Spellcasting
*Spells are sentient creatures formed from fragments of magic in the world. Spellcasters use their connection to a familiar like a net catching these spells and using them to create instant magical effects. *
Example Spellcasting Ability:
MD: 2+INT+Level, Max MD: [½level]
Return: 1-2, Imprinted Spells: 2+INT
Spells Known: You begin knowing 1 tome of magic of your choice.
Gained Spells: Gain either +1 tome or +1 slot per template. These are included in the level table.
Glossary
- MD/Magic Dice: Used when casting a spell, you have a pool of these you expend when you perform magic.
- Max MD: The maximum MD you may invest into a single spell
- Return: Dice that roll these numbers return to your MD pool
- Imprinted Spells/Slots: The number of different spells you can cast in one day before you are only able to cast other spells you have cast that day already.
- Spells Known: Spells you begin knowing, you cannot lose known spells.
- Spells Gained: When you increase in level how you can learn additional spells.
When Creating a Spellcaster
- You will begin with some Known Spells when you gain the feature. These are the only spells you can cast. Learning a tome means you know all spells in that tome.
- You may Gain Spells by the methods listed in the spellcasting ability, adding them to your Known Spells.
- You will have a pool of Magic Dice, or MD, from your spellcasting feature, these are used to cast spells.
To cast a spell
- Invest a number of MD no larger than the Max MD listed in your spellcasting feature.
- The spell' effect will be altered by the number of [dice] you invest and the [sum] of the rolled numbers. • Any dice rolled within the Return value, 1-2 in most cases, return to the pool of MD. • You can only cast spell that are Imprinted and can only Imprint a number of spells as described in your spellcasting ability. When you cast a spell you may imprint it as a part of the casting. When you Recover you release all Imprinted Spells and regain all MD.
Spell Components
Casting a spell requires special components to be done correctly:
- A Foci. Such as a staff, wand or components, to safely channel the energy. If you are missing this take [dice] unavoidable damage in magical backlash.
- An Incantation. Spoken aloud and clearly, to summon the spell. If you are unable you must save MENT to cast with ½[Dice].
- Gestures. Sweeping and elaborate, to guide the spells target. If you are unable this you must roll a ranged attack to hit your opponent.
While wearing Medium or Heavy Armor you cannot use a Focus or make the precise Gestures unless you have been specially trained.
Spell Tags
Cantrips: Are basic spells that can be cast at will.
Slow Spells: Slow Spells allow the enemy to Riposte when cast in melee range.
Instant: Can be cast as a Reaction, instant spells do not count against the limit of spells cast on your turn.
Ritual (x): Takes X rounds to be cast, An action needing to be spent each round to continue the ritual.
Concentration: Last as long as the caster does not take damage, lose their focus or cast another concentration spell.
Losing Focus
Concentration spells are mentally taxing to maintain over longer time periods. As a general rule a caster will have to save MENT every 10 minutes to maintain a concentration spell.
Grand Rituals
Sometimes you want to do something big with your magic, or something just outside the spell description. This is Grand Magic, where you alter your spell into a more expansive ritual.
To cast a spell as a Grand Ritual:
- Choose the spell1 that will be used by the ritual, this must be a spell you know, which will be unable to cast until you spend a downtime action to recover it, or have a spell scroll for, which will be consumed.
- Tell the GM what you are trying to accomplish, they will tell you if it will cost; downtime to design (long term project), coin for materials (1 for each scale2) and/or stamina in energy (2 for each MD eqivilient).
- Spend 1d4 minutes/hours (as determined by the GM) preparing and casting the ritual.
- Make a skill check using an appropriate magical skill and the ability score the GM deems appropriate.
- The degree of success determines how much the magic follows the intention of the caster, the spell will always accomplish the goal in some respects. No matter the outcome, you are unable to cast the spell used until the a downtime action is used to recover it.
Spell Tomes