Magic Disciplines are considered special “Moves”. They consume one move slot, and you cannot have more than one. They should go at the top of your moves list. For more information see magic.
To cast any learned spell from the Creation or Shared school: Roll+Charm-Grade.
To cast any enscrolled spell from the Creation or Shared school: Roll+Charm-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.
Perks
Medic
Healer: All HP recovery spells can be targeted on all allies within Near range.
Warden
Healer: All protective spell durations are doubled.
Restorationist
Healer: Take +1 when casting a spell that removes a status ailment or poison.
Creation Expert
Healer: Reduce the Grade of all Creation or Shared spells 1 or higher by 1.
Bulk Medicine
Healer: All status-resolving spells can be targeted on multiple allies within Near range.
Harmacist
Healer: Record any number removed ailments from a single spell. On your next turn, you can roll Healer again to apply all of them to a specified target.
To cast any learned spell from the Destruction or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Destruction or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.
Perks
Elementalist
Using Annihilator: Name multiple targets or add +1d4 damage when using Shared Elemental Spells.
Nihilist
Using Annihilator: Name multiple targets or take +1 when casting a spell that removes something. (Erase, Dispel)
Necromancer
Using Annihilator: Name multiple targets or take +1 when casting a spell that concerns the dead. (Corpse Whispers, Play Dead, See Dead, Find Corpse)
Enfeebler
Usng Annihilator: Name multiple targets or take +1 when casting a spell that weakens an enemy but causes no damage. (Frieghten, Silence, Sleep)
Destruction Expert
Using Annihilator: Reduce the Grade of all Destruction or Shared spells 1 or higher by 1.
Simulcast
Using Annihilator: If another person with a magic school in their moves uses Aid on you, add another +1d6 to the damage output of a Shared Elemental spell.
To cast any learned spell from the Natural or Shared school: Roll+Wits-Grade.
To cast any enscrolled spell from the Natural or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.
Perks
Master Naturalist
Druidry: Reduce the Grade on Natural or Shared spells 1 or higher by 1.
Beastsoother
Druidry: Take +1 on any spell concerning animals.
Botanist
Druidry: Take +1 on any spell concerning plants.
Animal Friend
You can speak to animals without casting Animaleese.
Spring Fever
Druidry: 6-: No restriction, but you still suffer other consequences.
To cast any learned spell from the Technical or Shared school: Roll+Speed-Grade.
To cast any enscrolled spell from the Technical or Shared school: Roll+Speed-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.
Perks
Chunin
Ninjutsu: Grade 0 Technical spells can be used without breaking cover.
Jonin
Ninjutsu: Grade 1 Technical spells can be used without breaking cover. (Requires Chunin)
Swift Strike
Ninjutsu: Grade 1 or lower and 10+: You may immediately use Attack.
Ninja Vanish!
Ninjutsu: Grade 1 or lower and 10+: You may immediately use Cover.
Taiyo-ken
Ninjutsu: Grade 1 spells roll flat instead of -1.
Tenkaichi
Ninjutsu: Grade 2 spells roll -1 instead of -2.
Set two schools when assigning this move.
To cast any learned,Grade 1 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade.
To cast any enscrolled, Grade 1 or lower spell from the <School> ,<School> or Shared school: Roll+Wits-Grade+1.
10+: Your spell takes effect immediately and without trouble.
7-9: Your spell takes effect as if it were a slow attack; after any enemy action or damage. Casting is restricted 1 turn.
6-: Casting is restricted for 2 turns and you suffer additional consequences.
Perks
Diversification
Magus: Add another school.
Diversification II
Magus: Add another school.
Fast Cast
Magus: 7-9: Your spells always process before incoming enemy actions.
Master Magus
Magus: Treat all Grade 1 spells as Grade 0.
Spellsword
Using Magus: You can target your weapon with Shared Elemental skills. Your weapon damage becomes +1d3, and elemental effects may apply.
Debilitator
Magus: Magic that enfeebles or debilitates an enemy maintains as long as another is not cast in its place.
Set two schools when assigning this move.
You have toyed with power beyond your comprehension.
To cast any learned, Grade 1 or 2 spell from the <School> ,<School> or Shared school: Roll-Grade.
To cast any enscrolled, Grade 1 or 2 spell from the <School> ,<School> or Shared school: Roll+1.
10+: Your spell is cast, but you must choose one.
7-9: Your spell is cast.
6-: Your spell is cast, but the GM chooses one.
Perks
Abort!
Maniac: 10+: You may cancel casting a spell instead of choosing an item from the list.
Directed Energies
Maniac: When the option to cause 1d6 damage to someone is chosen, roll 2d6-Grade. 7+: You can name who.
Laboratory Accident
Maniac: Additional option: Someone grows a limb of the GMs choice.
Dangerous Fumes
Maniac: When the option to cause an ailment or condition is chosen, roll 2d6-Grade. 7+: You can name another target to be affected by the same condition.
As Intended
Maniac: 10+: You may rend a piece of equipment useless until end of session in exchange for not choosing an option.
Souped Up
Maniac: 1/Combat you may re-roll a damage roll for a spell.
Due to the complexity of this discipline, it is strongly recommended that you ask your GM for permission to bring it in a build.
Through forgotten arts, you can reproduce the acts of other creatures, even ones of different form.
To assimilate an enemy move or action you have recently witnessed, Roll+Wits+1.
10+: You learn the skill and gain 1d5 uses of it, and may make another move.
7-9: You learn the skill and gain 1d3 uses of it, and may attempt to use it immediately.
To use any assimilated skill, Roll+Might/Wits/Speed per the skill's requirements.
10+: You mimic the skill, and consume a use.
7+: You mimic the skill, consume a use, and Mimic is restricted one turn.
6-: One use is consumed, Mimic is restricted one turn, and the GM names other consequences.
You may learn up to 3 skills at a time.
Skills are written as: <uses left> <name> (<stat>/<damage>) - <Effects and actions.>
Skills are prescribed by a GM, and may or may not carry the full potency of the original, and may require either Might, Speed or Wits.
Skills are forgotten when their uses are consumed.
Perks
Cerulean Aura
Mimic: Gain +1 uses whenever you assimilate a skill.
Improper Technique
Mimic: You may use 2 or the remaining use to use a skill with the stat of your choice instead of it's requirement.
Intuition
Mimic: If a stat required for a skill is 0 or less, take +1 forward for the use of the skill that requires it.
First-hand Experience
Mimic: Take +1 forward when trying to learn a skill you've been directly affected by.
Eidetic
Mimic: You may learn up to 5 skills at a time.
Copycat
Mimic: You may forget a skill to use a Move another player has just used. You will roll with your stats. It will have their potency and all of their perks.