- Elementalism is magic cast by manipulating the energy of the elemental planes.
- Mages use a ‘focus’ to channel the power of the elements to cast spells.
- Mages have an amount of ‘mana’ that determines how many spells they can cast per day.
Elemental Magic uses the power of the Elements to produce effects in the World. Elemental spellcasters are typically called “mages”.
Mages require mana and a focus - a small trinket - to channel the power of their element and so cast spells.
The list of spells and the description of their effects can be found here.
The Elemental Planes
- There is one plane for each of the elements.
- Each plane is ruled by an elemental Lord.
The Elemental Planes are inhospitable dimensions outside the material world which each contain a single Element. The act of casting a spell draws a small amount of elemental power through the casters focus, which he then shapes for the desired result.
Grey magic is cast by calling on all the elements, and does not have its own plane or Lord.
The Elemental Lords, who rule the Elemental Planes, are on par with the Gods in terms of power and influence. However they do not require any service in return for a mage's power.
The names of the Elemental Lords are commonly known and are notably called upon in the ritual for creating an Elemental Focus (see below).
- All mages must buy ‘Elemental Theory’ once.
- ‘Elemental Power’ determines how much mana you have.
- ‘[Element] Lore’ gives you access to spells of that element.
- Individual spells are bought as skills.
‘Elemental Theory’ gives your character grounding in the theory required to manipulate Elemental Energy. This includes the ability to attune to a focus and the ability to Recognise Magic.
Secondly, you must buy the skills ‘Elemental Skill’ and ‘Elemental Power’. These may not be bought above your level. ‘Elemental Skill’ determines your ability to cast without taking damage. ‘Elemental Power’ determines how much mana your character has, according to this progression:
Next, you must buy ‘[Element] Lore’ in order to cast spells of that element and level. For example, to cast 1st level fire spells, you must have one level of ‘Fire Lore’. To cast 4th level Air spells, you must have four levels of ‘Air Lore’. You can buy as many lores as you like, and they may be double-bought.
Your levels of ‘[Element] Lore’ also determine the level of spells of that element you may purchase. Spells are bought as skills, and you do not need any spells of a given level to purchase spells of higher level, with the notable exception of Dispels, above.
- Mana is the resource that mages use to cast spells.
- If a spell is cast when the mage has insufficient Mana, they die.
Mana is a resource which allows a mage to cast spells. Mana is spent when spells are cast.
The amount of Mana a Mage has is determined by their level of Elemental Power, as above.
Mana replenishes at dawn.
Attempting to cast a spell with insufficient mana causes the mage to die in the process, as he is sucked bodily into his focus. The spell still works. This is called 'Over-Casting'. It is impossible to accidentally Over-Cast.
- In order to cast a spell you must have a focus and sufficient mana.
- To cast a spell you must roleplay appropriate vocals and gestures.
- Spells cost mana equal to their level.
- Spellcasting fails if you take damage or are interrupted in any other way.
- Touch spells may be ‘charged’.
In order to cast a spell, a mage must be in contact with their focus, speak an incantation (the ‘spell vocal’) and spend some Mana.
Spell vocals are IC phrases used to invoke a spell. See the section on Spell Vocals, below.
Spells cost one point of Mana per level to cast. Cantrips use an insignificant amount of power and therefore cost no mana to cast.
If you take damage whilst casting a spell, even if the damage does not penetrate your armour, then the spell fails. The mana that would have been used in the spell is not spent. The Fracture spell as well as any effect which prevents movement or incapacitates the target will also interrupt spellcasting.
Touch spells are able to ‘charge’ - the caster may cast them in advance, ad-libbing the vocal to extend it if necessary - and then once they have cast the spell, they have ten seconds to touch their target, at which point they should call out the name of the effect. The spell is lost if the caster is hit whilst saying the vocal, but not if they are hit in the intervening ten seconds. Should the caster not touch their target, nothing happens but the Mana used to cast the spell is still used.
- A mage must have a focus to cast spells.
- They are created by a short IC ritual.
- Foci are indestructible and magical.
A focus is a small trinket that a mage has created. It is attuned to them and to the elements. Every mage is assumed to possess one at character creation. It is impossible to cast a spell without a focus.
A mage may only be attuned to one focus at a time, although they may own more than one. It is a major downtime action to attune to a focus. This process automatically removes attunement to any other focus upon its completion.
There are various kinds of foci, and different foci affect spell-casting in different ways, mostly by limiting the maximum level of spells that may be cast of a given element.
|Element||Phys-Rep||Any level of||Up to level 7||Up to level 5||Not at all|
|Fire||Red trinket||Fire||Grey||Earth, Air, Light, Darkness||Water|
|Water||Green trinket||Water||Grey||Earth, Air, Light, Darkness||Fire|
|Earth||Brown trinket||Earth||Grey||Fire, Water, Light, Darkness||Air|
|Air||Blue trinket||Air||Grey||Fire, Water, Light, Darkness||Earth|
|Light||White trinket||Light||Grey||Fire, Water, Earth, Air||Darkness|
|Darkness||Black trinket||Darkness||Grey||Fire, Water, Earth, Air||Light|
|Grey Magic||Grey trinket||Grey||All others|
A focus is a magical item that responds to rec. magic with its primary elemental and a level equal to the attuned mages elemental skill.
Example: Oriana has a Light focus (white) and Elemental Skill 3. Her focus is therefore Magic, White Three for purposes of rec. magic.
A focus must be phys-repped by a trinket which may have some personal connection to you or your element. Refs must be informed of what your focus is.
- If you cast a spell of a level higher than your level of Elemental Skill, you will take casting damage.
If you cast a spell of a level higher than your Elemental Skill, you immediately suffer damage as follows. This damage ignores all armour and defences. The spell still works normally even if this damage incapacitates or kills you.
1 above = 3 hits to the torso
2 above = 4 hits to the head and torso
3 above = 5 hits to every location
4 above = impossible to cast
Elemental Elves count as having Elemental Skill one higher than normal, which applies to casting damage.
- You must speak the spell vocal loud enough for nearby people to hear.
- You must refer to the relevant element(s) for the spell.
- All vocals for spells above 1st level must be at least 8 words long.
- Spell vocals must include spell grammar.
Spell vocals above 1st level must contain at least 8 words, call upon the relevant element, and be appropriate to the spell's effect. The vocals are followed by the spell grammar: an activation phrase which clearly informs the target(s) about what has happened as a result of the spell being cast.
Example: a possible vocal for the spell ‘Force of Earth’ would be: ‘I call on the power of Earth to impede you - FORCE OF EARTH!’
For spells which cause direct damage, the activation phrase must include the number of hits inflicted as noted in the spell description.
Example: Natalya casts Fireball. Her player calls: ‘By my power over the element of Fire - FIREBALL, MAGIC FLAMING THREE’
Note that the incantation and activation phrase are both considered IC speech, while the damage call is naturally an OC utterance.
When the target of a spell is not immediately clear, it is useful to state the name of the character or player you are targeting at the end of your spell vocal. You may need to repeat the spell's activation phrase if they did not hear you originally; you do not need to cast the spell again.
Cantrips (level 0 spells) and 1st level spells only require their activation phrase to cast.
- Dispels are particular grey magic spells which cancel ongoing magical effects.
- You must have all previous levels of Dispel to purchase the next level.
- Dispels may be used to counter a spell being cast.
- Dispels can damage Elementals and Elemental Elves.
A Dispel cast on a character or item will remove all spells of level equal to or lower than the Dispel currently affecting the target. Only spells with a duration may be removed; the effects of instant spells are not counteracted.
Example: Boris is currently under the effects of Glue (level 4), Entangle (level 3), and Barrier (Other) (level 3). Natascha casts Dispel IV on him, removing all of these spells from him. This does not heal Boris of the three points of magic flaming damage he suffered from a Fireball (level 4) earlier, nor does it restore his sword that was hit by Disintegrate (Touch) (level 3).
If a specific spell is known to be affecting a character, you may specifically target it with a dispel. You may also target ongoing area-of-effect spells such as ‘Mudslick’ or ‘Imbue area’.
Example: Vlad casts Entangle (level 3) on an enemy mage who is under the effects of Plate Self (level 4). Vlad then dispels the Plate Self, and calls: ‘By my power over all the elements - DISPEL FOUR, THAT PLATE SELF’, leaving the Entangle intact.
Alternatively, you may cast a Dispel to counteract another character casting a spell of equal or lower level to the Dispel. This use of Dispel does not require a spell vocal, simply the activation phrase. For the spell to be successfully countered, you must cast the Dispel immediately upon the opponent completing their spell vocal. Any delay causes the Dispel to fail, though it still costs mana. This form of Dispel works on any spell, even those of instant duration. This is not an interruption; the target still spends the appropriate mana.
Elemental Elves and Elementals take damage from Dispels cast against them. If an elf has any ongoing effects then these are simply dispelled as normal. If the elf is not under the effect of any spells then they take damage equal to half the level of the Dispel.
Elementals take damage equal to three times the level of a Dispel cast against them and are instantly destroyed by any Dispel equal to or higher than their own level.
Armour and Magic
- Physical armour acts as a barrier to spellcasting.
- Attempting to cast whilst wearing too much physical armour is extremely hazardous.
Heavy physical armour restricts a mage too much for them to be able to cast spells effectively. If a mage attempts to cast whilst wearing any 3- or 4-point armour, or more than one location of 2-point armour, then the spell-caster loses all their current mana, taking a point of damage per point of mana lost in the process, and the spell fails. This damage is distributed across locations according to the player's choice and ignores all armour.
Mages are not impaired by wearing 1-point armour at all, regardless of how many locations are covered.
Mana Stores and Empowered Weapons
- Some mages can create mana stores and/or empower weapons.
- These are additional skills that must be purchased with xp normally.
The skill ‘Empower Magic Weapon’ allows the mage to empower a single weapon, which must be of at least Mastercrafted quality. The empowerment is a short IC ritual that may be performed either in downtime or uptime. This weapon then does magic damage and is resistant to magical destruction effects (i.e. the ‘Disintegrate’ spell). If the weapon is further than 6 feet from the mage for more than 1 hour, the empowerment will fade.
The skill ‘Create Mana Store’ allows a character to create a mana store. A mana store contains up to 6 points of mana that may be used by any mage attuned to it. A mage may only be attuned to one mana store at a time, and only one mage may be attuned to any mana store at a time. Attunement to a mana store is a major action in downtime.
- Elementals are being from an elemental plane.
- There are three sizes that may be summoned.
- They may cast a 4th level spell of their element.
Elementals are beings summoned from the associated elemental plane and are composed entirely of that element. They are immune to all spiritual effects and do not respond to any form of spiritual detection. They come in three sizes, lesser, medium and greater. These correspond to the fifth, seventh and ninth level spells respectively. They respond “yes” to “Detect Magic” and return their element and spell level to “Rec. Magic”;. They take damage from dispels equal to three times the level of the dispel. If hit by a dispel of their level or greater then they are immediately destroyed.
Summoned Elementals can follow complex orders but will follow them exactly, they will not interpret the orders. They will not communicate in any form.
Lesser elementals have ten global hits and call “SINGLE” with ambidextrous short weapons. They are rank one.
Medium elementals have twenty global hits and call ‘DOUBLE’ with ambidextrous short weapons. They are rank two.
Greater elementals have thirty global hits and call ‘TRIPLE’ with ambidextrous short weapons. They are rank three.
In addition each elemental has a few special properties:
|Fire||Salamander||Can cast “Fireball” once per rank and “Ignite (Touch)” at-will|
|Water||Undine||Can cast “Plate (Self)” once per rank and “Create Water” at-will|
|Earth||Gnome||Can cast “Mudslick” once per rank and “Create Pebble” at-will|
|Air||Sylph||Can cast “Phase (Self)” once per rank and “Breeze” at-will|
|Light||Alkar||Can cast “Talk to Sentient” once per rank and “Light” at-will|
|Darkness||Shade||Can cast “Cloak of Shadows” once per rank and “Extinguish” at-will|
If you are going to summon elementals it is expected that you provide your own costume.
Runemetal is known to exist. It is capable of holding up to its total number of units in levels of spells. It does not require a commitment of mana and refreshes daily. Runemetal has an effect on Geomantic rituals.