Magick
Magick in Amar RPG is a powerful and complex force. Spells are unique possessions - each spell exists as a specific instance of Magick that a character owns, and can be given to others through rituals.
Contents
The Spell System
Each spell is described with specific properties that define how it works:
- Name
 - The spell's name
 
- Encumbrance
 - The magical "weight" of the spell - how much it burdens the caster's mind
 
- Cooldown
 - How long before the spell can be cast again after use
 
- Casting Requirements
 - Casting Time (CT): How long it takes to cast
 - Active/Passive (A/P): Whether the caster must actively focus on the spell while it lasts
 - Restrictions: Special conditions (e.g., "Can only be cast at midnight")
 - DR(s): Difficulty Rating(s) - can require multiple skill rolls
 
- Cost
 - What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc.
 
- Attributes
 - Distance: Range (fixed or flexible - modified by Range skill under SPIRIT → Casting)
 - Duration: How long effects last (fixed or flexible - modified by Duration skill)
 - Weight/Targets/AoE: Number of targets or area affected (fixed or flexible - modified by Weight, Number of Targets, or Area of Effect skills)
 
- Effects
 - The actual effects of the spell
 
- Transfer Requirements
 - Receiving: What the recipient needs in order to receive this spell
 - Giving: What the giver must do to transfer the spell (ritual duration, etc.)
 
Spell Ownership and Transfer
Spells are owned by individual magicians. Key principles:
- Each spell is given to a magician who then owns it
 - A spell owned can be given to another through a ritual (usually taking two weeks)
 - A spell can be put into a book - the first person who reads it gets that spell
- The spell is then lost by the person when writing the book (usually takes a month to write)
 
 - Spells are the base currency of Fenimaal - highly valuable
 - Upon death, Kraagh collects the spells and returns them to the God of the spell's domain (default to Fenimaal)
 
Active Spell Capacity
A character can only have a certain number of spells active at any given moment. The number of active spells is limited by:
- Total Encumbrance Capacity: Determined by Mental Fortitude (MIND → Willpower → Mental Fortitude)
 - Each spell has an Encumbrance value - the total of all active spells cannot exceed the character's capacity
 - Inactive spells are "memorized" but not ready for immediate casting
 - Activating/deactivating spells requires concentration and time (typically 10 minutes per spell)
 
Casting Spells
To cast a spell, the character must:
- Meet Requirements: SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5
 - Have Spell Active: The spell must be in the character's active spell pool
 - Meet Casting Requirements: Fulfill any restrictions, have casting time available
 - Make Skill Roll(s): Roll O6 + total skill vs DR
 
- Typically uses Attunement skills (SPIRIT → Attunement → specific element/domain)
 - Some spells require multiple rolls
 
- Pay Cost: Expend Mental Fortitude or other resources
 - Apply Cooldown: Spell cannot be cast again until cooldown expires
 
Casting Roll Formula
O6 + (SPIRIT + Attunement + Domain Skill) vs DR
Example: Casting a Fire spell with SPIRIT 2, Attunement 3, Fire 4:
- Roll O6: 6, 5, 2 = 7
 - Total: 7 + 2 (SPIRIT) + 3 (Attunement) + 4 (Fire) = 16
 - If DR is 10, spell succeeds with margin of 6
 
Flexible Spell Attributes
Some spell attributes are flexible and can be modified by Casting skills:
- Range skill (SPIRIT → Casting → Range): Increases or decreases spell distance
 - Duration skill (SPIRIT → Casting → Duration): Extends or shortens spell duration
 - Area of Effect skill: Expands spell area
 - Weight skill: Allows spell to affect heavier objects
 - Number of Targets skill: Allows spell to affect more targets
 
Spell Domains
Spells are organized by domain, corresponding to Attunement skills:
- Fire - Flame, heat, destruction
 - Water - Ice, liquid, purification
 - Air - Wind, lightning, flight
 - Earth - Stone, metal, growth
 - Life - Healing, enhancement, protection
 - Death - Necromancy, decay, shadow
 - Self - Personal enhancement, meditation
 - Others - God-specific domains, unique magicks
 
Each domain has associated spells that require the corresponding Attunement skill.
Learning New Spells
Characters acquire spells through:
- Direct Gift: Another magician performs a ritual (usually 2 weeks) to transfer ownership
 - Reading Spell Books: First reader gains the spell, book becomes blank
 - Divine Grant: Gods may grant spells to worshippers (see Worship under SPIRIT)
 - Discovery: Rare - finding ancient spell scrolls or artifacts
 
The recipient must meet the spell's Receiving Requirements (typically minimum Attunement in the spell's domain).
Mental Fortitude and Spell Cost
Mental Fortitude (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting:
- Each spell cast consumes Mental Fortitude points (specified in spell cost)
 - When Mental Fortitude reaches 0, the character cannot cast spells until recovery
 - Mental Fortitude recovers with rest (typically 1 point per hour of rest, full recovery after 8 hours sleep)
 - Some powerful spells may also cost physical Fortitude, special components, or other sacrifices
 
Spell Examples
Fire Domain
Spark
- Encumbrance: 1, Cooldown: 1 hour
 - CT: 1 round, Active, DR: 5
 - Cost: 1 Mental Fortitude
 - Distance: 10m, Duration: Instant, AoE: Single target
 - Effects: O6-2 fire damage
 - Receiving: Fire Attunement 1, Giving: Ritual 1 week
 
Fireball
- Encumbrance: 5, Cooldown: 6 hours
 - CT: 2 rounds, Active, DR: 10
 - Cost: 3 Mental Fortitude
 - Distance: 50m, Duration: Instant, AoE: 3m radius
 - Effects: O6+2 fire damage to all in area
 - Receiving: Fire Attunement 3, Giving: Ritual 2 weeks
 
Water Domain
Water Breathing
- Encumbrance: 3, Cooldown: 2 hours
 - CT: 1 round, Active, Restriction: Must be near water, DR: 8
 - Cost: 2 Mental Fortitude
 - Distance: Touch, Duration: 1 hour, AoE: Single target
 - Effects: Target can breathe underwater
 - Receiving: Water Attunement 2, Giving: Ritual 2 weeks
 
See Also
- Legacy_Magick - The legacy magick system
 - Legacy_Incantation_Magic - Legacy freeform spellcasting system
 - The_Character - Character creation with SPIRIT characteristic
 - - Complete spell list
 - - Divine spell domains