Arcana

Arcana is the elemental form of magic; one which relies on manipulation of temperatures, physics, and pressure in order to create different elemental effects which often look like what most people associate as "magic" spells, including staples such as fans of flame and bolts of lightning.


Flux

When manipulating the natural world to your whim, you create what is known as flux, this flux varies in strength depending on how strong your manipulation is. Typically, flux manifests as ripples in the air surrounding your hands as well as surrounding the spell being cast, however other forms of flux are known to exist such as visible auras of varying colors, and other visibly obvious features.

Failing a Flux check may cause nature to lash back out at you, creating what is known as snap back where - like a rubber band - the flux is stretched too thin and ends up harming you instead. Depending on your degree of failure, depends on the severity. A degree of failure is how many successes you missed the TN by. If you ended up rolling below 0 successes somehow, you end up taking the worst result possible instead.

  1. You take 1 untyped damage.
  2. You are set on fire.
  3. Your spell explodes, dealing 4 damage of the spell's energy type back onto you as well as dealing half of this damage to everyone adjacent to you.
  4. Expending more energy than you intended to, you end up losing an additional 1d4 MR in addition to the MR lost for casting the spell.
  5. Due to your reckless abuse or negligence, you've damaged your ability to manipulate the flux severely. You temporarily lose 1 point of Flux for 24 hours. This can stack if this mishap ends up occurring again.

Minor Arcana Spells

Minor spells do not have a TN above 1, and are typically the earliest and some of the first and the most basic spells characters learn upon learning spellcasting. Minor Spells take no MR to cast unlike normal spells.

Puff of Smoke

MR: 0, TN: 0, Range: Melee, Area of Effect: Adjacent Hex, Action/Time: Minor Action
Description: You can create some smoke from your hands which wafts in the air for a short time before dissipating. This smoke is able to put out any natural light sources inside (such as torches and lanterns) while covered and electrical light sources (like flashlights) are merely obscured within it, halving their effectiveness.

Chill

MR: 0, TN: 0, Range: Melee, Area of Effect: Adjacent Hex, Action/Time: Minor Action
Description: You can create some smoke from your hands which wafts in the air for a short time before dissipating. This smoke is able to put out any natural light sources inside (such as torches and lanterns) while covered and electrical light sources (like flashlights) are merely obscured within it, halving their effectiveness.

Splash

MR: 0, TN: 0, Range: 4 hexes, Area of Effect: Single Target, Action/Time: Major Action
Description: Creating a stream of water from your hand, creating a large portion of water. You can make a number of gallons of water equal to your Flux attribute + 1/3 total spellcasting level, and creates 1 gallon per minute. Against creatures made of fire or have a weakness to water, they take 4 points of damage on a successful attack versus the target's Avoid.

Spark

MR: 0, TN: 0, Range: 4 hexes, Area of Effect: Single Target, Action/Time: Minor Action
Description: With a snap of your fingers, you ignite some flammable material, creating a fire. It can only affect objects which can be set aflame with relative ease such as wood, gasoline, and alcohol.

Animate Runes

MR: 0, TN: 0, Range: Touch, Area of Effect: Single Target, Action/Time: Minor Action
Description: Through some conjuring you can animate the very letters off the page; any lettering, runes, and symbols you're capable of reading you can lift a copy off the page in this way and these symbols remain active for 1 hour (or until dismissed).


Arcana Spells

These are spells that characters trained in Arcana are able to learn and cast.

All spells which specify an attack roll indicate you to use your spellcasting attribute (Flux) against the Defense it's listed to go against.

Fireball

MR: 2, TN: 2, Range: 24 hexes, Area of Effect: 4 hex radius burst, Action/Time: Major Action
Description: You fling a ball of raging flame aimed at a particular hex within the spell's range, and upon contact with the point or any obstacles which it may hit along the way, it explodes in a 4 hex radius burst of fire. You roll an attack roll against the Avoid of all targets within the radius (including allies or yourself if applicable) and on a successful hit they take 6 points of fire damage, and if hit directly a target instead takes 8 points of fire damage. Additional successes beyond the TN can be spent in order to increase the damage with every 2 successes spent adding 1 point of additional damage to both the damage and direct hit damage.

Lightning Bolt

MR: 2, TN: 2, Range: Self (see text), Area of Effect: 12 hex line, Action/Time: Major Action
Description: Unleashing a supercharged bolt of electricity from one hand in a specific direction, select one side of your hex to serve as your origin point (you needn't face the direction you're aiming for) and every target within the 12 hex line you create has an attack roll made against their Avoid. On a successful hit, they take 5 points of electricity damage. Characters wearing metal armor or are heavily garbed in metal (such as having a lot of piercings or jewelry) take half damage on a failed hit instead of taking no damage. Additional successes can be spent to create a "spark" in the bolt, and 2 successes can be spent to create a 3 hex line which comes off of the lightning bolt and its direction or where it shows up is up to you (however the new bolt cannot overlap the original bolt), this 3 hex line is another attack roll against any targets inside of it and functions as per the lightning bolt save that it deals 3 damage instead of 5 damage on a successful hit.

Crashing Boulder

MR: 2, TN: 4, Range: 12 hexes, Area of Effect: single target, Action/Time: Major Action
Description: Creating a boulder of the ground around you of natural materials and launching it at a foe, you make an attack roll against an opponent's Avoid and on a successful hit they take 5 points of bludgeoning damage and are inflicted with Moderate Staggered for 1 round. Additional successes can be spent; with every 2 successes spent adding 1 point of additional damage, 2 successes being spent to increase the Staggered duration by 1 round, OR 4 successes being spent in order to increase the Staggered condition to Severe.

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