Spells and Magic
Introduction & Basic Rules
If you are a magic wielding class like Acolyte or Vocator, you will need to take some Spells. Here’s some basic rules for Magic:
- MR: Is equal to the level of spells learnable by you.
- Magic: Determines how much Mana you have and how many spells you can learn.
- Spell Learning: For every Magic point, you may learn 2 spells, which is limited by your MR and Mastery Level (For Primary School). For every Contract point, you may learn 1 additional spell.
- Mana: Equal to your Magic * 6.
- Spell Cost: Every spell costs Level * 4. Level 0 spell costs 1 mana.
You can find spells in the Grimoire
Spells have properties that you must know:
- Casting Time: A half-action or full-action, sometime longer for out of combat oriented spells. You have one full-action (or two half-action) per round.
- Range: How many tiles of range this spell has.
- Duration: How long a spell lasts - if you recast, the duration stacks.
- Concentration: Concentration - you can only concentrate on one spell at a time, and if you are hit by an attack, you will have to roll 1d20 + Will Mod at the start of the next round vs 10. If they fail the roll, they lose concentration and the spell is canceled.
And some special rules:
Contract: Each summon deplete an amount of contract equal to the level of the summon spell. It regenerates after taking a long rest.
Modifier: The MOD of a spell - determining its hit chance and additional damage, depends on what the school’s attribute is - either Int or Will.
Critical Hit: A spell that targets a Save (I.e. Target 10 + Attribute Modifier) cannot critical hit.
Casting Requirements: Your character must have at least one free hand and is able to speak properly to cast a spell. Magical chanting and hand gestures is necessary for a spell cast. A casting tool count as a free hand or two (If two-handed)
Generic Spell & Mastery
What is a Generic Spell? A generic spell is a special spell you do not need to learn. Instead, a mage has access to generic spells up to their Magic Rank. (You can find them through the Grimoire).
However, to cast a generic spell, you need to cast it as one of the schools with appropriate Mastery. A Level 0 or 1 Generic Spell can only inherit the properties of a school you have Mastery 1 in, as an example. Instructions are provided within the spell - For example, casting a Bolt as Aero would give it the trait of the Aero school
Mastery
Mastery tracks how good you are at Drase’s Primary Schools - which are the eight schools with access to generic spells (Check the Grimoire for more information). Mastery level is needed to use a school’s trait in a generic spell, and to access spells up to that level.
Spell Reflavoring
You are allowed to change the flavor/appearance of a spell, as long as it is easily identifiable as the same spell. Examples include changing the color of the spell (making a fireball blue), changing the shape of a spell (making a fireball look like a dragon), or changing any audio of the spell. You may not make a spell act mechanically different in any way (using the color to camouflage the spell, making it undetectable).
Summoning Rules
Summoning follow slightly different rules:
- Summon spell does not cost mana, but deplete your Contract pool, equals to the Level of the spell. A Level 1 spell spends one Contract.
- Contract: You can summon as long as you still have an unused Contract left. (So, if you have 15 Contract, and you have summoned 3 Level 3 creatures, you have 6 left and can summon 6 Contract worth of creatures)
- Regeneration: Contracts are regenerated once per long rest, but only if they are unused. So if 9 out of 15 Contract is used to sustain a summon, and 6 were lost in combat, after the rest you have 6 / 15 Contract.
- Summoning: If you summon a creature, it cannot act during the round it is summoned.
- Summoning Action Cost: While one or more summon is active, the summoner lose a half-action every turn to control them.
- Incapacitation: When the summoner is incapacitated in combat, all their summoners disappear with no refund.
- Summon Focus / Mana: Summons have no access to focus or mana.
- Languages: A summon automatically shares and knows the languages their summoners know. They cannot gain other languages unless specified.
- Maximum Cap on Creatures: Only one type of summoned creatures can be active at a time - switching creatures require the previous types to be unsummoned or killed.
- Narrative / Combat Summon: A summon lasts forever, and during narrative sections, they can be doing menial labor all day (If part of the contract). A summon can be “pre-summoned” if the summoner is aware, allowing them to bring in summons before combat actually start.
- Summon Distance: Summons cannot be more than 60 tiles away from the summoner. Else the mana link is severed and they automatically disappear.