Magic of the Iron Kingdoms, where the Caster pulls more upon their own internal energies to fuel a spell. It’s more tiring, but means they can pull more energy when they need to.



Upon becoming a Willworker, the Character gets an ARC score. This determines how much Power they can safely pull each turn without wearing themselves out.
For each point of Power they pull over their ARC value, they get a Fatigue point. Each Fatigue point applies a –r penalty to all of their actions the next turn. They recover a number of Fatigue points each turn equal to their Health Attribute.

If the Character still has Fatigue points left over after an end of turn recovery, then for each full value of their health they have in Fatigue points a number of the points becomes lasting (Health 3, Fatigue points of 9, end of turn recover 3 so only 6 remain, 6 divided by 3 equals 2, so 2 points become lasting), and won’t go away until the character has taken a serious rest. This does mean that once a character starts to become fatigued, it becomes easier for them to wear themselves out.
If the number of lasting Fatigue points equals the characters Health value, then they pass out from exhaustion.
If the number of Fatigue points after an end of turn recovery equals 3 times their Health Value, then they pass out from exhaustion.

A character also has a general skill level for Casting, and a specialisation skill level in particular spells they know.

A character also has an internal connection value, for how strongly their soul is connected to the source of magic. This tends to be assigned at birth, but can be changed due to various circumstances, like packs with demons, or temporary boosts from blood sacrifices done the right way.

Knowing Spells

Casting spells requires knowing the right symbols to focus the energies to make it take shape the way you want it to. The most basic of spells might only require 3 to 10 symbols to pull off, but they tend to be unreliable as they’re not defined enough to help the energy take shape. Most true spells require scores of symbols, all of which the Caster must memorise and understand in order for the spell to work the way they want it to. The Caster also tends to learn variations of the symbols so that they can modify the spell slightly to suit purposes on the fly.

Due to the complexity of symbols and the requirement to memorise them completely, a character can only know a number of spells equal to the average of their Smart & Resist x2, rounded up. For most people this will be 4 or 5 spells. Even skilled Casters tend not to get above about 7 spells, as they decide to memorise extremely powerful and complex spells.
If a spell is of unusual complexity, it can take up more memorisation requirements, with the decision made by the ST.

Casting Spells

A spell has a power requirement for casting, depending on how complex it is and what it is trying to achieve. See the spell table for examples. A Willworker can cast any number of spells per turn, but can only cast each spell they know once per turn.

To cast a spell, a Character needs to draw a make a Skill action, adding the draw to their Specialization in that spell, beating the Complexity level of the spell itself. Modifications will change the difficulty depending on the circumstances, especially things that could distract the Caster from focusing.
If successfully cast, a Character then draws a number of cards equal to their Internal Connection Value. Any negative value or value of 0 adds +r to the strength of the spell, and any positive value adds its face up value.

Defending against a Spell is usually a Resist or a Health draw, depending on what the Spell is attempting to achieve. A character does get to add their Internal Connection Value to their resistance.


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