Arcane

One of the "Lei" category of magics;

Arcane magic is the result of attempting to guide the flow of the soul sea around yourself through the movement of your body. Long, sweeping movements typify new practitioners of Arcane. But the more spells you perform each day, the more unsettled, and unpredictable the flow around you becomes; making it harder and harder to continue.

A Practitioner of Arcane is called a "Magister"

Mechanics

All Arcane spells have 2 important values; [Cast] and [Strain]

Spells are cast by succeeding at a skill check vs “base DC” + “[Cast]”. When a check is attempted(whether it succeeds or fails), the base DC is raised by the associated spells [Strain] value.

Base DC is reset to 0 each day.

Flavour

Rolled For

Special Rules

Casting a spell requires both physical motion and speech, as such it is very easy for enemies to notice an attempt.

Sigils: Sigils, like spells, create a magical effect. However, while spells are performed as an action sigils are instead carved into a surface and linger until damaged beyond working state. Many magic items are simply objects with complex combinations of sigils.

Example tools

The most common tools for arcane checks are rune textbooks(d4, TDC 20), symbols of Sherry(d4, TDC 5), and Runesheets(d6, TDC 20)

Powers

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Effects

Primer[Cast 1, Strain 1]: 1d4 tool for next spell.

Unique Primer[Cast 1, Strain 1]: 1d6 tool for next specific spell. Can be specialised in. This can be gained only by selecting as an ability.

Detonate Air[Cast 8/12/17, Strain 5]: Select a hex. Creatures in that hex and every adjacent Hex must roll defence against DC 10/15/20 fire. Damage from this sigil is triple unless the target defends with Dodge.

Finger of Lightning[Cast 10/20/30, Strain 3]: Target within 12 hexes rolls Defence against your check result. Failure by any amount deals electric damage equal to half the spell’s Cast. Success takes no damage.

Revilate[Cast 17, Strain 12]: A designated dead body returns to life. If you lack a means by which to target the creatures soul, such as a via a familiar, the body becomes an undead. This cannot be used to bring a creature that died of old age, back to life.

Silent Sleep[Cast 5, Strain 2]: Select one creature per Arcane tier, minimum 1, that creature gains a d6 tool on Willpower defense against effects while they sleep.

Doom[Cast 3, Strain 1]: Select one creature, attacks against that creature for two rounds gain d6 tool die if better than the tool being used.

Tighten Armor[Cast 3|11, Strain 1]: Select one suit of armor, if it is being worn by a creature that creature may defend against this spells check with their the appropriate armor skill. If the spell succeeds, the armor shrinks. The armor's tool die is 1 step smaller and it cannot be removed except by sundering for an hour at which point it returns to normal size(the higher cast of this spell prevents the armor from ever being removed except by sundering).

Window[Cast 14, Strain 3]: Select a direction and distance, you create a window that can see that point as if it were 5 hexes away. Effects cannot pass through this window. This window lasts for 1 round per tier.

Teleportation[Cast 20, Strain 7]: Select a direction and distance, you create a portal to that exact position. Effects and creatures can pass through the portal. This portal lasts for 1 round per 2 tiers or until you dismiss it, whichever comes first.

Return Dead[Cast 34, Strain 14]: Return a dead creature to life. Requires a means by which to target the soul of the deceased. Without said soul, this creates an 'Animated' Undead.

Battle star[Cast 18, Strain 2]: A designated weapon shines brightly. Half damage dealt with the weapon for the following scene is fire damage and ignores any abilities that reduce damage for creatures that have some form of weakness to light.

Shining star[Cast 16, Strain 1]: A single target gains the benefits of a 1d8 tool for Navigation checks and any checks related to Horoscopes for 1 hour.

Ignite spiral[Cast 20, Strain 3]: Produce fire that spreads away from you in a spiral, moving through 3 hexes per round for a number of rounds equal to your tier. Creatures in an affected hex are subject to a dodge defence against fire damage equal to your check. Creatures in multiple affected hexes are affected multiple times.

Snowstorm[Cast 24, Strain 3]: An area with a radius of 6km centered on you develops a snowstorm. The storm deals 4 cold damage per round against Survival defence and is treated as a d6 tool for Steath and tracking based effects while countering tools less than 1d4 for Climbing, Survival, and Navigation. This storm lasts for 2 hours. The DC and strain are both increased by the days firesky value if attempted during the summer.

Chargeline[Cast 8, Strain 1]: Used to trigger ancient Einodian technoplated devices and some modern Arcanomechanical devices.

Babbling air[Cast 16|30, Strain 2]: Select one creature. That creature must succeed at a Languages Defence against this spell. On failure you may designate their proficiency in one language to non-proficient for 1 minute per Arcane tier. The higher cast version of this spell is instead permanent but the target gains a +14 bonus to their defence.

Perplexus[Cast 18, Strain 3]: Select one target. If their next attack is against a creature other than you, and does not exceed your check result, it instead targets a random valid creature.

Sonic Sending[Cast 28, Strain 3]: Select one area you are aware of, creatures in that area can hear what is happening near you for a number of minutes equal to your tier.

Rune of Healing[Cast 40, Strain 8]: Creatures in 1 hex of your choice heal damage equal to your tier. This effect can persist for additional rounds up to your tier, but doing so increases the strain by the number of additional rounds.


Primer[Cast 1, Strain 1]: 1d4 tool for next spell.

Deanimate[Cast 1, Strain 1]: Target undead within 3 hexes rolls Willpower Defence against your check result. If resulting damage would render the undead unconscious, it is killed instead.

Detect Life[Cast 5, Strain 1]: You are aware of how many living creatures are within 20 hexes of you.

Emotive Detect Life[Cast 10, Strain 1]: You are aware of how many living creatures are within 20 hexes of you and how many are hostile to you or would be hostile upon encountering you.

Precise Detect Life[Cast 10, Strain 1]: You are aware of how many living creatures are within 20 hexes of you and where they are located. If you exceed the willpower defence of a creature, you can see its exact outline, if not, you are simply aware of which hex it is in.