Aura: someone who is able to tap into their magical energy as such, when they come into contact with an enchanted item or an artefact, they are able to awaken it. This also dictates how much mana a spell caster has to use (8 points per level) and also what level spell craft they can have (max of 4)
Spell Crafting: This is the ability to create and use Spells, of which a list is given when picked. Enclosed with the list is the rules and regulations on how to use the spells. We do encourage players to come up with their own spells, although it will always be on ref discretion and they will also set the level and cost for you.
This list is a generic for players to begin using, players can describe and create new spells pending ref approval for them to use. The ref will decide the level and cost.
- It must be possible to Physically Represent the spell. It has to be something that will not detract from the game with long explanations of things that aren’t there.
- You must know the true name of a person, have their hair or blood to cast a permanent spell directly on someone.
- You need to keep track of the amount of mana you have as spells cost mana to cast.
- You must have at least a five second incantation to prep the spell which can be verbal, visual or materialistic.
- Spells cannot be cast whilst wearing any armour.
- Each level of spell craft skill gives you 8 further point’s to spend on spells. The breakdown is as follows;
- Apprentice – 1 point per spell.
- Journeyman – 2 points per spell.
- Master – 3 points per spell. And so on.
7. Spells that have an AOE must use a soft projectile such as juggling ball and be thrown where they are intended for use, unless specified all AOE spells have a range of 3 paces.
8. Spells are point and identify or use a rod/stave or another implement to cast through like a spear or orb.
Players are also able to create their own Spells with permission from a referee. The Spells provided here are those that are available to all mages. If a mage chooses to create a recipe and releases it to the populous for use then he will receive 5* the level of the recipe in Silver and the Spell will be added to this guide. But they are not obliged publish if they don’t want to.
- Only named items or better can ever be enchanted. The powerful deities of any world will not waste their time blessing an item that has been crafted for the common person.
- Enchanting an item is a powerful and dangerous ritual and must be performed IC with multiple contributors to the ritual.
- To enchant a weapon the primary caster must spend 10 mana to summon the deity of his choice, and he must also source an additional 20 mana from other casters which can include himself but must include at least one other person. The deity may also require a sacrifice of food, gold, other resources, life or even xp (this represents the life force of the character).
- The primary caster must then enter into a bargain with the deity to create the weapon there is no such thing as a free lunch.
- The primary caster must have spell craft 4, aura 4 to and an appropriate item for the deity to enchant and appropriate ritual.
- Spell breaker spell negates the effects of an enchanted item for one scene only after which they return normally.
- To activate an enchanted item the wielder must have the appropriate skill such as Aura or other skill.
- The exact effects of the enchanted item will be discussed with the referee and decided by the referee team and the player. After which the item must be represented on the character and it must have some identification means such as a purple sticker and laminated card.
- The primary caster must also have learned a summoning ritual.
- Some of these rituals have failed in the past especially if the primary caster fails appease the deity they have summoned which may have explosive results or something a little more subtle it has not been unknown for the caster to become cursed or the item to become cursed.
Spell Craft Apprentice
Spells within this section have a mana cost of 1 unless otherwise stated in the spell description.
This spell enables the character to throw a ball of energy towards a single target. This ball of energy ignores shields and automatically hits the targeted location for a single point of damage. Each of point of Mana used gives one bolt. The caster may expend multiple Mana to get multiple bolts in the same cast.
Save the Dying
This spell automatically stops the bleed out count for a dying character. It does not revive them or make them conscious and works automatically on touch.
Heal Minor Wound
This spell enables the character to heal a minor wound. A minor wound is a wound on the arms or legs. This will revive the character to 1 hit on that location per mana point spent.
This spell enables the character to make their opponent drop one of their items. The caster specifies which item and which hand. If the opponent has anything that prevents this from occurring then they must declare it.
This spell makes the character completely immune to drop item spells for one scene.
This spell enables the character to know the correct direction to travel to their desired destination.
Mage Armour 1
This spell provides the character with light armour for the entire day. It cannot be repaired by an armourer but can be recast and does not stack. This armour follows all the rules for armour as normal.
This spell enables the caster to repair a shattered item.
This spell enables caster to enchant a weapon to do the ‘Enchanted’ Shout which can effect certain magical creatures.
This spell puts a humanoid to sleep who then needs to be awoken (loud noises being dragged being searched E.C.T).
This spell conjures an illusion of a presence within a single beings peripheral vision that causes them to turn around. They have to be distracted for 3 seconds.
This spell causes the target to forget an event that occurred in the past 24hr that was of no longer than 10 minutes in duration. The memories return overnight.
This spell gives the target a false memory, provided the memory is of an event or memory of no more than 10 minutes duration and is plausible i.e. meshes with the persons other memories. The implanted memories fade overnight. The caster will need to come up with an alternate memory that they want implanted, then inform the ref who will give the memory to the NPC/other player.
This spell protects the mind against any level 1 mind altering spell for one scene.
This spell enables the castor to calm an enraged beast such as a werewolf or giant lizard. Once the spell is cast the beast will enter a calm state and not attack unless attacked or threatened.
Spell Craft Journeyman
Spells within this section have a mana cost of 2 unless otherwise stated in the spell description.
This spell enables caster to negate the effect of an enchantment on a person, weapon or item.
This spell enables the caster to ‘Shatter’ any weapon or shield. The caster can choose a weapon or shield only and declare ‘shatter’. The item then has to be dropped and needs to be repaired to be used again.
Mage Armour Level 2
As previous incarnation but gives caster medium armour on all locations.
This spell enables the caster to bless another player with any of the following skills; any weapon Training, shield brother, Aura or toughness. This spell will last the entire day once cast or until it is broken.
Heal Major Wound
This spell enables the character to heal major wounds, a major wound being on the torso or head. This will revive the character to 1 hit on that location per mana point spent. (This does as minor wound also).
This spell allows the caster to be completely invisible for a scene, however they cannot attack others.
This spell enables the caster to draw a truth for one question from one victim per cast.
This spell allows the caster to burden another being, making all items being carried 10x their normal weight. The victim is usually put on the ground and cannot move for a scene.
This spell imbues a weapon with an elemental power of the casters choice for a scene.
This spell enables the caster to send back a magical assault to its caster. The effects last till the end of the scene.
This spell enables the caster to produce a ball of elemental energy enabling an elemental call such as flaming, frost, necrotic and radiant.
This spell makes the victim uncontrollably hysterical for 20 seconds.
Runesmithing is native to Stormguard and characters from this realm may start with runesmithing. Characters from other realms may learn this skill later on from an appropriate teacher, but may not start with it.
A Rune Smith can Rune an Article [Permanent Runeing] (Weapon, Item or Building) or Location [Temporary Runeing] (Ground).
There are 3 kinds of Rune; Rune, Key Rune & God Rune.
The Runeing works almost like a sentence that has to make sense in order to work. For example, if you were just to use a Fire Rune on a sword, the entire weapon would be on fire rendering it unusable, so this won’t work. In order to make it work, you would need to combine a Key Rune with a Rune. So you would use the Attack Rune followed by the Fire Rune, which means that when in use, the attacking end (the blade) would be on fire. This would also be an example of Article (Permanent) Runeing.
The number of Runes that can be used is dependent on the level of Rune Smith. Also Runeing an Article will cost 4 mana points per Rune.
Runed Articles are very resilient to anti-magic effects, meaning that they will continue to work despite being in an area affected by anti-magic. The only way to dispel a Runed Article is to smash/break the Runes.
Up to Master Crafted loose runes when shattered, Named & Legendary keep Runes, however, this would require repair work to be done by a Rune Smith (or the Runes can’t be recovered). This can be done by Smithing or the Repair spell.
A Rune Smith can also perform a Location (Temporary) Runeing. This is when a Rune Smith Runes the Ground, which affects an area of 10ft around them.
For example, they could Rune the ground with the Barrier Rune with a Silver Rune to the right and a Blood Rune to the left, which would create a barrier with a Silver mineral effect while allowing those attuned to the Blood Rune to pass unaffected, 10ft around the Rune Smith and anyone with in 10ft of him.
As well, as the number of Runes used being limited to the level of Rune Smith, this type of Runeing is only active for 30secs x level in Aura. Also Runeing in this way will cost 2 mana points per Rune.
An Article or Location can’t be Runed, if it is already magical (enchanted) or already has already been Runed, except in the case where a God chooses to place their own Rune.
Runes don’t give off aura like anything else that is magical, instead the indents of the Runes themselves give off an intense glow which can only be described as concentrated aura (God Runes are the same but very gold).
After becoming a Rune Smith, you can choose the 8 Runes & 2 Key Runes from the level 1 list. However, once you reach Rune Smith 2 and higher, you can only learn Runes from Rune Masters, up to the maximum number of Runes that you can learn at your current level. Rune Masters will usually have a task or trial for you to complete, before they will give you permission to use the Rune that they are the Keeper of.
If you attempt to use a Rune that you haven’t been given permission to use, it will not work.
Once at Rune Smith 4, Rune Smiths can use God Runes. Like other Runes, these Runes will only work if the relevant god has given their permission to the Rune Smith.
Although Runes are very powerful and resilient, they do require charging. Anyone with Aura can do this, although this would be expensive on their Mana pool.
For every Rune on an article, the recharge will cost 1 Mana [1Mana=Rune]. This will keep the article charged for as many Sessions (games and days) as there are Runes [Runes=Sessions], however if the recharge is performed by a Rune Smith, Rune Master or Rune Speaker the charge will last 50% longer [Runes*1.5=Sessions].
If an article has a God Rune, then the Runes don’t require charging as the Article is blessed by a god.
Note: The gods don’t tend to take note when an article is runed with their God Rune, but they will always take note when their God Rune is activated and by whom.
Runeing the living/dead (skin or bone) can be done, however it is considered to be the ultimate taboo. If found out, the people of Stormguard would have you executed, the gods would see to the suffering and torment of the Rune Smith (possibly denying access to the afterlife) and their name will become infamous amongst other Rune Smiths & Rune Masters and will refuse to teach you.
Additionally, if the god(‘s) associated with you God Rune (’s) find out, you will no longer be allowed to use them.
These are mage specific skills that can be learned.