Against the Darkmaster · System Reference

Core Mechanics

Spell Casting Rolls

When a character calls upon the mystic arts to weave a Spell, they make a Spell Casting Roll: an Open-Ended Roll on the Spell Casting Table, adding their Spell Lore Skill Bonus and any applicable modifiers. A result of 26 or more means the Spell was cast successfully.

Requirements

Before a Spell Casting Roll is even attempted, several conditions must be met:

Concentration

Casting a Spell requires a Full Action. However, a caster may choose to Concentrate before casting, spending additional time to improve their chances of success.

Each Round spent Concentrating grants a +10 bonus to the Spell Casting Roll, up to a maximum of +40 (four Rounds). No Magic Points are spent until the Spell is actually cast. If the caster stops Concentrating or is interrupted, all accrued bonuses are lost and the process must begin again.

Improvised Spells

A caster may forgo Concentration entirely and cast a Spell immediately. Spells cast this way are called Improvised Spells and impose a -10 penalty to the Spell Casting Roll.

Instantaneous Spells

Spells marked as Instantaneous require only a Half Action to cast. They gain no benefit from Concentration, but can be cast as Improvised Spells without incurring the normal -10 penalty. The GM may also allow Instantaneous Spells to be cast outside the normal Spell Phase in response to an event (such as a fall or an incoming attack), as long as the caster has not already used all their actions that Round.

Modifiers

The following modifiers apply to all Spell Casting Rolls.

Modifier SC Roll
Improvised Spell (no preparation)-10
Each Round of Concentration (max +40)+10 / Round
Target is static (restrained, unconscious, or unaware)+10
Touching+30
Up to 3m+10
4-15m0
16-30m-10
31-90m-20
More than 90m-30
Armor Movement Penalty (modified by Armor Skill Bonus)applies

The Spell Casting Table

The final result of the Spell Casting Roll is looked up on the table below. For Spells that grant a Save Roll to their targets, the SR Difficulty column shows the number targets must beat to resist the Spell's effects.

Roll SR Difficulty Outcome
25 or lessSpell Failure. Roll on the Spell Failure Table.
26-50Partial Success. If the Spell requires a Save Roll, targets automatically succeed. Otherwise choose one: the Spell's duration is halved; its area of effect is halved; or it has no effect but the caster keeps their MPs.
51-8050Success
81-9560Success
96-10565Success
106-11070Success
111-12075Success
121-13080Success
131-13585Success
136-14090Success
141-14595Success
146-150100Success
151-155105Outstanding Success. As Success, and choose one: the Spell costs half its normal MP cost, or one Warping option is applied for free (Weave cost no more than half the Spell's base Weave cost).
156-160110Outstanding Success
161-165120Outstanding Success
166-170130Outstanding Success
171-175140Outstanding Success
176+150Outstanding Success

Unwilling Targets

Some Spells grant a Save Roll to unwilling targets to resist their effects. Unless a Spell's description specifies otherwise, these are always resolved using the target's Willpower Save Roll (WSR) Bonus. The SR Difficulty is set by the result rolled on the Spell Casting Table, as shown in the column above.

A note on Spell stacking: if a character is affected by multiple instances of the same named Spell, only the most recently cast one applies. Other instances are considered dispelled. Different Spells producing similar effects can, however, apply simultaneously if it makes sense in context.

Bolt and Area Attack Spells

Not all offensive Spells use the Spell Casting Table. Bolt Spells and Area Attack Spells are resolved as normal Attack Rolls, using the Bolt Spells Attack Table and Area Spells Attack Table respectively. The caster's Spell Lore Skill Bonus, plus any applicable modifiers, is used as the Combat Maneuver Bonus (CMB), and the target's Defense is subtracted as normal.

Magical Resonance

The use of magic is never entirely safe. Each time a character rolls doubles (11, 22, 33, and so on) on their Spell Casting Roll, the GM makes a Magical Resonance Roll, adding the Weave of the Spell cast plus the following modifiers. The exact nature and timing of any response is left to the GM's discretion.

Condition Modifier
In a Safe Haven-20
In a Blighted Land or Darkland+20
Healing, Spirit-related, or Light Spell-20
Natural, Elven, or Illusory Spell-10
Attack Spell+20
Dark Spell+30

The results of the Magical Resonance Roll are resolved using the table below. The exact timing and nature of any response is at the GM's discretion.

Roll Effect
40 or lessNothing. An inquisitive shadow passes over the caster, but its attention is soon drawn elsewhere. The character is safe, for now.
41-60Awareness. The Darkmaster is aware of the caster's presence but cannot locate their current position. The next Spell the character casts within the next hour automatically triggers another Magical Resonance Roll.
61-80Attention. The GM chooses one: the Darkmaster becomes aware of the caster's general position and will send agents to investigate; or the caster is plagued by a terrifying vision and becomes Stunned.
81-90Pursuit. The GM chooses one: the caster has been located and deemed of interest, and a small band of servants will be sent to apprehend them and their allies; or the caster's mind is assailed by nightmarish visions, leaving them unable to take Full or Half Actions until they pass an Assessment Roll. (Maximum result for Spells of Weave 4 or lower.)
91-100Assault. The GM chooses one: the Darkmaster has located the caster and will send capable servants to destroy them; or the caster's mind is scorched by the Darkmaster's gaze, leaving them unable to act for 1d10 Rounds, forced to choose between losing all remaining MPs or answering truthfully to a single question asked in their mind.
101+Lieutenant. The character has been found by an overwhelmingly powerful servant of the Darkmaster, sent to bring them to the dark side or destroy them utterly.

Optional rule: Sever the Thread. Casters who trigger a Magical Resonance Roll may spend a point of Drive to force the GM to re-roll with a special -20 modifier. This can be done multiple times, stacking the -20 modifier each time, until the caster is satisfied with the result or stops spending Drive.

Spell Failure

Whenever a Spell Casting Roll produces a result of 25 or less, the Spell fails and the caster must roll percentile dice on the Spell Failure Table below, adding a modifier based on the type of Spell attempted.

Spell Type Modifier
Healing, information, and divination Spells+0
Utility, personal, defensive, and Nature Magic+10
Enchantment Magic+20
Alteration Magic+30
Dark and Elemental Magic+50
Roll Effect
01-75The caster is Stunned.
76-100The caster is Stunned and chooses one: lose half the Spell's MP cost, or the Spell fires 2 Rounds later (the caster must still Concentrate to complete it).
101-125The caster is Stunned and chooses one: lose the Spell's full MP cost, or the Spell fires on a different target within range (GM chooses or determine randomly).
126-150The caster is Stunned and chooses two from: lose the Spell's MPs; the Spell fires on a different target within range (including the caster); roll on the Magical Resonance Table with a +20 modifier.
151+The caster is Stunned and chooses two from: lose the Spell's MPs and become Weary; the Spell fires on a different target within range (including the caster); roll on the Magical Resonance Table with a +50 modifier; be knocked out for 6 hours.

Overcasting

Characters cannot normally cast Spells of a Weave higher than their Level. Animists and Wizards, however, can overcome this limit under certain circumstances, a feat known as Overcasting. To Overcast, a character must have at least as many ranks in the relevant Spell Lore as the Spell's Weave, enough MPs to cast it, and must fulfill one of the following conditions. For each Weave of the Spell above their Level, they also suffer a -10 penalty to the Spell Casting Roll.