Arcane Magic

In the winds that flow across the world, rides the mystical energies, Magic, that mages use to create their wonders. These energies are woven together by mages to create an almost limitless amount of effects, from healing wounds, to raising the dead to summoning the souls of the dead. Its origin is a mystery. Some believe it to be the remaining potency of the song and dance of creation. Others say it’s the efflux of the souls of mortals, while some speculate it’s just another thing the Goddess of Creation made for her Mortal children.
So when a Mage attempts to conjure an Arcane spells he uses his will, body, soul and the magic around him to shape it. The easiest way to do this is to speak loudly and make exaggerated gestures and movements, all the while standing above a complex Ritual Symbol to aid him in gathering the magic needed. The Ritual also helps the mage keep his focus on the spell. Due to the complexity of Magic, most mages study their entire life to master these intricacies, perfecting the same words, gestures and Ritual Symbol over many long, hard years.

Core Rules
In order for a Mage to conjure a spell, a Mage must do two things. First he must prepare a ritual to focus the arcane energies and grant him additional concentration. It takes a full minute for each Mastery Level to create the Ritual Symbols. To make the ritual a mage needs something to draw the symbols with, usually chalk or charcoal. But a mage can just make the symbols in the ground if needed. There is usually no roll required to make the Symbols when a Mage has as much time as he needs, but being in a stressful situation should require a Spellcraft: Rituals / Intelligence roll. The TN for this roll is the Mastery Level of the Spell times five. Failure means the Ritual is flawed and must be corrected. Which takes a number of minutes equal to the amount that the Mage failed the roll. For example, if a mage failed his roll by seven, then it would take an additional seven minutes to fix the mistakes.

The second thing a mage must do to shape the magic in to the desired shape, thus creating his spell. This requires a number of minutes equal to the Spells Mastery Level times five and a successful Spellcraft: Rituals / Magic Roll. This result is compared to the spell’s TN, which is equal to 5 + 5 x the spell’s Mastery Level. This is the most common way to cast spells, but there are many other ways to conjure spells. These different ways are detailed under Different Arcane Practices.

Unfortunately a Mage can only cast a finite number of spells each day. A Mage has “Spell Points” equal to his current Magic Ring times five. To be able to cast a spell a mage must have an amount of Spell Points available equal to the spells Mastery Level. A spell of Mastery Level 5 would thusly requires a total of 5 Spell Points in order to be cast by the mage.

A mage who fails the Spell Casting Roll is still considered to have used the required Spell Points, as he drains magic from himself in order to conjure it. However, a mage who succeeds in the Spell Casting Roll but then is interrupted before the spell is completed (see below) will not lose any Spell Points.

Ritual Size & Limitations
A ritual must be of a certain size to properly work, around one and a half meter in diameter. Any smaller and the symbols in the Ritual becomes too small to have any effect. Large circles can be made, but if the mage doesn’t know how to work them properly they just become a wast of effort and time.
Each ritual is created specificity for one type of spell. And as such only spells that share at least one Keywords between them, can be conjured using that Ritual. The TN is also increased by 10 due to the difference between the original spell and the one being cast.
Casting Time
Very Fast – One complex Action Times half the Mastery Level rounded up.
Fast – One Complex Action times the Mastery Level
Normal – One minute times the Mastery Level
Slow – Ten minutes times the Mastery Level
Very Slow – 30 minutes times the Mastery Level
Extremly Slow – One hour times the Mastery Level

Recharging Spell Points
If a mage runs out of Spell Points then he can recharge them. This can be achieved ether by sleeping or resting for 8 hours, alternatively a mage can attempt to draw out additional magic from the air in order to refresh his Spell Points. If a mage wishes to do this he must make a pure Magic Ring roll against a TN of 15 to regain one Spell Point. He may call any number of raises and for every additional raise he calls, one additional slot is recharged. In combat this takes two full rounds to complete and follows the same rules for spell interruption. Every time a mage successful recharges, the TN for all mages present will increase by 5. The Magic in the area will return to normal after around one day resetting the recharge TN.

Some spells will have “Concentration" on their Duration description. This means the effects of the spell can be maintained as long as the mage continues to focus his energies upon them. Concentrating requires the expenditure of a Simple Action each Round. If a mage is unable to use a Simple Action to maintain the spell, its effects end immediately.

Distractions while in combat.
A mage who are attempting to complete a spell or is keeping a concentration spell going can be interrupted if they suffer damage or are significantly distracted during the casting process. Any Mage who suffers more Wounds than his Earth Ring while maintaining Concentration must immediately make a Willpower Roll (TN 20 + 5 per Mastery Level of the spell). A Mage who is distracted in some other way (such as by a shove or a loud noise) must make a Willpower Roll at TN 15. Failure in either case indicates he has lost concentration and the spell is lost, but the mage does not lose any of the Spell Points.

Dance & Song
One of the reason people speculate that Magic is the remains of the Song and Dance of creation, because how singing and dancing makes spell casting easier. If a mage has the Perform: Dance or Perform: Song skill he may add one or both ranks to his final Spell Casting roll. Unfortunately the caster loses the additional armour gained from his defence skill when calculating armour.

Acquiring or creating new spells
To create a new spell without the aid of a spellbook or a teacher that knows the desired spell, a character needs to make a Spellcraft & Intelligence (Spell Research) roll. The player need to roll over 10 + 10 * the Mastery Level to make the spell successfully. With the aid of a spellbook or mentor the TN is instead 10 + 5 * the Mastery Level. Regardless of how the character learns the spell he need to successful roll over the TN a number of times equal to the spells Mastery Level to learn it. He is allowed one these rolls every week when he studies at least a total of 48 hours in one week on one particular spell. The mage can divide these hours how ever he pleases, from eight hours each day for five days, six hours every day, twelve hours for forth days or any combination in between. A character can technically study for two days straight, but without aid they will suffer the effect of fatigue and any other penalties the Game Master considers fitting.

Studying while Travelling
Most mages stay in one place in order too maximize the amount of time have each day. Traveling is a possibility but it will cut in to a mage studying time, usually doubling the amount of time required. Riding on a horse would increase the time by half, this includes steering a carriage or cart. Riding in one, while somewhat difficult to study properly, it would not increase the time needed by more than 8 additional hours. On a proper road the time would not increase at all.

Spontaneous Spell casting
All Arcane spells, from the simplest to the most powerful, are the only Arcane energies woven in to specific form. This means that an especially skilled mage can, in theory, cast almost any spell (whether or not he has learned it) simply by weaving magic with sufficient skill. This process is known as “Spontaneous Spell casting”, and it uses the Spellcraft skill. To cast a spell Spontaneously a mage must roll Spellcraft / Magic, at a TN of 40 + 10 per Mastery Level of the spell. Spontaneous Spells are cast without rituals and follows the rules for casting spell without a Rituals. Most mages don’t cast spells spontaneously because the risk involved. The consequence of a spell going wrong can be beneficial but it is a rarity. If the mage fails to cast the spell he still lose half the Spell Points rounded up.
But when a mage casts a s4pell spontaneously and fails will suffer backlash from the wild energies. If a mage fails to cast a spell, he takes Wounds equal to the amount by which he failed. Spontaneous Spells that fail could also simply have their outcome change, healing spells do damage, a fire spell grants protection against flame instead of dealing damage and so on. The exact change is left to the Game Master.

Mancies and Arcane Schools

When mages talk about magic there’s two terms that they use often, Mancys and Arcane Schools or simply Schools.

Mancy is used to describe what form the magical energy is currently taking, be it Pyromancy or Chronomancy. When a Mancy is lacking or completely absent in an area a spells that require that type of magic will be harder, if not impossible to cast. It’s also used to to define the different forms that magic can take. Among the things a new mage learns is that each Mancys attract one another wile other repulse each other. The imports of this evident as Mancys that attract one another more commonly found together and are frequently used in the same spell. While Mancys that repel one another are more uncommon to find together, in a spell or the world at large. Each Mancy also has it’s own distinct colour and appearance. So each time a mage conjures a spell these colours are interwoven in to the effect of the spell, unless the mage imposes a colouration of his own in to the spell.

While Mancies are the state of magic and how it interact with itself. Arcane Schools are the results of mages attempting to categorise the different uses of magic. Using Creamancy and Terramancy to switch for example, dirt to metal or vice versa, would be classifies as Transmutation which falls under the Alteration School. A mage that throws around fireballs is using the Damage part of the Evocation School and a mage that is making wards to protect himself from something is using the Protection side of the Abjuration School. It’s very rare that all Arcane Schools are thought or even available in the same academy, more often than not every mage academy specializes in one of the Arcane Schools. And thus what they can teach to others can be limiting.

Aeromancy = Air Creamancy = Creation
The Mancy of air contains all things that has to do with winds, storms, hurricanes etc. The Mancy of Creation contains all things that has to do with Creating, Building something new and growth etc.
Colour: Light blue Colour: Various colours but always with a smoke like appearance.
Attract: Water and Fire Attract: Time, Life & Death
Repulse: Earth Repulse: Time, Life & Death
Pyromancy = Fire Necromancy = Death
The Mancy of fire contains all things that has to do with heat, warmth, fire, wildfires etc. The Mancy of Death contains all things that has to do with Death, decay, corpses, ending, rot etc.
Colour: Rich Red Colour: Black and Dark Red intermixed
Attract: Earth and Air Attract: Life, Time & Creation
Repulse: Water Repulse: Life, Time & Creation
Terramancy = Earth Chronomancy = Time
The Mancy of Earth contains all things that has to do with metal, wood, flora, stone etc. The Mancy of Time contains all things that has to do with the past, present and future etc.
Colour: Grey-Brown Colour: Very light grey
Attract: Water and Fire Attract: Creation, Life & Death
Repulse: Air Repulse: Creation, Life & Death
Aquamancy = Water Lumomancy = Light
The Mancy of Water contains all things that has to do with lakes, oceans, rain, hail etc. The Mancy of Light contains all things that has to do with truth, Day, seeing, sun, heat Etc.
Colour: Deep rich blue Colour: Brilliant Yellow
Attract: Air and Earth Attract: Restoration
Repulse: Fire Repulse: Corruption & Darkness
Caelumancy = Mist/Clouds Nivemancy = Restoration
The Mancy of Mist & Clouds contains all things that has to do with Clouds, mists, steam, breath etc. The Mancy of Restoration contains all things that has to do with Strengthening the body, returning something to its normal form, clearing the mind Etc.
Colour: Light Grey-Blue Colour: Warm saffron Orange
Attract: Fire and Water Attract: Light
Repulse: Air & Earth Repulse: Corruption, Death & Darkness
Cryomancy = Ice Umbramancy = Shadow
The Mancy of Ice contains all things that has to do with cold, frost, ice, snow etc. The Mancy of Shadows is the bastard child of light magic and darkness magic, it contains all things to do with half truths, illusions and things that are more or less than they appear etc.
Colour: Clear light blue Colour: Medium grey
Attract: Air and Water Attract: Darkness & Light
Repulse: Fire & Earth Repulse: Restoration & Corruption
Ignomancy = Electricity (Lightning) Noctomancy = Darkness
The Mancy of Lightning contains all things that has to do with Thunder, lightning, Thunder storms etc. The Mancy of Darkness contains all things that has to do with Nights, lack of vision, lies, the moon, cold etc..
Colour: Purple Colour: Dark violet
Attract: Air and Earth Attract: Corruption
Repulse: Fire & Water Repulse: Light & Restoration
Vitamancy = Life Curromancy = Corruption
The Mancy of Life contains all things that has to do with Healing, growth, living things, birth etc. The Mancy of Corruption contains all things that has to do with weakening the body, being less than what you are now, Entropy, changing something in to something else etc.
Colour: Rich green Colour: Various colours but they always appear drained.
Attract: Death, Time & Creation Attract: Darkness
Repulse: Death, Time & Creation Repulse: Light & Restoration


Those that study the Abjuration School specializes in magical protection, completely cancelling something and knowledge how to interfere with other magical effects, in a positive or negative manner.

Those that learn the art of Protection come to understand how to make Wards that can protect a single individual to an entire area. All types Mancys are used by the protection part of the Abjuration school.

Those that come to understand the Cancelling Part of Abjuration study Curromancy regardless of what other Mancys they may learn. They commonly use it to stop other spell caster from invoking there spells. Skilled Cancellers can even banish spirits, elementals, fae, ghosts or Outsiders.

Those few that research the use of interference spells can remove the positive or negative effects from a target or increase the effect instead. Curromancy, Nivemancy, Vitamancy and Necromancy are common Mancys used within the Interference part of abjuration.

The Alteration school is the study of change through arcane means, be it permanent or temporary. Whether it be flesh or a inanimate.

Most who utilizing the Alteration School often used the Polymorph part of it. Polymorph only allows for temporary changes, ether with Noctomancy, Umbramancy or Lumomancy to change something through illusion, other’s shift flesh with the use of Curromancy, Vitamancy and Creamancy.

The art of Fleshcraft is the permanent change of the physical form of a living or dead beings, a process rarely without pain. Those that studies the art utilises the Mancys of Life, Death, Creation, Restoration and Corruption.

Act of changing one object to another is an old pursuit, be it iron to gold or something more creative. This is the Transmutation part of the Alteration school. The elemental Mancys are used alongside Creamancy when casting a transmutation spell.

One of the most iconic images people have of mages is one summoning forth an animal or some infernal fiend. This is the school of Conjuration, the art to call or conjure beings to the Arcane users aid. Be they magical or mundane.

Taking the same name as the school, Conjuration is the act of calling forth Fae, Elementals, Spirits, Souls, beings from The Broken Realm or even Outsiders. Most conjurers also study the protection part of the abjuration school to avoid a painful death. Creamancy, Aeromancy, Pyromancy, Terramancy, Aquamancy, Caelumancy, Cryomancy, Ignomancy, Umbramancy and Noctomancy are common Mancys used for the conjuration school

Second most used part of the Conjuration school, the Summoning side is used to bring forth things not native to the area. Regardless if there mundane or magical. This element of the Conjuration School utilizes the Mancys of creation, light, shadow, darkness, air, earth, fire or water.

The least used part of the school is the calling discipline. Rather than bringing forth a being, the mage calls a creature native to the area. Most calling spells are unreliable, usually pulling the closest animal, more often than not it’s small game or something else equally useless. The Mancys of Light, Shadow, Darkness and Life are used in the calling discipline.

Of all the Schools Divination is the most closely associated with civilization. Used by Law-Mages to enforce justice and order, to mages projecting there voice hundreds of miles to communicate. But also used by less law abiding people. Burglars using the Detection discipline to avoid guards, Blackmailers using Read spells to edit contracts and more.

Of all the parts of Divination one can learn, Detection is the most widely used. Utilized to find people or objects in close proximity to the magic user. The Detection discipline uses the Mancys of Light, Life, Death and Earth.

Knowledge is power, it is a common expression among mages. Nor can anyone deny that mages who are skilled in the Identify discipline are always well informed. Be it about people, objects or locations, the mage is always well informed. The Identify discipline utilizes the Mancy of Time most often, but any Mancy could be used. For example, earth can be used to identify metals, life to gain knowledge on animals and so on.
Used equally among Law-mages and unscrupulous wizard, the Read discipline allows the user to understand any language. Be it written or spoken, it grants the mage temporary understanding of that language. The Read discipline uses the Mancys of Life, Creation, Corruption and Air.

Scrying is what most people think of when mentioning the Divination School. Many mages consider it an art, of course most common folk just consider it a invasion of privacy. Regardless if it’s used to for legal or illegal actions. The ability to locate and view objects, people or places far beyond ones current location is of immense value. Scrying uses the Mancys of Air, life, death, light and water.

Who can say how many ambushes, betrayals and coups have bin stopped by the use of the Telepathy discipline. The ability to speak across great distances is valued by lawmen, law breakers and generals alike. Telepathy uses the Mancys of Air and light.

Enchantment spells are used to alter the state of people or objects, for the better or worse. Be it cursing an object or empower a person in some way.

Used by both the lawful and lawless to control the mind of both mortals and beasts. The Charm discipline is the most commonly used discipline in the school enchantment. Charm spells allows mages to control the enchanted party. While affected the target will obey all commands that the mage gives them, executing them happily and willingly. Most targets break free if they are forced to go against ingrained beliefs, tasks that would hurt their family or friends. If the order is suicidal then only the strongest magic can keep them from breaking free. The Mancys used to weave charm spells always include Corruption magic, but darkness or shadow magic is also often used.

While Charm spells are used to take direct control, Compulsion spells are like a constant tugging to do or act a certain way. Spells of this discipline affect people and animals much the same way as a Compulsive behavior. While targets of Compulsion spells may ignored the demand placed on them, few are mentally strong enough too do so. Those that practice the use of Compulsion magic use the Curromancy to bring forth old compulsions or Creamancy to create entirely new ones.

Often the domain of Witches and Hexers, curse spells are used to weaken a person, object or place. Be it for a short time, during certain tasks or actions or for the rest of eternity. Some who practice the Curse discipline weave such well crafted curses that they are carried trough the target’s bloodline for generations. Regardless of what other Mancys are used in the curse, the mage always uses some amount of Corruption magic. Those that wishes for their curse to last also use Chronomancy alongside Curromancy.

Practised by mages who wishes to aid others, be they travelling companions or people in need. The Blessings discipline is the art of granting aid to others or one self, be it in the form of healing wounds, enhancing one’s physical might or combat prowess. Mages that studies this discipline are ether praised by the community’s they aid or spoken badly of, because of the high prices they charge for their services. Regardless of how a mage uses their magical powers, they always use some combination of Vitamancy, Creamancy, Chronomancy or Nivemancy.

The School of Evocation comprises of the Destruction Discipline, the ability of calling forth raging flames, sharp ice spikes or piercing light. The other side of the Evocation school is the Vulnerability Discipline, weakening one’s foe against the many different Mancys or the Elements of nature.

The Destruction Discipline is perhaps the simplest and most commonly practices Discipline, be it to call lightning from the mages fingers or throw around fire balls. The discipline of Destruction uses the Mancys of Air, Fire, Earth, Water, Mist, Ice, Lightning, Darkness, Shadow, Time, Death and Light.

A mage that wishes to make his enemy’s weak willed, fearful or reduce their resistance to a certain type of damage will use the Weakness Discipline. Regardless of the spells effect, all spells that weaken someone will include Curromancy. The other Mancys will wary depending on the spells effect, but all of them can be used.

The Illusion school is the study of creating fake sensations, such as sound or touch. It also encompasses the creation of false feelings and altering the way some one sees the world through arcane means.

At the core of the Illusion School sits the Figment Discipline. The knowledge of how to create fake Images, sounds, smells and so on. Spells of this Discipline often use the Mancys of Darkness, Shadows, Creation and Light.

Most people see little difference between Glamer spells and Figment spells. But there is one small difference, Glamer targets a person or creature, Figment spells do not. Glamer spells are used to make a person invisible, change a persons appearance, create false emotions or create the feeling of spiders crawling on ones skin. Glamer spells often uses the Mancys of Corruption, Creation, Light, Shadow or Darkness.

Pattern spells create short lived mental images that can confuse, entertain, startle, bemuse or terrify there target. Some Pattern inflict headaches, some even scare there target in to the grave. Most common Mancys for Pattern spells are Corruption, Creation, Light or Darkness.

Used to create hallucinations, both pleasant and horrible. Phantasm spells are often found in opium dens or houses of pleasure. Allowing the high end clientele to indulgence themselves without the risk of addiction. While most Phantasm spells are created to take the edge of the day, they can just as easily be used to torture or psychology hurt someone. Be they for the rich or poor, Phantasm spells uses the Mancys of Corruption, Creation, Death, Light or Darkness.

Arcane Practices

The rules above are the most basic way a person can utilize magic. But there are many different ways to cast spells, from the binding chains gained form Magical Pacts, to the empowering ritual of Warlocks or the gory potency gained from Blood Magic. Every practice has there own spin on the core rules of Arcane Magic, making Arcane magic more varied and unique.

Blood Magic

Is the skill of siphoning life force from blood of living beings. Naturally it’s a hot topic among mages, some say it’s a dark art that should be forbidden to ever be used, while others say its just another sorts of power for their spells, the truth on the other hand lies in between. The way of using Blood Magic relies on the blood of creatures or mortals. Using ones own blood or a willing subject is considered a noble sacrifice, while using the blood that has recently been spilled, without your doing is however considered a neutral act. But forcing the blood out of an opponent or worse a living being on your own side or a spectator, be it man or animal is considered a truly evil act.

Learning Blood Magic
Blood Magic is forbidden in some places, but in most places it is simply highly taboo. In places where it is illegal the Blood Mage can expect to be either executed (usually in a fairly painful manner such as Quartering or The Wheel), exiled or if the area has strict laws of usage they may be mutilated; most commonly the removal of the tongue or having their hands crushed. In places where it is taboo the mage can expect to be shunned or if he is unlucky getting lynched. There are a number of ways in which characters may learn the art of Blood Magic. They may discover an ancient scroll, hidden in a library or taught in a more open minded mage tower. They may encounter a teacher who tempts them with the secrets of Blood Magic. A band of Blood Mages may try to recruit them. All of these methods of learning Blood Magic represent specific events which can happen to a character.

Using Blood Magic
Like normal act of casting spell a Blood Mage must beat a TN to cast a spell, the TN is equal to 5 plus (5 x Mastery Rank of the spell). However, the basic Spell Casting Roll for Blood Magic is Spellcraft: Blood Magic / Intelligence, instead of Spellcraft / Magic. This means anyone who can learn the more simple incantations required to use Blood Magic and cast a spell. Rituals aren’t needed when a person is using Blood Magic to cast a spell.
A mage must still study in order to learn new spells, but thanks to the power in the blood they don’t need to be as precise when it comes to the words and gestures. The TN that the Blood Mage needs to beat in order to learn a new spell is 5 +5 * the mastery level instead of 10 + 10 * the mastery level.

They will also require a ready supply of blood while learning the new spell. One medium sized creature will be required each week multiplied by the spells mastery level. For example if a Blood Mage wishes to learn a level two spell he will need two medium sized creature (for example a sheep would count as a medium creature while a cow would count as a large creature and thus give two points) each week that he studies. Mortals counts as one more when calculating how many bodies the Blood Mage will need. So if the Blood Mage in question substituted the sheep with a mortal then he would only need one each week. If not already apparent these creatures will be killed in order for the Blood Mage to learn there spell.

Blood Magic has its own additional costs listed below.

  • Blood, the blood of a living creature, must be spilled to in order to power the spell. The caster must spill blood (in Wounds) equal to twice the Mastery Rank of the spell he is casting. Thus, a Mastery level 1 spell requires 2 Wounds of blood. Note that the caster need not spill his own blood! Many experienced Blood Mages make a point of surrounding themselves with servants, animals, or other “allies” who can be wounded or killed to power spells as needed.
  • The blood must be spilled whether or not the Spell Casting Roll succeeds. However, the flip side of this requirement for blood is that spilling more blood will produce a better effects. A Blood Mage gains a Free Raise on his Spell Casting Roll for every additional amount of blood, equal to the required amount, which he spills. Thus, for a Mastery 1 spell, the caster gets a Free Raise for every additional 2 Wounds of blood he spills.

Spilling Others’ Blood
When a mage spills blood to cast a spell using Blood Magic, he has the ability to take that blood from another person rather than himself. Naturally, some Blood Mages are quite ruthless and will not hesitate to wound someone else to power their magic. Wounding someone else to cast a spell can only be done if the target is cooperating (a cultist, animal or other minion) or helpless. Examples of helpless targets would include someone who is tied up, unconscious or sleeping, or Stunned. Actually attacking someone to get blood to power the spell is impossible, since casting the spell is already a Complex Action.
Combining Blood Magic and other forms of Magic

Most mages who starts using Blood Magic, are already familiar with some other form of Arcane Magic and use it as an additional power source when casting their spells. When a mage is casting an arcane spell and they have the Spellcraft: Blood Magic skill, then they may utilize the free raises as described above if they spill blood as part of casting the spell. But they don’t need to worry about dealing enough wounds to be allowed to cast their spell. However they are limited in the number of free raises they can gain, the maximum number of free raises a user can gain from Blood Magic is twice his Spellcraft: Blood Magic rank.


To understand the way Magic works and behaves, one needs to dedicate years of once life to the pursuit. But there is another way, a simpler way to learn magic. One where no time is wasted on learning complex ritual circles and proper hand motions. One instead makes Pacts with one or more Nature Beings instead.

Making a Pact with a Nature Being is a good opportunity for some role playing. As they haggle about the what the payment will be and what the character gets in return. When the Pact is made the character can cast the chosen spells as if he was a Sorcerer (see the rules for Sorcerers).

It’s worth noting that the Spells that the Nature Being can give can’t go outside their area of influence. For example, a Fae of the woods couldn’t grant any spells with the Fire Keyword for example.

The character losses all access to the spells gained form the pact if he breaks the contract.

As the weakest of the three types of Nature Beings, spirits can only give a character low level spells. Mastery Level of three or lower. But on the upside a majority of spirits are happy with simply feeding from the characters own magical energies. As such a spirit takes a number of Spell Points equal to it’s own Magic Ring each day, for every spell the character has access to.

Spirits tend to make little fuss when a Pact end, unless it’s displeased with the character. Then the Spirit will torment the character until it forgets why.

Due to their status as the weakest Nature Being, spirits must be near the character to give them access to their power and get their payment. This dose not mean that the Spirit becomes glued to the character, it could take it’s payment at midday and then disappear until it’s time to pay again. Most Spirits end up as Familiars (See the Familiar rules) because of this. Others become annoying hangers on that the character has to deal with.

Of the three types of the Nature Beings, Fae are the most dangerous. Most being capricious and with little care for the lives of mortals. They regardless are the most willing to make Pacts, giving any that try to convince them make a pact a free raise. The power of Fae varies greatly. Some are weaker than some spirits, others are so powerful that their reach stretches across the entire world.

A Fae can grant any spell with a Mastery Level equal to or lower than it’s Magic ring. The payment for these spells can be eccentric to say the least. Anything from “All your tears that you cry in sadness” to “Your first born Bastard”. Game master are encourage to be creative when coming up with the payment that the Fae demands. Even not telling the character what the Fae will take as payment, if they are having a hard time coming up with something on the spot.

Fae are very vengeful if their tricked out of their payment. Any character that is able to avoid paying his debt, gains the Bad Fortune: Fae Nemesis Disadvantage with out any Exp in return for as long as they don’t pay up.

Of the three Elementals are the Nature being with the most limited powers, Earth Elementals can only grant spells with the Keyword Earth, Fire Elementals can only grant spells that has the Fire Keyword and so on. And just as Fae, they can’t grant any spell what has a Mastery Level higher than their Magic Ring.

In stark contrast to the payment of Fae, what Elementals demand is often very straight forward. “Do not use any tool made with wood”, “Unblock any clogged river or stream that you encounter.” “Scar yourself each morning with fire” and so on.

Unlike the other two types of Nature Beings, Elementals are very tight knit and they will react poorly to anyone that has broken a pact with a Elemental of the same type. Exactly how is left to the Game Master decision.

Not Just Spells
While the rules here detail the way to make Pact to gain accsess to spells. There is nothing from stopping a Character from seeking out a Nature Being for something entirerly diffrent. Be it a increase in Traits, removal of a Disadvantage, a way to learn Spells. The possibilities are almost endless.


Where the Core Rules of casting magic depicts it through preparation, repetition and and hard studies. Witchcraft is magic thou symbols, conviction and representation. When practising Witchcraft the mage needs to have Components with him in order to successfully cast it. These components must have some connection to the spell he wishes to cast. For example, an object with the a rune of protection on it would allow the mage to cast a spell that would protect him.

What type of Components a spell needs are entirely up to the Mage, as it’s a question of what they represent, mean and symbolise to him. The Game Master has final say in what could be used as a Component, for no matter how much a Player insists that his character associates sand with water, he can’t use the sand to cast a water spell. A mage that lacks their Components is unable to cast Witchcraft spells.

Spells cast using Spellcraft: Witchcraft has a Fast Casting Time, requires no Ritual symbols and the TN is the spells Mastery Level *5 + 10. The Components that is used for the spell are destroyed in the casting proses if the mage succeeds on his Spellcraft: Witchcraft roll. Witchcraft follows all the basic rules for Spell Points and raises.

A mage can protect his Components from the destruction by infusing them with a small amount of his own magical energies. A Mage that wishes to do this must do a short ritual, ten minutes, transferring a small amount of the mages magic to the object.
A mage can imbue any number of Components with magic, but at a certain point Game Masters should force the mage to make a Trait Roll of his the Game Masters choosing, too remember or pick the right Component is used for which spell. Having twenty or more similar Components can only result in picking the wrong one once or twice. If the mage fails this Trait Roll he picks the wrong Component and can’t cast the spell.

Learning and creating new spells for Witchcraft is a much quicker affair than normal spells. A mage only needs to study for a number of hours equal to the Spell Mastery Level times two in order to learn it. Of course the mage also needs to spend the Mastery level in silver coins, representing the mage buying things to use when casting.

Note that spells learnt with Witchcraft can’t be used with any other Arcane Practices, unless the mage relearns them. Of course due to already knowing how the spell works some what, the mage uses the TN for having a mentor or spell book.

Lastly, any spell cast with Spellcraft: Witchcraft halves the Range, AoE and effect of the spell rounded up. This is done before the spell is cast. A Mage can counter these reductions by having extra Components. Each additional Component lets the mage use the original rules for the spell. These Components are always consumed, even those that have been infused with the mages own magic, when the spell is successfully conjured.
The duration of Witchcraft Spells are much longer than normal, increase the spells Duration by three time unites. For example, if a spell would last four minutes normally. As a Witchcraft spell it would last four weeks instead. The increase in time unites can’t go beyond months.

Time Unites
Rounds > Minutes > Hours > Days >Weeks > Month


Bursting with magical energies, a sorcerer is a individual with so much magic in him that he can cast spells with out years of studies. One can often tell that a person is a sorcerer by his body alone. Those with high concentrations of magic in their bodies often display unnatural features. Anything from glowing eyes, hair in unnatural colours, a constant breeze around them or their skin colour is slightly off. There’s no real limit except that it can’t have a mechanical effect.

The biggest effect of being a sorcerer is the ability to conjure spells with out the required training. A sorcerer gets a number of Arcane Points that he can use to purchase spells with. The number of Arcane Points changes as the Sorcerer increases his Magic Ring giving him the chance to buy more or higher level spells.

To determine the amount of Arcane Points a Sorcerer has available he multiplying his Magic Ring by two for every Magic Ring Rank. For example, a new sorcerer with a Magic Ring of 2 would have 6 Arcane Points (Magic Ring Rank 1 * 2 + Magic Ring Rank 2 * 2 = 2 + 4 = 6).

When the sorcerer increase his Magic Ring he gains additional Arcane Points equal to the new Magic Ring Rank Times two.

Spells cost a number of Arcane Points equal to the spells mastery level. Spells that go over the sorcerers Magic Ring cost more. The additional cost is the difference between the sorcerers Magic Ring at the time of purchase and the spell that they want to acquire. For example, Sorcerer with a magic rank of 4 wants to acquire a level 6 spell. The cost for that spell would be 8 points. 6 points for the level 6 spell and an additional 2 points for the difference between the sorcerers current magic rank and that of the spells (6-4 = 2 + 6 = 8). The additional cost for the higher spell is returned once the sorcerer reaches that spells mastery level.

When a spell has bin purchased it can only refunded when the sorcerer purchase a new rank in the Magic Ring. A mage can refund any number of spells during this time.
Spells purchased with Arcane Points only take one complex action to cast, regardless of mastery level. Butt the Sorcerer can’t call any raise.

Arcane Extension

Unlike Practices, Extensions is not a way of using magic. But a way to allow a mage to be more efficient in his craft, from Foci that allow for greater focus when conjuring spells to storing magic within gems. As such Extensions can be used along side the various ways one practices Magic.

Large Rituals

These rules are a extension on the existing core rules for arcane magic. Allowing a mage to augment the effect of his spells at the cost of an increased casting time and much more sizeable ritual.

Too make a expanded Ritual a mage spends ten minutes times the Spells Mastery Level preparing the the Ritual Symbols. Once this is done a mage can deciding what Casting Time he wants to have. Before increasing the casting time a mage must first work out his normal casting time, this includes reduces in the casting time gained from any other source, such as Foci’s. Once done the mage can cast his spell.

Each time the Casting Time is increased, the final effect of the spell is enhanced by 25% after the bonus gained from Raises, rounded up. This includes the Range, AoE and Duration. If the AoE is one target, change it to a number of targets equal to the casters Magic Ring.
If the spells Casting Time becomes Slow, Very Slow or Extremely slow, then the mage need to make a Earth Ring Roll every time interval against a TN of 20 or fail the spell due to mental distractions or fatigue.

Additional mages can join to increase the power of the spell even further. If additional mages join the Ritual, one must be declared the Ritual Leader. It’s from the Ritual Leader that the spell originates, it’s also the ritual leader that declarers raises and chooses the target or targets of the spell.

Each additional mage enhances the final spell by an additional 10%. But if they fail the Earth Ring Roll for a Slow, Very Slow or Extremely slow Casting Roll, then the additional 10% they would have given the spell is lost, the mage can’t rejoin the Ritual. If the Ritual Leader fails the Earth Roll then the ritual fails and they must restart the casting.


(Usable along side the Basic rules, Large Rituals, Blood Magic and Witchcraft)

Of all the ways to make the conjuring of magic easier in the world, the use of Foci are the most common and wide spread. Foci are objects, most commonly a wand or staff as they are the most effective, is a tool used to focus the mages power allowing the him to cast a spell without the use of a Ritual, reducing the difficulty of conjuring the spell or reducing the time required to form the Arcane Energies. It goes without saying that a mage must hold his Foci properly to access these bonuses.

To make one the mage in question needs to find a object that they want to make a Foci. After obtaining an suitable object, the mage must spend at least thirty minutes bonding with the future Foci. The mage can spend any amount of additional half hours to decrees the TN by 5 for every additional half hour, but for every additional half hour that the mage spends bonding he will needs to make a pure earth ring roll against a TN 20 or fail to properly bond with the Foci, needing to start over.

At the end the mage makes a pure Magic Ring roll against a TN of 20. If the mage succeeds then the mage gets to pick one Foci specific enchantment from the list below, if the Foci is a wand or staff he receives one additional point for free. For every raise the mage get to pick one more enchantment to empower his foci, some enchantment can be picked multiple times. The ritual cannot be preform again once the magic is imbued in to the object.

A mage can’t use a Foci he hasn’t bonded with. So if he acquires a premade Foci he then needs to bond with it, by spending the same amount of time that was used to create it.

Foci Enchantments
Quickened Conjuring (Maximum of two ranks)
A Foci with this enchantment allows the mage to reduce the casting time of all his spells by one rank, see the Casting Time table, down to a the Very Fast Casting Time.

Easy Shaping (Pick one Magic Keyword)
With this Enchantment a mage can more easily shape his spells in to the desired form. For each rank a Foci has in this Enchantment reduce the TN of all spells with that Keyword by 5, down to a minimum of 10.

Empowered Spells (Pick one Magic Keyword)
All mages want their spells to be more powerful and more effective. Foci with this Enchantment gives the Mage one free raise for each rank towards additional effects when casting a spell with the chosen Keyword.

Reduced Resources
A good mage is a mage that uses as little magic as possible to cast his spells and a Foci with this Enchantment aids him in doing so. For each rank in this Enchantment reduce the required amount of Spell Points needed for a spell by one, down to a minimum of one.

No Ritual (Counts as two enchantments)
Few mages enjoy the constant creation and unending scrawling of rituals they must do. This enchantment fixes that, allowing the mage to cast his spells without the need of a Ritual. The casting time still remains the same.


(Usable along side the Basic rules, Blood Magic and Witchcraft)

Almost as commonly used as Foci, Gemstones are regardless a staple among magic users as they can be used to store excess Magical Energies for later use.

In order to store a Spell Point for later use a mage must have at least one available Spell Point. The mage must have the Gemstone touching him in order to transfer or retrieve his Magical energies from himself to the stone. This takes one complex action for each Spell Point that is being stored away. Sadly Gemstones can’t hold a unlimited amount of magic, commonly three or four Slots per gem.

To retrieve these Spell Points all a person has to is once again be in physical contact with the Gemstone and spending one Complex Action focusing. Any number of Spell Points can be retrieved at once, but these additional Spell Points can’t be used to go beyond a Mages maximum amount of Spell Points. Stored Spells can only be drawn out of the Gemstone by the mage that placed them there.


(Usable along side the Basic rules, Blood Magic and Witchcraft)

Originating form war-mages that needed large amount of power in those demanding times. These mages devised the Warlock Ritual, a way to temporarily increase their internal magic to almost dangerous amounts. This ritual needs a good amount of time to prepare, but the effect lasts for weeks once it’s completed.

The Ritual needs one hour of work to be finished for each mage participating in the Ritual itself and will occupy a flat area of at least five meters. Once all the preparations have bin done, the mages must spend one hour gathering the needed arcane energies from the area around them. Once the hour is over every participating mage makes a Spellcraft: Ritual/ Witchcraft/Blood Magic / Magic Roll Against a TN of 30. If successful then the mages Magic Ring and the multiplier for how many Spell Points he gets will count as one higher than it actually is, for every additional 5 over the base TN the ring and Spell Point multiplier will increase with one additional rank. This increase of magical power lasts for a number of weeks equal to the mage rank in Spellcraft: Warlock plus one additional week for every 10 over the base TN. The magic rank can’t go higher than 10. The Spell Point multiplier has no limit.

This power do not come without it’s dangers, each newly made Warlock must make a earth roll needed against 10 + 5 * the number of additional Magic Ring ranks increase. If the Warlock fails the Earth Roll is unable to contain the magical power and it is released and the Warlock fills an equal number of wound ranks as the additional Magic Ring rank, this damage heals as normal. But leaves scars around his eyes, mouth, ears and nostrils as the magical energy burns him during its escape, giving him the Disturbing Continence (Warlock Scars) without any additional experience points.

During these weeks the Warlock will emit an very powerful aura around him, the exact nature is decided between the GM and the player. But it could be a viable aura, glowing eyes, hair colour changes and so forth. But this is a obvious mark of a Warlock.

Depleted Magic
The Warlock ritual tends to deplete a large area of magic for a while. If it was successfully of course. Thus in an area where a Warlock Ritual took place a mage can’t recharge his Spell Points for a number of days equal to the number of Warlocks that participate in the Ritual.


Enchanting is the art of infusing magic permanently within a mundane object, whether it be to increase the chance that a sword strikes true, or to have a tea pot that boils water without the need of a fire.

The character must first inscribe a Pattern in his chosen item, the Pattern acts as a anchoring point allowing the magic to merge properly with the item.

Creating a Pattern
There’s two ways to create a Pattern. The first is to have a craftsman include it when creating the object. Or add it to a already finished piece. A object with a Pattern in it counts as a Excellent Quality when calculating the cost using the crafting rules.

The other way is for the Mage to make the Pattern themselves using magic. Patterns made with magic are usually referred to as Runes. Both ways will have the same end result the same way, but a Pattern made with magic already has a natural affinity to the arcane and thus are more easily to enchant.

Too create a Pattern or Runes using magic the mage must make a Cumulative Spellcraft: Enchanting (Pattern) / Magic roll against a total TN of all Enchantment Spell the Mage wants to be placed into the object. The Mage is allowed a roll each day he works at least eight hours and he must roll above ten in order to make any progress. For each Raise called during these Rolls the Mage gets a Free Raises for the Binding roll.

Learning New Enchantment Spells
When a Mage wants to aquires Enchantment spells. He does it in the same manner as when he learns or creates normal spells.

Binding the Magic
When the Pattern is made the Mage must choose how to bind the magic and what Enchantment Spell to use. Enchantment Spells follow all the normal rules when it comes to learning them. He can spend time a gathering magic from the area around him or use his own internal storage.

If a character uses his own magic, then he spends a number of Spell Points equal to twice the Enchantment Spells Mastery Level and rolls a Spellcraft: Enchanting (Binding) / Magic Roll against a TN of 5 + 5 x the Enchantment Spells Mastery Level, the mage does this for each Enchantment Spell he wants to enchant the object with. If the Mage succeeds on the roll then the object is enchanted. Failure means that they need to repeat the process because the magic somehow escaped the Pattern. Due to the exhausting nature of using ones own magic, if the roll is a success then the mage is unable to recover the Spell Points used for the Enchantment Spell for a number of days equal to the Mastery Level of the Enchantment Spells .

The other way is to spend the TN of the Enchantment in minutes gathering the needed magic. If the Mage is violently interrupted, someone attacking the Mage for example, then the Mage must gather the magic again as he’s unable to hold on to the magic. Other forms of interruptions, such as some one addressing them should not break their concentration. This way follow the same rules when spending Spell Points.

Enchantment Types
Two types of enchantments Passive enchantments and Active enchantments, Passive enchantments are always Active, where as Active enchantments must as the name suggest be Activated, be it by a Activation word or a gesture. Active a enchantment is a complex action.

A person can only have one magical object on them before the objects magical aura starts to interfere with each other, rings are the only exception to this rule. There are 13 different places where a person can wear and use magical items. Arms, armour and shields, in additional to these 10 below.

  • Belt: This slot consists of belts and other items that can be worn around the waist. Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.
  • Chest: This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest. Eyes: This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.
  • Feet: This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.
  • Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands.
  • Head: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.
  • Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
  • Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
  • Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
  • Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
  • Ring: A character can wear a total of four rings on both hands with out penalties. Wearing any more will reduced the effect. Wearing an additional ring reduces all the rings effect by 25%, thus wearing a total of eight rings will reduce the effect of all rings by 100%.

Enchantments Through Deeds
Items can also spontaneously be enchanted. How these it-ems “wakes up” varies, some awaken after many years of active use. Having been saturated with large amount of magic and perhaps a renown of it’s own over such a long time.

Other items can “awaken” under immense stress, when emotions are high, if powerful magic is in the air, it’s a live or die situation or a combination of thereof. A shield blocking the burning breath of a dragon, a sword struck by lightning or armour hit by something that should bend it like paper.

The magical qualities gained when the item wakes will varies greatly from item to item, some are weak and one use in nature, others become incredibly powerful artefacts.

Rules wise, it’s entirely up to the Game Master whether an item actually wakes up, how powerful it is and what qualities it possesses. Or if he even want to use this rule.

Weapon Enchantments

  • Adaptive
  • Mastery Rank: Magic 6 (Life)
  • Type: Passive
  • Raises: None
    This ability can only be placed on any composite bow. An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength rank, allowing him to do more damage.
  • Allying
  • Mastery Rank: Magic 6 (Corruption, Restoration)
  • Type: Active
  • Raises: None
    An allying weapon allows the wielder to transfer some or all of the weapon’s enhancements to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancements. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancements from the allying weapon does not stack with the enhancements on the ally’s weapon (if any).
  • Agile
  • Mastery Rank: Magic 7 (Life, Restoration)
  • Type: Passive
  • Raises: None
    This enhancement can only be placed on a melee weapon which is usable with the medium size or smaller. Agile weapons are unusually well balanced and responsive. The wielder may use his reflex ring instead of strength to damage rolls with the weapon.
  • Bane
  • Mastery Rank: Magic 6 (Life)
  • Type: Passive
  • Raises: None
    A bane weapon excels against certain foes, when this enchantment is put into an weapon you must choose a type of enemy, Humans, orc’s etc. Against a designated foe, the weapon’s gives the wielder a 1k1 on rolls to hit and to wound.
  • Brilliant Light
  • Mastery Rank: Magic 7 (Light)
  • Type: Passive
  • Raises: None
    This property can only be applied to melee weapons, thrown weapons, and ammunition. A brilliant light weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores non-living matter. Armour TN and Reduction (including any enhancement bonuses to the Armour) do not count against it because the weapon passes through Armour. A brilliant weapon cannot harm undead, constructs and objects.
  • Called
  • Mastery Rank: Magic 6 (Air)
  • Type: Active
  • Raises: None
    A called weapon can be returned to the wielder’s hand as a Free action, even if the weapon is in the possession of another creature. This ability has a maximum range of 15 M, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a persons possession for at least 24 hours for this ability to function.
  • Cunning
  • Mastery Rank: Magic 7 (Life, Corruption)
  • Type: Passive
  • Raises: None
    The cunning special ability allows a weapon to find chinks in a foe’s defenses using the wielder’s knowledge of the target. Whenever the weapon’s attack roll has an exploding dice you may roll two d10 for the next dices rolled and keep the better result.
  • Countering
  • Mastery Rank: Magic 6 (Earth, Restoration)
  • Type: Passive
  • Raises: None
    A countering weapon gives its wielder a +5 Armour TN bonus against disarm, knockdown and Feint manoeuvres.
  • Courageous
  • Mastery Rank: Magic 6 (Restoration)
  • Type: Passive
  • Raises: None
    This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a willpower bonus of 2k2 against fear and intimidation. In addition, any other willpower bonus added gives the wielder an additional 1k1 bonus.
  • Dancing
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: None
    This special ability can only be added to a melee weapon. A Dancing weapon allows the wielder to use his preform: dance skill instead for the normal weapon skill. If the wielder already have the weapons skill he can instead add his preform: dance to the final result.
  • Defending
  • Mastery Rank: Magic 6 (Restoration, Earth)
  • Type: Passive
  • Raises: None
    A defending weapon allows the wielder to add +10 to their Armour TN when in defence and full defence stance.
  • Distance
  • Mastery Rank: Magic 6 (Air)
  • Type: Active
  • Raises: None
    This special ability can only be placed on a ranged weapon. A distance weapon has double the range the weapon can shoot with out penalties.
  • Dispelling
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: None
    A dispelling weapon will remove one temporary Arcane bonuses of the wielders choice for every successful hit. The bonus returns when the skirmish ends, unless the the duration has ended.
  • Dispelling burst
  • Mastery Rank: Magic 9
  • Type: Active
  • Raises: None
    A dispelling burst weapon functions like a dispelling weapon but effects a area of 2 M.
  • Duelling
  • Mastery Rank: Magic 6 (Air)
  • Type: Passive
  • Raises: None
    Can only be placed on a melee weapon. A dueling weapon grants the wielder 1k1 on all rolls in a duel.
  • Elemental Damage
  • Mastery Rank: Magic 6 (Air, Fire, Earth, Water)
  • Type: Passive
  • Raises: None
    A weapon with Elemental damage deals one of four of types of additional damage, ether Fire, Ice, Lightning or Corrosive. The element does not harm the wielder. A weapon with this enchantment gives the wielder an additional 1k0 damage, the weapon is also coated in the chosen element and all damage dealt by the weapon count’s as that element.
  • Elemental Burst
  • Mastery Rank: Magic 7 (Air, Fire, Earth, Water)
  • Type: Passive
  • Raises: None
    An Elemental burst weapon functions as a Elemental Damage weapon that also explodes with it’s chosen damage upon rolling a successful 10 when rolling damage. The element damage does not harm the wielder. A Elemental Burst weapon deals an additional 1k0 of ether Fire, Ice, Lightning or Corrosive damage, it also damages one more enemy in melee range around the target hit for every natural 10 roll.
  • Endless Ammunition
  • Mastery Rank: Magic 8 (Creation)
  • Type: Passive
  • Raises: None
    Only bows and crossbows can be made into endless ammunition weapons. Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition. If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired.
  • Furyborn
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: None
    This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frus-tration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, he gains a temporarily 1k0 bonus when making attacks against that opponent (to a maximum total bonus of +5k0). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
  • Ghost Touch
  • Mastery Rank: Magic 6 (Death)
  • Type: Passive
  • Raises: None
    A ghost touch weapon deals damage normally against ethereal creature’s, such as ghost. A Ghost weapon igno-res all the ethereal special rules and any reduction the creature has.
  • Huntsman
  • Mastery Rank: Magic 6 (Restoration)
  • Type: Passive
  • Raises: None
    A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an 1k1 bonus on Survival: Hunting skill rolls made to track any creature the weapon has damaged in the past day. It also deals 1k1 more damage to creatures the wielder has tracked with Survival: Hunting in the past day.
  • Impact
  • Mastery Rank: Magic 6 (Earth, Air)
  • Type: Passive
  • Raises: None
    This special ability can only be placed on melee weapons that do not have the Light Keyword. An impact weapon delivers a potent kinetic jolt when it strikes, giving it a greater chance to knockdown the target. When the wielder makes a knockdown manoeuvre the amount of Raises needed is decreased by one.
  • Keen
  • Mastery Rank: Magic 9 (Corruption)
  • Type: Passive
  • Raises: None
    A weapon with the Keen enchantment have a chance to explode on 9-10 on the damage dice.
  • Merciful
  • Mastery Rank: Magic 6 (Restoration)
  • Type: Passive
  • Raises: None
    A weapon with the merciful enchantment deals a lot more damage than an normal weapon, but the damage is non-lethal. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). The weapon gets +2k2 on all damage rolls, but the damage is non-leathal and don’t cause any wound penalty.
  • Reach
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: Add on additional rank to the Reach Special Rule for each Raise.
    This ability can only be placed on a melee weapon. A weapon with the Reach enchantment gains the Reach Special Rule at one rank. This enchantment can maximum grant 3 ranks of reach.
  • Returning
  • Mastery Rank: Magic 6 (Air)
  • Type: Active
  • Raises: None
    This ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground.
  • Seeking
  • Mastery Rank: Magic 6 (Air, Life)
  • Type: Passive
  • Raises: None
    This ability can only be placed on a ranged weapon. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
  • Speed
  • Mastery Rank: Magic 9 (Time)
  • Type: Passive
  • Raises: None
    When you make an attack with an weapon that has the speed enchantment you may attack with that weapon one more time this round as an free action.
  • True strike
  • Mastery Rank: Magic 6 (Air)
  • Type: Passive
  • Raises: The gives the wielder one additional 1k0 too hit for each Raise.
    A True strike weapon aids its wielder in hitting his target. When attacking with this weapon the wielder gains a bonus of 1k0 to that roll. This enchantment can maximum grant a weapon 5k0 bonus.
  • Wounding
  • Mastery Rank: Magic 6 (Death)
  • Type: Passive
  • Raises: The weapon deals one additional 1k0 damage for each Raise.
    A wounding weapon leaves greater wounds than normal weapons. The DR of the enchanted weapon is increased by 1k0. This enchantment can maximum grant a weapon 5k0 bonus.

Armour Enchantment

  • Absorbing
  • Mastery Rank: Magic 8 (Earth)
  • Type: Passive
  • Raises: For one Raise increase the reduction gained by one point.
    An Armour with the Absorbing enchantment makes it harder to wound the wearer. The enchantment grants the armour an additional one point of AR. This enchantment can maximum grant an additional +3.
  • Balanced
  • Mastery Rank: Magic 7 (Earth)
  • Type: Passive
  • Raises: None
    This Armour pushes back against anything that threatens to knock its wearer to the ground. The wearer gains a +5 bonus in their armour TN bonus against the knockdown manoeuvre. Dropping prone while wearing balanced Armour is a free action instead of a move action. The balanced ability can be applied to light or medium Armours, but not heavier Armours or shields.
  • Bashing
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: The shield deals one additional 0k1 damage for each Raise.
    A shield with this enchantment is designed to perform shield bashes. When bashing with a shield the shield deals an additional 0k1 damage. This enchantment can maximum grant an additional +0k5.
  • Brawling
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: The shield deals one additional 0k1 damage for each Raise.
    A armour with this enchantment is far more deadly in hand to hand combat. For each level the enchantment has it grants the wearer an additional 0k1 when rolling unarmed damage. This enchantment can maximum grant an additional +0k3.
  • Champion
  • Mastery Rank: Magic 7 (Restoration)
  • Type: Passive
  • Raises: None
    This Armour special ability works only for those who fight in an duel to protect someone else. When in an duel the wearer gains and armour TN bonus of +10 if he does not gain the first strike. If the wearer does strike first then he gain an bonus of 2k2 to his attack roll.
  • Deathless
  • Mastery Rank: Magic 10 (Life, Death)
  • Type: Passive
  • Raises: For one Raise the enchantment can be active one more time each day.
    A deathless armour stops it’s wearer from entering the frozen hells when he drops in combat. The enchantment grants the wearer the ability to once per day, take no more damage after going down to the out wound level, this happens automatically when the wearer goes down. This enchantment can only be applied to the armour a maximum of 3 times.
  • Deflecting
  • Mastery Rank: Magic 6 (Air)
  • Type: Passive
  • Raises: For each Raise increase the Armour TN gained by +2.
    Armour with the deflecting enchantment is harder to hit than the normal kind. This enchantment grants the wearer a +2 TN bonus to the Armours Armour TN. This enchantment can maximum grant an additional +10.
  • Ethereal
  • Mastery Rank: Magic 8 (Death)
  • Type: Active
  • Raises: None
    On command, this ability allows the wearer of the Armour to become ethereal (as by the ethereal special rule) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
  • Expeditious
  • Mastery Rank: Magic 6 (Air)
  • Type: Active
  • Raises: For one Raise increase the amount of ranks gained by one. For one Raise increase the amount of times this enchantment can be used in a day by one.
    The Wearer of expeditious Armour can summon a burst of speed and gain the swift special rule at one rank. This lasts for one combat round and can be done once per day.
  • Hidden
  • Mastery Rank: Magic 8 (Darkness, Shadow)
  • Type: Active
  • Raises: None
    Upon command, a suit of Hidden Armour changes shape and appearance to assume the form of a normal set of clothing. The Armour retains all its properties (including weight) when it is so disguised. Only a truth spell or similar magic reveals the true nature of the Armour when it is disguised.
  • Jousting
  • Mastery Rank: Magic 7 (Restoration)
  • Type: Passive
  • Raises: None
    This suit of Armour helps its wearer remain mounted and in control of his mount. The wearer gains a +2k2 bonus on horsemanship skill tests.
  • Magic Resistance
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: The weapon deals one additional 1k0 damage for each Raise.
    This special ability grants the Armour or shield’s wearer a magic resistanc, same as the Advantage of the same name, of three. This enchantment can grant a maximum magic resistance of +15.
  • Protecting
  • Mastery Rank: Magic 8 (Restoration)
  • Type: Passive
  • Raises: None
    This suit of Armour best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of Protecting Armour uses the guard manoeuvres the target of the manoeuvre gains an additional +10 on their armour TN.
  • Rallying
  • Mastery Rank: Magic 10 (Restoration)
  • Type: Passive
  • Raises: None
    This Armour or shield is brightly polished, and its mirror bright surface is magically endowed with the ability to bring comfort to the wearer’s companions. Allies within 9 M of the wearer gain a 2k2 bonus on willpower rolls to resist fear or similar effects.
  • Second Wind
  • Mastery Rank: Magic 10 (Life, Death)
  • Type: Passive
  • Raises: None
    A shield or Armour with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches the out wound rank, the item automatically restore all wounds lost during this fight.
    Utility Enchantments
  • Resistance
  • Mastery Rank: Magic 6 (Air, Fire, Earth, Water)
  • Type: Passive
  • Raises: For each Raise the enchantment grant an additional 5 points of resistance.
    An object with this enchantment protects against one type of damage (Fire, Ice, Lightning or Acid) and is designed with Patterns depicting the element it protects against. The enchantment grants the wearer 5 points of resistance against one damage type. This enchantment can maximum grant a resistance of 25 points.
  • Size Shift
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: None
    Enchantment shifts the size of the item to fit the users. Rings come to fit snugly over fingers, swords shrinks to appropriate size, shields grow and so on.
  • Recharging
  • Mastery Rank: Magic 6
  • Type: Passive
  • Raises: For one Raise this enchantment reduces an additional four hours.
    A object with the recharging enchantment regains the uses quiker than normal. Normally it takes one day to regain a use, but this enchantment reduces by 4 hours. The recharge time can’t be reduced bellow four hours.
  • Defiant
  • Mastery Rank: Magic 7
  • Type: Passive
  • Raises: For each Raise, the wearer can ignore all wound rank penalties for one additional round.
    A defiant object helps its wielder stay alive in desperate conditions. It stays in its users possession even if she is panicked, stunned, or unconscious, as long as it’s worn or used. The enchantment grants the user the ability to ignore all wound rank penalties for one round.
  • Breath Weapon
  • Mastery Rank: Magic 7 (Air, Fire, Earth, Lightning)
  • Type: Active
  • Raises: For each Raise, the enchantment can be used one more time per day.
    A object with Breath Weapon allows it’s wearer to make a breath attack, that deals one of four of types of damage, ether Fire, Ice, Lightning or Acid. The breath attack does not harm the user. The Breath Attack has a DR of 3k3 and has a range of 4 meters. It can be used once every day.
  • Flight
  • Mastery Rank: Magic 6 (Air, Life, Mist)
  • Type: Active
  • Raises: For each Raise, the enchantment gains one additional hour of use each day.
    The wearer of an object with the Flight enchantment can soar through the sky as a bird. This enchantment grants the wearer of the object Flight, partial special rule. The enchantment can be Active for one hour each day. Each use, uses up five minutes of the hour.
  • Initiative
  • Mastery Rank: Magic 6 (Time)
  • Type: Passive
  • Raises: For each Raise, the enchantment grants an additional +2 bonus on the Initiative.
    A object with the Initiative Enchanting grants it’s wearer a +2 bonus on their initiative. This enchantment can maximum grant an additional +10.


L5R High Fantasy Rule Rewrite Roke