Spells are grouped into Schools of Magic according to what the magic directly does.
A spell’s school is determined by its primary magical effect, not by its appearance, symbolism, or the indirect consequences of using it.
The five core Schools of Magic are:
Schools are practical classifications used by the rules. They are not universal metaphysical laws, and individual Traditions may categorize or explain magic differently.
Each school defines any common rules shared by its spells, including how unwilling targets resist them when appropriate.
Destruction
Destruction spells are magic whose primary purpose is to directly inflict damage.
They include magical bolts, blasts, area attacks, close-range strikes, elemental attacks, psychic assaults, and similar effects.
Destruction spells are resolved using the normal combat rules. The spell determines its range, damage, damage delivery, and any other properties of the attack.
Most Destruction spells use:
Anima + Tradition Attribute + Spellcasting
Destruction spells delivered through a melee attack instead use:
Anima + Agility + Melee
These attacks otherwise follow the normal Melee Combat rules. They still use Intensity, generate Strain, and apply any other rules of the spell normally.
Destruction Aspects
Most Destruction spells can be cast using an Aspect. An Aspect changes how the spell manifests and modifies its damage or secondary effects.
The caster’s Tradition determines which Aspects they can use. A caster cannot apply an Aspect their Tradition does not provide access to.
| Aspect | Effect |
|---|---|
| Telekinetic | +2 Damage. |
| Fire | Deals Fire damage and uses the normal Fire effects. |
| Electric | Deals Electric damage and uses the normal Electric effects. |
| Cold | Deals Cold damage and uses the normal Cold effects. |
| Acid | Deals Acid damage and uses the normal Acid and Corroding effects. |
| Necrotic | −2 Damage. Wounds inflicted are Necrotic. |
| Psychic | −2 Damage. The spell deals Direct Damage |
Telekinetic represents a Destruction spell without an elemental or supernatural damage Aspect. It harms through magical force, impact, pressure, or similar physical effects.
When a character learns a Destruction spell, they learn it with a specific Aspect. That Aspect is part of the spell they know.
Learning the same spell with a different Aspect counts as learning a separate spell. For example, knowing a Fire version of a ranged Destruction spell does not allow the caster to use its Cold version unless they have learned that version separately.
Destruction Spell Catalogue
This section will contain the core Destruction spells available in Static Veil.
NOTE
The Destruction spell catalogue is still in development.
Body
Body spells affect biological health and bodily function.
They can heal injuries, cure disease, neutralize toxins, enhance physical capabilities, suppress biological functions, or impose beneficial and harmful effects on living creatures.
Resisting Body Spells
A willing target does not resist a Body spell.
When a Body spell attempts to impose an unwanted effect on a creature, resolve the casting as an Opposed Test.
The caster uses their normal Spellcasting test:
Anima + Tradition Attribute + Spellcasting
The target resists with a Fortitude + Willpower Attribute Check.
This represents the target’s body and will resisting an imposed biological change.
Individual spells may specify a different resistance when their effect requires it.
Body Spell Catalogue
This section will contain the core Body spells available in Static Veil.
NOTE
The Body spell catalogue is still in development.
Perception
Perception spells grant supernatural senses or enhance the ability to perceive information that would otherwise be inaccessible.
A Perception spell normally affects the caster, though individual spells may allow the sense to be granted to another willing character.
Resisting Perception Spells
Perception spells are normally unopposed.
If a Perception spell attempts to detect something that is actively hidden by Stealth, magic, or another concealment effect, resolve the spell against whatever is concealing the target.
The individual spell specifies the appropriate opposition when necessary.
Perception Spell Catalogue
This section will contain the core Perception spells available in Static Veil.
NOTE
The Perception spell catalogue is still in development.
Illusion
Illusion spells create false sensory information. Their effects have no physical presence and cannot directly exert force or manipulate matter.
Illusions are either Mental Illusions or Projected Illusions.
Mental Illusions
Mental Illusions directly alter the perceptions of one or more creatures.
A willing target does not resist a Mental Illusion.
An unwilling target resists with a Willpower + Instinct Attribute Check as an Opposed Test against the caster’s Spellcasting test.
Projected Illusions
Projected Illusions manifest false sensory phenomena in the physical world.
Anything capable of perceiving the affected sense can detect the illusion normally. This includes creatures, cameras, microphones, sensors, and other devices when appropriate to the illusion.
They do not normally allow an immediate resistance roll. The spell’s Hits determine how convincing the illusion is.
A character may attempt to see through a Projected Illusion when they have a reason to doubt it, examine it closely, interact with it in a way that reveals an inconsistency, or are otherwise alerted to the possibility that it is false.
To see through the illusion, make a Logic + Instinct Attribute Check opposed by the illusion’s Hits.
On a success, the character recognizes the illusion for what it is. This does not end the spell or reveal it to anyone else.
Illusion Spell Catalogue
This section will contain the core Illusion spells available in Static Veil.
Each spell will specify whether it is a Mental Illusion or Projected Illusion, which senses it affects, its duration, and any other rules required to resolve the effect.
NOTE
The Illusion spell catalogue is still in development.
Alteration
Alteration spells control, animate, move, reshape, or transform creatures, objects, forces, and environments.
Physical
Physical Alteration spells directly manipulate physical forms, objects, movement, or forces.
An unwilling living target normally resists with a Strength + Fortitude Attribute Check, unless the spell specifies another resistance.
When the spell affects an object being held or controlled by another character, it may instead be opposed by an appropriate test such as Grip.
Unattended objects are normally unopposed, though individual spells may require a minimum number of Hits based on the object’s mass, construction, or other properties.
Mental
Mental Alteration spells directly influence thoughts, impulses, decisions, or behavior.
An unwilling target normally resists with a Willpower + Instinct Attribute Check as an Opposed Test against the caster’s Spellcasting test.
Mental Alteration spells that remain active may provide additional opportunities for the target to resist or break the effect. These rules are specified by the individual spell.
Field
Field Alteration spells affect an area or create a persistent condition in the world rather than directly targeting a creature or object.
Field spells are normally unopposed when cast.
Creatures and objects within the affected area interact with the resulting conditions normally. A Field spell might create difficult terrain, alter visibility, interfere with movement or technology, create a barrier, or otherwise change the conditions within an area.
The individual spell defines the effects of the Field and any tests required to interact with or overcome it.
Alteration Spell Catalogue
This section will contain the core Alteration spells available in Static Veil.
Each spell will identify any applicable Physical, Mental, or Field keywords and define its targets, resistance, duration, and other rules required to resolve the effect.
NOTE
The Alteration spell catalogue is still in development.