This is an old revision of the document!
instead of casting as an action, can use any of your spells at any time (but once they're used, they're gone).
need some kind of standard limitation for effects that provide a continuous benefit for a turn/session after used.
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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. | |
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caret-right | Extraways | Treat cover as concealment. |
Enterprises | Vancian School |
Utility | plus-circleYer A Wizard: You have the ability to learn and memorize “spells”, special one-time effects that replicate the abilities of other classes. plus-circleSpellbook: 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 classes/abilities they replicate- a spell that replicates only one class is a level 1 spell, while a spell that replicates three classes/abilities at once is a level 3 spell. You can cast spells of any level regardless of your own level. minus-circleMemorization: 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. plus-circleMemory 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. plus-circleCasting: 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. minus-circleComponents: Anything a class/ability would normally cost to use (such as actions, Energy/Flesh, resources, or limited benefits allowable per session) is also a price you must pay in order to use it in spell form. minus-circleForgetting: 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. plus-circleStudy: You can re-memorize spells (or change which ones you have memorized) once per day after you get a good sleep. |
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Utility | plus-circleSpell Learning: You can add new spells to your spellbook by learning them from other Vancians who know them or by researching them yourself. You can have any number of spells you like in your spellbook at a time. | |
Sidebar: Vancian Spells |
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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) |
SocialSeducer: 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. |
ProtectionSeducer: Immunity to STIs, unwanted pregnancies, and interruptions for a single romantic encounter. |
Cure Wounds (Level 2: Healer: First Aid) |
ProtectionHealer: Single action, range 0-1. Restores 5 Energy to target. Costs Provisions on 1-6. |
ProtectionHealer+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. |
ProtectionHealer: All creatures under your care during a full night's rest regain 1 lost Flesh afterwards. |
Curse (Level 1: Hex) |
OffenseHex: Single action, range 0-10. Inflicts Cursed to single target. Costs Mojo on 1-3. |
OffenseHex: When rolling 10+ with any weapon attack, also inflict Cursed to weapon's target(s). |
Fireball (Level 2: Grenadier, Firebug) |
OffenseGrenadier+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 Burning + Bleeding/Dizzy/Numb. |
OffenseFirebug: Single action, range 0-10. Inflicts Burning to single target. Costs Supplies on 1-3. |
OffenseFirebug: When rolling 10+ with any weapon attack, also inflict Burning to weapon's target(s). |
Force Armor (Level 1: Tank) |
UtilityTank: Free action. Double your effective combat ratings (Melee/Remote/Whelm) for purposes of defense against one incoming attack. |
Haste (Level 1: Chronomancer) |
UtilityChronomancer: Free action, take 3 actions in a single turn instead of the normal 2. Costs Supplies on 1-6. |
UtilityChronomancer: Learn exactly what time it is or how much time has passed between any two events you've witnessed. |
Hologram (Level 2: Illusionist: Animation) |
UtilityIllusionist+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) |
OffenseSpellbolter: 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 Choking/Crippled/Vulnerable. |
Minor Creation (Level 2: Outfitter: Packrat) |
UtilityOutfitter: Single action. Create one rope, light or survival gear item. Costs 1 Supplies. |
UtilityPackrat: Single action. Create one random item from packrat list. Costs Supplies on 1-3. |
UtilityPackrat: Single action. Create item of choice and one random item from packrat list. Costs 1 Supplies. |
Raise Zombie (Level 1: Necromancer) |
UtilityNecromancer: Procedure. Turn a single mostly-intact organic corpse into an animate undead creature (see Necromancer class 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) |
OffenseBlade: Single action, Melee attack, range 1-2. 10+ inflicts Bleeding/Deprived/Sore. |
Wish (Level 3: Wishmaster: Ambitious, Beneficent) |
UtilityWishmaster: Single action, make a wish for your choice of Destruction, Happiness, Health, Love, More Wishes, Mulligan, Power, or Wealth. See Wishmaster class 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 once per session. After casting this spell, -3 maximum spell slots for the remainder of the session. |
Vancian School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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