Fenris Punk | Spells

Spells | Details

Spells

Spells listed casting and durations are for if the character wants to use it during combat. Out of combat, role-playing becomes the primary factor.

The following spells have a number indicating the Mana required to cast. Any spell caster who does not meet the threshold has two options to temporarilty increase their Mana.

Mana or HP used in casting restore as usual unless indicated differently by the spell.

When the spell has a duration of Focus, that means the caster must maintain constant attention and still have the Mana requirement. There are some who can juggle their focus between two focus spells, but that requires great power. Otherwise still, most casters can drop their focus briefly to cast another spell, and then regain focus.

Variants are spells that have some kind of historical or magical relationship. Often, when learning a new spell, knowing any of its variants can make learning it easier.

Learning Spells

Leveling up does not necessarily or automatically give the magic user new spells. Instead, casters must study or observe what they learn.

Common Folk Magic

Most magic users will know how to cast these are common spells, even uneducated or inexperienced magic users.

Variants of these spells exist. These different versions might have alternate casting requirements or upcast rules.

The following spells are only a small list of all the Common Folk Magic spells.

Blast (1)

A magical blast of bright light travels from the caster to the target causing 1 damage. Blast can only be blocked by magic, eg another spell or some kind of magic item or armour.

For example, Alf currently has 2 Mana left. He upcasts Blast (3) at two targets, spending 1 HP, where one target takes 2 damage and the other takes 1 damage.

Burn (1)

Start a fire in a fireplace, campfire, candle, etc, given the fuel to burn such as dry wood and a supply of air.

Connect (1)

Telepathically connect to a target. Mentally communicate with a target or read the thoughts of a willing target.

Fix (1)

Repair a small break or tear in an object. This variant of the spell cannot be used on living tissue, but occassionally is used for non-living parts such as hair.

Freeze (1)

Drop the temperature of something to a low enough temperature that would usually freeze water. For example, causing a glass of water to become ice, given the surrounding temperature and pressure conditions would not completely prevent it.

Glow (1)

For example, turn an unlight branch into a heatless torch.

Heal (3)

Heal a target character other than the caster to restore HP equal to twice the current Mana of the caster.

For example, Fenrir spends one HP to upcast to Mana 4, healing 8 HP to Bif while they stand back-to-back in deadly combat with a horde of vampires!

Pluck (1)

Telekinetically move something small enough to fit in the hand, mouth, etc of the caster.

For example, Alf motions with his hands as if plucking an apple high up a tree. He later finds another apple twice as high. So he upcasts to 2 Mana to double his range.

Shield (1)

A magical shield of bright light blocks an incoming attack, reducing its effect by 1 damage.

Disciplined Sorcery

Typically only formarlly educated or experienced magic users will know the following spells.

Ammunition (3)

A small piece of material temporarily becomes an arrow, bolt, shot, bullet, cartridge, etc. The caster can essentially load rocks into a rifle. The ammunition must be small arms, solid, roughly the same size, and inert after it has been fired from its weapon.

Enchant Ring (5)

Add the effect of another spell either the caster or the co-caster to make a magic ring which can be used later by someone without Mana.

For example, Alf casts Enchant Ring and then Alf (or another caster) casts Light on a silver ring and gives it to Bif. The effect of casting Light does not happen, but instead is captured by the ring. Bif is not a caster, but can use the ring to cast Light once at a later time.

Hidden (3)

The target object or creature no larger than twice the size of the caster finds it easier to hide, taking the best of two rolls.

Mage Wind (3)

Bring forth a wind to set sail a small ship or tame a deadly storm to a roaring nuisance.

Power Interruption (5)

The caster can sacrifice their next turn to undo or prevent the effects of another caster, even if it is currently not the turn of either caster.

Psychokinesis (5)

For example, Alf thinks about plucking an apple high up a tree. He later finds another apple twice as high. So he upcasts to 6 Mana to double his range.

Resist Fate (3)

This is a weaker version of Twist of Fate that only allows for one replacement.

Sickness (4)

The target becomes sick, unless they save with a CON 10. At the beginning of each turn the target must save CON 10. On a fail they have the choice to either noisily vomit or lose 1 HP holding it back. When sick, if the target uses its maximum movement it becomes sick for an additional turn.

Legendary Rarities

Most people have heard of the following spells, but they are incredibly rare.

Call (10)

The caster receives aid from a higher being. This chaos spell always helps, but also always has some strange (side) effect. The effects are arbitrary, a decision made by the Ref. It might be a tree branch falling on an attacker's head, but it might also be that the caster turns into a magic spear who one of the other party members must wield against a dragon.

Goose (10)

The caster can turn into a goose. They can still talk and even fly a distance up to their character Speed or has high as they typically sit or stand. If they are harmed in any way they lose focus and return to their previous form without taking the damage.

Sickening Life (10)

Bring a nearly dead or dying creature back to life to HP equal the Mana used, but not more than half the target's max HP. This version of the spell does not restore other conditions such as missing body parts or curing sicknesses. It also does not work under water or in freefall. When the target comes back to life they are under the control of the caster for ten rounds of combat during which they first save CON 10 to resist sickness before the caster controls them. If they become sick they spend the first round wreching.