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Manual
Spellwick Academy, known as THE Spellwick itself being the original magical
academy to be at. It is the original one to academy, has become one of the most cherished.
ever be designed, as it was so designed by Located in the wilderness of the United Kingdom,
Wellwick. Wellwick is known by many as by modern day Thetford. While magic is not kept
“The Author of Magic” so anything he hidden from the public, there are rules as stated
works in is going to be pretty important to by the magic council. Magic cannot be used to
most. The academy is shaped like a curved harm a non-magical individual, and it should not
letter A with two wings on the East and be used in a public setting unless for the means of
West, and archive in the center and a large entertainment. Those two define the direct
expansive courtyard for young wizards to interaction between the two worlds.
spend time in the outdoors at the academy.
Choice and freedom are major principles At the academy, students are expected to freely
of the school. Young wizards are given the test their magics, concoct intense and powerful
choice of what they learn and engage in at brews, and expand their knowledge of
the academy. enchantments. Of which, many are taught. On the
next couple of pages we will go over spells, how
So my young wizards, lets get you set in students learn and can even make their own
for the journey of a lifetime in the world of spells, as well as how they can go about
Spellwick. strengthening existing spells.
There are 3 major focuses in the academy This academy having a large focus on
that players can partake in… community, and growth. As you stay in the
academy, you will meet many faces, so we hope
- Spell craft, the art of slinging spells you are good at remembering names. Having
- Runecraft, mastery of enchantments
friends is key to one of your major progression
- Brewcraft, excellent handiwork in alchemy
systems in Spellwick. NPC relationships are very
rewarded in this system. The more you care for
an individual, the more in turn they will care for
you. In willingness to aide you or by gifting you
things here and there.
Character Creation
While character creation is often the most fun part of any good adventure, we want to preserve that
feeling. Every character is unique, from their race, gender, magical code, house, what they want to
specialize in, and especially, the stats!
While most cosmetic choices do not have an impact on your character, some might, and you can
work with your GM to see if anything can be done. This games rules are not set in stone, and you are
invited to innovate as long as its okay with the GM of course.
You should pick a focus you think would look best for your character, and while your race does
effect stats, pick what best supports your plans going forward and of course, the style! So go on, get
your creative juices flowing and design a character already!
When it comes to stats, there are 7 major stats and they all affect your character in different ways.
All stats are rolled by 3d6 and take the higher 2, roll them for each of your stats and you’ll get the
corresponding number. For every 2 in your score, you gain a rank, so a score of 7 would be rank 3.
Skills are used to determine the exact type Lets have an example here so we can
of action you are required to roll. All of them discuss some more…
gain the same modifier as their parent stat
rank. Some outside factors can give you Jacob: GM, do I notice anything suspicious
bonuses to these rolls or proficiency which is in this room of brews?
tied to your code tier which is the sequential
“Class” in Spellwick. As well as rolling GM: Roll me an Investigation if you are
advantage or disadvantage which means you looking physically around the room, or
roll twice and take the lower or higher even Occult if you think something is
accordingly. magic.
When you roll for a skill you roll a d10. Internal GM: I should make this a bit of a
When you roll that dice you add your skill challenge for him… I know his modifier is
modifier to the result and thats what you tell +4, so perhaps a 12 is a good roll to find
your GM. What make a good or bad roll? this really hidden bookshelf lever.
Since the minimum roll is 1 and the Jacob: Nah, I’m going to try and find a
maximum is 10, and the minimum modifier hidden door or something from the
is +1 with the maximum being +10… the list bookshelves… I rolled a 5, plus my
is accordingly… Investigation modifier of +4, so that makes
it a 9.
0–5
You do not accomplish the check. GM: Alright, well with a 9, you don’t
notice anything, but, I will say you do
6 – 10 notice scratch marks on the wood floor by
You struggle to accomplish the check. the bookshelves.
Survival: Rea
Used for your natural instincts for survival.
Whenever you attempt to do camp like activites.
Now that the numbers are out of the On the following pages we will go
way, I hope you have quite the unique over Races, as well as Magic Codes and
feeling character, your wizarding wear House Standing. Both of which are your
picked out, focus picked as well. Perhaps characters progression paths. Do you
you even named your sparrow already. want your character to be in the front
All of these playing a unique role for lines? Have a lot of spatial control?
your character in all of the roleplaying Now that its up to you, keep those in
aspects of Spellwick. mind and read up!
Next lets go over some of the other After that you can begin picking some
things to take care of during the creation beginning spells if the GM so chooses,
of your character. While an aesthetic keep in mind the slots of the spell and
choice at first, you should pick the how many your book can hold. Make
Academic House you want to be in, this sure you get some art of your character
influences your Standing which is a as well, or the closest you can find,
progression tree that goes up by 7 points providing those at the table a visual idea
of “Renown” every time you make a new of who you are.
relationship or improve one with a fellow
student, faculty member, so on.
When you pick a race, imagine how your character would look and behave as that race. While
most are pretty neutral, some do hold a distain for other races or communities as a whole from
prior scars. Before making a decision make sure to look ahead and see what you might be
interested in and then come back to this page and see what each race offers. Without further adieu,
we will go in depth to each race on the following pages to detail each one of them for you.
Aquaborn
Shorter Humanoids with gills and moist,
blue skin.
Gifted One
The Elf, which like all races besides your Benefits and Trait
standard human, transformed from a number
Trait: Eye for Detail
of humans across the world. They are tall
- Your detail oriented nature helps you
humanoids, around 7 feet, with long pointed find clues and small details others
ears and double jointed legs, like that of a wouldn’t. You gain advantage on rolls
goat or deer. They are the most human like of to find something, hidden or not.
all the races, despite the mental changes as
well. Benefit 1: Organizer
- You know how to make sense of
space, you can hold an extra 5 slots of
Elves live for about twice as long as
inventory to your belt.
humans do, so an elf and human couple is
rarely seen, but fictitious things like that can Benefit 2: Light Foot
hardly break true love apart. - You gain proficiency in Sneak and
Nimbleness. As well you gain an extra
Elves are neat, tidy, and prefer very clean 5 MS. You cannot be heard while
environments, especially once they reach walking, and you do not leave foot
prints behind.
maturity around the age of 20. While not all
elves are like this, most are, and you would be
wise not to break the patience of an elf, as
they are normally calm, and collected. When
angered an elves fierce nature is truly a sight
to behold.
Elf
- You gain Organizer from Elf
Gnome
- You gain Eye for Gold from Gnome
Gifted One
- You gain Quick Thinker from Gifted One
Gnome
Blue Mage: The Blue Mage’s Code offers sleek The codes of a wizard define their
control over the harnessing of mana and its
unruly nature. Streamlining most spells to have everything. They should influence you in
incredible range. how you play during and out of combat.
Perhaps since your character is a Royal
Sub-code: Royal Aqua / Peerless Cyan Mage, they are a bit snooty to the lower
class students. Or if your character is an
Red Mage: The Red Mage’s Code offers Animagus, they are rash and abrupt in
incredible power and is an unrelenting force on
thought and action.
a battlefield. Promoting an aggressive play-
style.
While your code affects your stats
Sub-code: Regal Rouge / Dauntless Crimson don’t let it only be a numbers game, feel
free to really let it express and define
Mystic: Mystics are magical assassins with the your character. It’s the only one you get,
ability to disappear with the mana naturally so make it count!
around them, or cast a flurry of spells for a
quick catch.
Again, your sub-code comes at the tier
Sub-code: Spectral Mystic / Twilight Mystic 3 bonus, so ensure you look ahead and
consider your options as thats when your
Animagus: The animagus wizards are the abilities become greatly defined. Those
brutes of the wizarding world, able to chase sub-code benefits add a lot to your
down and hunt other wizards in an up close character and what they can do, often
altercation.
altering the outcome of an entire
Sub-code: Morphogus / Duelogus scenario.
Tier 4:
Once “The Gold Sickle” was abolished by the - While standing still, you can choose to
King of Arabia in the late 1400’s the remaining have the effects of the cloak spell active
members went into hiding. Forming their own
group, but doing the unexpected. Hiding in plain Tier 5:
sight. They blended in with the everyman, stole - While invisible you are not detectable by
their coin, robbed them bind. Instead of running non-magical means, as well, you can
the rink, spectral mystics prefer to catch a man move a fourth of your movement speed
blind. Most people would claim it was just the and still have the effects of the cloak spell.
wind, but the wind does not steal your wallet.
Twilight Mystic Path…
Tier 4:
- While moving you can choose to have
Twilight Mystic the effects of the invisibility spell active
Tier 5:
Coincidentally, around the time that Ahsan - While being bathed in moonlight you do
formed “The Gold Sickle” a young farm boy not consume mana, and can teleport your
from Egypt had developed a hankering for movement speed
magic, and quaintly, something similar to what
he had seen done by such elite group. This boy
was Amsi, and he later became an assassin for
the pharaoh in his thirties, earning his family the
sweet life, and many followers who practiced,
the ways of the Twilight Mystic.
The Animagus
Tier Legend…
The origin of the Animagus is attributed to the Tier 1:
world renown bounty hunter known as, “Gabriel” - Any spells you cast with the Damage or
who was known to brutally beat his victims before Dot property can have the range of Touch
claiming their head. Once magic was discovered - Bonus 1 to DC
and mana began to cling to life forms, people like
Gabriel, learned to be even more efficient with Tier 2:
their kills. Using this magic to strike swiftly and - You can have two buffs applied to
efficiently. Magic Boxing even became a thing yourself at once, instead of just one
where boxes would cast spells as they threw their - Ability Score Increase, +2
punches.
Tier 3:
Even though we are out of the time of Gabriel, - Sub-code Choice of Morphogus or
many people say he is the one who originally Duelogus
founded this magic, although time has lost the - A Devotion Score
answer. Many still practice the art of up close
casting to better use their physical strength to Morphogus Path…
punish their targets fragile bodies.
Tier 4:
Morphogus - Bonus 10 to MS, as well you can now
take two MoA’s instead of just one.
Tier 5:
- After you land a spell attack of range
Duelogus Touch or a melee attack you recover 5 MP
or HP
Remember magic boxing from the original
Animagus? Well Duelogus was born from the urge to
beat up anything and everything with an enhanced
body that came up in the early 1700’s. Regulated and
designed, the Duelogus was born to please the
crowds with explosive and entertaining brutality.
The Alchemist
Tier Legend…
The Alchemist… old as time, even before magic,
alchemy was a big thing for many cultures. The one Tier 1:
everyone owes to making it involved with mana is - When crafting a brew that has a dice
one Rory Kentsly of British decent. With his skills value, that brew will have a +2 to its dice
he managed to create incredibly unique brews the on top of other bonuses
likes no one had ever seen. - Bonus 1 to DC
Botanier Tier 5:
- You can cast a brew like a spell, their
The Botanier, as well, was a well established range being single target in your vision,
profession only made better by the introduction of and the mana cost being the gold price.
magic. Greatly benefiting from the likes of Florastry, This can be done twice per potion.
and Chemomancy. While not quite as engaged in
brewing as many witches, Botaniers prefer to focus Botanier Path…
on the growth of their lavish plants and remedies.
Tier 4:
- All botany related rolls, have advantage,
as well a plant cannot die, while under
your care.
Witch Tier 4 Effects...
While it is the GM’s choice what silly random Tier 5:
effect your potion will have, they can make it good - When you brew a potion, you can
or bad for the situation its used in. Make sure you duplicate it into more empty bottles up to
mark the potion with *Tampered* to keep track. 3 times, without needing to brew it again.
- Turns the drinker into a frog
- Makes the drinkers skin blue
- Flips the drinker upside down, but they move
normally
The Royal Mage
Tier Legend…
The original guards to the throne of Britain. The
Royal Mage was designed and trained to protect the Tier 1:
royal house with their lives. Where as now, they are - Bonus 10 MP and HP to maximum
simply derived from those men and women who - All spells that have a dice value of d4
would give their life for the royalty. They are still become dice value d6
bound somehow through mana their purpose.
Tier 2:
Unlike other Codes, all protectors to the family, - Activating a Rune or Curse is a QA
were granted these abilities. No one else outside of instead of a MA
them, had become what was needed to be Royal - Ability Score Increase, +2
Mage. Captain Cornelius at the time of the
inception, dubbed it, the crows calling. Ushering in a Tier 3:
new age of power even more so for the crown. - Sub-code Choice of White Mage or
Black Mage
- A Devotion Score
Tier 4:
White Mages were the holy men and women of - Spells you cast with the property
the castle grounds. They shared the word of god, Restoration can be casted as a QA instead
and spoke of the worlds mana to the people. of a MA
Despite their outwardly warm appearance though,
they were the ones ushered the pursue executions. Tier 5:
Their healing hands, were soiled with blood - Spells you cast with the property
constantly throughout the dark ages of magic, and Restoration have double dice, and can
Queen Victoria sat atop the throne. Now white have some of the healing allocated to
mages are among the public as healers, and words mana
of wisdom.
Black Mage Path…
Tier 4:
Black Mage - Spells you cast with the property Reap
restore 5 HP and 5 MP instead of 2 HP
The dolphin lifestyle enjoys taking the simple things Standing 3: Choose 2
and making them extravagant. They dress this way as - +2 Frostcraft Devotion points
well, often designing their own clothes or altering their - +2 Pyromancy Devotion points
school uniforms. The current head of house being, - +2 Flairurgy Devotion points
Varus. - +2 Chemomancy Devotion points
It is taught that sometimes, magic is not the solution to a situation. In efforts to make sure students
are properly protected, there are classes that teach the use of weaponry in self defense. While each of
these weapons are not individuals but instead grouped by weight and tiers, as well as range. Your GM
may feel free to make changes to the numbers and make their own justifications as for what goes
where.
Tier 1: Tier 1:
Dice: 1d6 Dice: 1d8
Cost: 20g Cost: 30g
Tier 2: Tier 2:
Dice: 2d6 Dice: 2d8
Cost: 35g Cost: 45g
Tier 3: Tier 3:
Dice: 2d6 Dice: 2d8
Cost: 75g Cost: 95g
Bonus: +1 to Dodge Class Bonus: +1 to Dodge Class
Expanded Weapon System
In the case you wish to use the expanded weapon system which hosts actual weapons instead of a
more loose design this is the page for you. The expanded weapon system will have lists of possible
weapons for the game that the young wizards could possibly obtain. Do they sneak into the royal
guards weapon bays and snag a spear? A rifle? Wait, who gave the students rifles?
Any how, now that you’ve given your wizards gunpowder and boom sticks, totally not allowed in
the academy by the way, lets go over the specific weapons in Spellwick. As always, you can create
your own in the case you find it doesn’t have a weapon of your liking. The weapons of Spellwick can
be quite unique unlike other fantasy games, the implementation of magic caused advancements in
technology to very strange degrees. Most would blame the gnomes however.
Weapon Name
Description
Dice Cost Range Speed Grip Dodge Skill
Instead of tiers for the expanded list of weapons. There are special rules for upgrading them and
unique functions. You can Reinforce your weapon, silver it, or Infuse it. These functions are mutually
exclusive, so once your choose to do one, you cannot choose another one. All three of these options
giving you a unique path to take your weaponry. Later on you will learn about belts, which store your
weapons, so keep in mind how many you can keep at a time.
Improvised Melee Weapon (Uses STR) A chair leg, book or newspaper, why did
you pick this up? Why are you hitting
1d4 -g 5-10ft QA/MA 1 or 2 hands DEX someone with it?
Chain Knife (Uses DEX) A chain with a knife on the end of it, you
can roll contested STR with the target it
1d8 25g 15ft MA 2 hands DEX hits to pull them towards you.
Bladed Cards (Uses DEX) Cards with a bladed edge. They are
purchased in decks and are single use.
1d6 15g 20ft QA 1 hand DEX
Steel Ball (Uses INT, REA, CHA, or BOT) You loose the hand sized steel ball on the
enemy and control it with your mind.
1d6 60g Single T. QA 1 hand DEX Using your hand to orchestrate it.
Brittle Mana Weaponry
There are 5 different divisions when it
comes to weaponry, Light, Medium, and
Heavy Melee, as well as Light and Heavy
Ranged weapons. For those of you
Fire Brittle Mana: Amber
asking, yes guns do exist in this world
Light:
traditionally. Some weapons, like the Dice: 1d6
Medium and Heavy weapons, actually Range: Touch
allow you to change your DC while Charges: 5
wielding the weapon to be Strength Action Speed: QA
based, instead of Dexterity.
Heavy:
Dice: 1d10
One more thing of note, even though
Range: 5ft
guns are a thing in this world, being the Charges: 10
age of muskets, you most certainly should Action Speed: MA
not be sold one, but they will simply be
altered versions of the appropriate Ranged:
Ranged Weapon made by your GM. Dice: 1d6
Range: 50ft
Charges: 7
On top of that there is what the Action Speed: MA
enchanters have dubbed, “Brittle Mana”
where you have a hilt of various metals,
and using a focus, built into the hilt you
can emit a weapon. This happens by
charging it with gem stone dust and the
dust needed is varied and will change the Water Brittle Mana: Aquamarine
type of weapon it is, besides it taking the Light:
shape of a weapon you prefer. Every time Dice: 1d4
Range: 5ft
you attack with the Brittle Mana, whether
Charges: 8
it hits or not, you expend a charge. Action Speed: QA
Refilling the charges just requires a
handful of that gemstone dust mentioned Heavy:
earlier. Dice: 1d6
Range: 10ft
There are 5 different versions of Brittle Charges: 10
Action Speed: MA
Mana. When it comes to how they work,
they too have weights. Light versions can Ranged:
be used with one hand… heavy and Dice: 1d6
ranged versions have to have two hands. Range: 70ft
Those being listed on the second part to Charges: 10
this page. Without further adieu, Lets get Action Speed: MA
into those and take a look shall we?
Brittle Mana is unique in that the gnomes actually invented it, a man named Naurus thought up the
idea. Thinking of how components could be used to activate a focus, and viola, after years of testing
found this. Using a hilt specially designed with a crystal lens and a compartment in the rear end for
dust. Upon flicking the hilt made the weapon appear which is tied to the wielders inner Mana. This
connection allows you to force the weapon into any shape or weight you want. When you attack
with a Brittle Mana, you use your DEX for Light and Ranges versions, or STR for your Heavy
versions. So those stats provide your modifier for damage and hit contests when your target attempts
a dodge. These weapons also count as magic, not physical weaponry.
Heavy: Heavy:
Dice: 1d8 Dice: 1d10
Range: 5ft Range: 5ft
Charges: 6 Charges: 10
Action Speed: QA Action Speed: MA
Ranged: Ranged:
Dice: 1d6 Dice: 1d8
Range: 80ft Range: 70ft
Charges: 8 Charges: 8
Action Speed: QA Action Speed: MA
Heavy: Heavy:
Dice:1d8 Dice: 1d6
Range: 5ft Range: 15ft
Charges: 10 Charges: 15
Action Speed: MA Action Speed: QA
Ranged: Ranged:
Dice: 1d6 Dice: 1d4
Range: 60ft Range: 100ft
Charges: 8 Charges: 20
Action Speed: QA Action Speed: QA
Spellcraft, Brewcraft, and Runecraft
Spellcraft…
The art of spellcraft, and spellcrafting awoke immediately in people across the globe when Mana was
discovered. Allowing individuals to cast a menagerie of magics. From balls of fire to altering the time
of an object and restoring it.
Brewcraft...
Brewcraft was originally designed simply by mixing crushed ingredients and making remedies But
once Mana had awoken, all manners of flora and fauna had erupted with magical energies, causing the
practice to be truly magical.
Runecraft…
Runecraft, or as some call it, the art of enchantment. As you learn more and more about it, the more
flexible and creative you can be with each Rune, making every enchantment exactly what you want.
Spell Name
Dice Cost Range Property Description and Conditions.
Char
You grasp onto the target, burning their flesh as
1d8 2d4 Touch DOT it molds their skin to a black char.
1 slot Red Instant MA
Flame Veil
The targets body is cloaked In fire, they earn
1d10 2d4 Touch Buff temp health every round that doesn’t stack for
the duration.
2 slot Blue Instant QA
Ember
A quick burst of flames is loosed from your
1d6 2d4 10ft L. DOT hand.
1 slot Red Instant MA
Sling
A trail of fire bursts from your hands, singeing
1d4 2d4 30ft L. DOT the enemy.
1 slot Red Instant MA
Flame Song
A fiery performance bellows from your breath,
1d8 2d8 20ft C. DOT burning the enemy.
2 slot Red Instant MA
Firefly Swarm
Small fireflies melt into the air, illuminating the
1d4 2d4 15ft R. Illumination surroundings and burning enemies in range.
1 slot Yellow 3 Rounds MA
Pyrokinesis
You can manipulate small flames or even nullify
0/0 2d4 ST Manipulation pyromancies other than your own, if you have a
higher INT.
1 slot Red Instant QA
Fireball
A simple ball of flame is launched from your
1d8 2d6 10ft R. DOT hand at incredible speeds
2 slot Red Instant Main Cast
Hellfire
A pillar of flame explodes from underneath you,
3d4 2d8 15ft C. DOT melting enemies in range.
1 slot Red Instant MA
Kindling
Your Dice for Pyromancy spells are buffed as
+2dPB 2d4 Touch Buff fire envelopes your hands.
1 slot Blue 3 Rounds MA
Phoenix Feathers
The target is covered in the warmth of loose
1d10 2d6 Touch Restoration phoenix feathers that restore their body.
2 slot Green Instant MA
Brimstone
You alter the terrain to be burning magma
1d8 2d6 20ft R. Trap covered in brimstone.
1 slot Brown Instant MA
Brittle
The targets body becomes covered in violent
1d4 2d6 Touch Buff spikes, when they melee or get attacked within
Touch Range, the enemy takes damage.
1 slot Blue 3 Rounds QC
Crystalize
The targets body becomes hard with crystal
1d4 2d6 Touch Buff features, they gain temp health that stacks for
the duration.
1 slot Blue 3 Rounds QC
Shard
You loose a flurry of shards at the targets in
1d6 2d4 15ft C. Damage range.
1 slot Red Instant MC
Bauble Glob
You lob a large glob of Bauble at the targets that
1d6 2d6 35ft L. Damage rams through them.
2 slot Red Instant MC
Bauble Bubble
A collection of Bauble bubbles expel from out
1d6 2d6 20ft C. Debuff in front of you hitting every target, halving their
speed for the duration.
1 slot Blue 3 Rounds MC
False Flesh
Using baubled flesh you restore some open
1d6 2d6 Touch Restoration wounds.
1 slot Green Instant MC
Spire
You create a large spire that can be any height or
1d8 2d6 5ft R. Creation any design.
2 slot Black Instant MC
Conjure
You can create an object that can fit in range of
0/0 2d10 5ft R. Creation the space made of bauble. This object if
complex, is nonfunctioning.
1 slot Black Instant MC
Solidiquify
You can Solidify or Liquify a Nonliving Object.
0/0 2d8 Touch Creation
Condition: Until used again
2 slot Blue Unlimited MC
Shatter
1d6 2d4 20 ft C. Damage An ear splitting noise explodes from out of you.
Zip
You magically jump through space time a short
0/0 2d4 30ft Movement distance.
1 slot White Instant MoC
Surface Time
You can reverse or forward time on an object to
0/0 2d6 Touch Manipulation the point that it was brand new, or destroyed.
Thwip
You magically jump through space time a long
0/0 2d8 60ft Movement distance. This can take one other target in Touch
range with you.
2 slot White Instant MoC
Wormhole
You magically displace the target you see within
0/0 2d12 150ft Displacement range and can switch places if so desired.
Crescendo
A pulsing and loud explosive force emits from
3d4 2d10 5ft R. Damage your point of choice. Any target struck with this
spell, cannot use their QA on their next turn.
2 slot Black Instant MC
Distortion
The targets in range cannot use their QA and
0/0 2d8 10ft R. Debuff have halved movement speed for the duration.
1 slot Blue 2 Rounds MC
Chronos
You loose a long warp in time from your hand,
1d8 2d6 15ft L. Damage lacerating any target in the way.
1 slot Yellow Instant MC
Avada Chronos
You loose a long thin warp in time space that
1d6 2d8 30ft L. DOT shatters any target in the way, as well they
cannot take a QA on their next turn.
2 slot Red Instant MC
Dark Arts (Reason)
The Arts of Darkness… With such a scary
title, one would imagine the evil that is done. The Dark Arts are naturally stronger in
While not entirely impossible, very little evil is ruins, dungeons, or relic cities. As the
done with the Dark Arts. connection with the ancients brings the Mana
great energies.
Developed in the ancient upbringing of
Mana, the magic itself was named from the While in those environments, expect a
dark ages. One of the oldest forms of magic, natural +1 Devotion Score to Dice, Range,
and is what grants us one of the most true and Cost.
windows into what magic truly is.
Maybe if you’re lucky… one of the spirits
This magic was designed and utilize from the will reach out to you directly...
humanoids natural desires, for everything we
think we need or want.
Evadicus
A dark bolt of cackling energy is loosed from
1d8 2d6 15ft L. Reap your hands that heals your wounds.
1 slot Black Instant MC
Ruin
You gain Temp HP and lower the maximum HP
1d6 2d6 Touch Debuff of the target.
1 slot Purple 3 Rounds MC
Necrosis
1d8 2d6 Touch Damage You gain MP and remove the targets MP.
Raise Dead (See Stat-block) You animate a single corpse within sight, it is
aggressive and can follow simple tasks.
0/0 2d10 Single T. Creation
Conditions: Until dispelled or used again.
3 slot Black Unlimited MC
Moonlit Terrors
Any Were-creatures caught within the spell will
0/0 2d6 30ft R. Trap revert back to their normal form.
2 slot White 3 Rounds MC
Eyes
Your body is covered in ethereal eyes, you
0/0 2d4 Touch Buff cannot be surprised or hidden from.
1 slot Purple 3 Rounds QC
Crawlers (See Stat-block) You summon a swarm of hand spiders, they are
aggressive, but cannot perform tasks.
0/0 2d4 Touch Creation
Condition: Until dispelled or used again
2 slot Black Unlimited MC
Avada Evadicus
A cackling beam of green and black energy
1d12 2d8 15ft L. Reap explodes from your body, stealing the life force
of the targets.
3 slot Black Instant MC
Ancient Script
You can read any text you come across.
0/0 2d4 Touch Buff
Conditions: Until dispelled or used again.
2 slot Black Unlimited MC
Flairurgy (Charm)
Flairurgy, while not quite Pyromancy, is
still weakened by wet environments and
Flairurgy, while recently designed is rooted in rain. Their Dice and Range is cut in half in
the Pyromancy legends. Performers from these scenarios.
circuses needed something that popped, and
with enough effort was birthed the first Flairurgy Although, in a public space, with people
spell, Chroma. It was colorful, explosive, watching the events, Flairurgy spells have
everything an entertainer wanted, with less risk their dice and range doubled for the show
than a Pyromancy. of it.
As it was developed, the magic became a The natural Mana of this magic is truly
staple for designers, performers, and showoffs. awe inspiring, and loves to put on a good
It just hit that right itch people were looking for. show.
Chroma
A rainbow chromatic orb appears in your hand
1d6 2d4 Single T. Dot and is launched with a paint like explosive
effect.
1 slot Red Instant MC
Spectra-Chroma
An explosive force of spectral energy bursts
1d8 2d6 15ft R. Dot forth from you burning colors into the target.
1 slot Yellow Instant MC
Inkwell
You create a swirling well of ink that halves the
1d6 2d6 15ft R. Trap speed of any targets in range.
2 slot Black 3 Rounds MC
Restorative Paints
You paint over a wound with your hand, causing
1d6 2d4 Touch Restoration it to be painted anew.
1 slot Green Instant QC
Ribbon Walk
A flow of ribbons emits from your feet before
0/0 2d8 35ft Movement you magically sink into one and appear
elsewhere.
1 slot White Instant MoC
Festival
You create 3 flamenco dancing minions on a
0/0 2d10 Single T. Creation target, they each count as a DOT counter for the
duration, they cannot be destroyed.
3 slot Red 2 Rounds MC
Oil Brush
If an illustration is within view, You can cast the
0/0 2d12 Single T. Displacement target into it. They will remain there In the
painted world for the duration.
2 slot Blue 1 Hour MoC
Fetti
Out from in front of you blasts a burst of color
1d8 2d6 10ft C. Damage and hard light confetti.
2 slot White Instant MC
Firework
An explosive collection of fire and color hits a
2d8 2d8 15ft R. Damage large radius of space.
2 slot White Instant MC
Stardom
The target gains temporary health, and their
1d8 2d8 Single T. Buff Charm stat becomes a 15 for the duration.
2 slot Red 3 Rounds MC
Tempestry (Charm) While not normally used for violence,
wizards learned of ways to power their
Originating from a nomadic tribe of monks, inner storms of Mana. If you are in a
taught across the world to on lookers. storm of some kind, your Tempestry
Tempestry became a very big thing for pioneers spells have doubled range.
of the new world, travelers, and adventuring
wizards. It made movement swift, safe, and This does not apply to Ambience or
easy. Forecast however.
Blur
You create a duplicate of the target while they
0/0 2d6 Touch Buff become invisible, the same invisibility rules
apply.
2 slot Yellow 3 Rounds QC
Whirlwind
You create a pulsing wave of wind that yanks
1d6 2d4 30ft L. Displacement any target in range half the length of the spell.
Levitate
You can hover up to 1 foot from your starting
0/0 2d4 Touch Buff point, in which you slowly descend if you are
above 1 foot of height.
1 slot White 1 Hour MoC
Harmony
You gain temporary health, as well you don’t
1d8 2d12 15ft R. Buff use up any MP for the duration.
2 slot Yellow 2 Rounds MC
Sunlight
You cast a warm ball of light on a space, any
1d6 2d6 20ft R. Restoration target in the range gets healed.
1 slot Yellow Instant MC
Bolt
A bolt of electricity forms in your hand. Casting
1d8 2d6 35ft L. DOT it out, if it hits only one target, its dice double.
1 slot Blue Instant MC
Elevation
You can jump with a funnel of wind upwards
0/0 2d8 100ft Movement the range, bringing nearby targets with you.
1 slot White Instant MoC
Gift of Wings
Your movement speed becomes flying speed for
0/0 2d8 Touch Buff the duration as golden eagle wings sprout from
you.
2 slot Blue 5 Rounds MC
Breath
You can breathe easily, no matter the
0/0 2d10 Touch Buff atmosphere or air conditions.
2 slot Blue 5 Rounds MC
Gaseous Body
Your body becomes incorporeal, in a gaseous
0/0 2d8 Touch Buff state no melee can hit you, and you can move
through thin spaces.
2 slot Blue 3 Rounds MC
Vortex
You make a pool of clouds that yank everyone
1d8 2d6 15ft R. Displacement in range to a center point.
Ambience
You neutralize a weather force in the range of
0/0 2d12 150ft R. Manipulation the spell, making it completely neutral weather.
Forecast
You create a vicious storm of your choice
0/0 2d12 150ft R. Manipulation according to the environment.
Ouija
You summon a demonic presence that harasses
0/0 2d8 Single T. Debuff the mind of a target, their Intellect and Reason
scores drop by 2.
2 slot Red 3 Rounds MC
Phantasma
You create a small visage of a demon that clings
1d4 2d8 Single T. DOT to a target, tearing at them until dispelled. This
counts as a DOT Counter.
1 slot Blue Instant MC
Spirit Bolt
Phantasmal energy leaps from your body and
1d8 2d6 25ft L. Reap strikes the targets, rewarding you with their life
force.
2 slot Blue Instant MC
Ghost Flame
A spur of ghostly flames erupts on the target,
2d6 2d8 Single T. HOT healing their wounds.
2 slot Green Instant MC
Vacuum Wave
In the range, any targets are yanked into the
1d6 2d6 15ft R. Displacement center by ghostly beings.
El Diablos Hour
The target that has been touched, cannot leave
0/0 2d12 Touch Debuff your sight, and has a 50% chance to hit any
target with a spell.
2 slot Red 3 Rounds MC
Polter
You Rip the soul energy out of the targets body,
3d4 2d8 Touch Damage striking it with great mana force and then force
it back into them, damaging them greatly.
3 slot Blue Instant MC
Otherworldly Companion
You can summon a small ghost friend, they are
(See Stat-block) intangible and cannot harm other creatures.
0/0 2d6 Touch Creation
Condition: Until used again.
3 slot Purple Unlimited MC
Apper Orb
You summon a large ghostly orb that links to the
1d10 2d10 30ft R. Trap targets in its range, sapping them of their health
and mana.
2 slot Green 3 Rounds MC
Ghostly Champion (See Stat-block) You summon a Ghostly Warrior from days past,
he can be aggressive and will follow complex
0/0 2d12 Touch Creation orders.
Possess
You take control of another creature by leaping
0/0 2d20 Touch Manipulation into their body, this does not work if your
Reason is lower than theirs.
3 slot Black 3 Rounds MC
Chemomancy (Botany) A life magic that holds and knits our
bodies. These people after surviving an
Born of the were-curse. A young man with altercation with the werewolf, were
the curse found himself strangely able to granted a Mana unlike anything anyone
control his transformations. Later cursing had seen before.
others in his fits of transformation. This magic
originally thought to be some ancient dark During a full or new moon, casting
magic he was spreading turned out to simply be Morph doubles all bonuses. As well, it
the Mana of Chemomancy. removes the condition and restrictions.
Manipulate Self You can alter small portions of the targets body
to be like of a fish, bird, or mammal.
0/0 2d4 Touch Manipulation IE: Gills, Fur, Claws.
Agregia
A flurry of needles shoots from your hand,
1d6 2d6 15ft L. Damage piercing through targets.
1 slot Green Instant MC
Agregio
A vicious explosion of lacerating wind explodes
1d4 2d6 25ft C. DOT from out in front of you.
1 slot Brown Instant MC
Ara Agregia
A long twin needle bursts out ahead of you and
1d8 2d8 25ft L. Reap sinks back into your body, rejuvenating you.
2 slot Green Instant MC
Ara Agregio
An explosive burst of lacerating wind and
1d6 2d8 35ft C. DOT rubble, travels out in front of you and digs into
the targets.
2 slot Brown Instant MC
Primal Self Your heart bursts to life, filling you with vigor,
you gain temp HP and you cannot be startled.
1d10 2d6 Touch Manipulation
Condition: Self use.
1 slot Red 3 Rounds MC
Summon Steed (See Stat-block) You summon a hardy steed, they are not
aggressive and can be given simple tasks to
0/0 2d6 Touch Creation perform.
Summon Abomination
You summon an unholy abomination of your
(See Stat-block) design, its aggressive and cannot perform any
kind of tasks.
0/0 2d12 Touch Creation
Condition: Until used again.
3 slot Black Unlimited MC
Advanced Healing
Using the churning cells of Chemomancy, you
1d8 2d10 Instant HOT restore your body as you rapidly heal.
3 slot Blue instant MC
Florastry (Botany)
While bathed in sunlight, you will find that
After all their time in the woods, the druids your Florastry spells with Restoration
of old, began to really hear the woods speak property have double dice.
to them. Through natures Mana, they began
to truly hear the words of the woods on that When you cast a spell with the property
day Mana was discovered. Creation, the spells MP cost is halved. As
you use the raw Mana from nature to fuel
Since that day, Florastry has been taught to your energies.
farmers, traders, and botanists. This magic
proving so incredibly useful to their craft it Just make sure you don’t anger nature, it
was almost indispensable if an individual is a very fickle Mana. But you didn’t hear
was tuned with Mana. that from me.
Botania
You can communicate with plants, as well as
0/0 2d2 Touch Manipulation determine everything about a plant that is the
target of this spell.
1 slot Green Instant QC
Breathe of Life
You quickly blow a flurry of healing dandelions
1d4 2d6 Single T. HOT at a target. Restoring their wounds as the
dandelions cling to them.
1 slot Green Instant QC
Vine Wrap
You summon a growth of vicious vines that
1d8 2d8 20ft R. Trap entangle any caught in it, no one can move
while inside it.
1 slot Brown 3 Rounds MC
Noxio
You cast from your hand a noxious purple gas
1d6 2d6 10ft C. Dot that poisons targets in the range.
1 slot Yellow Instant MC
Bulb of Life
You create a bulb of life targets in range heal on
2d6 2d8 15ft R. Creation the start of their turn.
2 slot Green 3 Rounds MC
Mito Dawdle
Allows you to cast a dawdle like spell for plants
0/0 2d2 Single T. Manipulation specifically.
Pollen Field
From you expels a large spore filled space that
1d4 2d4 20ft R. Trap damages those inside it. As well, creatures
cannot see into or out of it.
1 slot Green 5 Rounds MC
Sew
You sew healing energies into a target, ridding it
1d10 2d8 Touch Restoration of poisons and disease as well as healing it.
2 slot Green Instant MC
Accelerate Growth
You choose a target of an animal or plant and
0/0 2d10 Single T. Manipulation accelerate its growth to full maturity.
1 slot Green MC
Flora Gate You touch a large tree that you could walk
through, if you know where your destination is,
0/0 2d20 Touch Displacement and it too has a large enough tree. You can
teleport anywhere.
3 slot Blue Unlimited MC Condition: Until used again.
Soul Dew
You restore the targets. MP while expending
1d8 Touch Restoration your HP.
2 slot Green Instant MC
Healing Visage
You summon a healing image of an animal, that
1d8 2d12 Single T. HOT stays by the target and heals them continuously.
This puts a HOT counter on them.
2 slot Green Instant MC
Frostcraft (Intellect)
Frostcraft when used in hot environments
The cold chill of ice that makes you seek the has its Dice and Range cut in half.
warmth of life. The antithesis of Pyromancy, Although, being a cold environment or
Frostcraft was born from those with hearts during the snow or hail, your Dice and
filled with sadness and despair. Instead of the Range double.
outgoing and explosive Pyromancy wizards,
Frostcraft wizards were cold, calculated and Any timey you attack a creature with
sleek. Frostcraft during the surprise round, before
initiative, your dice double.Any DOT
This magic should not be taken lightly, where counters apply twice as well.
Pyromancy is openly destructive, Frostcraft
will take you slowly, and you won’t know it Enemies shall feel the bitter tongue of the
until its too late. frost ridding up their spines.
Snow Storm
You create a sleet storm that does dot damage to
0/0 2d12 150ft R. Manipulation the surrounding targets as well as giving your
Frostcraft spells a natural +1 dice devotion.
2 slot White 1 Hour MC
Snowball
A compact bundle of snow is loosed at the
1d6 2d6 15ft R. Damage target, covering them in snow, the targets
movement speed is halved on their next turn.
1 slot White Instant MC
Frost Shard
A small dagger of ice is launched at the target
1d4 2d6 Single T. DOT and splinters them afterwards.
1 slot Blue Instant MC
Chilling Grasp
A touched targets movement speed is halved as
1d6 2d6 Touch Debuff the frost builds up in their joints, they also
cannot use their QA for the duration.
1 slot Black 2 Rounds MC
Aurora
Creates an overhead glowing aurora of light,
0/0 2d8 50ft R. Illumination illuminating enemies.
1 slot Green 1 Hour QC
Crystal Cradle The targets body becomes engulfed in ice, they
restore health and cannot be harmed for the rest
2d8 2d10 Touch Restoration of the round.
Condition: Pyromancies still damage you, you
2 slot Blue Instant MC cannot take a turn while the duration is active.
Black Ice
You create a slippery zone of black ice, any
0/0 2d8 30ft R. Trap targets can only use their MA, QA, or MoA on
their turn, if they start their turn in the range.
2 slot Black 5 Rounds MC
Deaths Hand
Your hands become covered in frost, freezing
1d12 2d8 Touch Damage any targets flesh. This spell can kill.
2 slot Black Instant MC
Jacks Frost
The targets speed is doubled for the round, as
0/0 2d8 Touch Buff icicles form under their feet.
2 slot White 3 Rounds QC
Powder Snow
The Target becomes enveloped in snow, dealing
1d8 2d6 Touch Buff damage to any other targets within Touch
Range.
1 slot White 3 Rounds MC
Glisten
The target reflects all spells that are Red or Blue
0/0 2d6 Single T. Buff offensively without needing to use their color
guard.
1 slot Blue 2 Rounds QC
Glaciate
You push out a massive slush of ice that slams
1d8 2d6 10ft C. Damage into the targets.
1 slot White Instant MC
Subzero Burst
An icicle shard grows from a point of choice
1d10 2d10 20ft R. DOT exploding out with shards that lacerate the
targets in range.
3 slot Black Instant MC
Dunamancy (Vitality)
There has never been a magic more pure to the
form of Mana. Dunamancy which all takes on a
pure white and blue aesthetic is the most magic,
magic has ever been.
Mage Dart
A Magical bolt of raw mana is given a target
1d8 2d10 450ft L. Damage and flies off, no sight needed.
1 slot Clear Instant QC
Elemental Flux
With the chaos energies of the elements you
1d6 2d8 15ft L. Dot loose a charged bolt of energy, that fries the
enemy with multiple raw energies.
1 slot Clear Instant MC
Clear Instant MC
Restore
You heal the target for some of their HP and MP,
1d10 2d8 Touch Restoration using the dice to provide the pool.
Clear Instant MC
Warp
You instantly teleport the range and gain the
0/0 2d10 50ft Movement benefits of the Cloak spell for the remainder of
the round.
3 slot Clear Instant MoC
Fate Bane
You become incredibly lucky for one instance.
0/0 2d20 Touch Buff This spell is incredibly noticeable.
3 slot Clear Instant MC
Designed by those who could only use very When Magiko is casted on a target that
simple magics at first. As well as those who cannot perform magic of any kind, they
took a more entertainment approach to magic. are extremely susceptible.
Those who study Magiko are referred to as Your spells Dice, Range, and Duration
“Magicians” by those who cannot perform (if its not instant) double. The spells
magic themselves. This is due to the more behave like normal if the target is
ingrained nature that Magiko wizards have with magically gifted.
those who are magically inept.
Misdirection
You can magically teleport yourself or an object
0/0 2d10 30ft Displacement somewhere else entirely, even if they cant fit.
Insurmountable Odds
You become incredibly lucky for one instance.
0/0 2d20 Touch Buff
Condition: This spell is incredibly noticeable.
3 slot Black Instant QC
Floats
The target begins floating 5 feet in the air, their
0/0 2d10 Single T. Debuff dodge rolls are halved for the duration.
2 slot Yellow 2 Rounds MC
Card-trick
You magically summon a collection of cards
1d6 2d6 30ft C. Damage that wave outwards from you.
1 slot Purple Instant MC
Mana Marble
Summoning a number of marbles, you flick
1d8 2d8 Single T. DOT them outwards and they strike the target
repeatedly.
1 slot Purple Instant MC
Smoke-trick
You can manipulate smoke, and make small
0/0 2d4 5ft R. Manipulation audible illusions.
Dark Cape Enemies have a 50% chance to hit the target for
the duration. You also cannot be noticed easily.
0/0 2d8 Touch Manipulation
Condition: An attack successfully hits you.
2 slot Black 3 Rounds MC
Worfcraft (Vitality)
Worfcraft is the practice of weaving the The Worf Accuracy Table…
very fabric of reality, which is called the Roll a 1d100 to test the accuracy of your Worf
Worf. The god of reality, being Harin, started spells, when you cast one, your GM takes the
the trend of singularities, beings who became dice roll and tells you how accurate you were.
the only versions of themselves in all realities
and timelines. These beings later becoming 90 – 100 = You get exactly what you want.
Worf Weavers who live and train in The 75 – 89 = You likely get what you want.
Citadel, a cathedral lost in space time. 50 – 74 = Unlikely you get what you want
25 – 49 = Good luck getting what you want.
You cannot learn Worf Magic normally, 10 – 24 = You do not get what you want.
only a singularity has the ability to use this 2 – 9 = Nothing happens.
magic, and it comes naturally. 1 = You get something counter to what you
want.
Worf Rift You can summon objects that can fit in a sphere
of the range with a roll for effectiveness and
0/0 4d6 5ft R. Creation accuracy.
Mass Worf Rift You can summon objects that can fit in a sphere
of the range with a roll for effectiveness and
0/0 4d8 10ft R. Creation accuracy.
Worf Leap
You jump through space time the distance with
0/0 4d8 35ft Movement random scattered objects flying out with you
4 slot Blue Instant MoC
Worf Vault
You jump through space time the distance with
0/0 4d10 70ft Movement random scattered objects flying out with you.
5 slot Blue Instant MoC
Drift
You become cloaked in Worf, gaining temporary
3d6 4d6 Touch Buff HP on the start of your turn, that does not stack
and doubling your speed for the duration.
4 slot Blue 3 Rounds MC
Citadel
You magically teleport yourself to the citadel,
0/0 4d6 Touch Displacement home of the Worf Weavers.
Mana Bolt
You loose a small bolt of pure mana to strike
1d4 0/0 Single T. Damage your target.
1 slot Clear Instant MC
Light Write
0/0 0/0 Touch Creation You can draw scribbles on objects or on thin air.
Discover
If you feel lost, casting discover brings you to
0/0 0/0 35ft R. Manipulation the closest point of sense.
Rappel
You sling a glowing tether that can magically
0/0 0/0 30ft Movement latch to objects and hold your weight.
0 slot Clear Instant QC
Leap
0/0 0/0 25ft Movement You magically launch upwards the Range.
Reveal
0/0 0/0 30ft R. Manipulation Reveals hidden, disguised, or invisible targets.
Mana Coil
A coil of mana emanates from you striking the
1d6 2d4 20ft L. Damage targets. For every target it hits, it deal an extra
1d6 each.
0 slot Clear Instant MC
Memory Swathe
You can visibly display memories from the
0/0 0/0 Touch Manipulation targets mind.
Dispel
You can magically neutralize any spell that does
0/0 2d4 Single T. Manipulation under 5 damage.
Disenchant
You magically dispel any enchantment, you
0/0 2d4 Single T. Manipulation must roll an INT, REA, CHA, or BOT higher
than an 18.
0 slot Clear Instant QC
Restrictions…
An object can only have 2 Runes or Imbuements on it at a time. Or 1 of each of the two. You
can have multiple of the same type however when it comes to Imbuements, so two Damage
Imbuements or two DOT Imbuements.
Your clause length is used to define how an enchantment, works, activates, and is deactivated if
necessary.
Work with your GM to make sure the Imbuement or Rune is feasible. As most of the abilities
from an enchantment comes from its description. They hold the authority to say no.
Name
Held MP Dice
Description and Clause Length
Uses Range
Duration Size
You can Devote to enchantments just like
spells, although there are some differences.
Damage
You enchant an object with the Damage property. Often used on
10 MP 1d6 weapons, although can be used to quickly enhance a random object.
DOT/HOT You enchant an object with the DOT or HOT property. This grants
upon activation a counter for either you choose. This can be used for
15 MP 0/0 traps or acids.
3 uses Touch Clause Length: 20 words.
IE: enchant a knife with flames, or the floor with acid like effects.
Instant 1 slot
Reap You enchant an object with the Reap property. This grants upon
activating the imbuement, a life-steal property. Just like the spell
15 MP 1d4 property, upon the clause it will activate.
3 uses Touch Clause Length: 20 words.
IE: enchant a jar to steal the HP of a target and restore yours.
Instant 1 slot
Illumination You enchant an object with the Illumination property. This allows you
to have an object you imbue with this property cast light around it.
5 MP 0/0 Such as the end of a staff, or perhaps a pebble you cast away from you.
5 uses 15ft R. Clause Length: 25 words.
IE: enchant a stone you cast down a well to see how far it goes.
1 hour 1 slot
Manipulation You enchant an object with the Manipulation property. The trickiest to
pin down. When you imbue with Manipulation, it cannot directly
15 MP 0/0 hinder or benefit a target through numbers. Although it can given your
GM’s approval.
2 uses Touch
Clause Length: 15 words.
Instant 1 slot IE: enchant a baton so its spiky and wobbly, also the color pink.
Buff You enchant an object with the Buff property. This properties buff
must pertain to the object you enchant in a logical way. If you are
15 MP 0/0 confused by this, reference with your GM for some ways this can work
in your favor.
2 uses Touch
Clause Length: 20 words.
2 Rounds 1 slot IE: clicking your heels as your speed doubles.
Debuff You enchant an object with the Debuff property. This properties debuff
must pertain to the object you enchant in a logical way. If you are
15 MP 0/0 confused by this, reference with your GM for some ways this can work
in your favor.
2 uses Touch
Clause Length: 20 words.
2 Rounds 1 slot IE: clicking your heels as your targets speed shrinks in half.
Restoration
You enchant an object with the Restoration property. Like the Damage
10 MP 1d6 property it is pretty straight forwards.
Specific Spell You enchant an object with the Clause being the activation of a
spell. You cast the spell into the imbuement, and it resides there
Max MP x2 Dependent until used up.
Runes can be devoted to, the exact way Duration (Up to +3)
an Imbuement can. So make sure you x2 Duration
attend class for reviews if you want to
really work with enchantments!
Eruption
Clause Length: 25 words max.
10 MP 2d6 - Can be casted on holdable objects.
Spring
Clause Length 25 words max.
15 MP 2d4
Casting Spring on an object causes it to on activation, erupt into a
2 uses 10ft R. burst of either healing or damaging energies. This can Heal HP, MP at
Devotion +3, and SP at Devotion +6.
2 Rounds 1 slot
Warping
Clause Length: 20 words max.
10 MP 0/0
Casting Warping on a structure makes it so you can jump from one
2 uses Infinite place to another through activation. You must have 2 runes or more
active to link them.
2 Hours 1 slot
Ease
Clause Length: 20 words max.
10 MP 0/0 - Can be casted on holdable objects.
Infinite Touch Casting Ease on an object calms the target(s) in range. Putting all of
their emotions at ease, possibly lowering hostility.
Infinite 1 slot
Hiding
Clause Length: 15 word max.
10 MP 0/0
Casting Hiding on a structure makes it entirely invisible. You can mute
1 use Touch the noises at Devotion +4, and make it intangible at Devotion +8.
1 Hour 3 slot
Mix Process
Property Dice Description and Enhancers.
Price Duration
Stir
This tonic restores your HP by a small amount.
Restoration 1d6
Enhancers: Ale Water, Pixie Dust.
6g Instant
Stir
This tonic restores your HP by a moderate amount.
Restoration 1d8
Enhancers: Ale Water, Pixie Dust
12g Instant
Grand Healing Golden Wiggen Berry, Glowing Fairy Grass, Thumble Root
Stir
This tonic restores your HP by a large amount.
Restoration 2d10
Enhancers: Ale Water, Pixie Dust
20g Instant
Shake This tonic makes you full of energy and heals you a small amount, you
are not effected by effects of tiredness or exhaustion.
Magical 1d4
Enhancers: Lacewing, Ale Water, Pixie Dust
10g 2 Hours
Stamination Bolter Melon Seeds, Griffon Wood Bark, Wiggen Berry
Shake The tonic makes it so you do not have halved movement speed when
climbing or swimming.
Restoration 0/0
Enhancers: Lacewing
5g 1 Hour
Diehard Glister Hawk Feather, Glowing Fairy Grass, Deep Rot Glow Bulb
Blend This tonic will restore the body of a fallen creature, bringing them up
some health.
Revival 1d12
Enhancers: Ale Water, Pixie Dust
24g Instant
Chlearole Griffon Wood Bark, Thumble Root, Deep Rot Glow Bulb
Blend
This tonic will remove all poisons from you for the duration.
Cure 0/0
Enhancers: Lacewing
7g 1 Hour
Beat
This tonic cures curses and makes you immune to them for the duration.
Cure 0/0
Enhancers: Lacewing
8g 1 Hour
Stir This tonic grants you an extra +2 Strength and +2 Dexterity for the
duration.
Buff 1d12
Enhancers: Lacewing, Ale Water, Pixie Dust
18g 1 Hour
Shake
You gain +10 movement speed and can cast MC as QC for the duration.
Buff 0/0
Enhancers: Lacewing
12g 1 Hour
Tincture
Shake
This Tincture restores a small amount of MP.
Restoration 1d6
Enhancers: Ale Water, Pixie Dust
7g Instant
Shake
This Tincture restores a moderate amount of MP.
Restoration 1d8
Enhancers: Ale Water, Pixie Dust
12g Instant
Grand Mana Golden Crystal Dew, Glowing Fairy Grass, Crumble Root
Shake
This Tincture restores a large amount of MP.
Restoration 1d10
Enhancers: Ale Water, Pixie Dust
20g Instant
Shake
This Tincture restores a massive amount of MP.
Restoration 2d12
Enhancers: Ale Water, Pixie Dust
25g Instant
Rough Skin Bubble-rock Shaving, Wiggen Berry, Crumble Root
Blend This Tincture grants you a build up of stone like skin, that grants temp
HP. This brew wears off once the temp HP does.
Buff 2d12
Enhancers: Ale Water, Pixie Dust
18g Instant
Beat This Tincture grants you a soothing warmth that envelopes your whole
body. Keeping you from freezing or feeling the effects of coldness.
Manipulation 0/0
Enhancers: Lacewing
8g 5 Hours
Beat This Tincture grants you a soothing chill that envelopes your whole body.
Keeping you from overheating or feeling the effects of heat.
Manipulation 0/0
Enhancers: Lacewing
8g 5 Hours
Shake This Tincture makes it so you can breathe in any conditions, unless there
is absolutely no air.
Buff 0/0
Enhancers: Lacewing
15g 1 Hour
Stir This Elixir will restore your MP over time, giving your botany boost only
to the initial dice.
Restoration 2d6
Enhancers: Ale Water, Pixie Dust
24g 3 Rounds
Shake This Elixir will restore your HP over time, giving your botany boost only
to the initial dice.
Restoration 2d6
Enhancers: Ale Water, Pixie Dust
24g 3 Rounds
Stir This Elixir grants a creature 20 strength, and for every subsequent
strength roll it goes down by 1 rank until its normal again.
Buff 0/0
Enhancers: Lacewing
30g 1 Hour
Blend This Elixir grants you complete focus, giving you a bonus to your
damage for spells and weapon attack for the duration.
Buff +2dPB
Enhancers: Lacewing, Ale Water, Pixie Dust
35g 5 Rounds
Blend This Elixir calms you to an almost catatonic state. Making them think
every thought through like it was a script.
Manipulation 0/0
Enhancers: Lacewing
7g 2d6 Hours
Potion
Potions are taught to young brewers as they
were recently brought to the academy’s in the
last hundred years or so. They are mostly
taught as beginners brews, given their
inoffensive effects and simplicity.
Beat This Potion allows you to speak and comprehend any language you are
presented with. You however cannot read any language.
Manipulation 0/0
Enhancers: Lacewing
20g 1 Hour
Stir This Potion forces you to only speak the truth to the best of your
knowledge. You cannot skirt the truth or tell a deliberate lie.
Manipulation 0/0
Enhancers: Lacewing
20g 1 Hour
Luck 5 Leafed Clover, Fairy Dust, Golden Crystal Dew
This Potion grants you extreme luck for one instance during the duration.
Blend
If the GM deems this near impossible they may refuse to allow the
Buff 0/0 instance.
Stir You begin to move in and out of space, Targets have a 25% chance to hit
you, rolling above a 75 on a d100.
Displacement 0/0
Enhancers: Lacewing
60g 2 Rounds
Stir Your body changes to the opposite sex. You gain all physical functions
and attributes of it.
Manipulation 0/0
Enhancers: Lacewing
25g 2d6 Hours
Gold Vision Glass Rose Petals, Rouge Dragon Scale, Drone Honey
Stir You can evaluate the gold cost of all things around you, as well, all rare
items are highlighted with a golden glow.
Buff 0/0
Enhancers: Lacewing
40g 1 Hour
Beat You feel the presence of enemies around you within 100ft, as well as
how many and if they are magical or not.
Buff 0/0
Enhancers: Lacewing
18g 1 Hour
Ingredients
These known flora, fauna, bits, and bobbles are known to have unique effects when mixed together.
When it comes to brewing, knowing your ingredients, how to get them, and what it might cost you is
just as important. On these following pages we will go over those and make sure you are prepared to
get what you need to be the best brewer you can be! Happy foraging! Or… shopping, if you prefer the
easier route, I won’t judge you for buying dragon scales over fighting one yourself.
Prices shown are purchase price, they are sold for this amount at stores, most are only sold by the
players at half price to markets and shop keepers. As well, all prices go for the “bundle” or “handful”
rule. So buying Alis Twigs for 5g, means you will get enough to brew with that component. As well,
enhancers are all readily sold for 1g each, which makes life super easy. Lacewing being thin wings
from a lace fly, pixie dust and ale water being quite self explanatory.
Composts
Maple Leaf
A 3 pointed leaf with a soft brown and orange hue, found on Maple Trees.
- Very Common, 0g
5 Leaf Clover
A 5 leafed clover, even rarer than that of the 4 leafed clover. Found in grasslands and prairies, and is
distinct by its silver hue.
- Very Rare, 10g
Alis Twig
A special twig from an Alis tree, a white barked spruce with blue leaves. The Alis Twig however,
grows red leaves.
- Rare, 5g
Whistle Weed
A tall weeding reed that grows on the waters edge of lakes and rivers. Known to make a soft
whistling noise in the wind that attracts prey creatures.
- Common, 1g
Worry Wort
A growth that grows similarly to a fungus on flora. Its bulbous red glow gives it away in dark
environments. It slowly moves similarly to a starfish in the dead of night.
- Rare, 7g
Creature Bits
Giant Tooth
Found in the maws of giants, while sort of cruel, as giants are considered the most intelligent of
monsters behind those that cast magic innately, their teeth are quite valuable.
- Rare, 6g
Frogaliath Slime
Slime collected from the skin of a Frogaliath. A terrifying monstrosity of a frog. Tentacles, big hairy
arms like that of a gorilla, hopefully you make it out alive!
- Uncommon, 4g
Rat Tongue
A simple rats tongue, the only trick is catching one to give it to you peacefully.
- Common, 2g
Clownfish Scales
Scales from a clownfish, while not fished for food makes it less common to come across, they are still
sourced by magical communities for purposes of brewing.
- Common, 2g
Fangle Down
Down from a baby fangle. Legendary birds that can cast Tempestry Class magics, like that of a
phoenix, and Pyromancy.
- Very Rare, 9g
Spider Fangs
Large spider fangs are needed, not just your classic house spiders. Sourced from arachnias, large
spiders that often make maze like nests in forests and worship the Arqueen.
- Uncommon, 4g
Siren Scales
Scales from a siren, while sourcing them from a siren is considered cruel, they do molt these scales
monthly, meaning we can find them on shores quite often.
- Rare, 7g
Owlbear Fat
Fat sourced from an owlbear, luckily, these creatures are quite available and love attacking traveling
merchants and wizards, meaning they are hunted quite often.
- Common, 3g
Fairy Grass
A collection of grass blades that glows a soft pinkish silver color. It is often eaten by Witnessed
creatures, so if you see one, it may be nearby.
- Common, 1g
Silver Grass
A patch of grass that is a chrome color naturally. Has a metallic feel to it but crumbles and bends like
flora would normally.
- Uncommon, 3g
Wiggle Kelp
Kelp that grows about 30ft or lower below the surface of the water in lakes and ponds. It is very
rubbery and slippery to hold.
- Common, 2g
Rose Petals
Petals from a rose flower, nothing too special besides it being a hardly seen flower in nature.
- Common, 1g
Crystal Dew
A crystal dew is found mostly after rainy days, or while the weather is foggy in a humid and damp
space. It is recognizable by its shimmer in the light, like a prismatic crystal.
- Uncommon, 3g
Dragon Dew
Dew from a dragons breath. While the Pale Dragon is known to create this the most from their innate
abilities over moisture, all do from their slow long breaths. Dangerous to collect without detection.
- Very Rare, 10g
Cleansing Ash
A special dust that builds up on remains of creatures. Like a remnant the ash builds up on the exposed
bone if left undisturbed. Theres no scientific reason to it.
- Uncommon, 4g
Fairy Dust
Dust that trails from a fairies wings. Most commonly a soft pink or blue color. While not rare, its
hard to get away with tailing a fairy.
- Uncommon, 3g
Bubble-rock Shavings
Shavings from a bubble-rock build up. When certain stones of bubble-rock get touched by ale water
they begin to hiss with a build up of bubbles as the air escapes the porous design.
- Common, 2g
Drone Honey
Honey from a drone bee. This honey is considered a dew based on how its made, given its only
collected from pollen that stews in the hive and leaks out of various holes they carve in the bottom.
Letting the warm moist air mix with it and chemically produce “Drone Honey”
- Uncommon, 3g
Wiggen Berry
A silly looking yellow berry. It grows out from a collecting of green leaves attached to a vine. These
often grow, pretty much anywhere that is temperate.
- Common, 1g
Lolan Berry
A berry with external seeds like a strawberry, is a blue color and is shaped like a palm sized grape.
Rarer than the wiggen berry, but is still mass produced in Egypt and South America.
- Common, 1g
Spotted Capshroom
A large mushroom with a cap that reaches about one foot in diameter on average. Ranging in colors of
black to brown to blue, depending on where you find them. They can be found in magical forests
often place.
- Uncommon, 2g
Leaping Toadstool
A miniature mushroom thats cap pops off when its done maturing, often leaving piles and piles of
caps left in the forest where a colony grows. Often place found in humid forests.
- Uncommon, 2g
Parrot Pepper
A pepper that when plucked from the vine makes a loud squawk like that of a parrot. Some have even
reported it repeating a word from a conversation near by. These are widely harvested but can still be
found naturally in oasis’s and other arid regions with water near.
- Common, 1g
Roots and Wheats
Thumble Root
Root to a young thumble wood tree. Its soft, malleable, and can be used in toy crafting. It has many
uses due to the vast nutrients locked in it when harvested however.
- Common, 2g
Crumble Root
A root that is so fickle, if you do not handle it carefully, it will quite literally crumble in your hand.
Coming from a crumb bush, which is known to simply litter anything nearby with this crumbly plant
matter.
- Common, 1g
Garlic Root
Root from a garlic. Easy to harvest, and mass grown. Not many issues finding it.
- Common, 1g
Ginger Root
Root from a ginger. Grown mostly in the Americas and China now, is easily harvested and collected.
- Common, 1g
Wallop Wheat
A bundle of wheat plants that suddenly grew out of fashion from farms. As they would report their
own crops were bullying them. This plant can and will beat you up as it will suddenly move towards
a warm source.
- Uncommon, 3g
Misc Prices…
Well then! We certainly have come a long Starter Kit, 8g
Contains 2 bundles of Thumble Root,
way from the beginning. Now I hope you Crystal Dew, Wiggen Berry, and Fairy
understand a bit better about brewing and Grass. 3 bottles and a brewing case.
everything that goes into it. Now that we are
done looking over ingredients, we have a Cauldron, 10g
couple of things to look at like starter kits 6 Bottles, 3g
and such you might be offered, as well as Brewing Case, 5g
Heating Platter, 3g
some misc prices for other tools. Besides
that, our time in Brews is finished! Let us A brewing case has everything you need
move forward to Wizarding Wears. utensil wise to make a brew! The bottle
frame, some spoons, and even a place to
keep your extra stuff!
Wizarding Wear
When it comes to reservoirs, you cannot have two of the same shape of one, those shapes being,
Triangle, Circle, Square, Prism, Diamond, Stair, Oval, Rectangle, Heart, and Oblong. All reservoirs will
have a loop count, and that entails how many loops you need free on your belt or wizarding wear to
equip it. Some higher tier ones will require multiple loops to be equipped. Reservoirs come in tiers, just
like belts, so make sure you know exactly which one you are referring too!
Vitality Strength
Dexterity Intellect
Botany Health
Mana Soul
Tier 1: Tier 1:
Tier 2: Tier 2:
Tier 3: Tier 3:
Artifact: Artifact:
Tier 1: Tier 1:
Tier 2: Tier 2:
Tier 3: Tier 3:
Artifact: Artifact:
Price: 180g
Spell Slots: 25
Size: Medium
Bonus: +2 Natural Devotion
Encyclopedic Book Spellwick Book
While on the surface is looks no more than a The “Spellwick Spell Book” which was
leather spell book, the encyclopedic book is personally designed by Wellwick, the founder
much more. As the name sake entails, these of Magics. Its pages are thick, the covers
books are massive and can hold whole classes rimmed with gold or other valuable metals.
worth of spells between the covers. They are Often small gem stones around the front cover
big, heavy duty, but one of the most expensive as well. These spell books are powerful as
sets of books. As all of those pages are pretty they give you an innate bonus to any dice
expensive with all that required wizarding from a spell. Proving more healing, or
paper. damage.
Tier 1: Tier 1:
Tier 2: Tier 2:
Tier 3: Tier 3:
Tier 4: Tier 4:
Tier 5: Tier 5:
Now we are onto the final part of the Patches can be removed from your
Wizarding Wear. The actual dressings you wear by a tailor, so you aren’t locked
will be wearing as a wizard! These section into that wear for the future if you want
to keep the patches you earn for the
includes the numerous Robes, Cloaks, and
future.
Wears. We will be detailing each one, as
they all hold some sort of unique property Accessories are allocated to different
besides the beginning Plain ones you would parts of the body. You can only have 1
be wearing at the start. per part of the body they go on, besides
the hands where you can have 2. So just
make sure you don’t have 3 accessories
Robes are long, ankle reaching fabrics,
equipped to your face or waist.
with large hoods and sleeves. Cloaks hold
at the shoulder and go down to about the
mid section of your core, also including a
hood. Fit Wear as its called, is body tight
clothing, often with some loose parts that
wraps around you as a whole.
No Effects
Plain Robe (Common)
7g 1 Loops 2 Patch Slots Plain and simple robe of your houses design.
No Effects
Rugged Robe (Common)
20g 2 Loops 4 Patch Slots Stitched together, roughneck and rugged design.
70g 3 Loops 2 Patch Slots Thin and white with owl and falcon feathers on the shoulders.
130g 2 Loops 2 Patch Slots Long and black with skeletal bits hanging off of it.
45g 2 Loops 4 Patch Slots Thick and covered in foliage and living vegetation.
Cloaks
None.
Plain Cloak (Common)
7g 1 Loops 2 Patch Slots Plain and simple cloak of your houses design.
None.
Rugged Cloak (Common)
20g 2 Loops 4 Patch Slots Stitched together, roughneck and rugged design.
You can cast the cloak spell for free once using the cloak.
Veiled Cloak (Uncommon)
45g 2 Loops 2 Patch Slots A translucent blue veil on a dark under garment.
You can cast a spell on a piece of wizarding paper for later use.
Paged Cloak (Rare) Activating the pages only counts as a QA.
Covered in papyrus letters and wizarding paper with strange
70g 2 Loops 4 Patch Slots runes written on them.
35g 2 Loops 2 Patch Slots An elbow length half cloak, made with soft fabrics.
Fit Wear
None.
Plain Wear (Common)
7g 1 Loop 2 Patch Slots Plain and simple cloak of your houses design.
None.
Rugged Wear (Common)
20g 2 Loops 4 Patch Slots Stitched together, roughneck and rugged design.
45g 3 Loops 2 Patch Slots Metal plated shoulders and knees with a chest piece.
Gain +10 MS, climbing and swimming don’t halve your MS.
Runner Wear (Rare)
65g 2 Loops 3 Patch Slots Thick body tight sports fabric with bright colors.
Artifact Accessories
Your MS is now a flying speed upon use, this lasts for your turn.
Winged Boots
45g 5 Charges Feet Fancy, brown, knee height boots with small feathered wings.
You can disguise yourself as any object you desire, however you
Mimic Buckle do not function if you pick a complex object.
230g 3 Changes Waist Bronze buckle with a mimic engraved into it.
300g 3 Charges Neck Chain necklace with beast skulls melted into it.
70g Infinite Feet Boots with thick pads under the foot and layered wave designs,
You can read the maximum HP, SP, and MP of a creature you
Soul Spectacles look at.
350g 3 Charges Face Double layered spectacles with silver frames and red lenses.
You can change your entire body structure while the cowl is up.
Cowl of Disguise But its only one structure that is determined on discovery.
When you attack with a Touch range spell, you deal double
Magus Hands strength damage dice if you punch or kick with it.
75g 3 Charges Hands Gauntlet made of various metals, with runes carved into it.
300g Infinite Shoulders Satchel with a mouth like design and bright blues for accents.
+1 Natural Florastry Devotion for Dice.
Druidcraft Scarf
60g Infinite Neck A mossy long scarf.
200g 3 Charges Hands A golden ring with “Mana” carved into the inside of the band.
You can store a spell in the cuff, allowing you to cast the spell at
Cuff of Spell Storing no MP cost.
350g 2 Charges Hands Large golden cuff with runes etched into it.
60g Infinite Feet Brown Bandage wraps with gold guards on the shins and foot.
When you use your legs for melee strikes, you can push the
Boots of Force object back triple your STR score in feet.
100g 5 Charges Feet White boots with a magical aura, blue bangles lining it.
+1 Natural Rune Devotion for Dice.
Enchanters Buckle
120g Infinite Waist Gold buckle with a black trim and a book engraved in it.
You cast the Morph spell every time you put on the mask. You
Stone Mask do not expend any MP.
Any simple liquid you put inside it, will never run out.
Bottomless Bottle Necklace
60g Infinite Neck A small chain linked necklace with a caramel bottle charm.
200g 2 Charges Shoulders A shroud of flowing chromatic colors and golden flakes.
70g Infinite Hands Wrappings with metal cuffs around the wrists.
You can astrally project your body, leaving your physical form
Lillians Half Cape behind, while your sprit wanders, unable to be seen or heard.
- Infinite Shoulders Royal Purple half cape with a royal guard design and trim.
- Infinite Shoulders Astral projections float across its exterior, royal purple interior.
Patches
Patches are unique as they are stitched onto As well, while patches are not officially sold,
your robe given you have enough patch slots. they are all considered treasure items, you
These grant you bonuses, their Mana could possibly find market traders who are
providing you with extra powers beyond what willing to sell them. In which case your GM
you could normally accomplish. will decide the price according to the seller,
settings and situations.
There are patches for stats, skills, and what
are called “reward” or “bonus” patches. Each There are around 50 patches with them all
of these categories should make it clear what having unique effects. The most often way to
the purpose of the patches is. As stated before find a patch is through rewards in classes or
you can get the patches removed from one plays or sporting events. Being a part of the
wear to another through a tailor, so you don’t school community as a whole is a very good
have to worry about it being stuck on the one way to earn them. Lets start with the Stat
you put it on first. Patches and go from there...
Vitality (VIT)
Two interlocked hands.
+1 Score
Botany (BOT)
A wind trail of ivy leaves.
+1 Score
Nimbleness Sneak A shadowy figure against a
A figure vaulting a fence.
+Proficiency wall.
+Proficiency
Forage A pile of leaves around a Brewing A red potion that sparks and
mushroom. +Proficiency fizzes.
+Proficiency
When it comes to patches, their
natural Mana helps bolster your
natural capabilities far beyond what
they were originally. When it comes
to the Skill patches, you earn PB for
that skill if you don’t already have it.
Your proficiency is equal to your tier
for your magic code.
Coin Collector Every creature you defeat drops money for some reason.
Evergreen Restores HP equal to code tier upon your turn after reaching 0 HP.
Bronze Award +1 Renown gain retroactively. Removing the patch removes all bonuses.
Silver Award +1 Renown gain retroactively. Removing the patch removes all bonuses.
Gold Award +2 Renown gain retroactively. Removing the patch removes all bonuses.
Brawler You can use anything in your environment as the appropriate type of weapon.
Actor You can easily pull off the voice and mannerisms of a person you’ve observed.
Monster Studied You can identify any monster and what it should be capable of.
Magic Studied You can identify any magics and what they can do.
Enchant Studied You can identify any imbuement or rune and what they do.
Brew Studied You know the contents and effects of any brew you investigate.
Minion Master You can command 3 minion summons at once on your commanding action.
Mana Weaver When you recover HP, you can allocate some of it to MP.
Now as the players are part of the academy.
How to Run Spellwick Academy Lets get to know it a bit better. The school is
currently under the authority of Headmaster
Now that we know everything we need Hugo, and his assistant Headmaster Harlin
to know about the mechanics of the Parker Lovecraft. The two of them have shaped
a strong and powerful future for the academy.
game, lets get to know where our
students will be spending the most of There are also those who help in the
their day to day lives. The first academy, background known as the academies faculty.
which is the default starting area is These lovely gentlemen and ladies help the
known as, you guessed it “Spellwick whole wheel turn.
Academy” founded by Wellwick in the
1400’s. Since that very day, the academy Academic Advisor – Isabell
- Aides students in their academics and
has grown and changed to the point of
personal lives.
almost being entirely different. Now Janitor – Laurence
under the watch of Headmaster Hugo, - Keeps the academy clean and running
and the recently brought on Vice properly.
Headmaster Harlin Parker Lovecraft. West Wing Chef – Inagio
- Provides food for the West wing of the
schools dorms.
This academy was brought on by
East Wing Chef – Amano
Wellwick wanting to teach the now - Provides food for the East wing of the school
magically inclined peoples of the world, dorms.
and to bring them together to learn what Treasury Holder – Benefield
magic truly is. Training their Mana, and - Keeps track of funds for activities and
helping them to understand what it means expenses brought up by the Headmaster or the
to be a wizard. student council.
Academic Assistant – Samuel
- Helps in class auditoriums when requested by
With this noble goal, Wellwick and the professor, often the guinea pig of spells.
Lillian both created the curriculum and Spokesperson – Mina
created the magnum opus of magic. - Speaks on behalf of the school to the magic
While now the academy is quite a bit council, and vice versa, works closely with
different than it was, most of the original Hugo and Harlin.
things that made the academy special are Archivist – Vivian
- Runs the academies archive. Helps students
still around. So lets go over what a young
navigate its seemingly endless halls.
wizard could expect to see and do while Academy On-boarder – Marques
going through their lives here. - Seeks out the magically inclined and
personally invites them to the academy.
This portion will go over what the
typical day for a student looks like, how These lovely people all help make the wheels
you should run a session of Spellwick, turn at the academy. In their own special ways,
with them the academy stay in shape. Students
what activities and down times the can learn more about them and what they do
wizards have access too and much more. for the academy if they choose to spend time
with them. All through the academy you will
see their influence.
The Teachers and Curriculum
To begin, there is a teacher for all classes of A typical school day for a young wizard
magic shown previously in the academy. Each one goes as follows… Freshen up, attend their
of them teaches the full list of spells but we will two Core Classes, attend a Extra
go into how they teach the spells later. There are Curricular Activity if they’d like, and then
as well, extra curricular activities that players can have the evening to do as they wish.
participate in and learn new skills and talents.
Sessions in Spellwick ideally should
follow that idea. What classes they attend
Core Classes
The very core of what the academy teaches. These is up to the GM. You can choose what you
all are taught by a professor in the academy. think may be fun, roll some dice for a
random set of classes, or ask the students
Pyromancy what they want to participate in. The extra
Baublestonomancy curricular activity should be chosen by the
Chronurgy
students however if they so choose to do
Dark Arts
Flairurgy one.
Tempestry
Spiriturgy When a student attends a Core Class,
Chemomancy they learn a spell or gain spell class
Florastry devotion for that class. The spells being
Frostcraft taught should be chosen by the GM. So
Dunamancy
the class may be Pyromancy, and the
Magiko
Core Magics teacher would teach the spell Fireball. To
Enchanting… Runes/Imbuements keep up with natural game progression
Brews that means a student should learn 2
Botany spells/brews/enchantments a session
Weapon Training unless they are away from the academy.
20+ Chemomancy
You gain a Devotion Score to use on that spell. Taught by Professor Anita
Florastry
Natural 10 Taught by Professor Willow
You gain a Devotion Score to use on that spell.
Frostcraft
In class, you can visit with students you know Taught by Professor Noct
and learn with them. Doing so gives you
advantage on the skill roll after learning the new Dunamancy
Taught by Professor Lewis
magic. This as well could give you a new
relationship tier with that character if your GM Magiko
deems it. Taught by Professor Maria
Each class has its own professor, and after a Core Magics
class is finished you can attempt to interact with Taught by Professor Zhar
your professor for some pointers and such, talk to
Enchantments
your classmates or move on to the next thing. All
Taught by Professor Thimble
of which your GM could work with to get you
some extra points, challenge rolls for interactions Brews
and so forth. Taught by Professor Al
Astronomy Club
Every time you sit at a table to play
Instructed by Professor Claire.
Spellwick, each session should be about a
World Tour week apart for continuity and gameplay
Instructed by Professor Quill. sense. To make sense of downtime
activities that are taken. This rule does not
Protection against Evil apply if the students start a session outside
Instructed by Isabell the Academic Advisor. of the academy.
Archive Studies
Instructed by Vivian the school Archivist. When you decide your 3 downtime
activities, be it hanging out with friends,
being in class or doing an activity, let your
GM know. As a GM you provide the
player with what happens for each of the
activities, be it learning a new spell, a new
relationship, or the like. Don’t be afraid to
act out any unique interactions!
Broom Flying With the Broom Flying Class, you can
earn a broom license. This will allow you
to take any broom and make it your tool
Benefits: for travel. They can fly at around 60kph
or around 40mph. Having one will
- Relationship growth with notable certainly make travel quite a bit easier.
NPC’s. Keep in mind however they can also only
go about 1,000 feet in the air from the
- Learning to fly a broom. After 5 ground, so be careful up there! You can
attendances you are able to fly one only visit this class once per downtime.
freely with your license. So be patient and you’ll have this down
in no time!
- Relationship growth with Professor
Thimble. Once you have purchased your own
broom and have it marked with your
- Ease of access to exploring around license, you can control it through
the Academy. whistles and commands. Here are some
examples of commands you can give it.
- Earn-able Proficiencies.
Athletics Go!
Perception Illustrate a place you wish the broom to
Nimbleness go to. It will do so to the best of its
abilities.
Stay!
Standard Broom The broom will stay in place and not
Speed: 25kph (40ft in Combat) move from its current position.
HP: 10 Come!
Price: 20g The broom will go from where it is to
your hand as soon as possible, having to
Burner Thunder Blaze navigate.
Speed: 60kph (90ft in Combat) Fetch!
HP: 15 The broom will follow the command to
Price: 80g catch or collect what you command.
Sporty Trim
+10 MS to maximum.
Fashion Trim
+1 renown gain retroactively.
Hunter Trim
+1 to IN and advantage.
Theater Club
Benefits:
- Relationship growth with notable This class is all about helping wizards to
NPC’s. create their very own spell! You can attend
this class as much as you want, earning one
- You earn 1 Spellcrafting Devotion devotion point to spellcrafting with every
Point per visit. visit. As you are instructed by Professor Zhar
who aides all the students in creating new
- Relationship growth with Professor
and wondrous unique spells.
Zhar.
81 – 100
The perfect dish! Imagine what brew
effect it would have.
Student Council When you participate in the student council,
you act as a representative of the student body as
Benefits: a whole. You are responsible for making changes
that will improve the lives of the young wizards
- Relationship growth with notable all around you on a day to day basis. Ran by the
NPC’s. student head Asora, and the assistant head
Onessa, you begin as a simply jury member.
- Relationship growth with Onessa Moving up the ranks gets you more and more of
and Asora. a voice, lets go over the ranks in the council at
the end of this.
- Make decisions for school projects
and questions. You can go up in the Whenever a party, get together, academy
ranks and have more of a voice the project, or big decisions need to be made. The
more you participate. council has a meeting and reviews. The opinions
going up the ladder with minor changes before it
- Learn unique Magics. officially reaches Asora who presents the
information to the Headmasters of the Academy.
- Earn-able Proficiencies. Maybe you being here means you can get a new
Convincing Club started or an academy wide project kicking
Gaslight off. Who knows what you can be capable of.
Menace
Gusto Jury
Comprehension The very beginning seat, you have little influence
Perception as an individual. Mostly you witness the major
Memory changes and plans for events.
Investigation
Stand Member
There are only 20 of you, so your individual
voice is much more important, after visiting
around 5 times you are promoted here.
Body Judge
There are only 5 of you. You are given a chance
to stand in the center of the meeting hall and give
formal presentations on upcoming issues,
projects, and plans.
Head Seat
There are only 3 of you. Including Onessa, you
sit next to Asora and have extreme value of
opinion, only Asora can veto your decisions at
this point.
Student Head
Only Asora has stood here in the whole time she
has been at the academy. Good luck dethroning
her as it takes a debate during a magical duel.
During astronomy club, which is brought
Astronomy Club
together through Professor Claire you enter the
academies cosmodrome. Where you study the
Benefits: skies, stars, solar system, and what lays beyond.
In this activity you can learn of the many circles
- Relationship growth with notable of gods or how the world has advanced into
NPC’s.
space.
- Learn unique Magics.
When it comes to the gods and the circles
- Study the stars and history of space they reside in… here is a quick list.
and the circle of gods.
Circle of the Sky
- Relationship growth with Professor
Defined by truths and ideals.
Claire.
Ruled by: Te’ah, Or’ah, and Ve’ah
- Relationship growth happens faster
here. Circle of the Moon
Defined by determination and inner strength.
- Earn-able Proficiencies. Ruled by: Airis, Sonis, and Thoris
Occult
History
Circle of the Sun
Religion
Luck Defined by love and passion.
Ruled by: Solar, Crolar, and Balor
Circle of Meaning
Defined by life and death.
Ruled by: Reaper, Guardian, and Judge
Circle of Mana
Defined by advancement and vision.
Ruled by: Mana
21 – 40
You bump into an NPC who you know.
41 – 60
The book you grab flies away like a bird.
61 – 80
Nothing happens, you study like usual.
81 – 100
You stumble upon a very unique book you
didn’t notice before. This book either contains a
unique spell or important knowledge.
Magia is a sport celebrated by the world
Magia, The Magic Sport around. With all of the academies having their
own league teams trained across the ages and
Magia League Teams years. With other groups of people having got
teams together. There are in total 9 teams that
Ocular Onlookers are in the official Magia League.
Home team of Spellwick Academy
So how do you play Magia? Well it is a sport
The Displacers where there are 3 teams, each consisting of 4
Home team of Orubia Academy players, 2 runners and 2 defenders. On a large
clover shaped arena, each section having a
Chaos Cryptids 100ft radius, 2 Large golems defending the
Home team of Twiddle-dee Academy center of the zones for each team and random
objects obscuring movement and visibility such
Party-foul Phoenix's as pillars. With large hills that cover the
Home team of the Valentino Academy intersection between zones.
1. If you fly off the ground of the arena into a 20 balls spawn in the very center of all 3
place where you would fall, you are considered teams arenas that float around in an empty
out, even if you fly. gazebo like space.
2. You can hold as many balls as you want, any Your goal is to capture as many as possible
balls in your goal are considered your points. onto your side without getting knocked out
by the enemy team.
3. You can cast magic on the balls to launch them,
and its advised you do. Stage 2: Control
4. If your whole team is eliminated by stage outs, Lasts for 5 Rounds of initiative, afterwards
your team instantly loses. a bell rings and the golems activate.
5. Ties are handled by elimination to stage outs. Be aware of the arena, while the golems are
not active, they will still swing at you if
6. Laying and planning traps is allowed and you get too close. Be aware of obstructions
advised. in the arena as well to use to your
advantage.
7. You are not allowed to bring weapons into the
arena. You are given your uniform and that is all Your goal is to secure points on your side
you enter with. of the arena as well as infiltrate the
enemies zones to steal their points. You can
8. If one team ends up with all points in play in knock out opponents as well, but be careful
their goal, they win by landslide ruling. if they are carrying points on them.
Stage 3: Intercept
As you play…
If your side of the stands in the coliseum explodes Lasts for 3 Rounds, golems will roam and
out in cheer at a play you get inspired to play seek opponent players, half the balls in
better. If your team is riled up and you get play will turn gold and have double points.
inspired, you gain advantage to your STR and
DEX skill checks. As well your MS gains +10 to Your goal is to stay alive and safe from
its maximum. We call this effect “Cheer enemy golems, while securing any points
Inspiration” and is magically induced to the team you can, cleaning up scattered enemies,
with the most support. and finishing the game!
The world of magics is vast. Most of it Hopefully with the examples on the next
untouched by even the great wizard Wellwick. pages you can come up with some very
While his companion Lillian got close to unique and fitting unique spells for your
knowing the full potential around the 1500’s, adventures. Be careful of giving out
something dangerous washed over her, and we incredibly strong spells, as you don’t know
have never heard from her since. what come of them later, some students are
incredibly crafty.
Due to this flexibility, we are allowed as
wizards to create entirely new magics and bend The opportunities are truly endless. As with
the established ones to our will with Devotion. the rest of the game, feel free to truly make it
Through our innate connection to Mana, over your own. This whole world is to your design
the course of history since their inception, we’ve after all. One could say all spells are unique
made magics that aren’t regularly taught to the spells, but just, not as unique since they are
masses. In Spellwick there is a curriculum of broadly taught. Wellwick being the originator
established magics taught to the students. But of spell classes.
that isn’t all there is.
With how our students spend their time Thank You for getting to the end of my
at the academy established its time to Proof of Concept. This system is a true
begin thinking of the future, the work of love and passion from me and my
adventures they go on. An adventure in friends who helped listen to me and write
Spellwick is called a “Book” and books this all out. Their ideas have been very
can be anything you desire. Spellwick is helpful to me. I would like to close this
very inviting to Home-brew and self document with giving them some credit,
design after all. and the last page be a monster I couldn’t
have imagined without them.
Perhaps you even already have some
ideas as a GM for an adventure you could I hope this all gives you a very clear idea
run. The possibilities are endless. There one what this system is. Freedom to grow
are going to be future supplements for the and explore as a character. In a fun and
system in the future with some already in zany school with endless creativity
mind I can detail here. abound. I have a lot more lore tucked
away that I’d like to save before showing
The Tarnished World of Magic off for this world but I can’t wait to show
A couple of years has passed and the it off.
world of magic has reared its dark past.
Showing just how dangerous the magical Discord Name Tags… of course…
world can be.
Krognar
This book will bring in new… Revensmith
Races SnowyRG
Magical Codes Nova
Spell Classes Diane Snow
Enchantments Darin
Brews Shimmering Grimace
Academies Alukain
Monsters Jamesuki
Stefan
Okami
The Great Dragon Hive
A parallel universe has been opened by a And of course my family that was very
mysterious force not too dissimilar to into the process and encouraging of it all
Mana. Their world has collided with ours through the entire process. I hope you
and is causing pure mayhem! have enjoyed looking through this all.
With love, care, and passion I have
This book will bring new… designed this entire thing.
Races
Magical Codes
Spell Classes
Enchantments
Brews
Monsters
Places to go
Major Characters
Etc.
Spellwick Academy
The Mechanics Manual
Fin.