Schools of Magic

### **Rules for using magic**

Mana points are used to cast spells. Mana points are renewed during a short rest (1d8), and a long rest renews all of them.

To cast spells you need a magical staff, or a wand. Rituals, on the other hand, require certain ingredients.

Each school of magic has four proficiency levels.

Novice: Unlocks novice level spells.

Adept: Unlocks adept level spells, and halves the cost of casting novice level spells.

Expert: Unlocks expert level spells, and halves the cost of casting adept level spells.

Master: Unlocks master level spells, and halves the cost of casting expert level spells.

### Schools of magic:

#### Sleep magic (Cult of the goddess Munei)

Novice:

**Sleep** - Immediately puts the selected target to sleep. Opponent must roll willpower with difficulty of 13, to defend himself. If it is put to sleep, it can roll a willpower test every turn to wake up.

Mana cost: 6

**Healing sleep** - Long rest completely heals a character under the influence of a spell. Doubles the amount of health healed during a short rest.

Mana cost: 4

**Beauty sleep** - After a long rest provides the character under the influence of a spell with a (1d6) bonus to all social skill tests, except for intimidation. The effect lasts all day.

Mana cost: 4

Adept:

**Combat instinct sleep** - Target falls into a sleepwalking dream that sharpens his natural instincts. He then fights normally, but his opponents receive disadvantage on all attacks directed against him. Character wakes up after receiving damage.

Mana cost: 6

**Strengthening sleep** - After a long rest provides the character under the influence of a spell with a (1d6) bonus to all physical skill tests. The effect lasts all day.

Mana cost: 4

**Wisdom sleep** - After a long rest provides the character under the influence of a spell with a (1d6) bonus to all wisdom skill tests. The effect lasts all day.

Mana cost: 4

Expert:

**Mass sleep** - Immediately puts up to three targets to sleep. Opponent must roll willpower with difficulty of 13 to defend himself. If he is put to sleep, he must roll a willpower test every turn to wake up.

Mana cost: 8

**A healing sleepwalking** - Target falls into a sleepwalking dream which heals his wounds 1d4 per turn. Character wakes up after receiving damage. While under the influence of the spell, he is able to move and fight normally.

Mana cost: 6

**The sleep of perfection** - After a long rest provides the character under the influence of a spell with a (1d4) bonus to all skill tests. The effect lasts all day.

Mana cost: 6

Master:

**Perfect instinct sleep** - Target falls into a sleepwalking dream that sharpens his natural instincts. He then fights normally, but receives advantage for dice rolls to hit, and his opponents receive disadvantage on all attacks directed against him. Character wakes up after receiving damage.

Mana cost: 6

**Blessed circle (ritual)** - Blesses a selected area (a circle 10m in diameter), providing anyone taking a long rest with the effect of a selected spell (Healing sleep, Beauty sleep, Strengthening sleep, Wisdom sleep, The sleep of perfection).

**Dream vision (ritual)** - Allows you to view and influence another person's dreams. It allows you to discover his secrets, goals and ambitions. And it also allows you to influence them.

#### **Gravity magic**

Novice:

**Lightness** - Makes the selected target (including oneself) very light. Under the effect of time, the character can walk on water and will not sink in snow/mud. It also allows you to jump a few metres up. Objects under the influence of the spell become so light that the lead bar begins to float. The spell lasts up to a minute (requires concentration from the caster).

Mana cost: 6

**Heaviness** - A character under the influence of this spell moves half as far, receives a disadvantage to defence and attack. If he uses a bashing weapon, he deals twice as much damage. Requires a roll to hit against the opponent's defence. (requires concentration from the caster).

Mana cost: 6

**Magic Pull** - Pulls an object or character no further than 20m, to the person casting the spell. Requires a roll to hit against the opponent's defence.

Mana cost: 4

Adept:

**Magic Push:** Pushes an object or character within 20m of the spell-caster, away over a distance of 1d20 metres, and deals 1d4 damage. If he hits something hard on the way he receives 1d6 damage. If that something is another character, they too receive 1d6 damage. Requires a roll to hit against the opponent's defence.

Mana cost: 4

**Gravity sphere -** Places a small spherical object on the battlefield which attracts everything within a 10m radius to itself. Requires a roll to hit against the opponent's defence. If successful opponent becomes attached to it and take 1d4 damage every turn. This object can also be placed high up, the area of operation is then reduced to 5m. But if the object disappears anyone who falls to the ground must make an acrobatics throw with difficulty 13 or they will receive 1d8 damage. (requires concentration from the caster)

Mana cost: 6

**Mass Lightness** - Allows the casting of an enhanced version of this spell which affects up to 3 different characters. (requires concentration from the caster)

Mana cost: 6

Expert:

**Mass Heaviness** - Allows the casting of an enhanced version of this spell which affects up to 3 different characters. (requires concentration from the caster)

Mana cost: 6

**Flying -** A character under the influence of this spell is lifted into the air to a height of up to 20m and a distance of up to 20m. If cast upon yourself it allows you to fly freely for up to a minute. Allows the opponent to be lifted against his will if you succeed a attack roll. You can then break the spell which will make him fall from a great height. Takes 1d12 damage if acrobatics test succeeds, if not 2d12 (requires concentration from the caster).

Mana cost: 6

**Crushing heaviness -** A character under the influence of this spell cannot move, defend or attack. He also receives 1d4 damage every turn. Requires a roll to hit against the opponent's defence (requires concentration from the caster).

Mana cost: 6

Master:

**Advanced Telekinesis** - It allows the lifting of very heavy objects such as boulders, tree trunks, carts and house roofs. And throw them at your opponents. Everyone within 5m of the target must throw on defence or they will receive 2d10 damage.

Mana cost: 6

**Blessed circle (ritual)** - Blesses a selected area (a circle 5m in diameter), providing anyone taking a long rest with the effect of a selected spell (Flying, Lightness). The effect lasts a minute for flying, and 10minutes for lightness.

**Gravity bubble (ritual)** - Creates a gravity bubble up to 5m in diameter in which gravity is normal. In contrast, outside it, within a radius of up to 50m, there is crushing gravity. Buildings collapse under their own weight, trees are toppling over, people take 1d4 damage every turn and cannot move. Effect lasts one minute.

#### **Time magic**

Novice:

**Rapid healing** - It makes wounds start to heal much faster than normal. Instantly heals 1d4 damage

Mana cost: 4

**Slow motion** - From the perspective of the person under the influence of the spell, time slows down giving the chance to react more quickly. His opponents receive disadvantage on all attacks directed against him. Effect lasts one turn

Mana cost: 4

**Time bubble** - Creates a bubble around the selected character in which time passes faster. It allows you to perform twice as many actions in your turn as normal, but you cannot leave its area (requires concentration from the caster to be maintained).

Mana cost: 4

Adept:

**Acceleration** - Doubles the range of movement and number of attacks per turn of the selected target. Effect lasts one turn

Mana cost: 4

**Mass Slow motion -** The effect of the Slow motion spell can be extended to three allies.

Mana cost: 6

**Large Time bubble** - It has the same effects as the basic time bubble, but its range can be extended to a radius of up to 5m (requires concentration from the caster to be maintained).

Mana cost: 6

Expert:

**Mass** **Acceleration** - The effect of the Acceleration spell can be extended to three enemies.

Mana cost: 6

**Immediate rest -** Immediately gives the ally an effect identical to a short rest.

Mana cost: 6

**A lesser vision of the future -** It allows you to predict the future six seconds ahead. During combat, it allows you to predict what your opponent is planning in the next turn.

Mana cost: 6

Master:

**Turning to dust** - The opponent, or object hit by the spell, is subjected to an accelerated ageing process, dies and turns into dust. Requires a roll to hit against the opponent's defence.

Mana cost: 8

**Time reversal** - Allows you to go back in time by 6 seconds. During combat, time is set back to the point at which the spell-caster completed his previous turn. The spell caster, and his allies, are aware of what has happened.

Mana cost: 8

**A vision of the future (ritual)** - It makes it possible to predict events that will take place in the near future.