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

Chaos Varies Arhythmic

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

Music All Any

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

Silence None None

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

+7 none

+6 1/60 per 3 seconds

+5 1/54 per 3 seconds

+4 1/48 per 3 seconds

+3 1/42 per 3 seconds

+2 1/36 per 3 seconds

+1 1/30 per 3 seconds

0 1/24 per 3 seconds

-1 1/18 per 3 seconds

-2 1/12 per 3 seconds

-3 1/6 per 3 seconds

-4 1 per 3 seconds

-5 7/6 per 3 seconds

-6 13/6 per 3 seconds

-7 19/6 per 3 seconds

-8 25/6 per 3 seconds

-9 31/6 per 3 seconds

-10 37/6 per 3 seconds

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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Power Time (in years)

25 166

24 143

23 121

22 102

21 85

20 70

19 57

18 46

17 37

16 30

15 25

14 21

13 18.5

12 16.25

11 14.25

10 12.5

9 11

8 9.75

7 7.75

6 6

5 4.5

4 3.25

3 2.25

2 1.5

1 1

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.
Topic revision: r1 - 27 Jan 2012, UnknownUser
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