Spellweaving
A Spellweaver draws power from the In-between into the Hear-and-now, spinning and weaving the flows of that power to shape complex tapestries of cause and effect.
The Channel Power ability is the root default for all Spellweaving.
Spins
There are six distinct elements that Spellweavers manipulate. The act of controlling these elements is known as Spinning. Each Spin individually produces a specific effect, and beginning Spellweavers practice spinning elements before more complex spells.
Spin » Connection
Spin raw power from the In-between into a thread of connection. The spinner chooses one object they can pinpoint within 30m, or one object they have seen or been in contact with within the last 24 hours and spins the thread of connection into it.
If the target is an actor and is unwilling, they may actively contest with SMR + #AD [+ Skill]
.
On success, the spinner is aware of the precise distance and direction to the target for a number of hours equal to five times the success margin.
Skill + #AD → 1S 5hr/SM
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Spin » Emotion
Spin raw power from the In-between into a thread of intense emotion. On success, the spinner can detect the surface emotions of a number of actors up to the number of allocated dice within 30m. If a target is unwilling, they may actively contest with SMR + #AD [+ Skill]
.
Skill + #AD → 1S
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Spin » Energy
Spin raw power from the In-between into a thread of energy manifesting as a spark of energy flying to strike a visible target within range.
Skill + #AD → 1S@7m,12,20 1(r)HP/SM
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Spin » Matter
Spin raw power from the In-between into a thread of matter manifesting as a bolt of dark material flying to strike a visible target within range.
Skill + #AD → 1S@5m,10,15 1(p)HP/SM
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Spin » Memory
Spin raw power from the In-between into a thread of memory. On success, the caster is aware of the immediate surface thoughts of one actor within 30m. If the target is unwilling, they may actively contest with SMR + #AD [+ Skill]
.
Skill + #AD → 1S
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Spin » Reciprocity
Spin raw power from the In-between into a thread of reciprocity that winds around the caster.
If successful and while continued, some damage received by the spinner is deflected, as determined by the success margin.
Skill + #AD → 1S C 1HP/SM
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weaves
As Spellweavers advance, they will soon progress to learning Weaves. There are seven weaves which shape the elemental forces evoked by spins to create secondary effects. Weaves do not create effects on their own, it is always necessary to combine one or more weaves with one or more spins in order to achieve the complex effects known as Spells.
Weave » Amplification
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave amplifies the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Contingency
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave creates a conditional if-then relationship between a trigger and an effect.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Deferral
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave delays or displaces the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Focus
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave concentrates or condenses the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Fusion
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave combines and unifies the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Intention
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave creates a target and directive for the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weave » Alteration
By itself, has no effect. When combined with threads spun of raw power from the In-between, this weave inverts, alters, or negates the threads’ effects.
When Spinning & Weaving, this skill and all Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining.
Weaving Spells
Spellweaving is an art that combines Spinning and Weaving of channeled power into complex patterns to achieve powerful effects. The following spells describe some of the “recipes” of spin and weave chaining that produce the desired spell effects.
Spells indicate the chain limit required to be able to cast them, with chain limit 2 being the minimum. Casting effects of only a single component are described in the individual Spin » * skills.
- When chaining spins and weaves to affect a spell, the test at each step is made against a success target of 1S.
- The final skill of a spell's chain specifies a test formula which resolves the spell's results.
- The Success Margin used for the spell's effects is the margin of this final test.
- If a spell is continuable, it is the final test that is continued.
- Starting with the second test of the chain, after each test, 1AD is bound to EX.
- If the spellweaver fails any test in the chain, including the final test, the spell fails.
Spells
This is an incomplete list. Suggest spells!
Alter Memories
Alter a specific memory from an actor within 30m.
- Spin » Memory
- Weave » Focus
- Weave » Intention
- Weave » Alteration → SMR + #AD + Spin » Memory
On successful completion, the caster must describe the contents and context of the memory and the contents of the replacement in 25 words or less each. If the target is unwilling, they may actively contest the Weave » Intention test with SMR + #AD [+ Spin » Memory]
.
Alter Thoughts
Alter surface memories of one actor within 30m.
- Spin » Memory
- Weave » Alteration → SMR + #AD + Spin » Memory
On successful completion, the caster must specify the desired replacement thoughts in 25 words or less. If the target is unwilling, they may actively contest the Weave » Alteration test with SMR + #AD [+ Spin » Memory]
.
Calm Emotions
Choose a number of actors up to the number of dice allocated to the Spin » Emotion skill.
On success, the chosen actors’ Charmed or Afraid conditions are ended.
Dancing Blade
Manifest a whirling blade to attack a foe. When first cast, the blade appears at a spot within 5 meters that the caster can pinpoint and makes a single attack against a target of the caster’s choice.
- Spin » Matter
- Spin » Connection
- Weave » Focus
- Weave » Intention → 1S C 2(s)HP/SM
The blade's attacks are Chainable with a Chain Limit of 2.
While continued, the caster may spend AD to move the blade with a speed of 5m/AD, and may make additional attacks with
Weave » Intention + #AD → 1S 2(s)HP/SM
This is an incomplete list. Suggest spells!
Evoke Fear
Choose a number of actors up to the number of dice allocated to the Spin » Emotion skill.
- Spin » Emotion
- Weave » Amplification → 1S (# Rounds)/SM
The chosen actors receive the Afraid condition for a number of rounds equal to the success margin of the Weave » Amplification test.
Exsiccation
Closes a Well.
The caster must be within the Well’s radius for the duration of the spell.
The Weave » Alteration test is continuable. On initial success and for each round the test is continued, the Well’s depth is reduced by 1 (and its radius is reduced accordingly).
If the caster is left outside the Well’s radius at the end of a round for any reason including due to reduction of its depth, the spell ends.
If the depth is reduced to 0, the Well is closed. A closed Well is closed permanently.
Fireball
Projects a ball of fire which explodes on impact into a sphere with a 5m radius.
- Spin » Energy
- Weave » Contingency
- Weave » Amplification
- Weave » Intention → 1S@10,15,20,25 (indirect) 4(r)+2(b)HP@2m,3,4,5"
With the final weave, a burst of energy arcs from the caster to the target location. The attack is indirect and follows the rules for Indirect Attacks.
Guided Starbolt
Launches a blazing bolt that takes an arcing path to its target and ignores all effects of non-armor partial cover.
- Spin » Energy
- Spin » Matter
- Weave » Intention → 1S@7m,12,25,50,80 1(b)HP/SM
The Success Margin of the Weave » Intention test determines the success of the attack.
This is an incomplete list. Suggest spells!
Illusion
Creates a visual and/or auditory illusion based on thoughts and imagination of the caster.
On success of the final Weave » Focus test, the illusion forms at the location the caster chooses within 20m. The illusion is incorporeal and any physical interaction with the illusion will reveal its nature. The illusion is visually and aurally perfect, to the extent that the caster is familiar with the subject of the illusion.
The Weave » Focus test is continuable, and the illusion lasts as long as the caster successfully continues the test.
Induce Charm
Choose a number of actors up to the number of dice allocated to the Spin » Emotion skill.
- Spin » Emotion
- Weave » Amplification → 1S (# Rounds)/SM
The chosen actors receive the Charmed condition for a number of rounds equal to the success margin of the Weave » Amplification test.
Liminal Gate
Creates a two-way portal through the In-between that connects any two locations known by the caster.
The Weave » Intention test is continuable, and while continued, any objects may pass through the portal in either direction without traveling any distance between the two end points.
Mind Ward
Create a mental shield that blocks attempts to read or alter thoughts, memory, or emotions.
The Weave » Alteration test is continuable, and while it is continued the shield is maintained.
This is an incomplete list. Suggest spells!
Read Memories
Read a specific memory from an actor within 20m.
- Spin » Memory
- Weave » Focus
- Weave » Intention → SMR + #AD + Spin » Memory
The player must describe the contents and context of the memory in 25 words or less. If the target is unwilling, they may actively contest the final Weave » Intention test with SMR + #AD [+ Spin » Memory]
.
See Spells
Makes individual Spins and Weaves visible to the caster.
- Spin » Connection
- Weave » Focus → 1S C 5m/SM
On success, and while the final Weave » Focus test is continued, any Spins and Weaves cast within a sphere centered on the caster are visible to the caster. The radius of the sphere depends on the success margin of the Weave » Focus test with 5m/SM.
Sense the In-Between
Evokes an awareness within the caster of any manifestation of the power of the In-between within range.
- Spin » Connection
- Weave » Amplification → 1S C 10m/SM
On success, and while the final Weave » Amplification test is continued, the caster gains an awareness of the direction to any Wells or entities which originate from the In-between within a sphere centered on the caster. The radius of the sphere depends on the success margin of the Weave » Amplification test with 10m/SM. Note that this spell provides an awareness of direction, but not location or distance.
Starbolt
Launches a blazing bolt that travels in a direct line to its target.
- Spin » Energy
- Spin » Matter → 1S@5m,10,20,40,60 1(b)HP/SM
The Success Margin of the Spin » Matter test determines the success of the attack.
This is an incomplete list. Suggest spells!
Warding Wall
Create a magical shield that absorbs and negates incoming damage against the caster.
- Spin » Matter
- Spin » Energy
- Weave » Alteration → 1S C Shield TUF=1/SM
On success of the final Weave » Alteration test, an invisible shield surrounds the caster. The shield acts as Full Protective Cover with the a resistance of b, c, p, r, s
and a Toughness equal to 1/SM
.
The final Weave » Alteration test is continuable, and while it is continued the shield is maintained.