Introduction
Magic in Worlds Without Number are split into two categories, Spells and Arts. Spells are large workings of magic that require time for preparation. Arts are smaller workings of magic that are able to be used faster, and more frequently than their larger counterparts. Both Spells and Arts are divided into specific magical traditions, each with their own flavor of the arcane.
These scholars and gifted souls yet seek to unravel the secrets of the Arcane and learn the methods by which its powers can be harnessed and invoked. The process is intensely laborious, requiring years of study and practice to master the trigger incantations, somatic gestures, psychic configurations, and ritual keys that patch together a usable effect. Whole traditions of sorcery have developed, with mentors passing on their wisdom to new generations of wizards, hoping that those who come after might be able to drag more from the darkness of the past. Magic is extremely powerful. While the effects are rarely long-lasting, even the weakest rank of spells is capable of killing people outright, enslaving their thoughts, or conjuring perfectly convincing illusions. The most potent spells can destroy several city blocks, translate the caster over hundreds of miles of distance, or halt time temporarily. There are spells that create effects modern sorcerers do not understand, but there are no spells that create only petty effects. It is this very power that makes magic so difficult to use. Even the most accomplished mage of the modern day can’t channel more than five or six spells before the eldritch energies exhaust them or burn out their vital forces for a time. A mage capable of hurling three spells in a single day is considered exceptionally capable. Most novices or modestly-talented wizards can’t manage more than one each day.
Spells
Spells are ranked in potency from level 1 to level 5, and there are no spells with minor or petty effects. They are complex mathematical formulas and arcane techniques, including verbal, somatic, and material components. These components make it impossible for Mages to wear Armor. These Only after a night of sleep and an hour of preparation, is a Mage is able to prepare their spells for the future. After this preparation, the Mage can keep those spells stocked indefinitely. Prepared Spells can be cast more than once, as long as the Mage has remaining resources.
Spells must be learned through teachers, anWcient ruins, or esoteric grimoires. It takes one week per each spell level, minus one week for the learner’s magic skill level. There’s a minimum time to learn of one day.
A Mage can cast a spell at will, but it requires a Main Action and one free hand, with vocalizations as loud as normal conversation. While an onlooker can determine that a Mage is casting a spell, it’s very difficult to know which spell is being cast. If a Mage takes even 1 point of HP damage or is jostled, they are unable to cast for the rest of the round. It is intentional that a Mage acting late in initiative will have a higher likelihood of being interrupted than those who act earlier in initiative.
Partial Mages are limited in scope compared to Full Mages. The maximum spell level and number of casts per day are lower. Dual Partial Mages have the same Class Table as a Full Mage, but have more limited spell casts (see table below).
Arts & Effort
Arts are special abilities specific to each magical tradition. They are far less potent compared to spells, but they are far more versatile. They require a specific resource called Effort to be spent and once selected, an Art CANNOT BE CHANGED.
Effort is a representation of a Mage’s focus and energy, completely separate from Spell casts. Each magical tradition has a different pool of Effort to draw from, the size of which is determined by a calculation outlined in the Arts & Abilities section.
Effort must be committed to cast an Art depending on the length and type of effect desired.
- For Effort committed for a day, it is refreshed after a night’s rest.
- For Effort committed for a scene, it refreshes as soon as the scene is over.
- For Effort committed indefinitely, the effect is persistent and active as long as the caster chooses to have the Effort committed.
- It takes an Instant Action to revoke the Effort, ending the effect.
- Efforts committed indefinitely still hold their effect when sleeping or if you have time to prepare before unconsciousness. Sudden unconsciousness or death immediately ends the effect.
Dual Partial Mages
If you take two partial spellcasters (Arcanist/Elementalist, Arcanist/Necromancer, Elementalist/Necromancer), you get to use the spell table below. You also use the same Class Table as a Full Mage.
| Level | Max. Level of Spell | # of Spell Casts | # of Prepared Spells | Arts |
|---|---|---|---|---|
| 1 | 1 | 1 | 3 | - |
| 2 | 1 | 1 | 4 | - |
| 3 | 1 | 2 | 5 | - |
| 4 | 2 | 2 | 6 | - |
| 5 | 2 | 2 | 8 | - |
| 6 | 2 | 3 | 9 | - |
| 7 | 3 | 3 | 10 | - |
| 8 | 3 | 4 | 12 | - |
| 9 | 3 | 4 | 13 | - |
| 10 | 4 | 5 | 15 | - |
Arts selection is based on the Partial Spell Table of both your magical traditions.