Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Sorcery

Sorcery is a magic system built for customization, where the casters start from base spells called axioms then add augmentations to alter the effects of the spell. However, for duplicate types of augmentations, there are certain milestones that must be achieved.

To begin spell-casting, a character must first learn sorcery. It determines whether magical effects manifest or not. Once learning the base skill, any spell can be learned as a skill; however, these are typically taught or passed down from a mentor. In some cases, axioms might even be sold or traded, but all the rules for learning apply as if the spell were a skill. The training times and self-training have different parameters. Moreover, unlike combat skills, sorcery does not have restriction of the prerequisite skill needing to be higher for progression. Sorcery could remain at a value of 10, while the axioms could be maxed out around 50.

While not required to pick up, a sorcerer can focus in a color scheme. Every spell is associated with to a schema of sorcery. If a sorcery color scheme is specialized in by taking the appropriate skill, then bonuses are given when casting an axiom in that color; however, there are minor penalties when casting a spell of the opposite hue. Only one color can be chosen.

Sorcery weaves threads from the energies that bind the planes of existing together. By tying them together in a pattern that is attuned to his own or her own lifesong, the axiom's effect manifests. To determine whether the sorcerer performed this feat properly, the player rolls a d100 and adds the sorcery skill score to the total. If that value is equal or greater than difficulty of the spell, then is was properly cast. Depending on the effect, additional die rolls may be required.

The raw energy absorption would be catastrophic to the sorcerer if not for his or her biofield countering that dynamism by repelling it away and directed into the expression of the spell’s design. However, the internal energies of the lifesong combine into patterns. During the casting, those energy patterns require time to recover to a state which can prevent harm from that precise energy pattern again. This is the mago-technical explanation of why every axiom has a cool down period – a time period before the spell can be cast again. Some personal energy patterns recover quickly, while others may take hours.

As stated in the Initiative section, upon a character's initiative, he or she begins the casting of the spell, which has a time needed to tie all the energies together. As the score of the axiom itself increases, the time required to complete the spell decreases until it reaches a minimal casting time. However, for every augmentation, 2 seconds are added back to the casting time. One might think of this as a powering up to release the influence. However, during that time, the sorcerer cannot be disturbed, or the spell will fail. During spell-preparation, movement is half of normal for the terrain. Further, if the sorcerer suffer damage, the casting is interrupted. However, there are a few skills to lessen this vulnerability.

When receiving a new spell to add to a sorcerer's repertoire, the rules of karma are the same. The character expends points of karma equal to the difficulty of the axiom and it is instantly available at a value of 10 points. However, if being trained, then the time required is one-third of the spell's difficulty in days to be acquired at a score of 10. Just like combat skills, after the training in a new spell, a success roll is required, but the value to roll over is half the difficulty value.

While it is not possible to self-train the base sorcery skill or a schema, axioms can be. That said, it is difficult. The number of days equal to the total difficulty value is required. Further, it requires rolling over the total difficulty value to obtain at only a score value of 5.

Once having the spell, increasing its value works the same as all other skills. The value of the spell equals the karma required or days to be trained by a qualified mentor. After a success role against the current value, the spell power increases. Self-training of an axiom is also the same as other skills.

From this point, the spell evolves as the sorcerer chooses as it can be customized by augmentations as the specific spell power increases. When reaching a value of 20 in an axiom, augmentations can be added as often as the caster can afford, by either karma or time training. However, no augmentation can be selected a second time until 30; not a third until 40 and not a fourth until 50.

Additionally, the mind stat is very important to weave the strands of magic. Not only is the requirement of a 20 mind stat needed to learn the skill, it is also the minimum value of a character's current value to be able to perform the energy manipulation. If the stat temporarily falls below this minimum, then one no longer has the intellect and mental concentration to cast axioms. In fact, scores in mind below 26 mean spells become for difficult to cast.

Skill Skill
Magical ArtsAugmentations
SorceryBolster Augmentation
Schema ArtificusContinuation Augmentation
  WhiteDeferment Augmentation
  VioletGamut Augmentation
  BlueGlamourize Augmentation [Yellow]
  GreenPersistence Augmentation
  YellowPsyche Augmentation [Green]
  OrangeRefresh Augmentation
  RedShield Augmentation [Violet]
  BlackSlicing Augmentation
 Tempo Augmentation

Sorcery
Initial cannot be self-trained
Requires Mind 20
Numerically Progressive: 10-50
Magical ability to weave energy into magical effects is the power of this skill. It is required to know this skill to be able to cast any axiom. Sorcery is the skill used to determine the successful casting of every axiom. Every spell has a difficulty value. To successfully cast it, it must, of course, be known, but also a skills check is made against that difficulty. To do so, the player rolls a d100 and adds his or her sorcery skill. If that total is equal or greater than the difficulty, then the effects of the magic manifest properly. Other rolls based on the nature of the specific spell may still be required. If the skill value is such that it is mathematically impossible to fail, then there is no reason to roll the check, as there are no raw scores that indicate failure for this skill. However, a spell-casting can be interrupted if the wizard takes damage to any stat. As stated above, the mind stat score is a requirement for learning and casting. If it falls below 20, then casting becomes impossible. Even more, those in the lower spectrum of mind scores suffer penalties to all success checks for casting an axiom.
  Current Mind Score Difficulty As  
  25 +5  
  24 +10  
  23 +15  
  22 +20  
  21 +25  
  20 +30  

Schema Artificus
Initial cannot be self-trained
Requires Sorcery: 20
Numerically Progressive: 10-50
There are eight hues of sorcery, each concentrating in a specific type of magic. Schema Artificus is the specialization of one of those colors. However, magicians should choose carefully as this skill can only be selected once and for only one color. This skill is not necessary for the practice of sortilege, but with it one can enhance the power when casting axioms of that hue. A bonus of +20 on the success check is granted for all spells of the focused color; however, the spells of the color’s opposite suffer a -5 penalty on success rolls. Further, axioms of the dedicate hue also act with a +10 to any skill-spell values when rolls are allowed to add that value as a bonus. Likewise, the opposite color suffer-5 penalty in such cases. No other properties of the axiom are affected by this skill. Color opposites are paired as follows: white-black, violet-yellow, blue-orange, and green-red.
 White Sorcery White magic is associated with life, knowledge and pleasure. It deals with life energy, studying the “fates,” fortune-telling and perceiving things from a distance. This genus can read and mildly manipulate the lines of probabilities. When it comes to scrying, there are some naturally occurring substances which can deter the sensory detection.
 Violet Sorcery Violet deals with defense, wards and protection. It also alters existing energies to suppress or possibly negate them. In some cases, violet sorcery can banish beings such as demons and spirits.
 Blue Sorcery Blue sorcery is used to summon entities, energy, materials and forces. This sorcery exploits miniscule conduits between the planes of existence and draws energy and elements from these extra-dimensional locations.
 Green Sorcery Allures of the green schema influence the psyche, emotion and mental prowess of other beings through charm and compulsion. This color often defeats the mind of a person or creature to basically hypnotize the victim. The recipient of an allure will use his or her Mind Difficulty score to resist any behavior change.
 Yellow Sorcery Yellow magic commands illusions. There are basically two different types of illusions: glamours and shrouds. Glamour illusions create actual images, sounds and smells, while shrouds are illusions that alters, conceals or modifies the perceivable messages of an object.
 Orange Sorcery Mutation and transformation are the strands of sorcery linked with orange magic. The use of this color schema alters, bends or deforms the physical features of an object or entity. Axioms like transmogrify and other shape-shifting spells belong to the color of orange; however, some powers less obvious, like ice-blast, are also associated with this hue.
 Red Sorcery Red sorcery deals with the creation and manipulation of raw energy, usually for a destructive purpose. Many combat spells like fire-darts and lightning bolts belong to this academy.
 Black Sorcery Black magic aligns with death, oblivion and chaos. Often the powers of vampirism are found within the genus of black sorcery. Necromancy, the power to raise and control the dead, is often what is imagined as the power of this hue; however, these dark arts have functions beyond death. Diseases, shadows, curses and manipulating negative energy are other powers associated with black sorcery.
Augmentations

All augmentations are added to the procedure of a specific axiom to alter its affect. The skill of a spell must attain 20 points before an augmentation can customize it. However, once reaching that expertise in the axiom, as many as desired can be added. Some might not have any true effect on combat, such as adding a glamour scream to a fire dart but may merely act as a signature of the sorcerer to invoke fear and intimidation.

To supplement an axiom, the rules are the same as training-up the spell itself. Augmentations can be invested in with karma, trained by a mentor with the axiom skill higher and that augmentation or by self-training. However, the one-time cost to add he enhancement is 10 karma – or the equivalent investment in time. Success checks indicate the augmentation has been successfully adapted to the spell.

While one can add as many augmentations as can be afforded, the identical augmentation cannot be added until the skill points of the axiom reach 30 points. After that another repeated augmentation cannot be complemented until 40 points. Finally, a fourth instance of an augmentation can be gained once the points-advancement for the axiom has maxed out. Remember, every augmentation adds 2 seconds to the casting time, with the minimum time calculated before adding.

Bolster Requires Axiom Skill: 20
Non-Incremental; Karma: 10
Bolster is used for spells which use dice to determine an outcome of damage. By default, this enhancement will allow for an extra die to be added to the effect. Thus, fire darts would throw 2d10 instead of the base of 1d10, while fireball would be enhanced to 4d6 from its normal 3d6 fire damage. Some non-damage spells may explain how other effects can be improved by this augmentation.

Continuation Requires Axiom Skill: 20
Non-Incremental; Karma: 10
With this augmentation, an axiom’s duration can be extended by half of the base duration. If a spell lasts for one minute (3 combat rounds), then by adding this augmentation, the total time interval of the its effect would be 90 seconds (or 4½ rounds). Further, if the duration were ten minutes, this augmentation would extend the time for another five minutes. When a second augmentation of this type is added to an axiom, the same extended time occurs again. Therefore, that one-minute spell lasts six combat rounds with two continuations enhancing it.

Deferment Requires Axiom Skill: 20
Non-Incremental; Karma: 10
With deferment, a spell which normally locks onto a person or lifesong can be altered to be linked to a location instead, where it waits until the effect is triggered by encountering a matching recipient who enters the area. This relocation of effect will linger for eight hours until activated. After that time, the spell effect negates. Deferred fire darts can be a perilous trap. However, this cannot be used with axioms which target objects or general locations; thus, the feared fireball cannot be deferred.

Gamut Requires Axiom Skill: 20
Non-Incremental; Karma: 10
The base range of most spells that extend beyond the sorcerer is usually 60 feet. By adding this augmentation to a base spell, that range increases by half again, thus, 90 feet for the example above. For each amassed augmentation, another 50% of the base range is added. Therefore, if three gamuts were enhanced to squire, the distance of the spectral hand could be as far away as 50 feet (20 base + 10 + 10 + 10).

Glamourize Requires Axiom Skill: 20 and Schema Artificus: Yellow
Non-Incremental; Karma: 10
To add this enhancement, one must have specialized in yellow sorcery. Often it will be used to enhance other illusions, as it will add a new component of either visual, auditory, smell, tactile or temperature to the glamour. However, it could have alternate purposes such as making an ice-blast play a creepy tune as it hurls towards its victim.

Persistence Requires Axiom Skill: 20
Non-Incremental; Karma: 10
With this supplement, the sorcerer's ability to concentrate on the successful casting of the explicit axiom increases. With each addition of this type the sorcerer can suffer 2 points of damage from a single attack without breaking his casting concentration. However, if the more damage than the buffer is inflicted, then the caster is interrupted.

Psyche Requires Axiom Skill: 20 and Schema Artificus: Green
Non-Incremental; Karma: 10
Similar to glamourize, it is used to enhance a new component to a phantasm effect. This could be visual, auditory, smell, tactile or temperature.
Note: this can only be used if green sorcery has been selected for one's Schema Artificus.

Refresh Requires Axiom Skill: 20
Non-Incremental; Karma: 10
Speeding up the cool down time is the purpose of the refresh augmentation. Each enhancement of this type added to an axiom will reduce the cool down time by 10% of the normal delay.

Shield Requires Axiom Skill: 20 and Schema Artificus: Violet
Non-Incremental; Karma: 10
This augmentation is limited to spells which offer a change in defense. With each boost, an additional 5 points of defense across all defense types. If there is a specific maximum in the spell description, this these augmentations cannot exceed that. Lastly, this can only be performed if violet sorcery is one's specialty.

Slicing Requires Axiom Skill: 20
Non-Incremental; Karma: 10
Slicing increases the number of targets which a spell can affect by one. Whenever dice are used to inflict damage or use multiple dice for an effect, those dice can be divided up among all the targets. Therefore, if fire darts were enhanced twice by bolster to 3d10 damage, the one slicing augmentation would permit the darts to fire at two separate targets within range: one for 2d10 and the other for 1d10. However, only one to-hit roll is made, using the score as the challenge for both targets. Of course, keeping all the dice against a single target is always permitted. Some axioms that do not inflict damage may be able to be sliced. In such cases, the explanation will be given in the spell description.

Tempo Requires Axiom Skill: 20
Non-Incremental; Karma: 10
Whenever the effect of a sorcery spell creates an effect which occurs over time, the tempo augmentation can alter the rate. If not detailed by the axiom, then the rate is altered by 50% of the base. An example would be levitation which moves the caster one foot per second; however, with just one enhancement, 15 feet could be reached in only 10 seconds; with three augmentations filled with tempo, the rate would be 25 feet in 10 seconds. Some axiom's do not use linear math, such as displace. How this augmentation works for such magic will be explained in the details of the axiom.
Axioms

To cast an effect, the magical-influence skill must be gained. It is possible to self-train, so long as the requirements have been met; however, the time frame is a bit different than other skills. When using karma to obtain a new axiom, then the character expends points of karma equal to the difficulty of the axiom. The skill value of the new spell is 10, regardless of the difficulty. When being apprenticed by a master, the time needed is only one-third of the spell’s difficulty in days and is introduced at a value 10. Don’t forget that a success roll is still required after making the investment of time or karma.

As stated above, axioms can be self-taught; however, there are many penalties. First, the number of days equal to the whole difficulty value must be invested. Additionally, the success roll is more difficult, requiring the dice score to be above the difficulty. Even then, the skill value only begins at 5.

The skill value of an axiom does not affect the successful casting of the axiom; that is determined by the sorcery score itself. But don’t forget the penalties should one’s mind stat score drop into the low twenties.

What the value of the spell does is reduce the casting time by one second per point. Therefore, at skill level 10, a spell with a 30 second casting time would be 20 seconds. However, each axiom has a minimum casting time. Even if the skill value mathematically takes it lower than the minimum, the spell simply cannot manifest any quicker. After figuring this casting time, then casting time is increased by 2 seconds for each augmentation linked to the axiom.

Further, every axiom has a cool down period. This is the amount of time that must pass before this spell can be re-used. Note that failures of a casting are also subject to the cool down, even though the spell did not manifest; however, interruptions are not. Therefore, if a sorcerer attempts a darkvision axiom, but fails to roll high enough to successfully cast the axiom, then it cannot be attempted for another 30 minutes. But if he or she were interrupted before completing the casting, then it could be tried again on the next action. Note that the cool down times are variable, depending on the nature of the spell. Therefore, failure is not as critical for some spells as it is for others. Also, while some spells are easy to cast, they may not be simple to repeat.

Axiom Skill Axiom Skill
White SorceryYellow Sorcery
  Appropriation  Cover Tracks
  Clairvoyance  Flash Glow
  Darkvision  Forced Echo
  Detect Allure  Ghost Light
  Feel Metal  Impressions
  Heightened Awareness  Musical Revision
  Know Motivation  Obscure
  Luck  Quiet Gear
  Memory Meld  Silence
  Whispering Wind  Veil
Violet SorceryOrange Sorcery
  Barricade  Changeling
  Buffer  Displace
  Fire Span  Fists of Excellence
  Frost Armor  Gail
  Quick Stone  Ice-Blast
  Resistance  Repair Damage
  Theurgic Curtain  Shape Water
Blue Sorcery  Skeleton Key
  Beckon  Slow Burn
  Frostbite  Transmogrify
  FloatRed Sorcery
  Leap  Fireball
  Levitation  Fire Dart
  Silvering  Lightning Bolts
  Squire  Slide
Green Sorcery  Sonic Blast
  Beguile  Thews
  FigmentBlack Sorcery
  Sleep  Death Visage
  Psychic Screen  Heal Feratu
  Stun  Paralysis
  Telepathy  Unvigorate
   Vampiric Healing
   Vampirism
White Sorcery
Appropriation Requires Sorcery
Somatic Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
20 White 60 seconds 12 seconds
Range Duration Target Effect
None 1 Hour Self Appearance
Cool Down: 30 min At the end of the spell’s duration, 30 minutes must pass before this spell can be cast again
By selecting a culture or subculture, the sorcerer can adapt to it. If speaking the native, then for the duration a native accent will be used. Further, gestures, subtle behavior and body language will give the caster the appearance as a native of the culture.

Clairvoyance Requires Sorcery
Mental Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
25 White 30 seconds 3 seconds
Range Duration Target Effect
30 feet Instantaneous None Information
Cool Down: 1 hour After using this spell, it cannot be recast for an hour
Within a moment, the sorcerer can know details about an area selected within range, revealing one piece of useful information, at the discretion of the GM, such as number of occupants, type of food served, where an item is located, or number of exits beyond a door.
Bolster This augmentation will allow one additional piece of information to be known.

Darkvision Requires Sorcery
Somatic Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
20 White 40 seconds 8 seconds
Range Duration Target Effect
Touch 30 minutes 1 Creature Sensory
Cool Down: 30 min After the effects end, 30 minutes must pass before being used again
The axiom grants darkvision without the penalties for brightness.
Gamut This enhancement allows the range to be extended from touch by 5 feet and an additional 5 feet for each repeated gamut.

Detect Allure Requires Sorcery
Mental Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
20 White 30 seconds 3 seconds
Range Duration Target Effect
60 feet 1 minute Self Information
Cool Down: 10 min Ten minutes are required before casting again
This allows the sorcerer to sense whether a person or creature is under the influence of charms and enchantments.

Feel Metal Requires Sorcery
Somatic Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
20 White 30 seconds 3 seconds
Range Duration Target Effect
60 feet 1 minute Self Information
Cool Down: 10 min At the end of the spell, 10 minutes are required before re-use
This allows the sorcerer automatic awareness whether metals are present within the range and indicates the direction. The more metal, the stronger the sensation. It does not identify the type of ore.

Heightened Awareness Requires Sorcery
Somatic Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
25 White 45 seconds 9 seconds
Range Duration Target Effect
Touch 10 minutes 1 Creature Perception
Cool Down: 1 hour Time before recasting is an hour.
During this axiom, the recipient gains +10 on all Perception rolls. The bolster augmentation is not available for this axiom.
Gamut This enhancement allows the range to be extended from touch by 5 feet and an additional 5 feet for each repeated gamut.

Know Motivation Requires Sorcery
Mental Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
25 White 60 seconds 12 seconds
Range Duration Target Effect
60 feet Instantaneous Self Knowledge
Cool Down: 30 min This can be cast again after 30 minutes pass
The caster understands the primary value and motivation of the observed creature within 60 feet, be it hunger, greed or honor. For each bolster added, one more detail about the observed creature's motivation is revealed. Splicing will allow information about more than one target to be known.
Bolster One additional detail can be learned about the observed creature’s motivation is revealed.
Slicing This allows information about more than one target to be known.

Luck Requires Sorcery
Verbal Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
25 White 60 seconds 12 seconds
Range Duration Target Effect
30 feet Up to 6 hours 1 Creature Luck
Cool Down: 12 hours The using this spell is only possible after 12 hours from the time it was first cast. This is not based on the spell's end.
The power of the luck axiom comes from using arcane energies to manipulate probabilities and storing that potential in a being's lifesong. Those energies will be released on the creature's next willful action involving dice to resolve. This does not include hidden Perception checks by the GM or dice rolls not directly chosen by the recipient. When the target makes an attack, uses a skill, the recipient raises the value of one die (at the recipient's choosing) by +10 points. This will even count as the new “raw” value on the die if there is a “01-03” penalty. Therefore, if an attack using 3d100 are rolled, any of the three dice can be increased. Of course, this means that the luck might not make a difference, but in many cases, it will allow for an extra score. If no dice are used within the duration, then the potential effect is lost.
Bolster This allows an additional die of the roll to be altered.
Slicing Slicing would allow an additional recipient to receive the probability manipulation. However, it requires bolster to have “dice to share.”
Tempo With this, an additional +5 on effected dice is gained.

Memory Meld Requires Sorcery
Somatic Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
30 White 60 seconds 12 seconds
Range Duration Target Effect
Touch 1 minute 1 Creature Memory
Cool Down: 2 hours Recasting the spell can be performed two hours later.
This conveys mental sharing with a target allowing a single memory to be transmitted. The memory could be real, imaginary or repressed and will be approximately 1 minute in length. On the initial success roll, if the score is a raw “01-03” this indicates critical failure where a false memory is shared and might be believed by both parties depending on circumstances. Touch is required regardless of any augmentations.

Whispering Wind Requires Sorcery
Mental Numerically Progressive: 10-50
Difficulty Color Casting Min-Cast
30 White 50 seconds 10 seconds
Range Duration Target Effect
200 miles Instantaneous 1 Person Information
Cool Down: Varies The recovery time is based on the number of words sent in the message. To calculate this, use the square of the number of words sent (Words2) times ten in seconds. There is a two-minute minimum regardless. Use the chart below for general estimates.
 
WordsTime
<32 minutes
54 minutes
1015 minutes
1540 minutes
201 hour
302 hours 30 minutes
404 hours 30 minutes
507 hours
With this axiom, the caster can send a message to persons with whom he or she is familiar. The recipient hears the message in its mind, recognizes the caster as the sender if the recipient knows the sorcerer. No return information is permitted. One word per skill of the spell can be sent each casting. The range of this communication is 200 miles but cannot be sent to other planes of existence.
Violet Sorcery

Reserved

Blue Sorcery

Reserved

Green Sorcery

Reserved

Yellow Sorcery

Reserved

Orange Sorcery

Reserved

Red Sorcery

Reserved

Black Sorcery

Reserved