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Sword World 2.5 - Magus Arts

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0% found this document useful (0 votes)
229 views186 pages

Sword World 2.5 - Magus Arts

Uploaded by

Dustin McCarthy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 Alframe 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.

In the fourth part, “Other Techniques,” data is provided


on each class that does not belong to the Wizard-Type Class
but still has a spell-like effect. This section includes
information on Techniques, Spellsongs, Finales, Stunts,
and Evocations, which can be easily referenced.

This book contains virtually all spells or spell-like


abilities. We hope you will find it useful during your
adventurous journey.

12
Part 1 Character

13
Geomancer

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.

“Meria Geomancer Warrior” Character Description


The Geomancer is a versatile character who can deal
damage and provide support while maintaining the same
level of attack power as other warriors. However, the
Geograph must be deployed before the character reaches
the enemy, as deployed characters have limited movement.
Once the Geograph is deployed, Qi Points will accumulate,
and the Aspects will become available for use with Minor
Actions.
Since this character is a frontline player, they can move
to the frontline on their first turn to attack with their Heavy
Mace and deploy their Geograph. They can use [Heavenly
Domain: Descending Thunder] on their next turn. By that
time, they will have accumulated two Heavenly Qi, which
they can use up.
As the Geomancer level increases, learning Earthly
Aspects and Spirit Aspects is recommended for a good
balance. If there is a skew in one type of Aspect, purchasing
the corresponding Geograph can help adjust the balance of
Qi Points.

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.

“Human Holy Commander” Character Description


This character is a Priest and Tactician who specializes
in protecting their friends from the rearguard. Although
they have little offensive power, they excel in defense,
restoration, and support.
The Holy Commander can leave the breaking of the
frontline, full of enemies, to their friends and use the
Stratagem [Surging Offense I] to provide support. If their
friends are wounded, they can heal them and support them
outside of combat with the knowledge of the Sage class.
The Tactician class also allows for Initiative checks.
Although Agility is the standard value for the check, they
can use their high Intelligence as a Priest for Initiative
checks with the Maneuver [Strategic Ingenuity] as they grow.
While the Tactician class allows for learning various
Stratagems and Maneuvers as they rise in class, it can be
wise to focus on one or two Stratagem types at first to get an
idea of the number of Edge points the character can get by
using them. After that, effective Maneuvers can be chosen
in order to use Edge efficiently and operate Stratagems and
Maneuvers more effectively.

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

In this section, new terms related to the Geomancer Geograph Usage


class are described. Geographs allow Geomancers to accumulate Qi Points,
which can be used for Aspects. There are several types of
Domain Aspects (Aspects) Geographs, but they all share basic functions.
Aspects are the names of techniques used by
Geomancers. Some Aspects can strengthen allies, and some Performance Varies with the Price
can weaken enemies. Also, most Aspects are more powerful The performance of a Geograph varies depending on its
the more Qi Points (see below) are consumed. price. The main performance factors are the Domain
Range and the maximum Qi Points.
Qi Points As the price of a Geograph increases, the Domain
Qi Points are used to cover the cost of Aspects and Range widens, and the upper limit of Qi Points becomes
come in three types: Heavenly Qi, Earthly Qi, and Spirit Qi. higher.
These points are earned using a special accessory called a
Geograph and stored within it. Qi Points can then be Treat as an Accessory that Doesn’t Take a Hand
consumed when using Aspects. Geographs are treated as “Accessory: Any”. When used
by a Geomancer, they will float in the air beside the
Geomancer and follow their movements. The Geomancer's
hands are not occupied by the Geograph, allowing them to
In order to use the Aspects, the Geomancer must have use their hands freely while the Geograph remains active.
a special item called a Geograph.
A Geograph is a piece of equipment that a Geomancer Geograph Deployment, Storage, and Use of Aspects
needs to explore, measure, and collect the “Qi” of a place. Aspects cannot be used simply by having a Geograph as
Most often in the form of a small three-dimensional map, an accessory. The Geograph must be “deployed” to
dome, crystal ball, etc., the Geomancer uses the Geograph collect/read the “Qi” of the Aspect and allow for its use.
to expand and use the Aspects. When a Geomancer deploys a Geograph, it
The data for Geograph can be found on page 22. accumulates Qi Points that can be used to activate Aspects.
However, the Geomancer cannot move freely while the
Geograph is deployed. To make any move other than a
Limited Move, the Geograph must be retracted.

18
Part 1 Character

Deploying and retracting the Geograph requires the use


of Minor Actions. While the Geograph is deployed, the
Geomancer can only move using Limited Move. On their Geomancers who have deployed a Geograph can earn
turn, they can perform a Normal Move and deploy the Qi Points. There are three types of Qi Points: Heavenly Qi,
Geograph, but if they want to retract and perform a Normal Earthly Qi, and Spirit Qi.
Move, they must first use a Minor Action to store the Qi Points are accumulated and managed with the
Geograph. Geograph over time.
Additionally, a Geomancer cannot deploy and retract a
Geograph on the same turn. When Qi Points Increase
If a Geomancer has a Geograph deployed, they can use Qi Points can only be earned and used when the
Aspects (see p. 20). However, their movement is restricted Geograph is deployed.
to Limited Move on the turn where they use Aspects. When a Geomancer deploys a Geograph, they earn one
If the Geomancer moves with a Limited Move, they can of each of the three types of Qi Points every 10 seconds. If
deploy a Geograph and use Aspects on the same turn. the Geomancer deploys a Geograph during combat, they
However, if the move is a Normal Move, they cannot use immediately gain 1 point of each of the three types of Qi
Aspects immediately after deploying the Geograph. Points. If the Geograph is still deployed at the beginning of
※ Note: Retracting a Geograph after using Aspects is the Geomancer's subsequent turns, they gain 1 point of each
possible, but it is meaningless because the Aspects are of the three types of Qi Points at the beginning of their turn.
canceled by retracting the Geograph.
Qi Points Increasing with Item
Geograph Deployment and Retraction Qi Points are automatically added on each turn, but
Actions*1 Type of Movement Geomancer can gain Qi Points instantaneously by using an
Limited Move, item such as Pearls of Flowing Life (see p. 22).
Deploy Geograph*2
Normal Move*3
Maintaining [Geograph] Consumption and Loss of Qi Points
Limited Move Qi Points are consumed as a cost when using Aspects.
deployment (using Aspects)
Limited Move, The number of Qi Points to be consumed is specified for
Retracting Geograph*2 each Aspect and can be one of three types. The more Qi
Normal Move*4
*1 Both are Minor Actions. Points a Geomancer spends on the same Aspect, the more
*2 Expanding and storing cannot be done in the same turn. effective it will be. After the cost is paid once, Aspect will
*3 If it is a Normal Move, it must be deployed after the remain active until Geograph is retracted.
move. Except for special cases, Qi Points are not reduced
*4 If it is a Normal Move, it must be retracted with a Minor except for consumption through the use of Aspects.
Action before the move. When a Geograph is retracted, all Qi Points already
earned will be lost.
Forced Movement and Geograph
When a Geomancer with a deployed Geograph is Unconsumed Qi Points are Accumulated
affected by an effect that forces it to change position, the If the Geograph is deployed without using any Aspects,
Geograph is automatically retracted; it remains equipped as all Qi Points are accumulated and carried over to the next
an accessory and can be deployed again later. turn. If any of the three types of Qi Points are used, the two
unused Qi Points are accumulated.

Minimum and Maximum Qi Points


The lower limit of Qi Points is “0” and cannot be less
than 0.
The upper limit of Qi Points varies depending on the
Geograph deployed.

Geomancers use Aspects, which are special techniques


that can be activated by spending Qi Points. These Aspects
can be used to affect the battlefield in various ways. A Geomancer gains one Aspect each time they level up
in the Geomancer class, and the total number of Aspects
they have gained is always equal to their current Geomancer
class level.
There are three types of Aspects: Heavenly Aspects,
Earthly Aspects, and Spirit Aspects. These three types of No Matter the Type
Aspects correspond to the Qi Points that are consumed The three Aspects can be acquired in any order. For
when using the Aspects. The cost of Heavenly Aspects is example, Geomancer can acquire Heavenly Domain only
Heavenly Qi, Earthly Qi for Earth Aspects, and Spirit Qi Aspects, Earthly Domain, and Spirit Domain Aspects only,
for Spirit Aspects”. and so on.

19
Aspects with Level Restrictions By their nature, all Aspect's effects include the
Certain Aspects have a minimum class level Geomancer within their range. If the Geomancer is the only
requirement of 5 or 10. These Aspects can only be obtained target within range, the Geomancer is always the target.
if the Geomancer class level equals or exceeds that level.
The character's post-growth level determines this. Notes About Characters with Multiple-Sections
Specifically, when a character reaches level 5 or 10, Aspects When randomly determining the target of the Aspect,
with a minimum class level of 5 or 10 can be obtained. each section should be counted as a character. For example,
Players are also free to acquire Aspects with lower required if there is one character in one section and one character
levels (same as with other classes, like Enhancer or Bard). with five sections in the range, the first character has a 1 in
6 chance of being the target, while the second has a 5 in 6
chance.
When a specific section of a character with multiple
Aspects are used with Minor Actions. The player selects sections becomes a target, the effect of Aspects is processed
the Aspects to be used, decides how many Qi Points to as follows:
spend, and uses the Aspects. - Unless otherwise noted, the Aspect affects only the
Aspects may be used only once per turn. Geomancers randomly determined section.
may not use more than one Aspect in the same turn, even - Some Aspects do not affect multi-section characters
if they cost different Qi Points. Also, Aspects cannot be specified in their effect, even if the Geomancer has
used without spending any Qi Points. mastered the Combat Feat [Spreading Triad], which allows
for targeting two targets and both sections of a two-section
When Aspects Take Effect character become a target.
All the effects of Aspects used will take effect at the end - Some Aspects have in their effect that all sections are
of the Geomancer's turn, not at the time of the usage. Since affected. In this case, all sections of a character are affected,
Aspects can be used in a Minor Action, it is possible to even if only a single section becomes a target. Even if two
perform a Major Action after the Minor Action, and then sections of the same character are targeted with the Combat
Aspect with activate at the end of the Geomancer's turn, and Feat [Spreading Triad], the effect is not cumulative.
so on.
Processing [Spreading Triad]
The Effects of Different Aspects Are Cumulative The Geomancer's exclusive Combat Feat [Spreading
The effects are cumulative if a Geomancer uses different Triad] (see p. 23) is a Combat Feat that makes Aspects affect
Aspects on different turns (see “Duration of Aspects” on the two randomly selected characters (sections).
next page). At the end of the turn, all effects of multiple Note that if targets are chosen randomly, two different
Aspects are applied to the same target. targets are always chosen (if there is only one Geomancer in
the range, there will be only one target). Geomancers can
The Same Aspects are Overridden decide whether or not to cancel the effects for each of these
If the Geomancer uses an Aspect once and then uses it targets when they are selected.
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.

The target of Aspects is determined at the end of Success Value of 0 and Resistance: Can't
Geomancer's turn. All Aspects have a Success Value of 0 and Resistance:
The target of all Aspects is “Radius Xm/Space,” and the Can't.
Range is treated as “Caster/-”. The specific size of the radius
is different for each Geograph used. Duration is “Instant” or “10 seconds (1 round)”
The effect of Aspects is applied to a randomly selected Effects caused by Aspects are different from the
character (section) within this range. duration of the Aspects themselves, and all of them are
“Instant” or “10 seconds (1 round)”. The effect of “10
One Random Character Within Range seconds (1 round)” is removed at the beginning of the
The target of Aspect cannot be determined by the Geomancer's turn in the next round.
Geomancer's will. It is always determined randomly from
all the characters (sections) within the range. In this case, it Applying Multiple Effects
does not matter whether the Geomancer is aware of the When a Geomancer uses multiple Aspects, they will all
existence of the target or not. affect randomly selected targets at the end of the turn.

Geomancer Can Also Be a Target The Order of Application is Arbitrary


Aspects are centered on the Geomancer. When the If the Geomancer uses multiple effects, the Geomancer
Geomancer moves, its range moves with it. chooses the order in which the effects are applied. They do
not have to be applied in the order of use, but the effects
will always be applied.

20
Part 1 Character

Canceling Aspect The effect of [Spirit Domain: Terror ] is psychic (weak),


If the Geomancer does not wish to apply the effect of and if a character wants to remove its effect from the target,
Aspect to a randomly selected target, the Geomancer may it can be removed as all psychic (weak) type effects.
choose not to apply it at their discretion. This is called However, this Aspect itself will not be removed.
Canceling.
If Aspect is canceled, all Aspect effects will not take Aspects are Non-Magical
effect at the end of that turn (only). Aspects are not magical and, therefore, cannot be
At the end of the next turn, all Aspect effects used since detected with [Sense Magic] or [Mana Search].
Geograph was deployed will be triggered if they weren't Combat Feats like [Metamagic/**] which affect only the
cancelled. use of spells, cannot affect Aspects.

Processing of Combat Feat [Dividing Triad]


Geomancer's exclusive Combat Feat [Dividing Triad]
(see p. 23) allows for canceling some of Aspect's effects on If there are multiple Geomancers, Qi Points and
the target. They can cancel all the other effects, leaving only Aspects are managed individually.
the ones they want to give to the target. Each Aspect does not interfere with the other, and even
If with [Spreading Triad] Aspect affects two targets, the if the same Aspect is used, it will be processed according to
user can cancel the desired effect on each of the two targets the respective Geomancer's procedure.
separately.
Guide to Determining Characters at Random
When determining the target of Aspect, one random
character should be selected. This means that all targets
All Aspects Remain in Effect for Every 10 Seconds must be determined with equal probability.
All Aspects, once used, always take effect at the end of There are several ways to do this. The most obvious one
Geomancer's turn and every 10 seconds (1 round) is to use cards and then draw them when a target needs to
thereafter, at the end of Geomancer's turn. be selected. If you have digital tools at hand, or if you can
prepare a raffle in an online session, you may be able to deal
New Target is Determined at the End of Each Turn with this more easily. However, preparing these tools on the
Aspect randomly determines the target again at the end spur of the moment may not be possible. Here is an
of each Geomancer's turn from within the range. example of how to randomly determine 1 (2) character
Don’t forget to check each time if the number of targets (section) using 2 dice for a different number of possible
changes, for example, when a character moves out of range targets.
or when a monster is knocked down and removed.
Random Decision Table
The Effect Ends when Geograph is Retracted Number How to Determine
The duration of all Aspects is until the Geograph is of
stored. Until then, the Geomancer should determine the Targets
targets from within the range at the end of each Assign the numbers 1 to 6 to each character, then roll
Geomancer's turn. 6 or less a 1d6 to determine which character to target. If there
are fewer targets than the number rolled, roll again.
Canceling Aspects and their Effects Assign a number from 1 to 7 to characters, and then
roll 1d6 twice. If the first and second rolls are different,
If the Geomancer wishes to remove an Aspect that has 7
the character is the result of the first roll. Select the 7th
been used once, the Geograph should be retracted. All character for 1 to 5's doubles. Re-roll if it's double 6s.
Aspects will be canceled by the Geomancer. The Aspect Divide the characters into two groups, “Group A” and
cannot be canceled by the Geomancer in any other way “Group B”, with four characters each. Assign numbers
(cancellation is instant). “1-4” to each character. Roll 1d6. If the result is 1-3,
Others can cancel Aspects, as for magic described on 8 the target is in Group A. If the result is 4-6, the target
page 71. However, Aspects are not magical, so they cannot is in Group B. To determine which character to target
be removed with [Dispel Magic] (see p. 79) or Grassrunner's within the selected group, roll another 1d6. If the result
[Mana Interference] (learned by enhancing racial ability at is 5 or 6, start rolling from the beginning.
the 6th level). The Combat Feat [Wordbreak], the [Perfect Divide the characters into three groups, “Group A”,
“Group B”, and “Group C” with three characters each.
Cancellation] spell (see p. 109), and Evocation [Dispel Assign numbers “1-3” to each character. Roll 1d6. If
Needle] (see p. 183) can remove them. GM should see the the result is 1-2, the target is in Group A. If the result
effect of the ability to make a ruling. If it is explicitly stated 9
is 3-4, the target is in Group B. If the result is 5-6, the
that it removes Aspects, or if it is stated that it removes an target is in Group C. To determine which character to
effect without limiting it to magic, it will work. target within the selected group, roll 1d6 and divide the
To remove the effect of Aspect on an individual result by 2, rounding up.
character, refer to “If Target is Character or Object” (see p. 10 Same process as for “8” (reroll only on 6).
72). In this case, the effect that has lasted for 10 seconds (1 Divide the characters into two groups: “Group A” and
round) on the character is instantly canceled (the effect will “Group B”. Assign numbers “1-6” to each character
occur if the character is targeted again on the next 11 (Group B will not have 6). Roll 1d6. If the result is 1-
3, the target is in Group A. If the result is 4-6, the target
Geomancer's turn). is in Group B. To determine which character to target

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”

Pearls of Flowing Life Base Price: 500/2,000


Popularity 10 App. White octahedral earrings Item Class Accessory: Ear
Summary When broken, one of the Qi Points is immediately obtained Era Current
These earrings are made of milky-white, octahedral beads, Qi by 1(500G) or 2 (2,000G) points.
representing life's flow. This effect can only occur once per turn.
Effect
After the user deploys the Geograph, they can crush these pearls with
Minor Action to immediately increase Heavenly Qi, Earthly Qi, or Spirit

22
Part 1 Character

Beads of the Warring Triad Base Price: 500


Popularity 10 App. A necklace made of round stones joined together Item Class Accessory: Neck
Summary Breaking can change Aspect's target only once. Era Current
This necklace comprises three jewels representing heaven, earth, and If the target is changed, the previous decision is
spirit. They are connected by a string. discarded, and a new random decision is made under
After the user randomly determines a target for the Aspect, the target the same conditions. If the target has been changed
Effect
can be changed only once by breaking these beads (without any action as once by some effect, this effect cannot be used.
it is at the end of the turn). If there are two or more targets for the Aspect, all of
them will be re-determined when the target is changed.

Geomancers can acquire the Combat Feats shown here.

SPREADING TRIAD
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 TRIAD
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.

Heavenly Domain: Heavenly ①Name: The name of the Aspect.


Cost ②Cost: This value specifies the types and values of Qi
Descending Thunder Qi 1 – 4
Points that must be consumed when using Aspect. Qi Points
Duration Instant marked with “X-Y” can be used by consuming any number
Deals “Heavenly Qi consumed
Sum Type Lightning of points within that range.
x 2” fixed damage
Lightning strikes down from the heavens to ③Duration: Duration of the Aspect’s Effect.
Effect attack, dealing “Heavenly Qi consumed x 2” fixed ④Summary: This is a summary of the effect of the Aspect.
damage to the target. ⑤Type: If the effect of Aspect has a type, the type is listed
here; if there is no type, the entire entry will be absent.
⑥Summary: Details of the Aspect’s effect.

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
during the duration of the effect, whether outdoors Earthly Domain: Earthly Qi
or indoors. At the same time, it has [Lightning Cost
Immunity] during the duration of the effect.
Quicksand 1–3
Duration 10 seconds (1 round)
Legs become heavy, restricting movement and
Heavenly Domain: Heavenly Sum
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
Sum When used with 1 point of Earthly Qi, the target
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
This ability absorbs the vitality of the earth and Spirit
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

Spirit Domain: Spirit Qi Earthly Domain: Earthly Qi


Cost Cost
Determination 1–4 Mountain Rapture 2
Duration Instant Duration Instant
Removes one of the target's ongoing Restores HP to 10 and awakens targets with HP 0
Sum Sum
disadvantageous effects or less
This ability fills the target with determination, It infuses the target with earthly vitality and
allowing them to withstand impairing effects. awakens it. If the target's HP is 0 or less, it recovers
The target can choose one of the effects below, 10 HP. If the target is unconscious, it is awakened
with a success value “X”, which they are unwillingly Effect immediately.
subjected to. The success value “X” correlates to the If the target is not the Main Section of a character
amount consumed by Spirit Qi. with multiple sections and is a disabled section (see
CR III, p. 99), it is awakened in the same way.
Success Value of the Effect to be Removed
Qi Points Earthly Domain: Earthly Qi
1 2 3 4 Cost
Effect consumed Shifting Energies 3
15 or 20 or 25 or 30 or
Success Value Duration 10 seconds (1 round)
less less less less
Cannot deal type damage,
Sum Type Curse
immune to type damage
The target chooses the disadvantageous effect to
This ability removes attribute types from the
be removed by this Aspect. The risks of Combat
target's surroundings. As a result, the target will not
Feats or similar effects cannot be removed.
be able to receive physical or magical damage of any
Additionally, effects with a duration of "10
type for the duration of the effect. Additionally, the
minutes (60 rounds)" or longer (including Effect
target will be immune to any physical, magical, or
Permanent) cannot be canceled by this Aspect.
fixed damage of any type (meaning damage with a
specified type, either in the spell or effect
description).

Earthly Domain: Sand Earthly Qi


Heavenly Domain: Heavenly Cost
Cost Qi Shield 1–4
Karma 1–4 Duration 10 seconds (1 round)
Duration 10 seconds (1 round) Defense increased by “Earthly Qi consumed x 2”
Deals “Heavenly Qi Sum
points
Sum consumed” fixed damage each Type Curse Dust rises around the target, providing temporary
time target deals damage armor.
Each time target deals damage, its karma strikes Effect
During the duration of the effect, the target's
it. Defense is increased by “Earthly Qi consumed x 2”.
During the duration of the effect, if the target
Effect deals at least 1 applied physical or magical damage Spirit Domain: Spirit Qi
Cost
to another, the target itself receives “Heavenly Qi Sundered Soul 1–4
consumed” points of fixed damage for each
character (section) it dealt damage. Duration 10 seconds (1 round)
Reduces recovery of HP and
Sum MP by “Spirit Qi consumed x Type Curse
Heavenly Domain: Heavenly 2”
Cost Qi The target is cursed, which makes it less
Wrath of Tenma 1–4 susceptible to healing. Whenever a recovery effect is
Duration 10 seconds (1 round) Effect applied to the target's HP or MP, their recovery is
Magic damage is increased by “Heavenly Qi reduced by “Spirit Qi consumed x 2” points
Sum
consumed” (minimum 0).
Increases magic damage.
During the duration of the effect, the target's Spirit Domain: Mana Spirit Qi
Effect Cost
magic damage is increased by “Heavenly Qi Siphon 1–4
consumed”.
Duration 10 seconds (1 round)
Magic Power is reduced by
Sum Type Curse
Heavenly Domain: Heavenly “Spirit Qi consumed”
Cost Qi
Guiding Winds 1–4
Inhibits the target from casting spells. During the
Effect duration of the effect, the target has all Magic Powers
Duration 10 seconds (1 round) reduced by “Spirit Qi consumed” points.
Grants a bonus of “Heavenly
Sum
Qi consumed” to the Accuracy
Type
Spirit Domain: Dream Spirit Qi
checks of the target's ranged
- Cost
attacks
Eater 1–4

Winds change the trajectory of ammunition and Duration Instant


thrown weapons, making them easier to hit. Deals “Spirit Qi consumed x 2”
Sum Type Curse
Effect If the target makes a Ranged Attack during the fixed damage
duration, its Accuracy check is increased by Curses target, dealing “Spirit Qi consumed x 2”
Effect
“Heavenly Qi consumed” points. points of fixed damage to the target.

25
Earthly Domain: Earthly Qi
Cost
Footfalls 1–3
Heavenly Domain: Way Heavenly
Duration 10 seconds (1 round)
Cost Qi
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: Cursed Earthly Qi
Duration Instant Cost
Decreases target's MP by “Heavenly Qi consumed
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

Earthly Qi
Earthly Domain: Mirage Cost
1–4
Duration 10 seconds (1 round)
Physical, magical damage of the specified type is
Sum
reduced by “Earthly Qi consumed x 2” points.
The mirage obscures the target’s appearance.
The target can reduce the physical and magical
damage of a specific type by “Earthly Qi consumed
Effect x 2” for the duration of the effect. The Geomancer
chooses the specific type from “fire”, “water/ice”,
“wind”, “earth”, “lightning”, and “energy” each time
the effect occurs.

Spirit Domain: After Spirit Qi


Cost
Image 4
Duration 10 seconds (1 round)
Activates similar to [Blink]
Sum Type -
effect
Creates an afterimage of the target.
Effect During the effect time, the target will have the
effect of [Blink] (see p. 82).

Spirit Domain: Spirit Qi


Cost
Vanishment 1–4
Duration 10 seconds (1 round)
Automatically excludes target
Sum Type -
from wide-area effects
This effect reduces the target's presence and
makes it difficult for others to perceive.
While the effect is active, any effect with a
maximum number of targets that includes the target
will automatically exclude it. Additionally, the target
cannot be affected by “Area: Line” or “Area:
Effect Breakthrough” effects (it will not be hit randomly).
However, effects with “/All” or “/Space” will still
affect the target as usual.
This effect lasts for the duration of the effect or
until it has been triggered a number of times equal
to the “Spirit Qi consumed” during the duration,
after which it is lost.

Spirit Domain: Mirrored Spirit Qi


Cost
Soul 1–4
Duration 10 seconds (1 round)
Target receives damage
Sum whenever Geomancer is dealt Type Curse
damage
This ability merges the souls of the target and the
Geomancer, recognizing them as partially identical
entities.
During the duration of the ability, whenever the
Effect
Geomancer receives physical or magical damage
from others, the target takes fixed damage equal to
the greater of “HP reduced” or “Spirit Qi consumed
x 2” points.

27
Geomancer Sheet

Name Geograph Name

Acquired Aspects Qi Points Counter

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)

The terms used in the Tactician class include. Maneuvers


Maneuver is a commanding technique that only affects
Stratagems the Tactician, unlike Stratagem, which affects all allies
Stratagem is a technique in which the Tactician's voice except the Tactician.
communicates effective and precise commands to the entire
group. It is believed that the Tactician's voice interferes with Edge
the mana in the air to ensure the transmission of These points are gathered by a Tactician and are called
commands. Edge.
Stratagems are mainly designed to increase the combat Tacticians who accumulate a certain amount of Edge
ability of all allies except the Tactician and have no effect on can use a powerful Maneuver to strengthen themselves or a
the enemy. powerful Stratagem of higher rank by consuming Edge.

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. Races That Can be Used With Tactician Class
The Tactician class can currently be acquired and used
Requires Strategist Insignia by all races that can be used as PCs.
Stratagems and Maneuvers can only be used if the
Tactician is wearing the Strategist Insignia (see p. 34). Vocalization
Stratagem and Maneuver both require the Tactician's
It Can Only be Used During Combat voice, which cannot be omitted even if Nightmare's
Stratagems and Maneuvers should only be used in [Alternate Form] is used.
combat situations. These techniques are related to combat
and are used to adapt to the battle situation, such as the Stratagems Used with Minor Action Once per Round
positional relationship between the enemy and allies. The Tactician may use Stratagem with Minor Action.
However, they can use them only once per round.

29
Maneuvers Can Also Only be Used Once per Round Stratagem Effects do not Overlap
As a rule, Maneuver can also be used only once per Each character can only have one Stratagem effect active
round. at the same time. If another Tactician uses a Stratagem on
It is possible to use one Stratagem and one Maneuver the same character, the affected character can choose to
per round. discard the previous effect and accept the new one or keep
the previous effect and reject the new one.
No Restriction on Movement
Stratagems and Maneuvers can be used regardless of Use with Spellsongs and [Battle Hymn]
whether the character moved with either Limited Move, Spellsongs and [Battle Hymn], which use sounds like
Normal Move, or Full Move. Stratagems and Maneuvers, respectively, can be combined
with Stratagems and Maneuvers. This is possible because
Stratagem has Rank and Type Restrictions Stratagems and Maneuvers can be incorporated into the
The number of Stratagems that can be used is restricted song, allowing the Tactician to use them while performing
according to their rank and type (see “Rank and Type of Spellsong or [Battle Hymn].
Stratagems” on page 32). Therefore, the Stratagem to be
acquired when the Tactician class level is increased should Removing Stratagem or Maneuver
be selected in consideration of these restrictions. Stratagem and Maneuver effects that have a duration
cannot be canceled at the will of the Tactician who used
Targeting with Stratagems and Maneuvers them.
Stratagems target all friendly characters within the In the case of being forced to remove with a spell, the
commanding area (see on this page). procedure is the same as that for the spells described on
The target of Maneuver is always Tactician themself. page 72. However, Stratagems and Maneuvers are not
magical and cannot be removed with [Dispel Magic] (see p.
Duration of Stratagems 79) or Grassrunner's [Mana Interference] (learned by
Stratagems have a basic duration of “10 seconds (1 enhancing racial ability at the 6th level). The Combat Feat
round)”. The effect lasts until the next round of the [Wordbreak], the [Perfect Cancellation] spell (see p. 109),
Tactician who used Stratagem. However, if the effect of it and Evocation [Dispel Needle] (see p. 183) can remove
“…at the moment when…”, the effect ends at the moment them. GM should see the effect of the ability to make a
the effect is applied. ruling. If it is explicitly stated that it removes Stratagem or
Once a character is affected by a Stratagem, even if the Maneuver, or if it is stated that it removes an effect without
character moves out of the Tactician's commanding area limiting it to magic, it will work.
(see below) afterward, the character will continue to be The range of effect of Stratagems is equivalent to “/All”
affected by a Stratagem for the duration of the effect. Even as with spells, and the effect of Stratagems and Maneuvers
if the Tactician is incapacitated (unconscious, sleeping, is given to each character. Hence the effect is treated as “one
petrified, dead, etc.), the effect of a Stratagem is not lost per character”. Even if a Stratagem has effects on multiple
during the duration of the effect. characters at the same time, it is not possible to cancel all of
However, if a character affected by a Stratagem becomes them at once.
incapacitated, the effect of Stratagem on that character will The effect of Stratagem or Maneuver on each character
end immediately. is considered as “1 Entire Character”.

Duration of Maneuvers Stratagems, Maneuvers are Non-Magical


The duration of Maneuvers is always “Instant”. Stratagems and Maneuvers are not magical and,
therefore, cannot be detected with [Sense Magic] or [Mana
Stratagem and Maneuver Success Values and Search].
Resistances Combat Feats like [Metamagic/**] which affect only the
Stratagems and Maneuvers are effects with a success use of spells, cannot affect Stratagems and Maneuvers.
value of 0.
A target that is willing to resist Stratagems or Maneuvers
will automatically succeed in resisting.

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,
even if the Tactician has multiple sections.

30
Part 1 Character

Commanding Area Note that even if Tactician uses a way to speak remotely,
The commanding area indicates the area within which such as familiar, [Remote Doll], or Linkpearls to send a
the Tactician is aware of the battle situation and can give voice from a remote location, the effect of Tactician's
appropriate instructions by voice. Stratagem will not be available from outside the
Stratagem affects only those characters that are within commanding area mentioned above.
the commanding area centered on the Tactician when used.
However, once a character is affected by Stratagem, it Low, Average, or High intellect are Needed
will continue to be affected by Stratagem for the duration of Stratagem and Maneuver affect only those characters
the effect, even if it moves out of the Tactician's whose intellect is either Low, Average, or High.
commanding area afterward.
The commanding area is determined by the Tactician's Tactician Language Spoken
“Adventurer Rank” (see CR II, p. 114), as shown in the Stratagem only affects characters that talk in the language
table below. the Tactician can speak (the ability to read and write is
irrelevant).
Tactician Commanding Area Table If the Tactician can speak several languages, they can
Adventurer Rank Commanding Area simultaneously talk Stratagems in all those languages.
None 1 area (5m Radius)
Dagger 2 – 3 areas (10m Radius) Application to Mounts and Monsters
Rapier All areas (20m Radius) Even a mount or a monster can be recognized as an
Broad Sword All areas (30m Radius) “ally” by the Tactician. And Stratagem can also affect a
Flamberge All areas (40m Radius) friendly mount or monster if the conditions described
Sentinel All areas (50m Radius) above are met.
Hyperion All areas (100m Radius) For the mount of an ally, if the jockey meets all of the
conditions listed above, the mount can be affected by
Swords of Genesis All areas (200m Radius*)
Stratagem even if the mount does not meet any of the
*+100m for each ★. conditions.
(e.g., if the jockey is an ally, Stratagem also affects their
Hearing the Tactician's Voice Manabike).
Stratagem only affects characters who can hear the
Tactician's voice. In other words, it does not affect
characters without hearing or who have lost it.

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.

Stratagem Rank Change and Maintenance Round 1


A Tactician can use a Rank 2 or higher Stratagem Uses Rank 1 Stratagem [Surging Offense I]. +1 Edge for
continuously for 2 or more rounds. In this case, the Tactician (1 total Edge).
Stratagem rank can be increased by one as long as the
Tactician continues to use the same type of Stratagem. Round 2
Details are as follows. Uses Rank 2 Stratagem [Surging Offense II:
Whirlwind]. Tactician +1 Edge (2 total Edge).
Based on the Stratagem of the Previous Round
If the Tactician wishes to use Rank 2 or later Stratagem, Round 3
the rank and type of the Stratagem used in the previous Uses Rank 3 Stratagem [Surging Offense III: True
round will determine the rank of Stratagem available for the Aim]. Tactician +1 Edge (3 total Edge).
current round. Uses with next Minor Action [Maneuver: Unexpected
Blow I] with Edge cost 3 (total Edge: 0 points).
+1 Rank for the Same Type Then, with the Major Action, Tactician defeats the
If the Stratagem used in the previous round is of the enemy, and [Maneuver: Sweeping Victory] is activated,
same type as the Stratagem to be used in the current round, giving Edge +1 (1 total Edge).
then this Stratagem can be 1 rank higher than Stratagem
used in the previous round. Round 4
In this case, using the same rank or lower rank Since allies are in a pinch, Tactician decides to switch
Stratagem is also possible compared to the immediately the type of the Stratagem they are going to use. Since they
preceding round. used the Rank 3 Attack type in the previous round and is
(e.g., if you used Rank 2 Attack type in the previous going to use Inspirational Stratagem in the current round,
round, you can use “Rank 1-3 Attack types Stratagems in they can only use Rank 1-3 Inspirational Stratagem. As a
the current round)

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.

Round 6 Conditions for Stratagem Effects


Uses Rank 4 Stratagem [Surging Offense IV: Radiant Sometimes, a character may become a target of the
Strikes]. +2 Edge for Tactician (3 total Edge). effect of a Stratagem whose rank has already been increased
The Tactician then finishes off the enemy with a Major by moving from outside the Tactician's commanding area,
Action, [Maneuver: Sweeping Victory] is activated, and being summoned during a battle, returning from
Edge is increased by +1 (4 total Edge). unconsciousness, or other means.
In such a case, the new target will gain the effect of
Round 7 higher level rank Stratagem without any problem.
Uses Rank 4 Stratagem [Surging Offense IV: Radiant There may also be cases where two Tacticians use
Strikes]. +2 Edge for Tactician (6 total Edge). Stratagems of different ranks or types. In such a case, the
target character of the Stratagem should determine each
Round 8 time which Stratagem they will affect by. Note that the rank
Since they have 6 Edge points, there are various possible or type of the Stratagem used by the two Tacticians has no
options. There are two main options. effect on this decision but only the target's decision.
Option 1: Rank 5 Stratagem [Surging Offense V: Typhoon] As you can see from the previous explanations, only one
with Edge cost 5 (total Edge will be 1). type of Stratagem effect will be applied to one character at a
Option 2: Use Rank 4 Stratagem [Surging Offense IV: time.
Radiant Strikes] to gain +2 to Tactician's Edge (8 total Edge).

33
Accessories
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.

Famed Strategist Insignia Base Price: 3,000 + 50 reputation


A distinctively designed badge, approximately the Accessory: Head, Neck, Back, Right
Popularity 10 App. Item Class
size of a fist. Hand, Left Hand, Waist.
Required for the use of Stratagems and Maneuvers.
Summary Maintains rank when changing Stratagem type only once Era Magitech Civilization
during combat.
This item is treated as a Strategist Insignia as well. when using the Stratagem for the current round,
Once per combat, a Tactician with a Famed Strategist Insignia may regardless of the type of the Stratagem.
Effect
select a Stratagem of the same rank as the Stratagem used in the previous
round

Strategist Insignia of Honor Base Price: 20,000 + 100 reputation


Accessory: Head, Neck, Back, Right
Popularity 12 App. A palm-sized badge with a gorgeous design. Item Class
Hand, Left Hand, Waist.
Required for Stratagem and Maneuver use. Edge +2 once in
Summary Era Magitech Civilization
combat
This item is treated as a Strategist Insignia as well. more of their allies are affected by the Rank 5
Effect Once per combat, a Tactician with Strategist Insignia of Honor can Stratagem created by the wearer.
accumulate 2 points of Edge with a Minor Action if two or

Tacticians can request the following renowned item's personal equipment (see CR II, p. 112) if they want to, with sufficient
cost and reputation.

Battle Banner Base Price: Spear + 2,000 + 30 reputation


Popularity 8 App. A large flag that attaches to a spear Item Class Personal Weapon
Expands commanding area. Edge +1 with Major Action
Summary Era Magitech Civilization
because of [Inspiring Banner Spear].
The spear with which this item is processed will be called a Banner A Tactician who possesses the Banner Spear can
Spear. perform the Major Action [Inspiring Banner Spear] if
Holding the Banner Spear in one's hand is considered to be wearing they have two or more allies affected by a Rank 3-5
Effect Strategist Insignia. Stratagem created by the wielder. When the Tactician
A Tactician with Banner Spear is treated as one rank higher in performs [Inspiring Banner Spear], they accumulate 1
Adventurer rank (see CR II, p. 114) only when calculating their point of Edge by waving the Banner Spear widely.
commanding area (see p. 29).

Shield Insignia Base Price: Shield + 1,000 + 20 reputation


A metal plate with a noticeable design to be attached to
Popularity 10 App. Item Class Personal Shield
the surface of the shield
Summary Once in combat, Edge +3 if has less than half HP Era Magitech Civilization
The shield with which this item is processed will be called a Tactician Once per combat, a Tactician with a Tactician Shield
Shield. can accumulate 3 points of Edge during combat on the
Effect Holding a Tactician Shield in hand is considered to be wearing a condition that the Tactician's current HP is less than
Strategist Insignia. half of the maximum HP as a result of being damaged
and losing at least 1 point of HP.

34
Part 1 Character

Selectively Acquired Passive Combat


Tacticians can acquire the Combat Feats shown here.

△FRONTLINE MASTERMIND
Selectively Acquired Passive Combat Prer. Tactician Level 5 or higher Use -
Appl. Instant Risk None
Sum. Edge +2 when acting first
ADDITIONAL STRATAGEM/MANEUVER 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/MANEUVER 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/MANEUVER 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
How to Read Stratagems
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.
For 10 seconds (1 round), the targets gain a +1 to
⑦Effect: An in-depth look at the specifics of the Stratagem.
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.

⏩Surging Offense II: Raging


Flame
⏩Finding Flaws Type Attack Rank Rank 2
Type Inspirational Rank Rank 1 Edge
None Edge Accumulation +1
Edge Cost
None Edge Accumulation +1
Cost Sum. Physical damage +2
Sum. Extra Damage for Weak Points +1 Provides instructions for an offensive in a single
It gives instructions to strike the enemy's weak point stroke.
Effect
more efficiently. For 10 seconds (1 round), the targets gain +2 to
For 10 seconds (1 round), the targets gain a +1 to physical damage when making melee or ranged attacks.
Effect
Extra Damage for detected weak points against enemies.
The Tactician using this Stratagem may choose to
use a Rank 2 Stratagem of any type in the next round. ⏩Surging Offense II: Whirlwind
Type Attack Rank Rank 2
⏩Godspeed Stance Edge
None Edge Accumulation +1
Type Inspirational Rank Rank 1 Cost
Edge Sum. Accuracy +1
None Edge Accumulation +1 Directs the target to make a precise attack.
Cost
Effect For 10 seconds (1 round), the targets gain a +1
Sum. Movement +5, Limited Move +2 bonus to Accuracy checks.
Coordinates with allies to build a favorable battle
situation.
For 10 seconds (1 round), the targets increase their ⏩Flowing Fortunes I
Movement by +5m and the distance of their Limited Type Evasion Rank Rank 1
Effect
Move by +2m. This Stratagem has no effect in
Edge
Simplified Combat. None Edge Accumulation +1
Cost
The Tactician using this Stratagem may choose to
use a Rank 2 Stratagem of any type in the next round. Sum. +1 for one Evasion check
Commands a move to avoid enemy attacks.
For 10 seconds (1 round), the targets gain a +1
⏩Surging Offense I Effect
bonus to Evasion checks; a target who makes even one
Type Attack Rank Rank 1 Evasion check loses this effect.
Edge
None Edge Accumulation +1
Cost ⏩Flowing Fortunes II
Sum. Physical damage +1 Type Evasion Rank Rank 2
Provides instructions for an efficient attack.
Edge
Effect For 10 seconds (1 round), the targets gain +1 to None Edge Accumulation +1
Cost
physical damage when making melee or ranged attacks.
Sum. Evasion +1
Commands to read enemy's movements and directs
them to evade easily.
Effect
For 10 seconds (1 round), the targets gain a +1
bonus to Evasion checks.

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 an enemy monster in combat. As soon as this
Effect Effect 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
the enemy and commands to prepare for them. Cost
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.

⏩Defiant Stand II ⏩Surging Offense III: True Aim


Type Resistance Rank Rank 2 Type Attack Rank Rank 3
Edge Edge
None Edge Accumulation +1 None Edge Accumulation +1
Cost Cost
Sum. Fortitude or Willpower +1 Sum. Physical damage +1, Accuracy +1.
The Tactician may use Stratagem to inspire their Commands a stance that inflicts damage to the
allies and increase their resistance. enemy with precision and certainty.
Effect When using Stratagem, the Tactician specifies Effect For 10 seconds (1 round), the targets gain a +1
Fortitude or Willpower; for 10 seconds (1 round), the bonus to Accuracy checks and +1 point to physical
targets gain a +1 bonus to the specified check. 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
Edge
Cost 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 safer and more reliable defense.
For 10 seconds (1 round), the targets gain +3 to
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
Sum. Physical damage +1, Accuracy +1. Type Defense Rank Rank 4
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).

Type Evasion Rank Rank 3 ⏩Ironclad Defense IV: Mirror


Edge
Cost
None Edge Accumulation +1 Shield
Sum. Evasion +2 Type Defense Rank Rank 4
Commands to anticipate enemy attacks and direct Edge
None Edge Accumulation +2
movements to ensure the safety of allies. Cost
Effect Sum. Physical and magic damage reduced by 1 point
For 10 seconds (1 round), the targets gain a +2
bonus to Evasion checks. Commands to anticipate any damage with the
Tactician's next move in mind.
⏩Flowing Fortunes IV Effect
When physical or magical damage is applied to the
target within 10 seconds (1 round), the damage is
Type Evasion Rank Rank 4 reduced by -1 point. Note that poison, disease, or curse
Edge damage cannot be reduced.
None Edge Accumulation +2
Cost
Sum. Evasion +2 ⏩Defiant Stand III
Commands to anticipate enemy attacks and plan
Type Resistance Rank Rank 3
the next Tactician’s plan.
Effect Edge
For 10 seconds (1 round), the targets gain a +2 None Edge Accumulation +1
bonus to Evasion checks. Cost
Sum. Fortitude or Willpower +2
⏩Ironclad Defense III: Steel Armor The Tactician inspires their allies and prepares
them for enemy magic and special attacks.
Type Defense Rank Rank 3 Effect When using Stratagem, the Tactician specifies
Edge Fortitude or Willpower; for 10 seconds (1 round), the
None Edge Accumulation +1 targets gain a +2 bonus to the specified check.
Cost
Sum. Defense +3
Command an efficient method to defend against ⏩Defiant Stand IV
enemy attacks.
Effect Type Resistance Rank Rank 4
The target's Defense is increased by +3 for 10
seconds (1 round). Edge
None Edge Accumulation +2
Cost
Sum. Fortitude or Willpower +2
The Tactician inspires their allies with the next
move in mind.
Effect When using Stratagem, the Tactician specifies
Fortitude or Willpower; for 10 seconds (1 round), the
targets gain a +2 bonus to the specified check.

38
Part 1 Character

⏩Ironclad Defense V: Steel


Citadel
⏩Great Challenge Type Defense Rank Rank 5
Edge
Type Inspirational Rank Rank 2 5 Edge Edge Accumulation None
Cost
Edge
1 Edge Edge Accumulation None Sum. Defense +7
Cost
Commands a strategy to effectively repel the
Evasion check +1, Fortitude and Willpower +1.
Sum. Effect
enemy's attack to the maximum extent possible.
Tactician's Evasion -3, Fortitude and Willpower -3 The target's Defense is increased by +7 for 10
You make your presence known with a loud voice, seconds (1 round).
attracting the attention of the enemy with your seemingly
defenseless stance.
This Stratagem exceptionally also targets the ⏩Ironclad Defense V: Giant Wall
Tactician. For 10 seconds (1 round), targets except Type Defense Rank Rank 5
Tactician gain a +1 bonus to Evasion checks and
Effect Edge
Fortitude and Willpower checks. 5 Edge Edge Accumulation None
Cost
At the same time, for 10 seconds (1 round), the
Tactician takes a penalty of -3 to Evasion checks and Sum. Physical and magic damage reduced by 3 point
Fortitude and Willpower checks. Commands the measures to withstand any damage.
The Tactician using this Stratagem may choose to When physical or magical damage is applied to the
use a Rank 3 Stratagem of any type in the next round. Effect target within 10 seconds (1 round), the damage is
reduced by -1 point. Note that poison, disease, or curse
damage cannot be reduced.
⏩Injury Assessment
Type Inspirational Rank Rank 2 ⏩Defiant Stand V: Overflowing
Edge Life
1 Edge Edge Accumulation None
Cost
Type Resistance Rank Rank 5
Sum. HP recovery +5
Edge
Accurately assesses injuries to allies and provides 5 Edge Edge Accumulation None
Cost
accurate treatment instructions.
Same effect as [Awaken], or Fortitude and Willpower
If the targets recover at least 1 point of HP for the Sum.
+2
Effect next 10 seconds (1 round), they recover +5 more points
of HP. Wake up allies who have fallen or fainted loudly, or
The Tactician using this Stratagem may choose to inspire other allies.
use a Rank 3 Stratagem of any type in the next round. At the moment this Stratagem takes effect, the same
effect as [Awaken] (see p. 104) is applied to a target who
is exceptionally unable to fight (unconscious, sleeping,
⏩Surging Offense V: Hellfire Effect etc.). However, it is treated as an effect of Stratagem, not
Type Attack Rank Rank 5 a spell, with a success value of 0.
Targets that are not subject to the [Awaken]-like
Edge
5 Edge Edge Accumulation None effect of this Stratagem gain a +2 bonus to their
Cost
Fortitude and Willpower checks for 10 seconds (1
Sum. Physical damage +6 round).
Commands an explosive strategy that will end
Effect
enemies once and for all. ⏩Defiant Stand V: Aetheric
For 10 seconds (1 round), the target gain +6 to
physical damage when making melee or ranged attacks. Spring
Type Resistance Rank Rank 5
⏩Surging Offense V: Typhoon Edge
5 Edge Edge Accumulation None
Cost
Type Attack Rank Rank 5
Sum. Reduces MP consumption by -5 points
Edge
5 Edge Edge Accumulation None This ability calms the mind with a beautiful singing
Cost voice, allowing the targets to achieve the desired effect
Sum. Accuracy + 2 and Physical damage +2 with less mana.
Commands a well-honed strategy to finish off For 10 seconds (1 round), whenever the targets
enemies. For 10 seconds (1 round), the targets gain a consume MP through spellcasting, skill use, or item use,
Effect
+2 bonus to Accuracy checks and +2 points to physical their MP consumption is reduced by 5 points. However,
damage when making melee or ranged attacks. Effect
this effect cannot reduce MP consumption to 0; at least
1 point must be consumed.
⏩Flowing Fortunes V This effect can stack with other effects that reduce
MP consumption, but it is applied first. It reduces MP
Type Evasion Rank Rank 5 consumption by 5 points before other effects come into
Edge effect.
5 Edge Edge Accumulation None
Cost
Sum. Evasion +4
Reads enemy's lineup and directs the strategy to
Effect stop enemy advancement. For 10 seconds (1 round),
the targets gain a +4 bonus to Evasion checks.

39
⏩Maneuver: Conditions
If the Maneuver can be used with Minor Action, it will also
Unexpected Blow I
- be marked with a ⏩.
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.

Maneuvers Data
⏩Maneuver: Careful Conditions -
Guard I
△Maneuver: Conditions -
Prer. None (used with Minor Action)
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 themselves
Sum. Effect receives physical or magical damage, the damage is
Intelligence modifier + 1”.
reduced by 4 points. Note that poison, disease, or curse
Tactician can use their intelligence to gain the upper
hand over the enemy. damage cannot be reduced.
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: Conditions - Edge
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. Once this
Sum. Evasion +3
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

⏩Maneuver: Conditions -
⏩Maneuver: Conditions
[Maneuver:
Efficiency I Foresight II Foresight I]
Prer. None (used with Minor Action) Prer. None (used with Minor Action)
Edge Edge Cost 5 Edge
3 Edge
Cost Sum. Evasion +5
Sum. Once +4 to magic damage or recovery Tactician predicts attacks in greater depth.
The Tactician uses a prepared incantation to Effect For 10 seconds (1 round), the Tactician gets a
enhance a spell’s effect. For 10 seconds (1 round), the +5 bonus to Evasion checks made themself.
Tactician deals +4 damage or adds +4 to HP recovery to
Effect one target of a spell cast by the Tactician. If the spell has ⏩Maneuver: Conditions
[Maneuver:
Careful
more than one target, the Tactician can choose which Careful Guard II Guard I]
target to apply the bonus to. Once the bonus is applied, Prer. None (used with Minor Action)
the effect disappears.
Edge
5 Edge
Cost
Sum. Physical and magic damage reduced by 7 points
Tactician predicts all enemy attacks against them.
For 10 seconds (1 round), when Tactician themself
△Maneuver: Conditions - Effect receives physical or magical damage, the damage is
Sweeping Victory reduced by 7 points. Note that poison, disease, or curse
Prer. When a Tactician reduces an enemy to 0 HP or less damage cannot be reduced.
Edge
None ⏩Maneuver: Conditions
[Maneuver:
Cost Resistance I]
Resistance II
Sum. Edge +1
Prer. None (used with Minor Action)
When a Tactician defeats an enemy, their next plan
is sped up. The Tactician can declare the use of this Edge
5 Edge
Maneuver when they have reduced an enemy Character's Cost
HP to 0 or less through a Melee Attack, Ranged Attack, Sum. Fortitude and Willpower +5
Effect The Tactician can predict enemy magic and unique
or spell casting. The Tactician will accumulate 1 Edge
point. This Maneuver can be used exceptionally, once skills to prepare for them.
Effect
per fulfillment of the conditions, ignoring the limit on the For 10 seconds (1 round), the Tactician gains a +5
number of times it can be used. bonus to either their Fortitude or Willpower.

△Maneuver: Solid ⏩Maneuver: [Maneuver:


Conditions Concentration
Conditions -
Line Concentration II I]
Prer.
When a Tactician restores 30 or more points of HP to Prer. None (used with Minor Action)
an ally Edge
Edge 5 Edge
None Cost
Cost Sum. Once +2 to Spellcasting check
Sum. Edge +1 The Tactician uses prepared incantation to greatly
Tactician themself can heal their allies, speeding up increase the spell success rate.
their next move. For 10 seconds (1 round), once when the Tactician
Tactician can declare the use of this Maneuver once Effect
themself makes a Spellcasting check, they gain a +2 bonus
they have restored the current HP value of a Stratagem- to the success value of the Spellcasting check. Once this
applicable ally by 30 points or more, whether through bonus is applied, the effect disappears.
Effect casting a spell or a Combat Feat (if the damage is less than
30 HP because it went over the maximum, it doesn't ⏩Maneuver: [Maneuver:
Conditions
count). Tactician accumulates Edge 1 point. Efficiency II Efficiency I]
This Maneuver can be used exceptionally, once per
Prer. None (used with Minor Action)
fulfillment of the conditions, ignoring the limit on the
number of times it can be used. Edge
5 Edge
Cost
⏩Maneuver: [Maneuver:
Sum. Once +7 to magic damage or recovery
The Tactician uses carefully prepared incantations to
Unexpected Conditions Unexpected
enhance the effects of their spells. For 10 seconds (1
Blow I]
Blow II round), the Tactician gains either +7 to magic damage or
Prer. None (used with Minor Action) Effect +7 to HP recovery from their own spells. If multiple
Edge targets are affected by the spell, this bonus is applied to
5 Edge any character among them. Once the bonus is applied,
Cost
the effect disappears.
Sum. One time Accuracy check +4 and physical damage +4
The Tactician themself demonstrates a strategy to
greatly take advantage of the enemy's weakness.
For 10 seconds (1 round), when the Tactician There are no new Maneuvers available from the 10th
Effect
themself makes a melee or ranged attack, they gain a +4 level.
bonus to Accuracy checks and +4 points of physical
damage dealt per attack. This effect is lost after one use.

41
Part 2 World

42
Part 2 World

History of Magic
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 Daemon's Summoning and the Collapse
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
Broken Cardia and the Magic Civilization 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 Alframe 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 Alframe 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 Alframe 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.

The Fall of Magitech Civilization and the

The Magitech Civilization Period was marked by


overwhelming prosperity and splendor. However, tragedy
struck when people became careless and took their

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 Alframe 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 Relationships between Temples and
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.

Change of Magic Used by Barbarous


The GM may change the magic system specified in the
The two most common types of magic used in Barbarous data if they wish. Just by changing Truespeech
conjunction with Divine Magic are Truespeech Magic and Magic to Spiritualism Magic or Divine Magic, the familiar
Spiritualism Magic. to players Barbarous will be able to fight in new and exciting
The reason why Barbarous used these magic systems ways.
can be found in the Ancient Magic Civilization Period. The more seasoned adventurers may not be able to
The Ancient Magic Civilization Period, which is said to recognize an Ogre who uses Divine Magic and is disguised
have ended 3,000 years ago, was a time when wizard-kings, as a Human Priest.
with their magic power and vast knowledge, reigned
supreme, and the nations were dominated by such wizard-
kings. Among the wizard-kings, there were quite a few
Barbarous.
Drakes and Basilisks were the first among them and
were no less capable than Humanoid wizard-kings.
They, too, were inquisitive about magic and with their
long lifespan and superior abilities, invented and passed
down many kinds of spells. Their races contributed greatly
to the development of magic in the Magic Civilization
Period.
The Barbarous wizard-kings naturally imparted magical
knowledge and skills to their subordinates to strengthen

47
Class Commentary
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 Alframe
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 Alframe 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 Alframe
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

classes, there is almost no need to have a high or low ability


score.

The Geomancer class is a rarely mastered class, leaving


many uncertainties about its origin, development, and
legacy.
According to one theory, it existed during the Divine
Civilization Period, where it was used to predict weather and
natural disasters by observing the pulse of life (Qi) in the
world. Later, rituals and prayers for weather prediction,
protection from evil, and fulfillment of wishes were added
to its practices.
Geomancers, whose training included observing the
weather, geographical features, and the physiognomy of
people, were also well suited to the Sage class, Ranger class,
and Tactician class, and there were many who studied these
classes at the same time. In the early Magic Civilization
Period, many Tacticians had the Geomancer class, and they
were known for dominating the battlefield with their
command abilities.
However, as the study of magic became popular and
wizard-kings who could manipulate powerful magic
appeared, Geomancers fell into disuse. The magic that
could produce a targeted effect more reliably and quickly
was easier to handle than the uncertain Aspects
manipulated by Geomancers.
Since then, Geomancers and Aspects have rarely
appeared in historical records. As a result, only a few
researchers, sages, and adventurers are aware of their
existence. Nevertheless, among mystics and tacticians, there
were still those who valued the movement of Qi in the
world, and they quietly passed on their knowledge and
techniques. This allowed pure Geomancers to survive in
The Geomancer class utilizes the power of world some form or another, despite their scarcity.
creation by harnessing the “Qi” (life force) that fills the The uncertainty of Geomancers made them seem
world. They can exert various effects around them, making mysterious, but it also gave the impression that they were
them the Masters of the Land. useless in critical moments. Consequently, during the
Geomancers' effects in an area are called Aspects, Magitech Civilization Period, when people were trying to
broadly categorized into those that deal fixed damage, those make magic power easily accessible to the common people,
that give disadvantages, those that heal, and those that give Geomancers were thought to be a myth. However, some
advantages. people still believed in them as a form of divination.
Aspects are enhanced by Qi Points, which are The destruction of civilization caused by the Diabolic
accumulated by the Geomancer's use of a Geograph Triumph led to a renewed interest in the Geomancer class.
accessory. Qi Points are categorized into three types: People who had lost their highly developed Magitech
“Heavenly Qi,” “Earthly Qi,” and “Spirit Qi,” and there are Civilization sought help from Geomancers, whose names
also three types of Aspects corresponding to each type of remained in history and legends.
Qi. The few surviving Geomancers in Alframe felt their
One of the main characteristics of Aspects is that the destiny and fate in the chaos of the Diabolic Triumph, and
target is randomly selected from all the characters within the they began to help in the recovery efforts that followed.
area, and the effect cannot be resisted. Once an Aspect has Even now, the number of Geomancers is minuscule,
been used, it remains active until the Geomancer Geograph and they are considered legendary by many people.
is retracted. Different Aspects can be used simultaneously However, their training in secrecy allows them to sense
to achieve a number of different effects. when there is a great crisis in the world and appear. The
Due to these characteristics, Geomancer's Aspects more critical the situation, the higher the chances of
become more fearsome the longer the battle goes on. Since encountering a Geomancer.
Qi Points are used, MP is not required to use Aspects. As
aspects can be used in any race and combined with various

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

The origin of Tacticians is believed to date back to the


Divine Civilization Period, specifically during the War of
the Gods. However, when the gods disappeared and the
Ancient Magic Civilization Durandal period arrived, the
Tacticians vanished from the pages of history. This is said
to be due to the fact that the age of fighting with a large
number of troops was replaced by an age in which battles
were fought by a small number of powerful wizards.
The Tactician class was recognized and redeveloped
during the early to mid-Magitech Civilization Period. With
the death of powerful wizard-kings and the return to military
battles, excellent Tacticians became more prominent.
The development of the Strategist Insignia, which can
quickly transmit orders over a wide area, also contributed to
this trend. The effect of Stratagems, which amplify the
Tactician's voice and intentions through mana and steadily
direct them to their allies, is hard to overestimate. This
technique has been specially developed in countries
centered on the Razeldawn continent in the west and
brought to the Alframe continent.
The production process for Strategist Insignia has been
lost, and no new ones are produced anymore. However, it
was produced in considerable quantities at the end of the
Magitech Civilization Period and is still available at relatively
low prices.
The Tactician class is a technique for fighting in
cooperation and coordination with other members and is
not widely used by Barbarous. It is said that there are some
races among Barbarous who use Stratagem, but they are
very rare.

The Tactician class inspires and motivates allies in


The Tactician class is primarily studied and emphasized
battle, leading them to victory with their charisma, precise
in the military. As a result, most Tacticians are military
touch, and reputation. The main features of the Tactician
personnel, aristocrats who have received a military
class are increased Initiative and Stratagems that support
education, or guards involved in security operations.
allies. As a Tactician, a character can lead their comrades,
Initially, it was a technical system developed for the
take the initiative, and support their allies with Stratagems
military and was not very common among adventurers.
when the battle begins.
However, a few adventurers actively study this class, eager
Since the range of Stratagem's effect is determined by
to learn how to command on the battlefield.
the adventurer's rank, it is crucial for a Tactician to gain a
For the Tactician class, what is required is not physical
reputation and become an adventurer. Therefore, this class
ability or intelligence but experience and judgment.
is incompatible with those who do not belong to the
Therefore, to become a good Tactician, gaining a lot of
Adventurer's Guild.
experience and developing good judgment is important.
A Tactician must be able to use a large number of
The basic way to acquire the fundamentals of the
Stratagems according to the battle situation and make the
Tactician class is to enroll in a military academy in a larger
right decisions to create an advantageous situation for their
city. Those with excellent abilities are also allowed to learn
comrades. The higher the Tactician's class level, the more
the basics of Stratagems and Maneuvers and are expected
advanced Stratagems they will have at their disposal. Higher-
to play a role in the military.
ranked Stratagems have more powerful effects.
However, there are only a few cities that have military
Stratagems do not directly affect the Tactician, but by
academies, and in most cases, it is difficult for common
continuing to command in battle, they can accumulate Edge
people to learn (since most of them are for the children of
points. These points can be spent to use Maneuvers to
nobles and military personnel). Therefore, many
strengthen the Tactician. Therefore, the more skillful a
adventurers who have mastered the Tactician class have
Tactician is, the more they can improve their own abilities.
acquired such knowledge and skills through practical
combat experience.

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 Alframe'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.

Column: The Defeat of a Tactician


It was a period of turmoil following the Diabolic
Triumph. Tactician Tiens named Jezebel was fighting with
The Tactician class specializes in supporting allies, and a small number of men, as he did not want to fight alone.
it can be challenging for this class to be effective on its own. However, the Diabolic Triumph had scattered his men, and
Most of the Stratagems, which are the main feature of the he had desperately gathered his few friends to continue
Tactician, have no effect on the Tactician themselves. As a fighting for the powerless.
result, if a character has no other class to fight with besides Nevertheless, the troops under his command continued
the Tactician class, the Tactician may not be able to play an to win battle after battle, sometimes defeating Barbarous'
active role. army, which was more than three times larger than his own.
Stratagems are unique in that they can be used with a The general of the Barbarous army eventually realized that
Minor Action. This makes it easy to use Stratagems in Jezebel was the keystone of the army, as the other soldiers
combination with other classes, and it is recommended to had only ordinary and mediocre fighting skills. The army
use them alongside the Warrior-Type Class and Wizard- moved like a single, gigantic monster when Jezebel was in
Type Class. Alternatively, a character can also take the Bard charge.
class to provide a wider range of support. Jezebel's army was driven into a corner by a trap so
carefully laid, but Jezebel had been aware of its existence.
However, he had to go into battle for the sake of those he
was supposed to protect. The Barbarous army began to
crush Jezebel's army, breaking through the line and targeting
Jezebel, the key to the success of the campaign.
With their increased Initiative, Scouts and Tacticians
Jezebel's men fought desperately to protect him, but he
play a vital role in taking the first move at the beginning of a
could not stop them. One after another, his men died, and
battle. Therefore, to make practical use of high Initiative, it
Barbarous' general was closing in on Jezebel. He thought it
is necessary to maintain a certain high level of Tactician.
would be better to crush the mere mindless tactician
Another feature is Stratagems. All Stratagems are used
directly. However, it was a great miscalculation.
with Minor Actions and can be combined with any class.
Jezebel, who had accumulated Edge, had come closer
They have no direct effect on the Tactician themselves, but
to being the god of the battlefield. As a result, the Barbarous
the more they are used, the more Edge is accumulated,
general was defeated, and the Barbarous army, terrified by
allowing the use of Maneuvers by consuming this Edge.
his strength, scattered and fled.
Maneuvers can have a powerful effect on the Tacticians
However, Jezebel lost many of his men in this battle, and
themselves.
he never stood on the battlefield again because of it. To
Many Stratagems give bonuses for melee combat,
him, it was not about his victory but not losing his men. He
making them effective for front-line Warrior-Type Classes.
did not see this as a victory but as a defeat.
They also work well with the Wizard-Type Class, but

52
Part 2 World

Druids are believed to have originated after the War of


the Gods and during the early days of the Ancient Magic
Civilization. The war caused the loss of many lives,
including animals and plants.
The first Druidic rituals were held to comfort the souls
of these victims and help them reincarnate without
becoming lost. Thus, Druids became priests who were
responsible for memorial services, seasonal festivals, and
more.
Druids, who work with the souls of animals and plants,
usually live in forests or other places with abundant nature
and lead a self-sufficient life for spiritual purification. Due
to this, they rarely interact with people living in urban areas,
and not many people are aware of their existence.
Even during the Ancient Magic Civilization Period,
when Truespeech Magic and Spiritualism Magic were
actively studied, and wizard-kings fought many wars, Druids
were rarely involved in conflicts as they lived hidden in the
forests and deep in the hills. However, they fought fiercely
against the Undead and the Daemons, who were said to
have been summoned by the wizard-kings, as they did not
tolerate non-natural beings.
Later, Druids were said to have contributed significantly
to the elimination of the Abyss that appeared at the
northern end of the Alframe continent and the Shallow
Abysses that appeared in various places. They were also
seen traveling in various places during this time.
During the Magitech Civilization Period, the population
concentrated in urban areas increased due to the
civilization's philosophy, and the Druids were forgotten.
However, after the Diabolic Triumph, the Druids resumed
their fight to save people from the Barbarous, Daemons,
and Undead and helped fight various monsters.
Although their numbers remain small, especially in the
western part of the continent, the Druids continue to fight
in various regions to restore peace to the world in this time
The souls of animals and plants, or spirits, dwell in the of post-Diabolic Triumph.
forests and the earth. Druids communicate with these
mysterious beings and manipulate magic with their help.
They are a type of magician that can cast Nature Magic,
specializing in attack and support spells. The attack spells Druid is a Wizard-Type class, but its spells cannot be
summon Animal and Plant spirits and are very different learned. In this respect, it is similar to Fairy Magic.
from other Wizard-type classes, as they deal magical To acquire the Druid class, it is more important to have
damage that cannot be resisted. an innate sense to perceive the spirits that exist in the natural
Moreover, most of the support spells can affect multiple world than to make efforts or study. Therefore, it is said that
targets at once and can be cast with a Minor Action. Nature Magic, which Druids deal with, cannot be acquired
However, the high MP cost of offensive spells, coupled with by those who do not have the ability to sense the presence
their high MP consumption rate, can cause MP to deplete of spirits, no matter how much they train themselves. For
very quickly. Nature Magic is more effective outdoors, as it this reason, it is impossible for Runefolk, who cannot sense
can borrow power from nature. the presence of spirits, to learn the class.
Some of the support spells are useful for Initiative Those who are fortunate enough to sense the presence
checks, while others restore HP or have other effects, of spirits hone their perception deep in the forests and other
making this class a very versatile Wizard-type class. places and spend time training to be close to the spirits. In
the process, they learn about the natural world, history,
magic, and rituals.
While still immature, pupils are guided or supervised by
a mentor to learn how to appropriately treat and respect the

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 Alframe 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 Lykans. 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

The Warlock class was thought to be established in the


middle to the end of the Ancient Magic Civilization period.
In this age of wizard-kings feared as much as gods, they
were constantly researching to defeat their opponents,
extend their lifespan, and strengthen their kingdoms.
Because of this, many kinds of magic were created and
repeatedly developed, integrated, and perfected into a
superior system of magic.
Among them, Summoning Arts and Daemons'
summoning techniques were unique.
After the middle of the Magic Civilization Period, some
wizard-kings began to realize the existence of a different
world called “Daemon World”. There are two theories: one
is that they discovered it after their research, and the other
is that they were approached by Daemons, but no
conclusion has been reached as to which is correct.
In any case, the wizard-kings of that time, who had
brilliant minds, quickly established a method of contact with
the Daemon World and successfully summoned Daemons.
It was an era-defining event.
The Daemons that appeared, even the Lesser
Daemons, had a fighting power equivalent to a unit of
ordinary soldiers, and the Greater Daemons had abilities
comparable to an entire army. Moreover, Archdaemons
were as strong as wizard-kings and could become a trump
card in a confrontation with wizard-kings.
The study of using Summoning Arts, which can
summon and control Daemons or use their powers,
developed rapidly. More powerful spells and more
powerful summoning of Daemons were demanded, and
overcoming many risks, a system was established.
Toward the end of the Magic Civilization Period,
Daemons became a basic military force on the battlefield
and were actively employed in battle, as evidenced by the
literature of the period. Summoning techniques became
known to the Barbarous, who no doubt actively attempted
to summon Daemons.
The Warlock class can wield powerful magic, As a result, battles continued to rage, and Daemons
summoning Daemons and utilizing their otherworldly were frequently unleashed by failed summons or by having
abilities. Warlocks can specialize in offensive spellcasting or their control broken.
become magic warriors. They also have the ability to The wizard-kings became more militant in their quest
summon Daemons and fight alongside them, although this for power, and the conflict grew. Finally, the northernmost
is a risky endeavor. Depending on the combination, it may wizard-king resorted to a forbidden act, the world's greatest
unleash powerful Daemons into the world of Raxia. summoning.
Because of this risk, strict restrictions are placed on It was the unleashing of Abyss, the ultimate giant magic
summoning and using Daemons, particularly in the Alframe circle that summons Daemons endlessly from another
continent where there is a strong aversion to them. Some world.
Warlock spells are also restricted. However, Warlocks in The turmoil at that time was so great that few documents
the Alframe Continent have accepted these restrictions and or records survived. As a result, a huge gateway to the other
have studied and practiced knowledge and skills to fight world, Abyss, remains at the northern end of the Alframe
against Daemons. As a result, they have not been continent, along with the threat of Shallow Abysses that
persecuted despite being feared. suddenly appears throughout the continent.
Although not numerous, Warlocks can be seen traveling It is said that the wizard-kings of that time cooperated to
throughout the continent of Alframe, defeating Daemons contain this Abyss and prevent the threat posed by
and destroying the Abyss. They are also active as Daemons. However, it was not perfect, and Daemons still
adventurers. exist as a major danger on the Alframe continent.
The Warlocks were blamed and persecuted for being
responsible for this catastrophe. Although they were almost

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 Alframe, 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 Alframe 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 Alframe 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 Alframe, 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 Alframe 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 Alframe
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

The world of Raxia is home to a great variety of deities.


This is no different on the continent of Alframe.
This book introduces ten new gods and their
Specialized Divine Magic. Most of them are the Major
Gods worshipped all over the continent, but there are also Deities who have acquired divinity from the second
some divinities found in the whole world of Raxia, and some sword are primarily those believed in by the Barbarous.
Minor Gods worshipped only in certain regions. However, some Humanoids also believe in these gods,
This section introduces these deities and describes some despite being in the minority.
of their special characteristics. Many such Humanoids are thugs and rogues who have
conveniently interpreted the belief in the Gods of the
Second Sword to master the Priest class. They are not much
different from the Barbarous in substance.
Although rare, there are those who are pure in their
The divinity in the world of Raxia depends on the belief in the Gods of the Second Sword. Dalkhrem, the
number of its followers and the size of the area of belief. Ancient God of War, has many followers among
Specifically, the gods known and believed in throughout Humanoids. Therefore, some soldiers and mercenaries
the world of Raxia are called Ancient Gods, and most of believe in Dalkhrem and pray for victory. Some even
them acquired their divinity in the early Divine Civilization openly declare their faith.
Period. As a GM, it is not recommended to allow PCs to have
The gods worshipped on a continental scale are Priests who believe in the Gods of the Second Sword.
considered Major Gods and are not much different from However, it would not be a bad idea to have NPCs or rivals
the Ancient Gods as far as the general public is concerned. of the PCs who believe in them to accentuate the characters
It is a common sight to pray to the Ancient God, the Sun and the story.
God Tidan, at sunrise and to bow down to the statue of the
Major God, the Moon Goddess Sien, at sunset.
On the other hand, Minor Gods are usually believed
only in local regions, and their existence is usually not even
recognized outside of those regions. This is because they In their own scenario, the GM may introduce an original
are not well-known, and because they are not well-known, Minor God. They may also establish dogmas or Specialized
they are also Minor Gods. Divine Magic for the PCs to choose from.
Although they are Minor Gods, some deities are known The GM can create Specialized Divine Magic or use it
throughout the continent. One such deity is Meigal, the from other magic systems of the same level (e.g., creating a
Fraud God of the second sword described in this book. He God of Sleep and selecting Truespeech Magic 2 level [Nap]
has followers all over the Alframe continent, as do other as Specialized Divine Magic for level 2, and so on).
Minor Gods who, while not numerous, can be found on During gameplay, minor adjustments can be made if the
every continent. original Specialized Divine Magic is too strong or weak
So why do these Minor Gods arise? The reason can be (Minor God's magic is very flexible). Keeping these
found in the clarity of their beliefs and dogmas and the adjustments within a range where players do not complain
relatively small number of their followers. Meigal, for is best.
example, is known among the general public as an When creating an original Minor God, the GM should
abomination. However, some criminals believe in him, and determine their characteristics, most important dogmas,
he has never completely disappeared. Although these and how they are accepted in the region. If possible,
believers do not openly propagate their faith, they continue incorporate them into the story.
to worship their god by building small shrines in various Minor Gods have a narrower sphere of influence and
places. Thus, despite having few followers and being a can appear before the PC or even speak directly to the
Minor God, Meigal is spoken of throughout the continent believer, making them useful for introducing a scenario and
of Alframe. tying into the story's main message. The GM is welcome to
Sometimes, a Minor God who has become famous in create their own additions as needed.
other parts of the world gains recognition throughout the
continent, often due to the heroic deeds of their followers.
If this situation persists for an extended period, they may be
considered a Major God instead of a Minor one. There is
no clear line between these categories; they are just the way
they are.

57
Due to these
Holy Symbol and Sacred Image teachings, many people
The holy symbol of Gamel consists of five 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
According to legend, Gamel is a deity who was allowed Gambling. Most of his
by Lyphos to touch the first sword, Lumiere and thus followers are Humans,
attained godhood. During the Divine Civilization Period, but there are also Dwarven artisans and Lildraken
when bartering was the norm, Gamel crafted elaborate coins merchants who believe in him. Some mercenaries also
from gold and silver to remedy conflicts over their seem to be devoted believers, as Gamel preaches the
respective values. This achievement earned him recognition importance of contracts.
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
Holy Symbol and Sacred Image 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
Myles is credited with creating the concept of cooking common followers of
and revolutionizing Raxia's culinary culture, which until Myles, and some Kobolds who are involved in meal
then was limited to grilling meat at best. He is said to have preparation also seem to have faith in him.
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

retreat battles against


Holy Symbol and Sacred Image Barbarous attacks. She
Aurmata’s holy symbol is a design of a large mallet always fought to protect
depicted inside a large shield. Both are believed to be the the weak and is said to
weapons used by Aurmata. have told her
Aurmata’s statues are covered with thick armor made compatriots, “Never
during the Magitech Civilization Period. Although the body forget what you are
of Aurmata is not visible, it has a feminine silhouette and is fighting for.”
equipped with armored wings on its back. Many of her followers
are human soldiers who
protect their people, such
as the Kingsguard and frontier guards. At the same time,
Aurmata was a hero of the Magitech Civilization Period Aurmata is widely worshipped by Artificers, blacksmiths,
who fought against Barbarous and Daemons. She was an and craftsmen who try to reproduce the armors of the
outstanding Artificer and a great warrior, even being called Magitech Civilization Period.
a “war maiden.”
On the battlefield, she was known to have fought in a
magitech armor that she developed herself. It was Grendal
who raised her to the rank of the goddess, not only because “Don't look for a fight, but if you have to fight, fight until the
of her achievements in battle but also because he recognized end.”
her skill in fusing magitech and blacksmithing techniques. “Don't only strive for victory. Strive for what lies beyond it.”
Despite her reputation as a warrior, Aurmata did not “Turn the battlefield into a prison. Keep all evil within its
enjoy fighting, and most of her battles were endurance and walls. Don't let anyone you love become a prisoner.”

Sadur's achievements
Holy Symbol and Sacred Image 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
Sadur is a Minor God worshipped in the Aurelm region. to Humans. Lildrakens and Leprechauns also often say
According to legend, he was an Elf of noble blood who, prayers to him. Some wandering priests carry the holy
unable to adjust to life in the city during the Magic symbol of Sadur because of their nature.
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
Holy Symbol and Sacred Image 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
Holy Symbol and Sacred Image 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
During the Ancient Magic Civilization Period, Gurvazo the god who helped him
protected his country with his intelligence and cunning. As is also unknown.
head of national defense, a position which was then Gurvazo is worshipped by Barbarous magicians, Upper
considered unimportant, he created a series of tricks and Barbarous, and others who prefer brains over brawn. It is
devices to keep the Barbarous at bay. These traps also said that among the Humanoid, those who prefer
successfully repelled, confronted, and sometimes even intrigue and deception may gain the power of this deity.
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
Holy Symbol and Sacred Image 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
Zoras-Valles is an ancient major deity that has existed deities, a priest follower
since the Divine Civilization period. They are believed to of this god may become a
preside over natural disasters and are considered the gods tribe leader.
of freedom, chaos, destruction, change, and irrationality. Their form of worship is difficult for many Barbarous to
Their power is often represented by lightning and understand, and most do not comprehend it. However,
earthquakes, and they are viewed as a violent and many Barbarous hold the legend of Zoras-Valles as “the god
incomprehensible god that is uncontrollable by mortals. who caused the Diabolic Triumph” with awe and reverence.
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

destroying the monetary


Holy Symbol and Sacred Image economy,” “destruction
The holy symbol of Meigal is formed by six rings of of vested interests,” and
different sizes threaded through a large wheel (similar to the “smashing economic
holy symbol of the Gamel, God of Money, but with one disparities.” He directly
more ring). denies a stable money
The god is often depicted as a beautiful young man with economy and
his right hand tucked behind his back and large scales circulation, disrupting
balanced in his left hand. order and bringing
chaos.
The Meigal priests
are especially hated by the priests of Gamel, who value
It is said that Meigal is a Minor God who appeared in fairness in business and have a hostile relationship with
the Divine Civilization Period shortly after Gamel, the God them. On the other hand, Meigal followers often pretend to
of Money, gained divine status. He is a unique Minor God be priests of Gamel, which is a reason for the anger.
whose presence can be seen anytime and anywhere. Meigal is a god of the second sword, but his followers
Originally, it is said that a beautiful man who was a thief are mostly Humanoids, and he is worshipped by the poor
and con artist outwitted the gods of the first sword and stole and thugs. However, some of them sometimes infiltrate the
a large sum of money, thereby creating great discord, and national economic affairs and overthrow the state.
was deified by the god of the second sword.
He is a god of fraud, and his existence is almost
unknown because of the concealment of his true identity.
Therefore, he is treated as a Minor God, but it is said that “Do not teach them the true value. He who does not know
he appears and lends his help to good con artists and will pay for it with pleasure.”
criminals. “Don't be a slave to money. Rule it and break the old
Meigal is believed in by thieves and con artists, but his norms.”
original dogma is “liberation from the curse of money by “Small deceits lead to big results.”

61
information based on
Holy Symbol and Sacred Image 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
Paro was a boy who served as a messenger in the War with information, such as
of the Gods. Even as an adult, he acted as a liaison between postal workers and horse riders, are among Paro's main
the gods and their followers, always staying out of sight and believers. Additionally, advisors, counselors, and village
away from the world and bringing word of mouth and books heads who value information also sometimes believe in
with him. Many praised him for his achievements and are him.
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.”

suffered from a serious


illness. Before her life
Adeni’s holy symbol is in the form of a circle was lost, people's
representing a spinning wheel, a pole extending from the gratitude and prayers
center in six directions, and a flag (fabric) depicting it. elevated her to the status
The goddess is represented as a robed woman spreading of a goddess.
a cloth and smiling kindly. Adeni used cloth for
healing and medical
tools such as bandages
and hemostats. Clean
Adeni is said to have been active at the end of the Magic cloth gently wrapped
Civilization Period. There are stories of Adeni helping wounds and prevented the spread of disease. Therefore,
people who had lost their homes and were suffering from many of Adeni's followers are medical workers and servants.
hunger and cold by wrapping them in cloths that she had
woven. Adeni's clothes were always clean and warm, and
even those who were suffering from illness were wrapped in
them to give them peace of mind. “Cloth brings peace to life. Those who tear and defile the
Adeni believed that “clothing” was the most important cloth of others are a threat to life.”
thing of all. She believed that cleanliness would keep one's “Clean clothes protect health. Always be prepared
mind in order and prevent things from falling apart or seamlessly.”
disturbing one's mind. At the same time, she believed that “Tie up the torn pieces, bind up the frayed ones with cloth,
any threat to one's life should be corrected. set things in order, fill in the holes, and make up the tears.”
Adeni took care of the sick and wounded without regard
for herself, and in her later years, she was said to have

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 Alframe, 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.

Truespeech magic is a magic system that originated at


the end of the Divine Civilization period and reached its
peak during the Magic Civilization era. Among Wizard- Magitech is a magic system that was greatly developed
Type Classes, only Sorcerers can cast Truespeech Magic. during the Magitech Civilization of Al Menas and named
Truespeech Magic is a magic system that utilizes mana that civilization. People who can use Magitech are called
that fills the world of Raxia to produce various effects and is Artificers.
exercised by casting spells and drawing magic characters in Magitech is cast through the medium of a special object
the air. called a magisphere.
Truespeech Magic features powerful and versatile There are several new magitech spells in this book.
offensive magic but also has useful spells that can be used
outside of combat.

Fairies were born from the interference of natural


phenomena and mana when the world was filled with mana.
Spiritualism Magic is based on the same principle as Fairy Tamers are contracted with these fairies and can
Truespeech Magic and is performed by chanting spells and summon and borrow their power.
drawing magic characters to control mana. In this book, there are additions to different contracts
Compared to Truespeech Magic, which excels in direct between the Fairy Tamer and the fairies, thereby providing
attacks, this magic system is known for its tricky and a wide variety of ways to play the Fairy Tamer.
supportive magic. [Resurrection] spell, which raises the
dead, makes this magic system unique. Monstrous Lore Classes
It also can create Constructs and create Undead. The following two magic systems and corresponding
classes were added in Sword World 2.5 Supplement
Deep Magic and Wizards Monstrous Lore. Please refer to “Monstrous Lore” for
Because they share the same principles, there are many more information.
people in Raxia who are simultaneously devoted to
Truespeech Magic and Spiritualism Magic. They are called Nature Magic and Druids
Wizards out of respect for their mastery of magic. Nature Magic is magic that is exercised by
This book has a new magic system, Deep Magic, that communicating with the souls, or spirits, of animals and
only these wizards can only use. Wizards also chant spells plants that reside in the forests and the earth and by
and draw magic characters. manipulating their power. The Druid class makes this
Deep Magic is a magic system that is automatically possible.
obtained by those who have acquired both Truespeech For more information on the Druid class and Nature
Magic and Spiritualism Magic. There is no class (i.e., Magic, see ML, p. 16.
Wizard class) that directly corresponds to it.
For more information on Deep Magic, see page 95. Summoning Arts and Warlocks
The Warlocks can summon Daemons from the other
world and borrow and use their power. Those who have
mastered this class are called “Summoners” or “Daemon
Priests can hear the voice of God and perform miracles Tamers”.
using its power. Their miracles are called Divine Magic. For more information on the Warlock class and
Divine Magic is excellent in healing and protection and Summoning Arts, see ML, p. 28.
effective against the undead.
Most of the Gods can be traced to the Humanoids or
Barbarous, the two forces that continue to fight in Raxia, as

65
Here are the rules and terminology for practicing magic.

The act of casting a spell consumes MP from the


character’s current MP total, as specified for each spell.
Casting a Spell A character’s MP can be reduced to zero, but not lower.
This is an attempt to activate a spell. Usually, a Casting a spell is impossible if its MP cost exceeds the
Spellcasting check (see p. 66) is required to cast a spell. caster’s current MP value.

Caster Mako Stone


The word “caster” means a character who casts a spell. A mako stone is an item that can be used to replace all
or part of a spell's MP cost. The number of MP to be
Target provided by the stone is specified when the spell is cast and
This is what the spell is intended to affect - a character, reduces the caster's own MP consumption. The MP stored
an object, a space, etc. The kind of target is determined by in the mako stone is reduced by that amount. Should it
the individual spell. reach 0, the mako stone shatters. It is not possible to drain
more MP from the mako stone than it currently stores.
Only one mako stone can be used by a character to
supply MP for spell casting (or other reasons). However,
Each magic system has various types of spells and has its they cannot be used to mitigate damage to MP.
own levels. Generally, a character's maximum spell level Characters can use mako stones without taking
corresponds to their class level. For example, a character additional actions as long as they have them in their
with 3 levels in the Sorcerer class can use spells of levels 1- possession. It does not need to be held in hand nor
3 in Truespeech Magic. equipped as an accessory. In fact, it can be embedded in a
If a character has mastered multiple Wizard-Type magical implement, worn as an ornament, etc., but not kept
Classes, the level of spells they can perform is determined buried in the depths of a bag.
independently for each class level.

Exception: Fairy Tamer class and Fairy Magic


There are three types of Fairy Magic: Basic Fairy Magic, Magic Power
Typed Fairy Magic, and Special Fairy Magic (see p. 135). In All characters that have mastered a Wizard-Type Class
“Basic Fairy Magic”, the principle of “Caster's Class level = should pre-calculate their Magic Power. Magic Power is
max spell level” is applied, but it is not applied to “Typed determined using the following formula.
Fairy Magic” and “Special Fairy Magic”, which are Magic Power = Wizard-Type Classes level + Intelligence
exceptions. In order to show their maximum spell level, the modifier
term “rank” is used for “Typed Fairy Magic” and “Special Magic Power should be calculated separately for each
Fairy Magic” instead of “level”. class if a character has mastered multiple Wizard-Type
For Fairy Tamer, it may be possible to cast spells of a Classes.
higher rank than their Fairy Tamer class, or conversely, it Magic Power is the Standard Value for Spellcasting
may be restricted to a lower rank. checks and provides Extra Damage for most spells that deal
See page 136 for details. damage.

Spellcasting check
As a rule, a Spellcasting check is performed when a
Casting spells imposes some restrictions and conditions. character casts a spell. The Standard Value of this check is
Magic Power. The spell has no effect if an automatic failure
Limited Move occurs on a Spellcasting check. In this case, the cost to use
Generally, to cast a spell, the caster is restricted to, at the spell, such as MP, still stands.
most, a Limited Move. The only time that the Success Value of a spell becomes
important is when there is resistance (see p. 72) to the spell.
A Magical Medium (Magical Implements, Holy Symbols, In many cases, the Spellcasting check is made to ensure
Fairy Tamer's Gems, and Magispheres) there was no automatic failure.
Each magic system requires a spell-casting medium, and
the caster must have these ready to perform magic. For
more information, see the descriptions of each magic
system.

Vocalization
To cast spells, vocalization is required. Spells cannot be
cast if the caster is unable to speak.

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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”.

Range: Touch Area: Shot


The caster should be able to directly touch a starting The spell is directed in a straight line from the caster and
point, an object, or a character to cast the spell. hits a target. If there is an obstacle in the way, it will not
Range distance will be absent in the spell’s data. reach the target. If the spell is aimed from outside a skirmish
For different situations, the following criteria are used to area into one, a stray shot (see CR I, p. 128, CR II, p. 63,
determine whether a target can be a target or not. and ET, p. 82) will occur.
Out of Combat: Can target objects at the same coordinates.
Simplified Combat: Can target anything in the same area. Area: Target
Standard Combat, Advanced Combat: Can target anything The spell affects a target directly. The presence of
at the same coordinates. If the caster is in a melee, a obstacles does not matter as long as they do not interfere
character in the same skirmish can also be a target. with the line of sight, and a stray shot will not occur if used
in a skirmish area.
Range: X (YY)
The “X” is a number between 1 and 2, and the “YY” is Area: Line
a number indicating a distance, for example, “Range: 1 The spell acts in a straight line, affecting all those in its
(10m)”. path. This is described in a separate section titled “Area:
Of these, only Simplified Combat uses “X” as a Line and Area: Breakthrough” (see the next page).
reference. Out of combat and other combat systems, the
numbers in (YY) are used. Area: Breakthrough
Simplified Combat: A “1” means the spell will reach the Like “Area: Line”, it has a linear area of effect, but the
adjacent area, while a “2” means it can reach both the caster moves along the line and affects the area at the same
adjacent area and the area next to that. time. This is described in a separate section titled “Area:
Out of Combat, Standard Combat, Advanced Combat: The Line and Area: Breakthrough” (see the next page).
“YY” number determines if the spell will reach the target.

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.

Target: One Object


A single object (not a character) is the target of the spell.
Target: Caster Uncountable objects, such as liquids or groups of objects,
The caster themself is the target. This type of magic can cannot be the target.
be cast whilst blind or in complete darkness.
Target: Any Point
Target: 1 Character, 1 Entire Character, 1 Character X Target a point in any space.
One character is the target. The caster must declare Simplified Combat: Specify an area.
which character is the target when casting the spell. Out of Combat, Standard Combat, Advanced Combat:
Specify the coordinates.

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”.

X area (only in Simplified Combat) /Z


In Simplified Combat, X defines how many areas will Z is the maximum number of targets (specifically, 5, 10,
be affected. 15, or 20) within the specified range that can be affected by
1 area: The effect spans only one area. the spell. If more than Z targets are within the spell’s range,
2 – 3 areas: The effect extends to the area directly targeted Z targets are selected randomly from those available.
and any areas adjacent to it. That is, if either Rearguard Area As with /All, characters will be affected by the spell only
is targeted, the spell will affect that area and the Frontline if they were within the area of effect at the point of casting.
Area. If the Frontline Area is targeted, all three areas will be
affected. Inclusion or Exclusion of Caster
All areas: This will affect all areas of the battlefield. For spells designated “Range: Caster”, where the target
is “/All” or “/Z”, the caster can choose whether to include
themselves in the effect of the spell or not. If the caster is a
character with multiple sections, they can select which of
their sections are a target of the spell, if any.
The caster is always included when a spell has the
“/Space” designation unless the spell’s range is “Range:
Caster”.

A spell designated “Area: Line” and “Area:


Breakthrough” travels in a straight line from the caster in a
specified direction up to its range limit. Everything in its Determination of Targets
path has the potential to be affected. In this case, there are When casting a spell with “Area: Line," the caster first
many rules to determine the target caught in the effect, and determines where, or to whom, to fire, as far as visibility and
this special section explains them. maximum range.
With “Area: Breakthrough,” the caster travels when the There are two choices: targeting a position or targeting a
spell is cast or an effect is used. In contrast, “Area: Line” character.
does not have this feature. Since the method of determining
the area of effect is the same, we will first explain the process Target a Position
of “Area: Line” and then highlight the differences of “Area: Simplified Combat: In this case, characters in the same area
Breakthrough.” as the caster cannot be selected as targets. A character in a
different area must be selected as the target. To target a
character in the Enemy Rearguard from caster’s own
Rearguard, the caster must have the Combat Feat [Hawk
Eye].

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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.

For Simplified Combat Determination of Targets


First, check whether the area you are in is a skirmish This is the same as “Area: Line”. A visible point (area
area. In a skirmish area, the area inside is also affected by or coordinates) or one character should be defined as an
the "Area: Line" effect. If it is not a skirmish area, it is up to end point. The character must not cause a stray shot when
the caster to decide whether or not they are affected by this selected as a target.
effect.
Next, check which areas will be affected. If the spell was Selection of the End Point of Breakthrough (Standard
cast from the Frontline, then the Enemy Rearguard would Combat, Advanced Combat )
be affected. If the caster is in the Allied Rearguard, then Standard Combat and Advanced Combat allow the end
“Range: 1 area” spells will affect just the Frontline, whilst point of the “Area: Breakthrough” effect to be selected from
“Range: 2 areas” spells will affect both the Frontline and the following two types at the time of declaration.
Enemy Rearguard.
A. Select target coordinates or the coordinates of the
For Standard Combat character.
The caster's coordinates serve as the starting point. To B. Passing through the target point or character up to the
determine the end point of an “Area: Line” effect, move in full range.
the direction of the effect for the specified range distance,
using the target's coordinates as a reference. When using the B type, the area of effect of
The area of effect spans from the starting point to the “Breakthrough” is always the full range. The caster cannot
end point, and includes both points. stop in the middle of the range.
Since the starting point is included, allies risk getting In Simplified Combat, all existing “Area:
affected if a spell or an effect is used at the same coordinates Breakthroughs” have a range of “1 (YY)”. Therefore, the
as those allies. To avoid that, characters should use a “A” and “B” types are identical, and there is no need for
Limited Move to move forward as little as one meter before endpoint clarification. If a spell with a range of “2 (YY)”
using a spell or effect. appears, it will be resolved in Simplified Combat according
to the A and B types presented in this section.
For Advanced Combat
Both the starting and end points are the same as in Checking the Effect
Standard Combat. However, in Advanced Combat, the area This is basically the same as “Area: Line”. Note,
of effect is a 1m wide rectangle along the line connecting the however, that “Area: Breakthrough” has a quirk in the range
start and end points. The effect passes through the inside of distance and that it is possible to “exclude area around the
this rectangle, including its boundary. starting point” as described later.

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

and easy gameplay. If you want to use more advanced tactics


while still keeping it manageable, Standard Combat may be
better suited for your needs.
“Area: Line” and “Area: Breakthrough”, which have a
linear area of effect, may be blocked by obstacles along the Structures as Walls
way. If a wall is defined as a structure (see CR III, p. 120) with
Defense and HP, it may be damaged by the Line and
Impassable Obstacles Breakthrough effect.
Walls of the labyrinth, which are indestructible and If the wall is destroyed, the Breakthrough continues
impassable, block both “Area: Line” and “Area: toward its endpoint.
Breakthrough” (as well as “Area: Shot”). If the wall isn’t destroyed, the user is assumed to have
These obstacles prevent the effects of “Area: Line” and collided with it, and they suffer the damage mentioned
“Area: Breakthrough” from continuing past them, though above.
they may still affect characters before the collision.
[Fire Wall]
Crash into a Wall, etc. (Breakthrough) If the path is blocked by the Fairy Magic [Fire Wall]
If a wall or other obstacle stands in the path of the spell (see CR II, p. 171), a Willpower check should be
Breakthrough, the attempted Breakthrough collides with made to determine if the fire damage is halved or not.
the wall, and the character falls prone. In this case, falling Regardless of the success or failure of the check, the
damage is applied: calculated as 2 meters (Simplified Breakthrough continues through to the endpoint. The
Combat) and one-fifth of the distance from the starting point “Area: Line” does not require a Willpower check and
to the endpoint of the Breakthrough declaration (rounded simply passes through.
up) for Standard Combat and Advanced Combat.
Falling (Breakthrough)
GM Guide: Obstacles in Simplified Combat In case of failing to stop and running off a cliff, the GM
In Simplified Combat, obstacles can be placed between should make a ruling based on the situation.
areas. For more information, see “Note on the Spells That
Create Walls” (p. 76). The Character cannot be Blocked
However, GMs should not rely too heavily on these In principle, the Breakthrough effect cannot be blocked
special obstacles. Simplified Combat is designed for quick or stopped by any other character, no matter how huge it is.

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 vocalization 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.

Many magic spells can be resisted if the targeted Half


character does not want to be affected by them, and the Most spells that deal damage fall into this category. If
effect can be negated or reduced. Here are the rules for such spells cause damage, they will be halved if the target
resisting such spells. succeeds in resisting. For details, see “Resistance: Half” (see
p. 73) in “Spell Damage”.

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.

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Part 3 Magic

Some spells can deal damage. This section describes


this process.

Most damage-dealing spells use a Power Table to


determine the Calculated Damage. Such spells are
described in the magic data as “Power X + Magic Power’
damage.
Just as when determining the damage of a weapon
attack, use the appropriate row of the Power Table and roll
2d to check the result. The Calculated Damage is then
added to the character’s Magic Power.

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.

When Resistance Succeeds, No Criticals


If the resistance succeeds against a spell with
“Resistance: Half”, no criticals can occur if Power Table is
used to determine total damage; no matter how high the 2d
roll is, only the first roll is used to determine total damage.

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.

Generally, magical effects of the same name do not


duplicate or stack on the same target. Spells that enhance a character’s weapon work
All spells with names that include Roman numerals (I, differently depending on whether they enhance any
II, III...), including those without Roman numerals, are elemental type damage or not.
treated as spells with the same name. In other words, their
effects are not cumulative. Spells That Add Type Damage
For example, [Protection] (see p. 89), [Protection II] As a rule, a weapon can only benefit from one type of
(see p. 92), and [Protection III] (see p. 99) are all considered enhancement at a time. If a spell that enchants a different
to be spells with the same name. type is cast on a weapon that is already enhanced, the target
has the choice of accepting the new enchantment (the
Overriding Duration previous effect is automatically cancelled) or rejecting it and
If a spell is cast on a target that is already under the continuing to receive the previous effect.
influence of a spell with the same name, the effect of the On the other hand, if the enhancements are of the same
first spell will continue. However, the spell's duration will be type, the effects of differently named spells are cumulative.
replaced and extended by the duration of the new casting. In a magic weapon with a permanent type effect, a spell that
For instance, suppose [Enchant Weapon] has a duration of enchants the same type can enhance its effect. However, a
3 minutes (18 rounds). If [Enchant Weapon] is cast again spell of a different type will have no effect at all.
on the same target with 10 seconds (1 round) left, the effect This principle applies to magic, items, and other effects.
will last once more for 3 minutes (18 rounds) from that When a weapon temporarily gains or changes its type
point. The remaining duration of the original spell is lost. damage, it can override the new type or keep the previous
In this example, even if the remaining duration was 170 one.
seconds (17 rounds), the resulting duration would still be 3
minutes (18 rounds). Spells That Do Not Add Type Damage
However, if a spell other than “Resistance: Can’t” is Those weapon enhancement spells that do not add type
resisted by the target, it is assumed that any later spell has damage will stack (if they have different names). This is true
no effect, and so the previous duration remains the same. even if the weapon has already been enhanced with type
damage.

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.

Target: 1 Entire Character Some spells have a type that may increase or decrease
Regardless of the number of sections in character, all damage and effects depending on the character’s or
sections become targets. The MP consumption is the same monster’s weaknesses, unique skills, magic, or item effects.
regardless of the number of sections. For example, a dwarf with the racial ability [Body of Flame]
will not suffer damage or unwanted effects from Fire-type
Target: 1 Character X spells.
All sections are always targets, and the MP consumption Examples of spell types include the following.
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
Spells that can be Cast with Minor
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.
Spells that can be Cast during Combat
Curse + Psychic
Spell with this type has two types: curse type and the
psychic type, and has the following rules:
Spells with a “△” appended to the name can be cast
When applying resistance or effects: All effects and
during Combat Preparation (see CR I, p. 121).
immunities corresponding to curse or psychic types are
These spells are treated almost identically to those that
effective. If a character has immunity to one of the two
can be cast as a Minor Action described above. In other
types, the spell will not have any effect. All numerical effects
words, the conditions for casting magic must be followed,
that work for these types (such as damage increase/decrease,
and no Spellcasting check is performed. Their success value
bonus/penalty to resistance checks, etc.) are cumulative.
is 0.
However, an effect that affects both curse type and psychic
However, spells with the same name can only be cast
type simultaneously is not cumulative. For example, the
once during Combat Preparation (different spells can be
effect “+2 bonus to Willpower and Fortitude checks against
cast separately). The spells used during Combat
curse type and psychic type” will only apply +2.
Preparation can also be used with a Major Action, but there
To Remove: Only effects that can remove curses are valid.
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.”

For Standard Combat


Walls are built at a single coordinate point and block the
battlefield. Walls are always perpendicular to the line
representing the battlefield and cannot be built along it.
Walls, and character cannot exist at the same
coordinates. A wall cannot be built at coordinates where a
wall or character already exists, and a character cannot end
its movement at coordinates where a wall has already been
built.
To move over a wall, the character needs to spend an
additional +10m of movement. If it can move that far, it is
assumed to be able to move around/over the wall.
If a wall exists within the skirmish, the skirmish will end.

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.
Eff. Power Crit
Indicates whether the target character of the spell can
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.

①System and Level ⑧Summary


The magic system is indicated by an icon, and its level is A quick blurb of text describing the spell in a short
indicated by a number. sentence or two.

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.

Magical Implement Ensure Freedom of Arms (Magic Characters)


In order to cast Truespeech Magic, a character must To draw magic characters in the air, the arm holding the
have a magical implement ready. If one of these is available, implement (or the hand wearing the ring) must be able to
the spellcasting can be performed. move freely. A slight disability is acceptable, but
A character may have more than one implement and Truespeech Magic and Spiritualism Magic cannot be cast in
choose which to use. The implement is independent of its situations where the GM rules that the arm is clearly
owner. Implements can be borrowed from other characters, immobilized.
and there is no modification to numerical values, Success
Values, etc. when doing so. Chanting the Spell
The following methods can be used to prepare an To cast Truespeech Magic, caster must say the spell’s
implement. chant in arcana. To do so, they need to be able to vocalize.
If they cannot vocalize, they cannot use Truespeech Magic.
Directly in the Hand
A small staff called a wand or rod can be held in one Armor Restrictions
hand. No weapons or shields can be equipped in that hand. When casting Truespeech Magic or Spiritualism Magic,
This type of implement must be purchased for 100 gamel. wearing metal armor imposes a -4 penalty on Spellcasting
checks. Non-metallic armor having a minimum strength of
Weapons as Implement 10 or more imposes a -2 penalty.
Any staff weapon can be used as a magical implement.
Weapons of other categories can also be made into Exception for Nightmares
implement weapons by adding 100G to their price. Altering Nightmare characters can eliminate penalties for armor
a weapon to make it an implement does not affect its and freedom of arms through their racial ability [Alternate
performance as a weapon. Form].

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.

You can find the following special field in the list of


truespeech spells on the next pages.

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

Energy Bolt Cost MP5 Sense Magic Cost MP1

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
Dull 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 illuminated active actions. When an action check (see CR I, p. 114) is
with light. Within this area, the target will not be affected by the requested, the target receives a -4 penalty for all actions. The
Eff. 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.

Lock Cost MP1

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 Sum. Fortitude +2
be 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

Unlock Cost MP2


1
Tar. Range/Area Touch/- Duration Instant Resistance Neg
Object
Sum. Uses mana to open a lock.
This spell opens mundane locks. If the lock is sealed magically,
make a contested roll against the seal's caster. The lock opens if the
Eff.
caster wins.
The mechanical part of the lock remains working.
“True, Third Rank Technique. Open, Unlock, Reveal”
Chant
Vera, Tertia Ordo Ars. Aperi, Basem, Revela

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.

Paralyze Cost MP3


Weapon Mastery Cost MP5
3
1 2(30m)/ 3
Tar. Range/Area Duration minutes Res. Neg 1 Range/ 2(30m)/
Character Target Tar. Duration minutes Res. Optional
(18 r) Character Area Target
(18 r)
Sum. Accuracy or Evasion checks -2 The target instantly understands how to use its weapon and wields
The target takes a -2 penalty to its Accuracy or Evasion. The Sum.
it like a master.
caster chooses what the penalty applies to. The target gains the use of one of the following Combat Feats:
Eff. If multiple targets are targeted at the same time with [Dodge], [Targeting]. [Weapon Proficiency A/**], [Dual
[Metamagic/Targets], the checks to be penalized must all be the Wielding], [Repeated Strike I], [Aimed Attack I], [Power Strike I],
same.
Eff. [Taunting Strike I], [Lethal Strike I] or [Armor Piercer I].
“True, Third Rank Decay. Loss, Convulsions, Paralysis.”
Chant The effects of this spell are exceptionally can be duplicated. By
Vera, Tertia Ordo Decay. Detrimentum, Spasmus, Paralysis. casting the spell repeatedly, the caster can enable a target to use
multiple feats.
“True, Fifth Rank Technique. Mastery, Concentration,
Reaping Slash Cost MP7 Chant Understanding.”
Vera, Quintus Ordo Ars. Dominatio, Intentio, Intellectus.
1 1(10m)/
Tar. Range/Area Duration Instant Res. Half
Character Target
Sum. Deals Power 20 damage Type Slashing
Slashes with a magic blade, dealing Power 20 + Magic Power of Wall Walking Cost MP3
magic damage. 3
1 Entire Range/ 2(30m)/
Eff. Power Crit Tar. Duration minutes Res. Optional
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Character Area Target
(18 r)
20 1 2 3 4 5 6 7 8 9 10 ⑩ Sum. Target can walk on walls and ceilings
“True, Third Rank Attack. Steel, Instant, Cutting.” The feet of the target will stick to whatever they are touching,
Chant
Verum, Tertius Ordo Oppugnationis. Ferro, Instant, Secans. regardless of position or direction, so that the target can walk
Eff. around on walls or ceilings without falling.
The effect ends if the target attempts Full Move or leaves the
area where both feet are touching simultaneously.
“True, Fifth Rank Formula. Sticking, Walking, Anywhere.”
Chant
Vera, Quinta Ordo Formula. Haero, Ambulans, Usquam.
Familiar Cost MP15
Tar. Touch Range/Area Touch/- Duration Permanent Res. N/A
Sum. Creates a loyal and useful familiar. Translate Cost MP2
Create a construct that will serve as a familiar. See “Familiar Range/ 3 minutes
Eff. Data” (see CR I, p. 432 or ML, p. 235). Casting the spell takes one Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
hour.
Caster understands the meaning of any written work just by looking
“True, Fourth Rank Creation. Servant, Familiar, Creation.” Sum.
Chant at it.
Vera, Quartus Ordo Creationis. Servus, Familiaris, Creatio.
The caster has the ability to understand the meaning of
unknown writing. They can read the language and know what it is
but cannot speak it or understand it if it is spoken to them. The
Marking Cost MP2 effect only allows the caster to read one language at a time, which
must be specified at the time of invocation. The caster can specify
Tar.
1
Range/Area Touch/- Duration
3
Resistance N/A Eff.
Object Days a language even if they do not know the name of the language as
long as they have the written text in front of them.
Sum. Places an arcane mark upon an object.
However, the caster cannot decipher artificial ciphers, narrow
The caster can tell the direction and distance to the marked terms, or grammatically incorrect sentences from the start. They
object at any time during the duration. The spell fades if the object will recognize them as ciphers, signs, or broken phrases.
Eff. is destroyed or moved from its location. “True, Fifth Rank Sense, Comprehension, Reading, Translation.”
As long as this spell is in effect, the caster may not use it again Chant
Vera, Quinta Ordo Sensus, Comprehensio, Lectio, Translatio.
(the caster may not locate two objects at once with this spell).
“True, Fourth Rank Sense. Marking, Perception, Magic.”
Chant
Verus, Quartus Ordo Sensus. Vestigium, Perceptio, Magica.

80
Part 3 Magic

Blast Cost MP6

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

Apport Cost MP5


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 invisible to all five senses, mechanical, and and can include items magically created by the caster (including
magical perceptions. They make no noise and give off no smells. golems). Each object may only have one mark.
The caster can still be touched, and their magic can be detected 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
with [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

1 Range/ 2(30m)/ 3 minutes


⏩△Blink Cost MP10 Tar.
Object Area Target
Duration
(18 r)
Res. N/A

Range/ 3 minutes Sum. Lift and move objects


Tar. Caster Caster/- Duration Res. Optional As a Major Action, one object can be moved up to 3m per
Area (18 r)
Sum. Creates an afterimage to take an attack instead round (10 seconds). The caster can make the object float in the air
The caster automatically succeeds on the next Evasion check but can't make it slip through obstacles. Even if multiple targets are
selected with [Metamagic/Targets], only one object can be moved
Eff.
they need to make. This effect automatically occurs the first time Eff.
an Evasion check is requested, and at the same time, this spell is with one Major Action.
automatically canceled. This object can be moved regardless of weight but must not be
taller than 2m nor larger around than 1m radius. It cannot affect
“True, Eighth Rank Illusion. Covert, Vanish, Instantaneous.”
Chant objects held or equipped by other characters.
Vera Octavus Ordo Illusio. Tegmen, Vane, Momentaneum.
“True, Ninth Rank Remote. Rigid, Powerful, Mind.”
Chant
Vera, Noni Ordinis Remoti. Rigidus, Potens, Mens.
Energy Javelin Cost MP9

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
the caster. It can take any shape, so long as it's smaller than a two-
Absorb Magic Cost MP5

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
acquired. The target must satisfy the prerequisites for learning the (1 r)
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

Erase Magic Cost MP6


30
1 Range/ 1(10m)/
Tar. Duration seconds Res. Neg
Character Area Target
(3 r)
Sum. Blocks casts of 6 level/rank spells or lower
The target is prevented from casting spells of 6 levels/rank or
Eff. less of a magic system specified by the caster. The caster specifies
which magic system is prevented at the time of this spellcasting.
“True, Ninth Rank Break. Disappear, Limiting, Weakness.”
Chant
Vera Noni Ordinis Jugum. Discedere, Finiens, Debilitas.

82
Part 3 Magic

Seal Enchantment Cost MP7 Slow Cost MP8

1 Range/ 1 Character Range/ 2(30m)/ 1 minute


Tar. Touch/- Duration Permanent Res. N/A Tar. Duration Res. Neg
Object Area X Area Target (6 r)
Sum. Hides the magic of an object Sum. Slows target's movements and actions
The target is can no longer be detected by any spell ([Sense The target's movement (for monsters, movement speed) is
Magic], [Mana Search], etc.) or ability that detects magic, and its halved (rounded up). In Simplified Combat, a Full Move is
magical effects on it are hidden. required to move to the adjacent area, and it is not possible to
This spell has no significance when appraising an item by Eff. move 2 areas.
Eff.
Appraise check. However, it is often the case that items with this In addition, the target must roll 1d at the beginning of its turn,
spell are disguised as non-magical items, and in such cases, the and if the roll is “1 or 2”, the target cannot take any Major Action
knowledge-based appraisal of the treasure will also be harder to do in its turn.
(higher target number). “True, Eleventh Rank Change. Life, Stagnation, Reduction”
Chant
“True, Tenth Rank Seal. Magic, Hiding, Seal” Verus, Undecimus Ordo Mutatio. Vita, Stagnatio, Reductio
Chant
Verum, Sigillum Decimi Ordo. Magia, Latens, Signaculum

Familiar II Cost MP30


Flight Cost MP8
Range/
1 Tar. Touch Touch/- Duration Permanent Res. N/A
Range/ 1 Area
Tar. Character Touch/- Duration Res. Optional Sum. Create an intelligent familiar
X Area Hour
Create a construct that will serve as an advanced familiar. See
Sum. Target will be able to fly Eff. “High-level Familiars” (see CR III, p. 430 or ML, p. 237).
The target of this spell gains the ability to fly at will, but is limited Casting the spell takes one hour.
to simple movements and can only move via Full Move. Even if “True, Eleventh Rank Creation. Spirit, Strengthening,
the target's movement is obstructed by a skirmish or other obstacle, Chant Accompanying”
Eff.
they can pass through with a -4 penalty to Evasion checks. The Verum, Undecimi Ordo Creatio. Spiritus, Confortans, Comitans”
flying speed granted by this spell is 50, meaning the target can move
up to 150 meters in 10 seconds (1 round) with a Full Move.
“True, Tenth Rank Move. Force, Sprint, Flying”
Chant
Verum, Decimum Ordo Moveret. Vis, Concitus, Volans”

Shining Spot Cost MP16


Blizzard Cost MP10 1 area (3m Range/ 2(30m)/
Tar. Duration Instant Res. Half
1 area (6m Range/ 2(30m)/ Radius)/5 Area Target
Tar. Duration Instant Res. Half Sum. Deals Power 40 damage, Crit Threshold 9 Type Energy
Radius)/20 Area Target
Sum. Deals Power 30 damage Type Water/Ice Concentrated dazzling light destroys the surrounding area with
Creates a localized snowstorm dealing Power 30 + Magic Power its energy.
of magical damage. The target is damaged by Power 40 + Magic Power magic
Eff. Power Crit Eff. damage. The Critical Threshold of this spell is 9.
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit
Value Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
30 2 4 4 6 7 8 9 10 10 10 Value

40 4 5 6 7 9 10 11 11 12 13 ⑨
“True, Tenth Rank Attack. Cold, Snow, Wind.”
Chant “True, Twelve Rank Attack. Heat, Focus, Brilliance.”
Verum, Decimus Ordo Impetum. Frigus, Nix, Ventus. Chant
Verum, Duodecim Ordo Impetum. Calor, Focus, Candor.

Shock Cost MP15

Thunder Bolt Cost MP13


Tar.
1 Range/ 2(50m)/
Duration Instant Res. Can’t
Character Area Shot
1 Range/ 2(30m)/
Tar. Duration Instant Res. Half Sum. Deals Power 30 physical also applies to MP Type Bludgeoning
Character Area Target
The target is hit with a chunk of mana, dealing Power 30 +
Sum. Deals Power 50 damage Type Lightning Magic Power of physical damage to both the target's HP and MP.
Fires a bolt of lightning at the target dealing Power 50 + Magic Eff. Power Crit
Power of magical damage. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Eff. Power Crit 30 2 4 4 6 7 8 9 10 10 10 ⑩
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value “True, Twelve Rank Attack. Shock, Impact, Break”
50 4 6 8 10 10 12 12 13 15 15 ⑩ Chant
Verum, Duodecim Ordo Impetum. Incursu, Impulsu, Confractus
“True, Tenth Rank Offense. Blitz, Kill, Lightning”
Chant
“Verum, Decimus Ordo Delictum. Rapidus, Occide, Tonitrua”

83
Become Dragon Cost MP20 Lightning Bind Cost MP15

Range/ 1 Range/ 1(10m)/


1
Tar. Caster Caster/- Duration Res. Optional Tar.
1
Duration minute Res. Temporary
Area Day Character Area Target
Sum. Transform into a Draconet (6 r)
The caster is transformed into a Draconet (see CR III, p. 396 Sum. Restrain and attack the target with Power 20 Type Lightning
or ML, p. 181) and should use its data. If the caster's HP is The target is bound with a rope made of lightning and suffers a
reduced, it will be carried over to the Body section. On the other -2 penalty on all action checks. In addition, at the end of his turn,
hand, the damage on the Body section is passed to the caster when the target must suffer a “Power 20 + Magic Power” magic damage.
this spell is released. This spell cannot be critical.
The caster's own class, combat feats, and racial abilities are all If the target is a character with only one section, or if all sections
lost for the duration of the effect, and any weapons, armor, or of a multi-section character are subject to this effect, the target
Eff. cannot move.
accessories the caster was equipped with are temporarily lost and
cannot be used. Items carried by the caster may only be used for Willpower is only checked during the casting of this spell, not
effects that do not have a defined Stance. during damage determination.
Eff. Crit
If the caster wishes, it can act as a mount for another PC. In this Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
case, mount data for Draconet (see CR III, p. 259 or ET, p. 174) Value
should be used, the jockey's adventurer-level enhancements and 20 1 2 3 4 5 6 7 8 9 10 None
stunt effects applied, and mount equipment can be equipped, but “True, Thirteenth Rank Binding. Shock, Lightning, Restraint.”
the caster's own actions are limited to those of the mount. Chant Verum, Tertiadecima Ordo Alligatura. Concussa, Fulgura,
A caster of sorcerer class 15 level can shapeshift to Lesser Temperantia.
Dragon (monster data CR II, p. 396, mount data CR III, p. 260 or
ET, p. 175). The spells and technique unique skills of the monster
and mount data cannot be used while under this spell. The head
section will carry the caster's HP reduction in that case.
“True, Twelve Rank Change. Dragon, Body, Transformation”
Chant
Verum, Duodecim Ordo Mutatio. Draco, Corpus, Transmutatio Dimension Gate Cost MP23
Any Range/ 1(10m)/ 30 seconds
Tar. Duration Res. N/A
Point Area Target (3 r)
Sum. Creates a gate to a distant destination
Creates a 3m radius gate at the foot of the caster. The gate's exit
Desultory Cost MP9 is at any point the caster knows and specifies when casting this
Eff. spell, regardless of location or distance. However, the gate may not
30
1 Range/ 2(30m)/ be created while inside a building. Also, the exit must have a space
Tar. Duration seconds Res. Temporary for a safe exit.
Character Area Target
(3 r) “True, Fourteenth Rank Transition. Move, Space, Gate.”
Sum. Spellcasting checks -4 Type Psychic Chant
Verum, Quartaedecimae Ordo Transitus. Move, Spatium, Porta
Disturbs concentration and disrupts magic. The target’s
Eff.
Spellcasting checks receive a -4 penalty for the spell's duration.
Chant
“True, Thirteenth Rank Phase. Extinguish, Magic, Limit”
Verum, Ordo Tertius Decimus. Exstinguere, Magicae, Modus
Dimension Sword Cost MP18
Any Range/ 2(50m)/
Tar. Duration Instant Res. Half
Point Area Line
Teleport Cost MP15 Sum. Deals Power 60 damage Type Slashing
1 Object or Attack with a blade that cleaves through space itself, dealing
Range/ 1(10m)/ Power 60 + Magic Power of magic damage.
Tar. 1 Character Duration Instant Res. Optional
X Area Target Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Sum. Instantly moves the target to a location of the caster's choice
60 5 9 10 11 12 13 14 15 16 18 ⑩
Move the target to either a place the caster has previously been
or a place within sight up to 1km away. The target size can be no “True, Fourteenth Rank Attack. Dimension, Open, Void.”
larger than a 1m radius or 2m high. The spell ignores walls, shields, Chant Verum, Quartaedecimae Ordo Impetus. Dimensio, Apertus,
and other obstructions but will fail if there is no safe place for the Vacuus
Eff.
object to exist at the destination.
If a character is used as a target, it is processed as “Target :1
Character X” (see p. 74) Magic Reflection Cost MP17
It does not affect items held or equipped by other characters.
Range/ 3 minutes
“True, Thirteenth Rank Transition. Movement, Space, Transfer.” Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Chant Verus Tertius Decimus Ordo Transitus. Motus, Spatium,
Translatio Sum. Reflects magic spells to the caster
A spell with “Target: 1 Character (including 1 Entire Character,
1 Character X)” may be reflected to the spell's caster. The caster
of [Magic Reflection] may choose to know the result of the
Spellcasting check for a spell before using this effect. If it bounces
Eff. back, the caster of the original spell must make a save themselves.
If the spell does not reflect, the target may attempt to resist the spell
as normal. If the reflected spell's caster is initially one of the targets,
the spell affects the caster only once.
After a spell is reflected with this effect, the spell ends.
“True, Fourteenth Rank Defense. Magic, Reflect, Disappear.”
Chant Vera, Quartadecima Ordo Defensionis. Magicae, Reflectunt,
Evanescet

84
Part 3 Magic

Save The World Cost MP50


All Areas
(500 m Range/ 1
Tar. Caster/- Duration Res. N/A
Radius)/ Area Hour
Space
Sum. Creates a mana barrier that cannot be broken
A hemispherical barrier forms at the edge of the targeted area,
protecting it from any outside influences or interference. No spell
or unique skill can pass through. If the character is standing on the
edge of a barrier at the moment of the cast of this spell, they can
decide where they want to be (outside or inside).
Eff.
This barrier cannot be broken or removed by any means,
physical, magical, or otherwise, even by spells like [Perfect
Cancellation]. However, the caster must concentrate on the spell's
duration to maintain the effect. If the caster moves or takes Major
or Minor Action, the effect dissipates, and the barrier disappears.
“True, Fifteenth Rank Defense. Defensive, Block, Barrier.”
Chant Verum, Decimo Quinto Ordo Defensionis. Defensus, Clausus,
Obice.

Perfect Cancellation Cost MP33


1 area (6m Range/ 2(30m)/
Tar. Duration Instant Res. Neg
Radius)/20 Area Target
Sum. Eradicates all traces of mana within range
All magic, including spells, spellsongs, evocations, unique skills,
etc., within range, are subject to cancellation. For each effect within
range, if this spell's Spellcasting check is greater than the caster's
Magic Power (success value), that effect is canceled.
If this spell is cast within an hour's casting time, it may also affect
Eff. magical items. Items created during the Divine Civilization Period
or before cannot be undone by this spell.
Magic Item Era Magic Power
Current 25
Magitech Civilization 30
Ancient Magic Civilization 40
“True, Fifteenth Rank Break. Magic, Immunity, Disappearance.”
Chant Verum, Quintae Decimae Ordo Jugum. Magia, Immunitas,
Ablatio.

Meteor Strike Cost MP30

1 area (6m Range/ 2(50m)/


Tar. Duration Instant Res. Half
Radius)/20 Area Target
Deals Power 100 damage. It can be used to
Sum. Type Bludgeoning
damage large areas.
Calls a meteor from the sky, dealing Power 100 + Magic Power
of magical damage. The caster must see the sky, and the subject
must be visible from the sky for this spell to succeed.
The caster can spend an hour casting this spell. In doing so, the
spells change to “Range: 2(1km)” and “Target: All Areas (500m
Radius)/All” as a large-scale meteorite fall attack. This version of
Eff. the spell deals damage to structures and buildings as well. The
buildings' Defense is ignored when dealing damage, and this spell
criticals on 8 or higher against buildings.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
100 8 12 15 18 19 20 22 24 27 30 ⑩
“True, Fifteenth Rank Attack. Enhance, Summon, Meteorite.”
Chant Verum, Quintae Decimae Ordo Impetum. Augere, Convoca,
Meteorite.

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
Spells, Materials, and MP Cost Creation 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]

[Create Golem] List


Monster Req. Level MP Normal Materials (Price) Advanced Materials (Price) Ref. CRs Ref. ML
Oak Golem 3 4 Enchanted Oak Branch (50) Strongly Enchanted Oak Branch (100) CR II, p. 419 ML, p. 227
Oak Hound 3 6 Enchanted Oak Branch (50) Strongly Enchanted Oak Branch (100) CR II, p. 419 ML, p. 227
Straw Bird 4 8 Enchanted Straw Bundle (100) Strongly Enchanted Straw Bundle (200) CR II, p. 420 ML, p. 228
Loam Puppet 4 8 Enchanted Clay (200) Strongly Enchanted Clay (300) CR II, p. 420 ML, p. 228
Bone Animal 5 10 Enchanted Animal Bones (300) Strongly Enchanted Animal Bones (500) CR II, p. 421 ML, p. 228
Leather Fish 5 10 Enchanted Leather (300) Strongly Enchanted Leather (500) CR II, p. 421 ML, p. 229
Flabby Golem 6 10 Enchanted Flesh (500) Strongly Enchanted Flesh (1,000) CR II, p. 422 ML, p. 229
Stone Servant 7 12 Enchanted Stone (1,000) Strongly Enchanted Stone (2,000) CR II, p. 423 ML, p. 230
Brasswing 8 14 Enchanted Brass (1,500) Strongly Enchanted Brass (3,000) CR II, p. 424 ML, p. 230
Scale Flipper 9 16 Enchanted Rock Slag (1,500) Strongly Enchanted Rock Slag (3,000) CR II, p. 425 ML, p. 231
Rock Golem 10 20 Enchanted Rock (2,000) Strongly Enchanted Rock (5,000) CR II, p. 426 ML, p. 231
Bronze Golem 11 24 Enchanted Bronze (4,000) Strongly Enchanted Bronze (10,000) CR III, p. 435 ML, p. 232
Rutile Raptor 12 28 Enchanted Golden Redstone (6,000) Strongly Enchanted Golden Redstone (15,000) CR III, p. 436 ML, p. 232
Iron Golem 13 32 Enchanted Iron (8,000) Strongly Enchanted Iron (20,000) CR III, p. 437 ML, p. 233
Granite Shell 14 36 Enchanted Granite (10,000) Strongly Enchanted Granite (25,000) CR III, p. 438 ML, p. 233
Platinum Dragon 15 40 Enchanted Platinum (15,000) Strongly Enchanted Platinum (50,000) CR III, p. 439 ML, p. 234

Golem Enhancing Items

86
Part 3 Magic

Golems can be improved by Enhancing Items at the Some of the unique skills that Enhancing Items bestow
time of creation. are of the Declared or Major Action type. Note that having
Each golem has a maximum number and restricted more than one of these will not allow the golem to perform
types of Enhancing Items available. The caster can use the Actions in parallel in a single round. Generally, each of the
maximum number of Enhancing Items from the list of Declared and Major Action Unique Skills can only be used
available Enhancing Items for the golem and use them when once per round.
casting [Create Golem]. Even if the caster uses the same
Enhancing Items multiple times, the effects are not Grades of Enhancing Items
cumulative. The number of Enhancing Items used must be For data on each Enhancing Item, see CR II p. 412, CR
determined at the time of golem creation and cannot be III, p. 433, and ML.
added to or changed later. Each Enhancing Item is categorized into (Large),
Enhancing Items for the Golem can be used repeatedly. (Medium), or (Small) grades, and the strength (level) of the
When a golem no longer exists (e.g. duration has expired, golem determines which one is required.
the caster has deactivated it, the golem has been destroyed
in battle, etc.), all Enhancing Items used on that golem will Material for Making Undead
remain in place. If recovered, they can be used for the next Each undead has defined materials required for its
golem created. Many of the Enhancing Items can be used creation, which are needed when casting [Create Undead].
on more than one type of golem, so you can use them on Unlike golems, there are no advanced materials. All
one and then reuse them on another on a different materials are consumed at the time of creating the undead
occasion. and cannot be recovered.

[Create Undead] List


Monster Req. Level MP Materials Ref. CRs Ref. ML
Skeleton 3 4 Skeletonized Corpse* see CR I, p. 416 ML, p. 133
Zombie 4 8 Corpse* see CR I, p. 417 ML, p. 134
Dry Corpse 5 12 Corpse* see CR I, p. 418 ML, p. 135
Skeleton Archer 6 16 Skeletonized Corpse* see CR II, p. 369 ML, p. 135
Skeleton Soldier 7 20 Skeletonized Corpse* see CR II, p. 370 ML, p. 137
Skeleton Heavy Archer 8 24 Skeletonized Corpse* - ML, p. 138
Skeleton Guardian 9 28 Skeletonized Corpse* see CR II, p. 372 ML, p. 139
Mummy 11 36 Embalmed Corpse** see CR II, p. 375 ML, p. 142
Rotten Beast 13 44 Mythical Beast Corpse*** - ML, p. 144
*Can be replaced by Magical Bones (500G)
**600 gamel of materials if caster embalm the corpse themself
***Extremely difficult to obtain. Possibility depends on consultation with GM.

The [Command] spell (see p. 138), a Command Stone


Obtaining a Corpse (see CR II, p. 222 or ET, p. 139), or Staff of Control (see
All the corpses in the [Create Undead] List are assumed CR III, p. 229 or ET, p. 128) can be used to override
to be Humanoid or Barbarous corpses, except for Mythical another command.
Beast corpses for Rotten Beast.
Magical Bones can be used to create Skeletons, and two Obey Command
types of claws required to create Wights can be obtained Golems or undead will obey instructions given
through the Magician's Guild at a cost. sequentially by the creator. Under this command state,
However, corpses cannot be obtained this way, only golems or undead will not move unless instructed to do so.
through nefarious means. In the Humanoid society of The creator can only give one command to a golem or
Raxia, it is unlawful to steal corpses, and any Conjurer undead per round (10 seconds) using a Minor Action. Only
digging up graves could be lynched. Conjurers with undead one monster can be the instruction target, and multiple
by their side will be arrested - although, in larger cities, golems or undead cannot be moved simultaneously.
Swords of Protection will prevent the undead from coming Instructions must be detailed and specific. If the creator
within the city limits. wants a golem or undead to attack, they must give clear
These societal rules can be a burden for GM. If GM orders on attacking and targeting the attack. The command
feels they will hinder their scenario, they may prohibit PCs is only valid for one round after receiving it. The creator will
from using [Create Undead]. need to provide new instructions in the next round, even if
the command repeats the previous one.
Golems or undead take their turn immediately after the
creator's turn; the golem or undead’s turn cannot be before
Golems and undead can be given commands when they that of their creator.
are created. However, current technology limits the A golem or undead can be instructed to block enemies’
commands they can carry out. You can find possible movement and enter skirmishes. Only one monster per
commands below. GMs may add more commands of equal creator per round is allowed to perform this command.
complexity.

87
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
It is not uncommon to find multiple golems or undead, state of the golem or undead.
having the same (or similar) orders, guarding a single place
or object simultaneously.

You can find the following special field in the list of


Spiritualism Spells on the next pages.

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.

Spark Cost MP6

1 area (3m Range/ 2(30m)/


Enchant Weapon Cost MP2 Tar.
Radius)/5 Area Target
Duration Instant Res. Half

1 Range/ 2(30m)/ 3 minutes Sum. Deals Power 0 damage Type Lightning


Tar. Duration Res. Optional Generates tiny bolt of lightning in the area, dealing Power 0 +
Character Area Target (18 r)
Infuses a blade or fist with mana, making it sharper or harder. Magic Power of magical damage.
Sum. Eff. Power Crit
Physical damage +1. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
The target's weapons become magical and deal 1 extra point of Value
Eff. 0 0 0 0 1 2 2 3 3 4 4 ⑩
physical damage.
“Spirit, First Rank Attack. Magic, Strong, Blade.” “Spirit, First Rank Attack. Lightning, Thundercloud, Light”
Chant Chant
Animum, Primum Pilum Apponere. Magia, Fortis, Ferrum Spiritus, Primum Impetum. Fulgur, Nubes, Lumen

88
Part 3 Magic

Dark Mist Cost MP2 Fanaticism Cost MP3

1 area (3m Range/ 2(30m)/ Instant/10 1 Range/ 2(30m)/ 3 minutes


Tar. Duration Res. Neg Tar. Duration Res. Neg
Radius)/5 Area Target seconds (1 r) Character Area Target (18 r)
Sum. Evasion checks -2 Sum. Accuracy +2, Evasion -2 Type Psychic
Creatures that fail to resist lose their sense of distance due to Increases the target's urge to attack. The target receives a +2
Eff. Eff.
magical fog, taking a -2 penalty to their Evasion checks. bonus for Accuracy but a -2 penalty for Evasion.
“Spirit, First Rank Illusion. Dark, Illusion, Magic Fog.” “Spirit, Second Rank Spirit. Uplifting, Fighting Spirit, Borrow”
Chant Chant
Spiritus, Prima Nobilitas Illusio. Obscura, Illusio, Nebula Magica Spiritus, Secundus Ordo. Sublatio, Ferocia, Pete

Protection Cost MP1


3
Tar.
1 Range/ 1(10m)/
Character Area Target
Duration minutes Res. Optional Create Undead Cost MP4+
(18 r)
Range/
Sum. Reduces damage dealt to the target by -1 Tar. Touch Touch/- Duration 1 Day Res. N/A
Area
The target takes -1 physical and magical damage. Protection
Eff. Sum. Animate and command an Undead
does not affect poison-, disease-, or curse types.
“Spirit, First Rank Guard. Defense, Guard, Magic Song” The caster creates an undead and gives it a command to act. For
Chant Spiritus, Primum Praesidium. Defensio, Custodia, Carmen Eff. more information, see “Golems and Undead” (see p. 86).
Magicum Casting this spell takes one hour.
“Spirit, Third Rank. Servant, Corpse, Create”
Chant
Spiritus, Tertius Ordo. Servum, Cadaver, Creo

Create Golem Cost MP4+


Earth Heal Cost MP3
Range/
Range/ 1(10m)/ Tar. Touch Touch/- Duration 1 Day Res. N/A
Tar. 1 Character Duration Instant Res. Half Area
Area Target
Sum. Build and animate a golem
Sum. Heals Power 0 The caster creates a golem and gives it a command to act. For
Heals Power 0 + Magic Power HP. It even heals undead, Eff. more information, see “Golems and Undead” (see p. 86).
constructs, and magitech targets. Casting this spell takes one hour.
Eff. Power Crit “Spirit, Third Rank. Machine, Servant, Create”
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Chant
Value Spiritus, Tertius Ordo. Machina, Serve, Creo
0 0 0 0 1 2 2 3 3 4 4 None
“Spirit, Second Rank. Earth, Cure, Fast”
Chant
Spiritus, Secundus Ordo. Terra, Cura, Ieiunium Fire Weapon Cost MP4
3
1 Range/ 2(30m)/
Counter Magic Cost MP1 Tar.
Character Area Target
Duration minutes Res. Optional
(18 r)
1 Entire Range/ 2(30m)/ 3 minutes Sum. Covers weapon inflame, damage +2
Tar. Duration Res. Optional
Character Area Target (18 r) When the target makes a melee or ranged attack, the weapon
Sum. Willpower checks +2 Eff.
used in the attack is treated as a fire-type magic weapon
Activates the target's spirit, giving it a +2 bonus to its Willpower (Translator’s Note: weapon still deals physical damage), and the
Eff. physical damage it causes is increased by +2.
checks.
“Spirit, Second Rank. Magic, Counter, Anti-magic” “Spirit, Third Rank. Flame, Strong, Flame”
Chant Chant
Spiritus, Secundus Ordo. Magica, Counter, Anti-magica Spiritus, Tertius Ordo. Flamma, Fortis, Flamma

Command Doll Cost MP4 Raging Earth Cost MP7

One day or until 30


1 Range/ 2-3 areas (10m Range/ 1(10m)/
Tar. Touch/- Duration the order is Res. N/A Tar. Duration seconds Res. Can’t
Doll Area Radius)/Space Area Target
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
Disguise Cost MP3 Tar. Character
Range/ 2(30m)/
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,
Eff. addition, the spell increases all damage target deals by +2 and
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

Doll Sight Cost MP3


Tar.
1 Range/
Touch/- Duration
3 minutes
Res. Optional
Character Area (18 r)
1 1
Tar. Range/Area Touch/- Duration Res. N/A Sum. Magic Power +1
Doll Hour
Makes a bond to a doll or puppet that enables the caster to see Activates innate magic abilities of the target.
Sum. Eff.
what it sees The target receives a +1 bonus to their Magic Power.
Caster connects their senses to a doll or puppet, allowing them “Spirit, Fifth Rank. Strengthening, Increasing, Spell”
Chant
to see around it. The caster can use any of their special senses Spiritus, Quintus Ordo. Confortans, Augens, Exponentia
through the doll.
Eff.
For spells duration, the caster can freely change between their
sight and that of the doll with Minor Action but cannot see both at
the same time.
Chant
“Spirit, Fourth Rank Thread. Addition, Doll, Eye”
Spiritus, Quartus Filo. Praeterea, Pupa, Oculus
Counter Sense 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
For the duration of the spell, whenever the caster is the target of
30
1 1(10m)/ a spell, he knows the name and effect of that spell and the location
Tar. Range/Area Duration seconds Res. Neg Eff.
Character Target 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” Instant/30
Chant 1 area (5m Range/ 2(30m)/
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
Spiritus, Sextus Impetus. Paralysis, Imbre. Nubes
Sum. 3 damage at the end of the target’s turn. Type Poison
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 whose
Eff.
Earth Shield Cost MP4 MP consumption is doubled is then healed by 3 HP. This effect
does not apply if the target was outside the area of effect when this
1 Range/ 2(30m)/ 3 minutes 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

Remote Doll Cost MP5 Acid Cloud Cost MP10

Range/ 1 area (5m Range/ 2(30m)/


Tar. 1 Doll Touch/- Duration 1 Hour Res. N/A Tar. Duration Instant Res. Half
Area Radius)/15 Area Target
Sum. Controls a doll completely as if it were the caster’s own body Sum. Deals Power 20 damage Type Poison
Caster uses their senses through a doll and controls it but cannot Turns air into acid and deals Power 20 + Magic Power of
make their actions. While the caster is acting as the doll, they may damage.
not take any other actions, nor can they use their own body's Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Eff. senses. Value
The caster can manipulate the doll as if it was a Human child, 20 1 2 3 4 5 6 7 8 9 10 ⑩
with the target having the movement ability of a Human child. And “Spirit, Eighth Rank Attack. Evil, Cloud, Acid”
the caster can speak through the doll. Chant
Spiritus, Octavus Impetus. Malum, Nubes, Acidum
“Spirit, Sixth Rank. Doll, Domination, Movement”
Chant
Spiritus, Sextus Ordo. Doll, Dominatio, Motus
Illusion Cost MP4

Any Range/ 2(30m)/


Tar. Duration 1 Day Res. N/A
Point Area Target
⏩△Double Indicate Cost MP6 Sum. Create hallucinations
The caster creates hallucinations indistinguishable from natural
10 objects. The only limitation of these hallucinations is size; they
Range/
Tar. Caster Caster/- Duration seconds Res. Optional must fit within a 3m radius area. Hallucinations have no smell, do
Area (1 r) not make noise, and are intangible. The caster must concentrate if
Sum. The caster can control two golems or undead at the same time Eff. they wish to have the hallucinations move freely. Otherwise, they
The caster can issue the same “Obey Command” (see p. 87) to repeat simple movements up to about a minute long.
two golems or undead simultaneously, even if they are of different It is possible to change the appearance of a character or object,
Eff. in which case the hallucinations would move with the character or
types. Both golems and undead should be given the same
command. object.
“Spirit, Seventh Rank. Doll, Domination, Together” “Spirit, Eights Rank Illusion. Illusion, False Image, Deception.”
Chant Chant
Spiritus, Septem Ordo. Doll, Dominatio, Simul Spiritus, Octo Species Illusio. Illusio, Falsa Imago, Deceptio

Drain Touch Cost MP7


Cremation Cost MP3
Range/
Tar. 1 Character Touch/- Duration Instant Res. Half Range/ 1(10m)/
Area Tar. 1 Character Duration Instant Res. Half
Area Shot
Sum. Drains Power 10 from the target Type Curse
Deals Power 20 damage, +5 damage to Undead and
Deals Power 10 + Magic Power damage and the caster heals HP Sum. Type Fire
Construct
equal to the applied damage dealt. The HP recovery effect occurs
Deals Power 20 + Magic Power magic damage. If the target is
even if the target succeeds in resisting.
Eff. Crit
Undead, Magitech, or a Construct, increase the damage by +5
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ points. This addition occurs even if the target succeeds in resisting.
Value Eff. Crit
10 1 1 2 3 3 4 5 5 6 7 ⑩ Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
“Spirit, Seventh Rank Curse. Separation, Life, Capture” 20 1 2 3 4 5 6 7 8 9 10
Chant ⑩
Spiritus, Septem Ordo Maledictionis. Separatio, Vita, Capere “Spirit, Eighth Rank Attack. Extermination, Scorching, Flame”
Chant
Spiritus, Octavus Impetus. Exstinctio, Ardor, Flamma
Resurrection Cost MP20

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. When casting this
“Spirit, Seventh Rank Soul. Life, Soul, Restraint”
Chant spell, the caster must perform the action of stabbing the doll with
Spiritus, Septimus Ordo Animae. Vita, Anima, Moderatio
the magical implement (the doll can be held in hand or placed on
Eff. the ground). Doll used with this spell will break and become
useless.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Icicle Weapon Cost MP5 30 2 4 4 6 7 8 9 10 10 10 ⑩
“Spirit, Ninth Rank Curse. Doll, Curse, Kill”
3 Chant
1 Range/ 2(30m)/ Spiritus, Noni Ordo Maledictio. Doll, Maledic, Occide
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 “Spirit, Tenth Rank Change. Doll, Movements, Sacrifice”
1 Range/ 2(30m)/ Chant
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/
Tar. Touch/- Duration Permanent Res. Optional
“Spirit, Ninth Rank Guard. Defense, Strengthening, Wall” 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

Command Cost MP10


1
1 Entire Range/ 2(30m)/
Tar. Duration minute Res. Neg
Character Area Target
(6 r) Earth Heal II Cost MP8
Sum. Gain control of undead or golem Range/ 2(30m)/
Tar. 1 Character Duration Instant Res. Neg
The caster can give a new order to target. Treat it as it was given Area Target
“Obey Command” (see p. 87). The caster can give instructions Sum. Heals Power 30
only from the next turn after this spell has taken control of the Heals Power 30 + Magic Power HP. Undead, Magitechs and
target. Constructs can be healed by this spell.
If the original controller of the target monster is known, the
Eff. Power Crit
original controller and the caster must compare their success ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
values, and the caster must win. If not (if undead or golem acting
30 2 4 4 6 7 8 9 10 10 10 None
independently), the caster must win versus the monster’s
Eff. “Spirit, Eleventh Rank. Earth, Healing, Life”
willpower. In this case, the monster receives a +4 bonus. Chant
The targets of this spell are limited to Constructs and Undead Spiritus, Undecimus Ordo. Terra, Sanatio, Vita
whose intellect is “None,” “Animal,” or “Low.”
After the spell's duration expires, the monster's control returns
to the original controller. If it worked independently, it would again
begin to act according to its behavior and motives.
This spell can also be used to change commands to golems and
undead created by the caster (see p. 87).
“Spirit, Tenth Rank. Doll, Servant, Domination”
Chant
Spiritus, Decimus Ordo. Doll, Servus, Dominatio

92
Part 3 Magic

Sneak Cost MP7 Sonic Weapon Cost MP8


1 3 3
Range/ 1 Range/ 2(30m)/
Tar. Character Touch/- Duration minutes Res. Optional Tar. Duration minutes Res. Optional
X Area (18 r)
Character Area Target
(18 r)
Shrouds target in mist, hiding it from magical and mechanical Sum. Make wind-type attack, Critical Threshold -1, +2 damage
Sum.
perception When the target makes a melee or ranged attack, the weapon
The target cannot be seen by those with Magical or Mechanical used in the attack is treated as a wind magic weapon (Translator’s
means of perception or magical traps that rely on magical sight for Note: weapon still deals physical damage). The physical damage it
the duration of the spell. Characters using the Five Senses as means Eff.
causes is increased by +2, and the weapon Critical Threshold is
Eff. of perception can see the character normally. lowered by -1 (to a minimum of 8). For fixed-value characters,
If the character takes a Full Move, attacks, uses magic on increase their damage by +4 instead.
another target, or any other action that interacts with another “Spirit, Twelfth Rank. Whirlwind, Wind, Sharp.”
character, this effect ends immediately. Chant
Spiritus, Duodecimus Ordo. Turbo, Ventus, Acre
“Spirit, Eleventh Rank. Illusion, Concealment, Secret”
Chant
Spiritus, Undecimus Ordo. Illusio, Occultatio, Secretum
Mana Seal Cost MP16

Haste Cost MP18 Tar.


1 Range/ 1(10m)/
Duration
1 minute
Res. Neg
Character Area Target (6 r)
1 1
Range/ 2(30m)/ Sum. Blocks the target's use of mana
Tar. Character Duration minute Res. Optional
X Area Target (6 r)
Targets that fail to resist this spell cannot use more than 10 MP
in a single turn, regardless of how they would spend it. For
Sum. Accelerate the movement of the target Eff. example, three Techniques would only allow the use of one more
The target's distance with Normal Move is increased by +12 m. MP that turn, so a fourth Technique could not be used. MP used
The distance with Full Move is increased by +36 m. In Simplified from Familiars, or Mako Stones does not count towards this limit.
Combat, a Normal Move allows the target to move from one “Spirit, Twelfth Rank. Restriction, Magic, Control”
rearguard area to another (if there are no hostile characters in the Chant
Eff. Spiritus, Duodecimus Ordo. Restrictio, Magica, Imperium
frontline area).
Also, the target can roll 1d at the end of their turn, and if the
roll is “5-6”, they can perform additional Major Action. This effect
can appear only once per turn.
“Spirit, Eleventh Rank. Life, Circulation, Acceleration.”
Chant
Spiritus, Undecimus Ordo. Vita, Circulatio, Acceleratio Raging Earth II Cost MP18
2 - 3 areas 30
Range/ 1(10m)/
Tar. (10m Duration seconds Res. Can’t
Radius)/Space Area
Target
(3 r)
Sum. Heals 10 points per round
⏩△Change Position Cost MP12 Each character in the area regenerates 10 points of damage at
Eff. the end of their turn. This even heals creatures of the Undead,
Range/ 2(30m)/
Tar. 1 Doll Duration Instant Res. N/A Magitechs, and Construct categories.
Area Target “Spirit, Thirteen Rank. Earth, Eruption, Healing”
Sum. Instantly swaps positions with the doll Chant
Spiritus, Tredecim Ordo. Terra, Eruptio, Sanatio
The caster swaps its position with a doll or puppet within the
spell's range. Walls, barriers, etc., are bypassed by this magic, but
the spell fails if there is not enough space for the caster to safely
Eff.
exit in the doll's space before the replacement. This effect allows
the caster to automatically escape from the skirmish.
This spell may only be used once in 10 seconds (1 round).
“Spirit, Twelfth Rank Transmutation. Movement, Space, Doll.”
Chant Spiritus, Duodecimus Ordo Transmutationis. Motus, Spatium,
Pupa

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, p. 145). The caster's HP, MP, Sum. Raise the dead instantly. Soulscar table rolled with +10
levels, Willpower, Fortitude, classes, and weapons skills remain Revives a corpse immediately. The Target Number is the
the same, but it gains the Wraith’s Unique Skills [ 〇 Normal number of days elapsed since death. The Soulscar Table (see CR
Weapon Immunity] and [〇Fog Body]. See also CR III, p. 327 or I, p. 186) should also be used as in the case of [Resurrection] (see
ML, p. 69 for [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 while A target whose soulscar has reached 5 due to using the “soulscar
in Wraith Form, the spell becomes permanent, and the caster Eff. table” is revived as a Revenant (see CR I, p. 416). Revenant revives
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 destroys indiscriminately.
Spiritus, Tredecim Ordo. Muta, Spiritus, Manes
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, p.
The caster can take a specific memory from the target so that 133). 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 Levels and Magic Power


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

Some Deep Magic spells uniquely feature a “1 + 1


Some Deep Magic spells produce multiple magical Character” target. This means that the caster can cast a spell
effects in a single casting. For example, [Tough Power] gives on one chosen target (usually an enemy), and when that
the target both the effects of [Vitality] and [Counter Magic] spell takes effect, another spell will be cast on the other
at the same time. target (usually an ally). Both targets must be within range of
This is equivalent to casting the spells separately. Spells each other.
with the same name as those listed in the description also These spells are subject to the Combat feat
follow the Duplication of Magical Effects principle. [Tough [Metamagic/Targets]. In this case, the cost MP is doubled
Power], [Vitality], and [Counter Magic] are duplicates, and for each pair of 1+1 Characters. Whichever side the caster
their effects would not stack on the affected character. chooses, the target characters (or one section of a multi-
If a spell is cast on a target where only one of them has section character) must all be different characters (sections).
an effect, the effect of the remaining one will be added.

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

1 area (3m Range/ 1


Wizard Sign Cost MP2 Tar.
Radius)/Space Area
Touch/- Duration
Day
Res. Can’t

Range/ Sum. Creates an unpleasant vibe Type Psychic


Tar. 1 Object Touch/- Duration 1 Hour Res. N/A
Area A character who steps into the area of effect will feel an
Eff.
Sum. Leaves a caster sign unpleasant atmosphere. There is no further effect.
This spell leaves the caster's signature on the target, which can “Deep, Second Rank Spirit. Attenuation, Disappointment,
be a solid wall or floor. The signature will continue to glow faintly Chant Feeling”
and will be visible to all. Characters who have mastered the Profundus, Secundus Spiritus. Attenuatio, Destitutio, Sensus
Eff. Sorcerer or Conjurer classes will recognize that this spell created
the signature. The signature is limited to the name of the wizard
and a title whose uniqueness and legitimacy are guaranteed by
Adventurer Rank.
Chant
“Deep, First Rank. Wizard, Engraving, Magic”
Profundus, Primi Ordo. Veneficus, Sculpturae, Magicae ⏩Replace Sound Cost MP4

Any Range/ 2(30m)/ 10 seconds


Tar. Duration Res. N/A
Point Area Target (1 r)
Minor Illusion Cost MP1 Sum. Generates the caster's voice in a different location
Any vocalizations made by the caster during the duration of the
Instant/10
Range/ effect will be heard from the target location, not the actual position
Tar. Caster Caster/- Duration seconds (1 Res. N/A Eff.
Area round)
of the caster. The effect does not apply to sounds other than the
voice.
Sum. Creates a small illusion “Deep, Third Rank Illusion. Illusion, Whispering, Sound.”
This spell produces a few hallucinations in close proximity to Chant
Profundus, Tertium Species Illusio. Illusio, Susurratio, Sonus
the caster. These include flowers appearing in the palm of the
Eff.
caster's hand, fireworks exploding at the top of the head, and small
particles of light illuminating the entire body.
“Deep, First Rank Phantom. Illusion, Virtual, Image” Instant Undead Cost MP4+
Chant
Profundus, Primum Gradum Phantasma. Illusio, Virtualis, Imago Range/ 1 minute
Tar. Touch Touch/- Duration Res. N/A
Area (6 r)
Sum. Instantly animate and command an Undead
Balance Weapon Cost MP2
Creates and controls an undead. It consumes the same amount
1+1 Range/ 2(30m)/ 3 minutes of MP and materials as [Create Undead] (3rd level Spiritualism
Tar. Duration Res. Neg spell), except for the duration.
Characters Area Target (18 r)
Eff. When an undead is created with this spell, it must meet the class
Sum. Reduces physical damage dealt by -4 to enemies and +1 to allies level restrictions equivalent to those of [Create Undead] in both
Applies [Dull Weapon] (1st level Truespeech spell) to one Sorcerer and Conjurer.
target and [Enchant Weapon] (1st level Spiritualism spell) to
Eff. Undead created with this spell is limited to “Obey Command”.
another target. If [Dull Weapon] is ineffective due to the target's “Deep, Third Rank Soul. Moment, Death, Raise”
Willpower check, [Enchant Weapon] is also ineffective. Chant
Profundus, Tertium Ordo Animae. Momentum, Mors, Resuscita
“Deep, First Rank. Power, Strong, Weapon.”
Chant
Profundus, Primi Ordo. Virtus, Fortis, Telum
Instant Golem Cost MP4+

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 Golem] 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, Third Rank Creation. Instant, Servant, Creation.”
Chant
“Deep, Second Rank. Guidance, Point, Target” Profundus, Tertium Creatio. Instant, Serva, Creatio
Chant
Profundus, Secundi Ordo. Regimen, Punctum, Scopum

Remote Key Cost MP4


Tough Power Cost MP3
Range/ 1(10m)/
3 Tar. 1 Object Duration Instant Res. Neg
1 Entire Range/ 2(30m)/ Area Target
Tar. Duration minutes Res. Optional Sum. Remotely manipulate a key
Character Area Target
(18 r) Remotely manipulate a lock or key with [Lock] (1st level
Sum. Increases both Fortitude and Willpower by +2 Eff.
Truespeech spell) or [Unlock] (3rd level Truespeech spell).
Gives the target both [Vitality] (2nd level Truespeech spell) and “Deep, Third Rank. Chain, Remote, Lock”
Eff. Chant
[Counter Magic] (2nd level Spiritualism spell) effects. Profundus, Tertium Gradum. Catena, Remota, Lock
“Deep, Second Rank. Life, Strengthening, Magic.”
Chant
Profundus, Secundi Ordo. Vita, Confortans, Magicam

96
Part 3 Magic

Defense Master Cost MP5


3
Toxic Breeze Cost MP7 Tar.
1 Range/ 2(30m)/
Character Area Target
Duration minutes Res. Optional
(18 r)
Any Range/ 2(30m)/
Tar. Duration Instant Res. Half Sum. Temporarily give the target a Combat Feat
Point Area Line
Target learns one of the following Combat Feats [Armor
Sum. Deals Power 20 damage Type Poison
Proficiency A/**], [Cover I], [Defensive Stance], [Evasive
Causes a poisonous wind to blow, dealing Power 20 + Magic Maneuvers I], or [Block] chosen by the caster.
Power magical poison damage to the target. Eff.
The effects of this spell exceptionally can be duplicated. By
Eff. Power Crit casting the spell repeatedly, the caster can enable a target to use
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value multiple feats.
20 1 2 3 4 5 6 7 8 9 10 ⑩ “Deep, Fifth Rank Skill. Mastery, Defense, Ability”
“Deep, Fourth Rank Attack. Wind, Poison, Gust” Chant
Chant Profundus, Quintus Ordo Skill. Dominatio, Defensio, Facultas
Profundus, Quartae Oppugnationis. Ventus, Venenum, Gustus

Floating Eye Cost MP4

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
Radius)/5 Area
The caster creates an eye of several centimeters in diameter that 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 are
time, the spell also ends. 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

Hold Portal Cost MP4

⏩Mana Convergence Cost MP4 Tar. 1 Object


Range/ 1(10m)/
Area Target
Duration 6 Hours Res. N/A
10 Sum. Seals a door shut
Range/
Tar. Caster Caster/- Duration seconds (1 Res. Optional A spell that can be cast on an open or closed door. The target
Area 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+1 Range/ 2(30m)/


Teleoperate Doll Cost MP10 Tar.
Characters Area Target
Duration Instant Res. Half

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.
This spell can be cast on a doll in a remote location to gain the The target of the damage cannot be Undead, Magitech, or
effects of [Remote Doll] (6th-level Spiritualism spell). Construct, but it doesn't matter which category the healed target is.
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 Shot 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 per
Sum. Type Lightning
Draw Out Cost MP7 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
Thermal Illusion Cost MP6 “Deep, Ninth Rank Attack. Electric Jet, Slamming, Thunder”
Chant Profundus, Nonum Gradum Oppugnare. Electrica Vi, Slamming,
Any Range/ 1(10m)/ Tonitrua
Tar. Duration 1 Day Res. N/A
Point Area Target
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
smells and cannot be touched. When a character enters the area
Point Area Target
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 will this illusion, and no damage will occur.
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

⏩Multitarget Cost MP8 Delude Enchantment Cost MP12

Range/ 10 seconds 1 Range/


Tar. Caster Caster/- Duration Res. N/A Tar. Touch/- Duration Permanent Res. N/A
Area (1 r) Spell Area
Sum. Casts a wide range of spells simultaneously Sum. Fakes the content of a magic effect
During the duration of the spell, the caster can cast a spell with Conceals or disguises some or all of the magic effect cast on the
a “Radius XXm/Space”, “Radius XXm/All “, or “Radius target against [Analyze Enchantment] (7th level Truespeech spell).
XXm/YY” on multiple targets at the same time. In this case, the If the [Analyze…] side fails the contested check, the caster of the
number of target points is multiplied by the MP to cast the spell. [Analyze Enchantment] spell will be informed of the contents
Even if there is an overlap in range, the effects are not cumulative disguised by this spell. If the check is successful, the true magical
Eff.
and do not overlap. For example, if a spell damages a character, Eff. effect exerted on the target and the details of how it was disguised
the character will only take damage once, even if they overlap by this spell will be revealed.
multiple effect ranges. This spell has no effect when appraising a magical item with the
The caster does not need to learn or declare Combat Feat Sage Appraise check (see CR I, p. 108). However, it is possible to
[Metamagic/Targets] in order to benefit from this spell. get a feeling that something is not right with appraised item, but
“Deep, Tenth Rank Extension. Strengthen, Magic, Multiply” with a higher target number for Appraise set by GM.
Chant
Profundus, Decima Ordo Extensio. Conforta, Magica, Multiplica “Deep, Eleventh Rank Illusion. Concealment, Illusion, False”
Chant
Profundus, Undecima Ordo Illusio. Occultatio, Illusio, Falsum

Protection III Cost MP4

1 Range/ 2(30m)/ 3 minutes


Balance Time Cost MP18
Tar. Duration Res. N/A
Character Area Target (18 r) 1+1
Range/ 2(30m)/
1
Sum. Reduces target's damage by -4 Tar. Characters Duration minute Res. Neg
X Area Target
(6 r)
The target takes -4 damage from all physical and magical
Eff. sources. This spell does not affect Poison-, Disease-, or Curse-type Sum. Slows down time for enemies and speeds up time for allies
damage. Caster casts [Slow] (11th level Truespeech spell) on one target
“Deep, Tenth Rank Defense, Defense, Bolstering, Shield” and [Haste] (11th level Spiritualism spell) on another. If the target
Chant resists [Slow] due to their Willpower check, [Haste] also has no
Profundus, Decima Ordo, Defensio, Defensio, Munitio, Scutum
effect.
If either of the two characters has more than one section, the
MP consumption is determined based on the one with the greater
number of sections.
Eff.
When this spell is cast along with [Metamagic/Targets], it can
be cast as long as the total number of sections targeted with both
parts is the same. Then, the character to which [Haste] is applied
is selected according to the total number of sections of the
character who failed to resist [Slow]. In order for [Haste] to have
an effect, all sections of the character must be selected to be
affected.
“Deep, Eleventh Rank. Time, Change, Shift.”
Chant
Profundus, Undecimum Gradum. Tempus, Mutatio, Transpositio

99
Geas Cost MP19 Mana Integration Cost MP15

1 Entire Range/ Range/


Instant/3
Tar. Touch/- Duration Permanent Res. Neg Tar. Caster Caster/- Duration minutes Res. N/A
Character Area
Area (18 rounds)
Sum. Inflicts a Forbidding Curse Type Curse
This spell imposes a curse that prohibits the target from Reduces damage by 10 points, can only cast spells on targets in
Sum.
performing a specific action. If the target breaks the prohibition, close proximity
they will experience severe pain and suffer magic damage equal to This spell causes mana to accumulate in the caster, creating a
Power 0 + Magic Power. If the character has multiple sections, the powerful force field.
damage will be dealt to their Main Section or one randomly For 3 minutes (18 rounds) after casting this spell, any physical
Eff.
selected from multiple Main Sections. If there are no Main or magical damage the caster receives is reduced by -10 points. At
Eff. Sections, a section will be randomly selected from all sections. It's the same time, the caster must cast all magic with a range equal or
important to note that the caster cannot forbid actions necessary to greater than “Range: 1 (10m)” as “Range: Touch”.
sustain life, such as breathing, eating, and sleeping. “Deep, Fourteenth Rank. Magic, Defence, Strength”
Chant
Crit Profundus, Quartadecima Nobilis. Magicae, Defensionis, Roboris
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
0 0 0 0 1 2 2 3 3 4 4 ⑩
“Deep, Seventh Rank. Curse, Draw, Body”
Chant
Profundus, Septimum Gradum. Maledictum, Trahe, Corpus
Overblow Cost MP25

Free Flight Cost MP9


Tar.
All Areas
(Radius
Range/
3
Caster/- Duration minutes Res. Half
Range/ 1 30m)/Space Area (18 r)
Tar. Caster Caster/- Duration Res. Optional
Area Hour
Sum.
Creates a force field that blows the enemy away with
Type Bludg.
Sum. Allows flying at will a Power 20
The caster gains the ability to fly at will, with the movement For the duration of the spell, at the end of the caster's turn, the
Eff. speed being the same as on the ground, allowing all methods of caster can deal Power 20 + Magic Power magical damage to any
movement (Limited, Normal, and Full). character within range and blast the target away from the caster.
“Deep, Twelfth Rank. Liberation, Leaving, Flight.” Simplified Combat: Drives target to the rearguard of the target's
Chant faction.
Profundus, Duodecimum Gradum. Liberatio, Relinquens, Fuga
Standard Combat, Advanced Combat: Direction is straight
away from the caster, driving the target 30 meters away from the
Eff. caster. If the direction is uncertain, the caster should decide
arbitrarily.
If the target is fixed to the ground, the target will receive +5
Death Ray Cost MP12 points of damage instead of being driven away if the Willpower
fails.
Range/ 2(30m)/ Crit
Tar. 1 Character Duration Instant Res. Half Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Area Shot Value
Sum. Deals Power 70 damage Type Curse 20 1 2 3 4 5 6 7 8 9 10 ⑩
A ray of baleful light deals Power 70 + Magic Power magical “Deep, Fifteenth Rank. Impulse, Explosion, Movement.”
damage. If this spell reduces the target's HP to 0, the target takes a Chant
Profundus, Decimo Quinto Ordo. Impulsus, Explosio, Motus
-20 penalty modifier to its immediate Death Check.
Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
70 5 9 10 12 14 16 17 18 19 19 ⑩
“Deep, Thirteen Rank Offense. Instant, Lethal, Light.”
Chant
Profundus, Tredecim Ordo Delicti. Insta, Letalis, Lux.

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.

Basic Divine Magic


Basic Divine Magic is magic that any priest can use.
There are many gods in the world of Raxia. When a
character acquires the Priest class, they must decide on a Specialized Divine Magic
god to worship. It is not possible to worship more than one Specialized Divine Magic can only be used by priests
god at a time. who worship a specific god. Priests can cast both Basic
Divine Magic and Specialized Divine Magic of their
Basic Divine Magic and Specialized worshipped god. However, these spells also have levels and
can only be used when the Priest's class level reaches that of
the spell.
There are two types of Divine Magic: Basic Divine
Magic and Specialized Divine Magic.

Holy Symbol Vocalization


The holy symbol must be equipped as an accessory in To cast Divine Magic, one must call aloud to God (in
one of the sections to use Divine Magic. In case of any language). This requires vocalization. If a caster cannot
unforeseen circumstances, it is also possible to have more speak, they cannot use Divine Magic.
than one of these equipped at the same time as a backup.
The “holy symbol” may be borrowed from another No Restrictions on Armor. No Need for Freedom of
character. However, they must share the same faith (god). Arms
When casting Divine Magic, it is important to note that
there are no armor restrictions. This means that a caster can
wear any type of armor without any penalty to their casting
ability. Additionally, arm freedom is not required.

God's Categories and Spheres of cost when selecting multiple sections using spells with
“Target: 1 Character X” (see p. 74).

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
Small Shrine

101
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.
Missions

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 Instant 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

Tar.
1 area (3m Range/
Instant/
Caster/- Duration 3 minutes Res. Can’t
Detect Faith Cost MP4
Radius)/5 Area (18 r) 1 Entire 1(10m)/
Tar. Range/Area Duration Instant Res. Neg
Sum. Reduces the target's received damage by -1. Character Target
Creates a circle of protection and grants the blessing to the target. Sum. Learns the name of the god the target believes in.
Eff. The targets take -1 physical and magical damage. Protection does This spell informs the caster of the target's Priest class level and
not affect poison-, disease-, or curse types. what god they follow. If the caster doesn't know their god, the caster
also learns the god's domain, symbol, and the names of his granted
Specialized Divine spells. If the target doesn’t have a Priest class,
Eff.
† Banish Cost MP3 then the caster will know that target is not a Priest.
A target of this spell knows the spell has been used on him, even
1 area (3m 2(30m)/ Instant/ on a failed save. If the caster was visible when casting, the target
Tar. Range/Area Duration Res. Neg
Radius)/5 Target Various would recognize the caster as the one who casts a spell.
Sum. Negatively affects Undead and Barbarous
Impacts the soul of the soulscarred creature.
For each Undead or Barbarous in the area that fails to resist, roll
Eff. 2d6 and consult the “Banish/Fear Table” below to determine
Banish's effect. This spell is of psychic type if the target is
Barbarous. Cure Blindness Cost MP2
1
Tar. Character Range/Area Touch/- Duration Instant Res. Optional
‡ Fear Cost MP3 X
Sum. Restores lost eyesight
1 area (3m 2(30m)/ Instant/
Tar. Range/Area Duration Res. Neg Sight will be restored if the target has been blinded by a spell or
Radius)/5 Target Various
unique skills. This requires a contested check.
Sum. Negatively affects Undead and Humanoid Eff.
This spell cannot restore sight due to physical defects or if the
For each Undead or Humanoid in the area that fails to resist, roll target is inherently blind.
2d6 and consult the “Banish/Fear Table” below to determine
Eff.
Banish's effect. This spell is of psychic type if the target is a
Humanoid.
Cure Poison Cost MP3
1
Banish/Fear Table Tar. Range/Area Touch/- Duration Instant Res. Optional
Character
2d Effect Sum. Purges poison from the target's body.
The target panics and goes berserk. For 30 seconds (3 rounds), Dispels a Poison-type spell or effect on the target. This requires
it receives a +2 bonus for Accuracy and a -2 penalty for Eff. a contested check. This spell cannot heal the damage that has
2–4
Evasion. If the target has an intelligence score, it cannot use any already been dealt.
actions that require reason or cast any spells
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 Instant/3
1 area (5m
action). If it cannot flee, it cowers in fear, cannot take any Tar. Range/Area Caster/- Duration minutes Res. Can’t
Radius)/15
10 – 12 actions for ten seconds (1 round), and automatically fails all (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

Force Cost MP4


1 1(10m)/
Tar. Range/Area Duration Instant Res. Half
Character Shot Cure Disease Cost MP4
Sum. Deals Power 10 damage Type Bludg. 1
Shoots the target with a cannonball of spiritual force dealing Tar. Range/Area Touch/- Duration Instant Res. Optional
Character
Power 10 + Magic Power magical damage. Sum. Cleanses the target's body of poison and disease
Eff. Power Crit Dispels all Poison- and Disease-type spells and effects on the
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Eff.
Value target. This requires a contested check.
10 1 1 2 3 3 4 5 5 6 7 ⑩

Cure Heart Cost MP5


1 2(30m)/
Tar. Range/Area Duration Instant Res. Neg
Character Target
Affirmation Of Faith Cost MP5
Sum. Heal target's wounds with Power 30
3 Heals Power 30 + Magic Power damage. This spell does not
1 area (5m
Tar. Range/Area Caster/- Duration minutes Res. Neg affect constructs or magitech. If the target is undead, this spell deals
Radius)/15 Power 30 + Magic Power damage instead.
(18 r)
Eff. Crit
Caster affirms their faith and rebukes the magic of
Sum. Type Curse Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
other gods
It creates a field blessed by the caster's deity and inhibits the 30 2 4 4 6 7 8 9 10 10 10 None
intervention of other deities.
Eff.
Targets will no longer be able to cast Specialized Divine Magic
of a deity different from the caster for the duration of the spell. Transfer Mana Cost MP1+Extra
1 Range/ 1(10m)/
Tar. Duration Instant Res. Neg
† Sacred Weapon Cost MP3 Character Area Target
Sum. Gives the caster's MP to the target
3
1 Range/ 2(30m)/ The target gains as much MP as the extra points spent in casting.
Tar. Duration minutes Res. Optional For example, if 10 MP were used to cast the spell, the target would
Character Area Target
(18 r) gain 9 MP.
Increases Accuracy +1 and physical damage +2 against Barbarous If the caster uses the combat feat [Metamagic/Targets] to
Sum.
and Undead Eff. increase the number of targets, they will restore the same amount
This spell empowers the target to fight against impurities. of MP to all of them. The maximum number of MP that can be
The target's melee and ranged attacks when attacking Undead or transferred with this spell is 20 (for a total MP cost of 21).
Barbarous characters receive a +1 bonus to Accuracy and deal an The Combat Feat [MP Save/Priest] or similar combat feats
Eff.
additional +2 physical damage. These attacks are treated as if they cannot be used to reduce the cost of this spell.
were made with a magic weapon (Translator’s Note: weapon still
deals physical damage).
Holy Light Cost MP6

† Sacred Shield Cost MP4 Tar.


1 area (5m
Radius)/15
Range/Area Caster/- Duration Instant Res. Half
1 Range/ 1(10m)/ 3 minutes Sum. Deals Power 20 damage to undead
Tar. Duration Res. Optional
Character Area Target (18 r) Unleashes a burst of divine radiance that deals Power 20 + Magic
Sum. Reduces damage received from Barbarous and Undead by -3 Power magical damage to undead in the area.
It gives the target protection against impurity. Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Eff. The target takes -3 physical damage from attacks by Barbarous Value
and Undead characters. 20 1 2 3 4 5 6 7 8 9 10 ⑩

‡ Vice Weapon Cost MP3


3
1 Range/ 2(30m)/
Tar.
Character Area Target
Duration minutes Res. Optional Bless Cost MP5
(18 r)
3
Increases Accuracy +1 and physical damage +2 against Undead and 1 Range/ 2(30m)/
Sum. Tar. Duration minutes Res. Optional
Humanoids Character Area Target
(18 r)
The target's melee and ranged attacks become magical and
Eff. receive a +1 bonus to Accuracy and deal an additional +2 physical Sum. +6 to Dexterity, Agility, Strength, or Vitality
damage when attacking Undead or Humanoid characters. The target receives a +6 bonus to their Dexterity, Agility,
Strength, or Vitality score, resulting in a +1 bonus to their modifier.
This increase can raise base stats and maximum HP. For fixed-value
characters and mounts, Bless can increase Accuracy by +1 for
‡ Vice Shield Cost MP4
Dexterity, Evasion and Movement Speed for Agility, and Fortitude
1 Range/ 1(10m)/ 3 minutes Eff.
and HP for Vitality. Additionally, the GM can decide if this affects
Tar. Duration Res. Optional any unique skills.
Character Area Target (18 r)
The caster may use Bless on the same target again to raise a
Sum. Reduces damage received from Humanoids and Undead by -3
different score, but not the same one. If the caster uses the Combat
The target takes -3 physical damage from attacks by Humanoid
Eff. Feat [Metamagic/Targets] with this spell, it can be cast on multiple
and Undead characters.
targets simultaneously. However, in this case, the ability scores to
be increased must be the same.

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
dust on the spot.
twice per day.

Remove Curse Cost MP5 Fist of God Cost MP8-12


1 Range/ 1(10m)/
Range/ Tar. Duration Instant Res. Half
Tar. 1 Character Touch/- Duration Instant Res. Neg Character Area Shot
Area
Sum. Deals Power 20-40 damage Type Bludgeoning
Sum. Removes negative effects of the curse of the target
The caster embodies a divine fist and strikes the target, inflicting
Dispels curse-type negative effect on the target.
Power 20-40 + Magic Power magical damage. Depending on the
If the effect is the result of an item, the curse ceases to take effect
deity the caster believes in, this spell has different cost MP, power,
Eff. for 1 minute (6 rounds) immediately after the spell is cast. If the
and critical value.
target does not remove a cursed item, or if they remove it and then
re-equip it, the curse effect will reemerge. Deity MP Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Rank Cost Value
Eff. Ancient
12 40 4 5 6 7 9 10 11 11 12 13 ⑪
Deity
Major
10 30 2 4 4 6 7 8 9 10 10 10 ⑩
Cure Stone Cost MP4 Deity
Minor
1 Character Range/ 8 20 1 2 3 4 5 6 7 8 9 10 ⑨
Tar. Touch/- Duration Instant Res. Neg Deity
X Area
Sum. Removes petrification
Returns the petrified target to its former state. Alternatively, it
Eff. completely removes petrifaction (see CR II, p. 329 or ML, p. 71).
Field Protection II Cost MP7
The effect will not work on natural stones or fossils. Instant/
1 area (5m Range/ 2(30m)/
Tar. Duration 3 minutes Res. Can’t
Radius)/15 Area Target
(18 r)
Quest Cost MP6 Sum. Reduce damage to the target by 2 points
It creates a circle of protection and gives a defensive blessing to
1 Entire Range/
Tar. Touch/- Duration Special Res. Optional whatever is there.
Character Area Eff. The targets take -2 damage from all physical and magical sources.
Sum. Hand down a divine quest Type Curse This effect does not reduce the damage of poison, disease, or curse
Assigns a mission to the target. The exact details of the mission type.
are left up to the caster, but the parameters (success, failure, any
restrictions, etc.) must be clearly defined.
Eff.
If the target consciously delays going on the quest or actively tries
to fail, they will receive 1 fixed point of damage per round.
Once the quest has been fulfilled, this effect ends.
Force Explosion Cost MP6
1 area (6m
Tar. Range/Area Caster/- Duration Instant Res. Half
Battle Hymn Cost MP6 Radius)/20
Sum. Deals Power 30 damage Type Bludg.
1 area (6m Range/
Tar. Caster/- Duration Special Res. Optional Creates intense shockwaves around the caster dealing Power 30
Radius)/Space Area
+ Magic Power magical damage.
Sum. Accuracy +2, damage +2 for any character
Eff. Power Crit
Caster offers a battle song to the gods and receives their blessings. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Suppose a character within the area of effect makes a melee or 30 2 4 4 6 7 8 9 10 10 10 ⑩
ranged attack. In that case, the character receives a +2 bonus to its
Accuracy check, and all physical and magical damage dealt is
increased by +2 points. However, the caster can arbitrarily decide
whether or not to give this effect at the beginning of each affected Preservation Cost MP6
Eff. character's turn. 1 Range/
This spell lasts as long as the caster continues to sing. The caster Tar. Touch/- Duration Permanent Res. N/A
Object Area
cannot take a Major Action on their turn as long as they are still
Sum. Protects objects from decomposition
singing.
This spell does not interfere with the effects of Spellsongs. The affected item will not rot or decay in any manner.
Conversely, it is not inhibited by Spellsong. Also, the caster's voice Eff. If used on a corpse, freeze the number of days elapsed since
does not need to be heard by the target. death when checking for Soulscars.

106
Part 3 Magic

Holy Blessing Cost MP8 Holy Light II Cost MP9


3 Instant/3
1 Range/ 1(10m)/ 1 area (6m
Tar. Duration minutes Res. Optional Tar. Range/Area Caster/- Duration minutes Res. Half
Character Area Target Radius)/20
(18 r) (18 r)
Sum. Provides protection of 30 HP Sum. Deals Power 50 damage to Undead and decreases Willpower by -2
A force field is generated that protects the target. This force field Deals Power 50 + Magic Power damage to Undead in the area.
has 30 HP and takes all the physical, magical, and fixed damage that Targets who fail to resist this spell also receive a -2 penalty to
the target suffers on its HP (hereafter in this description, referred to Willpower for 3 minutes (18 rounds).
as “damage”). Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
The damage is first applied to this force field when the target is Value
damaged. When dealing damage to this extra HP, Defense is 50 4 6 8 10 10 12 12 13 15 15 ⑩
Eff.
treated as 0, and damage cannot be reduced. The HP of the force
field is never recovered; it disappears when the HP reaches zero.
If the target receives more damage than the remaining extra HP,
the extra damage will be dealt to the target's actual HP. Defense and
† Surrender Cost MP13
other damage reductions will apply to the remaining damage 1 Entire
Tar. Range/Area Touch/- Duration Instant Res. Neg
A target can only be affected by this spell once per day. Character
Sum. Dampens the fighting spirit of Barbarous Type Psychic
Barbarous who fail to resist this spell stop fighting and will follow
the caster as a friend. If the target has more than 1/10th of their
Eff. Maximum HP remaining (rounded down), this spell does not work.
In the case of multi-section characters, the HP of all main sections
Cure Injury Cost MP8
must meet this condition.
1 2(30m)/
Tar. Range/Area Duration Instant Res. Half
Character Target
Sum. Heals target with Power 50 ‡ Resignation Cost MP13
Heals the target for Power 50 + Magic Power HP. No effect on 1
Constructs and Magitech. If the target is Undead, it deals Power 50 1 Entire
Tar. Range/Area Touch/- Duration minute Res. Neg
+ Magic Power damage. Character
Eff. Crit
(6 r)
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Sum. Dampens the fighting spirit of Humanoids Type Psychic
Value
This spell only works on Humanoids with 1/10th of their
50 4 6 8 10 10 12 12 13 15 15 None
Maximum HP remaining (rounded down) or less. In the case of
multi-section characters, the HP of all main sections must meet this
Eff. condition.
Refresh Cost MP6 If the target attempts to attack, cast a spell, or perform any other
1 action against Barbarous, the target suffers a -4 penalty on Accuracy,
Tar. Range/Area Touch/- Duration Instant Res. Optional Spellcasting, and any other Skill Checks.
Character
Sum. Calls upon the divine to heal the target of all ailments
Removes all poisons and disease effects from the target. No
Eff. comparison of success values is necessary. This spell cannot heal
the damage that has already been applied.
Escape Cost MP3

Revelation Cost MP10 1


Tar. Character Range/Area
2(30m)/
Duration Instant Res. Optional
Target
1 Entire X
Tar. Range/Area Touch/- Duration Instant Res. Optional
Character Sum. Call on the divine to get the target out of trouble
Sum. Performs a holy ceremony, marking followers The target immediately teleports to the closest temple of the god
Brands willing targets with the same holy symbol of the deity the Eff. that the caster believes in. This spell ignores any sort of walls,
caster follows. The target can also gain their first level as a Priest by barriers, etc.
paying 1,000 Experience at this time. The God they follow will be
Eff. the same as the caster. This spell cannot allow a Priest to advance
beyond the first level and does not affect Tabbit or Runefolk Rescue Cost MP17
characters.
This spell takes one hour to cast. 1 Entire 1
Tar. Range/Area Touch/- Duration Res. Optional
Character Day
Sum. Know the target's health, and save them from dire situations
For the duration of the spell, the caster knows the target's current
HP, regardless of distance. The caster only knows the HP status of
the target but not any other effects. With the target's consent, the
Bless II Cost MP12 caster can call the target to their side as a Minor Action. This can
Eff.
3 bypass walls, barriers, etc., but will fail if there is not enough space
1 2(30m)/ for the target to safely exist before the movement.
Tar. Range/Area Duration minutes Res. Optional
Character Target Once this effect is used, or if the caster casts this spell on another
(18 r)
Sum. Increase all of the target's ability scores by +6 target, the spell ends.
Increase all of the target's ability scores by +6, resulting in a +1
bonus to all of their modifiers. This will also increase derived ability
scores, such as Maximum HP and MP. For fixed-value characters,
Eff.
increase their Accuracy, Evasion, Fortitude, and Willpower by +1
and Maximum HP, Movement Speed, and MP by +6. Also, GM
can decide if this affects any unique skills.

107
Cos
† Sacred Field Cost MP20 ‡ Instant Soulscar t
MP20
All Areas (100m Range/ Instant/ 1 2(30m) 1
Tar. Caster/- Duration Res. N/A Range/Are Duratio Temporar
Radius)/Space Area 1 Day Tar. Characte / minut Res.
r a Target n e (6 r)
y
Sum. Creates a barrier blocking Barbarous and Undead
The target area has a barrier formed around it, preventing any Sum. Binds Humanoids, Strengthen Barbarous
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. beginning of their next turn. If the result is 3 or less, then no
When this spell is cast, the barrier will not form if any Barbarous
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 (100m Range/ Instant/
Tar. Caster/- Duration Res. N/A
Radius)/Space Area 1 Day
Sum. Creates a barrier blocking Humanoids and Undead
The target area has a barrier formed around it, preventing any
Holy War Cost MP40
Humanoids or Undead from passing through. This barrier also All Areas
Range/ 6
prevents any spells or abilities from Humanoids or Undead from Tar. (500m Caster/- Duration Res. Optional
Radius)/All Area
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.
Humanoids or Undead are already within the area of this spell. Levels)
Additionally, suppose this effect overlaps with the range of a [Sacred To be a target of this spell, the target must be equipped with,
Field] spell. In that case, both spells' effects end immediately. hold, or carry the holy symbol of the caster's deity. The caster
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
All Areas 3 will be obtained.
Range/
Tar. (10km Caster/- Duration minutes Res. Can’t If a monster with monster data becomes a target, it gets a +3
Radius)/All Area (18 r) bonus to Accuracy checks and Evasion checks and +3 points to the
Sum. Projects caster’s voice to distant believers physical damage it causes by melee attacks and ranged attacks.
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
can hear the caster. It's important to note that the caster cannot hear 1 Entire Range/
Tar. Touch/- Duration Instant Res. Neg
any responses from those they talk to, regardless of faith. Character Area
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)/
Tar. Range/Area Duration Instant Res. Neg If the target's monster level is 14 or higher, this magic's resistance
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/
Eff. This damage cannot be critical. Tar. 1 Corpse Touch/- Duration Instant Res. Neg
Area
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Sum. Give a departed soul a new life
70 5 9 10 12 14 16 17 18 19 19 None Only effective on a corpse less than 24 hours old. The target's
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
1 Entire character (after growth), and once they reach a certain age, they
Tar. Range/Area Touch/- Duration Instant Res. Optional regain their memories of their past life, including class levels and
Character
Sum. Heals a soulscar from the target Combat Feats.
Removes 1 soulscar from the target. This effect does not remove The age at which the memory is regained depends on the success
the innate soulscar of Nightmare or Barbarous. A character who has value at the time of the cast (not on the target's race). Also, this spell
Eff. received this spell at least once will automatically resist the second Eff. takes 1 hour to cast.
and subsequent casts. It cannot be used against the Undead. Success Value Age to Regain Memory
This spell takes one day to cast. 25 or less Will not regain memory naturally
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
affected by [Reincarnation], this spell will not revive the target again
(another spell will).

108
Part 3 Magic

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
MP50-
Call God Cost
200
as leveling an entire mountain or turning the land within the caster's
vision into a deep forest.
Any Range/ 2(30m)/ 1 minute Once this spell is complete, the caster immediately dies,
Tar. Duration Res. N/A
Point Area Target (6 r) regardless of their current HP value.
Sum. Call down the god caster believes in
This spell calls upon the caster's deity and pleads them to help Minor God / Preparation 6 Rounds / Casting 1 Round / 50 MP /
in dire need. To cast this spell, a special preparation (ritual) is Affects 15 or lower Levels
needed, after which this spell must be immediately cast. The caster Once summoned, the god can perform small-scale miracles,
can cast the spell immediately after the preparation. Still, if the same such as moving an immense boulder or causing an entire hillside to
time of the preparation elapses without casting the spell, the caster burst into blooming flowers.
must start the preparation from the beginning. Once the spell is complete, the caster falls to 0 HP and has their
This spell's MP and casting time depend upon the type of God Maximum MP reduced by 50 for the next 7 days.
being called. When using miraculous power in battle, the caster can
wipe out any enemy within the caster's sight below the specified level
(monster level, adventurer level) without any resistance. Restoration Cost MP18
Eff. Only Priests of called God in its sphere of influence (see p. 101) 1 Range/ 2(50m)/
will notice that this ritual was completed (regardless of where the Tar. Duration Instant Res. Optional
Character Area Target
spell itself has been cast).
Removes all negative effects and restores HP by Magic Power x5
Sum.
Ancient God / Preparation 1 Year / Casting 7 Days / 200 MP / points
Affects 35 or lower Levels The target can choose any effects it is undergoing other than
Once summoned, the god can perform massive miracles, such “Duration: Permanent” and make them all disappear. There is no
need to compare success values. At the same time, the target's HP
as creating massive fissures in the continent, creating whole islands, Eff.
and other miracles that vastly change the face of Raxia. is restored by “caster's Magic Power x5”.
Once this spell is complete, the caster's soul leaves with their god, This spell does not affect Undead”, Constructs, or Magitechs
preventing the caster from being resurrected. characters.

Divine Ancestor Lyphos (Ancient God of Grace Of Lumiere Cost MP10


1 Entire Range/ 2(30m)/ 1
Tar. Duration Res. Neg
Character Area Target Hour
Sum. Grants the target a fraction of Lumiere's grace
Search Barbarous Cost MP3
Grants the target a fraction of Lumiere's grace.
All areas (30m Range/ Choose one of the following: [Sword's Grace/Change Fate],
Tar. Caster/- Duration Instant Res. Can’t
Radius)/All Area [Sword's Grace/Gentle Water], [Sword's Grace/Body Of Flame],
Eff.
Sum. Senses the presence of Barbarous [Sword's Grace/Wings Of The Wind]. The caster cannot choose
Caster is aware of the presence of Barbarous in the area of the an ability the target already has. The effect of [Sword's Grace] given
spell. They know only presence or absence but not their location or is equivalent to 1st level, regardless of the level of the target.
Eff. number.
The targets are aware that this spell has been used on them, but
it does not know the specific location of the caster. Promise Circle Cost MP10
3
1 area (3m Range/
Tar. Touch/- Duration minutes Res. Optional
Mind Sending Cost MP4 Radius)/5 Area
(18 r)
10 Sum. Shares MP
1 Range/ 2(30m)/
Tar. Duration seconds Res. Neg When a target uses an effect that would cost MP during their
Character Area Target
(1 r) turn, they have the option to use MP from another character
Sum. Sends the caster's thoughts to the target affected by this spell instead. In this case, the target and other
During the spell's duration, the caster can transfer their thoughts characters can share MP in any ratio. Only the target's own MP can
to the target's mind using a Minor Action. The caster is limited to Eff. be used (for example, mako stones cannot be used). [MP Save/**]
sending what they could say in ten seconds or a general impression and similar combat feats can only affect their owner and will not
of their intentions. If verbal communication is chosen, the target affect the person using the owner's mana.
Eff. When casting caster can exclude characters in the affected area
must be able to understand the words. The communication is one-
way, from the caster to the target only. The caster cannot determine of this spell without [Magic Control] combat feat.
whether the intention or words are properly conveyed to the target
or not.

Peace Cost MP8


1 area (6m Range/ 2(30m)/
Tar.
Radius)/20 Area Target
Duration
Instant/1
Hour
Res. Neg Sunlight Cost MP3

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).
Eff.
This effect ends if another character is overly hostile or is This spell could be put on an object that can be carried and moved.
attacked.

109
Ray Cost MP5
Any 2(30m)/
Tar. Range/Area Duration Instant Res. Half
Point 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 1
2(30m)/ 6
weather 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
caster's will, without the need for speech or action (Major Action or Tar. Character Range/Area Touch/- Duration seconds Res. Neg
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

Panic Cost MP15 Offensive Fire Cost MP20


1 area Instant/3 Any Range/ 1 (Movement
Tar. (6m Range/Area
2(30m)/
Duration minutes Res. Neg Tar. Duration Instant Res. Half
Target Point Area m)/Breakthrough
Radius) (18 r) Sum. Deals Power 90 damage Type Fire
Sum. Target cannot select a target in a skirmishes Type Psychic Charge through enemies and set them on fire. Deals Power 90 +
During the next 3 minutes (18 rounds), any character affected by Magic Power magic damage.
this spell cannot select a target character in a skirmish as a target for The spell's range in Standard Combat is determined by the
any action (weapon attack, spellcasting, finale, evocation, etc.). The Eff. caster's movement.
target of those actions must be chosen randomly from within the Crit
Eff. skirmish. Combat feats [Targeting] and [Magic Control] lose their Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
effects for the target. Even effects that allow them to arbitrarily 90 7 10 12 15 18 19 21 23 25 26 ⑩
choose a target are forced to choose a random target.
This restriction does not apply when the target is not in the
skirmish.

Detect True Coin Cost MP2


Tar. Special Range/Area Touch/- Duration Instant Res. N/A
Signature Torch Cost MP2 Sum. Determines the authenticity of a coin
Range/ 1(10m)/ 1 minute This spell targets a single bundle of gamel coins containing 1,000
Tar. 1 Character Duration Res. Neg gamels or less.
Area Target (6 r)
The spell correctly identifies the number of legal gamel coins
Sum. Marks the target with a flame, Evasion -2 within the target coinage, whether gold or silver. It can also
A bright flame emerges near the target, illuminating them and a Eff. determine the authenticity of the coins, including the mixing ratio
5m radius around them. In Simplified Combat, only the area where of metals, differences in minting techniques and designs, and more.
Eff. the target is located will be illuminated. This bright light eliminates When the caster performs this spell on a certain amount of
the penalty for poor visibility and gives the target a -2 penalty for gamel coins, they will know how many of them are genuine gamel
their Evasion. coins. It is also possible to distinguish between real and fake coins.

⏩△Heat Weapon Cost MP4


Fair Price Cost MP4
Range/ 3 minutes One
Tar. Caster Caster/- Duration Res. Optional Tar. Range/Area Touch/- Duration Instant Res. N/A
Area (18 r) Object
Sum. Heats the caster's weapon to incredible temperatures, +2 damage Sum. Shows the monetary value of goods
When the target makes a melee attack, the weapon used in the The caster can determine the monetary value of the target. The
attack is treated as a fire-type magic weapon (Translator’s Note: caster can determine its base price if the item has been published in
Eff.
weapon still deals physical damage), and the physical damage it rulebooks, supplements, or other sources.
causes is increased by +2. The caster can obtain an approximate average value for items
whose market price fluctuates significantly depending on factors
such as time of year and availability.
Burning Soul Cost MP5 Eff. If the target is a fake or has some other impairment to its value,
and this is known by the caster, the caster can determine the fair
Range/ 3 minutes price by subtracting (or adding) the impairment value.
Tar. Caster Caster/- Duration Res. Optional
Area (18 r) If an object is damaged or has an extremely high added or
Sum. Covers the caster in a fiery shield scarcity value, this spell can only show its value as “unknown”.
The caster's body is covered with fire that is harmless to the Note that this spell does not work on living creatures or
caster. characters.
Eff. Whenever the caster receives one or more points of physical or
magical damage from a melee attack, the attacker immediately takes
5 fire magic damage. Guard Trading Cost MP8
Range/ 1
Tar. Caster Caster /- Duration Res. Optional
Flame Burst Cost MP10 Area Day
Sum. Protecting caster's trading
1 area (5m 1(10m)/
Tar. Range/Area Duration Instant Res. Half This spell ensures that trading involving the caster is conducted
Radius)/15 Target fairly. If the caster performs a monetary transaction during the
Sum. Deals Power 30 damage Type Fire duration of the spell, they will immediately detect if the other party
Creates a large conflagration dealing Power 30 + Magic Power is attempting a fraudulent transaction, regardless of whether the
magic damage. target is aware of it or not.
Eff. Power Crit Additionally, any attempt to steal or take something from the
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Eff.
Value caster will be immediately exposed because “trying to buy
30 2 4 4 6 7 8 9 10 10 10 ⑩ something for free = below the original price”.
Moreover, during the duration of the spell, the caster's own
attempts to make an illegal transaction (whether they are aware of it
or not) will also be exposed to the other party when the caster is
visible to them.

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 Automatically succeed on any Observation check, Knowledge
Sum.
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.
Additionally, the consumed gamel increases by 100 for every spells of one of Truespeech, Spiritualism, or Fairy Magic. The
bonus gained from this effect in the past. For example, the second Magic Power for any of those spells becomes “Priest Class level +
time the caster gains a +1 bonus, it costs 200 gamel, and the tenth Intelligence Modifier.”
time it costs 1,000 gamel. Temporarily learned spells do not require any movement,
vocalization, magical implement, or Fairy Tamer's Gem to be cast.
This increase in gamel is permanently cumulative until the caster Eff.
fails a Death Check. It is important to keep track of the number of However, if an individual spell requires a special cost (such as a
times the effect is used. mako stone for the [Summon Fairy]), it must be provided. All
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.

△Penetrate Cost MP2


Range/ Caster
Tar. Caster Duration Special Res. Optional
Area /-
Sum. Monster Knowledge check +2 Nightwalker Cost MP2
Caster gets a premonition for a God to find the monster's weak 1 Entire Range/ 1(10m)/ 1
points. Tar. Duration Res. Neg
Character Area Target Hour
This spell can be cast during Combat Preparation. The caster
Sum. Enables the target to see in the dark
Eff. gains a +2 bonus to the Monster Knowledge check immediately
The target gains the Darkvision ability. This allows them to see
following the check. If multiple Monster Knowledge checks are Eff.
required, the caster needs to select one of them before performing in darkness as if it was sunlight.
the check and only apply this effect to it.

Blindness Cost MP4


Weak Point Cost MP4
Tar.
1 Character Range/ 1(10m)/
Duration
3 minutes
Res. Neg
1 Range/ 1(10m)/ 3 minutes X Area Target (18 r)
Tar. Duration Res. Neg Sum. Robs the target of sight
Character Area Target (18 r)
Sum. Reduces Critical Threshold by -1 If the target fails to resist, it is blinded. This does not affect
Eff.
Caster sees through the eyes of a deity, detecting the enemy's creatures with magical or mechanical senses.
vulnerabilities instantly.
Eff. If the target fails to resist, the critical threshold of any attack that Shatter Symbol Cost MP1
hits it is reduced by 1 (criticals become more likely). This effect
cannot reduce the critical threshold to 7 (minimum 8). 1 area (6m Range/
Tar. Caster/- Duration Instant Res. Neg
Radius)/20 Area
Sum. Destroy holy symbol to recover 30 HP
Destroys the caster's holy symbol to recover HP.
Restores 30 HP to the targets. This spell does not affect Undead,
Magitech, or Constructs.
Eff.
Holy Symbol cannot be repaired, and the caster cannot use
Divine Magic for 1d days afterward, even if a new holy symbol is
acquired.

112
Part 3 Magic

Crescent Shine Cost MP12 Divine Hand Cost MP6


Instant/ 1 Range/ 2(30m)/ 1
All Areas
Range/ 10 Tar. Duration Res. Optional
Character Area Target Hour
Tar. (100m Caster/- Duration Res. Can’t
Radius)/Space Area
seconds The dexterity-related Skill Check is more likely to be an automatic
(1 r) Sum.
success
Sum. Greatly reduces damage in the area Temporarily, it allows for expert movements reminiscent of
Soft moonlight envelops the area, reducing damage. God's hand.
Within the effect range, when a character calculates physical Eff.
During the duration, a Skill Check that uses the Dexterity
damage or magic damage using the power table or when a character modifier becomes automatic success with 11 or 12 on a 2d roll.
with a fixed value determines the damage, the roll of 2d is fixed to
Eff.
3. This effect cannot be reversed by [Sword's Grace/Change Fate].
The effect of rerolling the dice is formally effective but practically
meaningless since the new roll is also fixed at 3.
⏩△Hyper Acceleration Cost MP22

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.

Counter Daemon Cost MP3


3
1 Entire Range/ 2(30m)/
Retry Cost MP2 Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Range/ 1 Sum. Fortitude and Willpower +2 against Daemons
Tar. Caster Caster/- Duration Res. Optional
Area Hour It gains the ability to resist abilities used by Daemons. The target
Sum. Reroll technique checks that take more than 1 minute to complete Eff. gains a +2 bonus to any Fortitude or Willpower checks against
Mirtabar leads the hands of the caster to prevent mistakes. unique skills used by Daemons.
When performing a check belonging to the Technique check
package (see CR I, p. 114) with a check Time Required of 1 minute
Eff. (6 rounds) or more, the 2d roll made during the check can be ⏩Sacred Aura Cost MP4
rerolled once.
This spell can only be cast once per day and automatically ends Range/ 10 seconds
Tar. Caster Caster/- Duration Res. Optional
when the reroll takes effect. Area (1 r)
Sum. [Sacred…] spells also affect Daemons
Any [Sacred Shield] [Sacred Weapon] spells cast by the caster
Eff.
Appraisal Cost MP1 during the duration of this spell will also affect Daemons.

Range/ 10 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (60 r)
Flash Shield Cost MP9
Sum. Appraise check +4
10
Mirtabar shows objects in detail and allows the caster to appraise 1 Range/ 1(10m)/
Tar. Duration seconds Res. Optional
them more accurately. Character Area Target
Eff. (1 r)
Caster gains a +4 bonus to the success value of the Appraise
checks. Sum. Damage to target -5
A force field of light surrounds and protects the target, reducing
Eff.
the target's physical and magical damage by -5 points.
⏩△Quick Giving Cost MP3

Tar.
1 Range/ 1(10m)/
Duration Instant Res. Optional Sacred Jail Cost MP3
Character Area Target
10
Sum. Pass items target needs 1 Character Range/ 2(30m)/
Tar. Duration seconds (1 Res. Neg
The items are handed over so quickly that no one notices. X Area Target r)
One item the caster is holding or carrying as baggage should be
Sum. Block daemon's movement and use of spell
selected and immediately passed to the target. The item passed is
processed as follows. If the item cannot be held or equipped or is This spell will have no effect unless the target is a daemon.
not needed, it will be received in baggage. It creates a chain consisting of mana and entangles the target. The
- Weapons, shields, and items defined as “Stance: 1H/2H” target will be unable to move by special means, spells, abilities, or
If the target has sufficient free hands, it can be held and equipped effects.
This spell’s duration cannot be extended by [Metamagic/Time]
Eff. immediately. Eff.
- Accessory (even with [Universal Metamagic]). If a character has succeeded in
Only when this spell is cast with a Major Action the target can be resisting it will be immune to this spell for the next day against the
immediately equipped in the appropriate equipment section, if same caster.
available. This spell can be cast as “Resistance: Can't” by consuming 6 MP
- Clothing and armor only once per day per target.
The caster cannot pass on clothing or armor that they are
equipped or wearing with this spell.

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
If the target is a Daemon, the spell deals Power 70 + Magic Power Eff.
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 ⑩ 1 Entire Range/
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
Area or GM who controls it).
Sum. Know the location of the nearest temple by shooting stars The caster must cast this spell near the Shallow Abyss, where the
A shooting star in the sky indicates the place to return to, and the target is being held captive. Also, the caster must know the target
caster can determine the exact distance and direction to the nearest (individual) well; the target does not need to be visible.
Eff. temple of Harula from its current location. This spell requires one hour to cast.
This effect is only useful at night and when the starry sky is
visible.

△Disclose Daemons Cost MP2

Tar. Caster
Range/
Caster/- Duration Special Res. Optional Forest Path Cost MP1
Area
Sum. Monster Knowledge check +2 for Daemons Range/ 3
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
a place that the caster has actually visited. That place doesn't need Sum. Accuracy and Evasion -1
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

Hide in Nature Cost MP5 Miritsa, Goddess of Love and


Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Area Hour
Sum. Less visible in the natural environment
In the natural environment (see CR I, p. 101), it makes the caster
blend into the terrain and environment, making them less visible. ⏩△Redirect Wounds Cost MP4
If a caster is present in the natural environment, all Accuracy
3
checks and Spellcasting checks performed with or including the 1 Range/ 2(30m)/
Tar. Duration minutes Res. Optional
caster as a target will incur a penalty of -1 to the success value. This Character Area Target
Eff. (18 r)
effect occurs even for “Area: Line” effects. Conversely, if the caster
is explicitly excluded from the target by [Magic Control], this effect Sum. Takes up to 5 points of damage that the target would otherwise take
will not occur. Redirects damage from the target to the caster. If the target
Also, if the caster makes a Hide check in a natural environment, suffers HP damage, 5 of the applied damage is allocated as fixed
they gain a +4 bonus. damage to the caster's HP. If the originally applied damage is 5 or
fewer points, all of it is given to the caster as fixed damage, and the
target does not suffer any damage. This effect is automatically
⏩Harvest Field Cost MP10 Eff. triggered for each hit in which the target suffers more than 1 point
of applied damage, and the spell ends after that one hit.
Instant/10 This spell cannot be applied simultaneously to more than one
1 area (6m Range/
Tar. Caster/- Duration seconds (1 Res. Can’t target from the same caster. When a new target is targeted, the
Radius)/20 Area
r) previous target will automatically cancel. It is also impossible to
Sum. HP recovery doubled increase the number of targets using [Metamagic/Targets].
Temporarily imbues the target with the restorative power of a
Eff. great big tree. If the target is affected by an effect that restores HP,
the amount of HP restored will be doubled. ⏩△Revenge Force Cost MP6
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Area
Holy Tree Cost MP16 (18 r)
Sum. Accuracy Spellcasting +2 when damaged
Range/ Instant/1 Suppose the caster makes an Accuracy check or a Spellcasting
Tar. Caster Caster/- Duration Res. Optional
Area Hour check against a character who inflicted 1 or more points of applied
Sum. Acts as a holy tree damage to the caster's HP or MP during the duration of the effect.
Caster transforms themself into a sacred giant tree. The caster In that case, the caster will gain a +2 bonus. When attacking multiple
can, in principle, keep all their abilities as a character. Weapons and Eff. targets simultaneously or casting spells that target multiple targets
items can be used (using moving branches). Speech is not restricted. simultaneously, this effect is not active unless all of the targets are
With this in mind, the following changes will be made to the caster's characters under this spell.
abilities and actions. Once the caster has this effect and completes one Accuracy
Caster's perception becomes magical. check or Spellcasting check, this spell automatically ends.
The caster's feet (roots) are fixed to the ground, and movement
is set to 0. The caster can no longer use the Kick or any weapon that
enhances it, and Evasion checks will be made with a -4 penalty. Distress Reading Cost MP5
Eff. The caster cannot change its position (area, coordinate) by any
effect, including [Teleport] spell, and cannot be forced to do so. 1 Entire Range/
Tar. Touch/- Duration Instant Res. Neg
They cannot fly, mount, or be mounted. They are always on the Character Area
ground, cannot be knocked prone, and cannot be a target of Throw. Sum. Know the target's problems and suffering
The caster can make melee attacks or use effects within “Range: The caster can find out about the problems, suffering, or
Touch” with “Range/Area: 1(10m)/Target” ([Metamagic/Targets] difficulties the target is currently facing and the circumstances that
and [Metamagic/Distance] are not effective). When the caster Eff. created the challenges.
declares [Cover], the target must be within the same range of 1(10m) If the target is not aware of the difficulty, this spell will not reveal
(of course, the caster does not move in the place, but the target will its contents.
be protected by the branches).

Treat Pain Cost MP8


10
1 Range/
Tar. Touch/- Duration minutes Res. Optional
Character Area
(60 r)
Sum. poison, disease, and curse-type damage
-5
Reduces pain from unwanted effects.
Eff. If the target is damaged by poison, disease, or curse-type damage
it is reduced by -5 points.

Scapegoat Cost MP30


All Areas 10
Range/
Tar. (30m Caster/- Duration seconds Res. Optional
Radius)/Space Area (1 r)
Sum. Take all the damage
The caster can redirect any applied damage to any character in
the affected area as fixed damage to itself as a substitute.
During the duration, the caster is treated as if it has acquired the
Eff. combat feat [Indomitable], and it will automatically succeed (HP
becomes 1) if its Death Check rolls 10 or more during the spell’s
duration.
This spell can only be cast once per day.

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 or checks with Dexterity in a spell. Also, if the target attacks with Kick or a similar wrestling
Standard Value that creates or manipulates an object. weapon damage is increased by +2.

Delicious Satisfaction Cost MP4 Machina Armor Cost MP6

Range/ 6 10
Tar. Caster Caster/- Duration 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)
Sum. Halves Dexterity, Agility and Defense -4 under the effect of this spell.
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.
Range/ If the target fails to resist, it falls prone in addition to damage.
Tar. Touch Touch/- Duration 1 Hour Res. N/A
Area Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Crit
Sum. Create goat horn that produces endless food Value
In the hand of the caster, a goat horn appears. 20 1 2 3 4 5 6 7 8 9 10 ⑩
The created goat horn can produce food desired by the caster
indefinitely during the duration of the effect. This food can be eaten
Eff.
as usual during the duration of the spell. Machina Cannon Cost MP18
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
Checks for the duration of the spell. Area
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

Far Command Cost MP2 Clean Clothes Cost MP3


Range/ 10 seconds Range/ Touch Instant/1
Tar. Caster Caster /- Duration Res. N/A Tar. 1 Object Duration Res. N/A
Area (1 r) Area /- Day
Sum. Extend the range of Stratagem used by the caster Sum. Removes dirt from cloth, +1 against poison or disease when worn
The caster's Stratagems will reach farther and more accurately. Spell removes stains from clothes and provides resistance to new
During the duration of the spell, if the caster uses Stratagem of stains when worn on the body.
Eff. the Tactician class, the Adventurer Rank is assumed to be one level The target can be a piece of cloth or a garment. A single piece of
higher for the range determination. This effect does not change the fabric can be up to 5 square meters in size (e.g., a bed sheet for one
actual Adventurer Rank. adult), and a piece of clothing is sufficient to be worn by one
Eff.
character without difficulty.
The target is cleaned of dirt, and any tears are repaired to make
Pigeon Form Cost MP10
it perfect. Additionally, for one day, wearing this enchanted cloth or
Range/ clothing or having it directly touch the skin provides a +1 bonus to
Tar. Caster Caster /- Duration 3 Hours Res. N/A Fortitude and Willpower checks against poison and disease effects.
Area
Sum. Take the form of a Pigeon
The caster transforms into a pigeon, losing all original abilities
and gaining the ability to fly. The movement speed of the pigeon Resistant Clothes Cost MP6
form is 15 (Flying). 1
During the transformation, only checks based on Vitality, Range/ 30m/ 3 minutes
Tar. Character Duration Res. Optional
Intelligence, and Spirit can be performed using their original values. X Area Target (18 r)
Eff.
HP and MP remain the same as their original values. Sum. Defense +1 for nonmetallic armor, magic damage with type -1
While in pigeon form, no classes can be used, and the caster is This spell increases the durability and cutting resistance of
only able to make squeaking sounds. All clothing, accessories, and clothing and light armor to better protect the wearer.
possessions, except for the minimum clothing and holy symbol, are If the target is equipped with nonmetallic armor, their Defense
dropped at the time of casting. is increased by +1. Additionally, when the target is damaged by a
spell that isn't of the poison, disease, curse, or psychic type, the
Eff.
Mental Healing Cost MP6 damage is reduced by 1 point.
Furthermore, the target's nonmetallic armor becomes immune
1 Entire Range/ 30m/ to any effects that could reduce its Defense, such as corrosion, for
Tar. Duration Instant Res. Optional
Character Area Target the duration of the spell. The GM has the final say on which effects
Sum. Remove one of the disadvantageous psychic effects are affected by this spell.
This spell sends words of encouragement to the target and
removes any negative effects. It can remove any one of the effects
Eff.
of the Psychic type that the target is experiencing without requiring Mother Cloak Cost MP9
a Success Value comparison.
1
Range/ 10m/ 3 minutes
Tar. Character Duration Res. Optional
Contact Portal Cost MP5 X Area Target (18 r)

Range/ Target cannot move, perform Major Action or Minor Action, but
Tar. 1 Object Touch/- Duration 1 Day Res. N/A Sum.
has Defense +5 and Magic Damage reduced by -5
Area
This spell envelops the target in a holy robe made of mana,
Sum. Can speak through remote shrines and temples providing protection.
Paro allows for conversations with remote locations through Eff. While under the spell's effects, the target cannot move or
Paro shrines and temples. perform Major or Minor Actions. Additionally, the target's Defense
By touching and speaking to a shrine or temple where this spell is increased by +5, and any applied magic damage is reduced by -5.
is cast, a voice can reach another character who is touching another
shrine or temple where this spell is cast. Both characters can hear
and talk to each other through the shrines or temples. Both
characters should cast this spell in a Paro shrine or temple to create Sacred Bandage Cost MP7
Eff.
a connection. 1 Range/ 30m/
Tar. Duration Instant Res. Optional
During a conversation, the target's body must be touching a Character Area Target
targeted shrine or temple. When multiple characters touch the Sum. Remove disadvantageous effects of poison, disease, and curse types
same shrine or temple, multiple people can talk to each other Wraps the target's wound with a holy bandage and heals it.
simultaneously. The effect of the spell lasts until it is deactivated, It can remove any one of the effects of the Poison, Disease or
and any two people touching a shrine or temple at a distance can Eff.
Curse type that the target is experiencing without requiring a Success
talk to each other at any time. Value comparison.

Flexible Command Cost MP8


10 Sterile Tent Cost MP25
1 Entire Range/
Tar. 30m/Target Duration seconds Res. Can’t All Areas (30m Range/ Any 1
Character Area Tar. Duration Res. Can’t
(1 r) Radius)/Space Area point Day
Maneuver may be used up to 2 times during the duration of the Sum. Poison and disease effects do not work within the range
Sum.
effect A large tent of mana is erected around the caster to prevent the
Provide clear instructions to the Tactician. outbreak of poison and disease.
If the target uses a Maneuver of the Tactician class during the Within the tent, no effects of any poison or disease can occur.
duration, the target may use that Maneuver up to twice during the Additionally, any poison or disease effects on characters within the
Eff. Eff.
duration, ignoring the original limitation. The Maneuver may be the tent are immediately canceled without the need for a Success Value
same or different. To use each Maneuver, the target must consume comparison.
the required Edge. This spell also prevents any new effects from affecting targets
within the tent. Casting it requires one hour.

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.

Drive Away Cost MP4


Cold Rain Cost MP7
3
1 Range/ 2(30m)/
1 area Instant/10 Tar. Duration minutes Res. Temporary
Range/ 1(10m)/ Character Area Target
Tar. (3m Duration seconds (1 Res. Half (18 r)
Radius)/5 Area
Target
r) Sum. -1 per check to Evasion Willpower in the same round
Sum. Deals Power 10 damage, Evasion -1 Type Water/Ice Wears down the target with multiple troubles.
It dumps cold rain within range and slows down movement. The target receives a -1 penalty for each Evasive or Willpower
Deals Power 10 + Magic Power magic damage. If the target fails check made in response to a hostile action made with a Major
resistance, it gains a -1 penalty to Evasion checks for 10 seconds (1 Action. This effect is cumulative up to -4 for each effect check
Eff. round). Eff. individually but disappears when the target's turn comes. If the
Crit target performs an Evasion check or a Willpower check within the
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ time limit, the effect of the spell remains. The penalty is applied and
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ accumulated again each time the target performs an Evasion check
or a Willpower check.

Three Storms Cost MP5


Blast the Wall Cost MP8
1 Character Range/ 2(30m)/
Tar. Duration Instant Res. Half Range/ 1(10m)/
X Area Target Tar. 1 Object Duration Instant Res. Can’t
Deals Power 10 + Magic Power damage. Damage is Area Target
Sum. Type Wind Sum. Breaks down the wall
increased if the number of sections is bigger than one
The target is captured by the swirling wind and shaken violently. Spell destroys walls up to 50 cm thick, regardless of material. The
The target is dealt “Power 10+Magic Power” wind magic height and width to be destroyed are 3 m and 10 m, respectively.
damage. If the target has more than one section, the damage to all Eff. Magically erected walls (see p. 76) are also removed without
sections is increased by 2 points for each section over 1 (for comparing success values.
Eff. example, +6 points for a 4-section monster). This additional damage This spell cannot destroy characters or inflict damage on them.
occurs even if the target succeeds in resisting.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Go the Way Cost MP30
10 1 1 2 3 3 4 5 5 6 7 ⑩ Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Area Hour
Sum. Create a line of light while walking through the air
Storm Friend Cost MP8
During the effect, the caster will be able to move in midair. The
Instant/3 caster's path becomes a 1-meter wide track that emits light and can
1 area (6m Range/
Tar. Caster/- Duration minutes Res. Can’t be used by others to move. Once the caster has created a track, it
Radius)/20 Area
(18 r) will not be lost when it returns, and a new branch will occur if the
Sum. Increases/Reduces Water/Ice and Wind type damage caster steps out in a different direction.
Creates a place blessed by Furusil. While moving on the line, the caster's movement is limited to
Eff.
Physical and magic damage of water/ice type and wind type Normal Move, and the caster cannot perform Major Actions. In
Eff. caused by the target is increased by +2 points. On the other hand, if combat, using a light ray does not allow the caster to avoid
the target receives physical or magical damage from these types, it movement blocking or to break away from the skirmish. The caster
will be reduced by -2 points. can move through the magic wall (see p. 76) as if it wasn’t here.
After the duration has expired, the line of light will also
disappear.
Cyclone Cost MP18

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

Detect Enemy Cost MP7


All Areas (30m Range/
Tar. Caster/- Duration Instant Res. Can’t
Radius/Space) Area

⏩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.

Hidden Stranger Cost MP5 Emergency Arrival Cost MP28


1 Character Range/ 1 1 Entire Range/ Instant/
Tar. Touch/- Duration Res. Optional Tar. Touch/- Duration Res. Optional
X Area Day Character Area 1 Day
Sum. Hide check for moving target +2 Sum. Move instantly to the target in case of danger
The moving target blends in with the flowing wind and This spell allows the caster to be instantly teleported to the
surrounding structures, making it difficult to be recognized. location of a Humanoid target when they call for help.
The target is unnoticeable to surrounding characters while However, the target must have an adventurer level (or monster
moving with Normal Move unless it makes a conspicuous action or level, if fixed) that is at least three levels lower than the caster's
utterance. Additionally, the target gains a +2 bonus to Hide checks adventurer level. For example, if the caster is level 13, the target
during the spell's duration. must be level 10 or lower.
However, the effect of this spell is immediately canceled if the Eff. If the target requests help from the caster within a day of the spell
Eff. target performs any remarkable action. This includes any Major being cast, the caster will sense it immediately, regardless of
Action or Minor Action other than movement or if the target distance. If willing, the caster can teleport instantly to the target.
vocalizes or makes a loud motion. After 10 seconds (1 round) following the teleportation, the caster
If a character is on guard or in a situation where the target is may act.
clearly unexpected to be there, the target's Hide check and the alert The spell is lost if the target requests help, regardless of whether
character's Danger Sense check are compared to determine the the caster has teleported or not.
Success Value. If the target is noticed, the effect of this spell is
immediately canceled.

Air Walk Cost MP6


1 10
Range/ 10m/
Tar. Character Duration minutes Res. Optional
X Area Target (60 r)
Sum. Allows to walk on air
Target will be able to move through the air without moving their
feet.
Normal Move's movement speed will be either the original speed
or 10, whichever is lower, but at the same time, it will not be possible
Eff.
to move except by the effect of this spell (e.g., using one's legs or
other similar organs).
There are no restrictions on aerial movement. This effect does
not apply in Simplified Combat.

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.

Deep Block Cost MP5


Frenzy Cost MP8
1
Range/ 1(10m)/ 3 minutes
Instant/3 Tar. Character Duration Res. Optional
1 area (6m Range/ Area Target (18 r)
Tar. Caster/- Duration minutes Res. Neg X
Radius)/20 Area
(18 r) Sum. Can use [Block] while underwater
Focuses target on fighting and increases its damage Curse + If the target is underwater, it is treated as having acquired the
Sum. Type Eff.
by +2 Psychic combat feat [Block] (see p. 222).
Extinguishes fear and drives all affected into a blind fury.
All those affected by this spell will fight to the death as long as
Eff.
they detect any hostile characters.
While affected by Frenzy, a character cannot be affected by any
Water Hammer Cost MP8

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.
If the caster is underwater, the caster gains a +2 bonus to the
Instant/3
Range/ Eff. success value of Spellcasting checks when casting this spell.
Tar. Caster Caster/- Duration minutes (18 Res. Optional
Area 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
Range/ 2(30m)/ 3 minutes (18
Tar. 1 Object Duration Res. Can’t
Area Target r)
Troops of Ignis Cost MP20 Sum. Blocks off movement on and underwater
1 area(6m Range/ 2(30m)/ 3 minutes Spell stalls the flow of water and blocks movement in and on the
Tar. Duration Res. N/A water.
Radius)/20 Area Target (18 r)
Sum. Allows Barbarous to cast Dalkhrem’s Specialized Divine Spells Eff. The target cannot move at all as long as it is above or underwater.
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
Fatal Explosion Cost MP22
Tar. Caster
Range/
Caster/- Duration
1
Res. Optional
1 area (6m Range/ Area Hour
Tar. Caster/- Duration Instant Res. Half Sum. Build a water bridge
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
Value limited to a reasonable design. The caster can build a bridge as
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

Hide in a Shadow Cost MP4 Mana Sink Cost MP5


Range/ 1 minute Range/ 1(10m)/
Tar. Caster Caster/- Duration Res. Optional Tar. 1 Character Duration Instant Res. Neg
Area (6 r) Area Target
Hide check +2, Evasion check +2 when more than two characters Sum. Deals Power 0 MP damage Type Curse
Sum.
present in the same coordinates Deals Power 0 + Magic Power damage to the target's MP.
Casters can intuitively understand and place themself in the Crit
shadows and blind spots. The caster gains a +2 bonus to Hide Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
checks. 0 0 0 0 1 2 2 3 3 4 4 ⑩
Eff. Also, when the caster makes an Evasion check during combat,
they gain a +2 bonus to the Evasion check if there is a third character
present (other than the caster and the character attempting the
Accuracy check).
Deafness Cost MP4
1 Entire Range/ 1(10m)/ 3 minutes
Tar. Duration Res. Neg
Character Area Target (18 r)
Vampiric Weapon Cost MP4 Sum. Make the target lose hearing Type Curse
Instant/3 The target loses hearing and is unable to hear any sound. Follow
1 Range/ 2(30m)/ Eff.
Tar. Duration minutes Res. Optional the rules for deafness (see CR II, p. 71).
Character Area Target
(18 r)
Sum. The weapon deals curse type and regains HP dealt once
When the target makes a melee attack, the weapon used is Summon Aetherbeast Cost MP6
treated as a curse-type magic weapon that deals physical damage. Any Range/ 1(10m)/
Eff. Additionally, if the target deals physical damage to another character Tar. Duration Permanent Res. N/A
Point Area Target
with the weapon during the effect's duration, the target can regain
Sum. Summon and command Aetherbeast
HP equal to the amount of damage dealt.
Summons Aetherbeast (see CR I, p. 429).
Immediately after being summoned, the monster acts according
Eff.
to “Obey Command” (see p. 87). However, it acts on its own will
Sunshade Cost MP6
and judgment if no instructions are given.
1
Range/ 2(30m)/ 3 minutes
Tar. Character Duration Res. Optional
Area Target (18 r)
X Summon Insects Cost MP10
Sum. No longer subject to adverse effects from sunlight 3
The immortal goddess's favor manifests over the target's head, 1 Range/ 2(30m)/
Tar. Duration minutes Res. Temporary
blocking sunlight. Character Area Target
Eff. (18 r)
The target will no longer suffer any adverse effects caused by the
Sum. Deals Power 10 damage per round Type Poison
sunlight.
Conjures poisonous and stinging insects around the target.
The target is dealt Power 10 + Magic Power damage at the end
MP10 + of the caster's turn. This damage cannot be critical.
Spirit Domination Cost
HP1 If the target is subject to the Water/Ice, Wind, Earth,
1 3 Eff. Bludgeoning, or Energy type spells, the insects will be driven away,
Range/
Tar. Character Touch/- Duration minutes Res. Neg and this spell's effect will end.
X Area (18 r) Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Action checks +2 to help the caster, Action checks Curse + Value
Sum. Type 10 1 1 2 3 3 4 5 5 6 7 None
-2 against Psychic
The target of this spell simultaneously experiences pleasure
when obeying the caster and fear when disobeying.
If the target attempts an action check as directed by the caster Call Daemon Cost MP20
during the spell's duration, they gain a +2 bonus to the check.
However, if the target attempts an action check to harm or interfere Any Range/ 1(10m)/
Tar. Duration Instant Res. N/A
Eff. with the caster, the check receives a -2 penalty. Point Area Target
Wide-range effects that include the caster are also subject to Sum. Summons a Daemon
bonus and penalty modifications. Calls a Daemon Level 12 or lower. The summoned Daemon
When this spell is cast, 1 HP is consumed simultaneously as MP. Eff.
will act on their own starting on the next round.
If the spell is cast on characters in multiple sections or with
[Metamagic/**], the HP consumption is doubled.

⏩Ultimate Being Cost MP13


10
Range/
Tar. Caster Caster/- Duration seconds (1 Res. Optional
Area r)
Sum. Ignore all disadvantageous effects. Action checks +2
During the duration of the effect, the caster may arbitrarily
choose any effects they do not wish to receive and ignore their
effects. Declared effects are treated as temporarily absent (they are
not removed but are re-applied at the end of the duration of this
Eff. spell).
Also, the caster gets a +2 bonus to all action checks during the
spell's duration if there is even one effect to ignore.

121
Discriminate Cost MP7

Definition of “allied character” and “enemy character” Instant/3


1 area (3m Range/ 1(10m)/
Tar. Duration minutes Res. Neg
The effects of Nivaceps' Specialized Divine Magic Radius)/5 Area Target
(18 r)
specify “allied characters” and “enemy characters”. These If the target is an allied character, their maximum HP
are designated by the caster and may differ from the Sum. value is increased by +5, and 5 points are healed. If the Type Curse
“characters of the same faction” and “characters of the target is an enemy character, it deals 5 magic damage
Only the worthy will be blessed. Others will die.
opposing faction” specified in the rules. If the target is an allied character, the maximum value of HP is
When a caster uses Nivaceps' Specialized Divine Magic, increased by 5 points during the duration of the effect, and 5 points
they must choose their own “allied characters”, and all other are recovered at the same time.
characters are considered “enemy characters”. If the caster Eff. If the target is an enemy character, they are dealt 5 magic damage.
If an allied character under the effect of this spell changes into
is in combat, they select their “allied characters” from all the
an enemy character during the duration of the spell, the effect of the
characters on the battlefield during the Combat Start maximum HP increase is immediately lost, and the character
Process. Whenever a new character appears, the caster immediately suffers 5 points of fixed damage afterwards.
must decide whether that character is an “allied character”
or not.
Blood Bath Cost MP15

When an “allied character” changes to an “enemy 1


All Areas (20m Range/
Tar. Caster/- Duration minute Res. Can’t
character” Radius)/Space Area
(6 r)
The distinction between “allied characters” and “enemy At the end of the turn, all enemy characters are dealt 3
characters” remains unchanged, even if certain Sum. fixed damage, and the caster's HP is restored by the Type Curse
circumstances or effects cause an “allied character” to be at amount of damage dealt
the mercy of the enemy faction or temporarily hostile to the This spell creates a force field around the caster that siphons life
force from nearby enemies.
caster. Once every 10 seconds (1 round), the caster deals 3 points of
The only time an “allied character” becomes an “enemy fixed damage to all enemy characters within the area of effect. At
character” is when the character betrays their allegiance. Eff. the same time, the caster's HP is restored by an amount equal to the
The caster is responsible for deciding whether a character total damage dealt. If a character has the [Poison Immunity] or a
similar effect, it still takes the fixed damage, but it does not count
is an “enemy character” or not. Once a character has been towards the caster's HP recovery.
recognized as an “enemy character”, they cannot become If used in combat, this effect occurs at the end of the caster's turn.
an “allied character” under any effect or circumstance.
Dominating Might Cost MP10
⏩Accurate Hits Cost MP4
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
10 Area (18 r)
Range/
Tar. Caster Caster/- Duration seconds (1 Res. Optional Physical and magic damage +1 on successful Evasion, Fortitude and
Area r) Sum.
Willpower checks
Evasion check +2 once after successfully This ability turns the hatred of the target into the caster's power.
Sum. performing an Accuracy check against an enemy Type Psychic During the effect's duration, every successful Evasion, Fortitude,
character and Willpower check against an enemy character's attacks, spells,
The caster is able to feed on the results of eliminating their Eff.
unique skills, etc., will result in +1 point of physical and magical
enemies. damage dealt by the caster. The effect is cumulative, with up to +8
If the caster makes an Accuracy check against an enemy damage for each successful check.
character with a Melee Attack or Ranged Attack and succeeds, they
Eff.
can add a +2 bonus to the Success Value of an Evasion check for
the duration of the effect.
This effect can only be used once, but the caster can select which
Evasion check to apply it to.

Vampiric Weapon Cost MP4


Instant/3
1 Range/ 2(30m)/
Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Sum. The weapon deals curse type and regains HP dealt once
When the target makes a melee attack, the weapon used is
treated as a curse-type magic weapon that deals physical damage.
Eff. Additionally, if the target deals physical damage to another character
with the weapon during the effect's duration, the target can regain
HP equal to the amount of damage dealt.

122
Part 3 Magic

Technical Trap Cost MP4 Weather Forecast Cost MP3

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.

⏩Fall Lightning Cost MP4


Completed Trap Cost MP4
All Areas
Range/ Range/
Tar.
1
Touch/- Duration Permanent Res. N/A Tar. (20m Caster/- Duration Instant Res. Can’t
Object Area Radius)/Space Area
Sum. Makes it difficult to disarm traps that are already in place Damages a random character in range with Power
Sum. Type Lightning
The spell makes it difficult to disarm a trap that has been placed. 10+Magic Power
This spell targets traps that are already in place. The target on Summons a lightning cloud overhead and strikes someone
which this spell is used cannot be disarmed by the normal Disable within range with lightning.
Eff. The target of this effect is chosen at random from all the
Device check. If this spell is canceled by some effect (Success Value
must be compared), the trap can be disarmed with the original characters (sections) in the area, and the target is dealt “Power 10 +
Disable Device check. Magic Power” magic damage.
The caster can choose not to apply this effect after checking the
Eff. chosen target (similar to the “cancel” for Aspects of the Geomancer
Goof Adventurer Cost MP15 class (see p. 21)).
30m Range/ Any 1 This effect can only be used once per round.
Tar. Duration Res. Can’t Crit
Radius/Space Area Point Day Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Success Value of Search check, Disable Device check, and Spot Value
Sum. 10 1 1 2 3 3 4 5 5 6 7 ⑩
Trap check within the area -2
The spell creates intermittent noise and flickering light in the
area, which can be distracting.
Eff.
Characters in the area receive a -2 penalty to their Success Value ⏩Presage Disaster Cost MP4
when performing a Search check, Disable Device check, or Spot All Areas 10
Trap check. Range/
Tar. (30m Caster/- Duration seconds Res. Can’t
Anyone entering the area will notice that this spell has been cast. Radius)/All Area (1 r)
Sum. Predicts the effect of random target selection
Revenge Trigger Cost MP8 This spell predicts which targets will be affected by a random
10 selection of targets.
Range/ When cast, one character is randomly determined from all the
Tar. Caster Caster/- Duration seconds (1 Res. Optional
Area r) characters (sections) within range, including the caster, who cannot
exclude themselves.
Deals fixed damage equal to the Priest class level
Sum. Type Curse Once if an effect that randomly determines a target occurs, this
points to the target that dealt damage to the caster
spell makes the person affected by the spell as the target, regardless
The caster creates a simple trap on their body.
Eff. of the dice roll.
If the caster receives physical or magical damage during the trap's
The caster may cancel the [Presage Disaster] spell (MP is still
duration and their HP is reduced by more than 10 points, the target
consumed) if the target of this magical effect is undesirable.
Eff. that dealt damage receives fixed damage equal to the caster's Priest This spell can only be used once per round, and its effect is lost
class level with the “Resistance: Can't”. In this case, the target must
once it is exerted.
be visible to the caster, but distance is not a factor.
Effects that randomly determine the target include the [Fall
Once this effect is used, it is lost.
Lightning] spell, Aspects used by Geomancers, and shots fired into
a skirmish area by a person without [Targeting].
⏩Critical Preparation Cost MP20
10
Tar.
30m Range/
Caster/- Duration seconds Res. Can’t Confusing Fog Cost MP8
Radius/Space Area
(1 r) 2 – 3 areas 3
Range/
Deals Power 80 damage to the one that rolls the most Tar. (10m Caster/- Duration minutes Res. Temp.
Sum. Type Curse
2d Radius/Space) Area (18 r)
Create a magic trap around the caster that inflicts damage on the Sum. Misidentifies friend and foe with skirmish Type Psychic
character who acts the most violently. The caster creates a thick fog around themselves that obstructs
During the spell's duration, all characters within the area of effect recognition, making it difficult to distinguish between friend and
must keep a running tally of the number of times they roll 2d for foe.
skill checks, damage rolls (including critical hits), and determine If the target targets a character other than themselves, the target
damage for fixed-value characters. At the end of the spell's duration Eff. must be chosen at random from among all possible characters that
(at the beginning of the caster's next turn), the character who has could be the target of the action (e.g., all characters in the skirmish
recorded the highest number of rolls is dealt “Power 80 + Magic if it is a melee attack).
Eff. Power” magic damage. If there are multiple characters with the
After one random target selection, the spell for this target
highest number, all of them are dealt damage. becomes “Resistance: Neg”.
A character with multiple sections should keep a separate tally
for each section. Note that the duration of this spell cannot be
extended using [Metamagic/Time].
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
80 6 9 10 13 16 18 20 21 22 23 ⑩

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/ be compared to the Success Value of a Detect check in order to
Tar. 1 Object Touch/- Duration 1 Hour Res. N/A
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.

Magispheres The size of a magisphere determines where it can be


When casting a Magitech spell, a magisphere must be equipped, as well as the effectiveness of some spells.
prepared. It must be placed in one of the equipped sections
as an accessory. Magisphere Equipment Section
A magisphere is simply an item, and it is completely Magisphere (Small) Anywhere
independent of its owner. It can be borrowed from another Magisphere (Medium) Waist, Back, Other
character and used without any problem. Magisphere (Large) Back, Other

Magisphere Sizes Vocalization


Magispheres come in three sizes: large, medium, and To cast magitech, the cast must utter a command word
small. Small magispheres are small enough to be fixed to in magitech. If they cannot speak, they cannot cast magitech.
the arm or waist, medium magispheres are box-shaped,
about the size of a handbag, and large magispheres are box- No Restrictions on Armor. No Need for Freedom of
shaped, about the size of a backpack. Small magispheres Arms
can float and follow the Artificer around (but must still be When casting Magitech, it is important to note that there
equipped as an accessory). Large and medium magispheres are no armor restrictions. This means that a caster can wear
cannot do this and must be equipped in a fixed place. any type of armor without any penalty to their casting ability.
The spell power of magispheres is connected to their Additionally, arm freedom is not required.
size. Large magispheres can substitute for medium and
small ones, but not the other way around.

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.

Magisphere Target: Bullet, 3 Bullets


This field indicates the size of the magisphere needed As was already explained, these spells enchant bullets.
for the magitech spell use. If it says “large, medium, or

126
Part 3 Magic

Mana Search Cost MP3


Magisphere: Small, Medium, Large
⏩Signal Bullet
All areas (10m-
Magisphere: Small Cost MP1 Tar. 50m
Range/ 2(30m)/
Duration Instant Res. Can’t
Radius)/Space Area
Target
Range/ 10 seconds
Tar. Bullet Caster/- Duration Res. N/A Sum. Scans for items imbued with magic
Area (1 r)
Sum. Make a signal bullet Magisphere transforms into a detector and shows the caster the
This spell creates a signal bullet that shines intensely when it hits location of all magical items within the area of effect. It does not
inform the caster of the strength or type of magic.
a target. The light emitted by the signal bullet illuminates a space Eff.
of 2-3 areas (10m radius) for 10 seconds (1 round). If the target is The detection range depends on the size of the magisphere
not hit, the signal bullet hits the ground near the target and emits used. The area is a 10m radius if a small magisphere is used, 30m
light. It is also possible to fire at a location (area, coordinate), which for a medium sphere, and 50m for a large sphere.
illuminates the area and the adjacent area (Simplified Combat) or
within a 10m radius from the coordinate (Standard Combat,
Eff. Advanced Combat). It is also possible to fire without a target, in
which case it will fire after hitting an obstacle or a barrier or flying
to the full range.
If a character with five senses or mechanical perception is hit by
⏩Explorer Aid Magisphere: Small Cost MP4
this bullet, they are blinded by intense light for 10 seconds (1 Range/ 10 minutes (60
Tar. Caster Caster/- Duration Res. Optional
round) and receive a -2 penalty for action checks (see CR I, p. 114). Area r)
Characters with magic perception are not affected. Sum. Search, Disable Device +2
This bullet will not cause damage to the target it hits. Magisphere transforms into a sensor to aid in vision and hearing.
Eff.
Caster gains +2 bonus to Search or Disable Device checks.

⏩Solid Bullet Magisphere: Small Cost MP1


Range/ 10 seconds (1 ⏩Critical Bullet Magisphere: Small Cost MP2
Tar. Bullet Caster/- Duration Res. N/A
Area r) Range/ 10 seconds (1
Sum. Infuses a bullet with Power 20 Tar. Bullet Caster/- Duration Res. N/A
Area r)
The bullet deals Power 20 + Magic Power magic damage if it Sum. Makes a critical bullet with Power 20 and -1 Critical Threshold
hits. This spell creates a bullet that deals high damage. The bullet
Eff. Power Crit deals Power 20 + Magic Power magic damage if it hits. In addition,
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value the bullet's critical threshold is reduced by -1 (minimum 8).
20 1 2 3 4 5 6 7 8 9 10 ±0 Eff. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 -1
⏩Targeting Sight Cost MP2
Magisphere: Small

Tar. Caster
Range/
10
Caster/- Duration seconds (1 Res. Optional
⏩Healing Bullet Magisphere: Small Cost MP1
Area r) Range/ 10 seconds (1
Tar. Bullet Caster/- Duration Res. N/A
Sum. Accuracy +1 Area r)
Eff.
The caster gains a +1 bonus on Accuracy rolls as magisphere Sum. Makes a healing bullet that heals with Power 0
turns into a targeting scope, improving the caster's vision. This spell creates a bullet that heals wounds. The bullet heals
Power 0 + Magic Power if it hits. The bullet hits as long as the caster
does not score an automatic failure on the roll.
Sound Bomb Magisphere: Small Cost MP2 Eff. This spell does not affect undead, constructs or magitech.
Crit
Any Range/ Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Tar. 2(30m)/Shot Duration Instant Res. N/A Value
Point Area 0 0 0 0 1 2 2 3 3 4 4 N/A
Sum. Makes a small noise
Throwing this bomb makes a small sound. When a bomb lands
on the target, it will emit a burst, a whistle, or an animal cry for a Sound Recorder Cost MP5
brief time. The caster decides what kind of sound it will make, but Magisphere: Small, Medium, Large
Eff.
it must be one that the caster has heard before. Range/
The bomb can try to say a word, but it will be limited to just one Tar. Caster Caster/- Duration Special Res. Can’t
Area
word.
Sum. Record and playback audio
Magisphere transforms and becomes a voice recorder and
reproducer. It can record a voice heard by a caster with the same
Flashlight Magisphere: Small Cost MP2
volume. Recording duration depends on the size of the
Range/ 6 magisphere, with a small magisphere being able to record up to 10
Tar. Flashlight Caster/- Duration Res. Optional minutes, a medium magisphere up to 1 hour, and a large
Area Hours
magisphere up to 1 day.
Sum. Illuminates a space of 2 areas (semicircle with a radius of 10m)
The caster will need to cast this spell to playback audio. The
The magisphere, after transformation, will illuminate a 10m Eff.
recorded voice will be played back at the recorded volume. During
radius in front of it. Within the light, all penalties from darkness playback, the caster can select any part of the audio to be played
are canceled. back.
Eff. In Simplified Combat, two areas are illuminated: the area of the The spell can also be used to delete parts of the recording and
caster and the adjacent area in front of the caster. Only that area edit audio.
will be illuminated if the caster has advanced to the enemy's rear This spell cannot reproduce magic-like effects such as
area. Spellsongs.

127
Shadow Body Magisphere: Small Cost MP3 Glue Bomb Magisphere: Small Cost MP5

Range/ 1 minute 1 Character Range/ 2(30m)/ 3 minutes


Tar. Caster Caster/- Duration Res. N/A Tar. Duration Res. Can’t
Area (6 r) X Area Shot (18 r)
Sum. Evasion +1 Sum. Throws sticky substance that blocks movement
A shadow forms around the caster, preventing them from being This spell only works on prone targets.
Eff.
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
get up on the same or the lower result of its save. This attempt can
Knocker Bomb Magisphere: Small Cost MP3 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) Jump Boots Cost MP3
Sum. Creates a bomb for blowing up lock Magisphere: Small, Medium, Large
The spell creates a magic bomb that blows up locks. The bomb Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
explodes with a loud sound after 10 seconds (1 round), i.e., at the Area (18 r)
beginning of the next caster's turn, destroying the lock. Locks that Sum. Gives the ability to jump
Eff. are destroyed by this magic cannot be repaired. The magisphere transforms into a jumping boot, immediately
Nonmagical locks will be destroyed without fail. If the caster equipped to the caster (without needing to remove the current feet
attempts to destroy a lock closed by magic, make a contested roll accessory). The caster’s jumping distance or height is increased for
versus the Magic Power of the spell. 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.

⏩Element Bullet Cost MP1


Magisphere: Small Shock Bomb Magisphere: Medium Cost MP3
Range/ 10 seconds
Tar. Bullet Caster/- Duration Res N/A 1 Range/ 1(10m)/
Instant/30
Area (1 r) Tar. Duration seconds (3 Res. Neg
Sum. Creates Power 20 bullet with elemental type Character Area Shot
r)
The bullet deals Power 20 + Magic Power magic damage if it Sum. Agility -12
hits. In addition, the bullet also deals attribute damage. The caster Paralyzes target on impact.
may choose Fire, Water, Wind, Earth, or Lightning to deal that Target's Agility is reduced by -12 (but not below 0). This will
Eff. type of damage. reduce the target’s movement, Evasion, Initiative, etc. For fixed-
Crit Eff.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ value characters, movement speed is reduced by -12, Initiative is
Value reduced by -2, and Evasion is reduced by -2. Other unique skills
20 1 2 3 4 5 6 7 8 9 10 ±0 may be modified at GM's discretion.

⏩Tear Gas Bullet Magisphere: Small Cost MP3


Range/ 10 seconds
Tar. Bullet
Area
Caster/- Duration
(1 r)
Res. N/A ⏩△Analyze Magisphere: Small Cost MP2
Sum. Creates a tear gas bullet 1 Object or
Range/
Creates a tear gas bullet that produces irritant gas upon impact. Tar. 1 Entire Caster/- Duration Instant Res. Can’t
The bullet does not cause damage even if it hits the target. Character Area
However, the struck character will experience violent coughing Sum. Analyzes a monster's body or a machine's structure
Eff.
and will be unable to open their eyes sufficiently. After being hit, The magisphere transforms into an analyzer, allowing the caster
all Skill Checks are penalized by -2 for 10 seconds (1 round). This to learn about the abilities, effects, and uses of Magitech
effect is treated as a poison. Civilization-era items. It also shows the data of a magitech monster.
Eff. However, it will not reveal the weak point.
This spell can be cast during Combat Preparation. Please note
Effect Weapon Magisphere: Small Cost MP2 that it can only be cast once, and it must be before the Monster
Knowledge check.
3
1 Range/ 1(10m)/
Tar. Duration minutes Res. Optional
Character Area Target
(18 r)
Applies magical effects to a weapon and allows it to strike with type ⏩Auto Guard Magisphere: Medium Cost MP5
Sum.
damage 10
Whenever the target makes a melee or ranged attack, the Range/
Tar. Caster Caster/- Duration seconds Res. Optional
weapon used in the attack is considered a magic weapon Area (1 r)
(Translator’s Note: weapon still deals physical damage), and the Sum. Evasion, Defense +1
physical damage it deals is increased by 1.
Eff. The magisphere transforms into a miniature shield that moves
Additionally, the caster imbues the attack with one of the
autonomously.
following elemental types: fire, water/ice, earth, wind, or lightning.
When cast, the caster gains a +1 bonus to Evasion checks and
The type is chosen by the caster at the time of casting and cannot
+1 to Defense.
be omitted. Eff.
If the caster is a character with multiple sections, only one
section will be affected by this spell, chosen by the caster when
casting. Additionally, a Jockey can target their mount with this spell,
and the mount can target the Jockey with the spell as well.

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 magic fire damage. Any magisphere used
caster’s gun belt. 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 1
Range/ 2(30m)/ 3 minutes
Tar. Entire Duration 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

⏩Burst Shot Cost MP3


Unchained Bomb Cost MP8 Magisphere: Small
Magisphere: Medium Ran
Instant/3 ge/ Caster/ 10 seconds
1 area (5m Range/ 2(30m)/ Tar. 3 Bullets Dur. Res. N/A
Tar. Dur. minutes (18 Res. Temp. Are - (1 r)
Radius)/15 Area Shot
r) a
Sum. Distorts visual perception Gives Accuracy +2 and Power 30 by firing three bullets in a row as
It affects the trajectory of light in the area of effect, releasing a Sum.
one shot
bomb that distorts visual information. The bullet deals Power 30 + Magic Power magic damage if it
Eff. If the target has five senses or mechanical perception, they lose hits. When making this attack, the caster receives a +2 bonus to
Combat Feat [Targeting] and all Combat Feats based on it. A Accuracy.
character with magical perception is not affected by this spell. If the caster doesn’t have 3 bullets loaded in their gun, this spell
Eff. fails.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
30 2 4 4 6 7 8 9 10 10 10 ±0

129
Weakness Magisphere: Medium Cost MP6 Cos MP
1 Range/ 2(30m)/ 3 minute
⏩Stun Bullet Magisphere: Small t 3
Tar. Duration Res. Temp.
Character Area Target (18 r) Range/ Caster/ Duratio 10 seconds (1
Tar. Bullet Res. N/A
Sum. Adds a weak point Area - n 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 magic damage. If this bullet hits a character, make a Spellcasting
but is not doubled by the [Weakness Exploit]. This spell check, and that character makes a Willpower save against that. If
exceptionally overlaps with its effect. Weakness can be cumulative this save fails, the character cannot use any Minor Action or declare
if the same roll occurs on several casts. Eff. Active Combat Feats for an additional 10 seconds (1 round).
Target still retains immunities and adding a weak point for that Crit
type will be useless. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Eff. Weak Points Table 10 1 1 2 3 3 4 5 5 6 7 ±0
1d Weak Point
1 Fire Damage +3 pts.
2
3
Water/Ice Damage +3 pts.
Lightning Damage +3 pts.
⏩Timer Clock Magisphere: Small Cost MP1

4 Physical Damage +2 pts. Range/ 1


Tar. Caster Caster/- Duration Res. Optional
5 Magic Damage +2 pts. 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 Eff.
spell. The delay time can be set from 10 seconds (1 round) to 1
hour, in increments of 10 seconds.
Range/ 1 minute It is also possible to set the caster to emit a warning sound before
Tar. Touch Touch/- Duration Res. N/A
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 Automobile II Magisphere: Large Cost MP15
weapon must be chosen from the non-magic weapons list of A-
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 Sum. Create a Superior Manabike
created as a weapon to enhance a Kick and immediately become Magisphere transforms into Superior Manabike (see CR III, p.
equipped. This weapon can also be passed to others. 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


Telescope Cost MP1
Range/ Magisphere: Small, Medium, Large
Tar. Caster Caster/- Duration 1 Hour Res. N/A
Area Range/ 3 minutes
Disguises the caster instantly, appearing to be another person Tar. Caster Caster/- Duration Res. Optional
Sum. Area (18 r)
entirely
Sum. Creates a telescope to see far distances
Caster appears to be another Humanoid or Barbarous they
Magisphere transforms into a telescope allowing the caster to
know. The caster can change their face, features, and even their
Eff. see up to 100m (with a small magisphere)/300m (medium)/1km
body type. At a glance, they are indistinguishable from the selected
Eff. (large) away.
Humanoid.
Anyone trying to see through the disguise must roll a Detect
check.
Life Sensor Cost MP3
Magisphere: Small, Medium, Large
Range/ 3 minutes
Resist Bomb Magisphere: Small Cost MP6 Tar. Caster
Area
Caster/- Duration
(18 r)
Res. Can’t

1 area (5m Range/ 1(10m)/


Instant/3 Sum. Magisphere detects living creatures
Tar. Duration minutes Res. Can’t Detects living creatures within range. Size, as well as the number
Radius)/15 Area Shot
(18 r) of body sections, is known as well. Also, creatures that are too small
Sum. Reduces damage from a specific type by -4 to be seen by the naked eye cannot be detected. This spell doesn’t
Eff.
The caster chooses Fire, Water/Ice, Earth, Wind, or Lightning sense Undead, Magitech, or Construct characters.
upon casting the spell. Creatures in the area take -4 points less The range of detection depends on the size of the magisphere
Eff. used, and it is 30m (small)/50m (medium)/100m (large).
damage from the selected type and will not be affected by the
negative non-damage effects of the selected type.

⏩Glider Cloak Magisphere: Medium Cost MP6

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

⏩Pile Shooter Cost MP6


Magisphere: Medium

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 (1 Res. Optional
Area 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 blunt
⏩Laser Bullet Magisphere: Small Cost MP3
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 magic damage. In addition, the bullet's Critical Threshold is
it deals physical damage with a Power of 50 and a Critical 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
Value
Accuracy check.
30 2 4 4 6 7 8 9 10 10 10 -1
Once the Pile Shooter launches a wedge or ball of iron, it
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 Range/
Value 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
caster's voice can be transmitted, and the range is limited to 1km
Airtight Armor Magisphere: Large Cost MP8
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
Sum. A magical dictionary aids in translation
(60 r)

Instant/1 The magisphere becomes a translator that can read and translate
1 area (6m Range/ 2(30m)/
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 the duration.

Medical Kit Magisphere: Medium Cost MP3


Mana Camera Cost MP1
Magisphere: Small, Medium, Large 1 Range/
Tar. Touch/- Duration Instant Res. Optional
Any Range/ 2(Infinite)/ Character Area
Tar. Duration Instant Res. Can’t Creates equipment from the Magisphere to cure injuries and
Point Area Target Sum.
illnesses
Sum. Creates a machine to record video
Heals the target for Power 50 + Magic Power HP. This healing
The magisphere transforms into a video recorder. Everything
can affect Constructs or Magitech but not Undead. If the target is a
within the caster's sight is recorded as a video. The video recording
Runefolk, increase the recovery by +5 points.
capability depends upon the size of the magisphere used; small
Additionally, any poisons, diseases, and petrification can be
magispheres can hold up to 50 minutes of videos, medium
magispheres 200 minutes, and large magispheres 1,000 minutes. Eff. removed. For such effects contested check is needed.
Eff. This spell takes 10 minutes to cast.
To show any recorded videos, this spell must be cast again on
the same magisphere, which takes 3 minutes (18 rounds) to set up. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
When displaying video this way, it can be projected onto just about Value
any surface without issue or be watched directly from the 50 4 6 8 10 10 12 12 13 15 15 None
magisphere.

131
⏩Treat Bullet Cost MP2 Skybike Magisphere: Large Cost MP20
Magisphere: Small
Range/ 10 seconds Res Range/
Tar. Bullet Caster/- Dur. N/A Tar. Touch Touch/- Duration 1 Hour Res. N/A
Area (1 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 if it hits. The bullet hits as long as the Eff. p. 176). It can be used as a mount. The transformed magisphere
caster does not score an automatic failure on the roll. Regardless of cannot be used to cast magitech.
the gun used to fire it, no critical hits will occur when using the
Eff. 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 10
Value 1 Range/
30 2 4 4 6 7 8 9 10 10 10 None 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 Standard Combat, it depends on the size of the Magisphere used
Tar. Bullet Caster/- Duration Res. N/A
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.

Holography Magisphere: Large Cost MP5


Panacea Light Magisphere: Medium Cost MP10
Any Range/ 2(Infinite)/ 3 minutes
Tar. Duration Res. Can’t 1 Character Range/ 2(30m)/
Point Area Target (18 r) Tar. Duration Instant Res. Optional
X Area Shot
Sum. Captures motion video and plays back 3d holograms
Magisphere transforms into a video recorder/player. Everything Sum. Calls a warm light that purifies the mind
in the caster's line of sight is recorded as a video, and the caster can Removes all Psychic-type effects from the area without contested
Eff.
record for up to 1 hour. checks.
To show any recorded videos, this spell must be cast again on
Eff. the same magisphere. When displaying video in this way, the caster
can freely change the size and content of the video (so long as it is Prism Effect Magisphere: Small Cost MP10
captured in the field of vision).
Range/ 3 minutes
The spell can also be used to erase parts of the recording and Tar. Caster Caster/- Duration Res. Optional
edit the video. Area (18 r)
Sum. Makes invisible to characters with Mechanical perception
Refracts light to appear invisible to machines. The caster cannot
Manapoly Magisphere: Large Cost MP10 be seen by Mechanical means of perception, whether from
monsters or magical items designed to record.
3 If the caster is the target of a Weapon Attack or an
2-3 areas (10m Range/
Tar. Caster/- Duration minutes Res. Can’t Evasion/Can’t effect from a monster with Mechanical perception,
Radius)/Space Area
(18 r) Eff.
1d is rolled before the attack. On a 1-3, the caster must use their
Sum. Sucks up the surrounding mana Evasion to dodge the attack as normal. On a 4-6, the caster
The Magisphere transforms into an accumulator of mana. At automatically dodges the attack. No Evasion roll is required.
the end of the caster's turn, they roll 2d. If the roll is between 4 and Characters that use the Five Senses or Magic Perception can see
12, all characters within the area of effect except for the caster take the character normally.
2 points of fixed damage to their MP. The total MP lost is
temporarily stored in the Magisphere, which the caster can then
use to cast their Magitech, use a Magitech mount’s unique skill, or
use an item from the “Magitech Civilization” or “Current” Era.
Eff.
This MP can be combined with the caster's own MP, Mako Stone,
etc.
⏩Auto Guard II Cost MP8
Magisphere: Medium
If the roll is between 2 and 3, the Magisphere used for this spell
10
is destroyed, and the spell is canceled. Range/
Tar. Caster Caster/- Duration seconds (1 Res. Optional
When the effect of this spell is lost (e.g., when the duration of Area r)
the spell expires or the Magisphere is destroyed), the accumulated
MP in the Magisphere will automatically dissipate. Sum. Evasion, Defense +2
The magisphere transforms a miniature shield that moves on its
own.
Caster gains a +2 bonus to Evasion checks and +2 to Defense.
Eff. If a caster is a character with multiple sections, only one section
will be affected by this effect chosen by the caster when casting the
spell. A Jockey and their mount can target one another with this
spell.

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
“Range: 2(20m)”(regardless of the gun caster uses), and it deals Sum.
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

Sphere Shed Magisphere: Large Cost MP10

1 Range/
Effect Protector Magisphere: Large Cost MP15
Tar. Touch/- Duration Permanent Res. N/A
Object Area Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Sum. Store tools and equipment in magispheres Area (18 r)
A tool or other inanimate object, no larger than 1m radius and Sum. Creates a barrier to protect from the special effects
2m tall, can be stored inside a magisphere. Only one item can be The magisphere becomes a barrier generator that protects the
stored per magisphere, and living things and corpses cannot be caster. The next time the caster becomes the target of a spell or
stored. unique skill with “Resistance: Can't,” the caster is unaffected by that
While inside, items don’t increase the weight of the magisphere spell or ability.
Eff.
and can be carried easily. Eff. If a spell or ability is canceled by this spell, the magisphere used
A single magisphere can hold only one object, and a magisphere for this spell shatters into unusable dust, and the spell's effect
with an object in it cannot be used to cast magitech. immediately ends. If the spell's duration expires without taking
The stored object can be retrieved by using a password (in any effect, or if the caster's will is used to cancel the spell, the
language, not necessarily caster), and the spell will end. magisphere will not be destroyed.

Chaff Grenade Magisphere: Medium Cost MP9 Return Magisphere: Large Cost MP18
Instant/10 Range/
1 area (5m Range/ 2(30m)/ Tar. Touch Touch /- Duration 1 Year Res. N/A
Tar. Duration seconds (1 Res. Can’t Area
Radius)/Space Area Shot
r)
Sum. Create a place to return to at any time
Sum. Inhibits interference within the area of effect The magisphere will be floating in place and become the return
It is sprinkled with fine fragments that inhibit interference from point. From this point on, the caster will know exactly where they
a distance. are relative to the return point. The magisphere at the return point
During this spell, characters within the spell's area cannot be can never be moved.
affected by the "Area: Target" effects and spells. A target can be 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 recalling it with a Minor Action. A character touching the caster or
other than "Area: Target" is used (they are also affected by "Area: in the skirmish where the caster is located can, if desired, move with
Line" and "Area: Breakthrough" effects). Eff.
the caster (the caster cannot refuse to do so).
If a character is within range, they can specify targets both inside If this instantaneous return is performed, or if this spell is cast
and outside the range without any restrictions. 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 ⏩△Minimum Leap Cost MP15
During the duration of this effect, if the caster destroys or 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 Sum. Teleport across short distances
Moonlight Charm will provide a +2 to +6 bonus to Fortitude or
The caster teleports the target anywhere within 10m. Walls,
Willpower checks. If the item is a Level Ring, the target ability
barriers, etc., are bypassed, but the destination must be within sight
Eff. score will be twice the highest ability score.
Eff. of the caster. Also, if there is not enough space for the target to
This effect only works with items from the Magitech Civilization
exist, this spell will not work.
or Current eras and only if the effect is an increase in ability score
This spell can only be cast once in 10 seconds (1 round).
or a bonus to a Skill Check. Note that the effect only occurs at the
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
Range
Caster Duratio Instant/10 Optiona ⏩△Photonic Barrier Cost MP16
Tar. Caster / Res. Magisphere: Large
/- n seconds (1 r) l
Area 3
1 Range/ 2(30m)/
Sum. Create a high-speed shooting weapon (Power 100) Tar. Duration minutes Res. Optional
Character Area Target
The weapon is the same as the Pile Shooter, except that it is (18 r)
called Omega Shooter, a Power 100 weapon. Sum. Generates a barrier that can prevent up to 50 points of damage
Eff. Power Crit Magisphere creates a light barrier that protects the target. The
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value barrier has 50 HP and absorbs all physical, magical, and fixed
100 8 12 15 18 19 20 22 24 27 30 ⑩ damage that the target suffers (hereafter referred to as “damage”).
When the target takes damage, the barrier is damaged first. No
effect is applied to reduce the damage, including the character's
Machine Repair Cost MP40 own Defense. The barrier's HP is never recovered and disappears
Magisphere: Large (1-3) when it reaches 0. The magisphere used to cast this spell is also
1 Range/ destroyed. If the barrier is deactivated before its HP reaches 0, the
Tar. Touch/- Duration Permanent Res. N/A magisphere will not be destroyed.
Object Area
If the damage exceeds the barrier's HP, the barrier (and the
Sum. Repairs tools and equipment
Eff. magisphere) will disappear, and the leftover damage will be applied
The caster can repair any item or structure built during the to the character. In this case, effects that reduce damage, including
Magitech Civilization Period or later that has at least 70% of its Defense, can reduce the damage.
original parts intact. A caster can only affect one target at a time. This spell cannot
One Magisphere (Large) will repair something around the be multiplied by [Metamagic/Targets], and once this spell is cast on
average size of a human, two magispheres can repair objects the a new target, the effect on the previous target is immediately lost.
size of a hut, while three magispheres will repair anything the size While this spell is in effect, the magisphere used to cast it cannot
Eff. of a small fort or smaller. Magispheres don’t need to be equipped be used for any other magitech.
to be used for this spell. If the target is receiving this effect at the same time as [Holy
This spell can repair Runefolk bodies as well as Magitech Blessing] (9th level Divine Magic), the target can assign the damage
characters. This restores the appearance and function of the to be replaced by the HP of these magic barriers arbitrarily.
character. However, it does not restore any HP or raise the dead.
The used Magispheres will be lost.
This spell takes 1 hour to cast. ⏩Genocide Bullet Cost MP10
Magisphere: Medium
Range/ 10 seconds
Tar. Bullet Caster/- Duration Res. N/A
Mana House Magisphere: Large Cost MP15 Area (1 r)
Sum. Creates a bursting bullet with a Power 70 for 2H Gun only
Range/
Tar. Touch Touch/- Duration 1 Day Res. N/A The bullet has “Target: 1 area (6m Radius)/20”, “Range:
Area 2(20m)”(regardless of the Gun caster uses), and deals “Power 70 +
Sum. Creates a comfortable house to rest in Magic Power” magic damage when it hits. However, only a Gun
A small house, about the size and functionality of a three- with “Stance: 2H” can fire this spell (bullet).
bedroom house, appears on the spot. There are three bedrooms, The caster can exclude themself from the target even if they
a living room, a dining room, and a kitchen, and about 5 people include skirmishes, including themself in the area of effect of the
can live inside comfortably. This house has the same quality of Eff. shot. In addition, if the caster has learned the combat feat [Magic
repelling soulscarred creatures as Swords of Protection, and any Control], they can exceptionally declare it when shooting with this
character with 4 or more soulscar points cannot enter within 20m bullet. This allows the caster to exclude any character within the
Eff. of it (if a house is built and these creatures are present, they retreat shot's area of effect from the target.
with Full Move up to 20m from it). Crit
The house itself has 100 HP and 10 Defense. If the building Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
itself is attacked, or a Barbarous is within 10m of the house, an 70 5 9 10 12 14 16 17 18 19 19 ±0
alarm will sound. Magisphere in use cannot be used to cast other
magitech during the duration.
This spell takes 10 minutes (60 rounds) to cast. Supernova Bomb Cost MP24
Magisphere: Medium
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

Skyship Magisphere: Large (5) Cost MP40


Range/
Tar. Touch Touch/- Duration 1 Day Res. N/A
Area
Sum. Creates a small airship
Creates a Skyship (see CR III, p. 390). This spell requires the
use of 5 magispheres (large). Magispheres don’t need to be
Eff. equipped to be used for this spell. Magispheres in use cannot be
used to cast other magitech during the duration.
This spell takes 10 minutes (60 rounds) to cast.

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.

Fairy Tamer's Gem Equipping Fairy Tamer's Gems


A gem called a “Fairy Tamer's Gem” must be equipped A Fairy Tamer's Gem is treated as an “Accessory: Any”,
as an accessory to cast Fairy Magic. and the Fairy Tamer must have a total of 3 to 6 Gems in
A more expensive Fairy Tamer's Gem is needed for the each equipment section, according to the contract (see p.
higher-level spells. The following is a list of prices that must 136).
be paid to purchase a Fairy Tamer's Gem. After purchasing A Gem Case is an Accessory that combines four gems
the more expensive Gem, the less expensive one may be into a single piece of equipment, which can be worn in any
sold for half the price. section.
To use Fairy Magic to its fullest, the caster must Ornate Jewelry can be equipped with 6 Gems in one
purchase six different Fairy Tamer's Gems. Therefore, Accessory.
please refer to the price per 6 gems in the table below.
A Fairy Tamer's Gem is exclusive to that Fairy Tamer. Vocalization
Borrowing a Fairy Tamer's Gem from another Fairy Tamer To cast Fairy Magic, the caster must speak to call out to
will not allow the Fairy Tamer to cast their own Fairy Magic. the fairy. If they cannot speak, they cannot use Fairy Magic.
It is possible to keep a spare in case of unexpected
situations. Armor Restrictions
When casting Fairy Magic, a Spellcasting check is made
Fairy Tamer's Gems Price List with a -4 penalty if the caster is wearing metal armor. Non-
Level Price (1 Gem) Price (6 Gems) metallic armor and shields may be worn or equipped
1–2 50 300 without penalty.
3–4 100 600
5–6 150 900 No Need for Freedom of Arms
7–8 200 1200 When casting Fairy Magic, arm freedom is not required.
9 – 10 250 1500
11 – 12 300 1800
13 – 14 350 2100
15 400 2400

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.

Typed Fairy Magic


Typed Fairy Magic is categorized into six systems: earth,
water/ice, fire, wind, light, and dark.
Each morning, the Fairy Tamer can select from three to
six of these systems by contracting with the fairies.
The spells in Typed Fairy Magic are divided into ranks,
which are dependent on the Fairy Tamer's class level and
the type of contract. The available spells will vary based on
these factors.

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.

All Systems Pattern


The pattern is to select all six systems. Once the pattern is selected, choose as many systems as
All the systems of Fairy Magic can be used, plus the the pattern allows.
Special Fairy Magic. The Fairy Tamer may use only the selected systems of
On the other hand, the rank of Typed Magic that can be Typed Fairy Magic that day and no other systems.
used is limited to much lower than the Fairy Tamer class
level. Preparation of Fairy Tamer's Gem
This pattern can only be selected by a Fairy Tamer Fairy Tamer's Gems should be equipped for each
whose Fairy Tamer class is 3rd level or higher. selected system in the selected pattern.
A Gem Case can hold up to 4 Gems, so if the Fairy
Tamer has 3 or 4 Gems, only 1 Gem Case is needed.
However, for the All System Pattern, two additional Fairy
The following “Fairy Magic Rank Chart” shows the Tamer's Gems should be equipped, so two Gem Cases
limitation of Fairy Tamer Class Level and Typed Magic might be used.
Rank according to each pattern. The Fairy Tamer may cast Ornate Jewelry allows the Fairy Tamer to equip up to
Typed Magic of a rank equal to and lower than the ranks six gems at once, so they need not worry about which
shown in the table. pattern they choose for the day.
In the “All Systems Pattern”, for “X&Y”, X indicates the
Typed Magic Rank Limit, and Y indicates the Special Fairy [Summon Fairy]
Magic rank limit. Fairy Tamer can summon a fairy temporarily with the
Note that basic Fairy Magic does not follow this table. [Summon Fairy] spell (along with all it’s other higher-level
Regardless of the selected pattern, the Fairy Tamer can cast versions with roman numerals).
Basic Fairy Magic up to their Fairy Tamer class level. The Fairy Tamer can summon only the fairies of the
system selected by the tamer. When summoning a fairy with
multiple types, called an olden fairy, all of its types must be
selected as systems.

136
Part 3 Magic

Fairies’ Favorite Gems Water/Ice Fairies


There are six types of Fairy Tamer's Gems for each They prefer blue Gems such as blue diamonds, blue
system. sapphires, aquamarines, water opals, and iolites.
Fairies have preferences for certain types of Gems
depending on their own type, and only those Gems should Fire Fairies
be chosen when forming a contract. Fire fairies prefer red and orange Gems such as Ruby,
A fairy's preference for a particular type of Gem is a Spinel, Garnet, Fire Opal, Sun Stone, etc.
matter of taste and depends more on its appearance, as
represented by its color, than on its mineral properties. As Wind Fairies
a result, Gems such as the Blood Stone (red mixed with They prefer green gems like emerald, tourmaline,
green) are favored by both Wind and Dark fairies (although jadeite, and peridot.
no single Gem can be used to contract multiple fairies). In
general, higher-level fairies prefer more expensive Gems, so Light Fairies
higher level Fairy Tamers are more likely to have more They like diamonds, zircons, moonstones, and other
expensive Gems. colorless and transparent Gems. They also like rubies and
sapphires with stars and sparkling cat eyes.
Earth Fairies
They prefer yellow to brown Gems such as topaz, Dark Fairies
chrysoberyl, and amber. Black agate is their favorite, but they also love opal,
other mixed colors, and unusual gems that change color
depending on the light source.

Note that in the Fairy Magic Spells, the number in


Typed Fairy Magic and Special Fairy Magic is rank, not
level.

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.
Therefore, Initiative checks and Monster Knowledge checks also Summon Fairy III Cost Mako
Stone 5 pts.
do not gain bonus modifiers from this spell.
Range/ 30 seconds
Tar. Touch Touch/- Duration Res. N/A
Area (3 r)
MP6& Sum. Calls and uses a level 7 fairy
Mako
Summon Fairy Cost
Stone 5 Eff.
It is the same as [Summon Fairy], except that the monster level
of the fairy to be called is 7.
pts.
30
Tar. Touch Range/Area Touch/- Duration seconds Res. N/A
(3 r) Fairy Wish II Cost MP2
Sum. Calls and uses a level 3 fairy Range/
Tar. Caster Caster/- Duration 6 Hours Res. Optional
Calls fairy of 3rd monster level and made to follow the Area
instructions. Treat it as it was given “Obey Command” (see p. 87). Sum. Caster requests the strong fairies, and they guide their decisions
The fairies that can be summoned are limited to those whose type Same as [Fairy Wish], except the bonus granted is increased to
is currently selected by the caster. Eff.
+2, and the duration is 6 hours.
While this spell is in effect, the caster may not cast any Fairy
Magic. If the caster has cast [Fairy Wish][Fairy Wish II] spells, they
are automatically canceled by this casting spell. MP18&

Eff.
This spell requires paying 5 MP from a mako stone. The Summon Fairy IV Cost Mako
consumption of this mako stone is the same as the general use of Stone 5 pts.
mako stones to replace MP, and no other mako stone may be used Range/ 30 seconds
Tar. Touch Touch/- Duration Res. N/A
simultaneously to replace MP. However, if the mako stone has Area (3 r)
more than 6 MP, the excess can be used to replace the MP Sum. Calls and uses a level 9 fairy
consumption of this spell. In any case, the mako stone will be lost. It is the same as [Summon Fairy], except that the monster level
When using [Metamagic/Time] or [Metamagic/Accuracy], only Eff.
of the fairy to be called is 9.
the MP is multiplied, and the number of mako stones and MP
required remains the same.
Mitigate Fairy Cost MP1+
Handle Fairy Cost MP3 3
1 Entire Range/ 2(30m)/
3 Tar. Duration minutes Res. Temporary
Character Area Target
Tar. Caster Range/Area Caster/- Duration minutes Res. Optional (18 r)
(18 r) Sum. Weakens the fairy
Gives +2 bonus to Evasion, Willpower, and Fortitude checks This spell is only effective against fairy monsters. The affected
Sum. fairy incurs a -2 penalty to all its Skill Checks and reduces any
against fairies
Using knowledge of fairies, the caster is prepared to anticipate physical or magical damage it causes by -2 points.
their actions. Eff. MP cost of this spell is equal to the monster’s level. When
Eff. For the duration, the caster gains a +2 bonus on Evasion, multiple targets are selected simultaneously with
Willpower, and Fortitude checks when targeted by fairy monster [Metamagic/Targets] combat feat, MP cost is the sum of MP
attacks or unique skills. required for each target.

MP10&
MP22&
Summon Fairy II Cost Mako
Summon Fairy V Cost Mako
Stone 5 pts.
Stone 5 pts.
Range/ 30 seconds
Tar. Touch Touch/- Duration Res. N/A Range/ 30 seconds
Area (3 r) Tar. Touch Touch/- Duration Res. N/A
Area (3 r)
Sum. Calls and uses a level 5 fairy
Sum. Calls and uses a level 11 fairy
It is the same as [Summon Fairy], except that the monster level
Eff. It is the same as [Summon Fairy], except that the monster level
of the fairy to be called is 5. Eff.
of the fairy to be called is 11.

138
Part 3 Magic

MP30&
Avoid Fairy Cost MP1+
Summon Fairy VII Cost Mako
1 Entire Range/ 2(30)/ Stone 5 pts.
Tar. Duration Instant Res. Neg Range/ 30 seconds
Character Area Target Tar. Touch Touch/- Duration Res. N/A
Sum. Drives the fairy away Area (3 r)
Target fairy level 15 or lower will be sent away, and the target will Sum. Calls and uses a level 15 fairy
not return until it is called again by some means. It is the same as [Summon Fairy], except that the monster level
Eff.
Eff. MP cost of this spell is equal to the target’s level. When multiple of the fairy to be called is 15.
targets are selected simultaneously with [Metamagic/Targets]
combat feat, MP cost is the sum of MP required for each target. MP51&
Mako
MP26& Fairy Lord Cost
Stone 10
Summon Fairy VI Cost Mako pts.
Stone 5 pts. 10
Range/
Range/ 30 seconds Tar. Touch Touch/- Duration seconds Res. N/A
Tar. Touch Touch/- Duration Res. N/A Area (1 r)
Area (3 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.

Neutralize Cost MP44


3
1 area (6m Range/
Tar. Touch/- Duration minutes Res. Can’t
Radius)/Space Area
(18 r)
Sum. Suppresses the 4 types in the area
While within the area, any Fire-, Water/Ice-, Earth-, or Wind-
type effects are negated, and spells and unique skills of those types
Eff. cannot be used. This applies even if the source of the damage is
outside of and casting into the range of this spell (all 4 types are
suppressed at the same time).

139
Snare Cost MP3 Stone Blast Cost MP6
1 2(30m)/ 1 2(30m)/
Tar. Range/Area Duration Instant Res. Neg Tar. Range/Area Duration Instant Res. Half
Character Target Character 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

Stone Guard Cost MP4

1 2(30m)/
3 Great Snare Cost MP7
Tar. Range/Area Duration minutes Res. Optional 1
Character Target 2(30m)/
(18 r) Tar. Character Range/Area Duration Instant Res. Neg
Sum. One-time physical damage to target -5 Target
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 The target is rendered prone regardless of the number of
Eff.
to -5 points. The target chooses whether or not to take this effect Eff. sections and the method of movement. Characters that move
after actually being hit and determining the combined damage. without touching the ground are unaffected.
Once used once, the spell ends.

Stone Wall Cost MP6


Earth Hammer Cost MP3
Any 2(30m)/ 3 minutes
1 1(10m)/ Tar. Range/Area Duration Res. N/A
Tar. Range/Area Duration Instant Res. Can’t Point Target (18 r)
Character Target Sum. Erects a stone wall
Sum. Deals Power 10 physical damage. Critical Threshold 12 Type Earth See “Note on the Spells That Create Walls” on page 76.
A stone hammer appears out of the ground and strikes the target. A stone wall is erected with a thickness of 50 cm, a height of 3
The spell deals Power 10 + Magic Power of physical damage. m, and a length of 10 m as its upper limit. The wall completely
The critical Threshold for this spell is 12. The target character's blocks sight and prevents creatures, objects, “Area: Shot” and
unique skills reduce or increase the damage as if it were a magic Eff. “Area: Line” spells, and unique skills from passing through. It must
Eff. blunt weapon.
be built directly perpendicular to the ground and cannot overlap or
Crit penetrate an existing object or creature.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value The caster can create a stone wall of any stone. However, the
10 1 1 2 3 3 4 5 5 6 7 ⑫ wall cannot be transparent.

Pebble Shot Cost MP4 Gold Bridge Cost MP4


1 1(10m)/ Any 2(30m)/ 3 minutes
Tar. Range/Area Duration Instant Res. Half Tar. Range/Area Duration Res. N/A
Character Shot Point Target (18 r)
Sum. Deals Power 10 damage Type Earth Sum. Builds stone bridge and stairs
Launches pebble at high speed, dealing Power 10 + Magic Power Creates a stone bridge, stairs, and ladders that extend straight
magic damage. from the caster's location to the specified location. They allow to
Eff. Power Crit safely travel from the caster’s location to the target location.
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Eff.
Value The maximum width of the structure is 3m, which the caster can
10 1 1 2 3 3 4 5 5 6 7 ⑩ freely decide, but it cannot penetrate through objects, creatures, or
closed gates.

Entrapment Cost MP5


Tunnel Cost MP8
3
1 1(10m)/ Space up 3
Tar. Range/Area Duration minutes Res. Neg
Character Target Tar. to Range/Area Touch/- Duration minutes Res. N/A
(18 r)
Extend earthen arms from the ground to catch the 2x2x10m (18 r)
Sum. Type Earth Sum. Dig into the dirt or stone
target
For spells duration, the target’s movement becomes 0, and it Eliminates non-magical earth and rocks, as well as clay, bricks,
suffers a -2 penalty to its Evasion checks. and other substances made from these materials, in the target area.
It cannot affect a character with multiple sections or a character As a result, the tunnel can be dug in the ground, or a hole can be
who is moving without touching the ground. However, if a character Eff. made in stone walls (including [Stone Wall]). The area of effect can
is caught by this spell while on the ground, it cannot fly up even if it be defined by the caster within 2X2X10m, but the area must be a
has the Flying ability, and it loses [Sword's Grace/Wings Of The simple circular or polygonal column and cannot be bent in the
Wind] and other abilities similar to [〇Flying]. middle.
Eff.
The target of this spell may attempt to escape by using a Major
Action on its turn. The target must make a Skill Check using either
its Fortitude or Willpower, or use “Adventurer Level + Strength
modifier” (optional) as its standard value. If the target obtains a
higher success value, the spell ends. If the target rolls automatic
success, the Success Value is compared using the +5 rule (see CR I,
p. 92).

140
Part 3 Magic

Ring Protection Cost MP12 Great Capture Cost MP9


3 1 3
1 2(30m)/ 1(10m)/
Tar. Range/Area Duration minutes Res. Optional Tar. Character Range/Area Duration minutes Res. Neg
Character Target Target
(18 r) X (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.
5 points. This effect is available only once per round. The target checks. Target will be forced to touch the ground and will lose the
chooses whether to take effect or not after actually being attacked ability to use [〇Sword's Grace/Wings Of The Wind] and [〇
and determining the total damage. Eff.
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,
2(30m)/ dealing no additional damage but causing anyone moving through
Tar. 1 Character Range/Area Duration Instant Res. Can’t
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 blunt 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

Purification Cost MP2 Ice Bolt Cost MP4


Up to 1 1(10m)/
Tar. Range/Area Dur. Instant Res. Half
Tar. 100l of Range/Area Touch/- Duration Instant Res. Neg Character Shot
water Sum. Deals Power 10 damage Type Water/Ice
Sum. Purges water of impurities and solutes, making it pure and clean Shoots an ice arrow at the target dealing Power 10 + Magic Power
Up to 100 liters of water the caster is touching become pure of magic damage.
Eff. water. Liquid, poisonous substances and drugs can also be used as Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
targets, in which case a contested check is needed. Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

Water Screen Cost MP3


3 Seabed Walk Cost MP4
1 1(10m)/
Tar. Range/Area Duration minutes Res. Optional 1
Character Target 2(30m)/ 1
(18 r) Tar. Character Range/Area Duration Res. Optional
Target Hour
Sum. Fire damage -3 for the covered target X
Spell covers the body with water and protects it from heat and Sum. The target can breathe underwater
Eff. flames. The target can breathe and vocalize underwater. As long as the
When the target receives fire magic damage, reduce it by -3. target is active at the bottom of the water, it will not suffer any
movement reduction, action limitation, or penalties to the action
checks (see CR I, p. 114).
Eff.
Even if the target is under this spell, if they make a Swim check
and enter the Swimming State (see CR II, p. 74), they will receive a
corresponding movement reduction and penalty to the action
checks (but will be affected by the current).

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
Range/ 2(30m)/
Tar. 1 Character Duration Instant Res.
Mist Hide Cost MP4 Area Shot
Half

10 Water/
1 1(10m)/ Sum. Deals Power 40 damage Type
Tar. Range/Area Duration seconds Res. Optional Ice
Character Target Attack with a water blade, dealing Power 40 + Magic Power magic
(1 r)
Sum. Covers the target in a haze, Evasion +2 damage.
A fog covers the target, making it difficult to see. Eff. Power Crit
Eff. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
The target gets a +2 bonus for all Evasion checks. Value
40 4 5 6 7 9 10 11 11 12 13 ⑩

Chill Rain Cost MP8


Current Cost MP24
1 area (4m 2(30m)/
Tar. Range/Area Duration Instant Res. Half Water 2(30m)/ 1
Radius)/10 Target Tar. Range/Area Duration Res. N/A
Water/ in sight Target Hour
Sum. Deals Power 10 damage Type Sum. Manipulates the water flow
Ice
Causes a freezing cold rain to fall on the area of effect, dealing This spell targets one river or stream within the caster's sight. The
Power 10 + Magic Power magic damage. caster can choose the speed at which the water flows, up to “50
Eff. Power Crit km/h”, as well as change the direction the water flows. The caster
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ cannot be more than 30 meters away from the current they are trying
Value Eff.
10 1 1 2 3 3 4 5 5 6 7 ⑩ to control. With this spell, a river can be a roaring stream uphill,
slowing a raging waterfall to a gentle sprinkle.
If the caster is in a boat, this spell affects the water directly
Sink Cost MP6
underneath them instead.

1 3
1(10m)/
Tar. Character Range/Area
Target
Duration minutes Res. Neg Ice Storm Cost MP12
X (18 r)
1 area (6m Range/ 2(30m)/
Sum. Drowns the target Type
Water/ Tar. Duration Instant Res. Half
Ice Radius)/20 Area Target
The target's natural buoyancy is lost, causing them to sink into Water/
Sum. Deals Power 30 damage Type
the water. The target descends with a Movement Speed of 20m per Ice
round, sinking until they reach the seabed. The target does not Creates a violent blizzard in the area of effect, dealing Power 30
suffer any falling damage when it reaches the bottom of the water. + Magic Power magic damage.
Eff. Eff. Power Crit
The target can move there on the seabed but cannot float up. Swim ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
checks will fail automatically while under this spell. Value
This spell has no effect on characters with the racial ability 30 2 4 4 6 7 8 9 10 10 10 ⑩
[Sword’s Grace/Gentle Water].

Freeze Cost MP12


Ice Wall Cost MP9
Instant/10
Range/ 1(10m)/
Any 2(30m)/ 3 minutes Tar. 1 Character Duration seconds (1 Res. Half
Tar. Range/Area Duration Res. N/A Area Target r)
Point Target (18 r)
Sum. Builds a wall of ice Sum. Deals Power 40 damage, -4 on Skill Checks Type
Water/
See “Note on the Spells That Create Walls” on page 76. Ice
Builds an ice wall with 50 cm thickness, 3 m high, and 10 m long. The target is hit with a tremendous blast of cold air, weakening
Wall does not block the line of sight but prevents the passage of it. The target is dealt Power 40 + Magic Power water/ice magic
Eff. creatures, objects, and spells, unique spells with Area: Shot and damage. In addition, the target takes a -4 penalty on all Skill Checks
Area: Line. An area must be built vertically, directly from the Eff. for the next 10 seconds (1 round).
ground, and cannot pass through a space already occupied by an Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
object or creature. Value
40 4 5 6 7 9 10 11 11 12 13 ⑩

Ice Coffin Cost MP8


1 Maelstrom Cost MP15
Tar. Range/Area Touch/- Duration Perm. Res. Neg
Character 1 area (6m Range/ 2(30m)/
Water/ Tar. Duration Instant Res. Half
Sum. Locks the target in a coffin made of ice Type Radius)/20 Area Target
Ice Water/
Has no effect unless the target has 20 HP or less. Sum. Deals Power 40 damage Type
Ice
The target is encased in ice 1m radius, 2m tall. Encased character Creates a maelstrom, dealing Power 40 + Magic Power magic
is unconscious but does not age. The Ice Coffin does not melt at damage to the target. If the target is underwater, the damage is
room temperature and will remain indefinitely. increased by +5 points. This additional damage occurs even if the
Eff. It will not work on a character larger than an ice coffin or a Eff. effect target succeeds in resisting.
character with multiple sections. Crit
If you try to melt this ice coffin with regular fire, it will take 24 Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
hours with a torch or 12 hours with a bonfire, but with fire-type 40 4 5 6 7 9 10 11 11 12 13 ⑩
magic damage can be melted by dealing 100 damage. It is also

142
Part 3 Magic

Tinder Cost MP2 Incineration Cost MP8


1 1 area (2m Range/ 1(10m)/
Tar. Flammable Range/Area Touch/- Duration Instant Res. N/A Tar. Duration Instant Res. N/A
Radius)/Space Area Target
Object Sum. Instantly incinerates all combustible materials in a range
Sum. Ignites flammable objects Instantly incinerates all combustible materials in the range. If the
Ignites combustible materials. This spell can ignite objects that object does not fit into a sphere with a radius of 2m, the spell will
Eff.
can be ignited with a single match. Eff. burn the object only within the area of effect and will not spread the
fire any further. Therefore, it can make a single hole in a wooden
wall.
Fire Bolt Cost MP3
1 1(10m)/
Tar.
Character
Range/Area
Shot
Duration Instant Res. Half Flame Coat Cost MP7
Sum. Deals Power 10 damage Type Fire 3
1 Range/ 2(30m)/
Attacks by firing a bolt of flame dealing Power 10 + Magic Power Tar. Duration minutes Res. Optional
Character Area Target
of magic damage. (18 r)
Eff. Power Crit
Sum.
Damage -5, without the negative effects of water/ice
Type Fire
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ type
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩ The target is protected from the cold air by a fire cloak and is
immune to any water/ice-type effects (effects that have already been
Eff.
applied cannot be removed), and the target takes -5 damage from
Flare Cost MP4 all water/ice-type physical and magic damage.

Instant/10
1 area (3m
Tar.
Radius)/All
Range/Area Caster/- Duration seconds Res. Neg
(1 r)
Fire Wall Cost MP10

Sum. Emits a flash of light that blinds everyone Type Fire Range/ 2(30m)/ 3 minutes (18
Tar. Any Point Duration Res. N/A
Targets will be blinded for the next 10 seconds (1 round). This Area Target r)
Eff. Sum. Put up a wall of fire Type Fire
spell has no effect on characters with magic perception.
See “Note on the Spells That Create Walls” on page 76.
Put up a wall of fire with 50 cm thickness, 3 m high, and 10 m
Heat Metal Cost MP5 long. The wall completely blocks the line of sight but does not
prevent the passage of creatures, objects, and spells, unique spells
1
Tar. Range/Area Touch/- Duration Instant Res. Neg with Area: Shot and Area: Line. An area must be built vertically,
Character directly from the ground, and cannot pass through a space already
Sum. Deals Power 30 damage Type Fire occupied by an object or creature.
A metallic item or armor worn by the subject glows red hot for a A character can attempt to pass through this wall. It should make
moment, dealing Power 30 + Magic Power magic damage. a Willpower check. If it fails, it cannot pass through and ends its
If the targeted item is a weapon or tool held in hand, a Willpower movement at the previous area (Simplified Combat) or at the last 1-
Eff. check can be made to drop the item, resulting in no damage. meter coordinates (Standard Combat). The character then suffers a
Crit Eff. “Power 20 + Magic Power” fire magic damage.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value If the Willpower succeeds, the player can pass through the wall
30 2 4 4 6 7 8 9 10 10 10 ⑩ after receiving half the damage.
A character attempting to pass through this wall under the effect
of being forced to move also needs to make a Willpower check. In
Flame Arrow Cost MP6 this case, its success or failure only affects whether or not the
damage is halved, and it will pass through this wall even if it fails the
Range/ 2(30m)/ resistance check.
Tar. 1 Character Duration Instant Res. Half
Area Shot Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Sum. Deals Power 20 damage Type Fire Value
Fires fire arrow, dealing Power 20 + Magic Power magic damage. 20 1 2 3 4 5 6 7 8 9 10 ⑩
Crit
Eff. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
20 1 2 3 4 5 6 7 8 9 10 ⑩ Firestorm Cost MP13
1 area (5m 2(30m)/
Tar. Range/Area Duration Instant Res. Half
Radius)/15 Target
Fire Blast Cost MP6
Sum. Deals Power 40 damage Type Fire
1 area (3m Range/ 1(10m)/ Creates a storm of fire, dealing Power 40 + Magic Power magic
Tar. Duration Instant Res. Half
Radius)/5 Area Shot damage.
Sum. Deals Power 10 damage Type Fire Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
A fireball explodes at the point of impact, dealing Power 10 + Value
Magic Power magic damage. 40 4 5 6 7 9 10 11 11 12 13 ⑩
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩

143
Fire Javelin Cost MP9 Fire Mauler Cost MP16
1 2(30m)/ Any Range/ 2(50m)/
Tar. Range/Area Duration Instant Res. Half Tar. Duration Instant Res. Half
Character Shot 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

Fire Break Cost MP19 Fireport Cost MP12


Space up 1
1 1(10m)/
Tar. to Range/Area Touch/- Duration Res. N/A Tar. Character Range/Area Duration Instant Res. Optional
Hour Target
1x100m X
Sum. Creates a zone where fire cannot burn Sum. Wraps the target in fire and teleports it
Creates a 1-meter-wide zone where fire cannot burn that extends Wraps the target in the fire without dealing damage and teleports
in a straight line within 100 meters of the caster. For the duration, Eff. it. The caster determines the destination within 1km of the target.
fire cannot cross the spell area. If a burning object (such as a torch) The destination must have enough space for the target to fit.
Eff.
is brought into the spell’s area, it will be extinguished.
This spell doesn’t prevent fire-type damage inside its area of
effect.

Flame Geyser Cost MP23


3
1 area (6m Range/ 2(30m)/
Tar. Duration minutes Res. Can’t
Radius)/Space Area Target
(18 r)
Sum. Creates a burst of flame (Power 20) Type Fire
For the duration of the spell, its area of effect will explode with
fire. At the start of the character’s turn in the area of the spell, they
need to roll 1d. On 1-3, they are hit by Fire Geyser and take Power
Eff. 20 + Magic Power fire magic damage. This spell cannot crit.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 None

144
Part 3 Magic

Wind Voice Cost MP2 Shoot Arrow Cost MP6


1 area (5m 1 2(30m)/
Range/ 2(100m)/ 3 minutes Tar. Range/Area Duration Instant Res. Can’t
Tar. Radius) Duration Res. Can’t Character Shot
/Space Area Target (18 r)
Imbues an arrow with magical power and fires it. Deals Power 20
Sum.
Sum. Allows to hear sounds and be heard in the target range physical damage
The caster can listen to sounds and transmit their voice within The arrow or quarrel fired from the caster will hit the target,
Eff. dealing Power 20 + Magic Power physical damage.
the spell’s range. The area must be in the line of sight and outdoors.
To use this spell, the caster must be holding an arrow or heavy
arrow, which is consumed by the spell. A bullet or stone cannot be
Wind Guard Cost MP3 used for this purpose.
If an arrow or heavy arrow is special, apply its effects as well.
1 Range/ 2(30m)/ 3 minutes Treat them as if they were fired from Bow or Crossbow with Power
Tar. Duration Res. Optional
Character Area Target (18 r) Eff. 20 and Critical Threshold 10.
Sum. Reduces wind type damage by -3 Type Wind If all arrows and quarrels to be used at the same time are stored
Turns aside or stops the wind with a tiny shield of air. The target in an Arrow Case or other storage device and equipped, the combat
Eff. feat [Metamagic/Targets] allows this spell to be used on multiple
takes -3 damage from all wind-type attacks.
targets simultaneously.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Windcutter Cost MP4
20 1 2 3 4 5 6 7 8 9 10
Value

1 2(30m)/
Tar. Range/Area Duration Instant Res. Half
Character Target
Sum. Deals Power 10 damage Type Wind Missile Protection Cost MP5
Creates a scythe that slices through the target, dealing Power 10
+ Magic Power magic damage. 3
1 Range/ 1(10m)/
Eff. Power Crit Tar. Duration minutes Res. Optional
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Character Area Target
Value (18 r)
10 1 1 2 3 3 4 5 5 6 7 ⑩ Sum. A wall of wind deflects some projectiles Type Wind
Creates a gust of wind circling the caster that deflects incoming
arrows and bullets.
Hovering Cost MP5 When being attacked by ranged weapons or similar attacks,
before Evasion is rolled, roll 1d. On a 1-3, the target must make an
Range/ 3 minutes Evasion check as normal. On a 4-6, however, the projectile is
Tar. Caster Caster/- Duration Res. Optional Eff.
Area (18 r) deflected, and the attack misses automatically (no Evasion roll
Sum. Lifts caster slightly above the ground Type Wind required).
Lifts caster on a wind column, allowing them to float 10cm above Target also has a 50% chance of automatically evading an arrow
the ground. This allows the caster to move on the ground or water from the [Shoot Arrow] spell (of course, the remaining 50% is an
Eff. automatic hit).
without coming in contact with it. During the duration of the effect,
the caster's agility is halved (rounded up).

Sound Pocket Cost MP6


Silent Move Cost MP6 1
Range/ 2(30m)/
30
1 Tar. Character Duration seconds Res. Neg
Range/ 1 X Area Target
(3 r)
Tar. Character Touch/- Duration Res. Optional
X Area Hour Sum. Block sound from the target Type Wind
Sum. Target moves without making a sound Type Wind Makes any sound or voice directly caused by the target inaudible
All of the target’s movements become completely silent. Its to others. At the same time, the target will not be able to hear any
footsteps and other such noises are inaudible, and even actions like sounds or voices from anyone other than itself.
opening and closing doors are quiet. Stepping on a creaking floor The target is treated as being deaf (see CR II, p. 71). On the
would make no sound. This spell does not prevent sounds from Eff. other hand, if the target is under the effect of a sound or voice-based
Eff. ability such as Spellsong, it will be immune to it. For Finales, the
things the target is not touching. For example, a flower pot knocked
to the ground would be audible. target gains a +4 bonus to the resistance check.
If the target says anything or deliberately makes a noise, that This effect cannot interfere with the spell vocalization required
noise is audible, and the spell immediately ends. for casting spells.

Secret Voice Cost MP2 Air Walking Cost MP5


3
1 Entire Range/ 2(100m)/
3 1 Entire Range/ 1(10m)/
Tar. Duration minutes Res. Optional Tar. Duration minutes Res. Optional
Character Area Target Character Area Target
(18 r) (18 r)
Sum. Allows to caster and target to speak privately Type Wind Sum. Target can move in the air Type Wind
The caster and target can communicate without being noticed by The target can move or run in the air as it is ground. When the
others. Spell’s target must be outdoors, within sight of the caster. Eff. target falls prone in the air, it stays in place and does not fall on the
Eff. ground.
If the number of targets is increased with [Metamagic/Targets],
everyone, including the caster, will hear each other's voices.

145
Down Burst Cost MP14 Twister Cost MP12

1 area (6m Range/ 2(30m)/


3 1 Character Range/ 2(30m)/
Tar. Duration minutes Res. Neg Tar. Duration Instant Res. Neg
Radius)/All Area Target X Area Target
(18 r) Sum. Rolls the target into the tornado and throws it out Type Wind
Sum. Strong winds push to the ground Type Wind Creates a tornado, which hoists the target into the air, and then
A fierce downdraft will be generated in the area. The target will throws it out to a location specified by the caster. The target can be
not be able to jump up. If the target is in the air, it will be forced to anywhere within the caster's line of sight and within 30m from the
descend 10 meters at the start of its turn and cannot fly any higher. Eff.
caster (in Simplified Combat, the target is limited to the rearguard
Eff. It will not take fall damage.
area of the target's faction or the frontline area). The target suffers
A character under this spell cannot be affected by [〇Sword's 30 points of falling damage when they are thrown out and fall down.
Grace/Wings Of The Wind], [〇Flying], or [Air Walking] spell.

Tornado Cost MP13


Windstorm Cost MP9
Any Range/ 2(50m)/
Tar. Duration Instant Res. Half
Tar.
1 area (6m
Range/Area
2(30m)/
Duration Instant Res. Half
Point Area Line
Radius)/20 Target Deals Power 40 damage and makes the target fall
Deals Power 20 damage and makes the targets fall Sum. Type Wind
Sum. Type Wind prone
prone The caster creates a tornado that rushes through the air,
Windstorm blows within the area, dealing “Power 20 + Magic knocking prone anyone in its path, dealing Power 40 + Magic Power
Power” magic damage on the target and causing them to fall prone. magic damage. If a monster has multiple sections that are not
If the character has multiple sections, all of the sections must be Eff. targeted, it will not fall prone.
Eff. targets, otherwise, the character will not fall prone. Crit
Crit Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Value
Value 40 4 5 6 7 9 10 11 11 12 13 ⑩
20 1 2 3 4 5 6 7 8 9 10 ⑩

Whirlwind Cost MP8


1
Range/ 2(30m)/ 1
Tar. Character Duration Res. Optional
X Area Target Hour
Sum. Wind transports the target Type Wind
The target is flown and transported to the location specified by
the caster. The location must be known to the caster or within the
caster's line of sight. The target can move at a speed of up to 50
km/h and a flying altitude of up to 100 m above the ground, freely
chosen by the target being carried and changed during the duration
Eff.
of the effect.
The target being carried cannot perform Major Actions.
However, the target can end this spell at any time during the
duration. If the target is not released at a sufficiently low altitude,
the target will suffer fall damage according to the altitude.

146
Part 3 Magic

Fairy Magic of the light type has no effect on Constructs,


Magitech, and Undead. Life Support Cost MP6
3
1 1(10m)/
Tar. Range/Area Duration minutes Res. Optional
Character Target
Healing Water Cost MP3 (18 r)
Sum. Reduces the risk of fatal injuries
Instant/3
Halves the damage applied to the target's HP (rounded up) for
Tar. Touch Range/Area Touch/- Duration minutes Res. N/A Eff.
the duration of the effect. Only works for targets with HP 0 or less.
(18 r)
Sum. Create water that heals Power “Magic Power + 4” HP
Creates water that can heal wounds.
Creatures that drink the water are healed of “Magic Power + 4”
Extended Healing Cost MP9
Eff. points of damage. The water may be consumed out of hands or Tar.
1
Range/Area
1(10m)/
Duration Instant Res. Optional
containers. To drink water a character needs to use a Major Action. Character Target
The water disappears after 3 minutes (18 rounds). Sum. Restore the target's HP by “Magic Power + 12” points
Eff. Restores the target's HP by “Magic Power + 12” points.

Whisper Heal Cost MP4


1 area (3m 2(30m)/ ⏩Vital Force Cost MP4
Tar. Range/Area Duration Instant Res. Can’t
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.

Basic Healing Cost MP5


1 1(10m)/ Rich Heal Cost MP8
Tar. Range/Area Duration Instant Res. Optional
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.

Virtual Toughness Cost MP4


3
1 1(10m)/
Tar. Range/Area Duration minutes Res. Optional
Character Target
(18 r)
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.

Nursing Cost MP6


1 1
Tar. Range/Area Touch/- Duration Res. Optional
Character Day
Sum. Suppresses the spread of poison and disease
The spell slows down the effects of any poison- or disease-type
effects the target is currently under or experiencing. No contested
check is needed.
If poison or disease progresses over time, its duration will be
tripled. The period will slow three times if poison or disease deals
damage over time. Other effects will appear each third time it
Eff. should affect the target.
However, the duration of the adverse effects will also be tripled,
and the recovery period from such effects also will be tripled.
Even if the progression occurs over 8 hours or more, the triple
interval can be maintained by reapplying this spell every day.
This spell doesn't affect poison and disease effects with
“Duration: Instant”.

Advanced Healing Cost MP7


1 1(10m)/
Tar. Range/Area Duration Instant Res. Optional
Character Target
Sum. Restore the target's HP by “Magic Power + 8” points
Eff. Restores the target's HP by “Magic Power + 8” points.

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
Virtual Toughness II Cost MP9 Sum. Recovers 100 points of target's HP
Eff. This heals the target's HP by 100 points.
3
1 1(10m)/
Tar. Range/Area Duration minutes Res. Optional
Character Target
(18 r)
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

Calm Cost MP2 Mind Link Cost MP9


1 1 Entire 1
1(10m)/ Tar. Range/Area Touch/- Duration Res. Optional
Tar. Character Range/Area Duration Instant Res. Neg Character Hour
Target
X Sum. Share senses and awareness with the target Type Psychic
Sum. Return the target's mental state to normal The caster and target share senses and consciousness; the caster
Removes all psychic-type effects from the target. Contested must be touching the target when casting, but for that duration,
Eff.
checks are needed for each such effect. senses are shared regardless of distance.
Eff. The caster and target can see and hear what each other sees and
hears and communicate messages without words. But the caster and
Distraction Cost MP3
target cannot lie while speaking this way. They can only omit
10 information.
1 1(10m)/
Tar. Range/Area Duration seconds Res. Neg
Character Target
(1 r)
Sum. Stirs the target's mind with chaotic thoughts Type Psychic Shocking Wave Cost MP22
The target's concentration is broken. Furthermore, the target Instant/20
Eff. cannot cast spells for the duration (but may take any other action 1 area (6m Range/
Tar. Caster/- Duration seconds (2 Res. Neg
freely). Radius)/All Area
r)
Psychic
Sum. Produces shocking wave Type
Stun Cost MP4 (Weak)
Targets cannot perform Minor or Major Actions or declare
10 Eff.
1 Entire 2(30m)/ combat feats for the next 20 seconds (2 rounds).
Tar. Range/Area Duration seconds Res. Neg
Character Target
(1 r)
Psychic
Sum. Stuns the target Type
(Weak) Insanity Cost MP9
Target automatically fails one Evasion check. As soon as it fails, 1 Character Range/ 2(30m)/ Instant/
the spell will end. Only the first Evasion check will fail for characters Tar. Duration Res. Neg
X Area Target Various
Eff. with multiple sections, regardless of which section it is. Sum. Makes the target temporarily insane Type Psychic
When casting this spell, the caster gets a +2 bonus to its The target suffers one of the effects of “Madness Table.” Roll 2d
Spellcasting check. and consult with the table.
2d Effect
The target goes berserk, gaining a +2 bonus on Accuracy
Panic Run Cost MP4 checks and a -2 penalty on Evasion checks for 30
1 10 seconds (3 rounds). During this time, the target cannot
1(10m)/ 2–4
Tar. Character Range/Area Duration seconds Res. Neg perform rational actions, and even if their intellect is
Target “Average” or “High,” it is treated as “Low,” and they
X (1 r)
cannot cast spells at all.
Sum. Scares the target and makes them flee the battle Type Psychic
If the target is within the skirmish during the duration, it must Eff. The target's Intelligence is significantly reduced: for 3
minutes (18 rounds), the Intelligence score is reduced by
withdraw from the skirmish on its turn. Otherwise, it must make
-12 points (it can only be reduced to a minimum of 1).
Eff. preparations to leave the melee. If the target is not in the skirmish, 5–9
In the case of a fixed value character, all values that the
this effect does not occur, but it cannot move into the skirmish with
GM determines to be based on Intelligence, such as
its movement.
Magic Power, are reduced by -2.
The target's will to act is significantly reduced; they may
not take any Major Actions for 30 seconds (3 rounds)
Mind Blank Cost MP6 10 – 12
(they may move, take Minor Actions, or declare an active
1 Instant/3 combat feat).
2(30m)/
Tar. Character Range/Area Duration minutes Res. Neg
Target
X (18 r)
Sum. Make the target unable to see the caster Type Psychic Masking Cost MP12
The target cannot see the caster and must choose to act as if the
1 Character Range/ 1
caster is not there. If the target is on guard, it will let the caster pass, Tar. Touch/- Duration Res. Optional
and in combat, the target can't attack the caster with a direct attack
X Area Hour
or target with spells “Target: 1 Character” (including Entire Sum. Hides target
Character and Character X). Note that Target cannot use [Magic Hides the target from everyone's perception. All other characters
Eff. Control] on the caster since it cannot see it. The caster cannot be are treated as if they are all under [Mind Blank] spell.
blocked by the target, and if the caster is in one-on-one melee with When the target encounters a new character, this character needs
the target, the caster can leave it without retreat action. to make a Willpower check. On success spell immediately ends.
Any aggressive actions from the caster towards the target (touch, But this spell works without a Willpower check for characters with
attack, targeting with the spell, etc.) will end the spell just before the adventurer level or monster level less than or equal to the caster's
action is resolved. Eff. “Fairy Tamer level – 4”.
The spell doesn’t work on characters immune to psychic type,
regardless of their level. However, the spell will not end in this case.
Brave Heart Cost MP5 Any aggressive actions from the caster towards any other
character (touch, attack, targeting with a spell, etc.) will end the spell
1 30 just before the action is resolved (the level difference is not taken
1(10m)/
Tar. Character Range/Area Duration seconds Res. Optional into account in this case).
Target
X (3 r)
Sum. Fairy lifts the target's spirits, momentarily strengthening its willpower
The target becomes immune to all psychic spells and effects.
Eff.
This does not affect effects already on the target.

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
X Area Target (18 r)
performing the ritual. Also [Distraction] spell will cancel this spell.
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
Eff. move or act in any way.
1
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. falsehood, they will respond believing it to be true.
Eff.
There is no need to compare success values.

Forget Cost MP16


1 Entire Range/ 1(10m)/ 7
Tar. Duration Res. Neg
Character Area Target Days
Sum. Robs the target of memories Type Psychic
The target immediately forgets everything that has happened
over the past week, including the memory of losing their memories.
Eff.
When this spell ends, the missing memories immediately return.
This does not cause the loss of class levels or Combat Feats.

150
Part 3 Magic

Special Fairy Magic


Chaos Shot Cost MP6 Chaos Smash Cost MP18
Range/ 1(10m)/ 1 area (6m Range/ 2(30m)/
Tar. 1 Character Duration Instant Res. Half Tar. Duration Instant Res. Half
Area Shot Radius)/20 Area Target
Sum. Deals Power 20 damage Type Energy Sum. Deals Power 50 damage Type Energy
Attacks with a condensed fairy energy wave, dealing Power 20 + Combine the power of all fairies to attack, dealing Power 50 +
Magic Power magic damage. Magic Power 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
20 1 2 3 4 5 6 7 8 9 10 ⑩ 50 4 6 8 10 10 12 12 13 15 15 ⑩

Chaos Blast Cost MP8 Chaos Explosion Cost MP26


1 area (5m Range/ 2(30m)/ 1 area (6m Range/ 2(30m)/
Tar. Duration Instant Res. Half Tar. Duration Instant Res. Half
Radius)/15 Area Shot Radius)/20 Area Target
Sum. Deals Power 20 damage Type Energy Sum. Deals Power 80 damage Type Energy
Emits a burst of condensed fairy energy, dealing Power 20 + Combines the power of the fairy into the ultimate explosion,
Magic Power magic damage. dealing Power 80 + Magic Power 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
20 1 2 3 4 5 6 7 8 9 10 ⑩ 80 6 9 10 13 16 18 20 21 22 23 ⑩

Chaos Bomb Cost MP11


1 area (6m Range/ 2(30m)/
Tar. Duration Instant Res. Half
Radius)/20 Area Target
Sum. Deals Power 30 damage Type Energy
Condensed fairy energy explodes, dealing Power 30 + Magic
Power magic damage.
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
30 2 4 4 6 7 8 9 10 10 10 ⑩

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.

Features of Cantrips
on the magic system to which it belongs. Treat cantrips the
same as any other spell in the system.

The term “cantrip” refers to spells in general that are not Not Strong Effects. Generally Low
used much in adventures and battles, are not conspicuous,
and do not make a magic system by themselves.
Each cantrip belongs to one of the existing magic The effects of cantrips are limited and not many of them
systems. And, exactly like any other spell, it is cast by the are directly beneficial to the adventure. Some of them may
master of the class corresponding to the system. make you wonder what they are useful for.
In particular, they are almost useless in combat. They
Cantrip Casting Conditions are generally not very strong and are categorized as a low-
Casting a cantrip follows the same process as casting any level/rank spells.
other spell in the same system. There are no additional
game rules. The conditions for casting each cantrip depend

The GM may decide which cantrips, listed on page 153,


belong to different types of cantrips, and they should discuss
Introduction to Cantrips this with players. Below you can find how a character can
The GM and players should consult with each other to learn cantrips
decide whether or not to add cantrips into the game.
Known to Magicians, Unknown to the Public
How to Use Cantrips Magic is known to magicians. However, since cantrips
Cantrips are not designed to be directly useful to the are rarely used and almost never cast, they are unknown to
game. Instead, they shed light on unusual aspects of the non-magicians and even magicians of different systems.
world of Raxia, giving the user a greater sense of depth. A character automatically acquires its cantrip when it
As a result, there is no need to actively search for use in learns a class or rises to the required level.
the game or rush to make it useful in any way. You may be Most of these cantrips come from Divine, Fairy, and
lucky if you discover an unexpected use for it. Nature Magic.

Some are Told in Secret


Only a few individuals or groups know of its existence
Definition of Cantrips and pass it on in detail to their pupils and others. If you have
In the world of Raxia, the definition of cantrip is not very studied in such a setting, the character may assume that they
precise. It is roughly defined as a spell that has no strong have acquired a specific cantrip,
effects, is useful in a limited number of situations, is used by It is common to see Sorcerers, Conjurers, and Wizards
few people, and is not well-known. Some of the sages even who run private schools to teach Truespeech Magic,
prefer to classify [Wizard Sign], [Minor Illusion], and [Bad Spiritualism Magic, and Deep Magic cantrips.
Vibes] as cantrips among the Deep Magic system listed on It is also said that some deities gain cantrips along with
p. 96. Specialized Divine Magic.
It is believed that individuals and groups of Druids have
Cantrips Acquisition and transmit special Nature Magic locally as cantrips.
Cantrips are a type of spell that few people in the world This form is also conspicuous among the Daemon
know about. There are several different types of cantrips. Tamers. Some seem to have special paradoxes that are

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

How to Read Cantrip Data


As already mentioned, cantrips are classified into one of
the existing magic systems, so please read the data according
to the notes and supplements of that system.

memories are forgotten by some spell or unique skills, such as a


curse.
The GM may assume that if the caster casts this spell on the
Search of Irregularity Cost MP4 target, the target will gain new information by recalling memories.
At the same time, the GM may suggest that the target, location,
Tar. Special Range/Area Touch/- Duration Instant Res. Can’t situation, etc., are not suitable by NPCs saying, “I don't recall
Find the most different one among several objects that are hard to anything” or “it was not a meaningful memory.”
Sum. If the target is an NPC, the GM, in consultation with the PC,
distinguish
This is a spell that helps you find the most distinct and least may make arrangements to make the target recall memories about
common item among several similar objects. The spell can be cast a PC or to deepen the bond or relationship between the target and
on a bag or box containing multiple objects with the same name as the PC.
long as they are grouped together. “True, Second Rank Spirit. Perceiving, Reading, Returning”
By casting this spell on the target, the caster can identify the Chant Verum, Secundum Ordo Spiritus. Animadvertens, Lectio,
Eff. most distinct object among those that are considered to be the Rediens
same. The object may differ in size, area, or, in the case of a plant,
the degree of damage, among other characteristics.
The spell's range is limited to the area within the caster's
outstretched arms. Additionally, this spell cannot be used on
characters..
“True, First Rank Feeling. Material, Detect, Single”
Chant
Verum, Primum Ordo Sententia. Materia, Reperio, Singulus

Recall Memories Cost MP3

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
Scales Cost MP4 Tar. Caster
Range/ 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

Bone Gathering Cost MP2 Grow Eyebrows Cost MP2

1 1 Entire Range/ 2(30m)/ 8


Tar. Range/Area Touch/- Duration Instant Res. Can’t Tar. Duration Res. Neg
Corpse Character Area Target Hours
Sum. Collects bones from a corpse Sum. Eyebrows continue to grow Type Curse
Extracts a portion of the bones from the target. Caster can The target's eyebrows become longer. While growth speed and
collect about a handful of bones from around the touched area. length limits differ between individuals, adult male eyebrows can
This spell can be cast only once on the same corpse. If it is cast grow up to about 60 cm in length at a rate of approximately 1 cm
Eff. per minute.
again on the same corpse it will have no effect. Same for only part Eff.
of the corpse. When eyebrows reach their maximum length, they are shed
It has no effect on characters with more than 1 HP. and replaced by new ones that continue to grow.
“Spirit, First Rank Movement. Deceased, Bone, Gather” Note that the eyebrows will remain even after the spell duration
Chant has expired.
Spiritus, Primum Motus. Defunctus, Bone, Collige
“Spirit, Third Rank. Earth, Gushing, Heal”
Chant
Spiritus, Tertius Ordo. Terra, Scaturiens, Sana
Hole Shooting Cost MP3
10
1 Entire Range/
Tar. Touch/- Duration seconds Res. Optional
Character Area
(1 r)
Sum. Throwing weapons will always hit static holes or pedestal
During the duration of the spell, if a target uses a thrown
weapon against an immobile hole, pedestal, or similar object within
20m, the throw has “Resistance: Can't”.
Eff. However, this effect is not effective if the hole or pedestal is
moving or constantly shifting. Additionally, the hole or pedestal
must be visible to the target and have a diameter between 5cm and
1m.
“Spirit, First Rank Motion. Remote, Guiding, Certainty”
Chant
Spiritus, Primum Motum. Remota, Ducens, Certa

154
Part 3 Magic

Worship Cost MP2 Melting Syrup Cost MP1


1 1(10m)/ Up to 1
Tar. Range/Area Duration Instant Res. Neg Range/ 3 minutes
Character Target Tar. liter of Touch/- Duration Res. N/A
water Area (18 r)
Bend the target's knees and put the target in a Psychic
Sum. Type
posture of worship (Weak) Sum. Sweeten a cup of water
This spell folds the target's knees and forces it to kneel. This spell transforms fresh water into sweet-tasting water. The
A kneeling character is treated as if it has fallen prone. spell can only affect fresh water that is still and has a volume of 1
When cast against a target in combat or a character considered liter or less and that can be touched directly by the caster.
Eff. to be under pressure (as determined by the GM), the target gains a Eff. The caster is free to specify the sweetness level that the fresh
+4 bonus to Willpower. water should be transformed into, ranging from slightly sweet to as
However, this spell has no effect on characters that use non- sweet as honey. Although the taste is altered, the color and viscosity
bipedal movement or those with multiple sections. of the water remain the same.

Divide Holy Symbol Cost MP20


1 1
Tar. Range/Area Touch/- Duration Res. N/A
Object Day Unburned Tongue Cost MP2
Sum. Duplicate the holy symbol of the caster and give a blessing
Range/ 3 minutes
This spell temporarily duplicates and blesses the holy symbol of Tar. Caster Caster/- Duration Res. Can’t
Area (18 r)
the caster. The duplicated holy symbol may be used as a holy
symbol of the same deity as the caster for the duration of the effect. Sum. Does not burn when eating hot or high-heat foods
If another character wears the duplicated holy symbol as an During the duration, the caster can eat hot food without burning
Eff. accessory, their maximum HP is increased by 1 point. themselves.
The caster is unable to end this spell on their own. Additionally, This has no effect on the body or mouth, and the taste remains
during the spell's duration, the caster is unable to use any Basic Eff. the same. It also does not increase tolerance to poison.
Divine Magic or Specialized Divine Magic. However, after the duration has elapsed, the heat put into the
Once the duration ends, the duplicated holy symbol disappears. body will have the same effect as usual. Essentially, any food eaten
during the effect time is safe.

Health Monitor Magisphere: Small Cost MP1


Air Intake Cost MP2
1 Entire 1(10m)/
Tar. Range/Area Duration Instant Res. Can’t Range/
Character Target Tar. 1 Object Target/- Duration 3 Hours Res. N/A
Sum. Measure the target’s body temperature and heart rate Area
This spell accurately measures the target organism's body Sum. Create invisible air vents
temperature and heart rate. The recorded measurements can be Allow air to pass through walls, ceilings, doors, and other
viewed any number of times within a 24-hour period. When the obstacles.
spell is cast again, previous records are discarded, and new While under the effect, the target object cannot block sound,
measurements are taken. airflow, or wind. However, it retains its original functionality in all
Eff.
Eff. In addition, this spell displays the organism's average body other respects.
temperature and heart rate under normal conditions. The GM can When cast inside a sealed room or box, it can be treated as if air
describe differences as “a little high” or “very low” instead of or wind were passing through it. Sound will also be heard as
accurately stating temperatures and heart rates for each creature. normal.
Please note that this spell has no effect on non-living creatures
such as Construct, Magitech, and Undead creatures.

Diorama Display Magisphere: Small Cost MP6 Recall Dream Cost MP3
1
Tar. Touch Range/Area Touch/- Duration Res. N/A 1 Entire Range/
Hour Tar. Touch/- Duration Instant Res. Neg
Character Area
Sum. The caster creates a miniature view of the past
Psychic
The spell allows for the recreation of a miniature scene Sum. Remind the target of the dream Type
(Weak)
previously witnessed. The created miniature has a size of a 1-meter
Target recalls a dream they had within the past 24 hours, but
square and a scale of 1/100th, meaning that it can reproduce up to
only a few if they had multiple dreams. The Caster cannot directly
100-meter square sceneries. While the miniatures are produced in
know the content of the dream. Most of the dream contents are
three dimensions, they are not highly precise and can only replicate
vague and meaningless, but some may symbolize something or
Eff. the rough shapes of buildings. This spell is unable to recreate living show the target's deeper consciousness. The GM may decide that
creatures, even if they were present in the original scenery.
the dream seen by this spell is faint and represents unconscious
The miniatures can be altered through touch, but their strength
information given to the target.
is comparable to that of clay, and once changed, they will not Eff.
Even if the target was dreaming due to external factors such as a
automatically revert to their original state.
spell, it is still possible to recall the dream. If the target is
After the duration of the spell elapses, the diorama disappears.
disadvantaged in some way by the dream (such as a cursed dream),
the disadvantage can also be known. However, it is not possible to
know who sent the dream.
This spell can be cast multiple times on the same target to recall
several different dreams within the past 24 hours.

155
Totem Dance Cost MP3 ⏩Dressup Demon Cost MP2

1 area (5m Range/


10 1 Entire Range/ 1
Tar. Caster/- Duration minutes Res. N/A Tar. Touch/- Duration Res. Can’t
Radius)/All Area Character Area Day
(60 r) Sum. Dresses the Door Daemon summoned by the user
Sum. Move the Symbol of Beneficence that caster created The spell dresses Door Daemon as its caster pleases.
The Symbol of Beneficence, which was created by the Druid, Only Door Daemon can be targeted with this spell.
dances to a certain degree at will. Eff.
However, this spell does not produce any effect other than
The target of this spell is any Symbol of Beneficence created by changing Door Daemon's visual appearance.
caster within the range.
Eff.
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
Visualize Smells Cost MP3
duration of this spell. Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Area Hour
Sum. Caster will be able to detect and distinguish smell visually
Sunny Healing Cost MP3 Smells and odors that can be detected by the sense of smell can
1 Day also be identified visually by their color and shape. The intensity of
1 Entire Range/ 1(10m)/ the smell can also be estimated by its size.
Tar. Duration (24 Res. Optional
Character Area Target Eff. However, if the caster's sight is not effective, this method cannot
Hours)
be used to see smells and odors. On the other hand, if the caster
Sum. Improves the health of a target that is exposed to sunlight
has good vision, they can detect and distinguish smells even if they
The power of sunlight revitalizes the target, restoring their do not have a good sense of smell.
energy and reducing their fatigue.
While under the effect of this spell, the target gains a +1 bonus
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

“The Great Magician’s Miscalculation”


A magician had his own research facility and residence beautiful bell sound, and put a spell on the room in front of
outside the city. It was a comfortable environment where he the golem to make the door bang when the bell sound was
could quietly devote himself to research, undisturbed by the heard.
city's hustle and bustle. To ensure security, he built high “Just to be sure…”
walls and placed golems as guards at the gate and in the large When the door is knocked on, “call out the magician's
garden. Barbarous and other beasts of prey that appeared name in a loud voice”.
from time to time were well taken care of by the guard “It's perfect.”
golem, so there were no problems. The magician was pleased with his genius. He cast all his
There was only one problem. spells, sent proud letters to his disciples, and waited for the
The magician had a bad habit of becoming so absorbed arrival of supplies.
in his research that he could not hear anything. He would The next day, the apprentice came as planned and used
not open the gate to allow his apprentice to deliver meals the password to get the golem to open the door. All the
and research materials, and often ran out of supplies. magic worked perfectly, and the golem upstairs shouted the
“Well, I don't know what to do.” wizard's name loudly when the door was knocked.
The magician, who was indeed troubled by the “!? Turn down the volume a little or...”
inconvenience, tried to solve the problem by using his As he went out of the room complaining, Gargoyle
specialty, magic. attacked him, which was a miscalculation, but it was no big
First, he found a spell in an old book that would cause deal to destroy it like this. Research always involves
the golem to open the door when a password was spoken. sacrifices.
However, he decided to cast a spell on the golem in the The disciple, who opened the door, put down a lot of
garden to issue a command to close any open door. things and said, “I'm going to put a doorbell in your room.
“But I don't want the front door to be easy to open.” Please let me make a small hole in the wall so that I can put
He did not want anyone but himself to open the front a doorbell in your room. I will pull the rope to the outer
door. Thinking this, the wizard struck the door knocker and gate.” Immediately, the apprentice set to work drilling holes
magically created and installed the “trigger arm” of the in the wall.
crossbow installed in the door. The fired arrow hits the “The spell of ‘preventing wind drafts’...”
Gargoyle on the staircase, and Gargoyle, who is attacked, The magician was talking to himself as he was cleaning
gets ready for battle. At that time, he put a spell on the up the broken pieces of Gargoyle.
upstairs corridor to make the Gargoyle's wings make a

157
Part 4 Other Techniques

158
Part 4 Other Techniques

In this section, we will describe techniques.

Techniques can only be used once per round, and some do


have cumulative effects.
The Enhancer acquires and uses Techniques to
strengthen and transform their body through special Targets of Techniques
breathing. They thus gain special effects. Techniques are trained skills that strengthen and change
the body. Techniques are only able to affect the character
performing them.
Even in the case of a character with multiple sections,
Each time a character takes a level in Enhancer, they no other sections can be used as targets. However, in most
may choose a Technique from the list of Techniques (see cases of a character with multiple sections, all sections can
p. 160) and learn it. use Techniques individually.
Some Techniques require a minimum Enhancer level
to learn and cannot be gained by Enhancers of a lower level. MP Cost
For example, a 5th-level Enhancer will know five different Techniques consume MP when used. Unless stated
Techniques and can learn any Technique that requires 5 otherwise, a Technique costs 3 MP to activate. This may
levels or fewer in the Enhancer class. change due to Combat Feats or may be drawn from a mako
stone. Of course, only one mako stone may be used at a
time.

Movement Restriction Ending a Technique


When using a Technique, movement is restricted to a Techniques with duration can be cancelled at the will of
Limited Move or a Normal Move. Full Move cannot be the Enhancer themselves with a Minor Action.
selected for the turn where a Technique is used. Techniques are not magical, so they cannot be removed
with [Dispel Magic] (see p. 79) or Grassrunner's [Mana
Breath Interference] (learned by enhancing racial ability at the 6th
Techniques are special breathing effects; they cannot be level).
used if a character is not breathing. The Combat Feat [Wordbreak], the [Perfect
Vocalization is not needed. Cancellation] spell (see p. 109), and Evocation [Dispel
Needle] (see p. 183) can remove them. GM should see the
effect of the ability to make a ruling. If it is explicitly stated
that it removes Techniques, or if it is stated that it removes
A Technique is used with a Minor Action. Some an effect without limiting it to magic, it will work.
Techniques can also be used during Combat Preparation.
When a Technique is used, no Skill Check is rolled and Techniques aren’t Magical
the effect is automatically applied. The Success Value is Techniques are not magical; therefore, spells like [Sense
treated as 0. It is impossible to use a Technique with a Major Magic] or [Mana Search] will not detect active Techniques.
Action (when the use of Minor Actions is prohibited) to get Combat Feats that affect casting spells, such as
a Success Value. [Metamagic/**], generally do not affect Techniques. The
As a rule, Techniques may be used as many times as Enhancer class is not a Wizard-Type Class and cannot be
needed in a round. The effects of a Technique with the specified for [MP Save/**].
same name do not generally stack. However, some On the other hand, there is also [Muscle Mystery], a
Combat Feat that only strengthens Techniques.

①All techniques can be done with Minor Actions and are


⏩△Antibody Duration 30 seconds (3 r)
Sum. Willpower and Fortitude +4 against poison, disease always marked with a ⏩. If the technique can be done
The user of this Technique strengthens their immune system, during Combat Preparation, it will also be marked with a △.
driving off poisons and diseases. ②The duration of the technique.
Eff.
When rolling a Fortitude or Willpower check for a Poison-type
or Disease-type effect, the user gets a +4 bonus to that check.
③This is a summary of the effect of the technique.
④Detailed description of the effect of a technique.

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.

⏩Owl Sight Duration 3 minutes (18 r)


⏩△Beetleskin Duration 30 seconds (3 r)
Sum. Gains Darkvision Sum. Defense +2
The user's eyes radiate gold, like that of an owl. This allows the The user's skin becomes hardened like the shell of a beetle,
Eff. Eff.
user to see through darkness as though it were daylight. granting a +2 bonus to Defense.

⏩△Gazelle Feet Duration 30 seconds (3 r)


⏩Bear Muscle Duration 30 seconds (3 r)
Sum. Evasion +1 Sum. Strength modifier +2
The user's leg muscles become much more active, like that of a Revitalizes the user's muscles and reinforces them, giving the user
gazelle bouncing away from a predator. Eff. the strength of a bear. This increases the user's strength modifier by
Eff.
This increased reaction time gives the user a +1 bonus to Evasion +2 but does not affect the user's strength score.
checks.

⏩△Meditation Duration 30 seconds (3 r)


⏩Cat’s Eyes Duration 30 seconds (3 r)
Sum. Willpower checks against psychic effects +4
Sum. Accuracy +1 The user stabilizes their thoughts and strengthens their ego,
The user's pupils stretch vertically, allowing them to watch an making their mind less susceptible to ill effects.
opponent more carefully. Eff.
Eff. If the user makes a Willpower check against a Psychic-type
This increased observation gives the user a +1 bonus to Accuracy effect, they receive a +4 bonus to that check.
checks.

⏩Rabbit Ears Duration 3 minutes (18 r)


⏩Scale Leggings Duration 1 Hour
Sum. Listen, Danger Sense +2
Sum. Free Movement Underwater The user can more accurately detect incoming danger by making
Pale scales sprout from the user's body, allowing underwater free Eff. their ears bigger and more flexible.
movement. The user is no longer affected by movement penalties The user gains a +2 bonus to Listen and Danger Sense checks.
in the water, can move freely, and does not receive any penalties for
Eff.
being in the water.
However, this technique does not allow for breathing while
underwater.

⏩△Strong Blood Duration 30 seconds (3 r)


Sum. Fire, water/ice damage -5
By keeping a consistent body temperature, the user can stay cool
in hot environments and vice versa.
Eff.
When taking any fire or water/ice-type damage, reduce the total
damage taken by -5.

⏩Chic Chick Duration 1 Hour


Sum. Jump checks +5, fall damage -20
A small bird's wings sprout from the user's back, aiding them in
aerial movement.
When making Jump checks (see CR I, p. 112), the user receives
Eff.
a +5 bonus for those checks. Additionally, reduce any fall damage
the user takes by -20.
This technique does not allow the user to fly.

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
During the effect time, it is possible to attack by spitting fire with
⏩Animal Shape Duration 1 Hour Major Action. The same check as the Spellcasting check is
Sum. Transform into common Animals performed with "Enhancer class level + Intelligence modifier" as the
The user transforms into an animal common in society, such as Standard Value. This fire has "Range/Area: 1(10m)/Shot", "Target:
a horse, pig, cat, or dog. User cannot transform while wearing 1area (3m Radius)/5", "Resistance: Half", and deals "Power 10 +
weapons, armor, or costumes. Enhancer class level + Intelligence modifier" fire magic damage.
Eff. If the user has the Combat Feats [Magic Convergence] or [Magic
After the transformation, the user’s ability score remains the
Control], they can apply it to this technique. However, the Combat
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 Feat [Metamagic/Area] has no effect.
Punch. Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
This Technique does not allow the user to communicate with Value
animals. 10 1 1 2 3 3 4 5 5 6 7 ⑩

⏩Giant Arms Duration 10 seconds (1 r) ⏩Recovery Duration Instant

Sum. Strength +12 Sum. Restores HP equal to Enhancer Level


The user's arms swell immensely, barely able to contain the The user can refresh themselves and recover an amount of HP
newfound power inside. The user increases their Strength score by Eff. equal to their Enhancer Level.
Eff. +12. This technique can be used once per round.
For fixed-value characters, instead, they gain +2 bonus damage.
GM is free to make other modifications at its discretion.
⏩Wide Wings Duration 3 minutes (18 r)
10 sec. (1 Sum. Gains the ability to fly
⏩△Sphinx Knowledge Duration
r) An extensive set of eagle-like wings sprouts from the user's back,
Sum. Intelligence +6 allowing the user to fly. When flying, the user's movement speed is
The user becomes as intelligent as a sphinx. The user’s 10 meters per round.
Intelligence is increased by +6. Eff. If the user can fly, this Technique increases the user's movement
Eff. speed by 20m. This extra movement speed is accumulated up to a
Instead, fixed-value characters gain +1 to Magic Power or other
value that the GM determines to be based on Intelligence. 30m bonus.
This Technique can be used once per round.

161
⏩Balloon Seed Duration 30 seconds (3 r)
Shot
⏩△Chameleon Duration
30 seconds Sum. Use Weapons with Mouth
Camouflage (3 r)
The Enhancer can use a thrown weapon with a Minor Action
Sum. Hide check +4, not visible above 10 meters and attack with it only once per 10 seconds (1 round). The Accuracy
The Enhancer gains a +4 bonus to Hide checks. Also, a character Eff. check of this attack is done with “Enhancer level + Dexterity
modifier,” and Extra Damage is done with “Enhancer level +
with perception five senses cannot see an Enhancer under this effect
Eff. Strength modifier.”
from a distance 10 or more meters (different areas in Simplified
Combat). Treat this as invisibility (see CR II, p. 69).

⏩Fenrir's Bite Duration 3 minutes (18 r)


30 seconds (3
⏩△Kraken Stability Duration
r) Sum. Grows fangs and allows to Bite
Sum. Cannot fall prone Fangs grow in the Enhancer’s mouth. These can be used as a
The Enhancer's lower body becomes as soft and strong as a Bite (see CR III, p. 214 or ET, p. 104) wrestling weapon and with a
Kraken's tentacles. The Enhancer cannot become the target of Minor Action to attack only once per 10 seconds (1 round). The
Accuracy check of this attack is done with “Enhancer level +
Eff. Throw attacks and will not fall prone to any effect. The Enhancer
cannot fall when their feet are directly on the ground or the bottom Dexterity modifier,” and Extra Damage is done with “Enhancer
of the water (it does not prevent a rider from falling from a horse). level + Strength modifier.”
The Enhancer can also use this Bite for a normal melee attack
Eff. as a Major Action. In this case, Warrior-Type Classes (Fighter,
⏩△Jii Prophecy
Grappler, Fencer ) are used for Accuracy checks and damage
Duration 1 Hour
determination.
Sum. Initiative and Danger Sense +2 If a character uses this technique while having a Bite, they gain a
Jii is a mythical beast that is said to have an excellent sense of +1 bonus to Accuracy checks or a +2 point bonus to Extra Damage
danger. With this technique, the Enhancer will be able to sense (whichever one the user selects). This effect can accumulate up to a
Eff. danger and know what will happen in the future, like the Jii, and +2 bonus to Accuracy checks and +4 damage.
gain a +2 bonus to the success value of Danger Sense and Initiative This technique can only be used once per 10 seconds (1 round).
checks.

⏩Healthy Body Duration Instant


⏩Strider Walk Duration 3 minutes (18 r)
Sum. Removes Negative Effects
Sum. Allows to walk on water or clouds The Enhancer can arbitrarily select one of the effects of type
Like a water strider, the Enhancer can walk on water or clouds poison, disease, or psychic they have received and cancel it. In this
Eff.
Eff. as if moving on water. They cannot take Full Move when moving case, there is no need to compare success values. Effects of type
with this effect. curse + psychic cannot be canceled.

⏩Spider Web Duration 3 minutes (18 r)


Sum. Shoots multifunctional silk threads
Spin thick threads of strong silk from the user's fingertips to aid
in movement. The silk works the same as the Magitech spell [Wire
Eff.
Anchor] (see p. 129). If a check is needed, use the success value of
Enhancer Level + Strength Modifier.

⏩Titan's Foot Duration 10 seconds (1 r)


Sum. Strengthen Kicks
During the effect's duration, as a Major Action the Enhancer can
kick through walls, doors, floors, and other structures to make a
hole with a radius of 1m. If the structure's thickness exceeds 1m,
the hole will be drilled in a hemispherical shape with a radius of 1m.
Eff.
When the Kick-breaking is performed, a loud sound will be heard.
This effect cannot be applied to structures on iron and steel
structures or harder. Also, this effect cannot be used for positions
(area, coordinate) where there are other characters.

⏩△Troll Vitals Duration 30 seconds (3 r)


Sum. Magic Damage -4
The Enhancer will be as strong as a Troll. If the Enhancer
Eff. receives magic damage during the duration of the effect, it is
reduced by -4 points.

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.

Terms: Bardic Power, Spellsong, Finale,

Bardic Power
This value represents the potency of bardic effects.
Bardic Power is very similar to Magic Power for Wizard-
type classes.

Spellsongs When enough Rhythm is accumulated, it may be


Spellsongs are a special type of music and song used by expended in a Finale to directly harm foes or heal friends.
Bards that have various psychic effects on those who hear This is basically how Bards participate in combat.
them. There are several types, and Bards of higher levels When a Finale is used, the Bard's Rhythm is reduced by
can use them differently depending on the situation. a specific amount. Afterward, the Bard should strive to
As a rule, Spellsongs are of the Psychic type. The effects generate more Rhythm via Spellsongs, saving up so they can
of Spellsongs generally support or hinder others. deliver another Finale.

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. Conditions for using Spellsongs and
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.

Instruments and Singing


An Instrument is always required to play a Spellsong or
Finale. Various instruments are available, which may be
determined at the player's discretion with the GM's
agreement. However, Instruments must be treated as
“Stance: 2H” Items unless otherwise specified.

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
Skills Spellsongs, Finales can stop playing by using Minor Action. Otherwise, the
Deaf in one ear -1(-2) +1 Bard cannot cancel the effect of Spellsong.
Deaf in both ears Automatic Spellsongs are not magical, so they cannot be removed
-2(Not Allowed)
(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

that it removes Spellsongs, or if it is stated that it removes


an effect without limiting it to magic, it will work.
Spellsongs affect space, and targeted removal of effects Bard's basic fighting style is to accumulate Rhythm by
will end it only for that target. playing Spellsongs and then spend that Rhythm on a Finale.
If a Success Value comparison is needed when releasing In addition, some Spellsongs are effective only when
a Spellsong, the Success Value of the Performance check Rhythm has been accumulated to meet a specific condition.
when the Bard used that Spellsong should be used. Here, we will explain how to handle the important
element of Rhythm.
Spellsongs are not Magical
Spellsongs are not magical and do not react to spells that The Three Types of Rhythm
detect Magic Power, such as [Sense Magic]. There are three Rhythms: Uplifting (⮭), Calming (⮯),
[Magic Convergence] and [Magic Control] also do not and Enchanting (♡). Each must be tracked individually.
work with Spellsongs (to begin with, Spellsongs are a
“/Space” type effect). Rhythm Management is per-character
When there are multiple characters with Bard levels on
the battlefield, Rhythm is managed separately and
independently for each one.
When the accumulated Rhythm is sufficient to cover a
Finale's cost, the Bard may play that Finale. Like a Initial, Minimum, and Maximum Rhythm
Spellsong, a Finale requires an Instrument and is played All three Rhythm values are “0” at the beginning of the
with a Major Action. A Performance check must be made. battle. This is the minimum value and will never be a
negative number. Rhythm has no maximum value, and
Range, Area of Effect, and Target of a Finale there is no limit to how much can accumulate.
Finales have the same range as Spellsong's Area of Effect
(Bard’s Class Level x 10, max 50m). In Standard Combat Generating Rhythm with Spellsongs
and Advanced Combat, this distance is used as it is. In As already mentioned, if a Spellsong is used, Rhythm is
Simplified Combat, the range distance for a 1st Level Bard generated. Providing the Performance check is not an
is “1” (own and adjacent areas), and “2” (the entire Automatic Failure. The accumulation of the type and
battlefield) for a 2nd Level Bard. amount of Base Rhythm stated in the Spellsong will occur.
Each Finale has its own maximum number of targets. If the Success Value of the Performance check is equal
The Bard can select any character (section) from the to or greater than the Flourish Value, Extra Rhythm is also
characters in range up to the maximum number of targets gained.
and make them the targets. Misfiring cannot occur. If a Spellsong is used more than once during a turn, a
On the other hand, the Bard must be able to see the Performance check is made each time, and the
targets to affect them. accumulation of Rhythm occurs as normal.
If a Finale is used in a range where another Spellsong is
in effect, it must exceed the Success Value of that Spellsong Rhythm Attrition
for the Finale effect to occur. If no Spellsong is being played by the Bard at the
beginning of their turn, all three Rhythm totals will be
Finale Duration reduced by 1. However, if the Bard played a Finale in the
All Finales have “Duration: Instant”. previous turn, this reduction does not occur.
Even if the last Spellsong Performance check was an
Performance Check when Finale is Used automatic failure, Rhythm still would be gained.
When a Finale is used, the Bard makes a Performance
check. The Success Value is then compared with each Finale Cost
Targets’ Willpower check. The Bard is treated as the active When a Bard uses a Finale, Rhythm is immediately
party (for some Finales, “Resistance: Optional” is used, and reduced by the amount specified by the Finale's Cost.
the Success Value comparison does not occur).
The Willpower check for the Finale gets a bonus if the Managing Rhythm when not in Combat
listener's hearing is impaired. Unlike Spellsongs, however, Some Spellsongs and Finales require the accumulation
the Finale can also affect targets that are entirely deaf of Rhythm to produce their effects. And there are some that
(although they are still more likely to Resist) (see p. 71). are so useful you want to get their effects even during non-
A Finale is fully effective if the Success Value is in Bard's combat situations.
favor. If the Success Values are tied or exceeded by resisting When using them outside of combat, there is often little
targets, the effect of the Finale is halved. If the Performance need to make a Performance check and manage the
check is an Automatic Failure, no effect is generated. generation and accumulation of Rhythm in detail. In such a
case, the GM will try to determine the time elapsed
Finale Characteristics appropriately and get on with the game.
Many Finale attacks cause magical damage. Some If the GM is handling Spellsongs in a non-combat
Finales may have some type. These can also damage situation, and then the action progresses directly into a
characters who are immune to the Psychic type. battle, the GM may assume that Rhythm has accumulated
and begin the combat with an initial value higher than “0”.

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).

Pet's Spellsong Area of Effect


Regardless of the Bard’s class level, a pet's area of effect
Some Bards are skilled enough to charm various will always be 2-3 areas (10m Radius). The pet will sit on the
animals to follow them, who can assist in the Bard's shoulders of the Bard, in their pockets, or some other out-
performances. Rules for these pets are detailed below. of-the-way spot, keeping their position with them. Like with
the Bard, usually, if the pet moves, the area of effect moves
Buying Pets with them.
When a character gains their 3rd level in the Bard class, Pets can continue to perform even if the Bard takes a
they may choose to have a pet aid them in playing Normal Move or a Full Move. However, if the pet leaves its
Spellsongs. These pets are selected from small birds, frogs, owner, any Spellsong it is performing will end immediately.
and insects. Each of the three types may only perform
specific kinds of Spellsongs. Pets and Rhythm
Spellsongs performed by pets do not generate Rhythm.
While specific species and individual characteristics However, if the pets continue to sing, Rhythm attrition will
should be hashed out between the player and GM, these not occur, even if the Bard themselves is not performing any
pets do not have any HP or MP, nor do they have any in- Spellsongs.
game features outside of these Spellsong-related abilities.
At the 5th level and 7th level, a Bard may take an Pet's Performance Limit
additional pet, to a maximum of 3 pets, at any given time. Pets may only accompany one of its owner's Spellsongs
The minimum price for a pet is 100G. You can acquire 3 times per day, and even then, the maximum duration that
more expensive pets, but they will not have any additional a pet can perform for is 3 minutes (18 rounds).
mechanical effects. If the Bard chooses to not have a pet accompany them
when beginning to perform a Spellsong, then the pet's daily
Spellsong by Pet limit is unaffected.
When the Bard begins performing a Spellsong, unless
specifically ordered not to, Bard's pets will start to perform Pets and Finales
along with them. As yet, the benefit of a pet's assistance is Pets cannot perform Finales.
not apparent.
At the start of the next round, the pet's benefit begins. Targeting Pets
The pet will continue the Bard's Spellsong, allowing its Typically, any pets accompanying a Bard cannot be
effects to continue, even if the Bard ceases to use any targeted by an attack and are not included in any wide-area
Spellsongs themselves. effects. However, if the Bard uses the pet for something
However, only one Spellsong at a time may be carried other than singing Spellsongs (such as if they wanted to use
forward by a pet. For a pet to start or continue a new a pet bird as a carrier pigeon), then this protection is lost.
Spellsong, any pets that are currently performing must first When exposed to the dangers of dungeons and combat, it
be ordered to stop. will be almost impossible for a pet to survive.
A Bard can use a Minor Action to signal one of their Ultimately, though, the survival of the pet rests with the
pets to stop performing. This signal can be a simple gesture GM.
or word and does not need to be unique for each pet. If a
Bard has multiple pets, they may stop each pet's
performance individually.
Furthermore, a Bard cannot signal another Bard's pets
to stop singing, even if they learn the gestures and words to
do so.

166
Part 4 Other Techniques

How to Read Spellsong Data


③Which type of Pet can sing the Spellsong.
Early Bird
④Whether or not Rhythm is necessary for the effect to
Not
Singing Pet Bird, Frog occur, and if so, the type and amount of Rhythm.
required
Eff. Con. None Resistance Neg Type Psychic ⑤Resistance. Please follow the resistance to spells.
Base Extra Spellsong is generally either “Can't” or “Neg.”
⮭1 Flourish Value 13 ♡1
Rhythm Rhythm ⑥Type are described. With a few exceptions, the type of
Summary Awakens subjects Spellsong is psychic or psychic (weak).
This jaunty melody awakens any sleeping characters. ⑦The type and amount of Base Rhythm that is reliably
Those asleep naturally wake up without issue, but if a
character was put to sleep by some other effect, Bard's produced when the Spellsong is performed.
Performance check Success Value needs to exceed the effect's ⑧Flourish Value. If the Success Value of the Performance
Success Value. check is higher than this, Extra Rhythm will be generated.
Effect
While the Bard is playing this Spellsong, characters in the
Area of Effect cannot naturally fall asleep. Spells, spellsongs,
⑨The type and amount of Extra Rhythm when the
and other abilities that try to put characters within the Area of Flourish Value of the Performance check is greater than or
Effect to sleep must pass an opposed check against Bard's equal to the Flourish Value.
Performance check. ⑩Summary of the effect.
①The Spellsong's name. ⑪Detailed explanation of the effect of Spellsong.
②Whether or not singing is required for the Spellsong to
have an effect.

If these small animals are harmed, the effect ends


immediately, and all of the gathered animals flee.

Early Bird Summon Fish


Not Not
Singing Pet Bird, Frog Singing Pet Bird, Insect
required required
Eff. Con. None Resistance Neg Type Psychic Eff. Con. None Resistance Can’t Type Psychic
Base Extra Base Extra
⮭1 Flourish Value 13 ♡1 ♡1 Flourish Value 13 ♡1
Rhythm Rhythm Rhythm Rhythm
Summary Awakens subjects Summary Attracts fish
This jaunty melody awakens any sleeping characters. This Spellsong must be used near water. It plays a melody
Those asleep naturally wake up without issue, but if a that sounds like flowing water, attracting and calling harmless
character was put to sleep by some other effect, Bard's fish nearby. The song begins to take effect immediately, but
Performance check Success Value needs to exceed the effect's Effect the fish gradually come together, and the assembly is complete
Success Value. after 3 minutes (18 rounds).
Effect If any of these fish are harmed, the effect ends immediately,
While the Bard is playing this Spellsong, characters in the
Area of Effect cannot naturally fall asleep. Spells, spellsongs, and all of the gathered fish flee.
and other abilities that try to put characters within the Area of
Effect to sleep must pass an opposed check against Bard's Cacophony
Performance check.
Not
Singing Pet Bird, Frog, Insect
required
Ambience Eff. Con. None Resistance Neg Type Psychic
Not Base Extra
Singing
required
Pet Frog, Insect
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1
Eff. Con. None Resistance Neg Type Psychic Summary Spellcasting -1
Base Extra This horrible racket disrupts the concentration of all within
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1
Effect it, making it very difficult to cast any magic. Characters receive
Summary Accuracy -1 a -1 penalty for all Spellcasting checks.
This slow, droning melody calms the nerves and makes
Effect one unwilling to fight. The target takes a -1 penalty on Ballad
Accuracy checks.
Not
Singing Pet Frog, Insect
required
Summon Small Animals Eff. Con. None Resistance Neg Type Psychic
Not Base Extra
Singing
required
Pet Bird, Insect
Rhythm
⮯1 Flourish Value 13
Rhythm
⮯1
Eff. Con. None Resistance Can’t Type Psychic Summary Evasion -1
Base Extra This sad, melancholy song brings down the mood of all
♡1 Flourish Value 13 ♡1 Effect
Rhythm Rhythm who hear it. Characters receive a -1 penalty for their Evasion.
Summary Attracts small animals
This pleasant melody arouses the interest of nearby small
animals and calls them to the Bard. Bard can only call on
mammals and birds of a size that would fit with both hands
Effect
cupped together. The spellsong begins to take effect
immediately, but the small animals gradually come together,
and the assembly is complete after 3 minutes (18 rounds).

167
Morale Charming
Not Singing Required Pet -
Singing Pet Bird, Frog, Insect
required Psychic
Eff. Con. None Resistance Neg Type Psychic Eff. Con. ♡4 Resistance Neg Type
(Weak)
Base Extra Base Extra
⮭1 Flourish Value 13 ⮭1 ♡2 Flourish Value 18 ♡1
Rhythm Rhythm Rhythm 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
Rhythm
⮯1 Flourish Value 13 Extra 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 a Summary Spellcasting +1
-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 affected
Effect Summary Causes listeners to wish to return home
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
Summary Guides listeners to the Bard Base Extra
♡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 Fall
Singing Required Pet - Not
Singing Pet Insect
Psychic required
Eff. Con. ⮯4♡4 Resistance Neg Type
(Weak) Eff. Con. ⮯6 Resistance Neg Type Psychic
Base Extra Base Extra
⮯2 Flourish Value 18 ♡1 ⮯2 Flourish Value 24 ⮯2
Rhythm Rhythm Rhythm Rhythm
Summary Produce intense drowsiness in those affected Summary Blocks the ability to fly
An inviting melody that gently lulls listeners into a state of If still in the air at the time of the effect, the target will be
drowsiness. The subjects are dizzy and unable to move or take forced to fall to the ground. See “Forced Fall Effect” (see CR
any active action. If forced to make an Action Check (see CR II, p. 79) for the treatment of falling. While under the effect,
Effect I, p. 114), the target takes a -4 penalty. Effect the target cannot fly again. [Sword's Grace/Wings Of The
The Duration of this Spellsong is 10 seconds (1 round), as Wind] cannot be used, and [Flying] unique skill is lost. A
usual. After that time, the drowsiness automatically character whose movement method is only airborne, such as
disappears. “Flying” or “Floating,” cannot move.

Reduction
Not
Singing Pet Bird, Frog, Insect
Clap required
Eff. Con. ⮯2♡4 Resistance Can’t Type Psychic
Not
Singing Pet Bird Base Extra
required ♡2 Flourish Value 24 ⮯2
Eff. Con. ⮭4♡2 Resistance Neg Type Psychic Rhythm Rhythm
Summary Reduces MP cost of spells by -1
Base Extra
♡2 Flourish Value 24 ⮭2 A peaceful tune, this Spellsong reduces MP consumption
Rhythm Rhythm
of spells within range by -1 (but cannot reduce it to 0 or lower).
Summary Force others to clap along While using [Metamagic/**] combat feats cost is reduced
Anyone hearing Bard's rhythmic clapping has the urge to Effect
before use of Metamagic. This spell doesn’t affect any MP
clap along. Spellsong causes all weapons, shields, and items consumption except spells, like techniques or items that
held or equipped by targets in hand to drop to the ground require MP.
Effect
when the effect is activated. They can use only weapon attacks
with non-hand weapons such as Kicks, Tails, Bites, and so on.
They also cannot use Stance items.
Lazy
Not
Singing Pet Bird, Frog, Insect
Chorus required
Eff. Con. ⮯4♡2 Resistance Neg Type Psychic
Singing Required Pet -
Base Extra
Eff. Con. ♡6 Resistance Neg Type Psychic ♡2 Flourish Value 24 ⮯2
Rhythm Rhythm
Base Extra
♡2 Flourish Value 24 ♡2 Summary Skill Checks -1
Rhythm Rhythm The target's actions are interfered with by a melody that
Summary Force others to sing along Effect
causes fatigue. The target takes a -1 penalty to all Skill Checks.
The target sings with the Bard. The target can only perform
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.

Finale: Autumn Harvest


Rh.
Finale: Spring Breeze ⮯1♡1 Resistance Optional Type -
Cost
Rh. Sum. Restore Power 0 MP to 1 target character
⮭2 Resistance Half Type Wind Restores one target character’s MP by “Power 0 + Bardic
Cost
Sum. Power 10 to 1 target character Power” points.
Deals “Power 10 + Bardic Power” magic damage to 1 target The effect of [Finale: Autumn Harvest] can only be received
character. once per target per day. Also, Undead, Magitech, and Constructs
Effect cannot be affected by this Finale.
Effect Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit
Value Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
10 1 1 2 3 3 4 5 5 6 7 ⑩
0 0 0 0 1 2 2 3 3 4 4 None

Finale: Summer Vitality Finale: Winter's Chill


Rh.
⮭1♡1 Resistance Optional Type - Rh.
Cost ⮯2 Resistance Half Type Water/Ice
Cost
Sum. Recovers 1 target character’s HP by Power 20
Sum. Power 10 damage to one target character
Restores one target character HP by “Power 20 + Bardic
Power” points. One target character is dealt “Power 10 + Bardic Power” magic
The effect of [Finale: Summer Vitality] can only be received damage.
once per hour per Target. Also, Undead, Magitech, and Effect Power Crit
Effect Constructs cannot be affected by this Finale. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Crit 10 1 1 2 3 3 4 5 5 6 7 ⑩
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 None

170
Part 4 Other Techniques

Finale: Beast's Roar Finale: Dance of the Fire Dragon


Rh. Rh.
⮭4 Resistance Half Type Bludgeoning ⮭6 Resistance Half Type Fire and Wind
Cost Cost
Sum. Power 20 to 3 target characters Sum. Power 30 to 5 target characters
Up to 3 target characters are dealt “Power 20 + Bardic Power” Up to 5 target characters are dealt “Power 30 + Bardic Power”
magic damage. magic damage.
Effect Power Crit Effect Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Value
20 1 2 3 4 5 6 7 8 9 10 ⑩ 30 2 4 4 6 7 8 9 10 10 10 ⑩

Finale: Breath of the Meadows Finale: Roar of the Water Dragon


Rh. Rh.
⮭2♡2 Resistance Optional Type - ⮯6 Resistance Half Type Water/Ice and Lightning
Cost Cost
Sum. Recover 3 target character’s HP with Power 30 Sum. Power 30 to 5 target characters
It restores the HP of up to 3 target characters by “Power30 + Up to 5 target characters are dealt “Power 30 + Bardic Power”
Bardic Power” points. magic damage.
The effect of [Finale: Breath of the Meadows] can only be Effect Power Crit
received once per hour per target. Also, Undead, Magitech, and ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Effect Constructs cannot be affected by this Finale.
30 2 4 4 6 7 8 9 10 10 10 ⑩
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
30 2 4 4 6 7 8 9 10 10 10 None Finale: Blue Moon Light
Rh.
⮯3♡3 Resistance Optional Type -
Finale: Banquet of Flowers Cost
Sum. Recovers MP with a Power 20 to 5 target characters
Rh.
⮯2♡2 Resistance Optional Type - The MP of up to 5 target characters will be restored by “Power
Cost 20 + Bardic Power”. The effect of [Finale: Blue Moon Light] can
Sum. Recover 3 target characters MP with Power 10 be received only once per target per day. This effect does not affect
The MP of up to 3 target characters will be restored by “Power Effect Undead, Construct, and Magitech characters.
10 + Bardic Power” points. Crit
The effect of [Finale: Banquet of Flowers] can be received only Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
once per target per day. Also, Undead, Magitech, and Constructs 20 1 2 3 4 5 6 7 8 9 10 None
Effect cannot be affected by this Finale.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Finale: Bright Sunshine
10 1 1 2 3 3 4 5 5 6 7 None
Rh.
⮭3♡3 Resistance Optional Type -
Cost
Finale: Screaming Snake-pit Sum. Recovers HP with a Power 40 to 5 target characters
Symphony The HP of up to 5 target characters will be restored by “Power
40 + Bardic Power”. The effect of [Finale: Bright Sunshine] can be
Rh. received only once per target per day. This effect does not affect
⮯4 Resistance Half Type Curse
Cost Effect Undead, Construct, and Magitech characters.
Sum. Power 20 damage to 3 target characters Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Up to 3 target characters are dealt “Power 20 + Bardic Power” Value
magic damage. 40 4 5 6 7 9 10 11 11 12 13 None
Effect Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

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.

Description of Stunts
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.

The effect of the Stunt cannot be canceled by the rider's


When taking a level of the Rider class, including the will. As a general rule, the effect of a Stunt cannot be forcibly
first, you can choose a Stunt from the Stunts available at canceled by others.
your level (see p. 175). Some of the more powerful Stunts
are restricted by level, limiting their use to more Removal of [Intimidation]
experienced Riders. These can only be acquired after Stunt effects cannot be directly removed. However, the
growth once your Rider level is high enough. Generally, effect of [Intimidation] on the affected character can be
Stunts can only be performed while riding a Mount. They removed through psychic type effect cancellation. It is
are typically not magical effects and do not cost MP to important to note that, unlike magic, it cannot be removed
perform. by [Dispel Magic] (see p. 79) or Grassrunner's [Mana
Some Stunts can only be learned if your Rider level is Interference] (learned by enhancing racial ability at the 6th
above a certain level. Other Stunts require the acquisition level).
of another Stunt to learn them. Such Stunts cannot be
acquired unless all prerequisites have been met. Stunts are not Magical
Stunts are not magical and, therefore, cannot be
detected with [Sense Magic] or [Mana Search].
Combat Feats like [Metamagic/**] which affect only the
use of spells, cannot affect Stunts. There are examples of
indirect benefits such as [Targeting] or [Hawk Eye], which
may increase the effectiveness of [Trample] Stunt.

173
If each section, rider, or Mount can still perform further
Actions, and they wish to perform them individually, do the
following:
Stunt [Trample] is an attack with the area of effect of
“Area: Breakthrough” (see p. 69). The basic process is the
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. Falling off a Mount during a Collision Whilst Riding
If a mounted character encounters some factor that
Position (area, coordinate) Change at the Same Time impedes their movement, such as a wall or a cliff, then the
When the “Area: Breakthrough” effect is used, all rider/Mount will hit the wall, fall off the cliff, or whatever.
sections of a multi-section character, or a rider and Mount, Should a Mount crash into a wall, all sections of both
are moved to the endpoint of the Breakthrough. rider and Mount suffer damage and fall prone. This will also
cause the rider to fall from the Mount (see CR III, p. 89),
If Effect Worked but in this case, the rider will not suffer damage for doing
In the case of multi-section characters and mounted so.
riders/Mounts, all of them are considered to have
performed an action (Major Action or Minor Action,
depending on the effect) when a Breakthrough effect is
used. All such spells and abilities described in this book are
used with Major Actions.

③The types of mounts that are able to perform the Stunt


◯Enhance Mount Prer. None
in question. If you are riding on a mount that does not
Compatible Animals, Mythical Beasts, Magitech match this, you will not get the effect of the Stunt.
Area Main or All
④The area of the mount which is actually performing the
Summary Mount’s Accuracy and Evasion +1
This Stunt tightens the control the Rider has over the Stunt and receiving the benefit thereof.
mount, increasing the mount's Accuracy and Evasion by None: This Stunt has no effect on the mount and
Effect +1. If the mount has multiple Sections, then only the Main instead affects the Rider and passengers.
Section receives such a bonus; if the mount does not have Main: This Stunt only affects the Main Section of the
multiple sections, then the whole mount will be affected.
mount if the mount has multiple Sections.
All: This Stunt affects the entirety of the mount.
①The name of the Stunt. The name is preceded by an ⑤A quick overview of the Stunt and its effects.
icon indicating “stunt (◯) always in effect,” “Stunt (►) used ⑥Detailed descriptions of the Stunt and its effects.
with Major Action,” and “Stunt (⏩) used with Minor
Action.”
②A list of the Stunts needed to be learned beforehand, if
any.

174
Part 4 Other Techniques

◯Enhance Mount Prer. None


Compatible Animals, Mythical Beasts, Magitech
⏩Intimidation Prer. None
Area Main or All
Compatible Animals, Mythical Beasts Summary Mount’s Accuracy and Evasion +1
Area Main This Stunt tightens the control the Rider has over the
Summary -1 on certain checks mount, increasing the mount's Accuracy and Evasion by
The mount states at a target in the same skirmish with Effect +1. If the mount has multiple Sections, then only the Main
lethal intent, intimidating and frightening them. A Section receives such a bonus; if the mount does not have
contested roll is made between the rider's Rider Class multiple sections, then the whole mount will be affected.
Level + Spirit Modifier against the target's Willpower. If
the Stunt is successful, the target receives a -1 penalty to
Effect
Accuracy, Spellcasting and any check of Unique Skills ◯Mount's Devotion Prer. None
made with a Major Action for 10 seconds (1 round). Compatible Animals, Mythical Beasts
This is a Psychic-type effect and can only be performed
Area Main
once every 10 seconds (1 round).
If the jockey falls to 0 HP or lower, the mount takes a hit
Using this Stunt causes the mount to spend 5 MP. Summary
instead
When being ridden by a jockey at the same position
(area, coordinate), if the jockey receives physical or
◯Mind to Mind Prer. None
magical damage that would reduce them to 0 HP or lower,
Compatible Animals, Mythical Beasts, Magitech the mount may take the damage instead. After
Area All Effect determining the applied damage that would be dealt to the
jockey, reduce the mount's HP by that much instead. If a
Summary Mutual use of perception by jockey and mount
mount has multiple sections, only the Main Section can be
The jockey conveys its own perception information to
a substitute in this way.
the mount and reads what the mount perceives.
This Stunt can only be used once per combat.
If either the jockey or the mount perceives something,
both are considered to have perceived it. In rulings
Effect involving perception, the better effect is always taken. If
either the mount or the jockey has the combat feat ◯Attack Obstruction Prer. None
[Targeting] or [Hawk Eye], both are considered to have it. Compatible Animals, Mythical Beasts, Magitech
This stunt has no effect unless the jockey is mounted, Area None
even if the jockey has obtained [Remote Command].
Summary Jockey/Passenger Evasion +1
The mount is maneuvered in such ways as to provide
Effect the jockey and any passengers a +1 bonus to Evasion while
◯Remote Command Prer. None
riding.
Compatible Animals, Mythical Beasts
Area All
Summary Command a mount from up to 30m away ◯Elevated Attack Prer. None
With this Stunt, the jockey can be up to 30m away and Compatible Animals, Mythical Beasts, Magitech
issue commands to their mount. A mount that is able to Area None
hear their jockey will perform the command to the best of
Summary Jockey/Passenger Physical Damage +1
their abilities. The effect of a Stunt whose area is “Main
When riding a mount, this Stunt increases the physical
Effect Section” or “All” can be applied, just as when the jockey
damage done by the jockey and any passengers by +1. This
is riding. No voice or action is required to give Effect
instructions. includes not only melee attacks but any ranged attacks and
This Stunt has no effect while the jockey is riding a thrown weapons as well.
mount.

◯Tandem Prer. None


◯Search Command Prer. None Compatible Animals, Mythical Beasts, Magitech
Compatible Animals, Mythical Beasts Area None
Area Main Summary Passenger penalty reduced to -1
Mount can now make Track, Notice, Danger Sense, The jockey manipulates the mount so that the
Summary passenger can ride comfortably.
Search, and Spot Trap checks
It is possible to have the mount perform Track, Notice, Effect The jockey's passenger can use both hands, and the
Danger Sense, Search and Spot Trap checks, etc. penalty for an action check is reduced to -1. This stunt
Regardless of the mount, the standard value of the check affects the passenger even if the jockey is not riding.
is “Rider level +Intelligence modifier.”
In principle, the jockey must be riding in order to
Effect ►Charge Prer. None
perform a check, but it is also possible if the jockey is at
the mount's side and holding the reins.
Compatible Animals, Mythical Beasts, Magitech
Based on the assumption that the jockey has mastered
this stunt, the player can write these five checks together Area All
as a “Rider Observation check package.” Summary Damaging assault attack
Increases attack damage after movement.
After making a Normal Move, the Jockey or Mount can
use this Stunt instead of a normal melee attack. Active
Effect Combat Feats can be declared for this Stunt as for a
normal melee attack.
This Stunt can only be used by the Jockey and Mount
(all sections) once per turn.

175
If the Charge melee attack hits, Extra Damage is
increased by +2 points in Simplified Combat and +1 point ⏩Steady Command Prer. None
in Standard and Advanced Combat for every 5m Compatible Animals, Mythical Beasts, Magitech
(rounded up) of movement to determine the total damage.
Area None
When calculating the distance traveled in Standard and
Mount concentrates on movement, and the jockey can act
Advanced Combat, the shortest distance between the start Summary
as with Limited Move with a -4 penalty
and end of movement is used regardless of travel route.
This Stunt can only be done with Normal Move (by
No other melee attack can be made before using this
mount).
Stunt. Once this Stunt is used, no other actions can be
The jockey keeps their position while the mount tries
made.
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
the jockey to ride while having both hands free to perform
A mount can cast a spell with or without implement,
Actions.
without considering armor penalty, vocalization, etc. Also,
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]

Compatible Animals, Mythical Beasts, Magitech


◯HP Enhancement Prer. None
Area None
Compatible Animals, Mythical Beasts, Magitech Jockey/Passenger Physical Damage additional +1 (total
Summary
Area All +2)
Summary Mount Max HP +5 When riding a mount, this Stunt further increases the
Increase the Maximum HP of all sections of the mount physical damage done by the jockey and any passengers
Effect Effect by +1, to a total of +2 damage. This includes not only
by +5.
melee attacks but any ranged attacks and thrown weapons
as well.

◯Unique Skill Release Prer. None


⏩Limit Drive Prer. None
Compatible Animals, Mythical Beasts, Magitech
Compatible Magitech Area All
Area All Summary Use unique skills of mounts
Summary Runaway mount gives +2 Accuracy, +4 damage, -2 Evasion Jockey becomes familiar with Mount's movements and
When this Stunt is used, for the next 10 seconds (1 abilities and allows them to use their unique skills at will.
round), the Accuracy of all sections of the Mount is With this Stunt, mount’s unique skills with
Effect
increased by +2, and all physical damage dealt by the “Prerequisite: Unique Skill Release” can now be used.
mount is increased by +4. Additionally, unique skills with “Enhance: Unique Skill
Effect However, the Evasion of all mount’s sections and Release” can be used to their full extent.
jockey are reduced by -2 until the beginning of the next
turn. This Stunt can only be used once per combat.
Once this stunt is used, it cannot be used again unless ►Trample Prer. [Charge]
the mount is recalibrated for 10 minutes.
Compatible Animals, Mythical Beasts, Magitech
Area All
◯Lion's Fury Prer. None Summary Attack with Area: Breakthrough
Mount runs straight through the battlefield and attacks
Compatible Animals, Mythical Beasts, Magitech targets along its path.
Area All As “Range/Area: 1 (mount's movement
Summary Up to two sections can make Major Action Effect m)/Breakthrough” (see p. 174), perform a melee attack on
If the mount has multiple sections, any two of them can all targets once. For each target, select a section (including
perform a Major Action. A jockey can also perform Major jockey) for a melee attack, and perform an Accuracy check
Actions separately. and damage determination.
Effect
If more than one section takes a Major Action due to
this effect, they receive a -2 penalty on Evasion checks for
the following 10 seconds (1 round).

176
Part 4 Other Techniques

◯Improved Magic Prer.


[Magic ◯Super Charge Prer. [Charge]
Command Command]
Compatible Animals, Mythical Beasts, Magitech
Compatible Animals, Mythical Beasts Area All
Area All Summary [Charge] even after a Full Move
The number of times [Magic Command] can be This Stunt allows the jockey to declare an [Charge]
Summary
performed is increased to 4 times even after taking a Full Move, and the penalty of Evasion
The number of times [Magic Command] can be check-4 is applied after using Full Move.
Effect
performed is increased to 4 times per day. Effect In Simplified Combat, if there are no hostile characters
in the frontline area, the jockey can [Charge] from their
◯Improved HP Prer.
[HP
own rearguard area to the enemy rearguard area, gaining
+4 points of Extra Damage.
Enhancement Enhancement]

Compatible Animals, Mythical Beasts ⏩Overdrive Prer. [Limit Drive]


Area All
Compatible Magitech
Summary Mount Max HP +5 (total +10)
Increase the Maximum HP of all sections of the mount Area All
Effect Summary Increased effectiveness of [Limit Drive]
by +5 (total +10).
This Stunt should be used immediately before using
[Limit Drive]. The bonus to the mount's Accuracy check
from [Limit Drive] used immediately after is increased by
an additional +2 (+4 total), and the increment to physical
◯Improved Enhance Prer.
[Enhance Effect
damage is an additional +4 (+8 total). The penalty for an
Evasion check and the need for recalibration for 10
Mount Mount]
minutes remain the same.
Compatible Animals, Mythical Beasts, Magitech Also, when [Overdrive ] is used, all sections of the
Area Main or All jockey and mount take 10 points of fixed damage to HP
at the end of their turn.
Summary Mount’s Accuracy and Evasion additional +1 (total +2)
With this Stunt, the mount is significantly more mobile,
increasing the mount's Accuracy and Evasion by an ◯Improved Attack Prer.
[Attack
Effect
additional +1 (for a total of +2). If the mount has multiple
Sections, then only the Main Section receives such a
Obstruction Obstruction]

bonus; if the mount has no sections at all, then the whole Compatible Animals, Mythical Beasts, Magitech
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 Perfect Prer.
[Unique Skill
Summary Mount and Allies Accuracy +2
The jockey judges the battle situation and gives 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
Effect by +2, to a total of +4 damage. This includes not only Summary Take Major Actions with all sections
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
◯Instant Magic Prer.
[Magic
As with [Lion's Fury], if more than one section
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
Area All ◯Balance Prer.
Command]
[Magic Command] can be performed with Minor Action Compatible Animals, Mythical Beasts, Magitech
Summary
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
Effect Preparation, the mount will cast the spell in Combat The mount can now perform a Major Action even
Preparation according to the jockey's instruction. Of Effect when performing [Steady Command]. The rider must still
course, it is limited to the magic that can be cast during take a -4 penalty to the action checks.
Combat Preparation.

177
Evocations
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).

Evocation Using Evocation with a Major Action


Alchemists use these spells to produce various effects. Evocations can be used once with a Major Action.
They are learned as their class level increases. Many of the When using Evocations as a Major Action, the
effects produced support allies and weaken enemies. Alchemist can utilize those having “Target: 1 Character”
However, none directly inflict heavy damage on enemies. and “Range: 1(10m) or 2(30m)” on several characters
simultaneously. In this case, the number of Material Cards
consumed is the initial number of Material Cards multiplied
by the number of characters. In addition, the Ranks of those
Material Cards must be the same. Alchemists can use
Each time a character learns a level in the Alchemist
different Ranks of Material Cards, but the number of
class, they can select a new Evocation (see p. 182). Some
required Cards is the same, and the effect is determined by
Evocations require a minimum class level (such as 5 or 10).
the lowest Rank among all the Cards employed. For
These require the Alchemist’s class level to be at least that
example, even if just one Card of Rank B is mixed into
level and they can only be acquired after growth.
some Rank A cards, the effect on all targets will be
For example, a 5th Level Alchemist knows five different
determined by Rank B.
Evocations and can learn any Evocation that requires a class
Evocations having “Target: 1 Character” and “Range:
level of 5th-level or lower.
Touch” cannot affect multiple targets at the same time.
Whenever an Evocation is used with a Major Action, an
Evocation check must be performed. The Evocation has no
effect in the case of an automatic failure, and all used
Movement Restriction Material Cards are lost in vain. An Evocation check should
When using Evocation, character moves are limited to be performed only once, even if multiple targets are selected
Limited Move or Normal Move. Evocation cannot be used at the same time.
on a Full Move turn, and Full Move cannot be selected as a If the target is resisting, the Success Value of the
move that uses Evocation. Evocation check is compared with the Success Value of the
target's Willpower check. Resistance to Evocations works
Alchemy Kit the same as with spells.
To use Evocations, Alchemists must have an Alchemy
Kit equipped. This kit can be equipped as an accessory in Using Evocation with Minor Action
the right hand, left hand, at the waist, or in the “other” Evocations can be used with a Minor Action, but only
equipment section. once per turn. Evocations cannot be used more than once
Alternatively, the Card Shooter item, which has “Stance: in a turn, even with a Minor Action. This is true even if the
1H”, can be used in place of the Alchemy Kit. character can perform multiple Major Actions on their turn.
Also, as mentioned above, the use with Major Action and
Consumption of Material Cards the use with Minor Action are exclusive, so if an Alchemist
Evocation does not require MP to use, but does require uses an Evocation with a Minor Action, they cannot use an
the consumption of items called material cards. The Evocation with a Major Action.
Alchemy Kit mentioned above is needed to hold and Minor Action Evocations can be used at any time during
deploy these material cards. the turn. They can be used before or after a move (or in the
There are four Ranks of Material Cards (B, A, S, and middle of a move using Standard Combat), before or after
SS), and the effect of an Evocation varies depending on a Major Action, or at any other time.
which Rank of Card is used. Some Evocations cannot be When an Evocation is used with a Minor Action, no
used with B-rank Material Cards, for example. Evocation check is required, so there cannot be an

178
Part 4 Other Techniques

automatic failure and the Success Value is always 0. If used


on a target that resists, the target does not roll any dice - they
automatically succeed in making the Willpower check. For an Alchemist to use any of their Evocations, they
In addition, when an Evocation is used with a Minor must have the appropriate Material Cards in their Alchemy
Action, it is not possible to use “Target: 1 Character” to Kit. While an Alchemist can make Cards themselves, it is
affect multiple characters simultaneously (as is possible with far more practical to purchase them from the local Institute
a Major Action). of Magitechnology. Material Cards come in five different
colors, each corresponding to the type of Material used for
Use Evocations Differently! the Card, and they are separated into four different Ranks,
If an Alchemist wishes to affect multiple targets depending on the quality of the Material used to create the
simultaneously using the same Evocation, then they should Card.
use a Major Action. Also, if they want to use an Evocation
that hinders an enemy somehow, they should also use a Five Colors of Material Cards
Major Action. There are five colors of Material Cards: red, green,
However, if an Alchemist only wants to affect a single black, white, and gold. In alchemy, every element in the
friendly target, then they should use a Minor Action for it. world can be broken down into the basic building blocks of
Additionally, if there is another Major Action the Alchemist matter, distilling the entirety of an item into its very essence.
wishes to take, then they should use a Minor Action for their Every item is different and is often composed of several
Evocation. different essences in various ratios. Material Cards are
created when an Alchemist takes these essences and stores
Using Evocation during Combat Preparation them inside specially prepared Cards for later use.
Some Evocations can also be used during Combat
Preparation. They are resolved in the same way as Minor Red Material Cards
Actions. That is, an Evocation check is not performed and Red Material Cards are created using the essence of
it is not possible to use “Target: 1 Character” to affect animals, often manifesting as ferocity, motivation, and
multiple characters simultaneously. Only one Evocation can intensity. Animal essences are associated with the color red
be used during Combat Preparation. due to healthy animal blood and muscles typically being
red. These Material Cards are often used in Evocations that
Evocation Properties enable the target to be active and mobile
Each Evocation has its own “Target”, “Range/Area”,
and “Duration”. Green Material Cards
Some Evocations have a type. Green Material Cards come from the essence of plants,
Use spell rules to interpret these values. projecting quietness, calm, and stability. Green grasses and
leaves give these Material Cards their color, and Green
Ending Evocation Cards are often used in more relaxing Evocations.
Evocation with duration can be canceled at the will of
the Alchemist who used it with Minor Action. Black Material Cards
Evocations are not magical, so they cannot be removed Black Material Cards are formed through the essence of
with [Dispel Magic] (see p. 79) or Grassrunner's [Mana minerals and have a heavy, sharp feeling about them. While
Interference] (learned by enhancing racial ability at the 6th they are often used for defensive Evocations, Black Material
level). Cards also have the potential for variety and fusion.
The Combat Feat [Wordbreak], the [Perfect
Cancellation] spell (see p. 109), and Evocation [Dispel White Material Cards
Needle] (see p. 183) can remove them. GM should see the White Material Cards come from spiritual essences,
effect of the ability to make a ruling. If it is explicitly stated drawing upon higher mental functions. Intelligence,
that it removes Evocations, or if it is stated that it removes ingenuity, and philosophy provide the power behind these
an effect without limiting it to magic, it will work. Cards, and they can be used to empower intellectual and
mental abilities.
Evocations Are Non-Magical
Evocations are not magical, so they are not sensed by Gold Material Cards
[Sense Magic] or [Mana Search]. Gold Material Cards hold the essence of energy within,
When using Evocations with “Area: Shot,” [Targeting] calling upon intangible forces such as light, sound, color,
is effective in preventing stray shots, and [Hawk Eye] allows and heat to provide the Alchemist with power. These forces
the user to target an Evocation ignoring character or are often thought to be the closest to the actual essence of
skirmish shielding. On the other hand, Combat Feats such the world itself and are quite powerful when harnessed
as [Metamagic/**], which affect only the use of spells, do correctly.
not work with Evocations.
Four Ranks of Material Cards
Distinct from the color of a Material Card is its Rank.
Purer, denser essences provide higher-rank Cards, and
there are four different Ranks, much like weapons and
armor: B, A, S, and SS. The Rank of a Card determines the
price of purchase, regardless of its color.

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.

Prices of Crude Material Cards


Card Rank Loot Sale Price*
B-Rank 10 - 99G
A-Rank 100 - 999G
S-Rank 1,000 - 9,999G
SS-Rank 10,000G+
*Loot with a sale price of less than 10G cannot be used to create Material
Cards.

For loot obtained from existing monsters, both color


classification and Rank are listed in the respective monster
data. If the GM has created original loot items for a
monster, then they should determine the color and Rank of
the Material Cards that can be created from them.

Red: Created from animal parts (fur, claws, teeth, etc.)


Green: Created from plant material (flowers, vines, petals,
seeds, etc.)
Black: Created from base metals (like iron and iron ingots),
as well as magitech components
White: Created from weapons, clothes, tools, and armor.
Gold: Created from gems, precious metals, and jewelry
created from such materials.

Required Equipment and Time


To create a Material Card from a monster's dropped
loot, an Alchemist needs both their Alchemy Kit and 10
uninterrupted minutes to create a single Card.
If the Alchemist who makes such a Crude Card
themselves performs Loot Determination, then both loot
acquisition and Card-making can be performed in the same
10 minutes.

Destroying Loot and Selling Crude Material Cards


To create a Material Card from loot, an Alchemist strips
the loot of its essence and rebinds it into the Card. In doing
so, the original loot is rendered worthless and, in many
cases, will crumble into dust entirely. Even if the original
loot does retain its shape, it is still worthless and cannot even
be used to craft new items.

180
Part 4 Other Techniques

How to Read Evocations


⏩Vorpal Weapon Cards Red
Tar. 1 Character Range/Area 1(10m)/Target
Dur. 3 minutes (18 r) Resistance Optional
Sum. Increases physical damage dealt by the target
The target deals additional physical damage based on the rank
Eff. of the card used.
B: +1 damage A: +2 damage S: +3 damage SS: +6 damage

① The name of the Evocation. Evocations indicated by


“⏩” for those that can be used with Minor Action and by
“△” for those that can be used during Combat Preparation.
Those without an icon can be used only with Major Action.
②The color and number of Material Cards to be
consumed to use the Evocation. If there is a modifier, such
as “x2” or “x3” after the cards listed, then that many cards
are needed for one use of the Evocation
③This indicates the target of Evocation. Same as with
spells (“Caster” refers to the Alchemist using the Evocation).
④The range and area of the Evocation. Spells use the same
kinds of Ranges and Areas, so refer to those descriptions
for more information.
⑤ The duration of the Evocation.
⑥Evocation’s resistance. Same as with spells.
⑦A brief, general description of the Evocation's effects.
⑧The specific effects of the Evocation being used. Since
the strength of the Evocation depends upon the rank of the
card used, there are always four ranks of effects listed for B,
A, S, and SS-Rank cards. If a particular rank of the card
cannot be used for the Evocation, it will be noted by a dash
“-” after that rank.

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.
Create a melee weapon and give it to the target. The category B: None A: -1 Evasion S: -2 Evasion SS: -4 Evasion
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 Minimum 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
The Alchemist releases a poisonous needle into the target. The
B 10 1 1 2 3 3 4 5 5 6 7 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

⏩Vorpal Weapon Cards Red ⏩△Mirage Daze Cards White


Tar. 1 Character Range/Area 1(10m)/Target Tar. 1 Character Range/Area 2(30m)/Target
Dur. 3 minutes (18 r) Resistance Optional Dur. 1 minute (6 r) Resistance Temporary
Sum. Increases physical damage dealt by the target Sum. Decrease the target's Accuracy check
The target deals additional physical damage based on the rank The target is disoriented and confused. The target receives a
Eff. of the card used. Eff. penalty for its Accuracy check for the duration of the effect.
B: +1 damage A: +2 damage S: +3 damage SS: +6 damage B: None A: -1 Accuracy S: -2 Accuracy SS: -4 Accuracy

⏩△Crush Fang Cards Red ⏩Heal Spray Cards Green x 2


Tar. 1 Character Range/Area 2(30m)/Target Tar. 1 Character Range/Area 2(30m)/Shot
Dur. 1 minute (6 r) Resistance Temporary Dur. Instant Resistance Optional
Sum. Reduces physical damage dealt by the target Sum. Recover the target's HP
The target's weapon or attack section is slowed. The physical Extracts life from plants and restores the target's HP. This effect
Eff. damage caused by the target is reduced for the duration. Eff. also restores Undead, Magitech, and Construct characters.
B: -1 damage A: -2 damage S: -4 damage SS: -10 damage B: 3 HP A: 10 HP S: 20 HP SS: 50 HP

⏩Critical Ray Cards Gold


Tar. 1 Character Range/Area Touch/-
Dur. 10 seconds (1 r) Resistance Optional
Sum. Increases the roll of damage determination for physical damage
It makes the target's weapons, arms, etc., glow, increasing their
offensive power.
When the target performs a melee attack or ranged attack to
calculate physical damage, the damage determination roll of 2d is
increased. The attack will be critical if the effect is greater than or
equal to the Critical Threshold.
Eff. For fixed-value characters, their damage will be increased by
this amount instead.
When using the power table, the roll cannot be higher than 13.
Also, this effect can only increase the roll once, automatically, and
is lost immediately afterward (it does not already apply to rolls for
additional critical rolls).
B: Roll +1 A: Roll +2 S: Roll +3 SS: Roll +6

⏩△Barkmail Cards Green


Tar. 1 Character Range/Area 2(30m)/Target
Dur. 3 minutes (18 r) Resistance Optional
Sum. Increase target's Defense
The target is covered with mana-like bark to raise Defense.
Eff.
B: +1 Defense A: +2 Defense S: +4 Defense SS: +8 Defense

182
Part 4 Other Techniques

⏩△Bind Ability Cards White x 2


Tar. 1 Character Range/Area 1(10m)/Target
⏩Armorust Cards Black x 2
Dur. 1 minute (6 r) Resistance Temporary
Tar. 1 Character Range/Area 1(10m)/Shot Sum. Penalty to success value of unique skills
Dur. 1 minute (6 r) Resistance Temporary It limits the unique skills the target uses and applies a penalty to
Sum. Decrease the target's Defense their success value. It does not affect the success value of Fortitude
Softens the target's skin and armor, reducing Defense. This and Willpower checks, checks that refer to the monster’s basic
data (see CR I, p. 391), unique skills that are tied to a class that a
Eff. effect does not reduce Defense to less than 0 (minimum 0). Eff.
B: -1 Defense A: -3 Defense S: -5 Defense SS: -10 Defense PC can learn, such as spells, spellsongs, finales, and evocations,
and those that do not define or calculate success values in the first
place.
B: -1 penalty A: -2 penalty S: -3 penalty SS: -4 penalty
⏩Unlock Needle Cards Black x 2
Tar. 1 Object Range/Area Touch/-
Dur. Instant Resistance Can’t ⏩Vivid Liquid Cards Green x 2
Sum. Unlock locks and traps Tar. 1 Character Range/Area Touch/-
The alchemist creates a thin needle that moves skillfully and Dur. Instant Resistance Optional
disarms a target key or trap. The following success values are
Sum. Restore the target's MP
obtained depending on the rank of the material card consumed.
Eff. Extracts the life force of the plant and restores the target's MP.
Note that this item cannot be combined with items such as Key Of Eff.
Unlocking. B: None A: 3 MP S: 10 MP SS: 20 MP
B: 12 A: 16 S: 20 SS: 40, and is treated as an Automatic Success

⏩△Mana Sprout Cards Gold


△Initiative Boost Cards Red x 2 Tar. 1 Character Range/Area 1(10m)/Shot
Tar. 1 Character Range/Area Touch/- Dur. 10 seconds (1 r) Resistance Can’t
Dur. Instant Resistance Optional Sum. Gives MP to target
Sum. Gives a bonus to the target's Initiative check Mana is generated and given to the target. The target
Increases the reaction speed of the target and the success value temporarily gains MP and can spend it freely (it is separate from
of the Initiative check. Eff. the character’s MP). After the duration has expired, this MP will
If this Evocation is used for other characters in Combat disappear even if it is not used.
B: 1 MP A: 3 MP S: 10 MP SS: 20 MP
Eff. Preparation, the alchemist and target must be placed in the same
position (area, coordinate) during initial placement at the start of
the battle.
B: +1 bonus A: +2 bonus S: +4 bonus SS: +8 bonus ⏩△Manadown Cards Gold
Tar. 1 Character Range/Area 2(30m)/Target
Dur. 1 minute (6 r) Resistance Temporary
⏩△Encyclopedia Cards White x 2
Sum. Decreases the magic damage dealt by the target
Tar. 1 Character Range/Area Touch/- Diffuses the target's mana, reducing magic damage dealt by the
Dur. Instant Resistance Optional Eff. target depending upon the rank of the card used.
Sum. Gives a bonus to the target's Monster Knowledge check B: -1 damage A: -2 damage S: -4 damage SS: -8 damage
This Evocation evokes the target's knowledge and increases the
success value of the Monster Knowledge check. This Evocation
loses its effect immediately after one Monster Knowledge check. ⏩Lean Force Cards Red x 2
If this Evocation is used for other characters in Combat Tar. 1 Character Range/Area Touch/-
Eff.
Preparation, the alchemist and target must be placed in the same
Dur. 3 minutes (18 r) Resistance Optional
position (area, coordinate) during initial placement at the start of
the battle. Sum. Increases the magic damage dealt by the target
B: +1 bonus A: +2 bonus S: +4 bonus SS: +8 bonus Amplifies the target's mana. If the target deals magic damage
Eff. during the duration, its damage is increased.
B: None A: +1 damage S: +3 damage SS: +6 damage
⏩Dispel Needle Cards Black
Tar. 1 Character Range/Area 1(10m)/Shot
Dur. Instant Resistance Neg
Removes all effects of techniques, spellsongs, evocations, and the
Sum.
monster's unique skills on the target
A thin needle is thrown into the target, forcibly removing any
effect it is undergoing. Removes all effects of techniques,
spellsongs, evocations, and monster unique skills on the target. It
does not remove spell or item effects, nor those of poison or curse
types.
Following the process of “Forced Removal” (see p. 72), the
Evocation check should be compared with the effect’s success
value (not the target’s Willpower). An Evocation check has a
Eff. bonus or penalty depending on the rank of the material card
consumed at the time of use.
B: None
A: No effect when used with Minor Action; regular Evocation
check with Major Action.
S: Success value with Minor Action is 2; Major Action has a bonus
+2.
SS: With Minor Action roll regular Evocation check; Major
Action has bonus +4.

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
Sum. Dur. Special Resistance Can’t
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
cards and use them as a card of higher rank. Multiple cards of any All characters within the area become immune to all damage
rank can be used as a card of one rank higher than it (multiple and effects of the fire type. At the same time, if a character receives
cards of rank B can be combined into a card of A rank and used physical or magical damage of a water/ice type, the damage
received is increased by +5 points.
for Evocation). The number of cards to be combined is Eff.
determined by the rank of the card of the next Evocation. The The duration varies depending on the rank of the material card
color and rank of the cards to be combined must be the same. consumed.
Eff. B: None A: 10 seconds (1 round)
SS-rank material cards can only be combined into SS cards.
This effect is effective even if Evocation consumes multiple cards S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
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.

Staff List Web Content


Supervision:……………………………. Kei Kitazawa
(Group SNE site)
Writers:……..…………………………… Kei Kitazawa, Tanaka
http://www.groupsne.co.jp/
Kouji, Takeo Sugiura, You can find here errata and FAQ, and interviews.
Miyuki Kiyomatsu
Development: ………………………… Group SNE (Fujimi Shobo official TRPG ONLINE Introduction page of
Cover Illustration:……………………. Kususaga Rin, Anji “Sword World 2.5”)
Majima https://fujimi-trpg-online.jp/game/sw25.html
Frontispiece Illustration:…………… Kususaga Rin, Anji This page contains information on downloads for various
Majima, Kawasumi, sheets and new releases.
Morechand, Konno
Takashi, Toyota Saori,
Tai Nakajima, Mira
Aizawa Original Release Date: 2021/10
Text Illustrations:………………….… Usui Rina, Kankuro, Translation Release Date: 2023/03
Konno Takashi, Susumu
Kuroi, Toyota Saori,
Yukihiro Maruo, Mikako
This is a free, unofficial, fan-based translation.
Mikaki
Please support original creators by buying Sword
Book Binding:………………………... coil
Text Design:…………………………... Takahiro Sato
World books and supplements.
Holy Symbols Designs:……………. Koki Emoto
Original Editing: …………….………. Ryosuke Takeda

Translation & Editing:…............... Auquid


Additional Translation:……………. Momo, Ceri
Proofreading:…………………………. Dionysos

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