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AY - Magic

Magic in Aysle operates through defined spells that produce reliable effects. Unlike science, magic is not fully predictive as similar spells can have different outcomes. Magic is categorized into four skills - Divination governs information, Apportation governs movement, Alteration governs qualities and quantities, and Conjuration governs existence. In addition, there are 22 arcane knowledges covering all things magic can affect, categorized into Essences, Principles, Kindred, and Elements.

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0% found this document useful (0 votes)
150 views

AY - Magic

Magic in Aysle operates through defined spells that produce reliable effects. Unlike science, magic is not fully predictive as similar spells can have different outcomes. Magic is categorized into four skills - Divination governs information, Apportation governs movement, Alteration governs qualities and quantities, and Conjuration governs existence. In addition, there are 22 arcane knowledges covering all things magic can affect, categorized into Essences, Principles, Kindred, and Elements.

Uploaded by

Loic Duigou
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A

yslish Magic, in its most basic form, is


an alternate means of cause and effect. A
defined spell, cast with sufficient skill, can
produce reliable results.
However, unlike Core Earth science, there is little
predictive quality to magic. A Core Earth scientist
may conclude reliably that silicon dioxide will have
similar chemical structure and chemical properties
to carbon dioxide, but replacing the elemental fire
of fireball with elemental ice will not necessarily
produce an iceball, or even a waterball. The only
way to know is to do it yourself or research what
others have done.
Despite that observation, certain commonalities
emerge. Each of the four magic skills represents a
MAGIC
certain class of change that it governs.

MAGIC SKILLS
The magic skills are loosely defined in Torg Eternity,
but Aysle has sharpened the definitions. Each skill
governs a class of changes to the natural world.
Some effects are achievable by different skills,
but it will be easier for one skill. For example, the
teleport spell described here uses apportation. It
could be done through alteration by altering the
target’s location, but apportation is more suited to
the effect; therefore, an alteration version of teleport
would either require more skill or achieve less.

Divination
Divination governs changes in information,
knowledge, and identification. A divination spell can
discover properties, reveal information, or classify
objects into their magical categories. It can expose
the past or the future; although discoveries about
the future are subject to error because Possibility
Energy can modify the future before it occurs.

Apportation
Apportation governs changes in movement,
location, and speed. An apportation spell can add
or remove speed to objects and creatures, move
an object directly, or even change its physical
location within the same plane with or without
regard to intervening barriers. Spells that care

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Jacob Cook (Order #20899530)
Magic is so prevalent that something that looks like it can move — often can!

about intervening barriers do so to cause damage,


while those that do not care allow their targets to
ARCANE KNOWLEDGES
teleport past barriers. Apportation can also be used In addition to the magic skills, Aysle has
to summon creatures from within the same plane. discovered 22 separate fields of study, called
arcane knowledges, that cover every meaningful
Alteration object, creature, or category of intangibles upon
Alteration governs changes in quality or quantity. which Ayslish spells can operate. Like the Core
Quality in this case refers to a definable value, Earth periodic table, the arcane knowledges are
such as its color or ability (or lack of ability) to classifiable into four categories with common
fly, while quantity refers to the numeric value of a properties. In order of complexity, these categories
measurable quality, such as its Strength score or its are Essences, Principles, Kindred, and Elements.
number of wings.
ESSENCES
Conjuration Essences are the primal forces of magic. In a
Conjuration governs changes in existence. In most magical sense, all matter and energy are traceable
cases, it is used to create objects or creatures, to the Essences.
including new forms of life, but it can also cause an
object to stop existing altogether. Conjuration can • Death covers physical death, decay,
create portals to other dimensions. corruption of form and substance, and the force
that powers supernaturally evil creatures.

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Jacob Cook (Order #20899530)
• Life covers physical life, renewal, integrity of PRINCIPLES
form and substance, and the force that powers
Principles are the next step below Essences. They
all creatures, including the microscopic.
each borrow from two of the Essences to create
• Time covers the passage of time and essential
derivative forces that fuel powerful spells.
or uncontrolled change.
• Truth covers the essential defining qualities • Darkness combines death and truth and
of all matter and energy. covers physical and moral darkness, Darkness
Perks, and the moral corruption which triggers
them.
AYSLISH • Inanimate forces combines truth and time and
covers natural forces not tied to the elements,
TERMINOLOGY such as sound, lightning, and radiation.
• Light combines life and truth and covers
Aysle has many kindred, and as a result,
physical and moral light, Light Perks, and the
terms that are clear in Core Earth may be
honor which fuels them.
misleading or ambiguous when used in
• Living Forces combines death and life and
Aysle or vice versa.
covers the skills, attributes, and abilities of
Animals are living creatures that can never living creatures.
speak, cast spells, or call upon miracles. • Magic combines life and time and covers
All animals have Mind 5 or lower and are spells, magical energy, and the devices that
referred to as creatures. hold them.
Constructs are similar to animals, but they
aren’t alive. They are only animate thanks KINDRED
to magic, or in some cases technology. Kindred knowledges govern living beings on the
Sentients are individuals with a Mind 5 or macroscopic level.
greater who can speak, cast spells, or call • Aquatic covers animals that live underwater
upon miracles. Sentients are usually referred and swim, including swimming mammals
to as beings, and may be of any species— such as whales and dolphins and amphibians
living, construct, or undead—as long as such as frogs.
one of the three Ayslish qualifications of • Avian covers animals that fly, including flying
sentience is met. insects and bats.
Folk are sentients who can live and remain • Earthly covers the remaining animals, such as
sentient without special magic. Fae are scorpions, rats, and worms.
sentients who require magic, either to • Elemental covers beings made from the
live or to retain their minds. Humans and purest expressions of the magical elements
dwarves are folk. Elves are fae, as are rarer (see below). Although Kindred spells can affect
creatures like centaurs. elementals, actually summoning elementals is
an Element spell.
Beings of supernatural evil (see Torg
• Enchanted covers beings whose physiologies
Eternity) do not count as fae, even though
depend on magic, such as unicorns, dragons,
they meet many of the usual qualifications.
and fae.
Lurks are constructs born from supernatural
• Entity covers supernaturally evil beings such
evil, and thus neither the folk or the fae
as demons, undead, and lycanthropes.
have any affinity for them.
• Folk covers sentient beings that aren’t
Dragons willfully defy any classification, Enchanted. Folk tend to congregate for social
and happily confound (and then consume) benefits, such as mutual protection or a sense
any scientist or wizard foolish enough to of community. Known folk include dwarves,
try. humans, and giants.

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Jacob Cook (Order #20899530)
ELEMENTS
Magical elements cover physical substances,
classifying them by magical properties instead of SPELLCASTING
purely physical ones. Elements have personality
traits which are adopted by their elementals. CLARIFICATIONS
• Air covers substances and compounds which Here are some clarifications regarding the
are gaseous at room temperature, except for casting and maintaining of spells and similar
water vapor. In terms of personality, air is powers like miracles and psionics.
impatient, temperamental, and fickle.
• The mage must have direct line of sight
• Earth covers stone, dirt, and the compounds
to the target to cast spells. Seeing out
made from them such as ceramics and glass. In
another’s eyes usually does not count.
terms of personality, earth is patient, slow, and
• Concentration spells may be ended at
thick-headed.
will as a free action.
• Fire covers all fire, flame, and combustion.
• Concentration eventually breaks after a
Atomic explosions are not combustion, but
short period of time (GM’s call).
rather raw inanimate forces. In terms of
• Concentration spells cannot usually be
personality, fire is destructive, ravenous, and
“pre-cast” before battle and Concentration
resentful of control or containment.
generally breaks at the start of combat.
• Metal covers substances in the ground that
The GM may rule differently depending
are pliable when flame is applied and readily
on circumstances.
conduct heat and cold. Mercury is a metal
• If a target is beyond line of sight or out of
with a strong proclivity to water. In terms of
range of a spell at the time a Concentration
personality, metal is strong-willed and loyal to
test must be made, the spell effect ends on
those who treat it well, but treacherous to those
that target.
who abuse it.
• Touch spells do not require an unarmed
• Plant covers plants and the materials made
combat attack to succeed. The mage only
from them. The Ayslish definition of a plant
needs to be close enough to touch the
is “a substance which grows using only earth,
target.
water, and sunlight.” In terms of personality,
plant is persistent and pleasure-seeking. Plant
elementals also gain wisdom with age.
• Water covers water, whether normal, acidic, or All spellcasters from Aysle get access to the basic
alkaline. Other liquids are considered mixtures Aysle spell list when selecting the Spellcaster Perk.
of water or another element with a strong However, those who wish to specialize must only
proclivity to water. In terms of personality, select spells on the respective list below. However,
water is normally gentle and playful, but it a specialist mage eventually can learn more spells
becomes vindictive with unmatched destructive from her specialty than the generalist and learns
fury when enraged. deep secrets that only extensive study into a
category can provide.
If the character goes generalist by taking spells out
SPELL LISTS of the specialty, the wizard loses the specialist Perk
Aysle has access to a wide array of spells, enough and that decision can’t be reversed. A character
that a mage can specialize in one category without who wants to wander outside of a specialty can take
giving up offense, defense, or utility. Other mages, Esoteric Spell to learn any one spell and it doesn’t
however, want to learn spells of all categories. count as a spell outside of the proper category.
Aysle supports both types of mages, and each type There are several spells on the Necromancy list
has its own advantages. that as detailed are not strictly necromantic in

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Jacob Cook (Order #20899530)
nature. In these cases, the GM is encouraged to Range: Self
reskin these spells to include such characteristics Duration: Concentration
(e.g. a ghostly skeleton key for open lock, a banshee The next spell targeting the caster is absorbed and
scream for alarm, a spectral hand for mage hands, has no effect on the caster. The spell still affects
etc.) other targets.
Aysle (Mage): All spells in this book are added to Success Levels:
the list from Torg Eternity. • Good: As Standard and if the caster has the
Elemental Magic: alarm*, bullet*, dancing sword, required skill, she may capture the spell and
energy shield, fireball*, hailstorm, ice burst, inferno, may subsequently cast it before absorb magic
keen blade, open lock*, pathfinder*, plant shackles, expires. Only one spell may be captured in this
sudden burial, summon elemental, whirlwind. fashion.
• Outstanding: As Good, but multiple spells
Essence Magic: bind entity, block scrying, detect may be captured.
undead, little frog, mage dark*, mage light*, mage
retreat, portal*, possibility rend*, possibility shadows*, Animal’s Eyes
protective circle*, shield*, shrink, teleport, time crunch, Axiom Level: 16
true darkness, true light, vision of doom, vision of harm. Skill: Divination 10
Kindred Magic: animal’s eyes, animal spy network, Casting Time: 1 minute
bind entity, birdswarm, block scrying, diminish*, DN: Standard (10)
discern lies, disguise*, enhance*, fly*, gain language*, Range: 1 kilometer
grow, haste*, inner barbarian, inner berserker, Duration: 1 hour
messenger hawk, peak performance, protective circle*, This spell allows the caster to possess and take
scry*, shrink, slow*. limited control a normal animal of Small size or
smaller she can see (magical animals and creatures
Principle Magic: absorb magic, detect magic*, dispel like animal companions are immune). The mage
magic*, fear*, heighten backlash, identify magic item, can influence where the animal goes and looks,
invisibility*, lightning*, mage dark*, mage hands*, mage but cannot force the animal to make attacks or
light*, multiple images, mystic darts, mystic shield, interaction attacks, or otherwise endanger itself.
shield* silence, sleight of hand, sound cloud, stun*, wall
of force. The spellcaster can use the animal’s senses
but makes tests on Mind-based skills to gather
Necromancy: alarm*, animate skeleton, armor*, information using his own skill values. The caster
bind entity, create zombie, detect undead, diminish*, may not normally act or sense his own body while
disguise*, fear*, mage dark*, mage hands*, open lock*, possessing an animal, but may split his attention
possibility rend*, protective circle*, skeletal barrier, to do both by taking a Multi-Action penalty. If the
speak with dead*, sudden burial, true darkness. animal gets beyond 1 kilometer, the spell ends.
*Described in Torg Eternity Success Levels:
• Good: The caster’s tests involving the animal
are Favored.
SPELL DESCRIPTIONS • Outstanding: As Good and the range
increases to 10 kilometers and the caster ignores
Absorb Magic the penalty for Multi-Targeting mentioned
Axiom Level: 22 above.
Skill: Alteration 14
Casting Time: 1 action, or as a free action in Animal Spy Network
response to being the target of a spell and the caster Prerequisite: Beta Clearance, one of birdswarm,
is taking an Active Defense. messenger hawk, or animal’s eyes
DN: Hard (14) or opponent spellcaster’s casting Axiom Level: 24
total. Skill: Divination 18

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Jacob Cook (Order #20899530)
Casting Time: 1 minute
DN: Heroic (18)
Range: 1,500 km (but see below)
TOWER STATUS
Duration: Concentration Aysle rewards people who study magic deeply
This spell may be cast over a vast distance, but the with Tower Status, an honorific they can add
effect cannot cross reality boundaries, and if this after their name. It comes in the form “of the
spell is contradictory, it is limited to 1,000 meters _____ Towers,” where the blank is filled in by
as normal. a number representing their field of study. The
The caster chooses an earthly type of animal. This number is always spelled out, never written as
spell allows the caster to locate a specific creature a numeral. To qualify, a mage must know eight
or object by looking through the eyes of all animals or more spells
of that type in range (even if out of line of sight). • Mages whose spells are all part of the
If the target is in a location with those animals, Essence Magic list are “of the Four Towers”
the animal discovering the subject continues to • Mages whose spells are all part of the
monitor the target, and the caster can attempt to Principles Magic list are “of the Five
decipher where the target is by making one Heroic Towers”
(DN 18) divination test. • Mages whose spells are all part of the
While an animal monitors the subject, a black circle Element Magic list are “of the Six Towers”
appears on the animal’s right eye, and a Mishap on • Mages whose spells are all part of the
the test to locate a living target allows the target to Kindred Magic list are “of the Seven
realize it is being watched. Towers”
• Mages whose spells are all part of the
This spell can only be cast once a day to find a
Necromancy Magic list are “of the One
specific person or object regardless of which
Tower”
animals are used.
• Mages whose spells are from different lists
Success Levels: (i.e., generalist mages) are “of the Twenty-
• Good: Skill tests to search for the subject or two Towers”
determine its location become Favored.
• Outstanding: As Good and when the caster
figures out where the subject is, he can cast Torg Eternity). The skeletons are loyal to the caster
spells targeting the subject as if standing at and may be directed by voice with a simple action.
the animal’s location. Damage or interaction The skeletons do not have any equipment normally,
conditions to the animal cause Concentration but may use equipment provided to them.
tests as normal. Only one attempt to cast this spell each day.

Animate Skeleton Success Levels


Axiom Level: 19 • Good: The skeletons gain +1 to Strength.
Skill: Alteration 14 • Outstanding: The skeletons gain +1 to
Casting Time: 1 minute Dexterity and Strength.
DN: Very Hard (16) Bind Entity
Range: 10 meters Prerequisite: Beta Clearance, protective circle spell
Duration: 24 hours Axiom Level: 20
This spell must be cast in the presence of nearly Skill: Alteration 18
complete skeletons. If it is cast in a Dark or Pitch Casting Time: 1 action
Black location, or in a graveyard (not a gospog DN: The target’s willpower or Spirit
field), the casting is Favored. Range: 10 meters
On a success, the skeleton (page 137) animates Duration: See below.
and joins the caster. If multiple skeletons animate, This spell allows the mage to strike a “bargain”
they form a Mob (see Characters and Creatures in with one sentient supernaturally evil creature

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Jacob Cook (Order #20899530)
within range. If the creature is reality-rated, the Casting Time: 1 minute
casting test is a contest instead. DN: Standard (10)
On a success, the caster issues a command to Range: Touch
the creature, which it obeys in the most literal Duration: 1 day
way possible. Commands that are impossible, This spell may be attempted once per day. When
or directly harm the creature (such as “destroy cast, this spell ends any effects involving remotely
yourself”) automatically are ignored and the spell sensing the target, including the scry and animal
immediately ends. spy network spells. Also, while this spell is active,
any other scry or similar spells, miracles, psionic
When the spell ends, or if the casting fails, the powers or pulp powers targeting the target
entity cannot be controlled again for a year and a automatically fail.
day.
Success Levels:
Success Levels: • Good: If someone attempts to scry the target,
• Good: The entity obeys the intent of the the caster immediately notices the attempt.
command as opposed to the literal wording. • Outstanding: As Good, plus if a scry effect
• Outstanding: As Good and at the conclusion is ended, the caster can make a divination test
of the task, the caster may contest willpower or vs. the other character’s willpower or Spirit to
Spirit against the creature to require a second determine the identity and rough location of
task to be completed. Once that task is done, the spy.
the spell ends.
Create Zombie
Birdswarm Axiom Level: 19
Axiom Level: 18 Skill: Alteration 14
Skill: Apportation 12 Casting Time: 1 minute
Casting Time: 1 action DN: Difficult (12)
DN: Hard (DN 14) Range: Touch
Range: 100 meters Duration: 1 act
Duration: Concentration This spell may only be cast once per day and only
This spell gathers nearby birds (within 10 upon a single humanoid corpse with most of its
kilometers) into a birdswarm (page 132) that flesh still on it. The corpse animates and becomes
manifests at a point within 100 meters of the caster. a Zombie (page 138). The caster may direct the
If this spell is cast outdoors the apportation test is zombie by voice as a simple action, but it is only
Favored. capable of simple tasks, such as carrying objects or
The birds attack the nearest target or the caster attacking creatures.
can make a simple action to direct them to another Success Levels
target. • Good: The zombie has +1 Wound Limit
Only one swarm can be summoned at a time.When • Outstanding: The zombie has +2 Wound
the spell ends the swarm immediately dissipates Limit.
and no additional swarms may be summoned until
the start of the next scene. Dancing Sword
Axiom Level: 18
Success Levels Skill: Apportation 12
• Good: The birdswarm inflicts three Shock per Casting Time: 1 action
turn instead of two. DN: Standard (10)
• Outstanding: As Good and the duration Range: 50 meters
increases to one minute. Duration: Concentration
Block Scrying The spell is cast on a sword (or other one-handed
Axiom Level: 12 melee weapon) the caster controls or is unattended.
Skill: Alteration 12 Once per turn she may use a simple action to make

26
Jacob Cook (Order #20899530)
the sword fly up to 50 meters and attack a target The caster may ask up to three questions of the
in melee. The sword uses the caster’s melee weapons target, and once the duration ends, the target
skill when attacking, and deals 12 damage with cannot be affected by this spell for the remainder
additional bonus dice for Good or Outstanding of the act.
hits as normal. The sword defends itself and the Success Levels:
caster using the caster’s melee weapons value, and it • Good: The target is compelled to answer.
can move back to the caster as a simple action. • Outstanding: As Good and the caster can tell
A magic sword grants any benefits to the attack which part of the statement the target is lying
(e.g. damage bonus, Armor Piercing, etc.) as about.
normal.
Energy Shield
Success Levels Axiom Level: 11
• Good: The sword does 14 damage. Skill: Alteration 14
• Outstanding: As Good and the caster’s attack Casting Time: 1 action
with the sword is Favored. DN: Standard (10)
Detect Undead Range: Touch
Axiom Level: 8 Duration: Concentration
Skill: Divination 10 Choose an energy type, such as fire, lightning, or
Casting Time: 1 minute force. The target gets +4 Toughness vs. that energy
DN: Standard (10) type.
Range: Self Success Levels:
Duration: Concentration • Good: +6 Toughness vs. that energy type.
The caster detects the presence of any affected • Outstanding: +8 Toughness vs. the chosen
undead within 100 meters. The caster only knows energy type.
that the undead are present, not their particular
location. Grow
Axiom Level: 20
Success Levels Skill: Alteration 14
• Good: The caster knows the direction and Casting Time: 1 action
distance to each undead, even if vision is DN: Target’s Strength
blocked, unless blocked by lead. Range: Touch
• Outstanding: As Good, plus the caster also Duration: Concentration
knows the type of each affected undead. This spell makes a living creature and any
Discern Lies clothing or armor one size category larger (no
Axiom Level: 20 Multi-Targeting allowed). Any equipment carried
Skill: Divination 12 or worn grows as well, but does not change its
Casting Time: 10 minutes statistics.
DN: Target’s willpower or Spirit While the spell is in effect the target gains +1 to
Range: 5 meters its Strength and Wound limit, and +2 to his Shock
Duration: 1 minute (see below) limit. Attacks against the target gain a penalty or
The caster must use a personal item of the target. If bonus according to its new size category. If grow is
that object has been owned by the target for at least cast on a target with shrink already cast on it, both
a year and a day, the divination test to cast this spell spells are canceled and both end.
is Favored. The caster points the item at the target Success Levels
and asks questions. The target is not compelled to • Good: The target gains +2 Strength.
answer, however. If the target makes a knowingly • Outstanding: The creature becomes two size
untrue statement, the object will vibrate. categories larger and gains +2 Strength and
Wounds and +4 Shock.

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Jacob Cook (Order #20899530)
Hailstorm Ice Burst
Prerequisite: Beta Clearance and ice burst spell. Axiom Level: 18
Axiom Level: 21 Skill: Conjuration 12
Skill: Conjuration 16 Casting Time: 1 action
Casting Time: 1 action DN: Target’s dodge or Dexterity
DN: Hard (-4) vs. dodge or Dexterity Range: 25 meters
Range: 50 meters Duration: Instant
Duration: 3 rounds The caster conjures an intense spray of super
This spell affects everyone in a Large Blast radius, cooled-water directed at a target. When hit, the
pelting them with chunks of ice. This spell may target takes 14 damage and becomes immobilized
also be used to block a door or hallway no more (but not restrained) if he is standing on a solid
than 5 meters wide. surface.
Targets hit take 16 ice damage and their speed Once per turn, as a simple action, the target may
is reduced by 2 meters. until the end of their next make a Strength test to break the ice and move
turn. The damage and effects apply during target’s normally.
turn on the subsequent rounds. Those who are in Success Levels:
the maelstrom at the end of their turn, or enter with • Good: +1BD damage
their own movement suffer the effect. Escaping the • Outstanding: +2BD damage and the target
storm requires an action and a Dexterity test. A is restrained instead (see Grappling in Torg
Mishap on this test adds +1BD damage. Eternity).
Success Levels
• Good: +1BD damage. Identify Magic Item
• Outstanding: +2BD damage and characters’ Axiom Level: 14
tests in the maelstrom to escape are Disfavored. Skill: Divination 10
Casting Time: 1 minute
Heighten Backlash DN: Standard (10)
Axiom Level: 23 Range: Touch
Skill: Alteration 12 Duration: Instant
Casting Time: 1 action This spell only has an effect on magic items.
DN: Target’s willpower or Spirit Successfully casting this spell determines the
Range: 100 meters properties of the item, including the presence of a
Duration: Concentration curse or quirk without triggering it.
The caster targets another spellcaster. Success Levels:
The target is surrounded by an invisible barrier • Good: The caster learns the properties of any
that smells of lilac and lavender. Whenever the curse and if the item is part of a set.
target casts a spell, random flowers appear around • Outstanding: The caster learns what other
him afterward. Whenever the target fails a spell, he items are part of the set (if any), and the abilities
takes an additional 2 Shock from backlash. gained from obtaining more pieces of that set.
Success Levels Inferno
• Good: The target takes an additional 1BD Prerequisites: Beta Clearance, fireball spell
Shock from backlash. Axiom Level: 21
• Outstanding: As Good and the target takes Skill: Conjuration 16
2 Shock even on a Standard success when Casting Time: 1 action
making a casting test. DN: Hard (DN 14) or Hard (-4) vs target’s. dodge
or Dexterity
Range: 50 meters
Duration: 3 Rounds

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Jacob Cook (Order #20899530)
This spell creates a blazing fire tornado, affecting while the spell is active. When the spell ends she
targets in a Large Blast radius. This spell may also takes 1BD Shock.
be used to block a door or hallway no more than 5 Additionally, her Strength, Dexterity, Toughness
meters wide. increase by 2, but she is Vulnerable to taunt and
Targets hit take 16 fire damage, which targets the trick attacks, and his own are Disfavored.
lowest armor rating. If the target chooses to resist this spell it
Those who are in the raging fire at the end of their automatically fails.
turn, or enter the fire takes damage again (plus any Success Levels
bonus damage). Targets may escape the firestorm • Good: Her Strength, Dexterity, Toughness
easily unless they are immobilized. increase by 3.
Success Levels • Outstanding: Strength, Dexterity, and
• Good: +1 BD damage Toughness each increase by 4.
• Outstanding: +2 BD damage.
Keen Blade
Inner Barbarian Axiom Level: 17
Axiom Level: 18 Skill: Alteration 12
Skill: Alteration 14 Casting Time: 1 action
Casting Time: 1 action DN: Standard (10)
DN: Standard (10) Range: Touch
Range: Self Duration: 1 minute.
Duration: 1 minute This spell is cast on a bladed metallic weapon.
The caster suspends his normal reasoning ability That weapon gains Armor Piercing 2.
to tap into more primal instincts. He can’t cast Success Levels:
spells, invoke miracles, or manifest psionic or pulp • Good: The weapon gains Armor Piercing 3.
powers while this spell is in effect, and she loses • Outstanding: The weapon gains Armor
Concentration on any such powers. His Strength, Piercing 4.
and Toughness increase by 2, but he is Vulnerable to
taunt and trick attacks, and his own are Disfavored.
Little Frog
Success Levels Prerequisites: Beta Clearance, shrink spell
• Good: Strength and Toughness each increase Axiom Level: 24
by 3. Skill: Alteration 16
• Outstanding: Strength and Toughness each Casting Time: 1 minute
increase by 4. DN: Hard (–4) vs. the target’s highest attribute.
Range: 10 meters
Inner Berserker Duration: Concentration
Prerequisite: Beta Clearance, inner barbarian spell The spell requires a frog doll with patches of folk
Axiom Level: 20 skin on it. The caster waves the frog doll at the
Skill: Alteration 16 target to cast the spell.
Casting Time: 1 action
DN: Larger of target’s Strength or Dexterity If the casting is successful, the target must make a
Range: Touch special Defeat test. If the test is failed, she is cursed
Duration: 1 minute and transformed into an Enchanted Frog.
Through a more powerful application of alteration Any objects held by the victim are dropped but
magic, the mage releases deep reserves of raw the rest of the items he carries transform with
physical power. The target can’t cast spells, invoke him. However, at the GM’s option, specific items
miracles, or manifest psionic or pulp powers, and important to the story (like Eternity Shards) may
she loses Concentration on any such powers. Her not transform. The spellcaster may end this spell
Wound Limit increases by 2 and she ignores Shock at will.

29
Jacob Cook (Order #20899530)
Success Levels Range: Touch
• Good: The duration increases to 24 hours. Duration: 1 day
• Outstanding: The duration increases to The caster opens a portal to a cube of
Permanent and can only be removed through extradimensional space 50 meters on a side. It is
defeating the caster, and forcing him to end the furnished with enough supplies to house and feed
spell, or by performing a Quest (see page 90). 10 people for a day. The space can have rooms,
stairs, and other such features to make better use of
ENCHANTED FROG the space. At the end of the day, or when the caster
Being transformed into a frog is inconvenient at best. uses an action to dismiss the spell, the people inside
The victim’s Strength, Dexterity, and Toughness reappear unharmed at the location where the spell
change to match the new form, but he keeps his was cast. If this spell is cast in or on something that
Charisma, Mind, Spirit, Shock, and Wounds as well is moving, the location does not move with that
as any skill adds he already possesses. object.
Attributes: Charisma *, Dexterity 10, Mind *, Spirit On the plane where the spell was cast, the caster
*, Strength 3 places a hard-to-find (DN 14) glyph to mark the
Skills: Skill adds as victim spot where people can cross between the space
Move: 10; Tough: 3; Shock: *; Wounds: * and the casting location. He may show the glyph
Equipment: — to anyone he wants to enter. Those who find (or are
Perks: As victim shown) the glyph can cast spells from outside that
Possibilities: As victim affect the space.
Special Abilities: Success Levels
• Sticky Tongue: Grappling attacks (see Torg • Good: The people inside the space can see
Eternity) against Tiny or Very Small targets into the casting location.
are Favored. The frog may not grapple targets • Outstanding: As Good, and the casting
more than one size larger than him. location moves with any object it was cast on
• Tiny: An enchanted frog is extremely difficult or in..
to hit and attacks against it take a -6 penalty.
The frog can walk on two legs and use items, Messenger Hawk
but only if they are appropriately sized (such Axiom Level: 20
as a tiny warhammer). Skill: Apportation 10
• Ribbit: The frog can speak to other animals, Casting Time: 1 minute
but not to sentients. Unless the target can DN: Standard (10)
understand him, taunt or intimidation attacks Range: 1000 kilometers
are Disfavored. Duration: 1 hour
• Spellcasting: The frog still is able to cast The caster summons a hawk which arrives
spells, and invoke miracles, and manifest instantly, and then speaks a message of up to 1
psionic or pulp powers. minute long to it while thinking of the message’s
• Transformed Equipment: Any equipment intended recipient (person or location). At the end
the character was wearing continue to affect of the casting time, the hawk flies away at incredible
him as normal, but powers or abilities cannot speed and cannot be detected.
be activated. After the duration all items return The hawk circles out to the intended recipient,
to normal with the character. along a path that can’t be followed. At the end
of the hour it lands next to the target (ignoring
Mage Retreat barriers) and repeats the message, whispering it
Prerequisites: Beta Clearance into the person’s ear or standing at the location and
Axiom Level: 20 speaking it in a loud voice.
Skill: Conjuration 16
Casting Time: 1 minute If the caster wishes to cancel the message, she may
DN: Hard (14) do so at will.

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Jacob Cook (Order #20899530)
Success Levels
• Good: The hawk reaches the recipient in 30
minutes.
DISFAVORED
• Outstanding: The message is delivered in 10
minutes. Disfavored is a new game term referenced
by multiple Ayslish spells and effects. When
Multiple Images a character’s test is Disfavored, the first extra
Axiom Level: 14 die that would be added to the total is ignored
Skill: Conjuration 12 instead. Thus if the character rolled a 10 no extra
Casting Time: 1 action die would be added, or if the character was Up
DN: Standard (10) no second die is rolled and added. Even if the
Range: Self character spends a Possibility, no die would be
Duration: 1 minute rolled or added.
A false image of the caster appears adjacent to her,
and appears to be identical in every way. The image Only the first die is ignored, so if a Disfavored
speaks the same words, and moves in a similar test rolled a 10, and then a Possibility is spent, a
fashion. Any attack against the caster suffers a new die would be added normally.
–2 Multi-Target penalty. When an attack hits, the Favored cancels out Disfavored completely,
false image dives back into the caster and then and vice-versa.
separates again, leaving it unclear which is which.
Any attack with a Blast radius doesn’t suffer the
penalty, regardless of size, since the images must
remain very close to one another. DN: Standard (10)
Range: Self
Success Levels:
Duration: 1 minute (or see below)
• Good: Two false images appear, so attacks are
The caster is surrounded by a magical barrier that
at –4.
blocks other spells from passing through.
• Outstanding: Three false images appear, so
attacks are at –6. Any spell that targets the caster has a -2 penalty
when determining if the test is successful. The
Mystic Darts penalty does not apply to other targets who may
Axiom Level: 19 be included in the area of effect or as part of Multi-
Skill: Conjuration 12 Targeting.
Casting Time: 1 action
If the spell succeeds anyway, the mystic shield
DN: Standard (10)
ends.
Range: 10 meters
Duration: Instant Success Levels
The caster creates three darts made of magical • Good: The penalty increases to -4.
force energy and then fires them at one or more • Outstanding: As Good, plus the foe’s casting
targets which automatically hit, dealing 1 Shock test is Disfavored.
per dart unless she has a shield (physical item or
any spell or power with shield in the name).
Peak Performance
Prerequisite: Enhance spell
Success Levels Axiom Level: 20
• Good: The spell creates a fourth dart. Skill: Alteration 16
• Outstanding: The spell creates a fifth dart. Casting Time: 1 action
DN: Hard (–4) vs the target’s highest Attribute
Mystic Shield Range: Touch
Axiom Level: 17
Duration: 3 rounds
Skill: Conjuration 10
The caster touches a creature, giving it +1 to all
Casting Time: 1 action
its attributes for the duration. The normal Stacking

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Jacob Cook (Order #20899530)
rules apply to each attribute, so only the highest • Outstanding: The creature becomes two
bonus applies to any individual attribute. size categories smaller and takes a -2 penalty
Success Levels to Strength. If the target was Very Large his
• Good: The creature instead gets +2 to each Wound Limit decreases by 2, and his Shock
attribute. Limit by 4.
• Outstanding: +3 to each attribute. Silence
Plant Shackles Axiom Level: 11
Axiom Level: 20 Skill: Apportation 14
Skill: Conjuration 12 Casting Time: 1 action
Casting Time: 1 action DN: Target’s Mind or willpower.
DN: Target’s dodge or Dexterity Range: 10 meters
Range: 15 meters Duration: Concentration
Duration: 1 minute This spell uses apportation to scatter the sound
An area with a Medium Blast radius is covered patterns in a Small Blast radius, making it
in writhing plants that capture any living creatures more difficult to cast spells or invoke miracles.
standing there. Any creature affected by the spell is Additionally, attempts to communicate require a
restrained, and can only try to break free as normal. successful Mind or language test.

Attempting to break free requires an Easy (DN On a success, casting spells or invoking miracles
8) Strength test. If the victim succeeds this does not takes Challenging (-2) penalty.
consume his action and he may act normally. Success Levels:
Success Levels • Good: Casting and invoking attempts are
• Good: Attempts to break free are Standard Disfavored and take a Challenging (-2) penalty.
(DN 10). • Outstanding: As Good and silence becomes
• Outstanding: The difficulty to escape nearly total and the penalty increases to Hard
increases to Challenging (DN 12) (-4).

Shrink Skeletal Barrier


Axiom Level: 20 Prerequisite: Beta Clearance, armor spell
Skill: Alteration 14 Axiom Level: 20
Casting Time: 1 Action Skill: Alteration 14
DN: Target’s Strength Casting Time: 1 action
Range: Touch DN: Hard (14)
Duration: Concentration Range: Self
This spell makes a living creature one size category Duration: 1 minute
smaller. The caster must have a bone, preferably a human
While the spell is in effect the target takes a -1 bone (which makes casting this spell Favored). The
penalty to its Strength. If the target was Large or caster points the bone forward, to the right, to the
Very Large his Wound Limit decreases by one, and left, then behind and throws it on the ground.
his Shock Limit decreases by 2. Attacks against On a success, the bones multiply into a whirling
the target gain a penalty or bonus according to its barrier around the caster that provides +3 armor
new size category. Any equipment carried or worn with Full Body protection. The bones do not
shrinks as well, but does not change its statistics. impair sight, other senses, or any actions including
If shrink is cast on a target with grow already cast spellcasting.
on it, both spells are canceled and both end. If a melee weapons or unarmed combat attack against
Success Levels the caster misses, the attacker takes 12 damage.
• Good: The target takes a -2 penalty to Strength.

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Jacob Cook (Order #20899530)
Success Levels DN: Very Hard (16)
• Good: The skeletal barrier provides +4 armor, Range: 10 meters
and retributive damage gains +1BD. Duration: 3 rounds
• Outstanding: As Good but the armor You summon an elemental of your choice: air (see
provides +5 protection. Sprite, page 137), earth (see Troll, page 138), fire
(see Barghest, page 132), metal (see Clanker, page
Sound Cloud 133), plant (see Ghillie, page 135), or water (see
Axiom Level: 18 Charyb, page 132) to any unoccupied space within
Skill: Conjuration 14 range. The elemental attacks the nearest target each
Casting Time: 1 action round, and acts at the end of the Heroes Conflict
DN: Hard (-4) vs. the target’s Strength Line. At the end of the duration the elemental
Range: 100 meters breaks apart and vanishes.
Duration: Concentration
The spell creates a cloud of noise in a Large The DN drops to Challenging (12) if the appropriate
Blast radius. All targets inside the cloud capable material for the element is already abundant at the
of hearing become severely disoriented and are location.
Stymied for the duration and must make a willpower Only one elemental can be summoned at a time.
or Spirit test as a free action, once per turn, to move. When the spell ends the elemental immediately
A Good or Outstanding success on this test ends dissipates and no additional elementals may be
the effect for the victim at the end of his turn. summoned until the start of the next scene.
Success Levels Success Levels
• Good: Those affected are also Vulnerable for • Good: The caster may control the elemental’s
the duration. movement and attack each turn.
• Outstanding: As Good, and those affected • Outstanding: As Good and the duration
can’t cast spells, or invoke miracles. increases to 1 minute, but the caster may
dismiss the spell early as a simple action.
Sudden Burial
Axiom Level: 21 Teleport
Skill: Apportation 14 Prerequisites: Beta Clearance, portal spell
Casting Time: 1 action Axiom Level: 24
DN: Target’s dodge or Dexterity Skill: Apportation 18
Range: 25 meters Casting Time: 1 round
Duration: Instant DN: Heroic (18)
The spell is cast on a patch of ground the size of a Range: 5 meters
Medium Blast radius. The ground up to one meter Duration: Instant
deep (and anything on it) lifts 5 meters in the air, The caster, and up to five willing targets in range
flips over, and then slams back into place. A living may be moved up to 100 km to a place that the
creature in the area takes 10 +1BD damage and is wizard has previously visited. Boundaries between
Stymied. realities cannot be crossed.
Success Levels If the chosen location is outside of the range
• Good: 10 + 2BD damage. (accounting for success levels), the spell fails and all
• Outstanding: As Good and the target is who tried to teleport take backlash. If the location
restrained until they make a Strength test as an is within range but there is no place for the target to
action to escape. appear at the location, the target will appear at the
nearest safe space.
Summon Elemental
A Mishap on the roll means that the teleport fails
Axiom Level: 18
dramatically and the GM is going to complicate
Skill: Conjuration 16
the heroes’ lives by taking them somewhere
Casting Time: 1 action
“interesting”.

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Jacob Cook (Order #20899530)
When the teleportation is completed, all effects spell that would affect any part of the area covered
maintained via Concentration end automatically by this spell fails, regardless of its success level.
and the characters are Flat Footed for a minute. In addition, this spell hampers those with Light
Teleporting is hard on the body and a creature Perks and enhances those with Darkness Perks.
who teleports again within 30 days must take a Interaction attacks by heroes with at least one Light
Disfavored Defeat test on arrival. Perk are Disfavored. Characters with at least one
Success Levels: Darkness Perk can see in the darkness without
• Good: The caster and any companions may penalty and their interaction attacks are Favored
teleport up to 500 km. when used from inside the darkness.
• Outstanding: Anywhere on the same plane If true light and true darkness overlap, the casters of
may be reached, as long as reality boundaries each spell contest conjuration and the loser’s spell
are not crossed. is dispelled.
Success Levels
Time Crunch • Good: Contests against a true light spell are
Axiom Level: 20 Favored and Light Perks don’t function at all.
Skill: Alteration 16 • Outstanding: As Good and contests against a
Casting Time: 1 action true light spell are Up.
DN: Hard (14)
Range: 10 meters
Duration: 1 round
The caster and allies within range can ignore up True Light
to 2 points of Multi-Action or Multi-Targeting Prerequisites: Beta Clearance, mage light spell, at
penalties, and may take three simple actions on least one Light Perk
their turn. The duration ends directly after the Axiom Level: 17
caster acts on the next round. Skill: Conjuration 16
Casting Time: 1 action
Success Levels: DN: Hard (14)
• Good: Affected allies may Rush without Range: 25 meters
incurring a –2 penalty. Duration: 1 minute
• Outstanding: As Good and allies may The spell is a more powerful version of mage
ignore up to 4 points of Multi-Action or Multi- light that calls on the essential nature of light to
Targeting penalties. illuminate a 5-meter radius sphere centered on
a point within range. It dispels all darkness in
True Darkness the area, even magical darkness, except for true
Prerequisites: Beta Clearance, mage dark spell, at darkness. Any other magical darkness spell that
least one Darkness Perk would affect any part of the area covered by this
Axiom Level: 17 spell fails, regardless of its success level.
Skill: Conjuration 16
Casting Time: 1 action In addition, this spell hinders those with Darkness
DN: Hard (14) Perks and enhances those with Light Perks.
Range: 25 meters Interaction attacks by heroes with at least one
Duration: 1 minute Darkness Perk are Disfavored. Heroes with at least
The spell is a more powerful version of mage dark one Light Perk recover 1 Shock automatically at the
that calls on the essential nature of darkness to a end of their turn, and their interaction attacks are
5-meter radius sphere centered on a point within Favored when done inside the area of effect.
range. It dispels all light in the area, resulting in If true light and true darkness overlap, the casters of
Pitch Black Darkness, and even magical light, except each spell contest using conjuration and the loser’s
for true light cannot shine. Any other magical light spell is dispelled.

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Jacob Cook (Order #20899530)
Success Levels Wall of Force
• Good: Contests against a true darkness spell Axiom Level: 18
are Favored and Darkness Perks don’t function Skill: Conjuration 14
at all. Casting Time: 1 action
• Outstanding: Contests against a true darkness DN: Hard (14)
spell are Up. Range: 40 meters
Duration: Concentration
Vision of Doom The caster conjures a shimmering wall of force up
Axiom Level: 23
to 10 meters long, 3 meters high, and 30 centimeters
Skill: Divination 10
thick at a place within range. The wall repels all
Casting Time: 1 free action (see below)
attempts to penetrate it until it is dismissed or
DN: Standard (10)
beaten down. It has Toughness 18, is immune to
Range: Self
Shock damage, and can take 1 Wound.
Duration: 1 round
This spell can be cast once per scene, as a free Success Levels
action, immediately after a failed test for a Dramatic • Good: The wall’s Toughness increases to 23.
Skill Resolution. On a success, the Storm Knights • Outstanding: As Good and the wall’s Wound
gain an extra round to complete the Dramatic Skill limit increases to two.
Resolution.
Whirlwind
Success Levels Axiom Level: 17
• Good: As Standard and any effects from a Skill: Apportation 14
Dilemma are reversed. Casting Time: 1 action
• Outstanding: As Good, plus the test for the DN: Standard (10) or target’s dodge or Dexterity
current step or steps is Up. Range: 25 meters
Duration: 1 minute
Vision of Harm The spell creates a whirlwind with a Medium
Prerequisite: Beta Clearance, vision of doom spell
Blast radius and can be directed at specific targets
Axiom Level: 24
immediately, or created and then moved around.
Skill: Divination 18
Casting Time: 1 action As an action, the caster may direct the whirlwind
DN: Hard (-4) vs. target’s willpower or Spirit as long as it remains in range. It may attack targets
Range: 10 meters in a Medium Blast radius with an apportation test
Duration: Concentration vs. the target’s dodge or Dexterity.
To cast this spell, the wizard utters a pronouncement Those hit, or those who are forced into the vortex
of doom: “I foresee harm in your immediate future.” (such as by a Player’s Call) take 10 damage and
If the caster has a unique object belonging to the those who take at least 1 Shock are pushed 4 meters
intended target, on that has been owned for at least along the whirlwind’s path, or 2 meters if Large.
a year and a day, the divination test is Favored. If a target is pushed into a dangerous area, it may
On a success, the target’s attempts to Soak damage make a Dexterity test to prevent it. Larger creatures
have a Hard (-4) penalty. suffer the damage but are not moved.
Success Levels Good or Outstanding results on the apportation
• Good: As Standard and the target’s attempts test apply as if the spell was just cast.
to Soak damage are Disfavored.
Success Levels
• Outstanding: As Good and when the target
• Good: +1BD damage, and hit targets are
spends a Possibility to Soak Damage, the caster
pushed 10 meters, or 5 meters if Large.
may spend a Possibility and contest reality as a
• Outstanding: +2BD damage, and hit targets
free action to entirely cancel the attempt.
are pushed 15 meters, 10 meters if Large, and 5
meters if Very Large.

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Jacob Cook (Order #20899530)
CANTRIPS Casting Time: 1 action
DN: willpower or Spirit
The term cantrip refers to spells that exist Range: 10 meters
everywhere in Aysle. No training in spellcasting is Duration: 1 round
needed, although most require the caster to have The caster motions as if tickling the nose of the
the proper magic skill. target, and the target becomes Stymied.
A cantrip can be cast by anyone with the correct
skill level in Aysle, but cannot be cast outside of Dropsy
Aysle unless the caster has the Cantrip Perk. Axiom Level: 22
These minor spells cause backlash if they fail, but Skill: Apportation 12
gain no extra effects on a Good or Outstanding Casting Time: 1 action
Success. DN: Contest with the target’s Strength or the skill
most applicable with the item (whichever is higher)
Animal Sense Range: 10 meters
Axiom Level: 22 Duration: Instant
Skill: Divination 10 The target drops one equipped item held in a
Casting Time: 1 action hand. Picking up the item is only a simple action—
DN: Easy (8) as long as someone else doesn’t pick it up first!
Range: Touch
Duration: Concentration Earth Barrier
The caster must have the sense organ of an animal Axiom Level: 22
associated with a particular sense, such as the nose Skill: Apportation 10
of a bloodhound, the eye of an eagle, or the ear of Casting Time: 1 action
a fox. The caster’s find tests using that sense are DN: Standard (10)
Favored. Range: Touch
Duration: 1 minute
Booming Voice You can raise a small barrier that provides 2 points
Axiom Level: 22 Concealment and Toughness 5 Cover
Skill: Apportation 10
Casting Time: 1 action Find Things
DN: Standard (10) Axiom Level: 22
Range: Self Skill: Divination 8
Duration: Concentration Casting Time: 1 action
When the caster shouts, his voice can be heard DN: Standard (10)
clearly up to 1 kilometer away. Range: 10 meters
Duration: Instant
Detect Fake Currency
The caster gets a vision of where a missing object
Axiom Level: 22
is, provided it is within range. The caster must be
Skill: Divination 8
familiar with the object.
Casting Time: 1 action
DN: Standard (10)
Range: Touch Fix Object
Duration: 1 day Axiom Level: 22
The spell is cast on a metal plate. When fake Skill: Alteration 10
currency is dropped onto the plate, it makes an Casting Time: 1 action
unnatural sound. DN: Standard (10)
Range: Touch
Distraction Duration: Permanent
Axiom Level: 22 The spell repairs a small broken object (no more
Skill: Apportation 10 than 10 kg) so long as all its pieces are present.

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Jacob Cook (Order #20899530)
Focus Casting Time: 1 action
Axiom Level: 22 DN: Easy (8)
Skill: Alteration 10 Range: 10 meters
Casting Time: 1 round Duration: Concentration
DN: Very Hard (16) The caster gathers nearby air and channel it into a
Range: Self wind that can move a single unattended object 1 kg
Duration: 1 round or less up to 10 meters slowly in a direction of the
The caster’s next test becomes Favored, as long as caster’s choice.
that test does not involve Multi-Actions or Multi-
Targeting. Foresight
Axiom Level: 24
Hold Animal Skill: Divination 10
Axiom Level: 22 Casting Time: 1 action
Skill: Apportation 12 DN: Standard (DN 10)
Casting Time: 1 action Range: Self
DN: Target’s Strength Duration: Instant
Range: 10 meters This cantrip may be cast once per day.
Duration: Concentration or until attacked The spellcaster thinks of a person, item, area, or
This spell can only target a single animal (no course of action, and receives an indication about
Multi-Targeting) with Mind 5 or lower. The target the situation.
is Restrained. At the start of the target’s turn, it can
On a success, the diviner may look at the top card
make a Strength test to end the spell.
on the Drama deck and then return it to the top of
the deck.
Inspire
Axiom Level: 22 At the GM’s option she may also give the diviner
Skill: Alteration 12 a vision of a possible future.
Casting Time: 1 action
DN: Standard (10) Start Fire
Range: 10 meters Axiom Level: 22
Duration: Instant Skill: Conjuration 8
The caster may remove one condition affecting a Casting Time: 1 action
single target (no Multi-Targeting). DN: Easy (8)
Range: 1 meter
Light Duration: Instant
Axiom Level: 22 This spell starts a fire at a point within range. The
Skill: Conjuration 12 fire ends immediately unless it can ignite nearby
Casting Time: 1 action material. It begins too small to damage creatures.
DN: Easy (8)
Range: Self Water Breathing
Duration: 1 hour Axiom Level: 22
Standard torchlight emanates from an object in Skill: Alteration 10
the caster’s hand for the duration. The light only Casting Time: 1 minute
shines as long as the object is in his hand. DN: Standard (10)
Range: Touch
Playful Wind Duration: 1 hour
Axiom Level: 22 The target can breathe water as well as air.
Skill: Apportation 8

37
Jacob Cook (Order #20899530)

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