Adventures. New Kingdoms
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1 Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 9 - Magic & Spellcasting version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 9 Page 1
2 Basic Overview Casting spells (and using psionics) requires a spellcasting roll and an expenditure of Fortitude. Some spells also require a significant amount of time to cast, and some rare spells also require esoteric and expensive components. Every level of spellcasting training provides the character with knowledge of 4 levels of spells. In addition, any levels taken in the appropriate Lore training also provides knowledge of a further 4 levels of spells. As such, the most a character can know from one spell list would be 24 spell levels (12 from level 3 training in that magic, and 12 from level 3 training in that lore). The various types of magics require different spellcasting rolls. The difficulty of the roll is equal to 9 plus the level of the spell. The Fortitude cost of casting the spell is equal to the level of the spell, whether the casting attempt succeeds or fails. Of the four types of magic, only Hedge Magic is Adventures in the New Kingdoms Book 9 Page 2
3 available to any character. The other forms of magic are only available to characters who have Callings that provide that type of training. The rolls made to cast a spell depend on the type of magic involved and are outlined below. Hedge Magic: Talent + Knowledge Sorcery: Skill + Knowledge Channeled Magic: Skill + Willpower Psionics: Knowledge + Willpower Hedge Magic Hedge Magic or Hearth Magic is the magic of the common folk. It combines folk remedies, simple spells and curses, scrying and fortune telling through a variety of means, and ages of wise lore passed on from one hedge mage to the next. Every culture has its own variants on the various hedge magic spells the Kale versions are usually linked to elemental powers, while northerners typically burn herbs and cast strange finger-gestures. Adventures in the New Kingdoms Book 9 Page 3
4 Casting a Hedge Magic spell requires a roll of Talent + Knowledge + Hedge Magic + 2d6. Hedge Magic is not quick, each spell takes 20 seconds to a minute to cast, making it unsuitable for combat except by ambush. Only a small number of spells can be cast quickly enough to be used during hostilities. These are marked with an asterisk*. Hedge Magic Spells Spell Level Spell Level Addle 1 FireSight 2 Evil Eye* 1 Inv. To Animals 2 Healing 1 Ward* 2 Light 1 Luck 1 Sleep 4 Spook* 1 Cure All 4 Warmth 1 Restrain 4 Weakness 1 Banish* 6 Weather Control 6 Adventures in the New Kingdoms Book 9 Page 4
5 Addle (1) The touched target of this spell makes all active rolls at a -4 penalty for 1 minute. Evil Eye* (1) The target of this spell makes all rolls at a -1 penalty for the next 24 hours. Healing (1) The touched target of this spell has 1d6 fortitude restored +1 per level of Hedge Magic training. The Fortitude cost of the spell is paid after the healing is done. Light (1) The object touched emits light as a torch for five minutes. Luck (1) The target of this spell can force an opponent to reroll one damage roll in the next 12 hours. It also can counter (remove) the evil eye. Spook* (1) The target must make a Willpower check with a Adventures in the New Kingdoms Book 9 Page 5
6 difficulty of 8 in order to not run away for one minute. Warmth (1) Prevents damage and discomfort from cold down to -30 degrees for 10 minutes. Weakness (1) The target of this spell makes all physical combat rolls at a -4 penalty for 1 minute. Firesight (2) For five minutes the caster can see a single place up to ten miles away by concentrating on a burning fire. Invisibility to Animals (2) For ten minutes 2 persons per level of Hedge Magic training are invisible to non-magical animals. Ward* (2) This spell (cast to interrupt a spellcaster) increases the difficulty of any spellcasting by 6. Adventures in the New Kingdoms Book 9 Page 6
7 Sleep (4) The target falls asleep for ten minutes unless wounded or attacked. Cure All (4) The target has all lost Fortitude restored. The Fortitude cost of the spell is paid after the healing is done. Restrain (4) The target cannot move nor speak for five minutes unless wounded. Banish* (6) Target undead and demons must make a Willpower roll or run away. Any spell on the target immediately ends. Weather Control (6) For thirty minutes the weather is under the control of the caster within reasonable limits of the local climate. Adventures in the New Kingdoms Book 9 Page 7
8 Adventures in the New Kingdoms Book 9 Page 8
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