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Magic

Definition

Magic is the process of manipulating magical energy, known as essence fields.

 

This is done through a ritualistic combination of words, gestures and physical objects which create an effect known as a Spell.

 

An individual who can perform these actions to cause a Spell to occur is commonly known as a Spellcaster or Caster

Realms of Magic

Mortal

Channeling

Channeling magic is a Blessing.

 

It is granted to the Spellcaster by a deity, divine force, or conviction in a set of beliefs.

 

In order to cast a Channeling spell, the Spellcaster must be able to speak a Verbal Component, usually a prayer of some sort, and they must be holding a symbol of their faith, known as a Holy Symbol.  Channeling magic is separated into several different areas of study.  In addition, they have access to other specialized areas of magic, called Domains, which are made available to them by their divine patron.

Arcane

Arcane magic is an Art.

 

Through complex incantations, the Spellcaster learns how to harness the essence fields in the world around them.

 

In order to cast an Arcane spell, the Spellcaster must be able to speak a Verbal Component, which is usually a complex string of words, and they must be able to freely move their hands to create a Somatic Component.

 

Alternatively, if the Spellcaster is holding a special object known as a Spell Focus, they may forego the Somatic Component.  Arcane Magic is separated into various schools of magic, that Wizards may specialize in.

Spells

Regardless of the type of magic being used.  It is expressed through a spell.  All spells share the following attributes:​​

  • Name - What it is called

  • Cost - How much does it cost in experience points to acquire

  • Level - What Caster Level does a character need to have in order to cast the spell.  Level 0 spells are available to all and cost no mana to cast

  • Casting Time - How many Action Phase points does it take before you can cast the spell.

  • Range - How far away from the Caster can the spell originate

  • Duration - How long does the spell last.  Permanent spells lasts until dispelled.  Lasting spells are permanent with no chance of dispellation.

  • Area of Effect - What is effected by the spell; a single target, only the caster, or a physical area having length, width, and height.

  • Type - Classification into Classes and sub-classes such as Essence, Enchantment and mind-affecting, or concentration.

  • Defence - What defence of the target does the spell need to exceed in order to take effect.  Examples are Touch, Reflex, and Will.

  • Description - A detailed description of how the spell works.

  • Upcast - The effects of how the spell changes when cast at a higher level than the minimum.

An Example of Casting a Spell

Eteldar the elven wizard is accosted by two bandits as he is traveling between Jaebetz and Zweisel in the Hundred Kingdoms.  He has enough time to cast one defensive spell, and then will act to defeat the bad guys.

Eteldar is a powerful wizard, being 10th level, and he decides to cast the spell at 9th level, as that will maximize the effect.  so it will cost him 9 mana to cast. 

 

It only takes 2 Action Phases, which the bandits use in coming closer to him, so his spell goes off. 

 

He could cast it on a friend if there was one around as the range is 20 meters, but he casts it on himself. 

 

The spell will last for 90 minutes, and will give him increased armour protection of 10, meaning that the first 10 points of damage that a bandit gives him will be ignored.

Both bandits strike at him and hit, as he is not trying to avoid them, but their arming swords bounce off his magical defenses, which allows him to cast the next spell.

Amaranth Arrows costs 2 Action Points to cast, which will happen before the bandits strike again.  

He again casts it at 9th level as that will maximize the effects of the spell. 

The bandits are within 2 meters of him, which is well within the 30 meter range.  

Casting it at 9th level gives him 5 missiles that will each deal 1d4+1 points of damage, that can not be blocked except by a Shield spell.  Eteldar fires all of them at one of the bandits, and deals 18 points of damage.  This causes the bandit to fall over and start the process of dying.  

Eteldar says, "If you work at it, you can save him, or you can attack me again, fail, and I will kill you, too.  Make your choice."

The bandit lets Eteldar pass, and tries to save his friend.

Future Realms of Magic

  • Esoteric

  • Songs of Creation

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