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In Polarhack, anyone is capable of casting spells so long as they meet certain requirements. All magic requires Lustre - the parts of Light which can be manipulated. For natural spellcasters - like Starlings and Vassals - this requires no outside component, but will expend their energy. For others, they will require enchanted artifacts or a stored source of Rime (like Rime-vials).
✧ Both spells and magical effects have an associated spell level. This level may be notated as spell-level X for spells or Lustre[x] for magical effects.
There are two kinds of natural spellcasters in the Realm. The Starlings, favored by the Bask’s light with an Ember bound to their soullight, and Vassals, individuals who have become bound to powerful Fleshless spirits.
Once per day, a spellcaster may spend an hour memorizing a number of spells equal to their Level. A spellcaster can only memorize spells of levels up to and equal to their own level.
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A spellcaster can spend an action on their turn to cast a spell from memory. Once the effects of the spell have been resolved, the spellcaster should make an ability test - adding the spell’s level to the roll. If they have already cast the spell this event, the ability test is made with disadvantage. If they fail, the spell is no longer memorized.
In combat, a spellcaster may spend an action to attempt to cast a spell they do not have memorized. To do so, they must make an ability test - adding the spell’s level to the roll. If they fail, it misfires and you achieve no effect.
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Starlings are commonly Theurges or Warriors who work to serve the greater good. They may select one of the following abilities as their spellcasting ability: Intelligence, Wisdom, or Charisma.
Starlings can cast a number of spells equal to their Level + 1/2 of their Spellcasting Ability (rounded down). Once this has been expended, they may cast spells by taking fatigue instead.
Additionally, Starlings are capable of conjuring minor miracles. Effects like flashes of light, temporary sounds, or a single use of telekinesis on a tiny mundane object, may be cast at any time to no detriment.
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CORRUPTION: Starlings are particularly impervious to the detrimental effects of Shade. Starlings heal 1 temporary corruption on every rest. Additionally, they are incapable of possessing permanent stigmas or becoming tarred.
Vassals are usually Evokers, though you may find them as Wrights or even Theurgs. They may select one of the following abilities as their spellcasting ability: Intelligence, Wisdom, or Charisma.
Vassals can cast spells without limit until they hit their corruption threshold.
Additionally, they may choose one spell of a level they can cast, which can be cast freely a number of times equal to 1/2 their Level, rounded up (minimum 1). They may change this spell every time they memorize new spells. This is a vassal’s tether spell.
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CORRUPTION: Vassals give up a part of themselves willingly, which lets the Shade breach them easier - though they seem to suffer fewer ill effects. Vassals start with 2 permanent corruption which can not be healed by any means. However, when accruing new corruption, their permanent slots count as “empty” for the purposes of filling. Additionally, they are less likely to receive debilitating stigma.
Whenever a Vassal casts a spell through the power granted by their Patron (without use of a rime-infused item or rime-vial), they gain 1 temporary corruption. This does not apply to their tether spell.
Examples of the magical morphs present in starlings and vassals/tarred:
The colloquial term for spellcasting outside the confines of Starlings and Vassals - and those who are experts in it, referred to as Mystics. Casting spells without being able to manipulate Lustre yourself requires some kind of item that can do the manipulation for you. Below are the known ways this can be accomplished.
When Lustre becomes physical, the people of the Realm call it Rime. It appears as a lava-like, glowing liquid, or crystallized. The liquid form can be captured in specialized glass vials called **Rime-vials**. Each rime-vial only contains enough Lustre to fuel a single spell, though they come in varying sizes to accommodate different spell levels. The larger the vial, the more expensive it will be.
Similarly, Rime-crystals may be bought or harvested in amounts needed for certain spell levels. While Rime-crystals tend to be cheaper, as they do not require a special carrying vessel, they are significantly rarer. Small Rime-crystals can be harvested in the wild, though these tend to have only trace amounts of Lustre, and require a much larger quantity to cast effectively. For many, harvesting simply frees the trapped Lustre, and special techniques are required for success.
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In the modern age, talented wrights have engineered ways that empower items with Rime. By using Rime-batteries (which can be in the form of vials or crystals), these items are able to produce predetermined mystical effects.
Rime-infused items can be bought or found, and possess varying usage dies and effects. When their Ud is depleted, they may be recharged by purchasing a Rime-vial or Rime-crystal of the item’s Lustre level.
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In an echo of the past, there were some who could imbue magic into papers by writing mystical runes in Rime-ink. These scrolls are incredibly rare items that must be scavenged from the ruins around the Realm. If you’re lucky enough to find some being sold, expect the price to be exorbitant.
Scrolls are one-use items that cast a spell when incanted, and are expended whether the spell succeeds or not. Tomes are simply collections of these scrolls in a book, and even rarer.
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Every echo leaves behind powerfully mystical items that were wielded by heroes or villains of the time. Some were forged in Lustre flows, or gifted by a Vigil, or simply spent enough time in the hands of a Cinderling, and now possess the ability to channel Lustre. Artifacts are unique and rare items - from swords to pikes to tomes to lyres - which can be scavenged from ruins, or earned in mysterious deific trials.
When using a Rime-vial, you may only perform a spell which you have learned or witnessed (+3 Intelligence check). You may choose either the normal or reverse effect. This is subject to GM discretion.
The normal or reversed form of a spell must be selected when the spell is memorized. An arcane spell caster may memorize both forms of a spell if the character is able to memorize more than one spell of the given level.
Charm : A Nearby target obeys a simple command and will perform a simple action.
Magic Missile: A faraway or distant target takes 1d6 damage for each of the spellcaster’s levels.
Light: Create dim light from a Nearby spot or object that lasts for Ud8 minutes (reverse: darkness)
Shield : Gain 2 AP, which when broken is gone for good.
Cure Light Wounds: Heal 1d8 HP to a Nearby target (reverse: inflict light wounds)
Detect Fleshless: Everything Nearby that is Fleshless glows - lasts Ud6 minutes (Reverse: detect Flesh).
Protection from Shade : Advantage on all harmful tests from an Shade source - lasts Ud8 minutes (Reverse: protection from Light).
Bless : Nearby allies gain +1 to stats when making attacks and saves - lasts Ud8 minutes (reverse: bane).
Find Traps : Notice all nearby traps - lasts Ud6 minutes.
Detect Magic : Everything Nearby that is magic glows - lasts Ud6 minutes.
Hold Person : Paralyzes 1d4 Nearby targets. Test WIS each turn to see if the effect lasts.
Silence : Magical silence covering everything Nearby to a target - lasts Ud8 minutes (reverse: reverberation).
Knock/Lock: A nearby door or lock is either opened or locked.
Web : Traps a Nearby area, stopping movement - lasts Ud6 minutes.
Sleep : Roll caster’s HD, nearby creatures with fewer HP than rolled fall asleep - lasts Ud6 minutes.
Darkness : Creates darkness covering a Nearby area that blocks all types of vision - 1hr.
Levitate : The caster floats up to 6 feet from the ground - 10mins/level.
Invisibility : A nearby creature is made invisible until it attacks or dispelled.
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