent display of planar might. The PC essentially becomes a conduit for the elemental power of the planes, and gains tremendous temporary power. When this occurs, a person taps into their own spirit, their own divine spark, to essentially channel the might of the planes as most elementals and djinni do on their home planes. This goes deeper, however, as elementals and djinni are essentially spirits of raw power and concept. Mortals are possibility, the potential of eternity wrapped in small vessels, rewriting fate every day and making the worlds they live on into their own. So while elementals, djinni, demons, and other spirits can enter an Overflow as well, even bring it out in mortals by possessing them, mortals can do it because of a special spark. This fact is often overlooked by the haughty djinni, who call it a "divine fluke" that simple mortals can take hold of the same powers of such higher-functioning creatures as the djinni.
This can be quite a terrifying display of power. For most people of Vitaeoth it is easily misconstrued with demonic possession, as the two effects share some similarity is appearance and function. This usually means that Overflow is not wise to perform in public spaces, as most people will likely not understand what's really going on. The stories of devastating fire ogres, accidental possessions turning allies against each other, and of people who die from too much Overflow, are common knowledge thanks to old war propaganda and overblown news stories that have become pervasive cultural history. So those who can perform it are all the more surprising because they must hide it from the world. This also marks them as special in the eyes of those who know their secret, as people who can tap into Overflow also have a long history of going on to make great change, whether for good or ill.
For most creatures they would need at least a Moderate Resonance to gain access to the power of an Overflow, but PCs most often only require a Slight Resonance. Some GMs may require that a PC's Resonance be higher than Slight, setting it to Moderate or even Strong Resonance. This makes Overflow more valuable and require more roleplay from the group in order to gain access to greater powers. It is also a good idea to wait until around levels 3-4 to introduce the mechanic. Overflow really gets its excitement from the Bursts (explained below) that only work if the PC has a Specialization.
The power of Overflow must be built up to be harnessed. When a PC gains SP during encounters, they may instead choose to bank the points they earned into a pool. When that pool reaches 30 SP, the pool is full and may not be added to. These points remain in the pool until used (see below). Remember, that if the GM thinks a player is performing several actions that are fishing for Stunt Points, the GM has the right to tell the player that those rolls cannot generate SP or the PC simply succeeds without rolling. The GM should consider allowing the PC to bank SP gained on rolls they did not generate SPs on, but could have. This could be jumping from vehicle to vehicle, swinging across a deadly pit, continuing the fight when all allies have fled or are down, giving an impassioned speach to a crowd, or climbing to safety from swarms of hungry beasts on the ground. Give the PC bonus SP based on the Stunt Die's result for being cinematic!
When the pool is full, as an activate action, a PC may activate Overflow, spending all the accumulated points to activate the Overflow. While in Overflow they visibly glow and pulsate with planar power flavored after the element(s) they most closely identify with. Overflow lasts for a number of rounds equal to the PCs highest ability in Combat encounters, and generally lasts for the rest of an encounter in Exploration and Roleplaying encounters (within a reasonable limit). Every round of the encounter in which they have Overflow active, they gain +2 SP on every roll that could generate Stunt Points, whether they generated SP or not. At level 11 they gain +3 SP, and at level 20 they gain +4 SP. In addition, a PC may select two stunts at the time of their creation that may be performed for -1 SP (minimum 1 SP) while in Overflow.
Naturally this is quite a powerful mechanic, but GMs should remember that significant monsters or NPCs also have access to Overflow (and you can feel free to let them perform some of their listed Favored Stunts at a -1 SP reduction (still minimum 1 SP). This can mean that an individual is extraordinary enough that they can channel their own divine potential, or they are in fact being possessed by malevolent elemental spirits. This can help make fateful encounters more exciting when both parties go all out! This can also be valuable if the GM thinks that battles have been going too well for the PCs and wants to give them a challenge. As for creatures who do not have character levels, use their Threat levels to determine how many bonus SP they gain: Minor to Moderate generate +2 SP, Major and Dire generate +3 SP, and Legendary generate +4 SP.
For a GM who wants a particularly difficult campaign, they may rule that only enemies can enter Overflow. Overflow is fairly uncommon, and not all heroes in history have been capable of entering an Overflow. This is quite dangerous, especially at higher levels, but some players may appreciate the challenge!
While in Overflow, a PC may choose to prematurely end the Overflow to perform a special Overflow Burst, a powerful ability that can only be harnessed by those with significant experience and skill. You cannot perform an Overflow Burst until you have a Specialization, or until you are at least level 4. All of them require a Major action to activate. Some of these Bursts require attack rolls. If all attack rolls miss when activating the Burst, the character's Overflow continues until they successfully hit, and then the Burst takes place, ending the Overflow as normal.
- Arcane Scholar: Clever Advantage
Your long hours of study and access to several arcane secrets have granted you a few tricks that can aid you and your allies. When you activate this Burst, you grant a benefit of your choice from the following list to allies within 20 yards of you for a number of rounds equal to your Intelligence (once chosen you may not change the benefit):
- Arcane Enlightenment: all allies may use your Intelligence for all their own Intelligence-based tests (they do not gain the benefits of your focuses or talents). You can gain the benefits yourself, essentially rolling double Intelligence on relevant tests.
- Create Weakness: If the Arcane Scholar succeeds on an Intelligence test with a "lore" as a focus against a beast or unique foe (made when you activate this particular power and against a TN the GM sets at that moment), you perform an obscure ritual you read about once. Your allies' attacks and spells are treated as if they were triggering a Vulnerability of the target you have identified, even if the target does not have one. If the foe is resistant to your allies' attacks (such as through Elemental Resistance or the Spectral ability against non-magical weapons), they instead deal normal damage with no further bonus.
- Currents of Destruction: all allies weapons shimmer with pure aether, dealing bonus damage equal to your Intelligence.
- Assassin: Going for the Kill
You seal the fate of your targets, whether you intend to kill them or their reputation. For a number of rounds equal to your Intelligence, a target you have Marked for Death now takes 1d6 extra damage from any source of damage, allies gain a +2 bonus on all tests performed against them, and all your allies may perform the Pierce Amor and Taunt stunts for -1 SP (minimum 0) against your Marked foe. You may Mark a new foe as a Major Action if the first one falls and grant these same benefits until the Burst expires.
- Berserker: Whirlwind Massacre
The Berserker loses all control and lashes out in an horrific storm of attacks. The Berserker may choose one of the following:
- All-Consuming-Swing: The Berserker may make an attack against all enemies within reach, rolling once and comparing the attack to all available targets. The Dual Strike stunt costs only 2 SP on this attack, and may be used more than once if enough SP are rolled. Each target can only be hit by one Dual Strike.
- It's You or Me: The Berserker may perform two attacks against a single foe. The Lightning Attack stunt costs only 2 SP, and may be performed as many times as the Berserker has SPs to spend.
- Duelist: Perfect Strike
Your form is perfect, your execution flawless, and you place everything into a single perfect blow. Make an attack against a single target. If you hit, you gain a number of free Stunt Points on the attack equal to 2 x your Dexterity (rounded down), plus any you generated on your own. For example, a Duelist with a Dexterity of 4 would gain 8 SP on this attack, in addition to any they roll on the dice. The Mighty Blow stunt may be performed as many times as you have SP to spend on this attack.
- Elementalist: Manafont
The Elementalist's understanding of the building blocks of creation gives way to an unreal understanding of the cosmos for a short time. With a flick of a wrist and a word of cosmic power, the Elementalist opens a rift to the planes beyond, exploiting the thin planar walls for access to power. The Elementalist may designate a point within 100 yards and create a temporary Elemental Font. This font's radius is equal to 5 x Intelligence in yards, has the elemental type/types that the Elementalist has chosen as part of their specialization, and has all the effects that a font of its type would have. It remains in existence for the Elementalist's Willpower in rounds.
- Guardian: Unflinching Bulwark
The Guardian puts everything on the line for their charge, even their own life. This Burst can only be activated by a Guardian who has Guardian mode activated. The Guardian may choose one of the following:
- Stonewall: The Guardian now takes half of the damage (rounded down) that their charge takes (after the bonus AR from the Novice degree of the spec). The Guardian's Armor Rating is considered to be half against the damage taken in this manner. This Burst persists even if the Guardian switches charges during the Burst. This effect until the Guardian leaves Guardian mode, or the encounter ends, whichever comes first.
- Steelwall: The Guardian now takes all damage meant for their charge. The Guardian only gets half their Armor Rating against damage taken in this manner. The effect lasts for a number of rounds equal to the Guardian's Constitution.
- Knight: Honorable Challenge
The Knight issues a challenge across the battlefield (or courtroom) to a specific opponent who can hear them and understand them. The opponent may accept the challenge automatically. If the target is unwilling, the Knight may make a Communication (Etiquette) or Strength (Intimidation) test opposed by the target's Willpower (Self-Discipline) to goad them into it. If the foe accepts the challenge or the Knight convinces the target to participate, the challenge begins. While in a challenge, the Knight and their chosen foe both are considered to be in Overflow until one or the other is defeated. The challenge ends when the participants both consider the encounter over, or if one of the participants aggresses anyone who is not their intended foe.
- Mage Hunter: Spell Sunder
Mage Hunters are the bane of magic users, and they have a few tricks that ironically pull on powers that rather closely resemble magic in order to fight it. The Mage Hunter's weapons become spell-breakers. For a number of rounds equal to the Mage Hunter's Willpower, whenever they touch a foe with spell effects on them, a magical item, or an ongoing magical effect, the Mage Hunter's attack may attempt to cancel the spell(s), deactivate the magic item, or magical effects. This is a test of the Mage Hunter's Willpower (Self-Discipline) vs the Spellpower of the spells or effects in place (the GM determines the TN if the Spellpower is unclear). If the Mage Hunter succeeds, the spells or magical effects are all dispelled, disappearing entirely. The Mage Hunter may only use this power once per round during the Burst, but may target multiple effects if they are able to touch them all in the same round (multiple foes would require Lighting Attack or Dual Strike stunts to affect them all for example).
- Miracle Worker: Matyr's Benediction
The Miracle Worker heals all allies within 20 yards for 5 x the Miracle Worker's Willpower. At level 12 this becomes 10 x the Miracle Worker's Willpower. The Miracle Worker may also sacrifice their Health, granting their allies Health equal to the Health sacrificed (in addition to the normal effect). Alternatively, the Miracle Worker may concentrate this burst on a single target, restoring them to life if they died within a number of minutes equal to the Miracle Worker's character level, but only if the Miracle Worker sacrifices Health equal to twice the dead target's character level.
- At the GM's option, the Miracle Worker may sacrifice their life to raise a number of allies equal to the Miracle Worker's Willpower. Whether the Miracle Worker can be raised after this sacrifice is up the GM.
- Sharpshooter: Perfect Shot
The world slows to a crawl, and the Sharpshooter puts everything into a perfect shot. Make an attack against a single target. If you hit, you gain a number of free Stunt Points on the attack equal to 2 x your Dexterity plus any you generated on your own. For example, a Sharpshooter with a Dexterity of 4 would gain 8 SP on this attack, in addition to any they roll on the dice. The Mighty Blow stunt may be performed as many times as you have SP to spend on this attack.
- Swashbuckler: Endless Heroics
The Swashbuckler's life is never easy, so they need momentum to keep a pace ahead of their opponents. For a number of rounds equal to the Swashbuckler's Dexterity, the Swashbuckler generates Stunt Points on any roll, even rolls that normally couldn't, such as extra attacks from a Lightning Attack stunt, the secondary attack from Dual Weapon Style, or the tests required to perform stunts like Taunt, Threaten, Disarm, or Flirt. They also gain bonus SP on all rolls equal to the number their Overflow gives them -1 (+1 SP at level 4, +2 SP at level 11, and +3 SP at level 20), effectively increasing the length of Overflow with a weaker benefit.
- Sword Mage: Spellchain
The Sword Mage uses their blade and their open hand to work their magic and might simultaneously. For a number of rounds equal to the Sword Mage's Willpower,
the Sword Mage's spells may take less time to cast. Spells with a 1 minute casting time cast as a Major Action. Major Action casting times become Minor Actions. Minor Action casting times become Free Actions (you may only perform one of these a round). Each spell cast with a reduction in casting time costs twice as many MP as usual.
Generic Overflow Bursts
Some PCs may find that specializations do not suit them, or they have no options they felt matched the character. Whatever the reason, these PCs can still perform an Overflow Burst even without a Specialization. Instead of using a specific Burst,, they select from the following list of generic Overflow Bursts.
- Strike Burst: The character puts everything they have into a single action, whether it's an attack, Communication test, or even trying to outrun a deadly trap. The character gains twice their highest ability rating in Stunt Points to spend on the action that ends the Overflow. Whether or not the character can use some stunts more than once, even when they normally could not, is up to the GM.
- Support Burst: The character lends their power to their allies, and all allies within a number of yards equal to the character's largest ability rating may immediately take a Major Action. Allies gain a +2 bonus on tests related to the actions they perform with this Major Action. This Major Action does not count against the actions the character's allies may take on their next turns.
The Arcana contained in the Fantasy Age core book are a strong start, with Arcanas for Fire, Water, Air, Earth, Wood, Shadow, and Life already written in. More is required, however, to reflect the large breadth of uses for magic on Vitaeoth.
Everyone dies, your enemies just die sooner.
Novice: You learn the spells reaper's touch and .
Journeyman: You learn the spell death engine. You also gain the focus Intelligence (Death Arcana).
Master: You learn the spell Summon Spirits. You can also choose one spell stunt you can perform for -1 SP when casting Death Arcana spells.
Your magic shines with brilliant radiance.
Novice: You learn the spells blinding burst and glorious aura.
Journeyman: You learn the spell light-speed. You also gain the focus Intelligence (Light Arcana).
Master: You learn the spell prismatic pillar. You can also choose one spell stunt you can perform for -1 SP when casting Light Arcana spells.
Requirements: Light Arcana (Novice)
Spell Type: Attack MP Cost: 4
Casting Time: Major Action Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
An effulgent blast explodes in a 4 yard radius anywhere you can see within 20 yards. Anyone in the area must make a Dexterity (Acrobatics) test to shield their eyes. Those who fail take a -1 to attack rolls and Perception-based tests for a number of rounds equal to your Willpower. A successful test means they only take this penalty until your next turn. Targets with Darksight take a -1 to resist this spell, while targets with Lightsight, or those who don't use eyes to see, are immune to this spell.
Requirements: Light Arcana (Novice)
Spell Type: Enhancement MP Cost: 5
Casting Time: Major Action Target Number: 13
You or an ally you touch when casting this spell glow with a warm and impressive halo. This light grants the target a +1 bonus to Communication tests against those who would find this display impressive, and a potential -1 penalty against those who would dislike a shiny individual (like creatures of shadow). Alternatively, this can also grant the target a +1 to Strength (Intimidation) tests against shadowy creatures or those who mistake the target as some kind of divine being. This spell lasts until the end of the encounter.
Requirements: Light Arcana (Journeyman)
Spell Type: Enhancement MP Cost: 8+
Casting Time: Major Action Target Number: 15
You imbue your allies with the nigh-instant speed of light. You may cast this on a single ally within 10 yards, plus one ally for every 8 additional MP. Recipients gain a +5 bonus to speed, +1 to attack rolls, and +1 to Defense for a number of rounds equal to your Willpower.
Requirements: Light Arcana (Master)
Spell Type: Attack MP Cost: 20+
Casting Time: Major Action Target Number: 19
Test: Dexterity (Acrobatics) vs. Spellpower
A mighty pillar of burning light slams down from above within 10 yards. The column is 6 yards wide and 12 yards tall. Anyone are in the area of the pillar takes 2d6+Willpower damage and is stunned (only a Minor Action on their turn) until they succeed on a Constitution (Stamina) test against Spellpower to regain focus (which they may attempt at the beginning of their turn). Those who pass their initial test are not stunned. This spell normally only lasts a round, but you may maintain it for another round by spending 10 MP as a free action on your next turn. Additionally, you can move the pillar up to 6 yards when you pay MP to maintain the spell.
Your magic commands steel, gold, and more exotic metals with ease.
Novice: You learn the spells transmute and shape metal.
Journeyman: You learn the spell magnetic manipulation. You also gain the focus Intelligence (Metal Arcana).
Master: You learn the spell iron skin. You can also choose one spell stunt you can perform for -1 SP when casting Metal Arcana spells.
Requirements: Metal Arcana (Novice)
Spell Type: Enhancement MP Cost: 5
Casting Time: Major Action Target Number: 12
Test: Willpower (Self-Discipline) vs Spellpower
You twist and transmute metal equipment to make them more or less effective in combat. If you cast this spell on a foe's weapon they may negate the spell with a Willpower (Self-Discipline) test. If you cast this spell on a metal weapon you may make it deal 0). If you cast this on a suit of armor you increase or decrease the Armor Rating of the armor by half your Willpower. The GM may let you cast this on metal tools to make them masterwork or unsuitable for the job. This spell lasts until the end of the encounter, and you may only transmute a number of pieces of equipment equal to your Willpower at one time. Casting the spell on a piece of equipment when you are at your limit ends the effect on the earliest affected object.
Requirements: Metal Arcana (Novice)
Spell Type: MP Cost: 6
Casting Time: Major Action Target Number: varies
You can shape metal as if you had a forge ready. You can only cast this spell on unattened metals. You can affect up to 10 x Willpower pounds of metal, and may shape it into any reasonable form. For complex forms, like devices with moving parts, you may need to make
Requirements: Metal Arcana (Novice)
Spell Type: MP Cost:
Casting Time: Major Action Target Number: 1
Requirements: Metal Arcana (Novice)
Spell Type: MP Cost:
Casting Time: Major Action Target Number: 1