Spellcasting in The Magitech Chronicles is governed by the Circle of Eight, which is the magical equivalent to the periodic table of the elements. Using enough aspects and their corresponding greater paths, a mage can literally ascend to godhood. Nothing is impossible, with the right types and quantities of magic.
Casting a spell follows a very simple sequence:
1- Verify that mage has enough pool for the spell.
2- Make the spellcasting roll.
3- Compare the results against the target threshold.
Spell Pool
All mages begin with a spell pool equal to their (will * 3) + archetype bonus. A spell costs a number of pool equal to its COST, and if the mage lacks the remaining pool they may not cast the spell.
Mages may enhance certain spells, such as bolts, which increases their cost up to the maximum they (or their spellrifle) are capable of casting. These enhanced spells have different limitations, which are explained under that particular spell. Common examples include: convert a bolt into a ball or cone, or allow a spell with a single target to affect the number of members of a group up to the caster's magic attribute.
A mage recovers all spent pool after a night of restful sleep. Please note that your GM gets to decide what constitutes a restful night.
A mage may spend an action to ingest a mana potion to replenish spell pool equal to its rating, which provides a well-supplied mage with near infinite spells.
Magnitude
As mentioned above each spell has a base cost, and a mage may choose to enhance that spell.
If the enhanced cost is less than the mage's magic attribute (the sum of the Catalysts they have visited), then they may spend additional spell pool until the cost is equal to their magic. Each additional magnitude adds 2 damage, or effect for some spells.
For example if Aran has a 5 magic and is casting a Void Bolt with a 1 cost, then he can raise the magnitude up to 4 times. This would make the spell a Level 5 (or Magnitude 5) Void Bolt, which costs 5 spell pool. The spell would gain an additional 8 damage over a Void Bolt's normal 5 for a total of 13. Pew pew. Zorch.
Note that Spellrifles and other such weapons have a maximum spell cost they can support. If Aran were firing his Void Bolt through a cheap NTM Mark III Spellpistol, then he'd have a pool limit of 3. Even though his magic would allow him to spend more pool he can only add 4 additional successes, because the pistol can't handle the additional magic.
If Aran wanted to get really fancy he could enhance his fire bolt into a Fire Cone (+1 cost), then increase the Magnitude by 1 (+1 cost). This would result in a Level 2 Fire Cone, costing 3 spell pool.
Common Spell Enhancements
Ball (4 meter radius) +2 cost
Cone +1 cost
Double Range +1 cost
The Spellcasting Roll
Once a character spends the pool the character makes a (spellcasting + expression) check.
If they are a true mage they sketch magical sigils in the air, which is known as hard casting. If they are a tech mage they cast the spell through a pistol, rifle, blade, or cannon. Doing so removes the spellcasting check. However they are still required to aim the spell, which requires them to roll their relevant weapon skill instead.
Damage spells resolve using the rules in the combat chapter. Spells without a combat effect must equal a character’s skepticism, then overcome any relevant resistance.
For example, if Nebiat wants to bind Crewes she’d need to roll spellcasting + charisma (her expression). Crewes has a 4 skepticism, and 3 points of magic resistance. So Nebiat would need 7 successes to bind him.
Counterspelling
Whenever a mage casts a spell, any other mage with an available action may choose to counter it. They make an opposed spellcasting check, and subtract their successes from their opponents. If the resulting total would cause the spell to fail, then it is countered. Even if it doesn't entirely negate the spell it can still weaken it.
Counterspelling requires higher initiative than the spell being cast.
Spells
Basic spells each come from one of the eight aspects, and require the mage to have learned that aspect before they can cast it.
Greater spells can only be learned by true mages, and only if they have both aspects required to learn the greater path. For example, Destruction requires fire and void. Illusion requires dream and air.
Life
Air
Dream
Fire
Void
Earth
Spirit
Water
Life
Light Bolt
Damage: 4 life, double damage against void, spirit, and dream
Defense: Life Resistance
Range: 12
Cost: 1*
Light missiles are the hallmark of a Shayan spellfighter, and are widely feared by demons. The spell may be enhanced into a cone.
Light Shield
Effect: 2 Brace, 2 Armor
Range: Personal
Cost: 1
Creates a weightless shield attached to the caster's wrist, which provides 2 brace, and 2 armor. The shield lasts as long as the cost is dedicated.
Life Ward
Effect: 3 Magic Resistance
Range: Personal
Cost: 1
Creates a shimmering ward of light around the caster, which blunts any magical attacks.
Globe of Light
Effect: Creates a globe of light that follows caster and obeys commands.
Range: Short
Cost: 1
Creates an intelligent globe of light that follows the caster's commands. It will float above and behind the caster, and will try to illuminate the immediate surroundings to the best of its ability. Globes can be touchy, and occasionally get their feelings hurt.
Infuse Appearance
Effect: Increase Appearance attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with life magic to become super-humanly attractive. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (usually 5).
Heal
Effect: Heals 5 points per pool, plus 1 for each success
Range: Touch
Defense: NA
Cost: 1*
The caster channels raw life energy directly into the target in a spellcasting + expression roll. Base healing is 5 times the pool spent, plus one for each success on the spell. So if you pledge 3 pool, and get 3 successes, then you heal for 18 points. If used against spirit, dream, or void creatures this will instead inflict damage.
Manifest Life
Effect: Summons a sword, bow, or other life-themed weapon, armor or shield
Damage: 4 life, double damage to void, spirit, and dream
Range: 6
Defense: Life Resistance
Cost: 2*
Manifest life allows the caster to directly manifest life in a variety of ways, from creating a blazing light that blinds opponents to causing their sword to glow with holy light. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled life for as long as the pool is pledged, and this spell can be cast many times back to back if needed. Each use takes an action, and this spell is usually cast before combat if a smart mage can arrange it.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Air
Lightning Bolt
Damage: 3 air, target suffers +2 DT to next action, electronics suffer triple damage
Range: 15
Defense: Air Resistance
Cost: 1
The caster flings a bolt of lightning at the target. If they take even a single point of damage they are electrocuted, and suffers +2 DT to their next action. Electronics are especially vulnerable to this spell, and an air mage can devastate an enemy bridge with a few well placed blasts.
Infuse Initiative
Effect: Target gains up to user's magic in initiative
Range: Personal
Defense: Air Resistance
Cost: 1*
Caster may bestow the target with exceptional speed. The target gains 1 initiative for each dedicated spell pool, up to the caster's magic rating.
Tendril of Air
Effect: Create prehensile appendage made of air
Range: Short
Defense: NA
Cost: 2
The caster creates an extra appendage comprised entirely of air. It can lift objects, and possesses a strength and agility equal to the caster’s will. Guiding the tendril requires an action. The tendril can take actions within 30 meters of the caster.
Infuse Agility
Effect: Increase Agility attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with air magic to become super-humanly nimble. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Jump
Effect: Allows caster to jump 2 meters vertically per pool spent
Range: Personal
Defense: NA
Cost: 1*
The caster jumps far higher and further than any mortal could manage. They may move up to 3 meters vertically per point of pool invested, or 6 meters per pool horizontally. The effect lasts as long as the pool is pledged.
Flight
Effect: The character gains slow flight
Range: Personal
Defense: NA
Cost: 1*
The caster can fly, though they lack fine control of their flight and cannot maneuver well. This spell sees a great deal of use among air mages, as it can be sustained indefinitely, and is much safer than walking across behemoth-infested territory.
Manifest Air
Effect: Summons a sword, bow, or other air-themed weapon, armor, or shield
Damage: 4 Air, +2 DT to target's next action
Range: 6
Defense: Air Resistance
Cost: 2*
Manifest air allows the caster to directly manifest air in a variety of ways, from blowing out all the candles in the room to forcing an opponent to make an athletics check or be thrown from their feet. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled air for as long as the pool is pledged, and this spell can be cast many times back to back if needed. Each use takes an action, and this spell is usually cast before combat if a smart mage can arrange it.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Dream
Camouflage
Effect: Raises threshold to detect them by 1 per success. Cannot move or illusion is broken.
Range: Personal
Defense: NA
Cost: 1
The caster blends in with their surroundings, and may fool a single sense. The most common is sight, followed by hearing. The character makes an expression + spellcasting check. Each success raises the threshold to detect their presence by 1 when using the chosen sense.
The most common sense is sight, but hearing or scent are also useful from time to time.
Dream Bolt (Sleep)
Effect: Target falls asleep. The base dream damage is 4 to overcome resistances.
Range: 12
Defense: Dream Resistance
Cost: 1
The target falls asleep until woken naturally. If they are standing, then they fall prone. Note that if you cast sleep on someone in combat, and things are exploding next to them, they’ll get to make a low threshold awareness check to wake up.
Aspected creatures of Life, Spirit or Void do not fall asleep. Instead the dream damage against them is doubled.
Infuse Charisma
Effect: Increase Charisma attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with dream magic to become super-humanly charismatic. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases)..
Charming Voice
Effect: Character gains an edge for all charisma checks
Range: Short
Defense: NA
Cost: 1
The caster infuses themselves with dream to become more charismatic. Their voice gains an almost hypnotic quality, and grants them edge on all charisma-based skill checks, this includes spellcasting if Charisma is chosen as the expression.
Chameleon
Effect: As camouflage, but the character can move at half speed.
Range: Personal
Defense: NA
Cost: 2
The caster blends in with their surroundings, and may fool a single sense. The most common is sight, followed by hearing. The character makes an expression + spellcasting check. Each success raises the threshold to detect their presence by 1 when using the chosen sense.
The most common sense is sight, but hearing or scent are also useful from time to time.
Blur
Effect: The character raises their dodge by 2. This can go over their maximum Dodge.
Range: Personal
Defense: NA
Cost: 2
The characters outline becomes hazy and indistinct, and makes them much more difficult to assault with ranged attacks. Their dodge is raised by 2 for as long as the pool is pledged.
Obscure Trail
Effect: Covers casters trail. Adds 1 to threshold to awareness checks per success.
Range: Personal
Defense: NA
Cost: 2
The mage summons an illusion that seeks out footprints, or other traces of their passage, and obscures them from view. This applies to both visible and aural cues the mage may have left behind. The mage rolls expression + spellcasting and each success raises the threshold to track them by 1.
Manifest Dream
Effect: Summons a sword, bow, or other dream-themed weapon, armor, or shield
Damage: 4 Dream, 2 accuracy, double damage to life, spirit, and void
Range: 6
Defense: Dream Resistance
Cost: 2*
Manifest dream allows the caster to directly manifest dream in a variety of ways, from lightening a room with living lights to blinding an opponent with a blast of pure dream. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled dream for as long as the pool is pledged, and this spell can be cast many times back to back if needed. Each use takes an action, and this spell is usually cast before combat if a smart mage can arrange it.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Fire
Fire Bolt
Damage: 3 lingering, flammable objects suffer double damage
Range: 12
Defense: Fire Resistance
Cost: 1*
The caster flings a bolt of magical flame at the target. If it impacts, the subject bursts into flame, and burns per the lingering damage rules. Flammable objects suffer double damage.
Flaming Weapon
Damage: Enchant a weapon with +2 fire damage
Range: Touch
Defense: Fire Resistance
Cost: 1
The spell causes a spellblade to burst into flames, providing 2 fire damage in addition to whatever it already does. This flame also serves as a light source. It lasts as long as the pool is dedicated.
Greater Flaming Weapon
Damage: Enchant a weapon with +4 fire damage
Range: Touch
Defense: Fire Resistance
Cost: 3
The spell causes a spellblade to burst into flames, providing 4 fire damage in addition to whatever it already does. This flame also serves as a light source. It lasts as long as the pool is dedicated.
Infuse Strength
Effect: Increase Strength attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with fire magic to become super-humanly strong. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Piercing Gaze
Effect: Gives edge to awareness checks
Range: Personal
Defense: NA
Cost: 1
Whenever the character makes an awareness check involving sight they automatically gain edge as long as this spell is active. The spell will remain active as long as the pool is pledged.
Manifest Fire
Effect: Summons a whip, greatsword or other fire-themed weapon, armor or shield
Damage: 4 lingering fire
Range: 6
Defense: Fire Resistance
Cost: 2*
Manifest fire allows the caster to directly manifest fire in a variety of ways, from summoning a smokeless torch, to throwing a dagger made of flame to light a trio of candles on a table. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled fire for as long as the pool is pledged, and this spell can be cast many times back to back if needed.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Void
Void Bolt
Damage: 1 Accuracy, 5 void, double damage against life, spirit, and dream
Range: 15
Defense: Void Resistance
Cost: 1
The caster flings a bolt of negative energy that will erode anything it touches. If it impacts, the subject begins to disintegrate. If this spell delivers the killing blow the target is disintegrated, and may not be resurrected. Casting the spell provides 1 accuracy. Void is difficult to control, and cannot be shaped into a ball, or cone.
Blink
Effect: Caster blinks 2 meters per pool
Range: Short
Defense: NA
Cost: 1*
Caster may teleport through the Umbral Depths, up to 2 meters per point of spell pool spent. A caster may spend pool up to their magic attribute. When the caster arrives they are covered in a rime of frost from the brief exposure to a vacuum, but suffer no other ill effects.
Infuse Reason
Effect: Increase Reason attribute up to magic rating
Range: Touch
Defense: NA
Cost: 1*
The caster infuses themselves with voidmagic to become super-humanly intelligent. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Weaken Armor
Effect: The target loses armor equal to number of successes past the target's skepticism
Range: 12
Defense: NA
Cost: 1
The caster uses the void to weaken their opponent's armor. The effect lasts for the scene, unless the pool is pledged, in which case it is permanent for as long as the mage maintains the spell. The mage rolls expression + spellcasting versus target's skepticism, and armor is reduced by the number of successes past the threshold.
Darkness
Effect: Fills an area with impenetrable darkness.
Range: 12
Defense: NA
Cost: 2
The caster creates a zone of complete darkness where light is not allowed to exist. Thermographic vision will not pierce the spell. The spell covers a 5 radius square, placed within the range of the spell. The spell lasts until the pool is released, or cancelled.
Manifest Void
Effect: Summons a sword, bow, or other void-themed weapon, armor or shield
Damage: 5 Void, 1 accuracy
Range: 7
Defense: Void Resistance
Cost: 2*
Manifest void allows the caster to directly manifest void in a variety of ways, from darkening a room enough to force a perception check, to flinging a gob of void to inflict damage. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled void for as long as the pool is pledged, and this spell can be cast many times back to back if needed. Each use takes an action, and this spell is usually cast before combat if a smart mage can arrange it.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Earth
Acid Bolt
Damage: 4 Lingering
Range: 10
Defense: Earth Resistance
Cost: 1*
The caster flings a bolt of acid that will dissolve anything it touches. It is slower than void magic, but more persistent. Acid bolt may be enhanced into a ball, which explodes on impact.
Infuse Fortitude
Effect: Increase Fortitude attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with earth magic to become super-humanly tough. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Crush
Effect: Trap an enemy in stone, then crush them
Range: Touch
Defense: NA
Cost: 4
The caster causes the ground to open beneath their target, or a neighboring wall. A pair of hands will attempt to seize the character, and drag them into the stone. The caster rolls expression + spellcasting, and the result becomes the DT of the athletics check requires to escape the hands.
If the hands grab the player, then they are dragged into the stone, which immediately closes and inflicts 6 points of physical damage. The character is stuck, and freeing themselves requires they inflict 12 points of damage on the stone.
Shape Stone
Effect: Mold any stone as if it were soft clay
Range: Touch
Defense: NA
Cost: 2
The caster can shape stone with their bare hands as if it were soft clay. Note that this does not apply to metal, alloys, or magical stone. The spell lasts as long as the caster pledges the pool.
Shape Metal
Effect: Mold non-magical metal as if it were soft clay
Range: Touch
Defense: NA
Cost: 4
As shape stone, but also applies to any non-magical metal. The spell lasts as long as the caster pledges the pool.
Manifest Earth
Effect: Summons gauntlets, a warhammer, or other earth-themed weapon, shield or armor
Damage: 5 Earth
Range: 3
Defense: Earth Resistance
Cost: 2*
Manifest earth allows the caster to directly manifest their aspect. Earth can be used in a variety of ways, from summoning stone blocks, to coating a floor with gravel to force an athletics check. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled earth for as long as the pool is pledged, and this spell can be cast many times back to back if needed.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Spirit
Spirit Bolt
Damage: 2 Accuracy, 4 spirit, double damage against life, void, and dream
Range: 12
Defense: Spirit Resistance
Cost: 1
The caster flings a bolt of spirit that wracks the soul of the target. Casting the spell provides 2 accuracy. Spirit is volatile, and cannot be shaped into a ball, or cone.
Infuse Will
Effect: Increase Will attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with spirit magic to become super-humanly strong-willed. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Weaken Soul
Effect: The target loses resistance equal to number of successes past the target's skepticism
Range: 12
Defense: Spirit
Cost: 1*
The caster uses spirit to weaken their opponent's very soul. The effect lasts for the scene, unless the pool is pledged, in which case it is permanent for as long as the mage maintains the spell. The mage rolls expression + spellcasting versus target's skepticism, and resistance is reduced by the number of successes past the threshold.
Wrack
Effect: The target is paralyzed with pain
Range: 12
Defense: Spirit
Cost: 3
The caster rolls expression + spellcasting against the target's skepticism. If successful the target is wracked with pain for a number of rounds equal to the successes rolled. They fall prone and can take no action except writhing in agony until the spell ends. Wrack cannot be countered or dispelled. Further, this spell may be sustained past its duration by expending 1 pool per round.
Manifest Spirit
Effect: Summons a ghostly spear, sword, or other spirit-themed weapon, shield or armor
Damage: 5 Spirit, double damage against life, dream, and void
Range: 12
Defense: Spirit Resistance
Cost: 2*
Manifest spirit allows the caster to directly manifest their aspect. Spirit can be used to made spirits visible briefly, to inflict damage, or to frighten. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled spirit for as long as the pool is pledged, and this spell can be cast many times back to back if needed.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
Water
Water Bolt
Damage: 4 Water, ignores first 2 resistance, double damage against fire
Range: 12
Defense: Water Resistance
Cost: 1*
The caster flings a sharp spike of super-cold ice at their target. This ice shreds most defenses, easily bypassing all but the strongest of wards. It can be enhanced into a cone.
Infuse Intuition
Effect: Increase Intuition attribute up to magic rating
Range: Personal
Defense: NA
Cost: 1*
The caster infuses themselves with water magic to become super-humanly intuitive. The spell lasts as long as the pool is dedicated, and the caster may increase their attribute up to their magic rating. No attribute may ever go higher than the racial maximum (5 in most cases).
Create Water
Effect: Creates 10 liters of water per pool
Range: Touch
Defense: NA
Cost: 1*
The caster cups their hands together, and the fill with pristine, untouched water that flows from raw primal magic. It is the best tasting water the imbiber has ever tasted, and will nourish crops like no other.
Wellspring
Effect: Creates a permanent source of water
Range: Touch
Defense: NA
Cost: 1*
The caster places their hand upon the ground, and causes water to bubble up from deep under the earth. This new well will last for one year for each point of pool pledged. Note that this pledge is permanent until the spell expires or is cancelled by the caster, at which time the caster gets it back.
As with create water the wellspring produces the best tasting water the imbiber has ever tasted, and will nourish crops like no other.
Also note that enterprising mages have learned that if you have a large enough body of earth inside a ship or space station the spell will work. Fill that extra hold in hydroponics with a bunch of soil, make sure its at least 2 meters deep, then cast the spell. Boom, water on a ship.
Manifest Water
Effect: Summons a water whip, ice spear, or other water-themed weapon, armor or shield
Damage: 4 Water, ignores first 2 resistance, double damage against fire
Range: 12
Defense: Water Resistance
Cost: 2*
Manifest water allows the caster to directly manifest their aspect. Water can be used in a variety of ways, from creating stairs out of ice, to slicking floors. GMs are encouraged to think thematically when allowing or disallowing uses of manifest spells.
Casting the spell allows the user to utilize the controlled water for as long as the pool is pledged, and this spell can be cast many times back to back if needed.
If summoning a shield or armor they cannot be worn over regular armor. Use the stats of a standard armor or shield of its type, but with a zero weight and strength requirement.
It is mentioned several times in the books that gathering magic from multiple catalysts of the same type increases the power of your spells from that realm or element. Also in the books, spell pools are separate per magic type so that one may have a larger void pool than fire for example. Is that the case here or is it one lump sum? I'd suggest considering listing possible effects per type of magic rather than going the D&D route of a ton of premade spells. Then you only have to give a couple examples per catalyst type, players have more flexibility to be creative, and it is more true to the source material. To prevent people with large pools or several catalysts from being OP, limit the max # of effects to the character's Reason stat, and possible allow them to make a Reason roll to increase beyond that. For example, a Player with 2 Reason wants to shoot an armor piercing attack that also stuns the target. The first effect is the base attack dmg element/realm, the second is Void for the entropy or blink property to bypass armor and the third effect is air (electricity) for the stun property. However, this exceeds their reasoning (ability to process data quickly), so they would need to make a Reason roll with a threshold of 1 in order to successfully cast the ability in addition to the attack roll.