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There are two kinds of magic in Torata - mind magic and soul magic. Any spell marked as mind magic is modified by Intelligence, while any spell marked as soul magic is modified by Will. Shamans, like those of the Walkers in the Green, tend to favor soul magic, which they treat as a natural force that can be worked by their will, while the mages turned out by the Malachite Tower generally favor mind, treating magic as a science of sorts. Many people across Torata dabble in both, and some spells can be taken as either mind or soul spells, though one must be chosen when the spell is initially bought - to represent who your character learned it from. Magic is fairly pervasive in Toratan life, and few people make it through life without learning a single spell. A list of sample spells is given below, with the type of magic, the spell DC, and the XP cost to learn the spell:
Animate Object (DC 13, 5 XP, Mind)
This spell allows you to bring an object to life and give it a simple task like “guard,” “follow,” or “clean.” It's often used by mages to keep their workplaces clean or carry heavy things. The spell lasts for 24 hours or until dismissed by the original caster.
Armor (DC 7, 2 XP, Mind or Soul)
This spell lasts all day and take ten minutes to cast. It gives the target all the bonuses and penalties of light, medium or heavy armor. This does not require the armor proficiency talent to use.
Call Wind (DC 9, 3 XP, Soul)
You channel the power of nature and call a wind to you. This cannot be used as a focused blast, and cannot generate gale force winds, though it can calm them. This is often used by mages who make their living calling the winds for ships on the open sea.
Charm (DC 9, 3 XP, Mind or Soul)
This allows a caster to use cast in place of the diplomacy skill. If the attempt fails, the GM may wish to make the target of the spell realize someone's been trying to charm them.
Create Flame (DC 9, 3 XP, Mind)
This allows the caster to create a small fire, roughly the size of a human hand. It can be cast on
anything within line of sight, though the farther away the spell is cast, the higher the chance of missing your exact target is, unless a visual aid like a spyglass is used as well. Once created, the flame cannot be controlled any more than a normal flame could. Mages who learn this spell often learn Suppress Flame first.
Dream Sending (DC 9, 3 XP, Soul)
With this spell a caster can send a dream to anyone on Torata. The details of the dream are often hazily remembered, but usually a simple, but important message can be relayed. This can also be used to send nightmares to terrorize one's enemies.
Entangle (DC 11, 4 XP, Mind or Soul)
This spell functions like a Melee (Unarmed) check used to grapple. You roll an opposed check with the target you're trying to grapple. The range on this spell is line of sight, the same as Create Flame. Depending on where you cast the spell it might take the form of vines, rope, or simply litter.
Heal (DC 13, 5 XP, Mind or Soul)
Casting a heal spell on a creature can do one of two things: First, it doubles the creatures natural rate of healing for one week as though successful Trade(healing) check had been made. Second, a willing volunteer may allow one wound from their body to pass into the target's body. Whether the caster wants to give the injured character their own wounds, or those of a willing friend or even animal in some rare cases, is entirely situational.
Illusion (DC 15, 6 XP, Mind or Soul)
This spell makes a target think they see, smell, taste, touch, or hear what isn't really there.
Illusion is resisted by a target's resolve. Illusion spells should be heavily regulated by the GM (for instance, a caster that just learned the spell shouldn't be able to make a 50-foot monster appear out of nowhere. Players, try to keep your use of this spell reasonable, and GMs, try to reward your players for creativity).
Lullaby (DC 11, 4 XP, Soul)
This spell puts creatures to sleep. Targets get to make resolve checks against a DC equal to the result of the cast check used to generate the lullaby. If they fail, they become unconscious for eight hours, if they succeed they remain awake.
Negate (No DC, 3 XP, Mind or Soul)
The negate spell allows a caster to suppress or dismiss another caster's magic. To do this, a caster must roll a cast check against a DC equal to the cast check of the other caster, almost like a combat roll. If they succeed, the other caster's spell is either suppressed (if the spell is a continuous effect, like call winds), or dismissed (as would be the case with an animate objects or illusion spell). Spells like lullaby and create flame can only be negated in the same round they are cast, since their effects, once cast, are not magical (actual fire, unconsciousness).
Plant Growth (DC 11, 4 XP, Soul)
This spell can heal sick plants, increase the yield of an entire field of crops, or even make a single plant grow instantaneously. The better your check result, the better this spell works. Many Walker Shamans hold competition using this spell to see who can grow the most beautiful, healthy plant.
Protection (DC 7, 2 XP, Mind or Soul)
This spell allows cast to be used for defense against Melee ( ), Throw, Archery, and Shooting. Roll as you normally would for defense, adding your casting modifier and the appropriate stat (Int or Will). If the result of your defensive check is lower than the the minimum DC to cast this spell (DC 7), then the spell fails and you receive absolutely no bonus on your defensive roll.
Rain Dance (DC 9, 3 XP, Soul)
This spell allows the caster to call a thunderstorm to themselves. It is most often used for agricultural purposes, but is sometimes used during war by ships in an attempt to wreck a vessel that's pursuing them.
Ritual (No DC, 5 XP, n/a)
Rituals are a way of enhancing spells. If a caster who knows a particular spell has the help of another caster who also knows the spell, they can reduce the DC of the spell. For each caster who participates in the ritual, lower the DC by one step (2 points. cannot go below DC 7). All casters participating in the ritual must have this spell talent, as well as the spell being performed. When performing a ritual, each caster must make a cast check at the new, lowered DC for the spell. If any casters in the ritual fail, the entire ritual falls apart. Often this results in a wild release of magical energy, the results of which are up to the GM.
Runes (No DC, 5 XP, n/a)
Runes are a way of storing spells. Scribing a rune on a surface can essentially store a spell so that when another character touches, passes by, or looks at the rune, they set off the spell. The trigger for the rune must be set when the spell is cast. This doesn't actually count as it's own spell, but if a character wants to scribe other spells into runes, they must take this spell talent.
Sense Life (DC 9, 3 XP, Soul)
The caster of this spell can tell where living things are around them, even through walls or other physical barriers. They can sense the flow of life around them, and high check results can even determine what kind of life it is (Human, Dwarf, plant, animal, etc.).
Speak With Dead (DC 11, 4 XP, Mind or Soul)
This spell allows a mage to commune with the dead. Perhaps they want advice from an ancestor, or they're trying to solve a murder and want to ask the deceased some questions. Gnomish mages are often well-versed in this spell because of their religious upbringing, and many make a good living as mediums.
Spirit Walk (DC 7, 2 XP, Soul)
Spirit Walking is considered to be the oldest spell in recorded existence. It allows a caster to spiritually leave their body and walk, or sometimes fly around Torata without regard for physical objects. This allows them to move through walls or dense undergrowth, and is often used for scouting or spying. While spirit walking, a character is invisible to anyone who doesn't succeed on a DC 13 cast check, and cannot interact with physical objects. If the negate spell is cast on a spirit walking character, they are hastily returned to their body and take one wound. Spirit walking characters cannot enter warded areas.
Suppress Flame (DC 9, 3 XP, Mind)
This allows the caster to instantly extinguish a fire. The amount of fire that can be extinguished with a single casting is determined by the cast check result.
Ward (DC 15, 6 XP, Mind)
A warded area keeps people out. A mage may allow any number of people access through a ward, and can add more people to this number at any time they wish, but once a person is allowed to pass through the warding, they cannot be kept out again, except by casting the spell a second time. Characters not on the mage's VIP list must make resolve checks at a DC of 15 to enter a warded area. Those who fail simply forget what they were doing and move on to something else.
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