Table of Contents
Magic System
Designed for “Mix and Match” usage, the magic system requires specific character investment to function.
Spellcaster Requirements
To function as a spellcaster, a character must possess two specific traits:
Casting Method Trait: Determines the mechanical limits and resource management of spellcasting.
Source of Magic Trait: Determines which Spell List the character has access to.
Casting the Spell
Regardless of Source or Method, casting a spell requires a successful Esoterica skill check. The resulting Degree of Resolution (Success, Partial Success, etc.) determines the spell's effectiveness.
If the spell inflicts damage, the Damage Multiplier (x0 to x5) corresponding to the Degree of Resolution is applied to the spell's fixed damage value.
Spell Acquisition
Fundamentally, every spell functions as a Trait. A character must spend a Trait slot to learn new magic. However, this varies by Source:
- Standard Rate: 1 Trait = 1 Spell (Typical for Inherent, Experimental, and Granted Magic).
- Studied Magic: 1 Trait = 2 Spells added to the character's selection (Spellbook) from which they prepare.
- External Magic: 1 Trait = 1 to 4 Spells added to the character's selection (depending on the specific external source).
Spell Preparation
Casters can prepare a number of spells equal to their current level. Spells consume preparation slots based on their Trait Tier:
| Spell Tier | Cost |
|---|---|
| Initiate (Lvl 1) | 1 |
| Adept (Lvl 2) | 2 |
| Expert (Lvl 8) | 3 |
| Paragon (Lvl 14) | 4 |
Note: Casting a prepared spell does not typically consume its preparation slot. The spell remains prepared unless a specific mechanic, such as a “Bad Thing” in the Consequences casting method, explicitly renders it unprepared.
Casting Methods
Mana-based: The caster has a daily pool of points to spend on casting spells.
Ingredients-based: The caster must spend currency to acquire specific ingredients used to cast spells.
Charge Up: The caster must spend a significant amount of time building up power, making each spell take longer to cast.
Cool Down: Each individual spell is put on a cool-down timer when cast, preventing immediate reuse.
Consequences: Includes a list of “Bad Things” that can happen if the caster fails to roll high enough when casting.
Sources of Magic (Spell Lists)
| Source | Acquisition Rate | Unifying Theme |
|---|---|---|
| Studied Magic | 1 Trait = 2 Spells | Elder Futhark |
| Granted Magic | 1 Trait = 1 Spell | Decans of Astrology |
| Inherent Magic | 1 Trait = 1 Spell | Magical Creatures |
| Experimental Magic | 1 Trait = 1 Spell | Nine Choirs |
| External Magic | 1 Trait = 1-4 Spells | Eight Primordia |
4. Borrowed/Manipulated Magic Theme Structure: The Ten Sources
A clean, setting-neutral list of categories of external magical generators. Each Source corresponds to a trait tree or spell group.
Beasts – mundane and magical animals
Naturals – elementals, weather-spirits, environmental forces
Ancestrals – ghosts, shades, echoes of the past
Locals – land spirits, household spirits, site guardians
Fey – tricksters, courts, glamours
Celestials – ideals, order, enlightenment
Infernals – corruption, destruction, temptation
Monuments – ancient titans, world-shapers, cosmic forces
Constructs – golems, artificed minds, created spirits
Exotics – anything from outside the world (void, star, conceptual entities)
Why this works for designers
Each category is broad and symbolic, not setting-specific.
“Monuments” and “Exotics” prevent edge-cases from forcing new categories.
A designer can rename or reinterpret any category without breaking compatibility.
Ten is a comfortable list size for trait trees (3–6 per group).
5. The Conceptual Path (Reality-as-Lego Experimenters)
Those who treat the building blocks of the universe as manipulable components through trial, error, and strange genius.
Theme System: The Eight Primordia
A symbolic structure based on eight universal conceptual “bricks” — not elements, not schools, but fundamental properties of existence.
These are the tools experimenters use to assemble spells.
The Eight Primordia
Form – shape, structure, geometry, bodies
Force – motion, impact, vectors, energy
Pattern – logic, repetition, sequence, probability
Essence – life, spirit, identity, uniqueness
Entropy – decay, randomness, noise, dissolution
Continuum – space, time, distance, duration
Threshold – boundaries, transitions, liminality, states
Concord – synchronization, resonance, harmonics
These are conceptual enough to feel distinct from runes or Decans, while still being manipulable “Lego pieces.”
Spell Philosophy
Spells are constructed, not learned; they are reproducible experiments.
A spell might combine Primordia (e.g., Continuum + Force = teleport shove; Essence + Form = living sculpture).
Mistakes can cause wild, but scientific, failures.
Practitioners often keep lab notebooks of working formulae.
Why this works for designers
Matches the “reality is modular” flavour without imposing lore.
Lets spells be cleanly classified by their dominant Primordia.
Far less overlap than traditional “elemental” lists.
| Casting Method | Studied Magic | Borrowed Magic | Inherent Magic | Experimental Magic | External Magic |
|---|---|---|---|---|---|
| Mana-based | The Scholarly Arcanist | The Loaned Wellspring | The Innate Battery | The Volatile Equation | The Granted Conduit |
| Ingredients-based | The Ritual Crafter | The Pact Broker | The Alchemic Soul | The Reactive Mixer | The Patron's Toll |
| Charge Up | The Focused Master | The Channeling Vessel | The Meditative Soul | The Patient Innovator | The Bound Focus |
| Cool Down | The Quick Memorizer | The Rushed Borrower | The Burst Mage | The Rapid Tester | The Immediate Gift |
| Consequences | The Risky Scholar | The Desperate Pledger | The Wild Talent | The Unstable Pioneer | The Fickle Servant |
