Magic
Fireballs & Explosives
Only Artificers, Mages and Clerics can use fireballs/explosives
Fireball/Explosives kill you if they hit any part of you (like a war machine missile).
Construction of fireballs and explosives can be found here.
Casting Fireballs/Explosives
- To cast a Fireball/Explosive you need to:
- Stand tall, and hold the Fireball/Explosive above your head in one hand and your Casting Item in the other while reciting a minimum 10 word lore appropriate incantation.
- Throw your Fireball/Explosive overarm, taking no more than 3 steps.
- Draw a Runestone from your pouch but don’t check what it is.
- Check which Runestone was drawn:
- Success: You are good.
- Failure: You are caught in the blast. You are immediately reduced to 0 Wounds and are mortally wounded/dying.
- Additional Note: If you are struck while creating a Fireball/Explosive, the effect/Spell automatically fails and, as well as losing a success stone, you are dying/reduced to 0 Wound Points.
Maximum Number
The number of fireballs/explosives an Archetype may have at a battle will be set by the game or event.
Scholarly Magic
Only Mages and Clerics can use Spells and Enchantments
Artificers can use Enchantments
Spells
- Known spells are spells that can be learned in game at Swordcraft events that have set Swordcraft mechanics. These spells have been tried and tested over time by experienced Wizards and Clerics. By taking lessons and gaining this knowledge your spells are sure to have the desired outcome.
- These spells can be used in combat or roleplay situations. A Wizard or Cleric may cast a learned spell at any time, provided that they have at least 1 success stone remaining.
- Order of casting
- Have learned the spell and have it written in your spellbook
- Cast the spell - All spells are automatically able to be cast with a 30 second effect
- Runestone test - if a failure stone is drawn remove a success stone from your pouch - the spell still works.
Casting
- In order to cast the Spell, you must successfully strike (not stab) your target with your Casting Item.
- Upon striking a target, you must:
- Make eye contact with the target and get their attention (lights and sounds can help with this).
- Make the “call”: Say “Veritas” in a loud and clear voice, this signifies to the target that they have been hit by a Spell and need to listen for the Spell Phrase.
- Both the Caster and the target must stand still and may not attack each other while the Caster chants out loud the Spell Phrase. The target may defend themselves from others.
- Once the Spell Phrase has finished, the target must either act out the command for the duration of the spell, or choose to become “mortally wounded/dying” (0 WP) by the magic.
- After the spell has been cast, draw a Runestone. If a failure stone is drawn remove a success stone from your pouch - the spell still works.
Spell Phrase
- The Spell Phrase is a short set of words that convey the effects of a magic spell towards another player. This phrase should be themed specifically towards your own Caster’s lore.
- Each Spell Phase must contain:
- Effect: Clear language describing the effect of the spell e.g. You can’t see anything, You fall to the ground, etc.
- Thematic Wording: An in-character description appropriate to the Caster’s Lore e.g. A blazing light steals your eyesight, Vines bind your legs.
- Duration: Seconds, minutes, hours in whole numbers. e.g. 30 seconds
- This is the syntax of how to cast scholarly magic:
"Veritas, [effect], [thematic wording], for [duration]”
- For example: A Spell cast by an Aqshy Wizard; “Veritas, Boil Blood! You fall to the ground in agony. Your body feels like it is on fire for 30 seconds.”
Spell Duration
- All spells are automatically able to be cast for 30 seconds with a regular stone draw. To increase the cast time of Learned Spells there are two options:
- Prepared Casting: Prepare the spell at a Place of Power and store it on a Disposable Spell Scroll.
- The duration of effect for the spell is equal to the duration of the ritual to prepare it. Use your Sand Timer to measure time.
- Only you can use the Disposable Spell Scroll.
- To use your Disposable Spell Scroll, you must tear it up to signify that the Spell has been activated. You must then cast the spell within the next 10 minutes.
- If the Disposable Spell Scroll is not activated by dawn the next day, it expires.
- Forced Casting: you may choose to REMOVE one or more success stones from your Runestone pouch to increase the spell effect time. With each success stone removed from your Runestone pouch the duration of the spell doubles in time (starting at 30 seconds).
Enchantments
- Enchantments work like Spells but instead of harming you, they provide you or another with some benefit.
- To perform an Enchantment ritual, you must:
- Perform an Enchantment ritual at a Place of Power using appropriate roleplay and your Casting Item. Anyone receiving the Enchantment must take part in the entire Enchantment roleplay ritual to receive the benefits. Use your Sand Timer to measure time.
- Perform a Runestone Test:
- Success: The Spell is written onto a scroll by the Caster by writing “Veritas” followed by the effect of the Spell on a scroll and giving it to each recipient.
- Failure: The Enchantment fails and cannot be used and a success runestone is lost.
- Provide each beneficiary of the Enchantment with a Disposable Enchantment Scroll.
Additional Notes
- The duration of an Enchantment is equal to the duration of the ritual to create it, divided by the number of people receiving it. e.g. 5 players receiving an Enchantment must take part in a 2 minutes and 30 second ritual to each receive a 30 second scroll.
- You can only have one Enchantment bestowed upon you at a time.
- You immediately lose any previous Enchantment scroll when a new Enchantment is cast on you.
- To activate the Enchantment the bearer tears up the Disposable Enchantment Scroll. The Enchantment duration then starts to run.
- If the Enchantment is not activated by dawn the next day, it expires.
- Enchantments can not be forcefully cast, they are not automatically successful with a runestone exchange and must be carried out at the place of power through a ritual.
Learning Spells and Enchantments
- To learn these spells and enchantments you must complete the following:
- Interact with the guilds, or whomever has the teaching scroll you seek.
- You must read and understand the spells teaching scroll, if this original teaching scroll is for your type of magic or deity then you may copy this directly into your Grimoire.
- If the teaching scroll is not in your wind of magic or of your deity, you must take it upon yourself to write a treatise, it is this treatise that must be in your grimoire.
- If someone has already written a relevant treatise that you have access to, you must read both the original teaching scroll and the treatise, and write the treatise in your grimoire.
- A treatise is a minimum of 400 words on how you interpret the original teachings into your lore of magic.
Spell and Enchantment List
| Spells | |
|---|---|
| Spells that Clerics and Wizards inherently know | |
| Immobilise Weapon | The target's primary weapon becomes immobilised for the duration of the spell. |
| Magic Missile | Magical blasts strike the target and forces them back step by step for the duration of the spell. |
| Spells that Clerics and Wizards may learn | |
| Agony | Paralyses the target with immense, crippling pain. |
| Blind | Prevents the target from being able to see what is happening around them. |
| Beyond Sight | The ability to look beyond this reality and speak to the departed. |
| Bloodlust | Causes the target to act uncontrollably, lashing out at and charging their foes without any sense of self preservation. |
| Cancel | Prevents target from performing or activating spells, including summoning. |
| Confusion | Target cannot distinguish friend from foe. |
| Deafen | Causes target to become completely deaf. |
| Entangle | Ensnares the target's feet and legs, causing them to be unable to lift their feet |
| Legend Lore | Allows glimpses of future or past regarding a held object. Often requires deciphering. Often unreliable |
| Poison | Causes target to become violently sick and ill. |
| Repair | Allows the Caster to repair or restore machinery. |
| Seal Death | Prevents a body or soul being used in necromancy |
| Suggest | Causes target to believe a reasonable suggestion |
| Transmute | The ability to convert a small amount of metal into another material. |
| Veil | The target is unable to see, hear or otherwise sense the Caster as they draw a veil around themselves |
| Enchantments | |
| Protection from Magic | “Veritas, I protect you from the next spell cast on you with this shield of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, darkness, etc] for [specify duration] |
| Protection from Harm | “Veritas, I protect you from the next hit on you with this ward of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, iron, thorns, darkness, etc] for [specify duration]. |
| Protection from Beasts | “Veritas, I protect you from the next hit by an Epic Creature with this shield of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, iron, thorns, darkness, etc] for [specify duration]. |
Roleplay Magic
Roleplay Magic is only available at Swordcraft roleplay focussed events and is not available during weekly battle games. During the course of play, there may become a need to make use of theatrical and interactive techniques to simulate magic casting or effects. Roleplay magic adds an additional layer of immersion by allowing players to simulate the use of magical abilities in the game.
There may be situations where spells or effects do not exist in these rules. This may require players to perform spells or rituals where they would be available to the Caster based on the Lore of Magic, or Deity.
Swordcraft: Blood and Gold is a small-town level scale of magic. Spell casting Archetypes in the setting are minor or apprentice level wizards and low level clerics. Even elven mages in the setting will be minor in power.
Rituals and spells must not be grand or world-altering. Rituals and magic should not affect more than the scale of the setting and then only with Magick Marshal and GM approval.
If these are necessary for the storyline of an event, those who need to know the function of these spells and effects will be informed in advance by the Story Team. Any magic done this way requires the full consent of all parties involved.
Important Notes
- Roleplay magic cannot affect the overarching story of an event without Story Team approval.
- Roleplay Magic cannot affect or seek to modify or change the Swordcraft Rules as published in the Player Handbook. This also includes overcoming any approved magical items effects without the presence of a Magick Marshal.
- Roleplay magic is where characters force the winds to obey them or beg their deity to be blessed with enough power to overcome the trials in front of them for a short period of time.
- There are many circumstances that roleplay magic can not circumvent within Swordcraft. Magic can not be used as a solution to overcome all problems.
- Permanent or “perma” death is one example that roleplay magic cannot overcome. A perma death is a roleplay decision that is made where you choose not to respawn or be healed and declare your character dead and no longer playable. The moment a player announces permadeath, this is irreversible.
Categories of Roleplay Magic
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Intermediate |
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Major |
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Summoning
Summoned monsters are elements of the Warhammer world that would not normally be playable as a character due to their inability to interact with the players through anything other than violence.
Only Artificers and Mages can summon monsters. Details on how summoned creatures operate can be found here.
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| Archetypes | Magic | Summons |
