Spellcasting

Steps

  1. Pick an Arcana, a Spell, and a Yantra
    You can pick any Spell or Spell Practice up to your Arcana's level. Preferably pick a Yantra that will have a sympathetic connection with the spell Arcana.
  2. Pick Potency or Duration
    Use your Gnosis for one of these values (Potency = Gnosis, or Duration = Gnosis Turns), the other starts at 1.
  3. Spend Reach
    You have 1 Reach for each level of Arcana above the Spell Level. See the table below for ways to spend Reach. You can also spend Reach on extra effects in spell descriptions. Use one of the methods for getting more Reach if needed.
  4. Roll dice
    Roll a number of dice equal to Arcana + Gnosis + Yantra. First, describe what you're doing to the storyteller as they may tell you to subtract some dice as penalties for Aimed spells or spells cast against opponents. Then roll dice. At least 1 success means the spell worked at least a little bit, but more may be needed for the intended full effect.
  5. Resolutions
    The storyteller describes what the result is, and has final say on any unresolved issues.

Spending Reach

FactorDefaultReach 1Reach 2Reach 3Reach 4Reach 5
📏RangeSelf, Touch or AimedSensoryEither Through Time or Through SpaceBoth Through Time and Through Space
↔️Scale1 subject1 × Gnosis yards/meters diameter10 × Gnosis yards/meters diameter100 × Gnosis yards/meters diameter1,000 × Gnosis yards/meters diameter10,000 × Gnosis yards/meters diameter
PotencyGnosis or 1+2+4+6+8+10
🕒DurationGnosis Turns or 1 TurnMinutesHoursDaysWeeks
🕒Duration (alternative, Storyteller discretion)Gnosis Turns or 1 Turn1 Combat1 Scene1 Session1 Session and down time1 Campaign/Game

Note: One Turn is 3 seconds long

Getting More Reach

If you are short on Reach, these are your options (in any combination):

Spells

The spells in the core rule book are examples of spells that can be Improvised Spells, Rotes, or Praxes.

Improvised Spells

Improvised Spells are spells you make up off the top of your head that follow the Practices as a guide. They can happen to coincide with the examples in the core rule book.

Practices

All spells, whether improvised or written, are categorised according to their practice level as outlined below. As you grow more powerful in Arcana, you become able to use higher level practices. They are described fully in the core rules. Note that the core rules has level 4 spells that can cause Aggravated Damage but we move that to level 5 only, and do not charge Reach or Mana for them.

Spell LevelNameDescription
1CompellingTiny crude changes
1KnowingObtaining knowledge
1UnveilingExpose hidden things
2RulingCrude changes
2ShieldingProtecting
2VeilingHiding
3FrayingBashing damage
3PerfectingHealing, repairing
3WeavingModerate changes
4UnravelingLethal damage
4PatterningSophisticated changes
5MakingCreate from nothing, heal aggravated damage
5UnmakingRemove, cause aggravated damage

Rotes

Rotes are spells written down, such as in a grimoire, that you can recite or perform to cast.

Praxes

Praxes are spells learned off by heart.

Arcana

Arcana cover the type of subject you can affect with magic and also confer various bonuses called attainments as you progress in each. They are described fully in the core rules.

ArcanumDomains
DeathDarkness, decay, ectoplasm, ghosts, the Underworld, souls, cold, absence, enervation, endings.
FateBlessings, hexes, probability, fortune, oaths, promises, intentions, destiny.
ForcesElectricity, gravity, radiation, sound, light, heat, fire, weather, movement.
LifeHealing, disease, food, animals, plants, evolution, metamorphosis, physicality, vigor.
MatterAlchemy, gases, solids, liquids, shaping, crafting, transmutation, stasis.
MindCommunication, language, hallucination, Goetia, thought, memory, mental projection, the Astral Realms.
PrimeMagic, the Supernal World, Nimbus, truth, Yantras, Mana, Hallows, tass, resonance, revelation.
SpaceDistance, separation, sympathy, conjuration, scrying, warding.
SpiritEssence, spirits, the Shadow, the Gauntlet.
TimeProphecy, change, post-cognition, time travel, time contraction and dilation.

Yantra

A Yantra is anything you use during the casting of a spell, like a magic wand you carry or a pool of nearby water. Yantra give +1 Reach if associated with one of the spell's domains. e.g. A a bone grants +1 to the dice pool for being a tool and +1 Reach for spells involving Death. Only one yantra counts, so use the most powerful one available. Extra yantra used are for role playing purposes only.

Sympathetic Yantra

A sympathetic yantra is any Yantra that falls under a domain of the highest Arcana used for the spell, such as a still living sprig of a tree for a Life spell, or a pocket watch for a Time spell.

Cast Time

Instant Casting (Default)

You take 1 turn (or about 3 seconds) to cast a spell. You can opt to take longer, as a way of getting more Reach.

Extra Yantras are not used in this simplified set of rules, so there are no rules for taking extra turns for their use.

Reflexive Casting

Some spell descriptions state that they may be cast "as a reflexive action". In this case, they can be cast immediately after you are the subject of another character's action or spell. Often such spells are defensive spells used to intercept or counteract an attack.

Ritual Casting

Ritual casting takes a methodical set of steps which may include spoken words, hand gestures, singing, dancing, music, drawing symbols or runes, meditation, or any other thematic processes appropriate for the spell. Each 10 minutes spent performing a spellcasting in this way adds +1 Reach, which can be done a maximum number of times equal to your Gnosis.

Factors

Range

Default Range

You may cast spells upon yourself, or a willing target by touching them.

Otherwise, you may cast spells by attempting to touch the subject or fire your spell in a straight beam towards it.

Sensory Range

Target anything you can directly sense with one of your five senses (for live video feeds or photographs, use Sympathetic Range), avoids the Aimed spell check, cannot be dodged. The spell effect appears at the subject (it does not create a beam of magic).

Casting Through Time

Target the past or future of the subject. Note that subjects may notice this use of magic in the past and behave accordingly.

Casting Through Space

Target a subject anywhere in the world. Note that subjects may use the connection created in order to cast spells back upon you if they are able.

Scale

By default, the scale of your spell is 1 target, no larger than an average human being (scale 5 in the core rules). If you want to affect more subjects, you must cast using an area spell using Reach on the area the subjects occupy. The maximum area or volume allowed is measured in either yards or meters, whichever you prefer, and indicates the longest dimension, such as the diameter of a circle or a sphere.

Selective Casting

Generally, if all the subjects in the area are willing, then the caster can choose which subjects are affected. Otherwise, the spell affects all subjects in the area equally. Your storyteller can make exceptions to these guidelines when describing the consequences of a spell.

Potency

Spell Potency determines damage and is also the Withstand rating which helps prevent your spell from being dispelled.

Duration

As you spend Reach, increase the unit of measurement. The default unit is Turn (1 turn is 3 seconds), then increases to Minute, Hour, Day, Week. For example, with Gnosis 3, your Invisibility spell lasts 3 Turns by default but can be increased with Reach to 3 Minutes, 3 Hours, 3 Days, 3 Weeks, then Indefinite.

If the storyteller chooses, they can also use a simpler method, where Reach increases to 1 Combat, 1 Scene, 1 Session, then 1 Session plus any downtime until next Session. This may make book keeping simpler if your storyteller likes to work in these terms. Gnosis has no bearing if this option is used.

Active Spells

An Active Spell is a spell that was cast, before its duration has run out. The number of Active Spells you can have is 1, as you need to concentrate on it. If you want to cast a different spell while maintaining an existing spell, you must dismiss the first spell. The only method for having multiple spells active is enchanting items, moving the spell into an object that you must keep with you.

Concentration

There is no dice roll required to maintain concentration, even if something happens that might break your concentration such as being injured. If you fall unconscious however, any Active Spell you have cast ceases.

Enchanting

You can enchant an item, making it magical, with an Indefinite spell, as a method for maintaining more than 1 Active Spells. In this case, you must write down the details of the enchantment next to the item and follow any other rules for magic item crafting.

Dismissing a Spell

The caster of an Active Spell can cause it to cease at any time.

Reach

Reach is how far you can stretch, expand, empower, boost, or modify a given spell. Unlike the core rules, Reach does not move each spell factor to a new and more powerful table. Instead, there is one table for spending reach to empower spells.

Paradox

Paradox dice represent risky spellcasting caused by guessing or cutting corners. Replace a die in the dice pool with a Paradox die and give yourself +1 Reach. Gnosis determines how many times you can do this. Treat Paradox dice as you would any other dice in the dice pool, counting successes and re-rolling. Every 0 rolled on a Paradox die also causes 1 Paradox, as it succeeds too well and gets out of control. Treat the Paradox caused in this manner as the number of successes on the Paradox roll in the core rules and proceed with the core rules to resolve it.

Mana

Mana is an invisible magical energy stored inside the mage that can be spent for various magical benefits and spells. In these simplified rules, it is used to gain the Reach you desire for your spells and all Mana costs noted in the core rules can be ignored.

PurposeMana Cost in Core RulesMana CostNote
Getting ReachN/A+1 Reach for 1 ManaMana is fuel for powerful magic, the more mana, the more power. Max equal to Gnosis
Use non-ruling Arcana1-
Indefinite Duration1-Requires Reach which may require Mana
Cause/heal Aggravated Damage1-Requires Level 5 in Arcana
Cast through Time/Space1-Requires Reach which may require Mana
Give Rote Action Quality1-Also use simpler Rote Action Quality
Give Automatic Success/Failure1-
Boost Traits beyond max1-Magic should thematically break limits

Dice Mechanics

We use simpler rules for Rote, 8-Again, 9-Again rules as presented in the core book.

Rote Action Quality

The Rote Action Quality is an alternative set of rules for rolling dice that is much less likely to result in failure and more likely to result in successes. Confusingly, in the core rules, it is not always used for Rote Spells

8-Again Action Quality

The 8-Again rule in the core rules means re-roll 8s, 9s and 0s instead of just 0s, increasing your chances of successes.

9-Again Action Quality

The 9-Again rule in the core rules means re-roll 9s and 0s instead of just 0s, increasing your chances of successes.

Tables

These tables are to illustrate and clarify but the goal of these rules is to not need tables during play.

Scale

Scale units are in number of targets, yards or meters. In the case of areas and volumes, it indicates the longest dimension. e.g. the diameter of a circle or a sphere.

GnosisDefault1 Reach2 Reach3 Reach4 Reach5 Reach
112481632
224816      3264      
3361224      48      96      
4481632      64      128     
55102040      80      160
Potency

Spell Potency determines damage.

GnosisDefault1 Reach2 Reach3 Reach4 Reach5 Reach
1      1    35       7       911
2      2    4       6       8       10      12
3      3    5       7       9       11      13
4      4    6       8       10      12      14      
55    7       9       11      13      15
Duration

Simpler book keeping options are in brackets and can be used at the ST's discretion.

GnosisDefault1 Reach2 Reach3 Reach4 Reach5 Reach
11 turn1 minute (or 1 Combat)1 hour (or 1 Scene)1 day (or 1 Session)1 week (or 1 Session and down time)
22 turns2 minutes (or 1 Combat)2 hours (or 1 Scene)2 days (or 1 Session)2 weeks (or 1 Session and down time)
33 turns3 minutes (or 1 Combat)3 hours (or 1 Scene)3 days (or 1 Session)3 weeks (or 1 Session and down time)
44 turns4 minutes (or 1 Combat)4 hours (or 1 Scene)4 days (or 1 Session)4 weeks (or 1 Session and down time)
55 turns5 minutes (or 1 Combat)5 hours (or 1 Scene)5 days (or 1 Session)5 weeks (or 1 Session and down time)
1

A subject's sympathetic name or true name is the name they most identify with. For most people, it is their given name.