Description:
Mind Magic invoked via song. More difficult than
Spellcasting because of the additional variable of music, it is mostly limited to performers, but some sly dueling mages use the musical variables to create spells which appear to a trained spellcaster to do one thing, but with an unexpected spin. Spellsinging in non-
magical languages is much more common than it is in spellcasting.
Language: All spellsinging is done in one of three tonal languages: tonal manatic (most common), onomotos (ancient nightingale), or tonal Divine.
Tonal manatic is the most common, the pitch-variable words of manatic (Old Magenian), used with intent & focus to craft a spell. Onomotos is generally harder for non-musical races to learn, but is considered better for musical spells.
Rhythm: The rhythm of a spell affects the pace of the spell, the way it interacts with the world. A spell that has stresses on the upbeats is a standard, normal spell that doesn't necessarily have a strong energy to it. A spell that has stresses on the downbeats (syncopation) is wilder, more lively for a standard spellsinger.
Up tempo spells have quick, immediate effects. Down tempo spells have long, continuous effects.
Arhythmic spells are pure chaos. Some rhythms are better for certain spheres than others.
Pitch: The pitch of a spell affects its suitability per spheres. Air, for instance, is a high pitched sphere, & earth is a low pitched one. A chart:
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Sphere |
Pitch |
Tempo & Rhythm |
| |
Darkness |
Tenor to Baritone |
Moderate tempo normal rhythm |
| |
Cosmos |
Soprano or Bass |
Down tempo normal rhythm |
| |
Dream |
Tenor to Alto |
Down tempo syncopated |
| |
Moons |
Alto |
Down tempo very regular normal rhythm |
| |
Fire |
Alto |
Up tempo syncopated |
| |
Light |
Tenor to Alto |
Moderate tempo syncopated |
| |
Pestilence |
Alto |
Down tempo syncopated |
| |
Destruction |
Bass |
Down tempo normal rhythm |
| |
Earth |
Bass |
Down tempo normal rhythm |
| |
Hatred |
Tenor to Baritone |
Up tempo normal rhythm |
| |
War |
Alto to Soprano |
Up tempo syncopated |
| |
Water |
Baritone |
Moderate tempo either rhythm |
| |
Knowledge |
Tenor |
Moderate tempo normal rhythm |
| |
Famine |
Alto |
Up tempo syncopated |
| |
Peace |
Baritone to Bass |
Down tempo normal rhythm |
| |
Sun |
Baritone |
Up tempo very regular syncopated |
| |
Hope |
Tenor |
Up tempo syncopated |
| |
Flora |
Baritone |
Down tempo normal rhythm |
| |
Harvest |
Baritone |
Down tempo normal rhythm |
| |
Order |
Always Bass |
Strict moderate tempo normal rhythm |
| |
Creation |
Soprano |
Up tempo syncopated |
| |
Death |
Bass |
Moderate tempo either |
| |
Despair |
Tenor |
Down tempo normal rhythm |
| |
Life |
Tenor |
Up tempo syncopated |
| |
Meta |
Tenor |
Moderate tempo either |
| |
Fauna |
Alto |
Up tempo syncopated |
| |
Healing |
Baritone |
Up tempo normal rhythm |
| |
Truth |
Alto or Baritone |
Moderate tempo normal rhythm or syncopated |
| |
Weather |
Bass or Soprano |
Down tempo syncopated |
| |
Air |
Soprano |
Up tempo syncopated |
| |
Celebration |
Tenor |
Up tempo syncopated |
| |
Luck |
Alto |
Up tempo syncopated |
| |
Time |
Tenor |
Moderate tempo normal rhythm |
| |
Dragon |
Soprano or Bass |
Down tempo syncopated |
| |
Fate |
Baritone |
Down tempo normal rhythm |
| |
Undeath |
Soprano |
Down tempo normal rhythm |
| |
Love |
Tenor to Alto |
Down tempo syncopated |
| |
Wealth |
Alto to Baritone |
Moderate tempo normal rhythm |
| |
Envy |
Tenor |
Up tempo syncopated |
| |
Vision |
Soprano |
Up tempo syncopated |
| |
Ice |
Alto |
Down tempo normal rhythm |
| |
Travel |
Alto |
Up tempo syncopated |
| |
Home |
Baritone |
Down tempo normal rhythm |
| |
Change |
Shifting Pitch |
Shifting rhythms |
Harmony: Harmony adds power to a spell. Polyphony casts more than one spell at once.
Timbre: Timbre is the quality of a sound. The timbre of a spell can affect the nature of a spell, offensive or defensive, etc., or even whether the sounds are a spell at all.
Instrumentation: Some instruments are capable of creating the tones of the magical tonal languages, especially tonal Divine. When backing a voice that is casting a spell, they are capable of adding certain effects:
Percussion, of course, affects rhythm, as above.
Brass adds power to a spell. This lowers the difficulty.
Winds add precision to a spell. This simply makes it easier to cast a precise spell.
Strings add complexity to a spell. This simply makes it easier to cast a complex spell.
Other instruments should be discussed with the GM.
Counternotes: On the tonic (European/Ranic) scale, each note has a corresponding note five notes above it that is the dominant note to the original note's tonic note. In spellsinging, a mage can respond to a spellsong with each corresponding dominant note to the tonic notes sung by the opposing caster to create a spell that will reverse the effects of the spellbeing cast. In other scales, similar relationships exist.
Lowering: Using harmony or brass adds power to a spell (i.e., lowers the difficulty), modifying the rate the difficulty is lowered. The tonal relationship determines when a spell is cast if it is using the Ranic scale, and the similar relationships on other scales do the same--so the longer you go before returning to the tonal note, the greater the lowering is.
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Difference |
Points lowered |
Fatigue: The negative modifier is to performing, mostly, but also in generally. It's normal fatigue, but it also applies to musical skill for the allotted time. Assuming the voice is the instrument, a KO is also permanent loss of voice.
If difficulties are lowered, the consequences move up a step. Special failures become exceptional, etc.
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Time spent |
Exceptional success |
Special success |
Normal success |
Tie |
Normal failure |
Special failure |
Exceptional failure |
| |
25 hours |
-16 |
KO |
KO |
KO |
KO |
KO |
Death |
| |
22 hours |
-13 |
-16 |
KO |
KO |
KO |
KO |
KO |
| |
19 hours |
-13 |
-16 |
-16 |
KO |
KO |
KO |
KO |
| |
13 hours |
-13 |
-13 |
- 16 |
-16 |
KO |
KO |
KO |
| |
10 hours |
-10 |
-13 |
-13 |
-16 |
-16 |
KO |
KO |
| |
7 hours |
-10 |
-10 |
-13 |
-13 |
-16 |
-16 |
KO |
| |
4 hours |
-7 |
-10 |
-10 |
-13 |
-13 |
-16 |
-16 |
| |
1 hour |
-7 |
-7 |
-10 |
-10 |
-13 |
-13 |
-16 |
| |
30 minutes |
-4 |
-7 |
-7 |
-10 |
-10 |
-13 |
-13 |
| |
15 minutes |
-4 |
-4 |
-7 |
-7 |
-10 |
-10 |
-13 |
| |
10 minutes |
-1 |
-4 |
-4 |
-7 |
-7 |
-10 |
-10 |
| |
5 minutes |
-1 |
-1 |
-4 |
-4 |
-7 |
-7 |
-10 |
| |
1 minute |
None |
-1 |
-1 |
-4 |
-4 |
-7 |
-7 |
| |
30 seconds |
None |
None |
-1 |
-1 |
-4 |
-4 |
-7 |
| |
15 seconds |
None |
None |
None |
-1 |
-1 |
-4 |
-4 |
| |
9 seconds |
None |
None |
None |
None |
-1 |
-1 |
-4 |
| |
3 seconds |
None |
None |
None |
None |
None |
-1 |
-1 |
Learning: Assuming 6 hours of study a day, five days a week, the following chart tells how long it takes an average human to reach certain skill levels in singing. Some people are more talented than others, of course. Some are born with perfect pitch, others tone deaf. All these things will determine the rate at which a person learns. Further, skill in instruments follows a similar scale, depending on what instruments one knows already, the complexity of the instrument, and so on.
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Songs: Some spellsingers use existing songs as templates, covering them in a magical language. These have become standards used by all spellsingers and they each have their known effects. They can be taught to anyone.
Casting: How it works!
First, determine what language is being sung, what scale is used, and what instrumentation is present. Determine what sphere is being used. Language will give a bonus or penalty depending on your skill in singing said language. Scale will determine the method of casting. Instrumentation will give bonuses or penalties based on skill in said instruments. Sphere relates to the song performed--tempo and so on.
Next, describe the song in terms of rhythm, tempo, pitch, timbre, harmony, melody, lyrical content, and so on, and the intended effect of the spell. The effect's effectiveness will be determined by the song description.
Third, perform it. Use repetition and improvisation to continue it long enough to lower the difficulty to your intended goal. If you wish to instant cast, simply play the melody and hit the final note as quickly as possible.
Roll skill+bonuses-penalties vs. difficulty, and consequences are determined by success rate. Anyone who can hear the song is a potential target. Someone or something who can't hear it but can feel the vibrations is also a potential target.
Failure:
See here.
Sensing:
See here.
Auras: None.