1 Magic In SHARD

1.1 The Nature of Magic

Invisible and ever present, the Etherflow is like a background radiation throughout the planes, binding them together. It is a vital force to all living things, as it carries the very spark of life. Harnessing this mystical energy is what constitutes Magic. There are almost as many ways of doing this as there are practitioners, and it can manifest itself in a multitude of ways. The most overt and visible example is in the form of spells, but some arts employed by martial artists artisans and craftsmen are also drawn from the ether, sometimes without the user even realizing it.

By its nature, the Etherflow bears a strong resemblance to water. The strength of your will and your connection to the Ether determines how much of it you can move, and your knowledge of the rules it follows lets you shape it to the desired effect.

Limitations

Magic, as powerful as it can be, is not a simple solution to all your problems. The Ether can carry information, but it has no knowledge in itself. Therefore, it can only create effects that is either understood by the caster, or that is part of the targets nature. You can for example heal an injuty using magic, because the body does this intuitively. You merely encourage it, and add som energy. In more complex cases this may not be enough though. A broken bone, for example, will not heal right unless the caster knows how to set it properly. Likewise, you can mend a broken object, but the crafting skill of the caster will have an impact on the end result.


1.2 Schools of Magic

While all magic is born out of the etherflow, there are many ways in which it can be used to manipulate reality. Creatures, objects, forces, or the very ether itself is subject to ether manipulation. Based on what is being affected and in what way, magic can be divided into different categories, or schools, where each requires a slightly different set of knowledge and skills to master.

Animism

This school deals with spirits and other sentient and semi-sentient entities within the ether. Spells from this school can be used to communicate these entities with as well as guide and/or compel them. Typical material components are offerings that may interest or entice the entity, such as food, incense, writings or trinkets.

Artificing

The art of infusing objects with magical properties. Alchemy is a common part of this school and often high in demand in most places. The most common magical creations have a quite short shelf life. Potions will lose their potency in a manner of days and anything more powerful than a trinket requires recharging after a certain time or amount of use. Only the rarest items have permanent magic properties as creating them requires a heavy investment from its creator.

Conjuration

Conjuration is mainly a art of displacement. Whatever object or creature that appears or disappears is moved from one location to another, though these locations may be far apart and can even be on different planes of existence. While it is possible to conjure pure ether and form it into the shape of a physical object, it requires a lot of effort and the resulting creation will dissipate back into ether as soon as the caster is no longer sustaining it. Typical material components include some small part of the actual or a similar object (some strands of hair from a creature, a nail or some spliters from a chest, etc.)

Divination

Scrying magic, which is what this school is about, is closely related to both animism and conjuration. It can transport the senses of a creature to another location, either through the etherflow itself, or by riding along with a host. Skilled practitioners are able to attach one or more of their senses to a host without them even knowing it.

Dynamancy

The creation and manipulation of invisible but tangible forces. Dynamancy spells can focus ambient ether into a variety of physical phenomena. Telekinetic manipulation of creatures and objects, physical barriers and telekinetic blows are the most common uses.

Elementalism

is the manipulation of the four elements, earth, air, fire and water, in various ways. Most elemental spells requires at least a small amount of the relevant element as material component. Clever practitioners can circumvent this requirement in many cases. While they cannot create the elements out of nothing, moisture in the air can be condensed into water, flammable objects can be agitated enough to ignite, and so on. In these cases, however, the normal penalty for lacking a spell component applies.

Enchantment

Spells that targets the mind belongs to this school. Enchantments can alter a creatures emotions or perceptions, dull or sharpen its mind, distract it or even put it to sleep.

Illusionism

The art of deception. Illusion spells can create sensory effects that affect one or more senses. Illusions are intangible and cannot physically interact with objects or creatures, but a skilled practitioner can combine image, sound, smell and even touch, to make it seem like they do.

Transmutation

Transmutation spells can alter the physical properties of objects, whether it’s an inanimate object or a living creature. The more complex the object, the harder it is to affect. Enhancing or reducing inherent traits is easier than adding or removing new ones.


2 Spells

2.3 Conjuration

LUMINANCE

You conjure a small, intangible source of light in a nearby location. It sheds bright light within its radius, and dim light out to twice its radius. The light appears instantly and fades away at the end if the duration, unless you sustain the spell. While you sustain the spell, you can move the source of the light within range at a speed of 30 feet per round as a free action. The target number for the spell is 1.

In addition, the caster can cause the light to briefly flare up and impair the the vision of creatures within its radius that can see it. Make a spell attack against the targets Resolve. On a pass, the target is blinded until the end of their next turn. If more than one creature are affected, make a single attack roll and apply it against all targets.


2.5 Dynamancy

ARCANE BLAST

You conjure a missile of arcane energy and throw it at a target you can see within range. Make a spell attack against the targets defence. On a success, the target takes force damage equal to the Potency of the spell plus any net successes from the challenge test. If targeting more than one creature, make a single attack roll and apply it against all targets.


2.6 Elementalilsm

ICE BURST

The caster causes a large icicle, or up to potency smaller ones, to burst from a solid surface and pierce a target. Make a spell attack against the targets defence. On a hit, the target takes piercing damage equal to the spells potency, plus any net successes from the attack roll.

Alternatively, the caster can form the spikes hovering in the air at their location. The spikes follows the caster.
As part of the casting, or as an attack action for as long as spell persists, the caster can send one or more of the spikes flying at a target within reach. Make a spell attack against the targets defence. On a success, the target takes 1 point of piercing damage from each spike. Hit or miss, the spikes shatters harmlessly after use.


INVOKE ICE

You rapidly disperse heat from an area, causing a layer of thick ice to form on a surface or object. If more than one object or creature fits within the area, you can choose which ones are affected. Moving over an iced area counts as traversing difficult terrain. Objects with openings (such as containers or doors) can only be accessed after destroying the ice. Unless sustained, the ice melts and evaporates at the end of the round it was conjured (or after 6 seconds if cast outside of combat). The ice is tough and takes 2 points of damage per potency to shatter.

Any creatures caught in the area of the spell are affected if the number of successes from the spell challenge matches or exceeds their defence. Affected creatures are chilled as long as they remain in the area. If the potency of the spell exceeds the creature’s strength, they are also restrained until the ice is destroyed or melts. Breaking free requires a strength callenge against the potency of the spell, or dealing enough damage to the ice to break it.