

Characters with the Occult ability known as Channeling can pull Charges out of items or places of power with but a few moments of uninterrupted concentration. For example, if a character performs a Ritual from the Fruits of the Fallen (the magic from the Burning Pit), they will receive a Charge that can only be used to fuel its particular, runic arcana.

Upon successful completion of a ritual, a character gains a single charge of that ritual’s school, which can only be used to fuel spells of that type. Rituals that demand sacrifice, or only operate under very specific conditions, are usually quick. Note: no ritual can be performed while a caster has a Readied spell active. All rituals take a certain amount of time to perform (1-15 minutes, most commonly), with the general rule that if a ritual is easy to perform, it will take a longer time. Most commonly, magicians get their charges through performing rituals, which are learned (like spells) as they increase in skill.
#Echoes spelling plus#
Mastery is equal to a caster’s highest level spell school, plus their level in the Willful Trait, plus any bonuses from Occult.Ĭharges are what fuel magic, and each and every spell costs but a single Charge to cast. Exactly how Mastery increases the power of the spell is listed in each individual spell description.

For instance, most Readied spells give the caster their Mastery in uses when the spell is cast, and Circle spells can measure up to five yards in circumference per point of Mastery. Whenever a character casts a spell, the character’s Mastery dictates how powerful the spell will be. Every spell incorporates Mastery in some manner, either through duration, scope, number of uses, or damage.

Mastery is a measure of a character’s magical power, which governs the potency of each and every spell a character knows. After level 6, a magician may either pick the standard spell + ritual, or an advanced ability of the indicated type. Magic Skill Progressionįor each level in a magical skill up to 6, a character gets 1 spell and 1 ritual of their choice. Some spells ( Readied spells specifically) require a second, shorter verbal requirement to activate their individual effects. If spoken correctly, the spell’s effect then takes place. If the verbal is incorrectly spoken, the Charge is lost and the spell fails. Verbals are usually ten to thirty syllables long, and they all incorporate the name of the spell, in some fashion. Each spell has a spoken verbal requirement that must be recited from memory. The second part of casting a spell is the verbal requirement. The first part of casting a spell is spending a single Charge of the appropriate School of Magic. As well, all spells have verbals that must be spoken to activate their effects, and in some cases have other requirements needed to maintain them. Magic is a difficult practice, however, demanding that characters perform rituals to gain the necessary energy to cast their spells. In Echoes, characters can learn magic that gives them access to a huge variety of unique, in-game effects, including raising mighty walls of fire, commanding foes, shielding others from harm, healing, and transformation.
