The base model of magic in the 10acity system is based off of ritualistic runic magic that takes time to utilize so that it stands apart from the other special abilities. But of course, you can create any sort of spells that you like and make any system you like or not allow it at all.
Spell Circles
The scribing of spell circles to channel runes and glyphs into magical effects has long been passed on through generations of mystics world wide. These circles can be created physically with chalk or more permanent means, or they can be willed into existence through special motions to create circles of mystical energy in the desired shapes. You need to learn and record the formulas for a spell before you can utilize it. Once you have a spell formula, you can spend an hour to commit the circle to your mind in order to summon the circle at will. You can have a number of quick circles committed in this way equal to the rank of this talent. You can at any time spend an hour to exchange any of your committed circles for a different circle. Alternatively, you can always create the circle from your recorded formula, but creating a circle in such a way still takes an hour to complete, but you do not exchange your committed circles by creating a circle in this way.
To create a mystic energy circle, you must have at least one hand free to cast. You spend one action to create the magic circle of mystical energy, either in the air before you through which you can aim at a single target like a scope, or on the ground in order to affect multiple targets within the circle. A circle drawn in the air is small, about as tall and wide as the distance between two fingers, and mobile so it can move with you. A circle drawn on the ground is stationary and cannot be moved once created. A circle lasts until the spell is activated, another circle is drawn, or the scene ends (unless it is made of permanent materials). The range of an aiming circle is 10 spaces per rank in this stance. A stationary circle can be created at a distance that at least one edge of the circle is within ten feet of you. The area of the circle can be as large as one space wide and long per rank in this talent (drawn as a square on a map). Alternatively, a physical circle can be drawn using chalk or an even more permanent material, if such a circle has been already created, then it can be immediately activated as an action by spending a point of 10acity or Spin without having to create the circle first, but the size is still restricted by your rank in the talent.
SPELLS
Component(s): Thought and Air
AlertPlace the circle upon the ground or on a door or opening of an object or structure. The circle will last an amount of days equal to your spellcaster rank plus the quality rank of your component or until the alert is triggered. This circle does not count as an active circle for determining the amount of circles that you can have active at once. Upon activating the circle, you choose the trigger that the circle will detect to set off the alarm and if the alarm is loud and audible to everyone out to a distance of up to 10 spaces per spellcaster rank or if it is silent to all except the mind of the caster at a range of up to 1000 spaces per spellcaster rank plus the quality rank of the component.
Component(s): Spirit
BanishOnce a circle is established, you can activate the circle using a spirit component. You can only target creatures, objects, and materials that does not belong. For example, a ghost does not belong in the material realm, poison does not belong in food, and enchnatments or curses do not belong on the thing they are enchanting or cursing. However, an animal naturally belongs in the material realm and mold is a natural process on food. Make an occult skill check against the creature(s), objects(s), or materials. Creatures roll using their strength or concentration skill, objects and materials use the challenge rating as established by the narrator. Upon success you begin to expel your target from the area in which it does not naturally belong. The object. Roll double your occult impact plus the rank in your casting stance and the quality rank of your component in to establish the amount of impact the spell makes. Creatures take the impact in stress, if they take enough stress from this action to cause a point of wound directly to themselves, then instead of being wounded they are banished back to where they belong. Objects and materials are given an impact value that you will need to overcome before they are banished.
Component(s): Thought
CommunicatePlace the circle upon the ground or on a creature. This circle bridges gaps in communication, whether that gap is a language barrier, distance, or sensual deprivation. Upon activating the circle, you choose whether you are sending a message or having a conversation. Sending a message allows you to send a paragraph of thought into someone's mind with whom you are familiar with or have something of theirs up to a distance of 1000 spaces per spellcaster rank plus the quality rank of the component. They may in turn immediately send back a paragraph of thought. If the circle is to have a conversation, then the circle lasts an amount of hours equal to your spellcaster rank plus the quality rank of your component and does not count as an active circle for determining the amount of circles that you can have active at once.
Component(s): Spirit
Curse/HexPlace the circle upon the creature or object being cursed. Roll your occult skill against the creature's concentration or the challenge of the object as determined by the narrator. Choose a skill, On success, you cause one disadvantage die to the chosen skill for an amount of hours equial to your occult impact roll plus the quality rank of the component. You can only have one curse active at a time, but it does not count as an active circle for determining the amount of circles that you can have active at once.
Component(s): Thought
DetectUse this circle as an aiming circle to target a single creature or object, or place the circle upon the ground to target muliple creatures or objects. When you activate the circle, you must declare what you are detecting (magic, poisons, mud from a specific region of the world, gluten, etc.). Roll your occult impact dice plus the quality rank of your component. This is how many questions you can ask about what you are viewing with your circle. The questions asked has to be about the specific declaration of what you are detecting. For example: is there magic? How strong is the magic? What does the magic do? Where does the magic come from? etc. The narrator chooses how difficult the question would be to descern and you must roll your occult against that challenge rating. If you succeed, the narrator answers the question, if you fail then it is too difficult for you to descern.
Component(s): Spirit
Enchant/BoostPlace the circle upon the creature or object being enchanted. Roll your occult impact dice and add the quality rank of the component to the result. Choose a skill, you grant the person or object a pool of enchantment energy that can be spent to grant a +1 to the skill roll or +1 to the impact roll of that skill per enchantment point spent for the action (it can be spent after the roll). The enchantment lasts an amount of hours equial to the spellcaster's rank plus the quality rank of the component or until the pool of echantment energy is spent. You can only have one enchantment circle active at a time, but it does not count as an active circle for determining the amount of circles that you can have active at once.
Component(s): Variable
HarmOnce a circle is established, you can activate the circle using an action and a component of the appropriate type. Make an occult skill check against the target(s) and upon a success you deal double your occult impact plus the rank in your casting stance and the quality rank of your component in that type of damage.
Component(s): Life
HealOnce a circle is established, you can activate the circle using an action and a life component. You can restore an amount of stress to the target(s) equal to double your occult impact plus your spellcaster rank and the quality rank of your component. If used outside of combat, you may use your the circle and your occult skill to treat wounds. For this purpose, roll your occult impact dice and add the quality level of your component to establish the daily recovery.
Component(s): Thought
IllusionPlace the circle upon the ground, a creature, or an object. Any intelligent creature that looks upon the target of the circle will see what the caster intended rather than the true appearance unless they spend an action to attempt to overcome the caster's occult skill using their insight skill.
Component(s): Air
MotionThis is one of the few spells where the circle can be drawn and activated at the same time as either an action or a reaction. It was designed for quick defensive measure, allowing the caster to deflect attacks, prevent falling, or move themselves to safety—but has also been known to use offensively to throw opponents. If used as a defense against an attack, you spend your component as a reaction and form the circle in front of you to change the motion of the attack in order to miss you. Roll your occult skill plus the quality rank of your component to determine the defense. If used to stop a fall, you spend your component as a reaction to throw the circle at the ground before you which will slow the motion of anyone who would land within the circle to land gently. If used to move yourself, you can spend your component as an action to send yourself an amount of spaces in any direction equal to your occult impact roll plus your spellcaster rank plus the quality rank of your component. If use to move an object or creature, spend your component as an action and roll your occult skill as an attack (a creature can choose not to oppose this roll). On a success, the object or creature will be moved an amount of spaces equal to the impact roll of your occult plus the quality rank of your component. You can choose to move the target gently or fast enough to cause 1 point of damage for every space that they travel.
Component(s): Variable
ResistPlace the circle upon the ground or on a creature or object. Choose an attack type or energy that synergizes with the component you use in the casting, you grant the creature(s) or object(s) with the circle a resistance to that attack type or energy equal to your occult impact dice plus the quality rank of the component. cirlce lasts an an amount of hours equial to the spellcaster's rank plus the quality rank of the component. You can only have one resistance circle active at a time, but it does not count as an active circle for determining the amount of circles that you can have active at once.
Component(s): Air and Time
ScryUse this circle as an aiming circle to send your view in a certain direction up to 1000 spaces per spellcaster rank plus the quality rank of your components. The view can travel through non-magical obstacles. When using the ability in this way, even small moves can throw off your view dramatically. Roll your perception against a challenge rating assigned by the narrator if you attempt to move the view in any direction other than straight ahead. Or you can place this circle on the ground to show the images of a remote location as long as you have some sort of connection to the location such as a personal item of someone there or an object from the location. Roll an occult skill check against a difficulty assigned by the narrator to see if you can lock onto the location. This ability allows you to scry for an amount of minutes equal to the spellcaster's rank plus the quality rank of the components. If you ever attempt to scry the same remote location twice in the same 24 hours, the difficulty becomes harder each time. If you fail, you cannot attempt to scry the same location for at least another 24 hours.
Component(s): Air, Fire, and Water
ShieldPlace the circle upon the ground or as a circle in the air before you. Upon activation, the shield forms an immovable half dome of magical energy that blocks physical material and energy from passing through—including yourselves. The shield emits comfortable heat or cold to regulate the teperature against the environment and lasts until something strikes it hard enough to cause damage, then it will dispurse in a flash of light after blocking all damage from the strike. You can sustain the shield after taking the damage by spending a point of Spin or 10acity. If the shield takes no damage, it lasts for one hour per spellcaster rank plus the quality rank of the component. This formula was originally created for survival purposes to give a safe place to rest out of the elements, but it was discovered to have other defensive properties as well if used appropriately.
Component(s): Light and Air
ShroudPlace the circle upon the ground or on a creature or object. The cirlce blends those it affects into their surroundings and dampens their sound so much so that they can become practically invisible. Upon activation, the person with the circle or those within the circle gain a bonus to their stealth checks equal to the roll of your impact dice plust the quality rank of your component. This is one of the few circles that can actually move with you once placed on the ground. The circle will be centered directly on you and move with you. Anyone who is within the circle with you gains the benefits of the enhanced stealth.
Component(s): Thought
Suggest/CharmPlace the circle upon a creature or on the ground to charm multiple creatures. Roll your occult skill against the creature's concentration or insight. On success, you can speak a phrase that influences the way they think and behave for an amount of minutes equal to your occult impact dice plus the quality rank of the component. If you use this ability duing combat, the length of time is reduced to an amount of rounds.
Component(s): Spirit
SummonPlace the circle upon the ground and activate to summon a physical manifistation of the spirit of an object, material, or creature. The spirit does not understand the complexities of technology and engineering, so it is pretty much limited to the sorts of forms found in nature. The size of the summons is half of a space of mass per spellcaster rank. The summon will only last for as long as the circle is maintained, but once summoned through the circle, the circle becomes a brand on the summons and can travel anywhere. The circle will fade at the end of the current scene unless a point is paid to maintain the circle into the next scene. If the spirit is summoned as a creature, it is friendly to you and will obey your commands to the best of its abilities.
Component(s): Air and Time
TeleportationUse this circle as an aiming circle to send yourself from your current space into a new space within your view up to 10 spaces per spellcaster rank plus the quality rank of your components. Or you can place this circle on the ground to transport anyone within the circle to a remote location as long as you have some sort of connection to the location such as a personal item of someone there or an object from the location. Roll an occult skill check against a difficulty assigned by the narrator to see if you can lock onto the location. If you fail, you cannot attempt to teleport to the same location for at least another 24 hours.
Component(s): Time
TimeAllow the ability to move faster or to see forward or backwards in a timeline in an area.
Component(s): Spirit
Trap/bindPlace the circle upon the ground. Upon activating the circle, any creature within the circle will be bound to this world and trapped within the circle until the circle drops. The creature gets an action to attempt to flee the circle before it is activated using their reaction skill against the caster's occult skill. If trapped within the circle, the creature gets a single chance to try and break free by pitting its strength against the caster's magic using the apporpriate skill against the caster's occult skill. If it breaks free, the circle disappears, if not, the creature is trapped within the circle for the duration of the circle.
Component(s): Air
UtilityDesigned to help the caster with general tasks, the utility cantrip circle does not require 10acity or Spin to create. The circle does not have enough power to cause damage, but it can push, pull, carry, mend, clean, illuminate, or perform any number of minor magical effects.