Dawnism

One of the "Kepera" category of magics;

The art of crafting a wand; from a core wood(which carries a sliver of the soul pearl of the tree that gifts it), a wrapping, and a binding agent. Forging a soul pearl from the experience of creation, and working with the wand to grow both pearls over time. A wand's soul pearl is unlikely to be as smooth as most creatures. Instead they grow "lumpy" or "grooved" so the soul sea flowing through them is guided to create the effects the wand, and user, desire.

A practitioner of Dawnism is typically called a "Wielder"

More experienced practitioners have been called "Wizards"

Wands that become evil, a not-rare circumstance, are often called "Destroyers"

Mechanics

Each wand has a number of affinities depending on its construction. Wands count as tools for spells in their affinities; the stronger the affinity the higher the tool value. This is the only case of magic providing a d4 tool. Wands cannot perform spells they have no affinity for at all.

Wand spells have DCs. If your check exceeds the DC; the effect occurs.

Affinity

A wand’s affinities are drawn from its constituent parts. Simply add the affinity values of each element in the wands core, binding, and wrapping. A wand with more than one element from the same type of wood only benefits from the highest class; E.g. a wand with Ebony Core, Ebony Wrapping, and Yew Binding, would only count as having an Ebony Core and Yew Binding.

Depending on the strength of the affinity, wands count as different levels of tool for dawnism spells;

Flavour

Rolled For

Special Rules

You cannot attempt a dawnism check to cast a spell without a wand.

The act of casting a spell with a wand has obvious visual and auditory cues in addition to the actual effect of the spell.

Wands can take damage the same way the wielder can and use their wielder's defence against any effects that target them. The wand's resiliency roll is their wielder's dawnism modifier, and they add their highest affinity as a tool die. Some particularly unique or powerful wands can have their own resiliency modifier.

Bonding

A wand can be bonded to a single person at a time and each person can bond to a single wand. A wand cannot cast spells for someone it is not bonded to and will often be upset about being passed to another wielder. Upset wands can act out, cast incorrect spells, or attack their current wielders.

Powers

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Woods

Wands are built of 3 main sections; The Core, the Binding, and the Wrapping. The core is the piece of wood that contains the shard of a soul. Core's are the largest section of a wand and are the source of the wand's special ability. Many wands with the same core have similar personalities, though such a personality can be influenced by the binding and wrapping to a minor extent. The binding doesn't have to be wood necessarily; bark, sap, vines or other materials work well for bindings. The binding protects the core from damage, and has the second greatest impact on the affinity of the wand. The Wrapping is usually minor and seemingly aesthetic, oftentimes being used to make the grip of the wand more comfortable in some way for the wielder. Wrappings have the smallest impact on a wands affinities, but are still necessary for a complete wand.

A wand can have 3 different source woods, one for each of Core, Binding, and Wrapping. If a wand has the same type of source wood in two different sections, such as an ash core and ash wrapping, only the highest source affinity applies.

Wand wood affinities are listed by type, followed by three numbers split by |, the first number is the affinity for a core, the second for a binding, and the third for a wrapping.

Wand Shapes

Wands can come in a variety of different forms, many of which can affect the powers and affinities of the wand. However, crafting a wand into a specific usable shape requires skill and training and cannot be done unless the crafter has the requisite ability.

Starting with a Wand

Wands work best in the Brachyr System if the creation of a wand is a system of opportunity over the course of play, where a character happens upon a core wood, refines it and eventually adds an appropriate binding they find one day, finishing it with a wrapping that they feel drawn to randomly. This makes the wands creation a part of the character's story and helps shape the personality of the wand over time.

However, it's completely understandable that randomly finding these woods may feel boring, or forced by the narrator, or the narrator might believe it to be too much work. Whatever the case may be, it's reasonable to want to start with a wand pre-made. In this case, the intentional design of a wand is highly discouraged. Instead, the three sections should be randomly rolled(using a Dawnism check) from the following table. This allows wands to be more spontaneous, less a tool for a single specific purpose, and prevents characters with low Dawnism modifiers starting with a wand that is too dangerous for them.

#Wood#Wood#Wood#Wood
1Pine7Rowan13Persimmon19Gum
2Avodire8Cherry14Apple20Hazel
3Amazique9Elm15Quebracho21Zebrawood
4Birch10Lime16Cocobolo22Saple
5Padauk11Chestnut17Mahogany23Locust
6Walnut12Pear18Wenge24Ash

Spells

Air

Darkness

Shade[DC 6]: Grant a touched creature 1 minute of respite from heat as if they had been in shade.

Leech Light[DC 9]: An area of 3 hex radius from the wielder grows dark enough to not impact creatures hampered by light.

Death

Divination

Earth

Fertility

Fire

Food

Feed[DC 7]: The wand produces fruit enough for one person's meal.

Cleanse Food[DC 20]: The wand removes magical toxins with a source tier lower than the wielder's tier, from up to 6 Kilograms of food.

Purify Food[DC 5]: The wand removes nonmagical toxins from up to 6 kilograms of food.

Scurvy[DC 17]: The target contracts scurvy.

Future

Healing

Learning

Light

Manipulation

Past

Protection

Resilience

Continue[DC 6]: Succeed at a Stamina check or defence for long term travel. DC increases by 3 each time it is used in the same day.

Healing touch[DC 13]: Grants a d6 tool for resiliency to touched creature for 1 round.

Strength

Travel

Water

Cleanse Water[DC 18]: The wand removes magical toxins with a source tier lower than the wielder's tier, from up to 1 gallon of water.

Drown[DC 22]: The wand conjures water inside the lungs of the target. If the check result exceeds the target's Stamina defence, they immediately begin to drown.

Purify Water[DC 4]: The wand removes nonmagical toxins from up to 1 gallon of water.

Wavecrash[DC 25]: The wand creates a cone of water that knocks creatures in its path to the ground. The cone extends to a number of hexes equal to the wielder's tier and uses the check result as a trip attempt for all targets in the way.

Wisdom