A snapshot of three mages during their days at the Mages' Association school in
London.
This online work is designed to detail the rites and spells of the Church, the Mages'
Association, and the unaffiliated wizards of the Nasuverse. This is a really long
document and is listed here for later inclusion in the main book. There's about 9
pages of solid text here, so you might want to just print this out and take it
with you. I would like to thank the Type-Moon Wikia for their work in organizing
this information, which made it relatively easy to stat in game terms.
The focus of this work is to help players take on the roles of Association
graduates and Church Agents, and to help Storytellers use them as neutral figures,
allies, or adversaries when the Story requires it.
Strictly speaking, the Church and the Mage's Association are enemies. In the past
few decades, the groups have raised the flag of truce, as both organizations share
the goal of protecting the world from the forces of the undead. Whether that truce will be a
truly lasting one remains to be seen, for their operating philosophies are quite different.
The Mages' Association and the Church also declared a truce during the Fuyuki
Heavens Feels (the Fuyuki Holy Grail Wars), so one could say that individuals from
one organization may feel neutral to the other, which is a way to start
an alliance from zero.
With that out of the way, let me continue this narrative by giving the reader a primer about
the principles of magic in the Nasuverse.
Magic has been defined as the ability for a spellcaster to affect the
physical world around him with occult energy. Usually this is accomplished
through the proper rites or rituals, with the spellcaster's focus of will,
skill, and fortune directing the process to the proper result.
Sometimes these spells invoke or appeal to a supernatural being, or use a
powerful artifact left behind from a forgotten age.
Basically, with the right equipment, good timing, and the knowhow a person
can cast a spell. This does not mean magic is safe. Just as with
making your own explosives, with the right formula, a person
can make plastique in his kitchen, but may not have the
skill to prevent the fresh batch from immediately detonating once he hooks up
the timer. Magic is dangerous and wizards should
have decent levels in Occultism and Magic Circuit before
attempting to cast magic.
Spells can be defined by their nature or by their school.
They are as follows. By nature, they are Curses, Earth, Flame, Flow/Transfer of Power,
Material Transmutation/Alteration, Mental Interference, Runes, Starmine * Shadow, and
Wind Magecraft. If grouped according to school, there are spells in the categories of Divine Words,
the Rites of the Holy church, Houjutsu, and Numerology. Finally, there is one additional
category, Witchcraft (ウィッチクラフト) , which includes Cursing Techniques (呪術 Jujutsu) among its other
disciplines . This categorization system is
important because of a new Perk, Elemental Affinity, which will be defined in the New Perks
list later on.
New Perks
Elemental Affinity (1-3 Levels, 3 pts per level, Supernatural Perk)
Some people are naturally better at a specific type (houjutsu, flame, etc.)
of magic. Each level of Elemental Affinity adds +1 to casting rolls for
that type of magic and reduces the MP cost for casting a spell of that
school by 10%. If the caster has Elemental Affinity for a particular nature or school
of magic but has no Magic Circuit, he can cast spells of that nature or school, substituting
his Elemental Affinity for Magic Circuit Rank when casting the spell.
There may also be talismans that can be worn to temporarily
grant Elemental Affinity, such as an enchanted glove made from salamander skin. These talismans
are magical items and as such are subject to the rules for making objects under the Enchanter section.
An example of someone with Elemental Affinity in Kara No Kyoukai is Kokutou Azaka, who
has some talent at using Flame Magecraft.
Spell-Trained (1-4 levels, 1 point per level, Supernatural Perk)
To pick this, the person must pick a spell that they have trained an especially long time casting.
Each level of this Perk reduces the MP cost for casting that particular spell by 5%.
High-Speed Aria (10 points)
This allows a magus to chant incantations at a faster pace. This perk halves the casting time of any
spell. If a spell takes 30 seconds to cast, it now takes 15. This Perk is possessed by Aozaki Aoko.
With those additional adjustments out of the way, we should make some clarification as to what
portions of the Magic Box supplement from Unisystem are going to be used, and what
sections will not be. As most of the people who have been using the Fate system have noticed,
the backbone of the project has been the Unisystem. The Magic Box text was used for creating
spells because of its versatility and simplicity. There are some things from the Magic Box that
are not going to be used: Virtual Magic does not exist in the Nasuverse, so it is not in use here.
Power Boosting is not an option in the Nasuverse.
Magic Addiction does not exist, which is of great relief to magicians such as the Aozaki family.
Magic Pushers do not exist.
The other rules, such as Sacrifice (sacrificing magic items, life force, and demonic pacts) are still
there. So are the rules for side-effects to spells. In addition to the vagueness of "positive/negative dimensional ties",
there is something in the Nasuverse called the Counter Force (抑止力, yokushiryoku) exists to prolognate and
maintain the current world. This Counter Force becomes active when something that could
destroy the World exists and is active; the Counter Force then arrives to annihilate that something. Often the
Counter Force will act through one of its agents, the most common being a type of Epic Hero known as
a Counter Guardian. If a Counter Guardian arrives, it will do its best to eliminate the threat to humanity and the World
in the most cold-blooded, efficient manner possible.
And the Counter Force can be more subtle, and is capable of finding less overt ways to make itself felt upon
the world. For example, it might guide a champion towards the city where something bad is happening, or it might
happen to let a witness draw too close to that bad something and let him alert the authorities, or it might even make a
crime occur near the site in order to call attention to the area.
Some players have asked what they get if they make a Witch or Wizard from the start.
A Witch or Wizard with a Magic Circuit can begin with a number of spells whose Power Levels
are equal to twice their Magic Circuit. Thus a Witch with a Magic Circuit of four could begin with 1
Power Level 8 spell, or two Power Level 4 spells, etc. These can come from the Occult Library you have,
assuming you have one. You can also learn more spells from your existing Occult Library, assuming you
bought that perk. Assuming you make your library test, and the spell is indeed in your
library, finding a spell takes one hour per Power Level of the spell, minus 30 mminutes per success level
on your Research roll. The Storyteller is within his rights to draw this out and have the spell not be
in your library or require you to assemble ingredients to cast it once you do find it. If the spell
is not in the library, some adventure to find it is in order.
Through hard work, a witch may be able to revise an existing spell. The Storyteller decides how
long that will take, what goes into creating the spell, and what "raw materials" you must use to create it.
As a minimum, assume that modifying an existing spell will take half that spell's Power Level in hours
to do, and rolling your own will require 4 + Spell's Power Level in hours to create. Thus a brand spankin'
new power level 2 spell will require 6 hours to make (also requiring rare ingredients, a proper magical library, a
thick stack of occult books, a smoky, bubbling cauldron, etc.)
In order to make a new spell, first the spell's Purpose must be defined. "I want to be
able to do anything" sucks as mission statements go. Magic can affect nonliving and living
things, heal or harm, manipulate energy and minds, or change matter. It is easier to
damage or transform something that already exists than creating a new object from
the ethric. Likewise, permanent effects are more difficult to pull off than temporary
changes. The more ambitious the wizard, the harder it is to craft a spell that can
accomplish his goal. For the most part, the best (and easiest to cast spells)
are simple and straightforward.
Spells that cut through enemies like wheat or remove all challenges from your
Book should not be available, or else extract the ultimate price when used.
The Storyteller has to tell an interesting game, and without challenge there
can be no interesting games.
Once the effect has been established, the Storyteller can determine what
the Power Level of the spell is. We're not playing Dragon Ball, so
put away your Scouter in your desk. The higher the Power Level of the spell,
the greater its effect is, the harder it is to cast, and the consquences
for failure increase further. If a spell is miscast, a Perception + Occultism
roll can reveal some clues as to what went wrong or what the consequences
were. Not everything will be explained, but it may say if the reverse
effect occured or if the wrong target was struck.
Setting Power Levels for a spell is a fairly straightforward judgment call.
There are no Power Level 0 spells because you don't get something for nothing.
Even a simple cantrip is Level 1. Past Power Level 4, spells
can become extremely deadly. The maximum Power Level that a Player Character
wizard should ever cast should be Power Level 10, and that is a major feat
with serious Consequences of the Full Life variety.
Spells cost Mana Points to cast, and the cost of a spell (as already mentioned)
is equal to its Power Level x 3 once cast. This mechanic represents the wizard's
use of his own prana to take in mana from the environment and change it
into something he can work with, then direct it along his own Magic Circuit.
Because this change is occuring within and is guided along his own body, spellcasting
is somewhat painful for the spellcaster, and he may tremble in pain, sweat may
bead up on his brow, etc. as the spell is being cast.
Now we'll write out how to define the Power Level of the spell. This is reminsicent
of Hero System where you can define the superpower and then limit it to make it
cheaper/easier to use. Wizards will probably try to limit their spells' Power Levels,
because that makes them easier to cast, requires fewer Mana Points, and finally
results in fewer consequences.Major thanks to John Snead et. al for the following
rules.
------------------------------------
PARTICIPANTS IN THE RITE
------------------------------------
3 or 9 magicians needed to cast the spell. Power Level (-2).
10 or more magicians needed to cast the spell. Power Level (-3)
Per special requirement for primary or additional spellcasters
(must be a virgin, must be a vampire, etc.) Power Level is (-1).
------------------------------------
CASTING TIME
------------------------------------
Instantaneous. Power Level (+2).
Recitation. A couple minutes or so. Power Level (+1).
Ritual. Less than half an hour, but more than a few minutes. Power Level (+0).
Lengthy Ritual. More than half an hour, and up to several hours. Power Level (-1).
Very Lengthy Ritual. More than several hours. Power Level (-1).
Quick Cast. The spell normally would be a recitation, but can be quickly
fired off by someone with a Magic Circuit Rank of 3 or greater. Power Level (+1).
One-Shot Item. The spells' effect is stored in a one-use talisman which contains
the spell until it is triggered. Power Level (+1).
------------------------------------
SCOPE
------------------------------------
Minor. Affects a small area such as a room, and does not directly affect
a person or object. Power Level (+0).
Noticeable. Affects one being, one small object (table, book, etc.), one large object
(sofa, etc.), a target in the same room or close by,
or the area of a small house. Power Level (+1).
Severe. Affects 2-10 beings, a hard large object (refrigerator), a target
in the same small house, or the area of a large building. Power Level (+2).
Major. Affects up to 100 beings, a car, a target in the same large building,
or the area the size of a neighborhood. Power Level (+3).
Major. Affects everyone downtown, a target in the same neighborhood,
or the area of the district or ward. Power Level (+4).
Awesome. A whole city or town. Power Level (+5).
Anything bigger is Power Level (+6).
Limited Target Selection: If the spel only affects a certain type of
being (fairies, wizards, vampires, etc.), then the spell is Power Level (-1).
------------------------------------
DURATION
------------------------------------
Harmful spells are usually instantaneous, but if the spell
has an on-going effect, such as making a person fast enough
to dodge bullets, or breathe underwater, etc. the following
descriptors can be applied.
Short. Spell lasts one Round per Success Level. Power Level (-1).
Medium. Spell lasts one Minute per Success Level. Power Level (+0).
Long. Spell lasts one Hour per Success Level. Power Level (+1).
Very Long. Spell lasts one Day (or longer) per Success Level. Power Level (+2)
Forever (Unless Cancelled or Dispelled). Power Level (+3).
Sometimes spells have a slower effect, which also alters the Power Level.
Slow. Effects spread out over a minute. Power Level (-1).
Very Slow. Effects spread out over an hour. Power Level (-2).
Slowest. Effects spread out over a day. Power Level (-3).
If a damage-causing spell has a slow effect, it gradually
causes its total damage as time passes. Thus a spell that causes
20 points of damage over an hour (-2 Power Level) might cause a point
of damage every three minutes.
------------------------------------
SPELL REQUIREMENTS
------------------------------------
No Special Requirements. A visit to the grocery store's spice rack,
a scented candle, an old TV Guide, and you're set. Power Level (+0).
Unusual Ingredients. Examples include hair, nails, or other
clipping from the target, rare herbs, uncommon objects, an obscure ancient
text, etc. Power Level (-1).
Rare Ingredients. A human sacrifice, a rare magical artifact, the body
part of a demon, a piece of Pylean rose quartz, or some other
hard-to-get stuff. Power Level (-2).
Extremely Rare Goods. These are few and far between goods on a continent,
if not dimension. The feathers of an endangered bird, ancient relics found
in museums, etc. Power Level (-3).
Restricted Use. The spell can only be cast at special times, perhaps
once or twice a year. Power Level (-4).
Extremely Restricted Use. The spell might only be able to be cast one time,
or only once every five (or more) years. This limit can be expanded to centuries
or millennia. The spell might also use a one-of-a-kind item, meaning once cast,
it can never be cast again. Power Level (-5).
Only the highest level limitation applies for Power Level calculation.
Even if it can be cast once a year and uses demon blood, the Power Level
mod is (-4).
------------------------------------
EFFECTS
------------------------------------
Choose the most applicable.
Minor. Does one point of damage per Success Level; causes a skin rash; breaks
a nearby glass or vase; or causes a Strength 1 disease/poison to
harm a person. Power Level (+0).
Noticeable. Causes damage equal to the wizard's WILL per Success Level; shatters
all the glass or breakables in a small room or small house; causes up to
a STR 3 poison/disease to affect a person (2 STR per Success Level, max 3). Power Level (+1).
Severe. Causes damage equal to the wizard's WILL x 2 per Success Level,
strikes a man blind, mute, or deaf; causes up to a STR 5 poison/disease
to ravage a person (1 STR per Success Level, max 5); enfeebles a man (reduces one
Primary Statistic by one per Success Level); shatters or molds rock or metal. Power Level (+2).
Major. Causes WILL x 3 damage per Success Level; imposes up to a STR 7 poison/disease (3 STR per Success Level, max 7); seriously enfeebles the victim
(reduce one Primary Statistic by two per Success Level, or pick two Primary Statistics to
reduce by one per Success Level). Power Level (+3).
Awesome. Causes WILL x 5 damage per Success Level; imposes up to a STR 10 poison/disease
(5 STR per Success Level, max 10); lays waste to a man (reduces one Primary Statistic by
four per Success Level, or two Primary Statistics by two per Success Level, or four
Primary Statistics by one per Success Level). Power Level (+5).
------------------------------------
MIND/EMOTION
------------------------------------
Minor. Momentary joy, sadness, anger; creates a simple flash of light. Power Level (+0).
Noticeable. A visual illusion or calming intense emotions. Power Level (+1).
Severe. Changes a person's feelings or attitudes (a love spell, or makes adults
act like teenagers); creates illusions that trick at least 3 senses. Power Level (+2).
Major. Enslaves the will of a person; creates illusions that can not be distinguished
from reality. Power Level (+3).
Awesome. Rewrites an entire lifetime's worth of memories. Power Level (+5).
------------------------------------
CONJURING/SUMMONING
------------------------------------
Minor. Creates a small globe of light; locates a familiar object in the same room
("Where are my keys?"). Power Level (+0).
Noticeable. Creates strobing or moving lights; starts a large fire; locates a
familiar object in the same room; brings a familiar object from the small
room to your hand. Power Level (+1).
Severe. Summons beings from other dimensions; raises the dead (a zombie);
locates a familiar object in a large building; brings a familiar object
from the same building to your hand. Power Level (+2).
Major. Summons a dangerous demon or powerful spirit (lieutenant-chief
henchman types, not Big Bad level); locates a familiar object in the same
neighborhood; brings a familiar object from a large building into
your hand. Power Level (+3).
Awesome. Summons a Big Bad-level creature; finds a familiar object
on the same continent; brings a familiar object from the same city
to your hand. Power Level (+5).
Note: If the force or being is not under the caster's control once it
manifests, the spell's Power Level is (-1). Once the being appears,
it does its thing without paying much (or any) attention to the desires of
the person who brought it here.
------------------------------------
MANIPULATION/TRANSFORMATION
------------------------------------
Minor. Unlocks simple locks; marks a design or adds coating to materials. Power Level (+0).
Noticeable. Unlocks a deadbolt; bends or dents metal or rock; breaks or molds fragile
materials. Power Level (+1).
Severe. Opens large/complex locks (bank vault doors); shatters or
molds rock and metal. Power Level (+2).
Major. Turns metal soft as mud, or hardens air into a barrier. Changes the properties
of materials. Power Level (+3).
Awesome. Impenetrable walls of force, etc. Power Level (+5).
------------------------------------
IN SUMMARY
------------------------------------
Sometimes all of the above guidelines provide too much detail
and you just want to guesstimate the Power Level of a spell.
Minor. Annoys or amuses, or causes momentary effects. Will not
significantly alter or injure the subject. Causes Skin rashes, creates cantrips,
or causes 1 point of damage per Success Level. Power Level (+1).
Noticeable. Objects and living beings can not be transformed physically,
mentally, or spiritually. The spell can break several small things,
shatter all the glass in a house, make an impressive lightshow, or injure one person.
Max damage to a target equals the wizard's
WILL x Success Levels on the casting roll. Power Level (+2).
Severe. Causes significant harm (equal to wizard's WILL x2 per Success Level),
reshapes matter, alters a person's senses/emotions/thoughts, summons beings from
other dimensions, reduces Primary Statistics in a target (one per Success Level),
love spells, shatters or molds rock/metal, creates illusions that fool at least
three senses, strikes someone deaf, mute, or dumb, raises a zombie, or summons
a demonic henchman. Power Level (+3).
Major. Reshapes the essence, properties, or soul of living beings and/or objects.
Metal can become soft as mud. Up to three x WILL points of damage per Sucess Level
can be caused. People can be turned into animals or demons. Power Level (+4).
Awesome. Restores the soul of a vampire, caster throws lightning bolts,
brings a person back to life, calls forth an Old One to eat the world.
Can cause five x WILL in damage per Success Level. Power Level (+5).
Since we've listed guidelines for creating your own spells, it's worthy to
note that spells can also be Plot Devices. These are generally one-shot
rites, which can be used once and never again for any kind of reason
the Storyteller wishes (the moon has to be in the 8th House of Aquarius,
or the spell must be cast on the caster's 40th birthday, etc.) Because
this type of spell is a kind of Story Event, it's usually easy to cast -
meaning it can be a powerful spell with a Power Level of 1. If the
spell is bad/evil, then casting it is not a great idea. Plot Device
spells should appear once per Chapter. If the players are waiting for
a Plot Device spell to extract their fat from the fire, the Storyteller
isn't using them correctly.
On Miscast Spells
These modifiers affect the failed spellcasting roll.
Once a spell has been miscast,
roll a D10 and apply any modifiers plus the spell's Power Level, then
consult the Failure Table for the appropriate type of spell
(Summoning Failure Table for failed Summoning spells, etc.)
Mod Circumstance
+1 The caster is upset when casting the spell.
-1 The caster spent 10 minutes or more in meditation before casting
the spell.
+3 The caster rushed the spell. Rushing a spell halves the time
for casting but makes mistakes oh-so costly.
-3 The caster cast the spell before.
+3 The caster has never used this spell before.
+1 The caster tried the spell before, but failed.
+1 The caster has never cast a spell of this Power Level or higher before.
Quick-Cast Spell Failures.
These spells use a lot of magical energy in a short amount of time, thus are prime
for screw-ups.
Total Result
4 or fewer The spell still works.
5-7 Partial success. Duration, damage, or effect will be halved.
If not applicable, then the spell is partially effective. Instead
of turning a person into a rat, it might give them a long rat tail
or the head of a rat.
8-10 The spell works, but the caster is hit by energy feedback. He takes
five Life Points in Bashing damage per Power Level of the spell.
11-13 The spell is completely reversed. Attack spells will heal the target,
weakening spells strengthen the target, and invisibility spells draw
attention to the target.
14-15 The wrong target is hit.
Everyone rolls off to see who the lucky guy or gal
is. If not applicable, then the caster takes five Life Points in
Aggravated Damage per Power Level of the spell.
16 or higher Unexpected effects. Dangerous Things are summoned,
the area is damaged by magical lightning, etc. This might also happen
if the caster is interrupted before this spell is finished.
Altruistic Spell Failures.
Because these spells are designed to help other beings, the consequences for miscasting
the spells are somewhat reduced. These may be a manifestation of karma or other
benevolent force.
Total Result
4 or fewer The spell still works.
5-7 The spell is delayed, and goes off at a dramatically
appropriate time.
8-10 The spell works, but its effect is halved (choose
duration, effect, or life points healed, etc.)
11-13 The spell works, but has a trivial effect. A spell
to remove a curse simply turns it off for 10 minutes,
or a spell to open a portal creates a portal the size
of a shoe-box, etc.
14-15 The spell hits the wrong target. Roll off to determine
the lucky guy or gal.
16+ The spell creates a totally unexpected effect. A hole is
torn into our reality, the caster suffers 14 points of
Aggravated damage and is at -4 to cast magic for the next
13 - WILL rounds, or the caster is struck blind for 1D6 x2
minutes, etc.
Harmful Spell Failures.
With black magic, only the strong survive.
Total Result
4 The spell is delayed and takes effect at a dramatic moment.
5-7 The spell still works, but the caster is cursed by
the dark energy of the spell. For the
next day or so, he temporarily acquires levels of Anti-Luck equal
to the spell's Power Level.
8-10 The spell works, but the caster is harmed by its dark energy.
He takes five Life Points per Power Level of the spell in
Bashing damage.
11-13 The spell works, but hits either the caster or one of his allies.
Players can roll off to determine who's the winner. If the
spell was designed to help someone in a harmful way (make someone
younger, etc.) the effects are reversed.
14-15 The spell detonates, causing five Life Points of damage per Power
Level to the caster and everyone in the same room. As for the room
itself, the damage it and the things within it take make it look
like the room went through a moderate level earthquake.
16 or more Completely unexpected effect. Demons from other dimensions are called,
magical lightning strikes the area, something from the distant
past/future of an alternate or parallel earth is brought into the
present, etc. This can also happen if the spell is disrupted at a
critical point before its completion.
Summoning Spell Failures.
These spells call things to our reality. When they go wrong, they tend to call up the
wrong thing at the wrong place.
Total Result
4 or fewer The spell still works.
5-7 The spell takes effect at a dramatic moment.
8-10 The spell works, but the creature is summoned in the wrong
place (the middle of main street, the parents' bedroom, etc.)
The summoned being might also be forced through several obstacles
in the way prior to its arrival. This causes no damage to the being
but damages any affected real estate. Archer may have faked
this effect in Fate Stay Night when he was summoned to the
fifth Heavens Feel.
11-13 The spell summons the wrong thing. The Storyteller can pick
what was summoned. It should be as powerful as what was desired.
Any control efforts or precautions either fail
completely or are reduced in effect.
14-15 The spell summons the wrong thing, and it is more powerful
than what was desired. It also arrives a short while after the
summoning near where the spell was cast. The caster might not
even know until long after.
16 or more Tears open a hole in reality, opening into another dimension. The
caster and everyone nearby may be pulled through, or something may
cross through from the other side.
The hole lasts somewhere between 30 seconds and 30 days.
Necromantic Spell Failures.
Raising the dead isn't easy. Some of these were lifted with pleasure from
Chaosium's The Bronze Grimoire. These apply whenever the caster is trying
to raise a zombie, mummy, or other undead being, or is trying to
bring the dead back to life ... and the roll is failed.
Total Result
4 or fewer The spell still works.
5 The creature explains a dark secret from behind life's curtain,
then slumps into death. It can never be reanimated.
6 The creature's mind reactivates, but nothing else. Its eyes
twitch furiously.
7 Only half of the body reanimates. The creature moans piteously
as it drags itself about.
8 The creature has no guiding intelligence because the brain
was not reanimated. It stares at the wall stupidly.
9 The creature reforms as a mass of twitching, thrashing, uncoordinated
limbs. It knocks over things as it walks around.
10 The creature melts into sludge. If the character fails a Luck x 2
roll, he is sprayed by some of the sludge, whose stink stays with
him forever.
11 The magic was too powerful. The corpse explodes with the power of
a hand grenade.
12 The creature reanimates in constant agony. Its screams turn the
caster's hair white. The creature attempts to die again as soon
as it can.
13-14 The creature reanimates, but hates the caster and tries to
immediately kill him. It attacks until eliminated.
15 As per the previous entry, but the being returns from the grave every
1D8 months and continues hunting the caster. Mere destruction of the
living corpse isn't enough; If it has been destroyed, its spirit
moves into the nearest dead body and waits to strike again.
16 or more The gates of one Hell open in the caster's laboratory. Demons and
the damned rush forth to bring the caster home.
Teleportation Spell Failures.
Manipulating time/space comes at a heavy price. These were lifted with pleasure from
Thomas Wilde's list of Mage Flaws. Whenever the wizard tries to open a portal, teleport from place to place, etc., and fails, check this chart.
Note: A D66 is rolled with one D6 for the tens column and one D6 for the ones column.
A D666 is rolled with one D6 for the hundreds column, one for the tens column, and one D6 for the ones column.
Cruel Storytellers can have these listed side effects last even longer.
Total Result
4 or fewer The spell still works.
5 The wizard's body immediately purges itself of all impurities or
foreign substances. This is beneficial, but in the short term is highly
inconvenient, for in the process the wizard will foul himself.
6 The wizard temporarily co-locates into someplace bad, just in time for
something bad to happen to him in that place. For an example, he
might co-locate into a bar just as a fight begins and then get hit with
a barstool. Anyone in the original location sees the wizard's reaction,
not what he is reacting to. The Storyteller should of course roll for damage.
7 For D666 minutes, anything the wizard says is broadcast onto a major
radio station's transmission. This will hijack any
regular programming on that station. The wizard
has no idea this is going on unless he is alerted to it.
8 Any small life form (insect, flower, etc.) dies upon drawing near to
the wizard. Larger life forms (trees, dogs, cats, etc.) won't die
immediately but will fall ill if forced to spend a lot of time around
the wizard. This lasts an indeterminate amount of time.
9 Any clocks or watches the wizard carries are ruined. They will always
tell a time of day that is impossible, like 36:82 FM.
10 At the least welcome time, something non-magical the wizard is carrying
will become something useless or inappropriate. A handgun becomes a
squirt gun; a dagger becomes a wooden butter knife, etc.
11 For the next D66+12 minutes, The wizard may now be touched by spirits
on the Astral Plane. The spooks over there will tousle his hair, take
stuff from his pockets, feel him up, pinch his cheeks, give him
wet willies, give him wedgies, goose him, kancho him, etc.
12 The next person the wizard touches will become intimately familiar to
him. He'll know everything that guy did for the last
thirty hours. This is either a good way to add a story hook
or unnerve the wizard.
13-14 For the next D66+90 minutes, the wizard has no inner monologue and
thinks of and refers to himself in third person. The wizard has no
idea that he is doing this and disbelieves anyone who points it
out to him ("Chris doesn't understand what you're talking about.")
15 The wizard's spirit is forced out of his body. For the next D66
minutes, he will operate as a ghost. The wizard's spirit cannot
go further than (WILL / 3) miles from his body. If something
kills his body, what happens to his spirit is up to the Storyteller.
After the rolled time is up, the character's spirit can re-enter
his body, assuming it hasn't been killed.
16 or higher The wizard is immediately purged of all remaining Mana points and
thrown one day into the future per expended Mana point.
He will reappear once enough time has passed in the same place. Note
that he'll reappear in the same spot with zero Mana, meaning he'll be
unconscious once he arrives.
Mind Control Spell Failures.
These spells link the wizard's mind to other minds and alter perception and thought. When they go wrong, they
tend to affect the wrong mind and cause something other than the disred effect. These effects were
lifted from Thomas Wilde's list of Mage Flaws. Cruel Storytellers can have these listed side effects last even longer.
The alternate possibility for 14 is based on a person from real-life.
Total Result
4 or fewer The spell still works.
5 The wizard's mind begins racing. He is manic and
constantly pursuing new avenues of thought. Concentrating
on any one thing is difficult, and the wizard is at -2
to any INT-based tests. The wizard's sppech also becomes
logorrheic, and he is at -1 to any Social tests.
This effect lasts for D66 + 80 minutes.
6 For the next D66 x4 minutes, the wizard will slap himself
in the face if someone around him says "the".
7 The wizard can feel his bones beneath the layers
of muscle, rubbing and clacking and flexing and groaning.
He is at -2 to all rolls because of the constant
pain/pleasure he feels. The effect lasts for D66 x3 minutes.
8 The wizard will put "air quotes" around random words in
his sentences or any time he has to restate what others
have said. This lasts for D666 + 30 minutes.
9 The next time the wizard is exposed to any
significant stressor, the wizard immediately
falls asleep. He can not be
awoken for (D66 +30) - (WILL x2) minutes.
10 The wizard's sight is altered - his field of vision
now starts from a random point in his immediate
vicinity. It could be behind him, a few feet to
his left, or above his head. All Perception-based
tasks are at -2 for obvious reasons. This lasts for
2 hours + D66 minutes.
11 The wizard's short-term memory is knocked offline.
To remember things (like what he's supposed to be
doing), he must roll Intelligence + Alertness and
score at least two successes. Storytellers should
force the player to roll this test often. He will remember
what his name is, or where he lives, but
focusing on any specific task is going to be
hell. This can be very dangerous if the effect
lasts into a combat scene. The effect lasts
for D66 + 30 minutes.
12 The wizard takes no damage, but looks like he
has been beaten up. Eyes blacken or swell
shut, bruises form, and lips may split or
get fat.
13 The wizard suddenly feels a strong emotion. He'll
continue feeling that emotion for 4 hours + D66
minutes. The Storyteller chooses the emotion.
14 The wizard takes off running and runs until something
stops him. He will not avoid obstacles, so that could
result in the wizard colliding face-first with a tree
or brick wall. He continues running until the effect
wears off or someone knocks him out.
The effect lasts for an hour.
As an alternate possibility, the wizard immediately
loses control over the pitch of his voice - it immediately
becomes childishly high. He uses childish euphemisms
for grown-up terms - e.g., "tobacky" instead of tobacco.
The wizard may make up new phrases and words to describe
in english: "boyfriend-free girl" for
single woman, "heart level" to describe how he currently
feels, "gal pal" for a woman he is friends with, etc. Relatively
mild words, such as "naive" may suddenly become very offensive
to the wizard. Oddly, the wizard will also use solipsistic neologisms -
created words that only the wizard himself understands. The wizard of
course expects other people to understand these created words.
The wizard also peppers his speech with high-pitched "hmms" and now
lacks a conversational filter - he'll share intensely personal details
and will believe just about anything he is told. See
http://tinyurl.com/6nf7erg for inspiration.
The effect lasts for (1D6 x2) +5 days.
15 The wizard suddenly forgets his native tongue and
whatever other languages he knows and now speaks, reads,
and writes in a different language. And no, no real-world
languages like German or French or Japanese. Think more
like Klingon, Romulan, Abh, Hymmnos, Hylian, or Elvish.
The character will hear other people speak this language
to him and will respond in the language. Other people will hear
this crazy person ranting at them in a langauge they have
(probably) never heard before. Of course if the wizard
writes anything down while under the effect
it'll be in the new language, not his native tongue.
The effect lasts for 1D3+3 days. Once the effect ends,
the caster will not be able to understand whatever
artificial language he was speaking fluently.
Any notes he took during that time
will be gibberish to him.
16 or more The wizard mind-links with whatever the Storyteller
feels is appropriate. The wizard can read the mind of
a serial killer, or his psychotic ex girlfriend,
a shark, or a tree. All rolls will be at -3 while the
wizard tries to force out the unwanted stream of thoughts.
As an alternative, the wizard's mind begins experiencing
the world of five minutes ago. He'll basically
be useless in combat.
Both of the above possible effects last for 6 days + D666 hours.
Having clarified the backbone for the spells we are going to list,
we now will proceed to list them.
Canon Nasuverse Spells:
======================
Curses - Spells designed to hurt and harm. These can inflict simple damage, cause long-term debilitating ailments,
or hinder the daily life of those they affect.
Cursed Boundary Layer (呪層界 - Jusoukai) (Curse, Darkness)
This rite can only be performed by someone with a fundamental darkness in their being. Being possessed by the root of all evil would qualify.
In game terms, Jusoukai can be used to replicate the effects of Ectoplasm Extrusion, teleport, heal back damage (including Aggravated damage),
and summon Shadow creatures. It can be Quick Cast as long as the character embraces his inner evil.
Power Level: No. Do not let your players get this because it will imbalance play.
Gandr (Curse, Darkness)
This attack spell produces a black sphere of darkness that flies in the direction of a target the caster specifies. It then
strikes the target and causes damage. The shot is released from the index finger of the caster, which limits the range of attack
to the caster's field of vision. For that reason, the spell is often nicknamed "Gandr Shot". It does concussive damage
and one hit can knock out a normal person. Repeated Gandr shots can kill. The Edelfelt family of mages are regarded as some of the
best Gandr-users in the world. Gandr shots are visible even to people with Banality, though they may come up with some bizarre
explanation for it later. It can be Quick-Cast. The one listed below does Lethal damage.
System: Power Level 5 (Quick Cast (+1), Severe Scope (+2), No Special Requirements (+0),
Causes Severe Damage [Lethal] [Success Levels x WILL x 2] (+2), 15 MP to cast.
Geas (Curse)
This curse forces its target to act a particular way. This spell was once popular as a way of enforcing a contract or sale.
The consent of the target is required. When the geas is cast, the caster must outline the scope of the curse, which
includes naming banes, which are behaviors the character must not engage in, and mandatory tasks, which the character must
undertake. Once a geas is in effect, it is usually around to stay. The character must find ways to perform the mandatory tasks and
avoid coming in contact with a bane. Chu Chulain of Celtic mythology was defeated by his geasa; he was forbidden to eat the flesh
of a dog, but beholden to eat any meal a woman presented to him. When a woman offered him dog meat,
there was no way to avoid coming in contact with the bane. If the character willingly engages in forbidden behavior specified
in the creation of the geas, or if he does not follow the tenents of the geas, he will take 5 x the caster's WILL x Success Levels in damage.
There is no way to defend against this damage.
System: Power Level 11 (Casting Time: may be cast in a few minutes (+1), Noticeable Scope (+1), Major Emotion Control (+3),
Permanent Duration (+3), Causes Awesome Damage (+5), Requires Consent (-2)), 33 MP to cast.
======================
Earth - Spells belonging to this category have to do with soil, dirt, stone, earthquakes,
and so on.
Petrification Magecraft ( 石化魔術 - Sekika majutsu) (Earth)
This spell transforms a victim into a stone statue. While in this state, the victim is
aware and awake, but unable to do anything but hopelessly observe the world around himself. Many victims of
this spell go mad after spending consecutive months in this pitiful state. It can be reversed using the appropriate
counterspell. The spell is less effective against a target with a Magic Circuit (target resists with his WILL + Magic Circuit +3);
as the victim's own Magic Circuit will automatically attempt to brush aside the spell. Because the chance for
success with the spell is lower, the spell is of less value than the Petrification Magic Eyes.
System: Power Level 8 (Casting Time: Short Ritual (+0), Can be Quick Cast (+1), Noticeable Scope (One Target) (+1),
Permanent Duration (+3), Major Effect (+3)). 24 MP to cast.
======================
Flame. - All things firey and hot. This includes invoking fire out of nothing or making someone
burst into flame.
Sea of Flames (炎の海 - Honoo no umi ) (Fire)
This spell causes blue flames with a 1,000 degree temperature to erupt from the earth, incinerating a target. The spell
only lasts a few seconds, but the target, should he survive, will almost certainly be on fire, and will continue to burn unless
the fire is put out.
System: Power Level 8 (Casting Time: Recitation (a few minutes)(+1), Can be Quick Cast (+1), Noticeable Scope (One Target)(+1),
Awesome Damage (Success Levels x 5 x the caster's WILL in Fire damage) (+5)). 24 MP to cast.
Burning Blood (Fire, Curse)
This enchantment causes a target's blood to ignite if it is exposed to the air, and it will burn with the intensity of burning
gasoline. The spell can quickly put the hurt on someone who is already injured.
System: Power Level 3 (Casting Time: Instant (+2), Noticeable Scope (+1), Requirements: a vial of dragons' blood (-1),
Causes Severe Harm (WILL x 2 x Success Levels in Fire Damage) (+2), Limitation: Target must be bleeding at the time the
spell is cast (-1)) 9 MP to cast.
Spontaneous Combustion (発火魔術) (Fire)
To cast this spell, the mage must point at his target and sing a series of single words. This causes the target to burst
into flames which erupt from the inside out. Most victims of this spell are reduced to nothing but ash. This spell is one
that Kokuto Azaka excels at.
System: 5 (Casting Time: Recitation (+1), Can be Quick Cast (+1), Causes Major Harm (Success Levels x 3 x Caster's WILL)
(+3)) 15 MP to cast.
======================
Flow or Energy Transfer - Taking energy from another source, or putting your own energies into a
different container.
Reincarnation (転生 - Tensei) (Energy Transfer, Flow, Necromancy)
This spell allows someone to transfer their consciousness into a chosen body. This body is usually that of a baby,
who will not have the experience necessary to repulse the possession.
The caster possesses the body with his WILL + Magic Circuit, which is resisted with his target's WILL + 2 + Magic Circuit.
If the subject resists, the mage falls into a stupor which lasts (1D6 x3) +3 minutes, during which time he can only convulse
and twitch ineffectively. If the spell is successfully cast, the caster expunges the host's soul from the body permanently
and then the caster's soul moves into his new digs. Once in the new body, the magus will be able to direct it, but if the
host is a baby, the caster must wait until the body is mature enough to walk, etc. before he can resume his wizardly
activities. This spell is not perfect, and side effects caused by casting mishaps are going to be interesting.If the spell
is successfully cast, the caster must spend a permanent point of Luck, one level of Magic Circuit, and a permanent
point of WILL to move into his new body. These can be regained over time with experience points. The caster possesses
the body with his WILL + Magic Circuit, which is resisted with his target's WILL + 2 + Magic Circuit. If the subject resists,
the mage falls into a stupor which lasts (1D6 x3) +3 minutes, during which time he can only convulse and twitch ineffectively.
If the caster possesses the victim's body, his physical statistics are replaced with that of his host body. He will not retain
any of the subject's memories (thus if the caster possessed Bill Gates he would not aquire Gates' business acumen),
but physical Perks will still apply (Natural Runner, Hard to Kill, etc.) If the target was a baby, then the mage gets a tableau
rasa body to customize as the years go by - but until the baby grows up some, he is probably going to be removed from play.
A variation allows a magus to permanently move into the body of a familiar with a soul. If the familiar consents, it gets
no resistance roll. If the spell works, the caster is now in an Immortal body, and the familiar's body will not lose Mana points
every day it goes without a Mana donation. The caster's soul is in charge, but it can take into consideration the thoughts/
desires of the familiar, though it is under no compunction to do so.
System: Power Level 2 (Casting Time: Lengthy Ritual (-1), Limited Use: Must be close to the target for
the entire casting of the spell (-2), Limited Use: Once Per Year (-4), Major Transformation (+3), Major Mind Control (+3),
Permanent (+3)), 6 MP to cast.
Magic Gem Bomb (Flow/Energy Transfer)
The spell below is for enchanting a Magic Gem Bomb. Once the item has been primed, Rin can throw the prepped gem at her
target (DEX + Melee -2). If it connects, or even if the gem hits the ground, it explodes, doing damage according to what kind of
elemental charging the gem had (wind would do bashing, fire would do aggravated, etc.) The damage it causes is magical, but
may not be enough to get past the defenses of very powerful beings.
System: Power Level 3 (Casting Time: 20 minutes to prepare one (+0), Special Ingredients: Requires an expensive gemstone
and a blood blessing with a magic knife (-2), Creates an Item (+1), Max Range 10 yards (+1), Affects One Target (+0),
Major Harm [3 x caster's WILL x Success Levels in damage ] (+3), 9 MP to cast.
Shared Perception (共有知覚 - Kyouyuu chikaku)
This spell allows a magus to share the senses of a target providing they have a pass of Mana. The subject
must also be willing. This allows the caster to view the subject from a distance and allows the subject to function as a
scout.
System: Power Level 3 (Casting Time: 15 minute Ritual (+0), Noticeable Scope (+1), Permanent Duration (+3),
Difficult Use (-1)), 9 MP to cast.
Transfer of Consciousness (意識の転移 - Ishiki no teni)
This allows the caster to pass his consciousness into another object, allowing him to gain information from a
different perspective. This is often used by wizards on their familiars in order to remotely control them.
It can also be used to possess inanimate objects. The main problem with the spell is if the target has his own
soul and personality, control of the body will remain with him. If the mage's own body is disturbed, the spell
immediately ceases and his consciousness shifts back home. Once the body of the magus dies, his consciousness
will fade with it. There is a variant of this spell which causes the transfer to be permanent regardless of the fate of
the original body, which the Einzbern family knows.
System: Power Level 7 (Casting Time: A Few Minutes (+1), Severe Scope (+2), Very Long Duration
(3 days per success Level) (+2), Severe Mind Alteration (+2)), 21 MP to cast.*
*- The Einzbern variant of this spell is Power Level 8 and has a Permanent duration.
Spare Body (Flow/Energy Transfer)
There are times when a magus realizes that he could and will be destroyed - so this spell creates a spare "puppet" body for
his soul to inhabit once that time comes to pass. The puppet bodies age at the normal rate, so this spell does not confer
immortality; rather it allows a magus to ensure that he will have his normal span of years uninterrupted by violence. The puppet body
retains the same statistics, derived statistics, perks, and flaws as the original body. Some mages who use this spell tend to forget
which was their real body and which was a puppet.
It is also possible to use this spell to bring someone who died back to life - in this case it is necessary to gather the soul
of the person through a channeling rite and then implant it in the body. Naturally the body must conform to the exact specifications
of the soul's former body for this to have a chance of success. The resulting creation may have an unstable reserve for Mana, in
which case it loses Mana everyday like a familiar unless someone with a connection to it donates Mana through blood or sex.
System: Power Level 4 ( Casting Time: Very Lengthy Ritual (-2), Requirements: (The caster must have Occultism of 6 or
better and a Magic Circuit of 5 or better) (-2), Permanent Duration (+3), Rare and Expensive Ingredients (-2),
Awesome Effect (+5)), 20 MP to cast.
======================
Material Transmutation/Alteration - these spells change the properties of objects.
Alteration (変化 - Henge )
This spell gives an object a property or effect it did not originally have. It is an intermediary
step between Reinforcement and Projection.
Power Level: This is a wide-open spell, so your player can define what it does. It could be supernaturally sharpening a blade
so that it does extra damage, or charging a staff so it can strike ghosts.
Cremation Sacrament (火葬式典 - Kasou shikiten )
This sigil can be engraved into a Church weapon, the Black Key. Once the
enchanted Key strikes a target, the target bursts into flames. As this spell originates
from heretical Thaumaturgy, few Executor agents other than Ciel can use it. Ciel learned
this technique from Occult knowledge she gained from being possessed by Roa.
System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1), Duration (Until Key is used) (+3),
Causes Major Harm [Fire, Aggravated] (3 x WILL x Success Levels) (+3)), 21 MP to cast.
Dokhma Sacrament (風葬式典 - Fuusou shikiten)
This spell inscribes a sigil in a Black Key. Once it hits the target, it causes
the target to rapidly dehydrate. This is another heretical spell few Executors other than Ciel can
use .
System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1),
Duration (Until Key is used) (+3), Causes Major Harm (Reduce CON by 2
per Success Level)), 21 MP to cast.
Interment Sacrament (土葬式典 - Dosou shikiten)
This spell sigil, once inscribed in a Black Key, causes the target to turn to stone
if he is hit with it. This is another heretical spell few Executors other than Ciel can
use .
System: Power Level 9 (Casting Time: Ritual (+0), Noticeable Scope (+1),
Duration (Until Key is used) (+3), Awesome Transformation (Flesh to Stone) (+5)),
27 MP to cast.
Jhator Sacrament (鳥葬式典 - Chousou shikiten)
This spell sigil, once inscribed in a Black Key, calls forth a swarm of crows to devour
the flesh of a target pierced by the Key. This is another heretical spell few Executors
other than Ciel can use .
System: System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1),
Duration (Until Key is used) (+3), Major Summoning (+3)), 21 MP to cast.
Void from Beyond
Note: The caster can exclude himself and a few other
beings from the spell when it is cast.
This allows the caster to alter and manipulate atmospheric conditions,
including temperature and light, in a a small area. Thus a breeze
can be made that is strong enough to blow out candles, ghostly mist can flow
out of faucets, shadows can deepen, stretch, and contort, and
unwholesome light can appear without an apparent source. The effects last
for days x Success Levels in casting the spell. The effect lasts and varies
in a given area (several floors of a hotel) - which will make walking
through it a difficul proposition. Trying to sleep in an affected
area is a terrible idea - the sleeper will surely have awful nightmares
once his sleeping body is touched by the cold of the grave. When a character
first enters a bespelled area, he must roll Will + Magic Circuit - if he fails
to generate any successes, he may have an LSD-like experience while he stays
in the area (distance warps/stretches/contorts, stairs go on forever or connect to each other
like an Escher painting, etc.) After a few rounds of these experiences, the
character will probably throw up.
System: Power Level 5 (Severe Scope (+2), Very Long Duration (+2), Severe Effects (+2)
Unusual Ingredients (-1)), 15 MP to cast.
======================
Mental Interference - spells which alter the target's mind and consciousness.
Memory Manipulation (記憶操作 - Kioku sousa )
This spell alters its subject's mental record, making him forget about a certain event specified by the caster. If people around the target
saw/witnessed the same thing, then the target's memory of the event will be rectified and restored once he talks
to them about it. This spell can also be used to cause the target to believe what the wizard tells him ("There were no victims
when the hotel collapsed. You got everyone out. There are no missing people.") The Storyteller can impose a negative
penalty to the casting roll if the assertion is patently ridiculous.
If a mage's activities have been discovered by ordinary people, he is expected to cast this on witnesses.
Targets resist with their WILL + Magic Circuit.
System: Power Level 8 ( Casting Time: Quick Cast (+1), Noticeable Scope (+1), Major Mind Control (+3),
Permanent Duration (+3)), 24 MP to cast.
Command
Bends the target's will to the caster's. The subjugation lasts for success levels in rounds, but during that time the subject
will do anything the caster wants as long as it does not contradict his basic nature. It can be cast and recast as necessary.
Targets resist with their WILL + Magic Circuit. Touko used this spell on a criminal to learn what crime he had committed in
the third Kara No Kyoukai film.
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Major Mind Control (+3), Short Duration (-1)),
12 MP to cast.
Speak to Beasts
Animals linked by legend to the occult (snakes, rats, wolves, bats, crows,
owls, ravens, etc.) are easier to control, and give the caster a +1 to his
casting roll. Nonpredatory animals are (cows, deer, etc.) harder to control (-2
to the roll). One success level upon casting the spell is enough for a simple
command ('stay here and yell if anyone other than me enters this room').
Four or five successes means the caster can use very long compound sentences
as commands. The spell lasts for the success levels x hours. It is not a substitute
for making a familiar, as the effect is temporary and the animal retains its
normal statistics. The caster can not use familiar magics that let him share
perception with the animal, either. Once the spell wears off, the animal
goes about its business as usual.
System: Power Level 3, (Ritual (+0), Noticeable Effect (+1), Long Duration (+1), Noticeable Effect (+1)), 9 MP to cast.
======================
Runes - written sorcery using ancient glyphs
This sorcery originated in old Scandanavia. Certain symbols, once inscribed, realize mysteries according to the meaning they have.
This type of magecraft is unpopular with the Mage's Association. The mechanics of them are similar to Thaumaturgical Crests.
One can affect a target at a distance with a Rune, but the subject's own Magic Circuit will try to push aside the effect.
(In game terms, the subject gets a resistance roll with his WILL + Magic Circuit against the mage's own WILL + Magic Circuit
when the spell is cast.)
If they are used in combination, one can create a Bounded Field. Bounded Fields are defined at the end of this narrative.
Ansuz (アンサズ)
Aozaki Touko inscribed this Rune with the cherry of her cigarette in the air, causing flames to spread over her target.
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Causes Severe Damage
[Fire, Aggravated] (Will x Success Levels x 2) (+2)), 12 MP to cast.
Ath nGabla (アトゴウラ)
This spell was used by Cu Chulainn (the Lancer Servant of the 5th Heavens Feel) for duels. It is cast by inscribing Algiz, Nauthiz, Ansuz and Inguz
in successive order. Once it is cast, the caster and the target become unable to leave the battle until one of them is dead.
System: Power Level 9 (Casting Time: Quick Cast (+1), Severe Scope (Two Beings)(+2), Severe Mind Control (+3)
Duration: Until the duel ends (+3)), 27 MP to cast.
Advance Warning
Drawing this rune in the air makes the caster increasingly aware of the dangers
around him. If something bad is about to happen, he is aware of that fact, but not of the
particulars. The way the caster becomes aware of the danger differs from caster to
caster. While Advance Warning is in effect, the character is less likely to be surprised by
something dangerous that is not actively targeting him. This includes a hidden pit trap,
or a suspended net, etc. The Storyteller gets to roll the character's
PER + Alertness + Danger Sense before the character encounters the dangerous thing.
Each success gives the character three seconds (one combat round) to react, which can
include warning other people.
The Advance Warning check can also be used to anticipate a sneak attack or an ambush, in
which case the caster gets to roll his initiative normally.
Advance Warning isn't perfect - it's possible to be confused as to just what needs to be
done, especially if the Warning is about a bomb in the building, ticking down to 00:00.
System: Power Level 5,
(Casting Time - Instantaneous (+2), Noticeable Scope (+1), Very Long Duration (Two Days) (+2),
Minor Effect (+0)), 15 MP to cast.
Kenaz (ケナズ)
Bazette Fraga McRemitz uses this Rune to enhance her sight.
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Grants 3 levels of Acute Sense (Sight) with the Enhanced Senses (Sight)
perk (+4), Medium Duration (One minute per Success Level) (+0)), 18 MP to cast.
Sowilo (ソウェル)
A rune of fire.
There are also unnamed Runes:
A Rune which can erase memories (mechanics are the same as Memory Manipulation). Bazette has a special talon
she uses to write this. She is able to use this Rune in the middle of combat.
A Rune of hardening Bazette uses on her gloves. When combined with her martial arts she can crush skulls with a single punch.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds a +3 damage multiplier to all her punch attacks (+3),
Medium Duration (One Minute Per Success Level) (+0)), 15 MP to cast.
A speed enhancing Rune Bazette inscribes with the heel of her shoes.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds +3 Movement to Bazette (+3),
Medium Duration (One Minute Per Success Level)(+0)), 15 MP to cast.
A Rune that Cu Chulainn uses to boost his attack power.
======================
Starmine * Starbow (スターマイン、スターボゥ) - Mystical Energy Discharge
This type of Magecraft is the domain of Aozaki Aoko, who can cause natural interference using the image of rotating stars and
exploding fireworks. Spells inside the Starmine category are those whose energy has a fluid motion, while those with a fluctuating
motion are under the Starbow category. Aoko was a "battle magus", and could use this Magecraft in fights, making her limbs look
like rocket burners. She could also project a comet out of rotating star patterns to blast an enemy.
System: Power Level 7 (Casting Time: Quick Cast (+1), Severe Scope (+2), Awesome Damage (5 x WILL x Success Level) (+5)),
21 MP to cast.
======================
Wind Magecraft - Controlling the Air itself
Air Strike (空気打ち - Kuuki uchi)
Little about this magic is known, so it is not defined at this time.
Protection Against Wind (風除けの加護 - Kazeyoke no Kago )
This charm originates in the Middle East, and can be used to defend against wind and wind-related phenomena such as sandstorms.
It also provides some protection against Djinn. In game terms the latter is a bonus +1 to resist Djinn magic as long as this spell is
in effect.
System: Power Level 4 (Casting Time: Recitation (A Few Minutes) (+1), Noticeable Scope (+1), Long Duration (+1),
Noticeable Transformation (Alters Subject to become immune to wind/sandstorms) (+1)), 12 MP to cast.
============================================
Magecraft according to School
============================================
Divine Words (神言 - Shingon)- Ancient Language of Power
======================
This Magecraft can be traced back to the Age of Gods. It is fundamentally different from modern spellcraft.
The only person known to utilize Divine Words has been the Caster Servant of the 5th Heavens Feel. To say this
Magecraft is rare to the point of nonexistence would not be an understatement. All of these require
Epic (Divine) Occultism to use.
Aero (病風 - Shippuu)
This wind attack can grind the flesh of a human being.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2),
Awesome Damage [Wind, Lethal] ( 5 x WILL x Success Levels) (+5)), 18 MP to cast.
Argos (盾 - Tate)
This protection spell invokes the concept of the Argos, creating a transparent barrier around the caster which is
extremely resistant to damage. This spell did not protect against the massive firepower stored within Giglamesh's
Gate of Babylon.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Noticeable Scope (+1),
Awesome Manipulation (Impenetrable Walls of Force) (+5), Long Duration (One hour per success) (+1)), 18 MP to cast.
Atlas (圧迫 - Appaku )
This spell alters the atmospheric pressure in a section of space, freezing targets within
range, preventing them from moving. Saber was immune to this due to her Magic Resistance Class Perk, and
Archer broke free of this through a Mana Burst.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2),
Incapacitates (Reduce Movement by Four per success level) (+5)) 18 MP to cast.
Rain of Light (光弾雨 - Koudanu )
This spell unleashes a volley of beams of light, which can cause A-Rank damage, in rapid succession.
Caster of the 5th Heavens Feel could use this repeatedly if she was inside Ryuudouji.
System: Power Level 8 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2)
Causes Awesome Damage (Bare Minimum caused is always 100 points) (+7)), 24 MP to cast.
Trofa (空間転移 - Kuukan teni)
This spell allows for Spatial Transference - in short, Teleportation.
System: Power Level 8 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2)
Teleports subjects 200 miles (or fewer) (+7)) 24 MP to cast.
======================
Holy Church ( 聖堂教会 - Seidou Kyoukai) the Holy Sacraments of the Church.
The most common form of magecraft in the world.
Purification Prayer (洗礼詠唱 - Senrei eishou)
This Baptism Sacrament is freely taught to all Church Agents. The rite is short with a ten-count aria, and it
is capable of sending Wraiths and Devils out of this world. It does not have great physical effect but is overwhelming
when directed against spiritual bodies. It cannot be used against spirits on the level of Servants, for they are far too
powerful.
When the rite is performed, the priest immediately enters into a struggle of wills with the entity.
He adds the success levels of the rite to his own WILL x 2, which is matched against the WILL x2 of the
Devil or Wraith. If the being loses, it is cast out of this world, or at least forced out of whatever body it is possessing.
System: Power Level 3 (Casting Time: Recitation (+1), Special Ingredients (crosses, holy water, latin supplications) (-1),
Noticeable Scope (+1), Severe Summoning (Dismissal) (+2)) 9 MP to cast.
Kyrie Eleison
""I will kill. I will let live. I will harm. I will heal. None will escape me. None will escape my sight.
Be crushed. I welcome those who have grown old and those who have lost. Devote thyself to me,
learn from me, and obey me.
Rest. Do not forget song, do not forget prayer, do not forget me. I am Light and
relieve you of all your burdens. Do not pretend. Retribution for forgiveness, betrayal for trust,
despair for hope, darkness for light, death for the living.
Relief is in my hands. I will add oil to your sins and leave a mark.
Eternal life is given through death. Ask for forgiveness here. I, the incarnation,
will swear." - Kotomine Kirei
As spoken above, Kyrie Eleison is the key of providence that eliminates wandering spirits (undead).
======================
Healing Magecraft (治癒魔術, Hīringu Majutsu) is the type of thaumaturgy
that restores the flesh of injured people and of detoxifies. The Einzberns were known to use this craft, but
alchemists often use it not to help people, but to help organ recipients take on enchanted organs. The craft
would help the recipient become used to the newly transplanted organ.
Heal Wounds -
System: Power Level 3 (Noticeable Effect)(Restores WILL x Success Levels in lost Life Points), (+1),
Noticeable Scope (One Being) (+1), No Special Requirements (-0), Quick Cast (+1) 9 MP to cast.
Heal Major Damage -
System: Power Level 1 Casting Time (Ritual) (+0), Noticeable Scope (One Being) (+1),
Major Effect (Restores 3 x WILL x Success Levels in lost Life Points) (+4)
(Effect Spread Out over an Evening (-3), Unusual Ingredients (Rare Herbs) (-1),
Limitation: Subject must stay in bed the entire time until the spell is finished (-1)
3 MP to cast.
======================
Houjutsu ( 方術/法術) - Yin-Yang Science
It is the predominant system of
Magecraft in Asia and is ideologically incompatible with Western schools. It excels at
divination, curses, and the like.
Edict of Binding (禁縛の勅 - Kibaku no Mikotonori )
This rite can restrain non-humans, but it is useless against humans and creatures which have
been hybridized with humans.
System: Power Level 4 (Casting Time: Recitation (+1), Medium Duration (+0), Major Harm (Reduces Movement by
2 per Success Level (+3), Noticeable Scope (+1), Limited Target Selection (No Half/Quarter Humans
or Humans) (-1)) 12 MP to cast.
Kongyouyaku - Shuku (金剛訳・粛)
This spell was used by Araya Souren on the Ogawa Mansion apartment complex. It is capable of crushing an area of space after
the recitation of a one-word aria followed by a clenching of the fist.
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Severe Scope (+2), Awesome Harm:
Causes 3 x WILL x Success Levels in damage (+5)), 27 MP to cast.
Shikigami Extension (式神行使)
This brings into existence a Shikigami, a being which is similiar to the familiars of the Western system of Magecraft.
The Shikigami retains a spiritual connection to its master. Shikigami can not be seen by most people. They either look
like magical servant creatures made out of folded or cut paper or child-sized Oni demons. Once formed, they will remain unless they
run out of power (like Familiars, they suffer constant Mana loss).
System: Power Level 7 (Casting Time: Lengthy Ritual (-1), Noticeable Scope (+1), Permanent Duration (+3),
Major Summoning (+3)), 21 MP to cast.
Shikigami PCs and NPCs can be built using the Familiar Class package. If the Storyteller does not like the idea of the Player
Characters whistling up a lot of them, he can total their Primary Statistics and then charge them that in Experience Points to
"form the contract" with the Shikigami.
Taizouyaku - Ten (胎蔵訳・転)
A spell used by Araya Souren, its effect is unknown.
======================
Numerology (数紋法) - Mathematical Magic
This Magecraft was utilized by Michael Roa Valdamjong, and is closely related to Kabbalah Thaumaturgical Theory.
Set (セット )
This spell could entrap victims, making them incapable of moving or attacking.
System: Power Level 6 ( Casting Time: Quick Cast (+1), Medium Duration (+0), Severe Scope (+2),
Severe Harm (reduces DEX by one per Success Level) (+2)), 18 MP to cast.
Snap (スナップ)
A magical projection attack.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1)
Major Harm (3 x WILL x Sucess Levels in Damage) [Lethal] (+3)), 15 MP to cast.
Square (スクウェア )
This spell increases the damage output of other spells, allowing them to cause EX-Class damage. If invoked, Roa's
Reality Marble causes this to be applied over all of his spells as he casts them.
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Awesome Transformation (Adds +12
to the damage multiplier for succeeding spells (+5), Short Duration (-1))
======================
Formalcraft (フォーマルクラフト ) -Magecraft based on conversion of elements (元素変換 Genso henkan).
It is popular with mages who have weak Magic Circuits. Under Formalcraft, many material sacrifices are
made to compensate for the lack of power on the caster's part. Magic circles are also a common part of
this thaumaturgy.
Emiya Kiritsugu was known to use Formalcraft.
======================
Witchcraft (ウィッチクラフト) - Common mysticism.
This is the common term used for practices one would expect from traditional (cliché) witches and shamans. Naturally,
cursing techniques (呪術 Jujutsu) are part of this discipline. This Magecraft produces a variety of potions, medicines,
spiritual exorcisms, and curses that use materials (straw dolls). It has a strong presence among the Western and Japanese
spiritual world.
An unnamed example includes the curse put upon Zouken's body and the Crest Worms that form it.
It causes rapid deterioration of anything that harms the body/Worms, dissolving the item in a matter of
seconds.
System: Power Level 7 ( Casting Time: Very Lengthy Ritual (-2), Noticeable Scope (+1),
Causes 5 x WILL x Success Levels in Lethal damage to whatever tries to hurt him through
physical contact)(+5), Permanent Duration (+3)), 21 MP to cast.
Dispel Fatigue (Withcraft) -
There was still some time before he would have to meet Maiya today; he should use it to get some rest.
After going to the bathroom, Kiritsugu lay down on the bed and used a
self-hypnosis spell to disperse his consciousness.
This was a crude way of eliminating mental stress, via the disintegration and cleansing of the psyche.
This self-hypnosis was not a high-level form of thaumaturgy, but the dispersion would cause a lack and dislocation of
self-consciousness, so few people were willing to use it. But to Emiya Kiritsugu, it was the most efficient, and thus the
best form of rest, and so he used this method frequently.
The scattered consciousness would be restored after about two hours, and the hypnotized person would wake up.
Until then, the body of the hypnotized person would be like unto a corpse in terms of unconsciousness
– but it should be safe to use it at this hidden place. - Fate Zero, Act 9 Part 2.
This is a ritual Kiritsugu uses to rest his body and mind. It alleviates the need for sleep the night
that it is used, but his consciousness is gone while it is in effect. To use it, the caster decides
first how many hours he wants the spell to last. Each real-world hour the spell lasts counts as two hours
of sleep for determining fatigue reduction. Spellcasters who use this tend to modify it with conditions
that immediately end the spell if certain things come to pass. The sleep generated by the spell does not count
for regaining Mana.
System: Power Level 4 (Recitation (+1), Noticeable Scope (+1), Long Duration (+1), Noticeable Effect (+1)), 12 MP
to cast.
Mana Balance (Witchcraft) - This ritual can be done as an automatic action by Synchronizers, in which case
each success level restores 20% of the subject's maximum Life Points or suppresses 1 Level of a Flaw.
This rite allows a being with a depleted and shrinking Mana store to be restored to relative Mana health. The spell requires
intense contact (donation of blood or sex) between the performer of the rite and the subject. The caster
must do 1D4 x 3 Life Points of damage if he is donating blood, but loses no Life Points if he chooses to
restore the Mana through sex. When performing the rite, the caster rolls his Will + Magic Circuit + 2 +
1D10. Each success restores 20% of the subject's maximum Mana and Life Points. This spell can only be "cast" once
per day.
System: Power Level 3.
Mana Draw (Witchcraft)
This can not be quick cast. In to perform this rite, the mage must first concentrate and then perform a series of actions.
The rite consists of these actions, and may involve objects such as symbols, numbers, and places of power. The rite
should be defined by the player. If Mana Draw is successfully performed, every Success Level will give a +1 to the next
casting roll for any necromantic or summoning (invocation) magic the caster wants to perform. The extra energy manifests as
radiant flames or a beautiful halo. If the energy is not discharged within four minutes, it begins to burn the caster's
flesh, causing 2 Life Points per turn (Aggravated) until it is discharged.
System: Power Level 2.
==================================================================
While not part of any school, Bounded Fields have been an area of great discussion amongs
the fans of the Nausverse. Here is a discussion of how they function and rules for constructing them.
A Bounded Field exists when a wizard infuses a base area, such as a piece
of land or a building, with sigils/runes and Mana to enchant it. Once the Bounded Field exists, the inside of the area is mystically
charged and seperate from the outside of the area. Removing a sigil by a third party is possible as long as the technique to engrave
it is not too advanced. A Bounded Field can also be weakened by draining the Mana stored within it, but in this case its creator can
simply add more Mana back into it. Most Bounded Fields exist as protective "safe havens" for mages. There are offensive varieties of
Bounded Fields. While a Bounded Field is normally immovable, the immortal wizard Araya Souren had several mobile ones that travelled
with his body.
Innate Time Control 固有時制御 - Koyuu Jiseigyo
This is Emiya's Kiritsugu's ultilization of his family's version of magecraft.
His family had sought a way to control time over generations, eventually finding
a way through Time Manipulation - which splits a chosen area off from
the time flow of the rest of the world. It isn't true time travel as such; the
area cannot be used to alter events that took place in the past. If used
to affect a large area, the Power Level and Mana cost of the spell would be immense.
Kiritsugu uses it to alter his own body instead of a large area. While this would
arguably count as a Reality Marble, Kiritsugu is altering reality in a very limited space (his own body) and thus being careful not to attract the attention of the World.
While the spell is active, Kiritsugu uses it to adjust the flow of time for himself for a few seconds. To activate it, he uses the chant Time alter (固有時制御) followed
by the modifiers which determine the effect of the spell. Accel (速) speeds him up. Stagnate
(停滞) slows him down. Release Alter (制御解除) ends the effect.
Note that these spells, while powerful, cannot be used whenever the heck
Kiritsugu feels like. They are too dangerous for him to cast often or repeatedly
unless he has access to a source of regeneration (such as Avalon).
Time Alter- Double Accel (固有時制御二倍速) is the version Kiritsugu uses the most. It immediately
speeds up his muscle movement, heart rate, and hemoglobin metabolism, giving him reaction speed far above human limitations.
If successfully cast, the spell increases Emiya's DEX by 2 points per Success Level and also gives
him 4 extra Movement ranks per Success Level. Once the effect ends, he takes 1D6 x (Rounds the Spell Lasted + Success Levels) in Bashing damage as the World
readjusts his body to the normal timestream.
System : Power Level 5 (Instantaneous (+2), Noticeable Effect (+1), Short Effect (-1), Major Effect (+3)), 15 MP to cast.
Triple Accel (三倍速) is more powerful than Double Accel [Power Level 6, increases DEX by 3 points per Success Level,
adds 6 extra Movement per Success Level, 18 MP to cast] but once it ends it causes 1D10 (Rounds the Spell Lasted + Success Levels) in Bashing damage as the World
readjusts his body to the normal timestream.
Square Accel (四倍速,) is even more powerful still [Power Level 8, increases DEX by 4 points per Success Level,
adds 8 Movement ranks per Success Level, 24 MP to cast] Once the effect ends, he takes (2D6+2) x (Rounds the Spell Lasted + Success Levels) in Lethal damage as the
World readjusts his body to the normal timestream.
Stagnate's effect is far milder - it slows his body down instead of speeding it up.
Stagnate can be used to make him appear dead - his heart slows, his breathing lags, his
body cools to room temperature. As a side effect, his hearing is dulled and his eyes receive
three times the light they normally would. It could be used to circumvent audio and thermal-based security systems. When returning from normal from Stagnating, the heart has to
race to catch up, which causes 1D6 x (Success Levels) of the spell in Bashing damage.
It is, in game System terms: Power Level 4 (Instantaneous (+2), Noticeable Scope (+1), of
Medium Duration (+0), and has a Noticeable Effect (+1)), 12 MP to cast.
Dead Apostle Territorial Fields
Layers of Bounded Fields that the Dead Apostle use to hide their lairs, said to be able to fool even nature itself. Similar to the ones
that hide away the world of the fairies, it makes the lair accessible only by those who are invited in.
System: Power Level 10 (Casting Time: Ritual (+0), Major Scope (+4), Permanent Duration (+3), Major Illusions (+3)), 30 MP to cast.
Emiya Residential Barrier 衛宮邸の結界 - Emiyatei no kekkai
A Bounded Field around Emiya Shirou's property that warns the owner of the house about individuals with malicious
intentions entering its perimeter through a ringing bell. Very well made, possesses neither offensive nor defensive capabilities,
but its detection powers are excellent. Unlike the one set on the Tohsaka residence, it is possible to feel a human quality from it.
Constructed by Emiya Kiritsugu.
System: Power Level 5 (Casting Time: Ritual (+0), Severe Scope (+2), Permanent Duration (+3), Minor Illusion (+0)), 15 MP to cast.
Hounouden Rokujyuyonshou (奉納殿六十四層)
A Bounded Field created as part of ten-floor apartment building with a roundabout structure, although constructed by
Araya Souren the original architect was Aozaki Tohko. A shrine for the Taikyokuzu, the diagram of the supreme ultimate.
Though he does not have a Reality Marble, Araya managed to produce with this what can be called the embodiment of
his internal world. People within this artificial world were created and then died within a day, a cycle that would repeat
itself endlessly. Araya could also control these beings as zombie puppets if he needed to remove an unwanted visitor.
Araya hoped to understand the meaning of death and thereby gain an entranceway to Akasha at the center of the universe.
System: I'm not going to list this here as it this ritual is all kinds of evil. Assume it is at least Power Level 12.
Rokudou Kyoukai (六道境界 - Rokudou Kyoukai)
Six Bounded Fields spread in a layered pattern around the caster; it “freezes” the movement of those within the perimeter
as well as hides the presence of its user. Araya Souren could literally carry this with him. It crumbles away with the passing of time
and recreation takes time. The names of the layers, starting from the outermost to the inner most, are: Fugu (不倶), Kongou (金剛),
Dakatsu (蛇蝎), Taiten (戴天), Chougyou (頂経) and Ouken (王顕).
System: to be revealed later.
Taiten (戴天): This Bounded Field protects Araya's body from damage. Once brought into action, this bounded field immediately heals
the damage his body has suffered.
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Noticeable Scope (+1), Duration (Until Activated)(+3),
Healing: Restores Mage's WILL x 3 x Success Level in Life Points (works against Aggravated Damage)(+3)), 27 MP to cast.
Ryuudouji’s Barrier (柳桐寺結界 - Ryuudouji Kekkai)
A Bounded Field that rejects unnatural spirits set around the temple of Ryuudouji, a Servant trying to cross it will have his
powers reduced. Effects extend itself only on the area of the boundary line, but not within the Bounded Field itself.
Probably was set when the temple was first constructed.
A connecting point with the outer world that functions as a focal point for the leylines exist, as completely
closing off the temple with a Bounded Field would result in the leylines halting, thus rendering them unusuable.
That connection point is the temple’s front gate and the path leading to it, so that is the only location that the
Bounded Field does not cover. This specific location was chosen due a policy of the temple’s monks in which
they do not refuse entrance to anyone who walks through their front door.
As the greatest spiritual land of Fuyuki City, Ryuudouji was chosen as one of the four summoning grounds
of the Holy Grail War, where the ritual of advent of the Holy Grail takes place. Once past its Bounded Field, the
temple is a suitable place to sustain spiritual entities, which was the reason why Caster managed to avoid
disappearing even without a Master.
System: Power Level 5 (Casting Time: Lengthy Ritual (-1), Limitation: Dual Casters (-1), Severe Harm (Reduces a Servant by one "Rank") (+2),
Major Scope (+4), Permanent Duration (+3), Only Within the Boundary (-2)), 15 MP to cast.
==================================================================
NON-CANON SPELLS
==================================================================
These are spells that did not come from a "proper" Nasuverse work, but
are ones that I thought were interesting and worthy of mention here.
Player character witches and wizards might not be able to use these as
they might not exist in the game world their Storyteller is using.
Ask first before taking them.
Servant in Deathpain (Blood Bound Curse Sign)
System: Power Level 5 (Recitation (a few minutes) (+1), Major effect
[Causes Damage up to Caster's WILL x3 per success Level] (+1),
Lasts Forever (+3), Unusual Ingredients (freshly gathered blood
from beneficiary, chips of human bone inscribed with
runes, wizard must paint the target with blood) (-1),
The caster must restrain the target of the spell ahead of time and
prepare rune-inscribed bone fragments. After getting some blood
from the beneficiary of the spell, the caster then anoits the
previously-prepared bone fragments with a small pool of blood, creating a
charged "paint" he can use to cast the spell. The caster then draws
designs on the target and floor (or ground) while getting the
beneficiary to touch the target. The caster must also recite
the spell:
"Bonded by blood and bone,
held by flesh and nerve,
One in one. Two in one.
By threads entangled.
Let pass from one,
but the reverse untrue.
Bear witness to their bond.
The Brand: Servant in Deathpain!"
If the casting was successful, awful-looking scar marks appear on the
target and then fade. From that point onward, any pain (or damage)
the beneficiary suffers is also experienced by the target of the spell.
For example, if the beneficiary was given a noogie, the target would also
feel the noogie as if he was the victim. This spell can inflict Bashing,
Lethal, or Aggravated damage depending on circumstances.
If the beneficiary is hurt in a place of the body that would cause extra
damage or special side effects (e.g., groin, neck, brain), the target
also experiences the effect. If the beneficiary is killed, depending on
how healthy the subject is, the subject will either have to make a
stun check and a death save or just a stun check. This spell can either
act as an incentive for a bodyguard or serve as a way to discourage
attacks against a particular beneficiary from a vengeful target of
the spell. The spell will bypass any armor the target is wearing.
Notes: This spell appeared in episode 3 of Fate Kaleid Prisma Illya 2wei.
Magical Compass of Axalon [Material Transmutation/Alteration]
This causes a magical compass to appear in the caster's hand. It can be used to guide the
caster in the direction of an ordinary location. It can not be used to guide the caster to hidden
ancient magical artifacts, lost fairy civilizations, etc. While the spell is in effect, the caster gets
a +2 to all orienteering skill tests that he makes. It is the Storyteller's decision whether being in
the same area as perception distoring or reality warping magic affects the compass -
the needle might spin around, or point in random directions, etc.
System: Power Level 3 (Casting Time : Recitation (+1), Noticeable Effect (+1),
Long Duration (One Hour Per Success Level) (+1),
No Special Spell Requirements (+0), Minor Effect (+0)),
9 MP to cast.
Notes: This spell appeared in the Ryuutama RPG. Some spellcasters can alter the spell to make a
permanently existing compass that can lead the user to specific things, such as high concentrations
of Mana. A much younger Tohsaka Rin used one in the Fate/Zero anime to look for her friend.
Rise and Shine [Witchcraft]
The caster can use this spell to make anyone sleeping around him (area affected can be
around the size of a small house) to immediately awaken and then stand up. Anyone affected
who is sitting or lying down will also stand up. This spell can only affect beings with two legs.
System: Power Level 3 (Casting Time: Quick Cast (+1), Severe Scope (Affects 2-10 beings) (+2),
No Special Spell Requirements (+0), Minor Effect (+0)),
9 MP to cast.
Notes: This spell appeared in Ryuutama.
Ray of Gogatsubyo [Witchcraft]
This spell causes a target to experience "May Sickness", or Gogatsubyo, a feeling
when one's real life doesn't match up to what one expected. It makes the target listless, tired,
and mopey. During that time, the target will have a penalty to any skill tests having to do with
work or school. The penalty will be between -1 and -2 per skill test, but once during
the time the target is affected, the Storyteller can have the target make two skill tests for
something related to work or school and pick the worse result. This spell seems bad but can
be countered with a successful Meditation skill test.
Listening to a self-help cd or tape will add a +1 bonus to the Meditation skill test.
System: Power Level 3 (Casting Time: Quick Cast (+1), Noticeable Scope (One Target) (+1),
Long Duration (One Hour Per Success Level) (+0), Noticeable Effect (+1), 9 MP to cast.
Notes: This spell appeared in Ryuutama, but was altered for inclusion here.
==================================================================
CONVERTING SPELLS FROM OTHER GAME SYSTEMS
==================================================================
============================================
Converting from Gurps Magic to Unisystem
============================================
Converting a spell from Gurps to Unisystem is not particularly difficult.
We will ignore the listed prerequisites for casting spells that are ported over.
If there's already a spell in the Nasuverse Grimoire that does the same thing, use
the existing spell. Any objects that can be used to cast the spells will be made using the normal Enchanter/Superscientist rules.
As before, all spells are cast with WILL + Occultism. Take a look a the spell's casting time, which is listed in Gurps Magic.
It is also necessary to establish what category the spell is in.
In addition ot the normal categories (Earth, Sky [aka Wind], and Water)
we have additional schools. These include
Curses, Flame, Flow/Transfer of Power,
Material Transmutation/Alteration, Mental Interference,
Runes, Starmine * Shadow, and Witchcraft.
First determine what category the
new spell will belong to.
If you want to convert a spell over in a hurry, you can simply use
the "In Summary" section to determine its Power Level. Let's
try that with the Create Water spell from the book on page 39 and
the Icy Weapon spell listed on page 40.
Create Water [Water]
Description: The caster creates a gallon of pure water from nothing.
It may appear within a container or as a globe in midair,
which then falls to the ground. It may also appear as a dense mist.
Water may not be created within an enemy to drown him.
The wizard's player determines this is an Instantaneous spell (+2)
with a Noticeable scope (+1) with a minor Conjuring effect (+0).
This is a Power Level 3 spell with a Mana cost of 9.
Icy Weapon [Material Transmutation/Alteration]
Description: This causes a weapon to become freezing cold; the
weapon is not damaged, and neither is its wielder. It causes extra damage if
the weapon gets through armor after normal damage is calculated.
It is an Instantaneous spell (+2) with a Noticeable scope (+1) and a Minor
Effect (+0). It does one point of damage per Success Level which is applied
to the target after the normal weapon damage is calculated. So that the spell is
somewhat useful, it creates a one-shot item (the weapon it is stored in).
After the spell is activated, the object goes back to being a normal weapon.
The spell can not be cast on magic weapons.
This is a Power Level 3 spell with a Mana cost of 9.
============================================
Converting from D&D to Unisystem
============================================
If you want to port them over, these should not be too difficult to
convert. Make sure you ask your Storyteller for approval first.
D&D Spells are not too hard to convert.
Figure the Power Level using the usual notes in the Grimoire.
Casting Times
Spells that are Single Action to Cast are Instantaneous. Those with long
casting times are Rituals or (or Quick Cast at the STs discretion,
those with longer casting times are rituals or longer depending upon the spell.
Subject
The number or area effected should be relatively simple to convert.
For example, Fire Ball effects an area the size of a small building.
Magic Missile can effect one target per success level,
Dimension Door effects the caster only etc.
Category
As noted above, it is also necessary to establish
what category the spell is in. In addition ot the normal
categories (Sky [aka Wind], and Water)
we have additional schools. These include
Curses, Earth, Flame, Flow/Transfer of Power,
Material Transmutation/Alteration, Mental Interference,
Runes, Starmine * Shadow, and Witchcraft.
For an sample converted spell, let's take Magic Missile.
In D&D it is a level 1 spell.
In Nasuverse it would be a Starmine * Shadow spell.
In D&D it has several missiles that hit a target.
It's a first-level spell, so it probably can't do
that much damage (WILL x Success Levels). The resulting
damage can be split between a number of targets equal to the
SLs on the spellcasting roll.
Magic Missile is an Instantaneous spell (+2) with a Severe Scope (+2)
that does Noticeable damage (wizard's WILL x Success Levels) (+1).
It is a Power Level 5 spell in Unisystem. It costs 15 magic points to cast.