Second Sight
The Second Sight Talent (Under Talents, the 'S' Section), allows you to percieve the flow of manna as others might percieve the movements of a river, or the fluttering of a flag, or other physical objects and motion, and how these flows, these pulses influence the world around you. Second Sight effects all your senses, despite its name, and how it manifests is entirely dependent on individual experience and training: So where Doietean, the Ruby Pulses, may have a hot, cinnamon odour to one pyromancer, it might very well the warmth of a roaring bonfire to another.
If you have the Second Sight, you may use any appropriate Skill Test with your magickal senses, most commonly your Intuition, Perception, and Track Skills. For example, let us say you were a magister with Second Sight trying to track an Apostate, a druid. Though it would be a struggle, if you know the terrain and the type of power they wield, you could track them following the confluences of where the appropriate pulses come together. Similarly if chasing a witch, you would follow the signs of that dark magic, the deep purple hue tainted manna that would streak from where such magick was used and stick to the witch for some long time, and the faint traces of Void that would cling to the person, instead of literal footsteps. Similarly a Witch could do the same, by studying what particular current of manna had been twisted, touched and pulsed to track or a magister they were wishing to find, or particularly avoid as well, knowing they'd gotten ahead, and so avoid them.
Like the mundane sense you can't shut the Second Sight on and off, much to the chagrin and discomfort of those born with it whom wish to try and have naught to do with magick, as it is one of those strange talents that children can just be born with. They may wish to have nothing to do with the Pulses of Manna, and what they represent, yet they cannot help what they percieve. This means the GM may request tests, or roll them on your behalf, to see if you spot subtle magical details in your environment even if you aren't looking for them.
Spells:
There are four types of spells in Valerick, generally speaking. Within that truth, there are many nuances, but generally there are four types of spells. Petty, Arcane Lores, Dark Lores, and Ruined Lores. Petty Spells are simple tricks that use a negligible amount of magic. Arcane spells are generic spells open to anyone practicing any Lore. Lore spells are specific to one type of magic. For example to cast any spells of the Lore of Doietean you need to have the Arcane Magic (Doietean) Talent. Dark Magicks, these lores are your Druidcrafts and Witchcraft. Finally Ruined spells are those whom are fallen to the Void. They wield the Ruined Gods magic, the magick that is forgotten. Lores of the Void. The Ruined Gods. Necromancy, Daemonology are perceived as such in Valerick and persecuted as such, along with the obvious ones of each of the Ruined Gods.
Spell Memorization
Holding the complex linguistic structures of Language (Magick) in mind is a challenging, so simply transcribing a spell into your grimoire is not enough to memorize it, to commit it to memory and learn it.
To memorize a spell, you need to spend XP as noted under the talents required to spell cast in the Talents Chapter. Once a spell is memorized, a spellcaster knows it permanently, barring special circumstances.
Casting Tests
To cast a spell, you make a Language(Magick) Test. If you succeed, you match up your SL to the Casting Number (CN) of the spell (listed in the individual spell description). If your Success Levels (SLs) is equal to or higher than the CN of the spell, you cast the spell and the written effect occurs. If your SLs are insufficient, nothing happens.
Critical Casting
If your casting roll is a critical, your mental efforts to tug on the currents of manna, to draw in power and harness the energies of a pulse, caused a flare up larger than you intended. It is a dangerous flare up, that does grant you extra power, but at a cost. Unless you have the Instinctive Diction Talent, you roll on the Minor Miscast Table as your spell moves beyond your control, but you may choose one of the following effects;
d100 Roll | Miscast name and effect |
---|---|
01-05 | Void Touch: the next living creature born within a mile is born with a mutation. |
06-10 | Curdling: All dairy within 1d100 metres goes sour/goes bad. |
11-15 | Blight: Willpower Bonus Fields within Willpower Bonus Kilometers suffer a complete crop failure, a blight. All crops rot overnight |
16-20 | I can't hear!: Your ears clog instantly with thick wax. Gain one Deafened condition, which is not removed until someone cleans them for you (with a successful use of a Heal Skill). |
21-25 | Voidflare: You glow with an eerie light as appropriate for your Lore, emitting the light of a large bonfire which lasts 1d10 rounds. |
26-30 | Fell Whispers: Pass a Willpower Test with Advantage, or gain 1 Corruption Point. |
31-35 | Rupture: Your nose, eyes and ears bleed profusely. Gain 1d10 Bleeding Conditions. |
36-40 | Mannaquake: Gain the Prone Condition. |
41-45 | Unfasten: On your person, every buckle unfastens, and every lace unties, which may cause belts to fall, pouches to open, bags to fall, and armor to slip. |
46-50 | Wayward Garb: Your clothes seem to writhe with a mind of their own. Recieve 1 Entangled Condition with a Strength of 1d10*5 to resist. |
51-55 | Curse of Temperance: All alcohol within 1d100 meters goes bad, tasting bitter and foul. |
56-60 | Voiddrain: Gain 1 Fatigued Condition, which remains for 1d10 hours. |
61-65 | Driven to Distraction: If engaged in combat, gain the Surprised Condition. Otherwise, you are completely startled, your heart racing, and are unable to concentrate for a few moments. |
66-70 | Void Visions: Fleeting visions of the profane and heretical harass you. Recieve 1 Blinded Condition; pass a Cool Test or recieve a second one. |
71-75 | Void Got your Tongue?: All Language Tests, including casting tests, are made at Disadvantage for 1d10 rounds. |
76-80 | Sheer Terror!: Pass a Cool Test, at Disadvantage, or recieve 1 Broken Condition. |
81-85 | Corrupting Caress: You drew in something unexpected. You feel the cold, dark, tainted caress of the Void. Gain 1 Corruption Point. |
86-90 | Double Trouble: The effect of your spell seemingly does not occur, but in reality it does, in a random direction 1d10 kilometers away from your intended target. This should have consequences in world that you may interact with, so GMs don't just write this one off. |
91-95 | Multiplying Misfortune: Roll twice more on this table, rerolling any result of 91-100. |
96-100 | Unleashed Madness: Roll again on the Major Miscast Table below this one. |
d100 Roll | Miscast Name and Effect |
---|---|
01-05 | Voices of the Void: Everyone with Willpower metres of you hears the dark maddening and tempting whispers of the beings of the Void. All sentient creatures must pass a Cool Test or gain 1 Corruption Point. |
06-10 | Hex Eyes: Your eyes have an unnatural color associated with your Lore of Magick for 1d10 hours. While your eyes are discolored you have an instance of the Blinded condition that will fade, but until the rolled 1d10 hours is up, you cannot get rid of it. |
11-15 | Void Shock: You suffer 1d10 wounds, ignoring Toughness Bonus and Armor Points. You must pass an Endurance Test with Advantage or gain the Stunned Condition. |
16-20 | Death Walker: Your footsteps leave death in their wake. For the next 1d10 hours any plant life near you withers and dies. |
21-25 | Intestinal Rebellion: Your bowels move uncontrollably and you soil yourself. Gain 1 Fatigued Condition, which cannot be removed until you can change your clothing and clean yourself. |
26-30 | Voidfire: Gain an Ablaze Condition as you are wreathed in flames of an unholy nature in a color befitting your Lore of Magick. |
31-35 | Speak in Tongues: You gabble unintelligibly for the next 1d10 rounds. During this time you cannot communicate verbally, including casting tests, but you can otherwise act normally. |
36-40 | Foul Enfeeblement: Gain 1 Corruption Point, the Prone Condition and 1 Fatigued Condition. | 41-45 | Ragdoll: You are flung 1d10 meters in a random direction, taking 1d10 wounds on landing and gaining the Prone Condition. |
46-50 | Frozen Limb: One limb (determine randomly), is frozen in place for 1d10 hours. The limb is useless, as if it was amputated. |
51-55 | Darkling Sight: You lose the benefit of the Second Sight Talent for 1d10 hours. Channeling Tests are at Disadvantage for this duration. |
56-60 | Madman's Foresight: Gain a bonus of 1d10 Fortune Points. This can take you above your maximum. Each time you spend one you gain 1 point of Corruption. Any of these points remaining at the end of the session are lost. |
61-65 | Levitation: The manna surge you've pulled on to generate power is much more than you bargained for, the sheer power spike bringing you aloft! You are lifted 1d10 meters off the ground for 1d10 minutes. Others can forcibly move you, and you may move using spells or wings, or other such methods. But you will continually return to your original position if otherwise left alone. Once the Levitation ends, well you'll need to deal with the falling rules for how high up you are. |
66-70 | Voidsick: You spew uncontrollably, throwing up far more foul smelling vomits than your body can possibly contain. Gain the Stunned Condition, which lasts for 1d10 rounds. |
71-75 | Void Quake: All creatures within 1d100 meters must pass an Athletics Test or gain the Prone condition. All that terrain becomes difficult to move upon, as the ground fractures and cracks. |
76-80 | Traitor's Heart: The Ruined Gods entice you and exert their will. Should you willingly listen and attack or otherwise betray an ally to the fullest extent of your capabilities, regain all Fortune Points. Should you manage to make a character burn a Fate Point, gain +1 Fate Point. |
81-85 | Void Saws: 1d10 large whirling saw like blades of pure Void energy whirl about in the area of your spell target equal to your Willpower meters in radius. They spawn at waist height in random places within the area and bounce around in random directions within the area with a movement score equal to your Willpower Bonus. They deal 1d10 Wounds, ignoring AP, to anything they touch. Anyone sent into critical by a strike from these must immediately roll a test against a physical mutation. They last for Willpower Bonus Rounds or until destroyed (12 wounds, Invul save of 10, Soak of 3, count as Medium sized. Count as initiative score 35. Weapon Skill=your Willpower.) |
86-90 | Voidbursts: The next 1d4 people to speak within hearing range of you must roll Minor Miscasts equal to 1/2 your Willpower Bonus. You immediately also roll Minor Miscasts=to your Willpower Bonus. |
91-95 | Silence: Arcane Magick becomes impossible within 10 kilometers of where this event occured for the next 1d10 hours, as the currents and ebbs and flows of the Void simply....stop. They go silent. |
96-100 | Uncontrolled Void Feedback: You lose total control of the spell. Everyone within a number of meters equal to your Willpower, friend and foe alike, suffers 1d10 wounds, ignoring AP and Toughness Bonus, and recieves the Prone Condition. Furthermore if this damage sends them onto the critical track, they roll a 1d100. If they roll 98-100, they literally burst in a blast of energy appropriate colored to your Lore, with all that is left is a pile of some sort of dust or ash or other similiar substance as appropriate for your Lore of Magick. If there are no targets in range, the magickal energy has nowhere to go, and vents through you, your head explodes and you are dead. |
Now officially of course, Voidstone is prohibited and criminal and has not ever nor will ever be used by any magister of the collegiate. Oh unofficially? All I will say is we dispose of the stuff in the most efficent ways possible. Draw from that what you will. Many master magisters when so questioned.
1d10 Roll | Test Difficulty |
---|---|
1-3 | Disadvantage |
4-7 | - |
8-10 | Advantage |