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A snapshot of three mages during their days at the Mages' Association school in London.
This online work is designed to detail the rites and spells of the Church, the Mages'
Association, and the unaffiliated wizards of the Nasuverse. This is a really long
document and is listed here for later inclusion in the main book. There's about 9
pages of solid text here, so you might want to just print this out and take it
with you. I would like to thank the Type-Moon Wikia for their work in organizing
this information, which made it relatively easy to stat in game terms.
The focus of this work is to help players take on the roles of Association
graduates and Church Agents, and to help Storytellers use them as neutral figures,
allies, or adversaries when the Story requires it.
Strictly speaking, the Church and the Mage's Association are enemies. In the past
few decades, the groups have raised the flag of truce, as both organizations share
the goal of protecting the world from the forces of the undead. Whether that truce will be a
truly lasting one remains to be seen, for their operating philosophies are quite different.
The Mages' Association and the Church also declared a truce during the Fuyuki
Heavens Feels (the Fuyuki Holy Grail Wars), so one could say that individuals from
one organization may feel neutral to the other, which is a way to start
an alliance from zero.
With that out of the way, let me continue this narrative by giving the reader a primer about
the principles of magic in the Nasuverse.
Magic has been defined as the ability for a spellcaster to affect the
physical world around him with occult energy. Usually this is accomplished
through the proper rites or rituals, with the spellcaster's focus of will,
skill, and fortune directing the process to the proper result.
Sometimes these spells invoke or appeal to a supernatural being, or use a
powerful artifact left behind from a forgotten age.
Basically, with the right equipment, good timing, and the knowhow a person
can cast a spell. This does not mean magic is safe. Just as with
making your own explosives, with the right formula, a person
can make plastique in his kitchen, but may not have the
skill to prevent the fresh batch from immediately detonating once he hooks up
the timer. Magic is dangerous and wizards should
have decent levels in Occultism and Magic Circuit before
attempting to cast magic.
important because of a new Perk, Elemental Affinity, which will be defined in the New Perks
list later on.
New Perks
Elemental Affinity (1-3 Levels, 3 pts per level, Supernatural Perk)
Some people are naturally better at a specific type (houjutsu, flame, etc.)
of magic. Each level of Elemental Affinity adds +1 to casting rolls for
that type of magic and reduces the MP cost for casting a spell of that
school by 10%. If the caster has Elemental Affinity for a particular nature or school
of magic but has no Magic Circuit, he can cast spells of that nature or school, substituting
his Elemental Affinity for Magic Circuit Rank when casting the spell.
There may also be talismans that can be worn to temporarily
grant Elemental Affinity, such as an enchanted glove made from salamander skin. These talismans
are magical items and as such are subject to the rules for making objects under the Enchanter section.
An example of someone with Elemental Affinity in Kara No Kyoukai is Kokutou Azaka, who
has some talent at using Flame Magecraft.
With those additional adjustments out of the way, we should make some clarification as to what
portions of the Magic Box supplement from Unisystem are going to be used, and what
sections will not be. As most of the people who have been using the Fate system have noticed,
the backbone of the project has been the Unisystem. The Magic Box text was used for creating
spells because of its versatility and simplicity. There are some things from the Magic Box that
are not going to be used: Virtual Magic does not exist in the Nasuverse, so it is not in use here.
Power Boosting is not an option in the Nasuverse.
Magic Addiction does not exist, which is of great relief to magicians such as the Aozaki family.
Magic Pushers do not exist.
The other rules, such as Sacrifice (sacrificing magic items, life force, and demonic pacts) are still
there. So are the rules for side-effects to spells. In addition to the vagueness of "positive/negative dimensional ties",
there is something in the Nasuverse called the Counter Force ( , yokushiryoku) exists to prolognate and
maintain the current world. This Counter Force becomes active when something that could
destroy the World exists and is active; the Counter Force then arrives to annihilate that something. Often the
Counter Force will act through one of its agents, the most common being a type of Epic Hero known as
a Counter Guardian. If a Counter Guardian arrives, it will do its best to eliminate the threat to humanity and the World
in the most cold-blooded, efficient manner possible.
And the Counter Force can be more subtle, and is capable of finding less overt ways to make itself felt upon
the world. For example, it might guide a champion towards the city where something bad is happening, or it might
happen to let a witness draw too close to that bad something and let him alert the authorities, or it might even make a
crime occur near the site in order to call attention to the area.
Some players have asked what they get if they make a Witch or Wizard from the start.
A Witch or Wizard with a Magic Circuit can begin with a number of spells whose Power Levels
are equal to twice their Magic Circuit. Thus a Witch with a Magic Circuit of four could begin with 1
Power Level 8 spell, or two Power Level 4 spells, etc. These can come from the Occult Library you have,
assuming you have one. You can also learn more spells from your existing Occult Library, assuming you
bought that perk. Assuming you make your library test, and the spell is indeed in your
library, finding a spell takes one hour per Power Level of the spell, minus 30 mminutes per success level
on your Research roll. The Storyteller is within his rights to draw this out and have the spell not be
in your library or require you to assemble ingredients to cast it once you do find it. If the spell
is not in the library, some adventure to find it is in order.
Through hard work, a witch may be able to revise an existing spell. The Storyteller decides how
long that will take, what goes into creating the spell, and what "raw materials" you must use to create it.
As a minimum, assume that modifying an existing spell will take half that spell's Power Level in hours
to do, and rolling your own will require 4 + Spell's Power Level in hours to create. Thus a brand spankin'
new power level 2 spell will require 6 hours to make (also requiring rare ingredients, a proper magical library, a
thick stack of occult books, a smoky, bubbling cauldron, etc.)
In order to make a new spell, first the spell's Purpose must be defined. "I want to be
able to do anything" sucks as mission statements go. Magic can affect nonliving and living
things, heal or harm, manipulate energy and minds, or change matter. It is easier to
damage or transform something that already exists than creating a new object from
the ethric. Likewise, permanent effects are more difficult to pull off than temporary
changes. The more ambitious the wizard, the harder it is to craft a spell that can
accomplish his goal. For the most part, the best (and easiest to cast spells)
are simple and straightforward.
Spells that cut through enemies like wheat or remove all challenges from your
Book should not be available, or else extract the ultimate price when used.
The Storyteller has to tell an interesting game, and without challenge there
can be no interesting games.
Once the effect has been established, the Storyteller can determine what
the Power Level of the spell is. We're not playing Dragon Ball, so
put away your Scouter in your desk. The higher the Power Level of the spell,
the greater its effect is, the harder it is to cast, and the consquences
for failure increase further. If a spell is miscast, a Perception + Occultism
roll can reveal some clues as to what went wrong or what the consequences
were. Not everything will be explained, but it may say if the reverse
effect occured or if the wrong target was struck.
Spells cost Mana Points to cast, and the cost of a spell (as already mentioned)
is equal to its Power Level x 3 once cast. This mechanic represents the wizard's
use of his own prana to take in mana from the environment and change it
into something he can work with, then direct it along his own Magic Circuit.
Because this change is occuring within and is guided along his own body, spellcasting
is somewhat painful for the spellcaster, and he may tremble in pain, sweat may
bead up on his brow, etc. as the spell is being cast.
Now we'll write out how to define the Power Level of the spell. This is reminsicent
of Hero System where you can define the superpower and then limit it to make it
cheaper/easier to use. Wizards will probably try to limit their spells' Power Levels,
because that makes them easier to cast, requires fewer Mana Points, and finally
results in fewer consequences.Major thanks to John Snead et. al for the following
rules.
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PARTICIPANTS IN THE RITE
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CASTING TIME
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Instantaneous. Power Level (+2).
Ritual. Less than half an hour, but more than a few minutes. Power Level (+0).
Lengthy Ritual. More than half an hour, and up to several hours. Power Level (-1).
Very Lengthy Ritual. More than several hours. Power Level (-1).
Quick Cast. The spell normally would be a recitation, but can be quickly
fired off by someone with a Magic Circuit Rank of 2 or greater. Power Level (+1).
One-Shot Item. The spells' effect is stored in a one-use talisman which contains
the spell until it is triggered. Power Level (+1).
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SCOPE
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Minor. Affects a small area such as a room, and does not directly affect
a person or object. Power Level (+0).
Noticeable. Affects one being, one small object (table, book, etc.), one large object
(sofa, etc.), a target in the same room or close by,
or the area of a small house. Power Level (+1).
Major. Affects up to 100 beings, a car, a target in the same large building,
or the area the size of a neighborhood. Power Level (+3).
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DURATION
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Harmful spells are usually instantaneous, but if the spell
has an on-going effect, such as making a person fast enough
to dodge bullets, or breathe underwater, etc. the following
descriptors can be applied.
Short. Spell lasts one Round per Success Level. Power Level (-1).
Medium. Spell lasts one Minute per Success Level. Power Level (+0).
Long. Spell lasts one Hour per Success Level. Power Level (+1).
Very Long. Spell lasts one Day (or longer) per Success Level. Power Level (+2)
Sometimes spells have a slower effect, which also alters the Power Level.
Very Slow. Effects spread out over an hour. Power Level (-2).
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SPELL REQUIREMENTS
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No Special Requirements. A visit to the grocery store's spice rack,
a scented candle, an old TV Guide, and you're set. Power Level (+0).
Extremely Rare Goods. These are few and far between goods on a continent,
if not dimension. The feathers of an endangered bird, ancient relics found
in museums, etc. Power Level (-3).
Restricted Use. The spell can only be cast at special times, perhaps
once or twice a year. Power Level (-4).
Extremely Restricted Use. The spell might only be able to be cast one time,
or only once every five (or more) years. This limit can be expanded to centuries
or millennia. The spell might also use a one-of-a-kind item, meaning once cast,
it can never be cast again. Power Level (-5).
Only the highest level limitation applies for Power Level calculation.
Even if it can be cast once a year and uses demon blood, the Power Level
mod is (-4).
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EFFECTS
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Choose the most applicable.
Minor. Does one point of damage per Success Level; causes a skin rash; breaks
a nearby glass or vase; or causes a Strength 1 disease/poison to
Noticeable. Causes damage equal to the wizard's WILL per Success Level; shatters
all the glass or breakables in a small room or small house; causes up to
a STR 3 poison/disease to affect a person (2 STR per Success Level, max 3). Power Level (+1).
Severe. Causes damage equal to the wizard's WILL x 2 per Success Level,
strikes a man blind, mute, or deaf; causes up to a STR 5 poison/disease
to ravage a person (1 STR per Success Level, max 5); enfeebles a man (reduces one
Primary Statistic by one per Success Level); shatters or molds rock or metal. Power Level (+2).
Major. Causes WILL x 3 damage per Success Level; imposes up to a STR 7 poison/disease (3 STR per Success Level, max 7); seriously enfeebles the vict
(reduce one Primary Statistic by two per Success Level, or pick two Primary Statistics to
reduce by one per Success Level). Power Level (+3).
Awesome. Causes WILL x 5 damage per Success Level; imposes up to a STR 10 poison/disease
(5 STR per Success Level, max 10); lays waste to a man (reduces one Primary Statistic by
four per Success Level, or two Primary Statistics by two per Success Level, or four
Primary Statistics by one per Success Level). Power Level (+5).
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MIND/EMOTION
------------------------------------
Minor. Momentary joy, sadness, anger; creates a simple flash of light. Power Level (+0).
Major. Enslaves the will of a person; creates illusions that can not be distinguished
from reality. Power Level (+3).
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CONJURING/SUMMONING
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Minor. Creates a small globe of light; locates a familiar object in the same room
("Where are my keys?"). Power Level (+0).
Severe. Summons beings from other dimensions; raises the dead (a zombie);
locates a familiar object in a large building; brings a familiar object
from the same building to your hand. Power Level (+2).
Note: If the force or being is not under the caster's control once it
manifests, the spell's Power Level is (-1). Once the being appears,
it does its thing without paying much (or any) attention to the desires of
the person who brought it here.
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MANIPULATION/TRANSFORMATION
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Minor. Unlocks simple locks; marks a design or adds coating to materials. Power Level (+0).
Noticeable. Unlocks a deadbolt; bends or dents metal or rock; breaks or molds fragile
materials. Power Level (+1).
Major. Turns metal soft as mud, or hardens air into a barrier. Changes the properties
of materials. Power Level (+3).
------------------------------------
IN SUMMARY
------------------------------------
Sometimes all of the above guidelines provide too much detail
and you just want to guesstimate the Power Level of a spell.
Severe. Causes significant harm (equal to wizard's WILL x2 per Success Level),
reshapes matter, alters a person's senses/emotions/thoughts, summons beings from
other dimensions, reduces Primary Statistics in a target (one per Success Level),
love spells, shatters or molds rock/metal, creates illusions that fool at least
three senses, strikes someone deaf, mute, or dumb, raises a zombie, or summons
a demonic henchman. Power Level (+3).
Major. Reshapes the essence, properties, or soul of living beings and/or objects.
Metal can become soft as mud. Up to three x WILL points of damage per Sucess Level
can be caused. People can be turned into animals or demons. Power Level (+4).
Since we've listed guidelines for creating your own spells, it's worthy to
note that spells can also be Plot Devices. These are generally one-shot
rites, which can be used once and never again for any kind of reason
the Storyteller wishes (the moon has to be in the 8th House of Aquarius,
or the spell must be cast on the caster's 40th birthday, etc.) Because
this type of spell is a kind of Story Event, it's usually easy to cast -
meaning it can be a powerful spell with a Power Level of 1. If the
spell is bad/evil, then casting it is not a great idea. Plot Device
spells should appear once per Chapter. If the players are waiting for
a Plot Device spell to extract their fat from the fire, the Storyteller
isn't using them correctly.
On Miscast Spells
These modifiers affect the failed spellcasting roll.
Once a spell has been miscast,
roll a D10 and apply any modifiers plus the spell's Power Level, then
consult the Failure Table for the appropriate type of spell
(Summoning Failure Table for failed Summoning spells, etc.)
Mod Circumstance
+1 The caster is upset when casting the spell.
+3 The caster rushed the spell. Rushing a spell halves the time
for casting but makes mistakes oh-so costly.
+1 The caster has never cast a spell of this Power Level or higher before.
Total Result
4 or fewer The spell still works.
8-10 The spell works, but the caster is hit by energy feedback. He takes
five Life Points in Bashing damage per Power Level of the spell.
11-13 The spell is completely reversed. Attack spells will heal the target,
weakening spells strengthen the target, and invisibility spells draw
attention to the target.
Total Result
4 or fewer The spell still works.
14-15 The spell hits the wrong target. Roll off to determine
the lucky guy or gal.
8-10 The spell works, but the caster is harmed by its dark energy.
He takes five Life Points per Power Level of the spell in
Bashing damage.
11-13 The spell works, but hits either the caster or one of his allies.
Players can roll off to determine who's the winner. If the
spell was designed to help someone in a harmful way (make someone
younger, etc.) the effects are reversed.
14-15 The spell detonates, causing five Life Points of damage per Power
Level to the caster and everyone in the same room. As for the room
itself, the damage it and the things within it take make it look
like the room went through a moderate level earthquake.
16 or more Completely unexpected effect. Demons from other dimensions are called,
magical lightning strikes the area, something from the distant
past/future of an alternate or parallel earth is brought into the
Total Result
4 or fewer The spell still works.
8-10 The spell works, but the creature is summoned in the wrong
place (the middle of main street, the parents' bedroom, etc.)
The summoned being might also be forced through several obstacles
in the way prior to its arrival. This causes no damage to the being
but damages any affected real estate. Archer may have faked
this effect in Fate Stay Night when he was summoned to the
fifth Heavens Feel.
11-13 The spell summons the wrong thing. The Storyteller can pick
what was summoned. It should be as powerful as what was desired.
Any control efforts or precautions either fail
completely or are reduced in effect.
14-15 The spell summons the wrong thing, and it is more powerful
than what was desired. It also arrives a short while after the
summoning near where the spell was cast. The caster might not
even know until long after.
16 or more Tears open a hole in reality, opening into another dimension. The
caster and everyone nearby may be pulled through, or something may
cross through from the other side.
The hole lasts somewhere between 30 seconds and 30 days.
11 The magic was too powerful. The corpse explodes with the power of
a hand grenade.
13-14 The creature reanimates, but hates the caster and tries to
immediately kill him. It attacks until eliminated.
15 As per the previous entry, but the being returns from the grave every
1D8 months and continues hunting the caster. Mere destruction of the
living corpse isn't enough; If it has been destroyed, its spirit
moves into the nearest dead body and waits to strike again.
16 or more The gates of one Hell open in the caster's laboratory. Demons and
the damned rush forth to bring the caster home.
Total Result
6 The wizard temporarily co-locates into someplace bad, just in time for
something bad to happen to him in that place. For an example, he
might co-locate into a bar just as a fight begins and then get hit with
a barstool. Anyone in the original location sees the wizard's reaction,
not what he is reacting to. The Storyteller should of course roll for damage.
7 For D666 minutes, anything the wizard says is broadcast onto a major
radio station's transmission. This will hijack any
regular programming on that station. The wizard
has no idea this is going on unless he is alerted to it.
8 Any small life form (insect, flower, etc.) dies upon drawing near to
the wizard. Larger life forms (trees, dogs, cats, etc.) won't die
immediately but will fall ill if forced to spend a lot of time around
the wizard. This lasts an indeterminate amount of time.
9 Any clocks or watches the wizard carries are ruined. They will always
tell a time of day that is impossible, like 36:82 FM.
11 For the next D66+12 minutes, The wizard may now be touched by spirits
on the Astral Plane. The spooks over there will tousle his hair, take
stuff from his pockets, feel him up, pinch his cheeks, give him
wet willies, give him wedgies, goose him, kancho him, etc.
12 The next person the wizard touches will become intimately familiar to
him. He'll know everything that guy did for the last
thirty hours. This is either a good way to add a story hook
or unnerve the wizard.
13-14 For the next D66+90 minutes, the wizard has no inner monologue and
thinks of and refers to himself in third person. The wizard has no
idea that he is doing this and disbelieves anyone who points it
out to him ("Chris doesn't understand what you're talking about.")
15 The wizard's spirit is forced out of his body. For the next D66
minutes, he will operate as a ghost. The wizard's spirit cannot
go further than (WILL / 3) miles from his body. If something
kills his body, what happens to his spirit is up to the Storyteller.
After the rolled time is up, the character's spirit can re-enter
his body, assuming it hasn't been killed.
16 or higher The wizard is immediately purged of all remaining Mana points and
thrown one day into the future per expended Mana point.
He will reappear once enough time has passed in the same place. Note
that he'll reappear in the same spot with zero Mana, meaning he'll be
unconscious once he arrives.
Having clarified the backbone for the spells we are going to list,
we now will proceed to list them.
Geas (Curse)
This curse forces its target to act a particular way. This spell was once popular as a way of enforcing a contract or sale.
The consent of the target is required. When the geas is cast, the caster must outline the scope of the curse, which
includes naming banes, which are behaviors the character must not engage in, and mandatory tasks, which the character must
undertake. Once a geas is in effect, it is usually around to stay. The character must find ways to perform the mandatory tasks and
avoid coming in contact with a bane. Chu Chulain of Celtic mythology was defeated by his geasa; he was forbidden to eat the flesh
of a dog, but beholden to eat any meal a woman presented to him. When a woman offered him dog meat,
there was no way to avoid coming in contact with the bane. If the character willingly engages in forbidden behavior specified
in the creation of the geas, or if he does not follow the tenents of the geas, he will take 5 x the caster's WILL x Success Levels in damage.
There is no way to defend against this damage.
System: Power Level 11 (Casting Time: may be cast in a few minutes (+1), Noticeable Scope (+1), Major Emotion Control (+3),
Permanent Duration (+3), Causes Awesome Damage (+5), Requires Consent (-2)), 33 MP to cast.
======================
Earth - Spells belonging to this category have to do with soil, dirt, stone, earthquakes,
and so on.
======================
Flow or Energy Transfer - Taking energy from another source, or putting your own energies into a
different container.
activities. This spell is not perfect, and side effects caused by casting mishaps are going to be interesting.If the spell
is successfully cast, the caster must spend a permanent point of Luck, one level of Magic Circuit, and a permanent
point of WILL to move into his new body. These can be regained over time with experience points. The caster possesses
the body with his WILL + Magic Circuit, which is resisted with his target's WILL + 2 + Magic Circuit. If the subject resists,
the mage falls into a stupor which lasts (1D6 x3) +3 minutes, during which time he can only convulse and twitch ineffectively.
If the caster possesses the victim's body, his physical statistics are replaced with that of his host body. He will not retain
any of the subject's memories (thus if the caster possessed Bill Gates he would not aquire Gates' business acumen),
but physical Perks will still apply (Natural Runner, Hard to Kill, etc.) If the target was a baby, then the mage gets a tableau
rasa body to customize as the years go by - but until the baby grows up some, he is probably going to be removed from play.
A variation allows a magus to permanently move into the body of a familiar with a soul. If the familiar consents, it gets
no resistance roll. If the spell works, the caster is now in an Immortal body, and the familiar's body will not lose Mana points
every day it goes without a Mana donation. The caster's soul is in charge, but it can take into consideration the thoughts/
desires of the familiar, though it is under no compunction to do so.
System: Power Level 2 (Casting Time: Lengthy Ritual (-1), Limited Use: Must be close to the target for
the entire casting of the spell (-2), Limited Use: Once Per Year (-4), Major Transformation (+3), Major Mind Control (+3),
Permanent (+3)), 6 MP to cast.
======================
Material Transmutation/Alteration - these spells change the properties of objects.
Alteration ( - Henge )
This spell gives an object a property or effect it did not originally have. It is an intermediary
step between Reinforcement and Projection.
Power Level: This is a wide-open spell, so your player can define what it does. It could be supernaturally sharpening a blade
so that it does extra damage, or charging a staff so it can strike ghosts.
This spell inscribes a sigil in a Black Key. Once it hits the target, it causes
the target to rapidly dehydrate. This is another heretical spell few Executors other than Ciel can
use .
System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1),
Duration (Until Key is used) (+3), Causes Major Harm (Reduce CON by 2
per Success Level)), 21 MP to cast.
======================
Mental Interference - spells which alter the target's mind and consciousness.
Command
Bends the target's will to the caster's. The subjugation lasts for success levels in rounds, but during that time the subject
will do anything the caster wants as long as it does not contradict his basic nature. It can be cast and recast as necessary.
Targets resist with their WILL + Magic Circuit. Touko used this spell on a criminal to learn what crime he had committed in
the third Kara No Kyoukai film.
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Major Mind Control (+3), Short Duration (-1)),
12 MP to cast.
======================
Runes - written sorcery using ancient glyphs
This sorcery originated in old Scandanavia. Certain symbols, once inscribed, realize mysteries according to the meaning they have.
This type of magecraft is unpopular with the Mage's Association. The mechanics of them are similar to Thaumaturgical Crests.
One can affect a target at a distance with a Rune, but the subject's own Magic Circuit will try to push aside the effect.
(In game terms, the subject gets a resistance roll with his WILL + Magic Circuit against the mage's own WILL + Magic Circuit
when the spell is cast.)
If they are used in combination, one can create a Bounded Field. Bounded Fields are defined at the end of this narrative.
Ansuz ( )
Aozaki Touko inscribed this Rune with the cherry of her cigarette in the air, causing flames to spread over her target.
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Causes Severe Damage
[Fire, Aggravated] (Will x Success Levels x 2) (+2)), 12 MP to cast.
Ath nGabla ( )
This spell was used by Cu Chulainn (the Lancer Servant of the 5th Heavens Feel) for duels. It is cast by inscribing Algiz, Nauthiz, Ansuz and Inguz
in successive order. Once it is cast, the caster and the target become unable to leave the battle until one of them is dead.
System: Power Level 9 (Casting Time: Quick Cast (+1), Severe Scope (Two Beings)(+2), Severe Mind Control (+3)
Duration: Until the duel ends (+3)), 27 MP to cast.
Kenaz ( )
Bazette Fraga McRemitz uses this Rune to enhance her sight.
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Grants 3 levels of Acute Sense (Sight) with the Enhanced Senses (Sight)
perk (+4), Medium Duration (One minute per Success Level) (+0)), 18 MP to cast.
Sowilo ( )
A rune of fire.
A Rune of hardening Bazette uses on her gloves. When combined with her martial arts she can crush skulls with a single punch.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds a +3 damage multiplier to all her punch attacks (+3),
Medium Duration (One Minute Per Success Level) (+0)), 15 MP to cast.
A speed enhancing Rune Bazette inscribes with the heel of her shoes.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds +3 Movement to Bazette (+3),
Medium Duration (One Minute Per Success Level)(+0)), 15 MP to cast.
System: Power Level 7 (Casting Time: Quick Cast (+1), Severe Scope (+2), Awesome Damage (5 x WILL x Success Level) (+5)) ,
21 MP to cast.
======================
Wind Magecraft - Controlling the Air itself
============================================
Magecraft according to School
============================================
Divine Words ( - Shingon)- Ancient Language of Power
======================
This Magecraft can be traced back to the Age of Gods. It is fundamentally different from modern spellcraft.
The only person known to utilize Divine Words has been the Caster Servant of the 5th Heavens Feel. To say this
Magecraft is rare to the point of nonexistence would not be an understatement. All of these require
Epic (Divine) Occultism to use.
Aero ( - Shippuu)
This wind attack can grind the flesh of a human being.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2),
Awesome Damage [Wind, Lethal] ( 5 x WILL x Success Levels) (+5)), 18 MP to cast.
Argos ( - Tate)
This protection spell invokes the concept of the Argos, creating a transparent barrier around the caster which is
extremely resistant to damage. This spell did not protect against the massive firepower stored within Giglamesh's
Gate of Babylon.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Noticeable Scope (+1),
Awesome Manipulation (Impenetrable Walls of Force) (+5), Long Duration (One hour per success) (+1)), 18 MP to cast.
Atlas ( - Appaku )
This spell alters the atmospheric pressure in a section of space, freezing targets within
range, preventing them from moving. Saber was immune to this due to her Magic Resistance Class Perk, and
Archer broke free of this through a Mana Burst.
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2),
Incapacitates (Reduce Movement by Four per success level) (+5)) 18 MP to cast.
======================
Holy Church ( - Seidou Kyoukai) the Holy Sacraments of the Church.
The most common form of magecraft in the world.
Kyrie Eleison
""I will kill. I will let live. I will harm. I will heal. None will escape me. None will escape my sight.
Be crushed. I welcome those who have grown old and those who have lost. Devote thyself to me,
learn from me, and obey me.
Rest. Do not forget song, do not forget prayer, do not forget me. I am Light and
relieve you of all your burdens. Do not pretend. Retribution for forgiveness, betrayal for trust,
despair for hope, darkness for light, death for the living.
Relief is in my hands. I will add oil to your sins and leave a mark.
Eternal life is given through death. Ask for forgiveness here. I, the incarnation,
will swear." - Kotomine Kirei
As spoken above, Kyrie Eleison is the key of providence that eliminates wandering spirits (undead).
======================
Houjutsu ( ) - Yin-Yang Science
It is the predominant system of
Magecraft in Asia and is ideologically incompatible with Western schools. It excels at
divination, curses, and the like.
Kongyouyaku - Shuku ( )
This spell was used by Araya Souren on the Ogawa Mansion apartment complex. It is capable of crushing an area of space after
the recitation of a one-word aria followed by a clenching of the fist.
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Severe Scope (+2), Awesome Harm:
Causes 3 x WILL x Success Levels in damage (+5)), 27 MP to cast.
Shikigami Extension ( )
This brings into existence a Shikigami, a being which is similiar to the familiars of the Western system of Magecraft.
The Shikigami retains a spiritual connection to its master. Shikigami can not be seen by most people. They either look
like magical servant creatures made out of folded or cut paper or child-sized Oni demons. Once formed, they will remain unless they
run out of power (like Familiars, they suffer constant Mana loss).
System: Power Level 7 (Casting Time: Lengthy Ritual (-1), Noticeable Scope (+1), Permanent Duration (+3),
Major Summoning (+3)), 21 MP to cast.
Shikigami PCs and NPCs can be built using the Familiar Class package. If the Storyteller does not like the idea of the Player
Characters whistling up a lot of them, he can total their Primary Statistics and then charge them that in Experience Points to
"form the contract" with the Shikigami.
Taizouyaku - Ten ( )
A spell used by Araya Souren, its effect is unknown.
======================
Numerology ( ) - Mathematical Magic
This Magecraft was utilized by Michael Roa Valdamjong, and is closely related to Kabbalah Thaumaturgical Theory.
Set ( )
This spell could entrap victims, making them incapable of moving or attacking.
System: Power Level 6 ( Casting Time: Quick Cast (+1), Medium Duration (+0), Severe Scope (+2),
Severe Harm (reduces DEX by one per Success Level) (+2)), 18 MP to cast.
Snap ( )
A magical projection attack.
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1)
Major Harm (3 x WILL x Sucess Levels in Damage) [Lethal] (+3)), 15 MP to cast.
Square ( )
This spell increases the damage output of other spells, allowing them to cause EX-Class damage. If invoked, Roa's
Reality Marble causes this to be applied over all of his spells as he casts them.
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Awesome Transformation (Adds +12
to the damage multiplier for succeeding spells (+5), Short Duration (-1))
======================
Formalcraft ( ) -Magecraft based on conversion of elements ( Genso henkan).
It is popular with mages who have weak Magic Circuits. Under Formalcraft, many material sacrifices are
made to compensate for the lack of power on the caster's part. Magic circles are also a common part of
this thaumaturgy.
An unnamed example includes the curse put upon Zouken's body and the Crest Worms that form it.
It causes rapid deterioration of anything that harms the body/Worms, dissolving the item in a matter of
seconds.
System: Power Level 7 ( Casting Time: Very Lengthy Ritual (-2), Noticeable Scope (+1),
Causes 5 x WILL x Success Levels in Lethal damage to whatever tries to hurt him through
physical contact)(+5), Permanent Duration (+3)), 21 MP to cast.
Mana Balance (Witchcraft) - This ritual can be done as an automatic action by Synchronizers, in which case
each success level restores 20% of the subject's maximum Life Points or suppresses 1 Level of a Flaw.
This rite allows a being with a depleted and shrinking Mana store to be restored to relative Mana health. The spell requires
intense contact (donation of blood or sex) between the performer of the rite and the subject. The caster
must do 1D4 x 3 Life Points of damage if he is donating blood, but loses no Life Points if he chooses to
restore the Mana through sex. When performing the rite, the caster rolls his Will + Magic Circuit + 2 +
1D10. Each success restores 20% of the subject's maximum Mana. This spell can only be "cast" once
per day.
System: Power Level 3.
While not part of any school, Bounded Fields have been an area of great discussion amongs
the fans of the Nausverse. Here is a discussion of how they function and rules for constructing them.
A Bounded Field exists when a wizard infuses a base area, such as a piece
of land or a building, with sigils/runes and Mana to enchant it. Once the Bounded Field exists, the inside of the area is mystically
charged and seperate from the outside of the area. Removing a sigil by a third party is possible as long as the technique to engrave
it is not too advanced. A Bounded Field can also be weakened by draining the Mana stored within it, but in this case its creator can
simply add more Mana back into it. Most Bounded Fields exist as protective "safe havens" for mages. There are offensive varieties of
Bounded Fields. While a Bounded Field is normally immovable, the immortal wizard Araya Souren had several mobile ones that travelled
with his body.
Hounouden Rokujyuyonshou ( )
A Bounded Field created as part of ten-floor apartment building with a roundabout structure, although constructed by
Araya Souren the original architect was Aozaki Tohko. A shrine for the Taikyokuzu, the diagram of the supreme ultimate.
Though he does not have a Reality Marble, Araya managed to produce with this what can be called the embodiment of
his internal world. People within this artificial world were created and then died within a day, a cycle that would repeat
itself endlessly. Araya could also control these beings as zombie puppets if he needed to remove an unwanted visitor.
Araya hoped to understand the meaning of death and thereby gain an entranceway to Akasha at the center of the universe.
System: I'm not going to list this here as it this ritual is all kinds of evil. Assume it is at least Power Level 12.
Taiten ( ): This Bounded Field protects Araya's body from damage. Once brought into action, this bounded field immediately heals
the damage his body has suffered.
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Noticeable Scope (+1), Duration (Until Activated)(+3),
Healing: Restores Mage's WILL x 3 x Success Level in Life Points (works against Aggravated Damage)(+3)), 27 MP to cast.