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General Spell Components

All witches and mages share a foundation of which they can customize their spells. These general spell components are the core variables that alter between spell casts. This section details the costs and spell potential of these common components

Area *
Determines how many individual creatures or how much area a spell affects. The word “target” here refers to the area of space the spell encompasses. Additional area components must be used to select multiple targets that are not clumped together within the size of the first area component.

Cost Spell Potential Effect
 0  – Affects only you or a tiny target
 1 Glance  0 Small or Medium size target.
 1 Hit  1 Large sized target. Area encompassing engaged combatants
Roughly everyone within 5 feet of the center.
1 Glance & 1 Hit  2 Huge sized target. Area encompassing nearby combatants
A single large room or several small rooms.
 2 Hit  4  Gargantuan sized target. Area encompassing far away combatants
A large building

Range*
The range component determines the maximum distance away from the origin point the spell’s magic can remain active. The caster must be able to see or otherwise sense the location they are casting the spell. Otherwise they must use sympathetic range (below).

Any magical effect that leaves a spell’s range becomes inert until it re-enters the spell’s range. Most of the time the origin of a spell is the caster, but enchantments and the BESTOW merit may change a spell’s origin.

 Cost Effect
 0  Affects only you.
Originates from you (you are ground 0 for the effect).
Touch / Engaged Targets
 1 Glance 30ft, Nearby
 1 Hit Line of Sight
Able to detect target through magic or one of the 5 senses.

Sympathetic Range*
Used to replace the normal spell range component, sympathetic range allows casters to focus on the sympathetic distance to a target rather than their physical distance. By touching something (an item, person, or place) that has a sympathetic connection to the main target, a mage can avoid the limitations of physical distance. For example, you can target a lock of hair to provide a moderate connection to the spell’s main target whose head it belonged to.

When a mage creates a conduit to a target, the target makes a Perception Ability Check vs the spell’s Avoid DC. If the target succeeds, they become aware of the conduit, and may use it for their own abilities to target the other side of the connection.

 Cost Effect
 1 Glance Intimate Connection
A fresh piece of the target, such as fresh blood from a person or a chipped fragment from a stone column.
 1 Hit Indirect Connection
Items which someone considers personal and core to their identity; a favorite restaurant, beloved pet, or direct blood relative.

Duration*
Determines how long a spell lasts. This only refers to the ongoing magical effects; consequences of those effects may last much longer.

Enchantments act as either permanent or stored spells and are discussed further on the enchantments webpage here. They require a mage to invest their sunesis to maintain the spell’s effect.

 Cost Effect
 0 Instantaneous. Near Instant (no more than 1 turn)
 1 Glance Concentration. Must concentrate to maintain the effect.
If combined with other duration effects, those effects come into account after concentration is broken.
 1 Hit Enchantment: The spell last indefinitely, until it is dispelled, or until the caster touches and cancels their enchantment. Must include an organic anchor to hold the sunesis of the spell.
See the Enchantment section for more details on different kinds of enchantments.

Rate (of effect)
Rate components are used for spells that activate multiple times over their duration. For example, a powerful life mage may heal 1 severe cut every hour or cast a poisoning spell that deals 1 bashing damage per hour. Due to the strength of such spells they have a high cost which increases with faster rates. Unlike Duration effects which work ‘up-to’ the time described, Rate effects work ‘down-to’ the described effect. A rate of 5 minutes means the effect happens at the fastest speed of once every 5 minutes, but could also be specified to every 6 minutes or 8 minutes.

 Cost  Effect
 3 Hit  Every few seconds
 2 Hit  Every half hour
 1 Hit  Every 8 hours
 1 Glance  Every Day

Metaspell
Metaspell effects further enhance the capabilities of a spell or the likeliness of a spell’s success. They must be taken before rolling for a spell. Benefits given by Metaspell components do not count against the dice limit since they are not actual rolled dice.

 Cost  Benefit
2 Hands available to cast the spell +1 Glance
10 Second casting time (2 turns). Spell goes off at the start of the following turn. +1 Glance
1 Hour casting time +2 Glances
Increase the critical fail range by 1 or 2, allowing 2s and 3s to count towards critical failures. +1 Glance per increase
0 Influence: Add an additional area effect to the spell. Anything touching or within this area is influenced by some or all of the spell’s effects (as specified by the spell)
1 Glance Trigger a spell to activate after concentration on it ends or after a specific event happens.
1 Hit Add 1 to you spell potential
1 Hit Increase the spell’s Avoid DC by 1.
1 Hit and Glance Quicken spell: cast the spell as a secondary action on top of another action.
Cost 1 Mana