Folk Magic
Folk Magic is the lowest level of magic available to Mythras characters. Depending on the setting Folk Magic represents:
- Simple cantrips and spells taught within a community to aid daily chores and tasks
- The magic of hedge wizards and witches who have not exposed themselves to the higher forms of magic
- A magical tradition with wide accessibility but a relatively low level of power
Although Folk Magic might appear to be weak in comparison with magical approaches such as animism, theism and sorcery it can, if used wisely, be a very powerful tool. The balance comes in its relative ubiquity: Folk Magic may be more commonplace and easier to learn which leads to a wider range of use whilst not necessarily being confined to specialists.
The Nature of Folk Magic
Folk Magic is an unseen force that permeates the world and is not derived from the gods but is an echo of the very earliest stages of creation. Maybe it comes from life force, geomancy or perhaps the cosmic radiance of constellations, but, whatever its source, its power is ubiquitous to those who know how to tap it.
Folk Magicians have attuned their senses to this faint resonance, tapping into the background energy to work magic on mundane things around them. In worlds where magic is limited, these magicians are valued for the small charms and blessings they can provide to their community. In settings where it is more commonplace, people use petty magics to ease their lives, aiding them in daily chores.
Since the focus of Folk Magic is to reduce effort or augment comfort, few of its spells are overtly specialised in the ways of death and combat. Those arts are left to practitioners of higher magics.
Access to Folk Magic
Given its nature Folk Magic can be accessed in a number of different ways:
- Through a culture reflecting secrets known by a social group.
- Through a career representing knowledge used by a vocation.
- Through a cult or brotherhood that has, over time, mastered these magical forces.
- Through an individual practitioner who may be willing to share their knowledge.
- Through self-realisation from study or inner connection with the world about them.
Games Masters need to decide how Folk Magic is made available. It might be very common, with every cultural group having access to certain spells that aid and support daily life. Or it might be restricted to specific groups or individuals, with the uninitiated aware of its existence but unable to use it. Depending on the campaign setting, not every character can or should have access to magic.
Starting Folk Magic
As an exception to the general rule of thumb, characters from careers which specialise in Folk Magic may start with a number of spells equal to one tenth of their Folk Magic skill.
In campaigns where everyday people are permitted to pick up the skill as a hobby or as part of their cult or culture, non-magical career characters only start with the default number of spells as described in the previous chapter (see Starting Magic on page 118).
These default values may be changed as the Games Master desires.
Learning Folk Magic
Folk Magic is usually taught by someone skilled in its use. If available culturally or professionally then such teachers are likely to have taught Folk Magic during a character’s formative years. If being learned during the course of a campaign, it costs three Experience Rolls, and takes one week to learn a new Folk Magic spell.
Learning spells may also come with a monetary cost – depending on the teacher and perhaps the spell. Precise costs will be dependent on circumstances, but as a general rule it costs 100 Silver of goods or services per spell. Games Masters should adjust the base cost according to how common Folk Magic is generally, who is teaching it, and whether or not the student has the benefit of cult or brotherhood membership, special friendships, and so on. Tuition in Folk Magic may also be free in certain circumstances: attaining a particular rank in a cult, say, or in recognition of services rendered.
For example a Healing cult might offer tuition in the Heal spell at a rate of 50 Silvers to its members; whereas a local witch might offer to teach the spell at a base rate of 150 Silvers to the same student. A mother might even offer to teach her child the spell for free when he or she leaves home for the wide world.
If a Games Master wishes, professional folk magicians may develop new spells for a suitable cost in Experience Rolls and time. As a rough guideline, use the incrementing costs as presented on the Creating New Traditions table on page 119.
Ubiquitous Folk Magic
The table below is included for those campaigns where Folk Magic is available to common folk, rather than being restricted to specialist hedge wizards and witches. Each of the standard careers has been presented with a list of generic spells useful to that particular profession.
Some spells are more prevalent than others, and Games Masters are encouraged to tweak the lists to fit their campaign. For example, ostensibly similar careers may differ by one or two spells depending on the background culture and environment. Some of the rarer spells may be available to members of particular cults or brotherhoods.
Career-Specific Folk Magic Spells
Career | Suggested Folk Magic |
Agent | Alarm, Befuddle, Bladesharp, Bypass, Find, Incognito, Knock, Mimic, Ventriloquism |
Alchemist | Any |
Beast Handler | Beastcall, Find, Might, Mobility, Pathway, Pet, Slow, Speedart, Vigour |
Courtesan | Alarm, Appraise, Befuddle, Calm, Cleanse, Find, Glamour, Sleep, Tune |
Courtier | Babel, Calculate, Calm, Fanaticism, Find, Glamour, Mindspeech, Translate, Voice |
Crafter | Appraise, Bladesharp, Calculate, Coordination, Find, Ironhand, Pierce, Polish, Repair |
Entertainer | Babel, Calm, Find, Glamour, Light, Mimic, Tune, Ventriloquism, Voice |
Farmer | Beastcall, Bladesharp, Calculate, Find, Might, Preserve, Repair, Vigour, Warmth |
Fisherman | Beastcall, Deflect, Dry, Find, Pierce, Preserve, Repair, Vigour, Warmth |
Herder | Alarm, Beastcall, Find, Heat, Pathway, Pet, Slow, Speedart, Warmth |
Hunter | Bladesharp, Find, Mobility, Pathway, Preserve, Slow, Speedart, Vigour, Warmth |
Merchant | Alarm, Appraise, Calculate, Cleanse, Find, Glamour, Lock, Translate, Voice |
Miner | Bludgeon, Breath, Find, Ignite, Light, Might, Pierce, Repair, Vigour |
Mystic | Avert, Befuddle, Demoralise, Find, Heal, Mindspeech, Spiritshield, Vigour, Witchsight |
Official | Alarm, Calculate, Find, Glamour, Lock, Mindspeech, Translate, Ventriloquism, Voice |
Physician | Breath, Calm, Cleanse, Cool, Find, Heal, Preserve, Sleep, Warmth |
Priest | Any |
Sailor | Bladesharp, Deflect, Dry, Extinguish, Find, Pierce, Repair, Vigour, Warmth |
Scholar | Appraise, Calculate, Calm, Extinguish, Find, Mindspeech, Tidy, Translate, Voice |
Scout | Bladesharp, Bypass, Find, Incognito, Mobility, Pathway, Speedart, Vigour, Warmth |
Shaman | Any |
Sorcerer | Any |
Thief | Bypass, Coordination, Darkness, Demoralise, Find, Glue, Knock, Mobility, Ventriloquism |
Warrior | Bladesharp, Bludgeon, Coordination, Fanaticism, Firearrow, Fireblade, Find, Protection, Vigour |
Note: In regions predisposed to great heat rather than winter cold, any career offering
Warmth as a spell can substitute it for Cool instead (and vice-versa).
Using Folk Magic
Folk Magic takes only a single Turn to cast.Each spell costs one
Magic Point which is deducted from the Magic Point total whenever
it is successfully cast. Casting any spell successfully requires a
Folk Magic roll. The Folk Magic skill covers every spell a character
knows. Thus, a character with Folk Magic 70% would cast all their
Folk Magic spells at this level: Folk Magic spells do not have discrete
skill ratings.
If the Folk Magic roll is a...
hhCritical Success: the spell’s Magic Point cost is zero.
hh Success: the caster loses 1 Magic Point and the spell works
successfully.
hh Failure: the caster loses 1 Magic Point, but the spell does not
work.
hh Fumble: the caster loses 1d3 Magic Points for the spell and
the spell fails to work.
Due to their minor or petty nature, all Folk Magic spells have a
default Intensity and Magnitude of 1.
Limits to Folk Magic Capacity
Characters have no actual limit to the number of Folk Magic spells
they can learn, provided that the Games Master permits them to
have access to new ones. Such knowledge might be restricted or
unavailable in the game world.
Folk Magic Spells
Folk Magic spells are defined by various traits defining the effects of
the spell, and any particular limitations. Every spell is different with
some having fewer traits than others.
Duration of Folk
Magic Spells
Unless a spell has either the Concentration or Instant traits it has
a natural duration which lasts the entire scene or action for which
the spell was used. A few spells have custom durations noted in the
spell’s definition. For example, using Pathway to traverse a section of
thorny and overgrown woodland would last until the terrain clears,
and the spell is no longer necessary.
Traits
Folk Magic Traits are as follows:
Concentration
The spell’s effects remain in place as long as the caster continues to
concentrate on maintaining it. Concentration requires the caster
to be free of all physical and mental distractions: any such disturbance
interrupts the concentration, resulting in the spell’s immediate
dismissal.
Instant
The spell’s effects happen immediately. It has no duration.
Ranged
Spells with the Ranged trait can be cast at a distance of up to the
character’s Folk Magic score in metres. The caster must know the
location of the target, such as ‘hiding behind the door’: if they are
unable to directly see or sense the target of the spell, then the Folk
Magic roll becomes one grade harder.
Resist (Endurance, Evade, Willpower)
Any spell that is not readily accepted by a target can be actively
resisted using either Endurance, Evade or Willpower, as determined
by this trait. To successfully resist a spell, the target must win an
opposed roll of the relevant skill against the caster’s Folk Magic casting
result. If the target fails in the opposed roll then the spell takes
effect as normal. Note that resisting is usually a passive action if
Endurance or Willpower are the being used. If a spell requires the
target to Evade then it costs an Action Point to make the Evade
attempt. Targets without Action Points to spend in evading will
therefore be powerless against the spell’s effect.
Touch
The caster must be in physical contact with the target whilst the
spell is cast. If a target is intent on resisting physical contact then the
caster will most likely fail to complete his spell unless some specific
circumstance prevents the target’s withdrawal, such as surprise or
the Grip special effect. A touch spell merely needs to contact the
target or its carried accoutrements in order to work.
Anathaym’s Saga
Anathaym has never learned any Folk Magic as its teaching has traditionally
been restricted to Meeros’s cults, and the priesthood. However Anathaym’s
sister, Kara, is an acolyte of Myceras, and has been learning Folk Magic as
part of her own training.
While Anathaym recovers from the injuries to her right hand, Kara uses
the time to teach her the Bladesharp spell - a useful warrior’s cantrip, and one
generally learned by Meeros’s soldiers.
Trigger
Trigger spells can be cast successfully but have their effects delayed
by the caster. If the spell is not triggered during the scene it dissipates
naturally.
Spells
Alarm
Special Duration
Casting Alarm on a location such as a room or small clearing creates
a temporary psychic bond between the area and the caster. If the
area is accessed by a living creature with a SIZ greater than 1, the
caster is automatically made aware that something has transgressed
no matter how great the distance. The Alarm is usually a distinct
tingling sensation or mental twinge which will awaken the caster.
Alarm can also be used on an individual object, triggering when
touched or moved.
The spell does not determine who or what has crossed the
alarmed threshold, and neither does it prevent ingress. It lasts until
triggered, but the Magic Point used to cast it does not recover until
the spell is dismissed or concludes naturally. Once activated Alarm
must be cast again.
Appraise
Instant, Touch
Appraise allows the immediate assessment of the quality of physical
goods of combined ENC or SIZ equal to the caster’s POW. The
spell determines whether or not identical looking items are of the
same or similar quality, or if one or more is either flawed or of a
higher quality. The spell does not work on organic things, only on
inanimate objects. Neither does it determine what flaws or enhancements
are present; merely that they exist.
Avert
Instant, Ranged
Avert is used to dismiss another Folk Magic spell within range. Avert
can be cast reactively to neutralise offensive spells, by using the
Counter Magic Reactive Action.
Babble
Resist (Willpower), Touch
Babble mangles anything spoken by its target. It does not affect what
the target is thinking, only what is verbally issued. Thus Babble can
seriously disrupt orders being issued by a commanding officer to his
troops, but it cannot influence what the commander is thinking or
his intentions. Depending on the necessity for verbal components,
Babble may be able to adversely influence spell casting.
Beastcall (X)
Instant, Ranged, Resist (Willpower)
Beastcall is used to attract a single, specific animal, the type being
specified in the spell, within range. The animal summoned cannot
be sapient, and it may also resist the spell using its Willpower. If it
fails to resist, it is naturally drawn, in a passive fashion, to the caster,
whereupon the spell dissipates, and the creature acts as it normally
would, finding itself in proximity to the caster. Physical obstacles
or adverse actions (such as a wall, river or line of spears, or a harsh
yank on a set of reins or leash) also cause the spell to fail.
Befuddle
Ranged, Resist (Willpower)
Befuddle causes confusion within the mind of a corporeal target.
The subject of the spell has difficulty thinking straight, forgetting
where it is, what it is doing, and why – often lapsing into disassociated
lines of thought. Befuddled targets can still act in self defence,
but cannot initiate any constructive activity until the spell ends.
Any sort of attack or threatening action instantly breaks the spell,
whether or not it was directed specifically at the befuddled target.
Bladesharp
Touch
Bladesharp is cast on edged and piercing melee weapons. It
increases the damage of a weapon by one dice step, and incidentally
leaves the edge honed after the spell concludes. This spell is
often used on tools such as logging axes, ploughs and razors. Thus
casting this spell on a dagger increases it to 1d6+1 damage, whereas
the same spell on a great axe would increase it to 2d8+2 damage.
(1d4>1d6>1d8>1d10>2d6>2d8>2d10)
Bludgeon
Touch
Bludgeon is similar to Bladesharp but used on weapons and tools
that deal blunt-force trauma rather than cutting or piercing damage.
It is normally used to aid with threshing grain, fulling wool, or similar
heavy duty work.
Breath
Touch
Breath permits the recipient to hold their breath for an extended
period, so that they can temporarily venture into harmful environments,
such as underwater; or atmospheres tainted by rock dust,
gases, smoke or poisons. The spell lasts for a maximum of half the
caster’s POW in minutes, during which time the recipient cannot
speak or the breath is lost, and they immediately begin to asphyxiate
(or become poisoned).
Bypass
Touch, Trigger
Bypass is used to cross the threshold of an area under the effect of
an Alarm spell without triggering the Alarm. When cast the spell is
held in preparation, triggering on contact with an Alarm spell. Of
course the caster must suspect that an Alarm spell exists in the first
place. Bypass does not negate the Alarm, and it must be cast for each
crossing of the Alarm spell’s threshold.
Calculate
Instant, Ranged
Calculate allows the immediate calculation of numbers, weight or
size of a thing, be it soldiers amassed in battle formation, the length
of a rope or weight of a sack of rice. The spell always yields a precise
quantity, but not value or quality. Only items which are directly
observable (seen, lifted, smelled, and so on), and within range can be
calculated. The spell will work when cast on a container – assuming,
of course, that the container is not empty.
Calm
Ranged, Resist (Willpower)
Calm attempts to dampen down the passions or the target, perhaps
ensuring that a lovesick paramour doesn’t press his suit, a frightened
rival doesn’t scream for help or that weapons are not drawn in
anger. A calmed person is not otherwise mentally affected, thus any
sort of assault or threatening action still permits the target to defend
themselves, and even attack, albeit they will do so in a calm and level
headed manner.
Chill
Instant, Touch
Chill dramatically reduces the temperature of small objects (with an
ENC no larger than a third of the caster’s POW) down to the temperature
of ice water. Useful for rapidly cooling hot items, chilling
drinks, and so forth. The spell does not freeze an object, and neither
does it cause any damage to its structure: it merely renders it very
cold.
Cleanse
Instant, Touch
Cleanse is used to rid an object, person or small area of dirt, grease,
grime, bad smells, and so on. It does not organise or tidy the target
or area; merely cleans them to a spick-and-span state. This spell is
often used to launder clothes. The caster can cleanse an area equal
to POW in square metres.
Cool
Concentration, Touch
Cool protects the recipient from the effects of muggy atmospheres
and heat prostration, guarding them from any Fatigue caused by
the natural environment. The spell does not stop the effects of heat
related magic, but will make any resistance roll one difficulty grade
easier. Someone under the effects of this spell wearing full hoplite
armour could march through a tropical rain forest during the height
of summer without harm. Cool affects a target of SIZ up to the
caster’s POW x2.
Coordination
Touch, Trigger
Coordination enhances manual dexterity and agility when performing
a single task. When cast in preparation it permits the recipient a
chance to re-roll a single skill check where coordination is required,
such as Acrobatics, Lockpicking and so on. The recipient may
choose the better of the two rolls, but the spell is expended in the
process.
Curse
Special Duration
Curse must be cast in combination with a second spell of a harmful
nature. Its one and only effect is to increase the duration of the
accompanying spell so that it is continuous. This comes at a cost
however, since the Magic Point used to cast the curse does not return
until the caster drops the curse willingly, the curse is dispelled, or the
spell to which it is bound breaks naturally. Curse is commonly combined
with spells such as Befuddle, Demoralise, Dullblade, Repugnance,
and so on.
Darkness
Concentration, Ranged
Darkness creates an area of shadow, equal to POW in square metres,
which suppresses all light within it. This is enough volume to fill a
modest room, a length of corridor or form a small cloud if cast outside.
All non-magical light, including sunlight, passing into or present
within the boundary is reduced to the equivalent of a dim glow.
Deflect
Touch
Deflect wards the recipient against tiny impacts of foreign material,
such as rain drops, a cloud of midges or even flying grains of sand.
The protection is limited to individual objects smaller than a child’s
fingernail, and thus cannot prevent normal missile weapons from
striking a character.
Demoralise
Ranged, Resist (Willpower)
Demoralise temporarily fills the target with a sense of despondency
towards a particular person, species, situation or object. When confronted
with the subject of this despondency, any proactive skill
attempts made by the afflicted character related to the source are
one grade harder. However a direct assault from the subject instantly
breaks the spell.
Thus a character could be given a demoralising dread of heights,
ensuring that any Athletic skill used for climbing or Acrobatics skill
for balancing would be one difficulty grade harder.
Dishevel
Instant, Touch
Dishevel is the reverse of the Cleanse spell. Objects affected are
immediately covered in grime, dust, cobwebs, and so forth. The
spell can be used to make brand new objects look old and weathered
or help prevent normally well turned out people from being
recognised. The caster can dishevel an area equal to POW in square
metres.
Disruption
Instant, Ranged, Resist (Endurance)
Disruption is used for damaging or dissembling physical objects
without the need for tools. It is commonly employed to drive off or
kill living creatures, such as birds or vermin. When successfully cast,
Disruption inflicts 1d3 damage to a single random Hit Location or
the overall Hit Points of an object. In both cases the damage ignores
any armour or natural protection.
Dry
Instant, Touch
Dry removes all extraneous moisture from an object or person,
either slicking off to form a puddle or evaporating in a cloud of
vapour. It is normally used to dry off after heavy rain or help protect
equipment from rotting, but has a number of other versatile uses.
The caster can dry an object up to POW x2 in SIZ.
Dullblade
Ranged
Dullblade is the reverse of Bladesharp reducing the keenness of
weapons and tools. It reduces the damage inflicted by the weapon
by one step, and can never keep a sharp edge.
Extinguish
Instant, Ranged
Extinguish immediately quenches flames and small fires of modest
size and heat. It is useful for dousing candles, lanterns, torches or
small cook fires, but it will not work on magical or larger, more ferocious
conflagrations such as pyres, burning houses or dragon flames.
Fanaticism
Ranged, Resist (Willpower)
Fanaticism is the reverse of Demoralise. It grants the target a wildly
excessive or irrational devotion, dedication, or enthusiasm for a particular
person, species, situation or object. Its effect is to grant the
recipient a temporary Passion equal to the Folk Magic skill of the
caster. Fanaticism can be used to counter Demoralise, and vice versa.
Find (X)
Concentration, Ranged, Resist (Special)
Find has many variations, always specific, and learned as separate
spells. Some common examples are given below. It works by attuning
to the natural emanations of a creature or thing, alerting the
caster to its presence within the spell’s range. Find can be blocked by
dense or thick materials such as metal, or earth and stone at least one
metre thick. The spell cannot discern emotions or thoughts.
Find Arrows: Locates ammunition shot by hunters, which miss
their target.
Find Flaw: Identifies any flaws in an object, such as hidden imperfections
or physical damage.
Find Livestock: Locates a particular type of animal. Can be
resisted with Willpower.
Find Loot: Locates precious metals and gems.
Find Object: Locates a lost personal possession.
Find Sickness: Identifies the existence of disease and illness,
whether magical or mundane.
Firearrow
Touch
Firearrow causes all missiles thrown or fired by the recipient to burst
into flame when released. Ostensibly created to act as a signal flare,
it has since evolved into a combat magic. Missiles under its effect add
an additional 1d3 damage, but are extinguished if they impale flesh.
Those that strike flammable material have a chance equal to the
caster’s Folk Magic skill of setting alight whatever they
lodge in, such as wooden shields, thatched roofs,
and so on. Wooden ammunition is consumed
as part of the spell.
Fireblade
Touch
Fireblade is similar to Firearrow
but is instead cast on hand tools
and melee weapons. The original
purpose of the spell is to
sterilise surgical equipment,
aid in slash and burn agriculture
or provide illumination
during darkness without the
need to carry an additional
light source. If cast on a
weapon it inflicts an additional
1d3 damage, and has
the chance of setting flammable
materials alight if held to
them for several rounds (see
Fire on page 79). Wooden hafted weapons under the effects of Fireblade
will be consumed as part of the spell.
Frostbite
Ranged, Resist (Endurance)
Frostbite works directly on living, organic tissue, inflicting numbness
and pain in one of the recipient’s extremities, for example fingers,
toes, buttocks, nose & ears, and so on. The caster must either touch a
specific extremity or roll randomly if cast at range. If the spell is not
resisted the area affected suffers sensory numbness followed by lingering
pain for the duration, making skill tests utilising that location
one difficulty grade harder. Frostbite does not deal direct damage
but makes the affected area of limited use for a while. For instance, a
victim suffering frostbite to the buttocks cannot sit without extreme
discomfort.
Glamour
Concentration, Ranged, Resist (Willpower)
Glamour makes the target alluring so that people are naturally
attracted to them. The particular nature of the glamour must be
chosen when cast, and can be anything from increased natural
beauty, a softer more sultry voice or even a seductively perfumed
body scent. Whilst the spell grants no mechanical benefits, it does
ensure that the recipient will gain a chance to gather themselves an
audience, engage the attention of someone they wish to make contact
with, or provide a distraction enabling accomplices an opportunity
to perform nefarious deeds.
Glue
Touch
Glue cements together two solid, inanimate objects for the duration
of the spell, for example a cart wheel to its axle or a door to its
frame. Whilst under the effects of the spell the items, no matter how
disparate, cannot be parted unless something actively tries to wrench
them apart. In this circumstance the spell has a Brawn skill
equal to five times the caster’s POW, and fails when
a superior Brawn is set against it, defeating it in
an opposed roll. Once the spell concludes or
fails the items part completely unharmed.
Heal
Instant, Touch
Heal has several different effects
depending on the nature of the
ailment it is being used on. If the
subject is suffering from a minor
complaint such as a headache,
back pain, hangover, cold, warts,
and so on, then the symptoms
are immediately lifted. Cast on
a location suffering a Minor
Wound it restores all lost Hit
Points instantly. Against Serious
or Major Wounds no Hit Points
are recovered. However the spell
will stabilise locations, stop all bleeding, and prevent imminent death
from inattention.
Heat
Instant, Touch
Heat dramatically increases the temperature of small objects (with
an ENC no larger than a third of the caster’s POW) up to the temperature
of boiling water. This versatile spell is useful for mulling
wine, cooking food without a fire, or warming a bed prior to sleep.
It does not affect living tissue although it can affect clothing and
armour, heating it to uncomfortable levels.
Ignite
Instant, Ranged
Ignite only works on flammable inorganic matter, causing a small
object or hand-sized area to burst into flame. Depending on what
was set alight, once burning, the flames may then spread unless
quenched or countered in some way. This spell is normally used
to light candles, torches or lanterns from afar. It can also be used
to start a camp or cooking fire in adverse conditions, such as using
damp kindling or in strong winds.
Incognito
Resist (Endurance), Touch, Trigger
Incognito alters the facial features of the recipient to a bland,
unmemorable countenance. It does not affect the voice, mannerisms
or physical size/presence of the recipient, but ensures that visually
they do not stand out from the crowd.Anyone under the effects
of Incognito is actively ignored by those who might otherwise be
searching for him; he is simply overlooked and discounted.
Ironhand
Touch
Ironhand allows the recipient to hold anything that would otherwise
cause damage (such as extremely hot or cold items, or those dripping
acid) without causing themselves injury. Thus a user could grasp a
brand from a fire, lift a bubbling cauldron from a spit or even reach
through a steam vent to grab an object on the other side. It does not
grant total immunity from damage, merely stops it from conducting
through the skin of the recipient’s hands. The spell does not protect
anything worn on the hand, so rings, gloves, and such like will suffer
the effects of the source.
Knock
Instant, Touch
Knock magically unfastens any device that is currently secured with
a mechanical bar or lock. It does not work on magically locked
objects, only mundane ones. The spell only affects a single fastening,
so if there are several locks and bars securing the object, the spell
will need to be recast for each one.
Light
Concentration, Ranged
Light must be cast on an inanimate object (this could be a branch,
sword blade, spear point, torch, and so on). It produces enough light
to illuminate an area as though with a lantern. It can also be cast
directly against a Darkness spell to counter it. In this case both spells
are consumed, leaving the ambient light to illuminate the area.
Lock
Special Duration, Touch
Lock magically secures any device that already has a mechanical
bar or lock present. A Locked device can be opened only by the
caster, and cannot be picked by mundane means (such as by a thief
using lock-picks) since the magic renders the mechanism immobile;
however it could still be forced open by breaking the object the lock
is set into. The magic remains in place until opened by the caster,
after which the device must be subject to a further casting of Lock
to restore the enchantment. The Magic Point used to cast Lock does
not recover until the spell is dismissed or concludes naturally.
Magnify
Concentration
Magnify allows the caster to see something twice as close as it really
is. Useful for close work as well as out in the field.
Might
Touch
Might permits the recipient to engage in impressive acts of physical
brawn. It adds the caster’s POW to the recipient’s STR, but only for
the purposes of lifting, breaking, and contests of strength as defined
under the Brawn skill. It does not increase the character’s Damage
Modifier when inflicting combat damage.
Mimic
Touch, Trigger
Mimic allows the recipient to perfectly mimic the voice and mannerisms
of someone the caster has seen and heard personally. It does
not affect their physical appearance.
Mindspeech
Concentration, Ranged, Resist (Willpower)
Mindspeech allows telepathy between the caster and a target,
enabling verbal intercourse without needing to speak aloud. The
caster and target must share the same language, or else the spell
will merely transmit unintelligible gobbledegook. Attempting to cast
Mindspeech on somebody beyond range automatically fails.
Mobility
Touch
Mobility increases the Movement rate of the recipient by 1d3 metres
for the spell’s duration. It is often used by hunters, herders, and those
seeking to escape pursuit.
Pathway
Touch
Pathway enables the recipient to more easily travel through heavy
vegetation, safe from being scratched, snagged or otherwise hindered.
Under its enchantment Movement rates are not reduced in
woods, jungles, swamps, and similar overgrown terrain.
Perfume
Concentration, Ranged, Resist (Willpower)
Perfume either negates a noxious odour or imbibes an odourless
substance with a pleasing fragrance. The spell does not affect the
properties of the source of a stench (so a rotting carcass is still rotten)
- it merely makes its presence tolerable.
Pet
Concentration, Resist (Willpower), Touch
Pet allows the caster to take mental control of a small creature, sending
it off to scout, fetch or perform some other complex task. It can
be cast on any creature neither of whose SIZ and INT characteristics
may exceed half the caster’s CHA. If the targeted creature is the
already the loyal pet of the caster it does not need to resist the spell.
Phantasm
Concentration, Ranged
Phantasm allows the caster to weave together insubstantial or near
weightless objects so that they take a shape or ghostly form. Thus a
spectral figure could be woven from a naturally occurring mist, or a
face formed in a pile of dead leaves. Beyond this the spell has little
effect, save to frighten, intrigue or disconcert those that view it.
Pierce
Touch
Pierce can be cast on any item with a point, helping it to penetrate
thick surfaces. It is normally used to help sew leather, punch holes in
metal or hammer pitons into stone. Any weapon or tool enhanced
with this spell ignores the first two Armour Points of the person,
creature or object struck.
Polish
Instant, Touch
Polish instantly buffs an object of ENC or SIZ of up to the caster’s
POW to a high sheen making it glossy, shiny, and highly desirable
even if the quality of the article is sub-par.
Preserve
Instant, Touch
Preserve prevents organic matter, both vegetable and animal, from
bacterial decay and putrefaction for 1d3 months, by sterilising it. If
the material is later smoked, pickled or salted it is preserved indefinitely.
The spell can halt decay that has begun, but not reverse it.
The caster can affect an amount of organic matter with SIZ or
ENC equal to their POW.
Protection
Touch
Protection is useful in a wide range of tasks where there is a risk of
accidental injury such as working in a foundry or mine. The first time
the character would normally take damage that penetrates protective
clothing or armour, the Protection spell will trigger, and reduce
the damage taken by 1d3 points. The spell then dissipates. The spell
only protects against physical damage so won’t help against events
such as fire, choking, and so on.
Repair
Instant, Touch
Repair fixes physical damage to an inanimate object. Each separate
successful casting repairs 1d3 Hit Points of damage.
Repugnance
Concentration, Ranged, Resist (Willpower)
Repugnance twists the appearance of the target so that they cause
distaste in all those that see, hear or smell them. The particular effect
must be chosen when cast, and can be anything from a great wart on
the end of a nose, a high pitched nasal voice or even pungent body
odour. Whatever is chosen, it will cause people to turn away from
the victim or make excuses so as to leave their presence as quickly
as possible.
Shock
Instant, Ranged, Resist (Evade)
Shock produces a mild electrical discharge which may be directed
at living things. The caster must either touch a specific extremity or
roll randomly if cast at range. If the spell is not resisted, the shocked
location is stunned for 1d3 Turns; armour does not protect. The
spell makes a loud crack when cast.
Shove
Instant, Ranged, Resist (Special)
Shove allows the caster to telekinetically move an object by giving
it a single crude push. The item is not moved with enough force
to inflict damage, and is still subject to gravity. The spell affects an
amount of ENC or SIZ equal to the caster’s POW. Living targets
can resist with either Endurance or Evade.
Sleep
Resist (Endurance), Touch
Sleep sends its recipient into a deep, peaceful sleep. It has no effect
on creatures with a SIZ greater than the caster’s POW. Unless the
target resists, it slumbers for a number of hours equal to the half
the caster’s POW. However the spell takes 1d3 Rounds to take effect
before the target falls unconscious. Any attempt to cast this spell in a
combat situation automatically fails.
Slow
Ranged, Resist (Endurance)
Slow is the direct opposite of Mobility, slowing Movement Rate by
1d3+3 metres, if the target fails to resist.
Speedart
Instant, Touch, Trigger
Speedart boosts the velocity of thrown or fired missiles so that they
travel farther before losing efficacy. The spell increases the effective
range by 1.5 times the weapon’s normal distance.
Spiritshield
Concentration, Resist (Willpower), Touch
This spell creates a shield around the recipient which deters spirits
from entering. Any spirit wishing to attack or possess the recipient
must overcome the spell by winning an opposed test of their Willpower
against the caster’s Folk Magic skill.
Tidy
Instant, Ranged
Tidy immediately restores a number of items (up to the caster’s
POW) within the spell’s range to a neat, tidy, and orderly fashion.
Items larger than 3 ENC are shifted to a more orderly position but
will require manual intervention to tidy properly.
Tire
Ranged, Resist (Endurance)
Tire inflicts one level of Fatigue on the subject unless resisted.
Translate
Concentration, Resist (Willpower), Touch
Translate permits the caster to understand any language spoken to
him, by setting up a psychic link with the target. The translation
provided is often imperfect, as complex terms or concepts cannot
be comprehended, but it does allow simple communication. The
spell works between sapient creatures with a definite, constructed
language, and still relies on being able to see, hear or otherwise perceive
the target as in normal conversation. If cast upon a creature of
animal awareness, communication is restricted to the simple reception
of emotional state.
Tune
Instant, Touch
Tune ensures that the musical instrument touched is in perfect
pitch no matter the dampness, temperature or its general condition,
ensuring that the following performance is unaffected.
Ventriloquism
Concentration, Ranged, Resist (Willpower)
Ventriloquism allows the caster to project their voice anywhere
within range. The caster needs only to think the projected words,
not actually to speak them physically, which can disconcert those
unaware of what is going on. If cast upon a living creature, the
caster can take control of their vocal cords, and speak through them
instead.
Vigour
Touch
Vigour makes the recipient feel alive and energetic, being used to
offset the effects of strenuous physical labour. For the spell’s duration,
all Fatigue effects gained from laborious activity are ignored
(but return on the spell’s dismissal). It negates the effects of a Tire
spell.
Voice
Concentration, Ranged, Resist (Willpower)
Voice amplifies the recipient’s intonation and delivery so that it
becomes compelling when issuing verbal commands. All who can
hear the speaker are forced to listen. Their vocalisation also carries
across and through even the loudest background noise (howling
gales, the roar of a waterfall, the clash of arms on a battlefield) up to
a range of ten times the recipient’s CHA in metres.
Warmth
Concentration, Touch
Warmth protects the recipient from the effects of freezing atmospheres
and exposure, and from Fatigue caused by the natural environment.
The spell does not stop the effects of cold-related magic
cast at them, but will make any resistance roll one difficulty grade
easier. Thus a person under the effects of this spell could walk about
on a glacier during midwinter in their underclothes without harm.
Warmth affects an object of SIZ up to the caster’s POW x2.
Witchsight
Ranged, Resist (Willpower)
Witchsight allows the caster to see active magic, enchanted items,
and invisible entities (although such things are simply shadowy
representations) that lie within range and line of sight. It can also
penetrate illusions or discern the true guise of shapeshifted creatures.
Beings which wish to remain hidden or disguised must
Creating New Folk Magic Spells
There are doubtless many spells Games Masters may want to introduce that are
not covered by those provided in this chapter. If inventing new cantrips, some points to
bear in mind to keep Folk Magic reasonably balanced are:
hh As noted, Folk Magic spells are limited in their effects. Avoid introducing
spells that have multiple or far-reaching effects.
hh Spells are utility-based; that is, to aid a mundane task in some way. Try to
create spells that remain focused on aiding daily life rather than being wholesale
forces for destruction.
hh Note that Folk Magic spells do not, by and large, provide skill bonuses or
penalties. Those that affect living things do so in subtle or limited ways.
hh One does not need to create spells that have a measurable game mechanics
effect. Folk Magic spells can provide background colour, flavour, and atmosphere.
Clever magicians will find creative uses for them.