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RULES 2024

Scholarly Magic

Only Mages and Clerics can use Spells and Enchantments

Artificers can use Enchantments

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Spells

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  • Known spells are spells that can be learned in game at Swordcraft events that have set Swordcraft mechanics. These spells have been tried and tested over time by experienced Wizards and Clerics. By taking lessons and gaining this knowledge your spells are sure to have the desired outcome. 

  • These spells can be used in combat or roleplay situations. A Wizard or Cleric may cast a learned spell at any time, provided that they have at least 1 success stone remaining. 

  • Order of casting

  1. Have learned the spell and have it written in your spellbook

  2. Cast the spell - All spells are automatically able to be cast with a 30 second effect

  3. Runestone test - if a failure stone is drawn remove a success stone from your pouch - the spell still works.

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Casting

  • In order to cast the Spell, you must successfully strike (not stab) your target with your Casting Item.

  • Upon striking a target, you must:

    • Make eye contact with the target and get their attention (lights and sounds can help with this).

    • Make the “call”: Say “Veritas” in a loud and clear voice, this signifies to the target that they have been hit by a Spell and need to listen for the Spell Phrase.

  • Both the Caster and the target must stand still and may not attack each other while the Caster chants out loud the Spell Phrase. The target may defend themselves from others.

  • Once the Spell Phrase has finished, the target must either act out the command for the duration of the spell, or choose to become “mortally wounded/dying” (0 WP) by the magic.

  • After the spell has been cast, draw a Runestone. If a failure stone is drawn remove a success stone from your pouch - the spell still works.

 

Spell Phrase

  • The Spell Phrase is a short set of words that convey the effects of a magic spell towards another player. This phrase should be themed specifically towards your own Caster’s lore.

  • “Veritas, [effect], [thematic wording], for [duration]”

    • Effect: Clear language describing the effect of the spell e.g. You can’t see anything, You fall to the ground, etc.

    • Thematic Wording: An in-character description appropriate to the Caster’s Lore e.g. A blazing light steals your eyesight, Vines bind your legs.

    • Duration: Seconds, minutes, hours in whole numbers. e.g. 30 seconds For example: A Spell cast by an Aqshy Wizard; “Veritas, Boil Blood! You fall to the ground in agony. Your body feels like it is on fire for 30 seconds.”

 

Spell Duration 

  • All spells are automatically able to be cast for 30 seconds with a regular stone draw. To increase the cast time of Learned Spells there are two options:

    • Prepared Casting: Prepare the spell at a Place of Power and store it on a Disposable Spell Scroll. 

      • The duration of effect for the spell is equal to the duration of the ritual to prepare it. Use your Sand Timer to measure time. 

      • Only you can use the Disposable Spell Scroll. 

      • To use  your Disposable Spell Scroll, you must tear it up to signify that the Spell has been activated. You must then cast the spell within the next 10 minutes. 

      • If the Disposable Spell Scroll is not activated by dawn the next day, it expires.

  • Forced Casting: you may choose to REMOVE one or more success stones from your Runestone pouch to increase the spell effect time. With each success stone removed from your Runestone pouch the duration of the spell doubles in time (starting at 30 seconds). 

 

Available Spells

  • Below is the list of all Spells that Clerics and Wizards inherently know:

    • Immobilise weapon: The target's primary weapon becomes immobilised for the duration of the spell.

    • Magic missile: Magical blasts strike the target and forces them back step by step for the duration of the spell.

  • Below is the list of all Spells that Clerics and Wizards may learn:

    • Agony: Paralyses the target with immense, crippling pain.

    • Blind: Prevents the target from being able to see what is happening around them.

    • Beyond Sight: The ability to look beyond this reality and speak to the departed.

    • Bloodlust: Causes the target to act uncontrollably, lashing out at and charging their foes without any sense of self preservation.

    • Cancel: Prevents target from performing or activating spells, including summoning.

    • Confusion: Target cannot distinguish friend from foe. 

    • Deafen: Causes target to become completely deaf.

    • Entangle: Ensnares the target's feet and legs, causing them to be unable to lift their feet

    • Immobilize weapon: The target's primary weapon becomes immobilised for a duration.

    • Legend Lore: Allows glimpses of future or past regarding a held object. Often requires deciphering. Often unreliable

    • Poison: Causes target to become violently sick and ill.

    • Repair: Allows the Caster to repair or restore machinery.

    • Seal Death: Prevents a body or soul being used in necromancy

    • Suggest: Causes target to believe a reasonable suggestion

    • Transmute: The ability to convert a small amount of metal into another material.

    • Veil: The target is unable to see, hear or otherwise sense the Caster as they draw a veil around themselves

 

Enchantments

Rituals

  • Enchantments work like Spells but instead of harming you, they provide you or another with some benefit. 

  • To perform an Enchantment ritual, you must:

    • Firstly, perform an Enchantment ritual at a Place of Power using appropriate roleplay and your Casting Item. Anyone receiving the Enchantment must take part in the entire Enchantment roleplay ritual to receive the benefits. Use your Sand Timer to measure time. 

    • Secondly, perform a Runestone Test:

      • Success: The Spell is written onto a scroll by the Caster by writing “Veritas” followed by the effect of the Spell on a scroll and giving it to each recipient.

      • Failure: The Enchantment fails and cannot be used and a success runestone is lost.

    • Provide each beneficiary of the Enchantment with a Disposable Enchantment Scroll.

 

Additional Notes

  • The duration of an Enchantment is equal to the duration of the ritual to create it, divided by the number of people receiving it. e.g. 5 players receiving an Enchantment must take part in a 2 minutes and 30 second ritual to each receive a 30 second scroll.

  • You can only have one Enchantment bestowed upon you at a time.

  • You immediately lose any previous Enchantment scroll when a new Enchantment is cast on you.

  • To activate the Enchantment the bearer  tears up the Disposable Enchantment Scroll. The Enchantment  duration then starts to run.

  • If the Enchantment is not activated by dawn the next day, it expires.

  • Enchantments can not be forcefully cast, they are not automatically successful with a runestone exchange and must be carried out at the place of power through a ritual. 

 

Available Enchantments

  • Protection from Magic: “Veritas, I protect you from the next spell cast on you with this shield of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, darkness, etc] for [specify duration].

  • Protection from Harm: “Veritas, I protect you from the next hit on you with this ward of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, iron, thorns, darkness, etc] for [specify duration].

  • Protection from Beasts: “Veritas, I protect you from the next hit by an Epic Creature with this shield of [wording appropriate to Caster’s magic lore or deity e.g. light, fire, ice, iron, thorns, darkness, etc] for [specify duration].

 

Learning Spells and Enchantments
  • To learn these spells and enchantments you must complete the following:

  1. Interact with the guilds, or whomever has the teaching scroll you seek. 

  2. You must read and understand the spells teaching scroll, if this original teaching scroll is for your type of magic or deity then you may copy this directly into your Grimoire.

  3. If the teaching scroll is not in your wind of magic or of your deity, you must take it upon yourself to write a treatise, it is this treatise that must be in your grimoire. 

  4. If someone has already written a relevant treatise that you have access to, you must read both the original teaching scroll and the treatise, and write the treatise in your grimoire. 

  • A treatise is a minimum of 400 words on how you interpret the original teachings into your lore of magic. 

 

Change Log

  • 7 August 2024 - Casting Item added as required item to strike target of spell and for Enchantment

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