Magic

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The ability to harness magic was once abundant in the world, but in the wake of the cataclysm it waned. A renaissance of skill and exploration has given rise to a new generation of magic wielders. In Reckoning, you can play as one of two Caster classes: Sage or Arcanist.

Spells are represented in the game through spell cards. Some cards may be given to you when you check in, others must be acquired through the use of Spellscribes. Spell cards that you acquire in game require materials - some of these are more readily available than others.

In order to cast a spell, the player reveals the spell card, directs the spell at the intended target(s), performs the roleplay, and tears it in half while clearly announcing the name of the spell. Once you make eye contact with the intended target, you can cast the spell. As the intended target, even if you immediately look away, you will still be affected by the spell. Do not cheat your fellow players out of their cool roleplay moments. Regardless of Spell sphere or casting duration, the spell that began being cast first, takes effect first. Unless specified otherwise by the spell, it targets a single, conscious creature within 10 feet. This is accompanied by roleplay, which should be two to four seconds per sphere level, and must include a verbal and somatic component. For instance, broad hand gestures, intricate stances, and incantation of your choice. Make it your own!

Some spells require that you stay in place or flee - if you find yourself in a situation where doing so would be unsafe for you or other players, move to a safe place and resume roleplay.

All players are expected to be familiar with the effects of the spells in the spell list so that they can react accordingly. If a spell is cast on you, play to lift! Wonder what that means? Go check out the Roleplay Primer.

Spells are broken up into 3 spheres, where Sphere 1 holds the least powerful spells, Spheres 2 and 3 get progressively more powerful. In general, lower level spells cannot be used to override the effects of higher level spells. Sages can cast spells from Spheres 1 and 2, while Arcanists have the ability to cast all spells. Ritual spells are a special type of Magic that do not require spell cards, but do take much longer and involve more roleplay. Rituals can only be performed by Artisans with the guidance of Arbiters.

First Sphere

These spells are usually the first in a novice caster’s arsenal. They only require a few seconds of roleplay, as they have a quick casting time. A caster should be able to perform a Sphere 1 spell with little effort, and the materials required to gain a Sphere 1 spell card are relatively cheap.

  • A player of the Caster’s choice is Charmed and becomes a close friend, while retaining their own autonomy, for the next five minutes. During this time the target is Charmed and will act as if they are friendly with the caster - this could mean they assist in tasks, divulge information that they might tell a close friend, and protect the caster if necessary. The spell breaks if the caster harms the target, asks the target to do anything that would cause them immediate harm, or after the five minutes have passed. Once the spell is broken, the target knows they have been Charmed and is aware of everything that took place during the spell’s duration. The caster cannot force a target to use consumable game items.

  • Heals one incapacitated limb and all broken armor on the target's limb, or fully repairs a broken shield. This spell has no effect on unconscious players. Arcanists can target a total of two limbs or shields.

  • A target of the Caster’s choice must immediately move to a safe location and fall into a deep sleep for three minutes. They can be roused prematurely by another player who spends at least 15 seconds roleplaying. This spell cannot be used on targets that are in combat. Sleeping targets cannot be attacked. Sleeping players can be looted.

  • All Cursed Creatures within 10ft, ignore the caster for one minute, or until the caster attacks or interacts with the Cursed Creatures.

Second Sphere

These spells take longer to master, and are more taxing for a caster. The required movements and incantations take longer to perform, and thus, require a few more seconds of roleplay. These are used more sparingly, as they cost more, both in energy and in components.

  • A target of the Caster’s choice is frozen in place for 1 minute. They can still turn, fight, and cast spells but may not move from the spot where they were frozen.

  • A target of the Caster's choice is Charmed and compelled to immediately attack the caster for the next minute. They may not attack another target. The spell ends if the target is struck by another player. An Arcanist can select two targets and compel them to duel each other, instead of the Arcanist.

  • A target of the Caster’s choice is Charmed and overcome with a reckless anger that causes them to lash out at the nearest player - this could be an enemy or an ally. They recklessly attack whichever combatant is closest to them for one minute, or until they fall unconscious. This does not mean that they pursue a single target for the duration, but rather, lash out at anyone who draws near.

  • The next two hits you receive, regardless of weapon or source, are negated, dealing zero damage each. A player may not benefit from more than one Sage Armor at a time. Once the spell ends you cannot be the target of a new sage armor for 30 minutes. Sages can only cast this spell on themselves, Arcanists are able to cast sage armor on other players.

  • A target of the Caster’s choice becomes silent for three minutes. They are unable to speak or cast spells for the duration. The target may not make any sounds with their mouth during this time.

Third Sphere

Sphere 3 spells are the most expensive and taxing spells that a caster can perform. They require several seconds of roleplay, at the end of which, the effects are extreme. These can only be acquired through Artisans, and players will not start out with Sphere 3 spells. The components for Sphere 3 are rarer and more costly, often including Malice.

  • After casting this spell you throw a ball of energy at a target. If the thrown spell hits any valid target region or weapon, on any player, they are instantly rendered unconscious. The Annihilate spell can be blocked with a shield, however the shield is instantly broken. The thrown spell only becomes inert when it fully comes to rest on the ground.

  • A target of the Caster’s choice becomes blind for one minute. They are unable to see or attack effectively for the duration. The target does not need to close their eyes but should role-play appropriately.

  • A target of the caster’s choice is Charmed by the caster, and must honestly answer the next 3 questions asked by the Caster. They cannot refuse to answer a question, and they cannot be deceitful or misleading in their choice of words. They also cannot deliberately speak in a way that the caster cannot understand, be it the language or volume. This does not magically gift them knowledge of things they do not know.

  • If a player sees another Caster begin to roleplay casting a spell (i.e. start to posture or incant), they may cast Dispel to prevent that spell from happening. At that time, the target player tears up the spell card, and the dispelled spell effect does not happen. Dispel can be cast instantly, requiring only that the spell be announced and the card be torn. In addition, Dispel can be used to end a single magical effect on another player. For instance, blindness, sleep, silence, and being Charmed. Dispel cannot be used to counter a Ritual or another Dispel.

  • All enemies of the Caster within 10 ft. when the spell is cast are Charmed and terrified of the caster for one minute. The targets are so filled with fear that they immediately flee and are unable to attack or cast spells while within 30 ft. of the Caster for the duration.

  • A target of the Caster’s choice is completely frozen for 1 minute. In that time, they may not move any of their body parts - this means they cannot speak to cast spells, move from their spot, attack, or defend. The petrified person cannot be harmed. The petrified player can be looted. After the spell ends they have no memory of anything that occurred during the minute.

Rituals

While spells cast from the 3 previous spheres only require a few seconds of roleplay and a torn card, Rituals work in an entirely different way. There is no set list of rituals, and there are no hard and fast rules for how much a ritual costs, how much time it will take, etc. Every ritual must be discussed with the Arbiters before it is attempted, and an Arbiter will determine if the ritual succeeds or fails. If the ritual fails, all participants immediately go unconscious and take a Mortal Wound, in addition to the one normally received for going unconscious. Rituals require different classes of Artisans and different numbers in order to be completed successfully, depending on the type and complexity of the ritual.

Some examples of Ritual effects are:

Divination

  • Channel other-worldly energy and glean information about the past, present, or future. This ritual requires the participation of at least one Potionsmith.

Magic Item and Weapon Creation

  • Create magical items and weapons. Mundane items imbued with magic typically are only able to last until the next dawn, though some can last much longer. This ritual requires the participation of at least one Spellscribe.

Curse or Consecrate

  • Curse another group with a terrible hex, or provide a boon to your people. Rituals can also be performed to undo said curses and boons. This ritual requires the participation of at least one Boneknitter.

How To Identify Magic Items

All magically imbued objects will be marked with a white and gold ribbon wrapped conspicuously around it. If any players see an object marked with the ribbon and are unsure of its effect, they may ask, and the bearer of the magical object must answer truthfully.

Magic Weapons

  • Only melee weapons can be imbued with magic, and they deal an additional point of damage.

Magic Shields

  • Magical shields are unbreakable, even by the Annihilate spell.

Magic Armor

  • One target region becomes invulnerable. If Annihilate strikes magical armor, it has no effect on the wearer.