Magic Arts

Casting Tradition


There are different traditions to access and wield magic, each with their own growth progression that do not overlap with each other.

  • Casting tier (CT or just 'tier') represents your spellcasting prowess in a given tradition.
  • Each tradition relies on an attribute. This attribute's modifier is designated as the tradition's casting modifier (CM).

Spells


Each spell performs a single effect that scales in power from 0-circle to 9th-circle.

  • Spells are internally formed by circulating rings of mana, simply called 'circles'. As casters grow in strength and skill, they gain the capacity to exponentially increase the power of their spells by forming an additional overlapping ring of mana.
  • Caster decides which circle slot to use for the spell, which determines how many circles form the spell. The caster can use these circles to increase the power of the spell or alter it.
  • Casters can use their spell's circles to apply spell augments. Each spell has a default set of augments, some are unique, some are repeatable.
  • Augments have a circle cost. When an augment is applied to a spell, it uses that many circles fro those that form the spell.
  • In addition to a spell's default augments, there are additional augments that a caster can learn and apply. Some augments can be applied universally to any spell, while others are restricted to spells of one or a set of schools.
  • When the spell is cast, that spell slot is unavailable for future spells until the caster refreshes it.
  • The caster can use a spent spell slot to cast a spell at the cost of spending stamina equal to the slot's number of circles.

Duration

  • Instantaneous
  • rounds/tier + CM
  • hours/tier
  • days/tier
  • weeks/tier

Recharge

  • out of combat recharge: short rest of meditation to refresh all spell slots
  • in combat: recharge one spell slot by expending number of stamina points equal to the slot's circle rank as a free action

Spell Attack

A spell attack is similar to a combat attack action except you make it as part of casting your spell.
You can choose to apply your casting modifier as your attack attribute to your attack rolls instead of those normally used.

Target

Touch requires a melee spell attack against the target's touch DV.
Ranged Touch requires a ranged spell attack against the target's touch DV.

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