Taeris: Setting Document

Yours to Keep

By: Traci Auerbach
Compiled by: Joe Auerbach


Welcome to Taeris. What’s that? Taeris is a world in which mutations are commonplace and humanity has been fractured by them. Most live away from (and shun) their mutated cousins. The history of Taeris tells of great gods who were the first to settle the lands and each major culture is descended from one of these great gods. In this book you’ll find all the required information to run the world of Taeris using the MUTT system.

1. Welcome page. You’re on it. It doubles as the appendix.
2. Opening Fiction. It will help give you a feel for the setting.
3. Setting Information. Where you can read about the places, the people, religion and pantheon of Taeris.
4. Changes to the core system. This will cover the attributes you’ll use and common skills as well as the first level spell list and what not.
5. New stuff: How magic works, casting explained, complicated skills explained, etc.
6. Sample character: To see how one looks
7. Sample NPC stats and bestiary.

And so, without further adieu, here goes the supplement.

Opening Fiction:

As the two men entered the dark house, they began looking for the valuables, They didn’t have to look hard, as the home was not unfamiliar to them. The shorter of the two headed for the study, a largely disorganized room off to the right of the entryway.

“Them bottles was what he said fetched the best price at market.” the taller, but heavier man shouted after him. “Too bad he never had a wife…well, not for us, that is…” he laughed, moving to what little silver the house had hidden.

“You think what they said was true?” he called to his compatriot. “That some crazy spell went wild an cut him to pieces?” He asked, rummaging through and throwing valuables into a sack tied to his belt.

The response from his fellow cutpurse was clipped and high pitched. “Yeah…” the man whimpered more than spoke. “Willin’ to bet on it.” he said from the study.

“Why’d you say that?” the silver-burdened thief asked, grabbing a dry biscuit and shoving it in his mouth, looking for more items to pinch from the pantry

“M..mmmuh….Marcus.” came a squeal from the study.

As Marcus made his way back around the corner, he saw his pal backing out of the dark room, dropping the glass bottles in his hands. His eyes didn’t leave the room and he backed into his large friend harshly.

Marcus was halfway through cursing his companion’s lineage when he turned the corner to find what he saw. It took his eyes a moment to adjust to the room, near as black as pitch. What he noticed first, was movement, shadow and a foul stench like the gutters of the poor end of Bowerbrook before the summer rains.

And then, he saw it, or more correctly, saw him. Wearing the master of the house’s tunic, or merely covering it’s quivering flesh bits. Where there was once a face, was a mass of flesh and oozing saliva from what was a mouth. It move d and something close to words came out.

“Yoo schteal…from me…my frienns…?” The face flesh shifts and one eye peers out from under a large growth. The shivering mounds shift again and the thing gets taller and thinner. The sounds that came from the creature sounded like wails, loud sobs until the hitching breath began to slur into a rhythmic raspy laugh.

“Sho glad you came…sho hongry…” it grunted as it lashed out, hefting a long protrusion out at them faster than any lump of flesh should have had the right to.

Marcus tried to run, but his ally, in an effort to flee as well, tripped him. The short man running far from the house was unable to drown out Marcus’ screams or the cursed sound of his wet snapping bones.

Core System: Roll my what?

Well now, let’s start with attributes.


This is a fantasy setting, more than anything, and so a wide array of attributes is important. The following attributes are used in this setting:

Strength – physical power
Agility – balance and grace
Endurance – tirelessness and hardiness
Intellect – capacity for knowledge
Awareness – wits and perception
Resolve – mental stamina
Presence – charisma or gravitas

Attributes are 1-10 with 5 being average affinity. The attribute costs are three times the level you wish to learn.


This setting uses a wide variety of skills, but there are a few that are common. Religion, Astronomy, History, Geography, for educated folk. Survival, farming, hunting, smithing for basic skilled laborers. Anyone who is interested in learning magic (later!) is encouraged to learn Astronomy or some similar skill.

This system encourages you to create your own skills to suit your character abilities. Skills are ranged from 1-10 with 0 being average, as the default is not having had any training. Ten in any skill is considered world-renowned in this area and a master of the craft/knowledge/skill.

Skills cost two times the level you want to learn.

Setting Information: Where We Are

The world of Taeris

Taeris is a world full of aberrations of humanity. Through the study of magic, the gods, and natural evolution the race has changed and twisted. In a world where mutations are commonplace and most people live in cities that shun their mutated cousins, how will you react when the possibility of salvation lands in your hands?

The Seven Continents:

 Dansorg – Long cold winters, combined with primitive living makes the people of Dansorg very hearty and rugged. Tribal and superstitious.
 The Holy Isles – Islands where the world believes the God/desses originated, mostly temples and spiritualists.
 Vash Imen – Hot deserty continent mostly with temples, desert retreats and small clutches of rural areas. Many living underground in network of cave systems.
 Kaleden – Primary continent in the middle of climates. Mostly human,
 Rossmenti – Another system of islands where fishing, swimming and sailing are majority of trade and culture.
 Abarasa – Rain Forest Continent, amazing creatures and plants culture of shaman and herbologists. Alchemy is also strong here.
 Dolvange or “Arcane Winterlands” – Arcane lands. Polar continent where magic is strong. Environment is harsh but powerful mages flock there to push boundaries of their craft.

About You: How to make a Child of Taeris

First let’s talk about who you are.


The world is full of people, but they are not all the same. There’s some mixing of cultures and peoples, but by and large people fall into a few categories based on where they are from (or where their ancestors are from). It’s important to note that everyone is human in one form or another. Mechanical changes are the product of culture as much as physiology. Any child born of parents from different backgrounds likely defaults to standard human if you do not choose one your character would take after most. If you are from a given place you need not take the modifiers for your race. At the ST’s discretion you can ignore them, but bear in mind that you take the bad with the good. You cannot get rid of just the penalties. If you lose the penalties you lose the benefit.

Kalden: the people of Kaleden. These are your standard fantasy humans with no modifications.

Dansorgen: the people of Dansorg are hearty, surviving long cold winters and little sun. They are tribal and superstitious. They gain a +2 bonus to rolls relating to survival and stamina. They are often physically powerful, however they suffer a -2 roll on any skill involving academics and worldly knowledge. They are a large people with thick bodies and often have a lot of body hair.

Islanders: From the Holy isles, these people are from the mythic home of the gods. They have a strong connection to the world and reading the Children of Taeris. They gain a +2 bonus to any meditation and empathy rolls. They are also a peaceful people, unaccustomed to battle. Any time they are in close proximity to great pain and suffering (a battlefield, a torture chamber, a jail) they suffer a -2 penalty to all social rolls due to their own distraction and grief. The islanders are a fair skinned and dark haired race favoring light colored eyes.

The Vasha: the people of Vash Imen live in the largest desert in the world and have been changed as a result. They are dark of skin and light of hair. Their eyes are very large, having grown accustomed to living underground much of the time. They gain a +2 bonus to rolls pertaining to vision, thanks to their great vision, and they see much better at night than other people. Their bodies are resistant to environmental heat and they require less water to live. However, the Vasha are also unaccustomed to bright light, and they suffer a -2 penalty to endure any bright light effect and to rolls that involve enduring the cold.

Rossmentians: The people of the islands of Rossmenti spend much of their lives in the water or on boats. Their hands and feet are webbed (with long toes and fingers) and they can hold their breath for between five and ten minutes without effort. They gain a +2 bonus to all swimming, fishing, and other water related rolls, but they suffer a -2 on all rolls involving harsh climates and conditions, because they are used to an idyllic life. They are mostly of medium and lean build with soft, often oily hair, and tanned flesh. Their webbing extends to about the middle knuckle. It rarely gets in their way, but there might be certainly times when this is a problem.

Abarasi: a graceful and agile people, the jungle dwellers of Abarasa are fleet of foot and sure of balance. They live much of their lives in trees and on precariously balanced logs, and have adapted to this lifestyle. Abarasi gain a +2 to any roll involving agility or balance. They take a -2 penalty on rolls involving science, technology, and research, as they are not an academic people.

Dolvangi: the mystic scholars of Dolvang are a mixed lot. Dolvange is lightly populated in communities of mages living in communal magical satellite branches of the university. They brave the harsh climate and wicked cold to go to the tip of the world and learn from the very best how to control the ebb and flow of the Celestial energies. Those few born and raised here gain a +2 bonus to sensing magic and identifying spells used in their presence and a -2 to navigating cities and dealing with politics.


In Taeris, magic comes from the sky – literally. You do magic by controlling power from heavenly bodies. By sending out your consciousness past the Taeran Veil, you are able to tap into the power within the celestial bodies. To begin with, characters have access to the following magic skills from the corresponding bodies:

Oceanus: water magic from the water moon of Taeris
Frigus: fire magic from a small planet very close to the sun
Astrus: air magic from a gas giant close to Taeris
Ferus: earth and mineral magic from a carbon star that is easy to see in the sky.

As time goes on, it may be possible to tap into new heavenly bodies and learn to draw magic from them as well, creating new effects. Each planet is a skill you can learn (so your skill for water magic is called Oceanus). If you wish you can call it “Harnessing Ferus” or something similar, but mages generally refer to the type of magic drawn by the body that it draws from (for good reason, since some effects combine bodies and some heavenly bodies rumored to exist share properties with others).

Magical Power:

Gaining power to fuel your magic comes from the celestial bodies. This power is called aether. But you can not access the aether from within Taeris’ atmosphere, you must send your consciousness outside to gather in the power from the astral bodies and bring the power to you, to harness it safely.

To breach the veil, outside of combat, you need only meditate for ten minutes. But to store the energy, you can hold a focus or hold in within yourself. The latter is rather dangerous as it mixes with the potent innate magic of taeris and becomes difficult to keep hold of. If you are storing a measure of aether inside you (each mage can generally contain only one measure at a time), you will need to roll Resolve + 2d10 (every hour above the number of the planetary skill you posses) to contain the energy within yourself. The target number is 15 to maintain control. If you fail this roll, the energy goes wild, creating a random effect based on the planet of the aether stored.

A focus is a magical implement. Created to store one measure of aether it removes the need to fight the energy stored within. These are not rare items, and most mages are able to come by them for not too high a price. In Dansorg, they have rumored to create fantastical foci that can store multiple measures or measures of multiple planets. As long as the mage has time to meditate for the alloted number of minutes, there is no other difficulty drawing the aether into the focus.

In an emergency (or combat) situation you must spend a round focusing before you can roll your Planetary Skill and Resolve plus 2d10 to reach out and quickly draw the energy to you. If you do not succeed (tn 15) you lose control and the effect of the spell is up to the storyteller and the fickle energy of Taeris.


Spells are learned when the skill in each element is raised. New spell ranks become available at 1, 3,5,7 and 9, while each even level of the skill will add an additional spell slot up to whatever rank the caster can learn at that time. (Example: Merevin has bought Frigus 4, he can learn a spell of any level up to 3.)

We will break spells up into a few categories.

Spells that do damage: These generally work like any other roll. You’ll roll the appropriate attribute + skill + 2d10 as normal. The difference from one spell to another is often up to the ST but as a rule of thumb, spells that are using objects (for example using earth magic to create spears that erupt from the ground) will provide you with the weapon bonus of the item in question. Alternately, a spell that creates a sword of air might grant you your skill as a weapon modifier for fighting (which is probably good, because few spell casters are exceptional fighters).

Spells that affect specific people: As a rule, if you want to affect only a certain number of people with a spell (just your friends, just your enemies, just that guy and his 3 large dogs who are in a fight against a lot of people) you can affect as many people as you have skill in a type of magic. If you have Frigus: 5, then you can safely affect 5 people with a spell. If you try to affect more than that, you can run into problems, as determined by the ST.

Spells that affect an area: This is a bit trickier. As a rule, you can affect easily and safely an area that is roughly five yards per point you have in a skill (so the Frigus: 5 person above can affect 25 yards of area). You can try to cast larger spells, but they are not guaranteed to work as you wish.

Forbidden Magic: There is one other type of magic that exists and it is one that isn’t learned or even openly acted upon. It’s magic that is feared and unknown, wild and untamed. It is the magic of Taeris.

All heavenly bodies, in theory, can be used to draw magic. And the one that you live on is no different. However, mages do not and should not draw opon Taeris for power. They are far too close to such a wild power to harness it properly (it would be like plugging your lamp into the sun for power). But sometimes, in times of great stress or great importance, the magic of Taeris will seem a quick way to harness the aether.

Being so close to Taeris, there is no question of how much power one draws when they open the gates. They get it all, no matter what. It is whispered that some people meditate on this power and learn to harness it to a degree. But there is a heavy price.

When the magic of Taeris comes upon you, usually you are at it’s mercy. You can’t change the amount of the power, but you can hope to direct it into something beneficial rather than something that hinders you. (Simply tell the storyteller what you want to do with this energy. They will determine how successful you are. )

Trying to control the aether of Taeris always dangerous and can rarely be done successfully on purpose. People who have tried too hard to channel this aether in the past have resulted in some of the aberrations that plague the world today.


Each continent (save the Holy Isles) has their primary faith/deities, though it is acceptable to believe in another continent’s deity or none at all. Faith is not enforced, nor regulated.

It is believed that the gods originated as the first peoples. Belief of most faiths has the beginnings of the world on the Holy Isles. Most Taerisian faiths claim them as the first indigenous peoples of Taeris. They were all one tribe and in each they were a whole community. They lived together in the heart of what is now the Holy Isles.

However, before most men & women on Taeris were scratching primitive letters and learning to speak, something is believed to have changed. The Elder Rift, as most faiths call it separated the gods and sent them to each their own islands, then away to separate continents.

Few scholars and priests/esses know more than speculation as to what happened during those times, but each claims to have their own sacred writings of the events that happened afterwards. There is still much to learn about the faith of the peoples of Taeris.


Dansorg – Vlast – God of cold, survival, strength and war
Vash-Imen – Imenset – goddess of darkness, secrecy, ceremony and honored dead
Kaleden – Jasper & Jule – God of the hunt, fire and fidelity partenered by goddess of hearth & home, handicrafts food and passion
Rosamenti – Aniela – goddess of the sea, travel and tranquility
Abarasa – Chiara – goddess of beauty, nature, animals, art & music,
Dolvange – Celesti – god of celestine magic, knowledge.

From the Book of Vlast on the “beginnings”

“Vlast proclaimed ‘..seven of us living in one large hut. The world outside was cold and dark. The others wailed and huddled near a fire for warmth. Creatures all around began to attack our home. It was my task to defend against those scratching at our walls. Aneila wept for the beasts I slaughtered. I defended our home and kept the borders safe. I alone braved the cold to protect the rest. War was my blood, the cold was fuel. Outside I was king, the lands they could not bear to face were my kingdom.’

‘When I returned, Jule had birthed the first child, Taeris. I was sent from the child, the stench of blood and death still fresh on me, to hunt for the babe’s first meal. A job reserved for Jasper, I was given the task of his and my own. Sent from the site of the small wriggling creature whom I had just bled to defend, I left the hut of my cousins. I had barely even seen the child, though I had died many times over protecting its long awaited arrival. I swore to the skies that I would teach only the strong to survive and embrace the cold truths of war. Should they find they needed me again, my cousins would have to kneel and scrape before me in my own kingdom.‘”

From Imenset’s Tome on the Birth of Taeris

“There was much that was to be celebrated. The communion of cousins had created the first born. As such, it was given special honor. Jule was drawn upon by Chiara so that the blessings of each cousin would keep the child safe and honored. Though many hid the troubles leading up to the child’s birth, it was my desire to know what each hid in their hearts. Jealousy was Chiara’s as it was not she who was chosen to birth the child. Aniela had flight in her heart and hoped not to grow attached to the child. Celesti had recently won Chiara’s heart with his promises of harnessing the skies to give her a child of her own. Vlast had been scorned by his cousin claiming the prize of Chiara’s heart while he was away defending the home.

Jasper was afraid that he would lose his love when this child finally came in to being. While I stood by, watching the anxious smiles on the faces of all my cousins. I sat quietly in the back of the room while Celesti and Chiara held one another. Jasper tended to his wife and Aneila tried to keep her calm. I watched as Vlast left the hut, too little but rage left in him to deal with his mate and her new quarry. Just as the child was born, a cold wind blew through our home. I alone knew the true joy that day and the true tragedy that surrounded the creation of a new world.”

The Holy Book of Jasper & Jule – The first Child

“Jasper held his mate as she cried out. The pains of birth were hard. Harder than he had hoped Jule would have to face. The warmth of the fire was brought nearer to her on his command so that she felt neither chill nor storm as she focused on giving life to the first child.

She was exquisite, clothed in natural fibres and paint as Imenset had directed for the ceremony of the first born. Chiara had added herbs to the fire so the smoke was sweet and welcoming. But Jasper could not take in anything more than his love for his mate. She looked up at him and inhaled sharply. She begged him to care for the child should this be her final death. They clenched hands tightly and with the sweet whisperings of Aneila, Taeris was brought into being, riding a wonferful gust of cool air after the days of labor in the warm hut.”

Tales of Aneila – The first true Journey

“It is told that Aneila stood as midwife to the birth of the world. Through her comforting words Taeris was ushered into being. The firstborn child of the gods heard the voice of Aneila before any others and it was her kind face that the daughter of the worlds saw before any else.

The quiet of this occasion was insisted upon not only by our Goddess, but as well by her cousin Imenset. It was insisted that Vlast go keep the winds quiet and keep the predators at bay so that the first daughter know first only peace and calm.

It is said that Taeris, when born smiled at Aneila and suckled her finger, completely at ease after many greuling days of being brought into being. Through Aneila, she knew first only peace and calm.”

Songs of the Centuries – Chiara’s Creation Song – Translated from Abarassi.

In the first of days, cousins seven gathered.
A mother was chosen to give birth to the peoples.
Each of her cousins gave of themselves
So that the fruit of the gods would bear traits of them all.

Vlast gave his strength, that the child would know no weakness.
Celesti gave knowledge, that the child would be learned.
Aneila gave serenity, that the child would know peace.
Chiara gave song, that the child would respect harmony and beauty.
Jasper gave fidelity, that the child knew loyalty to family and a cause.
Imenset gave a secret, one that was never heard by the ears of others.
Jule gave passion, that the child would never be without purpose.

As the surrogate mother, Jule was covered in herbs and paint
Five cousins standing by, eager to see their child.
Inside the warmth of sacred fire, blessings twofold on the world.
Aneila breathed life into the first child, shared by all in equal parts.
The gods now had something to protect cherish and love.

No greater creature had yet come before
that shaped the world so greatly.
The god-made child called Taeris
Who gave us all purpose.

Celestine Texts – The writings of Celesti on the Creation of the first Children

“Celesti told his pupils not to be swayed by the impassioned emotions of others. He stated that the seven that first walked the world decided to create a child. It was through the use of the stars and astral bodies that gave the seven the gifts to create a child that would begin humanity. Under the shadow of sparkling Oceanus, the powers of the skies were granted to him.

He asked for the aid of Ferus and Oceanus to pool the blessings of the gods and create a child of his brethren as well as of the soil and stars. Within a few rotations of Oceanus, the chosen, Jule, began to swell with their creations.

Celesti had not told his brethren that he had intended for a child for each god. He knew that his brethren were creatures of emotion and would be more divided over the care and education of that one child than they ever were before.

Under another darkening of Oceanus, the seven gathered awaiting the birth of theit child. As expected, when Aneila plucked the first creature from Jule, jealousy began to swell among the brethren. Vlast stormed off as he was certain that Jasper would be father and teacher to the child. When he returned, all seven children had been born.

Each child to their parent was given. Each of the seven brethren had a creature to teach and raise. Each had their own pupil and each knew they would have a child to carry on their ways. The balance of the skies gave rise to the balance of the peoples of this world. Celesti knew his logic would forever prevent the gods from warring.”

Sample Character:

Below is the Litara. She is a member of the academy in Dolvang and has been a student and now a researcher there for decades. Her mastery of specific magics make her flesh malleable and allow her to change her shape to suite her over time.

A few things of note here. First, you’ll note odd skills. Frigus, Oceanus, etc. These are magic skills. Also, in the Equipment section are spells that Litara is particularly good at.

A few skills have numbers behind them in parenthesis (skills). This is because the ST of her game is using the optional rule “I get it!” which allows for small amounts of experience to be earned over time toward skills.

Her weapon has a +4 modifier (due to size) and her armor provides 4 light wounds, but no moderate wounds (seriously, look at that armor. It leaves all the vital bits wide open).

However, it is also a magical item (as noted after) and if Litara makes a resolve test and scores a 20, she can activate the two moderate wounds in the armor (if you wished you could add these as boxes on the character sheet for ease). These might represent magical force that the armor exudes or a layer of ice that grows over her or anything else that makes sense.

The colored boxes are her wound levels. The white boxes are Light Wounds, the yellow boxes are Moderate Wounds, the orange boxes are Severe Wounds and the red box is her one and only Deadly Wound.

Bestiary: Sample Monsters

Now we’re all set to make a character and play, but what sorts of things will we run into here? Who knows?

But here are some suggestions to get you going!

Drayess: Death Deer

These abominations do not seem too different from normal deer at first glance. They’re larger (standing almost five feet at the shoulders, with antlers sometimes extending as high as nine feet above the ground) and have patchy albino fur that smells terrible. They mark their territory strongly and their areas are often easy to avoid, but they tend to roam far and wide for food, as they are omnivores that prefer small mammals.

Attributes: at 5 except:
Agility: 7 SEndurance: 6, Intellect: 2
Skills: Hunting/Foraging: 4, Defense
: 5, Perception: 7
Horn Damage: +3
Health: Thick hide grants 1 extra moderate wound and 2 extra light. +3 racial bonus to ignore wound penalties.

Note that the Death Deer are a common aberration and are not generally considered a grave threat when traveling. Some talented hunters look for them as game the same way others hunt bear and they are about as dangerous.

The primary threat when hunting them, though, is that they are not the only thing that occupies their lands. There is a greater version of this beast: the Greater Drayess. Very few know of them, but skilled hunters know to run if they encounter them.

Greater Drayess

These abominations are greatly different from their smaller cousins. Some say they are a greater abomination grown from deer stock and others say that the smaller Drayess are the offspring of these beasts and normal deer. They are strict carnivores and stand more than 7 feet just at the shoulders. These putrid smelling beasts have a lust for flesh and a generally bad temperament. They will attack most creatures larger than a medium sized dog in their lands and if they catch it, it becomes a meal.

Attributes: all 5 except:
Strength: 7, Agility 6, Endurance: 7, Intellect: 3, Presence: 3
Skills: Hunting: 5, Perception: 7,
Horn Damage: 6 (usually used with “hunting” versus characters who look like a good meal)
Special Attack: Death Gaze: Creatures who look the Greater Dreyess in the eyes must make a resolve check at a difficulty of 10. Those that fail are immobilized and generally charged. Such an attack allows no dodging.
Health: The thick hide and bone armor of the Greater Dreyess provides one extra serious wound, two extra moderate wounds, and 4 extra light wounds. It suffers no wound penalties once it has taken lethal damage.


Frigus 1 spells.

Sense fire: This basic spell allows the caster to sense not only actual fires but also the fire energy of frigus. As long as the spell is active they can sense these energies at a range of 10 yards per level of frigus. This spell lasts for one hour. There is no roll to activate this spell. Since it can register small changes in heat, this spell sometimes allows a caster to tell a living body from a dead one on inspection.

Kindle: This basic spell will start a fire in even the worst conditions. It will only create the start of a fire, so you will need materials to burn, but it will ignite almost anything you set it in (if the material is not flammable in any way such as water it will create a brief flash of fire that goes out soon). This is most commonly used to start wet campfires and to set fire to the bodies of fallen mutations. The caster rolls resolve plus frigus at a difficulty of 10.

Dry: The energy of frigus will dry anyone or anything that is wet, sticky, or otherwise suffering from a liquid condition (the spell will dry liquid poisons or acid for example). Roll Awareness plus frigus. the difficulty is 10 unless the spell is contested, in which case the target may roll resolve to resist. This spell does not harm the target directly, though it does cause dehydration. The effects are instant.

Bolt: This spell is a fire variant of a common magical spell that uses magical energy to damage enemies. The caster rolls Resolve plus Frigus at a difficulty of 15. The spell results in a bolt of flame that streaks out and strikes the target (who can roll to avoid the bolt normally). Flammable targets so struck are often set on fire. the spell creates one bold per level of frigus the caster has, but the caster can only attack with one bolt at a time.

Oceanus 1 spells

Sense water: This basic spell allows the caster to sense not only actual water but also the water energy of oceanus. As long as the spell is active they can sense these energies at a range of 10 yards per level of frigus. This spell lasts for one hour. There is no roll to activate this spell. Some spellcasters find that this spell is particularly useful since most living creatures will register as a faint body of water under it’s effects.

Full flask: this spell transforms the energy of Oceanus into physical water, to the tune of one gallon per level of Oceanus. This is a direct and not very economical translation, but many caster have used this spell to prevent themselves from dying of thirst. The water is created wherever the caster likes within a few feet, but without a vessel to fill it will pour out like normal water. The caster rolls resolve plus Oceanus at a difficulty of 10.

Drench: This spell will make a target very wet and soggy. This may not seem like a very handy spell to have, but anyone who has ever been set on fire will tell you otherwise. Roll Awareness plus Oceanus. the difficulty is 10 unless the spell is contested, in which case the target may roll resolve to resist. This spell does not harm the target directly, though it does have the aftereffect of providing them with a nice healthy hydration as the residual magics permeate their body. The effects are instant.

Bolt: This spell creates a number of small spheres of water equal to the caster’s Oceanus rating. The caster rolls Resolve plus Oceanus at a difficulty of 15. these spheres will act according to the caster’s will and are often hurled at targets where the caster may want some water far away. These spheres will not harm most beings, but can carry with them other things (such as paint or dye) and will put out sources of natural flame they hit, provided they are of a similar size. In general there is no roll required to hit a target with these spheres since the Oceanus energy is less unpredictable than many others.

Astrus 1 spells

Sense air: this basic spell allows the caster to sense not only actual air but also the air energy of Astrus. As long as the spell is active they can sense these energies at a range of 10 yards per level of Astrus. This spell lasts for one hour. There is no roll to activate this spell. This spell is rarely used simply to locate air, since it is difficult to exist or cast in a location without it, but it can allow the caster to sense the differences between gasses, which may help them pick out certain dangerous gasses.

Breathable Air: this spell transforms the energy of Astrus into physical air. It is difficult to determine exactly how much air is created, but it is roughly one hour of breathable air per level of Astrus. The caster rolls resolve plus Astrus at a difficulty of 10. This spell has the secondary effect of cleansing the area in the caster’s immediate area (around 10 yards per level of astrus) of toxins, stench, airborn molds, etc.

Blanket: This spell creates a gust of wind on and around one target per level of Astrus. The caster rolls awareness plus astrus. the target resists with their agility (and an appropriate skill if they posses one). Targets failing this roll are given a shove by the gust which moves them a few short feet in a direction of the caster’s choosing (up and down are valid, though moving up will only take the target off their feet for an instant and down will likely only force them to their knees for a moment). This spell is not destructive, but it can send targets off the edge of cliffs or overboard on a ship. The spell has the side effect of drying targets, as well as mussing hair, disheveling clothes, and generally creating the appearance that they have been roughed up.

Bolt: This spell creates a number of pockets of air near to the caster that function under his command until used. The caster rolls Resolve plus Astrus to create one bold per level of Astrus he possesses. Unlike other spells, these are rarely used to cause harm, since a strong puff of air rarely does this (though they can still be flung like other bolts with amazing accuracy). The real benefit of these bolts of in deflection. A caster generally send these bolts off at this command to deflect incoming attacks such as sword blows or arrows. When doing so the bolt is expended and the caster is allowed to add their level of astrus into their defense roll for whatever is attacking them. the caster must be aware of the attack in order to mentally command these bolts.

Ferus 1 spells

Sense earth: This basic spell allows the caster to sense not only actual earth but also the air energy of Ferus. As long as the spell is active they can sense these energies at a range of 10 yards per level of Ferus. This spell lasts for one hour. There is no roll to activate this spell. This spell provides the caster with some basic knowledge of density and size. Some begin with dreams of detecting piles of gemstones, but most find more use locating pockets of space below ground that might indicate wells or sinkholes.

Create Earth: this spell transforms the energy of Ferrus into physical earth. The spell creates roughly one cubic foot of some sort of earth per level of Ferus. The caster rolls resolve plus Astrus at a difficulty of 10. This spell creates earth of the caster’s choosing, though it is generally mundane and of the same variety as what is around (there are rumors of casters who can use this spell to create valuable metals or stones, but so far none have proven it). This spell is particularly useful when you need a solid place to stand or sleep (for example, creating a spot of stable earth on quicksand or in a marshy). Alternately, this spell can be used to create large rocks, anywhere within a few yards of the caster.

Encase: This spell creates a layer of earth on and around one target per level of Ferus. The caster rolls awareness plus Ferus. The target resists with their agility (and an appropriate skill if they posses one). Targets failing this roll are coated in a layer of earth. While this constructs their movements (granting a penalty on any rolls that require movement equal to the caster’s Ferus rating) it also provides a level of serious armor, as the earth absorbs the impact of a blow (effects that ignore armor ignore this protection as well). Once it absorbs a serious wound (or 2 moderate wounds or 4 light wounds) the spell expires. Otherwise the effects are permanent until the target takes time to remove the earth.

Bolt: this spell creates a number of medium sized stones near to the caster that function under his command until used. The caster rolls Resolve plus Ferus to create one bold per level of Ferus he possesses. These stones can be used as projectiles against enemy targets within a reasonable range and attack as +2 weapons.


Aether – the celestial energy source of magic
Attributes – The physical/mental/social attributes of Taerans
Continents – The lands of Taeris
Focus – item that stores magical energy
Gods – the Gods of Taeris
Magic – using the power of celestial aether to work your will
Planets – the celestial bodies that hold aether
Religion – The faith/scriptures of Taeris
Skills – Ideas for skill building
Spell List – List of available Spells
Sub Races – The peoples of Taeris

Taeris: Setting Document

Taeris sullengal sullengal