Sword World 2.5 - Magus Arts
Sword World 2.5 - Magus Arts
2
3
4
5
6
7
8
9
10
Introduction ................................................ 12 Sadur, Wandering God (Minor God, Magitech .....................................................125
1st Sword) ................................................59
Part 1 Character .......................... 13 Magitech Spells ..............................127
Nivaceps, Blood-bathing Goddess
Geomancer (Other-Type Minor Class)...... 14 Fairy Magic .................................................135
(Major God, 2nd Sword) .........................60
Tactician (Other-Type Minor Class) .......... 16 Basic Fairy Magic ...........................138
Gurvazo, Trap Lord (Major God, 2nd
Geomancer Class and Aspects ................... 18 Sword) ......................................................60 Typed Fairy Magic (Earth).............140
Aspects Data .................................... 24 Zoras-Valles, Earth Storm (Major Typed Fairy Magic (Water/Ice) .....141
God, 2nd Sword) .....................................61
Tactician Class, Stratagems, and Maneuvers Typed Fairy Magic (Fire) ...............143
............................................................................. 29 Meigal, Fraud God (Minor God, 2nd
Sword) ......................................................61 Typed Fairy Magic (Wind) ............145
Stratagem Data ................................ 36 Typed Fairy Magic (Light) .............147
Paro, Divine Herald (Major God, 3rd
Maneuvers Data .............................. 40 Sword) ......................................................62 Typed Fairy Magic (Dark) .............149
Part 2 World ............................... 42 Adeni, Weaver of Threads (Major Special Fairy Magic ........................151
God, 3rd Sword) ......................................62
History of Magic .............................. 43 Cantrips ......................................................152
Correlation with the New Gods .......63
Magic and People ............................ 45 Cantrip Data ..................................153
Barbarous and Magic ...................... 47
Part 3 Magic .................................64
Part 4 Other Techniques........... 158
General Rules of Magic ...............................65
Class Commentary .......................... 48 Techniques.................................................159
How to Read the Magic Data ......................77
Geomancer (Other-Type Minor Class) Techniques Data ...........................160
................................................................. 49 Truespeech Magic........................................78
Spellsongs and Finales ...............................163
Tactician (Other-Type Minor Class) Truespeech Spells ............................79
................................................................. 51 Spellsong Data................................167
Spiritualism Magic........................................86
Druid (Wizard-Type Major Class) . 53 Finale Data .....................................170
Spiritualism Spells ............................88
Warlock (Wizard-Type Major Class) Stunts ..........................................................173
................................................................. 55 Deep Magic ..................................................95
Stunts Data .....................................175
New Gods ........................................ 57 Deep Magic Spells ...........................96
Evocations ..................................................178
Gamel, God of Money (Ancient God, Divine Magic ..............................................101
Evocation Data ...............................182
1st Sword) ............................................... 58 Basic Divine Magic Spells ..............104
Designer's Notebook .................................185
Myles, Divine Chef (Major God, 1st Specialized Divine Magic of Gods of
Sword) ..................................................... 58 the First and Third Sword .....................109
Aurmata, Armored Goddess (Major Specialized Divine Magic of Gods of
God, 1st Sword) ...................................... 59 the Second Sword..................................120
11
Discover the arcane secrets hidden within the pages of You Are Going to Need Rulebooks
this forbidden tome. This book introduces additional rules and data to
As the name suggests, this book serves as a supplement “Sword World 2.5”. This book cannot be played
that collects and organizes the spells and spell-like standalone, and the Core Rulebooks of “Sword World 2.5”
techniques of “Sword World 2.5 (hereafter SW2.5)” that are required to make full use of it.
are currently available, making them easier to use. In principle, new data, items, and rules assume you have
This section contains not only a comprehensive list of all three “Sword World 2.5 Core Rulebooks I-III”. In this
spells but also a description of the origins of magic in the sense, if you want to use this book fully, you need all of
world of Raxia, information on new gods, classes, and more. “Core Rulebooks I-III”.
Additionally, you can discover new classes that will expand However, TTRPG is a game where you can choose and
your world of adventure even further. discard rules and data, and with the GM's understanding
and ingenuity, you can use the contents of this book even if
The first part, “Character,” introduces two newly added you use only “Core Rulebook I” or only “Core Rulebooks
classes: the Geomancer and Tactician. It explains how to I-II”.
utilize these classes for characters and includes individual
data and descriptions for the Geomancer class, its Aspects, About References
the Tactician class, and its Stratagems and Maneuvers. In this book, references to some terms are given in the
If you want to experiment with these classes immediately form of (see XX, p. YY). These should be handled as
or need an example of how to create a character, we have follows.
prepared two sample characters: one for the initial creation
and another for higher levels. (see p. YY): If there is no abbreviation and only the page
is indicated, it is a reference within this book.
The second part, “World,” delves into the origins of (see XX, p. YY): where XX might be an abbreviation
magic, how it is currently viewed on the Alfleim continent, for:
and how the Barbarous are dealing with it. Additionally, it “CR I”: “Core Rulebook I”
introduces the new gods and their beliefs. “CR II”: “Core Rulebook II”
This section also provides detailed summaries of the “CR III”: “Core Rulebook III”
new character classes. If you plan on playing as a Tactician “ET”: “Epic Treasury”
or Geomancer, for instance, reading through the class “ML”: “Monstrous Lore”
descriptions will be beneficial for your role-playing. “KF”: “Kingsfall, the City of Railroads”
“CO”: “Constellation of Colonies Cyrecode”
The third part, “Magic,” provides a list of Truespeech “VC”: “Vice City”
Magic, Spiritualism Magic, Divine Magic, Magitech, and “DL”: “Daemon’s Line”
Fairy Magic spells from 1st to 15th level (detailed data for “CBB”: “Character’s Building Book”
Nature Magic and Summoning Arts is available in “ML”). “OPB”: “Outlaw Profile Book”
We have added Deep Magic, which can only be used
after learning both Sorcerer and Conjurer classes.
Additionally, you can find new specialized Divine Magic for
new gods. We have expanded the conventional four-type
selection system for Fairy Magic to include three and six-
type selection systems. We have also listed [Chaos…] type
attack spells, which can only be used when the six types are
selected.
Magitech has one or two additional spells for each level,
expanding its range of support.
12
Part 1 Character
13
The Geomancer can deploy a special item called
Geograph to use the Aspects to target a random person
from the entire battlefield.
Aspects affect randomly selected characters each round
from a wide area centered on the player. If it is [Heavenly
Domain: Descending Thunder], it will drop lightning and
give damage, and if it is [Earthly Domain: Healing Earth], it
will restore HP. Aspect has many strong and reliable effects,
but its greatest feature is its randomness: you never know
who it will hit in every round. If Aspect's effect is about to
be applied to an unwanted opponent, you can cancel it as
soon as possible.
Aspect does not consume MP but uses Qi Points that
accumulate in the Geograph while it is deployed, making it
a class that works well with Wizard-Type Classes. At the
same time, although Aspects limit movement, they can be
used with a Minor Action, making it possible to use Aspect
after moving to the frontline as a Geomancer warrior.
14
Part 1 Character
15
Tacticians are able to use the Stratagems to inspire their
allies and give them advantageous effects.
Stratagems, unlike magic, do not require the
expenditure of MP. They require vocalization, and their
range of effect is centered on the user and varies according
to the Adventurer Rank of the Tactician.
Stratagems, by their nature, have no effect on the
Tactician themself. However, the use of Stratagems
increases the Edge, which is a numerical value representing
the Tactician's own momentum. Edge enables the use of
Maneuvers that strengthen the Tactician themself.
Stratagems do not require a Success Value, so they will
always be useful for allies, even if acquired at a low level. As
characters grow, they should learn higher-level Stratagems
with stronger effects to increase their support power. When
enough Edge is accumulated, the Tactician can use it to
employ more effective Stratagems or use Maneuvers to
strengthen themselves and adapt to the situation - this is the
greatest strength of the Tactician.
16
Part 1 Character
17
Geomancer Other-type Minor spends accumulating Qi Points, the more powerful the
Class Aspect's effect becomes.
This class guides the power that fills the world and Aspects can be broadly categorized into those that deal
makes various phenomena possible. fixed damage, those that give disadvantages, those that heal,
This class is said to derive its power from the three and those that give advantages. The Aspects used by
Swords of Genesis. Geomancers affect only a random character within a wide
As a result, the “Domain Aspects” used by Geomancers area, regardless of whether they are friends or foes. The
do not require any MP. Although not magical, the effects of user is at the center of this area, and the effect cannot be
the “Domain Aspects” (hereafter referred to simply as resisted. Aspects can become a powerful tool for
“Aspects”) are similar to magic. One of the main dominating the battlefield if used skillfully.
characteristics of Aspects is that the target is randomly After the target is determined, the effects of Aspects can
selected from all the characters within the area, and the be canceled. Therefore, it is possible to enhance an ally and
effect cannot be resisted. In a sense, Aspects are more curse an enemy.
powerful than magic, but at the same time, they can be The Combat Feats also allow Geomancer to increase
difficult to control. the number of targets and to cancel more skillfully. Note,
Geomancers can learn one Aspect per class level. By however, that no matter how much Geomancer grows, they
using a special accessory called a “Geograph,” an Aspect can cannot attack or enhance a specific target.
automatically accumulate Qi Points. Qi is the source of the Geomancers are proficient in the following:
Aspects' power and is divided into “Heavenly Qi,” “Earthly
Qi,” and “Spirit Qi,” which can be accumulated Search check (see CR I, p. 107)
automatically. The more Qi Points a Geomancer Meteorology check (see CR I, p. 107)
accumulates, the more powerful the effect of the Aspect ※These two checks are combined as a package (see CR I,
becomes. Once triggered, the effect lasts until the user p. 114), “Geomancer Observation Check Package”.
retracts the Geograph. Therefore, the longer a Geomancer
18
Part 1 Character
19
Aspects with Level Restrictions Geomancer within the range, the Geomancer is always the
Certain Aspects have a minimum class level target.
requirement of 5 or 10. These Aspects can only be obtained
if the Geomancer class level equals or exceeds that level. Notes About Characters with Multiple-Sections
The character's post-growth level determines this. When randomly determining the target of the Aspect,
Specifically, when a character reaches level 5 or 10, Aspects each section should be counted as a character. For example,
with a minimum class level of 5 or 10 can be obtained. if there is one character in one section and one character
Players are also free to acquire Aspects with lower required with five sections in the range, the first character has a 1 in
levels (same as with other classes, like Enhancer or Bard). 6 chance of being the target, while the second has a 5 in 6
chance.
When a specific section of a character with multiple
sections becomes a target, the effect of Aspects is processed
Aspects are used with Minor Actions. The player selects as follows:
the Aspects to be used, decides how many Qi Points to - Unless otherwise noted, the Aspect affects only the
spend, and uses the Aspects. randomly determined section.
Aspects may be used only once per turn. Geomancers - Some Aspects do not affect multi-section characters
may not use more than one Aspect in the same turn, even specified in their effect, even if the Geomancer has
if they cost different Qi Points. Also, Aspects cannot be mastered the Combat Feat [Spreading Triad], which allows
used without spending any Qi Points. for targeting two targets and both sections of a two-section
character become a target.
When Aspects Take Effect - Some Aspects have in their effect that all sections are
All the effects of Aspects used will take effect at the end affected. In this case, all sections of a character are affected,
of the Geomancer's turn, not at the time of the usage. Since even if only a single section becomes a target. Even if two
Aspects can be used in a Minor Action, it is possible to sections of the same character are targeted with the Combat
perform a Major Action after the Minor Action, and then Feat [Spreading Triad], the effect is not cumulative.
Aspect with activate at the end of the Geomancer's turn, and
so on. Processing [Spreading Triad]
The Geomancer's exclusive Combat Feat [Spreading
The Effects of Different Aspects Are Cumulative Triad] (see p. 23) is a Combat Feat that makes Aspects affect
The effects are cumulative if a Geomancer uses different two randomly selected characters (sections).
Aspects on different turns (see “Duration of Aspects” on the Note that if targets are chosen randomly, two different
next page). At the end of the turn, all effects of multiple targets are always chosen (if there is only one Geomancer in
Aspects are applied to the same target. the range, there will be only one target). Geomancers can
decide whether or not to cancel the effects for each of these
The Same Aspects are Overridden targets when they are selected.
If the Geomancer uses an Aspect once and then uses it
again, its effect will be overwritten by the one used later. If
the Aspects have the same name, they are treated as the
same Aspects even if the Qi Points consumed are different. The effect of Aspects is applied at the end of the
Geomancer's turn to the randomly selected target.
20
Part 1 Character
21
within the selected group, roll another 1d6. If the result Geomancer Sheet
is 6 for Group B, start rolling from the beginning. A Geomancer Sheet (see p. 28) is available for
12 Same process as “11” (no rerolls). Geomancer.
Divide the characters into two groups: “Group A” and This sheet contains columns for recording the Qi Points'
“Group B”. Assign numbers “1-7” to each character maximum and current values for the currently equipped
(Group B will not have 7). Roll 1d6. If the result is 1-
Geograph. There is also a column for noting the range of
13 3, the target is in Group A. If the result is 4-6, the target
is in Group B. After that, the process is the same as for the Aspect, the target character for the Aspect, and the
“7”. If the number is missing, start rolling from the number of the Aspect, as well as a column for noting the
beginning. Aspect currently used by the character. Please make use of
14 Same process as “13” (no rerolls). it if you want to learn Geomancer class.
Divide the characters into three groups “Group A”, For Qi Points, which are frequently changing values, you
“Group B”, and “Group C” so that the number of can keep track of them by placing dice on top if you are
15 – 18 participants is evenly distributed among the three playing physically, rather than writing them in would be
groups. After that, the process is the same as for “6 or simpler.
less”.
Divide the characters into two groups: “Group A” and
19 – 20 “Group B”. After that, the process is the same as for
“10”.
This section contains data on items and Combat Feats The Domain Range is the range of the Aspect centered
related to the Geomancer class. on the Geograph when it is deployed.
The Qi Points Limit is the maximum number of Qi
Points that can be accumulated in a Geograph.
Geographs with “Geomancer class level X or higher” in
This is a list of Geographs required to use Aspect. All “Notes” can only be used if the level of the Geomancer class
Geographs are Class-Specific Items and are treated as has reached the value indicated.
“Accessory: Any”.
Geograph List
Heavenly Qi Earthly Qi Spirit Qi
Name Domain Range Price Notes
Limit Limit Limit
2 – 3 areas
Novice Geograph 2 2 2 200 -
(Radius 10m)
Celestial All Areas
3 2 2 500 -
Geograph (Radius 20m)
Tectonic All Areas
2 3 2 500 -
Geograph (Radius 20m)
Spiritual All Areas
2 2 3 500 -
Geograph (Radius 20m)
All Areas
Master Geograph 3 3 3 2,000 Geomancer class level 5 or higher
(Radius 20m)
Sky Breaker All Areas
2 4 4 3,000 Geomancer class level 5 or higher
Geograph (Radius 30m)
Earth Shaker All Areas
4 2 4 3,000 Geomancer class level 5 or higher
Geograph (Radius 30m)
Soul Render All Areas
4 4 2 3,000 Geomancer class level 5 or higher
Geograph (Radius 30m)
Supreme All Areas Geomancer class level 10 or higher, also
4 4 4 10,000
Geograph (Radius 50m) called “Taiji Geograph”
22
Part 1 Character
SPREADING T RIAD
Geomancer Level 1 or
Prer. Use Geomancer class
higher
Sum. Aspect can affect two targets
When the Aspect is activated, two targets are selected
at random within the range. It is important that the two
targets are different from each other.
Effect
When canceling the effect of the Aspect, the master
can choose to cancel both targets or cancel only one of
the two targets and affect the remaining character.
DIVIDING T RIAD
Geomancer Level 3 or
Prer. Use Geomancer class
higher
Sum. Can cancel only the desired Aspect’s effects
Once the targets of the Aspects have been
determined, the master can cancel any undesired effects
Effect
of the Aspect to be given by the Geomancer. Then, apply
the remaining effects of the other Aspects to the target.
23
Earthly Domain: Earthly Qi
Cost
Liquidation 1–2
Heavenly Domain: Heavenly
Duration 10 seconds (1 round)
Cost
Descending Thunder Qi 1 – 4
Sum Target can be treated as being underwater
Duration Instant This technique causes water to roll up around the
Deals “Heavenly Qi consumed target, allowing it to use its ability to swim.
Sum Type Lightning By using 1 point of Earthly Qi, the target can be
x 2” fixed damage
Lightning strikes down from the heavens to treated as if it were in the water for the duration of
Effect attack, dealing “Heavenly Qi consumed x 2” fixed the effect, but this movement is limited to within the
damage to the target. Geomancer's Domain Range.
However, the target does not incur any penalties,
Effect
such as being unable to breathe or speak or
Heavenly Domain: Heavenly limitations on movement or actions.
Cost
Deflecting Skies Qi 2 If used with 2 points of Earthly Qi, the target
gains a +1 bonus to action checks if it has [Sword's
Duration 10 seconds (1 round)
Grace/Gentle Water], [Underwater Aptitude], or
Sum Not affected by sunlight, immune to lightning any other ability that removes penalties for being
Clouds shield from the sky, making the target underwater.
immune from the sun's influence.
The target is treated as unaffected by sunlight
Effect Earthly Domain:
during the duration of the effect, whether outdoors Earthly Qi
Cost
or indoors. At the same time, it has [Lightning
Immunity] during the duration of the effect.
Quicksand 1–3
Duration 10 seconds (1 round)
Legs become heavy, restricting movement and
Heavenly Domain: Sum
Heavenly evasion
Cost
Invisible Pavilion Qi 1 – 3 This technique interferes with the target's footing,
creating the illusion of muddy ground and making it
Duration 10 seconds (1 round) difficult to move or evade.
Restrictions on flight and prevents rain or snow from When used with 1 point of Earthly Qi, the target
Sum
above will be unable to move for the duration of the effect.
This ability creates an invisible cover above the When used with 2 points of Earthly Qi, the target
target, limiting their ability to fly. The duration of the Effect also receives a -1 penalty on Evasion checks.
effect and its additional effects depend on the This effect has no impact on a flying target. If the
amount of Heavenly Qi used: target is a character with multiple sections, all
- Using 1 point of Heavenly Qi will prevent the target sections are affected by this effect.
from moving by flying. Additionally, the target will If 3 points are consumed, the above Evasion
not be exposed to rain or snow falling from above. check penalty is further increased by -1, for a total
Effect - Using 2 points of Heavenly Qi will also prevent the penalty of -2.
target from using or applying abilities like [Sword's
Grace/Wings Of The Wind] or [〇Flying].
Spirit Qi
- Using 3 points of Heavenly Qi will also cause the Spirit Domain: Refresh Cost
1–4
target to fall prone on the spot if they were flying at
the time of the effect. Duration 10 seconds (1 round)
Note that this effect has no impact on characters Sum Restores “Spirit Qi consumed” MP
with multiple sections. This Aspect restores inner balance within the
target, allowing them to recover MP equal to the
amount of “Spirit Qi consumed”.
Earthly Domain: Earthly Qi Effect
However, this effect will not restore MP beyond
Cost
Healing Earth 1–4 half of the target's maximum MP value.
This Aspect can only be used once per day.
Duration Instant
Sum Restores “Earthly Qi consumed x 2” HP
Spirit
This ability absorbs the vitality of the earth and
heals wounds. When used, the target regains double Spirit Domain: Terror Cost Qi
Effect 1–4
the amount of Earthly Qi consumed in HP.
This Aspect can only be used once per day. Duration 10 seconds (1 round)
Damage to Geomancer is reduced Psychic
Sum Type
by “Spirit Qi consumed x 2” (weak)
It makes the Geomancer seem powerful and
frightens the target.
Effect The target's physical and magical damage to the
Geomancer reduced by “Spirit Qi consumed x2”
points during the duration of the effect.
24
Part 1 Character
25
Earthly Domain: Earthly Qi
Cost
Footfalls 1–3
Heavenly Domain: Heavenly
Duration 10 seconds (1 round)
Cost Qi
Way of the North Star 1–4 Sum Restrict the target's movement and actions
Duration 10 seconds (1 round) This ability constantly deforms the terrain
Whenever a roll of 7 is rolled, HP and MP are around the target's feet, making it difficult to move
Sum or act.
recovered by “Heavenly Qi consumed”
Seven stars guide the target. While the effect is active, the target's movement
If the target performs a Skill Check, a Power is halved (rounded up) when moving on the ground.
Table roll, or a damage decision during the effect's Additionally, the target receives a penalty on action
Effect
Effect duration, and the result is 7, the target's HP and MP checks equal to the amount of “Earthly Qi
are restored by “Heavenly Qi consumed” points consumed” as a poor footing penalty. If the target is
each time this occurs. a character with multiple sections, this effect is
This effect only applies in combat. applied to all of them.
Note that this effect will not work if the target is
not on the ground.
Heavenly Domain: Heavenly
Cost Qi
Mana Break 1–4 Earthly Domain: Earthly Qi
Duration Instant Cost
Decreases target's MP by “Heavenly Qi consumed Cursed Snake Eyes 1–4
Sum Duration 10 seconds (1 round)
x 2” points
This ability dissolves the target's inner mana. It Deals “Earthly Qi consumed x
reduces the target's MP by “Heavenly Qi consumed Sum 2” of fixed damage for every Type Curse
Effect double 1s’ roll with 2d
x 2” points (minimum 0). This aspect has no effect
on targets that have no MP. Targets’ misfortunes trigger a curse upon the
target.
If any characters within the Domain Range roll
Heavenly Domain: Heavenly
2d to check, use the Power Table, or determine
Cost Qi
Stigmata 1–4 damage, and the result is double 1s, the target suffers
Effect “Earthly Qi consumed x 2” points of fixed damage.
Duration 10 seconds (1 round) Other 2d rolls made for different reasons are not
Sum Enhances a weak point of any type of the target affected by the curse.
Aspect analyzes the structure of the target and The damage is dealt immediately after rolling 2d.
weakens it against a specific type of damage. If multiple double 1s occur in a single operation, the
During the effect's duration, the target gains damage is dealt that number of times.
“Weak Point: specified type damage +X points”,
Effect where X is equal to the amount of “Heavenly Qi
consumed”. The Geomancer chooses the specific
type of damage from “fire”, “water/ice”, “wind”,
“earth”, “lightning”, and “energy” each time the
effect occurs.
26
Part 1 Character
27
Geomancer Sheet
Target Characters
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
Used Aspects
Rounds Qi Points
Aspect Used Effect Notes
Used used
28
Part 1 Character
Tactician Other-type Minor Class effect is affected by the adventurer's rank, with higher ranks
The Tactician class can command allies on the resulting in a wider range of effects.
battlefield and give them instructions to gain the upper hand Lastly, the Tactician class has Maneuvers, which
in battle. The class has three major features. strengthens the Tactician themself by using Edge
Firstly, the class level can be added when calculating accumulated by using Stratagems. The Tactician must
Initiative. command their allies and accumulate Edge to use
Secondly, the class has access to Stratagems. These do Maneuvers, but its effects are often powerful and greatly
not affect the Tactician user but instead inspire their allies enhance the Tactician's own fighting power.
and strengthen their fighting abilities by boosting morale. Tacticians are proficient in the following:
Stratagems require no MP or other costs. The range of the
Initiative check (see CR I, p. 105)
For each level of the Tactician class that a character (e.g., when the Tactician class reaches the 5th level, it is
acquires, they can select one Stratagem or Maneuver from possible to get Stratagem or Maneuver from the lists of “1st
the provided lists. Therefore, the total number of Level Tactician Required” and “5th Level Tactician
Stratagems and Maneuvers acquired is equal to the Required”).
Tactician class level of the character (e.g., a 5th-level
Tactician can have 3 Stratagems, 2 Maneuvers, etc.) ※Note when acquiring Stratagems: There are limits to
Note that some Stratagems and Maneuvers require a the types of Stratagem that can be used (see “Rank and
minimum class level to obtain them. Additionally, some Types of Stratagems” on page 32). Please take this into
stronger Stratagems and Maneuvers are restricted by level, consideration when obtaining a Stratagem.
limiting their use to more experienced Tacticians. They can ※Note when acquiring Maneuver: Some Maneuvers
only be acquired after the character has reached a sufficient require the acquisition of other Maneuvers. Please be
Tactician level. careful not to skip acquiring previous Maneuvers.
Here are the rules for using Stratagems and Maneuvers. Vocalization
Stratagem and Maneuver both require the Tactician's
Requires Strategist Insignia voice, which cannot be omitted even if Nightmare's
Stratagems and Maneuvers can only be used if the [Alternate Form] is used.
Tactician is wearing the Strategist Insignia (see p. 34).
Stratagems Used with Minor Action Once per Round
It Can Only be Used During Combat The Tactician may use Stratagem with Minor Action.
Stratagems and Maneuvers should only be used in However, they can use them only once per round.
combat situations. These techniques are related to combat
and are used to adapt to the battle situation, such as the Maneuvers Can Also Only be Used Once per Round
positional relationship between the enemy and allies. As a rule, Maneuver can also be used only once per
round.
It is possible to use one Stratagem and one Maneuver
per round.
29
No Restriction on Movement the same character, the affected character can choose to
Stratagems and Maneuvers can be used regardless of discard the previous effect and accept the new one or keep
whether the character moved with either Limited Move, the previous effect and reject the new one.
Normal Move, or Full Move.
Use with Spellsongs and [Battle Hymn]
Stratagem has Rank and Type Restrictions Spellsongs and [Battle Hymn], which use sounds like
The number of Stratagems that can be used is restricted Stratagems and Maneuvers, respectively, can be combined
according to their rank and type (see “Rank and Type of with Stratagems and Maneuvers. This is possible because
Stratagems” on page 32). Therefore, the Stratagem to be Stratagems and Maneuvers can be incorporated into the
acquired when the Tactician class level is increased should song, allowing the Tactician to use them while performing
be selected in consideration of these restrictions. Spellsong or [Battle Hymn].
Stratagem and Maneuver Success Values and Stratagems, Maneuvers are Non-Magical
Resistances Stratagems and Maneuvers are not magical and,
Stratagems and Maneuvers are effects with a success therefore, cannot be detected with [Sense Magic] or [Mana
value of 0. Search].
A target that is willing to resist Stratagems or Maneuvers Combat Feats like [Metamagic/**] which affect only the
will automatically succeed in resisting. use of spells, cannot affect Stratagems and Maneuvers.
Stratagem and Maneuver will only affect characters that Being an Ally
meet all of the conditions listed here. Stratagem affects only those characters that Tactician
recognizes as allies at the time Stratagem is used.
Stratagems Do not Affect Tactician Themselves Note that Stratagem has no effect on characters that the
Stratagem has no effect on the Tactician themself, Tactician recognizes as allies but does not recognize their
except in cases where it is indicated that it also affects the existence because they are hidden or invisible.
Tactician in exceptional cases.
All sections of a Tactician are not affected by Stratagem, Commanding Area
even if the Tactician has multiple sections. The commanding area indicates the area within which
the Tactician is aware of the battle situation and can give
appropriate instructions by voice.
30
Part 1 Character
Stratagem affects only those characters that are within Note that even if Tactician uses a way to speak remotely,
the commanding area centered on the Tactician when used. such as familiar, [Remote Doll], or Linkpearls to send a
However, once a character is affected by Stratagem, it voice from a remote location, the effect of Tactician's
will continue to be affected by Stratagem for the duration of Stratagem will not be available from outside the
the effect, even if it moves out of the Tactician's commanding area mentioned above.
commanding area afterward.
The commanding area is determined by the Tactician's Low, Average, or High intellect are Needed
“Adventurer Rank” (see CR II, p. 114), as shown in the Stratagem and Maneuver affect only those characters
table below. whose intellect is either Low, Average, or High.
Edge is a measure of the tactical situation that only the A Tactician cannot declare “use of Stratagem or
Tactician can understand. It is increased by planning and Maneuver”, “use of item”, or “use of Combat Feat” with
finding advantageous positions and enhanced by Edge cost greater than their “current Edge value”.
Stratagems. By utilizing Edge, the Tactician can easily find
a winning opportunity. Edge Accumulation: +X
Edge can be used to pay for the “Edge cost” of Stratagem Within the Stratagem data, there is a line that reads
and Maneuver. “Edge Accumulation +X”. This line signifies that when this
Stratagem effect is applied to at least one target, the
Accumulated Only During Combat Tactician gains X Edge points. However, it is possible for
The Edge of all Tacticians at the start of combat is 0. there to be a note indicating that “No Edge can be
Edge is a number that accumulates only during combat; accumulated”.
when the GM declares that the combat is over, the Edge of In other words, if there is no target within the range of
all Tacticians becomes 0. the Stratagem, the Tactician will not gain any Edge points
from it. Additionally, the Edge gained is constant, regardless
Not Shared Between Tacticians of the number of targets affected by the Stratagem.
Edge can only accumulate from Stratagem, Maneuver,
items, and Combat Feats used by the Tactician themself. It Loss of Edge
does not accumulate from effects used by other Tacticians. Edge may become 0 because of paying the Edge cost or
If the data for Stratagem, Maneuver, Item, or Combat at the end of combat.
Feat states that “Edge Accumulation”, it refers to the If a Tactician is disabled (unconscious, sleeping,
Tactician themself who declared the use of the effect. petrified, dead, etc.), the Tactician's Edge is reduced to 0.
Tacticians who are unable to fight cannot gain Edge.
Edge Cost
Stratagem and Maneuver have a “Edge Cost”, which is
the number of Edge points that must be paid (reduced) to
use the Stratagem or Maneuver.
31
Stratagem is the tactical command that a Tactician issues -1 Rank for the Different Type
to their allies. Preparation, order, and direction of the If the Stratagem used in the previous round is different
operation are important to achieve more advanced from the one you want to use for the current round, you can
operations. The “Rank” and “Type” of the Stratagem use only the Stratagem that is one rank lower than the
represent these values. Stratagem used in the previous round for the current round.
Stratagem has a “Rank” and a “Type”. Both affect the However, regardless of the previous rule, the character
order in which Tactician uses Stratagem. can always use Rank 1 Stratagems of any type.
(Example 1: If Rank 3 Attack type were used in the
Overview of Ranks previous round, only Rank 1-2 of non-Attack type
Rank indicates the strength of Stratagem, and there are Stratagem can be used in the current round.)
five ranks from 1 to 5. The lower the rank value, the weaker (Example 2: Even if you have used Rank 1 Attack type
the Stratagem, and the higher the rank, the stronger the in the previous round, you can use Rank 1 Non-Attack type
Stratagem. As the battle continues and rounds are played, Stratagem in the current round.)
higher ranks of Stratagem become available.
The Inspirational Type is Special
Overview of Types Stratagems of the inspirational type are treated
The type affects the general trend of Stratagem effects differently from the preceding rules.
and the ranks of Stratagems that can be used, and there are If you are using a different type of Stratagem and you
five types of Stratagems. want to use a new Inspirational type, you can use it “up to
the same rank as the previous one” (no need to reduce it by
“Attack”: Increases mainly physical damage. -1).
“Evasion”: Increases evasion against physical attacks. If you are using an inspirational Stratagem, and then you
“Defense”: Increases Defense and damage reduction. can use “up to +1 rank” of any type.
“Resistance”: Increases resistance.
“Inspirational”: Inspirational Stratagem that doesn’t belong Example of Stratagem Rank/Maneuver and Edge Usage
to any other type. All Inspirational Stratagems allow the use Here is an example of Stratagem's rank increase.
of Stratagem of different types of the same or higher rank in Stratagem must always be used from Rank 1. For
the next round. example, even if a Tactician has a 10th level Tactician has
learned [Flowing Fortunes III] (Rank 3), they cannot use it
Start with the First Rank from the first round of combat.
Tactician is limited in the number of Stratagem ranks it Edge is also accumulated through the use of Stratagems.
can use. The Stratagem that the Tactician may use at the Some Maneuvers and high-ranked Stratagems require an
beginning of a battle is limited to those of Rank 1. Edge cost. Such Maneuvers and Stratagems can only be
Also, if the Tactician has not used a Stratagem in the used if the Edge cost is high enough to be consumed in
previous round, the Stratagem that can be used is limited to addition to the Stratagem's rank requirements.
those of 1st rank. Please refer to the following specific examples.
32
Part 1 Character
result, with Edge cost 1, he uses Rank 2 Stratagem [Injury Then use [Maneuver: Unexpected Blow II] with Edge cost
Assessment] (0 total Edge). 5 (total Edge will be 3 points). 3 Edge points will be left, but
Maneuver can be used only once per round.
Round 5
Due to the effect of the Rank 2 Stratagem [Injury As in the example shown here, the Tactician must keep
Assessment] used in the previous round, a Rank 3 in mind the following three points: the rank and type of
Stratagem can also be used regardless of the type. Stratagem in use (-1 rank if switching to another type),
Therefore, Rank 3 Stratagem [Surging Offense III: True management of Edge, and a limit of one Stratagem and one
Aim] is used, Tactician's Edge +1 (1 total Edge). Maneuver per round.
33
Strategist Insignia Base Price: 100
Badge with a simple design, about the size of a Accessory: Head, Neck, Back, Right
Popularity 6 App. Item Class
small coin. Hand, Left Hand, Waist.
Summary Required for the use of Stratagems and Maneuvers Era Magitech Civilization
Effect Wearing this item as an accessory satisfies the requirements for using Stratagems and Maneuvers.
Tacticians can request the following renowned item's personal equipment (see CR II, p. 112) if they want to, with sufficient
cost and reputation.
34
Part 1 Character
△FRONTLINE MASTERMIND
Prer. Tactician Level 5 or higher Use -
Appl. Instant Risk None
Sum. Edge +2 when acting first
ADDITIONAL STRATAGEM /M ANEUVER I The user of this feat accumulates +2 points of Edge if
Prer. Tactician Level 1 or higher Use - their own Initiative success value is greater than the
Effect
maximum value of the enemy's Initiative (or greater than
Sum. Learn one Stratagem or Maneuver
or equal to the Initiative of the monster data).
This Combat Feat mastery allows for an additional +1
Stratagem or Maneuver to be acquired, resulting in a
Effect
total of “Tactician class level +1” Stratagems and VERSATILE
Maneuvers that can be learned. Prer. Tactician Level 9 or higher Use -
Appl. Instant Risk None
ADDITIONAL STRATAGEM /M ANEUVER II Sum.
Edge +2 when using a Stratagem that is 2 ranks lower
[Additional Stratagem/Maneuver I]/Tactician than the previous one.
Prer. Use - The user can declare this feat immediately after using
Level 5 or higher
Sum. Learn one Stratagem or Maneuver (Two in total) a Stratagem of two or more Ranks lower than the one
The number of Stratagem or Maneuver that can be used in the previous round. For example, if the user used
Effect learned is increased by an additional +1 (total +2) from Rank 3 in the previous round, they can declare this feat
[Additional Stratagem/Maneuver I] Effect if they start at Rank 1. If Rank 4 is used immediately
before, they can declare this feat if they start at Rank 1 or
2. If Rank 5 is used immediately before, they can declare
ADDITIONAL STRATAGEM /M ANEUVER III this feat if they start at Rank 1, 2, or 3. Using this feat will
[Additional Stratagem/Maneuver II]/Tactician Level 9 earn the user 2 points of Edge.
Prer.
or higher
Sum. Learn one Stratagem or Maneuver (Three in total)
The number of Stratagem or Maneuver that can be
Effect learned is increased by an additional +1 (total +3) from
[Additional Stratagem/Maneuver II]
35
②Type: Affects usable Stratagems.
⏩Finding Flaws ③Rank: Affects usable Stratagems.
Type Inspirational Rank Rank 1 ④Edge Cost: Paid to declare the use of a Stratagem.
Edge None ⑤Edge Accumulation: The amount of Edge accumulated
Edge Accumulation +1
Cost by the Tactician when the Stratagem effect is applied to one
Sum. Extra Damage for Weak Points +1 or more allies (see p. 31).
It gives instructions to strike the enemy's weak point ⑥Summary: A quick explanation of the Stratagem.
more efficiently.
⑦Effect: An in-depth look at the specifics of the Stratagem.
For 10 seconds (1 round), the targets gain a +1 to
Effect Usually, they do not apply to Tactician themselves. If the
Extra Damage for detected weak points against enemies.
The Tactician using this Stratagem may choose to effect conflicts with the rules of Stratagem, the effect will
use a Rank 2 Stratagem of any type in the next round. take precedence.
①Stratagem Name: The name of the Stratagem. Since all
Stratagems are used with Minor Action, the name is
prefixed with “⏩” to indicate this.
36
Part 1 Character
⏩Ironclad Defense I
Type Defense Rank Rank 1
Edge
⏩Hymn of the Brave
None Edge Accumulation +1
Cost Type Inspirational Rank Rank 1
Sum. Defense +1 Edge
None Edge Accumulation +1
Commands a move to fortify the defense. Cost
Effect The target's Defense is increased by +1 for 10 Sum. Limits Spellsong's targets
seconds (1 round). The Stratagem can exceptionally target the
Tactician themself.
⏩Ironclad Defense II: Solid Form This Stratagem adds lyrics to Spellsong and limits
the targets to which the effect can be applied.
Type Defense Rank Rank 2 The Tactician can now specify whether the effect
Edge Effect should be applied to an “enemy” or “friend”.
None Edge Accumulation +1
Cost For the duration of 10 seconds (1 round), Spellsong
Sum. Defense +2 effects used by the Tactician will only affect the side
Command a stance to withstand attacks from the specified by the Tactician.
enemy. The Tactician using this Stratagem may choose to
Effect use a Rank 2 Stratagem of any type in the next round.
The target's Defense is increased by +2 for 10
seconds (1 round).
⏩Secret Revival
⏩Ironclad Defense II: Iron Armor Type Inspirational Rank Rank 2
Type Defense Rank Rank 2 Edge
None Edge Accumulation +1
Edge Cost
None Edge Accumulation +1
Cost Sum. Reroll Monster Knowledge
Sum. Physical or magic damage is reduced by 1 point Tell the characteristics of the monster again and
Commands a defensive posture, limiting all stimulate the memory of allies.
damage. When the Tactician uses Stratagem, the Tactician
The Tactician specifies either physical or magical specifies a monster of the enemy in combat. As soon as
Effect Effect this Stratagem takes effect, each target can immediately
damage when using Stratagem and reduces the target's
damage by 1 point for 10 seconds (1 round) when make a Monster Knowledge check against the monster
specified damage is dealt to the target. designated by the Tactician, regardless of its turn.
The Tactician using this Stratagem may choose to
use a Rank 3 Stratagem of any type in the next round.
⏩Defiant Stand I
Type Resistance Rank Rank 1 ⏩Surging Offense III: Roaring
Edge Flame
None Edge Accumulation +1
Cost
Type Attack Rank Rank 3
Sum. +1 for one Fortitude or Willpower
Edge
The Tactician predicts magic and unique skills from None Edge Accumulation +1
Cost
the enemy and commands to prepare for them.
The Tactician specifies Fortitude or Willpower Sum. Physical damage +3
Effect when using Stratagem, and for 10 seconds (1 round), the Commands an efficient attack that deals heavy
targets gain a +1 bonus to the Tactician's Skill Checks. damage.
Effect
The targets lose this effect if it performs even one of the For 10 seconds (1 round), the targets gain +3 to
specified checks. physical damage when making melee or ranged attacks.
37
⏩Surging Offense IV: Blaze ⏩Ironclad Defense III: Armored
Type Attack Rank Rank 4 Core
Edge Type Defense Rank Rank 3
None Edge Accumulation +2
Cost Edge
None Edge Accumulation +1
Sum. Physical damage +3 Cost
Commands efficient moves with the Tactician's next Sum. Physical and magic damage reduced by 1 point
move in mind. Commands to anticipate any damage and directs a
Effect
For 10 seconds (1 round), the targets gain +3 to safer and more reliable defense.
physical damage when making melee or ranged attacks. When physical or magical damage is applied to the
Effect
targets within 10 seconds (1 round), the damage is
⏩Surging Offense IV: Radiant reduced by -1 point. Note that poison, disease, or curse
damage cannot be reduced.
Strikes
Type Attack Rank Rank 4 ⏩Ironclad Defense IV: Castle
Edge
Cost
None Edge Accumulation +2 Armor
Type Defense Rank Rank 4
Sum. Physical damage +1, Accuracy +1.
Commands a direct attack with the Tactician's next Edge
None Edge Accumulation +2
move in mind. Cost
Effect For 10 seconds (1 round), the targets gain a +1 Sum. Defense +3
bonus to Accuracy checks and +1 point to physical Commands efficient defense with the Tactician's
damage when making melee or ranged attacks. next move in mind.
Effect
The target's Defense is increased by +3 for 10
⏩Flowing Fortunes III seconds (1 round).
38
Part 1 Character
39
⏩Maneuver: If the Maneuver can be used with Minor Action, it will also
Conditions - be marked with a ⏩.
Unexpected Blow I
Prer. None (used with Minor Action) ②Prerequisite: If a Maneuver must be learned before
Edge acquiring the Maneuver, this field will have the required
3 Edge Maneuver listed.
Cost
Sum. One time Accuracy check +2 and physical damage +2 ③Conditions: If there are special conditions for use, they
The Tactician themself demonstrates a strategy to will be described here.
take advantage of the enemy's weakness. ④Edge Cost: Represents the number of Edge points
For 10 seconds (1 round), when the Tactician needed to be paid to declare the use of Maneuver (see p.
Effect
themself makes a melee or ranged attack, they gain a +2 29).
bonus to Accuracy checks and +2 points of physical ⑤Summary: The following is a short description of the
damage dealt per attack. This effect is lost after one use. effect of Maneuver.
⑥Effect: This is a detailed description of the Maneuver's
①Maneuver Name: The name of the Maneuver, which can effect. As a rule, the duration of the Maneuver is Instant. If
be used only once in 10 seconds (1 round). “△” indicates the effect conflicts with the Maneuver rules, the effect will
that the Maneuver can be used during Combat Preparation. take precedence over the Maneuver rules.
⏩Maneuver:
Conditions -
Careful Guard I
△Maneuver: Prer. None (used with Minor Action)
Conditions -
Strategic Ingenuity Edge
3 Edge
Prer. When making an Initiative check Cost
Edge Sum. Physical and magic damage reduced by 4 points
None Tactician predicts all enemy attacks against them.
Cost
An Initiative check can be made with “Tactician class + For 10 seconds (1 round), when Tactician
Sum. Effect themselves receives physical or magical damage, the
Intelligence modifier + 1”.
damage is reduced by 4 points. Note that poison, disease,
Tactician can use their intelligence to gain the upper
or curse damage cannot be reduced.
hand over the enemy.
Effect During the Initiative check, Tactician can optionally
use as the standard value “Tactician class +Intelligence ⏩Maneuver: Conditions -
modifier +1”. Resistance I
Prer. None (used with Minor Action)
⏩Maneuver: Edge
Conditions - 3 Edge
Unexpected Blow I Cost
Prer. None (used with Minor Action) Sum. Fortitude and Willpower +3
Edge The Tactician can predict enemy magic and unique
3 Edge skills to prepare for them.
Cost Effect
For 10 seconds (1 round), the Tactician gains a +3
Sum. One time Accuracy check +2 and physical damage +2
bonus to either their Fortitude or Willpower.
The Tactician themself demonstrates a strategy to
take advantage of the enemy's weakness.
For 10 seconds (1 round), when the Tactician ⏩Maneuver:
Effect Conditions -
themself makes a melee or ranged attack, they gain a +2 Concentration I
bonus to Accuracy checks and +2 points of physical Prer. None (used with Minor Action)
damage dealt per attack. This effect is lost after one use. Edge
3 Edge
Cost
⏩Maneuver: Sum. Once +1 to Spellcasting check
Conditions -
Foresight I The Tactician uses prepared incantation to increase
Prer. None (used with Minor Action) the spell success rate.
Edge For 10 seconds (1 round), once when the Tactician
3 Edge Effect
Cost themself makes a Spellcasting check, they gain a +1
bonus to the success value of the Spellcasting check.
Sum. Evasion +3
Once this bonus is applied, the effect disappears.
Tactician predicts enemy attacks.
Effect For 10 seconds (1 round), the Tactician gets a +3
bonus to Evasion checks made themself.
40
Part 1 Character
41
Part 2 World
42
Part 2 World
In the history of the world of Raxia, magic has always resources, and military might to further research and create
had its role. more powerful spells.
In this section, we will summarize the many systems of Among them, the long-lived Elves and Drakes have
magic and explain how they came into being and have been been recorded in many histories as the overwhelming
handed down to the present day. wizard-kings. It can be seen that this period was quite
disadvantageous for Humans with short life spans.
In this period, various kinds of magic existed, now lost
and known only in legends. Legend has it that the wizard-
Divine Civilization Schnell is said to have existed more king and the aristocrats who reigned during this period
than 10,000 years ago. The first magic appeared in this could make a person their servant by simply glaring at them.
period. Golem creation and undead research were also active
However, it seems that the term “magic” referred back during this period, and some of the golems and undead
then to the various miracles the gods used rather than those created at this time are still alive and well today.
performed by chanting spells or other means as we know Many powerful magical items were created, and such
them today. artifacts are rarely found among the ruins of the Ancient
There are various theories about whether the divine Magic Civilization period. It is said that if one could obtain
miracles of the past were similar to what we now call Divine them now, it would not be difficult to destroy a country and
Magic. However, since those who have mastered the Priest establish a kingdom of one's own.
class and can hear the voice of God still use Divine Magic
today, it is believed that it is similar to the Divine Magic of
the past.
It is said that people who were recognized by God were
sometimes given this miraculous power, and there is strong
In the late Magic Civilization Period, the summoning of
support for the theory that this was the beginning of Divine
Daemons became popular.
Magic.
Daemons, the inhabitants of the other world, were so
powerful that even a single Daemon was as strong as a whole
army unit, and depending on the summoner, they could
play a trump card in defeating a wizard-king, making them
very useful.
It is well known that at the end of the War of the Gods, Summoning Arts developed in the midst of the period.
the third sword Cardia shattered by itself, and the world was This magic system, which can summon and draw the power
filled with mana. of Daemons, was probably the most rapidly developed
Although it is impossible to verify this claim, the world system in the long history of the Magic Civilization Period.
of Raxia is rich in mana, which serves as an important Eventually, wizard-kings competed to summon the most
source of magic. This vast amount of mana has resulted in powerful Daemons to be their servants. Or, in search of
the creation of “magic,” which is the technique of more power, they tried to go to the Daemon world or called
manipulating and materializing mana in various forms in Daemons one after another while keeping the gate open.
without relying on the power of God. However, it may have all been a ruse by Daemons.
In the early days of the Magic Civilization, all spells were The wizard-kings, who had been masters of magic
simply referred to as “magic”. Through research, study, enough to manipulate all things in the world, eventually
practice, sublimation, reconstruction, and systematization became overwhelmed with their Daemons and opened a
by outstanding magicians, Truespeech Magic and huge hole called “Abyss”.
Spiritualism Magic were established. These two forms of Realizing their mistake, the wizard-kings and their allies
magic are still in use today. tried their best to close the huge hole to the other world. As
Fairy Magic and Nature Magic were also established and a result, Daemons can no longer come to the world of Raxia
developed at this time, but these magic arts, which require on their own, but they are still unable to completely close
more individual talent and sense, did not spread widely. the hole to the other world, and the threat of Daemons is
Truespeech Magic and Spiritualism Magic, on the other still present throughout the Alfleim continent.
hand, require a good brain and talent. However, research Then, the wizard-kings lost their power, and Magic
and study provide a solid foundation for accumulating Civilization rapidly collapsed.
theories and knowledge, leaving ample room for developing
and sublimating these magic arts into something more
powerful.
However, few who truly understood magic could learn The oppression of the wizard-kings was over, and the
and practice it correctly, and even fewer could become good Alfleim continent had returned to the people.
wizards. Only those with the talent to take over and develop However, despite their tyrannical ideals, there was a
the unique secret spells became rulers. certain order when the wizard-kings existed. But when the
During the Magic Civilization Period, which lasted powerful monarchs and their magical powers were
several thousand years, the ruling class was dominated by withdrawn, the civilization of the continent of Alfleim went
powerful wizards. They used their power, abilities, financial
43
into retreat. The threat of the Daemons, the legacy of the advanced civilization for granted. This led to the collapse of
wizard-kings, must have greatly influenced this. the Magitech Civilization and the Diabolic Triumph - a
People who had lost their rulers desperately banded catastrophe that shook the entire world of Raxia, destroyed
together to protect themselves from the threat of Barbarous, civilization, and engulfed it in a massive wave of Barbarous
Daemons, Undead, etc. This period is estimated to have rebellion.
lasted several hundred years and was a period of misery that Since the Diabolic Triumph, civilization has regressed
is so dark that it can truly be called the Dark Ages dramatically, and the world has become an age of the weak
(documents and records from this period are surprisingly and the strong, where the Barbarous roam the land.
scarce). Under such circumstances, a new trend of magic Nevertheless, the legacy of Magitech Civilization - its many
research emerged with the slogan “magic for the masses”. magical items and technologies - is still valued and utilized
This led to the later Magitech Civilization. today. Many cities continue to utilize the infrastructure of
the Magitech Civilization Period, while adventurers visit the
ruins to recover lost technology and knowledge.
The values established and fostered during the Magitech
Civilization Period, such as the value of life, helping people,
and the spirit of cooperation and order, have remained the
In order to avoid a return to the era of unreason and norms of the people even in these tragic times. And in the
tyranny, where powerful wizard-kings with unique skills daily struggle for survival, various magics that did not receive
ruled the world, people began to search for a new way of much attention in the Magitech Civilization Period are
magic: magitech. being rediscovered or revisited.
Magitech was developed with the belief that it should be Truespeech Magic, Spiritualism Magic, Divine Magic,
easy for anyone to use, universally effective, and available in Fairy Magic, Nature Magic, and Summoning Arts are
large quantities. This was the opposite of the Ancient Magic among the various magic systems that coexist and are valued
Civilization, which sought to monopolize the power of in parallel in the current age. Although some still dislike
magic. other magic systems, among adventurers, there are few
It's unclear how magitech was established or by whom. barriers between them. The better adventurers learn
Some say that it was the result of several generations of multiple magic systems at the same time and use them
Humans with short lifespans, while others claim that a effectively. In a sense, the present may be the era with the
brilliant Nightmare supported the research from the greatest potential for the development of magic.
shadows for several hundred years. During the Ancient
Magic Civilization period, Elves flourished but disliked
magitech and disappeared into forests and remote islands.
Even now, Elves have a strong sense of distrust and
avoidance toward magitech, and few actively try to learn it.
In contrast, Magitech Civilization, centered on Humans,
developed slowly at first but grew rapidly after the
emergence of magispheres and their mass production.
During the early days of the Magitech Civilization, their
slogan was “magic for the masses.” The magispheres were
able to transform mana into magic by simply activating them
with a few words. The fact that the Magitech Civilization was
not monopolized by politicians and the powerful, but was
accessible to the masses, was a major breakthrough for the
civilization.
With the development of Magitech, the lives of the
masses became more convenient and affluent. The
invention of Swords of Protection, which were also
produced with the help of Magitech, eliminated the
Barbarous threat. However, Truespeech Magic and
Spiritualism Magic, which were heavily reliant on talent,
declined, and many of their secrets were lost. Divine Magic
also lost its influence, and the Fairy Tamers were rumored
to have disappeared deep into the forest with the Elves.
Although the gap between the rich and the poor and
wars was not completely eradicated, this was still one of the
most peaceful times in history.
44
Part 2 World
Magic has become a part of the people's daily lives on Masses,” was undoubtedly born from the thoughts of these
the Alfleim continent. people.
Although not as vibrant as during the Ancient Magic So, the sorcerers got together and formed the Magician's
Civilization Period and Magitech Civilization Period, the Guild, despite the selfishness of many of them. Its
magic of today still thrives, despite the enormous amount of formation is said to date back to the early days of the
knowledge and technology that has been lost. Magitech Civilization.
This section will introduce some of the relationships The Magician's Guild continues to study magic and
between magic and people. educate people that they are no longer tyrannical rulers. As
part of such efforts, they open schools for the non-magical
public and use their magical powers for the benefit of
others. Thanks to these efforts, the literacy rate of the
people has increased, and it is believed that this has
contributed to the spread of trade common language.
The most relevant magic system in people's lives is Of course, on the other hand, there is also an institution
magitech. This is because the Magitech Civilization Period for training elite sorcerers. These are special towers called
is the most modern civilization, and magic was widespread “Swords of Knowledge,” where only the truly talented are
during that time. invited to learn the secrets and depths of magic that are not
A common example of magitech is found in large cities. open to the general public. It is said that many artifacts and
Magitech is installed in main streets, castles, outer gates, and spells that are dangerous to handle with the current
other places where lights are needed at night. They use a knowledge and technology are stored and sealed in these
small amount of mana to shine throughout the night. Swords of Knowledge, which have been protected by
The water and sewage systems of cities that used the secrecy since ancient times.
Magitech Civilization Period city sites are also hidden from In addition to sorcerers and conjurers, the guild also
view. Although not all of them are still in use, the trains and manages Daemon Tamers, who handle
infrastructure is robust. Even today, 300 years after the Summoning Arts, and supports their activities as Daemon
Diabolic Triumph, some of them still function well. Hunters.
The Institute of Magitechnology manages and maintains By using magic for good and educating people about its
these useful magitechs in daily life. They strive to restore the usefulness, sorcerers protect themselves from excessive
peace and prosperity of the city, little by little, to how it once prejudice. In fact, magic has become an indispensable force
was. in the current threats posed by Barbarous and Daemons.
Most of these magitechs were restored by repairing and
analyzing magitech components that adventurers found and
brought back from exploring ruins. Not everyone is aware
of this, but many are grateful for the work of adventurers
every time they see the bright light of the magic lamp at
night. Since the Divine Civilization, the people of the world of
Raxia have worshiped the gods. Today, this practice is still
very much a part of the culture, and one can easily find a
shrine or temple in any town or small village.
The legends of the wizard-kings from the Ancient Magic The role of these temples is multifaceted. In addition to
Civilization Period, who ruled the people with powerful serving as places of worship, they also help build community
magical powers, are still known today. by bringing people together. There, they share myths and
Due to their association with Truespeech Magic and stories, common knowledge, morals, and values, and in
Spiritualism Magic, sorcerers and conjurers are often feared some cases, offer educational opportunities for learning to
and regarded as distant relatives of wizard-kings by the read, write, and do arithmetic.
general public. Temples also serve as healing centers. Priests of high
Truespeech Magic specializes in offensive magic, while rank are skilled in divine-type magic and are excellent
Spiritualism Magic can manipulate the souls of the dead. To healers. People turn to simple medicines, medical attention,
the average person, these types of magic are nothing more and potions for routine injuries and illnesses. However, they
than deadly weapons. It is natural for people to be cautious seek help from the temple for serious injuries and illnesses.
when dealing with sorcerers and conjurers who possess such In some cases, money is required to ask for healing spells,
powerful abilities. or believers may leave money as a gesture of gratitude. In
But the Magician's Guild, which continues to study emergencies, however, the shrine will offer its help to heal
ancient magic and work to revive, preserve, and pass on its the injured or sick free of charge.
theories and techniques, refuses to be satisfied with being And to protect their existence, temples are sometimes
merely a feared organization. armed. They may defend their faith by practicing martial
Since the collapse of the Ancient Magic Civilization, the arts and training their minds and bodies, or protectors may
sorcerers have experienced persecution and prejudice. be a part of the faith itself (Blazing Emperor Grendal, Shield
They were hunted down by the people they had dominated Against the Abyss Eve, etc.).
and at one point, were almost completely eradicated. The armed forces of temples can help maintain local
Magitech Civilization, with its slogan “Magic for the security and serve as a defensive force against foreign
45
enemies. In small villages located in remote areas, it is forests and remote islands. Fairies are hard to find in a city
impossible to have an army, and it is difficult to rely on the built of stones, and the spirits of plants and animals do not
local lord's defense force. In such cases, the paladins who show themselves.
live in the temple can serve as an important fighting force. As a result, people living in urban areas have never seen
Temples have had three roles since ancient times: fairies or spirits and have either forgotten or misunderstood
“school,” “hospital,” and “army.” They have been respected their existence.
and trusted by the people. In addition, temples are also Especially in the chaotic period immediately after the
responsible for important ceremonies such as weddings, Diabolic Triumph, the forest was frightening for people to
funerals, and childbirth celebrations. hide. They did not know where the Barbarous or the beasts
Depending on the deity, the character of the temple may were lurking and thought about forests as the breeding
differ. But no matter which god it is, the above roles remain grounds for evil creatures.
largely the same, and the temple exists as a stronghold of To the ignorant and fearful people, there was no
the people. difference between Fairies, Spirits, Barbarous, Animals, or
Mythical Beasts. So, people built cities and walls and
retreated within them.
Even today, the “fear of being outside the city” persists,
Fairy Magic and Nature Magic are often unrecognized and the understanding of Fairy Tamers and Druids has not
or misunderstood by the public. Both types of magic are progressed much. It seems they do not expect the
rooted in the natural world and are seldom observed by city townspeople to understand them either.
dwellers. Fairies, in particular, are rarely seen by most While it is true they live in different environments, they
people, and when it comes to spirits, most of them are believe it is better to live in harmony than to clash with each
confused with fairies or have never heard of them at all. other.
In the early days of Magitech Civilization, Fairy Tamers On the other hand, Druids, who are often like priests
were a part of daily life, and they played various roles with for the forests, are similar to a priest in the city. In such
the help of fairies. However, as magitech developed and situations, they are feared but respected, and they may teach
cities grew larger, the opportunities to see Fairy Tamers and guide people as if they were a bag of wisdom or a judge.
diminished and their role in people's lives became less However, Fairy Tamers who work with free-spirited
prominent. fairies often dislike taking on formal roles and rarely align
It is believed that this is the reason why Elves dislike themselves with leaders or authorities. In their eyes, fairies
magitech and have disappeared into the depths of the come first, and people may come second.
46
Part 2 World
Magic is also used by the Barbarous. their armies. As a result, even after more than 3,000 years,
Most of them are Truespeech Magic, Spiritualism some Barbarous, such as Gremlins and Hugls, can use these
Magic, and Divine Magic magic-users. The reason why magic systems.
these three systems are particularly common is related to Naturally, many of the Upper Barbarous are skilled in
the way Barbarous are involved in magic. magic and may even have inherited secrets that have been
lost in humanoid society.
Likewise, there were those Barbarous who dealt in the
Summoning Arts and even created a Diablo race that
The most prominent form of magic for the Barbarous combined the power of Daemons with Barbarous.
is Divine Magic. Some Humanoids think that Barbarous and magic are
Many of them believe in Dalkhrem, the God of War, unrelated since most of Barbarous are stupid and less
and follow his teachings with fervor. Dalkhrem's influence intelligent. In fact, however, there are many who are good
is strong among the Ancient Gods because the less at handling magic, especially Upper Barbarous, and it
intelligent Lower Barbarous regularly pray to him, should be remembered that they should never be
especially before going into battle or addressing their underestimated.
enemies, without any doubts.
Due to this worship, some Lower Barbarous can use
Divine Magic, and these individuals usually become leaders
of their tribes or groups. Very few Barbarous can handle other magic systems
While there are also devoted followers among the besides the magic system mentioned above. The main
Upper Barbarous, the most notable examples being the reason for this is the presence of soulscars in the Barbarous
Trolls who believe in Dalkhrem and spend most of their soul. In particular, it is difficult for Barbarous to learn how
lives fighting, there are Barbarous who worship gods other to contact fairies and cast Fairy Magic since fairies dislike
than Dalkhrem. However, they are mostly Upper soulscars. They are forced to use quite exotic means, such
Barbarous and are motivated by their own principles, ideas, as the Tannoz tribe, which enslaves fairies.
tastes, and interests. Consequently, they are not as Barbarous have no respect or appreciation for nature,
numerous and powerful as the Lower Barbarous, who animals, and plants, making it challenging to master Nature
blindly follow Dalkhrem. Magic. With the exception of Arbor, who evolved from
Nonetheless, the Upper Barbarous are intelligent and Plants to Barbarous, no Barbarous can handle Nature
effective in making offerings to their deities and converting Magic.
their minions into believers so that these gods are not Additionally, Barbarous harbor a strong hatred for
forgotten or fade away, such as the Immortal Queen Zeides magitech, which persecuted them and drove them to the
of the Nosferatu. brink of extinction. The Androscorpion tribe is the
As a result, Barbarous society tends to be divided exception in their treatment of magitechs because their
between the majority of Lower Barbarous who blindly rationalistic mindset has found value in killing their enemies
believe in Dalkhrem, the God of War, and the Upper by taking their technology away from them. As a result, they
Barbarous, who efficiently worship their own gods. have a strong attachment to magitech in particular.
47
Here you can find an in-depth description of the newly Tactician, and if encountered, they could prove to be of
added classes. great value in battle.
Please use it as a reference for roleplaying characters
who have mastered the new classes and for actual gameplay Druid Class
advice. The existence of Druids, who reside deep in the forest
and the wilderness, is largely unknown to those living in
urban areas. However, those living in remote regions such
as forests and mountains regard them as highly as priests.
The Geomancer and Tactician classes added in this Druids are known to place greater importance on
work, as well as the Druid and Warlock classes added in the nature's workings than on man's. They do not concern
Monstrous Lore supplement, are classes that are generally themselves with worldly affairs, honor, or wealth. However,
not well known to the public or rarely encountered. they are aggressive when dealing with threats and other
This phenomenon is not limited to the general public unworthy entities, traveling throughout the Alfleim
but also affects adventurers. It's not uncommon for continent to fight the Undead and Daemons as part of their
adventurers to have never encountered someone who has training.
mastered this particular class, despite years of activity. Some adventurers may mistake Druids for Conjurers,
The small number of people who have attained mastery Fairy Tamers, or Priests since they call upon the spirits of
of the class, along with differences in living areas, contribute animals and plants found in nature. Nonetheless, Druids
to this situation. However, this does not necessarily mean are often respected and admired, and it is easy to earn their
that people are ignorant of the class. In some cases, trust.
individuals may not be trusted or may be misunderstood
due to the class's low social recognition. Conversely, others Warlock Class
may be surprised by the class's existence and not believe in The threat of Daemons in the Alfleim continent is so
it, viewing it as a legend. great that people hold an extraordinary disgust and fear of
them. Even those who use magic to harness the power of
Geomancer Class Daemons, such as the Warlocks, Daemon Tamers, or
Geomancers are often under-recognized due to the Summoners, are also targets of abhorrence and fear.
rarity and difficulty of mastering their skills. However, there However, the Daemon Tamers in the Alfleim
are some episodes in heroic legends and folklore in which Continent consider themselves Daemon Hunters and
Geomancers and their Aspects appear, leading to their actively engage in defeating Shallow Abysses and Daemons.
recognition as legendary beings. They gain a certain level of respect and trust from those who
As powerful individuals who use the laws of creation as know them.
their power, Geomancers occasionally appear in old On the other hand, Warlocks are feared and kept at a
legends, using their mysterious abilities to fight off enemy distance due to their proximity to Daemons and the fear
armies and monsters. Their natural ability to manipulate that Daemons may run amok and unleash their power at
natural phenomena sets them apart from well-known magic, any moment. For this reason, many Warlocks travel in
further contributing to their legendary status. secret so as not to cause unnecessary trouble.
While the Aspects that Geomancers work with are often Of course, there are those who succumb to the
portrayed in an exaggerated manner in heroic tales, in temptations of the Daemons, and it is the role of others to
reality, they manipulate the Qi of heaven, earth, and spirit defeat such fallen Daemon Tamers.
to cause various phenomena. Witnessing their abilities in Thanks to the efforts of Daemon Tamers, the Daemon
action may leave you amazed or at the very least, respectful threat is being reduced on a daily basis. However, the
of their existence. existence of a few fallen Warlocks who run amok
exacerbates the threat to other Warlocks. The more
Tactician Class Warlocks are active, the more Daemons are likely to run
The presence of a Tactician, who skillfully leads their amok. This dilemma makes them suffer and keeps them
troops and inspires their morale in the pursuit of victory, is away from the world. Nonetheless, many Warlocks cherish
well-known. However, such individuals are typically their relationships with their trusted friends.
associated with the armies of large nations or the inner
circles of kings and are not commonly encountered.
In fact, the best Tacticians are often humans serving the
state or the king, with little contact with the general public,
as generals or government officials. Nevertheless, a few
individuals attempt to use their skills for adventure and
become adventurers.
Some aspire to make a name for themselves as
adventurers, serving in various countries or armies, and the
existence of Tacticians is widely recognized. However, few
adventurers have the opportunity to actually meet a
48
Part 2 World
49
with various classes and depending on it, it can act like a
primary class that can skillfully manipulate Aspects.
To become proficient in Geomancy, it is best to learn When combined with a class good at combat, Aspects
from experienced masters. Many Geomancers embark on can be used on the frontlines and engulf many enemies. It
a journey of training under such masters. However, some would be effective to mix offensive or enemy-weakening
choose to learn on their own from old literature or by effects that will show the true power of Geomancers.
sensing the Qi through their talent or instinct. On the other hand, when combined with a rearguard
Fortunately, the Geograph, which is essential to the class, it is a solid approach to learn mainly the
development of Aspects, can still be produced in the post- reinforcement Aspects, considering that the effect will be
Diabolic Triumph era. If it is simple, it can be made focused on allies.
relatively easily. Even during the Magitech Civilization The biggest drawback of Geomancer is that it can only
Period, the Geographs remained a form of divination. This perform Limited Move when the Geograph is deployed.
indicates that people made and used them, even if they did Therefore, it does not work well with frontline characters,
not know how to use them, as a good-luck charm or just to and you have to be prepared to reset your Aspect once you
decorate a room. are moving into the enemy's rearguard.
The Geomancer class has a surprisingly wide range of If Geomancer is a primary class, it's essential to have the
masters from different races. The class does not depend on Combat Feats [Spreading Triad], which increases the
MP or ability scores, and some races, like Grassrunners and number of targets to two, and [Dividing Triad], which can
Soleil, have learned it by intuition. cancel only selected effects. With these two feats,
In the end, knowledge and experience are necessary for Geomancers should be able to manipulate Aspects quite
the usage of Aspects. However, intuition and talent also play freely, although it may not be easy.
a significant role in sensing the Qi and deploying and The key to mastering Aspects is to learn the balance of
manipulating Aspects. “Heaven, Earth, and Spirit” well and to circulate the
accumulated Qi Points so that they are not wasted. It's also
effective to learn an equal number of enhancing and
weakening Aspects to use both.
In general society, the existence of Geomancers is
almost unknown. However, words such as “Qi” and
“Aspects” are surprisingly well-known among fortune-
tellers, royalty, and the upper classes who care about good
fortune.
The Geomancer class is a good choice as a secondary
Humanoids, including some Barbarous, are fond of
class if you want to learn another primary class. Since Minor
divination and sometimes make important decisions based
Classes require fewer experience points and Aspects can be
on its results. As a result, there will always be a demand for
used with Minor Action, they will not interfere with the
mystics and psychics.
primary class. Its effects are also useful even at a low level
Some legends depict Geomancers as manipulators of
because they cannot be resisted.
natural disasters, and some politicians wish to include them
To use the class effectively, characters should learn at
in their ranks in the event of war. To avoid such worldly
least [Spreading Triad], a Combat Feat that doubles the
cares, many of them choose to live in seclusion. However,
number of targets, as early as possible. It will be easier to
once they decide to embark on their path, Geomancers are
handle the Aspects they learn if they select either
said to be excellent guides and find heroes to assist them.
damage/weakening or restoration/strengthening types.
Because of this, Geomancers are thought of as either
“dark horses,” “shady psychics,” or “prophets with
Geograph and Qi
legendary powers.”
The Geograph is essential for controlling Aspects. It can
If Geomancers behave well, they can gain the trust of
take many forms, including a book, a folded map board, or
aristocrats and wealthy people. However, there is also a
a bead containing a structure that resembles a topographic
possibility that they may be viewed with suspicion.
feature. This vessel allows the Geomancer to control the
Aspects and Qi.
According to ancient theory, the lifeblood of the world
(Qi) is older than the mana and still flows throughout the
world. The “earthly energy” that brings blessings is said to
Since the effect of the Geomancer class is uncertain, it come from the first sword Lumiere, the capricious
is a little difficult to use the Geomancer class as the primary “heavenly energy” from the second sword Ignis, and the
class. “spirit energy” that brings wisdom and life from the third
However, Aspects are used with Minor Actions, which sword Cardia as said in some ancient texts.
is its greatest feature, it has a good affinity to be combined
50
Part 2 World
51
The Tactician class can be learned through knowledge, depending on the character's Adventurer Rank, they may
training, and experience. It is an efficiency-oriented skill and need to get very close to the front lines.
does not require much talent, making it an easy class for Since targets can choose whether or not to receive
many people to learn. Although not widely used by Stratagems, multiple Tacticians can be deployed in a party
adventurers, who tend to work in small groups and rely on so that the front and rear can receive different offensive and
intuition, individual talent, and physical ability, a good defensive effects.
Tactician will be welcomed in any group. When developing a Tactician, the choice of Stratagems
and Maneuvers can greatly change their characteristics. If
the Tactician learns mainly Stratagems of the same type,
they may specialize in offensive or defensive fighting. On
Highly ranked Tacticians are widely recognized and the other hand, if the Tactician learns a variety of
respected in society. An army led by a skilled Tactician - Stratagems, they will be able to handle any situation, even if
regardless of whether it is a new or volunteer army - can the effects of each Stratagem are small.
demonstrate the fighting prowess of well-trained soldiers, Maneuvers can also be used to enhance the Tactician
making it valuable in any of Alfleim's ongoing battles. themselves. Although they require the accumulation of
Politicians and kings are always looking for good Edge, which is not always available, many of them are strong
generals to lead their armies and will pay a high salary to and can change the battle situation.
hire highly respected Tacticians. Since every nation wants to The Tactician will be able to play an active role in all
be on good terms with Tacticians, it is relatively easy to situations by skillfully using Stratagems, accumulating Edge,
establish connections with them and find well-known and activating Maneuvers when necessary. The longer the
tacticians across different countries. battle goes on, the more powerful the Tactician's command
becomes, leading their comrades to victory.
52
Part 2 World
53
spirits. Then, when they become somewhat independent, places and hiding in nature. However, the biggest drawback
they are sent on a journey. is the high MP consumption, which depletes instantly since
To connect more deeply with the spirits, many years of Druids can handle many spells at the same time. In a natural
training and practice are required. There are those who environment, Druids can use [Natural Power], which
continue their training journey and return to the forest to generates MP temporarily and save MP by focusing on
devote themselves to communicating with the spirits and support spells and refraining from using offensive spells.
comforting them. Some become adventurers or wanderers. Efficient MP usage is essential for the Druid class,
requiring stoicism in this respect. However, when Druids
are at full power, they are a force to be reckoned with.
Therefore, it is advisable to prepare as many Mako Stones
In urban areas, Druids are rarely recognized. On the as possible and Combat Feats and equipment to reduce MP
contrary, in the forests of the Alfleim continent, they are consumption and avoid running out of MP.
revered as great spiritual leaders.
It takes talent to acquire the Druid class and years of
practice to develop it. For this reason, Druids are most
common among Elves and Meria, and some Druids are also
found among Lykants. Living in a rich natural environment,
Nature Magic is the greatest feature of Druids, but it is
Druids are priests and scholars and often constitute the clan
not compatible with heavily armed warriors as equipping
chiefs and elders.
metal armor imposes a penalty on their Magic Power.
There is a significant perception gap between urban and
However, most attack spells cannot be resisted, so even
remote areas, and Druids are sometimes treated rudely
low-level Druids can be effective as long as they wear non-
when they come to the city. However, the Druids
metallic armor.
understand that people in the city are not well-informed
Any penalty when casting spells does not affect support
about them and try to ignore harsh remarks.
spells that can be used with a Minor Action. If Nature Magic
The Druids also actively try to eliminate the Undead
is used only for support instead of attack, it can still be quite
and Daemons as non-natural beings. In this respect, they
effective. However, to use Nature Magic, a Sacred Tree
are sometimes appreciated and respected by the people
Staff is required. This limits the player's hand-held
affected and are sometimes regarded as strange hermits, but
equipment, such as weapons and shields, and may slightly
are worthy of respect.
impair their freedom in terms of attack and defense.
On the other hand, if Druids learn other Wizard-Type
Classes at the same time, they can use them without stress
because Druids also rely on the same ability scores,
Intelligence and Spirit. Learning multiple Wizard-Type
The Druid class specializes in manipulating Nature Classes can alleviate the high MP cost of Nature Magic.
Magic, which offers a good balance of offensive and It is important to note that while most offensive spells
supportive spells for a wide range of activities. cannot be resisted, they deal physical damage. If a Druid's
Their main role is as an attacker, focusing on attack Magic Power is low, their spells will hardly deal any damage
spells. Nature Magic's attack spells are a stable source of to monsters with high defense. If a Druid wears metal armor
damage since many of them cannot be resisted, and there is and has a spell-casting penalty, it is almost certain that they
no automatic failure in determining damage. will not deal much damage.
At the same time, Druids can also cast supportive spells For these reasons, if a player learns the Druid class as a
with Minor Action, making it possible to use different types secondary class, they should mainly focus on using support
of spells on multiple targets in a single turn. These effects spells and consider the use of offensive spells to be an
include spells that give flying, allow swimming underwater, afterthought.
increase resistance to specific types, or improve Willpower
and Fortitude. [Symbolic Lore], a powerful defensive and
offensive support spell, is also available. Druids can perform
Initiative checks and recover HP, making them highly
versatile in battle.
Their spells are very versatile and can be used for
various purposes, such as delivering messages to distant
54
Part 2 World
55
destroyed for a time, in the end, the Warlocks knew best
how to fight against the Daemons, and so their knowledge
and skills were passed on to the next generation as experts
in the fight against the Daemons.
Even today, on the continent of Alfleim, Warlocks are
feared and discriminated against. Many people misuse their Warlock is a class that can perform a wide variety of
magic and summoning techniques or are misled by the evil activities by itself.
whispers of the Daemons. The main features of Warlock as a main class are
However, honest Warlocks fight to control the power of excellent offensive spells and the ability to summon
the Daemons and destroy them along with their Abyss. Daemons.
During the Magitech Civilization Period, the Warlocks [Avenger] spell, which is the main low-level spell, does
became the mainstream of the war against the Daemons, not require Combat Feat [Targeting] because of its “Area:
even though efficient magitech helped to push them back. Target”, and with [Metamagic/Targets], Warlock can
Despite being feared and prejudiced, the Warlocks of release spells to multiple targets. However, the range of
the Alfleim continent continue to fight Daemons day and Summoning Arts spells is generally short, and their MP cost
night, driven by a strong sense of responsibility and is high, so the character needs to supplement it with Combat
determination. Feats.
They can also summon Daemons and use them in the
battle to greatly increase their presence on the battlefield.
However, the Daemon Action Table is unstable, and
Daemons must be handled with care, as they may fail to
The Warlock class is one of the more difficult Wizard-
return if they suffer damage.
Type Classes to learn. On the Alfleim continent, people are
very averse to Daemons, so even if someone claims that they
are improving their skills and knowledge of Daemons, they
will still face pushback. Additionally, the risk of releasing
Daemons out of control at any time is a major concern. So
far fewer people are willing to learn the basics. Warlocks work best with Warrior-type classes, as their
Due to the scarcity of Warlocks willing to be mentors Summoning Arts include many enhancement spells that are
and many of them still travel to defeat Shallow Abysses, it is useful in melee combat, making them powerful warriors.
difficult to even find someone to learn from. They pair well with Fencer or Grappler classes, as they may
However, on the continent of Alfleim, Warlock is be penalized for wearing metal armor during certain checks.
considered a Daemonic class, even if it is for a good cause, However, metal armor can become an option if a character
and it is possible to learn it at private schools and some is willing to give up offensive spells and focus on self-
magic academies. Learning in such places is the safest and strengthening spells while fighting alongside Daemons.
surest way to learn. Alternatively, Warlocks can combine well with other
On the other hand, Daemons may approach magicians Wizard-type classes for a range of combat styles. Conjurers
and ask them to sign a contract on their own. There is even can create golems to aid in frontline combat, and Fairy
a story of a person who woke up in the morning to find a Tamers, who can summon fairies, are good matches.
Door Daemon at their bedside, pressing them to make a Warlocks are also a good match with Fairy Tamers and
contract with it. However, making a contract with a Daemon Druids because their spells often have an “Area: Target”,
is dangerous, as Daemons are very clever and will try to and they can also skip the [Targeting] Combat Feat and
skillfully lead the initiate to their doom. choose more useful Combat Feats. Additionally, [Daemon's
Arms], which strengthens weapons, also works on ranged
weapons, allowing Warlocks to fight from the rearguard
while saving MP consumption by using the Marksman class.
Although shunned and feared, the presence of
Warlocks on the Alfleim Continent earns a certain amount
of respect.
The people of the continent are always frightened by the
outbreak of Shallow Abysses and the threat of Daemons
emerging from them. For this reason, many harbor
prejudices against Warlocks, viewing them as messengers of
disaster that bring Daemons to their doorstep. However,
they are also considered as those who can control Daemons
and defeat them or fight fire with fire.
Despite this, because it is well known that Warlocks
have a contract with Daemons and can summon them, it is
rare for people to actively seek them out. The general
impression of Warlocks among the public in the Alfleim
continent is that they are the ones to rely on when in trouble,
but it is best not to get too close to them.
56
Part 2 World
57
Due to these
teachings, many people
The holy symbol of Gamel consists of four overlapping in finance and business
rings of different sizes. believe in him as the God
Most of the statues of the god are made in the form of a of Money. It is not
mature man holding a large scale in his hand. uncommon for him to be
worshipped as the God
of Prosperous Business
and the God of
Gambling. Most of his
According to legend, Gamel is a deity who was allowed
followers are Humans,
by Lyphos to touch the first sword, Lumiere and thus
but there are also Dwarven artisans and Lildraken
attained godhood. During the Divine Civilization Period,
merchants who believe in him. Some mercenaries also
when bartering was the norm, Gamel crafted elaborate coins
seem to be devoted believers, as Gamel preaches the
from gold and silver to remedy conflicts over their
importance of contracts.
respective values. This achievement earned him recognition
from Lyphos and ascension to godhood.
The Gamel coins, made of gold and silver, are still in
circulation as the world's common currency and were
established by this Ancient God. As a result, the shape of “Money saved is money wasted; it is only valuable when
gold and silver in Gamel coins excavated from Divine used properly.”
Civilization sites has not changed. “It is not wrong to owe a debt, but it is wrong not to repay
The dogma of the God of Money is strict and it.”
uncompromising, based on the principle of poverty. Also “Great wealth should be used for great purposes. Money
known as the God of Circulation, Gamel does not spent wisely brings happiness and eventually returns as great
encourage excessive wealth accumulation but instead makes value.”
it a virtue to make many people happy. Consequently, many
Gamel followers are wasteful spenders.
Myles' followers
include chefs,
The Myles holy symbol takes the form of a knife and gourmets, farmers
forked spear on a platter represented by a double circle. involved in food
The god is usually depicted as a well-dressed man with a pot production, brewers,
and a knife but rarely as a handsome boy. In rare cases, he artisans, and artists in
is depicted as a Dwarf instead of a Human. the fields of painting
and sculpture. Dwarves
and Lildrakens are
among the most
common followers of
Myles is credited with creating the concept of cooking
Myles, and some Kobolds who are involved in meal
and revolutionizing Raxia's culinary culture, which until
preparation also seem to have faith in him.
then was limited to grilling meat at best. He is said to have
been elevated to the rank of Major God by Lyphos because
he provided nourishment and promoted happiness through
good food and social interaction by sharing the table.
In addition to being a god of cooking, Myles is also “Love begets joy when given with time and effort.”
associated with craftsmanship and the arts. He emphasizes “Happiness and dining are truly delicious when shared.”
the importance of improving things through ingenuity and “Exclusivity breeds strife and self-destruction, much like
manual labor. For this reason, some argue that it was gluttony.”
Grendal, not Lyphos, who raised Myles to the status of a
god, and that Myles was not a Human but a Dwarf. This
theory is widely spread, especially among Dwarves.
58
Part 2 World
Sadur's achievements
and way of life attracted
The statues of Sadur typically depict a young Elf man the attention of Asteria,
who enjoys wandering in the wilderness, with his face carved who raised Sadur to
into a natural stone or large tree as a sign of respect. While godhood while he was
there are temples dedicated to Sadur, they are not located still alive. As a god, Sadur
in the city but exist as shrines. The wandering priests of is believed to be the
Sadur are also well-known, often parading around the city patron of travelers,
in large tents known as pilgrimage temples. The holy freemen, chivalrous
symbol of Sadur is a footprint with an arrow pointing in all people, and wanderers.
directions, often made from natural materials such as wood He preaches the
and stone. importance of living honestly in one's heart and cherishes
the bonds with others that one encounters.
Sadur is widely worshipped by travelers and merchants
who journey long distances, and his worship is not limited
to Humans. Lildrakens and Leprechauns also often say
Sadur is a Minor God worshipped in the Aurelm region.
prayers to him. Some wandering priests carry the holy
According to legend, he was an Elf of noble blood who,
symbol of Sadur because of their nature.
unable to adjust to life in the city during the Magic
Civilization Period, ran away to roam the countryside. Sadur
traveled around the region on foot, solving troubles and
helping people he met. Many stories in the Aurelm region
tell of an Elf who appeared out of the forest, saved people, “Live as lightly as the wind, as freely as the water, as fiercely
and disappeared without revealing his name. One theory as the fire, and as grounded as the earth.”
suggests that Sadur continued to wander the earth even after “The path named “the way” is not the true way. The path
becoming a god. In the Aurelm region, the story of the you step on is the path you should walk on.”
mysterious man who was a god has become a standard “No road is long with good company.”
ending in stories created in later generations.
59
The superiority
sought by the followers
The holy symbol of Nivaceps is an arrow composed of of this Goddess is left to
a golden feather and a rusty iron arrowhead. each individual.
The deity is often depicted as a female figure wearing a Therefore, some
golden mask and holding a golden bow with a holy symbol believers, especially the
on it. She is seated with her legs strapped together and Barbarous, are only
surrounded by several humanoids in agony, sculpted as if violent and interested in
folded on top of each other. oppressing others with
violence. It is in
accordance with the
teachings of the Blood-
Nivaceps was once a powerful Nosferatu in the service bathing Goddess to train oneself and, at the same time, beat
of the “Immortal Queen” Zeides. However, upon and injure one's target as a result of such training.
becoming a deity, she defied Zeides' secrecy and began to The boundary between self and others is also left to each
spread her own teachings of veneration and tyranny. She believer's mind. It is said that a king of a small country who
preached that not only would her own excellence be waged a war of plunder against other countries, built up his
highlighted by her elevation but also by bringing others country's wealth, and made his own people prosper while
down to a lower level. enslaving prisoners of war was a believer in this god.
Followers of Nivaceps consider themselves and those Nosferatu are conspicuous among the believers, but as
close to her as superior in various ways, such as physical mentioned earlier, some Barbarous simply desire to be
ability, appearance, wealth, position, or honor. They violent. It is also said that some overly successful Humanoid
oppress, torment, and injure others whom they deem believers may be followers of this god, as shown by the
inferior. Self-esteem and oppression of others are achieved earlier aspiration of the king of a small country.
simultaneously, and both are considered indispensable.
However, it is not okay to oppress others for one's own sake,
but it is considered “necessary” to do so.
The nickname “Blood-bathing Goddess” comes from “Love yourself and your friends. Hate your enemies.”
her origin as Nosferatu and her philosophy of disfiguring “You can climb to great heights only by stepping on others.”
and mutilating numerous women and using their blood to “If you retreat once, you can advance twice as much later.”
bathe in.
Humanoid and
Barbarous were fighting
The holy symbol of Gurvazo is in the shape of an open and used his devices to
tiger snare. wipe out both armies.
The god is often depicted as a skinny man wearing a It's unclear whether
hood and carrying several items, traps, and weapons in his Gurvazo was already a
hands. god of the second sword
at the time of the battle
or if he was promoted
afterward. The name of
the god who helped him
During the Ancient Magic Civilization Period, Gurvazo
is also unknown.
protected his country with his intelligence and cunning. As
Gurvazo is worshipped by Barbarous magicians, Upper
head of national defense, a position which was then
Barbarous, and others who prefer brains over brawn. It is
considered unimportant, he created a series of tricks and
also said that among the Humanoid, those who prefer
devices to keep the Barbarous at bay. These traps
intrigue and deception may gain the power of this deity.
successfully repelled, confronted, and sometimes even
destroyed the Barbarous.
However, Gurvazo's intelligence and ruthless execution
of his schemes gradually made him feared by his own
people. Eventually, he was ordered to use his famous traps “Prepare for success, and success will come to you.”
to defeat the Barbarous hordes, who were on the verge of a “Everything happens for a reason.”
full-scale assault and was ultimately supposed to die there. “To kill is easy, but to make them control their suffering is
Gurvazo, however, refused to accept his fate. supreme.”
Disappointed, he went to the battlefield where the
60
Part 2 World
confusion, and to
acknowledge that it will
The holy symbol of Zoras-Valles is represented by a come upon them
circle and an eight-pointed star. The two figures represent eventually.
the twin gods Zoras and Valles, the male god Valles Among the
reaching his hand to the heavens and the female goddess Barbarous, Zoras-Valles
Zoras kneeling on her knees, her hands on the ground. are worshipped by the
intelligent, Upper
Barbarous, and in rare
cases, even among the
deities, a priest follower
Zoras-Valles is an ancient major deity that has existed
of this god may become a
since the Divine Civilization period. They are believed to
tribe leader.
preside over natural disasters and are considered the gods
Their form of worship is difficult for many Barbarous to
of freedom, chaos, destruction, change, and irrationality.
understand, and most do not comprehend it. However,
Their power is often represented by lightning and
many Barbarous hold the legend of Zoras-Valles as “the god
earthquakes, and they are viewed as a violent and
who caused the Diabolic Triumph” with awe and reverence.
incomprehensible god that is uncontrollable by mortals.
Zoras-Valles are a pair of twin gods, a sister goddess
named Zoras and her brother Valles. They are worshipped
together. Valles is known as the God of the Sky and controls
stormy weather, while Zoras is considered the Goddess of “Think hard to live and win.”
the Earth and is responsible for earthquakes and floods. “Victories may be won by chance, but defeats come by
Their teachings are calm, thoughtful, and accepting, necessity.”
which is uncommon for a deity of the Second Sword. They “Accept the irrational, for there is no despair in
instruct their followers to prepare for the wrath of God, to resignation.”
protect themselves while also causing destruction and
61
information based on
their own impressions
The holy symbol of Paro is a simple image of a dove and ideas. He
fluttering in the air with a rolled-up scroll in its mouth. encourages his followers
The deity takes the form of a young boy with his palms to be patient, even if they
facing the sky. Around the boy, multiple ravens are often must sometimes deliver
depicted on parts of his body and at his feet. painful news (although
not all followers can do
so).
Those who work
with information, such as
Paro was a boy who served as a messenger in the War
postal workers and horse riders, are among Paro's main
of the Gods. Even as an adult, he acted as a liaison between
believers. Additionally, advisors, counselors, and village
the gods and their followers, always staying out of sight and
heads who value information also sometimes believe in
away from the world and bringing word of mouth and books
him.
with him. Many praised him for his achievements and are
said to have ascended to the rank of god.
Paro valued fast, accurate, concise information that was
free of bias. He believed information should be collected,
analyzed, and conveyed quickly and accurately. In his “Only a little information is really needed, but the more
determination to convey information without distortion, he information you gather, the better.”
sometimes carried false information and delivered harsh “Clear your mind before sharing information.”
news. This caused some people to hate or reject him. “Disinformation confuses the enemy. But it confuses even
However, it is taboo for Paro and his followers to distort more allies.”
62
Part 2 World
In the world of Raxia, many gods have been born, The following is a correlation chart compiled as a memo
forgotten, and destroyed throughout its long history. On the by a Runefolk wanderer who has been studying these
continent of Alfleim, there are numerous deities, some of legends. Some relationships, such as the close friendship
which are not well-known. between Divine Ancestor Lyphos and the Sun God Tidan,
If you delve into the myths, you may discover some are consistent in all myths, while others have subtle
connections between the gods. However, myths differ from differences in nuance.
region to region, period to period, literature to literature, It is often said that “there are as many myths as there are
and storyteller to storyteller, so there are differences in storytellers.” While it is interesting to pursue the truth, it is
details as a matter of course. also fascinating to enjoy the story as it is told.
63
Part 3 Magic
64
Part 3 Magic
In the world of Raxia, various magic systems are known. they touched the Swords of Genesis and became Gods. And
For each magic system, there is a corresponding class that the Humanoid Gods have given their congregations magic
gives access to it. These magic classes are collectively against Barbarous and Barbarous Gods against Humanoids.
classified as Wizard-Type Classes. We will provide more In Raxia, there are many gods, each with their own
detailed explanations and additional sections for these special Divine Magic for their followers. This book
magic systems later, if necessary, but first, here is a introduces 26 deities, including newly added ones, and
description of the basic concept of each magic system. includes their Specialized Divine Magic.
See page 57 for the descriptions of the 10 newly added
Gods.
65
Here are the rules and terminology for practicing magic.
Vocalization
To cast spells, vocalization is required. Spells cannot be
cast if the caster is unable to speak.
66
Part 3 Magic
Each spell has a range and an area. These define how For example, the statement “1(10m)” means that in
far a spell reaches and what area it will affect. Simplified Combat, the target can be in the adjacent area,
These two elements are closely related and are often and in Standard Combat and Advanced Combat, the target
listed together as “Range/Area: XX/YY”. can be selected up to 10m, both in non-combat and combat
Spell range and area may differ depending on whether situations.
it is used in combat or not and what combat system is used, The place, object, and character of the spell must be
either Simplified Combat (see CR I, p. 118), Standard specified, and it must be visible.
Combat (see CR II, p. 48) or Advanced Combat (see ET,
p. 78). Range: 2 (Infinite)
Magic can be cast regardless of the distance to the target.
In some cases, such spells do not even require visibility.
Range: Caster
These spells are centered on the caster.
Range distance will be absent in the spell’s data. Area: -
There is no difference in the way it is handled The spell does not have an area if the Range is “Caster”
depending on the combat or combat rules. or “Touch”.
This section describes typical spell targets. For other The “Entire” and “X” indicate how the spell effect is
than those listed here, please refer to the separate magic resolved when the target has multiple sections. For details,
system descriptions or individual spells. see p. 74.
67
Target: Touch (YY radius) (Standard Combat, Advanced Combat, and
This is a spell that creates or summons something within Out of Combat)
the caster’s immediate proximity. YY is a length in meters, indicating the radius of a circle
(sphere) the spell will affect. It is used in Standard Combat,
Advanced Combat, and non-combat situations when it is
necessary to define the radius of the effect. In Simplified
Combat, there is no need to take this into account (the area
of effect is determined only by the X area designation).
The notation “X area (YY radius)/**” defines a spell
that affects a wide area. Generally, the target is a specific area /**
or a particular point, and the effect is applied to a circular /Space
(spherical) shape centered on that area or point. This annotation indicates that it is the space itself is
affected. If characters are within that space, they will be
X can be one of “1”, “2-3”, or “All”. This data is only affected by the spell without exception.
referred to while using Simplified Combat. It is not used in This type of magic often has a long duration (see p. 71).
Standard Combat and Advanced Combat and can be When affecting a character, the criterion is whether they are
ignored. within the space each round.
YY will demote a length using meters. This is referred
to while using Standard Combat and Advanced Combat and /All
also out of combat. This annotation means that all characters in the
The “**” can be either the word “Space” or “All” or one specified range are considered targets.
of the numbers 5, 10, 15, or 20. Unlike /Space, characters will only fall under the effect
of the spell if they were within the area of effect at the point
For example, a spell description may designate “Target: of casting.
1 area (3m radius)/5”.
68
Part 3 Magic
Standard Combat, Advanced Combat: The caster must Determination of the Affected Characters
select coordinates. The coordinates must be visible. Having determined the areas through which a spell will
Target a Character travel, characters in its area may or may not be subject to its
For multi-section characters, caster must select one of effects. There is basically a 50/50 chance (with a few
the sections. The caster cannot choose one that will be in exceptions) that a character will be affected. Specifically, this
the same position as the caster. is determined as follows.
Simplified Combat: The caster cannot select a character in The character chosen as the target: If the caster has
the area where the caster is located. selected a character as the target of the spell, that character
Standard Combat, Advanced Combat: Caster cannot select will be affected.
a character that has the same coordinates as the caster.
Caster: The caster can choose whether they are affected by
Unlike with Ranged Attack, the caster cannot select a the spell or not.
target that can cause a stray shot (see CR I, p. 128, CR II, p. Exclusion by [Magic Control]: If the caster declares the
63 and ET, p. 82). Combat Feat [Magic Control], any number of characters
Simplified Combat: Combat Feat [Targeting] is required to within range can be excluded from the effects of the spell.
select a character in the skirmish. Other cases: Eligible characters that do not fall into any of
Standard Combat Advanced Combat: Selecting a character the above categories need to roll 1d. On a 1 - 3, the
in a skirmish from outside the skirmish requires the character is affected. If the roll is 4 - 6, they are not.
Combat Feat [Targeting] unless the character is
independent and there is no other character at the same
coordinates.
“Area: Breakthrough” is an effect that the character
Checking the Effect using the effect pushes forward in a straight line and affects
A spell with “Area: Line” acts in a straight line from the those on the path it has passed through. The area of effect
caster in a specified direction up to its range limit. It can is the same as that of “Area: Line”, and most of the process
affect everything along that line, either side of the designated is the same. However, the effect causes the caster to move
target. at the same time.
69
Range of Breakthrough Cannot Move After Such Effect
The effect of “Area: Breakthrough”, in principle, has Generally, a character cannot move following the use of
“Range: 1 (movement m)”. In Standard Combat and a Breakthrough effect. This does not apply if the user has
Advanced Combat, the caster's movement (see CR I, p. 58 some special ability that allows multiple moves in one turn.
and CR II, p. 53) affects the range distance. The range is
exactly the same as for “Area: Line”, except that this part is Cannot be Done More Than Once Per Turn
not a fixed value. Breakthrough can be used only once per turn, even if a
character can perform multiple Major Actions.
Exclusion Near Starting Position with Area: Breakthrough
The one using the Breakthrough effect can exclude a Cannot be Done after Move or Major Action
certain range from the starting position from its effect. Again, please note that after you have moved or taken a
Simplified Combat: Allows caster to exclude the area where Major Action on your turn, you cannot use the
they are initially located. Breakthrough effect, even if you can take an additional
Standard Combat, Advanced Combat: The user can Major Action.
exclude up to the Limited Move range from starting In the case of a multi-section character or a mounted
position. rider and Mount, once a Major Action has been taken by
one of the sections/characters, Breakthrough cannot be
If a character is excluded from the area of effect, all used by other sections, the rider, or the Mount.
characters in the area are automatically excluded, regardless
of the faction. Same as Caster Made a Normal Move
Note that a character in a melee cannot use the “Area: If an “Area: Breakthrough” effect occurs, the caster is
Breakthrough” effect, as described below. It is fairly rare for considered to have made a Normal Move and is restricted
this rule to exclude enemy characters (when enemies are from taking further actions during their turn as a result of
near but not in the melee). this movement.
Therefore, the caster cannot cast spells that can be cast
Declaring Breakthrough Effect with a Minor Action (see p. 75) after using “Area:
Declaring Breakthrough Effect Breakthrough.” When a caster declares the Combat Feat
The effects of “Area: Breakthrough” involve moving a [Double Cast], they must first use another spell and then
character. The character intending to use Breakthrough use one with “Area: Breakthrough.”
does not declare the type of move (Limited, Normal, or Those who have mastered the Combat Feat [Run-and-
Full) during their turn but instead declares the use of the Gun] are not subject to these restrictions.
Breakthrough effect before moving or performing a Major
Action. Note on [Multi-Action]
However, if a character can take multiple Major Actions If caster declares the Combat Feat [Multi-Action] and
on their turn, they cannot declare Breakthrough after taking casts a spell with the “Area: Breakthrough” effect, they may
any Major Action. cast the spell and then attack. However, the opposite is not
Minor Actions and Active Combat Feats can be usually possible. This is because a melee attack can bring
executed before the declaration of Breakthrough. the caster into melee combat. Only if the caster defeats an
enemy or meets the "Area: Breakthrough" condition to
Cannot Breakthrough While in Melee move from melee combat can they first attack in melee and
As a rule, a character in a melee may not declare the use then cast the "Area: Breakthrough" spell.
of a Breakthrough effect.
In Simplified Combat and Standard Combat, a Breakthrough While in Melee is Possible Under Certain
character engaged in a skirmish cannot use the "Area: Conditions
Breakthrough" effect. This is because if the character is in a As a rule, a character in a melee situation cannot declare
skirmish, they are either automatically pulled into melee the use of a Breakthrough effect. However, a Breakthrough
combat when they enter the skirmish or at the beginning of is possible if the character can leave the skirmish without the
their turn (see CR II, p. 56). need for a Withdrawal action, specifically in the following
In Advanced Combat, if a character on their turn is situations:
independent even within skirmish, they can use “Area:
Breakthrough”. Since no move is declared, the move - If the ratio of the size of the user’s Faction to the opposing
cannot be blocked (see ET, p. 82). Faction exceeds 2:1.
- If the user is invisible (all their sections or both rider and
Unique Notes on Area: Breakthrough Mount). However, this does not work if a move or a Major
The following is a summary of the notes and caveats Action cancels the invisibility.
concerning the use of Breakthrough. - The user knows the Combat Feat [Shadow Sneak] (if they
are mounted, both the rider and the Mount must have it).
Breakthrough Cannot be Blocked
No character can block a Breakthrough effect (see CR However, “Exclusion Near Starting Position” (see the
II, p. 61 and ET, p. 84). start of the page) cannot be used when withdrawing from a
melee situation. The area of effect, in this case, will always
be from the starting point to the endpoint.
70
Part 3 Magic
Some spells have a duration and last for some time. This
is determined by the “Duration” field in the spell
description. Spells Whose Duration is controlled in Rounds
There are spells listed in the Magic Data that have a
number of rounds appended to the duration in the form (Z
rounds), such as “Duration: 3 minutes (18 rounds)”. When
Instant cast in combat, the duration is managed in terms of rounds.
Spell takes effect instantly as soon as it is cast. At the start of the caster's turn, one round of duration
has passed, no matter when the caster takes their turn
X seconds (Z rounds), X minutes (Z round), X hours, compared to others in their Faction. If turns are resolved in
X days, X years the order of caster → other allies → opposing faction →
The spell effect persists for the specified time. If the other allies → caster, then a spell with a duration of 10
units are seconds or minutes, the number of rounds is also seconds (1 round) will affect their allies’ actions twice. If a
indicated to aid gameplay. caster acts last in one round and first in the next round, then
their allies' actions won't be affected at all.
Permanent
The spell lasts indefinitely. Effects with Duration of More Than 1 Day
A spell whose duration is one day is considered to elapse
Instant/X seconds (Z rounds), Instant/X minutes (Z at daybreak (6:00 a.m.), regardless of the time it was cast.
rounds) Some spells have a “once a day” limit on casting. For
This means that the spell effect occurs immediately after these, the “6:00 a.m. rule” also applies.
casting and persists for some time thereafter.
Other
In all other cases, the spell has a special duration, as Spells whose duration is not “Permanent” or “Instant”
specified in the spell’s description. can be canceled at any time by a caster using a Minor
Action. Cancellation does not require speech or hand
gestures. If the effect was applied to multiple targets with
71
one casting of the spell, the caster could cancel it for each determined using the +5 rule (see CR I, p. 91). The spell is
target. canceled by exceeding this value or by an automatic success.
If the Success Value of the spell to be removed is not
Spells that Cannot be Arbitrarily Cancelled by Caster remembered by the players, it must be re-rolled.
The spells with “Duration: Permanent” and “Duration:
Instant/XX” cannot be canceled by the caster at will. If Target is Character or Object
Where there are means of removing magic or effects
affecting a character, such as the [Cure Poison] spell,
multiple effects affecting the target might be removed at the
[Dispel Magic] and combat feats such as [Wordbreak] same time.
force magical effects to be canceled. This process is not The removing side should roll once and compare the
limited to spells but also applies to items and monsters’ result with the Success Values of all effects they are trying to
unique skills. remove. All effects with a lower Success Value will be
removed.
Compare Success Values
Generally, when a spell that has a duration is forcibly If Target is Spell or Effect Itself
canceled, the Success Value of the spell is compared with In the case of spells such as [Dispel Magic], where the
the Success Value of the method used to cancel it. Those spell or effect itself is the target, only one magic or effect can
who are trying to cancel the magic are on the Active side, be removed. The removing side must declare in advance
and the effect is canceled if their Success Value exceeds that which effect they want to remove.
of the spell or if automatic success is achieved. If the spell or effect to be removed affects a wide area,
The Success Value of a spell already in effect on the the “Target: X area (YY radius)/Space” is counted as one
Passive side was the same as the Success Value when it was effect for the entire area (i.e., the entire spell is removed at
cast. For this reason, always note the Success Values of once). However, “/All” and “/Z” spells affect each character
spells with a duration. In the case of an automatic success individually and can only be removed one character at a
(double 6s) on the Spellcasting check, the success value is time.
Temporary
Each spell description has a “Resistance” field, which A spell which has “Resistance: Temporary” will be
determines whether it can be resisted and how it is handled effective on the target for 10 seconds (1 round) when the
when it is resisted. resistance succeeds. Even if you use [Metamagic/Time] to
extend the duration, the duration in the case of successful
Can’t resistance is still 10 seconds (1 round).
The spell cannot be resisted. Unless the caster fails the
Spellcasting check with an automatic failure, the spell will
always work.
If a character is the target of a “Resistance: Neg” or
Optional “Resistance: Half” spell, a Willpower check is needed to
If the target wants to resist, they will automatically have a chance to avoid or reduce unwanted effects.
succeed, and the spell will not affect them. In this case, the caster’s Spellcasting check and the
target’s Willpower Success Values are compared. The spell
None takes full effect if the caster’s Success Value is higher. If
The spell cannot target characters. It is applied to an there is a tie or the Success Value of the target is higher, the
object or a point in space and cannot be resisted. The spell spell effect might be reduced or completely negated.
will work unless there is an automatic failure for the If a spell targets multiple characters at the same time,
Spellcasting check. Willpower checks should be made separately by each
target, and resistance results are independent for each
Negated character. The caster should roll one Spellcasting check to
If the target wants to resist, a Willpower check is needed. determine the Success Value for all targets (so it will be the
Success means the target will not be affected at all. same). If the caster’s Spellcasting check is an automatic
This also applies when characters are not targets but failure, the spell will fail, and there is no need for a
require some kind of Success Value comparison in the Willpower check.
spell’s description.
72
Part 3 Magic
Double 1s
As with weapon attacks, if the Power Table is used and
double 1s are rolled, no damage is inflicted, and applied
damage will be 0.
The character who rolled double 1s gets 50 experience
points.
Critical
Damage spells can critically hit when using the Power
Table. Generally, the critical value for spells is 10. Unless
otherwise stated, this value should be used.
However, no critical will occur if the spell has
“Resistance: Half” and the target succeeds in Willpower.
GM Guide: No Halving of Increased Damage
Double 1s’ after Critical If damage is halved due to resistance, effects that
If, after a critical hit, a new 2d roll is made to add to the increase damage (like monsters’ weaknesses or item
damage, and the result is double 1s, the total damage is what enhancements) are added after halving. In other words,
was calculated before the double 1s were rolled. The damage-increasing effects are not halved.
character does not gain any experience points.
GM Guide: Changes in Stats Affect Calculated Damage
GM Guide: Determining Damage to Multiple Targets Some spells and effects affecting character stats could
If the spell affects more than one target at the same time, result in Extra Damage. For example, if your intelligence
the Spellcasting check is made once for all targets (see p. increases by 6 points, your Magic Power will increase by 1
168). However, as a rule, determining damage is done point.
individually. This is because, due to the possibility of a These result in changes to Extra Damage, so they should
critical hit and the fact that each of the same kind of monster be counted towards “Calculated Damage”. Damage
has identical HP, rolling once for damage could be an all- resistances would thus apply to this form of damage
or-nothing affair. increase.
However, if the GM decides that this is acceptable (i.e.,
the damage determination is not very important), they may When Resistance Succeeds, Accompanying Effects are
choose to allow only one roll for damage. Nullified
Some spells and effects denoted “Resistance: Half” have
an additional effect as well as inflicting damage. If the
resistance check succeeds against such spells or effects, the
Most spells that deal damage have “Resistance: Half”, calculated damage is halved, and no other effects are
and damage can be halved by a successful Willpower check. applied except the halved damage.
Damage caused by the unique skills of monsters can also be
halved by a Fortitude check or a Willpower check.
When halving damage, fractional results should be
rounded up.
73
This section describes how to handle cases where the In addition, if the duration is extended with
same or a similar spell is applied to the same target. [Metamagic/Time] but as a result, the duration would be
shortened, then this does not occur, and the previous
duration continues to be applied.
Here are some other rules that pertain to magic. When casting this kind of spell with multiple targets,
including a character with multiple sections, it is necessary
to spend twice as much MP as the total number of sections
targeted under the declaration of [Metamagic/Targets] or
[Universal Metamagic].
If the caster has learned the appropriate [MP Save/**]
If a spell with the “Target: 1 Character” is cast on a or [Mana Save], the MP consumption is first subtracted, and
character with multiple sections. Generally, only one of the then the doubling is calculated.
sections can be targeted.
However, the spell with “Target: 1 Entire Character” or
“Target: 1 Character X” is handled differently.
Some spells have a type that may increase or decrease
Target: 1 Entire Character
damage and effects depending on the character’s or
Regardless of the number of sections in character, all
monster’s weaknesses, unique skills, magic, or item effects.
sections become targets. The MP consumption is the same
For example, a dwarf with the racial ability [Body of Flame]
regardless of the number of sections.
will not suffer damage or unwanted effects from Fire-type
spells.
Target: 1 Character X
Examples of spell types include the following.
All sections are always targets, and the MP consumption
is automatically multiplied by the number of sections. If the
caster does not have enough MP, they cannot target all
sections. In this case, the caster does not need to have or
declare the Combat Feat [Metamagic/Targets].
74
Part 3 Magic
Earth, Water/ice, Fire, Wind, Lightning, Energy, The “XX and YY types” terminology appears not only
Slashing, Bludgeoning in spells but also in other effects. Please treat them in the
These are used primarily as types of damage. same way as spells.
Poison, Disease
Undead and constructs are immune to poison or disease
spell types. On the other hand, these spells ignore the
effects of some defensive magic. They may be removed with
[Cure Poison] or [Cure Disease] or similar means if they Spell casting is normally a Major Action, but some spells
have duration. can be cast as a Minor Action. Such spells will have “⏩” at
the beginning of their name.
Psychic These spells may be cast as many times as the caster
These spells affect the psyche of the target. Some wishes on their turn. MP must be expended per cast.
monsters do not have a psyche and are immune to them.
Such spells can be removed by [Sanity] or similar magic or Cast Conditions and Movement Restrictions
effects. Even a spell that can be cast with Minor Action must still
adhere to spell-casting restrictions such as “having an
Psychic (Weak) implement or a medium” and “being able to vocalize”. The
These spells are of the Psychic type but can be easily same is true for movement limitations.
removed. The effect is immediately removed if the target is
under the effect and suffers damage to HP or MP. It is also Spellcasting check and Success Value
possible for others to “bring them to their senses” with a If a spell is cast with Minor Action, no Spellcasting check
Major Action. This action is handled as “Range: Touch” is required. The spell will automatically succeed, but the
and “Target: 1 Entire Character”. Success Value will be 0.
Since they are part of the Psychic type, they can be Since no dice are rolled, an automatic failure cannot
effectively removed by the [Sanity] spell, etc., and are not occur.
effective against monsters immune to the psychic type.
Normal sleep is also classified as a Psychic (weak) effect. Casting with Major Action
Spells that can be cast as a Minor Action can optionally
Curse be cast as a Major Action. In this case, a Spellcasting check
These spells bestow a curse and can be hard to remove. should be made, and the Success Value determined
Even [Dispel Magic] (see p. 79) will not remove them. Only accordingly, with the risk of automatic failure due to double
the [Remove Curse] (see p. 90) spell can remove Curse 1s.
effects.
Curse + Psychic
Spell with this type has two types: curse type and the
psychic type, and has the following rules:
When applying resistance or effects: All effects and Spells with a “△” appended to the name can be cast
immunities corresponding to curse or psychic types are during Combat Preparation (see CR I, p. 121).
effective. If a character has immunity to one of the two These spells are treated almost identically to those that
types, the spell will not have any effect. All numerical effects can be cast as a Minor Action described above. In other
that work for these types (such as damage increase/decrease, words, the conditions for casting magic must be followed,
bonus/penalty to resistance checks, etc.) are cumulative. and no Spellcasting check is performed. Their success value
However, an effect that affects both curse type and psychic is 0.
type simultaneously is not cumulative. For example, the However, spells with the same name can only be cast
effect “+2 bonus to Willpower and Fortitude checks against once during Combat Preparation (different spells can be
curse type and psychic type” will only apply +2. cast separately). The spells used during Combat
To Remove: Only effects that can remove curses are valid. Preparation can also be used with a Major Action, but there
are not many cases where that makes sense.
Effect of Multiple Types
In some spells, there are types linked by “and” such as
“XX and YY types” that have more than one type. For
example, “water/ice and lightning type”. Some spells can be cast by selecting from multiple
In such spells with multiple types, one of the types effects. For example, [Magician] (see p. 82), the target can
should be chosen for each target to be more learn the specific combat feat, a choice made when the spell
disadvantageous to the target. If it cannot be clearly is cast.
determined which type is more disadvantageous, the GM The effects must be unified when such a spell is cast on
will make a ruling. several targets simultaneously with [Metamagic/Targets]. In
Note that the “curse + psychic type” described the example of [Magician], having different targets acquire
previously is handled differently, even if it is a spell with different combat feats in a single cast is impossible.
multiple types.
75
For Advanced Combat
The caster designs the wall based on spell data and
Within Fairy Magic, some spells create walls. When shows it to the GM to indicate where it will be on the
they are used in combat, they should be resolved as follows. battlefield. In this case, the thickness of the wall itself is not
considered, and it is illustrated as a line segment. The caster
For Simplified Combat arbitrarily determines the wall's direction (angle).
Walls can be built between areas. They block the vision This information is used to determine whether the wall
and the line of fire of the characters. There can only be one blocks sight lines and what paths (and travel distances) are
wall at the same time between two areas. needed to go around it.
Moving beyond such walls requires a Full Move. Even If a skirmish is completely divided by a wall segment,
adjacent areas and targets can move only one area with such the skirmish is broken by the wall. The side with no center
a Full Move. point becomes free of the skirmish. Even if a new skirmish
A caster cannot use a spell to create a new wall in a space is constructed, it does not include the area beyond the wall.
where a wall already exists. If they want to target a wall with The GM may extend the radius of the half-circle to match
a spell, ability, or effect, the area adjacent to the wall is the number of participants and treat it as an indoor skirmish
considered "Range: 1," and the area away from the wall is (see ET, p. 81).
considered "Range: 2.”
76
Part 3 Magic
Below, you will find data for each magic system and ⑤Range/Area
special notations to help you read the data. The meaning of Shows both the maximum range of the spell, as well as
each unique notation is explained immediately before its the area it affects. See details on page 67. For “Area: Line”
corresponding list. and “Area: Breakthrough,” see page 68.
Cost
Force MP4 ⑥Duration
1 1(10m)/ Indicates the duration of the spell effect. See details on
Tar. Range/Area Duration Instant Res. Half page 71.
Character Shot
Sum. Deals Power 10 damage Type Bludg.
Shoots the target with a cannonball of spiritual force dealing ⑦Resistance
Power 10 + Magic Power magical damage.
Indicates whether the target character of the spell can
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ use Willpower to avoid or reduce the effect of the spell. See
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ details on page 72.
②Name ⑨Type
The name of the spell. Magic with an ⏩ after the name If the spell has a type, it will be indicated in this field.
indicates it can be cast with a Minor Action. Those with “△” For magic without a type, this entry itself will be missing. See
can be used during Combat Preparation. details on page 74.
③Cost ⑩Effect
It is the MP required to cast that spell. The full details of the effects of the spell. The relevant
power table will also be included in the case of a spell that
uses a power table.
④Target
Represents the magic target. See details on page 67.
77
There are no extensions to the rules and data in this book for Truespeech Magic.
Using a Ring
It is possible to prepare a ring as an implement for 100
gamels. The ring must be worn on the “right hand”, “left
hand”, or “other” as an accessory.
Chant
This is a chant that the caster speaks when cast.
Truespeech spell takes a long time to cast, and there are
complex steps for its cast and lengthy spell chants that
cannot be written down, and only the last of chants are
included here.
78
Part 3 Magic
1 2(30m)/ 1 2(30m)/
Tar. Range/Area Duration Instant Res. Half Tar. Range/Area Duration Instant Resistance N/A
Character Shot Object Target
Sum. Deals Power 10 damage Type Energy Sum. Find out if any spells were cast
Creates and shoots mana arrow, dealing Power 10 + Magic Senses the presence of magic in a target object.
Power magical damage to the target. Caster knows if magic is present or not, but not the name, type,
Eff.
Eff. Power Crit effect, system if it is permanent or temporary, or how many spells
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ are affecting the target.
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ “True, Second Rank Sense. Magic, Scrying, Knowledge”
Chant
“True, First Rank Offensive. Instantaneous Flash, Heat Ray, Vera, Secundum Ordo Sensus. Magia, Scrying, Scientia.
Light.”
Chant
Verum, Primum Ordo Graveolentiam. Instantaneae Flash,
Caloris Ray, Lux. Dispel Magic Cost MP3
1 2(30m)/
Tar. Range/Area Duration Instant Resistance Neg
Spell Target
Blunt Weapon Cost MP2 Sum. Makes the spell lose its effect
3 Removes one effect of magic other than the curse type,
1 2(30m)/ requiring a comparison of the target spell success value with the
Tar. Range/Area Duration minutes Res. Neg Eff.
Character Target Spellcasting check for this spell. See p. 72 for detailed rules on
(18 r)
removing spell effects.
Sum. Reduce the target's physical damage by -4.
“True, Second Rank Destruction. Magic, Elimination, Break”
Weakens the target reducing the damage of a target's melee or
Eff. Chant Verum, Secundum Ordinem Perditionis. Magia, Eliminatio,
ranged attacks by 4.
Gaudete.
“True, First Rank Decay. Weakness, Bluntness. Hammer Blade”
Chant Verum, Primum Ordo Decay. Debilitas, Bluntness. Malleus
Blade.
Nap Cost MP5
1 3
Light Cost MP1 Tar. Character Range/Area
1(10m)/
Target
Duration minutes Res. Neg
X (18 r)
Any 2(30m)/ 3
Tar. Range/Area Duration Resistance N/A Sum. Puts target to sleep Type
Psychic
Point Target Hours (Weak)
Sum. Illuminate a 10-meter radius with light. The target falls into a light sleep. It cannot move or perform any
2-3 areas (10 m radius) centered on the target will be active actions. When an action check (see CR I, p. 114) is
illuminated with light. Within this area, the target will not be requested, the target receives a -4 penalty for all actions. The
Eff. affected by the darkness penalty. Eff. standing target will not fall prone and sleep while standing.
This spell can be cast on an object and carried around; it cannot The effect of this spell is automatically canceled when another
be cast directly on a character. character touches the target. If it is a friendly character, it can be
“True, First Rank Color. Light, Brilliance, Glow” canceled with Minor Action.
Chant
Verum, Primum Ordo Colorem. Lux, Splendor, Gloriosus “True, Second Rank Illusion. Whisper, Invitation, Sleep.”
Chant
Verum, Secunda Ordo Illusionis. Susurri, Invitatio, Somnus.
1
Vitality Cost MP2
Tar. Range/Area Touch/- Duration Instant Resistance N/A
Object 3
1 Entire 2(30m)/
Sum. Uses mana to close a lock tight. Tar. Range/Area Duration minutes Res. Optional
Character Target
You lock any object that can be locked. An object locked with (18 r)
Eff. this spell behaves as if locked normally. Anything with a lock can be Sum. Fortitude +2
affected. Revitalizes the life force of the target.
Eff.
“True, First Rank Seal. Sealing, Closure, Locking” The target gets a +2 bonus on Fortitude checks.
Chant
Verum, Primum Ordo Sigillum. Obsignare, Clausura, Obfirmo “True, Second Rank Strong. Life, Reinforcement, Tough.”
Chant
Verus, Secundus Ordo Fortis. Vita, Supplementum, Lentus
79
Sense Enemy Cost MP2 Lightning Cost MP7
1 Entire 2(30m)/ Any 2(30m)/
Tar. Range/Area Duration Instant Res. Neg Tar. Range/Area Duration Instant Res. Half
Character Target Point Line
Sum. Senses hostility towards the caster. Sum. Deals Power 20 damage Type Lightning
The caster can tell if the target harbors feelings of ill will towards Unleashes bolts of lightning, dealing Power 20 + Magic Power
the caster. However, it will not reveal the target's exact thoughts or magic damage to the target.
motives. Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Eff. Anyone targeted by this spell experiences a momentary feeling Value
of dizziness, which can alert them to the fact that the spell was used 20 1 2 3 4 5 6 7 8 9 10 ⑩
on them if the caster was visible while casting. As a result, they can “True, Fourth Rank Attack. Flash, Electric, Strike.”
detect the caster. Chant
Verax Quartus Ordo Oppugnationis. Micare, Electrica, Percutere
“True, Third Rank Sense. Hostility, Detection, Exposure.”
Chant
Vera, Tertia Ordo Sensus. Inimicitia, Deprehensio, Expositio.
80
Part 3 Magic
1 Range/
Tar.
Character Area
Touch/- Duration Instant Res. Half Analyze Enchantment Cost MP4
Sum. Deals Power 30 damage Type Bludgeoning 1 Object or 1 Range/ 1(10m)/
Caster smashes the target with a ball of mana, dealing Power 30 Tar. Duration Instant Res. Can’t
Character Area Target
+ Magic Power magic damage to the target. Sum. See details of magic on target
Eff. Power Crit This allows the caster to see the name, remaining duration, and
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Eff. Magic Power of any spells affecting the target. If used on a magic
30 2 4 4 6 7 8 9 10 10 10 ⑩ item, reveal the magic of the item and how to use it.
“True, Fifth Rank Attack. Impact, Burst, Hit” “True, Seventh Rank Sense. Magic, Understanding, Unraveling”
Chant Chant
Verum, Quinto Ordo Oppugnationis. Impulsum, Ruptis, Hit Vera Septimi Ordo Sensus. Magia, Intellectus, Explicans
Range/ 2(Infinite)/
Conceal Self Cost MP15 Tar.
1
Object Area -
Duration Instant Res. N/A
Range/ 1 Sum. Teleports marked item to the caster
Tar. Caster Caster/- Duration Res. Optional
Area Hour The caster may mark an item in advance and teleport it in hand.
Sum. Shrouds caster in mana, disappearing from enemy senses Items to be marked cannot be more than 3m in any dimension
The caster becomes unseen by the five senses, whether magical and can include items magically created by the caster (including
or mechanical. They make no noise and give off no smells. The golems). Each object may only have one mark.
caster can still be touched, and their magic can be detected with The caster can draw a number of marks equal to their Sorcerer
Eff. Level, which takes one hour per object to draw. The object must
[Mana Search] and similar spells.
If they make any movement other than a Limited Move or take Eff. be at least one week old before it can be a target for this spell.
any actions that require a check, the effect disappears. If the caster tries to draw more than its Sorcerer Level, one of
“True, Sixth Rank Illusion. Invisible, Covert, Hidden.” the previous marks will be removed randomly.
Chant This mark is permanent, though if erased or another mark is
Vera, Sexta Ordo Illusio. Invisibilis, Tectus, Occultus.
attempted to be drawn on the item, the first mark is disabled.
This spell can be used without the caster having a Magical
Hard Lock Cost MP4 Implement (see CR I, p. 176) on hand.
“True, Seventh Rank Transformation. Summoning, Object,
1 Range/ Chant Calling”
Tar. Touch/- Duration Permanent Res. N/A Vera Septimi Ordo Transmutatio. Vocatio, Objectum, Vocatum
Object Area
Sum. Locks an object with magic
Caster locks any object that can be locked without the need for
a key or other device. The target must have its locking mechanism, Steal Mind Cost MP2
and it must be working.
Range/ 1(10m)/
The original key or Disable Device skill cannot unlock the Tar. 1 Character Duration Instant Res. Neg
affected object. Furthermore, an affected door, lid, or box cannot Area Target
Eff. Sum. Steals MP from target Type Curse
be broken by any mundane means.
If a Key of Unlocking or the [Unlock] spell is used to open the Deals Power 10 + Magic Power damage to the target's MP and
affected object, make a contested roll. restores the caster's MP equal to the damage dealt, up to a
The caster may set a password that can be used to lock and maximum of 1/10th the target's total MP (rounded up).
Eff. Crit
unlock the affected object. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
“True, Sixth Rank Seal. Seal, Strengthen, Close.” Value
Chant 10 1 1 2 3 3 4 5 5 6 7 ⑩
Verum, Sexti Ordo Sigillum. Sigillum, Confirma, Claude.
“True, Seventh Rank Curse. Curse, Magic, Essence”
Chant
Verum, Septimum Ordo Execratur. Maledicta, Magia, Essentia
Fireball Cost MP8
Tar.
1 area (3m Range/ 2(30m)/
Duration Instant Res. Half Tongues Cost MP5
Radius)/5 Area Shot
Sum. Deals Power 20 damage Type Fire Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Shoots a ball of fire that explodes on impact dealing Power 20 Area (18 r)
+ Magic Power magical damage. Sum. Speak and understand an unknown language
Eff. Power Crit During the spell's duration, the caster can speak and understand
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ any one selected language as though they were fluent in it. The
Value
20 1 2 3 4 5 6 7 8 9 10 ⑩ target language is chosen during the spell's casting. Even if the
Eff.
“True, Sixth Rank Attack. Fire, Scorch, Burst.” caster does not know the name of the language, they can choose it
Chant by listening to words spoken in that language and identifying the
Vera Sexta Ordo Oppugnatur. Ignis, Exuror, Rumpor.
language name at the same time.
“True, Seventh Rank Sense. Understanding, Pronunciation,
Levitation Cost MP6 Chant
Interpretation.”
Vera Septimi Ordo Sensus. Intellectus, Pronunciatio,
Range/ 3 minutes Interpretatio.
Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Sum. Caster floats upon mana, hanging in midair.
The caster floats up to 10 meters in the air. While floating, they
Eff. can move as if they were on the ground, but only taking Limited
Move.
“True, Sixth Rank Motion. Gravity, Movement, Floating.”
Chant
Verum, Sexto Ordo Motus. Gravitas, Motus, Fluxus.
81
Telekinesis Cost MP6
Tar. 1 Character
Range/ 2(30m)/
Duration Instant Res. Half
Blade Barrier Cost MP10
Area Shot 30
Sum. Deals Power 40 damage Type Energy 1 Range/ 1(10m)/
Tar. Duration seconds Res. Temporary
Compresses mana into a spear, hurled at a target dealing Power Character Area Target
(3 r)
40 + Magic Power of magical damage. Sum. Creates magic blades around the target Type Slashing
Eff. Power Crit At the end of the target's turn, deals Power 0 + Magic Power
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value damage. However, the damage from this spell cannot be critical.
40 4 5 6 7 9 10 11 11 12 13 ⑩ Also, if the target does not perform any Major Action or Minor
“True, Eighth Rank Attack. Flash, Instant Light.” Action on its turn, it does not suffer this damage.
Chant Eff.
Vera, Oppugnationis Ordo Tank. Fulgura, Instans, Levis. Willpower should be rolled only once at the moment of casting.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Create Device Cost MP4 0 0 0 0 1 2 2 3 3 4 4 None
“True, Ninth Rank Binding. Steel, Sharp, Captive.”
Range/ Chant
Tar. Touch Caster/- Duration Permanent Res. N/A Verum, Noni Ordinis Ligat. Ferro, Acre, Captiva.
Area
Sum. Creates a Magical Implement
Creates a Magical Implement (see CR I, p. 176) in the hand of Absorb Magic Cost MP5
the caster. It can take any shape, so long as it's smaller than a two-
handed weapon, but it cannot be used as a melee weapon in Range/ 1
Eff. Tar. Caster Caster/- Duration Res. Optional
combat. Area Day
This spell can be used without the caster having a Magical Sum. Turns magical damage into MP
Implement. After taking magical damage, recover MP equal to the damage
“True, Eighth Rank Creation. Magic, Creation, Seal.” Eff. received. This effect disappears once activated.
Chant
Vera Octavo Ordo Creationis. Magia, Creatio, Sigillum. This spell can only be cast once per day.
“True, Ninth Rank Defense. Exchange, Cure, Restore”.
Chant
Verum, Noni Ordinis Defensio. Commutatio, Cura, Restituo”
Magician Cost MP6
3
1 Range/ 1(10m)/
Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Sum. Target temporarily learns advanced magical feats See-Through Cost MP6
The target learns one of the following combat feats: [Targeting],
10
[Magic Convergence], [Magic Control], [Hawk Eye], [Violentcast 1 area (2m Range/ 1(10m)/
Tar. Duration seconds Res. N/A
I], or [MP Save/**]. The caster decides which combat feat is Radius)/Space Area Shot
(1 r)
acquired. The target must satisfy the prerequisites for learning the
Eff. Sum. Allows caster to see through the target area.
feat.
With multiple castings, the caster can emulate multiple feats. If The target area is made transparent, allowing the caster to see
more than one [Magician] is cast, one target will be given multiple through to the other side. However, creatures, characters,
combat feats. equipment, and clothing become invisible only to the caster and
Eff.
“True, Eighth Rank Technique. Magic, Power, Path.” continue to exist there. Objects viewed through this area can be
Chant targeted by magic, though magic with “Area: Shot” will be blocked
Verum, Octavus Ars Nobilitatis. Magia, Virtus, Semita.
due to obstruction.
“True, Tenth Rank Sense. Sight, Through, Object”
Chant
Verum, Decimus Ordo Sensus. Visus, Per, Objectum
82
Part 3 Magic
83
Become Dragon Cost MP20 Lightning Bind Cost MP15
84
Part 3 Magic
85
For Spiritualism Magic, there are some additions to the undead that can be created by [Create Undead]. There are no other
extensions to the rules and data in this book.
The conditions for the use of Spiritualism Magic are the same as for Truespeech Magic. The same magic implement can be
used for both Truespeech Magic and Spiritualism Magic.
Conjurers can create and use golems and undead. This and [Create Undead] spells. The types of golems and
technology peaked during the Magic Civilization Period undead created by PCs are limited to a few types. Each type
when various constructs and undead were developed and has its own level (apart from spell mastery) and requires
used. Some of them remain in Raxia, waiting for unwary having the Conjurer class at that level. The MP
adventurers in the depths of labyrinths. consumption also differs depending on the type of monster
Conjurers of modern Raxia continue research to regain to be created.
lost magic technologies. While some of the spells described Special materials are required for each of the creation
in this book result from such research, not all of them have processes.
yet been recovered. Some golems and undead that remain
from the Magic Civilization Period have apparent eternal Materials for Making Golems
life and can perform complex tasks. On the other hand, Each golem has defined materials required for its
modern conjurers can only create limited and short- creation, which are needed when casting [Create Golem].
duration undead and golems. Some radical and dangerous Two types of materials are used in creating golems:
Barbarous and Humanoids are trying to revive technology normal materials and advanced materials. Normal materials
like that of the Magic Civilization Period. The rules for are consumed at the time of creation and cannot be
golems and undead handled by general Conjurers, recovered. On the other hand, advanced materials can be
including the PCs, follow on the next page. The GM, recovered and used again after the spell's duration has
however, is free to do pretty much what they want when expired or when the caster's Will has been broken.
plotting their scenarios. However, materials cannot be retrieved if the golem's HP
falls below 0.
Advanced materials cannot be recovered when deemed
lost, such as when a golem is left on the battlefield and the
Conjurer flees or when the golem has sunk to the bottom of
the sea. The GM will make a ruling regarding such
Characters whose Conjurer class has reached the 3rd situations.
level can create golems and undead with the [Create Golem]
86
Part 3 Magic
Golem Enhancing Items Some of the unique skills that Enhancing Items bestow
Golems can be improved by Enhancing Items at the are of the Declared or Major Action type. Note that having
time of creation. more than one of these will not allow the golem to perform
Each golem has a maximum number and restricted Actions in parallel in a single round. Generally, each of the
types of Enhancing Items available. The caster can use the Declared and Major Action Unique Skills can only be used
maximum number of Enhancing Items from the list of once per round.
available Enhancing Items for the golem and use them when
casting [Create Golem]. Even if the caster uses the same Grades of Enhancing Items
Enhancing Items multiple times, the effects are not For data on each Enhancing Item, see CR II p. 412, CR
cumulative. The number of Enhancing Items used must be III, p. 433, and ML.
determined at the time of golem creation and cannot be Each Enhancing Item is categorized into (Large),
added to or changed later. (Medium), or (Small) grades, and the strength (level) of the
Enhancing Items for the Golem can be used repeatedly. golem determines which one is required.
When a golem no longer exists (e.g. duration has expired,
the caster has deactivated it, the golem has been destroyed Material for Making Undead
in battle, etc.), all Enhancing Items used on that golem will Each undead has defined materials required for its
remain in place. If recovered, they can be used for the next creation, which are needed when casting [Create Undead].
golem created. Many of the Enhancing Items can be used Unlike golems, there are no advanced materials. All
on more than one type of golem, so you can use them on materials are consumed at the time of creating the undead
one and then reuse them on another on a different and cannot be recovered.
occasion.
87
A golem or undead can be instructed to block enemies’ It is not uncommon to find multiple golems or undead,
movement and enter skirmishes. Only one monster per having the same (or similar) orders, guarding a single place
creator per round is allowed to perform this command. or object simultaneously.
Even in non-combat situations, only one monster can Overriding of command must be used to change the
act at a time with specific orders. This makes it impossible location or object to be guarded, any password, or other
to have the creatures work together, and it is stressful to have conditions.
more than one of them around in this state, as two will
inevitably halve the marching speed of a party, and three will Follow Command
cut it by one-third. The golem or undead will follow the caster or a specified
character with this command. Usually, it's a caster or other
Defend Command golem or undead in an “Obey Command” state. If the GM
This command specifies a target location or an object, allows, a golem or undead can follow a non-character
and a golem or undead executes an attack against anything creature or an object that is moving for some reason.
approaching that location or object. The command can only Golems or undead in this state will continue to move after
specify a location or an object and cannot indicate a specific the target. If there is an obvious obstacle, they will go around
character, including the caster. Also, golems and undead it. Also, if other characters follow as well, they will follow in
cannot move away from the location/object more than their an orderly line beside or behind the target. This allows the
Normal Move distance. If the object is moved beyond its caster to move multiple golems or undead at the same time.
range, the order is automatically discarded, and the golem Golems in this state cannot bypass hidden traps or
or undead becomes commandless (see below). The same devices. If there are such, they will be easily caught in them.
applies if the target object is destroyed. Also, they cannot perform any Actions other than to move.
The caster can provide conditions under which the If a golem or undead loses sight of the target, it will move
golem or undead will attack, as follows. to the last point it saw the target. If it still cannot find the
target, it will switch to a commandless state (see below).
“Except for caster” (This condition allows only the The caster must use the overriding of a command to
caster and the characters present at the creation time to be change the target or to instill a new command.
expressly excluded.)
“Without the use of the password XX.” Commandless State
“No red on the head.” This command is usually not selected by casters.
Golems or undead will be in this state if they cannot execute
The GM decides how the golem or undead attack. an order given to them. Such golems or undead will
However, the caster can limit how the golem or undead continue to stand in position without moving or performing
attacks to a particular method (it cannot be varied by attack any Action.
target). An overriding of command must be used to change the
state of the golem or undead.
Chant
This is a chant that the caster speaks when cast.
Spiritualism spell takes a long time to cast, and there are
complex steps for its cast and lengthy spell chants that
cannot be written down, and only the last of chants are
included here.
88
Part 3 Magic
One day or 30
1 Range/ 2-3 areas (10m Range/ 1(10m)/
Tar. Touch/- Duration until the order Res. N/A Tar. Duration seconds Res. Can’t
Doll Area Radius)/Space Area Target
is completed (3 r)
Sum. A doll acts as caster commands Sum. Heals 3 points every round
Caster animates a doll or stuffed toy and gives it an order or Each creature in the area regenerates 3 points of damage at the
task. Eff. end of its turn. It even heals undead, constructs, and magitech
The affected object will only carry out the order it is given. Once targets.
its task is complete or one day has passed, it reverts into an “Spirit, Third Rank. Earth, Gushing, Heal”
Chant
ordinary doll. The doll can execute recurring orders for the day. Spiritus, Tertius Ordo. Terra, Scaturiens, Sana
Eff.
If, for some reason, it becomes impossible to continue to do a
given task, this spell ends.
The command must be quite simple, such as moving a specific
path and cannot be changed with conditions, and the doll cannot
do multiple commands.
“Spirit, Second Rank. Puppeteer, Control, Doll”
Chant
Spiritus, Secundus Ordo. Puppeer, Imperium, Pupa
89
Intense Control Cost MP5
1 3
Range/ 2(30m)/
Disguise Cost MP3 Tar. Character Duration minutes Res. Optional
X Area Target
(18 r)
1 Entire Range/ 1
Tar. Touch/- Duration Res. Optional Sum. Strengthens a familiar, golem, or undead created by the caster.
Character Area Hour
This spell can only target only dolls, golems, undead, familiars,
Sum. Changes appearance of the target etc., that the caster has created or given orders to and does not
The caster can change the target or a created golem or undead affect any other characters.
to Humanoid or Barbarous with which the caster is familiar. Eff.
The target gains a +2 bonus to its Accuracy and Evasion. In
This spell only changes appearance, not size, weight, voice, addition, the spell increases all damage target deals by +2 and
Eff.
sounds, or smell. reduces all physical and magical damage it receives by -2.
Detect check (see CR I, p. 111) can be made to check the “Spirit, Fifth Rank. Strengthening, Strong, Image”
character's identity under this spell. Chant
Spiritus, Quintus Ordo. Firmans, Fortis, Imago
“Spirit, Fourth Rank Phantom. Change, Illusion, Disguise”
Chant
Spiritus, Quartus Ordo Phantasma. Mutatio, Illusio, Dissimulo
Spell Enhance Cost MP3
Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Area Day
Forbid Magic Cost MP5 Sum. Wraps the caster in an aura that reacts to spells
30 For the duration of the spell, whenever the caster is the target
1 1(10m)/ of a spell, he knows the name and effect of that spell and the
Tar. Range/Area Duration seconds Res. Neg Eff.
Character Target location of that spell's caster.
(3 r)
Once the spell is detected, this spell ends.
Prohibits spells level 3 or below from a selected magic
Sum. Type Curse “Spirit, Sixth Rank Sense. Magic, Sensing, Reflection”
system Chant
Spiritus, Sextus Sensus. Magia, Sensus, Cogitatio
Caster selects a single magic system and prevents the casting of
spells from that magic system level 3 or below.
Eff.
When multiple targets are selected with [Metamagic/Targets]
combat feat caster can select only one magic system for all targets. Stun Cloud Cost MP6
“Spirit, Fourth Rank. Lost, Forbidden, Curse”
Chant 1 area (5m Range/ 2(30m)/
Instant/30
Spiritus, Quintus Ordo. Amissa, Vetita, Maledicta Tar. Duration seconds (3 Res. Neg
Radius)/15 Area Target
r)
Sum. Forbids active combat feats and minor actions Type Poison
Poison Cloud Cost MP6 It creates a poison cloud that paralyzes the target and prevents
Instant/1 Eff. targets from declaring active combat feats and from taking any
1 area (3m Range/ 2(30m)/ Minor Actions.
Tar. Duration minute (6 Res. Neg
Radius)/5 Area Target “Spirit, Sixth Rank Attack. Paralysis, Spray. Cloud”
rounds) Chant
Sum. 3 damage at the end of the target’s turn. Type Poison Spiritus, Sextus Impetus. Paralysis, Imbre. Nubes
It causes a cloud of poison to infect targets with poison, causing
them 3 magic damage at the end of each turn for the next 1 minute
Eff. (6 rounds). Mana Absorb Cost MP6
This effect can be ended with spells such as [Cure Poison] or Instant/30
[Dispel Magic]. 1 area (3m Range/ 2(30m)/
Tar. Duration seconds Res. Neg
“Spirit, Fourth Rank Attack. Cloud, Deadly, Poison” Radius)/5 Area Target
Chant (3 r)
Spiritus, Quartus Impetus. Nubes, Letifer, Venenum MP consumption doubled. 3 HP recovered when MP is
Sum.
consumed
Creates a field that absorbs mana and converts it into vitality.
Any creature in the field which uses a spell or other ability that
consumes MP spends twice as much MP instead. A creature
Eff.
Earth Shield Cost MP4 whose MP consumption is doubled is then healed by 3 HP. This
effect does not apply if the target was outside the area of effect
1 Range/ 2(30m)/ 3 minutes when this spell was cast.
Tar. Duration Res. Optional
Character Area Target (18 r) “Spirit, Sixth Rank. Flow, Magic, Healing”
Chant
Sum. Defense +2 Spiritus, Sextus Ordo. Fluunt, Magicae, Sanitatem
Increases the durability of armor and body with the power of
Eff. the earth.
Adds +2 points to the target's Defense.
“Spirit, Fifth Rank. Defense, Strong, Earth”
Chant
Spiritus, Quintus Rank. Defensio, Fortis, Terra
90
Part 3 Magic
1 Range/
Tar. Caster/- Duration Instant Res. Optional
Corpse Area
Sum. Bring back the soul of the dead and make them alive
This can only be cast on a corpse, which will return to life if Cursed Doll Cost MP6
successful (see CR I, p. 185). The Target Number for this spell Range/ 2(30m)/
equals the days elapsed since death. Tar. 1 Character Duration Instant Res. Half
Eff. Area Target
The target corpse for this spell must have its major organs intact;
Sum. Inflicts Power 30 damage through the doll Type Curse
the head and spine must be intact for humanoid and barbarous.
The doll is used as a medium to cast a curse on the target,
This spell takes an hour to cast.
dealing Power 30 + Magic Power magic damage. To cast this spell,
“Spirit, Seventh Rank Soul. Life, Soul, Restraint”
Chant the caster must thrust with the implement (the doll may be held in
Spiritus, Septimus Ordo Animae. Vita, Anima, Moderatio
hand or on the ground). Doll used with this spell will break and
Eff. become useless.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
30 2 4 4 6 7 8 9 10 10 10 ⑩
Icicle Weapon Cost MP5
Chant
“Spirit, Ninth Rank Curse. Doll, Curse, Kill”
Spiritus, Noni Ordo Maledictio. Doll, Maledic, Occide
3
1 Range/ 2(30m)/
Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Sum. Make an attack dealing water/ice damage with a +3 bonus
When the target makes a melee or ranged attack, the weapon
used in the attack is treated as a water/ice magic weapon
Eff.
(Translator’s Note: weapon still deals physical damage), and the
physical damage it causes is increased by +3.
“Spirit, Eighth Rank. Cold Air, Freezing, Strengthening”
Chant
Spiritus, Octavus Ordo. Frigidus Aer, Rigens, Confortans
91
Bind Operation Cost MP8 Scape Doll Cost MP8
Range/ 2(30m)/
3 Range/
Tar.
1
Duration minutes Res. Temporary Tar. 1 Doll Touch/- Duration 1 Day Res. N/A
Character Area Target Area
(18 r) Sum. Transfers damage to specially marked dolls
Sum. Restrict the movement of the target The caster can mark one doll at a time with a unique brand. If
The target can only select Limited Move as the move, and all the caster receives any physical, fixed, or magical damage to their
action checks (see CR I, p. 155) are modified by a -2 penalty. HP at any time while this spell is active, they may transfer that
Eff.
A character whose race is runefolk, or construct or magitech damage to the branded doll, regardless of the distance between the
monsters, receives a -2 penalty to Willpower for this spell. caster and the doll.
“Spirit, Ninth Rank Curse. Life, Circulation, Stagnation” Eff. The caster can decide whether or not to let the target take the
Chant
Spiritus, Noni Ordo Maledictio. Vita, Circulatio, Stagnatio damage when they suffer damage. Once activated, the brand
disappears, the spell's effect ends, and the doll is broken and
unusable.
Protection II Cost MP3 While this spell is in effect, the caster cannot cast this spell on
other targets.
3
1 Range/ 2(30m)/ Chant
“Spirit, Tenth Rank Change. Doll, Movements, Sacrifice”
Tar. Duration minutes Res. Optional Spiritus, Ordo Mutatio. Pupa, Motus, Sacrificium
Character Area Target
(18 r)
Sum. Reduces target's damage by -3
The target takes -3 damage from all physical and magical
Eff. sources. This spell does not affect Poison-, Disease-, or Curse-type
Physical Gimmick Cost MP12
damage. 1 Range/
“Spirit, Ninth Rank Guard. Defense, Strengthening, Wall” Tar. Touch/- Duration Permanent Res. Optional
Character Area
Chant
Spiritus, Noni Ordinis. Defensio, Munitio, Murus Sum. Magically repair missing body parts
Creates a replacement organ (eye, ear, etc.) to replace
damaged/missing ones. This replacement will work exactly the
Possession Cost MP7 same as the original, but the body needs 1 week to adjust. A -2
penalty applies to all checks and actions that use the replacement
Range/ 3 minutes Eff.
Tar. Caster Caster/- Duration Res. Optional during that time. This replacement organ will detect as magical
Area (18 r) with [Sense Magic], can be dispelled with [Dispel Magic], etc.
Sum. Bring dead souls into the caster's body Only one organ can be replaced per character (in the case of a
This spell pulls the soul of someone dead into the caster's body, multi-section character, one organ can be replaced per section).
allowing them to speak and interact with the living world. The “Spirit, Tenths Rank. Healing, Rebirth, Life”
caster can communicate his wishes to the souls but cannot interfere Chant
Spiritus, Ordo Decimae. Sanatio, Renascentia, Vita
with their actions. No class or combat feats (either the caster or
those learned by the dead person before death) can be used.
Characters that can be pulled are limited to humanoids or
barbarous. If the caster holds an item associated with the deceased,
Petri-Cloud Cost MP9
Eff.
the caster can specify a specific soul to be summoned. Otherwise, Instant/1
1 area (5m Range/ 2(30m)/
the most recently deceased humanoid or barbarous character Tar. Duration minute (6 Res. Neg
Radius)/15 Area Target
within a 100-meter radius around the caster will be summoned. r)
This magic has not effect if the specified character has been Sum. Turns victims into stone Type Curse
reanimated or if their soul has already been reincarnated. The Those who fail to resist this spell will permanently turn to stone
same is true if the caster doesn't specify a target and there are no after 1 minute (6 rounds). If the caster is reduced to 0 HP or lower
dead people within 100m of the caster. or spells such as [Remove Curse] are successfully cast on it before
“Spirit, Ninth Rank Soul. Screaming, Soul, Mastery” Eff.
Chant this happens, the spell ends without effect.
Spiritus, Nona Anima. Quiritatio, Anima, Dominium To restore petrified characters, a [Cure Stone] spell must be
successfully cast.
“Spirit, Tenths Rank Curse. Cloud, Body, Petrification”
Chant
Spiritus, Decimae Male Dine. Nubes, Corpus, Petrificatio
92
Part 3 Magic
93
Wraith Form Cost MP20
Range/ 1
Tar. Caster
Area
Caster/- Duration
Day
Res. Optional Quick Resurrection Cost MP30
Sum. Take the form of a wraith, separating mind and body 1 Range/ 2(30m)/
The caster's consciousness breaks free, taking the form of a Tar. Duration Instant Res. Optional
Corpse Area Target
Wraith (see CR III, p. 369 or ML). The caster's HP, MP, levels, Sum. Raise the dead instantly. Soulscar table rolled with +10
Willpower, Fortitude, classes, and weapons skills remain the same,
Revives a corpse immediately. The Target Number is the
but it gains the Wraith’s Unique Skills [〇Normal Weapon number of days elapsed since death. The Soulscar Table (see CR
Immunity] and [〇Fog Body]. See also CR III, p. 327 or ML for I, p. 186) should also be used as in the case of [Resurrection] (see
[〇Normal Weapon Immunity]. CR II, p. 135), but the roll is modified with +10.
Eff. While a Wraith, the caster's body lies unconscious, and the If the revive succeeds, the target is revived with HP 1 (or all of
caster cannot directly perceive using its body senses. If the duration the sections if the target has multiple sections), and the MP is kept
elapses or the caster wishes, they may return to their body as it was just before the death. All the spells and effects the target
regardless of distance. was under before the death are removed.
However, if the caster's body is destroyed or otherwise lost A target whose soulscar has reached 5 due to using the “soulscar
while in Wraith Form, the spell becomes permanent, and the Eff. table” is revived as a Revenant (see CR I, p. 416). Revenant revives
caster remains as a Wraith, unable to return to their body. with its maximum HP and attacks the caster who casts this spell as
“Spirit, Thirteen Rank. Change, Spirit, Ghosts.” the first priority. After the caster is defeated, the Revenant kills and
Chant
Spiritus, Tredecim Ordo. Muta, Spiritus, Manes destroys indiscriminately.
Generally, only a limited number of those with unresolved
feelings for the world will be resurrected. If the target is PC, it is
up to the player's decision. The GM should decide on other
Humanoids, Barbarous, Animals, Plants, and Mythical Beasts.
Undead, Constructs, Magitech, Fairies, and Daemons cannot be
Copy Doll Cost MP20 revived under any circumstances.
Range/ “Spirit, Fifteenth Rank. Bind, Body, Soul”
Tar. 1 Doll Touch/- Duration 1 Year Res. N/A Chant
Spiritus, Quintadecima Ordo. Liga, Corpus, Anima.
Area
Sum. Creates a doll indistinguishable from the caster
A doll or stuffed animal is transformed to look exactly the same
size and appearance as the caster. Despite being a doll, the caster Death Cloud Cost MP26
can manipulate the new body as if it were their own, retaining all 1 area (6m Range/ 2(30m)/
physical abilities and still requiring food and sleep. It is impossible Tar. Duration Instant Res. Half
Radius)/20 Area Target
to tell that the target is a doll by observing its appearance and
Sum. Deals Power 60, Death Check -20 Type Curse
behavior.
While separated, the caster's original body is unconscious. At Creates a cursed cloud of roiling death, dealing Power 60 +
Magic Power damage. If this reduces a character's HP to 0 or less,
Eff. any time, the caster can know the condition of their body but
cannot perceive through it. If the caster’s body dies, the caster itself they receive a -20 penalty to their next Death Check.
Eff. Crit
also dies. If the spell’s duration ends or the caster ends it, the caster Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
will return to its body. Value
If the doll's HP drops to 0, the caster returns to its original body 60 5 9 10 11 12 13 14 15 16 18 ⑩
while the doll's body crumbles into useless dust. “Spirit, Fifteenth Rank Offense. Cloud, Lethal, Curse.”
While this spell is in effect, the caster can't cast this spell on Chant Spiritus, Quintadecima Ordo Delictum. Nubes, Letale,
another target. Maledictum
“Spirit, Fourteenth Rank. Puppet, Duplicate, Body.”
Chant
Spiritus, Quartadecima Ordo. Pupa, Duplicata, Corpus
Revenant Curse Cost MP30
1 Entire Range/
Steal Memory Cost MP19 Tar.
Character Area
Touch/- Duration
1
Day
Res. Neg
1 Entire Range/ Sum. Allows the living to rise as a Revenant upon death Type Curse
Tar. Touch/- Duration Permanent Res. Neg
Character Area If the target dies after casting this spell, they gain 5 soulscars
Sum. Acquires a memory from the target temporarily and rise as a Revenant (see CR I, p. 416 or ML).
The caster can take a specific memory from the target so that Target follows the caster's orders completely.
the target never even knows they had a memory taken from them. Eff. Once the duration of this spell ends, the target is fully and
The caster chooses when to begin to take a memory and how permanently a Revenant and cannot be resurrected. However, if
long the memory they're taking is, then spends an equal amount of the spell is canceled via [Remove Curse] before then, all soulscars
time casting this spell. The caster steals memory in increments of will disappear, and the body will become a normal corpse.
Eff. “Spirit, Fifteenth Rank Curse. Lethality, Curse, Corpse.”
10 seconds (1 round) at a time, even if the memory they're taking
isn't that long. Chant Spiritus, Quintadecima Ordo Maledictionis. Lethitas, Maledictio,
If this effect ends, the target recovers all of their stolen Cadaver
memories. However, this does not cause the caster to lose the
memory they stole.
“Spirit, Fourteenth Rank. Memory, Disappearance,
Chant Remembrance.”
Spiritus, Quartadecima Ordo. Memoria, Ablatione, Recordatio
94
Part 3 Magic
Wizard is a title given to those who have mastered both Only such Wizards can attain the magic type called
the Sorcerer and Conjurer classes. They are highly Deep Magic, which consists of more mysterious spells than
knowledgeable in the techniques and teachings of the Magic what can be obtained from conventional knowledge. These
Civilization Period, and are closer to the heart of it. spells can produce multiple effects at the same time.
The conditions for using Deep Magic and the limitations of its armor are exactly the same as those of Truespeech Magic and
Spiritualism Magic. The same magical implement can be used for Truespeech Magic, Spiritualism Magic, and Deep Magic.
Deep Magic is a magic type automatically gained by For example, if there is a character of 4th Sorcerer Class
characters who have mastered the Sorcerer and Conjurer Level and 3rd Conjurer Class Level, they can exercise up to
classes. 3 levels of Deep Magic, and its Magic Power will be “4 +
In Deep Magic, there is no special class for this purpose Intelligence modifier”.
(i.e., Wizard class). Instead, the caster's available spell level
is determined by the lower level of the Sorcerer class and Note on [MP Save/**]
the Conjurer class that the caster has mastered, and the Combat Feat [MP Save/Sorcerer], [MP Save/Conjurer]
Magic Power by the higher level of the two classes. does not reduce the MP consumption of Deep Magic, and
[MP Save/Wizard] does not exist.
Available Spell Level = Minimum (Sorcerer Class Level,
Conjurer Class Level)
Magic Power = Maximum (Sorcerer Class Level,
Conjurer Class Level) + Intelligence modifier
You can find the following special fields in the list of Target: 1 +1 Character
Deep Magic spells on the next pages. As already explained, there is a target called “1+1
Characters”. You can also encounter “1 + 1 Character X”.
Chant Its processing is explained in the magic data.
This is a spell chant that caster performs when casting
their spells, similar to the ones in the Truespeech and
Spiritualism Spells Lists.
95
Bad Vibes Cost MP5
Range/ 1 minute
Tar. Touch Touch/- Duration Res. N/A
Area (6 r)
⏩Lock On Cost MP3 Sum. Instantly create a golem
Creates and deploys a golem. It consumes the same amount of
1 Entire Range/ 2(30m)/ 3 minutes MP and materials as [Create Golem] (3rd-level Spiritualism spell),
Tar. Duration Res. Can’t
Character Area Target (18 r) but the duration is different.
Sum. Focuses on the target Eff. When a golem is created with this spell, it must meet the class
During the effect's duration, as long as the character aims at the level restrictions equivalent to those of [Create Undead] in both
target (or all sections in the case of multiple sections), their attacks Sorcerer and Conjurer.
Eff.
will not cause a stray shot. This effect is similar to having mastered Golem created with this spell is limited to “Obey Command”.
[Targeting]. “Deep, Fifth Rank Soul. Moment, Death, Raise”
Chant
“Deep, Second Rank. Guidance, Point, Target” Profundus, Quintus Ordo Animae. Momentum, Mors, Resuscita
Chant
Profundus, Secundi Ordo. Regimen, Punctum, Scopum
96
Part 3 Magic
Tar. Touch
Range/
Touch/- Duration
3 minutes
Res. N/A
Sleep Cloud Cost MP12
Area (18 r)
1 area Instant/30
Sum. Creates a floating eye to scout Range/ 2(30m)/
Tar. (3m Duration seconds (3 Res. Neg
The caster creates an eye of several centimeters in diameter that Radius)/5 Area Target
rounds)
floats in the air. This eyeball can be moved at will by the caster at Psychic
a speed of 30 meters per 10 seconds (1 round). Sum. Puts the target to sleep Type
(Weak)
The caster can see the scene through the eyeball as if he were The target falls prone asleep.
Eff.
seeing it themself. However, while the spell is in effect, the caster's The target automatically wakes up after the duration ends. A
vision does not work. Eff. character that does not fall asleep will not be affected. A character
The eyeball is automatically destroyed if it is attacked. At this with multiple sections will not be affected unless all the sections
time, the spell also ends. are targeted at the same time.
“Deep, Fourth Rank Wound. Gaze, Movement, Eyes” “Deep, Sixth Rank Illusion. Enhancement, Whispering, Cloud”
Chant Chant
Profundus, Quartae Ordo Vulnus. Aspectum, Motum, Oculos Profundus, Sextus Illusio. Amplificationem, Insusurrans, Nubem
Range/ 1(10m)/
⏩Mana Convergence Cost MP4 Tar. 1 Object
Area Target
Duration 6 Hours Res. N/A
Range/
10 Sum. Seals a door shut
Tar. Caster Caster/- Duration seconds Res. Optional A spell that can be cast on an open or closed door. The target
Area (1 r) Eff.
door is closed and cannot be opened by any force.
Sum. Gives Magic Power +1 for spells with Range: Touch “Deep, Sixth Rank Seal. Sealing, Closing, Door”
Concentrates mana on the caster's hand or implement. When Chant
Profundus, Sigillum Sextum. Signare, Claudendo, Ostium
Eff. the caster casts a “Range: Touch” spell, the caster's Magic Power
is increased by +1.
“Deep, Fifth Rank Strength. Strengthening, Magic, Power”
Chant Profundus, Quintus Fortitudo Ordo. Confirmatio Magicae
Potentiae
97
Life Delivery Cost MP8
1 Range/ 1 Sum. Steals HP from enemies and gives it to allies Type Curse
Tar. 2(Infinite)/- Duration Res. N/A Deals Power 10 + Magic Power of magic damage to the HP of
Doll Area Hour
Sum. Moves a doll in a remote location to scout an enemy and heals the HP of an ally equal to the applied damage.
The target of the damage cannot be Undead, Magitech, or
This spell can be cast on a doll in a remote location to gain the
Construct, but it doesn't matter which category the healed target is.
effects of [Remote Doll] (6th-level Spiritualism spell). Eff. This spell heals the HP of the target even if the target resisted.
This spell can only be applied to dolls that have been marked
for this spell by the caster. An hour-long ritual is required for the Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
mark to be drawn, and the doll must be at least a week old before Value
it can be subjected to this spell. Only one mark can be drawn on a 10 1 1 2 3 3 4 5 5 6 7 ⑩
Eff. single doll. “Deep, Eighth Rank Curse. Life, Transfer, Healing”
Chant
The mark is permanent but will be automatically deactivated if Profundus, Octavus Ordo Maledictionis. Vita, Translatio, Sanatio
it is erased or a new mark is drawn. The number of dolls a caster
can mark simultaneously is limited to the number equal to the level
of the caster's Sorcerer or Conjurer class, whichever is lower. If the
caster draws more than this number, they will randomly lose one
of them.
“Deep, Seventh Rank. Doll, Control, Remote.” Three Way Lightning Cost MP12
Chant
Profundus, Septima Ordo. Doll, Imperium, Remotum Any 3 Range/ 2(30m)/
Tar. Duration Instant Res. Half
Points Area Line
Fires 3 lightning bolts with Power 20, Power +5
Sum. Type Lightning
Draw Out Cost MP7 per bundle
Simultaneously fires three [Lightning] (4th level Truespeech
Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Half spell). The direction of firing can be chosen arbitrarily, and two or
Area Shot three bolts can be bundled together.
Sum. Absorbs the HP and MP of the target Type Curse In Simplified Combat, always bundle three bolts together and
Deals Power 10 + Magic Power magical damage to both the release them in one direction. The Power of this attack is 30.
target's HP and MP while restoring the caster's MP equal to the In Standard Combat, the caster can choose to fire three bolts
applied damage. However, MP recovery is limited to 1/10th of the together in one direction or bundle two bolts together and fire one
target's maximum MP (rounded up). shot to each side. Three bolts bundled together have a Power of
Eff. This spells exceptionally restores the caster's HP and MP even 30, two bolts bundled together have a Power of 25, and only one
if the target resisted. Eff. bolt has a Power of 20.
Crit In Advanced Combat, the caster can fire a bundle in any
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value direction and in any way they wish. The base Power is 20, but if
10 1 1 2 3 3 4 5 5 6 7 ⑩ multiple bolts pass through the same coordinates, the Power
“Deep, Seventh Rank. Curse, Draw, Body” increases by +5 for each additional bolt.
Chant Crit
Profundus, Septimum Gradum. Maledictum, Trahe, Corpus Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 ⑩
25 2 3 4 5 6 7 8 8 9 10 ⑩
30 2 4 4 6 7 8 9 10 10 10 ⑩
“Deep, Ninth Rank Attack. Electric Jet, Slamming, Thunder”
Thermal Illusion Cost MP6
Chant Profundus, Nonum Gradum Oppugnare. Electrica Vi, Slamming,
Any Range/ 1(10m)/ 1 Tonitrua
Tar. Duration Res. N/A
Point Area Target Day
Sum. Creates illusions that deceive the sense of temperature
Creates illusions that deceive the target's thermal senses. Tactile Illusion Cost MP6
The size of the illusion is limited to fit in the space of a 3m Any Range/ 1(10m)/
radius. The illusion is not accompanied by images, sounds, and Tar. Duration 1 Hour Res. N/A
Point Area Target
smells and cannot be touched. When a character enters the area
of influence of the illusion, the temperature envisioned by the Sum. Creates illusions that deceive the sense of touch
caster is sensed. The temperature can be set to anything from Creates illusions that deceive the sense of touch.
below freezing to the high temperature of a flame, but it cannot The size of the illusion is limited to a space of a 3m radius.
Eff. cause damage. There are no images, sounds, or smells associated with the illusion.
This spell can be combined with the magical illusion of They can only be felt. The sensations can be recreated in a variety
[Illusion] (8th-level Spiritualism spell) and [Tactile Illusion] (9th- of hardnesses and softnesses, from iron sheets to feather
level Deep Magic). comforters. The caster can decide how the surface will feel, from
This spell can also be cast on characters or objects to change smooth marble to rough sandstone to fluffy fur. However, no
Eff.
their perceived temperature. In that case, if they move, the matter how “hard” the caster makes it, they will not collide with
hallucination will move accordingly. The illusioned object itself this illusion, and no damage will occur.
will not feel the false temperature. This spell can be combined with the magical illusion of
“Deep, Eighth Rank Illusion. Illusion, Phantom, Temperature.” [Illusion] (8th-level Spiritualism spell) and [Thermal Illusion] (8th-
Chant Profundus, Octavum Gradum Illusio. Illusio, Phantasma, level Deep Magic).
Temperatus This spell can also be used to change a character's or object's
feel. In that case, if they move, the illusion will move accordingly.
“Deep, Ninth Rank Illusion. Illusion, Hallucination, Touch.”
Chant
Profundus, Noni Ordinis Illusione. Illusio, Hallucinatio, Tactus
98
Part 3 Magic
99
Geas Cost MP19 Mana Integration Cost MP15
100
Part 3 Magic
There are no rule changes or additions in Divine Magic. 10 new deities are added to the book, and Specialized Divine Magic
used by the followers of those deities is included in this book.
The Gods of Raxia are divided into three categories: the Divinity and Influence
Ancient Gods, the Major Gods, and the Minor Gods (see Divinity Area of Influence MP Cost Increase
p. 57, CR I, p. 324). Generally, the Ancient Gods are Ancient God All of Raxia -
worshipped throughout Raxia, the Major Gods are Major God Continent +1
worshipped on a particular continent, and the Minor Gods' Minor God Region +2
followers are concentrated in one region to which the
particular deity has some connection.
The distribution of believers affects the power of the
deity. It is difficult for a God to exert power over a place Priests of Major and Minor Gods can avoid the MP
beyond its sphere of influence. Especially for Minor Gods increase that comes from being outside their influence by
with a small number of followers, deterioration of power strengthening their connection to their God, spreading
can be significant. divine teachings, and gathering followers.
This manifests itself as an increase in the MP cost of the This can be done in two ways.
Priests’ spells. Priests of Major or Minor Gods will have to
pay additional MP when casting spells if they leave the area
of influence of their God. This MP increase must be
accounted for before any multiplication, such as multiplying
101
Small Shrine Missions
A holy shrine is a place of communion with Gods. If a God can gain followers equal to 1/200th of the city's
1000G and 3 days of work are required to create a holy population (say, 10 followers for a town of 2,000 people),
shrine for a Priest. Once the shrine is built, no MP increase then no MP increase will occur within that city for PC priests
will occur within a 1km radius of it. of that God.
This effect will be lost if the shrine is defiled or To do this, Priests must create a temple, whether a holy
destroyed for some reason. shrine or a makeshift temple, and provide a place for
believers to worship daily. The believers must be passionate
enough to visit the temple at least once a week, if not every
day. Tabbit and Runefolk cannot be counted as believers.
Some of the Basic Divine Magic may or may not be Divine Chef Myles※ Divine Hand Mirtabar
exercised depending on one's faith. They are marked with Divine Herald Paro※ Weaver of Threads Adeni※
a “†” or “‡” in the name. Here is how they are handled.
Minor Gods
Goddess of Wind God of Railroads Strasford
and Rain Furusil
In the world of Raxia, Humanoids generally believe in Wandering God Sadur※
the gods associated with the First Sword, while Barbarous
believe in the gods associated with the Second Sword. Gods That Have Spells with “‡” in the Name
However, this is a general tendency, and there are Ancient Gods
individuals who believe in the deities associated with the Dalkhrem, God of War
Second Sword, even though they are Humanoid. Similarly,
some Barbarous believe in the gods of the First Sword, Major Gods
although this is exceedingly rare.
Sea Snatcher Eiryak Immortal Queen
The spells a priest can use are determined by the deity
Zeides
they believe in. There are two basic types of Divine Spells,
Blood-bathing Goddess Nivaceps Trap Lord Gurvazo※
which may or may not be used depending on the god a
※
Priest worships.
It's worth noting that the nature of the priest (whether Earth Storm Zoras-Valles※
Humanoid or Barbarous) does not affect the effects of
spells. For example, if a Dark Troll Lyphos priest uses Minor Gods
[Banish] (see p. 104), they will receive the spell's effect if Fraud God Meigal ※
they are within range.
Special God
On the Gods of the Third Sword Laris, God of Madness (Major God)
In the world of Raxia, there are deities associated with Priests who serve the mad god Laris can use spells of
the third sword. Due to the nature of their history and both swords at any time.
beliefs, the majority of their followers are Humanoids. The
number of deities in Raxia varies depending on the beliefs Blurring Caused by Young Gods
of its followers. Consequently, the power of these deities is A young Minor God, less than 1,000 years old, is usually
similar to that of the first sword. still influenced by their followers' beliefs. As a result, there
may be differences in the Divine Spells used by priests of
the same god.
This blurring disappears over time as beliefs become
In terms of spells that can be cast, the gods are established and fixed, and eventually, only one of the Divine
categorized as follows. Those with an ※ in their names are Magics can be used.
gods that have been added to this book. The GM should decide if blurring occurs and which
specific spells can be used by the PC.
Gods That Have Spells with “†” in the Name
Ancient Gods Non-Overlapping of Spell Effects
Divine Ancestor Lyphos Tidan, God of the Sun The spells listed here are treated as non-overlapping for
Asteria, Goddess of Fairies Blazing Emperor Grendal each pair. For example, if a target under the effect of [Vice
Kilhia, God of Wisdom Weapon] spell and [Sacred Weapon] is cast on it, the target
Gamel, God of Money※
must choose whether to accept it and gain the effect of
[Sacred Weapon] or reject it and wish to remain under the
Major Gods
effect of [Vice Weapon].
Sien, Goddess of the Moon Shield Against the Abyss Eve
Also, [Sacred Field] and [Vice Field] cancel each other
Guiding Star Harula Dalion, God of Trees
out, as described in the description of each spell.
Goddess of Love Aurmata, Armored Goddess
and Vengeance Miritsa ※
102
Part 3 Magic
You can find the following special field in the list of Name †‡
Divine spells on the next pages. Those with † or ‡ in the name are basic divine spells that
may or may not be cast depending on faith. The † is a spell
given by a god of the First Sword, and the ‡ is a spell given
by a god of the Second Sword.
103
Cure Wounds Cost MP3
1 1(10m)/
Tar. Range/Area Duration Instant Res. Neg
Sanity Cost MP3 Character Target
1 Character Range/ Sum. Heal target's wounds with Power 10
Tar. Touch/- Duration Impact Res. Neg Heals Power 10 + Magic Power damage. This spell does not
X Area
affect constructs or magitech. If the target is undead, this spell deals
Sum. Restores the target to his normal state of mind. Power 10 + Magic Power damage instead.
Dispels all Psychic-type spells and abilities on the target. The Eff.
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit
success value must be compared for each effect to be canceled. Value
10 1 1 2 3 3 4 5 5 6 7 N/A
Field Protection Cost MP2
Banish/Fear Table 1
Tar. Range/Area Touch/- Duration Instant Res. Optional
Character
2d Effect
The target panics and goes berserk. For 30 seconds (3 rounds), Sum. Purges poison from the target's body.
it receives a +2 bonus for Accuracy and a -2 penalty for Dispels a Poison-type spell or effect on the target. This requires
2–4 Eff. a contested check. This spell cannot heal the damage that has
Evasion. If the target has an intelligence score, it cannot use any
actions that require reason or cast any spells already been dealt.
The target is consumed by fear, slowing its movements. For 3
5 – 9 minutes (18 rounds), it receives a -1 penalty on all Accuracy,
Evasion, and Spellcasting checks. Field Resistance Cost MP5
The target flees (or, in the case of the skirmish, uses a retreat 1 area Instant/3
action). If it cannot flee, it cowers in fear, cannot take any Tar. (5m Range/Area Caster/- Duration minutes Res. Can’t
10 – 12 actions for ten seconds (1 round), and automatically fails all Radius)/15 (18 r)
action checks (see CR I, p. 114). After that round, it can act
Sum. Reduces damage from a specific type by 3 points
normally again.
The spell creates a circle of protection, protecting against certain
dangers to those present.
The targets take -3 damage from all physical and magical sources
Eff.
of a single damage type. Choose Wind, Fire, Water/Ice, Lightning,
or Energy when the caster casts the spell. This effect lasts for 3
Awaken Cost MP5 minutes (18 rounds).
1 1(10m)/
Tar. Range/Area Duration Instant Res. Optional
Character Target
Sum. Wakes a target up from being asleep or unconscious.
A sleeping, stunned or unconscious character wakes up. If their
HP is below 0, it is set to 1. If sleep is a spell or unique skill effect,
then the caster needs to make a contested roll against the success
Eff.
value of the effect.
The affected character can take action immediately. Prone
characters wake up still prone.
104
Part 3 Magic
105
Holy Cradle Cost MP4
1 area (3m Range/ 3
Tar.
Radius)/5 Area
Caster/- Duration
Hours
Res. Optional Exorcism Cost MP10
Induce deep sleep and enhances the restorative 1 Character Range/ 1(10m)/
Sum. Type Psychic Tar. Duration Instant Res. Neg
effects of sleep X Area Target
The targets fall into a healing slumber. This magical sleep is
Sum. Destroys Undead level 8 and below
equivalent to 6 hours of normal sleep. If the target is awakened
Only effective on Undead monsters Level 8 or lower.
Eff. during the spell's duration, there is no restoration from sleep. The
same target can only receive the effects of this spell a maximum of Eff. Sets the target's HP and MP to 0. The target will crumble into
twice per day. dust on the spot.
106
Part 3 Magic
107
Cos
† Sacred Field Cost MP20 ‡ Instant Soulscar t
MP20
All Areas 1 2(30m) 1
Range/ Instant/ Range/Are Duratio Temporar
Tar. (100m Caster/- Duration Res. N/A Tar. Characte / minut Res.
Radius)/Space Area a n
1 Day y
r Target e (6 r)
Sum. Creates a barrier blocking Barbarous and Undead Sum
Binds Humanoids, Strengthen Barbarous
The target area has a barrier formed around it, preventing any .
Barbarous or Undead from passing through. This barrier also The target receives one soulscar for a split second. Depending
prevents any spells or abilities from Barbarous or Undead from upon the target, this spell will act differently:
passing through as well. If the target is a Humanoid, then they must roll a die at the
Eff.
When this spell is cast, the barrier will not form if any Barbarous beginning of their next turn. If the result is 3 or less, then no
or Undead is already within the area of this spell. Additionally, if Eff. movement or Major Actions may be taken that turn.
this effect overlaps with the range of a [Vice Field] spell, both spells' If the target is Barbarous, then they must roll a die at the end of
effects end immediately. each turn. If the result is 4 or greater, that Barbarous may take
additional Major Action that turn. This effect can appear only once
per turn.
‡ Vice Field Cost MP20
All Areas
Range/ Instant/
Tar. (100m Caster/- Duration Res. N/A
Radius)/Space Area
1 Day
Sum. Creates a barrier blocking Humanoids and Undead Holy War Cost MP40
The target area has a barrier formed around it, preventing any All Areas
Humanoids or Undead from passing through. This barrier also Range/ 6
Tar. (500m Caster/- Duration Res. Optional
Radius)/All Area
prevents any spells or abilities from Humanoids or Undead from Hours
passing through as well.
Eff. Strengthen those of the same faith (Warrior-Type Classes +3
When this spell is cast, the barrier will not form if any Sum.
Levels)
Humanoids or Undead are already within the area of this spell.
To be a target of this spell, the target must be equipped with,
Additionally, suppose this effect overlaps with the range of a [Sacred
hold, or carry the holy symbol of the caster's deity. The caster
Field] spell. In that case, both spells' effects end immediately.
themself and the characters of None, Animal, and Servant intellect
cannot be the target.
Target selects any Warrior-Type Classes, temporarily increasing
the class by +3 levels. It is also possible to select a class without levels
Eff.
and make it equivalent to the 3rd level. However, the target's
Oracle Cost MP13 adventurer level will remain unchanged, and no new combat feat
will be obtained.
All Areas 3
Range/ If a monster with monster data becomes a target, it gets a +3
Tar. (10km Caster/- Duration minutes Res. Can’t
Radius)/All Area (18 r)
bonus to Accuracy checks and Evasion checks and +3 points to the
physical damage it causes by melee attacks and ranged attacks.
Sum. Projects caster’s voice to distant believers
The caster can project their voice to any character within the
range of the spell who is also a follower of the same god. Purify Soul Cost MP20
Eff. However, only characters with at least 1 level in the Priest class 1 Entire Range/
can hear the caster. It's important to note that the caster cannot hear Tar. Touch/- Duration Instant Res. Neg
Character Area
any responses from those they talk to, regardless of faith.
Sum. Bring peace to the souls of the dead
Only effective on Undead monsters Level 13 or lower. The
Cure Mortality Cost MP10 target's soul is redeemed, and the target departs to the God of the
Eff. caster's faith (Undead dies).
1 2(50m)/ If the target's monster level is 14 or higher, this magic's resistance
Tar. Range/Area Duration Instant Res. Neg
Character Target becomes “Optional.”
Sum. Heals target with Power 70
Heals the target for Power 70 + Magic Power HP. No effect on
Constructs and Magitechs. If the target is Undead, it deals Power 70
Reincarnation Cost MP30
+ Magic Power damage. Range/
Tar. 1 Corpse Touch/- Duration Instant Res. Neg
Eff. This damage cannot be critical. Area
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit Sum. Give a departed soul a new life
Value Only effective on a corpse less than 24 hours old. The target's
70 5 9 10 12 14 16 17 18 19 19 None soul will be reborn in a child within the next 7 days but will not
remember anything from their previous life until they reach a
certain age, as determined by this spell's Spellcasting check.
† Erase Soulscar Cost MP50 However, the child has all of the same ability scores as the old
character (after growth), and once they reach a certain age, they
1 Entire
Tar. Range/Area Touch/- Duration Instant Res. Optional regain their memories of their past life, including class levels and
Character
Combat Feats.
Sum. Heals a soulscar from the target The age at which the memory is regained depends on the success
Removes 1 soulscar from the target. This effect does not remove
Eff. value at the time of the cast (not on the target's race). Also, this spell
the innate soulscar of Nightmare or Barbarous. A character who has takes 1 hour to cast.
Eff. received this spell at least once will automatically resist the second Success Value Age to Regain Memory
and subsequent casts. It cannot be used against the Undead. 25 or less Will not regain memory naturally
This spell takes one day to cast. 26 - 27 30 years old
28 - 29 20 years old
30 - 31 10 years old
32+ 5 years old
If the target is resurrected before reincarnation, the effect of this
spell is automatically negated. On the other hand, if the target was
108
Part 3 Magic
affected by [Reincarnation], this spell will not revive the target again
(another spell will). Major God / Preparation 1 Month / Casting 1 Day / 100 MP /
Affects 25 or lower Levels
Once summoned, the god can perform large-scale miracles, such
as leveling an entire mountain or turning the land within the caster's
vision into a deep forest.
MP50- Once this spell is complete, the caster immediately dies,
Call God Cost
200 regardless of their current HP value.
Any Range/ 2(30m)/ 1 minute
Tar. Duration Res. N/A Minor God / Preparation 6 Rounds / Casting 1 Round / 50 MP /
Point Area Target (6 r)
Affects 15 or lower Levels
Sum. Call down the god caster believes in
Once summoned, the god can perform small-scale miracles,
This spell calls upon the caster's deity and pleads them to help such as moving an immense boulder or causing an entire hillside to
in dire need. To cast this spell, a special preparation (ritual) is burst into blooming flowers.
needed, after which this spell must be immediately cast. The caster Once the spell is complete, the caster falls to 0 HP and has their
can cast the spell immediately after the preparation. Still, if the same Maximum MP reduced by 50 for the next 7 days.
time of the preparation elapses without casting the spell, the caster
must start the preparation from the beginning.
This spell's MP and casting time depend upon the type of God
being called. When using miraculous power in battle, the caster can Restoration Cost MP18
wipe out any enemy within the caster's sight below the specified level 1 Range/ 2(50m)/
(monster level, adventurer level) without any resistance. Tar. Duration Instant Res. Optional
Character Area Target
Eff. Only Priests of called God in its sphere of influence (see p. 101) Removes all negative effects and restores HP by Magic Power x5
will notice that this ritual was completed (regardless of where the Sum.
points
spell itself has been cast). The target can choose any effects it is undergoing other than
“Duration: Permanent” and make them all disappear. There is no
Ancient God / Preparation 1 Year / Casting 7 Days / 200 MP / need to compare success values. At the same time, the target's HP
Affects 35 or lower Levels Eff.
is restored by “caster's Magic Power x5”.
Once summoned, the god can perform massive miracles, such This spell does not affect Undead”, Constructs, or Magitechs
as creating massive fissures in the continent, creating whole islands, characters.
and other miracles that vastly change the face of Raxia.
Once this spell is complete, the caster's soul leaves with their god,
preventing the caster from being resurrected.
Sum. Calms emotions and suppresses instincts Type Psychic Any Range/ 2(30m)/ 12
Tar. Duration Res. N/A
Subjects who fail to resist become non-hostile and do not actively Point Area Target Hours
participate in combat. If possible, attempts to stop others from Sum. Illuminate a 20-meter radius with light
Eff. engaging in combat will be made, and new hostilities will be avoided. Removes penalties due to darkness within all areas (20m radius).
This effect ends if another character is overly hostile or is Eff.
This spell could be put on an object that can be carried and moved.
attacked.
109
Ray Cost MP5
2(30m)/
Tar. Any Point Range/Area Duration Instant Res. Half
Line
Sum. Deals Power 10 damage. Undead +3 Type Energy
Deals damage with a beam of light dealing Power 10 + Magic Confusion Cost MP4
Power magical damage. Undead creatures take additional +3 10
1 Entire 2(30m)/
damage only on failed resistance. Tar. Range/Area Duration seconds Res. Neg
Eff. Crit
Character Target
(1 r)
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Sum. Distorts the target's eyesight Type Psychic
10 1 1 2 3 3 4 5 5 6 7 ⑩ If the target is performing a check for more than 1 minute (6
rounds) time required, it will be canceled.
Eff. Also, if the target has learned the combat feat [Targeting] or has
Fine Weather Cost MP8 a similar ability, the caster can make it lose its effect. In this case,
the combat feat or ability on which it is based also loses its effect.
All areas (1km Range/ 3
Tar. Caster/- Duration Res. Can’t
Radius)/Space Area Hours
Sum. Clears the weather in the area Charm Cost MP4
Instantly clears any bad weather, resulting in a clear sky no matter
how bad the weather conditions are. No matter how bad the weather 1
2(30m)/ 6
is, there will be no rain, snow, or strong winds for the spell's Tar. Character Range/Area Duration Res. Neg
Eff. Target Hours
duration. Clouds above the area of effect will disappear. Blue and X
starry skies can be seen, and the sun and moon may also appear Sum. Entices the target, causing them to be less vigilant Type Psychic
depending on the time of day. The target will be less wary of the caster, even if initially hostile.
The target will treat the caster as a close friend, trying not to hinder
them as much as possible and trusting what the caster says.
Daybreak Cost MP10 Eff.
However, the target will not trust any actions or behaviors actively
detrimental to their health.
Range/ 3 This effect immediately ends if the caster is actively hostile
Tar. Touch Touch/- Duration Res. N/A
Area Hours toward the target. For the next 6 hours, the target gains a +4 bonus
Creates a light ball and illuminates surroundings in a 30-meter to Willpower.
Sum.
radius
It produces a fist-sized ball of light. Due to the light it emits, all
areas (radius of 30 meters) are treated as if they were under the sun. Savage Discord Cost MP7
The ball of light floats around the caster and follows it
1 10
automatically. It can be controlled to some extent only by the
Tar. Character Range/Area Touch/- Duration seconds Res. Neg
caster's will, without the need for speech or action (Major Action or
X (1 r)
Minor Action), but it never leaves the caster beyond 1 meter.
The caster can use a Major Action to throw the light ball, which Sum. Confuses the target into attacking allies Type Psychic
will explode at the target location, dealing “Power 20 + Magic The target assumes that a character specified by the caster is an
Power” energy magic damage to the target. If the target is undead, enemy and viciously attacks them. Only one character can be
the damage will be “Power 40 + Magic Power” instead. Even if determined. The target will use its own turn to attack the specified
multiple light balls are prepared, only one light ball can be thrown character with the weapon (e.g., Claws or Bite for a monster)
by one Major Action. equipped at that time. In general, this attack should be picked by
Eff. Throwing a light ball is handled in the same way as casting spells. Eff. GM as the most efficient attack without penalties to the target with
The caster should make a new Spellcasting check to determine the unique skills to increase its effectiveness if applicable. However, if
success value and compares the success value with the target the equipped weapon is a ranged weapon, the target must be willing
Willpower. Thrown light ball vanishes and loses its magical effect. to spend ammunition. The [Solid Bullet] will be used if the weapon
is a gun.
(Data for throwing a Light Ball) This spell has no effect if the targeted character cannot attack.
Target: 1 area (5m Radius)/15, Range/Area: 1(10m)/Shot,
Duration: Instant, Resistance: Half, Type: Energy
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit Jealousy Cost MP10
Value 1
20 1 2 3 4 5 6 7 8 9 10 ⑩ 1 Entire
Tar. Range/Area Touch/- Duration minute Res. Neg
40 4 5 6 7 9 10 11 11 12 13 ⑩ Character
(6 r)
Curse +
Sum. Makes the target jealous of all those around them Type
Psychic
Evangel Cost MP20 The target becomes jealous of every character around them,
especially family, partners, and close friends, and will explicitly
1 area (6m Range/ 2(30m)/
Tar. Duration Instant Res. Neg express this newfound feeling.
Radius)/20 Area Target Eff.
During the effect time, the target cannot perform any actions to
Sum. Removes Poison-, Disease-, Curse-, and Psychic-type effects assist or support other characters (regardless of its own gain or loss,
The power of the sun's rays attempts to remove all Poison-, advantage or disadvantage).
Disease-, Curse-, and Psychic-type effects on the target. For each
Eff. effect contested check is needed.
This spell can only be cast in direct sunlight or while within the
range of [Daybreak], but in that case, the effect of [Daybreak] is lost.
110
Part 3 Magic
111
Lucky Coin Cost MP6 Inspiration Cost MP4
Range/ 1 Range/ 1
Tar. Caster Caster /- Duration Res. Optional Tar. Caster Caster/- Duration Res. Optional
Area Day Area Day
Sum. Can slightly avert a deadly situation Sum.
Automatically succeed on any Observation check, Knowledge
A lucky coin can save the caster from unexpected danger. It is a check
coin believed to bring good fortune or a coin that the caster has in When the caster performs a Skill Check included in the
their pocket that deflects a fatal blow. observation check package or knowledge check package (see CR I,
If the caster performs a Notice check, Danger Sense check, Spot p. 114), the result of the check can be an automatic success
Eff.
Trap check, or Death Check during the duration of the effect, they (assuming double 6s are rolled) without rolling any dice.
Eff. gain a +4 bonus modifier. This effect disappears after one use. Also, this spell can only be
However, if the caster does not have any money, this spell will cast once per day.
not work. If it does work, the caster's money is reduced by 1 gamel.
This effect occurs automatically when the opportunity to
perform one of the above checks arises, and is lost once the effect ⏩△Precognition Cost MP6
occurs.
10
Range/
Tar. Caster Caster/- Duration seconds (1 Res. Optional
Area r)
Life Insurance Cost MP7
Sum. Roll for any skill check 8 instead of 2d
Range/ Predict the near future. During this time, the caster can choose
Tar. Caster Caster /- Duration 1 Day Res. N/A
Area Eff. to use a fixed roll of 4 and 4 (for a total of 8) instead of rolling 2d
Sum. Spend gamel to get a bonus to Death Check for any skill check they perform.
When the caster is in a life-threatening situation, gamel will
restore their life.
During the duration of the effect, if the caster performs a Death ⏩△Completion Cost MP10
Check, they can gain a bonus to the check by spending a certain 10
amount of gamel before the check. Range/
Tar. Caster Caster/- Duration seconds Res. Optional
The bonus is +1 for every 100 gamels spent, and there is no Area (1 r)
upper limit to the bonus obtained by this effect. However, the
Sum. Temporarily learn magic by seeing through Kilhia's eyes
consumed gamel is lost regardless of the success or failure of the
Eff. The caster will temporarily gain the ability to cast up to 10th-level
check.
spells of one of Truespeech, Spiritualism, or Fairy Magic. The
Additionally, the consumed gamel increases by 100 for every
Magic Power for any of those spells becomes “Priest Class level +
bonus gained from this effect in the past. For example, the second
Intelligence Modifier.”
time the caster gains a +1 bonus, it costs 200 gamel, and the tenth
Temporarily learned spells do not require any movement,
time it costs 1,000 gamel.
vocalization, magical implement, or Fairy Tamer's Gem to be cast.
This increase in gamel is permanently cumulative until the caster Eff.
However, if an individual spell requires a special cost (such as a
fails a Death Check. It is important to keep track of the number of
mako stone for the [Summon Fairy]), it must be provided. All
times the effect is used.
combat feats that the caster has mastered are valid. [MP Save/**] is
applied if it matches the chosen magic system.
Spells that take more than 10 seconds to cast cannot be cast.
Once the chosen spell is cast, the effect of this spell ends.
112
Part 3 Magic
Effects that modify the rolls, such as [Lethal Strike], are effective. Instant/10
1 area (3m Range/
Tar. Caster/- Duration seconds (1 Res. Can’t
Radius)/5 Area
r)
Wishing Star Cost MP20 Sum. Dexterity +12, Agility +12
The Divine Hand itself descends around the character,
30
1 Entire Range/ 2(50m)/ accelerating its movement.
Tar. Duration seconds Res. Optional Eff. All characters within the area have their Dexterity and Agility
Character Area Shot
(3 r) increased by +12 points during the spell duration. Movement and
Sum. Automatic successes on Fortitude or Willpower other parameters will also change.
The target is surrounded by small stars made of mana. When
Eff. the target makes a Fortitude or Willpower check, they automatically
succeed instead.
113
Daemon Buster Cost MP14 Reboot Cost MP20
Instant/10 10
1 Range/ 2(30m)/ 1 Range/
Tar. Duration seconds Res. Half Tar. Touch/- Duration seconds Res. Optional
Character Area Target Character Area
(1 r) (1 r)
Power 70 damage to the Daemon and -5 to the Sum. Increase the target's Major Action by one
Sum. Type Energy
damage it deals The caster entrusts the target with its thoughts.
A ray of light that destroys the daemon is hurled overhead. The target will have the number of Major Actions increased by
Eff.
If the target is a Daemon, the spell deals Power 70 + Magic Power one on the first turn within the spell’s duration after this spell is cast.
magic damage. In addition, for the next 10 seconds (1 round), any This effect is automatically lost once the effect occurs.
physical damage and magic damage caused by the target is reduced
Eff. by -5 points.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit Rescue from Shallow Abyss Cost MP20
Value
70 5 9 10 12 14 16 17 18 19 19 1 Entire Range/
⑩ Tar. 2(Infinite)/- Duration Instant Res. Neg
Character Area
Sum. Rescue target from Shallow Abyss
Guides the target by the stars and leads it from the Shallow
Abyss.
If the target is inside Shallow Abyss, it teleports near the caster.
It does not matter if the target is alive, dead, or in any other state
Star Guide Cost MP1 (e.g., petrified). If the target is dead in Shallow Abyss, it will be
teleported and can still be resurrected afterward. Target can make
Eff.
Range/ Willpower check in any state if this spell is not desired (by the player
Tar. Caster Caster/- Duration Instant Res. Optional or GM who controls it).
Area
Sum. Know the location of the nearest temple by shooting stars The caster must cast this spell near the Shallow Abyss, where the
target is being held captive. Also, the caster must know the target
A shooting star in the sky indicates the place to return to, and the
(individual) well; the target does not need to be visible.
caster can determine the exact distance and direction to the nearest
This spell requires one hour to cast.
Eff. temple of Harula from its current location.
This effect is only useful at night and when the starry sky is
visible.
Tar. Caster
Range/
Caster/- Duration Special Res. Optional Forest Path Cost MP1
Area
Range/ 3
Sum. Monster Knowledge check +2 for Daemons Tar. Caster Caster/- Duration Res. Optional
Caster gains insight from stars regarding the ecology and Area Hours
characteristics of Daemons. Sum. Maximum HP +3 in the natural environment
This spell can be cast during Combat Preparation. The caster Spell temporarily gives the vitality of the great earth.
Eff. gains a +2 bonus to the Monster Knowledge check for Daemon As long as the caster is in the natural environment (see CR I, p.
monsters immediately following the check. If multiple Monster 101) during the duration of the effect, the maximum HP value is
Knowledge checks for Daemons are required, this effect is applied increased by +3 points. The current HP value is also increased
Eff.
to all of them. (recovered) by 3 points.
If the caster leaves the natural environment during the duration
of the effect, the spell is immediately canceled; the current HP value
Trail Guide Cost MP5 is reduced to the maximum HP value if otherwise exceeded.
Range/ 1 minute
Tar. Caster Caster/- Duration Res. Optional
Area (6 r) Binding Thorn Cost MP5
Sum. Shows the path that leads to the destination
1 30
Determines the path or corridor the caster is standing on that Range/ 2(30m)/
Tar. Character Duration seconds Res. Temporary
leads to the desired location. X Area Target (3 r)
When this spell is cast, caster should designate as the destination
Sum. Accuracy and Evasion -1
a place that the caster has actually visited. That place doesn't need
to be visible at the time of cast. Once the spell has been cast, the A mana-woven thorn is extended from the earth and tangled
entire non-blocked path to the destination will appear luminous to around the target to weaken it.
the caster for the duration of the spell. The target takes a -1 penalty on Accuracy checks and Evasion
Whatever the complexity of the path, if it eventually leads to the checks for the duration of the effect.
Eff. Eff. During this casting spell, if the success value of the caster and
destination, the path will glow. It is useful for choosing a fork in the
road and determining which way to go on a single path. target are compared, and the caster has a success value of 5 or more,
A trail or pathway is also treated as a path, but if there is a place the duration is extended to 3 minutes (18 rounds). If the target
(including a closed door, etc.) where the caster's body cannot pass, makes an automatic success, the effect lasts for 10 seconds (1
the path or passage is considered to be cut off there (i.e., shining round), simply following the “Resistance: Temporary” rule.
will not lead there).
This spell will have not affect unless the caster is standing on
some path or passageway.
114
Part 3 Magic
115
Dexterous Fingers Cost MP2 ⏩Machina Greaves Cost MP3
Range/ 1 1
Range/
10
Tar. Caster Caster/- Duration Res. Optional Tar. Character 10m/Target Duration seconds Res. Optional
Area Hour
Area
Sum. Checks to create something +2 X (1 r)
With more skillful handling of the fingertips, the caster can Sum. Immune to poor foothold penalty, Kick damage +2
create more exquisite objects. Gives the target the power of Aurmata's armor.
Eff. During the duration of the effect, the user gains a +2 bonus to The target will be immune to poor footing for the duration of the
Eff.
checks such as Set Trap check that creates or manipulates an object spell. Also, if the target attacks with Kick or a similar wrestling
or checks with Dexterity in a Standard Value. weapon damage is increased by +2.
Range/ 10
Tar. Caster Caster/- Duration
6
Res. Optional 1 Range/
Area Hours Tar. 10m/Target Duration seconds Res. Optional
Character Area
(1 r)
Sum. 100 gamel worth of meals provide +3 max HP Halves the damage received (rounded up), HP is restored
Caster gets satisfaction from the quantity and value of the food Sum.
immediately
they eat. This spell gives the target the power of Aurmata's armored shield.
The caster gains +3 maximum HP by taking a meal worth 100 While the spell is active, if the target takes physical or magical
gamel during the duration of the effect. At this time, the current HP
Eff. damage that reduces their HP, they immediately regain half of the
is also increased (recovered) by 3 points. Regardless of the amount reduced HP (rounded up). The target can choose whether to use
of food, the caster will get this effect if they eat food worth 100 gamel this effect after being attacked and determining the applied damage.
or more.
Eff. Once the effect is applied, the spell is canceled.
This effect can only be obtained once per day. This effect even works if the target's HP falls to 0 or below due to
damage, but the Death Check must still be performed before the
target recovers from this effect. If the check succeeds, the target will
Enticing Aroma Cost MP5 be healed but will still be unconscious.
10 However, this effect cannot be applied to fixed damage.
1 area (5m Range/
Tar. 10m/Target Duration seconds Res. Neg
Radius)/15 Area
(1 r)
Sum. Distracts by the aroma of the meal, action checks -2 Type
Psychic Machina Wings Cost MP7
(Weak) 1 3
The targets are distracted by the aroma of the meal. Range/
Eff. Tar. Character 10m/Target Duration minutes Res. Optional
The targets receive a -2 penalty to action checks. X Area (18 r)
Sum. Possible to fly with movement 30
Gives the target the power of Aurmata's mechanical wings.
Adiposity Cost MP8
The target can fly during the duration of the spell, with a
1 Character Range/ 30m/ 3 minutes Eff. movement speed of 30 for a Normal Move.
Tar. Duration Res. Neg Also, the target cannot take any Major Action while it is flying
X Area Target (18 r)
under the effect of this spell.
Sum. Halves Dexterity, Agility and Defense -4
The target is temporarily made extremely obese, severely
restricting its movements and impairing its defensive actions. As a
result, the target's Dexterity and Agility are halved (rounded up), Machina Hammer Cost MP11
Eff. and their Defense is reduced by -4 points (minimum 0). 1 Character Range/
If the target is a character with a fixed value, Accuracy checks and Tar. 10m/Target Duration Instant Res. Half
X Area
Evasion are reduced by -2, and Defense is reduced by -4 (minimum
Sum. Deals Power 20, the target falls prone Type Bludg.
0).
The target is attacked by an Aurmata's Hammer.
The target is dealt Power 20 + Magic Power magic damage. If the
target is a character with multiple sections, the damage is calculated
Cornucopia Cost MP18
for each section separately.
Eff. If the target fails to resist, it falls prone in addition to damage.
Range/
Tar. Touch Touch/- Duration 1 Hour Res. N/A Crit
Area Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Sum. Create goat horn that produces endless food
20 1 2 3 4 5 6 7 8 9 10 ⑩
In the hand of the caster, a goat horn appears.
The created goat horn can produce food desired by the caster
indefinitely during the duration of the effect. This food can be eaten
as usual during the duration of the spell. Machina Cannon Cost MP18
Eff.
The food can be eaten by anyone, and the character who ate Range/
gains a +3 bonus to Fortitude and Willpower checks and Death Tar. 1 Character 50m/Line Duration Instant Res. Half
Area
Checks for the duration of the spell.
Food that is produced and not eaten is lost when the spell ends. Sum. Deals Power 50 Type Bludg.
Caster fires with the greatest weapons of Aurmata.
The target is dealt Power 50 + Magic Power magic damage.
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
50 4 6 8 10 10 12 12 13 15 15 ⑩
116
Part 3 Magic
117
Wind Circulation Cost MP3 Grease Cost MP2
1 area (5m Range/ 1(10m)/ 3 1 Entire Range/ 2(30m)/
3
Tar. Duration Res. Can’t Tar. Duration minutes Res. Optional
Radius)/Space Area Target Hours Character Area Target
Generates a gentle breeze that keeps the temperature within range (18 r)
Sum. Sum. Limited Move Distance +2m
at an appropriate level
Generates a gentle breeze of suitable temperature within the area Helps smooth movement of wheeled vehicles, magitechs, etc.
of effect for the duration of the effect. Within the area of effect, any If the target's movement method is Wheels, the distance the
penalty due to temperature or wind, including hot and cold, is Eff. target can move with Limited Move is +2m during the spell
Eff. duration.
reduced by -1. Within the range, characters can be comfortable
indoors or outdoors. However, the movement of the target is the upper limit.
In addition, the rate of plant growth is doubled in the range.
Tar.
1 area (6m Range/ 2(30m)/
Duration Instant Res. Half Control Train Cost MP15
Radius)/20 Area Target
Wind and Range/
Sum. Deals Power 40 damage Type Tar. 1 Object Touch/- Duration 1 Hour Res. N/A
Lightning Area
It creates a violent storm with lightning, dealing Power 40 + Sum. Manipulate objects that move on wheels
Magic Power magic damage to the targets. By touching, the caster can control trains and other vehicles at
Eff. Power Crit will.
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ During the effect, the caster can move a structure with wheels by
Value
Eff.
40 4 5 6 7 9 10 11 11 12 13 ⑩ simply touching it and moving it with their mind. The caster can
move up to twice as fast as the structure's natural speed.
This spell cannot be cast on a character or a mount.
118
Part 3 Magic
⏩Long Strider Cost MP4 Sum. Knowing the direction of the hostile characters
The caster becomes aware of any hostility in their surroundings.
1 10 They are able to discern the direction of any hostile characters
Range/ 10m/
Tar. Character Duration seconds Res. Optional within range, as well as the direction of any characters with a
X Area Target (1 r) “Disposition: Hostile” label. If there are multiple characters, the
Sum. Target movement +5 caster is able to detect them all.
This spell enhances movement for a short period of time with However, the caster does not know the exact distance to these
Eff.
the wind pushing the feet. characters, nor do they know the specific number of characters in
The target's Normal Move is increased by 5 meters (Full Move the same direction.
Eff. +15m), but Limited Move is unaffected. This effect does not apply It is important to note that characters who are detected by this
in Simplified Combat. spell are unaware of it unless they possess special magic-sensing
Note that the movement increase caused by this spell only affects abilities or items, see the caster, or hear the caster's voice when the
ground-based movement. spell is cast.
119
War Cry Cost MP6 ⏩△Wave Riding Cost MP2
Instant/10 10
1 area (6m Range/ 1 Range/ 1(10m)/
Tar. Caster/- Duration seconds (1 Res. Neg Tar. Duration seconds Res. Optional
Radius)/20 Area Character Area Target
r) (1 r)
Sum. Powers up Barbarous, physical damage +2 Type Psychic Sum. Evasion checks +1 underwater
Raise a savage cry, uplifting allies, and frightening foes. Redirects water currents received throughout the body and
All Barbarous within the area of effect deal an extra +2 physical Eff. speeds up reflexes while underwater.
Eff.
damage with melee and ranged attacks. The target gains a +1 bonus to Evasion checks when underwater.
This spell only works if the target can hear the caster's shout.
Psychic-type effects, and they increase all damage dealt (physical or 1 Range/ 2(30m)/
Tar. Duration Instant Res. Half
magical) by +2 points. Character Area Target
Sum. Deals Power 30 Type Water/Ice
The caster hits the target with a mass of water, dealing “Power 30
⏩Berserk Cost MP8 + Magic Power” magic damage.
Instant/3 If the caster is underwater, the caster gains a +2 bonus to the
Range/ Eff. success value of Spellcasting checks when casting this spell.
Tar. Caster Caster/- Duration minutes Res. Optional
Area (18 r) Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Sum. Fly into an anger-fueled rage Type Psychic
30 2 4 4 6 7 8 9 10 10 10 ⑩
While affected by this spell, the caster increases their Accuracy,
Fortitude, and Willpower by +3 points and deals an extra +6
Eff.
physical damage. However, they also receive a -3 penalty for their
Evasion and cannot cast any other spells. Water Binding Cost MP10
1 Range/ 2(30m)/ 3 minutes (18
Tar. Duration Res. Can’t
Object Area Target r)
Troops of Ignis Cost MP20
Sum. Blocks off movement on and underwater
3 Spell stalls the flow of water and blocks movement in and on the
1 area(6m Range/ 2(30m)/
Tar. Duration minutes Res. N/A water.
Radius)/20 Area Target
(18 r) Eff. The target cannot move at all as long as it is above or underwater.
Sum. Allows Barbarous to cast Dalkhrem’s Specialized Divine Spells This spell can be cast on objects of any size but cannot affect
If the target is Barbarous, that character can use Dalkhrem's characters.
Eff. Specialized Divine Spells up to the 7th level for the duration of this
spell.
Water Bridge Cost MP25
Range/ 1
Fatal Explosion Cost MP22 Tar. Caster
Area
Caster/- Duration
Hour
Res. Optional
1 area (6m Range/ Sum. Build a water bridge
Tar. Caster/- Duration Instant Res. Half
Radius)/20 Area During the duration of the effect, the caster can create a bridge
Sum. Deals Power 80 damage Type Bludgeoning made of water in space. The bridge must be between 1 and 10
Call upon Dalkhrem's power to create a massive attack. Deals meters in width and depth, with a slight upward arch between 10
Power 80 + Magic Power magical damage. and 100 meters in length. The caster determines the width, depth,
Eff. Power Crit and length, but the shape is limited to a straight line, and the arch is
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ limited to a reasonable design. The caster can build a bridge as
Value
80 6 9 10 13 16 18 20 21 22 23 ⑩ many times as they want within the duration of the Major Action.
Still, once a bridge is built, it remains for the duration of the spell
Eff.
and cannot be erased or destroyed by the caster's will. Water
bridges, including previously built bridges, cannot be built over
existing structures or characters (although they can be crossed by
arches). Water bridges have a flow toward either side of the straight
line. The flow speed can be freely determined by the caster for each
bridge, ranging from a rushing current to a turbulent one.
Water bridges can be navigated on the water using boats or other
means, and swimming through them is possible.
120
Part 3 Magic
121
Discriminate Cost MP7
122
Part 3 Magic
1 Entire Range/
10 Range/
Tar. Touch/- Duration minutes Res. Optional Tar. Caster Caster/- Duration 1 Day Res. N/A
Character Area Area
(60 r) Sum. Meteorology check +4
Sum. Set Trap check +4 The target will more precisely monitor the weather around it.
The target can set traps more skillfully. Eff. If the target performs a Meteorology check during the duration
Eff. If the target performs a Set Trap check during the duration, it of the effect, it gains a +4 bonus.
gains a +4 bonus.
123
⏩Phantom Flood Cost MP22 Gain Trust Cost MP8
All Areas
Range/
Instant/3 1 Entire Range/ 1
Tar. (30m Caster/- Duration minutes Res. Can’t Tar. Touch/- Duration Res. Neg
Character Area Day
Radius)/Space Area (18 r) Sum. Convince that caster is a trusted trading partner Type Psychic
Deals Power 50 + Magic Power points, causing targets Water/
Sum. Type This spell aims to convince the target that the caster is a
to fall prone Ice trustworthy counterparty.
The water, collected by magic, is unleashed as a muddy stream. The target will treat the caster as if they were a long-time business
This spell randomly targets two characters (sections) within the partner and a trusted one. They will never question the caster's
area and deals Power 50 + Magic Power magic damage, knocking offers of deals, profits, or business. Additionally, the target may
them prone. The effect does not duplicate on a single character; it Eff. reveal secrets of other business partners, share movements of
always determines two characters at once. goods, and make promises that a businessman would only make to
If a character has multiple sections, they will not fall prone by a trusted partner. They will not question the drafting of contracts.
Eff. this effect unless all of their sections become targets.
It is important to note that this spell only affects commercial
Please note that the effect of this spell extends to the caster as transactions and has no effect on treaties and agreements in other
well, and the caster cannot remove themselves from selection. areas.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
50 4 6 8 10 10 12 12 13 15 15 ⑩
Money Distraction Cost MP8
1 area (5m Range/ Instant/1
Tar. Caster/- Duration Res. Neg
Radius)/All Area Hour
Sum. Distrustful of monetary transactions Type Psychic
Change Fraud Cost MP3 The target's financial sense and perception of important matters
in business dealings will be distorted. They will start to prioritize
3 trivial matters in business dealings and disregard important matters,
1 Entire Range/ Eff.
Tar. Touch/- Duration minutes Res. Neg persons, and pledges.
Character Area
(18 r) As a result, the target is unable to close any business transactions
When dealing with money, the target will not notice during the time of effect.
Sum. Type Psychic
price over/under by less than 5%
The gain is achieved by distracting the target or temporarily
diluting the target's interest in money. Fake Gamel Cost MP10
Target will not notice an error of a fractional amount less than
5% (1/20) of the total amount when conducting money transactions Range/
Eff. Tar. Touch Touch/- Duration 7 Days Res. N/A
such as trading during the duration. Area
Exceptionally, this spell does not require vocalization to be cast. Sum. Creates fake gamel silver or gold coins
Also, if the target fails to resist this spell, it is unaware that this spell This spell can create silver or gold coins that are indistinguishable
has been cast. from real ones.
The amount of money the caster can create is equal to “this
spell's Success Value x 1000 gamels”.
Hide Value Cost MP3 Gamels created by this spell cannot be detected by ordinary
Eff. means. Even if they are found, the Success Value of this spell must
Range/
Tar. 1 Object Touch/- Duration 1 Hour Res. N/A be compared to the Success Value of a Detect check in order to
Area identify them.
Create a false impression that the monetary value of the target is Silver and gold gamel coins created by this spell will disappear
Sum.
twice as much as it is when the duration elapses. This spell can only be cast once per day
This spell magically decorates the target item to make it appear and takes 1 hour to cast.
of high value.
It makes the base price of the item appear to be twice its original
price, effectively doubling the price at the time of sale (note that the
Eff. original base price remains the same.)
To detect this spell, compare the Success Value of the spell with
the Success Value of the character's Appraise check. If the character
suspects that this spell was cast, they may substitute an Appraise
check for a Detect check.
124
Part 3 Magic
There are no rule changes or additions for Magitech. As for data, 19 new spells have been added to the book.
Magitech enables the use of a special weapon called a Damage Determination (Power Table)
gun. A gun is a ranged weapon that attacks the enemy by When an attack by a gun hits, the damage is determined
shooting bullets, but it can only be fired by putting magic using the Power Table. In this case, the Power table row is
power into the bullets using Magitech. determined by the spell that was cast on the bullet.
The Critical Threshold depends on the gun. However,
Spellcasting on Bullets it may be increased or decreased depending on the spell
Spells with “Target: Bullet” or “Target: 3 bullets” are being cast on the bullet. For example, a gun’s Critical
spells that put magic power into bullets. Threshold is reduced by -1 by the [Critical Bullet] spell.
These spells target bullets that have been loaded into a
gun in the caster’s hand (equipped or held). If a bullet is not Damage Determination (Extra Damage)
in the gun, or if the gun is loaded but not in the caster’s In the case of a gun attack, Extra Damage is the Magic
hand, it cannot be used as a target. Power of the Magitech cast on the bullet, i.e., “Artificer level
Magitech spells can be cast with a Minor Action and + Intelligence modifier”.
have a duration of 10 seconds (1 round). Basically, the spell The involvement of multiple classes is a distinctive
is cast on the bullet just before the gun is fired. feature of gunfire: Accuracy checks are done using the
Marksman class level, and Extra Damage is done using the
Accuracy checks Artificer class level.
Attacks with guns are Shooting Attacks, and Accuracy Some guns have the effect of increasing Extra Damage,
checks should be made using the Marksman class. If the which adds to the damage inflicted.
Accuracy check fails, the shot is missed, and no damage or
effect can be applied to the target. Applying Damage
If a shot from a gun hits, the damage it inflicts is magic
damage, ignoring any Defense of the target. Only effects that
can reduce magic damage can reduce gun damage.
125
The following special fields are in the magitech spell list small” the effect will vary depending on the size of the
from the next page. magisphere used.
126
Part 3 Magic
127
Shadow Body Magisphere: Small Cost MP3 Glue Bomb Magisphere: Small Cost MP5
Range/ 1 minute 1
Range/ 2(30m)/
Tar. Caster Caster/- Duration Res. N/A Tar. Character Duration
3 minutes
Res. Can’t
Area (6 r)
Area Shot (18 r)
Sum. Evasion +1 X
A shadow forms around the caster, preventing them from being Sum. Throws sticky substance that blocks movement
Eff. This spell only works on prone targets.
hit by others. Caster gains a +1 bonus on Evasion rolls.
Whenever the target tries to get up, the caster needs to do a
Eff. Spellcasting check against the target’s Fortitude save. Target cannot
Knocker Bomb Magisphere: Small Cost MP3
get up on the same or the lower result of its save. This attempt can
be made with the target’s Minor Action, but only once per round.
1 Range/ Instant/10
Tar. Touch/- Duration Res. Neg
Object Area seconds (1 r)
Sum. Creates a bomb for blowing up lock
Jump Boots Cost MP3
Magisphere: Small, Medium, Large
The spell creates a magic bomb that blows up locks. The bomb
explodes with a loud sound after 10 seconds (1 round), i.e., at the Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
beginning of the next caster's turn, destroying the lock. Locks that Area (18 r)
Eff. are destroyed by this magic cannot be repaired. Sum. Gives the ability to jump
Nonmagical locks will be destroyed without fail. If the caster The magisphere transforms into a jumping boot, immediately
attempts to destroy a lock closed by magic, make a contested roll equipped to the caster (without needing to remove the current feet
versus the Magic Power of the spell. accessory). The caster’s jumping distance or height is increased for
Eff. the duration of the spell. If the caster used a small magisphere, they
would jump twice as far, three times for a medium magisphere, and
five times as far for a large.
Caster takes no falling damage from such distances.
Tar. Bullet
Range/
Caster/- Duration
10 seconds (1
Res. N/A
Shock Bomb Magisphere: Medium Cost MP3
Area r)
Instant/30
Sum. Creates Power 20 bullet with elemental type 1 Range/ 1(10m)/
Tar. Duration seconds (3 Res. Neg
The bullet deals Power 20 + Magic Power damage if it hits. In Character Area Shot
r)
addition, the bullet also deals elemental damage. The caster may Sum. Agility -12
choose Fire, Water, Wind, Earth, or Lightning as the elemental Paralyzes target on impact.
Eff. type. Target's Agility is reduced by -12 (but not below 0). This will
Crit reduce the target’s movement, Evasion, Initiative, etc. For fixed-
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Eff.
Value value characters, movement speed is reduced by -12, Initiative is
20 1 2 3 4 5 6 7 8 9 10 ±0 reduced by -2, and Evasion is reduced by -2. Other unique skills
may be modified at GM's discretion.
128
Part 3 Magic
⏩Quick Loader Magisphere: Small Cost MP4 Grenade Magisphere: Small Cost MP6
Range/ 1 area (3m Range/ 1(10m)/
Tar. 1 Gun Caster/- Duration Instant Res. N/A Tar. Dur. Instant Res. Half
Area Radius)/5 Area Shot
Sum. Connects caster’s gun with their inventory, automatically loading it Sum. Deals Power 30 damage Type Fire
The magisphere transforms into a loader. One gun is The caster creates and throws a bomb that explodes and deals
Eff. automatically loaded with as many bullets as it can hold from the Power 30 + Magic Power magical fire-type damage. Any magisphere
caster’s gun belt. used for this spell will be destroyed.
Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Automobile Magisphere: Large Cost MP10
30 2 4 4 6 7 8 9 10 10 10 ⑩
Range/
Tar. Touch Touch/- Duration 1 Hour Res. N/A
Area Life Signal Magisphere: Small Cost MP5
Sum. Create a Mini Manabike or Manabike
1 Entire Range/ 1
Magisphere transforms into Mini Manabike or Manabike (see Tar. Touch/- Duration Res. Optional
Character Area Hour
Eff. CR III, p. 261 or ET, p. 176). It can be used as a mount. The
transformed magisphere cannot be used to cast magitech. Sum. Keeping track of the target's whereabouts and health status
The magisphere transforms into a signal receiver. Once this spell
is cast, the caster will always know the target's location (distance and
Smoke Bomb Magisphere: Medium Cost MP4 all three-dimensional directions) and current HP for the duration
of the spell, no matter how far away the target is. It also senses if the
1 area Eff. target is affected by a poison type or a disease type effect.
Instant/30
(5m Range/ 1(10m)/ Caster will not know what the target is doing or whether it has
Tar. Duration seconds (3 Res. Can’t received effects other than poison and disease types.
Radius)/ Area Shot
r) This spell has no effect on Undead, Construct, or Magitech
Space
Sum. Caster throws a bomb that releases burning fumes into an area characters.
The smoke in a 5m radius completely blocks all light and
renders the vision of the creature with the five senses perception
Eff.
useless (even with Darkvision). Creatures with magical or Wire Anchor Magisphere: Medium Cost MP4
mechanical senses take no penalty. 1 Object or 3
Range/ 2(30m)/
Tar. 1 Entire Duration minutes Res. Neg
Character Area Shot
(18 r)
Sum. Fires a wire with a hook attached, grappling onto targets
The magisphere transforms into a wire-shooting machine. At the
⏩Shotgun Bullet Cost MP2 same time as the casting spell, a 30m long wire with a hook at the
Magisphere: Small end is shot and entangles the target as soon as the spell is cast. The
Range/ 10 seconds hooked wire is extremely strong and can support up to 200 kg of
Tar. Bullet Caster/- Dur. Res. N/A weight. It can be used to grapple up a wall or to lift or brace the
Area (1 r)
caster. The wire can wind itself up slowly (10 meters per 10
Sum. Infuses a bullet with Power 20. 2H gun only seconds), so it can be used to carry a caster and his gear upwards.
Bullet deals damage to “Target: 1 area (3m Radius)/5” and To wind up caster must use their Major Action.
“Range: 1(10m)”, and if it hits, it will deal “Power 20 + Magic Eff.
If used on a character, make a Spellcasting check against Evasion
Power” magic damage. However, only a gun with “Stance: 2H” can from the target. If this check fails, the target is entangled by the wire,
fire this bullet. suffering a -2 penalty to Evasion checks, and cannot move more
The caster may include skirmish, including themself in the area than 30m away from the caster. You may also pull the target by
of effect of the shot, but exclude themself from the target. Also, if winding the wire (up to 10m in 10 seconds) as a Major Action.
Eff. the caster has acquired the combat feat [Magic Control], they can However, if the number of sections on the target is greater than the
exceptionally declare it when shooting with this bullet. It can caster, the target will not receive a penalty to their Evasion check,
exclude from the effect any character within the area of effect of the and the wire reeling will pull the caster closer to the target instead.
shot.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 ±0
129
Weakness Magisphere: Medium Cost MP6
3
Tar.
1 Range/ 2(30m)/
Duration minute Res. Temp. ⏩Stun Bullet Magisphere: Small Cost MP3
Character Area Target
(18 r) Range/ 10 seconds (1
Sum. Adds a weak point Tar. Bullet Caster/- Duration Res. N/A
Area r)
Adds a weak point to the target that has one determined by the
Sum. Infuses bullet with Power 10 and mild paralysis
following Weak Points Table. The effect of increased weak point
This spell creates a bullet that deals Power 10 + Magic Power
is applied regardless of the result of the Monster Knowledge check
damage. If this bullet hits a character, that character makes a
but is not doubled by the [Weakness Exploit]. This spell
Willpower save against the caster's Spellcasting check. If this save
exceptionally overlaps with its effect. Weakness can be cumulative
fails, the character cannot use any Minor Action or declare Active
if the same roll occurs on several casts. Eff. Combat Feats for an additional 10 seconds (1 round).
Target still retains immunities and adding a weak point for that
type will be useless. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Eff. Weak Points Table Value
1d Weak Point 10 1 1 2 3 3 4 5 5 6 7 ±0
1 Fire Damage +3 pts.
2 Water/Ice Damage +3 pts.
3 Lightning Damage +3 pts. ⏩Timer Clock Magisphere: Small Cost MP1
4 Physical Damage +2 pts.
Range/ 1
5 Magic Damage +2 pts. Tar. Caster Caster/- Duration Res. Optional
Area Hour
6 Accuracy +1 (against the target)
Sum. Changes Bomb spell duration
When a caster casts a […Bomb] spell, they can set a timer. The
caster must cast this spell as a Minor Action just before casting the
Create Weapon Magisphere: Small Cost MP7 spell. The delay time can be set from 10 seconds (1 round) to 1
Eff.
Range/ 1 minute hour, in increments of 10 seconds.
Tar. Touch Touch/- Duration Res. N/A It is also possible to set the caster to emit a warning sound before
Area (6 r)
1 minute (6 rounds).
Sum. Transforms magisphere into a magical melee weapon
Transforms caster’s magisphere into a magic weapon
(Translator’s Note: weapon still deals physical damage). The
weapon must be chosen from the non-magic weapons list of A- Automobile II Magisphere: Large Cost MP15
Rank or less. Also, the magisphere cannot be used to cast magitech Range/
Eff. Tar. Touch Touch/- Duration 1 Hour Res. N/A
during the transformation. Area
The weapon appears in the caster's hand, but it can also be
created as a weapon to enhance a Kick and immediately become Sum. Create a Superior Manabike
equipped. This weapon can also be passed to others. Magisphere transforms into Superior Manabike (see CR III, p.
Eff. 262 or ET, p. 176). It can be used as a mount. The transformed
magisphere cannot be used to cast magitech.
Set Disguise Magisphere: Small Cost MP3
Range/ Telescope Cost MP1
Tar. Caster Caster/- Duration 1 Hour Res. N/A Magisphere: Small, Medium, Large
Area
Disguises the caster instantly, appearing to be another person Range/ 3 minutes
Sum. Tar. Caster Caster/- Duration Res. Optional
entirely Area (18 r)
Caster appears to be another Humanoid or Barbarous they Sum. Creates a telescope to see far distances
know. The caster can change their face, features, and even their Magisphere transforms into a telescope allowing the caster to
Eff.
body type. At a glance, they are indistinguishable from the selected Eff. see up to 100m (with a small magisphere)/300m (medium)/1km
Humanoid. (large) away.
Anyone trying to see through the disguise must roll a Detect
check.
Life Sensor Cost MP3
Magisphere: Small, Medium, Large
Resist Bomb Magisphere: Small Cost MP6
Tar. Caster
Range/
Caster/- Duration
3 minutes
Res. Can’t
Instant/3 Area (18 r)
1 area (5m Range/ 1(10m)/ Sum. Magisphere detects living creatures
Tar. Duration minutes Res. Can’t
Radius)/15 Area Shot Detects living creatures within range. Size, as well as the number
(18 r)
Sum. Reduces damage from a specific type by -4 of body sections, is known as well. Also, creatures that are too small
to be seen by the naked eye cannot be detected. This spell doesn’t
The caster chooses Fire, Water/Ice, Earth, Wind, or Lightning Eff.
upon casting the spell. Creatures in the area take -4 points less sense Undead, Magitech, or Construct characters.
Eff. The range of detection depends on the size of the magisphere
damage from the selected type and will not be affected by the
negative non-damage effects of the selected type. used, and it is 30m (small)/50m (medium)/100m (large).
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Sum. Fly in the sky with a magical cloak
The caster can transform their magisphere into a glider, allowing
the caster to fly. By paying an additional 3MP, this spell can also be
Eff.
used while on the ground.
Movement Speed in the air is 20m per round.
130
Part 3 Magic
Tar. Caster
Range/ Caster/
Instant/
Dur. 10 seconds (1 Res. Opt.
⏩Hybrid Magisphere: Medium Cost MP8
Area -
r) 10
Range/
Sum. Create a high-speed shooting weapon (Power 50) Tar. Caster Caster/- Duration seconds Res. Optional
Area (1 r)
The magisphere can transform into a “Pile Shooter,” a melee
weapon that shoots iron wedges or balls at high speed. To use this Sum. Allows using two […Bomb] spells at one
spell, at least one of the caster's arms must not be holding or The caster can cast two [… Bomb] spells at the same time with
carrying a weapon or item. The Pile Shooter is automatically placed Eff. one Major Action. The two spells must be different from each
in the caster's free arm, and the caster may not equip or hold any other, and their target must be the same.
other weapon, shield, or item in that hand during the spell's
duration. The caster decides at the time of casting whether to fire a
wedge or an iron ball. If the caster chooses a wedge, it is treated as
an edged weapon; if an iron ball is chosen, it is treated as a
⏩Laser Bullet Magisphere: Small Cost MP3
bludgeoning weapon. Range/ 10 seconds (1
Tar. Bullet Caster/- Duration Res. N/A
The Pile Shooter has a minimum strength of 1 and is treated as Area r)
a B-rank magic weapon (Translator’s Note: weapon still deals Creates bullet with a Power 30 and Critical Threshold Typ Energ
physical damage) that does not belong to any weapon category. Sum.
Eff. Accuracy checks can be performed by any of the Warrior-type -1 e y
This spell creates a bullet of light that deals Power 30 + Magic
classes (Fighter, Grappler, Fencer, Marksman). If the target is hit,
Power magical damage. In addition, the bullet's Critical Threshold
it deals physical damage with a Power of 50 and a Critical
is reduced by -1 (minimum 8).
Threshold of 10. The caster's magitech Magic Power should be Eff. Crit
added as Extra Damage, regardless of the class used for the Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Accuracy check. Value
Once the Pile Shooter launches a wedge or ball of iron, it 30 2 4 4 6 7 8 9 10 10 10 -1
automatically destroys the magisphere it used to attack and ends
the spell. Therefore, regardless of the character's abilities, the Pile
Shooter can only attack once. Telegraph Cost MP3
Crit Magisphere: Small, Medium, Large
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Range/
Tar. Touch Touch/- Duration 6 Hours Res. N/A
50 4 6 8 10 10 12 12 13 15 15 ⑩ Area
Sum. Creates a handset to transfer messages across distances
Transforms the magisphere into a handset. Other characters can
hear the caster’s voice transmitted through the handset. Only the
Airtight Armor Magisphere: Large Cost MP8 caster's voice can be transmitted, and the range is limited to 1km
Eff. (small)/10km (medium)/50km (large), depending upon the size of
1 the magisphere used.
Range/ 1
Tar. Character Touch/- Duration Res. Optional The caster can only have one magisphere transformed with this
X Area Hour
spell.
Sum. Allows to withstand harsh environments
The magisphere transforms into a protective suit that covers the
Eff. target, making it utterly immune to the poison-type effects. The Mana Dictionary Cost MP3
target also can breathe, allowing it to move freely underwater. Magisphere: Medium
10
Range/
Tar. Caster Caster/- Duration minutes Res. Optional
Area
Flash Bomb Magisphere: Medium Cost MP5 (60 r)
Sum. A magical dictionary aids in translation
Instant/1
1 area (6m Range/ 2(30m)/ The magisphere becomes a translator that can read and translate
Tar. Duration minute (6 Res. Neg languages to a language that the caster specifies. Magisphere can
Radius)/20 Area Shot
r) Eff. produce sound as output if the language has a spoken variant.
Sum. Creates a non-lethal bomb that emits an intense flash With this spell, the caster will be unable to decipher ciphers or
All those with Five Senses or Mechanical Perception must make learn the answers to riddles.
Eff.
a Willpower check or become blinded for 10 seconds (1 round).
131
⏩Treat Bullet Magisphere: Small Cost MP2 Skybike Magisphere: Large Cost MP20
Range/ 10 seconds (1 Range/
Tar. Bullet Caster/- Dur. Res. N/A Tar. Touch Touch/- Duration 1 Hour Res. N/A
Area r) Area
Sum. Makes a healing bullet that heals with Power 30 Sum. Create a Skybike
This spell creates a bullet that heals wounds. The bullet heals Magisphere transforms into Skybike (see CR III, p. 262 or ET,
Power 30 + Magic Power damage if it hits. The bullet hits as long Eff. p. 176). It can be used as a mount. The transformed magisphere
as the caster does not score an automatic failure on the roll. cannot be used to cast magitech.
Regardless of the gun used to fire it, no critical hits will occur when
Eff. using the Power Table.
This spell does not affect Undead, Constructs or Magitech. ⏩Sniper Range Cost MP5
Crit Magisphere: Small, Medium, Large
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value 10
30 2 4 4 6 7 8 9 10 10 10 None 1 Range/
Tar. Touch/- Duration seconds Res. Optional
Character Area
(1 r)
Sum. Extend the range of ranged attacks
⏩Homing Laser Magisphere: Small Cost MP4 When the target makes a ranged attack, its range is extended. In
Simplified Combat, all “Range: 1” becomes “Range: 2”. In
Range/ 10 seconds
Tar. Bullet Caster/- Duration Res. N/A Standard Combat, it depends on the size of the Magisphere used
Area (1 r) in the attack. The ranged attack is increased by +500 meters for
Sum. Accuracy checks +2 for [Laser Bullet] Eff. (Large), +30 meters for (Medium), and +10 meters for (Small).
This spell can only target bullets enhanced with [Laser Bullet], However, the ranged attack is not extended beyond twice the
Eff. giving the [Laser Bullet] the power to bend at will. Grants a +2 original range. For example, if the original range is 40m, the
bonus to Accuracy when shooting a [Laser Bullet]. extended ranges by (Large), (Medium), and (Small) are 80m, 70m,
and 50m, respectively.
132
Part 3 Magic
⏩Cannon Bullet Magisphere: Medium Cost MP6 ⏩Shower of Healing Bullets Cost MP6
Magisphere: Medium
Range/ 10 seconds (1 10
Tar. Bullet Caster/- Duration Res. N/A Range/ Cast
Area r) Tar. Bullet Duration seconds Res. N/A
Sum. Produces a shell with a Power 40 for 2H Gun only Area er/-
(1 r)
The bullet is made to have “Target: 1 area(4m Radius)/10”, It creates a healing bullet with a Power 30 that only rains down over
Sum.
“Range: 2(20m)”(regardless of the gun caster uses), and it deals a wide area for 2H Gun
“Power 40 + Magic Power” magic damage when it hits the target. The bullet has a “Target: 1 area(6m Radius)/20”, and if it hits, it
However, only a gun with “Stance: 2H” can fire this spell (bullet). heals HP by “Power 30 + Magic Power” points. This spell cannot
The caster can exclude themself from the target even if they be critical.
include skirmishes, including themself in the area of effect of the This bullet can only be fired by a Gun with “Stance: 2H” and
Eff. shot. In addition, if the caster has learned the combat feat [Magic will hit the target unless the Accuracy check fails automatically. The
Control], they can exceptionally declare it when shooting with this caster can select any number of target characters (up to 20) to fire
bullet. This allows the caster to exclude any character within the Eff. at within the area of effect.
shot's area of effect from the target. This spell does not affect Undead, Magitech, and Construct
Crit characters.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
40 4 5 6 7 8 10 11 11 12 13 ±0 Value
30 2 4 4 6 7 8 9 10 10 10 None
Chaff Grenade Magisphere: Medium Cost MP9 Return Magisphere: Large Cost MP18
Instant/10
1 area (5m Range/ 2(30m)/ Range/
Tar. Duration seconds (1 Res. Can’t Tar. Touch Touch /- Duration 1 Year Res. N/A
Radius)/Space Area Shot
r) Area
Sum. Inhibits interference within the area of effect Sum. Create a place to return to at any time
It is sprinkled with fine fragments that inhibit interference from The magisphere will be floating in place and become the return
a distance. point. From this point on, the caster will know exactly where they
During this spell, characters within the spell's area cannot be are relative to the return point. The magisphere at the return point
affected by the "Area: Target" effects and spells. A target can be can never be moved.
The caster can instantly return to this point of return simply by
Eff. specified if the target is a position (area, coordinates) or if an effect
other than "Area: Target" is used (they are also affected by "Area: recalling it with a Minor Action. A character touching the caster or
in the skirmish where the caster is located can, if desired, move with
Line" and "Area: Breakthrough" effects). Eff.
If a character is within range, they can specify targets both inside the caster (the caster cannot refuse to do so).
and outside the range without any restrictions. If this instantaneous return is performed, or if this spell is cast
elsewhere to establish a new return point, the used magisphere
becomes broken and can never be used again. Also, if the
magisphere at the point of return is destroyed, the effect of this spell
immediately ends (and the caster will know this).
Casting this spell requires 10 minutes (60 rounds).
⏩Double Up Magisphere: Medium Cost MP12
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Sum. Doubles the bonus received for item destruction
During the duration of this effect, if the caster destroys or
⏩△Minimum Leap Cost MP15
Magisphere: Medium
consumes an item that provides a bonus to an ability score or Skill
1
Check, the caster's bonus will be doubled. For example, destroying Range/
Tar. Character Touch/- Duration Instant Res. Optional
an Ability-Enhancing Ring will result in a +26/+28 increase to the
X Area
relevant ability score. Similarly, destroying a Sunlight Charm or
Moonlight Charm will provide a +2 to +6 bonus to Fortitude or Sum. Teleport across short distances
Willpower checks. If the item is a Level Ring, the target ability The caster teleports the target anywhere within 10m. Walls,
Eff. score will be twice the highest ability score. barriers, etc., are bypassed, but the destination must be within sight
This effect only works with items from the Magitech Civilization Eff. of the caster. Also, if there is not enough space for the target to
or Current eras and only if the effect is an increase in ability score exist, this spell will not work.
or a bonus to a Skill Check. Note that the effect only occurs at the This spell can only be cast once in 10 seconds (1 round).
time of destruction or consumption and does not affect any
permanent effects of the item.
This effect occurs automatically when the corresponding item is
destroyed or consumed and ends after that.
133
⏩Omega Shooter Cos
MP16
Magisphere: Large t ⏩△Photonic Barrier Cost MP16
Range Magisphere: Large
Caster Duratio Instant/10 Optiona
Tar. Caster / Res. 3
/- n seconds (1 r) l 1 Range/ 2(30m)/
Area Tar. Duration minutes Res. Optional
Character Area Target
Sum. Create a high-speed shooting weapon (Power 100) (18 r)
The weapon is the same as the Pile Shooter, except that it is Sum. Generates a barrier that can prevent up to 50 points of damage
called Omega Shooter, a Power 100 weapon. Magisphere creates a light barrier that protects the target. The
Eff. Power Crit barrier has 50 HP and absorbs all physical, magical, and fixed
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ damage that the target suffers (hereafter referred to as “damage”).
Value
100 8 12 15 18 19 20 22 24 27 30 ⑩ When the target takes damage, the barrier is damaged first. No
effect is applied to reduce the damage, including the character's
own Defense. The barrier's HP is never recovered and disappears
Machine Repair Cost MP40
when it reaches 0. The magisphere used to cast this spell is also
destroyed. If the barrier is deactivated before its HP reaches 0, the
Magisphere: Large (1-3)
magisphere will not be destroyed.
1 Range/
Tar. Touch/- Duration Permanent Res. N/A If the damage exceeds the barrier's HP, the barrier (and the
Object Area Eff. magisphere) will disappear, and the leftover damage will be applied
Sum. Repairs tools and equipment to the character. In this case, effects that reduce damage, including
The caster can repair any item or structure built during the Defense, can reduce the damage.
Magitech Civilization Period or later that has at least 70% of its A caster can only affect one target at a time. This spell cannot
original parts intact. be multiplied by [Metamagic/Targets], and once this spell is cast on
One Magisphere (Large) will repair something around the a new target, the effect on the previous target is immediately lost.
average size of a human, two magispheres can repair objects the While this spell is in effect, the magisphere used to cast it cannot
size of a hut, while three magispheres will repair anything the size be used for any other magitech.
Eff. of a small fort or smaller. Magispheres don’t need to be equipped If the target is receiving this effect at the same time as [Holy
to be used for this spell. Blessing] (9th level Divine Magic), the target can assign the damage
This spell can repair Runefolk bodies as well as Magitech to be replaced by the HP of these magic barriers arbitrarily.
characters. This restores the appearance and function of the
character. However, it does not restore any HP or raise the dead.
The used Magispheres will be lost.
⏩Genocide Bullet Cost MP10
This spell takes 1 hour to cast. Magisphere: Medium
Range/ 10 seconds
Tar. Bullet Caster/- Duration Res. N/A
Area (1 r)
Mana House Magisphere: Large Cost MP15 Sum. Creates a bursting bullet with a Power 70 for 2H Gun only
The bullet has “Target: 1 area(6m Radius)/20”, “Range:
Range/ 1 2(20m)”(regardless of the Gun caster uses), and deals “Power 70 +
Tar. Touch Touch/- Duration Res. N/A
Area Day Magic Power” magic damage when it hits. However, only a Gun
Sum. Creates a comfortable house to rest in with “Stance: 2H” can fire this spell (bullet).
A small house, about the size and functionality of a three- The caster can exclude themself from the target even if they
bedroom house, appears on the spot. There are three bedrooms, include skirmishes, including themself in the area of effect of the
a living room, a dining room, and a kitchen, and about 5 people Eff. shot. In addition, if the caster has learned the combat feat [Magic
can live inside comfortably. This house has the same quality of Control], they can exceptionally declare it when shooting with this
repelling soulscarred creatures as Swords of Protection, and any bullet. This allows the caster to exclude any character within the
character with 4 or more soulscar points cannot enter within 20m shot's area of effect from the target.
Eff. of it (if a house is built and these creatures are present, they retreat Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
with Full Move up to 20m from it). Value
The house itself has 100 HP and 10 Defense. If the building 70 5 9 10 12 14 16 17 18 19 19 ±0
itself is attacked, or a Barbarous is within 10m of the house, an
alarm will sound. Magisphere in use cannot be used to cast other
magitech during the duration.
Supernova Bomb Cost MP24
Magisphere: Medium
This spell takes 10 minutes (60 rounds) to cast.
1 area (6m Range/ 2(100m)/
Tar. Dur. Instant Res. Half
Radius)/20 Area Shot
Creates a bursting bullet with a Power 70 for 2H Gun Typ Energ
Sum.
only e y
This casts a potent bomb, dealing Power 90 + Magic Power
magic damage to the targets. Magisphere used for this spellcasting
crumbles to dust and is lost.
Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
90 7 10 12 15 18 19 21 23 25 26 ⑩
134
Part 3 Magic
In this book, we have increased the diversity of Fairy Tamers by giving them different contracts with fairies. At the same time,
five special fairy spells that can be used with one of the contracts have been added.
There are three types of Fairy Magic: Basic Fairy Magic, Special Fairy Magic
Typed Fairy Magic, and Special Fairy Magic. Typed Fairy The Special Fairy Magic is only available for those who
Magic is further divided into 6 types. have chosen special contracts with fairies.
Special Fairy Magic is divided into ranks; the level of the
Basic Fairy Magic Fairy Tamer class determines what ranks of spells are
Basic magic is magic that all Fairy Tamers can use, up available.
to the same level as the Fairy Tamer class.
135
Fairy Tamer makes a contract with the fairy at 6:00 a.m. Fairy Magic Rank Chart
(sunrise) every day. This determines spells that can be used 4 Systems
Fairy Tamer 3 Systems All Systems
on that day. Pattern
Class Level Pattern Pattern
(Basic)
1 1 –*2 –*2
2 2 –*2 –*2
Fairy Tamer should select one of these 3 patterns at the 3 3 4 2&1
start of the day. 4 4 5 3&1
5 5 6 4&1
4 Systems Pattern 6 6 8 4&2
It is the same as the rules in the Core Rulebooks and is 7 7 9 5&2
the basic pattern of selection: select any four of the six 8 8 10 6&2
systems. 9 9 12 6&3
In this pattern, the Fairy Tamer can cast Typed Magic
10 10 13 7&3
of the selected systems type up to the same rank as the level
11 11 14 8&3
of their Fairy Tamer class.
12 12 15 8&4
3 Systems Pattern 13 13 15 9&4
In this pattern, any three of the six systems are selected. 14 14 15 10&4
The Fairy Tamer can use fewer types, but can use 15 15 –*3 10&5
*1 For “X&Y”, X indicates the Typed Magic Rank Limit, and Y indicates
Typed Magic of a higher rank than the level of their Fairy the Special Fairy Magic rank limit..
Tamer class. *2 Cannot be selected
This pattern can only be selected by a Fairy Tamer *3 There is no point in selecting (4 Systems Pattern is just better)
whose Fairy Tamer class is 3rd level or higher.
136
Part 3 Magic
137
Fairy Wish Cost MP1 Fairy Support Cost MP4
1 3
Tar. Caster Range/Area Caster/- Duration Res. Optional 1 Entire Range/ 2(30m)/
Hour Tar. Duration minutes Res. Optional
Character Area Target
Sum. Caster requests the fairies, and they guide their decisions (18 r)
One of the fairies contracted by the caster will appear and follow Sum. Makes the fairy provide substantial assistance
them around. The caster can speak with the fairy using Sylvan. At any point during the spell's duration, the target may ask a fairy
However, the caster cannot give it an order or force it to do for aid and receive a +2 bonus on any Skill Check. The use can be
anything. made immediately after the check dice are rolled.
At any point during the spell's duration, the caster may ask a fairy When the target asks the fairy for aid, the spell ends.
for aid and receive a +1 bonus on a roll. The caster must decide to Eff. This spell cannot increase the number of targets with combat feat
ask for the fairy's help before making the roll. [Metamagic/Targets]. Also, while this spell is in effect, the caster
Eff. When the spell's duration ends, or the caster asks the fairy for cannot cast any Fairy Magic. If the caster has cast [Fairy Wish] or
aid, or the spell is dispelled, the fairy disappears. [Fairy Wish II] spells, they will be automatically canceled by this
Alternatively, the spell is automatically canceled when the caster spell.
enters combat. Therefore, the caster may not request the fairy
during combat.
MP14&
The spell ends immediately before the Combat Preparation.
Mako
Therefore, Initiative checks and Monster Knowledge checks also Summon Fairy III Cost
Stone 5
do not gain bonus modifiers from this spell.
pts.
30
Range/
MP6& Tar. Touch Touch/- Duration seconds (3 Res. N/A
Mako Area r)
Summon Fairy Cost
Stone 5 Sum. Calls and uses a level 7 fairy
pts. It is the same as [Summon Fairy], except that the monster level
30 Eff.
of the fairy to be called is 7.
Tar. Touch Range/Area Touch/- Duration seconds Res. N/A
(3 r)
Sum. Calls and uses a level 3 fairy Fairy Wish II Cost MP2
Calls fairy of 3rd monster level and made to follow the
instructions. Treat it as it was given “Obey Command” (see p. 87). Range/
Tar. Caster Caster/- Duration 6 Hours Res. Optional
The fairies that can be summoned are limited to those whose type Area
is currently selected by the caster. Sum. Caster requests the strong fairies, and they guide their decisions
While this spell is in effect, the caster may not cast any Fairy Same as [Fairy Wish], except the bonus granted is increased to
Magic. If the caster has cast [Fairy Wish][Fairy Wish II] spells, they Eff.
+2, and the duration is 6 hours.
are automatically canceled by this casting spell.
This spell requires paying 5 MP from a mako stone. The
Eff. MP18&
consumption of this mako stone is the same as the general use of
Mako
mako stones to replace MP, and no other mako stone may be used Summon Fairy IV Cost
Stone 5
simultaneously to replace MP. However, if the mako stone has
more than 6 MP, the excess can be used to replace the MP pts.
30
consumption of this spell. In any case, the mako stone will be lost. Range/
When using [Metamagic/Time] or [Metamagic/Accuracy], only Tar. Touch Touch/- Duration seconds (3 Res. N/A
Area r)
the MP is multiplied, and the number of mako stones and MP
required remains the same. Sum. Calls and uses a level 9 fairy
It is the same as [Summon Fairy], except that the monster level
Eff.
of the fairy to be called is 9.
Handle Fairy Cost MP3
3
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional Mitigate Fairy Cost MP1+
(18 r)
3
Gives +2 bonus to Evasion, Willpower, and Fortitude checks against 1 Entire Range/ 2(30m)/
Sum. Tar. Duration minutes Res. Temporary
fairies Character Area Target
(18 r)
Using knowledge of fairies, the caster is prepared to anticipate
Sum. Weakens the fairy
their actions.
Eff. For the duration, the caster gains a +2 bonus on Evasion, This spell is only effective against fairy monsters. The affected
Willpower, and Fortitude checks when targeted by fairy monster fairy incurs a -2 penalty to all its Skill Checks and reduces any
attacks or unique skills. physical or magical damage it causes by -2 points.
Eff. MP cost of this spell is equal to the monster’s level. When
MP10& multiple targets are selected simultaneously with
Mako [Metamagic/Targets] combat feat, MP cost is the sum of MP
Summon Fairy II Cost
Stone 5 required for each target.
pts.
30 MP22&
Range/
Tar. Touch Touch/- Duration seconds (3 Res. N/A Mako
Area r) Summon Fairy V Cost
Stone 5
Sum. Calls and uses a level 5 fairy pts.
It is the same as [Summon Fairy], except that the monster level 30
Eff. Range/
of the fairy to be called is 5. Tar. Touch Touch/- Duration seconds (3 Res. N/A
Area r)
Sum. Calls and uses a level 11 fairy
It is the same as [Summon Fairy], except that the monster level
Eff.
of the fairy to be called is 11.
138
Part 3 Magic
MP30&
Avoid Fairy Cost MP1+ Mako
1 Entire Range/ 2(30)/
Summon Fairy VII Cost
Stone 5
Tar. Duration Instant Res. Neg pts.
Character Area Target
30
Sum. Drives the fairy away Range/
Tar. Touch Touch/- Duration seconds (3 Res. N/A
Target fairy level 15 or lower will be sent away, and the target will Area r)
not return until it is called again by some means.
Sum. Calls and uses a level 15 fairy
Eff. MP cost of this spell is equal to the target’s level. When multiple
It is the same as [Summon Fairy], except that the monster level
targets are selected simultaneously with [Metamagic/Targets] Eff.
combat feat, MP cost is the sum of MP required for each target. of the fairy to be called is 15.
MP26& MP51&
Mako
Summon Fairy VI Cost
Mako Fairy Lord Cost
Stone 10
Stone 5
pts. pts.
10
Range/
30 Range/
Tar. Touch Touch/- Duration seconds (3 Res. N/A Tar. Touch Touch/- Duration seconds Res. N/A
Area Area (1 r)
r)
Sum. Calls and uses a level 13 fairy Sum. Calls and uses a level 17 fairy lord
It is the same as [Summon Fairy], except that the monster level It is the same as [Summon Fairy], except the duration is 10
Eff. Eff. seconds (1 r), and mako stone needs to have 10 MP, and the
of the fairy to be called is 13.
monster level of the fairy to be called is 17.
139
Snare Cost MP3 Stone Blast Cost MP6
1 2(30m)/ 2(30m)/
Tar. Range/Area Duration Instant Res. Neg Tar. 1 Character Range/Area Duration Instant Res. Half
Character Target Target
Earth fairies grab the enemy's legs and pull them to the Sum. Deals Power 20 damage Type Earth
Sum. Type Earth
ground The earth itself attacks the chosen target, dealing Power 20 +
The target is rendered prone. However, it cannot affect a Magic Power magic damage.
Eff. character with multiple sections or a character that moves in a way Eff. Power Crit
other than using two legs (bipedal). ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 ⑩
Cos
Stone Guard t
MP4
1 2(30m) 3 Great Snare Cost MP7
Range/Are Duratio Optiona
Tar. Characte / minute Res. 1
r a Target n s (18 r)
l 2(30m)/
Tar. Character Range/Area Duration Instant Res. Neg
Target
Sum. One-time physical damage to target -5 X
A pebble floats around the target, interrupting and stopping any Earth fairies grab the enemy's legs and pull them to the
weapon or other hazard. Sum. Type Earth
ground
When the target suffers physical damage, it can be reduced up to The target is rendered prone regardless of the number of
Eff.
-5 points. The target chooses whether or not to take this effect after Eff. sections and the method of movement. Characters that move
actually being hit and determining the combined damage. Once without touching the ground are unaffected.
used once, the spell ends.
140
Part 3 Magic
Cos
Ring Protection t
MP12 Great Capture Cost MP9
1 2(30m) 3 1 3
Range/Are Duratio Optiona 1(10m)/
Tar. Characte / minute Res. Tar. Character Range/Area Duration minutes Res. Neg
r a Target n s (18 r)
l X
Target
(18 r)
Sum. Spinning stone protects the target Sum. Chains target to the ground with countless earthen arms Type Earth
Around the target, a number of stones float and spin in a circle. For spells duration, the target’s movement becomes 0 and will
These stones interrupt and stop weapons and other hazards. not be able to do any Major Action except to escape as described
When the target receives physical damage, it can be reduced to - below. In addition, for the spell’s duration target fails all Evasion
Eff. checks. Target will be forced to touch the ground and will lose the
5 points. This effect is available only once per round. The target
chooses whether to take effect or not after actually being attacked ability to use [〇Sword's Grace/Wings Of The Wind] and [〇
Eff.
and determining the total damage. Flying].
Target can try to escape using Major Action. It must make
contested Fortitude, Willpower, or “Adventurer Level + Strength
Crack Cost MP9 modifier” checks versus caster Spellcasting. On success, the spell
ends.
1 area (6m 1(10m)/
Tar. Range/Area Duration Instant Res. Half
Radius)/All Target
Sum. Power 40 damage and makes fall prone Type Earth
Deals Power 40 + Magic Power magic damage and causes the
Earthquake Cost MP28
target to fall prone. This spell has no effect if the target is in the sky 1 area (6m
Tar. Range/Area Caster/- Duration Instant Res. Half
or otherwise not in contact with the ground. Radius)/20
Eff. Crit Sum. Deals 50 damage and makes fall prone Type Earth
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Deals 50 earth magic damage. If the target has multiple sections
40 4 5 6 7 9 10 11 11 12 13 ⑩ and not all of the sections become the target, it will not fall prone,
regardless of the Willpower check.
While casting the spell, the caster must have both hands on the
Giant Kick Cost MP16 ground.
They can remain in this pose and keep the earthquake going,
1 2(30m)/ dealing no additional damage but causing anyone moving through
Tar. Range/Area Duration Instant Res. Can’t
Character Target the area to take a -2 penalty for all actions due to poor footing.
Sum. Deals Power 50 damage and makes fall prone Type Earth Eff.
Evasion checks can be performed, but with a penalty of -4. If the
An earth foot appears out of the ground and kicks the target. caster changes stance, moves, falls prone, becomes affected by
Deals Power 50 + Magic Power physical damage. The Critical [Distraction] spell (see p. 149), or takes any other action, the
Threshold for this spell is 12. The damage is reduced or increased earthquake ends.
by the target character's unique skills, as if this spell’s damage was a If the caster keeps the earthquake going for 10 minutes (60
magic bludgeoning weapon. rounds), all buildings and structures within the range will collapse.
A character with only one section needs to roll 1d. It falls prone This spell does not affect creatures who aren't standing on the
Eff. on 1 to 3. Characters with multiple sections will fall with the same ground.
probability when targeted with [Metamagic/Targets] combat feat (if
even one section is not affected, it will never fall prone).
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
50 4 6 8 10 10 12 12 13 15 15 ⑫
141
possible to directly remove the spell, such as with the [Dispel Magic]
Hard Water Cost MP5 spell. Regardless of the method used, the character rescued from
1 the coffin will remain stunned for 1 hour.
2(30m)/ 1 Any attempt to destroy the coffin by methods other than those
Tar. Character Range/Area Duration Res. Optional
Target Hour mentioned above will also damage the character trapped inside,
X
Sum. The target can walk on water preventing their survival.
The target will be able to stand on the surface of the water and
Eff.
move around as if they were standing on the ground.
Water Edge Cost MP8
1 1(10m) 10 Water/
Range/Are Duratio Optiona Sum. Deals Power 40 damage Type
Tar. Characte / second Res. Ice
r a Target n s (1 r)
l Attack with a water blade, dealing Power 40 + Magic Power magic
damage.
Sum. Covers the target in a haze, Evasion +2
A fog covers the target, making it difficult to see. Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Eff. Value
The target gets a +2 bonus for all Evasion checks.
40 4 5 6 7 9 10 11 11 12 13 ⑩
142
Part 3 Magic
143
Fire Javelin Cost MP9 Fire Mauler Cost MP16
Tar.
1
Range/Area
2(30m)/
Duration Instant Res. Half Any Range/ 2(50m)/
Character Shot Tar. Duration Instant Res. Half
Point Area Line
Sum. Deals Power 50 damage Type Fire Sum. Deals Power 60 damage Type Fire
Unleashes a fire javelin, dealing Power 50 + Magic Power magic Creates fireball that rolls in a straight line from the caster, dealing
damage. Power 60 + Magic Power of magic damage.
Eff. Power Crit Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Value
50 4 6 8 10 10 12 12 13 15 15 ⑩ 60 5 9 10 11 12 13 14 15 16 18 ⑩
144
Part 3 Magic
145
Down Burst Cost MP14 Twister Cost MP12
146
Part 3 Magic
Tar.
1 area (3m
Range/Area
2(30m)/
Duration Instant Res. Can’t
⏩Vital Force Cost MP4
Radius)/5 Target 1 1(10m)/
Sum. Restore the target's HP by “Magic Power” points Tar. Range/Area Duration Instant Res. Optional
Character Target
Eff. Restores the target's HP by Magic Power points. Sum. Brings the target back from the brink of death
Eff. If the target's HP is less than 0, it will be healed to 0.
Tar.
1
Range/Area
1(10m)/
Duration Instant Res. Optional
Rich Heal Cost MP8
Character Target 1 area (3m 2(30m)/
Sum. Restore the target's HP by “Magic Power + 4” points Tar. Range/Area Duration Instant Res. Can’t
Radius)/5 Target
Eff. Restores the target's HP by “Magic Power + 4” points. Sum. Restore the target's HP by “Magic Power + 6” points
Eff. Restores the target's HP by “Magic Power + 6” points.
Cos
Virtual Toughness t
MP4
1 1(10m) 3
Range/Are Duratio Optiona
Tar. Characte / minute Res.
r a Target n s (18 r)
l
Sum. Temporarily increase the target's HP
Adds the caster's Magic Power to the target's current and
maximum HP.
After the duration has passed, the maximum HP returns to its
Eff.
original value. The current value does not change unless it now
exceeds the target's maximum HP, in which case the current value
changes to the maximum HP value.
147
Restore Health Cost MP6 Regeneration Cost MP21
1 1(10m)/ 1
Tar. Range/Area Duration Instant Res. Optional Tar. Range/Area Touch/- Duration Instant Res. Optional
Character Target Character
Sum. Heals poison and disease Sum. Regenerate missing body parts
Removes any poison type or disease type effects that the target is Regenerate body parts that have been lost due to accidents, etc.
Eff.
subjected to without contested checks. The amount of time it takes to regenerate depends on how much
of the body caster wants to regenerate: a week from the base of a
finger, two weeks from the wrist down, and a month for an arm. To
⏩△Invisibility Cost MP16 Eff. regenerate multiple areas, the caster will need to cast a spell several
times.
10 This spell does not affect dead characters. And it also does not
Tar. Caster Range/Area Caster/- Duration seconds Res. Optional affect characters of the Undead, Magitech, and Construct
(1 r) categories.
Sum. Makes caster invisible
The caster is completely invisible for a character whose
Eff. perception is five senses or mechanical, but they are seen by
characters with magical perception.
Ultimate Healing Cost MP15
1 1(10m)/
Tar. Range/Area Duration Instant Res. Optional
Character Target
Cos
Virtual Toughness II t
MP9 Sum. Recovers 100 points of target's HP
Eff. This heals the target's HP by 100 points.
1 1(10m) 3
Range/Are Duratio Optiona
Tar. Characte / minute Res.
r a Target n s (18 r)
l
Sum. Temporarily increase the target's HP
Adds the caster's “Magic Power + 8” to the target's current and
maximum HP.
After the duration has passed, the maximum HP returns to its
Eff.
original value. The current value does not change unless it now
exceeds the target's maximum HP, in which case the current value
changes to the maximum HP value.
148
Part 3 Magic
149
Evil Dream Cost MP15 Mindread Cost MP15
1
Range/ 1 Entire Range/
Tar. Character 2(Infinite)/- Duration Permanent Res. Neg Tar. Touch/- Duration Special Res. Neg
Character Area
X Area
Sum. Read the answer that comes to the mind of the target Type Psychic
Curse The caster can ask only one question to the target immediately
Sum. Haunts the target with horrific nightmares Type + after this casting spell and read the answer that comes to the target's
Psychic mind. The target cannot lie.
This spell can be cast without a line of sight to the target, so long However, the caster must specify exactly what they want to know.
as the caster possesses a part of the intended target's body (i.e., a The question can be a simple yes/no question, “When?”, “Why?”,
lock of hair will work). Eff.
“Where?”, “Who?” or “How?”. The question should be simple
The target has nightmares whenever they sleep (the content of enough to be answered. Questions that are ambiguous and open to
the nightmares is freely determined by the caster) and suffers the multiple interpretations can lead to not clear or misleading answers.
disadvantage of missing sleep (see CR I, p. 184). Moreover, if the questioned individual believes a complete
This spell requires a one-hour ritual to exercise. In addition, to falsehood, they will respond believing it to be true.
sustain the effect, the ritual must be performed for an hour every
Eff. day, consuming MP when cast. This ritual can be performed
anywhere but requires the part of the target's body originally used
when casting the spell. If this ritual cannot be performed, the spell Mind Crush Cost MP13
ends. 1 3
Range/ 1(10m)/
The caster cannot perform any Actions while casting the spell or Tar. Character Duration minutes Res. Neg
performing the ritual. Also [Distraction] spell will cancel this spell. X Area Target
(18 r)
The number of targets cannot be increased with Sum. Target's Intelligence, Spirit -12 Type Psychic
[Metamagic/Targets] combat feat. It is possible to curse multiple Target's Intelligence and Spirit are reduced by -12 points. The
targets if the caster performs the rituals separately. standard value of checks such as Magic Power and Willpower are
also reduced by the reduction of the ability score, and the maximum
value of MP is also reduced. If this effect reduces Intelligence or
Total Sanity Cost MP8 Spirit to 0 (not less than 0), the target will be stunned, unable to
1 Eff. move or act in any way.
Range/ 1(10m)/ For fixed-value characters, all values that the GM determines to
Tar. Character Duration Instant Res. Can’t
X Area Target be based on Intelligence or Spirit, such as Magic Power or
Willpower, are reduced by -2.
Sum. Return the target's mental state to normal Moreover, if the questioned individual believes a complete
Removes all effects of psychic and curse + psychic types on target.
Eff. falsehood, they will respond believing it to be true.
There is no need to compare success values.
150
Part 3 Magic
151
The world of Raxia is filled with various types of magic, Although some forms of magic may not be directly
and many magicians have mastered different forms of it. useful for adventures, they can still make everyday life more
This book provides a comprehensive list of magical convenient, varied, and exciting.
systems suitable for adventurers, but it is not an exhaustive These spells are called cantrips (or modest spells) and
list of all the magic present in the world. can bring wonders. They are not often talked about or used,
but they certainly exist.
152
Part 3 Magic
conveyed only to the individual through the “Door effects may be discovered and invented. However, in many
Daemon.” cases, spells are lost and then rediscovered.
All new Magitech command words are actually
Rediscovered Through Research rediscoveries since it is impossible to create a function that
Some cantrips are rediscovered by researching past does not already exist in the magisphere.
literature, etc. It may occur at the Magician's Guild, Institute To acquire this type of cantrip, as described in the
Of Magitechnology, or schools that study magic. If the previous section, one must study under an individual or
character belongs to these schools, there is a chance to get belong to an organization. It is also possible for PCs to
it. If a PC is at a certain level, they can find it by themself discover cantrips.
(the higher the level, the more plausible it is).
This is a common pattern in Truespeech Magic, Discover Through Adventure
Spiritualism Magic, Deep Magic, and Magitech. Especially PCs, of course, have this opportunity.
in Magitech, there seem to be a lot of unexpected There may be a number of possibilities: finding the
discoveries by Artificers who are dedicated to the study of Book of Divination, a mysterious stone tablet with a spell
magispheres. engraved on it, or a Mythical Beast in captivity teaching PCs
something in return for its release.
New Inventions, New Discoveries
In Truespeech, Spiritualism, and Deep Magic, new
spells are created through arcana analysis, and new magical
1 Entire Range/
Tar. Touch/- Duration Instant Res. Optional
Character Area
Sum. Remind the target of memories it has forgotten Type Psychic
The spell is to remind the target of memories it has forgotten.
The memory recalled by the target is limited to one of the
following.
- Past personal experiences at the location where this spell is
performed.
- An experience of the person in front of the target and themself.
Eff. - An experience similar to the target's current environment or
situation.
It is not known to the caster which memory is recalled, and it
does not depend on the intention of the caster or target. The
recalled memory belongs only to the target.
The recalled memories include those lost before death or
similar shocking experiences. A contest check will be needed if the
153
Reproduce Memorabilia Cost MP2
Instant/3
Range/ Caster
Scales Cost MP4 Tar. Caster Duration minutes (18 Res. N/A
Area /-
r)
1
Tar. Caster Range/Area Caster/- Duration minute Res. Can’t Sum. Creates a memento in the hands of the caster
(6 r) When in the caster's hand, mana can be used to create an object
Compare the weights of two objects held in each hand during the that the caster is deeply attached to. The created object remains
Sum. for 3 minutes (18 rounds) before disappearing.
duration
During the duration of the spell, the caster will be able to The size of the item created is limited to the size of the palm of
compare the weight of two objects, one held in the right hand and one's hand. The size of the created items will be the same, and the
the other in the left hand. The specific weight of the object held in text and patterns will be reproduced in detail. However, the item
the right hand and the object held in the left hand is unknown, but is not composed of actual materials but only represents an area
it can be perceived as heavier or exactly the same. with mana. Therefore, it cannot be used for the item's original
If one of the weights is slightly heavier than the other (by 1g), Eff. purpose, and its shape cannot be changed.
the caster can sense which is heavier, but they cannot sense by how For example, if the created item is a book, the caster can read
much. Since they do not lose the original senses, the caster can still the title and the author's name on the cover and spine, but they
Eff. cannot turn the pages to check the contents of the book. If it is a
sense “slightly heavier on the right” or “significantly heavier on the
left” as their natural senses. doll, it can reproduce small scratches and facial expressions, but
If any objects held during the effect time change to another, or the doll cannot be moved, even if its arms and legs were initially
if the weight changes while being held, it can also be sensed, and movable.
the weights can be compared again. Regardless of whether the caster is aware of the object or if it is
The maximum weight of objects that can be compared by this missing from their memory, the object will still be created.
effect is 20 kg each. If the weight of any object exceeds 20 kg, it is “Spirit, First Rank Creation. Memory, Reproduction,
no longer possible to compare the weights using this spell. Remembrance”
Chant
“Spirit, First Rank Sense. Perception, Compare, Gravity” Spiritus, Primum Creationis. Memoria, Reproductio,
Chant Reminiscentia.
Spiritus, Primum Sensus. Perceptio, Compara, Gravitas
154
Part 3 Magic
155
Translator’s Note: These cantrips will not be useful until
Translator’s Note: These cantrips will not be useful until ML is translated. And they cannot be used with Warlock’s
ML is translated. version from 2.0 Cardia Grace (since Door Daemon is new
in 2.5).
Totem Dance Cost MP3
10 ⏩Dressup Demon Cost MP2
1 area (5m Range/
Tar. Caster/- Duration minutes Res. N/A 1 Entire Range/ 1
Radius)/All Area Tar. Touch/- Duration Res. Can’t
(60 r) Character Area Day
Sum. Move the Symbol of Beneficence that caster created
Sum. Dresses the Door Daemon summoned by the user
The Symbol of Beneficence, which was created by the Druid,
The spell dresses Door Daemon as its caster pleases.
dances to a certain degree at will.
Only Door Daemon can be targeted with this spell.
The target of this spell is any Symbol of Beneficence created by Eff.
However, this spell does not produce any effect other than
caster within the range.
Eff. changing Door Daemon's visual appearance.
They dance slowly and with easy movements. Also, this spell
cannot make them move from the spot.
The effect of the Symbol of Beneficence is not lost during the
duration of this spell. Visualize Smells Cost MP3
Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Area Hour
Sunny Healing Cost MP3
Sum. Caster will be able to detect and distinguish smell visually
1 Day Smells and odors that can be detected by the sense of smell can
1 Entire Range/ 1(10m)/
Tar. Duration (24 Res. Optional also be identified visually by their color and shape. The intensity of
Character Area Target
Hours) the smell can also be estimated by its size.
Sum. Improves the health of a target that is exposed to sunlight Eff. However, if the caster's sight is not effective, this method cannot
The power of sunlight revitalizes the target, restoring their be used to see smells and odors. On the other hand, if the caster
energy and reducing their fatigue. has good vision, they can detect and distinguish smells even if they
While under the effect of this spell, the target gains a +1 bonus do not have a good sense of smell.
to Fortitude and Willpower checks against ongoing poison and
disease effects and against fatigue. However, this bonus does not
apply to any new poison or disease effects received during the
Eff. spell's duration.
Note that no bonus modifier is provided if the target is subjected
to a poison or disease effect while under the spell's effect.
Additionally, this spell can only be cast 4 times per day, with a
maximum cumulative bonus of +4.
To cast this spell, the target must be exposed to sunlight. The
casting process takes 10 minutes to complete.
156
Part 3 Magic
157
Part 4 Other Techniques
158
Part 4 Other Techniques
159
⏩Dragon Tail Duration 3 minutes (18 r)
Sum. Grows a Tail weapon
⏩△Antibody Duration 30 seconds (3 r) The user grows a long, thick Tail that can be used as a Wrestling
weapon.
Sum. Willpower and Fortitude +4 against poison, disease If the user already has a tail, then they can use this technique to
The user of this Technique strengthens their immune system, Eff. increase their Accuracy by +1 or +2 to Extra Damage.
driving off poisons and diseases. This Technique's effects are cumulative, to a total of +2 Accuracy
Eff.
When rolling a Fortitude or Willpower check for a Poison-type and +4 bonus damage.
or Disease-type effect, the user gets a +4 bonus to that check. This technique can be used once per round.
160
Part 4 Other Techniques
10 seconds (1
⏩Daemonfinger Duration
r)
Sum. Dexterity +6
⏩△Centaur Legs Duration 10 seconds (1 r) The user's hands become incredibly flexible and supple like a
Sum. Agility +6 daemon. The user increases their Dexterity score by +6.
Eff.
For fixed-value characters, instead, their Accuracy increases by
The muscles in the user's lower body stiffen and thicken,
+1. GM is free to make other modifications at its discretion.
becoming incredibly powerful. The agility of the user is increased
Eff. by +6.
Fixed-value characters gain +1 to Initiative and Evasion. GM is
free to make other modifications at its discretion. ⏩Fire Breath Duration 30 seconds (3 r)
Sum. Major Action to breathe fire attack
As a Major Action, the user can breathe fire in front of them.
⏩Animal Shape Duration 1 Hour Attack Roll: Enhancer Level + Intelligence Modifier; Target: 1 area
Sum. Transform into common Animals (3m Radius)/5; Range/Area: 1(10m)/Shot; Resist: Half; Type: Fire;
Effect: Deals Power 10 + Enhancer Level + Intelligence Modifier
The user transforms into an animal common in society, such as
damage.
a horse, pig, cat, or dog. User cannot transform while wearing
weapons, armor, or costumes. Eff. If the user has the Combat Feats [Magic Convergence] or [Magic
Control], they can apply it to this technique. However, the Combat
After the transformation, the user’s ability score remains the
Feat [Metamagic/Area] has no effect.
Eff. same. The user can still speak and use skills but cannot hold items
or weapons nor wear armor or clothing. And can only attack with Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Punch. Value
This Technique does not allow the user to communicate with 10 1 1 2 3 3 4 5 5 6 7 ⑩
animals.
161
⏩Balloon Seed Duration
⏩△Chameleon Duration
30 seconds Shot
30 seconds (3 r)
Camouflage (3 r)
Sum. Use Weapons with Mouth
Sum. Hide check +4, not visible above 10 meters The Enhancer can use a thrown weapon with a Minor Action
The Enhancer gains a +4 bonus to Hide checks. Also, a character and attack with it only once per 10 seconds (1 round). The Accuracy
with perception five senses cannot see an Enhancer under this effect Eff. check of this attack is done with “Enhancer level + Dexterity
Eff. modifier,” and Extra Damage is done with “Enhancer level +
from a distance of more than 10 meters (different areas in
Simplified Combat). Treat this as invisibility (see CR II, p. 69). Strength modifier.”
162
Part 4 Other Techniques
Here, we describe Spellsongs and Finales. Play Spellsongs, save up Rhythm, then move on to the
Finale!
Characters with Bard levels participate in a battle using
Spellsongs and Finales. The general flow of such a battle is
The Bard class master can perform the following as follows:
Performance check. The Performance check affects the
check if Spellsong or Finale has an effect on the target, and
the accumulation of Rhythm (see below).
Performance Check
Standard Value: Bard Level + Spirit Modifier
Time Required: Instant
Description: Performance checks allow Bards to perform
Spellsongs and Finales.
Bardic Power
This value represents the potency of bardic effects.
Bardic Power is very similar to Magic Power for Wizard-
type classes.
Finales
Finales are special performances played when certain
conditions are met by a Spellsong. They allow the Each time a character takes a level in the Bard class, they
Performer to create direct attack or recovery effects that may choose one Spellsong or Finale from the following lists
cannot be created by a Spellsong. and learn it. Some songs require a minimum Bard level and
There are several types of Finale. Each has different cannot be learned by Bards of a lower level.
conditions and effects. For example, a 5th Level Bard will know five different
songs (such as 3 Spellsongs and 2 Finales) and would be
Rhythm able to learn any Spellsong or Finale that requires a 5 or
Rhythm is generated when performing Spellsongs. fewer levels in the class.
Accumulating it to a specific value creates the conditions for
playing a Finale. Also, some Spellsongs are only effective
when there is an accumulation of Rhythm.
There are three types of Rhythm: Uplifting (⮭), Calming
(⮯), and Enchanting (♡), and each Spellsong generates a
different amount of these. The extent to which each of them Movement Restrictions
will be accumulated and combined, as well as the conditions When using a Spellsong or Finale, a Bard may only
required for the Finale and for special Spellsongs, also vary. make a Limited Move.
163
A character may replace an Instrument with another one Spellsong Duration
each turn, but only before their Major Action, like changing The effects of a Spellsong only last for 10 seconds (1
weapons. round), with a few exceptions. That is, a normal Spellsong
As a rule, the Instrument must be melodic. If the ends at the beginning of Bard's next turn.
instrument cannot play a melody (e.g., a simple drum), a -4 If a Bard performs multiple Major Actions and uses
penalty is applied when making a Performance Check. multiple Spellsongs during a turn, a Performance check is
Also, under such circumstances, the Bard must always sing. required each time to determine the result, and the Success
Spellsongs and Finales cannot be used with an Instrument Value is always the most recent one.
that cannot play a melody when the Spellsong/Finale is not
vocalized. Performance Check Results and Gaining Rhythm
If an Instrument can play a melody, singing may not be Each time the Bard uses a Spellsong, a Performance
required. However, singing is required for certain check is made to determine the Success Value. If it is a
Spellsongs. A typical wind Instrument does not allow “Resistance: Can't” Spellsong, it will produce an effect
Singing at the same time it is played, and so Spellsongs that unless an Automatic Failure is rolled. In the case of
require Singing cannot be used while playing such “Resistance: Neg” Spellsongs, the Success Value is
Instruments. compared with each Target's Willpower check. If the Bard
Finales do not require Singing at all. is the active party and the Success Value of a Willpower
check is less than the Success Value of the Performance
Summary of Playing and Singing check, the target will be affected by the Spellsong.
An Instrument that cannot play a melody always receives In both cases, the Bard gains the Spellsong's Base
a -4 penalty on Performance checks, and the Bard must sing Rhythm. If the Performance check is an Automatic Success,
in any Spellsong or Finale. or if the Success Value is equal to or greater than Spellsong's
A wind Instrument that does not allow Singing cannot “Flourish Value, “ the Bard will also gain Extra Rhythm.
be used to perform Spellsongs that require singing, but there If the result of the Performance Check is an Automatic
is no other penalty. Failure, no effect is generated by the Spellsong, and no
Rhythm is gained.
Conditional Spellsongs
Playing Spellsongs is a Major Action. At this time, a Some Spellsongs have conditions for their effect to take
Performance check must be made. place. Such Spellsongs do not take effect unless the
necessary amount and type of Rhythm have been
Range, Area of Effect, and Target of Spellsong accumulated through previous Spellsongs.
Spellsong affects a space with a “Bard Level x 10m” Even if the accumulated Rhythm is insufficient to cause
radius, centered on the Bard. However, the maximum an effect, such Spellsongs will still generate the listed
radius is 50m, even if the Bard has 6 Levels or more. In Rhythm.
Standard Combat and Advanced Combat, the Area of
Effect is determined using this radius. Overlapping Area of Effects
In Simplified Combat, the Area of Effect for a 1st Level When the Areas of Effect of multiple Spellsongs
Bard is 2-3 (occupied and adjacent) areas. For a 2nd Level overlap, their Success Values are compared. Only the
or higher Bard, the Area of Effect is the entire battlefield. Spellsong with the highest Success Value will be effective
Most Spellsongs target all characters within their range. within the overlapping range.
Resistance is typically “Can't” or “Neg.” The Bard's If the Success Values are the same, the effect of the
Performance check and the listener's Willpower check will Spellsong played first at that location talks precedence.
be used for Success Value comparisons in the latter case. Rhythm accumulation occurs even if the Success Value
If the listener's hearing is impaired, their Willpower is not favorable.
check gets a bonus. If the target is completely deaf,
Spellsongs cannot have any effect, even with “Resistance: Characteristics of Spellsongs
Can't”. The effect of a Spellsong is of the Psychic type, with
some exceptions. Some are Psychic (weak).
Modification due to Poor Hearing (excerpted from CR II,
p. 71) Ending the Spellsongs
Penalty for Auditory Resistance against Spellsongs end when the Bard stops playing. The Bard
Situation can stop playing by using Minor Action. Otherwise, the
Skills Spellsongs, Finales
Deaf in one ear -1(-2) +1 Bard cannot cancel the effect of Spellsong.
Deaf in both ears
-2(Not Allowed)
Automatic Spellsongs are not magical, so they cannot be removed
(hearing loss) Success/+4 with [Dispel Magic] (see p. 79) or Grassrunner's [Mana
Strong winds are Interference] (learned by enhancing racial ability at the 6th
-1(-2) +2
blowing level).
Noise makes it hard The Combat Feat [Wordbreak], the [Perfect
-1(-2) +2
to distinguish sounds
Cancellation] spell (see p. 109), and Evocation [Dispel
Figures in parentheses () are for the Listen check.
Needle] (see p. 183) can remove them. GM should see the
effect of the ability to make a ruling. If it is explicitly stated
164
Part 4 Other Techniques
165
In this case, the GM may go back in time and perform a Once a pet stops its performance, it cannot resume it
Performance check as many times as necessary to correctly independently. Only when the Bard begins a new Spellsong
determine the amount of accumulated Rhythm. will any pets be able to start assisting them again.
However, this is a highly inauspicious situation. Since
you are restricted to Limited Moves when using Spellsongs, Pet's Spellsong Success Value
it will not happen during an average adventure, where A pet's Performance check Success Value for any
characters are moving from place to place. Spellsong they continue is always 0. For this reason,
Performing Spellsongs whilst a fellow player is trying to Spellsongs that have “Resistance: Neg” are ineffective when
do a Listen check to see if something is lurking behind a performed by a pet, since they will always be resisted.
door is out of the question. If you are realistic and can Additionally, if a Bard starts another Spellsong, a pet’s
honestly imagine the consequences of your actions, playing Spellsong is automatically overridden due to the Bard’s
Spellsongs at every opportunity should be unthinkable. Performance check Success Value always being higher
Except for very few situations, such as resting while (unless it is an Automatic Failure).
playing a Spellsong, the initial value of Rhythm at the start These disadvantages can be avoided by learning the
of a battle should be uniformly set at “0”. Combat Feat [Harmony] (see CR II, p. 202).
166
Part 4 Other Techniques
167
Morale Charming
Singing
Not
Pet Bird, Frog, Insect Singing Required Pet -
required Psychic
Eff. Con. None Resistance Neg Type Psychic Eff. Con. ♡4 Resistance Neg Type
(Weak)
Base Extra Base Flourish Extra
⮭1 Flourish Value 13 ⮭1 ♡2 18 ♡1
Rhythm Rhythm Rhythm Value Rhythm
Summary Accuracy +1 Summary Deter adverse actions against the Bard
A heroic tune that inspires courage in all who hear it. Target is mesmerized by Bard's singing and cannot bring
Effect Characters affected by the Spellsong receive a +1 bonus to themselves to harm the Bard.
Effect
their Accuracy. In Contested Checks, where the Bard is on the passive
side, the Bard automatically gets a favorable result.
Requiem
Singing Not required Pet Bird, Frog, Insect
Trance
Eff. Con. ⮯2♡1 Resistance Neg Type - Not
Singing Pet Bird, Frog, Insect
required
Base Extra
Rhythm
⮯1 Flourish Value 13
Rhythm
♡1 Eff. Con. None Resistance Can’t Type Psychic
Base Extra
Summary Undead's Actions -2 ⮭2 Flourish Value 18 ⮭1
A mournful melody to remember the dead, this Spellsong Rhythm Rhythm
Effect only works on Undead monsters. Affected Undead receives Summary Spellcasting +1
a -2 penalty for all actions and checks. This is a clear melody that sharpens the mind of the
Effect listener. Those affected by this Spellsong gain a +1 bonus
Resistance modifier to Spellcasting Checks.
Singing
Not
required
Pet Bird, Frog Nostalgia
Eff. Con. None Resistance Can’t Type Psychic Not
Singing Pet Bird, Frog, Insect
required
Base Extra
Rhythm
⮯1 Flourish Value 13
Rhythm
⮭1
Eff. Con. ⮯6♡6 Resistance Neg Type
Psychic
(Weak)
Summary Fortitude & Willpower +1 Base Extra
This repetitive sonata toughens the listener's body and ⮯2 Flourish Value 18 ♡1
Rhythm Rhythm
mind, allowing them to shrug off ill effects. Characters
Effect Summary Causes listeners to wish to return home
affected by this Spellsong receive a +1 bonus for their
Fortitude and Willpower checks. A wistful tune, this Spellsong invokes feelings of days long
past in the hearts of its listeners, causing them to wish to go
back home. If in combat, those affected by the Spellsong
attempt to retreat from the battlefield and escape. This
Effect
Spellsong has no effect if the listener is already at home or is
unable to escape. Once affected, listeners will be under the
Elements effects of this Spellsong for 1 hour. After 1 hour, or if the
listener manages to return home, Spellsong's effect ends.
Singing Not required Pet Bird, Frog
Eff. Con. None Resistance Can’t Type - Break
Base Extra
♡2 Flourish Value 18 ♡1 Not
Rhythm Rhythm Singing Pet Frog, Insect
required
Summary Elemental Damage +2
Eff. Con. None Resistance Neg Type Psychic
This irregular rhythm calls on elemental faeries for aid.
Base Extra
When playing this Spellsong, the Bard specifies one of the ⮯2 Flourish Value 18 ⮯1
Effect following types: Fire, Water/Ice, Earth, Wind, or Lightning. Rhythm Rhythm
All physical and magical damage of the chosen type is Summary Fortitude & Willpower -1
increased by +2. The melody is jarring and distracts the listener's
Effect concentration. The target receives a -1 penalty to Fortitude
and Willpower Checks.
Curiosity
Singing Required Pet -
Love Song
Eff. Con. ♡4 Resistance Neg Type Psychic Singing Required Pet -
Base Extra Psychic
♡2 Flourish Value 18 ♡1 Eff. Con. ⮭6♡6 Resistance Neg Type
(Weak)
Rhythm Rhythm
Base Extra
Summary Guides listeners to the Bard ♡2 Flourish Value 18 ⮭1
The Bard sings and plays a song that evokes strong Rhythm Rhythm
curiosity. If the Bard is not visible to the target, the target Summary Creates strong romantic feelings
cannot control its desire to see the Bard and tries to move to This buoyant ballad stimulates romance, causing “love to
Effect an arbitrary position (area or coordinate) where it can see the be in the air.” Affected listeners will look to be with the closest
Bard. If the target cannot reach a visible place, the target partner of their choice, with current lovers/spouses taking
moves as close as possible. If the Bard is already visible, this precedence over random people. If current partners are not
spellsong has no effect. nearby, the closest available partner for the listener's
orientation will be subject to these magically enhanced
Effect feelings, regardless of race. If no applicable partners are within
the area of effect, Spellsong has no effect.
Those with budding romantic feelings will attempt to see if
the partner reciprocates these feelings, while current partners
will attempt to retire to act on these feelings.
The effects of this Spellsong last 1 hour, even if Bard stops
performing.
168
Part 4 Other Techniques
Lullaby
Singing Required Pet - Fall
Psychic Not
Eff. Con. ⮯4♡4 Resistance Neg Type
(Weak) Singing Pet Insect
required
Base Extra Eff. Con. ⮯6 Resistance Neg Type Psychic
⮯2 Flourish Value 18 ♡1
Rhythm Rhythm Base Extra
Summary Produce intense drowsiness in those affected ⮯2 Flourish Value 24 ⮯2
Rhythm Rhythm
An inviting melody that gently lulls listeners into a state of Summary Blocks the ability to fly
drowsiness. The subjects are dizzy and unable to move or take If still in the air at the time of the effect, the target will be
any active action. If forced to make an Action Check (see CR forced to fall to the ground. See “Forced Fall Effect” (see CR
Effect I, p. 114), the target takes a -4 penalty. II, p. 79) for the treatment of falling. While under the effect,
The Duration of this Spellsong is 10 seconds (1 round), as Effect the target cannot fly again. [Sword's Grace/Wings Of The
usual. After that time, the drowsiness automatically Wind] cannot be used, and [Flying] unique skill is lost. A
disappears. character whose movement method is only airborne, such as
“Flying” or “Floating,” cannot move.
Reduction
Clap Singing
Not
Pet Bird, Frog, Insect
required
Not
Singing Pet Bird Eff. Con. ⮯2♡4 Resistance Can’t Type Psychic
required
Eff. Con. ⮭4♡2 Resistance Neg Type Psychic Base Extra
♡2 Flourish Value 24 ⮯2
Base Extra Rhythm Rhythm
♡2 Flourish Value 24 ⮭2 Summary Reduces MP cost of spells by -1
Rhythm Rhythm
Summary Force others to clap along A peaceful tune, this Spellsong reduces MP consumption
of spells within range by -1 (but cannot reduce it to 0 or lower).
Anyone hearing Bard's rhythmic clapping has the urge to
While using [Metamagic/**] combat feats cost is reduced
clap along. Spellsong causes all weapons, shields, and items Effect
before use of Metamagic. This spell doesn’t affect any MP
held or equipped by targets in hand to drop to the ground
Effect consumption except spells, like techniques or items that
when the effect is activated. They can use only weapon attacks
require MP.
with non-hand weapons such as Kicks, Tails, Bites, and so on.
They also cannot use Stance items.
Lazy
Chorus Singing
Not
Pet Bird, Frog, Insect
required
Singing Required Pet -
Eff. Con. ⮯4♡2 Resistance Neg Type Psychic
Eff. Con. ♡6 Resistance Neg Type Psychic
Base Extra
Base Extra ♡2 Flourish Value 24 ⮯2
♡2 Flourish Value 24 ♡2 Rhythm Rhythm
Rhythm Rhythm
Summary Skill Checks -1
Summary Force others to sing along
The target's actions are interfered with by a melody that
The target sings with the Bard. The target can only perform Effect
causes fatigue. The target takes a -1 penalty to all Skill Checks.
Limited Move as a type of movement and cannot cast spells
Effect
that require vocalization, give commands or instructions to
golems, or say a password.
Dare
Not
Singing Pet Frog
required
Eff. Con. None Resistance Neg Type Psychic
Base Extra
⮯2 Flourish Value 24 ⮯2
Rhythm Rhythm
Summary Prevents Active Combat Feats
The melody is so jarring that it makes targets lose their
ability to make calm decisions. The target will no longer be
Effect
able to declare any active combat feats or unique skills that
use them.
Dance
Not
Singing Pet -
required
Eff. Con. ⮭4♡2 Resistance Neg Type Psychic
Base Extra
♡2 Flourish Value 24 ⮭2
Rhythm Rhythm
Summary Forces to dance and gives Evasion and Accuracy -2
The target receives a -2 penalty on Accuracy and Evasion
Effect checks. However, the target does not receive this penalty if
these checks are performed using the Grappler class.
169
①The name of the Finale.
Finale: Spring Breeze
②The Rhythm and the amount of Rhythm consumed
Rh. Half
when using that Finale. If more than one Rhythm is listed,
⮭2 Resistance Type Wind
Cost
both must be consumed.
Sum. Power 10 to 1 character
Deals “Power 10 + Bardic Power” magic damage to 1 character. ③Resistance is described. It can be “Optional” or “half”
Crit and is the same as Resistance to magic.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
④Type of Finale is described.
10 1 1 2 3 3 4 5 5 6 7 ⑩ ⑤Summary of Finale's effect.
⑥A detailed description of the Finale's effect. All Finale
effects calculate the amount of recovery or damage based
on the power of the effect, and a power table is included.
170
Part 4 Other Techniques
171
“Bard's Style” Warmth like the sun radiated from the intense beat.
A wise man who had been researching magic in the The exhausted laborers, in particular, became energetic,
Ancient Magic Civilization period felt like his research had and toasts were made here and there. Mugs of barley wine
reached a dead end. were sold like flies.
There were so many things he didn’t understand about “How do you like it?! Cheer people up and sell sake!
Truespeech Magic, Spiritualism Magic, and Deep Magic. This is a professional Bard!”
Although he had become proficient in the art of magic to The sweat of passion poured from his shaggy beard. But
some extent, he never felt like he understood it, and he only by that time, the Elf's minstrel had already disappeared
chanted the spells he had memorized. somewhere with a rich-looking lady.
“…Magic is, by its very nature, supposed to be freer...” (I didn't know there was such a free, beautiful, and
At a loss, the wise man decided to go to a tavern in the intense technique...The truth of magic is in the song!)
city and drink to relieve his sorrow. Despite the busy Listening to the Elf and Dwarf's performance, the wise
atmosphere, the music was soothing, and his tired head felt man was completely intoxicated. Of course, he found that
as if all the anguish he had been feeling up to that point was the cup in his hand was filled to the brim.
no longer important. Before he knew it, the song had *You two are amazing, aren't you? Let's have some fun
reached its climax, and perhaps it was the sake he had at the end!”
almost consumed, but countless glossy petals appeared to Before he knew it, an ebullient bard was on stage, almost
be dancing in front of his eyes. hidden by a lute in his hand.
“Oh…” “Grassrunner…”
He could feel his mana activating in his body. He played a lively tune, and a canary perched on his
This was a Spellsong, a song by a bard, which was also a shoulder started to sing. Birds and cats gather, and a free
Finale, where they create a magic formula with songs and and joyful show of animals begins.
tunes that activate magical power. His head and heart, which “Oh... this is the true magic...”
had been overworked by magic, became clearer. The wise man found himself singing along. All the guests
“…You look tired. Your welcome, ladies and around him were also singing happily.
gentlemen.” The owner, the waiter, and the dwarf who had just
An Elf minstrel announced in fluent trade common, arrived were all singing happily, without exception.
took off his hat and bowed his head. Even for a man, he was Everyone was pouring, drinking, singing, drinking, and
breathtakingly handsome. pouring.
“Hmmm. You're playing a lazy tune. What is required ... And when he came back to himself.
in a bar is passion!” Among the drunken men was a wise man who had also
In turn, the Dwarf's minstrel began to strum his stringed collapsed.
instrument furiously. The peaceful atmosphere of the bar “I thought I was getting closer to the truth of magic...”
changed, and everyone stamped their heels and clanked the Indeed, he felt like he had grasped something.
table with their beer mugs. But in the end, he could not recall anything.
172
Part 4 Other Techniques
Here you can find the description for Stunts and Stunt [Trample] (with “Area: Breakthrough”). For the overall rules regarding
Rider class, Riding, and Mounts, please refer to the Core Rulebook III starting on page 84.
Riding
This is an act of riding a horse, a manabike or other
Mount. It is what makes it possible to move around on a With a few exceptions, Stunts can generally be used only
Mount. when a Jockey is riding.
A character cannot ride more than one Mount at the There are no other conditions of use applicable to
same time. Stunts in general. Limitations may appear for individual
Stunts.
Rider
The term “rider” is a generic term used to describe a
character riding, or attempting to ride, a Mount.
There are different types of Stunts and different
Jockey
conditions and timing for their use.
Among riders, those who have mastered the Rider class
They are categorized as follows.
are called “Jockeys.” Jockeys can perform various special
actions associated with Mounts that are available only to
Always Active Stunts
them.
Most of them increase the Jockey's or Mount's values or
give a bonus to Success Value.
Passenger
Riders and Jockeys can have another character riding on
Stunts Used with Minor Actions
the same mount when they are riding, and the character
Minor Action is required to use them. The timing and
riding on the mount, not as a Rider or Jockey, is called a
frequency of their use are determined for each Stunt.
“Passenger”.
Stunts Used with Major Actions
Mount
A Major Action is required to use them. Whether or not
This is an animal, mythical beast, or manabike that can
a Mount can perform a Major Action is determined by each
be ridden by a rider. Mounts come in wide varieties.
Stunt. Unless otherwise stated, the Mount can use them with
its own Major Action.
Stunt
Stunts are special abilities that are acquired as you rise
in the Rider class level.
173
used. All such spells and abilities described in this book are
used with Major Actions.
If each section, rider, or Mount can still perform further
Stunt [Trample] is an attack with the area of effect of Actions, and they wish to perform them individually, do the
“Area: Breakthrough” (see p. 69). The basic process is the following:
same as that of “Area: Breakthrough”, but because it is a
Stunt, the user of the effect can be more than one Jockey
and Mount, and this explanation is specifically added to
explain this.
This description is also valid for a character (monster)
with multiple sections and using unique skills with “Area:
Breakthrough”.
Self-Exclusion
When using the “Area: Breakthrough” effect, all
sections of the Jockey and Mount are excluded from its
effects.
Position (area, coordinate) Change at the Same Time Falling off a Mount during a Collision Whilst Riding
When the “Area: Breakthrough” effect is used, all If a mounted character encounters some factor that
sections of a multi-section character, or a rider and Mount, impedes their movement, such as a wall or a cliff, then the
are moved to the endpoint of the Breakthrough. rider/Mount will hit the wall, fall off the cliff, or whatever.
Should a Mount crash into a wall, all sections of both
If Effect Worked rider and Mount suffer damage and fall prone. This will also
In the case of multi-section characters and mounted cause the rider to fall from the Mount (see CR III, p. 89),
riders/Mounts, all of them are considered to have but in this case, the rider will not suffer damage for doing
performed an action (Major Action or Minor Action, so.
depending on the effect) when a Breakthrough effect is
174
Part 4 Other Techniques
175
Standard Combat for every 5m (rounded up) of
movement to determine the total damage. ⏩Steady Command Prer. None
The jockey and mount (all sections) can make this Compatible Animals, Mythical Beasts, Magitech
attack only once per turn. And when it is made, the jockey
Area None
or the mount (section) must make all other actions first,
Mount concentrates on movement, and the jockey can act
and no other melee attack can be made before this attack. Summary
as with Limited Move with a -4 penalty
When calculating the distance to be traveled for Extra
Damage in Standard Combat, the shortest distance This Stunt can only be done with Normal Move (by
between these two points should be used, regardless of the mount).
travel route from the start point to the endpoint. The jockey keeps their position while the mount tries
to move quietly.
While allowing the mount to move with Normal Move,
Effect
the jockey can still perform the actions possible with
►Magic Command Prer. None
Limited Move. However, on every action check made
Compatible Animals, Mythical Beasts because of this Stunt, the jockey must take a -4 penalty,
Area All and all mount sections cannot perform their own Major
Action.
Summary Let mount cast its spells
The mount is instructed by a Major Action to cast the
spell it has.
The Stunt is only valid if the jockey performs it as a ◯Riding As One Prer. None
Major Action first during their turn and the mount casts a Compatible Animals, Mythical Beasts, Magitech
spell immediately following a Major Action. This is limited Area None
to one and only one Major Action, regardless of the
Summary Ride a mount using no hands
number of Major Actions that the mount can perform and
Effect With training, the jockey can control the mount using
whether the spell was one that could be cast with a Minor
only commands and by shifting their weight. This allows
Action. Effect
A mount can cast a spell with or without implement, the jockey to ride while having both hands free to perform
without considering armor penalty, vocalization, etc. Also, Actions.
if the mount has learned a combat feat related to casting
spells, the mount can apply or declare the effect of the feat.
This stunt can only be used twice a day. ◯Improved Elevated Prer.
[Elevated
Attack Attack]
176
Part 4 Other Techniques
Effect
additional +1 (for a total of +2). If the mount has multiple Obstruction Obstruction]
Sections, then only the Main Section receives such a
Compatible Animals, Mythical Beasts, Magitech
bonus; if the mount has no sections at all, then the whole
mount will be affected. Area None
Summary Jockey/Passenger Evasion Additional +1 (Total +2)
The mount is maneuvered to provide the jockey and
►Mounted Command Prer. None Effect any passengers an additional +1 bonus to Evasion while
riding, for a total of +2.
Compatible Animals, Mythical Beasts, Magitech
Area None ◯Unique Skill Prer.
[Unique Skill
Summary Mount and Allies Accuracy +2
The jockey judges the battle situation and gives Perfect Release Release]
instructions to their teammates. This Stunt can only be Compatible Animals, Mythical Beasts, Magitech
performed with a Major Action while the jockey is on the Area All
Effect
jockey's mount. All characters (including mounts) within Summary Use all unique skills of mounts
all areas (30m radius) that the jockey designates and
Jockey awakens Mount's latent potential and takes full
characters accept it gain a +2 bonus to Accuracy checks.
control of it.
With this Stunt, mount’s unique skills with
Effect
◯Greater Elevated Prer.
[Improved
“Prerequisite: Unique Skill Perfect Release” can now be
used. Additionally, unique skills with “Enhance: Unique
Attack Elevated Attack] Skill Perfect Release” can be used to their full extent.
Compatible Animals, Mythical Beasts, Magitech
Area None ►Orochi's Fury Prer. [Lion's Fury]
Summary Jockey/Passenger Physical Damage additional +2 (total +4) Compatible Animals, Mythical Beasts, Magitech
When riding a mount, this Stunt further increases the Area All
physical damage done by the jockey and any passengers
Summary Take Major Actions with all sections
Effect by +2, to a total of +4 damage. This includes not only
melee attacks but any ranged attacks and thrown weapons If the mount has multiple sections, this Stunt can be
as well. used to take a Major Action with each of those sections
during the mount's turn.
Effect
As with [Lion's Fury], if more than one section
◯Instant Magic Prer.
[Magic performs a Major Action, they receive a -2 penalty on
Command Command] Evasion checks for the following 10 seconds (1 round).
Compatible Animals, Mythical Beasts [Steady
◯Balance Prer.
Area All Command]
Summary
[Magic Command] can be performed with Minor Action Compatible Animals, Mythical Beasts, Magitech
and during Combat Preparation Area All
[Magic Command] can be performed with a Minor Mount can perform Major Action when performing
Action and during Combat Preparation. Summary
[Steady Command]
If the jockey has instructed during Combat The mount can now perform a Major Action even
Effect Preparation, the mount will cast the spell in Combat
Effect when performing [Steady Command]. The rider must still
Preparation according to the jockey's instruction. Of take a -4 penalty to the action checks.
course, it is limited to the magic that can be cast during
Combat Preparation.
177
Here is the description of Evocations. The number of Material Cards consumed depends on
the Evocation.
For more information on material cards, please refer to
the description starting on page 179.
Character with Alchemist class can perform the
following Evocation check. It is used to check if the
Evocation has an effect on the target.
Evocations can be used as either a Major Action or a
Evocation Check Minor Action. Depending on which action is used, the way
Standard Value: Alchemist level + Intelligence modifier they are handled differs.
Time Required: Instant However, if an Evocation is used as a Major Action, a
Description: This check is used by Alchemists when using Minor Action Evocation cannot be used on the same turn,
Evocations. and vice versa.
Evocations can also be used during Combat Preparation
(see the corresponding section).
178
Part 4 Other Techniques
179
Prices of Material Cards On the other hand, the Crude Card itself has intrinsic
Card Rank Price value. If you make a Crude Card and bring it back without
B-Rank 20G using it, then it can be sold to the Institute of
A-Rank 200G Magitechnology. The Institute refines such Crude Cards,
S-Rank 2,000G remaking them into several legitimate Material Cards, and
SS-Rank 20,000G reselling them for a profit (the Institute of Magitechnology's
advanced processes and facilities produce an order of
Crude Material Cards magnitude more Material Cards than can be made by an
In general, an Alchemist will have a good idea of the Alchemist fashioning Crude Material Cards).
number and types of Cards they will need on a particular When selling Material Cards to the Institute in this way,
adventure, so purchasing them from the Institute of they pay Gamels equal to the value of the original loot used.
Magitechnology before heading out is a practical idea.
Depending upon their mastery of the Alchemist class, it is Affordable Cards
not uncommon for an Alchemist to have 10 or more cards There is almost no disadvantage to converting loot into
of a particular color or Rank. An Alchemy Kit can hold over Crude Material Cards as long as they can be sold for the
100 Cards. same value later. In particular, if the selling price is less than
However, it is still possible for an Alchemist to run out the purchase price of a Card of the same Rank (10-
of Material Cards. In such emergencies, they can perform a 20G/100-200G/1,000-2,000G/10,000-20,000G),
short ritual to extract essences from the various loot and Alchemists can save money by converting loot into Crude
treasures they find. The card's color is determined by the Cards.
type of loot used, while the Rank is determined by the
selling price of that piece of loot.
180
Part 4 Other Techniques
181
⏩Paralyze Mist Cards Green
Tar. 1 Character Range/Area 1(10m)/Shot
⏩Instant Weapon Cards White Dur. 1 minute (6 r) Resistance Temporary
Tar. 1 Character Range/Area 1(10m)/Shot Sum. Reduces the target's Evasion
Dur. 1 minute (6 r) Resistance Optional The target is paralyzed or disoriented. The target takes a
Sum. Create a simple weapon Eff. penalty for Evasion checks during the duration of the effect.
B: None A: -1 Evasion S: -2 Evasion SS: -4 Evasion
Create a melee weapon and give it to the target. The category
of this weapon can be chosen arbitrarily, but it is treated as a B-
rank magic weapon (Translator’s Note: weapon still deals physical
damage). There are no special effects. The bonus/penalty to the ⏩Poison Needle Cards Black
Accuracy check is ±0, the Minimal Strength is 1, and the Critical Tar. 1 Character Range/Area 2(30m)/Shot
Threshold is 10. Strength depends on the rank of the card.
Eff. B: Power 10 A: Power 20 S: Power 30 SS: Power 50 Dur. 1 minute (6 r) Resistance Temporary
Rank Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value Sum. Target is dealt damage at the end of the alchemist's turn
B 10 1 1 2 3 3 4 5 5 6 7 The Alchemist releases a poisonous needle into the target. The
⑩
target is poisoned and suffers poison magic damage at the end of
A 20 1 2 3 4 5 6 7 8 9 10 ⑩
Eff. each Alchemist's turn who uses this Evocation for the duration of
S 30 2 4 4 6 7 8 9 10 10 10 ⑩ the effect.
SS 50 4 6 8 10 10 12 12 13 15 15 ⑩ B: 1 damage A: 3 damage S: 5 damage SS: 10 damage
182
Part 4 Other Techniques
183
Barrier Field Cards Gold x 3
All Areas (30m
Tar. Range/Area Touch/-
Clay Field Cards Black x 3 Radius)/Space
All Areas (30m Dur. Special Resistance Can’t
Tar. Range/Area Touch/- Create a space with a 30-meter radius from which there is no
Radius)/Space Sum.
Dur. Special Resistance Can’t escape
During the duration of the effect, characters within the area of
Sum. Immune to earth type while inside and wind type damage +5
effect cannot move out of the area of effect by normal means, such
All characters within the area become immune to all damage as walking or flying. It is possible to enter the area of effect from
and effects of the earth type. At the same time, if a character outside the area of effect. The view is not blocked, and
receives physical or magical damage of a wind type, the damage ammunition, spells, and other effects are not blocked. It is possible
received is increased by +5 points.
Eff. Eff. to leave the area by means of [Teleport] spell or other similar
The duration varies depending on the rank of the material card means of transportation.
consumed. The duration varies depending on the rank of the material card
B: None A: 10 seconds (1 round) consumed.
S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds) B: None A: 10 seconds (1 round)
White x 1 S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
⏩△Combine Materials Cards & Black x
1 Flame Field Cards Red x 3
Tar. Caster Range/Area Caster/-
All Areas (30m
Dur. 3 minutes (18 r) Resistance Optional Tar. Range/Area Touch/-
Radius)/Space
Combine low-ranked material cards and substitute them for a Dur. Special Resistance Can’t
Sum.
single high-ranked card
Sum. Immune to fire type while inside and water/ice type damage +5
During the duration, the caster can combine their material
All characters within the area become immune to all damage
cards and use them as a card of higher rank. Multiple cards of any
and effects of the fire type. At the same time, if a character receives
rank can be used as a card of one rank higher than it (multiple
physical or magical damage of a water/ice type, the damage
cards of rank B can be combined into a card of A rank and used
received is increased by +5 points.
for Evocation). The number of cards to be combined is Eff.
The duration varies depending on the rank of the material card
determined by the rank of the card of the next Evocation. The
consumed.
color and rank of the cards to be combined must be the same.
Eff. B: None A: 10 seconds (1 round)
SS-rank material cards can only be combined into SS cards.
S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
This effect is effective even if Evocation consumes multiple cards
simultaneously.
B: 10 cards can be combined and used as an A rank card. Rest Field Cards Green x 3
A: 8 cards can be combined and used as an S rank card.
All Areas (30m
S: 6 cards can be combined and used as a SS rank card. Tar. Range/Area Touch/-
SS: 4 cards can be combined and used as a SS rank card. Radius)/Space
Dur. Special Resistance Can’t
Sum. MP cost for healing effects + 2, recovery amount +5
Slash Field Cards White x 3
If a character casts a spell or effect that restores HP by
All Areas (30m consuming MP within the area during the duration, its MP cost is
Tar. Range/Area Touch/- increased by 2 points. When doubled by [Metamagic/**], the MP
Radius)/Space
Dur. Special Resistance Can’t addition is doubled.
Immune to slashing type while inside and bludgeoning type Any recovery effect whose MP cost is increased by this effect
Sum. Eff.
damage +5 will increase its recovery amount by +5 points.
All characters within the area become immune to all damage The duration varies depending on the rank of the material card
and effects of the slashing type. At the same time, if a character consumed.
receives physical or magical damage of a bludgeoning type, the B: None A: 10 seconds (1 round)
damage received is increased by +5 points. S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
Eff.
The duration varies depending on the rank of the material card
consumed.
B: None A: 10 seconds (1 round)
S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
Red x 1 &
⏩△Deluxe Materials Cards
Green x 1
Tar. Caster Range/Area Caster/-
Dur. 3 minutes (18 r) Resistance Optional
Treat higher-ranked cards as lower-ranked ones to increase the
Sum.
success value
During the duration of the effect, the alchemist gains a bonus
to the success value of Evocation checks. The bonus is different
depending on the rank of the card of this Evocation check.
To get this effect, when the Alchemist consumes Material
Cards, they have to treat all of them as one rank lower than the
original rank of this effect (SS-rank card becomes S-rank effect,
and S-rank card becomes A-rank effect, and A-rank card becomes
Eff.
B-rank effect).
Even during the duration, it is possible to use Evocations
without this effect and with the normal rank/effect
correspondence. Of course, this does not give any bonus to the
success value of the Evocation check.
B: +2 success value A: +4 success value S: +6 success value SS: +10
success value
184
Designer's Notebook
Kei Kitazawa Tanaka Kouji
A book filled with magic, truly deserving of the title The third major supplement for SW2.5 is all about
“Compendium,” has finally been completed. “Magus Arts” magic, following items and monsters. This book contains a
contains more than 500 spells alone and over 700 in total, complete list of spells from level 1 to level 15.
including techniques, making it an excellent source of For non-magical characters, we would like to draw your
information on all aspects of using magic for the time being. attention to the new classes: Geomancer and Tactician. We
The newly added Geomancer class was conceived and are proud to say that both of these classes are useful, even if
designed by Kouji Tanaka, while the Tactician class was they are chosen at the time of character creation. They are
refined by Takeo Sugiura. We believe that these new classes fun to develop and strongly contribute to the character's
will greatly increase the variety and fun of the game. Miyuki concept. While they may not be enough to serve as the main
Kiyomatsu compiled the magic described in the rulebooks class, they can be combined with any other class, so please
and other sources and also prepared new data. I wrote the explore them along with other classes.
other parts, such as the setting and history of magic. We would like to express our gratitude to Hitoshi
In addition to the entire SW group, many people have Yasuda, Miyuki Kiyomatsu, and other predecessors of SNE
cooperated in the test play. Several individuals contributed to for their invaluable help in producing this book. Additionally,
this project in various aspects, such as illustration, editing, we would like to thank the production staff for their efforts in
design, etc. We would like to express our gratitude to all of designing the project, which caused us some trouble but
them. ultimately resulted in a satisfying outcome.
Lastly, we would like to thank all the readers who have We hope to meet you again once you have mastered all
picked up this book. Your support is greatly appreciated. We the spells and have new visions for the future.
hope that this book enriches your adventurous journey.
185
186