The Copper Coast
There are two kinds of magic spells: Arcane spells and Divine spells. Arcane spells are cast by magic users while blessings are invoked by priests. Arcane magic is said to come from the aether, the magical energy that encompasses the physical world of Brixia. Magic users can tap into the aether, gather it, and manipulate it into a spell. Conversely, divine magic is made up of energy gifted by a god or patron. This energy is manipulated by a priest and cast as a ritual.
• Permission: An Aspect defining your magical discipline (Class) and a minimum of rank 2 in the Arcana skill.
• Costs: Reduce your Refresh by one, and take the Arcana skill at Fair (+ 2) or higher.
A typical arcanist will begin play with a number of Cantrips and also Arcane spells equal to his Arcana skill rank.
Before an arcanist can cast a spell, he or she must have the spell firmly fixed in their mind. Typically wizards undergo a process of readying spells from their spellbook. This process is time spent studying and memorizing the incantations and gestures needed to successfully cast the spells. Cantrips are always known and prepped. They are forever ingrained in a wizard’s mind.
The only limitation is that a mage can only have a number of spells mentally ready at any one time equal to the total ranks in their Arcana skill + 2. For example a wizard with an Arcana skill of Fair (+ 2), may only have a total of 4 spells ready to cast. Casting a spell does not remove it from your mind.
You may change your list of readied spells after a time of study and reflection. This can be a single scene or transition, narratively described as needed.
Arcane Spellcasting In Brixia
Most spellcasting has a 2-part structure- the casting and the effect. First the arcanist must successfully cast the spell, then the target may react to the spell effect, often by resisting in some way- if applicable. Each spell will denote the active skill the caster will use, along with any skill the target uses to resist the spell, if any.
Cantrips are simple spells, fixed forever within a caster’s mind and may be cast at will. Cantrips, just like most other spells, are cast as a single action. Note that there is typically no cantrip casting preparation (see below).
You only make a single roll for the casting action, with whichever skill is most appropriate (for instance, throwing a fireball would be Shoot, charming a shopkeeper would be Rapport). Each spell will state which skill is used. If the action succeeds (or succeeds at cost), the spell comes into being. Applicable aspects may be Invoked, if desired. Invoking other aspects will most often, cost a Fate point.
The casting difficulty (rank) for Cantrips is Mediocre (+ 0). If the casting result is less than Mediocre (+ 0), the casting action fails and the character takes Mana Stress equal to the difference between the test result and Mediocre (+ 0). This may also cause the mage to suffer from appropriate Consequences as well (Mana Burn!).
Casting more advanced spells is exactly the same process as casting a Cantrip. The spell will have a casting difficulty (rank). If the arcanist’s casting action succeeds (or succeeds at cost), the spell comes into being. Applicable aspects may be Invoked, if desired. The target must then resist the spell.
If the casting result fails, the caster takes Mana Stress equal to the difference between the test result and the spell’s difficulty. This may also cause the mage to suffer from appropriate Consequences as well (Mana Burn!).
Arcane Spellcasting Preparation
The caster may also Create An Advantage, otherwise called Preparing a Spell, using his or her Arcana skill. Imagine the mage essentially taking a bit more time to cast the spell. Difficulty for the Spell Preparation action is always equal to it’s parent’s spell’s rank. Once prepared, the mage may then cast a spell on his next action.
For example, if a mage wanted to create a ‘Prepare Shatter Spell’ advantage, and the Shatter spell had a difficulty of 3; the advantage would also have a difficulty of 3, as well.
A Spell Preparation result of less than the difficulty means the mage has somehow bumbled the spell preparation action. He has failed to create the Advantage, with applicable results.
When it comes time to cast the spell, make a roll with whichever skill is most appropriate, just like casting a Cantrip (as described above). Each spell will state which skill is used.
If you have free invokes of your ‘Prepare Spell’ advantage aspect, you can use them as normal to improve your casting result, otherwise spend a Fate point. And remember, free invokes stack with a paid invoke.
Arcane Spell Parameters and Difficulty
The starting base difficulty for spell casting depends on the spell’s Rank:
• Cantrips: TN Mediocre (+ 0)
• Fair Spells: : TN Fair (+ 2)
• Good Spells: TN Good (+ 3)
• Great Spells: TN Great (+ 4)
• Superb Spells: TN Superb (+ 5)
• Fantastic Spells: TN Fantastic (+ 6)
New Spell Research
Mages can gain new spells in multiple ways: they can find or be awarded a spell; or spells can be researched. A Mage cannot learn new spells with a base rank greater than their Arcane skill rank.
Mages research spells using the Research (Investigate) skill.