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Magic in the Rising of Chaos

Few things in the world of Vaklam are universal, and that is no less true when it comes to the magic which flows through the world. However, in order to keep our system as open and easy to understand for our players as possible, the mechanics of magic are designed to be as simple and universal as possible without sacrificing the theme and narrative elements which reflect each form of magic’s place and essence within the world.

The Basics

Magic is composed of Words and Magnitudes. The word (or words) involved in a casting determine which areas of the world the character is expressing mastery over.
The magnitude determines the scale of the effect which can be generated.
You begin with the ability to cast Magnitude 1 effects
Further magnitudes are added through the skills Magnitude Enhancement, Cast Alone and Cast With Other, detailed in the skills section.

Words

Words are broken down into Core Words and Support Words.
The Core Words are well-defined and encompass the broadest element of the casting.
Each Core Word may be used in conjunction with multiple Support Words; these are usually descriptive elements which are used to further specialise the broader scope of Core Words and help to lower the magnitude required to obtain powerful effects.
At the start of a caster’s career they will begin with 1 Core Word and a handful of Support Words. Over time this may increase to many more Core Words and a vast plethora of Supplemental Words.
Casters who obtain multiple realms of power will be able to master many more Core Words than their specialist counterparts, but be wary! This breadth of capability will require a large amount of endeavour to translate into skill and may leave one lacking in other areas.
Words may only be used in the realm of power for which they were bought. If you want to learn Control over many realms of power, for instance, you will need to buy it multiple times.
There are in total 20 Core Words available, though not all forms of magic have access to all Core Words. These are detailed later in this chapter.

Learning Magic

When a character purchases the ‘Cast Magic’ skill they determine which of the five realms they wish to have it for - Source, Focus, Wyld, Weave or Psionics. They then follow the process below.

Source

First, choose your college:

College Choice

Step 1

You have chosen to be a College Sourcerer
Your first CORE word of Transcendental Casting is: Control
Your first Combat word is: Damaging

Step 2

Now Choose either Chaos (you trained at Morrigun College) or Vorokian (You trained at one of the Vorokian Colleges) with the following outcomes
Morrigun College: Choose one of the following Orders and gain their support words:

[.]Kyranry: Daemons, Chaos, Artifice and Politic
[.]Fae A'Ryn: Purification, Daemons, Secrets and Corruption
[.]Ithyarn: Strength, Athleticism, Vigilance and Daemons
[.]Nov: Exchange, Channelling, Absorption and Daemons
[.]Thurid Quek: Lore, Daemons, Forethought and Enigmas

Vorokian Colleges
Valordian: Now Choose one of the following Orders and gain their support words:

[.]Fryan: Calm, Command, Battle, Defence
[.]Delvone: Transportation, Trade, Friendship and Community 
[.]Iwayes: Artifice, Architecture, Secrets and Ueahrn
[.]Kalvik: Anthropology, Language, Immortality and Lore

De Riche: Choose one of the following Orders and gain their support words:

[.]Mafic: Strength, Athleticism, Sturdy and Durable
[.]Breccia: Lore, Punishment, Secrets and Observation
[.]Hornfel: Artifice, Rules, Orders and Construction
[.]Skarn: Unity, Command, Forethought and Politics

Shadowreaver: Choose one of the following Orders and gain their support words:

[.]Kashan: Fearlessness, Might, Battle and Orders
[.]Trayvarn: Language, Diplomacy, Enigmas and Secrets.
[.]Voilion: Artifice, Lores, Power and Development 
[.]Korst: Cultures, Trade, Nobility and Lores

Callow: Choose one of the following Orders and gain their support words:

[.]Sevik Irrikarum: Emotionless, Vigilance, Duty and Politics
[.]Aelith Raym: Espionage, Legerdemain, Secrets and Lies
[.]Volkar Ma: Artifice, Communication, Grace and Secrets
[.]Sobiyal: Channeling, Balance, Innovation and Influence

Step 3

Chose your personal speciality and gain the following support word.

[.]Department of Response – Obfuscation
[.]Department of Artifice – Repair
[.]Department of Lore – Lore
[.]Department of Research and Development – Sixth Sense

Focus

You have chosen to be a follower of the Divine and commit your soul to the cause of those imbued with Faith. Despite debate between the powers of the Azure Table the Deities sit in one of three Pantheons and your first choice becomes The Dawn, The Day or The Dusk:

Step 1

Dawn

You have chosen to be a Dawn Pilgrim
Your first CORE word of Transcendental Casting is: Vigorousness
Your first Combat word is: Salvation

Day

You have chosen to be a Day Pilgrim Your first CORE word of Transcendental Casting is: Inspiration Your first Combat word is: Tacticus

Dusk

You have chosen to be a Dusk Pilgrim Your first CORE word of Transcendental Casting is: Wisdom Your first Combat word is: Debilitation

Step 2

You have chosen your Pantheon and now dedicate your faith and soul to a Divinity that will guide your path and how you interact with your flock. Choose one of the following Deities based on the choice you made in Step 1.

Dawn

Yarrianne: Gain the following Support Words: Peace, Passions, Family and Support
Tiberius: Gain the following Support Words: Valour, Smithing, Honour and Glory
Naed: Gain the following Support Words: Hope, Boldness, Safety and Identity

Day

Bethylak: Gain the following Support Words: Time, Fate, Invention and Strategies
Corrigun: Gain the following Support Words: Allegiances, Tactical Awareness, Pledges and Chirurgery.
Pracalam: Gain the following Support Words: Impartiality, Guardianship, Children, Rivers
Ekimelahw: Gain the following Support Words: Obedience Perception, Authority and Justice
Terref: Gain the following Support Words: Journeys, Accidents, Rewards and Success

Dusk

Notelexus: Gain the following Support Words: Generations, Blood, Ravens and Terror
Rayvahn: Gain the following Support Words: Agony, Grief, Punishment and Restitution
Krakenite: Gain the following Support Words: Forgetfulness, Divination, Regret and Burdens

Wyld

Step 1

You have chosen to be a Caster from one of the Five Altars that train such:
Twelve Trees: You are an Ulmagarn
Gain the following CORE word of Transcendental Casting: Leadership
Your first Combat word is: Mimicry
The Creeping Vine: You are an Ulmagarn
Gain the following CORE word of Transcendental Casting: Control
Your first Combat word is: Damaging
The Gorgon: You are a Melkarr
Gain the following CORE word of Transcendental Casting: Wisdom
Your first Combat word is: Tacticus
The Emerald Willow: You are a Melkarr
Gain the following CORE word of Transcendental Casting: Binding
Your first Combat word is: Armouring
The Broken Lady: You are an Ele Stromm
Gain the following CORE word of Transcendental Casting: Divination
Your first Combat word is: Salvation
The Stone circle: You are a Vormean
Gain the following CORE word of transcendental casting: Messages
Your first combat word is: Damaging

Step 2

Now you have selected an Altar you must choose an Oath to the Wyld that represents your commitment and dedication to the Tao:

[.]Dreff - Add the Transcendental Support Word: Duty
[.]Spirits - Add the Transcendental Support Word: Names
[.]Azilir - Add the Transcendental Support Word: Service
[.]Altar -Add the Transcendental Support Word: Language

Step 3

Now you have selected an Oath you must choose the Path of a Gillieabad that will grant you your final words of power. Each is a Path of the Gillieabad that will define the aspect of the Felakiq and Galfeli that you call on for ritual and can be found here.
The Three Paths each have four Ways of the Tao attached to them that represent the Aberrundy that serve the Gillieabd. Choose one of their Myrrigun and take their support words.

Quinrath

The Maker, Shaper of words, the Guardian.
Quinrath is a watcher and creative power, their hand is seen in teaching others and showing ​ them how to tool and to make, they guard the ways of the Wyld.
Omukuru: Guardian of the Deserts choose one of the following sets of support words.
Musso Coroni - Hardiness, Oasis, Shadows, Great Cats
Jakuta - Evil, Solitude, meditation, calmness
Uhlanga - Messengers, Crossroads, caravans and hot sands
Oshun - Sandstorms, Visions, Life and madness.

Ditaolane: Guardian of the Seas choose one of the following sets of support words.
Lemanja – Aquatic Animals, tears, currents and kindness.
​Ozain - The Drowned, Tides, calm water and water spirits.
Babalua Iye - Disease, pestilence, waves and navigation.
Ga Garub - Erosion, relentless nature and time.

Kaka Guie: Guardian of the Mountains choose one of the following sets of support words.
Chiuta - Eternity, Strength, Deep Roots and family.
Nana - Boulders, rocks, caves and bears.
Agayua - Clouds, snow, ice and valleys.
Oxossi - Volcanoes, anger, patience and height.

Mwuetsi: Guardian of Shaping & Growth choose one of the following sets of support words.
Nasani - Dirt, spiders, webs and ensnarement
Cuwu Obi - Agriculture, growth, fertility and trade
Nil Orihubo - Tools, cities, roads and civilisation
Heiletsi Abib - Buildings, forges, mining and islands

Avvannah

The plague bringer, the lover, the nurturing hand. Avannah ​ is a whimsical power both cruel and caring at the flip of a coin. They are ​ resourceful and in their grace many have found fear.

Congal Claen: The Custodian of the Moon choose one of the following sets of support words.
Taranis – Unseen Ways, The Blind, Tiredness and Poisons
Cadne– Forgetfulness, Memories, Trauma and Bones.
Serall – Past Lives, Lineage, Pride and Ancestors.
Pooroba – Fairness, Mercy, Liberation and Equality

​Cyheuraeth: The Custodian of the Skies choose one of the following sets of support words.
​Midhir– The Four Winds, Tempests, Stillness and Currents.
Matedas– Fortune, Avians, Songs and Communication
Corelarus – Weather, Prediction, Clouds and rain.
Laittel – Harvests, Forethought, Festivals and Seasonal Rites

Dian Cecht: The Custodian of the Sun Combat choose one of the following sets of support words.
​Waschilt – Murder, the Afterlife, destruction and endings
Jurno – Health, Smiles, heart and Strength
Calimar – Prosperity, Energy, Mornings and Fertility
Guhl – War, Bloodshed, Excellence and Battle

Mug Ruith: The Custodian of Mythical Beasts choose one of the following sets of support words.
Dun - Spiritual Contact, swiftness, Fangs and shape shifting
Palagon – Fae Contact, Glamour, Lies and Rites of Passage
Rawarn – Revenge, terror, Morality and friendship
Ruilan– The Unnatural, Abominations, Childbirth and Sex

Ravage

The hunter, the fearsome death, creature of the shadows. ​ Ravage is a dark and powerful power, cunning and full of tricks. They are ​ merciless and hard breaking those that would oppose their children.

Borghild Gudrun: Lord of the Forests choose one of the following sets of support words.
​Gerd – Dark Places, Resilience, Roots and blindness
Heidrun – Hidden Things, place names, fatigue and imagination
​Bil – Great Trees, errands, protection and eternal youth
Nott – Whispers, Night, scuttling things, apples.

Oden Njord: Lord of Beasts that walk and fly choose one of the following sets of support words.
Nori –Beasts, Forests, victory and chieftains
Valyjar – The Raven Lord, Beasts that fly, Protection and nobility.
Rorth – Thunder and Lightning, feathers, descriptions and far seeing.
Kerth – Great strength, Claws, sinew and speed.

Sigurd Verdandi: Lord of the Earth Below choose one of the following sets of support words.
Kaol – Murder, deceit, hate and deception.
Foresit – Justice, Sworn words, eggs and binding.
Kalakar – Burrowing, tremors, claws and nuts.
​Valil – Silence, loneliness, shields and hardship

Ing Skuld: Lord of Hunters choose one of the following sets of support words.
​Koo’or – Frenzied attacks, strength, action and stamina
Chool – Tracking, Sharp senses cunning and the chase.
Njodor – Blood, rituals, embodiment and the pack
Beyla – Terrain, Hearing of spoken Oaths, activity and vengeance

Weave

Step One

The weave is a demanding form of magic that is controlled via the summoning of the fabric of story that is held together by the three styles of story. When a Weaver takes on a form they gain that title, the title is everything to a Weaver, for example: Tessica, Fabulist of Myths.

Raconteur

Someone that Speaks the words of Legends: These are the stories of the people, their history and their ways drawing from those fables and giving strength and insight to other mortals that seek inspiration or a tweak to their weave.
Gain the following CORE word of Transcendental Casting – Wisdom

Fabulist

These are the stories of the powers of old or the Deities in the Heavens, the deeds that they have performed, their rise and fall and the impact that they have had in the world. They use their words and deeds to inspire the many or heft the stone into the river to watch the many ripples.
Gain the following CORE word of Transcendental Casting – Control

Skald

Someone that Speaks the words of War: These are the stories of the powerful controlling the weak or the righteous against the unjust, war usually follows a theme but ultimately these words serve as reminders of the good and the bad of battle. They call down the centuries to the weave of those that served and died and fill the targets of their magic with a that pathos and power.
Gain the following CORE word of Transcendental Casting – Leadership

Step Two

All Weavers of the Academy begin the structure of their ability with story with one of the markers of the path. This is used at the beginning of ANY attempt to use weave as a physical thing, drawn or held if premade. Choose one of the following and add the appropriate words and grow your title, for example Tessica: Fabulist of the Unseen Path of Myth

The Unseen Path

The path of safe travel, hidden journeys and perilous paths: Weavers that choose this path are sought after by questors and scurryfolk the land over.
Gain the following CORE word of Transcendental Casting – Translocation

Sight of the Long Walker

The Sight of distant places, seeking hidden words and knowledge and watching the actions of others: Weavers that choose this path are called to action by commanders and Investigators alike!
Gain the following CORE word of Transcendental Casting – Divination

Distant Messages

The Distant Messages call forth the words of those that spoke but are now passed, send ideas and images across great distance and pluck the words of others out of the air. They are needed by many for their gifts of communication and spycraft.
Gain the following CORE word of Transcendental Casting – Messages

Burial for the Fallen

The Burial for the Fallen summon the skills and memories of those that have fallen, send messages back through the weave to distant days and conjure the spirit of soldier and common folk alike. They are ably used by Priest and Archivist alike.
Gain the following CORE word of Transcendental Casting – Death

Burgeoning Refuge

The Burgeoning Refuge offer ways into the weave and paths to those places where ancient parts of story dwell, never having been used and never having been seen before. This is the ancient magic of the Zuuls, built long ago by the Mockingbird Lords. This path is the most and least powerful or effective of the paths.
Gain the following CORE word of Transcendental Casting – Oaths

Step Three

Since the destruction of the Mockingbird Lords the way of the weave, already torn, was sundered and its crafting and manipulation became less easy and infinitely more dangerous. The Mockingbirds were custodians of tales that had either been recovered or never lost to the world but they also sought the missing fragments of the Weave, seeking to make it whole again. Since their dispersal it is the duty of every Weaver to seek that which has been lost to the Academy with the power of the Mockingbird that they chose as their sponsor remaining to them. Their title continues to expand with them: Tessica: Fabulist of the Unseen Path of Myth and Seeker of the Erald Scrolls duty to the Lord Meistersinger.
Seekers of the Erald Scrolls: Duty to the Lord Meistersinger
Gain the following four support words: Words, Vitae, White and Kept things

Keepers of the Circle of the Sleeping Knives: Duty to the Lord Bard
Gain the following four support words: Hearts, Mirrors, Then and Now

Seekers of the Midnight Bay Hounds: Duty to the Lord Skald
Gain the following four support words: Legends, Keepers, Martial and Iron

Keepers of the Whimsy of the Unssed Court: Duty of the Lord Skop
Gain the following four support words: Kings, Trods, The power of Three and Sunshine

Seekers of the Broken Key: Duty of the Lord Minstrel
Gain the following four support words: Boldness, The Colour Green, Windows and witnesses

Keepers of the Sleek Black Masks: Duty of the Lord Rhapsody
Gain the following four support words: Soldiers, Hope, Twins and Moons.

Seekers of the The Divine Well Holdings: Duty of the Lord Poet
Gain the following four support words: Sands, Dwellers, Gold and Fate

Keepers of the Solvent Wastes: Duty of the Lord Fili
Gain the following four support words: Delve, Hymns, Praise and Mice

Seekers of the Captain of the Forgotten Guard: Duty of the Lord Brehon
Gain the following four support words: Locks, Enhancement, Chills and Observations

Keepers of the Shroud of the Drakenhold: Duty of the Lord Troubador
Gain the following four support words: Forges, Tae, Twilight and End Times

Seekers of the Soulless Game: Duty of the Lord Jester
Gain the following four support words: Art, Velvet, The Night and Cupboards

Keepers of the Mark of the Third King: Duty of the Lord Author
Gain the following four support words: Last Light, Darkness, Vorokians and Candlesticks

Seekers of the Skin of Seven Beasts: Duty of the Lord Wordsmith
Gain the following four support words: Prisons, Thieves, Copper Shadows and Wytches

Keepers of the Principals of the Fourth Law: Duty of the Lord Kobzar
Gain the following four support words: Angels, Dancing, Sagacity and Rings

Shields of the Sometimes King: Duty of the Lord Shaper
Gain the following four support words: Forbidden, Valleys, Vaults and Keys

Psionics

Institute

Step 1

Choose one of the following Schools of Training that has been the mainstay of your upbringing in the Institute.
Universal: Dealing with the fundamental principles of the Astral realm and the basic methods of one psionic aura mingling with another. If you choose to have trained with the Universal you gain the following words:
Gain the following CORE word of Transcendental Casting - Translocation
Gain the following Two support words - Communication and Amalgamation
Combat: ​​​​​​Damaging

Corporeal: Dealing with the personal mastery over the minds control over the body that it perceives from and the enhancement of the physical aspects of said body. If you choose to have trained with the Corporeal you gain the following words:
Gain the following CORE word of Transcendental Casting - Vigorousness
Gain the following Two support words - Stamina and Health
Combat: Healing

Perception: Dealing with what many would call the power of the Supernatural Senses, such as sixth sense and extended them out beyond the physical body. If you choose to have trained with the Perception you gain the following words:
Gain the following CORE word of Transcendental Casting - Divination
Gain the following Two support words - Veracity and Projection of Sense
Combat: Salvation

Conception: Dealing with the bolstering of the protections of one’s psyche and the extrapolation of the potential for harnessing mental powers. If you choose to have trained with the Conception you gain the following words:
Gain the following CORE word of Transcendental Casting - Control
Gain the following Two support words - Comprehension and Awareness
Combat: Armouring

Step Two

Choose one of the following Four Ways of The Institute to define your specific training inside the Institute. The Kayreoraz: The Universal Way – If you choose this path you gain the following words to add to your casting Portfolios:
Gain the following Two support words - Haruspexiation and Emotional Control

The Beshdeurdis: The Corporeal Way – If you choose this path you gain the following words to add to your casting Portfolios: Gain the following Two support words - Density and Intangibility

The Talpheray: The Conceptual Way – If you choose this path you gain the following words to add to your casting Portfolios:
Gain the following Two support words - The Future ands The Aura

The Orifarakail: The Perceptive Way – If you choose this path you gain the following words to add to your casting Portfolios:
Gain the following Two support words - ESP and Mediumship

Advancing in Magical Power

As you progress as a caster you will want to purchase skills to enhance your magical abilities. At each Tier there is a maximum number of skills you can learn. Some of these are Universal to all realms of magic you can cast from, others are on a Per Realm basis and must be bought for each type of casting to which you have access, with max buys denoting the number of times each skill can be bought per Realm.

Which skills are bought Per Realm and which apply Universally are listed below.

Skill Category
Magnitude Enhancement Per Realm
Backlash Enhancement Universal
Casting Enhancement Universal
Core Word Per Realm
Support Word Per Realm
Backlash Mastery Universal
Blessing Mastery Per Realm
Shared Strength Per Realm
Cast with Others Per Realm
Cast Alone Per Realm
Hidden Strength Universal

Each Tier allows you access to one more Core Word OR One more Combat Magic word per realm of magic from which you can cast.
E.G. a Tier 3 character with access to Psionics and Focus magic can have a total of 10 Core or Battle Magic words across both their Psionics and Focus (they start with 2 in each and gain +3 for being Tier 3).
You will also note that the cost of Core and Combat magic is determined by the number of purchases made. Each costs 5x purchases (for each realm of magic). In our previous example, if our Psionicist had purchased 3 Core Words for psionics that would have cost them 30 Endeavour (5+10+15). When they purchase their first additional Core Word for Focus it costs 5 again as this is a new realm.
Your style of magic determines which Core Words you have access to as standard as you progress in Tier:

Tier 1 Tier 2 Tier 3 Tier 4
Source Leadership Source Wisdom Divination
Crafting
Warding Summoning Inspiration
Binding Messages Oaths
Destruction Vigourousness
Translocation Sympathy
Focus Leadership Crafting Summoning Death
Wisdom
Inspiration Warding Binding
Divination Empathy Rebirth
Messages Control
Numinous Sympathy
Wyld Wisdom Messages Sympathy Destruction
Divination
Summoning Crafting Binding
Empathy Inspiration Rebirth
Control Warding Leadership
Weave Sympathy Wisdom Leadership Control
Inspiration
Messages Warding Vigourousness
Divination Oaths Summoning
Translocation Empathy Binding
Psionics Messages Translocation Leadership Binding
Divination
Control Warding Sympathy
Empathy Crafting Death
Wisdom Inspiration Vigourousness

Core Words

The 20 Core Words are as follows:

Core Word Description
Control The word of Magic that allows mastery and control over the flow and fluctuation of forms of power specific to the realm that you have learnt that word in. With this word a character may, for example, attempt to enhance the Magnitude of another’s spell, absorb the power of a line or dissipate an ongoing effect.
Associated words Mastery
Core Word Description
Leadership The word of Magic that enhances, bestows or grants understanding of the actions of leading or guiding individuals. With this word a character may attempt to seize control of mooks, grasp political nuance or grant assistance through ritual to a downtime or a battle.
Associated words Command
Core Word Description
Crafting The word of Magic that deals with the creation of things with ‘created thing’s referring to either bringing forth small amounts of matter, or un-worked items and even understanding the nuance and potential of structures and artifice. With this word a character may, for example, attempt to create minor artifice, peer into buildings or turn a spoon into a lockpick.
Associated words Smithing, Artificing, Artifice
Core Word Description
Wisdom The word of Magic that deals with bringing forth knowledge and understanding in a person. This word is used to emulate the training of a skill or glean insights into the judgements and choices of others. With this word a character may, for example, try to access knowledge and gain skills and suits to checks, understand ancient writings through magical insight or try to connect with the choices of those who bring judgement on others.
Associated words Knowledge, Understanding, Ability, Sagacity, Skill, Comprehension, Insight
Core Word Description
Warding The word of magic that deals specifically with prevention of beings or power of specific types entering a room, area or even a world if the Magnitude of prevention is high enough. Wards will also banish beings away from this world and back to the magic that binds and holds them to their own. With this word a character may, for example, try, via engraving of markings, seal a door against Daemons, ward a chamber from the Scrying of Vorokians or drive an Ancestor back to the Afterlife.
Associated words Banishing
Core Word Description
Inspiration The word of magic that deals explicitly with changing a person’s emotional state arousing in them great fear or courage, overcoming negative environmental effects or drawing upon long abandoned philosophies that have been crushed or buried deep due to trying circumstances. However even magic cannot pull upon the strings of something that was not there to begin with. With this word a character may, for example, try to inspire hope in a downtrodden villager, rekindle love for an abandoned child or remind someone of the sorrow that holds for the death of an enemy.
Associated words Passions, Persuasion
Core Word Description
Vigorousness The word of magic that deals with the enhancement or debilitation of physical prowess for specific tasks and actions within the limitations of their race and physique. With this word a character may, for example, try make someone capable of leaping long distances or weary enough that they may wish to sleep or even limber enough to wriggle through the bars of a cage.
Associated words Stamina
Core Word Description
Binding The word of Magic that deals with binding magical power to a place or a person with the proviso that power bound to such takes a toll on it. This could be the binding of power to ease later casting or the power of a magical being to control it via that magic. With this word a character may, for example, try to bind MAGS of power to an item to trigger later, attempt to bind a controlled being to their own will so that they may then free it from servitude, commit potentially heretical acts by binding their soul to an item so that it can easily be called back should they die.
Associated words Fettering
Core Word Description
Translocation The word of Magic that deals with the movement of a person or persons from one place to another through the medium of magic that they control, each realm having its own medium such as Spiritual or Astral. This magic allows for the travel of one or many across various distances or even to other worlds via short hops or even permanent portals. With this word a character may, for example, try to teleport from one place to another, walk the paths of the dead to the site of a grave or open portals to another world.
Associated words Travel
Core Word Description
Source The word of Magic that deals with the specific variance of Source magic from the Nexus as it touches each of the five core worlds including Vaklam and the matter which is at the core of them. Through this power they may speak through and with that matter, creating it in parts, manipulating it and with more difficulty, using it to heal and repair creatures of that realm. With this word a character may, for example, try to talk to the Opal Cascades of Beyleethe, call upon the power of the Ueahrn to walk across the skies or walk through a burning building unscathed.
Associated words Fire, Air, Earth, Water, Chaos, Power, Energy
Core Word Description
Destruction The word of Magic that deals with the undoing of the physical makeup of matter to the point at which the bonds that hold it together is destabilised enough that they collapse. Locks can be dissolved, walls explode and with great Magnitudes of power even cities will fall. With this word a character may, for example, try to destroy the bars of a cell, collapse a scaffolding to prevent an execution or bring a building down on someone.
Associated words Undoing
Core Word Description
Empathy The word of Magic that deals with the undoing of the understanding of and the sharing of emotional states and wellbeing. The true heart of a person can be read, their feelings on a matter exposed or the grief of an individual shared with another should they so choose. With this word a character may, for example, try to make someone feel the same joy that they do at the outcome of scenario or feeling the betrayal in another’s heart at the words of their friends.
Associated words Intuition
Core Word Description
Rebirth The word of Magic that deals with the calling on and the reconstitution of a specific section of an individual's Aura. A person could be reborn within their same soul or spirit or they could return as a new Mind or Body, a totally new individual. With this word a character may, for example, try to return a being of their own realms Aura to life or to re-embody an individual's aura into a completely new being.
Associated words Life, Re-Awakening, Reconstitution
Core Word Description
Death The word of Magic that deals with the ending and death of a specific section of an individual’s Aura. A person is usually slain when the part of their aura that is attacked with this magic is destroyed, only abominations or similar are known to survive. With this word a character may, for example, destroy a being’s Aura and send them on their way to the appropriate resting place either face to face or at a distance.
Associated words Endings
Core Word Description
Summoning The word of Magic that deals with the summoning of other beings from one realm to another without using the medium of space as a magical method. This power may call a Vorokian from another world or an Aura back from the afterlife. With this word a character may, for example, call a Gillieabad from the world of Spirits to talk to them or bring forward a being from another time.
Associated words Embodiment
Core Word Description
Divination The word of Magic that deals with the abilities of a user to see the outcome of their actions or call back to what has occurred in a place or an object. This power may allow you to read the story of an object, see through a locked door or understand the outcome of a specific action. With this word a character may, for example, see one potential future of stabbing a frog with a hamster or gain a prophetic vision of things to come or even see what happened to a coin during a day in its life.
Associated words Visions, Prediction, Far Seeing, Scrying
Core Word Description
Messages The word of Magic that deals with the abilities of a user to send word or image from one place or person to another and to hide or convey the same. This power may allow you to send a phrase to a friend across any distance or make words tumble from another’s mouth. With this word a character may, for example, encode a message before it is sent on its way, allow a letter to be thrown into a fire to appear elsewhere or make writing on a wall that only one other person can see or read.
Associated words Communication
Core Word Description
Oaths Many consider that this word of Magic is the most powerful: It deals with the binding or breaking of vows, promises and Oaths, the holding of others to those words and drawing power from them. This power may allow you to bind a being’s aura to your own and draw strength from it, force a person to obey your will or control an entire guild and share their strength through a verbal or written agreement bound by powerful magics. With this word a character may, for example, weave powerful Oath magic into a timeless contract between the Deities and the people so that they can provide power to their followers via the Fae.
Associated words
Core Word Description
Numinous The quality which comes from the presence of true Faith and the Gods. Numinous casting deals with the channelling of belief to its proper place and communion with the beings that reside there; a priest may use this to pick up on the prayers of their flock or to ask a question directly of their God and receive an answer. It may also be used to draw the attention of Divine beings, to sense their presence and to invoke the indescribable sense of divinity which falls upon sacred and holy places.
Associated words Angels, Divinity, Faith, Perception, Purification
Core Word Description
Sympathy The more commonalities between things there are, the easier it is for magic to affect them as a group. This principle is true for all magic, which can be used across areas as part of casting. Sympathy is unique in that it is a Core word which may only be used with other Core words. This represents the knowledge and experience of the caster in taking advantage of the commonalities between beings to broaden their magical effects across multiple targets, or to circumvent the protections upon a target by using something that has enough commonalities with the target but is not directly protected. This makes it possible to use a lock of a person’s hair to cast magic upon them as though they were being touched, to affect all daemons who can hear the words spoken, or to target all those who have sworn an oath with the caster with a magical boon. Knowledge of Sympathy, and the right connection, makes it possible to achieve effects that would otherwise require hundreds or thousands of magnitudes of power.
Associated words Blood, Children, Family, Identity, Lineage, Past Lives

Support Words

There are countless possible support words. As you play your character you will find that there are certain situations and encounters which you run into over and over again through the course of their career; certain aspects of their casting which you feel are particularly important to the character and which they ought to be more adept in than others.

Support Words are the way this is achieved in mechanical terms. Here we provide over 400 examples of Support Words which have been used through the course of the Rising of Chaos from which you can draw inspiration. We do recommend that if your concept already falls under one of these areas you look to them first!

You may buy 5 support words for every Tier of character you are. Each support word costs a flat 2 Endeavour.

Abeyances Apples
Abominations Agony Anthropology
Absolutes Agriculture Architecture
Absorption Afterlife, The Artifice
Accidents Allegiences Artistry
Accuracy Ambitions Astral
Amalgamation Ancestors Athleticism
Ambitions Ancienct Tales Aura, The
Anger Angels Authority
Avian Dancing Feathers
Awareness Dark Places Fertility
Awe Dead, The Festivals
Azonte Brek Decay Fitness
Backlash Deceit Focus
Balance Deceptions Forbidden Knowledge
Battle Deep Roots
Beasts that swim Delve Forests
Benevolence Density Forethought
Bilocation Despondency Forges
Blind, The Direction Forgetfulness
Blindness Discovery Forgiveness
Blood Disease Fortunes
Bloodshed Distance Four, The Number
Boldness Distant Sight Four Winds, The
Boulders Distractions Freedom
Bones Divinity Frenzied Attacks
Burdens Domination Friendship
Burrowing Drowned, The Funerals
Buildings Dust Future, The
Calm Duty Gateways
Caravans Elegance Generations
Capture Emotionless Glamour
Calm Water Emptiness Glory
Cerebral Endeavour Grace under fire
Channeling Endlessness Greed
Chase, The Endurance Green
Chess Enigmas Grief
Chieftains Ensnarement Growth
Childbirth Erosion Guardianship
Children Errands Hardiness
Chirurgery Espionage
Circles Eternal Youth Haruspexation
Cities Eternity Harvests
Civilisation Excellence Health
Claws Exchange Height
Clouds Exploration Heroes
Composure Extension of life Honesty
Construction Extra Sensory Perception Honour
Corruption Hope
Creation Fabrics Hot sands
Criminals Fae, The Hidden Things
Crossroads Fairness Hunting
Cultures Faith Identity
Cunning Family Immortality
Currents Fangs Immovability
Curses Fate Impartiality
Daemons Fearlessness Inflexibility
Influence Past, The Sanctuary
Innovation Past Lives Sandstorms
Intangibility Path Finding Scuttling Things
Invention Patience Seasonal Rites
Islands People Sealing
Journeys Perception Secrets
Justice Perserverence Service
Keys Pestilence Sex
Kindness Pledges Shadows
Language Poisons Shapeless Evil
Last Stands Politics Shapeshifting
Legerdemain Portals Sharp Senses
Liberation Potential Shelter
Lies Precious Metals Shields
Lions and Tigers Pride Shrouding
Lineage Projection Silence
Locks Prosperity Sixth Sense
Loneliness Psychometry Skin Changes
Lore Punishment Smiles
Loyalty Purification Solitude
Madness Rain Sometimes
Masks Ravens Songs
Massport Red Soul, The
Materialisation Realm below the Sea, The Speed
Meditation Spiders
Mediumship Recollection Spires
Memories Regeneration Spirit, The
Mercy Regret Spiritual Contact
Mice Relentless Nature Stamina
Midnight Repair Stillness
Minds Research Stones and Rocks
Mining Respect Strategies
Mirrors Restitution Strength
Moon, The Retribution Strengthening Friendships
Mornings Revelry
Murder Revenge Success
Names Rewards Support
Navigation Rites of Passage Suppression
Nights Rituals Swiftness
Nobility Rivalries Sworn Words
Nuts Rivers Tactics
Oasis Roads Tactical Awareness
Obedience Roots Tears
Obfuscation Royal Basin, The Telekinesis
Observation Rules Tempests
Orders Rumours Terrain
Pack, The Safety Terror
Passing Sailing Three, The Number
Three and Seven Coupled Trods War
Troop Water Spirits
Thunder and Lightning Trust Waves
Truth Weariness
Tides Tools Weather
Time Unity Weave, The
Tinkering Unnatural, The Webs
Tiredness Unseen Ways Whispers
Tracking Vapour White, The
Trade Valleys Windows
Transportation Vengeance Wits
Travel Veracity Wyld, The
Trauma Volcanoes Willpower
Trees Victories Zuuls
Tremors Vigilance

The Casting Process

Transcendental casting follows a simple five step process.

[-] Decide what you are trying to achieve and what Words are appropriate.
[-] Find a ref and request the magnitude of spell required to cast.
[-] Roleplay casting the spell.
[-] Adjudication of the result. 
[-] Draw backlash.

We’ll break these steps down in a little more detail here.

Decide what you are trying to achieve.

All the Core and Support words in the game can be used in multiple creative ways. There are few obstacles that a character will run across in the world of Vaklam which their magic cannot help them with in some way.

The main limit to this is in the creativity and imagination required to find novel ways to bring your magic to bear. For this reason, we encourage players to tell us what it is they want from their effect rather than how it is precisely they want their effect to manifest. Being clear in your desires is important! For instance:

“I want to use Destruction to weaken the foundations of this building.” - That’s not very helpful to us from a reffing perspective. This is likely to get a request for more detail.

“I want to use Destruction to make the building quake and shake to intimidate the NPCs.” That’s a relatively low magnitude effect (1-2 depending on the building in most instances) and one with a clear aim we can brief our crew upon - fantastic!

“I want to use Destruction to collapse the building in on itself.” That’s a higher magnitude effect (probably 3-4 for most buildings) and again one we can adjudicate fairly easily with a bit of crew briefing and ref descriptive work- wonderful.

“I want to use Destruction to cause the building to subside over the next few weeks, ruining its property value.” That’s very sneaky and will have long-term consequences we can write into the plot, which is great. It also requires specialist knowledge of how buildings work so we may require that you have appropriate skills and it would certainly be easier if your character has the Architecture Support Word.Probably a 7 without Architecture but just a 2 with it.

Remember that every effect REQUIRES a Core Word. Support Words can never be used alone.

Find a Ref and request the magnitude of spell required to cast.

Whilst there will be plenty of generic examples on the following pages to give you a starting point for ideas, it is important to remember that Transcendental Casting is never standard. There are innumerable factors which may make it easier or more difficult to achieve the exact same result depending on the target, the location and the ebb and flow of magic throughout the world.

It is therefore required that any transcendental casting receives a Ref’s confirmation of the magnitudes involved. The time it takes you to track down a ref and confirm this should be taken as time working through the implications iC, taking into account environmental factors, marshalling one’s will in order to harness the fundamental powers of magical forces, etc.

Any casting which is undertaken without a Ref’s sanction of the magnitudes involved will be nullified.

At this point you may discover that you do not have access to enough magnitudes through your magical skills to achieve the result you wanted - you may then discuss with the Ref what may work as a compromise. Please bear in mind that a ref’s call is final and we do not invite players to haggle regarding the magnitudes of their effects.

Roleplay casting the spell.

The most important step by far. This is where you take the time to show the people around you how you are bringing this Transcendental power into the world. Take as much time as you feel is appropriate, bearing in mind that the minimum requirement for an effect is 30 seconds of roleplay per magnitude of the spell being cast.

Adjudication of the result.

If the Ref has told you that you can just complete the effect when your casting is done, that’s fine! Otherwise, the Ref will likely be with you through the casting stage and will be on hand to provide a suitably dramatic description of the effect that you have brought into the world. If no ref is present or required, please feel free to take care of this dramatic description yourself for the enjoyment of your fellow players!

Draw Backlash

Once you have completed your roleplay and the result has been obtained, you make a backlash check as per the standard casting rules. This should happen when it does not detract from the events which have just occurred.

Remember that the magnitude of the spell cast is the level of the backlash result drawn. If you complete a casting with a backlash value greater than 10 please do not forget to confirm this with your ref.

Casting Examples

Here are some examples for each of the Core Words. Please do not take these as an exhaustive list, but they may perhaps give you some indication of roughly what is feasible in normal conditions with all other things being equal so that you can gauge what the magnitudes of power equate to in practical terms.

Core Word Description
Control The word of Magic that allows mastery and control over the flow and fluctuation of forms of power specific to the realm that you have learnt that word in. With this word a character may, for example, attempt to enhance the Magnitude of another’s spell, absorb the power of a line or dissipate an ongoing effect.
Example 1: Enhance the Magnitude of another’s spell.
A powerful demon is on the loose, and needs to be Banished.
The group have discovered that a 5th Magnitude, Source Realm, Banishment spell will be required.
There are 3 Source casters in the group with the word “Banishment”, but each can only cast up to 3rd Magnitude spells.
The group decide to try working together: Two of the Sorcerers devote their magic to boosting the Magnitude of the Third’s Banishment.
The first two Sourcerors cast 3rd magnitude effects which each temporarily increase the 3rd’s maximum by 1 to a maximum of 5. Increasing the flow of magic in this way is extremely dangerous and the 3rd Sourceror will be able to cast the 5th magnitude Banishing effect … but must draw Backlash as though it were a 9th magnitude effect.
Example 2: Ending an ongoing effect.
The group discovers a magical seal, holding a door closed.
Examining the seal, via a Feat Sheet, reveals that there are 2 layers to the seal.
The first holds the door shut, and is a 4th Magnitude spell.
The second maintains the first spell, so that it lasts for a year and a day. This is a 10th Magnitude spell.
The group decided to remove the 4th Magnitude spell. This will require 5 magnitudes of power to overcome the line. If this one of the characters had Unlocking or a similar Support word this would drop the requirement by 2.
Example 3: Absorbing Power, Safely.
The group discover a sealed letter, and learn that breaking the seal will unleash a harmful wave of magic - which will severely harm everyone nearby.
The Sorcerer decides to try a two-step process:
Step 1 is to contain the magic, so that it only impacts themselves.
Step 2 is to try to safely absorb the magic, so it will not harm them.
This will require two castings. Due to the power involved the Ref explains that the first effect will be a 4 magnitude casting to contain the power and the other effect will be adjudicated once the first has been completed.
Once the character has the power inside them the Ref narrates this and then explains that they must undertake a 5th magnitude effect to dissipate the power safely or suffer 6 HITS of damage.
It would be expected that the casting is done with all the roleplaying appropriate to trying to contain massive power inside one’s own body.
If the character or one of their friends had examined the effect in great detail with other magic to determine the power and its damaging effect in advance they might well have been better prepared for the second part of this casting!
Core Word Description
Leadership The word of Magic that enhances, bestows or grants understanding of the actions of leading or guiding individuals. With this word a character may attempt to seize control of mooks, grasp political nuance or granting assistance through pre battle ritual to a downtime, battle.
Example 1: Commanding Mooks.
The group comes across a small band of soldiers, fleeing from a battlefield.
Rather than seeking to arrest the deserters, the group decides to get them back into the fight.
Magic is used to bolster their resolve, to call upon their loyalty to the King and accept their initial orders.
As the ‘soldiers’ in this instance were just peasants with little training this is a 1st Magnitude effect. Highly trained and elite forces who have routed would require 4th magnitude effects, with great heroes up to 5th and divine beings higher!
Example 2 Grasp of Political Nuance.
Three Nobles are discussing a situation. They are speaking in very abstract terms, but clearly understand the subtleties involved.
The player group is finding it impossible to follow the discussion, as the terms being used make little sense.
They use magic to interpret what is being said into terms they can understand, and act upon.
With a 1st magnitude effect the players can understand the jargon being used and once the spell is cast the ref instructs the crew to speak in plainer english. At a 3rd magnitude of power, the ref may even provide helpful commentary!
Core Word Description
Crafting The word of Magic that deals with the creation of things with created things referring to either bringing forth small amounts of matter, or un-worked items and even understanding the nuance and potential of structures and artifice. With this word a character may, for example, attempt to create minor artifice, peer into buildings or turn a spoon into a lockpick.
Example 1 Map a building.
The group is looking to take down a gang of criminals in their hideout. It is known that the ring-leaders will have a bolt-hole prepared, which they will use if they are attacked.
Magic is used to create a map of the hideout, and to locate the concealed exit.
As the criminals are using a magically-bolstered hideout, this is a 6th magnitude effect. A normal building would only require 3 magnitudes to map, so this is a clue to the players about the nature of the criminals.
Example 2 Forge temporary tools.
The group discovers that a village is infested with a particularly nasty disease.
An alchemist within the group knows of a cure, but lacks the needed tools to prepare it.
The group’s Venator is able to locate the needed herbs.
Magic is used to create a pestle & mortar, so the alchemist can concoct the medicine.
This is a 1st Magnitude effect.
Core Word Description
Wisdom The word of Magic that deals with bringing forth knowledge and understanding in a person. This word is used to emulate the training of a skill or glean insights into the judgements and choices of others. With this word a character may, for example, try to access knowledge and gain skills and suits to checks, understand ancient writings through magical insight or try to connect with the choices of those who bring judgement on others.
Example 1: Add suits to a check
The group’s Venetor is attempting to track a criminal through heavily forested terrain.
So far the group have had little trouble following the trail.
But now they have come to a river.
The venator Feat-Sheet for the area shows that the check is at minus 3 suits, and the Venator asks for help, explaining that the wet rocks by the river bank make tracking incredibly difficult.
Magic is used to add 1 suit to the skill check.
As the character already has the Venator skill this is a 2nd magnitude effect. Granting a character the Venator skill without them having access to it at all begins at a 7th magnitude check.
Example 2: Understanding Writing
The group are able to recover some paperwork from a fireplace.
It is singed and burt, leaving only some of the writing visible.
Magic is used to fill in the blanks.
The damage is not extensive and there is plenty of context so this is a 3rd magnitude effect.
Example 3: Comprehending Judgement
The group comes across a person, staked out on the floor of a cave.
The group’s Lore-Master knows that this is a form of punishment, used by the Orcs of Pardition.
Magic is used to seek insight into the reason they are there: They do not want to leave an innocent to suffer, nor free a guilty person.
Without additional Support words this is very difficult - a 7th magnitude effect - as the character knows nothing of Pardition or its people. With Anthropology, Justice, or Criminals this could become much easier, with each Support Word reducing the magnitude by 2.
Core Word Description
Warding The word of magic that deals specifically with prevention of beings or power of specific types entering a room, area or even a world if the Magnitude of prevention is high enough. Wards will also banish beings away from this world and back to the magic that binds and holds them to their own. With this word a character may, for example, try, via engraving of markings seal a door against Daemons, ward a chamber from the Scrying of Vorokians or drive an Ancestor back to the Afterlife.
Example 1: Seal a Door
The Group is being chased by the City Watch, wrongfully accused of crime. Needing time to prove their innocence the group has fled.
Magic is used to secure a door, such that it can not be opened or broken down as long as the spell holds.
Any number of magnitudes of power can be used for this. Beyond 3, the door will not allow mundane force to pass, and will require casting of its own to be overcome
Example 2: Sanctifying a Graveyard.
The group has learned that a cult of death-worshiping heretics is planning on raising an army by means of animating all of the bodies in a graveyard.
Magic is used to Ward the Graveyard from such fell powers - protecting the area, for a short time.
The more magnitudes of power put into the effect the longer it will hold, but it is rare for the Ref to tell a player in advance the precise magnitude of the danger which is coming for them.
Core Word Description
Inspiration The word of magic that deals explicitly with changing a person’s emotional state arousing in them great fear or courage, overcoming negative environmental effects or drawing upon long abandoned philosophies that have been crushed or buried deep due to trying circumstance. However even magic cannot pull upon the strings of something that was not there to begin with. With this word a character may, for example, try to inspire hope in a downtrodden villager, rekindle love for an abandoned child or remind someone of the sorrow that hold for the death of an enemy.
Example 1: Evoke Contrition
A criminal is holding a child hostage.
The group are facing off, in something of a stalemate.
Magic is used to influence the emotions of the captor - bringing out shame, fear and regret.
The more magnitudes used, the more intense the emotion
Example 2: Calm the raging beast
The group can hear a great crashing through the trees.
The group’s Venator reports seeing glimpses of an enraged, monstrous, beast.
Magic is used to calm the creature, making it safer to approach.
This is a 5th magnitude effect.
Core Word Description
Vigorousness The word of magic that deals with the enhancement or debilitation of physical prowess for specific tasks and actions within the limitations of their race and physique. With this word a character may, for example, try to make someone capable of leaping long distances or weary enough that they may wish to sleep or even limber enough to wriggle through the bars of a cage.
Example 1: Enhancing physical strength
The group is participating in a contest, seeking to win a prize.
Magic is used to enhance the muscles of their chosen participant: Helping them throw the wellington boot a longer distance.
As they are only trying to impress the locals, this only requires a 1st magnitude effect. Trying to out-throw the legendary Skagriagard would require at least an 8th magnitude effect.
Example 2: Sneaking past a sleeping Creature
The group stumbles into the lair of a slumbering giant lizard.
They decide to sneak through, rather than risking waking it.
Magic is used to send the lizard deeper into slumber, making it less likely to awaken.
As the lizard is already asleep and defenceless this is a 2nd magnitude effect.
Example 3: Enhanced Constitution
Preparing for a fight the group use magic to enhance their endurance - looking to minimise any injuries sustained.
Magic is used to give each member of the group a re-pull on the first Wound Card drawn in the next half-hour.
This is a 5th magnitude effect with an additional +1 magnitude for every character effected past the first.
Core Word Description
Binding The word of Magic that deals with binding magical power to a place or a person with the proviso that power bound to such takes a toll on it. This could be the binding of power to ease later casting or the power of a magical being to control it via that magic. With this word a character may, for example, try to bind MAGS of power to an item to trigger later, attempt to bind a controlled being to their own will so that they may then free it from servitude, commit potentially heretical acts by binding their soul to an item so that it can easily be called back should they die.
Example 1: Storing Magic, for latter use
The group needs to split up, and only has 1 caster capable of Healing Magic.
Magic is used to empower a ring such that it will hold a specific spell until a command word is spoken.
A Healing spell is then placed in the ring, ready for use in an emergency.
As the caster is a Priest and the ring has no Soul this is a 7th magnitude effect. If they were attempting to place the spell on the Soul of a devout Holy Warrior this may only be a 1st or 2nd magnitude effect. It may not even be possible to place the spell on the Soul of a heretic!
Example 2: Sanctifying an Altar
Bad-guys have desecrated an Altar.
A priest wants to use this magic to re-consecrate it, in the name of their Deity.
This requires that the character overcome the desecration effect (of the 4th magnitude) with their own power (5th magnitude).
Example 3: Freeing a Spirit
The group come across a Felakiki which has been bound against its purpose to attack travellers on a path. Once the spirit is subdued the group ritualist wants to free the spirit so that it can return to its proper place.
The magic binding the creature is a 3rd magnitude effect, so it will require 4 magnitudes of power to overcome.
Core Word Description
Translocation The word of Magic that deals with the movement of a person or persons from one place to another through the medium of magic that they control, each realm having its own medium such as Spiritual or Astral. This magic allows for the travel of one or many across various distances or even to other worlds via short hops or even permanent portals. With this word a character may, for example, try to teleport from one place to another, walk the paths of the dead to the site of a grave or open portals to another world.
Example 1: Closing a Portal
The group discovers a portal, through which Ministers are entering the world.
Magic is used to seal the portal. This rent in the fabric of reality itself demands a 50th magnitude effect. Luckily the casters have access to the Shadows, Portals and Locks support words (5 mag reductions per word) and have the soul of the man who opened this portal to begin with (20 mag reductions).
Now they just need to Cast With Each Other whilst their fellows hold off the Minister menace.
Example 2: Mass-Portation
The group finds documentation which tells them of a meeting occurring, today, in the far-off city of Koren.
Magic is used to teleport the whole group, via the Kingdom’s Mass-Port network, to Koren.
This is a 5th magnitude effect +1 magnitude for every character past the first. With the Massport Support Word this would become 2 +1 for each character past the first.
Example 3: Translocating an Object
The group needs to enter a building, via a locked door.
Rather than upset the owners by breaking the door down, the group came up with a different plan.
Magic is used to teleport the door a few feet out into the street.
As this is a standard, ordinary door with no locks this is a 1st magnitude effect.
Core Word Description
Source The word of Magic that deals with the specific variance of Source magic from the Nexus as it touches each of the five core worlds including Vaklam and the matter which is at the core of them. Through this power they may speak through and with that matter, creating it in parts, manipulating it and with more difficulty, using it to heal and repair creatures of that realm. With this word a character may, for example, try to talk to the Opal Cascades of Beyleethe, call upon the power of the Ueahrn to walk across the skies or walk through a burning building unscathed.
Example 1: Manipulate Element (in this case, water)
The group need to traverse a swamp.
The water is murky, knee-deep and conceals all manner of perils.
Travel is slow.
Magic is used to ease the group’s passage.
The water becomes easier to walk through.
Ripples and currents seem to guide steps (rather than undermine them).
Travel becomes both quicker and safer.
This is a long-term and open-ended effect which will require 5 magnitudes of power +1 per character effected past the first.
Example 2 Wisdom of the Vorokians
The character wishes to ask a single question of their Pacted House. This is a very common occurrence and requires a 3rd magnitude spell, though if a character asks a disrespectful question or is seen to be wasting their time it is likely their patrons will lose patience.
Example 3 Untouched By Flame
A mundane fire is burning a house to ash. A Vorokian caster may ensure that no mundane fire touches them for a mere 2 magnitudes, allowing them to enter the home and save the civilians without fear.
Core Word Description
Destruction The word of Magic that deals with the undoing of the physical makeup of matter to the point at which the bonds that hold it together is destabilised enough that they collapse. Locks can be dissolved, walls exploded and with great Magnitudes of power even cities will fall. With this word a character may, for example, try to destroy the bars of a cell, collapse a scaffolding to prevent an execution or bring a building down on someone.
Example 1: Knock knock!
The group need to enter a building, via a locked door.
To make a point, magic is used to destroy the door.
As this is a standard, unreinforced door this is a 1st magnitude effect.
Example 2: Destruction of Artifice
The corridor is blocked by some complex artifice.
Every time any member of the group approaches it, the artifice spurts a gout of flame into the area.
Magic is used to destroy some of the artifice, to allow the group passage.
The ref instructs the player to decide how many magnitudes they are putting in to the effect, knowing that 1-2 magnitudes will do nothing, 3 magnitudes will cause a catastrophic explosion as all the fuel detonates at once, and a 4th magnitude or higher effect will destroy the trap.
Example 3: Severance
The signet ring of a Duke is being used as bait, to trap a particularly nefarious thief.
Before the Duke will part with it, he asks the group to sever the sympathetic tie the ring has to his family.
He does not want it to be used in any rites which may bring harm to his kin.
Magic is used to Destroy the link, so that Sympathetic Magic will not work through it.
This requires both Destruction and Sympathy and is a 5th magnitude effect due to the intense tie the Duke has with his ring, the symbol of his authority.
Core Word Description
Empathy The word of Magic that deals with the undoing of the understanding of and the sharing of emotional states and wellbeing. The true heart of a person can be read, their feelings on a matter exposed or the grief of an individual shared with another should they show choose. With this word a character may, for example, try to make someone feel the same joy that they do at the outcome of scenario or feeling the betrayal in another’s heart at the words of their friends.
Example 1: False And Empty Men
The players have discovered that their enemies do not have any genuine emotions of their own. The caster wants to ensure that they feel that there is an emotional residence coming from people they speak to in the next scene; they don’t need to know what that emotion is, only that it exists.
This is a 1st magnitude effect.
Example 2: Trust Me
The character wants to show that they are earnest and true to someone who is disbelieving. By sharing their emotional state they can prove that they are not lying.
This is a 2nd magnitude effect.
Example 3: Eye For An Eye
The character is about to be tortured by a villain. In order to discourage this, they place a protective effect upon themselves which will reflect any pain they experience back upon the person inflicting it.
This is a 5th magnitude effect though the more magnitudes put in place the easier it will be to overcome protections.
Core Word Description
Rebirth The word of Magic that deals with the calling on and the reconstitution of a specific section of an individual's Aura. A person could be reborn within their same soul or spirit or they could return as new Mind or Body, a totally new individual. With this word a character may, for example, try to return a being of their own realms Aura to life or to re-embody an individual's aura into a completely new being. Limited to casters own realm. Ie- priest can only rebirth soul, ritualist can only rebirth spirit etc.
Example 1: Re-Awakening
A priest of Yarriane uses magic to resurrect someone they know to be a devout follower of the Deities of the Basanic Pantheon.
Drawing their soul back into their body.
The deceased’s Arua has a high Soul value, so a focus-based resurrection is thought to be the easiest method.
The resurrection is likely to weaken the Soul, as it drags the entire Aura back to the living world with it.
Effects which restore the dead to life always require a bespoke ruling.
Example 2: Reincarnation
A condemned criminal has pled for the mercy of the court, providing information on other felons in exchange for temperance.
Rather than being executed, and condemned to the punishment awaiting them in the afterlife, the court decrees that the guilty be sentenced to Reincarnation.
Wyld Magic is used to reincarnate the subject into an animal, who will be let loose in the woodlands.
This is a 5th magnitude effect.
Core Word Description
Death The word of Magic that deals with the ending and death of a specific section of an individual’s Aura. A person is usually slain when the part of their aura that is attacked with this magic is destroyed, only abominations or similar are known to survive. With this word a character may, for example destroy a beings Aura and send them on their way to the appropriate resting place either face to face or at a distance. Should be limited to casters realm only. Ie- source for body, wyld for spirit etc.
Example 1: Passing over
The group discover a squad of King’s Soldiers, all dead. They have fallen defending a choke-point against an enemy assault.
Magic is used to quiet their restless souls, and to aid them in their journey to the afterlife.
This is a 1st magnitude effect.
Example 2: Touch of Death
The group learn the name of a Captain among the enemy forces. The Captain is known to be a Heretic, who has committed several atrocities.
Magic is used to bind Death to a specific Sword of one of the group. Such that a single blow will be immediately fatal to the named individual.
This is a 5th magnitude effect.
Example 3:

The group have confronted it, but have been driven off - unable to bring it down.
Magic is used to seek knowledge of a way to fully slay the creature.
As this creature has never been seen before, and there are no fragments to study, the magic required is of the 20th magnitude. If it were a well-known creature it might require a 2nd level effect, if the knowledge merely rare it could be up to a 10th magnitude. |

Core Word Description
Summoning The word of Magic that deals with the summoning of other beings from one realm to another without using the medium of space as a magical method. This power may call a Vorokian from another world or an Aura back from the afterlife. With this word a character may, for example, call a Gillieabad from the world of Spirits to talk to them or bring forward a being from another time.
Example 1: Consulting the Dead
A priest of Notelexus uses this magic to contact the Soul of a long dead scholar: One who is thought to have knowledge of a specific topic. Knowledge the group needs.
This knowledge is obscure and the scholar dead so long this requires a 7th magnitude of power.
Example 2: Conjuring a Vorokian Ally
The group are about to engage a foe in battle.
The foe are powerful and the group does not rate their chances of victory highly.
However one of the group has a Pact with a Vorokian House, and is owed a favour.
Calling on that favour the mage asks the House to send a champion to fight by his side.
The more magnitudes available, the stronger the champion that may be sent.
Example 3: Burial
The group arrives at a battlefield: Corpses lie all around.
The group is pressed for time, and can not afford to stop to properly bury all of the fallen.
Magic is used to call a Feliqiki from the Spirit World: A minor servant of the Gillieabad, the Feliqiki will dig a mass grave, place all of the dead within it, and then fill the grave with soil, before returning to the Spirit World.
This is a 2nd magnitude effect.
Core Word Description
Divination The word of Magic that deals with the abilities of a user to see the outcome of their actions or call back to what has occurred in a place or an object. This power may allow you to read the story of an object, see through a locked door or understand the outcome of a specific action. With this word a character may, for example, see one potential future of stabbing a frog with a hamster or gain a prophetic vision of things to come or even see what happened to a coin during a day in its life.
Example 1: Prophetic Dreams
This magic is invoked before the group retires for the night.
As they dream the group will receive symbolic hints and clues which are likely to help in the day ahead.
The more magnitudes used, the clearer the vision.
Example 2: Scrying Pool
The group wish to spy on a meeting they know is being held between enemy commanders.
A bowl of water is placed on the floor and the magic is cast.
An image forms in the water - the group can see, and hear, the two commanders.
Members of the ROC crew play out the meeting, for the group to observe.
By this means the group learns of the plans of their foes.
At first this requires only 10 magnitudes of power to secure. Then another individual steps into view and the effect ends as it requires 50 magnitudes to overcome the protections upon that unseen individual.
The group are left with mocking laughter ringing in their ears.
Example 3: Glimpse the Future
The group come across a door, which they believe to be trapped in some way.
Cautious, they decide to use magic to peer into the future: What happens when a specific person opens the door?
This is a 3rd magnitude effect.
Core Word Description
Messages The word of Magic that deals with the abilities of a user to pass word or image from one place or person to another and to hide or convey. This power may allow you to send a phrase to a friend across any distance or make words tumble from another’s mouth. With this word a character may, for example, encode a message before it is sent on its way, allow a letter to be thrown into a fire to appear elsewhere or make writing on a wall that only one other person can see or read.
Example 1: Bard Sign
A symbol, carved into the face of a milestone, will tell it’s tale to anyone who uses the Weave to listen.
This is a 1st magnitude effect.
Example 2: Chatterbox
The group is in a tavern, attempting to gather information about some criminals known to operate in the area.
It is obvious that one person, in particular, has the information which is needed, but is clearly unwilling to spill the beans.
Magic is used to make the potential informant more gregarious: The group is attempting a subtle approach, in the hopes that no one will realise that they are taking action
The more magnitudes used, the more difficult it will be for those who might be watching to pierce the subtle effect..
Example 3: Communication
The group has split into two seperate teams.
Each needs to operate a specific piece of Artifice.
But the operations need to be coordinated.
Magic is used to allow contact between two psionicists, one in each team. The referee gives each of the psionicists a walkie-talkie, after a 3rd magnitude effect is undertaken.
Core Word Description
Oaths Many consider that this word of Magic is the most powerful: It deals with the binding or breaking of vows, promises and Oaths, the holding of others to those words and drawing power from them. This power may allow you to bind a beings aura to your own and draw strength from it, force a person to obey your will or control an entire guild and share their strength through a verbal or written agreement bound by powerful magics. With this word a character may, for example, weave powerful Oath magic into a timeless contract between the Deities and the people so that they can provide power to their followers via the Fae.
Example 1: Parole
The bandits are defeated, and the two who remain alive surrender.
The group can not spare the time to escort them all the way back to hand them over to the proper authorities.
Magic is used to accept the surrender, to issue terms of Parole: That the brigands will travel, with all due haste, directly to the nearest village and will surrender, peacefully, to the local militia.
In exchange they are allowed to keep their weapons, so that they can defend themselves if attacked by any of their former compatriots.
As these are simple brigands, a mere 1 magnitude effect will bind them.
Example 2: Enforcement
The group requires access to a vault belonging to a Noble House.
The Vault contains a specific relic which they need.
The Nobles will permit access on the condition that the group swears an oath that the only object they will remove from the vault is the relic they require.
Magic is used to forge the oath such that the Noble will know if the oath is broken, and that every member of the group will be afflicted with a malady should the oath be broken. This can be of any magnitude though both the malady and the security of the oath will be stronger with each magnitude, likely causing a mild illness at 1 and death at 5 or higher.
Example 3: Absolution
The group are exploring a long-sealed Egarian Tomb.\ They are attacked by skeletal guardians - the Bodyguards of the ancient Lord, risen to protect him, even in death.
Magic is used to sunder the oath these guards swore so long ago, as the oath was a trick and their Lord unworthy of their service, this is a 3rd magnitude effect.
Core Word Description
Numinous The quality which comes from the presence of true Faith and the Gods. Numinous casting deals with the channelling of belief to its proper place and communion with the beings that reside there; a priest may use this to pick up on the prayers of their flock or to ask a question directly of their God and receive an answer. It may also be used to draw the attention of Divine beings, to sense their presence and to invoke the indescribable sense of divinity which falls upon sacred and holy places.
Example 1: Divine Guidance
Faced with a quandary, the priest is uncertain if a specific act would be met with favour by their Deity.
Magic is used to seek permission to undertake the act.
This is a 3rd magnitude effect.
Example 2: Sacred Presence
The group enters an ancient temple to a long forgotten Evil Power.
The atmosphere is foreboding and intimidating, putting everyone on edge.
The referee tells the group they are at minus one suit to all checks.
Magic is used to fight off the sense of oppression, and the penalty is removed, for an hour.
This requires overcoming the presence of the evil power which in this instance the ref decides will require a 6th magnitude effect.
Core Word Description
Sympathy The more commonalities between things there are, the easier it is for magic to affect them as a group. This principle is true for all magic, which can be used across areas as part of casting. Sympathy is unique in that it is a Core word which may only be used with other Core words. This represents the knowledge and experience of the caster in taking advantage of the commonalities between beings to broaden their magical effects across multiple targets, or to circumvent the protections upon a target by using something that has enough commonalities with the target but is not directly protected.
This makes it possible to use a lock of a person’s hair to cast magic upon them as though they were being touched, to affect all daemons who can hear the words spoken, or to target all those who have sworn an oath with the caster with a magical boon.
Knowledge of Sympathy, and the right connection, makes it possible to achieve effects that would otherwise require hundreds or thousands of magnitudes of power.
Example 1: Proclamation
The King sits upon his Throne, the symbol of his rule.
Magic is used to broadcast the words of his Proclamation to each and every citizen of his Kingdom.
This is a 10th magnitude effect, requiring the use of the Communication Core Word in conjunction with Sympathy, but due to the sympathetic link it would take a 100th magnitude or higher effect to block those who consider themselves to be his Subjects from hearing His words.
Example 2: Ritual Strike
The group have obtained the favorite knife of a serial killer.
Rather than hunting him down, the group want to use magic to strike at him from a distance.
Magic is used to draw upon the sympathetic tie between the killer and his knife. As a result, for the next few minutes, any spells cast upon the knife using the Damaging Combat Word will harm the murderer.
This is a 2nd magnitude effect.
Example 3: Royal Charter
The group forms a Charter, a formally recognised unit which works for the Iron Table.
Every member of the group wears an identical symbol as part of their costume.
Magic is used to link these symbols such that once, in the next hour, a single spell cast upon one symbol will affect everyone who is wearing the Charter’s emblem.
As the Charter is well-established and the character’s tales are interwoven strongly with those of the group this is a mere 3rd magnitude effect.
character_creation_magic_test.txt · Last modified: 2020/09/10 17:19 by infinite_pattern