top of page
Image by Mulyadi

Magic

Magic is as diverse in source and style as are the many cultures of the world. Many sources of magic can produce the same outcomes, while their magical sources are completely different.

Spells

If you’ve put a talent point into the magic talent tree you will be able to cast spells. Even if you don’t have the ability to cast spells it’s mandatory to know what spells do in case you encounter a spellcaster. There are two kinds of spells you may encounter in the world of Veliran standard spells are cast by a single magic user and you can find a list of those below. Ritual spells require several magic users to perform and are covered in their own section further on.

 

Spell Rules and interactions:

All spells require at least 1 free hand to cast. All Spells have a range of 15 feet.

​

Spells that compel a target to do something only affect conscious targets, and the most recent spell of that type supersedes any previous spell of that type.

 

Because utilizing magic is draining on the body and soul, casters are limited to the number of total spells they can use per day, these are referred to as spell slots. The spell slots decrease as the power of the spells increase. Casters have 6 spell slots for Basic Spells, 4 spell slots for Intermediate Spells, and 2 Spell Slots for Advanced Spells. You can not upcast spells, i.e. you can’t spend an advanced spell slot on a lower spell, nor vice versa.

Basic Spells

Basic Spells represent the least potent form of magic available to those able to use it. Though the spells are more rudimentary than the more advanced tiers, they are nevertheless quite useful. Magic users who have the ability to cast basic spells often focus on supporting their allies by healing minor wounds, fixing broken arms and armor or determining the sources of magical ailments.

Image by Divya M

Force Armor

You create magical armor on yourself giving you 2 armor points to all strike zones (this only stacks with light or medium armor)

Image by Divya M

Compel Friends

For the next 5 minutes, or until rendered unconscious, or dispelled, the target you cast this spell on is compelled and believes the two of you are close friends, they MAY still lie to you or refuse to do things that would be against their nature. The target must not be in combat.

Image by Divya M

Compel Duel

You compel a target to ignore all other combatants and only fight you.This lasts until the condition is dispelled, the caster or the target is rendered unconscious, the target is hit by someone other than the caster, or the target is affected by another compulsion.

Image by Divya M

Discern Magic

All magic affecting the target is revealed to the caster. (if the target is a person, you may ask them what, if any, magic is affecting them and they must tell you, if it's an item seek out game staff for an answer.)

Image by Divya M

Mending

Restores 1 hp or 1 armor point to a single strike zone/piece of armor, or repairs a shield.

Intermediate Spells

Intermediate spells represent more advanced understanding of the worlds various magics. Magic users who have unlocked the ability to use intermediate spells can be hard to pin down, but generally lack any heavily offensive magics.

Image by Divya M

Dispel

Removes all magical effects on a single target. This does not affect enchanted weapons, armor or shields.

Image by Divya M

Compel Truth

A single target must answer 3 questions from the caster truthfully and may not refuse to answer a question. The target must not be in combat.

Image by Divya M

Compel Bloodlust

The target must attack any and all combatants that are near them for the next minute, until they are rendered unconscious, or the condition is dispelled.

Image by Divya M

Statue

The caster picks 1 target, and they are locked in place for the next minute. They cannot move, cast spells, use abilities, or attack; nor can they be attacked or targeted by any spell other than Dispel. They are still conscious though they may not communicate

Advanced Spells

Advanced spells represent the most powerful spells, accessible only to those who have spent their lives toiling to understand the greater mysteries and true nature of the magic that pervades our world. Magic users who have unlocked the most advanced magics are terrifying to behold when angered.

Image by Divya M

Sleep

The caster taps a target, and they fall unconscious for the next 1 minute, or until they are attacked/damaged. While asleep the character is unaware of anything happening around them.

Image by Divya M

Breath of Life

The caster picks 2 targets; they are both restored to full hit points in all strike zones

Image by Divya M

Withering Strike

The caster strikes a target with their staff, or dagger.  The target is weakened and takes 1 hp damage that bypasses all armor. This strike also heals 1hp to a zone of the users choice

Image by Divya M

Conflagrate

The caster picks 1 target and it immediately take 3 points of damage to the torso bypassing armor

Ritual Spells

Some magic can’t be cast instantaneously, like the standard spells above, and requires continued focus to draw in magical energies from materials or the world around the caster(s) anyone with the Initiate talent may participate in rituals and anyone who has taken the Adept talent is able to lead rituals. There are some specialized or restricted rituals that have talent requirements that differ from the standard rituals.

Image by Divya M

Enchantment

A ritual available only to those with the Enchanter talent. The Enchanter takes the required materials and the item to be enchanted, and lays them out before them, and then roleplays the process of enchanting the item for 3 minutes. At the end of the ritual the item is enchanted. (if the Item is a weapon see a staff member to pick up the appropriate weapon type to be enchanted.)

Image by Divya M

Story Ritual

These are unique rituals that are required as parts of quests or to advance different storylines in some way. The specifics of these rituals will be explained by staff and will typically require a significant group effort.

Image by Divya M

Protection Ritual

A ritual that can bestow a protective aura to a number of players. The ritual will require a leader, 3 allspar per target, up to 3 targets, and double the number of participants as there are targets. The participants and the leader may not also be the targets of the ritual. The leader and participants must roleplay the ritual for 5 minutes, plus another minute for each target the ritual has. At the end of a successful ritual, all of the targets will receive a bonus armor point to each strike zone for the next hour, or until used, that stacks with their existing armor, and can let them pass the 6 armor point limit. This ritual doesn’t stack with Force Armor.

Image by Divya M

Custom Rituals

If you would like to perform a ritual outside the scope of any of the rituals listed, you can! You’ll need to explain to a staff member what you’re hoping the ritual will accomplish and the staff member will determine the requirements for the Ritual.

bottom of page