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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 |
| Franted Magic | 1 Trait = 1 Spell | Decans of Astrology |
| Inherent Magic | 1 Trait = 1 Spell | Theme pending |
| Experimental Magic | 1 Trait = 1 Spell | Theme pending |
| External Magic | 1 Trait = 1-4 Spells | Theme pending |
