Magic

Magic in Shadows and Echoes is the sole domain of the Inapt, and even among them it tends to be viewed as morally ambiguous at best and downright nefarious or evil at worst. SaE magic uses Mythras Sorcery, which practitioners call Ritual Magic. Each Inapt kinden have their own specific tradition and rituals in their Ritual Magic.

Although not canon, it may be desirable to have magic be more pervasive or common. In that case, use Mythras Folk Magic in addition to Sorcery.

It may be desirable to group Sorcery and Folk Magic spells by kinden. For example, Dragonfly spells might be oriented towards battle magic, while Roach magic might be oriented towards camouflage and stealth. In this case (magic traditions being specific to kinden), one kinden's spells might only be accessible to that kinden under most circumstances (rarely, some kinden may share such knowledge). A sample grouping is provided below.

The spells and rituals listed for each kinden are those that would commonly be available to that kinden in the normal course of passing on magical training. Other spells and rituals are not denied them, but are not considered traditional for that kinden.

Note that the Inapt don't start with all of the spells or rituals common to their kinden. Use the section How Many Abilities? from Mythras for starting characters.

In Shadows and Echoes, the question "Where do magic points come from?" is answered simply: it's the ANC characteristic, and it comes from the Ancestors.

Folk Magic

Folk Magic spells cost 3 ANC each to cast.

All Kinden

  • Beastcall (Specific)
  • Heal

Dragonfly Spells

  • Bladesharp
  • Coordination
  • Dry
  • Fireblade
  • Mobility
  • Pathway
  • Pierce
  • Protection
  • Speedart
  • Vigour

Grasshopper Spells

  • Bladesharp
  • Bludgeon
  • Coordination
  • Dry
  • Glue
  • Light
  • Pathway
  • Protection

Mantis Spells

  • Bladesharp
  • Coordination
  • Darkness
  • Firearrow
  • Protection
  • Speedart
  • Vigour

Moth Spells

  • Alarm
  • Avert
  • Befuddle
  • Curse
  • Darkness
  • Disruption
  • Fanaticism
  • Shove
  • Tire
  • Witchsight

Roach Spells

  • Alarm
  • Befuddle
  • Breath
  • Calculate
  • Calm
  • Chill
  • Cool
  • Dullblade
  • Dry
  • Extinguish
  • Heat
  • Pathway
  • Protection

Spider Spells

  • Avert
  • Babble
  • Darkness
  • Demoralize
  • Disruption
  • Fanaticism
  • Glamour
  • Mimic
  • Tire

Ritual Magic

Ritual Magic spells cost ANC equivalent to 2 times the POW cost in the Mythras Sorcery rules.

All Kinden

Dragonfly Rituals

  • Bypass Armour
  • Damage Enhancement
  • Haste
  • Wrack

Grasshopper Rituals

  • Abjure
  • Damage Resistance
  • Enlarge
  • Repulse (Specific) Creature

Mantis Rituals

  • Damage Enhancement
  • Haste
  • Transfer Wound
  • Trap Soul
  • Undeath

Moth Rituals

  • Animate
  • Castback
  • Dominate (Specific) Creature
  • Draw (Specific) Creature
  • Enslave (Specific) Creature
  • Evoke
  • Hide Life
  • Wrack

Roach Rituals

  • Abjure
  • Damage Resistance
  • Enhance (Specific) Characteristic
  • Holdfast
  • Intuition

Spider Rituals

  • Animate
  • Attract (Specific) Threat
  • Diminish (Specific) Characteristic
  • Dominate (Specific) Creature
  • Hide Life
  • Phantom
  • Switch Body

New Ritual: Neutralize Artifice

The new Sorcery spell Neutralize Artifice is similar in principle to Neutralise Magic. However, instead of a single spell, it can either suppresses the workings of single specific Artifice mechanism or it can suppress Artifice within an area. In either case, range is determined normally using the Mythras Sorcery rules.

The table Affect Single Device is meant to provide a rough guideline for the required Magnitude to neutralize general types of devices or mechanisms. The GM should use their judgement for the Magnitude required to suppress the operation of specific devices.

Affect Single Device

ArtificeMagnitude
Door knob1
Lock2
Crossbow/nailbow/snapbow3
Steam/clockwork mechanism4
Steam/clockwork/combustion engine5
Heliopter/orthopter/fixed wing aircraft7
Automotive7
Siege engine8



The table Affect Area shows the Magnitude required for Artifice suppression within an area. Note that suppressing all devices within an area requires more Magnitude than suppressing the operation of a single device.

Affect Area

AreaMagnitude
1/4 ANC meters4
1/2 ANC meters6
ANC meters8
2 * ANC meters12

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.