World of Wu-Yu
These are the most common spells in Wu-Yu. The lists are not exhaustive of all spells.
See also the rules for using a Ceremony to increase chances of successful casting, given at the bottom of this page.
Low Magic includes spells of no more than 1 point of Magnitude which are shared by all traditions (shamanic, priestly, and sorcerous).
Low Magic is cast differently accordingly to the caster’s tradition: foci for the shamanic tradition, gesture and chant for the priestly, and mere thought for the sorcerous. It is learned by battling spirits for shamanic users, praying for the priestly, and studying sorcerous texts for the sorcerous.
In terms of game mechanics, Low Magic is cast by rolling POW x5. Each casting costs Magic Points equal to the spell’s Magnitude plus any points spent to boost the spell. Low Magic is not forgotten once cast, and may be cast as many times as a character’s Magic Points will allow. A character’s Magic Points refresh after eight hours of undisturbed rest.
Learning new Low Magic spells requires the aid of a priest or shaman, or study of a sorcerous text. It usually requires great time and money to procure such aid or texts.
|Aid Birth||1||Herder, Healer, Shaman, Priest|
|Amorousness||1||Herder, Healer, Shaman|
|Basket||1||Farmer, Forager, Peddler, Scribe|
|Bladesharp||1||Crafter, Farmer, Warrior|
|Bless Crops||1||Farmer, Shaman, Priest|
|Call Wind||1||Sailor, Sorcerer|
|Clear Path||1||Hunter, Forager|
|Cover of Night||1||Thief, Hunter|
|Demoralize||1||Noble, Fallen Noble, Servant, Priest|
|Detect(Substance, Species, or Magic)||1||Hunter, Fisher, Forager, Farmer, Peddler, Merchant, Thief, Healer, Priest, Shaman, Sorcerer|
|Dispel Magic||1||Shaman, Priest, Sorcerer, Thief|
|Endurance||1||Fisher, Hunter, Forager, Healer, Scribe, Warrior, Crafter|
|Fanaticism||1||Noble, Fallen Noble, Priest|
|Fertility||1||Herder, Healer, Shaman|
|Featherfall||1||Sailor, Warrior, Entertainer, Forager|
|Find Lost Item||1||Herder, Shaman, Sorcerer|
|Float||1||Sailor, Fisher, Forager|
|Glamour||1||Entertainer, Merchant, Peddler, Servant, Sorcerer|
|Golden Tongue(outlawed)||1||Entertainer, Peddler, Merchant, Thief, Servant|
|Good Fortune||1||Priest, Thief|
|Guess Weight||1||Crafter, Entertainer, Peddler, Merchant, Scribe|
|Heal||1||Healer, Shaman, Priest, Farmer, Forager, Herder, Scribe|
|Light||1||Crafter, Scribe, Healer, Sorcerer, Priest|
|Lock||1||Crafter, Merchant, Peddler, Noble, Fallen Noble, Servant, Scribe, Priest, Shaman, Sorcerer, Thief|
|Message||1||Scribe, Servant, Noble, Fallen Noble, Merchant, Priest|
|Mindspeech||1||Servant, Noble, Fallen Noble, Thief, Priest, Sorcerer|
|Mobility||1||Merchant, Hunter, Thief|
|Night Sight||1||Hunter, Thief|
|Oath of Ordeal||1||Noble, Fallen Noble, Servant, Priest|
|Polyglot||1||Entertainer, Servant, Scribe, Thief, Merchant, Peddler, Sailor|
|Preservation||1||Hunter, Fisher, Forager, Farmer, Healer, Herder, Peddler, Merchant, Sailor, Priest, Shaman, Sorceror|
|Protection||1||Healer, Warrior, Priest, Sorcerer|
|Purify Water||1||Hunter, Farmer, Fisher, Forager, Healer, Herder, Shaman, Priest, Sorceror, Sailor|
|Read Thoughts(outlawed)||1||Noble, Fallen Noble, Thief, Merchant, Peddler, Servant|
|Repair||1||Farmer, Crafter, Fisher, Sailor, Sorcerer|
|Resist(Disease)||1||Healer, Shaman, Priest|
|Rope Work||1||Sailor, Sorcerer|
|Sort||1||Crafter, Peddler, Merchant, Scribe, Forager|
|Speak With(Species)||1||Hunter, Fisher, Shaman|
|Spider Climb||1||Sailor, Thief, Forager|
|Spirit Screen||1||Shaman, Priest|
|Tell Fortune||1||Shaman, Entertainer|
|Thunder’s Voice||1||Noble, Fallen Noble, Servant, Scribe, Priest|
|Undead Bane||1||Priest, Shaman|
|Warmth||1||Hunter, Fisher, Healer, Herder|
|Water Breath||1||Fisher, Sailor, Forager, Sorcerer|
High Magic includes spells to which only priests, shamans, and sorcerers have access. They may be of a Magnitude greater than one.
Only priests have access to Divine Magic.
Learning new Divine Magic requires days of prayer in an appropriately-sized temple and donations of funds proportionate to the Magnitude of the desired spell.
Divine Magic is good for one use only, after which it must be relearned with more prayer and donations at a temple. Increasing in rank may decrease these costs.
It is the will of the gods that powers Divine Magic. In terms of game mechanics, Divine Magic is almost always successful when cast, failing only on a roll of 96-00 on percentile dice.
|High Magic: Spirit Magic||Points of Magnitude|
(more to come)
|High Magic: Divine Magic||Points of Magnitude||Archetypes|
|Pray for Rain||3||Storm, Sun, Agricultural, Earth, Sea|
|Water Breath||2+||Sea God|
(more to come)
|High Magic: Sorcery||Points of Magnitude|
(more to come)
Note: Sorcery spells do not require use of the Spell Teaching spell to be learned, they only require study of sorcerous texts.
There is only one other way to learn magic: sorcery. The Gnomes of Trulkor have developed a different system which does not rely on spirits or deities but employs the caster’s own energies to manipulate the laws of nature. This obvious offense against the spirits which dwell in nature is reviled throughout the Empire. Not only does it threaten the social order which exists in balance with nature, but left unchecked it would also run priests and shamans out of business! Imperial law strictly forbids the possession of sorcerous texts, let alone acts of sorcery, outside the Plateau of Trulkor. Nevertheless, texts have been leaking into the Empire. Those who dabble in such arts run the risk of burning at the stake.
Ceremony is not a type of magic but a technique which may be used to augment all forms of magic. All who learn magic learn how to use this basic technique. Effectively, the chance of successful casting is increased in exchange for time. By conducting an elaborate Ceremony, the caster builds, attunes, and focuses energies prior to casting. No skill roll is needed to perform a ceremony.
The table below shows the bonus granted by spending the corresponding amount of time in Ceremony. If used to augment non-ritual spells, the time refers to melee rounds. If augmenting ritual spells, it refers to hours.
Ceremony may not be used to eliminate Divine Magic’s standard 96-00 chance of failure.
|Rounds/Hours||Bonus to Success Chance|