Magical Traditions

The four magical traditions each grant spells to their practitioners. Each spell that is known by a practitioner may be cast once per day, given enough Concentration. For each level of a magical knack a character develops, that character learns the corresponding level of that tradition’s spells.

Theurgy

When the gods above died in creation, their will became a part of all things—the Essence of Existence. To channel and manifest this will is known as Theurgy. Faithful and demanding is the path of the theurge—for devotion is the price that must be paid in exchange for the miracles they are afforded.

It is harmony that the theurge seeks to find through their devotion. To live in accordance with their chosen gods—and to rid the world of the inharmonious—is their purpose and goal. Harmony aside, the miracles performed by the theurge are not subtle matters. These powers effect change, often in the most direct manner possible.

Level One—Observance

Bolt

Righteous energy.

Strike one nearby target for six damage.

Shield

Will withstands trouble.

Choose yourself, a nearby character, or an item. The target gains four defense for the next hour.

Level Two—Reverence

Bless

Faith.

Choose up to three nearby targets, optionally including yourself. For the next hour, the targets add two to all of their attack rolls.

Blight

Fury.

Choose up to six nearby targets. For the next ten minutes, the targets subtract two from their defense and attack rolls.

Level Three—Dedication

Ball of Fire

Purification through immolation.

Choose a small area; it erupts in a ball of fire, inflicting four six-sided dice of damage on any subjects within it.

Grace

Harmonious living.

Choose up to three nearby targets, who can include yourself. For the next hour, each target adds one to all rolls.

Level Four—Devotion

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Level Five—Sanctity

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Thaumaturgy

All that is everything has been woven together into the Essence of Existence; Thaumaturgy is the art and science of its transformation. To understand the nature of this essence—and reshape it to one’s own desires—is the life work of every thaumaturge, a study that is equal parts research and applied practice.

The great works of Thaumaturgy are known as transformations. These precise and exacting spells change the very Essence of Existence, often pushing it to one extreme or another. Though it is more direct than some forms of magic, there is still a sublime grace to the art and science of Thaumaturgy.

It is claimed that Thaumaturgy was taught to folk by the wind itself, but the modern teaching and practice are far more regimented than those of the other magical traditions. Many a thaumaturge underwent a formal course of study at a school or university, or began their career as an apprentice. As a result, there are many competing schools of thought, academic rivalries, and theoretical disputes amongst the thaumaturgic community.

Level One—The Apprentice

Lumination

Light and shadow.

Target one character, item, or piece of scenery, making it glow brightly or absorb nearby light, illuminating the area nearby or casting it into complete darkness. This effect lasts for one hour. If cast on the eyes of a character, the target character is blinded for the spell’s duration.

Magnetism

Attraction and repulsion.

Choose two targets, such as characters, items, or scenery. For the next hour, they either are fused together or repel each other with great strength.

Purity

Time and change.

You can age or reverse the aging of a dozen meals’ worth of food and drink, making them edible or inedible in the process. This spell can be cast on a similar amount of lifeless matter—including wood—rotting or purifying it.

Level Two—The Student

Levitation

Up and down.

Target yourself, a willing character, or a nearby item. For the next hour, the effects of gravity upon the subject are replaced by your whims. The subject cannot be made to rise more quickly than a fast walking speed or fall faster than the speed of gravity.

Speak with Animals

Chitter and squawk.

For the next hour, you may speak with any member of the animal kingdom. This ability does not make animals any more sympathetic to you, but most can be reasoned with, to some degree or another.

Temperance

Hot and cold.

Choose one nearby target, or yourself. The target is unaffected by changes in temperature for the next hour.

Level Three—The Adept

Flight

The gift of the wind.

For the next hour, you can ignore the effects of gravity and momentum, moving in any direction of your choice, vertical, horizontal, or diagonal, at a fast walking speed.

Quicken

Time inside of time.

Target yourself or one nearby character. For the next ten minutes, the subject acts at twice their normal speed. During altercations, they take two turns each round, rolling twice to determine their order score and acting on both results. Some actions—such as spell-casting—take an entire round to perform and may not be performed twice, even while a character is quickened.

Speak with Plants

The language of leaves.

For the next hour, you can speak with any member of the plant kingdom. Most plants are forthright and relatively indifferent to folk; they will willingly share what they know but will offer little in the way of assistance.

Level Four—The Scholar

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Level Five—The Master

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Spiritism

The reflections of the folk who came before are known as the spirits below; through guidance they interact with the living. Practitioners of Spiritism seek this guidance, and the spirits respond to those who beseech them, sooth- ing wounds and helping light the way. But guidance, too, is sought by those with more vengeful desires—for it can also be used to do harm.

Guidance takes on countless forms—as many forms as there are spirits. Each practitioner’s relationship with those below differs too. Some seek the spirits’ aid; others seek to serve them—almost all end up doing the latter, whether they know it or not. Many types of guidance are of a dual nature: able to help or harm. The true nature and goals of the spirits are known by few, but the spirits are respected, if not revered, by most folk.

Level One—Empathy

Sense Essence

The view from below.

For the next hour, you are able to detect the presence of any nearby magical effects or powers. Lies and other means of Deceit are not automatically detected, but you add one to any rolls to see through them.

Alternatively, you can conceal the magical nature of any one character, item, or effect, hiding its nature for a full hour from the time of casting.

Tongues

Every language was once spoken.

Target yourself or a nearby character; for the next hour, the target is able to read the text of all languages. Additionally, the target can read any cipher whose author is dead, and they add two to any roll to understand ciphers whose authors are still alive.

Alternatively, one target is unable to read or understand anything spoken to them for the next hour, as the chatter of spirits fills their mind.

Transference

A gift to buoy the living—or a curse to strike them down.

Target yourself or one character who is close enough to touch; the target immediately gains or loses six health. If this brings a character from zero or less health to a positive value, they immediately recover from unconsciousness and can adventure again after a short rest. During an altercation, you may need to successfully attack an unwilling target in order to touch them.

Level Two—Purpose

Intention

The eyes of the past.

The spirits reveal to you the intentions of others. For the next hour, you can learn other characters’ general feelings towards you by looking them in the eye or by being spoken to directly by them.

Pathway

The spirits guide, and the spirits hide.

For the next hour, you are able to sense the general direction in which your current goal is located. The more specific and detailed your knowledge of your goal, the more detailed and specific the guidance will be.

Alternatively, you can cast this spell to conceal an object. For the next hour, it will go unnoticed unless someone is explicitly looking for it, in which case they must make an action roll to do so.

Share Thoughts

Of one mind.

Target yourself or a nearby character; for the next hour, the target can mentally communicate with others. To begin communicating with someone, they must be nearby, but the communication may continue at a distance.

Level Three—Revelation

Curse

A pox upon them.

Choose one nearby character. For the next month, they subtract one from all their rolls.

Alternatively, remove a curse.

Ease

A cure or a cause.

Target yourself or one character whom you can touch; the target is immediately cured of one disease.

Alternatively, you can afflict the target with a disease of your choice, but it must be one that you have previously cured. During an altercation, you may need to successfully attack an unwilling target in order to touch them.

Spirit Eyes

See without sight.

Choose one place where you have stood before. For the next hour, you can view that area as if you were there again.

Level Four—Connection

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Level Five—Union

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Deceit

Though it whispers into every ear, none dare speak openly of Deceit. Few listen to its treacherous words, but those who do are soon versed in the tongue of lies.

While it is the weakest form—unable to affect the Essence of Existence directly—no magic is as sinister: the lies of Deceit have the power to shape the perceptions and emotions of others, clouding their judgement and bending their very thoughts and will.

The target of a lie, however, is always given a chance to see through its effects, unlike with other spells. Characters who are Wise are particularly capable of seeing through lies and add one to any rolls to resist their effects. Some lies affect more than one target; if one or more characters see through the lie, the spell is broken for them but remains in place for any others.

Level One—Deception

Beguile

A friendly smile and honied words.

Target one nearby character. They must succeed on an action roll to resist, or they become beguiled, serving you with the loyalty typically reserved for a close friend. The effects of this spell last for one day. If you beguile the same target every day for a week, the effects last for a month.

Fear

There is no feeling more primal.

Target one nearby character. They must succeed on an action roll to resist, or they become terrified, running away or cowering in abject fear for the next half hour.

Slumber

Ask not what dreams are made of.

Target one nearby character. They must succeed on an action roll to resist, or they fall into a deep sleep for at least one hour, longer if they are tired.

Level Two—Illusion

Hallucinations

The senses are easily fooled.

You can create an illusion that lasts for one hour. This can include sights, sounds, smells, touch, and even taste, encompassing an area as large as a typical room. Everything within the illusion must be inanimate, though running water, fire, contraptions, and other things that move without life are perfectly acceptable. A character who has reason to suspect the illusion can make an action roll to attempt to see through it.

Paralyze

The mind is its own prison.

Target up to three nearby characters. They must succeed on an action roll to resist, or they are unable to move or speak for the next ten minutes.

Vanish

A lie of omission.

You become invisible to other folk and creatures for one hour. Attacking or touching another character causes immediate detection. A character who has reason to suspect your presence must succeed on an action roll to detect you.

Level Three—Subterfuge

Cloak of Shadows

The shadows grow long.

This lie functions the same as Vanish, but it can be cast on up to three nearby targets, including oneself, concealing them from all observers.

Incite Mood

An aimless crowd and a touch of direction.

By exhorting a group of folk, you can induce any simple emotion within them, such as joy or hatred. Target up to three nearby characters; for each target who fails to resist the effect, the effect spread to as many as three more nearby targets—each of whom may also spread the effect.

Phantasm

The illusion comes to life.

You can create an illusion that takes the form of any living being that you have encountered before. This fabricated character or creature can attack other characters and has the same statistics as the being it represents; however, the wounds it causes are illusory, though they can render a character unconscious. If a phantasm is struck, it dissolves in the eyes of the one who struck it.

Level Four—Treachery

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.

Level Five—Manipulation

These spells can be found in the complete edition of Karst.

Visit the Gift Shop to purchase a copy.