BW Codex - Art Magic
BW Codex - Art Magic
BW Codex - Art Magic
Gifted
Characters must be Gifted to use Art Magic.
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Effects
What does the sorcerer want his spell to do? There are nine effects
to choose from in Art Magic: Hinder, Advantage, Arcane Knowledge,
Sorcerous Weapon, Destroy with Sorcerous Fire, Evoke, Arcane Action,
Illusion and Trait. Multiple effects can be combined in a single spell.
Hinder
The magician may hinder one or more of the targets abilities. When
using this effect, the player must name which specific ability (or
abilities, depending on the breadth of the spell) he is targeting.
Advantage
The sorcerer may use his art to grant himself and his allies aid. Using
this effect, he may add advantage dice to stats, skills, Steel, Resources,
Circles or stride (stride is increased by 1 per advantage die added).
Multiple abilities may be targeted using the breadth modifier.
Recursive Curse
A Sorcerer may not directly or indirectly give advantage dice to
Sorcery, Enchanting, Summoning, Spirit Binding, Death Art or any
other similar spellcasting art.
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Arcane Knowledge
Art Magic
The sorcerer may plumb the wells of magic in his search for knowledge.
To use the Arcane Knowledge effect, test Sorcery. In this case, Sorcery
counts as a proxy for any academic skill in the skill list. The obstacle
for the effect is the same as the skill test obstacle for the academic skill,
plus breadth and duration.
Sorcerous Weapon
The sorcerer may summon forth an eldritch weapon to wield against his
enemies! He may call forth the sorcerous equivalent of a sword, spear,
axe or mace. This may be wielded in Fight like a normal weaponit
requires use of a weapon skill or Beginners Luck. Rather than using
Power as a base for the weapon damage, use the sorcerers Will exponent.
Add the weapon power from the appropriate conjured weapon. Also, use
the weapons length, speed, Add and VA categories for the appropriate
weapon type.
Deaths Axe
This spell effect summons forth a shimmering silver black axe. The
obstacle is 4. Use the stats for the Sweet Axe. The weapon may also be
conjured as a spirit weapon at +2 Ob.
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Illusion
A sorcerer may use his magic to create illusions to confuse or deceive.
Make a versus test between Sorcery and the victims Perception (with
the attendant double obstacle penalty). Be sure to add obstacle penalties
to the Sorcery test for breadth and duration. If the sorcerer wins the
versus test, his victim believes the illusion to be true.
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simulacra. It may only be used to frighten, confuse, deceive, bamboozle
or otherwise fool them into thinking something is real when it is not.
Illusion costs three actions in Fight.
Evoke
Using the Evoke effect, the sorcerer can force a versus test between his
Sorcery skill and a targets physical stat, martial or physical skill or
the Health attribute. When using this effect, the sorcerer must declare
his intent to shove, grab, immobilize, knock down or similar. He may
not use this effect to directly injure the target. Any other effects of this
spell come from the results of the physical reaction of the targetif he
is pushed into a freezing pond, for example.
A wizard could use the Evoke effect to keep a team of Orcs from pulling up
a tree: Sorcery versus Tree Pulling. He could stop an enemy sorcerer from
being able to draw enough breath to cast a spell himself: Sorcery versus
Health. Or he could knock a bird off its perch: Sorcery versus Speed.
To cast the spell, make a versus test between Sorcery and the target. Be
sure to add the obstacle modifiers for breadth and duration.
Arcane Action
Using the Arcane Action effect, the sorcerer may overcome the material
world around him with his arcane power. Sorcery may be used to pass
any simple physical testpushing, leaping, grabbing, thrusting. The
obstacle for this effect is 1 plus the obstacle of the test at hand. Success
indicates that the wizard has passed the test as if he had been testing
the appropriate ability. Failure on the skill test also counts as a failed
spell!
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Transform
A wizard may transform himself into an animal. Obstacles are as
follows: Mundane, harmless creature (like a bird or a fish), Ob 3.
Mundane, effective or threatening creature (like a wolf or a bear), Ob4.
The wizard is completely transformed into that creature. He may not
cast other spells while so changed.
Breadth
Breadth describes how much the spell affects. Does it affect the caster,
or the whole town? Choose the breadth of your spell from the list below.
The parenthetical (One Ability) listed with Self and One Person
indicates you can affect one ability on yourself for no penalty or one
ability on another character for +1 Ob. If youre affecting an object, use
the Single Target breadth.
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Duration of Spell
Art Magic
There are five possible durations for an Art Magic spell: one test,
conflict, session, adventure and campaign. Choose the duration for your
intended effect from the list below.
A one test duration indicates the effect lasts for a single roll or a series
of rolls as per the Let It Ride ruleanything short of a conflict like
Fight, Range and Cover or Duel of Wits. One goal, no change of venue,
no introduction of new problems.
A conflict duration indicates the effect lasts for one Fight, Range and
Cover, Duel of Wits, Pursuit or Chase. This is a nice hefty duration,
because those mechanics indicate that the character is doing something
important.
A session duration is the simplest to measure. The effect lasts until the
end of the session. Thats it.
The adventure duration remains in effect until the group has completed
some agreed-upon future goalslay the dragon, rescue the princess,
break into the bank.
Lasting Effects
The effect may last beyond the duration of the spell if the spell changed
the environment in some way. For example, you may conjure a scourging
fire to burn a forest. After one scene, the fire is gone, but the forest
remains burnt.
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Casting Time
The casting time for a spell is a number of actions equal to its obstacle.
Spells that cause versus tests have their own rules: Evoke costs two
actions to cast, Illusion costs three.
In Fight, use the Cast Spell action. In Range and Cover, A sorcerer
may cast up to 20 actions of one spell during one volley instead of
performing one of the standard actions. Dangerous!
Schools of Magic
Using Art Magic, sorcerers are trained at various schools and taught to
favor one form of magic over another. To form your school, select three
effects of the nine offered. For example, evocation, illusion and arcane
knowledge. These are the areas in which you specialize.
Take the six remaining effects and order them from 1 to 6from
most desired to least desired. These are the magical arts outside of
your ability. You may cast spells outside of your school, but the order
indicates the obstacle penalty added on top of the spells obstaclefrom
+1 to +6 Ob.
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unlearned effects. You can only know a number of effects equal to or
less than your current Sorcery skill exponent.
If you fail this test, you cannot learn this art magic effect. Ever.
If you pass the test, after the time allotted, the sorcerer founds a new
school of magic and may remove the obstacle penalty from one effect
outside of his current school.
If you fail the test, the sorcerer has founded a corrupted or distorted
version of the school. All spells in that school are cast at an obstacle
penalty equal to the margin of failure of the Research test.
Incantation
If the sorcerer player names his spell with an appropriately florid name
or offers a bit of chant or verse for the spell, then he gains +1D to cast
the spell.
Consequences
Art Magic has five possible prices that can be paid for each spell. If
the sorcerer fails to properly cast an Art Magic spell, he suffers one of
the following consequences: Tax, Hindrance, Enmity, Infamy or an
Unintended Effect.
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Tax
If the spell is failed, the GM may call for a tax test (as per the standard
rules). The sorcerer must pass a Forte test with an obstacle equal to
the obstacle of the spell. Margin of failure temporarily reduces Forte.
If Forte is reduced to zero, the character is incapacitated. If Forte is
reduced below zero, the character suffers a wound equal to the obstacle
multiplied by each die below zero. Sorcerers recover taxed Forte the
rules described in the Sorcery chapter of the Burning Wheel.
Hindrance
The GM may apply an obstacle penalty equal to the margin of failure.
The hindrance has the same duration and breadth as the intended spell.
Even the birds have heard about what a bastard you are.
Unintended Effect
The GM twist the intent of the spell so that it has an unintended (and
unhappy) effect. The unintended effect could be that the original effect
is not what was planned for, or the original spell doesnt activate at all.
Instead birds fly from your mouth, or devils peel themselves from the
walls or the house catches fire, etc. The only limit here is how evil your
GM feels in the moment.
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FiberofMy Being
Using this mechanic, a Sorcerer may eventually weave the fabric of
spells and incantations into his very being. If he casts a spell successfully
a number of times equal to 10 minus his Will, he has woven the spell.
Thereafter, the player gains an additional +1D when casting the spell.
This is in addition to other advantages like +1D for the Incantation
rule. Any obstacle penalties for using a particular effect remain.
This rule is optional for Art Magic. Its beneficial to the sorcerer player,
but it requires that he do a substantial amount of bookkeepinghe
must track the spells hes cast and the number of times hes cast them.
If the player doesnt want to do that, dont use this rule!
Versus Sorcery
The GM can call for Art Magic tests to be resolved using simple versus
tests. The sorcerer player states the spell hes casting and declares his
intent, then he makes the versus test. If he succeeds, he may describe
how his magics have overcome his opponents.
This process mirrors the one described on page 425 of the Burning Wheel.
Bloody Sorcery
Sorcery can also be substituted for a martial skill in the Bloody Versus
test described on pages 426-427 of the Burning Wheel. Sorcerer counts
as a longer length weapon and a shield.
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