Magic Rules

All magic in Latria can be summed up under three schools. Soul Science, Acts of Faith and Vermillion casting. None of these spells are inclusive to one type of magic, a thunder or healing type spell can exist in any of the three, they each have their particular flair to them. Soul Sciences Have the biggest Limitation, but this allows you to have far more spells. Acts Of Faith cost nothing, but requires an incantation and Symbol. Vermillion Casting requires a delicate focus and strong mental capabilities.

Soul Sciences
With the unlocking of the soul came the foundation of magic. Tapping into ones own soul data is a trying task. Most Soul Scientists are from the upper classes of society, belong to a guild and tend to be secretive about their methodology.
All Soul Science Powers Must Have:

  • Increased Endurance Cost x5
  • Requires an Intellect Skill Roll

The gods exist, and listen intently to many of their followers. The most common thing asked for is the power to cast a feat of faith. The spells of faith are open to those who wish to learn, but often take a lot of time to do correctly. It however requires a holy symbol, and often times some sort of prayer or gesture to inact.
All Acts of Faith Powers Must Have

  • Incantations or Gestures
  • Focus: (Holy Symbol; Durable Expendable (Easy to obtain new Focus; -1/4)

Vermilion Casting:
Spells which draw from the rage of demons are popular among many folks too poor to enroll in schools of spell science and have too little faith in the corporate gods who rule them. These people turn to the outlying planets and out casted hovels of populated ones to find a vermilion caster. Said to be born from Adraesteia herself, the ability to manipulate a demon’s energies is a rare and often misunderstood art of everyday heresy. Vermillion casters are despised by everyone but as a general rule most actually live as respectable hermits or aesthetic monks. The many which use its casting prowess for vile purposes help garner the hate for the rest of them. Vermillion Casting requires a Saffron tear, a piece of freely given data from another, more experienced Vermillion Caster. Which is nearly irreplaceable.
All Vermillion Casting powers Must Have

  • Focus (Saffron Tear; Fragile Expendable (Extremely Difficult to obtain new Focus; -1 1/2)
  • Requires an Ego Skill Roll

Here are three example spells from each classification:
*Energy Blast 3d6, Armor Piercing (x4; +2) (45 Active Points); Requires An INT Roll (-1), Increased Endurance Cost (x2 END; -1/2)
total Cost? 6

*Energy Blast 3d6, Armor Piercing (x4; +2) (45 Active Points); Incantations (-1/4), IIF Durable Expendable (Easy to obtain new Focus; -1/4)
Total Cost? 30

*Energy Blast 3d6, Armor Piercing (x4; +2) (45 Active Points); IIF Fragile Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Requires An EGO Roll (-1)
Total Cost? 13

Magic Rules

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