Amaric Magic
Overview Amaric Magic is an ancient form of spellcraft rooted in devotion to the Forgotten Gods, the Amar, lesser deities born of the Sentinel and bound to rivers, forests, storms, and other primal forces.
How Amaric Magic Works Those who wield Amaric Magic are called Vessels. They do not command power outright but act as conduits for their patron Amar, shaping divine magic through a sacred Pact. Each Pact is unique, forged through offerings, trials, or shared purpose, and reflects the nature of the Amar involved. Vessels gain access to distinct magical abilities that evolve over time. These powers are deeply tied to the Amar’s domain and will, making every Vessel a reflection of ancient forces long forgotten by the modern world.
Using Amaric Magic Amaric Magic requires Catalysts for its spells. The Vessel devotes time to commune with their Amar and generates Catalysts to cast spells. 1 Effective Hour will grant the Vessel 1 Charge of Amaric Magic.
Alune Goddess of the Moon, Magic, and Night, Alune watches the world in silence, unveiling hidden paths and forgotten truths beneath her silver gaze. She grants her Vessels access to the Search Spell, which evolves through 5 Levels. Advancing each Level requires 1 Skill Point.
Pact: Requires a pursuit of knowledge and reverence for forgotten lore. In return, Alune shares clarity of mind and the ability to uncover what lies hidden in shadow and memory.
The Search Spell Level 1 (Trace the Known, 1 Charge): The Vessel may locate a person within a region (1 world hex) by specifying three distinct attributes (e.g., blonde hair, human, short). If any individual in the region matches all three traits, they become traceable to the Vessel for 1d20 hours.
Level 2 (Seek the Hidden, 2 Charges): Locate a specific object or item by naming its type, condition, and one unique trait (e.g., rusted iron sword with a red gem). Range: One region (1 world hex). Duration: 1d12 hours. Bonus: Alerts the Vessel if the item is being moved or actively concealed.
Level 3 (Echo of Presence, 3 Charges): Locate a person or creature using two physical traits and one emotional or behavioral trait (e.g., scarred, elven, filled with rage). Range: Up to 2 connected World Hexes. Duration: 1d10 hours. Bonus: Provides a vague sense of direction and pace of movement.
Level 4 (Sift the Threads, 4 Charges): Track a magical signature or aura based on its school/type and intensity (e.g., death magic, faint). Range: 3 connected World Hexes. Duration: 1d10 hours. Bonus: Reveals recent magical disturbances within the area.
Level 5 (Name of the Soul, 5 Charges): Locate a specific named individual or item anywhere in the world, unless shielded by powerful magic. Requirement: Must possess a personal item or true name. Duration: Until found or disrupted. Bonus: Allows one vision or dream-clarity moment of the target’s surroundings.
Zera-Ka Goddess of Forests, Caverns, and the Hunt, Zera-Ka is a silent watcher of the wild places and those who brave them. She shields the worthy from harm and guides the vigilant through darkness. Zera-Ka grants her Vessels access to the Protection Spell, which evolves through 5 Levels. Advancing each Level requires 1 Skill Point.
Pact: Requires acts of defense, the protection of the innocent, or the honoring of sacred oaths. In return, Zera-Ka bestows endurance, foresight, and subtle wards against dangers both seen and hidden.
The Protection Spell Level 1 (Oathward, 1 Charge): Mark a single willing target with an ethereal ward that triggers when they break an oath or promise. The Vessel is instantly made aware of the breach and its nature. Range: Touch Duration: Until the oath is broken or 10 days pass.
Level 2 (Hearthbind, 2 Charges): Designate a small, enclosed space (e.g., a room or tent) as a Safe Hearth. For the duration, no teleportation, scrying, or magical intrusion can occur within it. Setup Time: 1 Effective Hour Duration: 1D20 hours Limit: Can be active in only one location at a time. Bonus: The Vessel is alerted if anything attempts to breach the area magically.
Level 3 (Echo Shell, 3 Charges): Places a shield around a single creature that protects them from any Condition or Critical Effect. Setup Time: 3 Effective Hours Duration: 1 hour Limit: Only 1 Echo Shell can be active at a time
Level 4 (Guardian’s Delay, 4 Charges): Ward a creature or object to delay the onset of harmful effects (damage and conditions) by up to 24 hours. Effect: Postpones all negative effects that would normally apply immediately. Bonus: The Vessel may remove the effect before the delay ends if a cure is found.
Level 5 (Soul Anchor, 5 Charges): Anchor a creature’s soul to a chosen location. If they would die within the next 24 hours, their soul instead returns to that location in normal Grit. Setup Time: 3 Effective Hours Limit: Once per target Range: Touch
Dordofaragan Amar of Snow, Mountains, and Frost, Dordofaragan is a towering, silent force revered by the northern tribes. He is seen not only as a protector but as a test of strength, endurance, and self-reliance. To endure the cold is to walk in his shadow.
Pact: Requires resilience in the face of natural hardship, acts of endurance, or guidance offered to those lost in the wild. Dordofaragan grants resistance to the elements and awareness of nature’s silent warnings.
The Endurance Spell Level 1 (Ranger, 1 Charge): Marks the target in preparation for travel. All Survival-related rolls are doubled for the next 24 hours. Range: Touch Duration: 24 Hours
Level 2 (Pilgrim, 2 Charges): Warns the target of incoming threats during travel. The Vessel or target gains a brief mental warning before any encounter (ambush, trap, beast) within the next 8 hours. Range: Touch Duration: 8 Hours
Level 3 (Northman, 3 Charges): Grants resistance to cold and its effects. Target takes 50% less damage from Cold-based sources. All Critical Effects related to Cold are negated. Regular cold weather and side effects do not affect the Northman. Range: Touch Duration: 24 Hours
Level 4 (Mountain’s Vigil, 4 Charges): The target is placed under the mountain’s watchful eye, protected during rest or travel. While active, the target and their group (up to 6 individuals) cannot be ambushed, and any creature attempting to approach within 100 meters must succeed on a contested D20 Roll or be revealed to the group through a sudden burst of mountain wind or sound (cracking ice, distant thunder). Range: Touch (up to 6 people) Duration: 24 Hours
Level 5 (Heart of the Mountain, 5 Charges): The Vessel’s vigor ascends to Legendary stature. For the duration of the spell, up to six chosen companions share in this hardened resilience, gaining the same bonuses to all related Checks as the Vessel. Range: Touch Duration: 24 Hours Bonus: Vessel & Companions also become Immovable by external forces.
Iraga Iraga is the hearth and the pyre, the flickering flame that nurtures as much as it scorches. Revered by wandering healers, fever-dream mystics, and fire-dancers, Iraga’s magic is a paradox, pain brings purity, warmth brings life, and fire consumes only what must be shed.
Pact: Requires acts of purification, tending to the wounded, or embracing flame through trial. Grants the Vessel power to cleanse, cauterize, and rekindle strength through heat and ritual.
The Ember Spell Level 1 (Pyrokinesis, 1 Charge): The Vessel may contest any incoming Fire-based attack, regardless of its source or magical nature, by spending a Reaction. If successful, the fire is redirected toward a target of the Vessel’s choice. The originator’s size or power does not influence the contest. Range: Touch
Level 2 (Soothed Flesh, 2 Charges): The Vessel may treat wounds with heat and ash. It works the same as Common Healing but occurs instantly. Range: Touch
Level 3 (Cinder Veil, 3 Charges): The Vessel envelops a person or area in ghostly warmth that wards off decay and frost. For 24 hours, the target gains insulation against all cold-related threats, including environmental exposure, frost-based magic, and natural decay. Range: Touch (up to 6 people) Duration: 24 Hours
Level 4 (Pyreheart, 4 Charges): The Vessel becomes a conduit of Iraga’s sacred fire. For the duration, the Vessel and all allies (up to 6 people) are immune to mundane diseases and poison. They also become resistant to fire damage, suffering only 50% of Fire Damage and gaining Immunity against Fire related Critical Effects. Range: Touch (up to 6 people) Duration: 1 hour
Level 5 (Ashen Rebirth, 5 Charges): The Vessel channels their own life-heat to pull another back from the brink of death. The spell revives a dying character (0 Grit and any Withering Condition short of Death), fully stabilizing them and restoring their Grit to its default value without lasting side effects. This act, however, exacts a price. The Vessel permanently loses 1 Grit Point. Range: Touch
Iziliath Goddess of Rivers, Oceans, and the Sea, Iziliath flows through the veins of the world. Her power is vast, ever-shifting, and deep, reflecting the tides of emotion, memory, and fate. Mariners, fisherfolk, and water-diviners pray to her in reverence of both bounty and tempest.
Pact: Requires offerings cast into flowing water, acts of mercy to the shipwrecked or stranded, and respect for nature’s rhythms. In return, Iziliath grants dominion over currents, fluid motion, and the calling of tides.
The Tide Spell Level 1 (Watersense, 1 Charge): Sense the presence of natural water sources (streams, wells, rivers, lakes) within a 1-world hex radius. It can also sense any potential encounters on the water before they appear. Bonus: May determine whether the water is safe, brackish, or poisoned.
Level 2 (Flowwalk, 2 Charges): The Vessel may walk across any natural water surface as if it were solid ground. Duration: 1D10 hours Bonus: Speed is doubled when traveling downstream or with current.
Level 3 (Aquatic Form, 3 Charges): The Vessel or a target within Perception acquires Water Breathing and Swimming capabilities. Duration: 1 Hour
Level 4 (Tideveil, 4 Charges): Envelops an area (5 Field Radius) in dense mist and cascading water sounds, masking all movement and sound within. Any actions from outside the radius suffer a -2 Grit Level penalty. Duration: 1D10 Rounds
Level 5 (Call the Deep, 5 Charges): Summons a Thunderfish for aid. Duration: 1D10 Rounds Limit: One Thunderfish can be summoned at a time. Cannot function far from water.
Mahe God of War, Blood, and Metal, Mahe is the forger of fury, the edge of every blade, and the roar behind every charge. Warriors, blacksmiths, and those who live by steel offer him tokens before battle or duel.
Pact: Requires acts of valor, the forging or repair of weapons, and blood spilled in honorable combat. In exchange, Mahe offers the strength of steel, clarity in battle, and control over the rhythm of war.
The Warbrand Spell Level 1 (Iron Grip, 1 Charge): The Vessel may enchant a weapon to resist being disarmed or broken. Duration: 1 hour
Level 2 (Battlecry, 2 Charges): Unleashes a roar that grants nearby allies (5 Ring Radius) temporary courage. Effect: Removes Fear condition and Paralysis conditions.
Level 3 (Armor of Rage, 3 Charges): The Vessel is encased in searing metal-light, gaining bonus armor that stacks with regular armor (+3 Absorption, +1 Critical Resistance). Duration: 1 hour
Level 4 (Unbreakable March, 4 Charges): Vessel and allies (up to 6) are protected from effects that force movement, knockdown or disarm. Duration: 1 Battle
Level 5 (Bloodbound, 5 Charges): The Vessel marks a foe in battle. Until either the Vessel or the target falls, all attacks against the target gain +1 Critical Range and the target cannot hide or escape by magical means. Translocation mechanics are limited to the Vessel’s Perception. Duration: Until death or end of combat.
Ramora Goddess of Traveling and Hospitality, Ramora walks unknown roads and dines in unfamiliar halls. She blesses wanderers, traders, and those who open their doors to strangers.
Pact: Requires acts of open-handed generosity, protecting travelers, or completing pilgrimages. Ramora blesses the faithful with safe passage, subtle protections, and the warmth of distant kinship.
The Waymark Spell Level 1 (Trailbless, 1 Charge): Ensure safe passage across a known path. You and your party are protected from natural hazards and hostile encounters. Duration: Until journey ends or 24 hours pass.
Level 2 (Guest’s Boon, 2 Charges): Instantly assess if a host or guest harbors ill will. Bonus: Poisoned essences will glow with a faint light in a 5 Ring radius.
Level 3 (Steady Road, 3 Charges): Create an illusionary sign or mark only selected individuals can see (up to 6 people). Duration: 1D10 Days
Level 4 (Wanderer’s Grace, 4 Charges): Bless a group (up to 6) with full immunity to terrain and weather penalties for 24 hours. Bonus: May cross deserts, swamps, or broken land at full pace.
Level 5 (Hearth Without Walls, 5 Charges): Create a temporary sanctuary (in any place) that offers food, warmth, and a sense of home for up to 6 people. Duration: 8 Hours Bonus: Reduces Encounter Chance by 4 Points.
Surze God of Death, Desert, and Darkness, Surze rules the silence of forgotten tombs and the endlessness of the sand. He is both the reaper and the shade that comforts the dying. His presence is feared and honored.
Pact: Requires rituals of passage, the guidance of lost souls, or surviving desert ordeals. Surze grants dominion over shadows, the stillness of death, and the mysteries between worlds.
The Hollowspell Level 1 (Deathmark, 1 Charge): Mark a target. If they fall within the next 24 hours, their soul cannot escape or be resurrected without powerful magic. Bonus: Gain a brief whisper of their final thought.
Level 2 (Shrouded Gaze, 2 Charges): Envelop self or target in darkness. Immune to being magically detected, sensed, or read. Duration: 1 hour
Level 3 (Sand Veil, 3 Charges): Creates a mirage-field over a desert, ruin, or open space. Viewers cannot accurately judge distance, number of people, or location. Duration: 1 day
Level 4 (Grave Stillness, 4 Charges): Stops all sound in an area (15-meter radius), suppressing spellcasting, communication, and awareness. Duration: 1 minute Bonus: All Stealth actions are rolled with Advantage.
Level 5 (Walk the Threshold, 5 Charges): The Vessel becomes intangible and silent for 1 hour, able to pass through walls or across death-filled places. Limit: Cannot attack, cast, or interact physically during this time.
Ulus God of Storms, Rain, and Wind, Ulus howls across mountaintops and whispers in the crack of lightning. To call his name is to invite chaos, power, and clarity.
Pact: Requires exposure to storm, acts of truth under pressure, or cleansing rituals in rain. Ulus grants his Vessels lightning-swiftness, weathercraft, and the roar of skyborn fury.
The Stormcall Spell Level 1 (Windstep, 1 Charge): Move up to 10 meters instantly in a blur of wind. Bonus: Ignore attacks of opportunity and terrain during this movement.
Level 2 (Tempest Tongue, 2 Charges): Speak and be heard clearly over any distance within a storm. May also listen through wind. Duration: 1 hour Range: Up to 1 region
Level 3 (Boltbrand, 3 Charges): Hurl a javelin of lightning at a target within 50 meters. Effect: 3d10 Lightning Damage + 1d4 Burn Bonus: If cast during a real storm, increase damage by 50%.
Level 4 (Thunder Ward, 4 Charges): Creates a shield of roaring wind that deflects all ranged and magical projectiles. Duration: 10 minutes Bonus: Deafens attackers within melee range.
Level 5 (Stormheart, 5 Charges): Summon a full storm (localized or real) that obeys the Vessel’s will. Duration: 1 hour Effect: Control wind, rain, lightning, and movement within a large area.
Vulfa Goddess of Wolves, Animals, and Plants, Vulfa is the wild mother, guardian of beast-kin and forest spirits. She protects harmony between predator and prey and calls to those who live with the land.
Pact: Requires acts of wild compassion, respectful hunting, or rewilding blighted lands. Vulfa offers instincts, communion with nature, and the strength of the pack.
The Wildsong Spell Level 1 (Beast Whisper, 1 Charge): Commune with animals or command a single natural beast. Duration: 10 minutes Bonus: Can sense the animal’s emotions and impressions.
Level 2 (Greenmark, 2 Charges): Bless an area of land (garden, glade, grove) to resist corruption, drought, or rot. Duration: 1 month Bonus: Those resting in the Greenmark recover faster.
Level 3 (Packbond, 3 Charges): Bond with up to 3 beasts or animal allies. They gain shared awareness and limited communication. Duration: 24 hours Limit: Requires direct touch.
Level 4 (Feral Surge, 4 Charges): Bestow a beast-form burst on a target. For 10 minutes, the target gains animal traits (speed, claws, scent, night sight). Bonus: Choose 2 traits from a list depending on the animal invoked.
Level 5 (Verdant Reign, 5 Charges): Awaken an entire section of forest or land. Trees move, vines grasp, and beasts defend. Duration: 1 hour Effect: The area becomes sentient and defends itself as if alive.