~~NOTOC~~ //The basic plan is that when they see you wearing this goofy getup they'll think you're some kind of wuss with a low "fort save". Then WHAM! You smack them over the head with the book.// Magic in an Annulus game is treated pretty much like any other skill or effect- special tricks that work all the time. Spells might consume resources, but they are not themselves a consumable resource. The Vancian's magic, however, is very much a limited resource that makes up for it by offering nearly unmatched versatility. It might also be somewhat more familiar and comfortable to players that are accustomed to the magic system used by another, much more popular system for playing tabletop RPGs. ^[[#Vancian]] ^^Fire and forget. | |{{fa>caret-right?24}} |[[#Dispel]] |Nullify target archetypes. | |{{fa>caret-right?24}} |[[#Indelible]] |Spells last longer. | |{{fa>caret-right?24}} |[[#Lucubration]] |Change and recall memorized spells. | |{{fa>caret-right?24}} |[[#Signature]] |You retain one spell well. | |{{fa>caret-right?24}} |[[#Spellcrafter]] |Magic item crafting. | ^ ^^^ ====== Vancian ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Yer A Wizard:** You have the ability to learn and memorize "spells", special one-time effects that replicate the abilities of other archetypes. \\ \\ {{fa>plus-circle?24&align=left}}**Spellbook:** Your spellbook is a list of all the different spells you know. When you first take a level in Vancian, you start with three spells of your choice from the standard spell list (see below) in your spellbook. Spells have different levels depending on how many archetypes/abilities they replicate- a spell that replicates only one archetype is a level 1 spell, while a spell that replicates three archetypes/abilities at once is a level 3 spell. You can cast spells of any level regardless of your own level. \\ \\ {{fa>minus-circle?24&align=left}}**Memorization:** You cannot cast any of the spells in your spellbook unless you memorize them first. You have a number of spell slots equal to your level, and memorizing a spell reduces your available spell slots by an amount equal to that spell's level. For example, if you are fifth level then you have 5 spell slots and you could memorize any combination of spells you know whose total level isn't over 5: 5 first-level spells, 2 second-level spells and 1 first-level spell, 1 third-level spell and 2 first-level spells, a single fifth-level spell, whatever you like. \\ \\ {{fa>plus-circle?24&align=left}}**Memory Dupes:** You can memorize a single spell you know more than once if you want. There's no restrictions on memorization other than spells having to be in your spellbook and total available spell slots. \\ \\ {{fa>plus-circle?24&align=left}}**Casting:** Casting a memorized spell can be done at any time as a free action. Casting a spell allows you to use the abilities it imitates exactly once. If a spell's imitated abilities have multiple different potential uses, you can choose how you'll benefit from that particular casting of the spell when you cast it. If a spell's abilities can be combined into a single function (such as by combining a weapon attack with an elemental enhancement) you can choose to use them all at once with a single casting. \\ \\ {{fa>minus-circle?24&align=left}}**Components:** Anything an archetype/ability would normally cost to use (such as actions, Energy/Flesh, resources, Stress, or limited benefits allowable per session) is also a price you must pay in order to use it in spell form. \\ \\ {{fa>minus-circle?24&align=left}}**Forgetting:** Once you've cast a spell, you no longer have it memorized. Cross it off your memorized spells list; you can't cast it again (unless you memorized it more than once). Cast spells do not disappear from your spellbook, only from the list you've memorized. \\ \\ {{fa>plus-circle?24&align=left}}**Study:** You can re-memorize spells (or change which ones you have memorized) at the beginning of each session. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Spell Learning:** You can add new spells to your spellbook by learning them from other Vancians who know them or by researching new ones yourself. You can have any number of spells you like in your spellbook at a time. \\ \\ {{fa>plus-circle?24&align=left}}**Lemme See Yours:** If you have access to another Vancian's spellbook, you can copy spells out of it and into your own. This requires a procedure of work and Dosh equal to the level of the spell being copied (for fancy inks or arcane reagents or whatever). \\ \\ {{fa>plus-circle?24&align=left}}**I'll Do It Myself:** You can also research your own spells by selecting exactly which archetypes/abilities you want to include in them. You can research a maximum of one new spell per session, and it will be added to your spellbook at the beginning of the next session. Researching a new spell costs Dosh equal to triple the spell's level. \\ \\ {{fa>minus-circle?24&align=left}}**Research Limits:** To include a archetype's advanced ability in a spell, you must also include the archetype itself (e.g. if you want the [[Negotiator]]'s Size Up ability, you must also have Negotiator in the spell.) You can only include archetypes in a researched spell if you've already unlocked them for general use in your campaign world. If a archetype's abilities cannot be obtained or grant reduced/altered effects when using a keystone (such as some [[Outsider]] and [[Grinder]] abilities plus the entire [[Pheonix]] archetype) then they also have the same limitations when cast as a Vancian spell. | ^ ^^^ ^ Sidebar: Vancian Spells ^ |Many spells have multiple possible applications listed. For example, Fireball has three different applications: create a damaging fiery explosion, set a single target on fire, or add the Burning condition to a single target struck with any weapon when the trigger die is 10+. Choose only one application to actually gain the benefits of when casting the spell. | ^ Charm (Level 1: [[Seducer]]) | |{{ra>two-hearts?20|Social}}**Seducer:** Flirt with target to change their attitude to Welcoming. Target must be sexually/romantically interested in your species/sex/gender/etc for this to work. Cannot use in combat, can only charm one target at a time. Being mean to target immediately ends the effect. Can optionally fully seduce a willing/corruptible target for a chance at relationship gain+roll to loot them once. | |{{ra>eye-shield?20|Protection}}**Seducer:** Immunity to STIs, unwanted pregnancies, and interruptions for a single romantic encounter. | ^ Cure Wounds (Level 2: [[Healer]]: First Aid) | |{{ra>eye-shield?20|Protection}}**Healer:** Single action, range 0-1. Restores 5 Energy to target. Costs Provisions on 1-6. | |{{ra>eye-shield?20|Protection}}**Healer+First Aid:** Single action, range 0-1. Restores 1 Flesh and 5 Energy to target. Can be used to revive a target who was injured or died during the current exploration turn. Always costs 1 Provisions. | |{{ra>eye-shield?20|Protection}}**Healer:** All creatures under your care during a full night's rest regain 1 lost Flesh afterwards. | ^ Curse (Level 1: [[Hex]]) | |{{ra>fireball-sword?20|Offense}}**Hex:** Single action, range 0-10. Inflicts {{ra>arcane-mask?20|Cursed}} to single target. Costs Mojo on 1-3. | |{{ra>fireball-sword?20|Offense}}**Hex:** Free action. When rolling 10+ with any weapon attack, also inflict {{ra>arcane-mask?20|Cursed}} to weapon's target(s). | ^ Fireball (Level 2: [[Grenadier]], [[Firebug]]) | |{{ra>fireball-sword?20|Offense}}**Grenadier+Firebug:** Single action, Whelm attack, range 0-10. Deals +2 damage above normal. Also hits nearby targets (1-4: 1m, 5-8: 2m, 9+: 5m). Consumes Supplies on 1-6. 10+ inflicts {{ra>burning-embers?20|Burning}} + {{ra>cut-palm?20|Bleeding}}/{{ra>ringing-bell?20|Dizzy}}/{{ra>aura?20|Numb}}. | |{{ra>fireball-sword?20|Offense}}**Firebug:** Single action, range 0-10. Inflicts {{ra>burning-embers?20|Burning}} to single target. Costs Supplies on 1-3. | |{{ra>fireball-sword?20|Offense}}**Firebug:** Free action. When rolling 10+ with any weapon attack, also inflict {{ra>burning-embers?20|Burning}} to weapon's target(s). | ^ Force Armor (Level 1: [[Tank]]) | |{{ra>gear-hammer?20|Utility}}**Tank:** Free action. Double your effective combat ratings (Melee/Remote/Whelm) for purposes of defense against one incoming attack. | ^ Haste (Level 1: [[Chronomancer]]) | |{{ra>gear-hammer?20|Utility}}**Chronomancer:** Free action, take 3 actions in a single turn instead of the normal 2. Costs Supplies on 1-6. | |{{ra>gear-hammer?20|Utility}}**Chronomancer:** Learn exactly what time it is or how much time has passed between any two events you've witnessed. | ^ Hologram (Level 2: [[Illusionist]]: Animation) | |{{ra>gear-hammer?20|Utility}}**Illusionist+Animation:** Single action, range 0-10. Create an intangible 3D image of whatever you want in target space, no bigger than target space. Whenever somebody might disbelieve it for the first time, roll a 5+ to make them think it's real (can spend 1 Mojo to retry this check). Can use an action to make hologram move however you want it to so long as you remain within 20 meters, or set it to run a looping movement without your interference. Disappears at end of exploration turn. | ^ Magic Missile (Level 1: [[Spellbolter]]) | |{{ra>fireball-sword?20|Offense}}**Spellbolter:** Single action, Remote attack, range 1-5 (10 w/failure 3, 20 w/ failure 6, 50 w/ failure 9). Always ignores concealment and partial cover, ignores full cover if any method exists for projectile to slip past. Consumes Supplies on 1-3. 10+ inflicts {{ra>noose?20|Choking}}/{{ra>snail?20|Crippled}}/{{ra>falling?20|Vulnerable}}. | ^ Minor Creation (Level 2: [[Outfitter]]: Packrat) | |{{ra>gear-hammer?20|Utility}}**Outfitter:** Single action. Create one rope, light or survival gear item. Costs 1 Supplies. | |{{ra>gear-hammer?20|Utility}}**Packrat:** Single action. Create one random item from packrat list. Costs Supplies on 1-3. | |{{ra>gear-hammer?20|Utility}}**Packrat:** Single action. Create item of choice and one random item from packrat list. Costs 1 Supplies. | ^ Raise Zombie (Level 1: [[Necromancer]]) | |{{ra>gear-hammer?20|Utility}}**Necromancer:** Procedure. Turn a single mostly-intact organic corpse into an animate undead creature (see Necromancer archetype description for details). Requires a further roll to control the resulting minion: 7+ for up to your level, 4+ for up to half your level, automatic success for up to 1/5 your level, cannot succeed for higher than your level. Costs 1 Supplies, can force success on failed control check by spending 1 more Supplies (your level or lower only). Stupid and aggressive. Turns feral at end of session automatically unless destroyed. | ^ Soul Blade (Level 1: [[Blade]]) | |{{ra>fireball-sword?20|Offense}}**Blade:** Single action, Melee attack, range 1-2. 10+ inflicts {{ra>cut-palm?20|Bleeding}}/{{ra>broken-bottle?20|Deprived}}/{{ra>player-pain?20|Sore}}. | ^ Wish (Level 3: [[Wishmaster]]: Ambitious, Beneficent) | |{{ra>gear-hammer?20|Utility}}**Wishmaster:** Single action, make a wish for your choice of Destruction, Happiness, Health, Love, More Wishes, Mulligan, Power, Safety, Success, or Wealth. See Wishmaster archetype description for wish results. Can optionally spend 1 Mojo to improve results of any wish by 1 step. Can only cast/benefit from this spell a maximum of three times per session. | ====== Dispel ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Nullifier:** Instead of casting a spell to benefit yourself, you can use an action to cast it on any other creature within throwing range (0-10 meters). If your target has levels in the same archetype that the spell contains, they lose all access to the features of that archetype until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Newtonian Arcana:** If a target has more levels in a given archetype than the spell you're throwing at them does, they are unaffected by your dispel and the spell is wasted. | ^ ^^^ ====== Indelible ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Extended Spells:** When you memorize a spell, you can choose to gain the use/benefits of its associated archetypes/abilities until the end of the current exploration turn when you cast it instead of only once. For example, if you cast Fireball as an indelible spell you can throw as many fireballs as you want until the exploration turn ends. \\ \\ {{fa>minus-circle?24&align=left}}**Complex Matrix:** Spells enhanced with the Indelible ability are treated as double their true level for purposes of how many slots they occupy when memorized. You can memorize them in either their enhanced or unenhanced forms as you desire. | ^ ^^^ ====== Lucubration ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reconfigure:** As a procedure, you can meditate on your uncast spells and memorize new ones in their place. You can only replace uncast spells in this way; spell slots occupied by cast spells are still gone until the next session. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Regain:** As a procedure, you can return a spell you have previously cast during the session to your memory. Both the spell and the slots used to cast it are returned to you intact, allowing you to cast it again. \\ \\ {{fa>minus-circle?24&align=left}}**Strain:** Regaining a previously-cast spell involves a lot of mental strain, inflicting 1 point of Stress to you each time you make use of this option. | ^ ^^^ ====== Signature ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**One Kick, 1000 Times:** Choose one spell from your spellbook to be your signature spell. Roll a trigger die whenever you cast this spell; if the result is 7+ then it doesn't leave your memory and you can re-cast it again if you want. \\ \\ {{fa>plus-circle?24&align=left}}**Relationship Ended with Magic Missile, Now Fireball is Best Friend:** You can change which known spell is your signature spell between sessions. Once a session has begun, it is what it is. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Get Back Here:** You can choose to retain your signature spell in memory even if the trigger die is 1-6. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Retaining your signature spell when you normally wouldn't costs 1 Mojo. | ^ ^^^ ====== Spellcrafter ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Portable Magic:** As a procedure, you can create a scroll, potion, talisman, fetish, runestone, prayer slip or similar single-use magical item that holds a copy of any spell you have in your spellbook. These magical items occupy one inventory slot and can be used by anybody holding them to cast the spell they contain, even if they are not a Vancian. \\ \\ {{fa>minus-circle?24&align=left}}**Burnout:** After being used once, Spellcrafter magical items are destroyed and disappear from their holder's inventory. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Creating a magic item with Spellcrafter costs Supplies equal to the total slots the spell would otherwise occupy if you memorized it. | ^ ^^^