08 – Grimoire

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        Those who learn to consciously harness the power of essence to create supernatural effects are called spellshapers. There are many types of spellshapers in Narosia, as all creatures are capable of manipulating essence. Adepts are those shapers trained to manipulate and shape it according to rote patterns. Mages are skilled Adepts possessed of Essence Touch, and thus able to feel the essence flows and command greater control of them.

The Source of Magic

Essence is the energy that allows magic to exist. There are two primary sources of essence on Narosia; ambient essence and personal essence.

 Ambient essence is essence that flows freely in the ether of the universe. Personal essence is found in the spirit of every living thing, from simple plants to the sentient races. The spirits of these beings act as essence vessels, each one containing a limited amount of concentrated essence. By drawing out personal essence and then shaping it with specialized formulas, one can create supernatural effects in the physical world. This technique of drawing and shaping essence is called spellshaping.

Spellshaping Methodology

The Atlan Enclave developed the method of spellshaping commonly used in the Sea of Tears basin. It is scientific and formulaic, utilizing well-documented techniques to create specific, repeatable results. Each spell is carefully researched and perfected until it allows for the most efficient creation of the appropriate effect with the least amount of danger to the shaper.

the basics

To simply shape spells one need only exert one’s will, attempting to shape the ambient essence and create the desired effect. Not unlike swinging a sword or shooting a bow, anyone can do this. Likewise, it is not possible to shape spells in a safe, reliable, and efficient manner without some training and talent. While uncommon, many adventurers learn a spell or two to complement their skills, relying on a little extra time and focus to produce minor, yet useful effects.

The act of spellshaping is an exercise in efficiency. The Essence Shaping skill determines whether or not the spell may draw on Ambient Essence to power the effect, or require the shaper to spend personal energy, drawing on Personal Essence temporarily or possibly draining it for longer term, an effect known as Essence Drain.

The Arcana and their Forms

Enclave spellshapers discovered that related spell effects used similar formulas. To this end they organized spellshaping into ten schools known as arcana. Each arcana covers the techniques necessary to shape spells with a particular type of effect. A list of the ten arcana and the types of spells they govern are listed in the Arcana Forms Table.

Narosia Quick Start only provides spells for Anemus, Kapsus, Kinisus, and Neronus.

ARCANE FORMS TABLE

ARCANA

COMMON NAME (color/stone)

FORMS

ADVANCED FORMS

HYBRID FORMS

Akyrus

Entropy (purple/amethyst)

Entropy, Void

Chaos

Cosmic Energy (Crysofus)

Anemus

Air (white/quartz)

Wind, Gas

Lightning

Weather (Kapsus)

Apatus

Sensation (silver/silver)

Light (dark), Perception

Visual Imagery

Illusion (Kinisus)

Chomsus

Earth (brown/granite)

Earth (stone), Crystal

Metal

Mud (Neronus)

Crysofus

Essence (gold/gold)

Essence, Spirit

Animation

Enchantment (Specific  Arcana)

Futus

Plant (green/olivine)

Plant, Wood

Fiber

Silk (Sarkus)

Kapsus

Fire (red/ruby)

Fire, Heat

Plasma

Lava (Chomsus)

Kinisus

Force (black/obsidian)

Motion, Force

Vibration

Sound (Anemus)

Neronus

Water (blue/sapphire)

Water, Cold

Ice

Steam (Kapsus)

Sarkus

Flesh (gray/bone)

Flesh, Humor

Poison

Acid (Neronus)










Shaping Spells

Talented shapers make spellshaping seem effortless to the uneducated observer. With a few gentle waves of his hands and a swiftly muttered incantation, the spellshaper calls forth balls of flame, invokes stupefying glamours, or creates impenetrable walls of stone. Shaping spells requires intense concentration. Any interruption of that concentration may result in the failure of the spell, or worse, an incorrect shaping with unpredictable results. Although spellshapers can shape spells under less than ideal conditions, due to the dangers inherent in spell failure, they prefer a controlled environment.

Shaper Classification

These rules also make a distinction between Mages and non-mages, affording them options beyond those available to Adepts and Mundanes. The term spellshaper or shaper applies equally to all.

Training                                                                                              Classification

None (untrained)                                  Mundane
Essence Shaping skill                             Adept
Essence Touch talent
     plus Spellshaping Skill Level in Arcana      Mage

Spellshaping Maneuver 

When a spellshaper wants to shape a spell he performs the Spellshaping maneuver. The Spellshaping maneuver is a Full Phase action requiring Concentration (½ DCV). In addition, Gestures (one-hand free or performed with a held focus), Incantations (normal voice), and a Focus are necessary for shaping without a negative modifier.

To shape the spell the player makes an Essence Shaping roll, adding any Spellshaping Skill Levels not allocated to the attack.

Shaping Modifiers

Modifier                    Roll     Effect

Aggressive      +1   PER +4 to perceive shaping
Deliberate      +1   Delayed 1 Segment (on EGO init.)
Encumbered      var  DEX penalty is penalty to Shaping
Focused         +1   0 DCV, -3 PER rolls
Wild (no focus) +0   x2 ESS cost; ESS Drain for more;

Aggressive shapers are incanting loudly and making larger than usual gestures. As a result the shaping is more easily noticed, adding +4 to any PER rolls to notice the shaper.

Deliberate shapers take a little extra time to get things right. The spell is released on the next segment at an initiative value equal to their EGO.

Encumbered shapers suffer the DEX penalty from Encumbrance as a penalty to the shaping roll.

Focused shapers are paying little attention to the world around them as they shape. As a result their DCV is reduced to 0 and they are -3 to any PER rolls required of them.

Wild shapers lack their personal focus. As a result they must use their bodies as a focus. This is less efficient and draining. Double the ESS required to shape an effect, but the character’s ESS Limit is unchanged. Any additional ESS required is provided by ESS Drain. Common folk without the Essence Touch talent if taught a spell will always be considered Wild. The specific focus listed for a spell can substitute for a personal focus. 

Mage Only Options

Modifier                    Roll     Effect

Defensive       -3   Full DCV or ½ DCV with Rapid

Fast            -3   Half-Phase; May be an Abort action


Prepared        var  Full Phase; Thaumaturgy as a complimentary skill; spell shape on following phase


Reflex          -6   Zero-Phase; May combine with another non-attack action

Defensive shapers trade efficiency for safety by taking a -3 to their shaping roll to retain full DCV when shaping (½ DCV if Multi shaping).

Fast shapers are able to shape quickly in order to perform another action during his phase (such as move) or to abort to a particular spell, usually defensive in nature, but may not combine this option with another maneuver.

Prepared shapers use their knowledge of magic to enhance their shaping. The shaper spends a full phase praparing the spell by making a base Thaumaturgy roll (only Overall skill levels can apply) as a complimenatry skill (6E1 57) to the shaping roll. The spell can then be shaped as normal on the following phase.

Reflex shapers are able to shape instantly in order to perform another action in the same phase or combined with an abort action. A shaper may combine this option with another abort maneuver such as Dodge, Block, or Dive for Cover.

Targeting Spells

Spells are targeted using the OMCV of the shaper versus the DCV of the target.

Range and Line of Sight

In general, all spells require LoS to target and suffer no range penalties.

 

Classification          Standard          Limited             Thrown
Adept                          135m                  45m                    15m
Mage                          180m                  60m                    20m

Shaping Results

The amount of success determines how much Ambient Essence the shaper has shaped which can then be used to power the spell with an equal amount of Essence (ESS).

Routine Shaping

All spellshapers are limited in the amount of essence they can shape safely based on the degree of training they possess and the complexity of the spell.

Classification         Standard       Complex
Adept                                 4                       2
Mage                                  7                       4

The grimoire identifies Complex spells in the “Class” description in parenthesis, after the designation as Offensive, Defensive, or Utility.

For every point by which the roll is made 1 ESS is shaped. It is important to note that making the roll exactly means the character shaped 0 ESS, but the casting is still considered Routine.

In addition to the ESS required during shaping, Enchantments bind an amount of Personal Essence equal to the ESS required. This ESS cannot be recovered in any way until the Enchantment is released.

Failed Shaping

Failing the Essence Shaping roll prevents the shaper from shaping the spell. Mages may immediately, as an action that takes no time, suffer 1 ESS Drain per ESS required and still shape the spell.

Exceptional Shaping

If the roll is less than half of the shaper’s EGO roll the shaping is considered exceptional. Such shapings cost no ESS to shape up to their normal limit.

Enchantments are then bound at half their normal ESS cost.

Additionaly, Mages recover 1d6 ESS due to the resonance generated during such a perfect shaping unless they were overshaping.

Recovering Essence

The personal essence that a spellshaper expends while shaping spells returns with time. The spirit naturally absorbs ambient essence, replenishing the spellshaper’s personal stores. Essence Drain is not so easily healed. Extended periods of rest and meditation are required to heal Essence Drain.

A spellshaper may spend an action (Taking a Recovery, 6E2 131, BR 104) to recover an amount of ESS equal to his EREC.

A spellshaper recovers an amount of ESS Drain equal to his EREC every 6 hours of rest. During this time the shaper must be relaxing (no more than half-phase non-attack actions, no more than 1 END expended per phase, etc.) or there is no recovery.

The Spell Template

This book uses a standard format to present all spells. Each formatting entry is described below.

Target specifies Self, Accurate (target DCV is always 3), Single (any single point or character), or Area. Area is defined in the spell description. Targeting may also be Indirect, which is defined in the spell’s description. In addition to bypassing barriers and such, Indirect often means the target will be at ½ DCV unless they can perceive the attack (6E1 337, BR 90).

Range can be Self, No Range, Touch, Limited, Standard, or Thrown.

Duration can be Instant, Sustained, or Constant, and optionally plus per turn, per minute, Trigger, or Enchantment. A per turn or per minute interval indicates how often the spell ESS must be paid to maintain the effect.

Triggers are defined in the text of the spell. Reusable triggers can be reset by paying half the ESS required for the effect. If the character has the Essence Shaping skill he may roll as for a Constant spell.

Sustained spells require an Attack Action every phase to continue to affect the target. If the Sustained power is also Area Effect, the power exists in between phases (like a Constant power) and any target coming into contact with the spell is automatically affected.

Sustained and Constant spells require an Essence Shaping roll every phase to determine how much ESS can be shaped towards the spell. This roll can never be failed, but the shaper must use his own ESS if he wishes to continue the effect.

Enchantments remain in effect until the shaper ends it, he is killed, or he is reduced to -11 or more STUN. However, the ESS required to maintain the spell is no longer available for other purposes, and may not be recovered.

The source of the Enchantment is always visible to someone with the ability to see essence (e.g., Essence Sight).

Any Instant effects that are part of the Enchantment are still paid for in ESS by the recipient at half the original ESS cost, not the shaper.

Focus describes the most common surrogate focus for the spell. A surrogate focus can be used in place of a personal focus (without the usual penalty) should it be lost or destroyed, and provides +1 to the spellcasting roll if used with a personal focus.

Class defines whether the spell is an Offensive, Defensive, or Utility spell, and whether or not it is Complex.

Description is the block of text immediately below the spell information block and summarizes the overall game effect and utility of the spell.

ESS summarizes the effect of the spell when cast at different levels of Essence.

Effect is the game effect of the spell.

Restrictions

Unless otherwise specified, characters cannot perform the following Combat Maneuvers with spells: Blazing Away, Haymaker, Pulling a Punch, Suppression Fire. Additionally, spells cannot be Spread or Bounced.

ANEMUS ARCANA

Gaseous Form (Anemus – Gas)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Three drops of liquid smoke

Class:            Defensive/Utility

 

The caster converts an entire target, and anything on his person to a gaseous form. This will allow the target to move through practically any sized opening.

 

Common Modifiers:

    Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 

    Side Effects (Movement limited to 6m Flight and subject to winds; -1/2) 

    Cannot Pass Through Solid Objects (-1/2) 

    Costs Only To Activate (+1/4) 

    Enchantment (+1/4) 

    Usable On Others (+1/2) 

 

ESS      EFFECT 

6       Desolidification 

Cloud of Stench (Anemus – Gas)

Target:          Area

Range:           Standard

Duration:     Enchantment

Focus:            Bulb of a stinkweed

Class:            Offensive

 

This spell creates an area of nauseating fumes. Targets who fail their CON Rolls (the fumes are considered a poison) lose their Phase and are at 1/2 DCV. This spell may be used by shapers who are in Gaseous Form, and it affects targets in Gaseous Form.

 

Common Modifiers:

    Area Of Effect (8m Radius; +1/2) 

    Life Support (Self-Contained Breathing) Negates (-1/4) 

    Costs Only To Activate (+1/4) 

    Enchantment (+0) 

    Disrupted By Wind (1 BODY of Wind Damage Reduces the ESS of the Effect; -1/4) 

    Affects Physical World (+2) 

 

ESS      EFFECT 

1       Change Environment (-1 to CON Roll) 

3       Change Environment (-2 to CON Roll) 

5       Change Environment (-3 to CON Roll) 

6       Change Environment (-4 to CON Roll) 

7       Change Environment (-5 to CON Roll) 

Suffocation (Aneums – Gas)

Target:          Single

Range:           Limited

Duration:     Constant

Focus:            A drowned beetle

Class:            Offensive

 

This spell removes all air from the target’s lungs as long as the shaper invests the ESS.

 

Common Modifiers:

    Limited Range (-1/4) 

    Constant (+1/2) 

    Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1/2) 

    Does BODY (+1) 

 

ESS      EFFECT 

2       RKA 1 point (ED) 

5       RKA 1/2d6 (ED) 

7       RKA 1d6 (ED) 

Vacuum (Anemus – Gas)

Target:          Area

Range:           Limited

Duration:     Instant

Focus:            Hollow glass bead

Class:            Offensive

 

This spell destroys all the air in the area, causing a minor implosion of air as it rushes back in while stunning any targets in the area. 

 

Common Modifiers:

    Area Of Effect (4m Radius; +1/4) 

    Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1/2) 

    Does Knockdown (Target rolls STR Dice versus the BODY caused by the spell and is knocked down on failure; +1/4) 

    Limited Range (-1/4) 

    Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4) 

 

ESS      EFFECT 

2       Blast 1d6 (ED) 

+2      plus Blast 1d6 (ED)

Wind Jet (Anemus – Wind)

Target:          Area

Range:           Limited

Duration:     Constant

Focus:            A vial of air from a mountain summit

Class:            Offensive/Utility

 

The caster conjures a blast of wind that affects everything within a line starting with the caster. It remains in effect as long as the caster wishes.

 

Common Modifiers:

    Affects Whole Object (-1/4) 

    Area Of Effect (16m x 2m x 2m Line; +1/4) 

    Limited Range (-1/4) 

 

ESS      EFFECT 

1       Telekinesis (5 STR) 

2       Telekinesis (8 STR) 

3       Telekinesis (13 STR) 

4       Telekinesis (15 STR) 

5       Telekinesis (20 STR) 

6       Telekinesis (23 STR) 

7       Telekinesis (30 STR) 

Wall of Wind (Anemus – Wind)

Target:          Area

Range:           Limited

Duration:     Enchantment

Focus:            A leaf caught before it touches the ground

Class:            Offensive/Utility

 

A wall of winds springs forth in the area designated by the shaper. Due to the dust and motion, all PER rolls are penalized as the speed of the wind increases, and any physical missiles are possibly deflected. If wind is present, please refer to the Wind Levels chart (6E2 146) to determine the total wind after the spell is manifest.

 

Common Modifiers:

    Area Of Effect (8m x 4m x 2m Line; +1/4) 

    Limited Range (-1/4) 

    Costs Only To Activate (+1/4) 

 

ESS      EFFECT 

1       Very Light (15mph winds): Change Environment (+1 Wind Levels (3 STR, No Penalties)) 

2       Light (25mph winds): Change Environment (+2 Wind Levels (5 STR, -1 Missile OCV)) 

4       Moderate (40mph winds): Change Environment (+3 Wind Levels (8 STR, -1 PER, -2 Missile OCV)) 

5       Heavy (50mph winds): Change Environment (+4 Wind Levels (10 STR, -2 PER, -4 Missile OCV)) 

6       Very Heavy (60mph winds): Change Environment (+5 Wind Levels (15 STR, -3 PER, -6 Missile OCV)) 

7       Storm (70mph winds): Change Environment (+6 Wind Levels (20 STR, -4 PER, -8 Missile OCV))  

Wind Leap (Anemus – Wind)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            The legs of a grasshopper

Class:            Utility (Complex)

 

The winds are shaped to boost the character in any leap they choose to make.

 

Common Modifiers:

    Costs to Maintain (-1/4) 

    Delayed Return Rate (Enchantment; +2) 

    One Use At A Time (-1) 

 

ESS      EFFECT 

1       Aid 0 1/2d6 (standard effect: +4m) 

2       Aid 1 1/2d6 (standard effect: +10m) 

3       Aid 2d6 (standard effect: +12m) 

4       Aid 2 1/2d6 (standard effect: +16m) 

Wind Riding (Anemus – Wind)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Any feather

Class:            Utility (Complex)

 

The winds are shaped to cause the character to glide through the air at will.

 

Common Modifiers:

    Usable On Others (+1/2) 

    Gliding (-1) 

    Enchantment (+1/4) 

    Costs Only To Activate (+1/4) 

 

ESS      EFFECT 

1       Flight 7m 

2       Flight 12m 

3       Flight 17m 

4       Flight 22m 

KAPSUS ARCANA

Fireblade (Kapsus – Fire)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            A tiny sword with a tiny ruby in the hilt

Class:            Offensive

 

Focusing the ambient essence any inanimate object held in the shaper’s hand is sheathed in deadly flame. The damage caused by the object when used as a weapon causes additional STUN damage and uses the lesser of the target’s defense (either PD vs. the weapon or ED vs. fire).

 

Common Modifiers:

    Costs To Activate (+1/4) 

    Usable On Others (+1/2) 

    Enchantment (+1/2) 

 

ESS      EFFECT 

1       +1 STUN Multiplier (+1/4), Fire Damage (+1/4) for up to 15 Active Points of Killing Attack – Hand to Hand  

2       +1 STUN Multiplier (+1/4), Fire Damage (+1/4) for up to 25 Active Points of Killing Attack – Hand to Hand  

3       +1 STUN Multiplier (+1/4), Fire Damage (+1/4) for up to 35 Active Points of Killing Attack – Hand to Hand  

4       +1 STUN Multiplier (+1/4), Fire Damage (+1/4) for up to 45 Active Points of Killing Attack – Hand to Hand  

Fireball (Kapsus – Fire)

Target:          Area

Range:           Standard

Duration:     Instant

Focus:            Oil-soaked cottonball

Class:            Offensive

 

The caster focuses on a single point in his field of vision and shapes forth a massive explosion of fire. For simplicity, weaker fireballs will have a smaller radius and larger fireballs will have a larger radius; remove the largest die from the damage roll for every 2m from the target point and apply the remaining damage to the targets in that effect ring.

 

Common Modifiers:

    Bright and Loud (+4 PER to See/Hear the Spell; -1/4) 

 

ESS      EFFECT 

1       Blast 1d6+1, Area Of Effect (2m Radius Explosion; +1/4) (ED) 

2       Blast 2d6+1, Area Of Effect (4m Radius Explosion; +1/4) (ED) 

3       Blast 3d6+1, Area Of Effect (6m Radius Explosion; +1/4) (ED) 

4       Blast 4d6+1, Area Of Effect (8m Radius Explosion; +1/4) (ED) 

5       Blast 5d6+1, Area Of Effect (10m Radius Explosion; +1/4) (ED) 

6       Blast 6d6+1, Area Of Effect (12m Radius Explosion; +1/4) (ED) 

7       Blast 7d6+1, Area Of Effect (14m Radius Explosion; +1/4) (ED) 

Firebolt (Kapsus – Fire)

Target:          Single

Range:           Limited

Duration:     Instant

Focus:            A tiny ruby tipped arrow

Class:            Offensive

 

Pure focused elemental fire leaps from the shaper’s hand to burst directly at the target.

 

Common Modifiers:

    Limited Range (-1/4) 

    +1 STUN Multiplier (+1/4) 

 

ESS      EFFECT 

1       RKA 1 point (ED) 

2       RKA 1/2d6 (ED) 

3       RKA 1d6 (ED) 

+3      plus RKA 1d6 (ED)

Flame Blast (Kapsus – Fire)

Target:          Area

Range:           None

Duration:     Sustained

Focus:            Scrap iron from a forge

Class:            Offensive

 

A powerful blast of fire and heat is directed in a short narrow cone to the target area.

 

Common Modifiers:

    No Range (-1/2) 

    Area Of Effect (4m Line; 4m x 1m x 1m; +1/4) 

    Sustained (+1/4) 

 

ESS      EFFECT 

1       Blast 1d6+1 (ED) 

+1      plus Blast 1d6 (ED)

Flaming Hand (Kapsus – Fire)

Target:          Single

Range:           Touch/Thrown

Duration:     Enchantment

Focus:            Iron ring left in a fire until red hot

Class:            Offensive

 

The shaper binds the essence around his hand, setting it aflame. While his hand is burning he cannot touch anything without damaging it. Additionally, for the duration of the enchantment he can throw fire by expending Endurance equal to the spells ESS. Once alight, his hand gives off illumination as a torch.The shaper can use this spell twice to ignite both hands.

 

Common Modifiers:

    Sustained (+1/4) 

    Thrown (-1/4) 

    Costs Only To Activate (+1/4) 

    Always On (Hand Is On Fire; -1/4) 

    Enchantment (Dousing hands in water will end spell; +1/2) 

    Throwing Costs END (+0) 

    Perceivable (Torchlight (+4 PER to be seen); +0) 

 

ESS      EFFECT 

1       Blast 1d6 (ED) 

2       Blast 1 1/2d6 (ED) 

3       Blast 2 1/2d6 (ED) 

4       Blast 3d6 (ED) 

5       Blast 4d6 (ED) 

6       Blast 4d6+1 (ED) 

7       Blast 5 1/2d6 (ED) 

Protection from Elements (Kapsus – Heat)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Vial of alchemically prepared oil

Class:            Utility (Complex)

 

The target is wrapped in a reddish glow which offers protection against temperature extremes. The spell can protect the targets possessions for an increased spell ESS.

 

Common Modifiers:

    Usable On Others (+1/2) 

    Costs To Activate (-1/4) 

    Enchantment (+0) 

 

ESS      EFFECT 

1       LS (Safe in Intense Heat +2 Temp. Levels (50C/120F); 75% Heat) 

1       LS (Safe in Intense Cold -2 Temp. Levels (-10C/20F); 75% Cold) 

2       LS (Safe in Intense Cold -2 Temp. Levels (-10C/20F); 75% Cold; Safe in Intense Heat +2 Temp. Levels (50C/120F); 75% Heat) 

+2      plus Protects Carried Items  

+1      plus x2 Targets for Protection from Elements

Heat Metal (Kapsus – Heat)

Target:          Single

Range:           Limited

Duration:     Enchantment

Focus:            Piece of unshaped steel

Class:            Offensive

 

Shaper heats single metal object to an extreme degree but slowly enough that anyone in contact with the object may be able to drop it or escape it in some way (i.e., Extra Time allows a character to Abort to an action to avoid the damage). The effect is disrupted when doused with water.

 

Common Modifiers:

    Extra Time (Extra Segment, -1/2) 

    Dousing With Water Negates Effect (-1/2) 

    Costs Only To Activate (+1/4) 

    Limited Range (-1/4) 

    Only If In Contact With Metal Object (-1) 

    Enchantment (+0) 

 

ESS      EFFECT 

1       Change Environment (-1 DEX Roll and all Skill Rolls based on DEX, -1 INT Roll and all Skill Rolls based on INT, -1 OCV) 

2       Change Environment (-1 DEX Roll and all Skill Rolls based on DEX, -1 INT Roll and all Skill Rolls based on INT, -1 OCV) plus RKA 1 point, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

3       Change Environment (-2 DEX Roll and all Skill Rolls based on DEX, -2 INT Roll and all Skill Rolls based on INT, -2 OCV) plus RKA 1 point, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

4       Change Environment (-2 DEX Roll and all Skill Rolls based on DEX, -2 INT Roll and all Skill Rolls based on INT, -2 OCV) plus RKA 1/2d6, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

5       Change Environment (-2 DEX Roll and all Skill Rolls based on DEX, -3 INT Roll and all Skill Rolls based on INT, -3 OCV) plus RKA 1d6, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

6       Change Environment (-3 DEX Roll and all Skill Rolls based on DEX, -3 INT Roll and all Skill Rolls based on INT, -3 OCV) plus RKA 1d6, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

7       Change Environment (-3 DEX Roll and all Skill Rolls based on DEX, -3 INT Roll and all Skill Rolls based on INT, -3 OCV) plus RKA 1d6+1, Attack Versus Alternate Defense (Resistant ED vs. Fire Specifically or LS (Safe in Intense Heat); All Or Nothing; +1/2), Constant (+1/2), Does BODY (+1) 

KINISUS ARCANA

Force Armor (Kinisus – Force)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            A concave piece of obsidian

Class:            Defensive (Complex)

 

Pure kinetic energy is harnessed into an shimmering personal barrier a few centimeters from the target’s skin. This barrier protects the target against all assaults, although physical protection is greater than energy.

 

Common Modifiers:

    Perceivable (Deflected centimeters from target; -1/4) 

    Limited Stacking (Highest rPD/rED applies, +1 if lesser is no more than 2 less) (-1/4) 

    Impermeable (+0) 

    Usable On Others (+1/2) 

    Enchantment (+0) 

    Costs To Activate (-1/4) 

    Hardened (+1/4) 

    Impenetrable (+1/4) 

 

ESS      EFFECT 

1       Resistant Protection (2 PD/1 ED) 

2       Resistant Protection (4 PD/2 ED) 

4       Resistant Protection (4 PD/2 ED) (Protect Carried Items) 

Force Shield (Kinisus – Force)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Miniature obsidian shield

Class:            Defensive (Complex)

 

Pure kinetic energy is harnessed to create a shimmering shield that protects the target against common assault. The target must be able to sense the attack in order for the shield to move to protect him.

 

Common Modifiers:

    Perceivable (Deflected centimeters from target; -1/4) 

    Only Versus Physical and Energy Attacks (-1/4) 

    Must Be Aware Of Attack (In order to direct the shimmering shield; -1/2) 

    Delayed Return Rate (Enchantment; +2) 

    One Use At A Time (-1) 

    Costs To Maintain (-1/4) 

 

ESS      EFFECT 

1       Aid DCV 1d6+1 (standard effect: +0 DCV)  

2       Aid DCV 2d6 (standard effect: +1 DCV)  

3       Aid DCV 3d6 (standard effect: +1 DCV)  

4       Aid DCV 4d6 (standard effect: +2 DCV)  

Force Blast (Kinisus – Force)

Target:          Single

Range:           Limited

Duration:     Instant

Focus:            Any roughly spherical piece of obsidian

Class:            Offensive

 

Pure kinetic energy slams into the target, possibly throwing him back. While the force of the blast rarely results in lasting harm since the spell has the Reduced Penetration Limitation, the damage from any Knockback can be lethal.

 

Common Modifiers:

    Reduced Penetration (-1/4) 

    Does Knockback (+1/4) 

    Cannot Use Targeting (-1/2) 

    Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2) 

    Limited Range (-1/4) 

 

ESS      EFFECT 

1       Blast 1 1/2d6 (PD) 

2       Blast 2 1/2d6 (PD) 

3       Blast 4d6 (PD) 

4       Blast 5d6 (PD) 

5       Blast 6d6 (PD) 

6       Blast 7d6+1 (PD) 

7       Blast 8 1/2d6 (PD) 

Hasten (Kinisus – Motion)

Target:          Area

Range:           No Range

Duration:     Enchantment

Focus:            A string of obsidian beads

Class:            Utility (Complex)

 

A burst of kinetic energy envolopse all chosen targets within 4m of the shaper. Every fiber of the target’s body is thrown into rapid motion, speeding their movements and allowing them to move at unnaturally fast speeds.

 

Common Modifiers:

    Costs To Maintain (-1/4) 

    Delayed Return Rate (Enchantment; +2) 

    Area Of Effect (4m Radius; +1/4), Selective (+1/4) 

    One Use At A Time (-1) 

    Expanded Effect (x4 Characteristics or Powers simultaneously) (Running, Leaping, Swimming, Flight; +1 1/2) 

 

ESS      EFFECT 

1       Aid 0 1/2d6 (standard effect: Movement +2m) 

3       Aid 1d6 (standard effect: Movement +3m) 

4       Aid 1 1/2d6 (standard effect: Movement +5m) 

Levitation (Kinisus – Motion)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Miniature obsidian wings

Class:            Utility (Complex)

 

The target manipulates the essence, causing him to rise (half speed) or fall (double speed) at will.

 

Common Modifiers:

    Vertical Only (-1/2) 

    Costs Only To Activate (+1/4) 

    Usable On Others (+1/2) 

    Enchantment (+1/4) 

 

ESS      EFFECT 

1       Flight 5m 

2       Flight 9m 

3       Flight 13m 

4       Flight 16m 

Precision Force (Kinisus – Motion)

Target:          Single

Range:           Limited

Duration:     Enchantment

Focus:            A miniature obsidian wand

Class:            Utility

 

Arguably the most useful of Kinisus formulae, this spell allows the shaper to manipulate objects at range and at will. With this spell a master mage can wield weapons with his will.

 

Common Modifiers:

    Limited Range (-1/4) 

    Costs Only To Activate (+1/4) 

    Enchantment (+1/4) 

 

ESS      EFFECT 

3       Telekinesis (2 STR), Fine Manipulation 

4       Telekinesis (6 STR), Fine Manipulation 

5       Telekinesis (8 STR), Fine Manipulation 

6       Telekinesis (10 STR), Fine Manipulation 

7       Telekinesis (14 STR), Fine Manipulation 

Quicken (Kinisus – Motion)

Target:          Single

Range:           Touch

Duration:     Enchantment

Focus:            Obsidian marbles

Class:            Utility (Complex)

 

This spell decreases the amount of friction caused by all targets in the area, increasing the fluidity and speed of all forms of and motion.

 

Common Modifiers:

    Costs to Activate/Maintain (-1/4) 

 

ESS      EFFECT 

2       +2 to offset Multiple Attack penalties, Enchantment (+0), Usable On Others (+1/2) plus Aid Running 1d6 (standard effect: +3m), Delayed Return Rate (Enchantment; +1 1/2); One Use At A Time (-1), Costs To Maintain (-1/4) 

4       +3 to offset Multiple Attack penalties, Enchantment (+0), Usable On Others (+1/2) plus Aid Running 2d6 (standard effect: +6m), Delayed Return Rate (Enchantment; +1 1/2); One Use At A Time (-1), Costs To Maintain (-1/4) 

6       +4 to offset Multiple Attack penalties, Enchantment (+0), Usable On Others (+1/2) plus Aid Running 2 1/2d6 (standard effect: +8m), Delayed Return Rate (Enchantment; +1 1/2); One Use At A Time (-1), Costs To Maintain (-1/4) 

8       +4 to offset Multiple Attack penalties, Enchantment (+0), Usable On Others (+1/2) plus Aid Running 2 1/2d6 (standard effect: +8m), Delayed Return Rate (Enchantment; +1 1/2); One Use At A Time (-1), Costs To Maintain (-1/4) plus Rapid Attack:  All Attacks, Enchantment (+0), Usable On Others (+1/2)

Telekinesis (Kinisus – Motion)

Target:          Single

Range:           Standard

Duration:     Constant

Focus:            A miniature obsidian disk

Class:            Utility

 

One of the most fundamental Kinisus formulae, this spell allows the shaper to move whole objects at range.

 

Common Modifiers:

    Affects Whole Object (-1/4) 

 

ESS      EFFECT 

1       Telekinesis (6 STR) 

2       Telekinesis (10 STR) 

3       Telekinesis (14 STR) 

4       Telekinesis (18 STR) 

5       Telekinesis (22 STR) 

6       Telekinesis (26 STR) 

7       Telekinesis (30 STR)