You are on page 1of 3

This article details a new magic system

for use with WOIN games.

Magic is divided into a near-infinite


Spell

Paths
number of spell-paths. Each path gives
the mage an increasing mastery over
some aspect of the world, whether that
be fire, nature, charm, or
transformation.

A mage purchases a spell-path as an can cast the first six spells on the Healing
exploit.
spell-path.

Casting a spell takes one action. Some


Using a Spell-path spells continue if you concentrate;
concentration takes one action per round. If
Each spell-path has a number of ascending, you take any damage, your concentration is
thematically linked spells. As the mage broken and the spell ends. Note that the initial
masters the path, she gains access to more round when you cast the spell, you do not
powerful spells on that path.
need to concentrate; concentration is only
A mage can cast any spell on a spell-path needed to maintain an effect already cast.

she knows which is ranked equal to or less Each time a mage casts a spell, her MAGIC
than her MAGIC score. A cleric with MAGIC 6 score decreases by 1, effectively reducing the
rank of the spells she can cast.
When it reaches 0, she can no
longer cast spells. Her MAGIC
score resets to normal after a
full night’s sleep.

This article contains a small


selection of example spell-
paths, but the range of spell-
paths is infinite.

Fire
1. FIRESTARTER You can light
a candle by touch, or cause a
similar small fire.

2. FIERY TOUCH. You can


engulf your hand with flame for
as long as you concentrate,
causing 3d6 fire damage with
an unarmed attack.

3. FIRE DART. You can shoot


a small dart of fire at a foe with
a range increment of 6 (30’),
which does 2d6 fire damage.

4. HEAT METAL. A target


within 30’ wearing metal armor
takes 1d6 fire damage for each
round that you concentrate.
His armor cannot SOAK this;
indeed, it is the cause of the
damage.

5. FIERY AURA. You gain a


fiery aura for as long as you
concentrate. Anybody making
a melee attack against you
takes 1d6 fire damage, or 2d6
fire damage from an unarmed melee their turn in it, and counts as difficult
attack. You also gain SOAK 10 fire.
terrain. It remains as long as you
6. FIRE BALL. A small bolt of fire streaks out concentrate.

and explodes in a 30’ diameter burst with 7. ARCTIC BLAST. A cone of icy cold air
a range increment of 6 (30’). Make a single does 3d6 cold damage on a successful
attack roll and apply it to the VITAL vital attack to anybody within its 60’ cone.

DEFENSE of all in the area, doing 3d6 fire 8. ICEWALL. You create a wall of ice which
damage on a hit.
is 10’ high and fills ten 5’ squares of your
7. IGNORE FIRE. While you concentrate you choice while you concentrate. All squares
are entirely immune to to fire damage.
must be adjacent to another square of ice.
8. FIREWALL. You create a wall of fire which The ice does 2d6 cold damage to any
is 10’ high and fills ten 5’ squares of your creature who enters it or starts their turn in
choice. All squares must be adjacent to it, and 1d6 damage to any creature who
another square of fire. The fire does 2d6 starts their turn adjacent to it.

damage to any creature who enters it or 9. FREEZE SOLID. You freeze a target solid
starts their turn in it, and 1d6 damage to in ice. Make a vital attack against a target
any creature who starts their turn adjacent with a range increment of 6 (30’). On a
to it. The wall remains while you success you do 6d6 cold damage, and the
concentrate.
target is frozen solid, unable to move, for
9. COMBUSTION. You cause a single target one minute. This can be melted with 20
to burst into flame. Make a MAG vital points of cumulative fire damage.

attack with a range increment of 30’. On a 10. ICESTORM. A massive storm of ice fills
success, the target takes 6d6 fire damage, the area within 60’ of you while you
and then takes 5d6 fire damage the next concentrate. Any creature, other than you,
round, 4d6 the following round, and so on who enters it or starts its turn in it takes
down to 1d6 fire damage after which the 3d6 cold damage. The entire area is
flame is extinguished. The fire can also be difficult terrain, and vision is limited to 10’.

extinguished by immersion in water or


cumulative 20 cold damage.

10. CONFLAGRATION. You create an inferno


Healing
of fire around you with a 30’ radius. The 1. HEAL. By touch, you heal 1d6 damage to
fire does not harm you, and it remains an adjacent creature.

while you concentrate. Any creature who 2. ALLEVIATE. You remove any single
enters it or starts its turn in it take 6d6 fire condition from an adjacent ally.

damage.
3. SLOW DISEASE. You add +1d6 to the
countdown pool of an illness in an
adjacent ally.

ICE 4. RESTORE. By touch, you heal 3d6


1. FREEZE. You can freeze any liquid by damage to an adjacent creature.

touch, up to about a bucket-sized amount, 5. FAST HEALING. An ally you touch gains 1
for one hour.
point of regeneration each round as long
2. FREEZING TOUCH. Your hand becomes as you concentrate.

icy cold for as long as you concentrate, 6. CLEANSE. You remove all conditions from
with a mist which engulfs it, causing 3d6 an adjacent ally.

cold damage with an unarmed attack.


7. HEALING CIRCLE. You heal 3d6 damage
3. ICY BOLT. You can shoot an icicle at a foe to all allies within 10’ of you.

with a range increment of 6 (30’), which 8. REGENERATE. An ally you touch gains
does 2d6 cold damage.
1d6 point of regeneration each round as
4. BIG FREEZE. You can freeze liquid by long as you concentrate.

touch up to the area of a 5’ cube, for one 9. CURE ALL. You restore an ally you can
hour. This does 3d6 cold damage to a touch to full HEALTH.

living creature.
10. CURE DISEASE. You remove any and all
5. ICE SHEET. You create a slippery, icy area diseases from an ally you can touch.

up to 30’ radius. That area becomes


difficult terrain (except to you). It melts in
one hour.
Plants
6. BLIZZARD. You call down snow and hail 1. PASS WITHOUT TRACE. You do not
from the heavens in a 30’ radius area leave any tracks in natural surroundings
around you. This obscures vision, causes while you concentrate.

1d6 cold damage to all who enter or start


2. GOODBERRY. You produce 1d6 berries, 5. TRUTHSEEKER. Nobody can lie to you
each of which can feed one medium-sized for one minute.

or smaller creature for one day. A large- 6. CHARM. One target within 30’ gains the
sized creature needs two berries.
Charmed condition on a successful mental
3. ENTANGLE. A target within 30’ is subject attack.

to a vital attack or becomes Restrained.


7. SLEEP. One target within 30’ gains the
4. THORNPATCH. An area of 30’ diameter Sleeping condition on a successful mental
becomes covered in thorny tendrils for as attack.

long as you concentrate. It is now difficult 8. CHARM CROWD. All targets within 30’
terrain to all except you, and anybody who gain the Charmed condition on a
enters or starts their turn in it takes 1d6 successful mental attack.

piercing damage.
9. MASS SLEEP. All targets within 30’ gain
5. TREESPEAK. You can talk to trees and the Sleeping condition on a successful
learn what happened within sight of them. mental attack.

You can talk for one minute.


10. DOMINATE. One target within 30’
6. CRUSHING VINES. A target within a becomes completely controlled by you
range increment of 6 (30’) is covered in while you concentrate. This is broken if
constricting, thorny vines which cause 2d6 they take any damage.

blunt/piercing damage and inflict the


Restrained condition. The damage occurs
each round the target still has the PROTECTION
condition.
1. IRON AURA. You gain 5 armor SOAK for
7. HEALING HERB. You produce an herb as long as you concentrate.

which, when ingested, heals the target up 2. ENDURE ELEMENT. Choose one
to half HEALTH, and removes one environmental type, such as heat, cold, or
condition.
similar. You are immune to environmental
8. ANIMATE TREE. You animate a tree or effects of that type for one day, but not to
other plant, which you can control as long attacks of that damage type.

as you concentrate. It has the stats of a 3. REPEL VIRTUE. Either good or evil
carnivorous plant.
creator (your choice) suffer a -1d6 to
9. WHIPPING THORNS. You lash a target attack you while you concentrate.

with furious thorny vines. Make a ranged 4. RESIST ELEMENT. Choose one element
attack with a range increment of 6 (30’). from the list of fire, cold, acid, lightning.
The attack does 6d6 piercing damage. The You are immune to environmental effects
thorns last while you concentrate.
of that type, and gain SOAK 10 to that
10. RAGING NATURE. An area of 100’ damage type.

diameter becomes a maelstrom of hostile, 5. SHIELDING. You gain 10 armor SOAK for
grasping and whipping vines and tendrils as long as you concentrate.

as nature itself attacks those within the 6. PROTECTIVE DOME. A protective dome,
area for as long as you continue to 10’ in diameter, grants all within it SOAK
concentrate. Any creature, other than you, 10 while you concentrate.

who enters it or starts its turn in it takes 7. MASS ENDURE ELEMENT. Choose one
3d6 piercing damage. The entire area is element from the list of fire, cold, acid,
difficult terrain.
lightning. You, and up to 4 other creatures,
are immune to environmental effects of
that type, and gain SOAK 10 to that
CHARM damage type.

1. EMOTE. One target within 30’ feels a 8. DEFLECT ARROWS. While you
momentary emotion of your choice on a concentrate, you gain +5 to your RANGED
successful mental attack.
DEFENSE.

2. COMMAND. One target within 30’ obeys a 9. INVULNERABILITY. You gain armor SOAK
single, simple, non-harmful command on a 20 while you concentrate.

successful mental attack.


10. INVULNERABLE DOME. A protective
3. ENCHANTING AURA. While you dome, 10’ in diameter, grants all within it
concentrate, you gain +1d6 to all CHA SOAK 20 while you concentrate.

checks.

4. CALM. One target within 30’ gains the


Placid condition on a successful mental
attack.

You might also like